//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood 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" // Must come before everything else! #include #include "build.h" #include "blood.h" #include "misc.h" #include "d_net.h" BEGIN_BLD_NS unsigned int GetWaveValue(unsigned int nPhase, int nType) { switch (nType) { case 0: return 0x8000-(Cos(FixedToInt(nPhase<<10))>>15); case 1: return nPhase; case 2: return 0x10000-(Cos(FixedToInt(nPhase<<9))>>14); case 3: return Sin(FixedToInt(nPhase<<9))>>14; } return nPhase; } bool SetSpriteState(DBloodActor* actor, int nState) { auto pSprite = &actor->s(); auto pXSprite = &actor->x(); if ((pXSprite->busy & 0xffff) == 0 && pXSprite->state == nState) return 0; pXSprite->busy = IntToFixed(nState); pXSprite->state = nState; evKillActor(actor); if ((pSprite->flags & kHitagRespawn) != 0 && pSprite->inittype >= kDudeBase && pSprite->inittype < kDudeMax) { pXSprite->respawnPending = 3; evPostActor(actor, gGameOptions.nMonsterRespawnTime, kCallbackRespawn); return 1; } if (pXSprite->restState != nState && pXSprite->waitTime > 0) evPostActor(actor, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff); if (pXSprite->txID) { if (pXSprite->command != kCmdLink && pXSprite->triggerOn && pXSprite->state) evSendActor(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command); if (pXSprite->command != kCmdLink && pXSprite->triggerOff && !pXSprite->state) evSendActor(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command); } return 1; } bool SetWallState(walltype* pWall, int nState) { auto pXWall = &pWall->xw(); if ((pXWall->busy&0xffff) == 0 && pXWall->state == nState) return 0; pXWall->busy = IntToFixed(nState); pXWall->state = nState; evKillWall(pWall); if (pXWall->restState != nState && pXWall->waitTime > 0) evPostWall(pWall, (pXWall->waitTime*120) / 10, pXWall->restState ? kCmdOn : kCmdOff); if (pXWall->txID) { if (pXWall->command != kCmdLink && pXWall->triggerOn && pXWall->state) evSendWall(pWall, pXWall->txID, (COMMAND_ID)pXWall->command); if (pXWall->command != kCmdLink && pXWall->triggerOff && !pXWall->state) evSendWall(pWall, pXWall->txID, (COMMAND_ID)pXWall->command); } return 1; } bool SetSectorState(sectortype *pSector, int nState) { assert(pSector->hasX()); auto pXSector = &pSector->xs(); if ((pXSector->busy&0xffff) == 0 && pXSector->state == nState) return 0; pXSector->busy = IntToFixed(nState); pXSector->state = nState; evKillSector(pSector); if (nState == 1) { if (pXSector->command != kCmdLink && pXSector->triggerOn && pXSector->txID) evSendSector(pSector,pXSector->txID, (COMMAND_ID)pXSector->command); if (pXSector->stopOn) { pXSector->stopOn = 0; pXSector->stopOff = 0; } else if (pXSector->reTriggerA) evPostSector(pSector, (pXSector->waitTimeA * 120) / 10, kCmdOff); } else { if (pXSector->command != kCmdLink && pXSector->triggerOff && pXSector->txID) evSendSector(pSector,pXSector->txID, (COMMAND_ID)pXSector->command); if (pXSector->stopOff) { pXSector->stopOn = 0; pXSector->stopOff = 0; } else if (pXSector->reTriggerB) evPostSector(pSector, (pXSector->waitTimeB * 120) / 10, kCmdOn); } return 1; } TArray gBusy; void AddBusy(sectortype* pSector, BUSYID a2, int nDelta) { assert(nDelta != 0); for (auto& b : gBusy) { if (b.sect == pSector && b.type == a2) { b.delta = nDelta; return; } } BUSY b = { pSector, nDelta, nDelta > 0 ? 0 : 65536, a2 }; gBusy.Push(b); } void ReverseBusy(sectortype* pSector, BUSYID a2) { for (auto& b : gBusy) { if (b.sect == pSector && b.type == a2) { b.delta = -b.delta; break; } } } unsigned int GetSourceBusy(EVENT& a1) { if (a1.isSector()) { auto sect = a1.getSector(); return sect->hasX()? sect->xs().busy : 0; } else if (a1.isWall()) { auto wal = a1.getWall(); return wal->hasX()? wal->xw().busy : 0; } else if (a1.isActor()) { auto pActor = a1.getActor(); return pActor && pActor->hasX() ? pActor->x().busy : false; } return 0; } void LifeLeechOperate(DBloodActor* actor, EVENT event) { auto pSprite = &actor->s(); auto pXSprite = &actor->x(); switch (event.cmd) { case kCmdSpritePush: { int nPlayer = pXSprite->data4; if (nPlayer >= 0 && nPlayer < kMaxPlayers && playeringame[nPlayer]) { PLAYER *pPlayer = &gPlayer[nPlayer]; if (pPlayer->pXSprite->health > 0) { evKillActor(actor); pPlayer->ammoCount[8] = ClipHigh(pPlayer->ammoCount[8]+pXSprite->data3, gAmmoInfo[8].max); pPlayer->hasWeapon[9] = 1; if (pPlayer->curWeapon != kWeapLifeLeech) { if (!VanillaMode() && checkFired6or7(pPlayer)) // if tnt/spray is actively used, do not switch weapon break; pPlayer->weaponState = 0; pPlayer->nextWeapon = 9; } } } break; } case kCmdSpriteProximity: { auto target = actor->GetTarget(); if (target) { if (!pXSprite->stateTimer) { spritetype *pTarget = &target->s(); if (pTarget->statnum == kStatDude && !(pTarget->flags&32) && target->hasX()) { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); int nType = pTarget->type-kDudeBase; DUDEINFO *pDudeInfo = getDudeInfo(nType+kDudeBase); int z1 = (top-pSprite->pos.Z)-256; int x = pTarget->pos.X; int y = pTarget->pos.Y; int z = pTarget->pos.Z; int nDist = approxDist(x - pSprite->pos.X, y - pSprite->pos.Y); if (nDist != 0 && cansee(pSprite->pos.X, pSprite->pos.Y, top, pSprite->sector(), x, y, z, pTarget->sector())) { int t = DivScale(nDist, 0x1aaaaa, 12); x += (target->xvel*t)>>12; y += (target->yvel*t)>>12; int angBak = pSprite->ang; pSprite->ang = getangle(x-pSprite->pos.X, y-pSprite->pos.Y); int dx = bcos(pSprite->ang); int dy = bsin(pSprite->ang); int tz = pTarget->pos.Z - (pTarget->yrepeat * pDudeInfo->aimHeight) * 4; int dz = DivScale(tz - top - 256, nDist, 10); int nMissileType = kMissileLifeLeechAltNormal + (pXSprite->data3 ? 