mirror of
https://github.com/ZDoom/Raze.git
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7a65cc46d0
This is mainly to reduce commit noise for what follows. These functions will soon be deleted.
514 lines
13 KiB
C++
514 lines
13 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "aistuff.h"
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#include "exhumed.h"
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#include "engine.h"
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#include "player.h"
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#include "sound.h"
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#include <string.h>
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#include <assert.h>
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BEGIN_PS_NS
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enum { kMaxSwitches = 1024 };
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short SwitchCount = -1;
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struct Link
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{
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int8_t v[8];
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};
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struct Switch
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{
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short nWaitTimer;
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short nWait;
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short nChannel;
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short nLink;
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short nRunPtr;
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short nSector;
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short nRun2;
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short nWall;
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short nRun3;
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uint16_t nKeyMask;
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};
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TArray<Link> LinkMap;
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Switch SwitchData[kMaxSwitches];
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Link& w, Link* def)
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{
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arc.Array(keyname, w.v, 8);
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return arc;
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Switch& w, Switch* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("waittimer", w.nWaitTimer)
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("wait", w.nWait)
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("channel", w.nChannel)
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("link", w.nLink)
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("runptr", w.nRunPtr)
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("sector", w.nSector)
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("run2", w.nRun2)
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("wall", w.nWall)
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("run3", w.nRun3)
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("keymask", w.nKeyMask)
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.EndObject();
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}
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return arc;
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}
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void SerializeSwitch(FSerializer& arc)
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{
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arc("switchcount", SwitchCount)
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.Array("switch", SwitchData + SwitchCount, kMaxSwitches - SwitchCount)
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("linkmap", LinkMap);
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}
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void InitLink()
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{
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LinkMap.Clear();
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}
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int BuildLink(int nCount, ...)
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{
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va_list list;
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va_start(list, nCount);
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unsigned LinkCount = LinkMap.Reserve(1);
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for (int i = 0; i < 8; i++)
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{
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int ebx;
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if (i >= nCount)
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{
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ebx = -1;
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}
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else
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{
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ebx = va_arg(list, int);
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}
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LinkMap[LinkCount].v[i] = (int8_t)ebx;
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}
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va_end(list);
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return LinkCount;
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}
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void InitSwitch()
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{
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SwitchCount = kMaxSwitches;
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memset(SwitchData, 0, sizeof(SwitchData));
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}
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std::pair<int, int> BuildSwReady(int nChannel, short nLink)
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{
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if (SwitchCount <= 0 || nLink < 0) {
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I_Error("Too many switch readys!\n");
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}
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SwitchCount--;
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SwitchData[SwitchCount].nChannel = nChannel;
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SwitchData[SwitchCount].nLink = nLink;
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return { SwitchCount, 0x10000 };
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}
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void AISWReady::Process(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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short nChannel = SwitchData[nSwitch].nChannel;
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short nLink = SwitchData[nSwitch].nLink;
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assert(sRunChannels[nChannel].c < 8);
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int8_t nVal = LinkMap[nLink].v[sRunChannels[nChannel].c];
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if (nVal >= 0) {
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runlist_ChangeChannel(nChannel, nVal);
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}
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}
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std::pair<int, int> BuildSwPause(int nChannel, int nLink, int ebx)
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{
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for (int i = kMaxSwitches - 1; i >= SwitchCount; i--)
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{
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if (SwitchData[i].nChannel == nChannel && SwitchData[i].nWait != 0) {
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return { i, 0x20000 };
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}
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}
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if (SwitchCount <= 0 || nLink < 0) {
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I_Error("Too many switches!\n");
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}
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SwitchCount--;
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SwitchData[SwitchCount].nChannel = nChannel;
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SwitchData[SwitchCount].nLink = nLink;
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SwitchData[SwitchCount].nWait = ebx;
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SwitchData[SwitchCount].nRunPtr = -1;
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return { SwitchCount, 0x20000 };
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}
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void AISWPause::ProcessChannel(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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if (SwitchData[nSwitch].nRunPtr >= 0)
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{
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runlist_SubRunRec(SwitchData[nSwitch].nRunPtr);
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SwitchData[nSwitch].nRunPtr = -1;
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}
