mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-18 08:01:36 +00:00
dbe3fc9e1a
MapSet: should probably clamp parsed selection group, because you never know...
1079 lines
21 KiB
C
1079 lines
21 KiB
C
// A bunch of functions that I've built up
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// They come in handy :>
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#define PLAYERMAX 64
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#define TEAMCOUNT 8
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#define DEFAULTTID_SCRIPT 471
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#define SECOND_TICS 35.714285714285715
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#define UNIT_CM 2.73921568627451
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#define DAMAGE_NORANDOM 0x40000000
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int TeamNames[TEAMCOUNT] =
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{
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"Blue", "Red", "Green", "Gold", "Black", "White", "Orange", "Purple"
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};
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int TeamColors[TEAMCOUNT] =
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{
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CR_BLUE, CR_RED, CR_GREEN, CR_GOLD, CR_BLACK, CR_WHITE, CR_ORANGE, CR_PURPLE
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};
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int TeamColorCodes[TEAMCOUNT] =
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{
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"\ch", "\cg", "\cd", "\cf", "\cm", "\cj", "\ci", "\ct"
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};
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function int itof(int x) { return x << 16; }
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function int ftoi(int x) { return x >> 16; }
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function int abs(int x)
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{
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if (x < 0) { return -x; }
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return x;
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}
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function int sign(int x)
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{
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if (x < 0) { return -1; }
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return 1;
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}
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function int randSign(void)
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{
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return (2*random(0,1))-1;
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}
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function int mod(int x, int y)
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{
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int ret = x - ((x / y) * y);
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if (ret < 0) { ret = y + ret; }
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return ret;
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}
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function int pow(int x, int y)
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{
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int n = 1;
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while (y-- > 0) { n *= x; }
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return n;
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}
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function int powFloat(int x, int y)
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{
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int n = 1.0;
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while (y-- > 0) { n = FixedMul(n, x); }
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return n;
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}
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function int gcf(int a, int b)
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{
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int c;
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while (1)
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{
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if (b == 0) { return a; }
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c = a % b;
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a = b;
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b = c;
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}
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return -1;
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}
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function int min(int x, int y)
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{
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if (x < y) { return x; }
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return y;
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}
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function int max(int x, int y)
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{
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if (x > y) { return x; }
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return y;
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}
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function int middle(int x, int y, int z)
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{
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if ((x < z) && (y < z)) { return max(x, y); }
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return max(min(x, y), z);
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}
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function int percFloat(int intg, int frac)
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{
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return itof(intg) + (itof(frac) / 100);
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}
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function int percFloat2(int intg, int frac1, int frac2)
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{
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return itof(intg) + (itof(frac1) / 100) + (itof(frac2) / 10000);
