raze/source/games/exhumed/src/switch.cpp
Christoph Oelckers 7a65cc46d0 - moved AI wrappers out of the main sources.
This is mainly to reduce commit noise for what follows. These functions will soon be deleted.
2021-10-28 18:39:49 +02:00

514 lines
13 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "aistuff.h"
#include "exhumed.h"
#include "engine.h"
#include "player.h"
#include "sound.h"
#include <string.h>
#include <assert.h>
BEGIN_PS_NS
enum { kMaxSwitches = 1024 };
short SwitchCount = -1;
struct Link
{
int8_t v[8];
};
struct Switch
{
short nWaitTimer;
short nWait;
short nChannel;
short nLink;
short nRunPtr;
short nSector;
short nRun2;
short nWall;
short nRun3;
uint16_t nKeyMask;
};
TArray<Link> LinkMap;
Switch SwitchData[kMaxSwitches];
FSerializer& Serialize(FSerializer& arc, const char* keyname, Link& w, Link* def)
{
arc.Array(keyname, w.v, 8);
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, Switch& w, Switch* def)
{
if (arc.BeginObject(keyname))
{
arc("waittimer", w.nWaitTimer)
("wait", w.nWait)
("channel", w.nChannel)
("link", w.nLink)
("runptr", w.nRunPtr)
("sector", w.nSector)
("run2", w.nRun2)
("wall", w.nWall)
("run3", w.nRun3)
("keymask", w.nKeyMask)
.EndObject();
}
return arc;
}
void SerializeSwitch(FSerializer& arc)
{
arc("switchcount", SwitchCount)
.Array("switch", SwitchData + SwitchCount, kMaxSwitches - SwitchCount)
("linkmap", LinkMap);
}
void InitLink()
{
LinkMap.Clear();
}
int BuildLink(int nCount, ...)
{
va_list list;
va_start(list, nCount);
unsigned LinkCount = LinkMap.Reserve(1);
for (int i = 0; i < 8; i++)
{
int ebx;
if (i >= nCount)
{
ebx = -1;
}
else
{
ebx = va_arg(list, int);
}
LinkMap[LinkCount].v[i] = (int8_t)ebx;
}
va_end(list);
return LinkCount;
}
void InitSwitch()
{
SwitchCount = kMaxSwitches;
memset(SwitchData, 0, sizeof(SwitchData));
}
std::pair<int, int> BuildSwReady(int nChannel, short nLink)
{
if (SwitchCount <= 0 || nLink < 0) {
I_Error("Too many switch readys!\n");
}
SwitchCount--;
SwitchData[SwitchCount].nChannel = nChannel;
SwitchData[SwitchCount].nLink = nLink;
return { SwitchCount, 0x10000 };
}
void AISWReady::Process(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
assert(sRunChannels[nChannel].c < 8);
int8_t nVal = LinkMap[nLink].v[sRunChannels[nChannel].c];
if (nVal >= 0) {
runlist_ChangeChannel(nChannel, nVal);
}
}
std::pair<int, int> BuildSwPause(int nChannel, int nLink, int ebx)
{
for (int i = kMaxSwitches - 1; i >= SwitchCount; i--)
{
if (SwitchData[i].nChannel == nChannel && SwitchData[i].nWait != 0) {
return { i, 0x20000 };
}
}
if (SwitchCount <= 0 || nLink < 0) {
I_Error("Too many switches!\n");
}
SwitchCount--;
SwitchData[SwitchCount].nChannel = nChannel;
SwitchData[SwitchCount].nLink = nLink;
SwitchData[SwitchCount].nWait = ebx;
SwitchData[SwitchCount].nRunPtr = -1;
return { SwitchCount, 0x20000 };
}
void AISWPause::ProcessChannel(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
if (SwitchData[nSwitch].nRunPtr >= 0)
{
runlist_SubRunRec(SwitchData[nSwitch].nRunPtr);
SwitchData[nSwitch].nRunPtr = -1;
}
}
void AISWPause::Tick(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
SwitchData[nSwitch].nWaitTimer--;
if (SwitchData[nSwitch].nWaitTimer <= 0)
{
runlist_SubRunRec(SwitchData[nSwitch].nRunPtr);
SwitchData[nSwitch].nRunPtr = -1;
assert(sRunChannels[nChannel].c < 8);
