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LevelFunc_Default.cpp
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#include "LevelFuncMgr.h"
#include "LevelFunc_Default.h"
#include "WorldCell.h"
#include "Sector_2_5D.h"
#include "Object.h"
#include <cmath>
//SlidingDoor
void LFunc_SlidingDoor_SetValue(LevelFunc *pFunc, int32_t nSector, float value, bool bInstant)
{
WorldCell *pCell = pFunc->GetWorldCell();
const Vector3& vDir = pFunc->GetDirection();
Vector2 dir2D(vDir.x, vDir.y);
Sector_2_5D *pSector = (Sector_2_5D *)pCell->GetSector( nSector );
for (uint32_t w=0; w<pSector->m_uWallCount; w++)
{
Wall *pWall = &pSector->m_Walls[w];
uint16_t i0 = pWall->m_idx[0];
uint16_t i1 = pWall->m_idx[1];
if ( pWall->m_flags&Wall::WALL_FLAGS_MORPH )
{
pSector->m_pVertexCur[i0] = pSector->m_pVertexBase[i0] + dir2D*value;
pSector->m_pVertexCur[i1] = pSector->m_pVertexBase[i1] + dir2D*value;
//we must also move the attached "mirror" walls as well...
if ( pWall->m_adjoin[0] != 0xffff )
{
Sector_2_5D *pMirrorSector = (Sector_2_5D *)pCell->GetSector( pWall->m_adjoin[0] );
Wall *pMirror = &pMirrorSector->m_Walls[ pWall->m_mirror[0] ];
i0 = pMirror->m_idx[0];
i1 = pMirror->m_idx[1];
pMirrorSector->m_pVertexCur[i0] = pMirrorSector->m_pVertexBase[i0] + dir2D*value;
pMirrorSector->m_pVertexCur[i1] = pMirrorSector->m_pVertexBase[i1] + dir2D*value;
}
//we must also move the attached "mirror" walls as well...
if ( pWall->m_adjoin[1] != 0xffff )
{
Sector_2_5D *pMirrorSector = (Sector_2_5D *)pCell->GetSector( pWall->m_adjoin[1] );
Wall *pMirror = &pMirrorSector->m_Walls[ pWall->m_mirror[1] ];
i0 = pMirror->m_idx[0];
i1 = pMirror->m_idx[1];
pMirrorSector->m_pVertexCur[i0] = pMirrorSector->m_pVertexBase[i0] + dir2D*value;
pMirrorSector->m_pVertexCur[i1] = pMirrorSector->m_pVertexBase[i1] + dir2D*value;
}
}
else if ( pWall->m_flags&Wall::WALL_FLAGS_INV_MORPH )
{
pSector->m_pVertexCur[i0] = pSector->m_pVertexBase[i0] - dir2D*value;
pSector->m_pVertexCur[i1] = pSector->m_pVertexBase[i1] - dir2D*value;
//we must also move the attached "mirror" walls as well...
if ( pWall->m_adjoin[0] != 0xffff )
{
Sector_2_5D *pMirrorSector = (Sector_2_5D *)pCell->GetSector( pWall->m_adjoin[0] );
Wall *pMirror = &pMirrorSector->m_Walls[ pWall->m_mirror[0] ];
i0 = pMirror->m_idx[0];
i1 = pMirror->m_idx[1];
pMirrorSector->m_pVertexCur[i0] = pMirrorSector->m_pVertexBase[i0] - dir2D*value;
pMirrorSector->m_pVertexCur[i1] = pMirrorSector->m_pVertexBase[i1] - dir2D*value;
}
//we must also move the attached "mirror" walls as well...
if ( pWall->m_adjoin[1] != 0xffff )
{
Sector_2_5D *pMirrorSector = (Sector_2_5D *)pCell->GetSector( pWall->m_adjoin[1] );
Wall *pMirror = &pMirrorSector->m_Walls[ pWall->m_mirror[1] ];
i0 = pMirror->m_idx[0];
i1 = pMirror->m_idx[1];
pMirrorSector->m_pVertexCur[i0] = pMirrorSector->m_pVertexBase[i0] - dir2D*value;
pMirrorSector->m_pVertexCur[i1] = pMirrorSector->m_pVertexBase[i1] - dir2D*value;
}
}
}
//handle sliding objects.
uint32_t uClientObjCnt = pFunc->GetClientObjCount();
for (uint32_t i=0; i<uClientObjCnt; i++)
{
LevelFunc::ClientObject *pObject = pFunc->GetClientObj(i);
Vector3 vNewLoc = pObject->vInitialPos;
if ( pObject->uFlags&Wall::WALL_FLAGS_INV_MORPH )
{
vNewLoc.x -= dir2D.x*value;
vNewLoc.y -= dir2D.y*value;
}
else
{
vNewLoc.x += dir2D.x*value;
vNewLoc.y += dir2D.y*value;
}
pObject->pObj->SetLoc( vNewLoc );
}
}
//Slide - like the above, but everything goes.