1 : 0); int t2; if (!pXSprite->data3) t2 = 120 / 10; else t2 = (3*120) / 10; auto missile = actFireMissile(actor, 0, z1, dx, dy, dz, nMissileType); if (missile) { missile->SetOwner(actor); pXSprite->stateTimer = 1; evPostActor(actor, t2, kCallbackLeechStateTimer); pXSprite->data3 = ClipLow(pXSprite->data3-1, 0); if (!VanillaMode()) // disable collisions so lifeleech doesn't do that weird bobbing missile->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; } pSprite->ang = angBak; } } } } return; } } actPostSprite(actor, kStatFree); } void ActivateGenerator(DBloodActor*); void OperateSprite(DBloodActor* actor, EVENT event) { auto pSprite = &actor->s(); auto pXSprite = &actor->x(); #ifdef NOONE_EXTENSIONS if (gModernMap && modernTypeOperateSprite(actor, event)) return; #endif switch (event.cmd) { case kCmdLock: pXSprite->locked = 1; return; case kCmdUnlock: pXSprite->locked = 0; return; case kCmdToggleLock: pXSprite->locked = pXSprite->locked ^ 1; return; } if (pSprite->statnum == kStatDude && pSprite->type >= kDudeBase && pSprite->type < kDudeMax) { switch (event.cmd) { case kCmdOff: SetSpriteState(actor, 0); break; case kCmdSpriteProximity: if (pXSprite->state) break; [[fallthrough]]; case kCmdOn: case kCmdSpritePush: case kCmdSpriteTouch: if (!pXSprite->state) SetSpriteState(actor, 1); aiActivateDude(actor); break; } return; } switch (pSprite->type) { case kTrapMachinegun: if (pXSprite->health <= 0) break; switch (event.cmd) { case kCmdOff: if (!SetSpriteState(actor, 0)) break; seqSpawn(40, actor, -1); break; case kCmdOn: if (!SetSpriteState(actor, 1)) break; seqSpawn(38, actor, nMGunOpenClient); if (pXSprite->data1 > 0) pXSprite->data2 = pXSprite->data1; break; } break; case kThingFallingRock: if (SetSpriteState(actor, 1)) pSprite->flags |= 7; break; case kThingWallCrack: if (SetSpriteState(actor, 0)) actPostSprite(actor, kStatFree); break; case kThingCrateFace: if (SetSpriteState(actor, 0)) actPostSprite(actor, kStatFree); break; case kTrapZapSwitchable: switch (event.cmd) { case kCmdOff: pXSprite->state = 0; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE; pSprite->cstat &= ~CSTAT_SPRITE_BLOCK; break; case kCmdOn: pXSprite->state = 1; pSprite->cstat &= ~CSTAT_SPRITE_INVISIBLE; pSprite->cstat |= CSTAT_SPRITE_BLOCK; break; case kCmdToggle: pXSprite->state ^= 1; pSprite->cstat ^= CSTAT_SPRITE_INVISIBLE; pSprite->cstat ^= CSTAT_SPRITE_BLOCK; break; } break; case kTrapFlame: switch (event.cmd) { case kCmdOff: if (!SetSpriteState(actor, 0)) break; seqSpawn(40, actor, -1); sfxKill3DSound(actor, 0, -1); break; case kCmdOn: if (!SetSpriteState(actor, 1)) break; seqSpawn(38, actor, -1); sfxPlay3DSound(actor, 441, 0, 0); break; } break; case kSwitchPadlock: switch (event.cmd) { case kCmdOff: SetSpriteState(actor, 0); break; case kCmdOn: if (!SetSpriteState(actor, 1)) break; seqSpawn(37, actor, -1); break; default: SetSpriteState(actor, pXSprite->state ^ 1); if (pXSprite->state) seqSpawn(37, actor, -1); break; } break; case kSwitchToggle: switch (event.cmd) { case kCmdOff: if (!SetSpriteState(actor, 0)) break; sfxPlay3DSound(actor, pXSprite->data2, 0, 0); break; case kCmdOn: if (!SetSpriteState(actor, 1)) break; sfxPlay3DSound(actor, pXSprite->data1, 0, 0); break; default: if (!SetSpriteState(actor, pXSprite->state ^ 1)) break; if (pXSprite->state) sfxPlay3DSound(actor, pXSprite->data1, 0, 0); else sfxPlay3DSound(actor, pXSprite->data2, 0, 0); break; } break; case kSwitchOneWay: switch (event.cmd) { case kCmdOff: if (!SetSpriteState(actor, 0)) break; sfxPlay3DSound(actor, pXSprite->data2, 0, 0); break; case kCmdOn: if (!SetSpriteState(actor, 1)) break; sfxPlay3DSound(actor, pXSprite->data1, 0, 0); break; default: if (!SetSpriteState(actor, pXSprite->restState ^ 1)) break; if (pXSprite->state) sfxPlay3DSound(actor, pXSprite->data1, 0, 0); else sfxPlay3DSound(actor, pXSprite->data2, 0, 0); break; } break; case kSwitchCombo: switch (event.cmd) { case kCmdOff: pXSprite->data1--; if (pXSprite->data1 < 0) pXSprite->data1 += pXSprite->data3; break; default: pXSprite->data1++; if (pXSprite->data1 >= pXSprite->data3) pXSprite->data1 -= pXSprite->data3; break; } sfxPlay3DSound(actor, pXSprite->data4, -1, 0); if (pXSprite->command == kCmdLink && pXSprite->txID > 0) evSendActor(actor, pXSprite->txID, kCmdLink); if (pXSprite->data1 == pXSprite->data2) SetSpriteState(actor, 1); else SetSpriteState(actor, 0); break; case kMarkerDudeSpawn: if (gGameOptions.nMonsterSettings && pXSprite->data1 >= kDudeBase && pXSprite->data1 < kDudeMax) { auto spawned = actSpawnDude(actor, pXSprite->data1, -1, 0); if (spawned) { XSPRITE *pXSpawn = &spawned->x(); gKillMgr.AddNewKill(1); switch (pXSprite->data1) { case kDudeBurningInnocent: case kDudeBurningCultist: case kDudeBurningZombieButcher: case kDudeBurningTinyCaleb: case kDudeBurningBeast: { pXSpawn->health = getDudeInfo(pXSprite->data1)->startHealth << 4; pXSpawn->burnTime = 10; spawned->SetTarget(nullptr); aiActivateDude(spawned); break; default: break; } } } } break; case kMarkerEarthQuake: pXSprite->triggerOn = 0; pXSprite->isTriggered = 1; SetSpriteState(actor, 1); for (int p = connecthead; p >= 0; p = connectpoint2[p]) { spritetype *pPlayerSprite = gPlayer[p].pSprite; int dx = (pSprite->pos.X - pPlayerSprite->pos.X)>>4; int dy = (pSprite->pos.Y - pPlayerSprite->pos.Y)>>4; int dz = (pSprite->pos.Z - pPlayerSprite->pos.Z)>>8; int nDist = dx*dx+dy*dy+dz*dz+0x40000; gPlayer[p].quakeEffect = DivScale(pXSprite->data1, nDist, 16); } break; case kThingTNTBarrel: if (pSprite->flags & kHitagRespawn) return; [[fallthrough]]; case kThingArmedTNTStick: case kThingArmedTNTBundle: case kThingArmedSpray: actExplodeSprite(actor); break; case kTrapExploder: switch (event.cmd) { case kCmdOn: SetSpriteState(actor, 1); break; default: pSprite->cstat &= ~CSTAT_SPRITE_INVISIBLE; actExplodeSprite(actor); break; } break; case kThingArmedRemoteBomb: if (pSprite->statnum != kStatRespawn) { if (event.cmd != kCmdOn) actExplodeSprite(actor); else { sfxPlay3DSound(actor, 454, 0, 0); evPostActor(actor, 18, kCmdOff); } } break; case kThingArmedProxBomb: if (pSprite->statnum != kStatRespawn) { switch (event.cmd) { case kCmdSpriteProximity: if (pXSprite->state) break; sfxPlay3DSound(actor, 452, 0, 0); evPostActor(actor, 30, kCmdOff); pXSprite->state = 1; [[fallthrough]]; case kCmdOn: sfxPlay3DSound(actor, 451, 0, 0); pXSprite->Proximity = 1; break; default: actExplodeSprite(actor); break; } } break; case kThingDroppedLifeLeech: LifeLeechOperate(actor, event); break; case kGenTrigger: case kGenDripWater: case kGenDripBlood: case kGenMissileFireball: case kGenMissileEctoSkull: case kGenDart: case kGenBubble: case kGenBubbleMulti: case kGenSound: switch (event.cmd) { case kCmdOff: SetSpriteState(actor, 0); break; case kCmdRepeat: if (pSprite->type != kGenTrigger) ActivateGenerator(actor); if (pXSprite->txID) evSendActor(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command); if (pXSprite->busyTime > 0) { int nRand = Random2(pXSprite->data1); evPostActor(actor, 120*(nRand+pXSprite->busyTime) / 