raze/source/games/blood/src/nnexts.cpp
2021-12-26 23:08:39 +01:00

9235 lines
333 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
Copyright (C) NoOne
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.
*/
//-------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////
// This file provides modern features for mappers.
// For full documentation please visit http://cruo.bloodgame.ru/xxsystem
///////////////////////////////////////////////////////////////////
#include "ns.h"
#ifdef NOONE_EXTENSIONS
#include <random>
#include "blood.h"
#include "savegamehelp.h"
BEGIN_BLD_NS
inline int mulscale8(int a, int b) { return MulScale(a, b, 8); }
bool gAllowTrueRandom = false;
bool gEventRedirectsUsed = false;
DBloodActor* gProxySpritesList[]; // list of additional sprites which can be triggered by Proximity
int gProxySpritesCount; // current count
DBloodActor* gSightSpritesList[]; // list of additional sprites which can be triggered by Sight
int gSightSpritesCount; // current count
DBloodActor* gPhysSpritesList[]; // list of additional sprites which can be affected by physics
int gPhysSpritesCount; // current count
DBloodActor* gImpactSpritesList[];
int gImpactSpritesCount;
short gEffectGenCallbacks[] = {
kCallbackFXFlameLick,
kCallbackFXFlareSpark,
kCallbackFXFlareSparkLite,
kCallbackFXZombieSpurt,
kCallbackFXBloodSpurt,
kCallbackFXArcSpark,
kCallbackFXTeslaAlt,
};
TRPLAYERCTRL gPlayerCtrl[kMaxPlayers];
TRCONDITION gCondition[kMaxTrackingConditions];
int gTrackingCondsCount;
std::default_random_engine gStdRandom;
const VECTORINFO_EXTRA gVectorInfoExtra[] = {
1207,1207, 1001,1001, 4001,4002,
431,431, 1002,1002, 359,359,
521,521, 513,513, 499,499,
9012,9014, 1101,1101, 1207,1207,
499,495, 495,496, 9013,499,
1307,1308, 499,499, 499,499,
499,499, 499,499, 351,351,
0,0, 357,499
};
const MISSILEINFO_EXTRA gMissileInfoExtra[] = {
1207, 1207, false, false, false, false, false, true, false, true,
420, 420, false, true, true, false, false, false, false, true,
471, 471, false, false, false, false, false, false, true, false,
421, 421, false, true, false, true, false, false, false, false,
1309, 351, false, true, false, false, false, false, false, true,
480, 480, false, true, false, true, false, false, false, false,
470, 470, false, false, false, false, false, false, true, true,
489, 490, false, false, false, false, false, true, false, true,
462, 351, false, true, false, false, false, false, false, true,
1203, 172, false, false, true, false, false, false, false, true,
0,0, false, false, true, false, false, false, false, true,
1457, 249, false, false, false, false, false, true, false, true,
480, 489, false, true, false, true, false, false, false, false,
480, 489, false, false, false, true, false, false, false, false,
480, 489, false, false, false, true, false, false, false, false,
491, 491, true, true, true, true, true, true, true, true,
520, 520, false, false, false, false, false, true, false, true,
520, 520, false, false, false, false, false, true, false, true,
};
const THINGINFO_EXTRA gThingInfoExtra[] = {
true, true, true, false, false,
false, false, false, false, false,
false, false, false, false, false,
true, false, false, true, true,
true, true, false, false, false,
false, false, true, true, true,
true, true, true, true, true,
true,
};
const DUDEINFO_EXTRA gDudeInfoExtra[] = {
{ false, false, -1, -1, -1, -1, -1, -1 }, // 200
{ false, false, 0, 9, 13, 13, 17, 14 }, // 201
{ false, false, 0, 9, 13, 13, 17, 14 }, // 202
{ false, true, 0, 8, 0, 8, -1, -1 }, // 203
{ false, false, 0, 8, 0, 8, -1, -1 }, // 204
{ false, true, 1, -1, -1, -1, -1, -1 }, // 205
{ true, true, 0, 0, 0, 0, -1, -1 }, // 206
{ true, false, 0, 0, 0, 0, -1, -1 }, // 207
{ true, false, 1, -1, -1, -1, -1, -1 }, // 208
{ true, false, 1, -1, -1, -1, -1, -1 }, // 209
{ true, true, 0, 0, 0, 0, -1, -1 }, // 210
{ false, true, 0, 8, 0, 8, -1, -1 }, // 211
{ false, true, 0, 6, 0, 6, -1, -1 }, // 212
{ false, true, 0, 7, 0, 7, -1, -1 }, // 213
{ false, true, 0, 7, 0, 7, -1, -1 }, // 214
{ false, true, 0, 7, 0, 7, -1, -1 }, // 215
{ false, true, 0, 7, 0, 7, -1, -1 }, // 216
{ false, true, 0, 9, 10, 10, -1, -1 }, // 217
{ false, true, 0, 0, 0, 0, -1, -1 }, // 218
{ true, false, 7, 7, 7, 7, -1, -1 }, // 219
{ false, true, 0, 7, 0, 7, -1, -1 }, // 220
{ false, false, -1, -1, -1, -1, -1, -1 }, // 221
{ false, true, -1, -1, -1, -1, -1, -1 }, // 222
{ false, false, -1, -1, -1, -1, -1, -1 }, // 223
{ false, true, -1, -1, -1, -1, -1, -1 }, // 224
{ false, false, -1, -1, -1, -1, -1, -1 }, // 225
{ false, false, -1, -1, -1, -1, -1, -1 }, // 226
{ false, false, 0, 7, 0, 7, -1, -1 }, // 227
{ false, false, 0, 7, 0, 7, -1, -1 }, // 228
{ false, false, 0, 8, 0, 8, -1, -1 }, // 229
{ false, false, 0, 9, 13, 13, 17, 14 }, // 230
{ false, false, -1, -1, -1, -1, -1, -1 }, // 231
{ false, false, -1, -1, -1, -1, -1, -1 }, // 232
{ false, false, -1, -1, -1, -1, -1, -1 }, // 233
{ false, false, -1, -1, -1, -1, -1, -1 }, // 234
{ false, false, -1, -1, -1, -1, -1, -1 }, // 235
{ false, false, -1, -1, -1, -1, -1, -1 }, // 236
{ false, false, -1, -1, -1, -1, -1, -1 }, // 237
{ false, false, -1, -1, -1, -1, -1, -1 }, // 238
{ false, false, -1, -1, -1, -1, -1, -1 }, // 239
{ false, false, -1, -1, -1, -1, -1, -1 }, // 240
{ false, false, -1, -1, -1, -1, -1, -1 }, // 241
{ false, false, -1, -1, -1, -1, -1, -1 }, // 242
{ false, false, -1, -1, -1, -1, -1, -1 }, // 243
{ false, true, -1, -1, -1, -1, -1, -1 }, // 244
{ false, true, 0, 6, 0, 6, -1, -1 }, // 245
{ false, false, 0, 9, 13, 13, 17, 14 }, // 246
{ false, false, 0, 9, 13, 13, 14, 14 }, // 247
{ false, false, 0, 9, 13, 13, 14, 14 }, // 248
{ false, false, 0, 9, 13, 13, 17, 14 }, // 249
{ false, true, 0, 6, 8, 8, 10, 9 }, // 250
{ false, true, 0, 8, 9, 9, 11, 10 }, // 251
{ false, false, -1, -1, -1, -1, -1, -1 }, // 252
{ false, false, -1, -1, -1, -1, -1, -1 }, // 253
{ false, false, 0, 9, 17, 13, 17, 14 }, // 254
{ false, false, -1, -1, -1, -1, -1, -1 }, // 255
};
AISTATE genPatrolStates[] = {
//-------------------------------------------------------------------------------
{ kAiStatePatrolWaitL, 0, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitL, 7, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolMoveL, 9, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveL, 8, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveL, 0, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveL, 6, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveL, 7, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolTurnL, 9, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnL, 8, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnL, 0, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnL, 6, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnL, 7, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
//-------------------------------------------------------------------------------
{ kAiStatePatrolWaitW, 0, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitW, 10, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitW, 13, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitW, 17, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitW, 8, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitW, 9, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 0, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 10, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 13, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 8, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 9, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 7, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 6, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 0, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 10, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 13, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 8, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 9, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 7, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 6, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
//-------------------------------------------------------------------------------
{ kAiStatePatrolWaitC, 17, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitC, 11, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitC, 10, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitC, 14, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolMoveC, 14, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveC, 10, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveC, 9, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolTurnC, 14, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnC, 10, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnC, 9, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
//-------------------------------------------------------------------------------
};
CONDITION_TYPE_NAMES gCondTypeNames[7] = {
{kCondGameBase, kCondGameMax, "Game"},
{kCondMixedBase, kCondMixedMax, "Mixed"},
{kCondWallBase, kCondWallMax, "Wall"},
{kCondSectorBase, kCondSectorMax, "Sector"},
{kCondPlayerBase, kCondPlayerMax, "Player"},
{kCondDudeBase, kCondDudeMax, "Enemy"},
{kCondSpriteBase, kCondSpriteMax, "Sprite"},
};
// for actor.cpp
//-------------------------------------------------------------------------
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static DBloodActor* nnExtSpawnDude(DBloodActor* sourceActor, DBloodActor* origin, int nType, int a3, int a4)
{
DBloodActor* pDudeActor = nullptr;
auto pSource = &sourceActor->s();
auto pXSource = &sourceActor->x();
auto pOrigin = &origin->s();
if (nType < kDudeBase || nType >= kDudeMax || (pDudeActor = actSpawnSprite(origin, kStatDude)) == NULL)
return NULL;
spritetype* pDude = &pDudeActor->s();
XSPRITE* pXDude = &pDudeActor->x();
int angle = pOrigin->ang;
int x, y, z = a4 + pOrigin->z;
if (a3 < 0)
{
x = pOrigin->x;
y = pOrigin->y;
}
else
{
x = pOrigin->x + mulscale30r(Cos(angle), a3);
y = pOrigin->y + mulscale30r(Sin(angle), a3);
}
vec3_t pos = { x, y, z };
setActorPos(pDudeActor, &pos);
pDude->type = nType;
pDude->ang = angle;
pDude->cstat |= 0x1101;
pDude->clipdist = getDudeInfo(nType)->clipdist;
pXDude->respawn = 1;
pXDude->health = getDudeInfo(nType)->startHealth << 4;
if (fileSystem.FindResource(getDudeInfo(nType)->seqStartID, "SEQ"))
seqSpawn(getDudeInfo(nType)->seqStartID, pDudeActor, -1);
// add a way to inherit some values of spawner by dude.
if (pSource->flags & kModernTypeFlag1) {
//inherit pal?
if (pDude->pal <= 0)
pDude->pal = pSource->pal;
// inherit spawn sprite trigger settings, so designer can count monsters.
pXDude->txID = pXSource->txID;
pXDude->command = pXSource->command;
pXDude->triggerOn = pXSource->triggerOn;
pXDude->triggerOff = pXSource->triggerOff;
// inherit drop items
pXDude->dropMsg = pXSource->dropMsg;
// inherit dude flags
pXDude->dudeDeaf = pXSource->dudeDeaf;
pXDude->dudeGuard = pXSource->dudeGuard;
pXDude->dudeAmbush = pXSource->dudeAmbush;
pXDude->dudeFlag4 = pXSource->dudeFlag4;
pXDude->unused1 = pXSource->unused1;
}
aiInitSprite(pDudeActor);
gKillMgr.AddNewKill(1);
bool burning = IsBurningDude(pDudeActor);
if (burning) {
pXDude->burnTime = 10;
pDudeActor->SetTarget(nullptr);
}
if ((burning || (pSource->flags & kModernTypeFlag3)) && !pXDude->dudeFlag4)
aiActivateDude(pDudeActor);
return pDudeActor;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool nnExtIsImmune(DBloodActor* actor, int dmgType, int minScale)
{
auto pSprite = &actor->s();
if (dmgType >= kDmgFall && dmgType < kDmgMax && actor->hasX() && actor->x().locked != 1)
{
if (pSprite->type >= kThingBase && pSprite->type < kThingMax)
{
return (thingInfo[pSprite->type - kThingBase].dmgControl[dmgType] <= minScale);
}
else if (actor->IsDudeActor())
{
if (actor->IsPlayerActor()) return (gPlayer[pSprite->type - kDudePlayer1].damageControl[dmgType]);
else if (pSprite->type == kDudeModernCustom) return (actor->genDudeExtra.dmgControl[dmgType] <= minScale);
else return (getDudeInfo(pSprite->type)->damageVal[dmgType] <= minScale);
}
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool nnExtEraseModernStuff(DBloodActor* actor)
{
auto pSprite = &actor->s();
auto pXSprite = &actor->x();
bool erased = false;
switch (pSprite->type) {
// erase all modern types if the map is not extended
case kModernSpriteDamager:
case kModernCustomDudeSpawn:
case kModernRandomTX:
case kModernSequentialTX:
case kModernSeqSpawner:
case kModernObjPropertiesChanger:
case kModernObjPicnumChanger:
case kModernObjSizeChanger:
case kModernDudeTargetChanger:
case kModernSectorFXChanger:
case kModernObjDataChanger:
case kModernObjDataAccumulator:
case kModernEffectSpawner:
case kModernWindGenerator:
case kModernPlayerControl:
case kModernCondition:
case kModernConditionFalse:
case kModernSlopeChanger:
case kModernStealthRegion:
pSprite->type = kSpriteDecoration;
erased = true;
break;
case kItemModernMapLevel:
case kDudeModernCustom:
case kDudeModernCustomBurning:
case kModernThingTNTProx:
case kModernThingEnemyLifeLeech:
pSprite->type = kSpriteDecoration;
ChangeActorStat(actor, kStatDecoration);
erased = true;
break;
// also erase some modernized vanilla types which was not active
case kMarkerWarpDest:
if (pSprite->statnum == kStatMarker) break;
pSprite->type = kSpriteDecoration;
erased = true;
break;
}
if (pXSprite->Sight)
{
pXSprite->Sight = false; // it does not work in vanilla at all
erased = true;
}
if (pXSprite->Proximity)
{
// proximity works only for things and dudes in vanilla
switch (pSprite->statnum)
{
case kStatThing:
case kStatDude:
break;
default:
pXSprite->Proximity = false;
erased = true;
break;
}
}
return erased;
}
//---------------------------------------------------------------------------
//
//
//---------------------------------------------------------------------------
void nnExtTriggerObject(const EventObject& eob, int command)
{
if (eob.isSector())
{
trTriggerSector(eob.sector(), command);
}
else if (eob.isWall())
{
trTriggerWall(eob.wall(), command);
}
else if (eob.isActor())
{
auto objActor = eob.actor();
if (!objActor || !objActor->hasX()) return;
trTriggerSprite(objActor, command);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void nnExtResetGlobals()
{
gAllowTrueRandom = gEventRedirectsUsed = false;
// reset counters
gProxySpritesCount = gSightSpritesCount = gPhysSpritesCount = gImpactSpritesCount = 0;
// fill arrays with negative values to avoid index 0 situation
memset(gSightSpritesList, 0, sizeof(gSightSpritesList));
memset(gProxySpritesList, 0, sizeof(gProxySpritesList));
memset(gPhysSpritesList, 0, sizeof(gPhysSpritesList));
memset(gImpactSpritesList, 0, sizeof(gImpactSpritesList));
// reset tracking conditions, if any
for (size_t i = 0; i < countof(gCondition); i++)
{
TRCONDITION* pCond = &gCondition[i];
for (unsigned k = 0; k < kMaxTracedObjects; k++)
{
pCond->obj[k].obj = EventObject(nullptr);
}
pCond->actor = nullptr;
pCond->length = 0;
}
gTrackingCondsCount = 0;
// clear sprite mass cache
for (int i = 0; i < kMaxSprites; i++)
{
bloodActors[i].spriteMass = {};
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void nnExtInitModernStuff()
{
nnExtResetGlobals();
// use true random only for single player mode, otherwise use Blood's default one.
if (gGameOptions.nGameType == 0 && !VanillaMode())
{
gStdRandom.seed(std::random_device()());
// since true random is not working if compiled with old mingw versions, we should
// check if it works in game and if not - switch to using in-game random function.
for (int i = kMaxRandomizeRetries; i >= 0; i--)
{
std::uniform_int_distribution<int> dist_a_b(0, 100);
if (gAllowTrueRandom || i <= 0) break;
else if (dist_a_b(gStdRandom) != 0)
gAllowTrueRandom = true;
}
}
BloodLinearSpriteIterator it;
while (auto actor = it.Next())
{
if (!actor->hasX()) continue;
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
switch (pSprite->type) {
case kModernRandomTX:
case kModernSequentialTX:
if (pXSprite->command == kCmdLink) gEventRedirectsUsed = true;
break;
case kDudeModernCustom:
case kDudeModernCustomBurning:
getSpriteMassBySize(actor); // create mass cache
break;
case kModernCondition:
case kModernConditionFalse:
if (!pXSprite->rxID && pXSprite->data1 > kCondGameMax) condError(actor,"\nThe condition must have RX ID!\nSPRITE #%d", actor->GetIndex());
else if (!pXSprite->txID && !pSprite->flags)
{
Printf(PRINT_HIGH, "The condition must have TX ID or hitag to be set: RX ID %d, SPRITE #%d", pXSprite->rxID, actor->GetIndex());
}
break;
}
// auto set going On and going Off if both are empty
if (pXSprite->txID && !pXSprite->triggerOn && !pXSprite->triggerOff)
pXSprite->triggerOn = pXSprite->triggerOff = true;
// copy custom start health to avoid overwrite by kThingBloodChunks
if (actor->IsDudeActor())
pXSprite->sysData2 = pXSprite->data4;
// check reserved statnums
if (pSprite->statnum >= kStatModernBase && pSprite->statnum < kStatModernMax)
{
bool sysStat = true;
switch (pSprite->statnum)
{
case kStatModernStealthRegion:
sysStat = (pSprite->type != kModernStealthRegion);
break;
case kStatModernDudeTargetChanger:
sysStat = (pSprite->type != kModernDudeTargetChanger);
break;
case kStatModernCondition:
sysStat = (pSprite->type != kModernCondition && pSprite->type != kModernConditionFalse);
break;
case kStatModernEventRedirector:
sysStat = (pSprite->type != kModernRandomTX && pSprite->type != kModernSequentialTX);
break;
case kStatModernWindGen:
sysStat = (pSprite->type != kModernWindGenerator);
break;
case kStatModernPlayerLinker:
case kStatModernQavScene:
sysStat = (pSprite->type != kModernPlayerControl);
break;
}
if (sysStat)
I_Error("Sprite statnum %d on sprite #%d is in a range of reserved (%d - %d)!", pSprite->statnum, actor->GetIndex(), kStatModernBase, kStatModernMax);
}
switch (pSprite->type)
{
case kModernRandomTX:
case kModernSequentialTX:
if (pXSprite->command != kCmdLink) break;
// add statnum for faster redirects search
ChangeActorStat(actor, kStatModernEventRedirector);
break;
case kModernWindGenerator:
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
ChangeActorStat(actor, kStatModernWindGen);
break;
case kModernDudeTargetChanger:
case kModernObjDataAccumulator:
case kModernRandom:
case kModernRandom2:
case kModernStealthRegion:
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
switch (pSprite->type)
{
// stealth regions for patrolling enemies
case kModernStealthRegion:
ChangeActorStat(actor, kStatModernStealthRegion);
break;
// add statnum for faster dude searching
case kModernDudeTargetChanger:
ChangeActorStat(actor, kStatModernDudeTargetChanger);
if (pXSprite->busyTime <= 0) pXSprite->busyTime = 5;
pXSprite->command = kCmdLink;
break;
// remove kStatItem status from random item generators
case kModernRandom:
case kModernRandom2:
ChangeActorStat(actor, kStatDecoration);
pXSprite->sysData1 = pXSprite->command; // save the command so spawned item can inherit it
pXSprite->command = kCmdLink; // generator itself can't send commands
break;
}
break;
case kModernThingTNTProx:
pXSprite->Proximity = true;
break;
case kDudeModernCustom:
{
if (pXSprite->txID <= 0) break;
int found = 0;
BloodStatIterator it(kStatDude);
while (DBloodActor* iactor = it.Next())
{
XSPRITE* pXSpr = &iactor->x();
if (pXSpr->rxID != pXSprite->txID) continue;
else if (found) I_Error("\nCustom dude (TX ID %d):\nOnly one incarnation allowed per channel!", pXSprite->txID);
ChangeActorStat(iactor, kStatInactive);
found++;
}
break;
}
case kDudePodMother:
case kDudeTentacleMother:
pXSprite->state = 1;
break;
case kModernPlayerControl:
switch (pXSprite->command)
{
case kCmdLink:
{
if (pXSprite->data1 < 1 || pXSprite->data1 > kMaxPlayers)
I_Error("\nPlayer Control (SPRITE #%d):\nPlayer out of a range (data1 = %d)", actor->GetIndex(), pXSprite->data1);
//if (numplayers < pXSprite->data1)
//I_Error("\nPlayer Control (SPRITE #%d):\n There is no player #%d", actor->GetIndex(), pXSprite->data1);
if (pXSprite->rxID && pXSprite->rxID != kChannelLevelStart)
I_Error("\nPlayer Control (SPRITE #%d) with Link command should have no RX ID!", actor->GetIndex());
if (pXSprite->txID && pXSprite->txID < kChannelUser)
I_Error("\nPlayer Control (SPRITE #%d):\nTX ID should be in range of %d and %d!", actor->GetIndex(), kChannelUser, kChannelMax);
// only one linker per player allowed
BloodStatIterator it(kStatModernPlayerLinker);
while (auto iactor = it.Next())
{
XSPRITE* pXCtrl = &iactor->x();
if (pXSprite->data1 == pXCtrl->data1)
I_Error("\nPlayer Control (SPRITE #%d):\nPlayer %d already linked with different player control sprite #%d!", actor->GetIndex(), pXSprite->data1, iactor->GetIndex());
}
pXSprite->sysData1 = -1;
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
ChangeActorStat(actor, kStatModernPlayerLinker);
break;
}
case 67: // play qav animation
if (pXSprite->txID && !pXSprite->waitTime) pXSprite->waitTime = 1;
ChangeActorStat(actor, kStatModernQavScene);
break;
}
break;
case kModernCondition:
case kModernConditionFalse:
if (pXSprite->busyTime > 0)
{
if (pXSprite->waitTime > 0)
{
pXSprite->busyTime += ClipHigh(((pXSprite->waitTime * 120) / 10), 4095); pXSprite->waitTime = 0;
Printf(PRINT_HIGH, "Summing busyTime and waitTime for tracking condition #%d, RX ID %d. Result = %d ticks", actor->GetIndex(), pXSprite->rxID, pXSprite->busyTime);
}
pXSprite->busy = pXSprite->busyTime;
}
if (pXSprite->waitTime && pXSprite->command >= kCmdNumberic)
condError(actor, "Delay is not available when using numberic commands (%d - %d)", kCmdNumberic, 255);
pXSprite->Decoupled = false; // must go through operateSprite always
pXSprite->Sight = pXSprite->Impact = pXSprite->Touch = pXSprite->triggerOff = false;
pXSprite->Proximity = pXSprite->Push = pXSprite->Vector = pXSprite->triggerOn = false;
pXSprite->state = pXSprite->restState = 0;
pXSprite->targetX = pXSprite->targetY = pXSprite->targetZ = pXSprite->sysData2 = -1;
actor->SetTarget(nullptr);
ChangeActorStat(actor, kStatModernCondition);
int oldStat = pSprite->cstat; pSprite->cstat = 0x30;
if (oldStat & CSTAT_SPRITE_BLOCK)
pSprite->cstat |= CSTAT_SPRITE_BLOCK;
if (oldStat & 0x2000) pSprite->cstat |= 0x2000;
else if (oldStat & 0x4000) pSprite->cstat |= 0x4000;
pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
break;
}
// the following trigger flags are senseless to have together
if ((pXSprite->Touch && (pXSprite->Proximity || pXSprite->Sight) && pXSprite->DudeLockout)
|| (pXSprite->Touch && pXSprite->Proximity && !pXSprite->Sight)) pXSprite->Touch = false;
if (pXSprite->Proximity && pXSprite->Sight && pXSprite->DudeLockout)
pXSprite->Proximity = false;
// very quick fix for floor sprites with Touch trigger flag if their Z is equals sector floorz / ceilgz
if (pSprite->insector() && pXSprite->Touch && (pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) {
if (pSprite->z == pSprite->sector()->floorz) pSprite->z--;
else if (pSprite->z == pSprite->sector()->ceilingz) pSprite->z++;
}
// make Proximity flag work not just for dudes and things...
if (pXSprite->Proximity && gProxySpritesCount < kMaxSuperXSprites)
{
switch (pSprite->statnum)
{
case kStatFX: case kStatExplosion: case kStatItem:
case kStatPurge: case kStatSpares: case kStatFlare:
case kStatInactive: case kStatFree: case kStatMarker:
case kStatPathMarker: case kStatThing: case kStatDude:
case kStatModernPlayerLinker:
break;
default:
gProxySpritesList[gProxySpritesCount++] = actor;
if (gProxySpritesCount == kMaxSuperXSprites)
I_Error("Max (%d) *additional* Proximity sprites reached!", kMaxSuperXSprites);
break;
}
}
// make Sight, Screen, Aim flags work not just for dudes and things...
if ((pXSprite->Sight || pXSprite->unused3) && gSightSpritesCount < kMaxSuperXSprites)
{
switch (pSprite->statnum)
{
case kStatFX: case kStatExplosion: case kStatItem:
case kStatPurge: case kStatSpares: case kStatFlare:
case kStatInactive: case kStatFree: case kStatMarker:
case kStatPathMarker: case kStatModernPlayerLinker:
break;
default:
gSightSpritesList[gSightSpritesCount++] = actor;
if (gSightSpritesCount == kMaxSuperXSprites)
I_Error("Max (%d) Sight sprites reached!", kMaxSuperXSprites);
break;
}
}
// make Impact flag work for sprites that affected by explosions...
if (pXSprite->Impact && gImpactSpritesCount < kMaxSuperXSprites)
{
switch (pSprite->statnum)
{
case kStatFX: case kStatExplosion: case kStatItem:
case kStatPurge: case kStatSpares: case kStatFlare:
case kStatInactive: case kStatFree: case kStatMarker:
case kStatPathMarker: case kStatModernPlayerLinker:
break;
default:
gImpactSpritesList[gImpactSpritesCount++] = actor;
if (gImpactSpritesCount == kMaxSuperXSprites)
I_Error("Max (%d) *additional* Impact sprites reached!", kMaxSuperXSprites);
break;
}
}
}
// collect objects for tracking conditions
BloodStatIterator it2(kStatModernCondition);
while (auto iactor = it2.Next())
{
XSPRITE* pXSprite = &iactor->x();
if (pXSprite->busyTime <= 0 || pXSprite->isTriggered) continue;
else if (gTrackingCondsCount >= kMaxTrackingConditions)
I_Error("\nMax (%d) tracking conditions reached!", kMaxTrackingConditions);
int count = 0;
TRCONDITION* pCond = &gCondition[gTrackingCondsCount];
BloodLinearSpriteIterator it;
while (auto iactor2 = it.Next())
{
if (!iactor2->hasX() || iactor2->x().txID != pXSprite->rxID || iactor2 == iactor)
continue;
XSPRITE* pXSpr = &iactor2->x();
spritetype* pSpr = &iactor2->s();
switch (pSpr->type)
{
case kSwitchToggle: // exceptions
case kSwitchOneWay: // exceptions
continue;
}
if (pSpr->type == kModernCondition || pSpr->type == kModernConditionFalse)
condError(iactor, "Tracking condition always must be first in condition sequence!");
if (count >= kMaxTracedObjects)
condError(iactor, "Max(%d) objects to track reached for condition #%d, RXID: %d!");
pCond->obj[count].obj = EventObject(iactor2);
pCond->obj[count++].cmd = (uint8_t)pXSpr->command;
}
for (auto& sect : sectors())
{
if (!sect.hasX() || sect.xs().txID != pXSprite->rxID) continue;
else if (count >= kMaxTracedObjects)
condError(iactor, "Max(%d) objects to track reached for condition #%d, RXID: %d!");
pCond->obj[count].obj = EventObject(&sect);
pCond->obj[count++].cmd = sect.xs().command;
}
for(auto& wal : walls())
{
if (!wal.hasX() || wal.xw().txID != pXSprite->rxID)
continue;
switch (wal.type) {
case kSwitchToggle: // exceptions
case kSwitchOneWay: // exceptions
continue;
}
if (count >= kMaxTracedObjects)
condError(iactor, "Max(%d) objects to track reached for condition #%d, RXID: %d!");
pCond->obj[count].obj = EventObject(&wal);
pCond->obj[count++].cmd = wal.xw().command;
}
if (pXSprite->data1 > kCondGameMax && count == 0)
Printf(PRINT_HIGH, "No objects to track found for condition #%d, RXID: %d!", iactor->GetIndex(), pXSprite->rxID);
pCond->length = count;
pCond->actor = iactor;
gTrackingCondsCount++;
}
}
// The following functions required for random event features
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int nnExtRandom(int a, int b)
{
if (!gAllowTrueRandom) return Random(((b + 1) - a)) + a;
// used for better randomness in single player
std::uniform_int_distribution<int> dist_a_b(a, b);
return dist_a_b(gStdRandom);
}
static int GetDataVal(DBloodActor* actor, int data)
{
if (!actor->hasX()) return -1;
switch (data) {
case 0: return actor->x().data1;
case 1: return actor->x().data2;
case 2: return actor->x().data3;
case 3: return actor->x().data4;
}
return -1;
}
//---------------------------------------------------------------------------
//
// tries to get random data field of sprite
//
//---------------------------------------------------------------------------
static int randomGetDataValue(DBloodActor* actor, int randType)
{
if (actor == NULL || !actor->hasX()) return -1;
auto pXSprite = &actor->x();
int random = 0; int bad = 0; int maxRetries = kMaxRandomizeRetries;
int rData[4];
rData[0] = pXSprite->data1; rData[2] = pXSprite->data3;
rData[1] = pXSprite->data2; rData[3] = pXSprite->data4;
// randomize only in case if at least 2 data fields fits.
for (int i = 0; i < 4; i++)
{
switch (randType) {
case kRandomizeItem:
if (rData[i] >= kItemWeaponBase && rData[i] < kItemMax) break;
else bad++;
break;
case kRandomizeDude:
if (rData[i] >= kDudeBase && rData[i] < kDudeMax) break;
else bad++;
break;
case kRandomizeTX:
if (rData[i] > kChannelZero && rData[i] < kChannelUserMax) break;
else bad++;
break;
default:
bad++;
break;
}
}
if (bad < 3)
{
// try randomize few times
while (maxRetries > 0)
{
random = nnExtRandom(0, 3);
if (rData[random] > 0) return rData[random];
else maxRetries--;
}
}
return -1;
}
//---------------------------------------------------------------------------
//
// this function drops random item using random pickup generator(s)
//
//---------------------------------------------------------------------------
static DBloodActor* randomDropPickupObject(DBloodActor* sourceactor, int prevItem)
{
DBloodActor* spawned = nullptr;
int selected = -1;
int maxRetries = 9;
if (sourceactor->hasX())
{
auto pSource = &sourceactor->s();
XSPRITE* pXSource = &sourceactor->x();
while ((selected = randomGetDataValue(sourceactor, kRandomizeItem)) == prevItem) if (maxRetries-- <= 0) break;
if (selected > 0)
{
spawned = actDropObject(sourceactor, selected);
if (spawned)
{
auto pSprite2 = &spawned->s();
pXSource->dropMsg = uint8_t(pSprite2->type); // store dropped item type in dropMsg
pSprite2->x = pSource->x;
pSprite2->y = pSource->y;
pSprite2->z = pSource->z;
if ((pSource->flags & kModernTypeFlag1) && (pXSource->txID > 0 || (pXSource->txID != 3 && pXSource->lockMsg > 0)))
{
spawned->addX();
XSPRITE* pXSprite2 = &spawned->x();
// inherit spawn sprite trigger settings, so designer can send command when item picked up.