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}
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function int keyUp(int key)
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{
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int buttons = GetPlayerInput(-1, INPUT_BUTTONS);
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if ((~buttons & key) == key) { return 1; }
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return 0;
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}
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function int keyUp_any(int key)
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{
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int buttons = GetPlayerInput(-1, INPUT_BUTTONS);
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if (~buttons & key) { return 1; }
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return 0;
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}
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function int keyDown(int key)
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{
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int buttons = GetPlayerInput(-1, INPUT_BUTTONS);
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if ((buttons & key) == key) { return 1; }
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return 0;
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}
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function int keyDown_any(int key)
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{
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int buttons = GetPlayerInput(-1, INPUT_BUTTONS);
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if (buttons & key) { return 1; }
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return 0;
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}
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function int keysPressed(void)
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{
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int buttons = GetPlayerInput(-1, INPUT_BUTTONS);
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int oldbuttons = GetPlayerInput(-1, INPUT_OLDBUTTONS);
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int newbuttons = (buttons ^ oldbuttons) & buttons;
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return newbuttons;
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}
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function int keyPressed(int key)
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{
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if ((keysPressed() & key) == key) { return 1; }
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return 0;
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}
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function int keyPressed_any(int key)
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{
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if (keysPressed() & key) { return 1; }
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return 0;
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}
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function int inputUp(int input)
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{
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int buttons = GetPlayerInput(-1, MODINPUT_BUTTONS);
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if ((~buttons & input) == input) { return 1; }
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return 0;
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}
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function int inputUp_any(int input)
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{
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int buttons = GetPlayerInput(-1, MODINPUT_BUTTONS);
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if (~buttons & input) { return 1; }
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return 0;
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}
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function int inputDown(int input)
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{
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int buttons = GetPlayerInput(-1, MODINPUT_BUTTONS);
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if ((buttons & input) == input) { return 1; }
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return 0;
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}
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function int inputDown_any(int input)
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{
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int buttons = GetPlayerInput(-1, MODINPUT_BUTTONS);
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if (buttons & input) { return 1; }
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return 0;
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}
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function int inputsPressed(void)
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{
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int buttons = GetPlayerInput(-1, MODINPUT_BUTTONS);
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int oldbuttons = GetPlayerInput(-1, MODINPUT_OLDBUTTONS);
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int newbuttons = (buttons ^ oldbuttons) & buttons;
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return newbuttons;
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}
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function int inputPressed(int input)
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{
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if ((inputsPressed() & input) == input) { return 1; }
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return 0;
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}
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function int inputPressed_any(int input)
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{
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if (inputsPressed() & input) { return 1; }
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return 0;
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}
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function int adjustBottom(int tmin, int tmax, int i)
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{