10, kCmdRepeat); } break; default: if (!pXSprite->state) { SetSpriteState(actor, 1); evPostActor(actor, 0, kCmdRepeat); } break; } break; case kSoundPlayer: if (gGameOptions.nGameType == 0) { if (gMe->pXSprite->health <= 0) break; gMe->restTime = 0; } sndStartSample(pXSprite->data1, -1, 1, 0, CHANF_FORCE); break; case kThingObjectGib: case kThingObjectExplode: case kThingBloodBits: case kThingBloodChunks: case kThingZombieHead: switch (event.cmd) { case kCmdOff: if (!SetSpriteState(actor, 0)) break; actActivateGibObject(actor); break; case kCmdOn: if (!SetSpriteState(actor, 1)) break; actActivateGibObject(actor); break; default: if (!SetSpriteState(actor, pXSprite->state ^ 1)) break; actActivateGibObject(actor); break; } break; default: switch (event.cmd) { case kCmdOff: SetSpriteState(actor, 0); break; case kCmdOn: SetSpriteState(actor, 1); break; default: SetSpriteState(actor, pXSprite->state ^ 1); break; } break; } } void SetupGibWallState(walltype *pWall, XWALL *pXWall) { walltype *pWall2 = NULL; if (pWall->twoSided()) pWall2 = pWall->nextWall(); if (pXWall->state) { pWall->cstat &= ~(CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN); if (pWall2) { pWall2->cstat &= ~(CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN); pWall->cstat &= ~CSTAT_WALL_MASKED; pWall2->cstat &= ~CSTAT_WALL_MASKED; } return; } bool bVector = pXWall->triggerVector != 0; pWall->cstat |= CSTAT_WALL_BLOCK; if (bVector) pWall->cstat |= CSTAT_WALL_BLOCK_HITSCAN; if (pWall2) { pWall2->cstat |= CSTAT_WALL_BLOCK; if (bVector) pWall2->cstat |= CSTAT_WALL_BLOCK_HITSCAN; pWall->cstat |= CSTAT_WALL_MASKED; pWall2->cstat |= CSTAT_WALL_MASKED; } } void OperateWall(walltype* pWall, EVENT event) { auto pXWall = &pWall->xw(); switch (event.cmd) { case kCmdLock: pXWall->locked = 1; return; case kCmdUnlock: pXWall->locked = 0; return; case kCmdToggleLock: pXWall->locked ^= 1; return; } #ifdef NOONE_EXTENSIONS if (gModernMap && modernTypeOperateWall(pWall, event)) return; #endif switch (pWall->type) { case kWallGib: bool bStatus; switch (event.cmd) { case kCmdOn: case kCmdWallImpact: bStatus = SetWallState(pWall, 1); break; case kCmdOff: bStatus = SetWallState(pWall, 0); break; default: bStatus = SetWallState(pWall, pXWall->state ^ 1); break; } if (bStatus) { SetupGibWallState(pWall, pXWall); if (pXWall->state) { CGibVelocity vel(100, 100, 250); int nType = ClipRange(pXWall->data, 0, 31); if (nType > 0) GibWall(pWall, (GIBTYPE)nType, &vel); } } return; default: switch (event.cmd) { case kCmdOff: SetWallState(pWall, 0); break; case kCmdOn: SetWallState(pWall, 1); break; default: SetWallState(pWall, pXWall->state ^ 1); break; } return; } } void SectorStartSound(sectortype* pSector, int nState) { BloodSectIterator it(pSector); while (auto actor = it.Next()) { spritetype *pSprite = &actor->s(); if (pSprite->statnum == kStatDecoration && pSprite->type == kSoundSector && actor->hasX()) { XSPRITE *pXSprite = &actor->x(); if (nState) { if (pXSprite->data3) sfxPlay3DSound(actor, pXSprite->data3, 0, 0); } else { if (pXSprite->data1) sfxPlay3DSound(actor, pXSprite->data1, 0, 0); } } } } void SectorEndSound(sectortype* pSector, int nState) { BloodSectIterator it(pSector); while (auto actor = it.Next()) { spritetype* pSprite = &actor->s(); if (pSprite->statnum == kStatDecoration && pSprite->type == kSoundSector && actor->hasX()) { XSPRITE *pXSprite = &actor->x(); if (nState) { if (pXSprite->data2) sfxPlay3DSound(actor, pXSprite->data2, 0, 0); } else { if (pXSprite->data4) sfxPlay3DSound(actor, pXSprite->data4, 0, 0); } } } } void PathSound(sectortype* pSector, int nSound) { BloodSectIterator it(pSector); while (auto actor = it.Next()) { spritetype* pSprite = &actor->s(); if (pSprite->statnum == kStatDecoration && pSprite->type == kSoundSector) sfxPlay3DSound(actor, nSound, 0, 0); } } void DragPoint(walltype* pWall, int x, int y) { viewInterpolateWall(pWall); pWall->move(x, y); int vsi = wall.Size(); auto prevWall = pWall; do { if (prevWall->twoSided()) { prevWall = prevWall->nextWall()->point2Wall(); viewInterpolateWall(prevWall); prevWall->move(x, y); } else { prevWall = pWall; do { auto lw = prevWall->lastWall(); if (lw && lw->twoSided()) { prevWall = lw->nextWall(); viewInterpolateWall(prevWall); prevWall->move(x, y); } else break; vsi--; } while (prevWall != pWall && vsi > 0); break; } vsi--; } while (prevWall != pWall && vsi > 0); } void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9, int a10, int a11, char a12) { int x, y; XSECTOR *pXSector = &pSector->xs(); int v20 = interpolatedvalue(a6, a9, a2); int vc = interpolatedvalue(a6, a9, a3); int v28 = vc - v20; int v24 = interpolatedvalue(a7, a10, a2); int v8 = interpolatedvalue(a7, a10, a3); int v2c = v8 - v24; int v44 = interpolatedvalue(a8, a11, a2); int vbp = interpolatedvalue(a8, a11, a3); int v14 = vbp - v44; if (a12) { for (auto& wal : wallsofsector(pSector)) { x = wal.baseWall.X; y = wal.baseWall.Y; if (vbp) RotatePoint((int*)&x, (int*)&y, vbp, a4, a5); DragPoint(&wal, x+vc-a4, y+v8-a5); } } else { for (auto& wal : wallsofsector(pSector)) { auto p2Wall = wal.point2Wall(); x = wal.baseWall.X; y = wal.baseWall.Y; if (wal.cstat & CSTAT_WALL_MOVE_FORWARD) { if (vbp) RotatePoint((int*)&x, (int*)&y, vbp, a4, a5); DragPoint(&wal, x+vc-a4, y+v8-a5); if ((p2Wall->cstat & CSTAT_WALL_MOVE_MASK) == 0) { x = p2Wall->baseWall.X; y = p2Wall->baseWall.Y; if (vbp) RotatePoint((int*)&x, (int*)&y, vbp, a4, a5); DragPoint(p2Wall, x+vc-a4, y+v8-a5); } continue; } if (wal.cstat & CSTAT_WALL_MOVE_BACKWARD) { if (vbp) RotatePoint((int*)&x, (int*)&y, -vbp, a4, a5); DragPoint(&wal, x-(vc-a4), y-(v8-a5)); if ((p2Wall->cstat & CSTAT_WALL_MOVE_MASK) == 0) { x = p2Wall->baseWall.X; y = p2Wall->baseWall.Y; if (vbp) RotatePoint((int*)&x, (int*)&y, -vbp, a4, a5); DragPoint(p2Wall, x-(vc-a4), y-(v8-a5)); } continue; } } } BloodSectIterator it(pSector); while (auto actor = it.Next()) { spritetype *pSprite = &actor->s(); // allow to move markers by sector movements in game if flags 1 is added in editor. switch (pSprite->statnum) { case kStatMarker: case kStatPathMarker: #ifdef NOONE_EXTENSIONS if (!gModernMap || !