pXSprite2->txID = pXSource->txID;
pXSprite2->command = pXSource->sysData1;
pXSprite2->triggerOn = pXSource->triggerOn;
pXSprite2->triggerOff = pXSource->triggerOff;
pXSprite2->Pickup = true;
}
}
}
}
return spawned;
}
//---------------------------------------------------------------------------
//
// this function spawns random dude using dudeSpawn
//
//---------------------------------------------------------------------------
DBloodActor* randomSpawnDude(DBloodActor* sourceactor, DBloodActor* origin, int a3, int a4)
{
DBloodActor* spawned = NULL; int selected = -1;
if ((selected = randomGetDataValue(sourceactor, kRandomizeDude)) > 0)
spawned = nnExtSpawnDude(sourceactor, origin, selected, a3, 0);
return spawned;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void windGenDoVerticalWind(int factor, sectortype* pSector)
{
int val, maxZ = 0, zdiff; bool maxZfound = false;
// find maxz marker first
BloodSectIterator it(pSector);
while (auto actor = it.Next())
{
auto sp = &actor->s();
if (sp->type == kMarkerOn && sp->statnum != kStatMarker)
{
maxZ = sp->z;
maxZfound = true;
break;
}
}
it.Reset(pSector);
while (auto actor = it.Next())
{
auto pSpr = &actor->s();
switch (pSpr->statnum)
{
case kStatFree:
continue;
case kStatFX:
if (actor->zvel) break;
continue;
case kStatThing:
case kStatDude:
if (pSpr->flags & kPhysGravity) break;
continue;
default:
if (actor->hasX() && actor->x().physAttr & kPhysGravity) break;
continue;
}
if (maxZfound && pSpr->z <= maxZ)
{
zdiff = pSpr->z - maxZ;
if (actor->zvel < 0) actor->zvel += MulScale(actor->zvel >> 4, zdiff, 16);
continue;
}
val = -MulScale(factor * 64, 0x10000, 16);
if (actor->zvel >= 0) actor->zvel += val;
else actor->zvel = val;
pSpr->z += actor->zvel >> 12;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void nnExtProcessSuperSprites()
{
// process tracking conditions
if (gTrackingCondsCount > 0)
{
for (int i = 0; i < gTrackingCondsCount; i++)
{
TRCONDITION const* pCond = &gCondition[i];
XSPRITE* pXCond = &pCond->actor->x();
if (pXCond->locked || pXCond->isTriggered || ++pXCond->busy < pXCond->busyTime)
continue;
if (pXCond->data1 >= kCondGameBase && pXCond->data1 < kCondGameMax)
{
EVENT evn;
evn.target = EventObject(pCond->actor);
evn.cmd = (int8_t)pXCond->command;
evn.funcID = kCallbackMax;
useCondition(pCond->actor, evn);
}
else if (pCond->length > 0)
{
pXCond->busy = 0;
for (unsigned k = 0; k < pCond->length; k++)
{
EVENT evn;
evn.target = pCond->obj[k].obj;
evn.cmd = pCond->obj[k].cmd;
evn.funcID = kCallbackMax;
useCondition(pCond->actor, evn);
}
}
}
}
// process floor oriented kModernWindGenerator to create a vertical wind in the sectors
BloodStatIterator it(kStatModernWindGen);
while (auto windactor = it.Next())
{
spritetype* pWind = &windactor->s();
if (!(pWind->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) || pWind->statnum >= kMaxStatus || !windactor->hasX())
continue;
XSPRITE* pXWind = &windactor->x();
if (!pXWind->state || pXWind->locked)
continue;
int j, rx;
bool fWindAlways = (pWind->flags & kModernTypeFlag1);
if (pXWind->txID) {
rx = pXWind->txID;
for (j = bucketHead[rx]; j < bucketHead[rx + 1]; j++)
{
if (!rxBucket[j].isSector()) continue;
auto pSector = rxBucket[j].sector();
XSECTOR* pXSector = &pSector->xs();
if ((!pXSector->locked) && (fWindAlways || pXSector->windAlways || pXSector->busy))
windGenDoVerticalWind(pXWind->sysData2, pSector);
}
DBloodActor* pXRedir = nullptr; // check redirected TX buckets
while ((pXRedir = evrListRedirectors(OBJ_SPRITE, nullptr, nullptr, windactor, pXRedir, &rx)) != nullptr)
{
for (j = bucketHead[rx]; j < bucketHead[rx + 1]; j++)
{
if (!rxBucket[j].isSector()) continue;
auto pSector = rxBucket[j].sector();
XSECTOR* pXSector = &pSector->xs();
if ((!pXSector->locked) && (fWindAlways || pXSector->windAlways || pXSector->busy))
windGenDoVerticalWind(pXWind->sysData2, pSector);
}
}
}
else if (pWind->insector())
{
sectortype* pSect = pWind->sector();
XSECTOR* pXSector = (pSect->hasX()) ? &pSect->xs() : nullptr;
if ((fWindAlways) || (pXSector && !pXSector->locked && (pXSector->windAlways || pXSector->busy)))
windGenDoVerticalWind(pXWind->sysData2, pWind->sector());
}
}
// process additional proximity sprites
if (gProxySpritesCount > 0)
{
for (int i = 0; i < gProxySpritesCount; i++)
{
if (!gProxySpritesList[i] || !gProxySpritesList[i]->hasX()) continue;
auto const pProxSpr = &gProxySpritesList[i]->s();
XSPRITE* pXProxSpr = &gProxySpritesList[i]->x();
if (!pXProxSpr->Proximity || (!pXProxSpr->Interrutable && pXProxSpr->state != pXProxSpr->restState) || pXProxSpr->locked == 1
|| pXProxSpr->isTriggered) continue; // don't process locked or triggered sprites
int okDist = (gProxySpritesList[i]->IsDudeActor()) ? 96 : ClipLow(pProxSpr->clipdist * 3, 32);
int x = pProxSpr->x;
int y = pProxSpr->y;
int z = pProxSpr->z;
auto pSect = pProxSpr->sector();
if (!pXProxSpr->DudeLockout)
{
BloodStatIterator it(kStatDude);
while (auto affected = it.Next())
{
if (!affected->hasX() || affected->x().health <= 0) continue;
else if (CheckProximity(affected, x, y, z, pSect, okDist))
{
trTriggerSprite(gProxySpritesList[i], kCmdSpriteProximity);
break;
}
}
}
else
{
for (int a = connecthead; a >= 0; a = connectpoint2[a])
{
PLAYER* pPlayer = &gPlayer[a];
if (!pPlayer || !pPlayer->actor->hasX() || pPlayer->pXSprite->health <= 0)
continue;
if (pPlayer->pXSprite->health > 0 && CheckProximity(gPlayer->actor, x, y, z, pSect, okDist))
{
trTriggerSprite(gProxySpritesList[i], kCmdSpriteProximity);
break;
}
}
}
}
}
// process sight sprites (for players only)
if (gSightSpritesCount > 0)
{
for (int i = 0; i < gSightSpritesCount; i++)
{
if (!gSightSpritesList[i] || !gSightSpritesList[i]->hasX()) continue;
auto const pSightSpr = &gSightSpritesList[i]->s();
XSPRITE* pXSightSpr = &gSightSpritesList[i]->x();
if ((!pXSightSpr->Interrutable && pXSightSpr->state != pXSightSpr->restState) || pXSightSpr->locked == 1 ||
pXSightSpr->isTriggered) continue; // don't process locked or triggered sprites
// sprite is drawn for one of players
if ((pXSightSpr->unused3 & kTriggerSpriteScreen) && (gSightSpritesList[i]->s().cstat2 & CSTAT2_SPRITE_MAPPED))
{
trTriggerSprite(gSightSpritesList[i], kCmdSpriteSight);
gSightSpritesList[i]->s().cstat2 &= ~CSTAT2_SPRITE_MAPPED;
continue;
}
int x = pSightSpr->x;
int y = pSightSpr->y;
int z = pSightSpr->z;
auto pSightSect = pSightSpr->sector();
int ztop2, zbot2;
for (int a = connecthead; a >= 0; a = connectpoint2[a])
{
PLAYER* pPlayer = &gPlayer[a];
if (!pPlayer || !pPlayer->actor->hasX() || pPlayer->pXSprite->health <= 0)
continue;
spritetype* pPlaySprite = pPlayer->pSprite;
GetSpriteExtents(pPlaySprite, &ztop2, &zbot2);
if (cansee(x, y, z, pSightSect, pPlaySprite->x, pPlaySprite->y, ztop2, pPlaySprite->sector()))
{
if (pXSightSpr->Sight)
{
trTriggerSprite(gSightSpritesList[i], kCmdSpriteSight);
break;
}
if (pXSightSpr->unused3 & kTriggerSpriteAim)
{
bool vector = (pSightSpr->cstat & CSTAT_SPRITE_BLOCK_HITSCAN);
if (!vector)
pSightSpr->cstat |= CSTAT_SPRITE_BLOCK_HITSCAN;
HitScan(pPlayer->actor, pPlayer->zWeapon, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, CLIPMASK0 | CLIPMASK1, 0);
//VectorScan(pPlayer->actor, 0, pPlayer->zWeapon, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, 0, 1);
if (!vector)
pSightSpr->cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN;
if (gHitInfo.hitactor == gSightSpritesList[i])
{
trTriggerSprite(gHitInfo.hitactor, kCmdSpriteSight);
break;
}
}
}
}
}
}
// process Debris sprites for movement
if (gPhysSpritesCount > 0)
{
for (int i = 0; i < gPhysSpritesCount; i++)
{
auto debrisactor = gPhysSpritesList[i];
if (debrisactor == nullptr || !debrisactor->hasX()) continue;
auto const pDebris = &debrisactor->s();
if (pDebris->statnum == kStatFree || (pDebris->flags & kHitagFree) != 0)
{
gPhysSpritesList[i] = nullptr;
continue;
}
XSPRITE* pXDebris = &debrisactor->x();
if (!(pXDebris->physAttr & kPhysMove) && !(pXDebris->physAttr & kPhysGravity))
{
gPhysSpritesList[i] = nullptr;
continue;
}
XSECTOR* pXSector = (pDebris->sector()->hasX()) ? &pDebris->sector()->xs() : nullptr;
viewBackupSpriteLoc(debrisactor);
bool uwater = false;
int mass = debrisactor->spriteMass.mass;
int airVel = debrisactor->spriteMass.airVel;
int top, bottom;
GetActorExtents(debrisactor, &top, &bottom);
if (pXSector != nullptr)
{
if ((uwater = pXSector->Underwater) != 0) airVel <<= 6;
if (pXSector->panVel != 0 && getflorzofslopeptr(pDebris->sector(), pDebris->x, pDebris->y) <= bottom)
{
int angle = pXSector->panAngle; int speed = 0;
if (pXSector->panAlways || pXSector->state || pXSector->busy)
{
speed = pXSector->panVel << 9;
if (!pXSector->panAlways && pXSector->busy)
speed = MulScale(speed, pXSector->busy, 16);
}
if (pDebris->sector()->floorstat & 64)
angle = (angle + GetWallAngle(pDebris->sector()->firstWall()) + 512) & 2047;
int dx = MulScale(speed, Cos(angle), 30);
int dy = MulScale(speed, Sin(angle), 30);
debrisactor->xvel += dx;
debrisactor->yvel += dy;
}
}
actAirDrag(debrisactor, airVel);
if (pXDebris->physAttr & kPhysDebrisTouch)
{
PLAYER* pPlayer = NULL;
for (int a = connecthead; a != -1; a = connectpoint2[a])
{
pPlayer = &gPlayer[a];
auto pact = pPlayer->actor;
if (pact->hit.hit.type == kHitSprite && pact->hit.hit.actor == debrisactor)
{
int nSpeed = approxDist(pact->xvel, pact->yvel);
nSpeed = ClipLow(nSpeed - MulScale(nSpeed, mass, 6), 0x9000 - (mass << 3));
debrisactor->xvel += MulScale(nSpeed, Cos(pPlayer->pSprite->ang), 30);
debrisactor->yvel += MulScale(nSpeed, Sin(pPlayer->pSprite->ang), 30);
debrisactor->hit.hit.setSprite(pPlayer->actor);
}
}
}
if (pXDebris->physAttr & kPhysGravity) pXDebris->physAttr |= kPhysFalling;
if ((pXDebris->physAttr & kPhysFalling) || debrisactor->xvel || debrisactor->yvel || debrisactor->zvel || pDebris->sector()->velFloor || pDebris->sector()->velCeil)
debrisMove(i);
if (debrisactor->xvel || debrisactor->yvel)
pXDebris->goalAng = getangle(debrisactor->xvel, debrisactor->yvel) & 2047;
int ang = pDebris->ang & 2047;
if ((uwater = spriteIsUnderwater(debrisactor)) == false) evKillActor(debrisactor, kCallbackEnemeyBubble);
else if (Chance(0x1000 - mass))
{
if (debrisactor->zvel > 0x100) debrisBubble(debrisactor);
if (ang == pXDebris->goalAng)
{
pXDebris->goalAng = (pDebris->ang + Random3(kAng60)) & 2047;
debrisBubble(debrisactor);
}
}
int angStep = ClipLow(mulscale8(1, ((abs(debrisactor->xvel) + abs(debrisactor->yvel)) >> 5)), (uwater) ? 1 : 0);
if (ang < pXDebris->goalAng) pDebris->ang = ClipHigh(ang + angStep, pXDebris->goalAng);
else if (ang > pXDebris->goalAng) pDebris->ang = ClipLow(ang - angStep, pXDebris->goalAng);
auto pSector = pDebris->sector();
int cz = getceilzofslopeptr(pSector, pDebris->x, pDebris->y);
int fz = getflorzofslopeptr(pSector, pDebris->x, pDebris->y);
GetActorExtents(debrisactor, &top, &bottom);
if (fz >= bottom && pSector->lowerLink == nullptr && !(pSector->ceilingstat & 0x1)) pDebris->z += ClipLow(cz - top, 0);
if (cz <= top && pSector->upperLink == nullptr && !(pSector->floorstat & 0x1)) pDebris->z += ClipHigh(fz - bottom, 0);
}
}
}
//---------------------------------------------------------------------------
//
// this function plays sound predefined in missile info
//
//---------------------------------------------------------------------------
void sfxPlayMissileSound(DBloodActor* actor, int missileId)
{
const MISSILEINFO_EXTRA* pMissType = &gMissileInfoExtra[missileId - kMissileBase];
sfxPlay3DSound(actor, Chance(0x5000) ? pMissType->fireSound[0] : pMissType->fireSound[1], -1, 0);
}
//---------------------------------------------------------------------------
//
// this function plays sound predefined in vector info
//
//---------------------------------------------------------------------------
void sfxPlayVectorSound(DBloodActor* actor, int vectorId)
{
const VECTORINFO_EXTRA* pVectorData = &gVectorInfoExtra[vectorId];
sfxPlay3DSound(actor, Chance(0x5000) ? pVectorData->fireSound[0] : pVectorData->fireSound[1], -1, 0);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int getSpriteMassBySize(DBloodActor* actor)
{
auto pSprite = &actor->s();
int mass = 0; int seqId = -1; int clipDist = pSprite->clipdist;
if (!actor->hasX())
{
I_Error("getSpriteMassBySize: pSprite->hasX == false");
}
else if (actor->IsDudeActor())
{
switch (pSprite->type)
{
case kDudePodMother: // fake dude, no seq
break;
case kDudeModernCustom:
case kDudeModernCustomBurning:
seqId = actor->x().data2;
clipDist = actor->genDudeExtra.initVals[2];
break;
default:
seqId = getDudeInfo(pSprite->type)->seqStartID;
break;
}
}
else
{
seqId = seqGetID(actor);
}
SPRITEMASS* cached = &actor->spriteMass;
if (((seqId >= 0 && seqId == cached->seqId) || pSprite->picnum == cached->picnum) && pSprite->xrepeat == cached->xrepeat &&
pSprite->yrepeat == cached->yrepeat && clipDist == cached->clipdist)
{
return cached->mass;
}
int picnum = pSprite->picnum;
int massDiv = 30;
int addMul = 2;
int subMul = 2;
if (seqId >= 0)
{
auto pSeq = getSequence(seqId);
if (pSeq)
{
picnum = seqGetTile(&pSeq->frames[0]);
}
else
picnum = pSprite->picnum;
}
clipDist = ClipLow(pSprite->clipdist, 1);
int x = tileWidth(picnum);
int y = tileHeight(picnum);
int xrepeat = pSprite->xrepeat;
int yrepeat = pSprite->yrepeat;
// take surface type into account
switch (tileGetSurfType(pSprite->picnum))
{
case 1: massDiv = 16; break; // stone
case 2: massDiv = 18; break; // metal
case 3: massDiv = 21; break; // wood
case 4: massDiv = 25; break; // flesh
case 5: massDiv = 28; break; // water
case 6: massDiv = 26; break; // dirt
case 7: massDiv = 27; break; // clay
case 8: massDiv = 35; break; // snow
case 9: massDiv = 22; break; // ice
case 10: massDiv = 37; break; // leaves
case 11: massDiv = 33; break; // cloth
case 12: massDiv = 36; break; // plant
case 13: massDiv = 24; break; // goo
case 14: massDiv = 23; break; // lava
}
mass = ((x + y) * (clipDist / 2)) / massDiv;
if (xrepeat > 64) mass += ((xrepeat - 64) * addMul);
else if (xrepeat < 64 && mass > 0)
{
for (int i = 64 - xrepeat; i > 0; i--)
{
if ((mass -= subMul) <= 100 && subMul-- <= 1)
{
mass -= i;
break;
}
}
}
if (yrepeat > 64) mass += ((yrepeat - 64) * addMul);
else if (yrepeat < 64 && mass > 0)
{
for (int i = 64 - yrepeat; i > 0; i--)
{
if ((mass -= subMul) <= 100 && subMul-- <= 1)
{
mass -= i;
break;
}
}
}
if (mass <= 0) cached->mass = 1 + Random(10);
else cached->mass = ClipRange(mass, 1, 65535);
cached->airVel = ClipRange(400 - cached->mass, 32, 400);
cached->fraction = ClipRange(60000 - (cached->mass << 7), 8192, 60000);
cached->xrepeat = pSprite->xrepeat;
cached->yrepeat = pSprite->yrepeat;
cached->picnum = pSprite->picnum;
cached->seqId = seqId;
cached->clipdist = pSprite->clipdist;
return cached->mass;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static int debrisGetIndex(DBloodActor* actor)
{
if (!actor->hasX() || actor->x().physAttr == 0)
return -1;
for (int i = 0; i < gPhysSpritesCount; i++)
{
if (gPhysSpritesList[i] != actor) continue;
return i;
}
return -1;
}
int debrisGetFreeIndex(void)
{
for (int i = 0; i < kMaxSuperXSprites; i++)
{
if (gPhysSpritesList[i] == nullptr) return i;
auto spr = &gPhysSpritesList[i]->s();
if (spr->statnum == kStatFree) return i;
else if ((spr->flags & kHitagFree) || !gPhysSpritesList[i]->hasX()) return i;
else if (gPhysSpritesList[i]->x().physAttr == 0) return i;
}
return -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void debrisConcuss(DBloodActor* owneractor, int listIndex, int x, int y, int z, int dmg)
{
auto actor = gPhysSpritesList[listIndex];
if (actor != nullptr && actor->hasX())
{
spritetype* pSprite = &actor->s();
int dx = pSprite->x - x; int dy = pSprite->y - y; int dz = (pSprite->z - z) >> 4;
dmg = scale(0x40000, dmg, 0x40000 + dx * dx + dy * dy + dz * dz);
bool thing = (pSprite->type >= kThingBase && pSprite->type < kThingMax);
int size = (tileWidth(pSprite->picnum) * pSprite->xrepeat * tileHeight(pSprite->picnum) * pSprite->yrepeat) >> 1;
if (actor->x().physAttr & kPhysDebrisExplode)
{
if (actor->spriteMass.mass > 0)
{
int t = scale(dmg, size, actor->spriteMass.mass);
actor->xvel += MulScale(t, dx, 16);
actor->yvel += MulScale(t, dy, 16);
actor->zvel += MulScale(t, dz, 16);
}
if (thing)
pSprite->statnum = kStatThing; // temporary change statnum property
}
actDamageSprite(owneractor, actor, kDamageExplode, dmg);
if (thing)
pSprite->statnum = kStatDecoration; // return statnum property back
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void debrisBubble(DBloodActor* actor)
{
spritetype* pSprite = &actor->s();
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
for (unsigned int i = 0; i < 1 + Random(5); i++) {
int nDist = (pSprite->xrepeat * (tileWidth(pSprite->picnum) >> 1)) >> 2;
int nAngle = Random(2048);
int x = pSprite->x + MulScale(nDist, Cos(nAngle), 30);
int y = pSprite->y + MulScale(nDist, Sin(nAngle), 30);
int z = bottom - Random(bottom - top);
auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), pSprite->sector(), x, y, z, 0);
if (pFX) {
pFX->xvel = actor->xvel + Random2(0x1aaaa);
pFX->yvel = actor->yvel + Random2(0x1aaaa);
pFX->zvel = actor->zvel + Random2(0x1aaaa);
}
}
if (Chance(0x2000))
evPostActor(actor, 0, kCallbackEnemeyBubble);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void debrisMove(int listIndex)
{
auto actor = gPhysSpritesList[listIndex];
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
auto pSector = pSprite->sector();
if (!actor->hasX() || !pSector)
{
gPhysSpritesList[listIndex] = nullptr;
return;
}
int top, bottom;
GetActorExtents(actor, &top, &bottom);
Collision moveHit;
moveHit.setNone();
int floorDist = (bottom - pSprite->z) >> 2;
int ceilDist = (pSprite->z - top) >> 2;
int clipDist = pSprite->clipdist << 2;
int mass = actor->spriteMass.mass;
bool uwater = false;
int tmpFraction = actor->spriteMass.fraction;
if (pSector->hasX() && pSector->xs().Underwater)
{
tmpFraction >>= 1;
uwater = true;
}
if (actor->xvel || actor->yvel)
{
auto oldcstat = pSprite->cstat;
pSprite->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
moveHit = actor->hit.hit = ClipMove(&pSprite->pos, &pSector, actor->xvel >> 12,
actor->yvel >> 12, clipDist, ceilDist, floorDist, CLIPMASK0);
pSprite->cstat = oldcstat;
if (pSprite->sector() != pSector)
{
if (!pSector) return;
else ChangeActorSect(actor, pSector);
}
if (pSector->type >= kSectorPath && pSector->type <= kSectorRotate)
{
auto pSector2 = pSector;
if (pushmove(&pSprite->pos, &pSector2, clipDist, ceilDist, floorDist, CLIPMASK0) != -1)
pSector = pSector2;
}
if (actor->hit.hit.type == kHitWall)
{
moveHit = actor->hit.hit;
actWallBounceVector(&actor->xvel, &actor->yvel, moveHit.wall(), tmpFraction);
}
}
else if (!FindSector(pSprite->x, pSprite->y, pSprite->z, &pSector))
{
return;
}
if (pSprite->sector() != pSector)
{
assert(pSector);
ChangeActorSect(actor, pSector);
pSector = pSprite->sector();
}
if (pSector->hasX())
uwater = pSector->xs().Underwater;
if (actor->zvel)
pSprite->z += actor->zvel >> 8;
int ceilZ, floorZ;
Collision ceilColl, floorColl;
GetZRange(actor, &ceilZ, &ceilColl, &floorZ, &floorColl, clipDist, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
GetSpriteExtents(pSprite, &top, &bottom);
if ((pXSprite->physAttr & kPhysDebrisSwim) && uwater)
{
int vc = 0;
int cz = getceilzofslopeptr(pSector, pSprite->x, pSprite->y);
int fz = getflorzofslopeptr(pSector, pSprite->x, pSprite->y);
int div = ClipLow(bottom - top, 1);
if (pSector->lowerLink) cz += (cz < 0) ? 0x500 : -0x500;
if (top > cz && (!(pXSprite->physAttr & kPhysDebrisFloat) || fz <= bottom << 2))
actor->zvel -= DivScale((bottom - ceilZ) >> 6, mass, 8);
if (fz < bottom)
vc = 58254 + ((bottom - fz) * -80099) / div;
if (vc)
{
pSprite->z += ((vc << 2) >> 1) >> 8;
actor->zvel += vc;
}
}
else if ((pXSprite->physAttr & kPhysGravity) && bottom < floorZ)
{
pSprite->z += 455;
actor->zvel += 58254;
}
int i;
if ((i = CheckLink(actor)) != 0)
{
GetZRange(actor, &ceilZ, &ceilColl, &floorZ, &floorColl, clipDist, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
if (!(pSprite->cstat & CSTAT_SPRITE_INVISIBLE))
{
switch (i)
{
case kMarkerUpWater:
case kMarkerUpGoo:
int pitch = (150000 - (actor->spriteMass.mass << 9)) + Random3(8192);
sfxPlay3DSoundCP(pSprite, 720, -1, 0, pitch, 75 - Random(40));
if (!spriteIsUnderwater(actor))
{
evKillActor(actor, kCallbackEnemeyBubble);
}
else
{
evPostActor(actor, 0, kCallbackEnemeyBubble);
for (int i = 2; i <= 5; i++)
{
if (Chance(0x5000 * i))
evPostActor(actor, Random(5), kCallbackEnemeyBubble);
}
}
break;
}
}
}
GetActorExtents(actor, &top, &bottom);
if (floorZ <= bottom) {
actor->hit.florhit = floorColl;
int v30 = actor->zvel - pSprite->sector()->velFloor;
if (v30 > 0)
{
pXSprite->physAttr |= kPhysFalling;
actFloorBounceVector(&actor->xvel, &actor->yvel, &v30, pSprite->sector(), tmpFraction);
actor->zvel = v30;
if (abs(actor->zvel) < 0x10000)
{
actor->zvel = pSprite->sector()->velFloor;
pXSprite->physAttr &= ~kPhysFalling;
}
moveHit = floorColl;
DBloodActor* pFX = NULL, *pFX2 = NULL;
switch (tileGetSurfType(floorColl))
{
case kSurfLava:
if ((pFX = gFX.fxSpawnActor(FX_10, pSprite->sector(), pSprite->x, pSprite->y, floorZ, 0)) == NULL) break;
for (i = 0; i < 7; i++)
{
if ((pFX2 = gFX.fxSpawnActor(FX_14, pFX->s().sector(), pFX->s().x, pFX->s().y, pFX->s().z, 0)) == NULL) continue;
pFX2->xvel = Random2(0x6aaaa);
pFX2->yvel = Random2(0x6aaaa);
pFX2->zvel = -(int)Random(0xd5555);
}
break;
case kSurfWater:
gFX.fxSpawnActor(FX_9, pSprite->sector(), pSprite->x, pSprite->y, floorZ, 0);
break;
}
}
else if (actor->zvel == 0)
{
pXSprite->physAttr &= ~kPhysFalling;
}
}
else
{
actor->hit.florhit.setNone();
if (pXSprite->physAttr & kPhysGravity)
pXSprite->physAttr |= kPhysFalling;
}
if (top <= ceilZ)
{
actor->hit.ceilhit = moveHit = ceilColl;
pSprite->z += ClipLow(ceilZ - top, 0);
if (actor->zvel <= 0 && (pXSprite->physAttr & kPhysFalling))
actor->zvel = MulScale(-actor->zvel, 0x2000, 16);
}
else
{
actor->hit.ceilhit.setNone();
GetActorExtents(actor, &top, &bottom);
}
if (moveHit.type != kHitNone && pXSprite->Impact && !pXSprite->locked && !pXSprite->isTriggered && (pXSprite->state == pXSprite->restState || pXSprite->Interrutable)) {
if (pSprite->type >= kThingBase && pSprite->type < kThingMax)
ChangeActorStat(actor, kStatThing);
trTriggerSprite(actor, kCmdToggle);
}
if (!actor->xvel && !actor->yvel) return;
else if (floorColl.type == kHitSprite)
{
if ((floorColl.actor->s().cstat & 0x30) == 0)
{
actor->xvel += MulScale(4, pSprite->x - floorColl.actor->s().x, 2);
actor->yvel += MulScale(4, pSprite->y - floorColl.actor->s().y, 2);
return;
}
}
pXSprite->height = ClipLow(floorZ - bottom, 0) >> 8;
if (uwater || pXSprite->height >= 0x100)
return;
int nDrag = 0x2a00;
if (pXSprite->height > 0)
nDrag -= scale(nDrag, pXSprite->height, 0x100);
actor->xvel -= mulscale16r(actor->xvel, nDrag);
actor->yvel -= mulscale16r(actor->yvel, nDrag);
if (approxDist(actor->xvel, actor->yvel) < 0x1000)
actor->xvel = actor->yvel = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool ceilIsTooLow(DBloodActor* actor)
{
if (actor != nullptr)
{
sectortype* pSector = actor->s().sector();
int a = pSector->ceilingz - pSector->floorz;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
int b = top - bottom;
if (a > b) return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiSetGenIdleState(DBloodActor* actor)
{
switch (actor->s().type)
{
case kDudeModernCustom:
case kDudeModernCustomBurning:
aiGenDudeNewState(actor, &genIdle);
break;
default:
aiNewState(actor, &genIdle);
break;
}
}
//---------------------------------------------------------------------------
//
// this function stops wind on all TX sectors affected by WindGen after it goes off state.
//
//---------------------------------------------------------------------------
void windGenStopWindOnSectors(DBloodActor* sourceactor)
{
spritetype* pSource = &sourceactor->s();
auto pXSource = &sourceactor->x();
if (pXSource->txID <= 0 && pSource->sector()->hasX())
{
pSource->sector()->xs().windVel = 0;
return;
}
for (int i = bucketHead[pXSource->txID]; i < bucketHead[pXSource->txID + 1]; i++)
{
if (!rxBucket[i].isSector()) continue;
auto pSector = rxBucket[i].sector();
XSECTOR* pXSector = &pSector->xs();
if ((pXSector->state == 1 && !pXSector->windAlways)
|| ((pSource->flags & kModernTypeFlag1) && !(pSource->flags & kModernTypeFlag2)))
{
pXSector->windVel = 0;
}
}
// check redirected TX buckets
int rx = -1;
DBloodActor* pXRedir = nullptr;
while ((pXRedir = evrListRedirectors(OBJ_SPRITE, nullptr, nullptr, sourceactor, pXRedir, &rx)) != nullptr)
{
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++)
{
if (!rxBucket[i].isSector()) continue;
auto pSector = rxBucket[i].sector();
XSECTOR* pXSector = &pSector->xs();
if ((pXSector->state == 1 && !pXSector->windAlways) || (pSource->flags & kModernTypeFlag2))
pXSector->windVel = 0;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlStartScene(DBloodActor* sourceactor, PLAYER* pPlayer, bool force)
{
auto pXSource = &sourceactor->x();
TRPLAYERCTRL* pCtrl = &gPlayerCtrl[pPlayer->nPlayer];
if (pCtrl->qavScene.initiator != nullptr && !force) return;
QAV* pQav = playerQavSceneLoad(pXSource->data2);
if (pQav != nullptr)
{
// save current weapon
pXSource->dropMsg = pPlayer->curWeapon;
auto initiator = pCtrl->qavScene.initiator;
if (initiator != nullptr && initiator != sourceactor && initiator->hasX())
pXSource->dropMsg = initiator->x().dropMsg;
if (initiator == nullptr)
WeaponLower(pPlayer);
pXSource->sysData1 = ClipLow((pQav->duration * pXSource->waitTime) / 4, 0); // how many times animation should be played
pCtrl->qavScene.initiator = sourceactor;
pCtrl->qavScene.qavResrc = pQav;
pCtrl->qavScene.dummy = -1;
//pCtrl->qavScene.qavResrc->Preload();
pPlayer->sceneQav = pXSource->data2;
pPlayer->weaponTimer = pCtrl->qavScene.qavResrc->duration;
pPlayer->qavCallback = (pXSource->data3 > 0) ? ClipRange(pXSource->data3 - 1, 0, 32) : -1;
pPlayer->qavLoop = false;
pPlayer->qavLastTick = I_GetTime(pCtrl->qavScene.qavResrc->ticrate);
pPlayer->qavTimer = pCtrl->qavScene.qavResrc->duration;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlStopScene(PLAYER* pPlayer)
{
TRPLAYERCTRL* pCtrl = &gPlayerCtrl[pPlayer->nPlayer];
auto initiator = pCtrl->qavScene.initiator;
XSPRITE* pXSource = nullptr;
if (initiator->hasX())
{
pXSource = &initiator->x();
pXSource->sysData1 = 0;
}
if (pCtrl->qavScene.initiator != nullptr)
{
pCtrl->qavScene.initiator = nullptr;
pCtrl->qavScene.qavResrc = nullptr;
pPlayer->sceneQav = -1;
// restore weapon
if (pPlayer->pXSprite->health > 0)
{
int oldWeapon = (pXSource && pXSource->dropMsg != 0) ? pXSource->dropMsg : 1;
pPlayer->newWeapon = pPlayer->curWeapon = oldWeapon;
WeaponRaise(pPlayer);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlLink(DBloodActor* sourceactor, PLAYER* pPlayer, bool checkCondition)
{
auto pXSource = &sourceactor->x();
// save player's sprite index to let the tracking condition know it after savegame loading...