void LFunc_Slide_SetValue(LevelFunc *pFunc, int32_t nSector, float value, bool bInstant)
{
WorldCell *pCell = pFunc->GetWorldCell();
const Vector3& vDir = pFunc->GetDirection();
Vector2 dir2D(vDir.x, vDir.y);
Sector_2_5D *pSector = (Sector_2_5D *)pCell->GetSector( nSector );
for (uint32_t w=0; w<pSector->m_uWallCount; w++)
{
Wall *pWall = &pSector->m_Walls[w];
uint16_t i0 = pWall->m_idx[0];
uint16_t i1 = pWall->m_idx[1];
pSector->m_pVertexCur[i0] = pSector->m_pVertexBase[i0] + dir2D*value;
pSector->m_pVertexCur[i1] = pSector->m_pVertexBase[i1] + dir2D*value;
//we must also move the attached "mirror" walls as well...
if ( pWall->m_adjoin[0] != 0xffff )
{
Sector_2_5D *pMirrorSector = (Sector_2_5D *)pCell->GetSector( pWall->m_adjoin[0] );
Wall *pMirror = &pMirrorSector->m_Walls[ pWall->m_mirror[0] ];
i0 = pMirror->m_idx[0];
i1 = pMirror->m_idx[1];
pMirrorSector->m_pVertexCur[i0] = pMirrorSector->m_pVertexBase[i0] + dir2D*value;
pMirrorSector->m_pVertexCur[i1] = pMirrorSector->m_pVertexBase[i1] + dir2D*value;
}
//we must also move the attached "mirror" walls as well...
if ( pWall->m_adjoin[1] != 0xffff )
{
Sector_2_5D *pMirrorSector = (Sector_2_5D *)pCell->GetSector( pWall->m_adjoin[1] );
Wall *pMirror = &pMirrorSector->m_Walls[ pWall->m_mirror[1] ];
i0 = pMirror->m_idx[0];
i1 = pMirror->m_idx[1];
pMirrorSector->m_pVertexCur[i0] = pMirrorSector->m_pVertexBase[i0] + dir2D*value;
pMirrorSector->m_pVertexCur[i1] = pMirrorSector->m_pVertexBase[i1] + dir2D*value;
}
}
//handle sliding objects.
uint32_t uClientObjCnt = pFunc->GetClientObjCount();
for (uint32_t i=0; i<uClientObjCnt; i++)
{
LevelFunc::ClientObject *pObject = pFunc->GetClientObj(i);
Vector3 vNewLoc = pObject->vInitialPos;
vNewLoc.x += dir2D.x*value;
vNewLoc.y += dir2D.y*value;
pObject->pObj->SetLoc( vNewLoc );
}
}
//Elevator_MoveFloor
void LFunc_Elevator_MoveFloor_SetValue(LevelFunc *pFunc, int32_t nSector, float value, bool bInstant)
{
WorldCell *pCell = pFunc->GetWorldCell();
Sector_2_5D *pSector = (Sector_2_5D *)pCell->GetSector( nSector );
pSector->m_ZRangeCur.x = value;
}
//Elevator_MoveCeil
void LFunc_Elevator_MoveCeil_SetValue(LevelFunc *pFunc, int32_t nSector, float value, bool bInstant)
{
WorldCell *pCell = pFunc->GetWorldCell();
Sector_2_5D *pSector = (Sector_2_5D *)pCell->GetSector( nSector );
pSector->m_ZRangeCur.y = value;
}
//Rotate
void LFunc_Rotate_SetValue(LevelFunc *pFunc, int32_t nSector, float value, bool bInstant)
{
WorldCell *pCell = pFunc->GetWorldCell();
Sector_2_5D *pSector = (Sector_2_5D *)pCell->GetSector( nSector );
const Vector3 pivot3 = pFunc->GetPivot();
Vector2 pivot( pivot3.x, pivot3.y );
float cA = cosf(value);
float sA = sinf(value);
//go ahead and rotate the verts...
for (uint32_t w=0; w<pSector->m_uWallCount; w++)
{
Wall *pWall = &pSector->m_Walls[w];
uint16_t i0 = pWall->m_idx[0];
uint16_t i1 = pWall->m_idx[1];
Vector2 pC = pSector->m_pVertexBase[i0] - pivot;
pSector->m_pVertexCur[i0].x = pC.x*cA + pC.y*sA + pivot.x;
pSector->m_pVertexCur[i0].y = pC.y*cA - pC.x*sA + pivot.y;
pC = pSector->m_pVertexBase[i1] - pivot;
pSector->m_pVertexCur[i1].x = pC.x*cA + pC.y*sA + pivot.x;
pSector->m_pVertexCur[i1].y = pC.y*cA - pC.x*sA + pivot.y;
//we must also move the attached "mirror" walls as well...