(pSprite->flags & 0x1)) continue; #else continue; #endif break; } x = actor->basePoint.X; y = actor->basePoint.Y; if (pSprite->cstat & CSTAT_SPRITE_MOVE_FORWARD) { if (vbp) RotatePoint((int*)&x, (int*)&y, vbp, a4, a5); viewBackupSpriteLoc(actor); pSprite->ang = (pSprite->ang+v14)&2047; pSprite->pos.X = x+vc-a4; pSprite->pos.Y = y+v8-a5; } else if (pSprite->cstat & CSTAT_SPRITE_MOVE_REVERSE) { if (vbp) RotatePoint((int*)& x, (int*)& y, -vbp, a4, a4); viewBackupSpriteLoc(actor); pSprite->ang = (pSprite->ang-v14)&2047; pSprite->pos.X = x-(vc-a4); pSprite->pos.Y = y-(v8-a5); } else if (pXSector->Drag) { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); int floorZ = getflorzofslopeptr(pSector, pSprite->pos.X, pSprite->pos.Y); if (!(pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) && floorZ <= bottom) { if (v14) RotatePoint((int*)&pSprite->pos.X, (int*)&pSprite->pos.Y, v14, v20, v24); viewBackupSpriteLoc(actor); pSprite->ang = (pSprite->ang+v14)&2047; pSprite->pos.X += v28; pSprite->pos.Y += v2c; } } } } void ZTranslateSector(sectortype* pSector, XSECTOR *pXSector, int a3, int a4) { viewInterpolateSector(pSector); int dz = pXSector->onFloorZ-pXSector->offFloorZ; if (dz != 0) { int oldZ = pSector->floorz; pSector->baseFloor = pSector->floorz = pXSector->offFloorZ + MulScale(dz, GetWaveValue(a3, a4), 16); pSector->velFloor += (pSector->floorz-oldZ)<<8; BloodSectIterator it(pSector); while (auto actor = it.Next()) { spritetype* pSprite = &actor->s(); if (pSprite->statnum == kStatMarker || pSprite->statnum == kStatPathMarker) continue; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); if (pSprite->cstat & CSTAT_SPRITE_MOVE_FORWARD) { viewBackupSpriteLoc(actor); pSprite->pos.Z += pSector->floorz-oldZ; } else if (pSprite->flags&2) pSprite->flags |= 4; else if (oldZ <= bottom && !(pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK)) { viewBackupSpriteLoc(actor); pSprite->pos.Z += pSector->floorz-oldZ; } } } dz = pXSector->onCeilZ-pXSector->offCeilZ; if (dz != 0) { int oldZ = pSector->ceilingz; pSector->baseCeil = pSector->ceilingz = pXSector->offCeilZ + MulScale(dz, GetWaveValue(a3, a4), 16); pSector->velCeil += (pSector->ceilingz-oldZ)<<8; BloodSectIterator it(pSector); while (auto actor = it.Next()) { spritetype* pSprite = &actor->s(); if (pSprite->statnum == kStatMarker || pSprite->statnum == kStatPathMarker) continue; if (pSprite->cstat & CSTAT_SPRITE_MOVE_REVERSE) { viewBackupSpriteLoc(actor); pSprite->pos.Z += pSector->ceilingz-oldZ; } } } } DBloodActor* GetHighestSprite(sectortype* pSector, int nStatus, int *z) { *z = pSector->floorz; DBloodActor* found = nullptr; BloodSectIterator it(pSector); while (auto actor = it.Next()) { spritetype* pSprite = &actor->s(); if (pSprite->statnum == nStatus || nStatus == kStatFree) { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); if (top-pSprite->pos.Z > *z) { *z = top-pSprite->pos.Z; found = actor; } } } return found; } DBloodActor* GetCrushedSpriteExtents(sectortype* pSector, int *pzTop, int *pzBot) { assert(pzTop != NULL && pzBot != NULL); assert(pSector); DBloodActor* found = nullptr; int foundz = pSector->ceilingz; BloodSectIterator it(pSector); while (auto actor = it.Next()) { spritetype* pSprite = &actor->s(); if (pSprite->statnum == kStatDude || pSprite->statnum == kStatThing) { int top, bottom; GetActorExtents(actor, &top, &bottom); if (foundz > top) { foundz = top; *pzTop = top; *pzBot = bottom; found = actor; } } } return found; } int VCrushBusy(sectortype *pSector, unsigned int a2) { assert(pSector && pSector->hasX()); XSECTOR *pXSector = &pSector->xs(); int nWave; if (pXSector->busy < a2) nWave = pXSector->busyWaveA; else nWave = pXSector->busyWaveB; int dz1 = pXSector->onCeilZ - pXSector->offCeilZ; int vc = pXSector->offCeilZ; if (dz1 != 0) vc += MulScale(dz1, GetWaveValue(a2, nWave), 16); int dz2 = pXSector->onFloorZ - pXSector->offFloorZ; int v10 = pXSector->offFloorZ; if (dz2 != 0) v10 += MulScale(dz2, GetWaveValue(a2, nWave), 16); int v18; if (GetHighestSprite(pSector, 6, &v18) && vc >= v18) return 1; viewInterpolateSector(pSector); if (dz1 != 0) pSector->ceilingz = vc; if (dz2 != 0) pSector->floorz = v10; pXSector->busy = a2; if (pXSector->command == kCmdLink && pXSector->txID) evSendSector(pSector,pXSector->txID, kCmdLink); if ((a2&0xffff) == 0) { SetSectorState(pSector, FixedToInt(a2)); SectorEndSound(pSector, FixedToInt(a2)); return 3; } return 0; } int VSpriteBusy(sectortype* pSector, unsigned int a2) { assert(pSector && pSector->hasX()); XSECTOR* pXSector = &pSector->xs(); int nWave; if (pXSector->busy < a2) nWave = pXSector->busyWaveA; else nWave = pXSector->busyWaveB; int dz1 = pXSector->onFloorZ - pXSector->offFloorZ; if (dz1 != 0) { BloodSectIterator it(pSector); while (auto actor = it.Next()) { spritetype *pSprite = &actor->s(); if (pSprite->cstat & CSTAT_SPRITE_MOVE_FORWARD) { viewBackupSpriteLoc(actor); pSprite->pos.Z = actor->basePoint.Z+MulScale(dz1, GetWaveValue(a2, nWave), 16); } } } int dz2 = pXSector->onCeilZ - pXSector->offCeilZ; if (dz2 != 0) { BloodSectIterator it(pSector); while (auto actor = it.Next()) { spritetype* pSprite = &actor->s(); if (pSprite->cstat & CSTAT_SPRITE_MOVE_REVERSE) { viewBackupSpriteLoc(actor); pSprite->pos.Z = actor->basePoint.Z + MulScale(dz2, GetWaveValue(a2, nWave), 16); } } } pXSector->busy = a2; if (pXSector->command == kCmdLink && pXSector->txID) evSendSector(pSector,pXSector->txID, kCmdLink); if ((a2&0xffff) == 0) { SetSectorState(pSector, FixedToInt(a2)); SectorEndSound(pSector, FixedToInt(a2)); return 3; } return 0; } int VDoorBusy(sectortype* pSector, unsigned int a2) { assert(pSector && pSector->hasX()); XSECTOR *pXSector = &pSector->xs(); int vbp; if (pXSector->state) vbp = 65536/ClipLow((120*pXSector->busyTimeA)/10, 1); else vbp = -65536/ClipLow((120*pXSector->busyTimeB)/10, 1); int top, bottom; auto actor = GetCrushedSpriteExtents(pSector, &top, &bottom); if (actor && a2 > pXSector->busy) { assert(actor->hasX()); XSPRITE *pXSprite = &actor->x(); if (pXSector->onCeilZ > pXSector->offCeilZ || pXSector->onFloorZ < pXSector->offFloorZ) { if (pXSector->interruptable) { if (pXSector->Crush) { if (pXSprite->health <= 0) return 2; int nDamage; if (pXSector->data == 0) nDamage = 500; else nDamage = pXSector->data; actDamageSprite(actor, actor, kDamageFall, nDamage<<4); } a2 = ClipRange(a2-(vbp/2)*4, 0, 65536); } else if (pXSector->Crush && pXSprite->health > 0) { int nDamage; if (pXSector->data == 0) nDamage = 500; else nDamage = pXSector->data; actDamageSprite(actor, actor, kDamageFall, nDamage<<4); a2 = ClipRange(a2-(vbp/2)*4, 