sourceactor->prevmarker = pPlayer->actor;
pPlayer->pXSprite->txID = pXSource->txID;
pPlayer->pXSprite->command = kCmdToggle;
pPlayer->pXSprite->triggerOn = pXSource->triggerOn;
pPlayer->pXSprite->triggerOff = pXSource->triggerOff;
pPlayer->pXSprite->busyTime = pXSource->busyTime;
pPlayer->pXSprite->waitTime = pXSource->waitTime;
pPlayer->pXSprite->restState = pXSource->restState;
pPlayer->pXSprite->Push = pXSource->Push;
pPlayer->pXSprite->Impact = pXSource->Impact;
pPlayer->pXSprite->Vector = pXSource->Vector;
pPlayer->pXSprite->Touch = pXSource->Touch;
pPlayer->pXSprite->Sight = pXSource->Sight;
pPlayer->pXSprite->Proximity = pXSource->Proximity;
pPlayer->pXSprite->Decoupled = pXSource->Decoupled;
pPlayer->pXSprite->Interrutable = pXSource->Interrutable;
pPlayer->pXSprite->DudeLockout = pXSource->DudeLockout;
pPlayer->pXSprite->data1 = pXSource->data1;
pPlayer->pXSprite->data2 = pXSource->data2;
pPlayer->pXSprite->data3 = pXSource->data3;
pPlayer->pXSprite->data4 = pXSource->data4;
pPlayer->pXSprite->key = pXSource->key;
pPlayer->pXSprite->dropMsg = pXSource->dropMsg;
// let's check if there is tracking condition expecting objects with this TX id
if (checkCondition && pXSource->txID >= kChannelUser)
{
for (int i = 0; i < gTrackingCondsCount; i++)
{
TRCONDITION* pCond = &gCondition[i];
if (pCond->actor->x().rxID != pXSource->txID)
continue;
// search for player control sprite and replace it with actual player sprite
for (unsigned k = 0; k < pCond->length; k++)
{
if (!pCond->obj[k].obj.isActor() || pCond->obj[k].obj.actor() != sourceactor) continue;
pCond->obj[k].obj = EventObject(pPlayer->actor);
pCond->obj[k].cmd = (uint8_t)pPlayer->pXSprite->command;
break;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlSetRace(int value, PLAYER* pPlayer)
{
playerSetRace(pPlayer, value);
switch (pPlayer->lifeMode)
{
case kModeHuman:
case kModeBeast:
playerSizeReset(pPlayer);
break;
case kModeHumanShrink:
playerSizeShrink(pPlayer, 2);
break;
case kModeHumanGrown:
playerSizeGrow(pPlayer, 2);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlSetMoveSpeed(int value, PLAYER* pPlayer)
{
int speed = ClipRange(value, 0, 500);
for (int i = 0; i < kModeMax; i++)
{
for (int a = 0; a < kPostureMax; a++)
{
POSTURE* curPosture = &pPlayer->pPosture[i][a]; POSTURE* defPosture = &gPostureDefaults[i][a];
curPosture->frontAccel = (defPosture->frontAccel * speed) / kPercFull;
curPosture->sideAccel = (defPosture->sideAccel * speed) / kPercFull;
curPosture->backAccel = (defPosture->backAccel * speed) / kPercFull;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlSetJumpHeight(int value, PLAYER* pPlayer)
{
int jump = ClipRange(value, 0, 500);
for (int i = 0; i < kModeMax; i++)
{
POSTURE* curPosture = &pPlayer->pPosture[i][kPostureStand]; POSTURE* defPosture = &gPostureDefaults[i][kPostureStand];
curPosture->normalJumpZ = (defPosture->normalJumpZ * jump) / kPercFull;
curPosture->pwupJumpZ = (defPosture->pwupJumpZ * jump) / kPercFull;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlSetScreenEffect(int value, int timeval, PLAYER* pPlayer)
{
int eff = ClipLow(value, 0);
int time = (eff > 0) ? timeval : 0;
switch (eff) {
case 0: // clear all
case 1: // tilting
pPlayer->tiltEffect = ClipRange(time, 0, 220);
if (eff) break;
[[fallthrough]];
case 2: // pain
pPlayer->painEffect = ClipRange(time, 0, 2048);
if (eff) break;
[[fallthrough]];
case 3: // blind
pPlayer->blindEffect = ClipRange(time, 0, 2048);
if (eff) break;
[[fallthrough]];
case 4: // pickup
pPlayer->pickupEffect = ClipRange(time, 0, 2048);
if (eff) break;
[[fallthrough]];
case 5: // quakeEffect
pPlayer->quakeEffect = ClipRange(time, 0, 2048);
if (eff) break;
[[fallthrough]];
case 6: // visibility
pPlayer->visibility = ClipRange(time, 0, 2048);
if (eff) break;
[[fallthrough]];
case 7: // delirium
pPlayer->pwUpTime[kPwUpDeliriumShroom] = ClipHigh(time << 1, 432000);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlSetLookAngle(int value, PLAYER* pPlayer)
{
double const upAngle = 289;
double const downAngle = -347;
double const lookStepUp = 4.0 * upAngle / 60.0;
double const lookStepDown = -4.0 * downAngle / 60.0;
double const look = value << 5;
double adjustment;
if (look > 0)
{
adjustment = min(MulScaleF(lookStepUp, look, 8), upAngle);
}
else if (look < 0)
{
adjustment = -max(MulScaleF(lookStepDown, abs(look), 8), downAngle);
}
else
{
adjustment = 0;
}
pPlayer->horizon.settarget(100. * tan(adjustment * pi::pi() / 1024.));
pPlayer->horizon.lockinput();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlEraseStuff(int value, PLAYER* pPlayer)
{
switch (value)
{
case 0: // erase all
[[fallthrough]];
case 1: // erase weapons
WeaponLower(pPlayer);
for (int i = 0; i < 14; i++) {
pPlayer->hasWeapon[i] = false;
// also erase ammo
if (i < 12) pPlayer->ammoCount[i] = 0;
}
pPlayer->hasWeapon[1] = true;
pPlayer->curWeapon = kWeapNone;
pPlayer->nextWeapon = kWeapPitchFork;
WeaponRaise(pPlayer);
if (value) break;
[[fallthrough]];
case 2: // erase all armor
for (int i = 0; i < 3; i++) pPlayer->armor[i] = 0;
if (value) break;
[[fallthrough]];
case 3: // erase all pack items
for (int i = 0; i < 5; i++) {
pPlayer->packSlots[i].isActive = false;
pPlayer->packSlots[i].curAmount = 0;
}
pPlayer->packItemId = -1;
if (value) break;
[[fallthrough]];
case 4: // erase all keys
for (int i = 0; i < 8; i++) pPlayer->hasKey[i] = false;
if (value) break;
[[fallthrough]];
case 5: // erase powerups
for (int i = 0; i < kMaxPowerUps; i++) pPlayer->pwUpTime[i] = 0;
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlGiveStuff(int data2, int weapon, int data4, PLAYER* pPlayer, TRPLAYERCTRL* pCtrl)
{
switch (data2)
{
case 1: // give N weapon and default ammo for it
case 2: // give just N ammo for selected weapon
if (weapon <= 0 || weapon > 13)
{
Printf(PRINT_HIGH, "Weapon #%d is out of a weapons range!", weapon);
break;
} else if (data2 == 2 && data4 == 0)
{
Printf(PRINT_HIGH, "Zero ammo for weapon #%d is specified!", weapon);
break;
}
switch (weapon)
{
case kWeapProximity: // remote bomb
case kWeapRemote: // prox bomb
pPlayer->hasWeapon[weapon] = true;
weapon--;
pPlayer->ammoCount[weapon] = ClipHigh(pPlayer->ammoCount[weapon] + ((data2 == 2) ? data4 : 1), gAmmoInfo[weapon].max);
weapon++;
break;
default:
for (int i = 0; i < 11; i++)
{
if (gWeaponItemData[i].type != weapon) continue;
const WEAPONITEMDATA* pWeaponData = &gWeaponItemData[i];
int nAmmoType = pWeaponData->ammoType;
switch (data2) {
case 1:
pPlayer->hasWeapon[weapon] = true;
if (pPlayer->ammoCount[nAmmoType] >= pWeaponData->count) break;
pPlayer->ammoCount[nAmmoType] = ClipHigh(pPlayer->ammoCount[nAmmoType] + pWeaponData->count, gAmmoInfo[nAmmoType].max);
break;
case 2:
pPlayer->ammoCount[nAmmoType] = ClipHigh(pPlayer->ammoCount[nAmmoType] + data4, gAmmoInfo[nAmmoType].max);
break;
}
break;
}
break;
}
if (pPlayer->hasWeapon[weapon] && data4 == 0) // switch on it
{
pPlayer->nextWeapon = kWeapNone;
if (pPlayer->sceneQav >= 0 && pCtrl->qavScene.initiator && pCtrl->qavScene.initiator->hasX())
{
pCtrl->qavScene.initiator->x().dropMsg = weapon;
}
else if (pPlayer->curWeapon != weapon)
{
pPlayer->newWeapon = weapon;
WeaponRaise(pPlayer);
}
}
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlUsePackItem(int data2, int data3, int data4, PLAYER* pPlayer, int evCmd)
{
unsigned int invItem = data2 - 1;
switch (evCmd)
{
case kCmdOn:
if (!pPlayer->packSlots[invItem].isActive) packUseItem(pPlayer, invItem);
break;
case kCmdOff:
if (pPlayer->packSlots[invItem].isActive) packUseItem(pPlayer, invItem);
break;
default:
packUseItem(pPlayer, invItem);
break;
}
switch (data4)
{
case 2: // both
case 0: // switch on it
if (pPlayer->packSlots[invItem].curAmount > 0) pPlayer->packItemId = invItem;
if (!data4) break;
[[fallthrough]];
case 1: // force remove after use
pPlayer->packSlots[invItem].isActive = false;
pPlayer->packSlots[invItem].curAmount = 0;
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlUsePowerup(DBloodActor* sourceactor, PLAYER* pPlayer, int evCmd)
{
bool relative = (sourceactor->s().flags & kModernTypeFlag1);
int nPower = (kMinAllowedPowerup + sourceactor->x().data2) - 1;
int nTime = ClipRange(abs(sourceactor->x().data3) * 100, -gPowerUpInfo[nPower].maxTime, gPowerUpInfo[nPower].maxTime);
if (sourceactor->x().data3 < 0)
nTime = -nTime;
if (pPlayer->pwUpTime[nPower])
{
if (!relative && nTime <= 0)
powerupDeactivate(pPlayer, nPower);
}
if (nTime != 0)
{
if (pPlayer->pwUpTime[nPower] <= 0)
powerupActivate(pPlayer, nPower); // MUST activate first for powerups like kPwUpDeathMask
// ...so we able to change time amount
if (relative) pPlayer->pwUpTime[nPower] += nTime;
else pPlayer->pwUpTime[nPower] = nTime;
}
if (pPlayer->pwUpTime[nPower] <= 0)
powerupDeactivate(pPlayer, nPower);
return;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useObjResizer(DBloodActor* sourceactor, int targType, sectortype* targSect, walltype* targWall, DBloodActor* targetactor)
{
auto pXSource = &sourceactor->x();
switch (targType)
{
// for sectors
case OBJ_SECTOR:
if (!targSect) return;
if (valueIsBetween(pXSource->data1, -1, 32767))
targSect->floorxpan_ = (float)ClipRange(pXSource->data1, 0, 255);
if (valueIsBetween(pXSource->data2, -1, 32767))
targSect->floorypan_ = (float)ClipRange(pXSource->data2, 0, 255);
if (valueIsBetween(pXSource->data3, -1, 32767))
targSect->ceilingxpan_ = (float)ClipRange(pXSource->data3, 0, 255);
if (valueIsBetween(pXSource->data4, -1, 65535))
targSect->ceilingypan_ = (float)ClipRange(pXSource->data4, 0, 255);
break;
// for sprites
case OBJ_SPRITE:
{
bool fit = false;
auto pTarget = &targetactor->s();
// resize by seq scaling
if (sourceactor->s().flags & kModernTypeFlag1)
{
if (valueIsBetween(pXSource->data1, -255, 32767))
{
int mulDiv = (valueIsBetween(pXSource->data2, 0, 257)) ? pXSource->data2 : 256;
if (pXSource->data1 > 0) targetactor->x().scale = mulDiv * ClipHigh(pXSource->data1, 25);
else if (pXSource->data1 < 0) targetactor->x().scale = mulDiv / ClipHigh(abs(pXSource->data1), 25);
else targetactor->x().scale = 0;
fit = true;
}
// resize by repeats
}
else
{
if (valueIsBetween(pXSource->data1, -1, 32767))
{
pTarget->xrepeat = ClipRange(pXSource->data1, 0, 255);
fit = true;
}
if (valueIsBetween(pXSource->data2, -1, 32767))
{
pTarget->yrepeat = ClipRange(pXSource->data2, 0, 255);
fit = true;
}
}
if (fit && (pTarget->type == kDudeModernCustom || pTarget->type == kDudeModernCustomBurning))
{
// request properties update for custom dude
targetactor->genDudeExtra.updReq[kGenDudePropertySpriteSize] = true;
targetactor->genDudeExtra.updReq[kGenDudePropertyAttack] = true;
targetactor->genDudeExtra.updReq[kGenDudePropertyMass] = true;
targetactor->genDudeExtra.updReq[kGenDudePropertyDmgScale] = true;
evPostActor(targetactor, kGenDudeUpdTimeRate, kCallbackGenDudeUpdate);
}
if (valueIsBetween(pXSource->data3, -1, 32767))
pTarget->xoffset = ClipRange(pXSource->data3, 0, 255);
if (valueIsBetween(pXSource->data4, -1, 65535))
pTarget->yoffset = ClipRange(pXSource->data4, 0, 255);
break;
}
case OBJ_WALL:
if (!targWall) return;
if (valueIsBetween(pXSource->data1, -1, 32767))
targWall->xrepeat = ClipRange(pXSource->data1, 0, 255);
if (valueIsBetween(pXSource->data2, -1, 32767))
targWall->yrepeat = ClipRange(pXSource->data2, 0, 255);
if (valueIsBetween(pXSource->data3, -1, 32767))
targWall->xpan_ = (float)ClipRange(pXSource->data3, 0, 255);
if (valueIsBetween(pXSource->data4, -1, 65535))
targWall->ypan_ = (float)ClipRange(pXSource->data4, 0, 255);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void usePropertiesChanger(DBloodActor* sourceactor, int objType, sectortype* pSector, walltype* pWall, DBloodActor* targetactor)
{
auto pXSource = &sourceactor->x();
spritetype* pSource = &sourceactor->s();
switch (objType)
{
case OBJ_WALL:
{
if (!pWall) return;
int old = -1;
// data3 = set wall hitag
if (valueIsBetween(pXSource->data3, -1, 32767))
{
if ((pSource->flags & kModernTypeFlag1)) pWall->hitag |= pXSource->data3;
else pWall->hitag = pXSource->data3;
}
// data4 = set wall cstat
if (valueIsBetween(pXSource->data4, -1, 65535))
{
old = pWall->cstat;
// set new cstat
if ((pSource->flags & kModernTypeFlag1)) pWall->cstat |= pXSource->data4; // relative
else pWall->cstat = pXSource->data4; // absolute
// and hanlde exceptions
if ((old & 0x2) && !(pWall->cstat & 0x2)) pWall->cstat |= 0x2; // kWallBottomSwap
if ((old & 0x4) && !(pWall->cstat & 0x4)) pWall->cstat |= 0x4; // kWallBottomOrg, kWallOutsideOrg
if ((old & 0x20) && !(pWall->cstat & 0x20)) pWall->cstat |= 0x20; // kWallOneWay
if (old & 0xc000) {
if (!(pWall->cstat & 0xc000))
pWall->cstat |= 0xc000; // kWallMoveMask
if ((old & 0x0) && !(pWall->cstat & 0x0)) pWall->cstat |= 0x0; // kWallMoveNone
else if ((old & 0x4000) && !(pWall->cstat & 0x4000)) pWall->cstat |= 0x4000; // kWallMoveForward
else if ((old & 0x8000) && !(pWall->cstat & 0x8000)) pWall->cstat |= 0x8000; // kWallMoveBackward
}
}
}
break;
case OBJ_SPRITE:
{
spritetype* pSprite = &targetactor->s();
XSPRITE* pXSprite = &targetactor->x();
bool thing2debris = false;
int old = -1;
// data3 = set sprite hitag
if (valueIsBetween(pXSource->data3, -1, 32767))
{
old = pSprite->flags;
// set new hitag
if ((pSource->flags & kModernTypeFlag1)) pSprite->flags = pSource->flags |= pXSource->data3; // relative
else pSprite->flags = pXSource->data3; // absolute
// and handle exceptions
if ((old & kHitagFree) && !(pSprite->flags & kHitagFree)) pSprite->flags |= kHitagFree;
if ((old & kHitagRespawn) && !(pSprite->flags & kHitagRespawn)) pSprite->flags |= kHitagRespawn;
// prepare things for different (debris) physics.
if (pSprite->statnum == kStatThing && debrisGetFreeIndex() >= 0) thing2debris = true;
}
// data2 = sprite physics settings
if (valueIsBetween(pXSource->data2, -1, 32767) || thing2debris)
{
switch (pSprite->statnum)
{
case kStatDude: // dudes already treating in game
case kStatFree:
case kStatMarker:
case kStatPathMarker:
break;
default:
// store physics attributes in xsprite to avoid setting hitag for modern types!
int flags = (pXSprite->physAttr != 0) ? pXSprite->physAttr : 0;
int oldFlags = flags;
if (thing2debris)
{
// converting thing to debris
if ((pSprite->flags & kPhysMove) != 0) flags |= kPhysMove;
else flags &= ~kPhysMove;
if ((pSprite->flags & kPhysGravity) != 0) flags |= (kPhysGravity | kPhysFalling);
else flags &= ~(kPhysGravity | kPhysFalling);
pSprite->flags &= ~(kPhysMove | kPhysGravity | kPhysFalling);
targetactor->xvel = targetactor->yvel = targetactor->zvel = 0;
pXSprite->restState = pXSprite->state;
}
else
{
// WTF is this?!?
char digits[6] = {};
snprintf(digits, 6, "%d", pXSource->data2);
for (unsigned int i = 0; i < sizeof(digits); i++)
digits[i] = (digits[i] >= 48 && digits[i] <= 57) ? (digits[i] - 57) + 9 : 0;
// first digit of data2: set main physics attributes
switch (digits[0])
{
case 0:
flags &= ~kPhysMove;
flags &= ~(kPhysGravity | kPhysFalling);
break;
case 1:
flags |= kPhysMove;
flags &= ~(kPhysGravity | kPhysFalling);
break;
case 2:
flags &= ~kPhysMove;
flags |= (kPhysGravity | kPhysFalling);
break;
case 3:
flags |= kPhysMove;
flags |= (kPhysGravity | kPhysFalling);
break;
}
// second digit of data2: touch physics flags
switch (digits[1])
{
case 0:
flags &= ~kPhysDebrisTouch;
break;
case 1:
flags |= kPhysDebrisTouch;
break;
}
// third digit of data2: weapon physics flags
switch (digits[2])
{
case 0:
flags &= ~kPhysDebrisVector;
flags &= ~kPhysDebrisExplode;
break;
case 1:
flags |= kPhysDebrisVector;
flags &= ~kPhysDebrisExplode;
break;
case 2:
flags &= ~kPhysDebrisVector;
flags |= kPhysDebrisExplode;
break;
case 3:
flags |= kPhysDebrisVector;
flags |= kPhysDebrisExplode;
break;
}
// fourth digit of data2: swimming / flying physics flags
switch (digits[3])
{
case 0:
flags &= ~kPhysDebrisSwim;
flags &= ~kPhysDebrisFly;
flags &= ~kPhysDebrisFloat;
break;
case 1:
flags |= kPhysDebrisSwim;
flags &= ~kPhysDebrisFly;
flags &= ~kPhysDebrisFloat;
break;
case 2:
flags |= kPhysDebrisSwim;
flags |= kPhysDebrisFloat;
flags &= ~kPhysDebrisFly;
break;
case 3:
flags |= kPhysDebrisFly;
flags &= ~kPhysDebrisSwim;
flags &= ~kPhysDebrisFloat;
break;
case 4:
flags |= kPhysDebrisFly;
flags |= kPhysDebrisFloat;
flags &= ~kPhysDebrisSwim;
break;
case 5:
flags |= kPhysDebrisSwim;
flags |= kPhysDebrisFly;
flags &= ~kPhysDebrisFloat;
break;
case 6:
flags |= kPhysDebrisSwim;
flags |= kPhysDebrisFly;
flags |= kPhysDebrisFloat;
break;
}
}
int nIndex = debrisGetIndex(targetactor); // check if there is no sprite in list
// adding physics sprite in list
if ((flags & kPhysGravity) != 0 || (flags & kPhysMove) != 0)
{
if (oldFlags == 0)
targetactor->xvel = targetactor->yvel = targetactor->zvel = 0;
if (nIndex != -1)
{
pXSprite->physAttr = flags; // just update physics attributes
}
else if ((nIndex = debrisGetFreeIndex()) < 0)
{
viewSetSystemMessage("Max (%d) Physics affected sprites reached!", kMaxSuperXSprites);
}
else
{
pXSprite->physAttr = flags; // update physics attributes
// allow things to became debris, so they use different physics...
if (pSprite->statnum == kStatThing) ChangeActorStat(targetactor, 0);
// set random goal ang for swimming so they start turning
if ((flags & kPhysDebrisSwim) && !targetactor->xvel && !targetactor->yvel && !targetactor->zvel)
pXSprite->goalAng = (pSprite->ang + Random3(kAng45)) & 2047;
if (pXSprite->physAttr & kPhysDebrisVector)
pSprite->cstat |= CSTAT_SPRITE_BLOCK_HITSCAN;
gPhysSpritesList[nIndex] = targetactor;
if (nIndex >= gPhysSpritesCount) gPhysSpritesCount++;
getSpriteMassBySize(targetactor); // create physics cache
}
// removing physics from sprite in list (don't remove sprite from list)
}
else if (nIndex != -1)
{
pXSprite->physAttr = flags;
targetactor->xvel = targetactor->yvel = targetactor->zvel = 0;
if (pSprite->lotag >= kThingBase && pSprite->lotag < kThingMax)
ChangeActorStat(targetactor, kStatThing); // if it was a thing - restore statnum
}
break;
}
}
// data4 = sprite cstat
if (valueIsBetween(pXSource->data4, -1, 65535))
{
old = pSprite->cstat;
// set new cstat
if ((pSource->flags & kModernTypeFlag1)) pSprite->cstat |= pXSource->data4; // relative
else pSprite->cstat = pXSource->data4 & 0xffff; // absolute
// and handle exceptions
if ((old & 0x1000) && !(pSprite->cstat & 0x1000)) pSprite->cstat |= 0x1000; //kSpritePushable
if ((old & 0x80) && !(pSprite->cstat & 0x80)) pSprite->cstat |= 0x80; // kSpriteOriginAlign
if (old & 0x6000)
{
if (!(pSprite->cstat & 0x6000))
pSprite->cstat |= 0x6000; // kSpriteMoveMask
if ((old & 0x0) && !(pSprite->cstat & 0x0)) pSprite->cstat |= 0x0; // kSpriteMoveNone
else if ((old & 0x2000) && !(pSprite->cstat & 0x2000)) pSprite->cstat |= 0x2000; // kSpriteMoveForward, kSpriteMoveFloor
else if ((old & 0x4000) && !(pSprite->cstat & 0x4000)) pSprite->cstat |= 0x4000; // kSpriteMoveReverse, kSpriteMoveCeiling
}
}
}
break;
case OBJ_SECTOR:
{
if (!pSector) return;
XSECTOR* pXSector = &pSector->xs();
// data1 = sector underwater status and depth level
if (pXSource->data1 >= 0 && pXSource->data1 < 2) {
pXSector->Underwater = (pXSource->data1) ? true : false;
spritetype* pUpper = NULL; XSPRITE* pXUpper = NULL;
auto aLower = pSector->lowerLink;
spritetype* pLower = nullptr;
XSPRITE* pXLower = nullptr;
if (aLower)
{
pLower = &aLower->s();
pXLower = &aLower->x();
// must be sure we found exact same upper link
for (auto& sec : sectors())
{
auto aUpper = sec.upperLink;
if (aUpper == nullptr || aUpper->x().data1 != pXLower->data1) continue;
pUpper = &aUpper->s();
pXUpper = &aUpper->x();
break;
}
}
// treat sectors that have links, so warp can detect underwater status properly
if (pLower)
{
if (pXSector->Underwater)
{
switch (pLower->type)
{
case kMarkerLowStack:
case kMarkerLowLink:
pXLower->sysData1 = pLower->type;
pLower->type = kMarkerLowWater;
break;
default:
if (pSector->ceilingpicnum < 4080 || pSector->ceilingpicnum > 4095) pXLower->sysData1 = kMarkerLowLink;
else pXLower->sysData1 = kMarkerLowStack;
break;
}
}
else if (pXLower->sysData1 > 0) pLower->type = pXLower->sysData1;
else if (pSector->ceilingpicnum < 4080 || pSector->ceilingpicnum > 4095) pLower->type = kMarkerLowLink;
else pLower->type = kMarkerLowStack;
}
if (pUpper)
{
if (pXSector->Underwater)
{
switch (pUpper->type)
{
case kMarkerUpStack:
case kMarkerUpLink:
pXUpper->sysData1 = pUpper->type;
pUpper->type = kMarkerUpWater;
break;
default:
if (pSector->floorpicnum < 4080 || pSector->floorpicnum > 4095) pXUpper->sysData1 = kMarkerUpLink;
else pXUpper->sysData1 = kMarkerUpStack;
break;
}
}
else if (pXUpper->sysData1 > 0) pUpper->type = pXUpper->sysData1;
else if (pSector->floorpicnum < 4080 || pSector->floorpicnum > 4095) pUpper->type = kMarkerUpLink;
else pUpper->type = kMarkerUpStack;
}
// search for dudes in this sector and change their underwater status
BloodSectIterator it(pSector);
while (auto iactor = it.Next())
{
spritetype* pSpr = &iactor->s();
if (pSpr->statnum != kStatDude || !iactor->IsDudeActor() || ! iactor->hasX())
continue;
PLAYER* pPlayer = getPlayerById(pSpr->type);
if (pXSector->Underwater)
{
if (pLower)
iactor->x().medium = (pLower->type == kMarkerUpGoo) ? kMediumGoo : kMediumWater;
if (pPlayer)
{
int waterPal = kMediumWater;
if (pLower)
{
if (pXLower->data2 > 0) waterPal = pXLower->data2;
else if (pLower->type == kMarkerUpGoo) waterPal = kMediumGoo;
}
pPlayer->nWaterPal = waterPal;
pPlayer->posture = kPostureSwim;
pPlayer->pXSprite->burnTime = 0;
}
}
else
{
iactor->x().medium = kMediumNormal;
if (pPlayer)
{
pPlayer->posture = (!(pPlayer->input.actions & SB_CROUCH)) ? kPostureStand : kPostureCrouch;
pPlayer->nWaterPal = 0;
}
}
}
}
else if (pXSource->data1 > 9) pXSector->Depth = 7;
else if (pXSource->data1 > 1) pXSector->Depth = pXSource->data1 - 2;
// data2 = sector visibility
if (valueIsBetween(pXSource->data2, -1, 32767))
pSector->visibility = ClipRange(pXSource->data2, 0 , 234);
// data3 = sector ceil cstat
if (valueIsBetween(pXSource->data3, -1, 32767)) {
if ((pSource->flags & kModernTypeFlag1)) pSector->ceilingstat |= pXSource->data3;
else pSector->ceilingstat = pXSource->data3;
}
// data4 = sector floor cstat
if (valueIsBetween(pXSource->data4, -1, 65535)) {
if ((pSource->flags & kModernTypeFlag1)) pSector->floorstat |= pXSource->data4;
else pSector->floorstat = pXSource->data4;
}
}
break;
// no TX id
case -1:
// data2 = global visibility
if (valueIsBetween(pXSource->data2, -1, 32767))
gVisibility = ClipRange(pXSource->data2, 0, 4096);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor)
{
auto pSprite = &actor->s();
auto pSource = &sourceactor->s();
auto pXSource = &sourceactor->x();
PLAYER* pPlayer = getPlayerById(pSprite->type);
XSECTOR* pXSector = (pSource->sector()->hasX()) ? &pSource->sector()->xs() : nullptr;
bool isDude = (!pPlayer && actor->IsDudeActor());
if (pSprite->sector() != pSource->sector())
ChangeActorSect(actor, pSource->sector());
pSprite->x = pSource->x; pSprite->y = pSource->y;
int zTop, zBot;
GetActorExtents(sourceactor, &zTop, &zBot);
pSprite->z = zBot;
clampSprite(actor, 0x01);
if (pSource->flags & kModernTypeFlag1) // force telefrag
TeleFrag(actor, pSource->sector());
if (pSprite->flags & kPhysGravity)
pSprite->flags |= kPhysFalling;
if (pXSector)
{
if (pXSector->Enter && (pPlayer || (isDude && !pXSector->dudeLockout)))
trTriggerSector(pSource->sector(), kCmdSectorEnter);
if (pXSector->Underwater)
{
auto aLink = pSource->sector()->lowerLink;
spritetype* pLink = nullptr;
if (aLink)
{
// must be sure we found exact same upper link
for(auto& sec : sectors())
{
auto aUpper = sec.upperLink;
if (aUpper == nullptr || aUpper->x().data1 != aLink->x().data1) continue;
pLink = &aLink->s();
break;
}
}
if (pLink)
actor->x().medium = (pLink->type == kMarkerUpGoo) ? kMediumGoo : kMediumWater;
if (pPlayer)
{
int waterPal = kMediumWater;
if (pLink)
{
if (aLink->x().data2 > 0) waterPal = aLink->x().data2;
else if (pLink->type == kMarkerUpGoo) waterPal = kMediumGoo;
}
pPlayer->nWaterPal = waterPal;
pPlayer->posture = kPostureSwim;
pPlayer->pXSprite->burnTime = 0;
}
}
else
{
actor->x().medium = kMediumNormal;
if (pPlayer)
{
pPlayer->posture = (!(pPlayer->input.actions & SB_CROUCH)) ? kPostureStand : kPostureCrouch;
pPlayer->nWaterPal = 0;
}
}
}
if (pSprite->statnum == kStatDude && actor->IsDudeActor() && !actor->IsPlayerActor())
{
XSPRITE* pXDude = &actor->x();
int x = pXDude->targetX;
int y = pXDude->targetY;
int z = pXDude->targetZ;
auto target = actor->GetTarget();
aiInitSprite(actor);
if (target != nullptr)
{
pXDude->targetX = x;
pXDude->targetY = y;
pXDude->targetZ = z;
actor->SetTarget(target);
aiActivateDude(actor);
}
}
if (pXSource->data2 == 1)
{
if (pPlayer)
{
pPlayer->angle.settarget(pSource->ang);
pPlayer->angle.lockinput();
}
else if (isDude) pXSource->goalAng = pSprite->ang = pSource->ang;
else pSprite->ang = pSource->ang;
}
if (pXSource->data3 == 1)
actor->xvel = actor->yvel = actor->zvel = 0;
viewBackupSpriteLoc(actor);
if (pXSource->data4 > 0)
sfxPlay3DSound(pSource, pXSource->data4, -1, 0);
if (pPlayer)
{
playerResetInertia(pPlayer);
if (pXSource->data2 == 1)
pPlayer->zViewVel = pPlayer->zWeaponVel = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useEffectGen(DBloodActor* sourceactor, DBloodActor* actor)
{
if (!actor) actor = sourceactor;
auto pSprite = &actor->s();
auto pSource = &sourceactor->s();
auto pXSource = &sourceactor->x();
int fxId = (pXSource->data3 <= 0) ? pXSource->data2 : pXSource->data2 + Random(pXSource->data3 + 1);
if (!actor->hasX()) return;
else if (fxId >= kEffectGenCallbackBase)
{
int length = sizeof(gEffectGenCallbacks) / sizeof(gEffectGenCallbacks[0]);
if (fxId < kEffectGenCallbackBase + length)
{
fxId = gEffectGenCallbacks[fxId - kEffectGenCallbackBase];
evKillActor(actor, (CALLBACK_ID)fxId);
evPostActor(actor, 0, (CALLBACK_ID)fxId);
}
}
else if (valueIsBetween(fxId, 0, kFXMax))
{
int pos, top, bottom;
GetActorExtents(actor, &top, &bottom);
DBloodActor* pEffect = nullptr;
// select where exactly effect should be spawned
switch (pXSource->data4)
{
case 1:
pos = bottom;
break;
case 2: // middle
pos = pSprite->z + (tileHeight(pSprite->picnum) / 2 + tileTopOffset(pSprite->picnum));
break;
case 3:
case 4:
if (!pSprite->insector()) pos = top;
else pos = (pXSource->data4 == 3) ? pSprite->sector()->floorz : pSprite->sector()->ceilingz;
break;
default:
pos = top;
break;
}
if ((pEffect = gFX.fxSpawnActor((FX_ID)fxId, pSprite->sector(), pSprite->x, pSprite->y, pos, 0)) != NULL)
{
auto pEffectSpr = &pEffect->s();
pEffect->SetOwner(sourceactor);
if (pSource->flags & kModernTypeFlag1)
{
pEffectSpr->pal = pSource->pal;
pEffectSpr->xoffset = pSource->xoffset;
pEffectSpr->yoffset = pSource->yoffset;
pEffectSpr->xrepeat = pSource->xrepeat;
pEffectSpr->yrepeat = pSource->yrepeat;
pEffectSpr->shade = pSource->shade;
}
if (pSource->flags & kModernTypeFlag2)
{
pEffectSpr->cstat = pSource->cstat;
if (pEffectSpr->cstat & CSTAT_SPRITE_INVISIBLE)
pEffectSpr->cstat &= ~CSTAT_SPRITE_INVISIBLE;
}
if (pEffectSpr->cstat & CSTAT_SPRITE_ONE_SIDED)
pEffectSpr->cstat &= ~CSTAT_SPRITE_ONE_SIDED;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useSectorWindGen(DBloodActor* sourceactor, sectortype* pSector)
{
auto pSource = &sourceactor->s();
auto pXSource = &sourceactor->x();
XSECTOR* pXSector = nullptr;
if (pSector != nullptr)
{
pXSector = &pSector->xs();
}
else if (pSource->sector()->hasX())
{
pSector = pSource->sector();
pXSector = &pSector->xs();
}
else
{
pSector = pSource->sector();
pSector->allocX();
pXSector = &pSector->xs();
pXSector->windAlways = 1;
}
int windVel = ClipRange(pXSource->data2, 0, 32767);
if ((pXSource->data1 & 0x0001))
windVel = nnExtRandom(0, windVel);
// process vertical wind in nnExtProcessSuperSprites();
if ((pSource->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR))
{
pXSource->sysData2 = windVel << 1;
return;
}
pXSector->windVel = windVel;
if ((pSource->flags & kModernTypeFlag1))
pXSector->panAlways = pXSector->windAlways = 1;
int ang = pSource->ang;
if (pXSource->data4 <= 0)
{
if ((pXSource->data1 & 0x0002))
{
while (pSource->ang == ang)
pSource->ang = nnExtRandom(-kAng360, kAng360) & 2047;
}
}
else if (pSource->cstat & 0x2000) pSource->ang += pXSource->data4;
else if (pSource->cstat & 0x4000) pSource->ang -= pXSource->data4;
else if (pXSource->sysData1 == 0)
{
if ((ang += pXSource->data4) >= kAng180) pXSource->sysData1 = 1;
pSource->ang = ClipHigh(ang, kAng180);
}
else
{
if ((ang -= pXSource->data4) <= -kAng180) pXSource->sysData1 = 0;
pSource->ang = ClipLow(ang, -kAng180);
}
pXSector->windAng = pSource->ang;
if (pXSource->data3 > 0 && pXSource->data3 < 4)
{
switch (pXSource->data3)
{
case 1:
pXSector->panFloor = true;
pXSector->panCeiling = false;
break;
case 2:
pXSector->panFloor = false;
pXSector->panCeiling = true;
break;
case 3:
pXSector->panFloor = true;
pXSector->panCeiling = true;
break;
}
if (pXSector->panCeiling)
{
StartInterpolation(pSector, Interp_Sect_CeilingPanX);
StartInterpolation(pSector, Interp_Sect_CeilingPanY);
}
if (pXSector->panFloor)
{
StartInterpolation(pSector, Interp_Sect_FloorPanX);
StartInterpolation(pSector, Interp_Sect_FloorPanY);
}
int oldPan = pXSector->panVel;
pXSector->panAngle = pXSector->windAng;
pXSector->panVel = pXSector->windVel;
// add to panList if panVel was set to 0 previously
if (oldPan == 0 && pXSector->panVel != 0)
{
if (!panList.Contains(pSector))
panList.Push(pSector);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useSpriteDamager(DBloodActor* sourceactor, int objType, sectortype* targSect, DBloodActor* targetactor)
{
auto pSource = &sourceactor->s();
auto pXSource = &sourceactor->x();
sectortype* pSector = pSource->sector();
int top, bottom;
bool floor, ceil, wall, enter;
switch (objType)
{
case OBJ_SPRITE:
damageSprites(sourceactor, targetactor);
break;
case OBJ_SECTOR:
{
GetActorExtents(sourceactor, &top, &bottom);
floor = (bottom >= pSector->floorz);
ceil = (top <= pSector->ceilingz);
wall = (pSource->cstat & 0x10);
enter = (!floor && !ceil && !wall);
BloodSectIterator it(targSect);
while (auto iactor = it.Next())
{
auto& hit = iactor->hit;
if (!iactor->IsDudeActor() || !iactor->hasX())
continue;
else if (enter)
damageSprites(sourceactor, iactor);
else if (floor && hit.florhit.type == kHitSector && hit.florhit.sector() == targSect)
damageSprites(sourceactor, iactor);
else if (ceil && hit.ceilhit.type == kHitSector && hit.ceilhit.sector() == targSect)
damageSprites(sourceactor, iactor);
else if (wall && hit.hit.type == kHitWall && hit.hit.wall()->sectorp() == targSect)
damageSprites(sourceactor, iactor);
}
break;
}
case -1:
{
BloodStatIterator it(kStatDude);
while (auto iactor = it.Next())
{
if (iactor->s().statnum != kStatDude) continue;
switch (pXSource->data1)
{
case 667:
if (iactor->IsPlayerActor()) continue;
damageSprites(sourceactor, iactor);
break;
case 668:
if (iactor->IsPlayerActor()) continue;
damageSprites(sourceactor, iactor);
break;
default:
damageSprites(sourceactor, iactor);
break;
}
}
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void damageSprites(DBloodActor* sourceactor, DBloodActor* actor)
{
spritetype* pSource = &sourceactor->s();
if (!actor->IsDudeActor() || !actor->hasX() || actor->x().health <= 0 || sourceactor->x().data3 < 0)
return;
int health = 0;
auto pSprite = &actor->s();
auto pXSprite = &actor->x();
auto pXSource = &sourceactor->x();
PLAYER* pPlayer = getPlayerById(pSprite->type);
int dmgType = (pXSource->data2 >= kDmgFall) ? ClipHigh(pXSource->data2, kDmgElectric) : -1;
int dmg = pXSprite->health << 4;
int armor[3];
bool godMode = (pPlayer && ((dmgType >= 0 && pPlayer->damageControl[dmgType]) || powerupCheck(pPlayer, kPwUpDeathMask) || pPlayer->godMode)); // kneeling
if (godMode || pXSprite->locked) return;
else if (pXSource->data3)
{
if (pSource->flags & kModernTypeFlag1) dmg = ClipHigh(pXSource->data3 << 1, 65535);
else if (pXSprite->sysData2 > 0) dmg = (ClipHigh(pXSprite->sysData2 << 4, 65535) * pXSource->data3) / kPercFull;
else dmg = ((getDudeInfo(pSprite->type)->startHealth << 4) * pXSource->data3) / kPercFull;
health = pXSprite->health - dmg;
}
if (dmgType >= kDmgFall)
{
if (dmg < (int)pXSprite->health << 4)
{
if (!nnExtIsImmune(actor, dmgType, 0))
{
if (pPlayer)
{
playerDamageArmor(pPlayer, (DAMAGE_TYPE)dmgType, dmg);
for (int i = 0; i < 3; armor[i] = pPlayer->armor[i], pPlayer->armor[i] = 0, i++);
actDamageSprite(sourceactor, actor, (DAMAGE_TYPE)dmgType, dmg);
for (int i = 0; i < 3; pPlayer->armor[i] = armor[i], i++);
}
else
{
actDamageSprite(sourceactor, actor, (DAMAGE_TYPE)dmgType, dmg);
}
}
else
{
//Printf(PRINT_HIGH, "Dude type %d is immune to damage type %d!", pSprite->type, dmgType);
}
}
else if (!pPlayer) actKillDude(sourceactor, actor, (DAMAGE_TYPE)dmgType, dmg);
else playerDamageSprite(sourceactor, pPlayer, (DAMAGE_TYPE)dmgType, dmg);
}
else if ((pXSprite->health = ClipLow(health, 1)) > 16);
else if (!pPlayer) actKillDude(sourceactor, actor, kDamageBullet, dmg);
else playerDamageSprite(sourceactor, pPlayer, kDamageBullet, dmg);
if (pXSprite->health > 0)
{
if (!(pSource->flags & kModernTypeFlag8))
pXSprite->health = health;
bool showEffects = !(pSource->flags & kModernTypeFlag2); // show it by default
bool forceRecoil = (pSource->flags & kModernTypeFlag4);
if (showEffects)
{
switch (dmgType)
{
case kDmgBurn:
if (pXSprite->burnTime > 0) break;
actBurnSprite(sourceactor, actor, ClipLow(dmg >> 1, 128));
evKillActor(actor, kCallbackFXFlameLick);
evPostActor(actor, 0, kCallbackFXFlameLick); // show flames
break;
case kDmgElectric:
forceRecoil = true; // show tesla recoil animation
break;
case kDmgBullet:
evKillActor(actor, kCallbackFXBloodSpurt);
for (int i = 1; i < 6; i++)
{
if (Chance(0x16000 >> i))
fxSpawnBlood(actor, dmg << 4);
}
break;
case kDmgChoke:
if (!pPlayer || !Chance(0x2000)) break;
else pPlayer->blindEffect += dmg << 2;
}
}
if (forceRecoil && !pPlayer)
{
pXSprite->data3 = 32767;
actor->dudeExtra.teslaHit = (dmgType == kDmgElectric) ? 1 : 0;
if (pXSprite->aiState->stateType != kAiStateRecoil)
RecoilDude(actor);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useSeqSpawnerGen(DBloodActor* sourceactor, int objType, sectortype* pSector, walltype* pWall, DBloodActor* iactor)
{
auto pXSource = &sourceactor->x();
if (pXSource->data2 > 0 && !getSequence(pXSource->data2))
{
Printf(PRINT_HIGH, "Missing sequence #%d", pXSource->data2);
return;
}
spritetype* pSource = &sourceactor->s();
switch (objType)
{
case OBJ_SECTOR:
{
if (pXSource->data2 <= 0)
{
if (pXSource->data3 == 3 || pXSource->data3 == 1)
seqKill(SS_FLOOR, pSector);
if (pXSource->data3 == 3 || pXSource->data3 == 2)
seqKill(SS_CEILING, pSector);
}
else
{
if (pXSource->data3 == 3 || pXSource->data3 == 1)
seqSpawn(pXSource->data2, SS_FLOOR, pSector, -1);
if (pXSource->data3 == 3 || pXSource->data3 == 2)
seqSpawn(pXSource->data2, SS_CEILING, pSector, -1);
}
return;
}
case OBJ_WALL:
{
if (pXSource->data2 <= 0)
{
if (pXSource->data3 == 3 || pXSource->data3 == 1)
seqKill(SS_WALL, pWall);
if ((pXSource->data3 == 3 || pXSource->data3 == 2) && (pWall->cstat & CSTAT_WALL_MASKED))
seqKill(SS_MASKED, pWall);
}
else
{
if (pXSource->data3 == 3 || pXSource->data3 == 1)
seqSpawn(pXSource->data2, SS_WALL, pWall, -1);
if (pXSource->data3 == 3 || pXSource->data3 == 2) {
if (!pWall->twoSided()) {
if (pXSource->data3 == 3)
seqSpawn(pXSource->data2, SS_WALL, pWall, -1);
}
else {
if (!(pWall->cstat & CSTAT_WALL_MASKED))
pWall->cstat |= CSTAT_WALL_MASKED;
seqSpawn(pXSource->data2, SS_MASKED, pWall, -1);
}
}
if (pXSource->data4 > 0)
{
int cx, cy, cz;
cx = (pWall->x + pWall->point2Wall()->x) >> 1;
cy = (pWall->y + pWall->point2Wall()->y) >> 1;
auto pMySector = pWall->sectorp();
int32_t ceilZ, floorZ;
getzsofslopeptr(pSector, cx, cy, &ceilZ, &floorZ);
int32_t ceilZ2, floorZ2;
getzsofslopeptr(pWall->nextSector(), cx, cy, &ceilZ2, &floorZ2);
ceilZ = ClipLow(ceilZ, ceilZ2);
floorZ = ClipHigh(floorZ, floorZ2);
cz = (ceilZ + floorZ) >> 1;
sfxPlay3DSound(cx, cy, cz, pXSource->data4, pSector);
}
}
return;
}
case OBJ_SPRITE:
{
auto pSprite = &iactor->s();
if (pXSource->data2 <= 0) seqKill(iactor);
else if (pSprite->insector())
{
if (pXSource->data3 > 0)
{
auto spawned = InsertSprite(pSprite->sector(), kStatDecoration);
auto pSpawned = &spawned->s();
int top, bottom; GetActorExtents(spawned, &top, &bottom);
pSpawned->x = pSprite->x;
pSpawned->y = pSprite->y;
switch (pXSource->data3)
{
default:
pSpawned->z = pSprite->z;
break;
case 2:
pSpawned->z = bottom;
break;
case 3:
pSpawned->z = top;
break;
case 4:
pSpawned->z = pSprite->z + tileHeight(pSprite->picnum) / 2 + tileTopOffset(pSprite->picnum);
break;
case 5:
case 6:
if (!pSprite->insector()) pSpawned->z = top;
else pSpawned->z = (pXSource->data3 == 5) ? spawned->sector()->floorz : spawned->sector()->ceilingz;
break;
}
if (spawned != nullptr)
{
spawned->addX();
seqSpawn(pXSource->data2, spawned, -1);
if (pSource->flags & kModernTypeFlag1)
{
pSpawned->pal = pSource->pal;
pSpawned->shade = pSource->shade;
pSpawned->xrepeat = pSource->xrepeat;
pSpawned->yrepeat = pSource->yrepeat;
pSpawned->xoffset = pSource->xoffset;
pSpawned->yoffset = pSource->yoffset;
}
if (pSource->flags & kModernTypeFlag2)
{
pSpawned->cstat |= pSource->cstat;
}
// should be: the more is seqs, the shorter is timer
evPostActor(spawned, 1000, kCallbackRemove);
}
}
else
{
seqSpawn(pXSource->data2, iactor, -1);
}
if (pXSource->data4 > 0)
sfxPlay3DSound(iactor, pXSource->data4, -1, 0);
}
return;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void condPush(DBloodActor* actor, const EventObject& iactor) { actor->condition[0] = iactor; }
void condPush(DBloodActor* actor, DBloodActor* iactor) { actor->condition[0] = EventObject(iactor); }
void condPush(DBloodActor* actor, walltype* iactor) { actor->condition[0] = EventObject(iactor); }
void condPush(DBloodActor* actor, sectortype* iactor) { actor->condition[0] = EventObject(iactor); }
EventObject condGet(DBloodActor* actor) { return actor->condition[0]; }
void condBackup(DBloodActor* actor)
{
actor->condition[1] = actor->condition[0];
}
void condRestore(DBloodActor* actor)
{
actor->condition[0] = actor->condition[1];
}
// normal comparison
bool condCmp(int val, int arg1, int arg2, int comOp)
{
if (comOp & 0x2000) return (comOp & CSTAT_SPRITE_BLOCK) ? (val > arg1) : (val >= arg1); // blue sprite
else if (comOp & 0x4000) return (comOp & CSTAT_SPRITE_BLOCK) ? (val < arg1) : (val <= arg1); // green sprite
else if (comOp & CSTAT_SPRITE_BLOCK)
{
if (arg1 > arg2) I_Error("Value of argument #1 (%d) must be less than value of argument #2 (%d)", arg1, arg2);
return (val >= arg1 && val <= arg2);
}
else return (val == arg1);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void condError(DBloodActor* aCond, const char* pzFormat, ...)
