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https://github.com/ZDoom/Raze.git
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565 lines
15 KiB
C++
565 lines
15 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 "game.h"
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#include "network.h"
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#include "tags.h"
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#include "sector.h"
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#include "interpolate.h"
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#include "misc.h"
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#include "sprite.h"
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#include "quotemgr.h"
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BEGIN_SW_NS
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void ReverseSlidor(DSWActor* actor)
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{
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ROTATORp r;
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r = actor->user.rotator.Data();
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// if paused go ahead and start it up again
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if (actor->user.Tics)
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{
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actor->user.Tics = 0;
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SetSlidorActive(actor);
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return;
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}
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// moving toward to OFF pos
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if (r->tgt == 0)
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{
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r->tgt = r->open_dest;
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}
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else if (r->tgt == r->open_dest)
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{
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r->tgt = 0;
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}
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r->vel = -r->vel;
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}
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bool SlidorSwitch(short match, short setting)
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{
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bool found = false;
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SWStatIterator it(STAT_DEFAULT);
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while (auto actor = it.Next())
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{
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if (actor->spr.lotag == TAG_SPRITE_SWITCH_VATOR && actor->spr.hitag == match)
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{
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found = true;
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AnimateSwitch(actor, setting);
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}
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}
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return found;
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}
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void SetSlidorActive(DSWActor* actor)
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{
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ROTATORp r;
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r = actor->user.rotator.Data();
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DoSlidorInterp(actor, StartInterpolation);
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// play activate sound
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DoSoundSpotMatch(SP_TAG2(actor), 1, SOUND_OBJECT_TYPE);
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actor->user.Flags |= (SPR_ACTIVE);
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actor->user.Tics = 0;
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// moving to the OFF position
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if (r->tgt == 0)
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VatorSwitch(SP_TAG2(actor), false);
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else
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VatorSwitch(SP_TAG2(actor), true);
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}
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void SetSlidorInactive(DSWActor* actor)
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{
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DoSlidorInterp(actor, StopInterpolation);
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// play inactivate sound
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DoSoundSpotMatch(SP_TAG2(actor), 2, SOUND_OBJECT_TYPE);
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actor->user.Flags &= ~(SPR_ACTIVE);
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}
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// called for operation from the space bar
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void DoSlidorOperate(PLAYERp pp, sectortype* sect)
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{
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short match;
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match = sect->hitag;
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if (match > 0)
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{
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if (!TestSlidorMatchActive(match))
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DoSlidorMatch(pp, match, true);
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}
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}
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// called from switches and triggers
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// returns first vator found
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void DoSlidorMatch(PLAYERp pp, short match, bool manual)
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{
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SWStatIterator it(STAT_SLIDOR);
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while (auto actor = it.Next())
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{
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if (SP_TAG1(actor) == SECT_SLIDOR && SP_TAG2(actor) == match)
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{
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// single play only vator
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// bool 8 must be set for message to display
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if (TEST_BOOL4(actor) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
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{
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if (pp && TEST_BOOL11(actor)) PutStringInfo(pp, GStrings("TXTS_SPONLY"));
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continue;
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}
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// switch trigger only
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if (SP_TAG3(actor) == 1)
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{
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// tried to manually operat a switch/trigger only
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if (manual)
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continue;
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}
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auto sect = actor->spr.sector();
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if (pp && sect->hasU() && sect->stag == SECT_LOCK_DOOR && sect->number)
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{
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int key_num = sect->number;
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{
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PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_DOORMSG + key_num - 1));
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return;
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}
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}
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if (TEST(actor->user.Flags, SPR_ACTIVE))
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{
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ReverseSlidor(actor);
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continue;
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}
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SetSlidorActive(actor);
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}
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}
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}
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bool TestSlidorMatchActive(short match)
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{
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SWStatIterator it(STAT_SLIDOR);
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while (auto actor = it.Next())
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{
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if (SP_TAG1(actor) == SECT_SLIDOR && SP_TAG2(actor) == match)
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{
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// Does not have to be inactive to be operated
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if (TEST_BOOL6(actor))
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continue;
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if (TEST(actor->user.Flags, SPR_ACTIVE) || actor->user.Tics)
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return true;
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}
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}
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return false;
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}
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void DoSlidorInterp(DSWActor* actor, INTERP_FUNC interp_func)
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{
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auto sect = actor->spr.sector();
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// this code is just weird.
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auto startWall = sect->firstWall();
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auto endWall = sect->lastWall();
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auto wal = startWall;
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do
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{
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EInterpolationType type = Interp_Invalid;;
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switch (wal->lotag)
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{
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case TAG_WALL_SLIDOR_LEFT:
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case TAG_WALL_SLIDOR_RIGHT:
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type = Interp_Wall_X;
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break;
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case TAG_WALL_SLIDOR_UP:
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case TAG_WALL_SLIDOR_DOWN:
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type = Interp_Wall_Y;
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break;
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}
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if (type != Interp_Invalid)
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{
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auto pwal = wal - 1;
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if (wal < startWall) // original code - this makes no sense as in a correctly formed sector this condition is never true.