0, 65536); } } } else if (actor && a2 < pXSector->busy) { assert(actor->hasX()); XSPRITE* pXSprite = &actor->x(); if (pXSector->offCeilZ > pXSector->onCeilZ || pXSector->offFloorZ < pXSector->onFloorZ) { if (pXSector->interruptable) { if (pXSector->Crush) { if (pXSprite->health <= 0) return 2; int nDamage; if (pXSector->data == 0) nDamage = 500; else nDamage = pXSector->data; actDamageSprite(actor, actor, kDamageFall, nDamage<<4); } a2 = ClipRange(a2+(vbp/2)*4, 0, 65536); } else if (pXSector->Crush && pXSprite->health > 0) { int nDamage; if (pXSector->data == 0) nDamage = 500; else nDamage = pXSector->data; actDamageSprite(actor, actor, kDamageFall, nDamage<<4); a2 = ClipRange(a2+(vbp/2)*4, 0, 65536); } } } int nWave; if (pXSector->busy < a2) nWave = pXSector->busyWaveA; else nWave = pXSector->busyWaveB; ZTranslateSector(pSector, pXSector, a2, nWave); pXSector->busy = a2; if (pXSector->command == kCmdLink && pXSector->txID) evSendSector(pSector,pXSector->txID, kCmdLink); if ((a2&0xffff) == 0) { SetSectorState(pSector, FixedToInt(a2)); SectorEndSound(pSector, FixedToInt(a2)); return 3; } return 0; } int HDoorBusy(sectortype* pSector, unsigned int a2) { assert(pSector && pSector->hasX()); XSECTOR* pXSector = &pSector->xs(); int nWave; if (pXSector->busy < a2) nWave = pXSector->busyWaveA; else nWave = pXSector->busyWaveB; if (!pXSector->marker0 || !pXSector->marker1) return 0; spritetype *pSprite1 = &pXSector->marker0->s(); spritetype *pSprite2 = &pXSector->marker1->s(); TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite1->pos.X, pSprite1->pos.Y, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->ang, pSprite2->pos.X, pSprite2->pos.Y, pSprite2->ang, pSector->type == kSectorSlide); ZTranslateSector(pSector, pXSector, a2, nWave); pXSector->busy = a2; if (pXSector->command == kCmdLink && pXSector->txID) evSendSector(pSector, pXSector->txID, kCmdLink); if ((a2&0xffff) == 0) { SetSectorState(pSector, FixedToInt(a2)); SectorEndSound(pSector, FixedToInt(a2)); return 3; } return 0; } int RDoorBusy(sectortype* pSector, unsigned int a2) { assert(pSector && pSector->hasX()); XSECTOR* pXSector = &pSector->xs(); int nWave; if (pXSector->busy < a2) nWave = pXSector->busyWaveA; else nWave = pXSector->busyWaveB; if (!pXSector->marker0) return 0; spritetype* pSprite = &pXSector->marker0->s(); TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->pos.X, pSprite->pos.Y, pSprite->pos.X, pSprite->pos.Y, 0, pSprite->pos.X, pSprite->pos.Y, pSprite->ang, pSector->type == kSectorRotate); ZTranslateSector(pSector, pXSector, a2, nWave); pXSector->busy = a2; if (pXSector->command == kCmdLink && pXSector->txID) evSendSector(pSector, pXSector->txID, kCmdLink); if ((a2&0xffff) == 0) { SetSectorState(pSector, FixedToInt(a2)); SectorEndSound(pSector, FixedToInt(a2)); return 3; } return 0; } int StepRotateBusy(sectortype* pSector, unsigned int a2) { assert(pSector && pSector->hasX()); XSECTOR* pXSector = &pSector->xs(); if (!pXSector->marker0) return 0; spritetype* pSprite = &pXSector->marker0->s(); int vbp; if (pXSector->busy < a2) { vbp = pXSector->data+pSprite->ang; int nWave = pXSector->busyWaveA; TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->pos.X, pSprite->pos.Y, pSprite->pos.X, pSprite->pos.Y, pXSector->data, pSprite->pos.X, pSprite->pos.Y, vbp, 1); } else { vbp = pXSector->data-pSprite->ang; int nWave = pXSector->busyWaveB; TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->pos.X, pSprite->pos.Y, pSprite->pos.X, pSprite->pos.Y, vbp, pSprite->pos.X, pSprite->pos.Y, pXSector->data, 1); } pXSector->busy = a2; if (pXSector->command == kCmdLink && pXSector->txID) evSendSector(pSector, pXSector->txID, kCmdLink); if ((a2&0xffff) == 0) { SetSectorState(pSector, FixedToInt(a2)); SectorEndSound(pSector, FixedToInt(a2)); pXSector->data = vbp&2047; return 3; } return 0; } int GenSectorBusy(sectortype* pSector, unsigned int a2) { assert(pSector && pSector->hasX()); XSECTOR* pXSector = &pSector->xs(); pXSector->busy = a2; if (pXSector->command == kCmdLink && pXSector->txID) evSendSector(pSector, pXSector->txID, kCmdLink); if ((a2&0xffff) == 0) { SetSectorState(pSector, FixedToInt(a2)); SectorEndSound(pSector, FixedToInt(a2)); return 3; } return 0; } int PathBusy(sectortype* pSector, unsigned int a2) { assert(pSector && pSector->hasX()); XSECTOR* pXSector = &pSector->xs(); if (!pXSector->basePath || !pXSector->marker0 || !pXSector->marker1) return 0; spritetype* pSprite = &pXSector->basePath->s(); spritetype* pSprite1 = &pXSector->marker0->s(); spritetype* pSprite2 = &pXSector->marker1->s(); XSPRITE *pXSprite1 = &pXSector->marker0->x(); XSPRITE *pXSprite2 = &pXSector->marker1->x(); int nWave = pXSprite1->wave; TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->pos.X, pSprite->pos.Y, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->ang, pSprite2->pos.X, pSprite2->pos.Y, pSprite2->ang, 1); ZTranslateSector(pSector, pXSector, a2, nWave); pXSector->busy = a2; if ((a2&0xffff) == 0) { evPostSector(pSector, (120*pXSprite2->waitTime)/10, kCmdOn); pXSector->state = 0; pXSector->busy = 0; if (pXSprite1->data4) PathSound(pSector, pXSprite1->data4); pXSector->marker0 = pXSector->marker1; pXSector->data = pXSprite2->data1; return 3; } return 0; } void OperateDoor(sectortype* pSector, EVENT event, BUSYID busyWave) { auto pXSector = &pSector->xs(); switch (event.cmd) { case kCmdOff: if (!pXSector->busy) break; AddBusy(pSector, busyWave, -65536/ClipLow((pXSector->busyTimeB*120)/10, 1)); SectorStartSound(pSector, 1); break; case kCmdOn: if (pXSector->busy == 0x10000) break; AddBusy(pSector, busyWave, 65536/ClipLow((pXSector->busyTimeA*120)/10, 1)); SectorStartSound(pSector, 0); break; default: if (pXSector->busy & 0xffff) { if (pXSector->interruptable) { ReverseBusy(pSector, busyWave); pXSector->state = !pXSector->state; } } else { char t = !pXSector->state; int nDelta; if (t) nDelta = 65536/ClipLow((pXSector->busyTimeA*120)/10, 1); else nDelta = -65536/ClipLow((pXSector->busyTimeB*120)/10, 1); AddBusy(pSector, busyWave, nDelta); SectorStartSound(pSector, pXSector->state); } break; } } bool SectorContainsDudes(sectortype * pSector) { BloodSectIterator it(pSector); while (auto actor = it.Next()) { spritetype* pSprite = &actor->s(); if (pSprite->statnum == kStatDude) return 1; } return 0; } void TeleFrag(DBloodActor* killer, sectortype* pSector) { BloodSectIterator it(pSector); while (auto victim = it.Next()) { spritetype *pSprite = &victim->s(); if (pSprite->statnum == kStatDude) actDamageSprite(killer, victim, kDamageExplode, 4000); else if (pSprite->statnum == kStatThing) actDamageSprite(killer, victim, kDamageExplode, 4000); } } void OperateTeleport(sectortype* pSector) { assert(pSector); auto pXSector = &pSector->xs(); auto destactor = pXSector->marker0; assert(destactor != nullptr); spritetype *pDest = &destactor->s(); assert(pDest->statnum == kStatMarker); assert(pDest->type == kMarkerWarpDest); assert(pDest->insector()); BloodSectIterator it(pSector); while (auto actor = it.Next()) { spritetype *pSprite = &actor->s(); if (pSprite->statnum == kStatDude) { PLAYER *pPlayer; char bPlayer = IsPlayerSprite(pSprite); if (bPlayer) pPlayer = &gPlayer[pSprite->type-kDudePlayer1]; else pPlayer = NULL; if (bPlayer || !SectorContainsDudes(pDest->sector())) { if (!