{
char buffer[256];
char buffer2[512];
FString condType = "Unknown";
auto pXCond = &aCond->x();
for (int i = 0; i < 7; i++)
{
if (pXCond->data1 < gCondTypeNames[i].rng1 || pXCond->data1 >= gCondTypeNames[i].rng2) continue;
condType = gCondTypeNames[i].name;
condType.ToUpper();
break;
}
snprintf(buffer, 256, "\n\n%s CONDITION RX: %d, TX: %d, SPRITE: #%d RETURNS:\n", condType.GetChars(), pXCond->rxID, pXCond->txID, aCond->GetIndex());
va_list args;
va_start(args, pzFormat);
vsnprintf(buffer2, 512, pzFormat, args);
I_Error("%s%s", buffer, buffer2);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool condCheckGame(DBloodActor* aCond, const EVENT& event, int cmpOp, bool PUSH)
{
auto pXCond = &aCond->x();
//int var = -1;
int cond = pXCond->data1 - kCondGameBase;
int arg1 = pXCond->data2;
int arg2 = pXCond->data3;
int arg3 = pXCond->data4;
switch (cond) {
case 1: return condCmp(gFrameCount / (kTicsPerSec * 60), arg1, arg2, cmpOp); // compare level minutes
case 2: return condCmp((gFrameCount / kTicsPerSec) % 60, arg1, arg2, cmpOp); // compare level seconds
case 3: return condCmp(((gFrameCount % kTicsPerSec) * 33) / 10, arg1, arg2, cmpOp); // compare level mseconds
case 4: return condCmp(gFrameCount, arg1, arg2, cmpOp); // compare level time (unsafe)
case 5: return condCmp(gKillMgr.Kills, arg1, arg2, cmpOp); // compare current global kills counter
case 6: return condCmp(gKillMgr.TotalKills, arg1, arg2, cmpOp); // compare total global kills counter
case 7: return condCmp(gSecretMgr.Founds, arg1, arg2, cmpOp); // compare how many secrets found
case 8: return condCmp(gSecretMgr.Total, arg1, arg2, cmpOp); // compare total secrets
/*----------------------------------------------------------------------------------------------------------------------------------*/
case 20: return condCmp(gVisibility, arg1, arg2, cmpOp); // compare global visibility value
/*----------------------------------------------------------------------------------------------------------------------------------*/
case 30: return Chance((0x10000 * arg3) / kPercFull); // check chance
case 31: return condCmp(nnExtRandom(arg1, arg2), arg1, arg2, cmpOp);
/*----------------------------------------------------------------------------------------------------------------------------------*/
case 47: return condCmp(gStatCount[ClipRange(arg3, 0, kMaxStatus)], arg1, arg2, cmpOp); // compare counter of specific statnum sprites
case 48: return condCmp(Numsprites, arg1, arg2, cmpOp); // compare counter of total sprites
}
condError(aCond, "Unexpected condition id (%d)!", cond);
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool condCheckMixed(DBloodActor* aCond, const EVENT& event, int cmpOp, bool PUSH)
{
auto pXCond = &aCond->x();
//int var = -1;
int cond = pXCond->data1 - kCondMixedBase; int arg1 = pXCond->data2;
int arg2 = pXCond->data3; int arg3 = pXCond->data4;
auto eob = condGet(aCond);
switch (cond)
{
case 0: return (eob.isSector());
case 5: return (eob.isWall());
case 10: return (eob.isActor() && eob.actor());
case 15: // x-index is fine?
if (eob.isWall()) return eob.wall()->hasX();
if (eob.isSector()) return eob.sector()->hasX();
if (eob.isActor()) return eob.actor() && eob.actor()->hasX();
break;
case 20: // type in a range?
if (eob.isWall()) return condCmp(eob.wall()->type, arg1, arg2, cmpOp);
if (eob.isSector()) return condCmp(eob.sector()->type, arg1, arg2, cmpOp);
if (eob.isActor()) return eob.actor() && condCmp(eob.actor()->s().type, arg1, arg2, cmpOp);
break;
case 24:
case 25: case 26: case 27:
case 28: case 29: case 30:
case 31: case 32: case 33:
if (eob.isWall())
{
walltype* pObj = eob.wall();
switch (cond)
{
case 24: return condCmp(surfType[pObj->picnum], arg1, arg2, cmpOp);
case 25: return condCmp(pObj->picnum, arg1, arg2, cmpOp);
case 26: return condCmp(pObj->pal, arg1, arg2, cmpOp);
case 27: return condCmp(pObj->shade, arg1, arg2, cmpOp);
case 28: return (pObj->cstat & arg1);
case 29: return (pObj->hitag & arg1);
case 30: return condCmp(pObj->xrepeat, arg1, arg2, cmpOp);
case 31: return condCmp(pObj->xpan(), arg1, arg2, cmpOp);
case 32: return condCmp(pObj->yrepeat, arg1, arg2, cmpOp);
case 33: return condCmp(pObj->ypan(), arg1, arg2, cmpOp);
}
}
else if (eob.isActor())
{
if (!eob.actor()) break;
spritetype* pObj = &eob.actor()->s();
switch (cond)
{
case 24: return condCmp(surfType[pObj->picnum], arg1, arg2, cmpOp);
case 25: return condCmp(pObj->picnum, arg1, arg2, cmpOp);
case 26: return condCmp(pObj->pal, arg1, arg2, cmpOp);
case 27: return condCmp(pObj->shade, arg1, arg2, cmpOp);
case 28: return (pObj->cstat & arg1);
case 29: return (pObj->hitag & arg1);
case 30: return condCmp(pObj->xrepeat, arg1, arg2, cmpOp);
case 31: return condCmp(pObj->xoffset, arg1, arg2, cmpOp);
case 32: return condCmp(pObj->yrepeat, arg1, arg2, cmpOp);
case 33: return condCmp(pObj->yoffset, arg1, arg2, cmpOp);
}
}
else if (eob.sector())
{
sectortype* pObj = eob.sector();
switch (cond)
{
case 24:
switch (arg3)
{
default: return (condCmp(surfType[pObj->floorpicnum], arg1, arg2, cmpOp) || condCmp(surfType[pObj->ceilingpicnum], arg1, arg2, cmpOp));
case 1: return condCmp(surfType[pObj->floorpicnum], arg1, arg2, cmpOp);
case 2: return condCmp(surfType[pObj->ceilingpicnum], arg1, arg2, cmpOp);
}
break;
case 25:
switch (arg3)
{
default: return (condCmp(pObj->floorpicnum, arg1, arg2, cmpOp) || condCmp(pObj->ceilingpicnum, arg1, arg2, cmpOp));
case 1: return condCmp(pObj->floorpicnum, arg1, arg2, cmpOp);
case 2: return condCmp(pObj->ceilingpicnum, arg1, arg2, cmpOp);
}
break;
case 26:
switch (arg3)
{
default: return (condCmp(pObj->floorpal, arg1, arg2, cmpOp) || condCmp(pObj->ceilingpal, arg1, arg2, cmpOp));
case 1: return condCmp(pObj->floorpal, arg1, arg2, cmpOp);
case 2: return condCmp(pObj->ceilingpal, arg1, arg2, cmpOp);
}
break;
case 27:
switch (arg3)
{
default: return (condCmp(pObj->floorshade, arg1, arg2, cmpOp) || condCmp(pObj->ceilingshade, arg1, arg2, cmpOp));
case 1: return condCmp(pObj->floorshade, arg1, arg2, cmpOp);
case 2: return condCmp(pObj->ceilingshade, arg1, arg2, cmpOp);
}
break;
case 28:
switch (arg3)
{
default: return ((pObj->floorstat & arg1) || (pObj->ceilingshade & arg1));
case 1: return (pObj->floorstat & arg1);
case 2: return (pObj->ceilingshade & arg1);
}
break;
case 29: return (pObj->hitag & arg1);
case 30: return condCmp(pObj->floorxpan(), arg1, arg2, cmpOp);
case 31: return condCmp(pObj->ceilingxpan(), arg1, arg2, cmpOp);
case 32: return condCmp(pObj->floorypan(), arg1, arg2, cmpOp);
case 33: return condCmp(pObj->ceilingypan(), arg1, arg2, cmpOp);
}
}
break;
case 41: case 42: case 43:
case 44: case 50: case 51:
case 52: case 53: case 54:
case 55: case 56: case 57:
case 58: case 59: case 70:
case 71:
if (eob.isWall())
{
auto pObj = eob.wall();
if (!pObj->hasX())
return condCmp(0, arg1, arg2, cmpOp);
XWALL* pXObj = &pObj->xw();
switch (cond)
{
case 41: return condCmp(pXObj->data, arg1, arg2, cmpOp);
case 50: return condCmp(pXObj->rxID, arg1, arg2, cmpOp);
case 51: return condCmp(pXObj->txID, arg1, arg2, cmpOp);
case 52: return pXObj->locked;
case 53: return pXObj->triggerOn;
case 54: return pXObj->triggerOff;
case 55: return pXObj->triggerOnce;
case 56: return pXObj->isTriggered;
case 57: return pXObj->state;
case 58: return condCmp((kPercFull * pXObj->busy) / 65536, arg1, arg2, cmpOp);
case 59: return pXObj->dudeLockout;
case 70:
switch (arg3)
{
default: return (condCmp(seqGetID(SS_WALL, pObj), arg1, arg2, cmpOp) || condCmp(seqGetID(SS_MASKED, pObj), arg1, arg2, cmpOp));
case 1: return condCmp(seqGetID(SS_WALL, pObj), arg1, arg2, cmpOp);
case 2: return condCmp(seqGetID(SS_MASKED, pObj), arg1, arg2, cmpOp);
}
break;
case 71:
switch (arg3)
{
default: return (condCmp(seqGetStatus(SS_WALL, pObj), arg1, arg2, cmpOp) || condCmp(seqGetStatus(SS_MASKED, pObj), arg1, arg2, cmpOp));
case 1: return condCmp(seqGetStatus(SS_WALL, pObj), arg1, arg2, cmpOp);
case 2: return condCmp(seqGetStatus(SS_MASKED, pObj), arg1, arg2, cmpOp);
}
break;
}
}
else if (eob.isActor())
{
auto objActor = eob.actor();
if (!objActor) break;
if (!objActor->hasX())
return condCmp(0, arg1, arg2, cmpOp);
XSPRITE* pXObj = &objActor->x();
switch (cond)
{
case 41: case 42:
case 43: case 44:
return condCmp(getDataFieldOfObject(eob, 1 + cond - 41), arg1, arg2, cmpOp);
case 50: return condCmp(pXObj->rxID, arg1, arg2, cmpOp);
case 51: return condCmp(pXObj->txID, arg1, arg2, cmpOp);
case 52: return pXObj->locked;
case 53: return pXObj->triggerOn;
case 54: return pXObj->triggerOff;
case 55: return pXObj->triggerOnce;
case 56: return pXObj->isTriggered;
case 57: return pXObj->state;
case 58: return condCmp((kPercFull * pXObj->busy) / 65536, arg1, arg2, cmpOp);
case 59: return pXObj->DudeLockout;
case 70: return condCmp(seqGetID(objActor), arg1, arg2, cmpOp);
case 71: return condCmp(seqGetStatus(objActor), arg1, arg2, cmpOp);
}
}
else if (eob.isSector())
{
auto pObj = eob.sector();
if (!pObj->hasX())
return condCmp(0, arg1, arg2, cmpOp);
XSECTOR* pXObj = &pObj->xs();
switch (cond) {
case 41: return condCmp(pXObj->data, arg1, arg2, cmpOp);
case 50: return condCmp(pXObj->rxID, arg1, arg2, cmpOp);
case 51: return condCmp(pXObj->txID, arg1, arg2, cmpOp);
case 52: return pXObj->locked;
case 53: return pXObj->triggerOn;
case 54: return pXObj->triggerOff;
case 55: return pXObj->triggerOnce;
case 56: return pXObj->isTriggered;
case 57: return pXObj->state;
case 58: return condCmp((kPercFull * pXObj->busy) / 65536, arg1, arg2, cmpOp);
case 59: return pXObj->dudeLockout;
case 70:
// wall???
switch (arg3)
{
default: return (condCmp(seqGetID(SS_CEILING, pObj), arg1, arg2, cmpOp) || condCmp(seqGetID(SS_FLOOR, pObj), arg1, arg2, cmpOp));
case 1: return condCmp(seqGetID(SS_CEILING, pObj), arg1, arg2, cmpOp);
case 2: return condCmp(seqGetID(SS_FLOOR, pObj), arg1, arg2, cmpOp);
}
break;
case 71:
switch (arg3)
{
default: return (condCmp(seqGetStatus(SS_CEILING, pObj), arg1, arg2, cmpOp) || condCmp(seqGetStatus(SS_FLOOR, pObj), arg1, arg2, cmpOp));
case 1: return condCmp(seqGetStatus(SS_CEILING, pObj), arg1, arg2, cmpOp);
case 2: return condCmp(seqGetStatus(SS_FLOOR, pObj), arg1, arg2, cmpOp);
}
break;
}
}
break;
case 99: return condCmp(event.cmd, arg1, arg2, cmpOp); // this codition received specified command?
}
condError(aCond, "Unexpected condition id (%d)!", cond);
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool condCheckSector(DBloodActor* aCond, int cmpOp, bool PUSH)
{
auto pXCond = &aCond->x();
int cond = pXCond->data1 - kCondSectorBase;
int arg1 = pXCond->data2;
int arg2 = pXCond->data3; //int arg3 = pXCond->data4;
auto eob = condGet(aCond);
if (!eob.isSector())
condError(aCond, "Sector expected, got %s", eob.description().GetChars());
sectortype* pSect = eob.sector();
XSECTOR* pXSect = pSect->hasX()? &pSect->xs() : nullptr;
if (cond < (kCondRange >> 1))
{
switch (cond)
{
default: break;
case 0: return condCmp(pSect->visibility, arg1, arg2, cmpOp);
case 5: return condCmp(pSect->floorheinum, arg1, arg2, cmpOp);
case 6: return condCmp(pSect->ceilingheinum, arg1, arg2, cmpOp);
case 10: // required sprite type is in current sector?
BloodSectIterator it(pSect);
while (auto iactor = it.Next())
{
if (!condCmp(iactor->s().type, arg1, arg2, cmpOp)) continue;
else if (PUSH) condPush(aCond, iactor);
return true;
}
return false;
}
}
else if (pXSect)
{
switch (cond)
{
default: break;
case 50: return pXSect->Underwater;
case 51: return condCmp(pXSect->Depth, arg1, arg2, cmpOp);
case 55: // compare floor height (in %)
case 56: { // compare ceil height (in %)
int h = 0; int curH = 0;
switch (pSect->type)
{
case kSectorZMotion:
case kSectorRotate:
case kSectorSlide:
if (cond == 60)
{
h = ClipLow(abs(pXSect->onFloorZ - pXSect->offFloorZ), 1);
curH = abs(pSect->floorz - pXSect->offFloorZ);
}
else
{
h = ClipLow(abs(pXSect->onCeilZ - pXSect->offCeilZ), 1);
curH = abs(pSect->ceilingz - pXSect->offCeilZ);
}
return condCmp((kPercFull * curH) / h, arg1, arg2, cmpOp);
default:
condError(aCond, "Usupported sector type %d", pSect->type);
return false;
}
}
case 57: // this sector in movement?
return !pXSect->unused1;
}
}
else
{
switch (cond)
{
default: return false;
case 55:
case 56:
return condCmp(0, arg1, arg2, cmpOp);
}
}
condError(aCond, "Unexpected condition id (%d)!", cond);
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool condCheckWall(DBloodActor* aCond, int cmpOp, bool PUSH)
{
auto pXCond = &aCond->x();
int var = -1;
int cond = pXCond->data1 - kCondWallBase; int arg1 = pXCond->data2;
int arg2 = pXCond->data3; //int arg3 = pXCond->data4;
auto eob = condGet(aCond);
if (!eob.isWall())
condError(aCond, "Wall expected, got %s", eob.description().GetChars());
walltype* pWall = eob.wall();
if (cond < (kCondRange >> 1))
{
switch (cond)
{
default: break;
case 0:
return condCmp(pWall->overpicnum, arg1, arg2, cmpOp);
case 5:
if (PUSH) condPush(aCond, pWall->sectorp());
return true;
case 10: // this wall is a mirror? // must be as constants here
return (pWall->type != kWallStack && condCmp(pWall->picnum, 4080, (4080 + 16) - 1, 0));
case 15:
if (!pWall->twoSided()) return false;
else if (PUSH) condPush(aCond, pWall->nextSector());
return true;
case 20:
if (!pWall->twoSided()) return false;
else if (PUSH) condPush(aCond, pWall->nextWall());
return true;
case 25: // next wall belongs to sector? (Note: This was 'sector of next wall' which is same as case 15 because we do not allow bad links!)
if (!pWall->twoSided()) return false;
else if (PUSH) condPush(aCond, pWall->nextSector());
return true;
}
}
condError(aCond, "Unexpected condition id (%d)!", cond);
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool condCheckPlayer(DBloodActor* aCond, int cmpOp, bool PUSH)
{
auto pXCond = &aCond->x();
int var = -1;
PLAYER* pPlayer = NULL;
int cond = pXCond->data1 - kCondPlayerBase;
int arg1 = pXCond->data2;
int arg2 = pXCond->data3;
int arg3 = pXCond->data4;
auto eob = condGet(aCond);
if (!eob.isActor() || !eob.actor())
condError(aCond, "Sprite expected, got %s", eob.description().GetChars());
auto objActor = eob.actor();
for (int i = 0; i < kMaxPlayers; i++)
{
if (objActor != gPlayer[i].actor) continue;
pPlayer = &gPlayer[i];
break;
}
if (!pPlayer)
{
condError(aCond, "Player expected, got %s", eob.description().GetChars());
return false;
}
switch (cond) {
case 0: // check if this player is connected
if (!condCmp(pPlayer->nPlayer + 1, arg1, arg2, cmpOp) || pPlayer->actor == nullptr) return false;
else if (PUSH) condPush(aCond, pPlayer->actor);
return (pPlayer->nPlayer >= 0);
case 1: return condCmp((gGameOptions.nGameType != 3) ? 0 : pPlayer->teamId + 1, arg1, arg2, cmpOp); // compare team
case 2: return (arg1 > 0 && arg1 < 8 && pPlayer->hasKey[arg1 - 1]);
case 3: return (arg1 > 0 && arg1 < 15 && pPlayer->hasWeapon[arg1 - 1]);
case 4: return condCmp(pPlayer->curWeapon, arg1, arg2, cmpOp);
case 5: return (arg1 > 0 && arg1 < 6 && condCmp(pPlayer->packSlots[arg1 - 1].curAmount, arg2, arg3, cmpOp));
case 6: return (arg1 > 0 && arg1 < 6 && pPlayer->packSlots[arg1 - 1].isActive);
case 7: return condCmp(pPlayer->packItemId + 1, arg1, arg2, cmpOp);
case 8: // check for powerup amount in seconds
if (arg3 > 0 && arg3 <= (kMaxAllowedPowerup - (kMinAllowedPowerup << 1) + 1)) {
var = (kMinAllowedPowerup + arg3) - 1; // allowable powerups
return condCmp(pPlayer->pwUpTime[var] / 100, arg1, arg2, cmpOp);
}
condError(aCond, "Unexpected powerup #%d", arg3);
return false;
case 9:
if (!pPlayer->fragger) return false;
else if (PUSH) condPush(aCond, pPlayer->fragger);
return true;
case 10: // check keys pressed
switch (arg1) {
case 1: return (pPlayer->input.fvel > 0); // forward
case 2: return (pPlayer->input.fvel < 0); // backward
case 3: return (pPlayer->input.svel > 0); // left
case 4: return (pPlayer->input.svel < 0); // right
case 5: return !!(pPlayer->input.actions & SB_JUMP); // jump
case 6: return !!(pPlayer->input.actions & SB_CROUCH); // crouch
case 7: return !!(pPlayer->input.actions & SB_FIRE); // normal fire weapon
case 8: return !!(pPlayer->input.actions & SB_ALTFIRE); // alt fire weapon
case 9: return !!(pPlayer->input.actions & SB_OPEN); // use
default:
condError(aCond, "Specify a correct key!");
break;
}
return false;
case 11: return (pPlayer->isRunning);
case 12: return (pPlayer->fallScream); // falling in abyss?
case 13: return condCmp(pPlayer->lifeMode + 1, arg1, arg2, cmpOp);
case 14: return condCmp(pPlayer->posture + 1, arg1, arg2, cmpOp);
case 46: return condCmp(pPlayer->sceneQav, arg1, arg2, cmpOp);
case 47: return (pPlayer->godMode || powerupCheck(pPlayer, kPwUpDeathMask));
case 48: return isShrinked(pPlayer->actor);
case 49: return isGrown(pPlayer->actor);
}
condError(aCond, "Unexpected condition #%d!", cond);
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool condCheckDude(DBloodActor* aCond, int cmpOp, bool PUSH)
{
auto pXCond = &aCond->x();
int var = -1;
int cond = pXCond->data1 - kCondDudeBase; int arg1 = pXCond->data2;
int arg2 = pXCond->data3; int arg3 = pXCond->data4;
auto eob = condGet(aCond);
if (!eob.isActor() || !eob.actor())
condError(aCond, "Sprite expected, got %s", eob.description().GetChars());
auto objActor = eob.actor();
spritetype* pSpr = &objActor->s();
if (!objActor->hasX() || pSpr->type == kThingBloodChunks)
condError(aCond, "Sprite #%d is dead!", objActor->GetIndex());
if (!objActor->IsDudeActor() || objActor->IsPlayerActor())
condError(aCond, "Object #%d is not an enemy!", objActor->GetIndex());
XSPRITE* pXSpr = &objActor->x();
auto targ = objActor->GetTarget();
switch (cond)
{
default: break;
case 0: // dude have any targets?
if (!targ) return false;
else if (!targ->IsDudeActor() && targ->s().type != kMarkerPath) return false;
else if (PUSH) condPush(aCond, targ);
return true;
case 1: return aiFightDudeIsAffected(objActor); // dude affected by ai fight?
case 2: // distance to the target in a range?
case 3: // is the target visible?
case 4: // is the target visible with periphery?
{
if (!targ)
condError(aCond, "Dude #%d has no target!", objActor->GetIndex());
spritetype* pTrgt = &targ->s();
DUDEINFO* pInfo = getDudeInfo(pSpr->type);
int eyeAboveZ = pInfo->eyeHeight * pSpr->yrepeat << 2;
int dx = pTrgt->x - pSpr->x;
int dy = pTrgt->y - pSpr->y;
switch (cond)
{
case 2:
var = condCmp(approxDist(dx, dy), arg1 * 512, arg2 * 512, cmpOp);
break;
case 3:
case 4:
var = cansee(pSpr->x, pSpr->y, pSpr->z, pSpr->sector(), pTrgt->x, pTrgt->y, pTrgt->z - eyeAboveZ, pTrgt->sector());
if (cond == 4 && var > 0)
{
var = ((1024 + getangle(dx, dy) - pSpr->ang) & 2047) - 1024;
var = (abs(var) < ((arg1 <= 0) ? pInfo->periphery : ClipHigh(arg1, 2048)));
}
break;
}
if (var <= 0) return false;
else if (PUSH) condPush(aCond, targ);
return true;
}
case 5: return pXSpr->dudeFlag4;
case 6: return pXSpr->dudeDeaf;
case 7: return pXSpr->dudeGuard;
case 8: return pXSpr->dudeAmbush;
case 9: return (pXSpr->unused1 & kDudeFlagStealth);
case 10: // check if the marker is busy with another dude
case 11: // check if the marker is reached
if (!pXSpr->dudeFlag4 || !targ || targ->s().type != kMarkerPath) return false;
switch (cond) {
case 10:
{
auto var = aiPatrolMarkerBusy(objActor, targ);
if (!var) return false;
else if (PUSH) condPush(aCond, var);
break;
}
case 11:
if (!aiPatrolMarkerReached(objActor)) return false;
else if (PUSH) condPush(aCond, targ);
break;
}
return true;
case 12: // compare spot progress value in %
if (!pXSpr->dudeFlag4 || !targ || targ->s().type != kMarkerPath) var = 0;
else if (!(pXSpr->unused1 & kDudeFlagStealth) || pXSpr->data3 < 0 || pXSpr->data3 > kMaxPatrolSpotValue) var = 0;
else var = (kPercFull * pXSpr->data3) / kMaxPatrolSpotValue;
return condCmp(var, arg1, arg2, cmpOp);
case 15: return getDudeInfo(pSpr->type)->lockOut; // dude allowed to interact with objects?
case 16: return condCmp(pXSpr->aiState->stateType, arg1, arg2, cmpOp);
case 17: return condCmp(pXSpr->stateTimer, arg1, arg2, cmpOp);
case 20: // kDudeModernCustom conditions
case 21:
case 22:
case 23:
case 24:
switch (pSpr->type)
{
case kDudeModernCustom:
case kDudeModernCustomBurning:
switch (cond) {
case 20: // life leech is thrown?
{
auto act = objActor->genDudeExtra.pLifeLeech;
if (!act) return false;
else if (PUSH) condPush(aCond, act);
return true;
}
case 21: // life leech is destroyed?