assert(nLink < 1024);
runlist_ChangeChannel(nChannel, LinkMap[nLink].v[sRunChannels[nChannel].c]);
}
}
void AISWPause::Process(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
assert(sRunChannels[nChannel].c < 8);
if (LinkMap[nLink].v[sRunChannels[nChannel].c] < 0) {
return;
}
if (SwitchData[nSwitch].nRunPtr >= 0) {
return;
}
SwitchData[nSwitch].nRunPtr = runlist_AddRunRec(NewRun, &RunData[ev->nRun]);
int eax;
if (SwitchData[nSwitch].nWait <= 0)
{
eax = 100;
}
else
{
eax = SwitchData[nSwitch].nWait;
}
SwitchData[nSwitch].nWaitTimer = eax;
}
std::pair<int, int> BuildSwStepOn(int nChannel, int nLink, int nSector)
{
if (SwitchCount <= 0 || nLink < 0 || nSector < 0)
I_Error("Too many switches!\n");
int nSwitch = --SwitchCount;
SwitchData[nSwitch].nChannel = nChannel;
SwitchData[nSwitch].nLink = nLink;
SwitchData[nSwitch].nSector = nSector;
SwitchData[nSwitch].nRun2 = -1;
return { nSwitch , 0x30000 };
}
void AISWStepOn::ProcessChannel(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
short nLink = SwitchData[nSwitch].nLink;
short nChannel = SwitchData[nSwitch].nChannel;
short nSector = SwitchData[nSwitch].nSector;
assert(sRunChannels[nChannel].c < 8);
int8_t var_14 = LinkMap[nLink].v[sRunChannels[nChannel].c];
if (SwitchData[nSwitch].nRun2 >= 0)
{
runlist_SubRunRec(SwitchData[nSwitch].nRun2);
SwitchData[nSwitch].nRun2 = -1;
}
if (var_14 >= 0)
{
SwitchData[nSwitch].nRun2 = runlist_AddRunRec(sector[nSector].lotag - 1, &RunData[ev->nRun]);
}
}
void AISWStepOn::TouchFloor(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
short nLink = SwitchData[nSwitch].nLink;
short nChannel = SwitchData[nSwitch].nChannel;
short nSector = SwitchData[nSwitch].nSector;
assert(sRunChannels[nChannel].c < 8);
int8_t var_14 = LinkMap[nLink].v[sRunChannels[nChannel].c];
if (var_14 != sRunChannels[nChannel].c)
{
short nWall = sector[nSector].wallptr;
PlayFXAtXYZ(StaticSound[nSwitchSound], wall[nWall].x, wall[nWall].y, sector[nSector].floorz, nSector);
assert(sRunChannels[nChannel].c < 8);
runlist_ChangeChannel(nChannel, LinkMap[nLink].v[sRunChannels[nChannel].c]);
}
}
std::pair<int, int> BuildSwNotOnPause(int nChannel, int nLink, int nSector, int ecx)
{
if (SwitchCount <= 0 || nLink < 0 || nSector < 0)
I_Error("Too many switches!\n");
int nSwitch = --SwitchCount;
SwitchData[nSwitch].nChannel = nChannel;
SwitchData[nSwitch].nLink = nLink;
SwitchData[nSwitch].nWait = ecx;
SwitchData[nSwitch].nSector = nSector;
SwitchData[nSwitch].nRunPtr = -1;
SwitchData[nSwitch].nRun2 = -1;
return { nSwitch, 0x40000 };
}
void AISWNotOnPause::ProcessChannel(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
if (SwitchData[nSwitch].nRun2 >= 0)
{
runlist_SubRunRec(SwitchData[nSwitch].nRun2);
SwitchData[nSwitch].nRun2 = -1;
}
if (SwitchData[nSwitch].nRunPtr >= 0)
{
runlist_SubRunRec(SwitchData[nSwitch].nRunPtr);
SwitchData[nSwitch].nRunPtr = -1;
}
return;
}
void AISWNotOnPause::Tick(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
SwitchData[nSwitch].nWaitTimer -= 4;
if (SwitchData[nSwitch].nWaitTimer <= 0)
{
assert(sRunChannels[nChannel].c < 8);
runlist_ChangeChannel(nChannel, LinkMap[nLink].v[sRunChannels[nChannel].c]);
}
}
void AISWNotOnPause::Process(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
assert(sRunChannels[nChannel].c < 8);
if (LinkMap[nLink].v[sRunChannels[nChannel].c] >= 0)