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if (tmin > tmax)
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{
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tmax ^= tmin; tmin ^= tmax; tmax ^= tmin; // XOR swap
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}
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if (i < tmin) { tmin = i; }
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if (i > tmax) { tmin += (i - tmax); }
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return tmin;
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}
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function int adjustTop(int tmin, int tmax, int i)
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{
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if (tmin > tmax)
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{
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tmax ^= tmin; tmin ^= tmax; tmax ^= tmin;
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}
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if (i < tmin) { tmax -= (tmin - i); }
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if (i > tmax) { tmax = i; }
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return tmax;
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}
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function int adjustShort(int tmin, int tmax, int i)
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{
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if (tmin > tmax)
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{
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tmax ^= tmin; tmin ^= tmax; tmax ^= tmin;
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}
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if (i < tmin)
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{
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tmax -= (tmin - i);
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tmin = i;
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}
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if (i > tmax)
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{
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tmin += (i - tmax);
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tmax = i;
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}
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return packShorts(tmin, tmax);
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}
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// Taken from http://zdoom.org/wiki/sqrt
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function int sqrt_i(int number)
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{
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if (number <= 3) { return number > 0; }
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int oldAns = number >> 1, // initial guess
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newAns = (oldAns + (number / oldAns)) >> 1; // first iteration
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// main iterative method
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while (newAns < oldAns)
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{
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oldAns = newAns;
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newAns = (oldAns + number / oldAns) >> 1;
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}
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return oldAns;
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}
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function int sqrt(int number)
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{
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if (number == 1.0) { return 1.0; }
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if (number <= 0) { return 0; }
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int val = 150.0;
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for (int i=0; i<15; i++) { val = (val + FixedDiv(number, val)) >> 1; }
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return val;
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}
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function int magnitudeTwo(int x, int y)
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{
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return sqrt_i(x*x + y*y);
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}
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function int magnitudeTwo_f(int x, int y)
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{
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int len, ang;
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ang = VectorAngle(x, y);
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if (((ang + 0.125) % 0.5) > 0.25) { len = FixedDiv(y, sin(ang)); }
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else { len = FixedDiv(x, cos(ang)); }
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return len;
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}
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function int magnitudeThree(int x, int y, int z)
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{
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return sqrt_i(x*x + y*y + z*z);
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}
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function int magnitudeThree_f(int x, int y, int z)
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{
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int len, ang;
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ang = VectorAngle(x, y);
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if (((ang + 0.125) % 0.5) > 0.25) { len = FixedDiv(y, sin(ang)); }
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else { len = FixedDiv(x, cos(ang)); }
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ang = VectorAngle(len, z);
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if (((ang + 0.125) % 0.5) > 0.25) { len = FixedDiv(z, sin(ang)); }
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else { len = FixedDiv(len, cos(ang)); }
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return len;
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}
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function int quadPos(int a, int b, int c)
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{