{
auto act = objActor->genDudeExtra.pLifeLeech;
if (!act) return false;
if (objActor->GetSpecialOwner()) return true;
else if (PUSH) condPush(aCond, act);
return false;
}
case 22: // are required amount of dudes is summoned?
return condCmp(objActor->genDudeExtra.slaveCount, arg1, arg2, cmpOp);
case 23: // check if dude can...
switch (arg3)
{
case 1: return objActor->genDudeExtra.canAttack;
case 2: return objActor->genDudeExtra.canBurn;
case 3: return objActor->genDudeExtra.canDuck;
case 4: return objActor->genDudeExtra.canElectrocute;
case 5: return objActor->genDudeExtra.canFly;
case 6: return objActor->genDudeExtra.canRecoil;
case 7: return objActor->genDudeExtra.canSwim;
case 8: return objActor->genDudeExtra.canWalk;
default: condError(aCond, "Invalid argument %d", arg3); break;
}
break;
case 24: // compare weapon dispersion
return condCmp(objActor->genDudeExtra.baseDispersion, arg1, arg2, cmpOp);
}
break;
default:
condError(aCond, "Dude #%d is not a Custom Dude!", objActor->GetIndex());
return false;
}
}
condError(aCond, "Unexpected condition #%d!", cond);
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH)
{
auto pXCond = &aCond->x();
int var = -1, var2 = -1, var3 = -1; PLAYER* pPlayer = NULL; bool retn = false;
int cond = pXCond->data1 - kCondSpriteBase; int arg1 = pXCond->data2;
int arg2 = pXCond->data3; int arg3 = pXCond->data4;
auto eob = condGet(aCond);
if (!eob.isActor() || !eob.actor())
condError(aCond, "Sprite expected, got %s", eob.description().GetChars());
auto objActor = eob.actor();
spritetype* pSpr = &objActor->s();
XSPRITE* pXSpr = objActor->hasX()? &objActor->x() : nullptr;
if (cond < (kCondRange >> 1))
{
switch (cond)
{
default: break;
case 0: return condCmp((pSpr->ang & 2047), arg1, arg2, cmpOp);
case 5: return condCmp(pSpr->statnum, arg1, arg2, cmpOp);
case 6: return ((pSpr->flags & kHitagRespawn) || pSpr->statnum == kStatRespawn);
case 7: return condCmp(spriteGetSlope(pSpr), arg1, arg2, cmpOp);
case 10: return condCmp(pSpr->clipdist, arg1, arg2, cmpOp);
case 15:
if (!objActor->GetOwner()) return false;
else if (PUSH) condPush(aCond, objActor->GetOwner());
return true;
case 20: // stays in a sector?
if (!pSpr->insector()) return false;
else if (PUSH) condPush(aCond, pSpr->sector());
return true;
case 25:
switch (arg1)
{
case 0: return (objActor->xvel || objActor->yvel || objActor->zvel);
case 1: return (objActor->xvel);
case 2: return (objActor->yvel);
case 3: return (objActor->zvel);
}
break;
case 30:
if (!spriteIsUnderwater(objActor) && !spriteIsUnderwater(objActor, true)) return false;
else if (PUSH) condPush(aCond, pSpr->sector());
return true;
case 31:
if (arg1 == -1)
{
for (var = 0; var < kDmgMax; var++)
{
if (!nnExtIsImmune(objActor, arg1, 0))
return false;
}
return true;
}
return nnExtIsImmune(objActor, arg1, 0);
case 35: // hitscan: ceil?
case 36: // hitscan: floor?
case 37: // hitscan: wall?
case 38: // hitscan: sprite?
switch (arg1)
{
case 0: arg1 = CLIPMASK0 | CLIPMASK1; break;
case 1: arg1 = CLIPMASK0; break;
case 2: arg1 = CLIPMASK1; break;
}
if ((pPlayer = getPlayerById(pSpr->type)) != NULL)
var = HitScan(objActor, pPlayer->zWeapon, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, arg1, arg3 << 1);
else if (objActor->IsDudeActor())
var = HitScan(objActor, pSpr->z, bcos(pSpr->ang), bsin(pSpr->ang), (!objActor->hasX()) ? 0 : objActor->dudeSlope, arg1, arg3 << 1);
else if ((var2 & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR)
{
var3 = (var2 & 0x0008) ? 0x10000 << 1 : -(0x10000 << 1);
var = HitScan(objActor, pSpr->z, Cos(pSpr->ang) >> 16, Sin(pSpr->ang) >> 16, var3, arg1, arg3 << 1);
}
else
{
var = HitScan(objActor, pSpr->z, bcos(pSpr->ang), bsin(pSpr->ang), 0, arg1, arg3 << 1);
}
if (var >= 0)
{
switch (cond)
{
case 35: retn = (var == 1); break;
case 36: retn = (var == 2); break;
case 37: retn = (var == 0 || var == 4); break;
case 38: retn = (var == 3); break;
}
if (!PUSH) return retn;
switch (var)
{
case 0: case 4: condPush(aCond, gHitInfo.hitWall); break;
case 1: case 2: condPush(aCond, gHitInfo.hitSect); break;
case 3: condPush(aCond, gHitInfo.hitactor); break;
}
}
return retn;
case 45: // this sprite is a target of some dude?
BloodStatIterator it(kStatDude);
while (auto iactor = it.Next())
{
if (objActor == iactor) continue;
if (iactor->IsDudeActor() && iactor->hasX())
{
XSPRITE* pXDude = &iactor->x();
if (pXDude->health <= 0 || iactor->GetTarget() != objActor) continue;
else if (PUSH) condPush(aCond, iactor);
return true;
}
}
return false;
}
}
else if (pXSpr)
{
switch (cond)
{
default: break;
case 50: // compare hp (in %)
if (objActor->IsDudeActor()) var = (pXSpr->sysData2 > 0) ? ClipRange(pXSpr->sysData2 << 4, 1, 65535) : getDudeInfo(pSpr->type)->startHealth << 4;
else if (pSpr->type == kThingBloodChunks) return condCmp(0, arg1, arg2, cmpOp);
else if (pSpr->type >= kThingBase && pSpr->type < kThingMax) var = thingInfo[pSpr->type - kThingBase].startHealth << 4;
return condCmp((kPercFull * pXSpr->health) / ClipLow(var, 1), arg1, arg2, cmpOp);
case 55: // touching ceil of sector?
if (objActor->hit.ceilhit.type != kHitSector) return false;
else if (PUSH) condPush(aCond, objActor->hit.ceilhit.sector());
return true;
case 56: // touching floor of sector?
if (objActor->hit.florhit.type != kHitSector) return false;
else if (PUSH) condPush(aCond, objActor->hit.florhit.sector());
return true;
case 57: // touching walls of sector?
if (objActor->hit.hit.type != kHitWall) return false;
else if (PUSH) condPush(aCond, objActor->hit.hit.wall());
return true;
case 58: // touching another sprite?
{
DBloodActor* actorvar = nullptr;
switch (arg3)
{
case 0:
case 1:
if (objActor->hit.florhit.type == kHitSprite) actorvar = objActor->hit.florhit.actor;
if (arg3 || var >= 0) break;
[[fallthrough]];
case 2:
if (objActor->hit.hit.type == kHitSprite) actorvar = objActor->hit.hit.actor;
if (arg3 || var >= 0) break;
[[fallthrough]];
case 3:
if (objActor->hit.ceilhit.type == kHitSprite) actorvar = objActor->hit.ceilhit.actor;
break;
}
if (actorvar == nullptr)
{
// check if something is touching this sprite
BloodSpriteIterator it;
while (auto iactor = it.Next())
{
if (iactor->s().flags & kHitagRespawn) continue;
auto& hit = iactor->hit;
switch (arg3)
{
case 0:
case 1:
if (hit.ceilhit.type == kHitSprite && hit.ceilhit.actor == objActor) actorvar = iactor;
if (arg3 || actorvar) break;
[[fallthrough]];
case 2:
if (hit.hit.type == kHitSprite && hit.hit.actor == objActor) actorvar = iactor;
if (arg3 || actorvar) break;
[[fallthrough]];
case 3:
if (hit.florhit.type == kHitSprite && hit.florhit.actor == objActor) actorvar = iactor;
break;
}
}
}
if (actorvar == nullptr) return false;
else if (PUSH) condPush(aCond, actorvar);
return true;
}
case 65: // compare burn time (in %)
var = (objActor->IsDudeActor()) ? 2400 : 1200;
if (!condCmp((kPercFull * pXSpr->burnTime) / var, arg1, arg2, cmpOp)) return false;
else if (PUSH && objActor->GetBurnSource()) condPush(aCond, objActor->GetBurnSource());
return true;
case 66: // any flares stuck in this sprite?
{
BloodStatIterator it(kStatFlare);
while (auto flareactor = it.Next())
{
if (!flareactor->hasX() || (flareactor->s().flags & kHitagFree))
continue;
if (flareactor->GetTarget() != objActor) continue;
else if (PUSH) condPush(aCond, flareactor);
return true;
}
return false;
}
case 70:
return condCmp(getSpriteMassBySize(objActor), arg1, arg2, cmpOp); // mass of the sprite in a range?
}
}
else
{
switch (cond)
{
default: return false;
case 50:
case 65:
case 70:
return condCmp(0, arg1, arg2, cmpOp);
}
}
condError(aCond, "Unexpected condition id (%d)!", cond);
return false;
}
//---------------------------------------------------------------------------
//
// this updates index of object in all conditions
// only used when spawning players
//
//---------------------------------------------------------------------------
void condUpdateObjectIndex(DBloodActor* oldActor, DBloodActor* newActor)
{
// update index in tracking conditions first
for (int i = 0; i < gTrackingCondsCount; i++)
{
TRCONDITION* pCond = &gCondition[i];
for (unsigned k = 0; k < pCond->length; k++)
{
if (!pCond->obj[k].obj.isActor() || pCond->obj[k].obj.actor() != oldActor) continue;
pCond->obj[k].obj = EventObject(newActor);
break;
}
}
// puke...
auto oldSerial = EventObject(oldActor);
auto newSerial = EventObject(newActor);
// then update serials
BloodStatIterator it(kStatModernCondition);
while (auto iActor = it.Next())
{
if (iActor->condition[0] == oldSerial) iActor->condition[0] = newSerial;
if (iActor->condition[1] == oldSerial) iActor->condition[1] = newSerial;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool modernTypeSetSpriteState(DBloodActor* actor, int nState)
{
auto pXSprite = &actor->x();
if ((pXSprite->busy & 0xffff) == 0 && pXSprite->state == nState)
return false;
pXSprite->busy = IntToFixed(nState);
pXSprite->state = nState;
evKillActor(actor);
if (pXSprite->restState != nState && pXSprite->waitTime > 0)
evPostActor(actor, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff);
if (pXSprite->txID != 0 && ((pXSprite->triggerOn && pXSprite->state) || (pXSprite->triggerOff && !pXSprite->state)))
modernTypeSendCommand(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command);
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void modernTypeSendCommand(DBloodActor* actor, int destChannel, COMMAND_ID command)
{
switch (command)
{
case kCmdLink:
evSendActor(actor, destChannel, kCmdModernUse); // just send command to change properties
return;
case kCmdUnlock:
evSendActor(actor, destChannel, command); // send normal command first
evSendActor(actor, destChannel, kCmdModernUse); // then send command to change properties
return;
default:
evSendActor(actor, destChannel, kCmdModernUse); // send first command to change properties
evSendActor(actor, destChannel, command); // then send normal command
return;
}
}
//---------------------------------------------------------------------------
//
// this function used by various new modern types.
//
//---------------------------------------------------------------------------
void modernTypeTrigger(int destObjType, sectortype* destSect, walltype* destWall, DBloodActor* destactor, const EVENT& event)
{
if (!event.isActor()) return;
auto pActor = event.getActor();
if (!pActor || !pActor->hasX()) return;
spritetype* pSource = &pActor->s();
XSPRITE* pXSource = &pActor->x();
switch (destObjType) {
case OBJ_SECTOR:
if (!destSect || !destSect->hasX()) return;
break;
case OBJ_WALL:
if (!destWall || !destWall->hasX()) return;
break;
case OBJ_SPRITE:
{
if (!destactor) return;
auto pSpr = &destactor->s();
if (pSpr->flags & kHitagFree) return;
// allow redirect events received from some modern types.
// example: it allows to spawn FX effect if event was received from kModernEffectGen
// on many TX channels instead of just one.
switch (pSpr->type)
{
case kModernRandomTX:
case kModernSequentialTX:
XSPRITE* pXSpr = &destactor->x();
if (pXSpr->command != kCmdLink || pXSpr->locked) break; // no redirect mode detected
switch (pSpr->type)
{
case kModernRandomTX:
useRandomTx(destactor, (COMMAND_ID)pXSource->command, false); // set random TX id
break;
case kModernSequentialTX:
if (pSpr->flags & kModernTypeFlag1)
{
seqTxSendCmdAll(destactor, pActor, (COMMAND_ID)pXSource->command, true);
return;
}
useSequentialTx(destactor, (COMMAND_ID)pXSource->command, false); // set next TX id
break;
}
if (pXSpr->txID <= 0 || pXSpr->txID >= kChannelUserMax) return;
modernTypeSendCommand(pActor, pXSpr->txID, (COMMAND_ID)pXSource->command);
return;
}
break;
}
default:
return;
}
switch (pSource->type)
{
// allows teleport any sprite from any location to the source destination
case kMarkerWarpDest:
if (destObjType != OBJ_SPRITE) break;
useTeleportTarget(pActor, destactor);
break;
// changes slope of sprite or sector
case kModernSlopeChanger:
switch (destObjType)
{
case OBJ_SPRITE:
case OBJ_SECTOR:
useSlopeChanger(pActor, destObjType, destSect, destactor);
break;
}
break;
case kModernSpriteDamager:
// damages xsprite via TX ID or xsprites in a sector
switch (destObjType)
{
case OBJ_SPRITE:
case OBJ_SECTOR:
useSpriteDamager(pActor, destObjType, destSect, destactor);
break;
}
break;
// can spawn any effect passed in data2 on it's or txID sprite
case kModernEffectSpawner:
if (destObjType != OBJ_SPRITE) break;
useEffectGen(pActor, destactor);
break;
// takes data2 as SEQ ID and spawns it on it's or TX ID object
case kModernSeqSpawner:
useSeqSpawnerGen(pActor, destObjType, destSect, destWall, destactor);
break;
// creates wind on TX ID sector
case kModernWindGenerator:
if (destObjType != OBJ_SECTOR || pXSource->data2 < 0) break;
useSectorWindGen(pActor, destSect);
break;
// size and pan changer of sprite/wall/sector via TX ID
case kModernObjSizeChanger:
useObjResizer(pActor, destObjType, destSect, destWall, destactor);
break;
// iterate data filed value of destination object
case kModernObjDataAccumulator:
useIncDecGen(pActor, destObjType, destSect, destWall, destactor);
break;
// change data field value of destination object
case kModernObjDataChanger:
useDataChanger(pActor, destObjType, destSect, destWall, destactor);
break;
// change sector lighting dynamically
case kModernSectorFXChanger:
if (destObjType != OBJ_SECTOR) break;
useSectorLightChanger(pActor, destSect);
break;
// change target of dudes and make it fight
case kModernDudeTargetChanger:
if (destObjType != OBJ_SPRITE) break;
useTargetChanger(pActor, destactor);
break;
// change picture and palette of TX ID object
case kModernObjPicnumChanger:
usePictureChanger(pActor, destObjType, destSect, destWall, destactor);
break;
// change various properties
case kModernObjPropertiesChanger:
usePropertiesChanger(pActor, destObjType, destSect, destWall, destactor);
break;
// updated vanilla sound gen that now allows to play sounds on TX ID sprites
case kGenModernSound:
if (destObjType != OBJ_SPRITE) break;
useSoundGen(pActor, destactor);
break;
// updated ecto skull gen that allows to fire missile from TX ID sprites
case kGenModernMissileUniversal:
if (destObjType != OBJ_SPRITE) break;
useUniMissileGen(pActor, destactor);
break;
// spawn enemies on TX ID sprites
case kMarkerDudeSpawn:
if (destObjType != OBJ_SPRITE) break;
useDudeSpawn(pActor, destactor);
break;
// spawn custom dude on TX ID sprites
case kModernCustomDudeSpawn:
if (destObjType != OBJ_SPRITE) break;
useCustomDudeSpawn(pActor, destactor);
break;
}
}
//---------------------------------------------------------------------------
//
// the following functions required for kModernDudeTargetChanger
//
//---------------------------------------------------------------------------
DBloodActor* aiFightGetTargetInRange(DBloodActor* actor, int minDist, int maxDist, int data, int teamMode)
{
auto pSprite = &actor->s();
XSPRITE* pXSprite = &actor->x();
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
BloodStatIterator it(kStatDude);
while (auto targactor = it.Next())
{
if (!aiFightDudeCanSeeTarget(actor, pDudeInfo, targactor)) continue;
auto pXTarget = &targactor->x();
int dist = aiFightGetTargetDist(actor, pDudeInfo, targactor);
if (dist < minDist || dist > maxDist) continue;
else if (actor->GetTarget() == targactor) return targactor;
else if (!targactor->IsDudeActor() || targactor == actor || targactor->IsPlayerActor()) continue;
else if (IsBurningDude(targactor) || !IsKillableDude(targactor) || targactor->GetOwner() == actor) continue;
else if ((teamMode == 1 && pXSprite->rxID == pXTarget->rxID) || aiFightMatesHaveSameTarget(actor, targactor, 1)) continue;
else if (data == 666 || pXTarget->data1 == data)
{
if (actor->GetTarget())
{
int fineDist1 = aiFightGetFineTargetDist(actor, actor->GetTarget());
int fineDist2 = aiFightGetFineTargetDist(actor, targactor);
if (fineDist1 < fineDist2)
continue;
}
return targactor;
}
}
return nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* aiFightTargetIsPlayer(DBloodActor* actor)
{
auto targ = actor->GetTarget();
if (targ && targ->IsPlayerActor()) return targ;
return nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* aiFightGetMateTargets(DBloodActor* actor)
{
auto pXSprite = &actor->x();
int rx = pXSprite->rxID;
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++)
{
if (rxBucket[i].isActor())
{
auto mate = rxBucket[i].actor();
if (!mate || !mate->hasX() || mate == actor || !mate->IsDudeActor())
continue;
if (mate->GetTarget())
{
if (!mate->GetTarget()->IsPlayerActor())
return mate->GetTarget();
}
}
}
return nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool aiFightMatesHaveSameTarget(DBloodActor* leaderactor, DBloodActor* targetactor, int allow)
{
auto pXLeader = &leaderactor->x();
int rx = pXLeader->rxID;
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++)
{
if (!rxBucket[i].isActor()) continue;
auto mate = rxBucket[i].actor();
if (!mate || !mate->hasX() || mate == leaderactor || !mate->IsDudeActor())
continue;
if (mate->GetTarget() == targetactor && allow-- <= 0)
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool aiFightDudeCanSeeTarget(DBloodActor* dudeactor, DUDEINFO* pDudeInfo, DBloodActor* targetactor)
{
auto pDude = &dudeactor->s();
auto pTarget = &targetactor->s();
int dx = pTarget->x - pDude->x; int dy = pTarget->y - pDude->y;
// check target
if (approxDist(dx, dy) < pDudeInfo->seeDist)
{
int eyeAboveZ = pDudeInfo->eyeHeight * pDude->yrepeat << 2;
// is there a line of sight to the target?
if (cansee(pDude->x, pDude->y, pDude->z, pDude->sector(), pTarget->x, pTarget->y, pTarget->z - eyeAboveZ, pTarget->sector()))
{
/*int nAngle = getangle(dx, dy);
int losAngle = ((1024 + nAngle - pDude->ang) & 2047) - 1024;
// is the target visible?
if (abs(losAngle) < 2048) // 360 deg periphery here*/
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
// this function required if monsters in genIdle ai state. It wakes up monsters
// when kModernDudeTargetChanger goes to off state, so they won't ignore the world.
//
//---------------------------------------------------------------------------
void aiFightActivateDudes(int rx)
{
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++)
{
if (!rxBucket[i].isActor()) continue;
auto dudeactor = rxBucket[i].actor();
if (!dudeactor || !dudeactor->hasX() || !dudeactor->IsDudeActor() || dudeactor->x().aiState->stateType != kAiStateGenIdle) continue;
aiInitSprite(dudeactor);
}
}
//---------------------------------------------------------------------------
//
// this function sets target to -1 for all dudes that hunting for nSprite
//
//---------------------------------------------------------------------------
void aiFightFreeTargets(DBloodActor* actor)
{
BloodStatIterator it(kStatDude);
while (auto targetactor = it.Next())
{
if (!targetactor->IsDudeActor() || !targetactor->hasX()) continue;
else if (targetactor->GetTarget() == actor)
aiSetTarget(targetactor, targetactor->s().x, targetactor->s().y, targetactor->s().z);
}
}
//---------------------------------------------------------------------------
//
// this function sets target to -1 for all targets that hunting for dudes affected by selected kModernDudeTargetChanger
//
//---------------------------------------------------------------------------
void aiFightFreeAllTargets(DBloodActor* sourceactor)
{
auto txID = sourceactor->x().txID;
if (txID <= 0) return;
for (int i = bucketHead[txID]; i < bucketHead[txID + 1]; i++)
{
if (!rxBucket[i].isActor()) continue;
auto actor = rxBucket[i].actor();
if (actor && actor->hasX())
aiFightFreeTargets(actor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool aiFightDudeIsAffected(DBloodActor* dudeactor)
{
auto pXDude = &dudeactor->x();
if (pXDude->rxID <= 0 || pXDude->locked == 1) return false;
BloodStatIterator it(kStatModernDudeTargetChanger);
while (auto actor = it.Next())
{
if (!actor->hasX()) continue;
XSPRITE* pXSprite = &actor->x();
if (pXSprite->txID <= 0 || pXSprite->state != 1) continue;
for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++)
{
if (!rxBucket[i].isActor()) continue;
auto rxactor = rxBucket[i].actor();
if (!rxactor || !rxactor->hasX() || !rxactor->IsDudeActor()) continue;
else if (rxactor == dudeactor) return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
// this function tells if there any dude found for kModernDudeTargetChanger
//
//---------------------------------------------------------------------------
bool aiFightGetDudesForBattle(DBloodActor* actor)
{
auto txID = actor->x().txID;
for (int i = bucketHead[txID]; i < bucketHead[txID + 1]; i++)
{
if (!rxBucket[i].isActor()) continue;
auto actor = rxBucket[i].actor();
if (!actor || !actor->hasX() || !actor->IsDudeActor()) continue;
if (actor->x().health > 0) return true;
}
// check redirected TX buckets
int rx = -1;
DBloodActor* pXRedir = nullptr;
while ((pXRedir = evrListRedirectors(OBJ_SPRITE, nullptr, nullptr, actor, pXRedir, &rx)) != nullptr)
{
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++)
{
if (!rxBucket[i].isActor()) continue;
auto actor = rxBucket[i].actor();
if (!actor || !actor->hasX() || !actor->IsDudeActor()) continue;
if (actor->x().health > 0) return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiFightAlarmDudesInSight(DBloodActor* actor, int max)
{
auto pSprite = &actor->s();
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
BloodStatIterator it(kStatDude);
while (auto dudeactor = it.Next())
{
if (dudeactor == actor || !dudeactor->IsDudeActor() || !dudeactor->hasX())
continue;
if (aiFightDudeCanSeeTarget(actor, pDudeInfo, dudeactor))
{
if (dudeactor->GetTarget() != nullptr || dudeactor->x().rxID > 0)
continue;
auto pDude = &dudeactor->s();
aiSetTarget(dudeactor, pDude->x, pDude->y, pDude->z);
aiActivateDude(dudeactor);
if (max-- < 1)
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool aiFightUnitCanFly(DBloodActor* dude)
{
return (dude->IsDudeActor() && gDudeInfoExtra[dude->s().type - kDudeBase].flying);
}
bool aiFightIsMeleeUnit(DBloodActor* dude)
{
if (dude->s().type == kDudeModernCustom) return (dude->hasX() && dudeIsMelee(dude));
else return (dude->IsDudeActor() && gDudeInfoExtra[dude->s().type - kDudeBase].melee);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int aiFightGetTargetDist(DBloodActor* actor, DUDEINFO* pDudeInfo, DBloodActor* target)
{
int dx = target->s().x - actor->s().x;
int dy = target->s().y - actor->s().y;
int dist = approxDist(dx, dy);
if (dist <= pDudeInfo->meleeDist) return 0;
if (dist >= pDudeInfo->seeDist) return 13;
if (dist <= pDudeInfo->seeDist / 12) return 1;
if (dist <= pDudeInfo->seeDist / 11) return 2;
if (dist <= pDudeInfo->seeDist / 10) return 3;
if (dist <= pDudeInfo->seeDist / 9) return 4;
if (dist <= pDudeInfo->seeDist / 8) return 5;
if (dist <= pDudeInfo->seeDist / 7) return 6;
if (dist <= pDudeInfo->seeDist / 6) return 7;
if (dist <= pDudeInfo->seeDist / 5) return 8;
if (dist <= pDudeInfo->seeDist / 4) return 9;
if (dist <= pDudeInfo->seeDist / 3) return 10;
if (dist <= pDudeInfo->seeDist / 2) return 11;
return 12;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int aiFightGetFineTargetDist(DBloodActor* actor, DBloodActor* target)
{
int dx = target->s().x - actor->s().x;
int dy = target->s().y - actor->s().y;
int dist = approxDist(dx, dy);
return dist;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void sectorKillSounds(sectortype* pSector)
{
BloodSectIterator it(pSector);
while (auto actor = it.Next())
{
if (actor->s().type != kSoundSector) continue;
sfxKill3DSound(actor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void sectorPauseMotion(sectortype* pSector)
{
if (!pSector->hasX()) return;
XSECTOR* pXSector = &pSector->xs();
pXSector->unused1 = 1;
evKillSector(pSector);
sectorKillSounds(pSector);
if ((pXSector->busy == 0 && !pXSector->state) || (pXSector->busy == 65536 && pXSector->state))
SectorEndSound(pSector, pXSector->state);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void sectorContinueMotion(sectortype* pSector, EVENT event)
{
if (!pSector->hasX()) return;
XSECTOR* pXSector = &pSector->xs();
pXSector->unused1 = 0;
int busyTimeA = pXSector->busyTimeA;
int waitTimeA = pXSector->waitTimeA;
int busyTimeB = pXSector->busyTimeB;
int waitTimeB = pXSector->waitTimeB;
if (pSector->type == kSectorPath)
{
if (!pXSector->marker0) return;
busyTimeA = busyTimeB = pXSector->marker0->x().busyTime;
waitTimeA = waitTimeB = pXSector->marker0->x().waitTime;
}
if (!pXSector->interruptable && event.cmd != kCmdSectorMotionContinue
&& ((!pXSector->state && pXSector->busy) || (pXSector->state && pXSector->busy != 65536)))
{
event.cmd = kCmdSectorMotionContinue;
}
else if (event.cmd == kCmdToggle)
{
event.cmd = (pXSector->state) ? kCmdOn : kCmdOff;
}
int nDelta = 1;
switch (event.cmd)
{
case kCmdOff:
if (pXSector->busy == 0)
{
if (pXSector->reTriggerB && waitTimeB) evPostSector(pSector, (waitTimeB * 120) / 10, kCmdOff);
return;
}
pXSector->state = 1;
nDelta = 65536 / ClipLow((busyTimeB * 120) / 10, 1);
break;
case kCmdOn:
if (pXSector->busy == 65536)
{
if (pXSector->reTriggerA && waitTimeA) evPostSector(pSector, (waitTimeA * 120) / 10, kCmdOn);
return;
}
pXSector->state = 0;
nDelta = 65536 / ClipLow((busyTimeA * 120) / 10, 1);
break;
case kCmdSectorMotionContinue:
nDelta = 65536 / ClipLow((((pXSector->state) ? busyTimeB : busyTimeA) * 120) / 10, 1);
break;
}
//bool crush = pXSector->Crush;
int busyFunc = BUSYID_0;
switch (pSector->type)
{
case kSectorZMotion:
busyFunc = BUSYID_2;
break;
case kSectorZMotionSprite:
busyFunc = BUSYID_1;
break;
case kSectorSlideMarked:
case kSectorSlide:
busyFunc = BUSYID_3;
break;
case kSectorRotateMarked:
case kSectorRotate:
busyFunc = BUSYID_4;
break;
case kSectorRotateStep:
busyFunc = BUSYID_5;
break;
case kSectorPath:
busyFunc = BUSYID_7;
break;
default:
I_Error("Unsupported sector type %d", pSector->type);
break;
}
SectorStartSound(pSector, pXSector->state);
nDelta = (pXSector->state) ? -nDelta : nDelta;
BUSY b = { pSector, nDelta, (int)pXSector->busy, (BUSYID)busyFunc };
gBusy.Push(b);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool modernTypeOperateSector(sectortype* pSector, const EVENT& event)
{
auto pXSector = &pSector->xs();
if (event.cmd >= kCmdLock && event.cmd <= kCmdToggleLock)
{
switch (event.cmd)
{
case kCmdLock:
pXSector->locked = 1;
break;
case kCmdUnlock:
pXSector->locked = 0;
break;
case kCmdToggleLock:
pXSector->locked = pXSector->locked ^ 1;
break;
}
switch (pSector->type)
{
case kSectorCounter:
if (pXSector->locked != 1) break;
SetSectorState(pSector, 0);
evPostSector(pSector, 0, kCallbackCounterCheck);
break;
}
return true;
// continue motion of the paused sector
}
else if (pXSector->unused1)
{
switch (event.cmd)
{
case kCmdOff:
case kCmdOn:
case kCmdToggle:
case kCmdSectorMotionContinue:
sectorContinueMotion(pSector, event);
return true;
}
// pause motion of the sector
}
else if (event.cmd == kCmdSectorMotionPause)
{
sectorPauseMotion(pSector);
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useCustomDudeSpawn(DBloodActor* pSource, DBloodActor* pSprite)
{
genDudeSpawn(pSource, pSprite, pSprite->s().clipdist << 1);
}
void useDudeSpawn(DBloodActor* pSource, DBloodActor* pSprite)
{
if (randomSpawnDude(pSource, pSprite, pSprite->s().clipdist << 1, 0) == nullptr)
nnExtSpawnDude(pSource, pSprite, pSource->x().data1, pSprite->s().clipdist << 1, 0);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool modernTypeOperateSprite(DBloodActor* actor, const EVENT& event)
{
auto pSprite = &actor->s();
auto pXSprite = &actor->x();
if (event.cmd >= kCmdLock && event.cmd <= kCmdToggleLock)
{
switch (event.cmd)
{
case kCmdLock:
pXSprite->locked = 1;
break;
case kCmdUnlock:
pXSprite->locked = 0;
break;
case kCmdToggleLock:
pXSprite->locked = pXSprite->locked ^ 1;
break;
}
switch (pSprite->type)
{
case kModernCondition:
case kModernConditionFalse:
pXSprite->restState = 0;
if (pXSprite->busyTime <= 0) break;
else if (!pXSprite->locked) pXSprite->busy = 0;
break;
}
return true;
}
else if (event.cmd == kCmdDudeFlagsSet)
{
if (!event.isActor())
{
viewSetSystemMessage("Only sprites can use command #%d", event.cmd);
return true;
}
else
{
auto pEvActor = event.getActor();
if (pEvActor && pEvActor->hasX())
{
// copy dude flags from the source to destination sprite
aiPatrolFlagsMgr(pEvActor, actor, true, false);
}
}
}
if (pSprite->statnum == kStatDude && actor->IsDudeActor())
{
switch (event.cmd)
{
case kCmdOff:
if (pXSprite->state) SetSpriteState(actor, 0);
break;
case kCmdOn:
if (!pXSprite->state) SetSpriteState(actor, 1);
if (!actor->IsDudeActor() || actor->IsPlayerActor() || pXSprite->health <= 0) break;
else if (pXSprite->aiState->stateType >= kAiStatePatrolBase && pXSprite->aiState->stateType < kAiStatePatrolMax)
break;
switch (pXSprite->aiState->stateType)
{
case kAiStateIdle:
case kAiStateGenIdle:
aiActivateDude(actor);
break;
}
break;
case kCmdDudeFlagsSet:
if (event.isActor())
{
auto pEvActor = event.getActor();
if (!pEvActor || !pEvActor->hasX()) break;
else aiPatrolFlagsMgr(pEvActor, actor, false, true); // initialize patrol dude with possible new flags
}
break;
default:
if (!pXSprite->state) evPostActor(actor, 0, kCmdOn);
else evPostActor(actor, 0, kCmdOff);
break;
}
return true;
}
switch (pSprite->type)
{
default:
return false; // no modern type found to work with, go normal OperateSprite();
case kThingBloodBits:
case kThingBloodChunks:
// dude to thing morphing causing a lot of problems since it continues receiving commands after dude is dead.
// this leads to weird stuff like exploding with gargoyle gib or corpse disappearing immediately.