{
if (SwitchData[nSwitch].nRunPtr < 0)
{
SwitchData[nSwitch].nRunPtr = runlist_AddRunRec(NewRun, &RunData[ev->nRun]);
short nSector = SwitchData[nSwitch].nSector;
SwitchData[nSwitch].nWaitTimer = SwitchData[nSwitch].nWait;
SwitchData[nSwitch].nRun2 = runlist_AddRunRec(sector[nSector].lotag - 1, &RunData[ev->nRun]);
}
}
}
void AISWNotOnPause::TouchFloor(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
SwitchData[nSwitch].nWaitTimer = SwitchData[nSwitch].nWait;
return;
}
std::pair<int, int> BuildSwPressSector(int nChannel, int nLink, int nSector, int keyMask)
{
if (SwitchCount <= 0 || nLink < 0 || nSector < 0)
I_Error("Too many switches!\n");
int nSwitch = --SwitchCount;
SwitchData[nSwitch].nChannel = nChannel;
SwitchData[nSwitch].nLink = nLink;
SwitchData[nSwitch].nSector = nSector;
SwitchData[nSwitch].nKeyMask = keyMask;
SwitchData[nSwitch].nRun2 = -1;
return { nSwitch, 0x50000 };
}
void AISWPressSector::ProcessChannel(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
if (SwitchData[nSwitch].nRun2 >= 0)
{
runlist_SubRunRec(SwitchData[nSwitch].nRun2);
SwitchData[nSwitch].nRun2 = -1;
}
assert(sRunChannels[nChannel].c < 8);
if (LinkMap[nLink].v[sRunChannels[nChannel].c] < 0) {
return;
}
short nSector = SwitchData[nSwitch].nSector;
SwitchData[nSwitch].nRun2 = runlist_AddRunRec(sector[nSector].lotag - 1, &RunData[ev->nRun]);
}
void AISWPressSector::Use(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
int nPlayer = ev->nParam;
if ((PlayerList[nPlayer].keys & SwitchData[nSwitch].nKeyMask) == SwitchData[nSwitch].nKeyMask)
{
runlist_ChangeChannel(nChannel, LinkMap[nLink].v[sRunChannels[nChannel].c]);
}
else
{
if (SwitchData[nSwitch].nKeyMask)
{
auto pSprite = &PlayerList[nPlayer].Actor()->s();
PlayFXAtXYZ(StaticSound[nSwitchSound], pSprite->x, pSprite->y, 0, pSprite->sectnum, CHANF_LISTENERZ);
StatusMessage(300, "YOU NEED THE KEY FOR THIS DOOR");
}
}
}
std::pair<int, int> BuildSwPressWall(short nChannel, short nLink, short nWall)
{
if (SwitchCount <= 0 || nLink < 0 || nWall < 0) {
I_Error("Too many switches!\n");
}
SwitchCount--;
SwitchData[SwitchCount].nChannel = nChannel;
SwitchData[SwitchCount].nLink = nLink;
SwitchData[SwitchCount].nWall = nWall;
SwitchData[SwitchCount].nRun3 = -1;
return { SwitchCount, 0x60000 };
}
void AISWPressWall::Process(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
if (SwitchData[nSwitch].nRun3 >= 0)
{
runlist_SubRunRec(SwitchData[nSwitch].nRun3);
SwitchData[nSwitch].nRun3 = -1;
}
if (LinkMap[nLink].v[sRunChannels[nChannel].c] >= 0)
{
short nWall = SwitchData[nSwitch].nWall;
SwitchData[nSwitch].nRun3 = runlist_AddRunRec(wall[nWall].lotag - 1, &RunData[ev->nRun]);
}
}
void AISWPressWall::Use(RunListEvent* ev)
{
short nSwitch = RunData[ev->nRun].nObjIndex;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
int8_t cx = LinkMap[nLink].v[sRunChannels[nChannel].c];
runlist_ChangeChannel(nChannel, LinkMap[nLink].v[sRunChannels[nChannel].c]);
if (cx < 0 || LinkMap[nLink].v[cx] < 0)
{
runlist_SubRunRec(SwitchData[nSwitch].nRun3);
SwitchData[nSwitch].nRun3 = -1;
}
short nWall = SwitchData[nSwitch].nWall;
short nSector = SwitchData[nSwitch].nSector; // CHECKME - where is this set??
PlayFXAtXYZ(StaticSound[nSwitchSound], wall[nWall].x, wall[nWall].y, 0, nSector, CHANF_LISTENERZ);
}
END_PS_NS