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int s1 = sqrt(FixedMul(b, b)-(4*FixedMul(a, c)));
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int s2 = (2 * a);
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int b1 = FixedDiv(-b + s1, s2);
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return b1;
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}
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function int quadNeg(int a, int b, int c)
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{
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int s1 = sqrt(FixedMul(b, b)-(4*FixedMul(a, c)));
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int s2 = (2 * a);
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int b1 = FixedDiv(-b - s1, s2);
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return b1;
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}
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// All the arguments are to be fixed-point
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function int quad(int a, int b, int c, int y)
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{
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return FixedMul(a, FixedMul(y, y)) + FixedMul(b, y) + c + y;
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}
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function int quadHigh(int a, int b, int c, int x)
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{
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return quadPos(a, b, c-x);
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}
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function int quadLow(int a, int b, int c, int x)
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{
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return quadNeg(a, b, c-x);
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}
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function int inRange(int low, int high, int x)
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{
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return ((x >= low) && (x < high));
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}
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function void AddAmmoCapacity(int type, int add)
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{
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SetAmmoCapacity(type, GetAmmoCapacity(type) + add);
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}
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function int packShorts(int left, int right)
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{
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return ((left & 0xFFFF) << 16) + (right & 0xFFFF);
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}
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function int leftShort(int packed) { return packed >> 16; }
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function int rightShort(int packed) { return (packed << 16) >> 16; }
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// This stuff only works with StrParam
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function int cleanString(int string)
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{
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int ret = "";
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int strSize = StrLen(string);
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int c, i, ignoreNext;
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for (i = 0; i < strSize; i++)
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{
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c = GetChar(string, i);
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if ( ( ((c > 8) && (c < 14)) || ((c > 31) && (c < 127)) || ((c > 160) && (c < 173)) ) && !ignoreNext)
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{
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ret = StrParam(s:ret, c:c);
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}
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else if (c == 28 && !ignoreNext)
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{
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ignoreNext = 1;
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}
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else
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{
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ignoreNext = 0;
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}
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}
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return ret;
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}
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function int cvarFromString(int prefix, int newname)
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{
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int ret = "";
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int i, c;
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int prelen = strlen(prefix);
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int namelen = strlen(newname);
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int cap = prelen+namelen;
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for (i = 0; i <= cap; i++)
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{
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c = cond(i >= prelen, GetChar(newname, i-prelen), GetChar(prefix, i));
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if (
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(c > 64 && c < 91) // is uppercase letter
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|| (c > 90 && c < 123) // is lowercase letter
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|| (c > 47 && c < 58) // is number
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|| c == 95 // _
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)
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{
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ret = StrParam(s:ret, c:c);
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}
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}
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return ret;
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}
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function int padStringR(int baseStr, int padChar, int len)