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}
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void AISWPause::Tick(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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short nChannel = SwitchData[nSwitch].nChannel;
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short nLink = SwitchData[nSwitch].nLink;
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SwitchData[nSwitch].nWaitTimer--;
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if (SwitchData[nSwitch].nWaitTimer <= 0)
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{
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runlist_SubRunRec(SwitchData[nSwitch].nRunPtr);
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SwitchData[nSwitch].nRunPtr = -1;
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assert(sRunChannels[nChannel].c < 8);
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assert(nLink < 1024);
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runlist_ChangeChannel(nChannel, LinkMap[nLink].v[sRunChannels[nChannel].c]);
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}
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}
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void AISWPause::Process(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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short nChannel = SwitchData[nSwitch].nChannel;
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short nLink = SwitchData[nSwitch].nLink;
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assert(sRunChannels[nChannel].c < 8);
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if (LinkMap[nLink].v[sRunChannels[nChannel].c] < 0) {
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return;
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}
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if (SwitchData[nSwitch].nRunPtr >= 0) {
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return;
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}
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SwitchData[nSwitch].nRunPtr = runlist_AddRunRec(NewRun, &RunData[ev->nRun]);
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int eax;
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if (SwitchData[nSwitch].nWait <= 0)
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{
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eax = 100;
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}
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else
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{
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eax = SwitchData[nSwitch].nWait;
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}
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SwitchData[nSwitch].nWaitTimer = eax;
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}
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std::pair<int, int> BuildSwStepOn(int nChannel, int nLink, int nSector)
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{
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if (SwitchCount <= 0 || nLink < 0 || nSector < 0)
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I_Error("Too many switches!\n");
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int nSwitch = --SwitchCount;
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SwitchData[nSwitch].nChannel = nChannel;
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SwitchData[nSwitch].nLink = nLink;
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SwitchData[nSwitch].nSector = nSector;
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SwitchData[nSwitch].nRun2 = -1;
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return { nSwitch , 0x30000 };
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}
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void AISWStepOn::ProcessChannel(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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short nLink = SwitchData[nSwitch].nLink;
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short nChannel = SwitchData[nSwitch].nChannel;
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short nSector = SwitchData[nSwitch].nSector;
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assert(sRunChannels[nChannel].c < 8);
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int8_t var_14 = LinkMap[nLink].v[sRunChannels[nChannel].c];
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if (SwitchData[nSwitch].nRun2 >= 0)
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{
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runlist_SubRunRec(SwitchData[nSwitch].nRun2);
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SwitchData[nSwitch].nRun2 = -1;
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}
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if (var_14 >= 0)
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{
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SwitchData[nSwitch].nRun2 = runlist_AddRunRec(sector[nSector].lotag - 1, &RunData[ev->nRun]);
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}
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}
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void AISWStepOn::TouchFloor(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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short nLink = SwitchData[nSwitch].nLink;
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short nChannel = SwitchData[nSwitch].nChannel;
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short nSector = SwitchData[nSwitch].nSector;
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assert(sRunChannels[nChannel].c < 8);
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int8_t var_14 = LinkMap[nLink].v[sRunChannels[nChannel].c];
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if (var_14 != sRunChannels[nChannel].c)
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{
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short nWall = sector[nSector].wallptr;
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PlayFXAtXYZ(StaticSound[nSwitchSound], wall[nWall].x, wall[nWall].y, sector[nSector].floorz, nSector);
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assert(sRunChannels[nChannel].c < 8);
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runlist_ChangeChannel(nChannel, LinkMap[nLink].v[sRunChannels[nChannel].c]);
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}
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}
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std::pair<int, int> BuildSwNotOnPause(int nChannel, int nLink, int nSector, int ecx)
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{
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if (SwitchCount <= 0 || nLink < 0 || nSector < 0)
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I_Error("Too many switches!\n");
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int nSwitch = --SwitchCount;
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SwitchData[nSwitch].nChannel = nChannel;
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SwitchData[nSwitch].nLink = nLink;
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SwitchData[nSwitch].nWait = ecx;
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SwitchData[nSwitch].nSector = nSector;
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SwitchData[nSwitch].nRunPtr = -1;
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SwitchData[nSwitch].nRun2 = -1;
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return { nSwitch, 0x40000 };
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}
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void AISWNotOnPause::ProcessChannel(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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if (SwitchData[nSwitch].nRun2 >= 0)
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{
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runlist_SubRunRec(SwitchData[nSwitch].nRun2);
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SwitchData[nSwitch].nRun2 = -1;
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}
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if (SwitchData[nSwitch].nRunPtr >= 0)
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{
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runlist_SubRunRec(SwitchData[nSwitch].nRunPtr);
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SwitchData[nSwitch].nRunPtr = -1;
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}
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return;
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}
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void AISWNotOnPause::Tick(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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short nChannel = SwitchData[nSwitch].nChannel;
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short nLink = SwitchData[nSwitch].nLink;
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SwitchData[nSwitch].nWaitTimer -= 4;
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if (SwitchData[nSwitch].nWaitTimer <= 0)
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{
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assert(sRunChannels[nChannel].c < 8);
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runlist_ChangeChannel(nChannel, LinkMap[nLink].v[sRunChannels[nChannel].c]);
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}
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}