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pwal = endWall;
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// prev wall
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if (!wal->twoSided())
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{
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// white wall - move 4 points
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interp_func(wal, type);
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interp_func(pwal, type);
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interp_func(wal->point2Wall(), type);
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interp_func(wal->point2Wall()->point2Wall(), type);
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}
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else
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{
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// red wall - move 2 points
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interp_func(wal, type);
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interp_func(wal->nextWall()->point2Wall(), type);
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interp_func(wal->point2Wall(), type);
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if (wal->point2Wall()->twoSided())
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interp_func(wal->point2Wall()->nextWall()->point2Wall(), type);
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}
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}
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wal = wal->point2Wall();
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}
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while (wal != startWall);
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}
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int DoSlidorMoveWalls(DSWActor* actor, int amt)
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{
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auto sect = actor->spr.sector();
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// this code is just weird.
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auto startWall = sect->firstWall();
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auto endWall = sect->lastWall();
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auto wal = startWall;
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walltype* pwal;
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do
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{
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switch (wal->lotag)
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{
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case TAG_WALL_SLIDOR_LEFT:
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// prev wall
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pwal = wal - 1;
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if (wal < startWall) // original code - this makes no sense as in a correctly formed sector this condition is never true.
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pwal = endWall;
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if (!wal->twoSided())
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{
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// white wall - move 4 points
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wal->move(wal->pos.X - amt, wal->pos.Y);
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pwal->move(pwal->pos.X - amt, pwal->pos.Y);
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wal->point2Wall()->move(wal->point2Wall()->pos.X - amt, wal->point2Wall()->pos.Y);
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auto pwal2 = wal->point2Wall()->point2Wall();
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pwal2->move(pwal2->pos.X - amt, pwal2->pos.Y);
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}
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else
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{
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// red wall - move 2 points
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dragpoint(wal, wal->pos.X - amt, wal->pos.Y);
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dragpoint(wal->point2Wall(), wal->point2Wall()->pos.X - amt, wal->point2Wall()->pos.Y);
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}
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break;
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case TAG_WALL_SLIDOR_RIGHT:
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// prev wall
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pwal = wal - 1;
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if (wal < startWall) // original code - this makes no sense as in a correctly formed sector this condition is never true.
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pwal = endWall;
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if (!wal->twoSided())
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{
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// white wall - move 4 points
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wal->move(wal->pos.X + amt, wal->pos.Y);
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pwal->move(pwal->pos.X + amt, pwal->pos.Y);
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wal->point2Wall()->move(wal->point2Wall()->pos.X + amt, wal->point2Wall()->pos.Y);
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auto pwal2 = wal->point2Wall()->point2Wall();
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pwal2->move(pwal2->pos.X + amt, pwal2->pos.Y);
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}
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else
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{
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// red wall - move 2 points
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dragpoint(wal, wal->pos.X + amt, wal->pos.Y);
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dragpoint(wal->point2Wall(), wal->point2Wall()->pos.X + amt, wal->point2Wall()->pos.Y);
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}
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break;
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case TAG_WALL_SLIDOR_UP:
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// prev wall
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pwal = wal - 1;
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if (wal < startWall) // original code - this makes no sense as in a correctly formed sector this condition is never true.
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pwal = endWall;
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if (!wal->twoSided())
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{
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wal->move(wal->pos.X, wal->pos.Y - amt);
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pwal->move(pwal->pos.X, pwal->pos.Y - amt);
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wal->point2Wall()->move(wal->point2Wall()->pos.X, wal->point2Wall()->pos.Y - amt);
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auto pwal2 = wal->point2Wall()->point2Wall();
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pwal2->move(pwal2->pos.X, pwal2->pos.Y - amt);
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}
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else
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{
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dragpoint(wal, wal->pos.X, wal->pos.Y - amt);
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dragpoint(wal->point2Wall(), wal->point2Wall()->pos.X, wal->point2Wall()->pos.Y - amt);
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}
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break;
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case TAG_WALL_SLIDOR_DOWN:
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// prev wall
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pwal = wal - 1;
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if (wal < startWall) // original code - this makes no sense as in a correctly formed sector this condition is never true.