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{
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int baseStrLen = StrLen(baseStr);
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int pad = "";
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int padLen; int i;
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if (baseStrLen >= len)
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{
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return baseStr;
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}
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padChar = GetChar(padChar, 0);
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padLen = len - baseStrLen;
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for (i = 0; i < padLen; i++)
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{
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pad = StrParam(s:pad, c:padChar);
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}
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return StrParam(s:baseStr, s:pad);
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}
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function int padStringL(int baseStr, int padChar, int len)
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{
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int baseStrLen = StrLen(baseStr);
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int pad = "";
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int padLen; int i;
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if (baseStrLen >= len)
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{
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return baseStr;
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}
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padChar = GetChar(padChar, 0);
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padLen = len - baseStrLen;
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for (i = 0; i < padLen; i++)
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{
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pad = StrParam(s:pad, c:padChar);
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}
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return StrParam(s:pad, s:baseStr);
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}
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function int changeString(int string, int repl, int where)
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{
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int i; int j; int k;
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int ret = "";
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int len = StrLen(string);
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int rLen = StrLen(repl);
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if ((where + rLen < 0) || (where >= len))
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{
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return string;
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}
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for (i = 0; i < len; i++)
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{
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if (inRange(where, where+rLen, i))
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{
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ret = StrParam(s:ret, c:GetChar(repl, i-where));
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}
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else
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{
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ret = StrParam(s:ret, c:GetChar(string, i));
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}
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}
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return ret;
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}
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function int sliceString(int string, int start, int end)
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{
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int len = StrLen(string);
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int ret = "";
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int i;
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if (start < 0)
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{
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start = len + start;
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}
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if (end <= 0)
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{
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end = len + end;
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}
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start = max(0, start);
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end = min(end, len-1);
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for (i = start; i < end; i++)
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{
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ret = StrParam(s:ret, c:GetChar(string, i));
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}
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return ret;
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}
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function int strcmp(int str1, int str2)
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{
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int i,j,k,l;
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int len1 = StrLen(str1);
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int len2 = StrLen(str2);
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j = max(len1, len2);
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for (i = 0; i < j; i++)
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{
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if (i >= len1) { return -1; }
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if (i >= len2) { return 1; }
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k = GetChar(str1, i); l = GetChar(str2, i);
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if (k > j) { return 1; }
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if (k < j) { return -1; }
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}