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void AISWNotOnPause::Process(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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short nChannel = SwitchData[nSwitch].nChannel;
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short nLink = SwitchData[nSwitch].nLink;
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assert(sRunChannels[nChannel].c < 8);
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if (LinkMap[nLink].v[sRunChannels[nChannel].c] >= 0)
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{
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if (SwitchData[nSwitch].nRunPtr < 0)
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{
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SwitchData[nSwitch].nRunPtr = runlist_AddRunRec(NewRun, &RunData[ev->nRun]);
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short nSector = SwitchData[nSwitch].nSector;
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SwitchData[nSwitch].nWaitTimer = SwitchData[nSwitch].nWait;
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SwitchData[nSwitch].nRun2 = runlist_AddRunRec(sector[nSector].lotag - 1, &RunData[ev->nRun]);
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}
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}
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}
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void AISWNotOnPause::TouchFloor(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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SwitchData[nSwitch].nWaitTimer = SwitchData[nSwitch].nWait;
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return;
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}
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std::pair<int, int> BuildSwPressSector(int nChannel, int nLink, int nSector, int keyMask)
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{
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if (SwitchCount <= 0 || nLink < 0 || nSector < 0)
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I_Error("Too many switches!\n");
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int nSwitch = --SwitchCount;
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SwitchData[nSwitch].nChannel = nChannel;
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SwitchData[nSwitch].nLink = nLink;
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SwitchData[nSwitch].nSector = nSector;
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SwitchData[nSwitch].nKeyMask = keyMask;
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SwitchData[nSwitch].nRun2 = -1;
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return { nSwitch, 0x50000 };
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}
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void AISWPressSector::ProcessChannel(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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short nChannel = SwitchData[nSwitch].nChannel;
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short nLink = SwitchData[nSwitch].nLink;
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if (SwitchData[nSwitch].nRun2 >= 0)
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{
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runlist_SubRunRec(SwitchData[nSwitch].nRun2);
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SwitchData[nSwitch].nRun2 = -1;
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}
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assert(sRunChannels[nChannel].c < 8);
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if (LinkMap[nLink].v[sRunChannels[nChannel].c] < 0) {
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return;
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}
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short nSector = SwitchData[nSwitch].nSector;
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SwitchData[nSwitch].nRun2 = runlist_AddRunRec(sector[nSector].lotag - 1, &RunData[ev->nRun]);
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}
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void AISWPressSector::Use(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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short nChannel = SwitchData[nSwitch].nChannel;
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short nLink = SwitchData[nSwitch].nLink;
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int nPlayer = ev->nParam;
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if ((PlayerList[nPlayer].keys & SwitchData[nSwitch].nKeyMask) == SwitchData[nSwitch].nKeyMask)
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{
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runlist_ChangeChannel(nChannel, LinkMap[nLink].v[sRunChannels[nChannel].c]);
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}
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else
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{
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if (SwitchData[nSwitch].nKeyMask)
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{
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auto pSprite = &PlayerList[nPlayer].Actor()->s();
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PlayFXAtXYZ(StaticSound[nSwitchSound], pSprite->x, pSprite->y, 0, pSprite->sectnum, CHANF_LISTENERZ);
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StatusMessage(300, "YOU NEED THE KEY FOR THIS DOOR");
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}
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}
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}
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std::pair<int, int> BuildSwPressWall(short nChannel, short nLink, short nWall)
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{
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if (SwitchCount <= 0 || nLink < 0 || nWall < 0) {
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I_Error("Too many switches!\n");
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}
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SwitchCount--;
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SwitchData[SwitchCount].nChannel = nChannel;
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SwitchData[SwitchCount].nLink = nLink;
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SwitchData[SwitchCount].nWall = nWall;
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SwitchData[SwitchCount].nRun3 = -1;
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return { SwitchCount, 0x60000 };
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}
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void AISWPressWall::Process(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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short nChannel = SwitchData[nSwitch].nChannel;
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short nLink = SwitchData[nSwitch].nLink;
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if (SwitchData[nSwitch].nRun3 >= 0)
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{
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runlist_SubRunRec(SwitchData[nSwitch].nRun3);
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SwitchData[nSwitch].nRun3 = -1;
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}
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if (LinkMap[nLink].v[sRunChannels[nChannel].c] >= 0)
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{
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short nWall = SwitchData[nSwitch].nWall;
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SwitchData[nSwitch].nRun3 = runlist_AddRunRec(wall[nWall].lotag - 1, &RunData[ev->nRun]);
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}
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}
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void AISWPressWall::Use(RunListEvent* ev)
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{
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short nSwitch = RunData[ev->nRun].nObjIndex;
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assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
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short nChannel = SwitchData[nSwitch].nChannel;
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short nLink = SwitchData[nSwitch].nLink;
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int8_t cx = LinkMap[nLink].v[sRunChannels[nChannel].c];
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runlist_ChangeChannel(nChannel, LinkMap[nLink].v[sRunChannels[nChannel].c]);
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if (cx < 0 || LinkMap[nLink].v[cx] < 0)
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{
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runlist_SubRunRec(SwitchData[nSwitch].nRun3);
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SwitchData[nSwitch].nRun3 = -1;
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}
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short nWall = SwitchData[nSwitch].nWall;
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short nSector = SwitchData[nSwitch].nSector; // CHECKME - where is this set??
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PlayFXAtXYZ(StaticSound[nSwitchSound], wall[nWall].x, wall[nWall].y, 0, nSector, CHANF_LISTENERZ);
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}
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END_PS_NS
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