// let's allow only specific commands here to avoid this.
if (pSprite->inittype < kDudeBase || pSprite->inittype >= kDudeMax) return false;
else if (event.cmd != kCmdToggle && event.cmd != kCmdOff && event.cmd != kCmdSpriteImpact) return true;
DudeToGibCallback1(0, actor); // set proper gib type just in case DATAs was changed from the outside.
return false;
case kModernCondition:
case kModernConditionFalse:
if (!pXSprite->isTriggered) useCondition(actor, event);
return true;
// add spawn random dude feature - works only if at least 2 data fields are not empty.
case kMarkerDudeSpawn:
if (!gGameOptions.nMonsterSettings) return true;
else if (!(pSprite->flags & kModernTypeFlag4)) useDudeSpawn(actor, actor);
else if (pXSprite->txID) evSendActor(actor, pXSprite->txID, kCmdModernUse);
return true;
case kModernCustomDudeSpawn:
if (!gGameOptions.nMonsterSettings) return true;
else if (!(pSprite->flags & kModernTypeFlag4)) useCustomDudeSpawn(actor, actor);
else if (pXSprite->txID) evSendActor(actor, pXSprite->txID, kCmdModernUse);
return true;
case kModernRandomTX: // random Event Switch takes random data field and uses it as TX ID
case kModernSequentialTX: // sequential Switch takes values from data fields starting from data1 and uses it as TX ID
if (pXSprite->command == kCmdLink) return true; // work as event redirector
switch (pSprite->type)
{
case kModernRandomTX:
useRandomTx(actor, (COMMAND_ID)pXSprite->command, true);
break;
case kModernSequentialTX:
if (!(pSprite->flags & kModernTypeFlag1)) useSequentialTx(actor, (COMMAND_ID)pXSprite->command, true);
else seqTxSendCmdAll(actor, actor, (COMMAND_ID)pXSprite->command, false);
break;
}
return true;
case kModernSpriteDamager:
switch (event.cmd)
{
case kCmdOff:
if (pXSprite->state == 1) SetSpriteState(actor, 0);
break;
case kCmdOn:
evKillActor(actor); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(actor, 1);
[[fallthrough]];
case kCmdRepeat:
if (pXSprite->txID > 0) modernTypeSendCommand(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command);
else if (pXSprite->data1 == 0 && pSprite->insector()) useSpriteDamager(actor, OBJ_SECTOR, pSprite->sector(), nullptr);
else if (pXSprite->data1 >= 666 && pXSprite->data1 < 669) useSpriteDamager(actor, -1, nullptr, nullptr);
else
{
PLAYER* pPlayer = getPlayerById(pXSprite->data1);
if (pPlayer != NULL)
useSpriteDamager(actor, OBJ_SPRITE, 0, pPlayer->actor);
}
if (pXSprite->busyTime > 0)
evPostActor(actor, pXSprite->busyTime, kCmdRepeat);
break;
default:
if (pXSprite->state == 0) evPostActor(actor, 0, kCmdOn);
else evPostActor(actor, 0, kCmdOff);
break;
}
return true;
case kMarkerWarpDest:
if (pXSprite->txID <= 0) {
PLAYER* pPlayer = getPlayerById(pXSprite->data1);
if (pPlayer != NULL && SetSpriteState(actor, pXSprite->state ^ 1) == 1)
useTeleportTarget(actor, pPlayer->actor);
return true;
}
[[fallthrough]];
case kModernObjPropertiesChanger:
if (pXSprite->txID <= 0)
{
if (SetSpriteState(actor, pXSprite->state ^ 1) == 1)
usePropertiesChanger(actor, -1, nullptr, nullptr, nullptr);
return true;
}
[[fallthrough]];
case kModernSlopeChanger:
case kModernObjSizeChanger:
case kModernObjPicnumChanger:
case kModernSectorFXChanger:
case kModernObjDataChanger:
modernTypeSetSpriteState(actor, pXSprite->state ^ 1);
return true;
case kModernSeqSpawner:
case kModernEffectSpawner:
switch (event.cmd)
{
case kCmdOff:
if (pXSprite->state == 1) SetSpriteState(actor, 0);
break;
case kCmdOn:
evKillActor(actor); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(actor, 1);
if (pSprite->type == kModernSeqSpawner) seqSpawnerOffSameTx(actor);
[[fallthrough]];
case kCmdRepeat:
if (pXSprite->txID > 0) modernTypeSendCommand(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command);
else if (pSprite->type == kModernSeqSpawner) useSeqSpawnerGen(actor, OBJ_SPRITE, nullptr, nullptr, actor);
else useEffectGen(actor, nullptr);
if (pXSprite->busyTime > 0)
evPostActor(actor, ClipLow((int(pXSprite->busyTime) + Random2(pXSprite->data1)) * 120 / 10, 0), kCmdRepeat);
break;
default:
if (pXSprite->state == 0) evPostActor(actor, 0, kCmdOn);
else evPostActor(actor, 0, kCmdOff);
break;
}
return true;
case kModernWindGenerator:
switch (event.cmd)
{
case kCmdOff:
windGenStopWindOnSectors(actor);
if (pXSprite->state == 1) SetSpriteState(actor, 0);
break;
case kCmdOn:
evKillActor(actor); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(actor, 1);
[[fallthrough]];
case kCmdRepeat:
if (pXSprite->txID > 0) modernTypeSendCommand(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command);
else useSectorWindGen(actor, nullptr);
if (pXSprite->busyTime > 0) evPostActor(actor, pXSprite->busyTime, kCmdRepeat);
break;
default:
if (pXSprite->state == 0) evPostActor(actor, 0, kCmdOn);
else evPostActor(actor, 0, kCmdOff);
break;
}
return true;
case kModernDudeTargetChanger:
// this one is required if data4 of generator was dynamically changed
// it turns monsters in normal idle state instead of genIdle, so they not ignore the world.
if (pXSprite->dropMsg == 3 && 3 != pXSprite->data4)
aiFightActivateDudes(pXSprite->txID);
switch (event.cmd)
{
case kCmdOff:
if (pXSprite->data4 == 3) aiFightActivateDudes(pXSprite->txID);
if (pXSprite->state == 1) SetSpriteState(actor, 0);
break;
case kCmdOn:
evKillActor(actor); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(actor, 1);
[[fallthrough]];
case kCmdRepeat:
if (pXSprite->txID <= 0 || !aiFightGetDudesForBattle(actor))
{
aiFightFreeAllTargets(actor);
evPostActor(actor, 0, kCmdOff);
break;
}
else
{
modernTypeSendCommand(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command);
}
if (pXSprite->busyTime > 0) evPostActor(actor, pXSprite->busyTime, kCmdRepeat);
break;
default:
if (pXSprite->state == 0) evPostActor(actor, 0, kCmdOn);
else evPostActor(actor, 0, kCmdOff);
break;
}
pXSprite->dropMsg = uint8_t(pXSprite->data4);
return true;
case kModernObjDataAccumulator:
switch (event.cmd) {
case kCmdOff:
if (pXSprite->state == 1) SetSpriteState(actor, 0);
break;
case kCmdOn:
evKillActor(actor); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(actor, 1);
[[fallthrough]];
case kCmdRepeat:
// force OFF after *all* TX objects reach the goal value
if (pSprite->flags == kModernTypeFlag0 && incDecGoalValueIsReached(actor))
{
evPostActor(actor, 0, kCmdOff);
break;
}
modernTypeSendCommand(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command);
if (pXSprite->busyTime > 0) evPostActor(actor, pXSprite->busyTime, kCmdRepeat);
break;
default:
if (pXSprite->state == 0) evPostActor(actor, 0, kCmdOn);
else evPostActor(actor, 0, kCmdOff);
break;
}
return true;
case kModernRandom:
case kModernRandom2:
switch (event.cmd)
{
case kCmdOff:
if (pXSprite->state == 1) SetSpriteState(actor, 0);
break;
case kCmdOn:
evKillActor(actor); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(actor, 1);
[[fallthrough]];
case kCmdRepeat:
useRandomItemGen(actor);
if (pXSprite->busyTime > 0)
evPostActor(actor, (120 * pXSprite->busyTime) / 10, kCmdRepeat);
break;
default:
if (pXSprite->state == 0) evPostActor(actor, 0, kCmdOn);
else evPostActor(actor, 0, kCmdOff);
break;
}
return true;
case kModernThingTNTProx:
if (pSprite->statnum != kStatRespawn)
{
switch (event.cmd)
{
case kCmdSpriteProximity:
if (pXSprite->state) break;
sfxPlay3DSound(pSprite, 452, 0, 0);
evPostActor(actor, 30, kCmdOff);
pXSprite->state = 1;
[[fallthrough]];
case kCmdOn:
sfxPlay3DSound(pSprite, 451, 0, 0);
pXSprite->Proximity = 1;
break;
default:
actExplodeSprite(actor);
break;
}
}
return true;
case kModernThingEnemyLifeLeech:
dudeLeechOperate(actor, event);
return true;
case kModernPlayerControl: { // WIP
PLAYER* pPlayer = NULL; int cmd = (event.cmd >= kCmdNumberic) ? event.cmd : pXSprite->command;
if ((pPlayer = getPlayerById(pXSprite->data1)) == NULL
|| ((cmd < 67 || cmd > 68) && !modernTypeSetSpriteState(actor, pXSprite->state ^ 1)))
return true;
TRPLAYERCTRL* pCtrl = &gPlayerCtrl[pPlayer->nPlayer];
/// !!! COMMANDS OF THE CURRENT SPRITE, NOT OF THE EVENT !!! ///
if ((cmd -= kCmdNumberic) < 0) return true;
else if (pPlayer->pXSprite->health <= 0)
{
switch (cmd) {
case 36:
actHealDude(pPlayer->actor, ((pXSprite->data2 > 0) ? ClipHigh(pXSprite->data2, 200) : getDudeInfo(pPlayer->pSprite->type)->startHealth), 200);
pPlayer->curWeapon = kWeapPitchFork;
break;
}
return true;
}
switch (cmd)
{
case 0: // 64 (player life form)
if (pXSprite->data2 < kModeHuman || pXSprite->data2 > kModeHumanGrown) break;
else trPlayerCtrlSetRace(pXSprite->data2, pPlayer);
break;
case 1: // 65 (move speed and jump height)
// player movement speed (for all races and postures)
if (valueIsBetween(pXSprite->data2, -1, 32767))
trPlayerCtrlSetMoveSpeed(pXSprite->data2, pPlayer);
// player jump height (for all races and stand posture only)
if (valueIsBetween(pXSprite->data3, -1, 32767))
trPlayerCtrlSetJumpHeight(pXSprite->data3, pPlayer);
break;
case 2: // 66 (player screen effects)
if (pXSprite->data3 < 0) break;
else trPlayerCtrlSetScreenEffect(pXSprite->data2, pXSprite->data3, pPlayer);
break;
case 3: // 67 (start playing qav scene)
trPlayerCtrlStartScene(actor, pPlayer, (pXSprite->data4 == 1) ? true : false);
break;
case 4: // 68 (stop playing qav scene)
if (pXSprite->data2 > 0 && pXSprite->data2 != pPlayer->sceneQav) break;
else trPlayerCtrlStopScene(pPlayer);
break;
case 5: // 69 (set player look angle, TO-DO: if tx > 0, take a look on TX ID sprite)
//data4 is reserved
if (pXSprite->data4 != 0) break;
else if (valueIsBetween(pXSprite->data2, -128, 128))
trPlayerCtrlSetLookAngle(pXSprite->data2, pPlayer);
break;
case 6: // 70 (erase player stuff...)
if (pXSprite->data2 < 0) break;
else trPlayerCtrlEraseStuff(pXSprite->data2, pPlayer);
break;
case 7: // 71 (give something to player...)
if (pXSprite->data2 <= 0) break;
else trPlayerCtrlGiveStuff(pXSprite->data2, pXSprite->data3,pXSprite->data4, pPlayer, pCtrl);
break;
case 8: // 72 (use inventory item)
if (pXSprite->data2 < 1 || pXSprite->data2 > 5) break;
else trPlayerCtrlUsePackItem(pXSprite->data2, pXSprite->data3, pXSprite->data4, pPlayer, event.cmd);
break;
case 9: // 73 (set player's sprite angle, TO-DO: if tx > 0, take a look on TX ID sprite)
//data4 is reserved
if (pXSprite->data4 != 0) break;
else if (pSprite->flags & kModernTypeFlag1)
{
pPlayer->angle.settarget(pSprite->ang);
pPlayer->angle.lockinput();
}
else if (valueIsBetween(pXSprite->data2, -kAng360, kAng360))
{
pPlayer->angle.settarget(pXSprite->data2);
pPlayer->angle.lockinput();
}
break;
case 10: // 74 (de)activate powerup
if (pXSprite->data2 <= 0 || pXSprite->data2 > (kMaxAllowedPowerup - (kMinAllowedPowerup << 1) + 1)) break;
trPlayerCtrlUsePowerup(actor, pPlayer, event.cmd);
break;
// case 11: // 75 (print the book)
// data2: RFF TXT id
// data3: background tile
// data4: font base tile
// pal: font / background palette
// hitag:
// d1: 0: print whole text at a time, 1: print line by line, 2: word by word, 3: letter by letter
// d2: 1: force pause the game (sp only)
// d3: 1: inherit palette for font, 2: inherit palette for background, 3: both
// busyTime: speed of word/letter/line printing
// waitTime: if TX ID > 0 and TX ID object is book reader, trigger it?
//break;
}
}
return true;
case kGenModernSound:
switch (event.cmd) {
case kCmdOff:
if (pXSprite->state == 1) SetSpriteState(actor, 0);
break;
case kCmdOn:
evKillActor(actor); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(actor, 1);
[[fallthrough]];
case kCmdRepeat:
if (pXSprite->txID) modernTypeSendCommand(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command);
else useSoundGen(actor, actor);
if (pXSprite->busyTime > 0)
evPostActor(actor, (120 * pXSprite->busyTime) / 10, kCmdRepeat);
break;
default:
if (pXSprite->state == 0) evPostActor(actor, 0, kCmdOn);
else evPostActor(actor, 0, kCmdOff);
break;
}
return true;
case kGenModernMissileUniversal:
switch (event.cmd)
{
case kCmdOff:
if (pXSprite->state == 1) SetSpriteState(actor, 0);
break;
case kCmdOn:
evKillActor(actor); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(actor, 1);
[[fallthrough]];
case kCmdRepeat:
if (pXSprite->txID) modernTypeSendCommand(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command);
else useUniMissileGen(actor, actor);
if (pXSprite->busyTime > 0)
evPostActor(actor, (120 * pXSprite->busyTime) / 10, kCmdRepeat);
break;
default:
if (pXSprite->state == 0) evPostActor(actor, 0, kCmdOn);
else evPostActor(actor, 0, kCmdOff);
break;
}
return true;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool modernTypeOperateWall(walltype* pWall, const EVENT& event)
{
switch (pWall->type)
{
case kSwitchOneWay:
switch (event.cmd) {
case kCmdOff:
SetWallState(pWall, 0);
break;
case kCmdOn:
SetWallState(pWall, 1);
break;
default:
SetWallState(pWall, pWall->xw().restState ^ 1);
break;
}
return true;
default:
return false; // no modern type found to work with, go normal OperateWall();
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool txIsRanged(DBloodActor* source)
{
if (!source->hasX()) return false;
auto pXSource = &source->x();
if (pXSource->data1 > 0 && pXSource->data2 <= 0 && pXSource->data3 <= 0 && pXSource->data4 > 0)
{
if (pXSource->data1 > pXSource->data4)
{
// data1 must be less than data4
int tmp = pXSource->data1; pXSource->data1 = pXSource->data4;
pXSource->data4 = tmp;
}
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void seqTxSendCmdAll(DBloodActor* source, DBloodActor* actor, COMMAND_ID cmd, bool modernSend)
{
bool ranged = txIsRanged(source);
auto pXSource = &source->x();
if (ranged)
{
for (pXSource->txID = pXSource->data1; pXSource->txID <= pXSource->data4; pXSource->txID++)
{
if (pXSource->txID <= 0 || pXSource->txID >= kChannelUserMax) continue;
else if (!modernSend) evSendActor(actor, pXSource->txID, cmd);
else modernTypeSendCommand(actor, pXSource->txID, cmd);
}
}
else
{
for (int i = 0; i <= 3; i++)
{
pXSource->txID = GetDataVal(source, i);
if (pXSource->txID <= 0 || pXSource->txID >= kChannelUserMax) continue;
else if (!modernSend) evSendActor(actor, pXSource->txID, cmd);
else modernTypeSendCommand(actor, pXSource->txID, cmd);
}
}
pXSource->txID = pXSource->sysData1 = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useRandomTx(DBloodActor* sourceactor, COMMAND_ID cmd, bool setState)
{
auto pXSource = &sourceactor->x();
int tx = 0; int maxRetries = kMaxRandomizeRetries;
if (txIsRanged(sourceactor))
{
while (maxRetries-- >= 0)
{
if ((tx = nnExtRandom(pXSource->data1, pXSource->data4)) != pXSource->txID)
break;
}
}
else
{
while (maxRetries-- >= 0)
{
if ((tx = randomGetDataValue(sourceactor, kRandomizeTX)) > 0 && tx != pXSource->txID)
break;
}
}
pXSource->txID = (tx > 0 && tx < kChannelUserMax) ? tx : 0;
if (setState)
SetSpriteState(sourceactor, pXSource->state ^ 1);
//evSendActor(pSource->index, pXSource->txID, (COMMAND_ID)pXSource->command);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useSequentialTx(DBloodActor* sourceactor, COMMAND_ID cmd, bool setState)
{
auto pXSource = &sourceactor->x();
bool range = txIsRanged(sourceactor); int cnt = 3; int tx = 0;
if (range)
{
// make sure sysData is correct as we store current index of TX ID here.
if (pXSource->sysData1 < pXSource->data1) pXSource->sysData1 = pXSource->data1;
else if (pXSource->sysData1 > pXSource->data4) pXSource->sysData1 = pXSource->data4;
}
else
{
// make sure sysData is correct as we store current index of data field here.
if (pXSource->sysData1 > 3) pXSource->sysData1 = 0;
else if (pXSource->sysData1 < 0) pXSource->sysData1 = 3;
}
switch (cmd)
{
case kCmdOff:
if (!range)
{
while (cnt-- >= 0) // skip empty data fields
{
if (pXSource->sysData1-- < 0) pXSource->sysData1 = 3;
if ((tx = GetDataVal(sourceactor, pXSource->sysData1)) <= 0) continue;
else break;
}
}
else
{
if (--pXSource->sysData1 < pXSource->data1) pXSource->sysData1 = pXSource->data4;
tx = pXSource->sysData1;
}
break;
default:
if (!range)
{
while (cnt-- >= 0) // skip empty data fields
{
if (pXSource->sysData1 > 3) pXSource->sysData1 = 0;
if ((tx = GetDataVal(sourceactor, pXSource->sysData1++)) <= 0) continue;
else break;
}
}
else
{
tx = pXSource->sysData1;
if (pXSource->sysData1 >= pXSource->data4)
{
pXSource->sysData1 = pXSource->data1;
break;
}
pXSource->sysData1++;
}
break;
}
pXSource->txID = (tx > 0 && tx < kChannelUserMax) ? tx : 0;
if (setState)
SetSpriteState(sourceactor, pXSource->state ^ 1);
//evSendActor(pSource->index, pXSource->txID, (COMMAND_ID)pXSource->command);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int useCondition(DBloodActor* sourceactor, const EVENT& event)
{
spritetype* pSource = &sourceactor->s();
auto pXSource = &sourceactor->x();
bool srcIsCondition = false;
int objType = event.isActor() ? SS_SPRITE : event.isSector() ? SS_SECTOR : SS_WALL;
int objIndex = event.isActor() ? -1 : event.isSector() ? sectnum(event.getSector()) : wallnum(event.getWall());
auto pActor = event.isActor() ? event.getActor() : nullptr;
if (event.isActor() && pActor == nullptr) return -1;
if (event.isActor() && pActor != sourceactor)
srcIsCondition = (pActor->s().type == kModernCondition || pActor->s().type == kModernConditionFalse);
// if it's a tracking condition, it must ignore all the commands sent from objects
if (pXSource->busyTime > 0 && event.funcID != kCallbackMax) return -1;
else if (!srcIsCondition) // save object serials in the stack and make copy of initial object
{
condPush(sourceactor, event.target);
condBackup(sourceactor);
}
else // or grab serials of objects from previous conditions
{
sourceactor->condition[0] = pActor->condition[0];
sourceactor->condition[1] = pActor->condition[1];
}
int cond = pXSource->data1;
bool ok = false;
bool RVRS = (pSource->type == kModernConditionFalse);
bool RSET = (pXSource->command == kCmdNumberic + 36);
bool PUSH = (pXSource->command == kCmdNumberic);
int comOp = pSource->cstat; // comparison operator
if (pXSource->restState == 0)
{
if (cond == 0) ok = true; // dummy
else if (cond >= kCondGameBase && cond < kCondGameMax) ok = condCheckGame(sourceactor, event, comOp, PUSH);
else if (cond >= kCondMixedBase && cond < kCondMixedMax) ok = condCheckMixed(sourceactor, event, comOp, PUSH);
else if (cond >= kCondWallBase && cond < kCondWallMax) ok = condCheckWall(sourceactor, comOp, PUSH);
else if (cond >= kCondSectorBase && cond < kCondSectorMax) ok = condCheckSector(sourceactor, comOp, PUSH);
else if (cond >= kCondPlayerBase && cond < kCondPlayerMax) ok = condCheckPlayer(sourceactor, comOp, PUSH);
else if (cond >= kCondDudeBase && cond < kCondDudeMax) ok = condCheckDude(sourceactor, comOp, PUSH);
else if (cond >= kCondSpriteBase && cond < kCondSpriteMax) ok = condCheckSprite(sourceactor, comOp, PUSH);
else condError(sourceactor,"Unexpected condition id %d!", cond);
pXSource->state = (ok ^ RVRS);
if (pXSource->waitTime > 0 && pXSource->state > 0)
{
pXSource->restState = 1;
evKillActor(sourceactor);
evPostActor(sourceactor, (pXSource->waitTime * 120) / 10, kCmdRepeat);
return -1;
}
}
else if (event.cmd == kCmdRepeat)
{
pXSource->restState = 0;
}
else
{
return -1;
}
if (pXSource->state)
{
pXSource->isTriggered = pXSource->triggerOnce;
if (RSET)
condRestore(sourceactor); // reset focus to the initial object
// send command to rx bucket
if (pXSource->txID)
evSendActor(sourceactor, pXSource->txID, (COMMAND_ID)pXSource->command);
if (pSource->flags) {
// send it for object currently in the focus
if (pSource->flags & kModernTypeFlag1)
{
nnExtTriggerObject(event.target, pXSource->command);
}
// send it for initial object
if ((pSource->flags & kModernTypeFlag2) && (sourceactor->condition[0] != sourceactor->condition[1] || !(pSource->hitag & kModernTypeFlag1))) {
nnExtTriggerObject(condGet(sourceactor), pXSource->command);
}
}
}
return pXSource->state;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useRandomItemGen(DBloodActor* actor)
{
spritetype* pSource = &actor->s();
XSPRITE* pXSource = &actor->x();
// let's first search for previously dropped items and remove it
if (pXSource->dropMsg > 0)
{
BloodStatIterator it(kStatItem);
while (auto iactor = it.Next())
{
spritetype* pItem = &iactor->s();
if ((unsigned int)pItem->type == pXSource->dropMsg && pItem->x == pSource->x && pItem->y == pSource->y && pItem->z == pSource->z)
{
gFX.fxSpawnActor((FX_ID)29, pSource->sector(), pSource->x, pSource->y, pSource->z, 0);
pItem->type = kSpriteDecoration;
actPostSprite(iactor, kStatFree);
break;
}
}
}
// then drop item
auto dropactor = randomDropPickupObject(actor, pXSource->dropMsg);
if (dropactor != nullptr)
{
clampSprite(dropactor);
// check if generator affected by physics
if (debrisGetIndex(actor) != -1)
{
dropactor->addX();
int nIndex = debrisGetFreeIndex();
if (nIndex >= 0)
{
dropactor->x().physAttr |= kPhysMove | kPhysGravity | kPhysFalling; // must fall always
pSource->cstat &= ~CSTAT_SPRITE_BLOCK;
gPhysSpritesList[nIndex] = dropactor;
if (nIndex >= gPhysSpritesCount) gPhysSpritesCount++;
getSpriteMassBySize(dropactor); // create mass cache
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useUniMissileGen(DBloodActor* sourceactor, DBloodActor* actor)
{
if (actor == nullptr) actor = sourceactor;
XSPRITE* pXSource = &sourceactor->x();
spritetype* pSource = &sourceactor->s();
spritetype* pSprite = &actor->s();
int dx = 0, dy = 0, dz = 0;
if (pXSource->data1 < kMissileBase || pXSource->data1 >= kMissileMax)
return;
if (pSprite->cstat & 32)
{
if (pSprite->cstat & 8) dz = 0x4000;
else dz = -0x4000;
}
else
{
dx = bcos(pSprite->ang);
dy = bsin(pSprite->ang);
dz = pXSource->data3 << 6; // add slope controlling
if (dz > 0x10000) dz = 0x10000;
else if (dz < -0x10000) dz = -0x10000;
}
auto missileactor = actFireMissile(actor, 0, 0, dx, dy, dz, actor->x().data1);
if (missileactor)
{
auto pMissile = &missileactor->s();
int from; // inherit some properties of the generator
if ((from = (pSource->flags & kModernTypeFlag3)) > 0)
{
int canInherit = 0xF;
if (missileactor->hasX() && seqGetStatus(missileactor) >= 0)
{
canInherit &= ~0x8;
SEQINST* pInst = GetInstance(missileactor);
Seq* pSeq = pInst->pSequence;
for (int i = 0; i < pSeq->nFrames; i++)
{
if ((canInherit & 0x4) && pSeq->frames[i].palette != 0) canInherit &= ~0x4;
if ((canInherit & 0x2) && pSeq->frames[i].xrepeat != 0) canInherit &= ~0x2;
if ((canInherit & 0x1) && pSeq->frames[i].yrepeat != 0) canInherit &= ~0x1;
}
}
if (canInherit != 0)
{
if (canInherit & 0x2)
pMissile->xrepeat = (from == kModernTypeFlag1) ? pSource->xrepeat : pSprite->xrepeat;
if (canInherit & 0x1)
pMissile->yrepeat = (from == kModernTypeFlag1) ? pSource->yrepeat : pSprite->yrepeat;
if (canInherit & 0x4)
pMissile->pal = (from == kModernTypeFlag1) ? pSource->pal : pSprite->pal;
if (canInherit & 0x8)
pMissile->shade = (from == kModernTypeFlag1) ? pSource->shade : pSprite->shade;
}
}
// add velocity controlling
if (pXSource->data2 > 0)
{
int velocity = pXSource->data2 << 12;
missileactor->xvel = MulScale(velocity, dx, 14);
missileactor->yvel = MulScale(velocity, dy, 14);
missileactor->zvel = MulScale(velocity, dz, 14);
}
// add bursting for missiles
if (pMissile->type != kMissileFlareAlt && pXSource->data4 > 0)
evPostActor(missileactor, ClipHigh(pXSource->data4, 500), kCallbackMissileBurst);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useSoundGen(DBloodActor* sourceactor, DBloodActor* actor)
{
int pitch = sourceactor->x().data4 << 1;
if (pitch < 2000) pitch = 0;
sfxPlay3DSoundCP(actor, sourceactor->x().data2, -1, 0, pitch, sourceactor->x().data3);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useIncDecGen(DBloodActor* sourceactor, int objType, sectortype* destSect, walltype* destWall, DBloodActor* objactor)
{
auto pXSource = &sourceactor->x();
spritetype* pSource = &sourceactor->s();
char buffer[7];
int data = -65535;
short tmp = 0;
int dataIndex = 0;
snprintf(buffer, 7, "%d", abs(pXSource->data1));
int len = int(strlen(buffer));
for (int i = 0; i < len; i++)
{
dataIndex = (buffer[i] - 52) + 4;
if ((data = getDataFieldOfObject(objType, destSect, destWall, objactor, dataIndex)) == -65535)
{
Printf(PRINT_HIGH, "\nWrong index of data (%c) for IncDec Gen! Only 1, 2, 3 and 4 indexes allowed!\n", buffer[i]);
continue;
}
if (pXSource->data2 < pXSource->data3)
{
data = ClipRange(data, pXSource->data2, pXSource->data3);
if ((data += pXSource->data4) >= pXSource->data3)
{
switch (pSource->flags)
{
case kModernTypeFlag0:
case kModernTypeFlag1:
if (data > pXSource->data3) data = pXSource->data3;
break;
case kModernTypeFlag2:
if (data > pXSource->data3) data = pXSource->data3;
if (!incDecGoalValueIsReached(sourceactor)) break;
tmp = pXSource->data3;
pXSource->data3 = pXSource->data2;
pXSource->data2 = tmp;
break;
case kModernTypeFlag3:
if (data > pXSource->data3) data = pXSource->data2;
break;
}
}
}
else if (pXSource->data2 > pXSource->data3)
{
data = ClipRange(data, pXSource->data3, pXSource->data2);
if ((data -= pXSource->data4) <= pXSource->data3)
{
switch (pSource->flags)
{
case kModernTypeFlag0:
case kModernTypeFlag1:
if (data < pXSource->data3) data = pXSource->data3;
break;
case kModernTypeFlag2:
if (data < pXSource->data3) data = pXSource->data3;
if (!incDecGoalValueIsReached(sourceactor)) break;
tmp = pXSource->data3;
pXSource->data3 = pXSource->data2;
pXSource->data2 = tmp;
break;
case kModernTypeFlag3:
if (data < pXSource->data3) data = pXSource->data2;
break;
}
}
}
pXSource->sysData1 = data;
setDataValueOfObject(objType, destSect, destWall, objactor, dataIndex, data);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void sprite2sectorSlope(DBloodActor* actor, sectortype* pSector, char rel, bool forcez)
{
auto pSprite = &actor->s();
int slope = 0, z = 0;
switch (rel) {
default:
z = getflorzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y);
if ((pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) && actor->hasX() && actor->x().Touch) z--;
slope = pSector->floorheinum;
break;
case 1:
z = getceilzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y);
if ((pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) && actor->hasX() && actor->x().Touch) z++;
slope = pSector->ceilingheinum;
break;
}
spriteSetSlope(pSprite, slope);
if (forcez) pSprite->z = z;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, DBloodActor* objActor)
{
auto pXSource = &sourceactor->x();
spritetype* pSource = &sourceactor->s();
int slope, oslope;
bool flag2 = (pSource->flags & kModernTypeFlag2);
if (pSource->flags & kModernTypeFlag1) slope = ClipRange(pXSource->data2, -32767, 32767);
else slope = (32767 / kPercFull) * ClipRange(pXSource->data2, -kPercFull, kPercFull);
if (objType == OBJ_SECTOR)
{
switch (pXSource->data1)
{
case 2:
case 0:
if (slope == 0) pSect->floorstat &= ~0x0002;
else if (!(pSect->floorstat & 0x0002))
pSect->floorstat |= 0x0002;
// just set floor slope
if (flag2)
{
pSect->floorheinum = slope;
}
else
{
// force closest floor aligned sprites to inherit slope of the sector's floor
oslope = pSect->floorheinum;
BloodSectIterator it(pSect);
while (auto iactor = it.Next())
{
auto spr = &iactor->s();
if (!(spr->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue;
else if (getflorzofslopeptr(pSect, spr->x, spr->y) - kSlopeDist <= spr->z)
{
sprite2sectorSlope(iactor, pSect, 0, true);
// set new slope of floor
pSect->floorheinum = slope;
// force sloped sprites to be on floor slope z
sprite2sectorSlope(iactor, pSect, 0, true);
// restore old slope for next sprite
pSect->floorheinum = oslope;
}
}
// finally set new slope of floor
pSect->floorheinum = slope;
}
if (pXSource->data1 == 0) break;
[[fallthrough]];
case 1:
if (slope == 0) pSect->ceilingstat &= ~0x0002;
else if (!(pSect->ceilingstat & 0x0002))
pSect->ceilingstat |= 0x0002;
// just set ceiling slope
if (flag2)
{
pSect->ceilingheinum = slope;
}
else
{
oslope = pSect->ceilingheinum;
BloodSectIterator it(pSect);
while (auto iactor = it.Next())
{
auto spr = &iactor->s();
if (!(spr->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue;
else if (getceilzofslopeptr(pSect, spr->x, spr->y) + kSlopeDist >= spr->z)
{
sprite2sectorSlope(iactor, pSect, 1, true);
// set new slope of ceiling
pSect->ceilingheinum = slope;
// force sloped sprites to be on ceiling slope z
sprite2sectorSlope(iactor, pSect, 1, true);
// restore old slope for next sprite
pSect->ceilingheinum = oslope;
}
}
// finally set new slope of ceiling
pSect->ceilingheinum = slope;
}
break;
}
// let's give a little impulse to the physics sprites...
BloodSectIterator it(pSect);
while (auto iactor = it.Next())
{
auto spr = &iactor->s();
auto xspr = &iactor->x();
if (iactor->hasX() && xspr->physAttr > 0)
{
xspr->physAttr |= kPhysFalling;
iactor->zvel++;
}
else if ((spr->statnum == kStatThing || spr->statnum == kStatDude) && (spr->flags & kPhysGravity))
{
spr->flags |= kPhysFalling;
iactor->zvel++;
}
}
}
else if (objType == OBJ_SPRITE)
{
spritetype* pSpr = &objActor->s();
if (!(pSpr->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) pSpr->cstat |= CSTAT_SPRITE_ALIGNMENT_FLOOR;
if ((pSpr->cstat & CSTAT_SPRITE_ALIGNMENT_SLOPE) != CSTAT_SPRITE_ALIGNMENT_SLOPE)
pSpr->cstat |= CSTAT_SPRITE_ALIGNMENT_SLOPE;
switch (pXSource->data4)
{
case 1:
case 2:
case 3:
if (!pSpr->insector()) break;
switch (pXSource->data4)
{
case 1: sprite2sectorSlope(objActor, pSpr->sector(), 0, flag2); break;
case 2: sprite2sectorSlope(objActor, pSpr->sector(), 1, flag2); break;
case 3:
if (getflorzofslopeptr(pSpr->sector(), pSpr->x, pSpr->y) - kSlopeDist <= pSpr->z) sprite2sectorSlope(objActor, pSpr->sector(), 0, flag2);
if (getceilzofslopeptr(pSpr->sector(), pSpr->x, pSpr->y) + kSlopeDist >= pSpr->z) sprite2sectorSlope(objActor, pSpr->sector(), 1, flag2);
break;
}
break;
default:
spriteSetSlope(pSpr, slope);
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useDataChanger(DBloodActor* sourceactor, int objType, sectortype* pSector, walltype* pWall, DBloodActor* objActor)
{
auto pXSource = &sourceactor->x();
spritetype* pSource = &sourceactor->s();
switch (objType)
{
case OBJ_SECTOR:
if ((pSource->flags & kModernTypeFlag1) || (pXSource->data1 != -1 && pXSource->data1 != 32767))
setDataValueOfObject(objType, pSector, pWall, nullptr, 1, pXSource->data1);
break;
case OBJ_SPRITE:
if ((pSource->flags & kModernTypeFlag1) || (pXSource->data1 != -1 && pXSource->data1 != 32767))
setDataValueOfObject(objType, pSector, pWall, objActor, 1, pXSource->data1);
if ((pSource->flags & kModernTypeFlag1) || (pXSource->data2 != -1 && pXSource->data2 != 32767))
setDataValueOfObject(objType, pSector, pWall, objActor, 2, pXSource->data2);
if ((pSource->flags & kModernTypeFlag1) || (pXSource->data3 != -1 && pXSource->data3 != 32767))
setDataValueOfObject(objType, pSector, pWall, objActor, 3, pXSource->data3);
if ((pSource->flags & kModernTypeFlag1) || pXSource->data4 != 65535)
setDataValueOfObject(objType, pSector, pWall, objActor, 4, pXSource->data4);
break;
case OBJ_WALL:
if ((pSource->flags & kModernTypeFlag1) || (pXSource->data1 != -1 && pXSource->data1 != 32767))
setDataValueOfObject(objType, pSector, pWall, nullptr, 1, pXSource->data1);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useSectorLightChanger(DBloodActor* sourceactor, sectortype* pSector)
{
auto pXSource = &sourceactor->x();
spritetype* pSource = &sourceactor->s();
auto pXSector = &pSector->xs();
if (valueIsBetween(pXSource->data1, -1, 32767))
pXSector->wave = ClipHigh(pXSource->data1, 11);
int oldAmplitude = pXSector->amplitude;
if (valueIsBetween(pXSource->data2, -128, 128))
pXSector->amplitude = uint8_t(pXSource->data2);
if (valueIsBetween(pXSource->data3, -1, 32767))
pXSector->freq = ClipHigh(pXSource->data3, 255);
if (valueIsBetween(pXSource->data4, -1, 65535))
pXSector->phase = ClipHigh(pXSource->data4, 255);
if (pSource->flags)
{
if (pSource->flags != kModernTypeFlag1)
{
pXSector->shadeAlways = (pSource->flags & 0x0001) ? true : false;
pXSector->shadeFloor = (pSource->flags & 0x0002) ? true : false;
pXSector->shadeCeiling = (pSource->flags & 0x0004) ? true : false;
pXSector->shadeWalls = (pSource->flags & 0x0008) ? true : false;
}
else
{
pXSector->shadeAlways = true;
}
}
// add to shadeList if amplitude was set to 0 previously
if (oldAmplitude != pXSector->amplitude)
{
if (!shadeList.Contains(pSector))
shadeList.Push(pSector);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor)
{
spritetype* pSprite = &actor->s();
if (!actor->IsDudeActor() || pSprite->statnum != kStatDude)
{
switch (pSprite->type) // can be dead dude turned in gib
{
// make current target and all other dudes not attack this dude anymore
case kThingBloodBits:
case kThingBloodChunks:
aiFightFreeTargets(actor);
return;
default:
return;
}
}
auto pXSource = &sourceactor->x();
XSPRITE* pXSprite = &actor->x();
int receiveHp = 33 + Random(33);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int matesPerEnemy = 1;
// dude is burning?
if (pXSprite->burnTime > 0 && actor->GetBurnSource())
{
if (IsBurningDude(actor)) return;
else
{
auto burnactor = actor->GetBurnSource();
if (burnactor->hasX())
{
if (pXSource->data2 == 1 && pXSprite->rxID == burnactor->x().rxID)
{
pXSprite->burnTime = 0;
// heal dude a bit in case of friendly fire
int startHp = (pXSprite->sysData2 > 0) ? ClipRange(pXSprite->sysData2 << 4, 1, 65535) : pDudeInfo->startHealth << 4;
if (pXSprite->health < (unsigned)startHp) actHealDude(actor, receiveHp, startHp);
}
else if (burnactor->x().health <= 0)
{
pXSprite->burnTime = 0;
}
}
}
}
auto playeractor = aiFightTargetIsPlayer(actor);
// special handling for player(s) if target changer data4 > 2.
if (playeractor != nullptr)
{
auto pPlayer = &playeractor->s();
auto actLeech = leechIsDropped(actor);
if (pXSource->data4 == 3)
{
aiSetTarget(actor, pSprite->x, pSprite->y, pSprite->z);
aiSetGenIdleState(actor);
if (pSprite->type == kDudeModernCustom && actLeech)
removeLeech(actLeech);
}
else if (pXSource->data4 == 4)
{
aiSetTarget(actor, pPlayer->x, pPlayer->y, pPlayer->z);
if (pSprite->type == kDudeModernCustom && actLeech)
removeLeech(actLeech);
}
}
int maxAlarmDudes = 8 + Random(8);
auto targetactor = actor->GetTarget();
if (targetactor && targetactor->hasX() && playeractor == nullptr)
{
auto pTarget = &targetactor->s();
auto pXTarget = &targetactor->x();
if (aiFightUnitCanFly(actor) && aiFightIsMeleeUnit(targetactor) && !aiFightUnitCanFly(targetactor))
pSprite->flags |= 0x0002;
else if (aiFightUnitCanFly(actor))
pSprite->flags &= ~0x0002;
if (!targetactor->IsDudeActor() || pXTarget->health < 1 || !aiFightDudeCanSeeTarget(actor, pDudeInfo, targetactor))
{
aiSetTarget(actor, pSprite->x, pSprite->y, pSprite->z);
}
// dude attack or attacked by target that does not fit by data id?