(gGameOptions.uNetGameFlags & 2)) { TeleFrag(pXSector->actordata, pDest->sector()); } pSprite->pos.X = pDest->pos.X; pSprite->pos.Y = pDest->pos.Y; pSprite->pos.Z += pDest->sector()->floorz - pSector->floorz; pSprite->ang = pDest->ang; ChangeActorSect(actor, pDest->sector()); sfxPlay3DSound(destactor, 201, -1, 0); actor->xvel = actor->yvel = actor->zvel = 0; actor->interpolated = false; viewBackupSpriteLoc(actor); if (pPlayer) { playerResetInertia(pPlayer); pPlayer->zViewVel = pPlayer->zWeaponVel = 0; pPlayer->angle.settarget(pSprite->ang, true); } } } } } void OperatePath(sectortype* pSector, EVENT event) { DBloodActor* actor; spritetype *pSprite = NULL; XSPRITE *pXSprite; assert(pSector); auto pXSector = &pSector->xs(); if (!pXSector->marker0) return; spritetype* pSprite2 = &pXSector->marker0->s(); XSPRITE *pXSprite2 = &pXSector->marker0->x(); int nId = pXSprite2->data2; BloodStatIterator it(kStatPathMarker); while ((actor = it.Next())) { pSprite = &actor->s(); if (pSprite->type == kMarkerPath) { pXSprite = &actor->x(); if (pXSprite->data1 == nId) break; } } // trigger marker after it gets reached #ifdef NOONE_EXTENSIONS if (gModernMap && pXSprite2->state != 1) trTriggerSprite(pXSector->marker0, kCmdOn); #endif if (actor == nullptr) { viewSetSystemMessage("Unable to find path marker with id #%d for path sector", nId); pXSector->state = 0; pXSector->busy = 0; return; } pXSector->marker1 = actor; pXSector->offFloorZ = pSprite2->pos.Z; pXSector->onFloorZ = pSprite->pos.Z; switch (event.cmd) { case kCmdOn: pXSector->state = 0; pXSector->busy = 0; AddBusy(pSector, BUSYID_7, 65536/ClipLow((120*pXSprite2->busyTime)/10,1)); if (pXSprite2->data3) PathSound(pSector, pXSprite2->data3); break; } } void OperateSector(sectortype* pSector, EVENT event) { if (!pSector->hasX()) return; auto pXSector = &pSector->xs(); #ifdef NOONE_EXTENSIONS if (gModernMap && modernTypeOperateSector(pSector, event)) return; #endif switch (event.cmd) { case kCmdLock: pXSector->locked = 1; break; case kCmdUnlock: pXSector->locked = 0; break; case kCmdToggleLock: pXSector->locked ^= 1; break; case kCmdStopOff: pXSector->stopOn = 0; pXSector->stopOff = 1; break; case kCmdStopOn: pXSector->stopOn = 1; pXSector->stopOff = 0; break; case kCmdStopNext: pXSector->stopOn = 1; pXSector->stopOff = 1; break; default: #ifdef NOONE_EXTENSIONS if (gModernMap && pXSector->unused1) break; #endif switch (pSector->type) { case kSectorZMotionSprite: OperateDoor(pSector,event, BUSYID_1); break; case kSectorZMotion: OperateDoor(pSector,event, BUSYID_2); break; case kSectorSlideMarked: case kSectorSlide: OperateDoor(pSector,event, BUSYID_3); break; case kSectorRotateMarked: case kSectorRotate: OperateDoor(pSector,event, BUSYID_4); break; case kSectorRotateStep: switch (event.cmd) { case kCmdOn: pXSector->state = 0; pXSector->busy = 0; AddBusy(pSector, BUSYID_5, 65536/ClipLow((120*pXSector->busyTimeA)/10, 1)); SectorStartSound(pSector, 0); break; case kCmdOff: pXSector->state = 1; pXSector->busy = 65536; AddBusy(pSector, BUSYID_5, -65536/ClipLow((120*pXSector->busyTimeB)/10, 1)); SectorStartSound(pSector, 1); break; } break; case kSectorTeleport: OperateTeleport(pSector); break; case kSectorPath: OperatePath(pSector, event); break; default: if (!pXSector->busyTimeA && !pXSector->busyTimeB) { switch (event.cmd) { case kCmdOff: SetSectorState(pSector, 0); break; case kCmdOn: SetSectorState(pSector, 1); break; default: SetSectorState(pSector, pXSector->state ^ 1); break; } } else { OperateDoor(pSector,event, BUSYID_6); } break; } break; } } void InitPath(sectortype* pSector, XSECTOR *pXSector) { DBloodActor* actor = nullptr; spritetype *pSprite = nullptr; XSPRITE *pXSprite; assert(pSector); int nId = pXSector->data; BloodStatIterator it(kStatPathMarker); while ((actor = it.Next())) { pSprite = &actor->s(); if (pSprite->type == kMarkerPath && actor->hasX()) { pXSprite = &actor->x(); if (pXSprite->data1 == nId) break; } } if (pSprite == nullptr) { viewSetSystemMessage("Unable to find path marker with id #%d for path sector", nId); return; } pXSector->basePath = pXSector->marker0 = actor; if (pXSector->state) evPostSector(pSector, 0, kCmdOn); } void LinkSector(sectortype* pSector, EVENT event) { auto pXSector = &pSector->xs(); int nBusy = GetSourceBusy(event); switch (pSector->type) { case kSectorZMotionSprite: VSpriteBusy(pSector, nBusy); break; case kSectorZMotion: VDoorBusy(pSector, nBusy); break; case kSectorSlideMarked: case kSectorSlide: HDoorBusy(pSector, nBusy); break; case kSectorRotateMarked: case kSectorRotate: // force synchronised input here for now. setForcedSyncInput(); RDoorBusy(pSector, nBusy); break; default: pXSector->busy = nBusy; if ((pXSector->busy&0xffff) == 0) SetSectorState(pSector, FixedToInt(nBusy)); break; } } void LinkSprite(DBloodActor* actor, EVENT event) { spritetype *pSprite = &actor->s(); auto pXSprite = &actor->x(); int nBusy = GetSourceBusy(event); switch (pSprite->type) { case kSwitchCombo: { if (event.isActor()) { auto actor2 = event.getActor(); pXSprite->data1 = actor2 && actor2->hasX()? actor2->x().data1 : 0; if (pXSprite->data1 == pXSprite->data2) SetSpriteState(actor, 1); else SetSpriteState(actor, 0); } } break; default: { pXSprite->busy = nBusy; if ((pXSprite->busy & 0xffff) == 0) SetSpriteState(actor, FixedToInt(nBusy)); } break; } } void LinkWall(walltype* pWall, EVENT& event) { int nBusy = GetSourceBusy(event); pWall->xw().busy = nBusy; if ((pWall->xw().busy & 0xffff) == 0) SetWallState(pWall, FixedToInt(nBusy)); } void trTriggerSector(sectortype* pSector, int command) { auto pXSector = &pSector->xs(); if (!pXSector->locked && !pXSector->isTriggered) { if (pXSector->triggerOnce) pXSector->isTriggered = 1; if (pXSector->decoupled && pXSector->txID > 0) evSendSector(pSector, pXSector->txID, (COMMAND_ID)pXSector->command); else { EVENT event; event.cmd = command; OperateSector(pSector, event); } } } void trTriggerWall(walltype* pWall, int command) { if (!pWall->hasX()) return; auto pXWall = &pWall->xw(); if (!pXWall->locked && !pXWall->isTriggered) { if (pXWall->triggerOnce) pXWall->isTriggered = 1; if (pXWall->decoupled && pXWall->txID > 0) evSendWall(pWall, pXWall->txID, (COMMAND_ID)pXWall->command); else { EVENT event; event.cmd = command; OperateWall(pWall, event); } } } void trTriggerSprite(DBloodActor* actor, int command) { auto pXSprite = &actor->x(); if (!pXSprite->locked && !pXSprite->isTriggered) { if (pXSprite->triggerOnce) pXSprite->isTriggered = 1; if (pXSprite->Decoupled && pXSprite->txID > 0) evSendActor(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command); else { EVENT event; event.cmd = command; OperateSprite(actor, event); } } } void trMessageSector(sectortype* pSector, EVENT event) { if (!pSector->hasX()) return; XSECTOR *pXSector = &pSector->xs(); if (!pXSector->locked || event.cmd == kCmdUnlock || event.cmd == kCmdToggleLock) { switch (event.cmd) { case kCmdLink: LinkSector(pSector, event); break; #ifdef NOONE_EXTENSIONS case kCmdModernUse: modernTypeTrigger(OBJ_SECTOR, pSector, nullptr, nullptr, event); break; #endif default: OperateSector(pSector, event); break; } } } void trMessageWall(walltype* pWall, EVENT& event) { assert(pWall->hasX()); XWALL *pXWall = &pWall->xw(); if (!pXWall->locked || event.cmd == kCmdUnlock || event.cmd == kCmdToggleLock) { switch (event.cmd) { case kCmdLink: LinkWall(pWall, event); break; #ifdef NOONE_EXTENSIONS case kCmdModernUse: modernTypeTrigger(OBJ_WALL, nullptr, pWall, nullptr, event); break; #endif default: OperateWall(pWall, event); break; } } } void trMessageSprite(DBloodActor* actor, EVENT event) { auto pSprite = &actor->s(); auto pXSprite = &actor->x(); if (pSprite->statnum != kStatFree) { if (!pXSprite->locked || event.cmd == kCmdUnlock || event.cmd == kCmdToggleLock) { switch (event.cmd) { case kCmdLink: LinkSprite(actor, event); break; #ifdef NOONE_EXTENSIONS case kCmdModernUse: modernTypeTrigger(OBJ_SPRITE, 0, 0, actor, event); break; #endif default: OperateSprite(actor, event); break; } } } } void ProcessMotion(void) { for(auto& sect: sector) { sectortype* pSector = § if (!pSector->hasX()) continue; XSECTOR* pXSector = &pSector->xs(); if (pXSector->bobSpeed != 0) { if (pXSector->bobAlways) pXSector->bobTheta += pXSector->bobSpeed; else if (pXSector->busy == 0) continue; else pXSector->bobTheta += MulScale(pXSector->bobSpeed, pXSector->busy, 16); int vdi = MulScale(Sin(pXSector->bobTheta), pXSector->bobZRange<<8, 30); BloodSectIterator it(pSector); while (auto actor = it.Next()) { auto pSprite = &actor->s(); if (pSprite->cstat & CSTAT_SPRITE_MOVE_MASK) { viewBackupSpriteLoc(actor); pSprite->pos.Z += vdi; } } if (pXSector->bobFloor) { int floorZ = pSector->floorz; viewInterpolateSector(pSector); pSector->floorz = pSector->baseFloor + vdi; BloodSectIterator it(pSector); while (auto actor = it.Next()) { auto pSprite = &actor->s(); if (pSprite->flags&2) pSprite->flags |= 4; else { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); if (bottom >= floorZ && (pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0) { viewBackupSpriteLoc(actor); pSprite->pos.Z += vdi; } } } } if (pXSector->bobCeiling) { int ceilZ = pSector->ceilingz; viewInterpolateSector(pSector); pSector->ceilingz = pSector->baseCeil + vdi; BloodSectIterator it(pSector); while (auto actor = it.Next()) { auto pSprite = &actor->s(); int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); if (top <= ceilZ && (pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0) { viewBackupSpriteLoc(actor); pSprite->pos.Z += vdi; } } } } } } void AlignSlopes(void) { for(auto& sect: sector) { if (sect.slopewallofs) { walltype *pWall = sect.firstWall() + sect.slopewallofs; walltype *pWall2 = pWall->point2Wall(); if (pWall->twoSided()) { auto pNextSector = pWall->nextSector(); int x = (pWall->pos.X+pWall2->pos.X)/2; int y = (pWall->pos.Y+pWall2->pos.Y)/2; viewInterpolateSector(§); alignflorslope(§, x, y, getflorzofslopeptr(pNextSector, x, y)); alignceilslope(§, x, y, getceilzofslopeptr(pNextSector, x, y)); } } } } int(*gBusyProc[])(sectortype*, unsigned int) = { VCrushBusy, VSpriteBusy, VDoorBusy, HDoorBusy, RDoorBusy, StepRotateBusy, GenSectorBusy, PathBusy }; void trProcessBusy(void) { for (auto& sect: sector) { sect.velCeil = sect.velFloor = 0; } for (auto& b : backwards(gBusy)) { int nStatus; int oldBusy = b.busy; b.busy = ClipRange(oldBusy+b.delta*4, 0, 65536); #ifdef NOONE_EXTENSIONS if (!gModernMap || !b.sect->xs().unused1) nStatus = gBusyProc[b.type](b.sect, b.busy); else nStatus = 3; // allow to pause/continue motion for sectors any time by sending special command #else nStatus = gBusyProc[b.type](b.at0, b.at8); #endif switch (nStatus) { case 1: b.busy = oldBusy; break; case 2: b.busy = oldBusy; b.delta = -b.delta; break; case 3: b = gBusy.Last(); gBusy.Pop(); break; } } ProcessMotion(); AlignSlopes(); } void InitGenerator(DBloodActor*); void trInit(TArray& actors) { gBusy.Clear(); for(auto& wal : wall) { wal.baseWall.X = wal.pos.X; wal.baseWall.Y = wal.pos.Y; } for(auto actor : actors) { if (!actor->exists()) continue; auto spr = &actor->s(); spr->inittype = spr->type; actor->basePoint = spr->pos; } for(auto& wal : wall) { if (wal.hasX()) { XWALL *pXWall = &wal.xw(); if (pXWall->state) pXWall->busy = 65536; } } for(auto& sect: sector) { sectortype *pSector = § pSector->baseFloor = pSector->floorz; pSector->baseCeil = pSector->ceilingz; if (pSector->hasX()) { XSECTOR *pXSector = &pSector->xs(); if (pXSector->state) pXSector->busy = 65536; switch (pSector->type) { case kSectorCounter: #ifdef NOONE_EXTENSIONS if (gModernMap) pXSector->triggerOff = false; else #endif pXSector->triggerOnce = 1; evPostSector(pSector, 0, kCallbackCounterCheck); break; case kSectorZMotion: case kSectorZMotionSprite: ZTranslateSector(pSector, pXSector, pXSector->busy, 1); break; case kSectorSlideMarked: case kSectorSlide: { spritetype* pSprite1 = &pXSector->marker0->s(); spritetype* pSprite2 = &pXSector->marker1->s(); TranslateSector(pSector, 0, -65536, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->ang, pSprite2->pos.X, pSprite2->pos.Y, pSprite2->ang, pSector->type == kSectorSlide); for(auto& wal : wallsofsector(pSector)) { wal.baseWall.X = wal.pos.X; wal.baseWall.Y = wal.pos.Y; } BloodSectIterator it(pSector); while (auto actor = it.Next()) { actor->basePoint = actor->spr.pos; } TranslateSector(pSector, 0, pXSector->busy, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->ang, pSprite2->pos.X, pSprite2->pos.Y, pSprite2->ang, pSector->type == kSectorSlide); ZTranslateSector(pSector, pXSector, pXSector->busy, 1); break; } case kSectorRotateMarked: case kSectorRotate: { spritetype* pSprite1 = &pXSector->marker0->s(); TranslateSector(pSector, 0, -65536, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->pos.X, pSprite1->pos.Y, 0, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->ang, pSector->type == kSectorRotate); for (auto& wal : wallsofsector(pSector)) { wal.baseWall.X = wal.pos.X; wal.baseWall.Y = wal.pos.Y; } BloodSectIterator it(pSector); while (auto actor = it.Next()) { actor->basePoint = actor->spr.pos; } TranslateSector(pSector, 0, pXSector->busy, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->pos.X, pSprite1->pos.Y, 0, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->ang, pSector->type == kSectorRotate); ZTranslateSector(pSector, pXSector, pXSector->busy, 1); break; } case kSectorPath: InitPath(pSector, pXSector); break; default: break; } } } for (auto actor : actors) { auto pSprite = &actor->s(); if (pSprite->statnum < kStatFree && actor->hasX()) { auto pXSprite = &actor->x(); if (pXSprite->state) pXSprite->busy = 65536; switch (pSprite->type) { case kSwitchPadlock: pXSprite->triggerOnce = 1; break; #ifdef NOONE_EXTENSIONS case kModernRandom: case kModernRandom2: if (!gModernMap || pXSprite->state == pXSprite->restState) break; evPostActor(actor, (120 * pXSprite->busyTime) / 10, kCmdRepeat); if (pXSprite->waitTime > 0) evPostActor(actor, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff); break; case kModernSeqSpawner: case kModernObjDataAccumulator: case kModernDudeTargetChanger: case kModernEffectSpawner: case kModernWindGenerator: if (pXSprite->state == pXSprite->restState) break; evPostActor(actor, 0, kCmdRepeat); if (pXSprite->waitTime > 0) evPostActor(actor, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff); break; #endif case kGenTrigger: case kGenDripWater: case kGenDripBlood: case kGenMissileFireball: case kGenDart: case kGenBubble: case kGenBubbleMulti: case kGenMissileEctoSkull: case kGenSound: InitGenerator(actor); break; case kThingArmedProxBomb: pXSprite->Proximity = 1; break; case kThingFallingRock: if (pXSprite->state) pSprite->flags |= 7; else pSprite->flags &= ~7; break; } if (pXSprite->Vector) pSprite->cstat |= CSTAT_SPRITE_BLOCK_HITSCAN; if (pXSprite->Push) pSprite->cstat |= CSTAT_SPRITE_BLOOD_BIT1; } } evSendGame(kChannelLevelStart, kCmdOn); switch (gGameOptions.nGameType) { case 1: evSendGame(kChannelLevelStartCoop, kCmdOn); break; case 2: evSendGame(kChannelLevelStartMatch, kCmdOn); break; case 3: evSendGame(kChannelLevelStartMatch, kCmdOn); evSendGame(kChannelLevelStartTeamsOnly, kCmdOn); break; } } void trTextOver(int nId) { const char *pzMessage = currentLevel->GetMessage(nId); if (pzMessage) viewSetMessage(pzMessage, VanillaMode() ? 0 : 8, MESSAGE_PRIORITY_INI); // 8: gold } void InitGenerator(DBloodActor* actor) { spritetype *pSprite = &actor->s(); assert(actor->hasX()); XSPRITE *pXSprite = &actor->x(); switch (pSprite->type) { case kGenTrigger: pSprite->cstat &= ~CSTAT_SPRITE_BLOCK; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE; break; } if (pXSprite->state != pXSprite->restState && pXSprite->busyTime > 0) evPostActor(actor, (120*(pXSprite->busyTime+Random2(pXSprite->data1)))/10, kCmdRepeat); } void ActivateGenerator(DBloodActor* actor) { spritetype *pSprite = &actor->s(); assert(actor->hasX()); XSPRITE *pXSprite = &actor->x(); switch (pSprite->type) { case kGenDripWater: case kGenDripBlood: { int top, bottom; GetActorExtents(actor, &top, &bottom); actSpawnThing(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, bottom, (pSprite->type == kGenDripWater) ? kThingDripWater : kThingDripBlood); break; } case kGenSound: sfxPlay3DSound(actor, pXSprite->data2, -1, 0); break; case kGenMissileFireball: switch (pXSprite->data2) { case 0: FireballTrapSeqCallback(3, actor); break; case 1: seqSpawn(35, actor, nFireballTrapClient); break; case 2: seqSpawn(36, actor, nFireballTrapClient); break; } break; case kGenMissileEctoSkull: break; case kGenBubble: case kGenBubbleMulti: { int top, bottom; GetActorExtents(actor, &top, &bottom); gFX.fxSpawnActor((pSprite->type == kGenBubble) ? FX_23 : FX_26, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, top, 0); break; } } } void FireballTrapSeqCallback(int, DBloodActor* actor) { spritetype* pSprite = &actor->s(); if (pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) actFireMissile(actor, 0, 0, 0, 0, (pSprite->cstat & CSTAT_SPRITE_YFLIP) ? 0x4000 : -0x4000, kMissileFireball); else actFireMissile(actor, 0, 0, bcos(pSprite->ang), bsin(pSprite->ang), 0, kMissileFireball); } void MGunFireSeqCallback(int, DBloodActor* actor) { XSPRITE* pXSprite = &actor->x(); spritetype* pSprite = &actor->s(); if (pXSprite->data2 > 0 || pXSprite->data1 == 0) { if (pXSprite->data2 > 0) { pXSprite->data2--; if (pXSprite->data2 == 0) evPostActor(actor, 1, kCmdOff); } int dx = bcos(pSprite->ang)+Random2(1000); int dy = bsin(pSprite->ang)+Random2(1000); int dz = Random2(1000); actFireVector(actor, 0, 0, dx, dy, dz, kVectorBullet); sfxPlay3DSound(actor, 359, -1, 0); } } void MGunOpenSeqCallback(int, DBloodActor* actor) { seqSpawn(39, actor, nMGunFireClient); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- FSerializer& Serialize(FSerializer& arc, const char* keyname, BUSY& w, BUSY* def) { if (arc.BeginObject(keyname)) { arc("index", w.sect) ("type", w.type) ("delta", w.delta) ("busy", w.busy) .EndObject(); } return arc; } void SerializeTriggers(FSerializer& arc) { if (arc.BeginObject("triggers")) { arc("busy", gBusy) .EndObject(); } } END_BLD_NS