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pwal = endWall;
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if (!wal->twoSided())
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{
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wal->move(wal->pos.X, wal->pos.Y + amt);
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pwal->move(pwal->pos.X, pwal->pos.Y + amt);
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wal->point2Wall()->move(wal->point2Wall()->pos.X, wal->point2Wall()->pos.Y + amt);
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auto pwal2 = wal->point2Wall()->point2Wall();
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pwal2->move(pwal2->pos.X, pwal2->pos.Y + amt);
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}
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else
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{
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dragpoint(wal, wal->pos.X, wal->pos.Y + amt);
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dragpoint(wal->point2Wall(), wal->point2Wall()->pos.X, wal->point2Wall()->pos.Y + amt);
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}
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break;
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}
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wal = wal->point2Wall();
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}
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while (wal != startWall);
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return 0;
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}
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int DoSlidorInstantClose(DSWActor* actor)
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{
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int diff;
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auto startwall = actor->spr.sector()->firstWall();
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auto wal = startwall;
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do
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{
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switch (wal->lotag)
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{
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case TAG_WALL_SLIDOR_LEFT:
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diff = wal->pos.X - actor->spr.pos.X;
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DoSlidorMoveWalls(actor, diff);
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break;
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case TAG_WALL_SLIDOR_RIGHT:
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diff = wal->pos.X - actor->spr.pos.X;
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DoSlidorMoveWalls(actor, -diff);
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break;
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case TAG_WALL_SLIDOR_UP:
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diff = wal->pos.Y - actor->spr.pos.Y;
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DoSlidorMoveWalls(actor, diff);
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break;
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case TAG_WALL_SLIDOR_DOWN:
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diff = wal->pos.Y - actor->spr.pos.Y;
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DoSlidorMoveWalls(actor, -diff);
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break;
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}
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wal = wal->point2Wall();
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}
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while (wal != startwall);
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return 0;
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}
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int DoSlidor(DSWActor* actor)
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{
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ROTATORp r;
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int old_pos;
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bool kill = false;
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r = actor->user.rotator.Data();
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// Example - ang pos moves from 0 to 512 <<OR>> from 0 to -512
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old_pos = r->pos;
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// control SPEED of swinging
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if (r->pos < r->tgt)
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{
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// Increment swing angle
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r->pos += r->speed;
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r->speed += r->vel;
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// if the other way make it equal
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if (r->pos > r->tgt)
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r->pos = r->tgt;
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}
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if (r->pos > r->tgt)
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{
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// Increment swing angle
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r->pos -= r->speed;
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r->speed += r->vel;
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// if the other way make it equal
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if (r->pos < r->tgt)
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r->pos = r->tgt;
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}
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if (r->pos == r->tgt)
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{
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// If ang is OPEN
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if (r->pos == r->open_dest)
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{
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// new tgt is CLOSED (0)
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r->tgt = 0;
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r->vel = -r->vel;
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SetSlidorInactive(actor);
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if (SP_TAG6(actor) && !TEST_BOOL8(actor))
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DoMatchEverything(nullptr, SP_TAG6(actor), -1);
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// wait a bit and close it
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if (actor->user.WaitTics)
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actor->user.Tics = actor->user.WaitTics;
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}
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else
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// If ang is CLOSED then
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if (r->pos == 0)
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{
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short match = SP_TAG2(actor);
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// new tgt is OPEN (open)
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r->speed = r->orig_speed;
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r->vel = labs(r->vel);
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r->tgt = r->open_dest;
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SetSlidorInactive(actor);
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RESET_BOOL8(actor);
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// set Owner swith back to OFF
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// only if ALL vators are inactive
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if (!TestSlidorMatchActive(match))
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{
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//SlidorSwitch(match, OFF);
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}
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if (SP_TAG6(actor) && TEST_BOOL8(actor))
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DoMatchEverything(nullptr, SP_TAG6(actor), -1);
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}
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if (TEST_BOOL2(actor))
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kill = true;
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}
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else
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{
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// if heading for the OFF (original) position and should NOT CRUSH
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if (TEST_BOOL3(actor) && r->tgt == 0)
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{
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bool found = false;
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SWSectIterator it(actor->spr.sector());
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while (auto itActor = it.Next())
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{
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if (itActor->hasU() && TEST(itActor->spr.cstat, CSTAT_SPRITE_BLOCK) && TEST(itActor->spr.extra, SPRX_PLAYER_OR_ENEMY))
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{
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// found something blocking so reverse to ON position
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ReverseSlidor(actor);
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SET_BOOL8(actor); // tell vator that something blocking door
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found = true;
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break;
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}
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}
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if (!found)
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{
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short pnum;
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PLAYERp pp;
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// go ahead and look for players clip box bounds
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TRAVERSE_CONNECT(pnum)
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{
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pp = Player + pnum;
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if (pp->lo_sectp == actor->spr.sector() ||
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pp->hi_sectp == actor->spr.sector())
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{
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ReverseSlidor(actor);
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actor->user.vel_rate = -actor->user.vel_rate;
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found = 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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DoSlidorMoveWalls(actor, r->pos - old_pos);
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if (kill)
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{
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SetSlidorInactive(actor);
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KillActor(actor);
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return 0;
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}
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return 0;
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}
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#include "saveable.h"
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static saveable_code saveable_slidor_code[] =
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{
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SAVE_CODE(DoSlidor),
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};
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saveable_module saveable_slidor =
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{
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// code
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saveable_slidor_code,
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SIZ(saveable_slidor_code),
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// data
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nullptr,0
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};
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END_SW_NS
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