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return 0;
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}
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// End StrParam
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function int unusedTID(int start, int end)
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{
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int ret = start - 1;
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int tidNum;
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if (start > end) { start ^= end; end ^= start; start ^= end; } // good ol' XOR swap
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while (ret++ != end)
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{
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if (ThingCount(0, ret) == 0)
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{
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return ret;
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}
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}
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return -1;
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}
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function int getMaxHealth(void)
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{
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int maxHP = GetActorProperty(0, APROP_SpawnHealth);
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if ((maxHP == 0) && (PlayerNumber() != -1))
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{
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maxHP = 100;
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}
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return maxHP;
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}
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function int giveHealth(int amount)
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{
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return giveHealthFactor(amount, 1.0);
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}
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function int giveHealthFactor(int amount, int maxFactor)
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{
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return giveHealthMax(amount, FixedMul(getMaxHealth(), maxFactor));
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}
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function int giveHealthMax(int amount, int maxHP)
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{
|
|
int newHP;
|
|
|
|
int curHP = GetActorProperty(0, APROP_Health);
|
|
|
|
if (maxHP == 0) { newHP = max(curHP, curHP+amount); }
|
|
else
|
|
{
|
|
if (curHP > maxHP) { return 0; }
|
|
newHP = middle(curHP, curHP+amount, maxHP);
|
|
}
|
|
|
|
SetActorProperty(0, APROP_Health, newHP);
|
|
|
|
return newHP - curHP;
|
|
}
|
|
|
|
function int isDead(int tid)
|
|
{
|
|
return GetActorProperty(tid, APROP_Health) <= 0;
|
|
}
|
|
|
|
function int isSinglePlayer(void)
|
|
{
|
|
return GameType() == GAME_SINGLE_PLAYER;
|
|
}
|
|
|
|
function int isLMS(void)
|
|
{
|
|
return GetCVar("lastmanstanding") || GetCVar("teamlms");
|
|
}
|
|
|
|
function int isCoop(void)
|
|
{
|
|
int check1 = GameType() == GAME_NET_COOPERATIVE;
|
|
int check2 = GetCVar("cooperative") || GetCVar("invasion") || GetCVar("survival");
|
|
|
|
return check1 || check2;
|
|
}
|
|
|
|
function int isInvasion(void)
|
|
{
|
|
return GetCVar("invasion");
|
|
}
|
|
|
|
function int isFreeForAll(void)
|
|
{
|
|
if (GetCVar("terminator") || GetCVar("duel"))
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
int check1 = GetCVar("deathmatch") || GetCVar("possession") || GetCVar("lastmanstanding");
|
|
int check2 = check1 && !GetCVar("teamplay");
|
|
|
|
return check2;
|
|
}
|
|
|
|
function int isTeamGame(void)
|
|
{
|
|
int ret = (GetCVar("teamplay") || GetCVar("teamgame") || GetCVar("teamlms"));
|
|
return ret;
|
|
}
|
|
|
|
function int spawnDistance(int item, int dist, int tid)
|
|
{
|
|
int myX, myY, myZ, myAng, myPitch, spawnX, spawnY, spawnZ;
|
|
|
|
myX = GetActorX(0); myY = GetActorY(0); myZ = GetActorZ(0);
|
|
myAng = GetActorAngle(0); myPitch = GetActorPitch(0);
|
|
|
|
spawnX = FixedMul(cos(myAng) * dist, cos(myPitch));
|
|
spawnX += myX;
|
|
spawnY = FixedMul(sin(myAng) * dist, cos(myPitch));
|
|
spawnY += myY;
|
|
spawnZ = myZ + (-sin(myPitch) * dist);
|
|
|
|
return Spawn(item, spawnX, spawnY, spawnZ, tid, myAng >> 8);
|
|
}
|
|
|
|
function void SetInventory(int item, int amount)
|
|
{
|
|
int count = CheckInventory(item);
|
|
|
|
if (count == amount) { return; }
|
|
|
|
if (count > amount)
|
|
{
|
|
TakeInventory(item, count - amount);
|
|
return;
|
|
}
|
|
|
|
GiveAmmo(item, amount - count);
|
|
return;
|
|
}
|
|
function int ToggleInventory(int inv)
|
|
{
|
|
if (CheckInventory(inv))
|
|
{
|
|
TakeInventory(inv, 0x7FFFFFFF);
|
|
return 0;
|
|
}
|
|
|
|
GiveInventory(inv, 1);
|
|
return 1;
|
|
}
|
|
|
|
function void GiveAmmo(int type, int amount)
|
|
{
|
|
if (GetCVar("sv_doubleammo"))
|
|
{
|
|
int m = GetAmmoCapacity(type);
|
|
int expected = min(m, CheckInventory(type) + amount);
|
|
|
|
GiveInventory(type, amount);
|
|
TakeInventory(type, CheckInventory(type) - expected);
|
|
}
|
|
else
|
|
{
|
|
GiveInventory(type, amount);
|
|
}
|
|
}
|
|
|
|
function void GiveActorAmmo(int tid, int type, int amount)
|
|
{
|
|
if (GetCVar("sv_doubleammo"))
|
|
{
|
|
int m = GetAmmoCapacity(type);
|
|
int expected = min(m, CheckActorInventory(tid, type) + amount);
|
|
|
|
GiveActorInventory(tid, type, amount);
|
|
TakeActorInventory(tid, type, CheckActorInventory(tid, type) - expected);
|
|
}
|
|
else
|
|
{
|
|
GiveActorInventory(tid, type, amount);
|
|
}
|
|
}
|
|
|
|
function int cond(int test, int trueRet, int falseRet)
|
|
{
|
|
if (test) { return trueRet; }
|
|
return falseRet;
|
|
}
|
|
|
|
function int condTrue(int test, int trueRet)
|
|
{
|
|
if (test) { return trueRet; }
|
|
return test;
|
|
}
|
|
|
|
function int condFalse(int test, int falseRet)
|
|
{
|
|
if (test) { return test; }
|
|
return falseRet;
|
|
}
|
|
|
|
function void saveCVar(int cvar, int val)
|
|
{
|
|
int setStr = StrParam(s:"set ", s:cvar, s:" ", d:val);
|
|
int arcStr = StrParam(s:"archivecvar ", s:cvar);
|
|
ConsoleCommand(setStr); ConsoleCommand(arcStr);
|
|
}
|
|
|
|
function int defaultCVar(int cvar, int defaultVal)
|
|
{
|
|
int ret = GetCVar(cvar);
|
|
if (ret == 0) { saveCVar(cvar, defaultVal); return defaultVal; }