else if (pXSource->data1 != 666 && pXTarget->data1 != pXSource->data1)
{
if (aiFightDudeIsAffected(targetactor))
{
// force stop attack target
aiSetTarget(actor, pSprite->x, pSprite->y, pSprite->z);
if (actor->GetBurnSource() == targetactor)
{
pXSprite->burnTime = 0;
actor->SetBurnSource(nullptr);
}
// force stop attack dude
aiSetTarget(targetactor, pTarget->x, pTarget->y, pTarget->z);
if (targetactor->GetBurnSource() == actor)
{
pXTarget->burnTime = 0;
targetactor->SetBurnSource(nullptr);
}
}
}
else if (pXSource->data2 == 1 && pXSprite->rxID == pXTarget->rxID)
{
auto mateactor = targetactor;
spritetype* pMate = pTarget;
XSPRITE* pXMate = pXTarget;
// heal dude
int startHp = (pXSprite->sysData2 > 0) ? ClipRange(pXSprite->sysData2 << 4, 1, 65535) : pDudeInfo->startHealth << 4;
if (pXSprite->health < (unsigned)startHp) actHealDude(actor, receiveHp, startHp);
// heal mate
startHp = (pXMate->sysData2 > 0) ? ClipRange(pXMate->sysData2 << 4, 1, 65535) : getDudeInfo(pMate->type)->startHealth << 4;
if (pXMate->health < (unsigned)startHp) actHealDude(mateactor, receiveHp, startHp);
auto matetarget = mateactor->GetTarget();
if (matetarget != nullptr && matetarget->hasX())
{
// force mate stop attack dude, if he does
if (matetarget == actor)
{
aiSetTarget(mateactor, pMate->x, pMate->y, pMate->z);
}
else if (pXSprite->rxID != matetarget->x().rxID)
{
// force dude to attack same target that mate have
aiSetTarget(actor, matetarget);
return;
}
else
{
// force mate to stop attack another mate
aiSetTarget(mateactor, pMate->x, pMate->y, pMate->z);
}
}
// force dude stop attack mate, if target was not changed previously
if (actor == mateactor)
aiSetTarget(actor, pSprite->x, pSprite->y, pSprite->z);
}
// check if targets aims player then force this target to fight with dude
else if (aiFightTargetIsPlayer(actor) != nullptr)
{
aiSetTarget(targetactor, actor);
}
int mDist = 3;
if (aiFightIsMeleeUnit(actor)) mDist = 2;
if (targetactor != nullptr && aiFightGetTargetDist(actor, pDudeInfo, targetactor) < mDist)
{
if (!isActive(actor)) aiActivateDude(actor);
return;
}
// lets try to look for target that fits better by distance
else if ((PlayClock & 256) != 0 && (targetactor == nullptr || aiFightGetTargetDist(actor, pDudeInfo, targetactor) >= mDist))
{
auto newtargactor = aiFightGetTargetInRange(actor, 0, mDist, pXSource->data1, pXSource->data2);
if (newtargactor != nullptr)
{
// Make prev target not aim in dude
if (targetactor)
{
aiSetTarget(targetactor, targetactor->s().x, targetactor->s().y, targetactor->s().z);
if (!isActive(newtargactor))
aiActivateDude(newtargactor);
}
// Change target for dude
aiSetTarget(actor, newtargactor);
if (!isActive(actor))
aiActivateDude(actor);
// ...and change target of target to dude to force it fight
if (pXSource->data3 > 0 && newtargactor->GetTarget() != actor)
{
aiSetTarget(newtargactor, actor);
if (!isActive(newtargactor))
aiActivateDude(newtargactor);
}
return;
}
}
}
if ((targetactor == nullptr || playeractor != nullptr) && (PlayClock & 32) != 0)
{
// try find first target that dude can see
BloodStatIterator it(kStatDude);
while (auto newtargactor = it.Next())
{
auto pXNewTarg = &newtargactor->x();
if (newtargactor->GetTarget() == actor)
{
aiSetTarget(actor, newtargactor);
return;
}
// skip non-dudes and players
if (!newtargactor->IsDudeActor() || (newtargactor->IsPlayerActor() && pXSource->data4 > 0) || newtargactor->GetOwner() == actor) continue;
// avoid self aiming, those who dude can't see, and those who dude own
else if (!aiFightDudeCanSeeTarget(actor, pDudeInfo, newtargactor) || actor == newtargactor) continue;
// if Target Changer have data1 = 666, everyone can be target, except AI team mates.
else if (pXSource->data1 != 666 && pXSource->data1 != pXNewTarg->data1) continue;
// don't attack immortal, burning dudes and mates
if (IsBurningDude(newtargactor) || !IsKillableDude(newtargactor) || (pXSource->data2 == 1 && pXSprite->rxID == pXNewTarg->rxID))
continue;
if (pXSource->data2 == 0 || (pXSource->data2 == 1 && !aiFightMatesHaveSameTarget(actor, newtargactor, matesPerEnemy)))
{
// Change target for dude
aiSetTarget(actor, newtargactor);
if (!isActive(actor))
aiActivateDude(actor);
// ...and change target of target to dude to force it fight
if (pXSource->data3 > 0 && newtargactor->GetTarget() != actor)
{
aiSetTarget(newtargactor, actor);
if (playeractor == nullptr && !isActive(newtargactor))
aiActivateDude(newtargactor);
if (pXSource->data3 == 2)
aiFightAlarmDudesInSight(newtargactor, maxAlarmDudes);
}
return;
}
break;
}
}
// got no target - let's ask mates if they have targets
if ((actor->GetTarget() == nullptr || playeractor != nullptr) && pXSource->data2 == 1 && (PlayClock & 64) != 0)
{
DBloodActor* pMateTargetActor = aiFightGetMateTargets(actor);
if (pMateTargetActor != nullptr && pMateTargetActor->hasX())
{
if (aiFightDudeCanSeeTarget(actor, pDudeInfo, pMateTargetActor))
{
if (pMateTargetActor->GetTarget() == nullptr)
{
aiSetTarget(pMateTargetActor, actor);
if (pMateTargetActor->IsDudeActor() && !isActive(pMateTargetActor))
aiActivateDude(pMateTargetActor);
}
aiSetTarget(actor, pMateTargetActor);
if (!isActive(actor))
aiActivateDude(actor);
return;
// try walk in mate direction in case if not see the target
}
else if (pMateTargetActor->GetTarget() && aiFightDudeCanSeeTarget(actor, pDudeInfo, pMateTargetActor->GetTarget()))
{
actor->SetTarget(pMateTargetActor);
spritetype* pMate = &pMateTargetActor->GetTarget()->s();
pXSprite->targetX = pMate->x;
pXSprite->targetY = pMate->y;
pXSprite->targetZ = pMate->z;
if (!isActive(actor))
aiActivateDude(actor);
return;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void usePictureChanger(DBloodActor* sourceactor, int objType, sectortype* targSect, walltype* targWall, DBloodActor* objActor)
{
auto pXSource = &sourceactor->x();
switch (objType) {
case OBJ_SECTOR:
if (valueIsBetween(pXSource->data1, -1, 32767))
targSect->floorpicnum = pXSource->data1;
if (valueIsBetween(pXSource->data2, -1, 32767))
targSect->ceilingpicnum = pXSource->data2;
if (valueIsBetween(pXSource->data3, -1, 32767))
targSect->floorpal = uint8_t(pXSource->data3);
if (valueIsBetween(pXSource->data4, -1, 65535))
targSect->ceilingpal = uint8_t(pXSource->data4);
break;
case OBJ_SPRITE:
if (valueIsBetween(pXSource->data1, -1, 32767))
objActor->s().picnum = pXSource->data1;
if (pXSource->data2 >= 0) objActor->s().shade = (pXSource->data2 > 127) ? 127 : pXSource->data2;
else if (pXSource->data2 < -1) objActor->s().shade = (pXSource->data2 < -127) ? -127 : pXSource->data2;
if (valueIsBetween(pXSource->data3, -1, 32767))
objActor->s().pal = uint8_t(pXSource->data3);
break;
case OBJ_WALL:
if (valueIsBetween(pXSource->data1, -1, 32767))
targWall->picnum = pXSource->data1;
if (valueIsBetween(pXSource->data2, -1, 32767))
targWall->overpicnum = pXSource->data2;
if (valueIsBetween(pXSource->data3, -1, 32767))
targWall->pal = uint8_t(pXSource->data3);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
QAV* playerQavSceneLoad(int qavId)
{
QAV* pQav = getQAV(qavId);
if (!pQav) viewSetSystemMessage("Failed to load QAV animation #%d", qavId);
return pQav;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene)
{
auto initiator = pQavScene->initiator;
if (initiator->hasX())
{
XSPRITE* pXSprite = &initiator->x();
if (pXSprite->waitTime > 0 && --pXSprite->sysData1 <= 0)
{
if (pXSprite->txID >= kChannelUser)
{
for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++)
{
if (rxBucket[i].isActor())
{
auto rxactor = rxBucket[i].actor();
if (!rxactor || !rxactor->hasX() || rxactor == initiator) continue;
spritetype* pSpr = &rxactor->s();
auto pXSpr = &rxactor->x();
if (pSpr->type == kModernPlayerControl && pXSpr->command == 67)
{
if (pXSpr->data2 == pXSprite->data2 || pXSpr->locked) continue;
else trPlayerCtrlStartScene(rxactor, pPlayer, true);
return;
}
}
nnExtTriggerObject(rxBucket[i], pXSprite->command);
}
}
trPlayerCtrlStopScene(pPlayer);
}
else
{
playerQavScenePlay(pPlayer);
pPlayer->weaponTimer = ClipLow(pPlayer->weaponTimer -= 4, 0);
}
}
else
{
pQavScene->initiator = nullptr;
pPlayer->sceneQav = -1;
pQavScene->qavResrc = NULL;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5)
{
if (pPlayer == NULL || pPlayer->sceneQav == -1) return;
QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
spritetype* pSprite = &pQavScene->initiator->s();
if (pQavScene->qavResrc != NULL)
{
QAV* pQAV = pQavScene->qavResrc;
int v4;
double smoothratio;
qavProcessTimer(pPlayer, pQAV, &v4, &smoothratio);
int flags = 2; int nInv = powerupCheck(pPlayer, kPwUpShadowCloak);
if (nInv >= 120 * 8 || (nInv != 0 && (PlayClock & 32)))
{
a2 = -128; flags |= 1;
}
// draw as weapon
if (!(pSprite->flags & kModernTypeFlag1))
{
pQAV->x = int(a3); pQAV->y = int(a4);
pQAV->Draw(a3, a4, v4, flags, a2, a5, true, smoothratio);
// draw fullscreen (currently 4:3 only)
}
else
{
// What an awful hack. This throws proper ordering out of the window, but there is no way to reproduce this better with strict layering of elements.
// From the above commit it seems to be incomplete anyway...
pQAV->Draw(v4, flags, a2, a5, false, smoothratio);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void playerQavScenePlay(PLAYER* pPlayer)
{
if (pPlayer == NULL) return;
QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
if (pPlayer->sceneQav == -1 && pQavScene->initiator != nullptr)
pPlayer->sceneQav = pQavScene->initiator->x().data2;
if (pQavScene->qavResrc != NULL)
{
QAV* pQAV = pQavScene->qavResrc;
int nTicks = pQAV->duration - pPlayer->weaponTimer;
pQAV->Play(nTicks - 4, nTicks, pPlayer->qavCallback, pPlayer);
}
}
void playerQavSceneReset(PLAYER* pPlayer)
{
QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
pQavScene->initiator = nullptr;
pQavScene->dummy = pPlayer->sceneQav = -1;
pQavScene->qavResrc = NULL;
}
bool playerSizeShrink(PLAYER* pPlayer, int divider)
{
pPlayer->pXSprite->scale = 256 / divider;
playerSetRace(pPlayer, kModeHumanShrink);
return true;
}
bool playerSizeGrow(PLAYER* pPlayer, int multiplier)
{
pPlayer->pXSprite->scale = 256 * multiplier;
playerSetRace(pPlayer, kModeHumanGrown);
return true;
}
bool playerSizeReset(PLAYER* pPlayer)
{
playerSetRace(pPlayer, kModeHuman);
pPlayer->pXSprite->scale = 0;
return true;
}
void playerDeactivateShrooms(PLAYER* pPlayer)
{
powerupDeactivate(pPlayer, kPwUpGrowShroom);
pPlayer->pwUpTime[kPwUpGrowShroom] = 0;
powerupDeactivate(pPlayer, kPwUpShrinkShroom);
pPlayer->pwUpTime[kPwUpShrinkShroom] = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
PLAYER* getPlayerById(int id)
{
// relative to connected players
if (id >= 1 && id <= kMaxPlayers)
{
id = id - 1;
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
if (id == gPlayer[i].nPlayer)
return &gPlayer[i];
}
// absolute sprite type
}
else if (id >= kDudePlayer1 && id <= kDudePlayer8)
{
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
if (id == gPlayer[i].pSprite->type)
return &gPlayer[i];
}
}
//viewSetSystemMessage("There is no player id #%d", id);
return NULL;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool IsBurningDude(DBloodActor* actor)
{
if (actor == NULL) return false;
switch (actor->s().type)
{
case kDudeBurningInnocent:
case kDudeBurningCultist:
case kDudeBurningZombieAxe:
case kDudeBurningZombieButcher:
case kDudeBurningTinyCaleb:
case kDudeBurningBeast:
case kDudeModernCustomBurning:
return true;
}
return false;
}
bool IsKillableDude(DBloodActor* actor)
{
switch (actor->s().type)
{
case kDudeGargoyleStatueFlesh:
case kDudeGargoyleStatueStone:
return false;
default:
if (!actor->IsDudeActor() || actor->x().locked == 1) return false;
return true;
}
}
bool isGrown(DBloodActor* actor)
{
if (powerupCheck(&gPlayer[actor->s().type - kDudePlayer1], kPwUpGrowShroom) > 0) return true;
else if (actor->hasX() && actor->x().scale >= 512) return true;
else return false;
}
bool isShrinked(DBloodActor* actor)
{
if (powerupCheck(&gPlayer[actor->s().type - kDudePlayer1], kPwUpShrinkShroom) > 0) return true;
else if (actor->hasX() && actor->x().scale > 0 && actor->x().scale <= 128) return true;
else return false;
}
bool isActive(DBloodActor* actor)
{
if (!actor->hasX())
return false;
switch (actor->x().aiState->stateType)
{
case kAiStateIdle:
case kAiStateGenIdle:
case kAiStateSearch:
case kAiStateMove:
case kAiStateOther:
return false;
default:
return true;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int getDataFieldOfObject(const EventObject &eob, int dataIndex)
{
int data = -65535;
if (eob.isActor())
{
auto actor = eob.actor();
if (actor)
{
switch (dataIndex)
{
case 1: return actor->x().data1;
case 2: return actor->x().data2;
case 3:
switch (actor->s().type)
{
case kDudeModernCustom: return actor->x().sysData1;
default: return actor->x().data3;
}
case 4: return actor->x().data4;
default: return data;
}
}
}
else if (eob.isSector())
{
return eob.sector()->xs().data;
}
else if (eob.isWall())
{
return eob.wall()->xw().data;
}
return data;
}
int getDataFieldOfObject(int objType, sectortype* sect, walltype* wal, DBloodActor* actor, int dataIndex)
{
int data = -65535;
switch (objType)
{
case OBJ_SPRITE:
switch (dataIndex)
{
case 1: return actor->x().data1;
case 2: return actor->x().data2;
case 3:
switch (actor->s().type)
{
case kDudeModernCustom: return actor->x().sysData1;
default: return actor->x().data3;
}
case 4: return actor->x().data4;
default: return data;
}
case OBJ_SECTOR: return sect->xs().data;
case OBJ_WALL: return wal->xw().data;
default: return data;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool setDataValueOfObject(int objType, sectortype* sect, walltype* wal, DBloodActor* objActor, int dataIndex, int value)
{
switch (objType)
{
case OBJ_SPRITE:
{
XSPRITE* pXSprite = &objActor->x();
int type = objActor->s().type;
// exceptions
if (objActor->IsDudeActor() && pXSprite->health <= 0) return true;
switch (type)
{
case kThingBloodBits:
case kThingBloodChunks:
case kThingZombieHead:
return true;
break;
}
switch (dataIndex)
{
case 1:
pXSprite->data1 = value;
switch (type)
{
case kSwitchCombo:
if (value == pXSprite->data2) SetSpriteState(objActor, 1);
else SetSpriteState(objActor, 0);
break;
case kDudeModernCustom:
case kDudeModernCustomBurning:
objActor->genDudeExtra.updReq[kGenDudePropertyWeapon] = true;
objActor->genDudeExtra.updReq[kGenDudePropertyDmgScale] = true;
evPostActor(objActor, kGenDudeUpdTimeRate, kCallbackGenDudeUpdate);
break;
}
return true;
case 2:
pXSprite->data2 = value;
switch (type)
{
case kDudeModernCustom:
case kDudeModernCustomBurning:
objActor->genDudeExtra.updReq[kGenDudePropertySpriteSize] = true;
objActor->genDudeExtra.updReq[kGenDudePropertyMass] = true;
objActor->genDudeExtra.updReq[kGenDudePropertyDmgScale] = true;
objActor->genDudeExtra.updReq[kGenDudePropertyStates] = true;
objActor->genDudeExtra.updReq[kGenDudePropertyAttack] = true;
evPostActor(objActor, kGenDudeUpdTimeRate, kCallbackGenDudeUpdate);
break;
}
return true;
case 3:
pXSprite->data3 = value;
switch (type)
{
case kDudeModernCustom:
case kDudeModernCustomBurning:
pXSprite->sysData1 = value;
break;
}
return true;
case 4:
pXSprite->data4 = value;
return true;
default:
return false;
}
}
case OBJ_SECTOR:
sect->xs().data = value;
return true;
case OBJ_WALL:
wal->xw().data = value;
return true;
default:
return false;
}
}
//---------------------------------------------------------------------------
//
// a replacement of vanilla CanMove for patrol dudes
//
//---------------------------------------------------------------------------
bool nnExtCanMove(DBloodActor* actor, DBloodActor* target, int nAngle, int nRange)
{
auto pSprite = &actor->s();
int x = pSprite->x, y = pSprite->y, z = pSprite->z;
auto pSector = pSprite->sector();
HitScan(actor, z, Cos(nAngle) >> 16, Sin(nAngle) >> 16, 0, CLIPMASK0, nRange);
int nDist = approxDist(x - gHitInfo.hitx, y - gHitInfo.hity);
if (target != nullptr && nDist - (pSprite->clipdist << 2) < nRange)
return (target == gHitInfo.hitactor);
x += MulScale(nRange, Cos(nAngle), 30);
y += MulScale(nRange, Sin(nAngle), 30);
if (!FindSector(x, y, z, &pSector))
return false;
if (pSector->hasX()) {
XSECTOR* pXSector = &pSector->xs();
return !((pSector->type == kSectorDamage || pXSector->damageType > 0) && pXSector->state && !nnExtIsImmune(actor, pXSector->damageType, 16));
}
return true;
}
//---------------------------------------------------------------------------
//
// a replacement of vanilla aiChooseDirection for patrol dudes
//
//---------------------------------------------------------------------------
void nnExtAiSetDirection(DBloodActor* actor, int a3)
{
spritetype* pSprite = &actor->s();
XSPRITE* pXSprite = &actor->x();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
int vc = ((a3 + 1024 - pSprite->ang) & 2047) - 1024;
int t1 = DMulScale(actor->xvel, Cos(pSprite->ang), actor->yvel, Sin(pSprite->ang), 30);
int vsi = ((t1 * 15) >> 12) / 2;
int v8 = 341;
if (vc < 0)
v8 = -341;
if (nnExtCanMove(actor, actor->GetTarget(), pSprite->ang + vc, vsi))
pXSprite->goalAng = pSprite->ang + vc;
else if (nnExtCanMove(actor, actor->GetTarget(), pSprite->ang + vc / 2, vsi))
pXSprite->goalAng = pSprite->ang + vc / 2;
else if (nnExtCanMove(actor, actor->GetTarget(), pSprite->ang - vc / 2, vsi))
pXSprite->goalAng = pSprite->ang - vc / 2;
else if (nnExtCanMove(actor, actor->GetTarget(), pSprite->ang + v8, vsi))
pXSprite->goalAng = pSprite->ang + v8;
else if (nnExtCanMove(actor, actor->GetTarget(), pSprite->ang, vsi))
pXSprite->goalAng = pSprite->ang;
else if (nnExtCanMove(actor, actor->GetTarget(), pSprite->ang - v8, vsi))
pXSprite->goalAng = pSprite->ang - v8;
else
pXSprite->goalAng = pSprite->ang + 341;
if (pXSprite->dodgeDir)
{
if (!nnExtCanMove(actor, actor->GetTarget(), pSprite->ang + pXSprite->dodgeDir * 512, 512))
{
pXSprite->dodgeDir = -pXSprite->dodgeDir;
if (!nnExtCanMove(actor, actor->GetTarget(), pSprite->ang + pXSprite->dodgeDir * 512, 512))
pXSprite->dodgeDir = 0;
}
}
}
//---------------------------------------------------------------------------
//
/// patrol functions
//
//---------------------------------------------------------------------------
void aiPatrolState(DBloodActor* actor, int state)
{
spritetype* pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax && actor->hasX());
assert(actor->GetTarget());
XSPRITE* pXSprite = &actor->x();
auto markeractor = actor->GetTarget();
spritetype* pMarker = &markeractor->s();
XSPRITE* pXMarker = &markeractor->x();
assert(pMarker->type == kMarkerPath);
bool nSeqOverride = false, crouch = false;
int i, seq = -1, start = 0, end = kPatrolStateSize;
const DUDEINFO_EXTRA* pExtra = &gDudeInfoExtra[pSprite->type - kDudeBase];
switch (state) {
case kAiStatePatrolWaitL:
seq = pExtra->idlgseqofs;
start = 0; end = 2;
break;
case kAiStatePatrolMoveL:
seq = pExtra->mvegseqofs;
start = 2, end = 7;
break;
case kAiStatePatrolTurnL:
seq = pExtra->mvegseqofs;
start = 7, end = 12;
break;
case kAiStatePatrolWaitW:
seq = pExtra->idlwseqofs;
start = 12; end = 18;
break;
case kAiStatePatrolMoveW:
seq = pExtra->mvewseqofs;
start = 18; end = 25;
break;
case kAiStatePatrolTurnW:
seq = pExtra->mvewseqofs;
start = 25; end = 32;
break;
case kAiStatePatrolWaitC:
seq = pExtra->idlcseqofs;
start = 32; end = 36;
crouch = true;
break;
case kAiStatePatrolMoveC:
seq = pExtra->mvecseqofs;
start = 36; end = 39;
crouch = true;
break;
case kAiStatePatrolTurnC:
seq = pExtra->mvecseqofs;
start = 39; end = kPatrolStateSize;
crouch = true;
break;
}
if (pXMarker->data4 > 0) seq = pXMarker->data4, nSeqOverride = true;
else if (!nSeqOverride && state == kAiStatePatrolWaitC && (pSprite->type == kDudeCultistTesla || pSprite->type == kDudeCultistTNT))
seq = 11537, nSeqOverride = true; // these don't have idle crouch seq for some reason...
if (seq < 0)
return aiPatrolStop(actor, nullptr);
for (i = start; i < end; i++)
{
AISTATE* newState = &genPatrolStates[i];
if (newState->stateType != state || (!nSeqOverride && seq != newState->seqId))
continue;
if (pSprite->type == kDudeModernCustom) aiGenDudeNewState(actor, newState);
else aiNewState(actor, newState);
if (crouch) pXSprite->unused1 |= kDudeFlagCrouch;
else pXSprite->unused1 &= ~kDudeFlagCrouch;
if (nSeqOverride)
seqSpawn(seq, actor);
return;
}
if (i == end)
{
viewSetSystemMessage("No patrol state #%d found for dude #%d (type = %d)", state, actor->GetIndex(), pSprite->type);
aiPatrolStop(actor, nullptr);
}
}
//---------------------------------------------------------------------------
//
// check if some dude already follows the given marker
//
//---------------------------------------------------------------------------
DBloodActor* aiPatrolMarkerBusy(DBloodActor* except, DBloodActor* marker)
{
BloodStatIterator it(kStatDude);
while (auto actor = it.Next())
{
if (!actor->IsDudeActor() || actor == except || !actor->hasX())
continue;
auto targ = actor->GetTarget();
if (actor->x().health > 0 && targ != nullptr && targ->s().type == kMarkerPath && targ == marker)
return actor;
}
return nullptr;
}
//---------------------------------------------------------------------------
//
// check if some dude already follows the given marker
//
//---------------------------------------------------------------------------
bool aiPatrolMarkerReached(DBloodActor* actor)
{
spritetype* pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
const DUDEINFO_EXTRA* pExtra = &gDudeInfoExtra[pSprite->type - kDudeBase];
auto markeractor = actor->GetTarget();
if (markeractor && markeractor->s().type == kMarkerPath)
{
spritetype* pMarker = &markeractor->s();
int okDist = ClipLow(pMarker->clipdist << 1, 4);
int oX = abs(pMarker->x - pSprite->x) >> 4;
int oY = abs(pMarker->y - pSprite->y) >> 4;
if (approxDist(oX, oY) <= okDist)
{
if (spriteIsUnderwater(actor) || pExtra->flying)
{
okDist = pMarker->clipdist << 4;
int ztop, zbot, ztop2, zbot2;
GetActorExtents(actor, &ztop, &zbot);
GetActorExtents(markeractor, &ztop2, &zbot2);
int oZ1 = abs(zbot - ztop2) >> 6;
int oZ2 = abs(ztop - zbot2) >> 6;
if (oZ1 > okDist && oZ2 > okDist)
return false;
}
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* findNextMarker(DBloodActor* mark, bool back)
{
auto pXMark = &mark->x();
BloodStatIterator it(kStatPathMarker);
while (auto next = it.Next())
{
if (!next->hasX() || next == mark) continue;
XSPRITE* pXNext = &next->x();
if ((pXNext->locked || pXNext->isTriggered || pXNext->DudeLockout) || (back && pXNext->data2 != pXMark->data1) || (!back && pXNext->data1 != pXMark->data2))
continue;
return next;
}
return nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool markerIsNode(DBloodActor* mark, bool back)
{
auto pXMark = &mark->x();
int cnt = 0;
BloodStatIterator it(kStatPathMarker);
while (auto next = it.Next())
{
if (!next->hasX() || next == mark) continue;
XSPRITE* pXNext = &next->x();
if ((pXNext->locked || pXNext->isTriggered || pXNext->DudeLockout) || (back && pXNext->data2 != pXMark->data1) || (!back && pXNext->data1 != pXMark->data2))
continue;
if (++cnt > 1)
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPatrolSetMarker(DBloodActor* actor)
{
auto pSprite = &actor->s();
auto pXSprite = &actor->x();
auto targetactor = actor->GetTarget();
DBloodActor* selected = nullptr;
int closest = 200000;
// select closest marker that dude can see
if (targetactor == nullptr)
{
int zt1, zb1, zt2, zb2, dist;
GetActorExtents(actor, &zt2, &zb2);
BloodStatIterator it(kStatPathMarker);
while (auto nextactor = it.Next())
{
if (!nextactor->hasX()) continue;
auto pNext = &nextactor->s();
auto pXNext = &nextactor->x();
if (pXNext->locked || pXNext->isTriggered || pXNext->DudeLockout || (dist = approxDist(pNext->x - pSprite->x, pNext->y - pSprite->y)) > closest)
continue;
GetActorExtents(nextactor, &zt1, &zb1);
if (cansee(pNext->x, pNext->y, zt1, pNext->sector(), pSprite->x, pSprite->y, zt2, pSprite->sector()))
{
closest = dist;
selected = nextactor;
}
}
}
// set next marker
else if (targetactor->s().type == kMarkerPath && targetactor->hasX())
{
// idea: which one of next (allowed) markers are closer to the potential target?
// idea: -3 select random next marker that dude can see in radius of reached marker
// if reached marker is in radius of another marker with -3, but greater radius, use that marker
// idea: for nodes only flag32 = specify if enemy must return back to node or allowed to select
// another marker which belongs that node?
spritetype* pPrev = NULL; XSPRITE* pXPrev = NULL;
DBloodActor* prevactor = nullptr;
DBloodActor* firstFinePath = nullptr;
int next;
int breakChance = 0;
auto pXCur = &targetactor->x();
if (actor->prevmarker)
{
prevactor = actor->prevmarker;
pPrev = &prevactor->s();
pXPrev = &prevactor->x();
}
bool node = markerIsNode(targetactor, false);
pXSprite->unused2 = aiPatrolGetPathDir(actor, targetactor); // decide if it should go back or forward
if (pXSprite->unused2 == kPatrolMoveBackward && Chance(0x8000) && node)
pXSprite->unused2 = kPatrolMoveForward;
bool back = (pXSprite->unused2 == kPatrolMoveBackward); next = (back) ? pXCur->data1 : pXCur->data2;
BloodStatIterator it(kStatPathMarker);
while(auto nextactor = it.Next())
{
if (nextactor == targetactor || !nextactor->hasX()) continue;
else if (pXSprite->targetX >= 0 && nextactor == prevactor && node)
{
if (pXCur->data2 == pXPrev->data1)
continue;
}
auto pXNext = &nextactor->x();
if ((pXNext->locked || pXNext->isTriggered || pXNext->DudeLockout) || (back && pXNext->data2 != next) || (!back && pXNext->data1 != next))
continue;
if (firstFinePath == nullptr) firstFinePath = nextactor;
if (aiPatrolMarkerBusy(actor, nextactor) && !Chance(0x0010)) continue;
else selected = nextactor;
breakChance += nnExtRandom(1, 5);
if (breakChance >= 5)
break;
}
if (firstFinePath == nullptr)
{
viewSetSystemMessage("No markers with id #%d found for dude #%d! (back = %d)", next, actor->GetIndex(), back);
return;
}
if (selected == nullptr)
selected = firstFinePath;
}
if (!selected)
return;
actor->SetTarget(selected);
selected->SetOwner(actor);
actor->prevmarker = targetactor; // keep previous marker index here, use actual sprite coords when selecting direction
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPatrolStop(DBloodActor* actor, DBloodActor* targetactor, bool alarm)
{
auto pSprite = &actor->s();
if (actor->hasX())
{
XSPRITE* pXSprite = &actor->x();
pXSprite->data3 = 0; // reset spot progress
pXSprite->unused1 &= ~kDudeFlagCrouch; // reset the crouch status
pXSprite->unused2 = kPatrolMoveForward; // reset path direction
actor->prevmarker = nullptr;
pXSprite->targetX = -1; // reset the previous marker index
if (pXSprite->health <= 0)
return;
auto mytarget = actor->GetTarget();
if (mytarget && mytarget->s().type == kMarkerPath)
{
if (targetactor == nullptr) pSprite->ang = mytarget->s().ang & 2047;
actor->SetTarget(nullptr);
}
bool patrol = pXSprite->dudeFlag4;
pXSprite->dudeFlag4 = 0;
if (targetactor && targetactor->hasX() && targetactor->IsDudeActor())
{
aiSetTarget(actor, targetactor);
aiActivateDude(actor);
// alarm only when in non-recoil state?