if ( pWall->m_adjoin[0] != 0xffff )
{
Sector_2_5D *pMirrorSector = (Sector_2_5D *)pCell->GetSector( pWall->m_adjoin[0] );
Wall *pMirror = &pMirrorSector->m_Walls[ pWall->m_mirror[0] ];
i0 = pMirror->m_idx[0];
i1 = pMirror->m_idx[1];
pC = pMirrorSector->m_pVertexBase[i0] - pivot;
pMirrorSector->m_pVertexCur[i0].x = pC.x*cA + pC.y*sA + pivot.x;
pMirrorSector->m_pVertexCur[i0].y = pC.y*cA - pC.x*sA + pivot.y;
pC = pMirrorSector->m_pVertexBase[i1] - pivot;
pMirrorSector->m_pVertexCur[i1].x = pC.x*cA + pC.y*sA + pivot.x;
pMirrorSector->m_pVertexCur[i1].y = pC.y*cA - pC.x*sA + pivot.y;
}
//we must also move the attached "mirror" walls as well...
if ( pWall->m_adjoin[1] != 0xffff )
{
Sector_2_5D *pMirrorSector = (Sector_2_5D *)pCell->GetSector( pWall->m_adjoin[1] );
Wall *pMirror = &pMirrorSector->m_Walls[ pWall->m_mirror[1] ];
i0 = pMirror->m_idx[0];
i1 = pMirror->m_idx[1];
pC = pMirrorSector->m_pVertexBase[i0] - pivot;
pMirrorSector->m_pVertexCur[i0].x = pC.x*cA + pC.y*sA + pivot.x;
pMirrorSector->m_pVertexCur[i0].y = pC.y*cA - pC.x*sA + pivot.y;
pC = pMirrorSector->m_pVertexBase[i1] - pivot;
pMirrorSector->m_pVertexCur[i1].x = pC.x*cA + pC.y*sA + pivot.x;
pMirrorSector->m_pVertexCur[i1].y = pC.y*cA - pC.x*sA + pivot.y;
}
}
}
//LightFX
void LFunc_LightFX_SetValue(LevelFunc *pFunc, int32_t nSector, float value, bool bInstant)
{
WorldCell *pCell = pFunc->GetWorldCell();
Sector_2_5D *pSector = (Sector_2_5D *)pCell->GetSector( nSector );
const int32_t flickerTable[] =
{
1, 3, 6,
1, 3, 6,
6, 6, 6,
1, 3, 6,
1, 3, 6,
6, 6, 6,
6, 6, 6,
1, 3,
1, 3
};
int32_t index = (int32_t)( (value*25.0f) );
index %= 25;
pSector->m_aLightFX[0] = -flickerTable[index]*4 + 24;
pSector->m_aLightFX[1] = -flickerTable[index]*4 + 24;
pSector->m_aLightFX[2] = -flickerTable[index]*4 + 24;
}
//MotionFX
void LFunc_MotionFX_SetValue(LevelFunc *pFunc, int32_t nSector, float value, bool bInstant)
{
WorldCell *pCell = pFunc->GetWorldCell();
Sector_2_5D *pSector = (Sector_2_5D *)pCell->GetSector( nSector );
const Vector3 scrollDir = pFunc->GetDirection();
Vector3 scrollOffset = scrollDir * value;
pSector->m_texOffset[0].Set( scrollOffset.x, scrollOffset.y );
}
//TriggerToggle
void LFunc_TriggerToggle_Activate(LevelFunc *pFunc, int32_t mask, int32_t items, bool bForce)
{
uint32_t uClientCount = pFunc->GetClientCount();
for (uint32_t c=0; c<uClientCount; c++)
{
LevelFunc *pClient = pFunc->GetClient(c);
pClient->SendMessage( LevelFunc::IMSG_ACTIVATE, 0, 0 );
}
}
//Global setup.
void SetupDefaultLevelFuncs()
{
LevelFuncMgr::AddLevelFuncCB("SlidingDoor", nullptr, LFunc_SlidingDoor_SetValue);
LevelFuncMgr::AddLevelFuncCB("Slide", nullptr, LFunc_Slide_SetValue);
LevelFuncMgr::AddLevelFuncCB("Elevator_MoveFloor", nullptr, LFunc_Elevator_MoveFloor_SetValue);
LevelFuncMgr::AddLevelFuncCB("Elevator_MoveCeil", nullptr, LFunc_Elevator_MoveCeil_SetValue);
LevelFuncMgr::AddLevelFuncCB("Rotate", nullptr, LFunc_Rotate_SetValue);
LevelFuncMgr::AddLevelFuncCB("LightFX", nullptr, LFunc_LightFX_SetValue);
LevelFuncMgr::AddLevelFuncCB("MotionFX", nullptr, LFunc_MotionFX_SetValue);
LevelFuncMgr::AddLevelFuncCB("TriggerToggle", LFunc_TriggerToggle_Activate, nullptr);
}