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
function int onGround(int tid)
|
|
{
|
|
return (GetActorZ(tid) - GetActorFloorZ(tid)) == 0;
|
|
}
|
|
|
|
function int ThingCounts(int start, int end)
|
|
{
|
|
int i, ret = 0;
|
|
|
|
if (start > end) { start ^= end; end ^= start; start ^= end; }
|
|
for (i = start; i < end; i++) { ret += ThingCount(0, i); }
|
|
|
|
return ret;
|
|
}
|
|
|
|
function int PlaceOnFloor(int tid)
|
|
{
|
|
if (ThingCount(0, tid) != 1) { return 1; }
|
|
|
|
SetActorPosition(tid, GetActorX(tid), GetActorY(tid), GetActorFloorZ(tid), 0);
|
|
return 0;
|
|
}
|
|
|
|
#define DIR_E 1
|
|
#define DIR_NE 2
|
|
#define DIR_N 3
|
|
#define DIR_NW 4
|
|
#define DIR_W 5
|
|
#define DIR_SW 6
|
|
#define DIR_S 7
|
|
#define DIR_SE 8
|
|
|
|
function int getDirection(void)
|
|
{
|
|
int sideMove = keyDown(BT_MOVERIGHT) - keyDown(BT_MOVELEFT);
|
|
int forwMove = keyDown(BT_FORWARD) - keyDown(BT_BACK);
|
|
|
|
if (sideMove || forwMove)
|
|
{
|
|
switch (sideMove)
|
|
{
|
|
case -1:
|
|
switch (forwMove)
|
|
{
|
|
case -1: return DIR_SW;
|
|
case 0: return DIR_W;
|
|
case 1: return DIR_NW;
|
|
}
|
|
break;
|
|
|
|
case 0:
|
|
switch (forwMove)
|
|
{
|
|
case -1: return DIR_S;
|
|
case 1: return DIR_N;
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
switch (forwMove)
|
|
{
|
|
case -1: return DIR_SE;
|
|
case 0: return DIR_E;
|
|
case 1: return DIR_NE;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
function int isInvulnerable(void)
|
|
{
|
|
int check1 = GetActorProperty(0, APROP_Invulnerable);
|
|
int check2 = CheckInventory("PowerInvulnerable");
|
|
|
|
return check1 || check2;
|
|
}
|
|
|
|
function void saveStringCVar(int string, int cvarname)
|
|
{
|
|
int slen = StrLen(string);
|
|
int i, c, cvarname2;
|
|
|
|
for (i = 0; i < slen; i++)
|
|
{
|
|
cvarname2 = StrParam(s:cvarname, s:"_char", d:i);
|
|
SaveCVar(cvarname2, GetChar(string, i));
|
|
}
|
|
|
|
while (1)
|
|
{
|
|
cvarname2 = StrParam(s:cvarname, s:"_char", d:i);
|
|
c = GetCVar(cvarname2);
|
|
|
|
if (c == 0) { break; }
|
|
|
|
ConsoleCommand(StrParam(s:"unset ", s:cvarname2));
|
|
i += 1;
|
|
}
|
|
}
|
|
|
|
function int loadStringCVar(int cvarname)
|
|
{
|
|
int ret = "";
|
|
int i = 0, c, cvarname2;
|
|
|
|
while (1)
|
|
{
|
|
cvarname2 = StrParam(s:cvarname, s:"_char", d:i);
|
|
c = GetCVar(cvarname2);
|
|
|
|
if (c == 0) { break; }
|
|
|
|
ret = StrParam(s:ret, c:c);
|
|
i += 1;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
function int defaultTID(int def)
|
|
{
|
|
return _defaulttid(def, 0);
|
|
}
|
|
|
|
function int _defaulttid(int def, int alwaysPropagate)
|
|
{
|
|
if (ClassifyActor(0) & ACTOR_WORLD) { return 0; }
|
|
|
|
int tid = ActivatorTID();
|
|
int i, changed = 0;
|
|
|
|
if (ThingCount(0, tid) != 1)
|
|
{
|
|
tid = def;
|
|
changed = 1;
|
|
if (def <= 0)
|
|
{
|
|
i = random(12, 220);
|
|
tid = unusedTID(i*100, (i+100)*100);
|
|
}
|
|
|
|
Thing_ChangeTID(0, tid);
|
|
}
|
|
|
|
if ((changed || (alwaysPropagate == 1)) && (alwaysPropagate != 2))
|
|
{
|
|
ACS_ExecuteAlways(DEFAULTTID_SCRIPT, 0, tid,0,0);
|
|
}
|
|
|
|
return tid;
|
|
}
|
|
|
|
script DEFAULTTID_SCRIPT (int tid) clientside
|
|
{
|
|
if (ConsolePlayerNumber() == -1) { terminate; }
|
|
Thing_ChangeTID(0, tid);
|
|
}
|
|
|
|
function int JumpZFromHeight(int height, int gravFactor)
|
|
{
|
|
return sqrt(2 * height * gravFactor);
|
|
}
|
|
|
|
function int roundZero(int toround)
|
|
{
|
|
int i = toround % 1.0;
|
|
return ftoi(toround - i);
|
|
}
|
|
|
|
function int roundAway(int toround)
|
|
{
|
|
int i = toround % 1.0;
|
|
|
|
if (i == 0) { return ftoi(toround); }
|
|
return ftoi(toround + (1.0 - i));
|
|
}
|
|
|
|
function int round(int toround)
|
|
{
|
|
return ftoi(toround + 0.5);
|
|
}
|
|
|
|
function int ceil(int toround)
|
|
{
|
|
return ftoi(toround + (1.0-1));
|
|
}
|
|
|
|
function int intFloat(int toround)
|
|
{
|
|
return itof(ftoi(toround));
|
|
}
|
|
|
|
function int distance(int x1, int y1, int z1, int x2, int y2, int z2)
|
|
{
|
|
return magnitudeThree_f(x2-x1, y2-y1, z2-z1);
|
|
}
|
|
|
|
function int distance_tid(int tid1, int tid2)
|
|
{
|
|
int x1 = GetActorX(tid1);
|
|
int y1 = GetActorY(tid1);
|
|
int z1 = GetActorZ(tid1);
|
|
|
|
int x2 = GetActorX(tid2);
|
|
int y2 = GetActorY(tid2);
|
|
int z2 = GetActorZ(tid2);
|
|
|
|
return magnitudeThree_f(x2-x1, y2-y1, z2-z1);
|
|
}
|
|
|
|
function int distance_ftoi(int x1, int y1, int z1, int x2, int y2, int z2)
|
|
{
|
|
return ftoi(distance(x1,y1,z1, x2,y2,z2));
|
|
}
|
|
|
|
function void printDebugInfo(void)
|
|
{
|
|
int classify = ClassifyActor(0);
|
|
int fead = classify & ACTOR_DEAD;
|
|
int player = classify & ACTOR_PLAYER;
|
|
int pln = PlayerNumber();
|
|
|
|
Log(s:" -- DEBUG INFO -- ");
|
|
|
|
Log(s:"Executed on tic ", d:Timer(), s:" on map ", d:GetLevelInfo(LEVELINFO_LEVELNUM));
|
|
|
|
if (classify & (ACTOR_PLAYER | ACTOR_MONSTER))
|
|
{
|
|
Log(s:"Script activator has ", d:GetActorProperty(0, APROP_Health), s:"/", d:getMaxHealth(), s:" HP");
|
|
}
|
|
|
|
if (player)
|
|
{
|
|
Log(s:"Is player ", d:pln, s:" (", n:0, s:"\c-) with class number ", d:PlayerClass(pln));
|
|
}
|
|
|
|
Log(s:" -- END DEBUG -- ");
|
|
}
|
|
|
|
|
|
function int PlayerTeamCount(int teamNo)
|
|
{
|
|
int i, ret;
|
|
for (i = 0; i < PLAYERMAX; i++)
|
|
{
|
|
if (GetPlayerInfo(i, PLAYERINFO_TEAM) == teamNO) { ret++; }
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
function int lower(int chr)
|
|
{
|
|
if (chr > 64 && chr < 91) { return chr+32; }
|
|
return chr;
|
|
}
|
|
|
|
function int upper(int chr)
|
|
{
|
|
if (chr > 90 && chr < 123) { return chr-32; }
|
|
return chr;
|
|
}
|
|
|
|
function int AddActorProperty(int tid, int prop, int amount)
|
|
{
|
|
int newAmount = GetActorProperty(tid, prop) + amount;
|
|
SetActorProperty(tid, prop, newAmount);
|
|
return newAmount;
|
|
}
|
|
|
|
function int ClientCount(void)
|
|
{
|
|
int ret, i;
|
|
|
|
for (i = 0; i < PLAYERMAX; i++)
|
|
{
|
|
if (PlayerInGame(i) || PlayerIsSpectator(i)) { ret++; }
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
function int HasRoom(int actorname, int x, int y, int z)
|
|
{
|
|
int tid = unusedTID(40000, 50000);
|
|
int ret = Spawn(actorname, x, y, z, tid);
|
|
|
|
if (ret >= 1) { Thing_Remove(tid); }
|
|
|
|
return ret;
|
|
}
|
|
|
|
function int RealPlayerCount(void)
|
|
{
|
|
int ret, i;
|
|
|
|
for (i = 0; i < PLAYERMAX; i++)
|
|
{
|
|
if (PlayerInGame(i) && !PlayerIsBot(i)) { ret++; }
|
|
}
|
|
|
|
return ret;
|
|
}
|