//if (((pXSprite->unused1 & kDudeFlagStealth) && stype != kAiStateRecoil) || !(pXSprite->unused1 & kDudeFlagStealth)) {
if (alarm) aiPatrolAlarmFull(actor, targetactor, Chance(0x0100));
else aiPatrolAlarmLite(actor, targetactor);
//}
}
else
{
aiInitSprite(actor);
aiSetTarget(actor, pXSprite->targetX, pXSprite->targetY, pXSprite->targetZ);
}
pXSprite->dudeFlag4 = patrol; // this must be kept so enemy can patrol after respawn again
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPatrolRandGoalAng(DBloodActor* actor)
{
int goal = kAng90;
if (Chance(0x4000))
goal = kAng120;
if (Chance(0x4000))
goal = kAng180;
if (Chance(0x8000))
goal = -goal;
actor->x().goalAng = (actor->s().ang + goal) & 2047;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPatrolTurn(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
int nTurnRange = (getDudeInfo(pSprite->type)->angSpeed << 1) >> 4;
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPatrolMove(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
auto targetactor = actor->GetTarget();
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax) || !targetactor)
return;
int dudeIdx = pSprite->type - kDudeBase;
switch (pSprite->type)
{
case kDudeCultistShotgunProne: dudeIdx = kDudeCultistShotgun - kDudeBase; break;
case kDudeCultistTommyProne: dudeIdx = kDudeCultistTommy - kDudeBase; break;
}
spritetype* pTarget = &targetactor->s();
XSPRITE* pXTarget = &targetactor->x();
DUDEINFO* pDudeInfo = &dudeInfo[dudeIdx];
const DUDEINFO_EXTRA* pExtra = &gDudeInfoExtra[dudeIdx];
int dx = (pTarget->x - pSprite->x);
int dy = (pTarget->y - pSprite->y);
int dz = (pTarget->z - (pSprite->z - pDudeInfo->eyeHeight)) * 6;
int vel = (pXSprite->unused1 & kDudeFlagCrouch) ? kMaxPatrolCrouchVelocity : kMaxPatrolVelocity;
int goalAng = 341;
if (pExtra->flying || spriteIsUnderwater(actor))
{
goalAng >>= 1;
actor->zvel = dz;
if (pSprite->flags & kPhysGravity)
pSprite->flags &= ~kPhysGravity;
}
else if (!pExtra->flying)
{
pSprite->flags |= kPhysGravity | kPhysFalling;
}
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
if (abs(nAng) > goalAng || ((pXTarget->waitTime > 0 || pXTarget->data1 == pXTarget->data2) && aiPatrolMarkerReached(actor)))
{
actor->xvel = 0;
actor->yvel = 0;
return;
}
if (actor->hit.hit.type == kHitSprite)
{
auto hitactor = actor->hit.hit.actor;
hitactor->x().dodgeDir = -1;
pXSprite->dodgeDir = 1;
aiMoveDodge(hitactor);
}
else
{
int frontSpeed = aiPatrolGetVelocity(pDudeInfo->frontSpeed, pXTarget->busyTime);
actor->xvel += MulScale(frontSpeed, Cos(pSprite->ang), 30);
actor->yvel += MulScale(frontSpeed, Sin(pSprite->ang), 30);
}
vel = MulScale(vel, approxDist(dx, dy) << 6, 16);
actor->xvel = ClipRange(actor->xvel, -vel, vel);
actor->yvel = ClipRange(actor->yvel, -vel, vel);
return;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPatrolAlarmLite(DBloodActor* actor, DBloodActor* targetactor)
{
if (!actor->hasX() || !actor->IsDudeActor())
return;
spritetype* pSprite = &actor->s();
XSPRITE* pXSprite = &actor->x();
spritetype* pTarget = &targetactor->s();
if (pXSprite->health <= 0)
return;
int zt1, zb1, zt2, zb2; //int eaz1 = (getDudeInfo(pSprite->type)->eyeHeight * pSprite->yrepeat) << 2;
GetActorExtents(actor, &zt1, &zb1);
GetActorExtents(targetactor, &zt2, &zb2);
BloodStatIterator it(kStatDude);
while (auto dudeactor = it.Next())
{
auto pDude = &dudeactor->s();
if (dudeactor == actor || !dudeactor->IsDudeActor() || dudeactor->IsPlayerActor() || !dudeactor->hasX())
continue;
auto pXDude = &dudeactor->x();
if (pXDude->health <= 0)
continue;
int eaz2 = (getDudeInfo(pTarget->type)->eyeHeight * pTarget->yrepeat) << 2;
int nDist = approxDist(pDude->x - pSprite->x, pDude->y - pSprite->y);
if (nDist >= kPatrolAlarmSeeDist || !cansee(pSprite->x, pSprite->y, zt1, pSprite->sector(), pDude->x, pDude->y, pDude->z - eaz2, pDude->sector()))
{
nDist = approxDist(pDude->x - pTarget->x, pDude->y - pTarget->y);
if (nDist >= kPatrolAlarmSeeDist || !cansee(pTarget->x, pTarget->y, zt2, pTarget->sector(), pDude->x, pDude->y, pDude->z - eaz2, pDude->sector()))
continue;
}
if (aiInPatrolState(pXDude->aiState)) aiPatrolStop(dudeactor, dudeactor->GetTarget());
if (dudeactor->GetTarget() && dudeactor->GetTarget() == actor->GetTarget())
continue;
aiSetTarget(dudeactor, targetactor);
aiActivateDude(dudeactor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPatrolAlarmFull(DBloodActor* actor, DBloodActor* targetactor, bool chain)
{
if (!actor->hasX() || !actor->IsDudeActor())
return;
spritetype* pSprite = &actor->s();
XSPRITE* pXSprite = &actor->x();
spritetype* pTarget = &targetactor->s();
if (pXSprite->health <= 0)
return;
int eaz2 = (getDudeInfo(pSprite->type)->eyeHeight * pSprite->yrepeat) << 2;
int x2 = pSprite->x, y2 = pSprite->y, z2 = pSprite->z - eaz2;
auto pSect2 = pSprite->sector();
int tzt, tzb;
GetActorExtents(targetactor, &tzt, &tzb);
int x3 = pTarget->x, y3 = pTarget->y, z3 = tzt;
auto pSect3 = pTarget->sector();
BloodStatIterator it(kStatDude);
while (auto dudeactor = it.Next())
{
auto pDude = &dudeactor->s();
if (dudeactor == actor || !dudeactor->IsDudeActor() || dudeactor->IsPlayerActor() || !dudeactor->hasX())
continue;
auto pXDude = &dudeactor->x();
if (pXDude->health <= 0)
continue;
int eaz1 = (getDudeInfo(pDude->type)->eyeHeight * pDude->yrepeat) << 2;
int x1 = pDude->x, y1 = pDude->y, z1 = pDude->z - eaz1;
auto pSect1 = pDude->sector();
int nDist1 = approxDist(x1 - x2, y1 - y2);
int nDist2 = approxDist(x1 - x3, y1 - y3);
//int hdist = (pXDude->dudeDeaf) ? 0 : getDudeInfo(pDude->type)->hearDist / 4;
int sdist = (pXDude->dudeGuard) ? 0 : getDudeInfo(pDude->type)->seeDist / 2;
if (//(nDist1 < hdist || nDist2 < hdist) ||
((nDist1 < sdist && cansee(x1, y1, z1, pSect1, x2, y2, z2, pSect2)) || (nDist2 < sdist && cansee(x1, y1, z1, pSect1, x3, y3, z3, pSect3)))) {
if (aiInPatrolState(pXDude->aiState)) aiPatrolStop(dudeactor, dudeactor->GetTarget());
if (dudeactor->GetTarget() && dudeactor->GetTarget() == actor->GetTarget())
continue;
if (actor->GetTarget() ) aiSetTarget(dudeactor, actor->GetTarget());
else aiSetTarget(dudeactor, pSprite->x, pSprite->y, pSprite->z);
aiActivateDude(dudeactor);
if (chain)
aiPatrolAlarmFull(dudeactor, targetactor, Chance(0x0010));
//Printf("Dude #%d alarms dude #%d", actor->GetIndex(), pDude->index);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool spritesTouching(DBloodActor *actor1, DBloodActor* actor2)
{
if (!actor1->hasX() || !actor2->hasX())
return false;
auto hit = &actor1->hit;
DBloodActor* hitactor = nullptr;
if (hit->hit.type == kHitSprite) hitactor = hit->hit.actor;
else if (hit->florhit.type == kHitSprite) hitactor = hit->florhit.actor;
else if (hit->ceilhit.type == kHitSprite) hitactor = hit->ceilhit.actor;
else return false;
return hitactor->hasX() && hitactor == actor2;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool aiCanCrouch(DBloodActor* actor)
{
auto pSprite = &actor->s();
if (pSprite->type >= kDudeBase && pSprite->type < kDudeVanillaMax)
return (gDudeInfoExtra[pSprite->type - kDudeBase].idlcseqofs >= 0 && gDudeInfoExtra[pSprite->type - kDudeBase].mvecseqofs >= 0);
else if (pSprite->type == kDudeModernCustom || pSprite->type == kDudeModernCustomBurning)
return actor->genDudeExtra.canDuck;
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool readyForCrit(DBloodActor* hunter, DBloodActor* victim)
{
auto pHunter = &hunter->s();
auto pVictim = &victim->s();
if (!(pHunter->type >= kDudeBase && pHunter->type < kDudeMax) || !(pVictim->type >= kDudeBase && pVictim->type < kDudeMax))
return false;
int dx, dy;
dx = pVictim->x - pHunter->x;
dy = pVictim->y - pHunter->y;
if (approxDist(dx, dy) >= (7000 / ClipLow(gGameOptions.nDifficulty >> 1, 1)))
return false;
return (abs(((getangle(dx, dy) + 1024 - pVictim->ang) & 2047) - 1024) <= kAng45);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* aiPatrolSearchTargets(DBloodActor* actor)
{
spritetype* pSprite = &actor->s();
XSPRITE* pXSprite = &actor->x();
enum { kMaxPatrolFoundSounds = 256 }; // should be the maximum amount of sound channels the engine can play at the same time.
PATROL_FOUND_SOUNDS patrolBonkles[kMaxPatrolFoundSounds];
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); PLAYER* pPlayer = NULL;
for (int i = 0; i < kMaxPatrolFoundSounds; i++)
{
patrolBonkles[i].snd = patrolBonkles[i].cur = 0;
patrolBonkles[i].max = ClipLow((gGameOptions.nDifficulty + 1) >> 1, 1);
}
int i, j, f, mod, x, y, z, dx, dy, nDist, eyeAboveZ, sndCnt = 0, seeDist, hearDist, feelDist, seeChance, hearChance;
bool stealth = (pXSprite->unused1 & kDudeFlagStealth);
bool blind = (pXSprite->dudeGuard);
bool deaf = (pXSprite->dudeDeaf);
DBloodActor* newtarget = nullptr;
// search for player targets
for (i = connecthead; i != -1; i = connectpoint2[i])
{
pPlayer = &gPlayer[i];
if (!pPlayer->actor->hasX()) continue;
spritetype* pSpr = pPlayer->pSprite;
XSPRITE* pXSpr = &pPlayer->actor->x();
if (pXSpr->health <= 0)
continue;
newtarget = nullptr;
seeChance = hearChance = 0x0000;
x = pSpr->x, y = pSpr->y, z = pSpr->z, dx = x - pSprite->x, dy = y - pSprite->y; nDist = approxDist(dx, dy);
seeDist = (stealth) ? pDudeInfo->seeDist / 3 : pDudeInfo->seeDist >> 1;
hearDist = pDudeInfo->hearDist; feelDist = hearDist >> 1;
// TO-DO: is there any dudes that sees this patrol dude and sees target?
if (nDist <= seeDist)
{
eyeAboveZ = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2;
if (nDist < seeDist >> 3) GetActorExtents(pPlayer->actor, &z, &j); //use ztop of the target sprite
if (!cansee(x, y, z, pSpr->sector(), pSprite->x, pSprite->y, pSprite->z - eyeAboveZ, pSprite->sector()))
continue;
}
else
continue;
bool invisible = (powerupCheck(pPlayer, kPwUpShadowCloak) > 0);
if (spritesTouching(actor, pPlayer->actor) || spritesTouching(pPlayer->actor, actor))
{
DPrintf(DMSG_SPAMMY, "Patrol dude #%d spot the Player #%d via touch.", actor->GetIndex(), pPlayer->nPlayer + 1);
if (invisible) pPlayer->pwUpTime[kPwUpShadowCloak] = 0;
newtarget = pPlayer->actor;
break;
}
if (!deaf)
{
soundEngine->EnumerateChannels([&](FSoundChan* chan)
{
int sndx = 0, sndy = 0;
sectortype* searchsect = nullptr;
if (chan->SourceType == SOURCE_Actor)
{
auto emitter = (spritetype*)chan->Source;
if (emitter < sprite || emitter >= sprite + MAXSPRITES || emitter->statnum == kStatFree) return false; // not a valid source.
sndx = emitter->x;
sndy = emitter->y;
// sound attached to the sprite
auto emitterActor = &bloodActors[emitter - sprite];
if (pSpr != emitter && emitterActor->GetOwner() != actor)
{
if (!emitter->insector()) return false;
searchsect = emitter->sector();
}
}
else if (chan->SourceType == SOURCE_Unattached)
{
if (chan->UserData < 0 || chan->UserData >= numsectors) return false; // not a vaild sector sound.
sndx = int(chan->Point[0] * 16);
sndy = int(chan->Point[1] * -16);
searchsect = &sector[chan->UserData];
}
if (searchsect == nullptr) return false;
int nDist = approxDist(sndx - pSprite->x, sndy - pSprite->y);
if (nDist > hearDist) return false;
int sndnum = chan->OrgID;
// N same sounds per single enemy
for (int f = 0; f < sndCnt; f++)
{
if (patrolBonkles[f].snd != sndnum) continue;
else if (++patrolBonkles[f].cur >= patrolBonkles[f].max)
return false;
}
if (sndCnt < kMaxPatrolFoundSounds - 1)
patrolBonkles[sndCnt++].snd = sndnum;
bool found = false;
BloodSectIterator it(searchsect);
while (auto act = it.Next())
{
if (act->GetOwner() == pPlayer->actor)
{
found = true;
break;
}
}
if (!found) return false;
f = ClipLow((hearDist - nDist) / 8, 0);
int sndvol = int(chan->Volume * (80.f / 0.8f));
hearChance += mulscale8(sndvol, f) + Random(gGameOptions.nDifficulty);
return (hearChance >= kMaxPatrolSpotValue);
});
if (invisible && hearChance >= kMaxPatrolSpotValue >> 2)
{
newtarget = pPlayer->actor;
pPlayer->pwUpTime[kPwUpShadowCloak] = 0;
invisible = false;
break;
}
}
if (!invisible && (!deaf || !blind))
{
if (stealth)
{
switch (pPlayer->lifeMode)
{
case kModeHuman:
case kModeHumanShrink:
if (pPlayer->lifeMode == kModeHumanShrink)
{
seeDist -= mulscale8(164, seeDist);
feelDist -= mulscale8(164, feelDist);
}
if (pPlayer->posture == kPostureCrouch)
{
seeDist -= mulscale8(64, seeDist);
feelDist -= mulscale8(128, feelDist);
}
break;
case kModeHumanGrown:
if (pPlayer->posture != kPostureCrouch)
{
seeDist += mulscale8(72, seeDist);
feelDist += mulscale8(64, feelDist);
}
else
{
seeDist += mulscale8(48, seeDist);
}
break;
}
}
bool itCanHear = false; bool itCanSee = false;
feelDist = ClipLow(feelDist, 0);
seeDist = ClipLow(seeDist, 0);
if (hearDist)
{
auto act = pPlayer->actor;
itCanHear = (!deaf && (nDist < hearDist || hearChance > 0));
if (itCanHear && nDist < feelDist && (act->xvel || act->yvel || act->zvel))
hearChance += ClipLow(mulscale8(1, ClipLow(((feelDist - nDist) + (abs(act->xvel) + abs(act->yvel) + abs(act->zvel))) >> 6, 0)), 0);
}
if (seeDist)
{
int periphery = ClipLow(pDudeInfo->periphery, kAng60);
int nDeltaAngle = abs(((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024);
if ((itCanSee = (!blind && nDist < seeDist && nDeltaAngle < periphery)) == true)
{
int base = 100 + ((20 * gGameOptions.nDifficulty) - (nDeltaAngle / 5));
//seeChance = base - MulScale(ClipRange(5 - gGameOptions.nDifficulty, 1, 4), nDist >> 1, 16);
//scale(0x40000, a6, dist2);
int d = nDist >> 2;
int m = DivScale(d, 0x2000, 8);
int t = MulScale(d, m, 8);
//int n = mulscale8(nDeltaAngle >> 2, 64);
seeChance = ClipRange(DivScale(base, t, 8), 0, kMaxPatrolSpotValue >> 1);
//seeChance = scale(0x1000, base, t);
//viewSetSystemMessage("SEE CHANCE: %d, BASE %d, DIST %d, T %d", seeChance, base, nDist, t);
//itCanSee = false;
}
}
if (!itCanSee && !itCanHear)
continue;
if (stealth)
{
// search in stealth regions to modify spot chances
BloodStatIterator it(kStatModernStealthRegion);
while (auto iactor = it.Next())
{
if (!iactor->hasX())
continue;
spritetype* pSteal = &iactor->s();
XSPRITE* pXSteal = &iactor->x();
if (pXSteal->locked) // ignore locked regions
continue;
bool fixd = (pSteal->flags & kModernTypeFlag1); // fixed percent value
bool both = (pSteal->flags & kModernTypeFlag4); // target AND dude must be in this region
bool dude = (both || (pSteal->flags & kModernTypeFlag2)); // dude must be in this region
bool trgt = (both || !dude); // target must be in this region
bool crouch = (pSteal->flags & kModernTypeFlag8); // target must crouch
//bool floor = (pSteal->cstat & CSTAT_SPRITE_BLOCK); // target (or dude?) must touch floor of the sector
if (trgt)
{
if (pXSteal->data1 > 0)
{
if (approxDist(abs(pSteal->x - pSpr->x) >> 4, abs(pSteal->y - pSpr->y) >> 4) >= pXSteal->data1)
continue;
}
else if (pSpr->sector() != pSteal->sector())
continue;
if (crouch && pPlayer->posture == kPostureStand)
continue;
}
if (dude)
{
if (pXSteal->data1 > 0)
{
if (approxDist(abs(pSteal->x - pSprite->x) >> 4, abs(pSteal->y - pSprite->y) >> 4) >= pXSteal->data1)
continue;
}
else if (pSpr->sector() != pSteal->sector())
continue;
}
if (itCanHear)
{
if (fixd)
hearChance = ClipLow(hearChance, pXSteal->data2);
mod = (hearChance * pXSteal->data2) / kPercFull;
if (fixd) hearChance = mod; else hearChance += mod;
hearChance = ClipRange(hearChance, -kMaxPatrolSpotValue, kMaxPatrolSpotValue);
}
if (itCanSee)
{
if (fixd)
seeChance = ClipLow(seeChance, pXSteal->data3);
mod = (seeChance * pXSteal->data3) / kPercFull;
if (fixd) seeChance = mod; else seeChance += mod;
seeChance = ClipRange(seeChance, -kMaxPatrolSpotValue, kMaxPatrolSpotValue);
}
// trigger this region if target gonna be spot
if (pXSteal->txID && pXSprite->data3 + hearChance + seeChance >= kMaxPatrolSpotValue)
trTriggerSprite(iactor, kCmdToggle);
// continue search another stealth regions to affect chances
}
}
if (itCanHear && hearChance > 0)
{
DPrintf(DMSG_SPAMMY, "Patrol dude #%d hearing the Player #%d.", actor->GetIndex(), pPlayer->nPlayer + 1);
pXSprite->data3 = ClipRange(pXSprite->data3 + hearChance, -kMaxPatrolSpotValue, kMaxPatrolSpotValue);
if (!stealth)
{
newtarget = pPlayer->actor;
break;
}
}
if (itCanSee && seeChance > 0)
{
//DPrintf(DMSG_SPAMMY, "Patrol dude #%d seeing the Player #%d.", actor->GetIndex(), pPlayer->nPlayer + 1);
//pXSprite->data3 += seeChance;
pXSprite->data3 = ClipRange(pXSprite->data3 + seeChance, -kMaxPatrolSpotValue, kMaxPatrolSpotValue);
if (!stealth)
{
newtarget = pPlayer->actor;
break;
}
}
}
// add check for corpses?
if ((pXSprite->data3 = ClipRange(pXSprite->data3, 0, kMaxPatrolSpotValue)) == kMaxPatrolSpotValue)
{
newtarget = pPlayer->actor;
break;
}
//int perc = (100 * ClipHigh(pXSprite->data3, kMaxPatrolSpotValue)) / kMaxPatrolSpotValue;
//viewSetSystemMessage("%d / %d / %d / %d", hearChance, seeDist, seeChance, perc);
}
if (newtarget) return newtarget;
pXSprite->data3 -= ClipLow(((kPercFull * pXSprite->data3) / kMaxPatrolSpotValue) >> 2, 3);
return nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPatrolFlagsMgr(DBloodActor* sourceactor, DBloodActor* destactor, bool copy, bool init)
{
XSPRITE* pXSource = &sourceactor->x();
XSPRITE* pXDest = &destactor->x();
// copy flags
if (copy)
{
pXDest->dudeFlag4 = pXSource->dudeFlag4;
pXDest->dudeAmbush = pXSource->dudeAmbush;
pXDest->dudeGuard = pXSource->dudeGuard;
pXDest->dudeDeaf = pXSource->dudeDeaf;
pXDest->unused1 = pXSource->unused1;
if (pXSource->unused1 & kDudeFlagStealth) pXDest->unused1 |= kDudeFlagStealth;
else pXDest->unused1 &= ~kDudeFlagStealth;
}
// do init
if (init)
{
if (!pXDest->dudeFlag4)
{
if (aiInPatrolState(pXDest->aiState))
aiPatrolStop(destactor, nullptr);
}
else
{
if (aiInPatrolState(pXDest->aiState))
return;
destactor->SetTarget(nullptr);
pXDest->stateTimer = 0;
aiPatrolSetMarker(destactor);
if (spriteIsUnderwater(destactor)) aiPatrolState(destactor, kAiStatePatrolWaitW);
else aiPatrolState(destactor, kAiStatePatrolWaitL);
pXDest->data3 = 0; // reset the spot progress
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool aiPatrolGetPathDir(DBloodActor* actor, DBloodActor* marker)
{
if (actor->x().unused2 == kPatrolMoveForward) return (marker->x().data2 == -2) ? (bool)kPatrolMoveBackward : (bool)kPatrolMoveForward;
else return (findNextMarker(marker, kPatrolMoveBackward) != nullptr) ? (bool)kPatrolMoveBackward : (bool)kPatrolMoveForward;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPatrolThink(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DBloodActor* targetactor;
int stateTimer;
auto markeractor = actor->GetTarget();
if ((targetactor = aiPatrolSearchTargets(actor)) != nullptr)
{
aiPatrolStop(actor, targetactor, pXSprite->dudeAmbush);
return;
}
bool crouch = (pXSprite->unused1 & kDudeFlagCrouch), uwater = spriteIsUnderwater(actor);
if (markeractor == nullptr || (pSprite->type == kDudeModernCustom && ((uwater && !canSwim(actor)) || !canWalk(actor))))
{
aiPatrolStop(actor, nullptr);
return;
}
spritetype* pMarker = &markeractor->s();
XSPRITE* pXMarker = &markeractor->x();
const DUDEINFO_EXTRA* pExtra = &gDudeInfoExtra[pSprite->type - kDudeBase];
bool isFinal = ((!pXSprite->unused2 && pXMarker->data2 == -1) || (pXSprite->unused2 && pXMarker->data1 == -1));
bool reached = false;
if (aiPatrolWaiting(pXSprite->aiState))
{
//viewSetSystemMessage("WAIT %d / %d", pXSprite->targetY, pXSprite->stateTimer);
if (pXSprite->stateTimer > 0 || pXMarker->data1 == pXMarker->data2)
{
if (pExtra->flying)
actor->zvel = Random2(0x8000);
// turn while waiting
if (pMarker->flags & kModernTypeFlag16)
{
stateTimer = pXSprite->stateTimer;
if (--pXSprite->unused4 <= 0)
{
if (uwater) aiPatrolState(actor, kAiStatePatrolTurnW);
else if (crouch) aiPatrolState(actor, kAiStatePatrolTurnC);
else aiPatrolState(actor, kAiStatePatrolTurnL);
pXSprite->unused4 = kMinPatrolTurnDelay + Random(kPatrolTurnDelayRange);
}
// must restore stateTimer for waiting
pXSprite->stateTimer = stateTimer;
}
return;
}
// trigger at departure
if (pXMarker->triggerOff)
{
// send command
if (pXMarker->txID)
{
evSendActor(markeractor, pXMarker->txID, (COMMAND_ID)pXMarker->command);
// copy dude flags for current dude
}
else if (pXMarker->command == kCmdDudeFlagsSet)
{
aiPatrolFlagsMgr(markeractor, actor, true, true);
if (!pXSprite->dudeFlag4) // this dude is not in patrol anymore
return;
}
}
// release the enemy
if (isFinal)
{
aiPatrolStop(actor, nullptr);
return;
}
// move next marker
aiPatrolSetMarker(actor);
} else if (aiPatrolTurning(pXSprite->aiState))
{
//viewSetSystemMessage("TURN");
if ((int)pSprite->ang == (int)pXSprite->goalAng)
{
// save imer for waiting
stateTimer = pXSprite->stateTimer;
if (uwater) aiPatrolState(actor, kAiStatePatrolWaitW);
else if (crouch) aiPatrolState(actor, kAiStatePatrolWaitC);
else aiPatrolState(actor, kAiStatePatrolWaitL);
// must restore it
pXSprite->stateTimer = stateTimer;
}
return;
}
else if ((reached = aiPatrolMarkerReached(actor)) == true)
{
pXMarker->isTriggered = pXMarker->triggerOnce; // can't select this marker for path anymore if true
if (pMarker->flags > 0)
{
if ((pMarker->flags & kModernTypeFlag2) && (pMarker->flags & kModernTypeFlag1)) crouch = !crouch;
else if (pMarker->flags & kModernTypeFlag2) crouch = false;
else if ((pMarker->flags & kModernTypeFlag1) && aiCanCrouch(actor)) crouch = true;
}
if (pXMarker->waitTime > 0 || pXMarker->data1 == pXMarker->data2)
{
// take marker's angle
if (!(pMarker->flags & kModernTypeFlag4))
{
pXSprite->goalAng = ((!(pMarker->flags & kModernTypeFlag8) && pXSprite->unused2) ? pMarker->ang + kAng180 : pMarker->ang) & 2047;
if ((int)pSprite->ang != (int)pXSprite->goalAng) // let the enemy play move animation while turning
return;
}
if (markeractor->GetOwner() == actor)
markeractor->SetOwner(aiPatrolMarkerBusy(actor, markeractor));
// trigger at arrival
if (pXMarker->triggerOn)
{
// send command
if (pXMarker->txID)
{
evSendActor(markeractor, pXMarker->txID, (COMMAND_ID)pXMarker->command);
}
else if (pXMarker->command == kCmdDudeFlagsSet)
{
// copy dude flags for current dude
aiPatrolFlagsMgr(markeractor, actor, true, true);
if (!pXSprite->dudeFlag4) // this dude is not in patrol anymore
return;
}
}
if (uwater) aiPatrolState(actor, kAiStatePatrolWaitW);
else if (crouch) aiPatrolState(actor, kAiStatePatrolWaitC);
else aiPatrolState(actor, kAiStatePatrolWaitL);
if (pXMarker->waitTime)
pXSprite->stateTimer = (pXMarker->waitTime * 120) / 10;
if (pMarker->flags & kModernTypeFlag16)
pXSprite->unused4 = kMinPatrolTurnDelay + Random(kPatrolTurnDelayRange);
return;
}
else
{
if (markeractor->GetOwner() == actor)
markeractor->SetOwner(aiPatrolMarkerBusy(actor, markeractor));
if (pXMarker->triggerOn || pXMarker->triggerOff)
{
if (pXMarker->txID)
{
// send command at arrival
if (pXMarker->triggerOn)
evSendActor(markeractor, pXMarker->txID, (COMMAND_ID)pXMarker->command);
// send command at departure
if (pXMarker->triggerOff)
evSendActor(markeractor, pXMarker->txID, (COMMAND_ID)pXMarker->command);
// copy dude flags for current dude
}
else if (pXMarker->command == kCmdDudeFlagsSet)
{
aiPatrolFlagsMgr(markeractor, actor, true, true);
if (!pXSprite->dudeFlag4) // this dude is not in patrol anymore
return;
}
}
// release the enemy
if (isFinal)
{
aiPatrolStop(actor, nullptr);
return;
}
// move the next marker
aiPatrolSetMarker(actor);
}
}
nnExtAiSetDirection(actor, getangle(pMarker->x - pSprite->x, pMarker->y - pSprite->y));
if (aiPatrolMoving(pXSprite->aiState) && !reached) return;
else if (uwater) aiPatrolState(actor, kAiStatePatrolMoveW);
else if (crouch) aiPatrolState(actor, kAiStatePatrolMoveC);
else aiPatrolState(actor, kAiStatePatrolMoveL);
return;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int listTx(DBloodActor* actor, int tx)
{
if (txIsRanged(actor))
{
XSPRITE* pXRedir = &actor->x();
if (tx == -1) tx = pXRedir->data1;
else if (tx < pXRedir->data4) tx++;
else tx = -1;
}
else
{
if (tx == -1)
{
for (int i = 0; i <= 3; i++)
{
if ((tx = GetDataVal(actor, i)) <= 0) continue;
else return tx;
}
}
else
{
int saved = tx; bool savedFound = false;
for (int i = 0; i <= 3; i++)
{
tx = GetDataVal(actor, i);
if (savedFound && tx > 0) return tx;
else if (tx != saved) continue;
else savedFound = true;
}
}
tx = -1;
}
return tx;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* evrIsRedirector(DBloodActor* actor)
{
if (actor)
{
switch (actor->s().type)
{
case kModernRandomTX:
case kModernSequentialTX:
if (actor->hasX() && actor->x().command == kCmdLink && !actor->x().locked) return actor;
break;
}
}
return nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* evrListRedirectors(int objType, sectortype* pSector, walltype* pWall, DBloodActor* objActor, DBloodActor* pXRedir, int* tx)
{
if (!gEventRedirectsUsed) return nullptr;
else if (pXRedir && (*tx = listTx(pXRedir, *tx)) != -1)
return pXRedir;
int id = 0;
switch (objType)
{
case OBJ_SECTOR:
{
if (!pSector->hasX()) return nullptr;
id = pSector->xs().txID;
break;
}
case OBJ_SPRITE:
if (!objActor) return nullptr;
id = objActor->x().txID;
break;
case OBJ_WALL:
{
if (!pWall->hasX()) return nullptr;
id = pWall->xw().txID;
break;
}
default:
return nullptr;
}
bool prevFound = false;
for (int i = bucketHead[id]; i < bucketHead[id + 1]; i++)
{
if (!rxBucket[i].isActor()) continue;
auto rxactor = rxBucket[i].actor();
auto pXSpr = evrIsRedirector(rxactor);
if (!pXSpr) continue;
else if (prevFound || pXRedir == nullptr)
{
*tx = listTx(pXSpr, *tx);
return pXSpr;
}
else if (pXRedir != pXSpr) continue;
else prevFound = true;
}
*tx = -1;
return NULL;
}
//---------------------------------------------------------------------------
//
// this function checks if all TX objects have the same value
//
//---------------------------------------------------------------------------
bool incDecGoalValueIsReached(DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
if (pXSprite->data3 != pXSprite->sysData1) return false;
char buffer[7];
snprintf(buffer, 7, "%d", abs(pXSprite->data1));
int len = int(strlen(buffer));
int rx = -1;
for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++)
{
if (!rxBucket[i].isActor()) continue;
auto rxactor = rxBucket[i].actor();
if (evrIsRedirector(rxactor)) continue;
for (int a = 0; a < len; a++)
{
if (getDataFieldOfObject(rxBucket[i], (buffer[a] - 52) + 4) != pXSprite->data3)
return false;
}
}
DBloodActor* pXRedir = nullptr; // check redirected TX buckets
while ((pXRedir = evrListRedirectors(OBJ_SPRITE, nullptr, nullptr, actor, pXRedir, &rx)) != nullptr)
{
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++)
{
for (int a = 0; a < len; a++)
{
if (getDataFieldOfObject(rxBucket[i], (buffer[a] - 52) + 4) != pXSprite->data3)
return false;
}
}
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void seqSpawnerOffSameTx(DBloodActor* actor)
{
auto pXSource = &actor->x();
BloodSpriteIterator it;
while (auto iactor = it.Next())
{
if (iactor->s().type != kModernSeqSpawner || !iactor->hasX() || iactor == actor) continue;
XSPRITE* pXSprite = &iactor->x();
if (pXSprite->txID == pXSource->txID && pXSprite->state == 1)
{
evKillActor(iactor);
pXSprite->state = 0;
}
}
}
//---------------------------------------------------------------------------
//
// this function can be called via sending numbered command to TX kChannelModernEndLevelCustom
// it allows to set custom next level instead of taking it from INI file.
//
//---------------------------------------------------------------------------
void levelEndLevelCustom(int nLevel)
{
gGameOptions.uGameFlags |= GF_AdvanceLevel;
gNextLevel = FindMapByIndex(currentLevel->cluster, nLevel + 1);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void callbackUniMissileBurst(DBloodActor* actor, sectortype*) // 22
{
if (!actor) return;
spritetype* pSprite = &actor->s();
if (pSprite->statnum != kStatProjectile) return;
int nAngle = getangle(actor->xvel, actor->yvel);
int nRadius = 0x55555;
for (int i = 0; i < 8; i++)
{
auto burstactor = actSpawnSprite(actor, 5);
if (!burstactor) break;
spritetype* pBurst = &burstactor->s();
pBurst->type = pSprite->type;
pBurst->shade = pSprite->shade;
pBurst->picnum = pSprite->picnum;
pBurst->cstat = pSprite->cstat;
if ((pBurst->cstat & CSTAT_SPRITE_BLOCK))
{
pBurst->cstat &= ~CSTAT_SPRITE_BLOCK; // we don't want missiles impact each other
evPostActor(burstactor, 100, kCallbackMissileSpriteBlock); // so set blocking flag a bit later
}
pBurst->pal = pSprite->pal;
pBurst->clipdist = pSprite->clipdist / 4;
pBurst->flags = pSprite->flags;
pBurst->xrepeat = pSprite->xrepeat / 2;
pBurst->yrepeat = pSprite->yrepeat / 2;
pBurst->ang = ((pSprite->ang + missileInfo[pSprite->type - kMissileBase].angleOfs) & 2047);
burstactor->SetOwner(actor);
actBuildMissile(burstactor, actor);
int nAngle2 = (i << 11) / 8;
int dx = 0;
int dy = mulscale30r(nRadius, Sin(nAngle2));
int dz = mulscale30r(nRadius, -Cos(nAngle2));
if (i & 1)
{
dy >>= 1;
dz >>= 1;
}
RotateVector(&dx, &dy, nAngle);
burstactor->xvel += dx;
burstactor->yvel += dy;
burstactor->zvel += dz;
evPostActor(burstactor, 960, kCallbackRemove);
}
evPostActor(actor, 0, kCallbackRemove);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void callbackMakeMissileBlocking(DBloodActor* actor, sectortype*) // 23
{
if (!actor || actor->s().statnum != kStatProjectile) return;
actor->s().cstat |= CSTAT_SPRITE_BLOCK;
}
void callbackGenDudeUpdate(DBloodActor* actor, sectortype*) // 24
{
if (actor)
genDudeUpdate(actor);
}
void clampSprite(DBloodActor* actor, int which)
{
auto pSprite = &actor->s();
int zTop, zBot;
if (pSprite->insector())
{
GetSpriteExtents(pSprite, &zTop, &zBot);
if (which & 0x01)
pSprite->z += ClipHigh(getflorzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y) - zBot, 0);
if (which & 0x02)
pSprite->z += ClipLow(getceilzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y) - zTop, 0);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
FSerializer& Serialize(FSerializer& arc, const char* keyname, GENDUDEEXTRA& w, GENDUDEEXTRA* def)
{
if (arc.BeginObject(keyname))
{
arc.Array("initvals", w.initVals, 3)
.Array("availdeaths", w.availDeaths, kDamageMax)
("movespeed", w.moveSpeed)
("firedist", w.fireDist)
("throwdist", w.throwDist)
("curweapon", w.curWeapon)
("weapontype", w.weaponType)
("basedispersion", w.baseDispersion)
("slavecount", w.slaveCount)
("lifeleech", w.pLifeLeech)
.Array("slaves", w.slave, w.slaveCount)
.Array("dmgcontrol", w.dmgControl, kDamageMax)
.Array("updreq", w.updReq, kGenDudePropertyMax)
("flags", w.flags)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, SPRITEMASS& w, SPRITEMASS* def)
{
static SPRITEMASS nul;
if (arc.isReading()) w = {};
if (arc.BeginObject(keyname))
{
arc ("seq", w.seqId, &nul.seqId)
("picnum", w.picnum, &nul.picnum)
("xrepeat", w.xrepeat, &nul.xrepeat)
("yrepeat", w.yrepeat, &nul.yrepeat)
("clipdist", w.clipdist)
("mass", w.mass)
("airvel", w.airVel)
("fraction", w.fraction)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, OBJECTS_TO_TRACK& w, OBJECTS_TO_TRACK* def)
{
static OBJECTS_TO_TRACK nul;
if (arc.isReading()) w = {};
if (arc.BeginObject(keyname))
{
arc("obj", w.obj, &nul.obj)
("cmd", w.cmd, &nul.cmd)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, TRCONDITION& w, TRCONDITION* def)
{
static TRCONDITION nul;
if (arc.isReading()) w = {};
if (arc.BeginObject(keyname))
{
arc("length", w.length, &nul.length)
("xindex", w.actor, &nul.actor)
.Array("obj", w.obj, w.length)
.EndObject();
}
return arc;
}
void SerializeNNExts(FSerializer& arc)
{
if (arc.BeginObject("nnexts"))
{
arc ("proxyspritescount", gProxySpritesCount)
.Array("proxyspriteslist", gProxySpritesList, gProxySpritesCount)
("sightspritescount", gSightSpritesCount)
.Array("sightspriteslist", gSightSpritesList, gSightSpritesCount)
("physspritescount", gPhysSpritesCount)
.Array("physspriteslist", gPhysSpritesList, gPhysSpritesCount)
("impactspritescount", gImpactSpritesCount)
.Array("impactspriteslist", gImpactSpritesList, gImpactSpritesCount)
("eventredirects", gEventRedirectsUsed)
("trconditioncount", gTrackingCondsCount)
.Array("trcondition", gCondition, gTrackingCondsCount)
.EndObject();
}
}
///////////////////////////////////////////////////////////////////
// This file provides modern features for mappers.
// For full documentation please visit http://cruo.bloodgame.ru/xxsystem
///////////////////////////////////////////////////////////////////
END_BLD_NS
#endif