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https://github.com/ZDoom/Raze.git
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260 lines
6.5 KiB
C++
260 lines
6.5 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "names2.h"
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#include "panel.h"
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#include "misc.h"
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BEGIN_SW_NS
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////////////////////////////////////////////////////////////////////////////////
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//
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// WARPING - PLANE STYLE
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//
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////////////////////////////////////////////////////////////////////////////////
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extern bool Prediction;
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DSWActor* WarpToArea(DSWActor* sp_from, DVector3& pos, sectortype** sect);
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bool WarpPlaneSectorInfo(sectortype* sect, DSWActor** sp_ceiling, DSWActor** sp_floor)
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{
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*sp_floor = nullptr;
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*sp_ceiling = nullptr;
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if (Prediction)
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return false;
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if (sect== nullptr || !(sect->extra & SECTFX_WARP_SECTOR))
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return false;
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SWStatIterator it(STAT_WARP);
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while (auto actor = it.Next())
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{
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if (actor->sector() == sect)
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{
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// skip - don't teleport
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if (SP_TAG10(actor) == 1)
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continue;
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if (actor->spr.hitag == WARP_CEILING_PLANE)
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{
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*sp_ceiling = actor;
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}
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else if (actor->spr.hitag == WARP_FLOOR_PLANE)
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{
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*sp_floor = actor;
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}
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}
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}
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return true;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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DSWActor* WarpPlane(DVector3& pos, sectortype** sect, double testz)
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{
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DSWActor* sp_floor,* sp_ceiling;
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if (testz == DBL_MAX) testz = pos.Z;
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if (Prediction)
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return nullptr;
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if (!WarpPlaneSectorInfo(*sect, &sp_ceiling, &sp_floor))
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return nullptr;
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if (sp_ceiling)
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{
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if (pos.Z <= sp_ceiling->spr.pos.Z)
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{
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return WarpToArea(sp_ceiling, pos, sect);
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}
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}
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if (sp_floor)
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{
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if (pos.Z >= sp_floor->spr.pos.Z)
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{
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return WarpToArea(sp_floor, pos, sect);
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}
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}
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return nullptr;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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DSWActor* WarpToArea(DSWActor* sp_from, DVector3& pos, sectortype** sect)
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{
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short match;
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short to_tag = 0;
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short match_rand[16];
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double z_adj = 0;
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auto off = pos - sp_from->spr.pos;
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match = sp_from->spr.lotag;
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#if 0
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TAG 2 = match
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TAG 3 = Type
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Sprite - 0,32 always teleports you to the center at the angle the sprite is facing
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Offset - 1 always teleports you by the offset.Does not touch the angle
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TAG 4 = angle
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TAG 5 to 8 = random match locations
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#endif
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memset(match_rand,0,sizeof(match_rand));
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switch (sp_from->spr.hitag)
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{
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case WARP_TELEPORTER:
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to_tag = WARP_TELEPORTER;
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// if tag 5 has something this is a random teleporter
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if (SP_TAG5(sp_from))
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{
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short ndx = 0;
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match_rand[ndx++] = SP_TAG2(sp_from);
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match_rand[ndx++] = SP_TAG5(sp_from);
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if (SP_TAG6(sp_from))
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match_rand[ndx++] = SP_TAG6(sp_from);
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if (SP_TAG7(sp_from))
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match_rand[ndx++] = SP_TAG7(sp_from);
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if (SP_TAG8(sp_from))
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match_rand[ndx++] = SP_TAG8(sp_from);
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// reset the match you are looking for
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match = match_rand[RandomRange(ndx)];
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}
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break;
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case WARP_CEILING_PLANE:
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to_tag = WARP_FLOOR_PLANE;
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// make sure you warp outside of warp plane
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z_adj = -2;
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break;
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case WARP_FLOOR_PLANE:
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to_tag = WARP_CEILING_PLANE;
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// make sure you warp outside of warp plane
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z_adj = 2;
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break;
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}
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SWStatIterator it(STAT_WARP);
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while (auto actor = it.Next())
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{
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if (actor->spr.lotag == match && actor != sp_from)
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{
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// exp: WARP_CEILING or WARP_CEILING_PLANE
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if (actor->spr.hitag == to_tag)
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{
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if (!actor->insector())
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return nullptr;
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// determine new x,y,z position
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pos = actor->spr.pos + off;
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// make sure you warp outside of warp plane
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pos.Z += z_adj;
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// get new sector
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*sect = actor->sector();
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updatesector(pos, sect);
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return actor;
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}
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}
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}
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return nullptr;
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}
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////////////////////////////////////////////////////////////////////////////////
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//
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// Warp - Teleporter style
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//
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////////////////////////////////////////////////////////////////////////////////
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bool WarpSectorInfo(sectortype* sect, DSWActor** sp_warp)
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{
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*sp_warp = nullptr;
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if (!sect || !(sect->extra & SECTFX_WARP_SECTOR))
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return false;
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SWStatIterator it(STAT_WARP);
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while (auto actor = it.Next())
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{
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if (actor->sector() == sect)
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{
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// skip - don't teleport
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if (SP_TAG10(actor) == 1)
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continue;
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if (actor->spr.hitag == WARP_TELEPORTER)
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{
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*sp_warp = actor;
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}
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}
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}
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return true;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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DSWActor* Warp(DVector3& pos, sectortype** sect)
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{
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DSWActor* sp_warp;
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if (Prediction)
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return nullptr;
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if (!WarpSectorInfo(*sect, &sp_warp))
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return nullptr;
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if (sp_warp)
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{
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return WarpToArea(sp_warp, pos, sect);
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}
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return nullptr;
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}
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END_SW_NS
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