mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-27 22:43:36 +00:00
2260 lines
71 KiB
C++
2260 lines
71 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include <random>
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#include "build.h"
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#include "blood.h"
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#include "misc.h"
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#include "d_net.h"
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BEGIN_BLD_NS
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unsigned int GetWaveValue(unsigned int nPhase, int nType)
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{
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switch (nType)
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{
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case 0:
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return 0x8000-(Cos(FixedToInt(nPhase<<10))>>15);
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case 1:
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return nPhase;
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case 2:
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return 0x10000-(Cos(FixedToInt(nPhase<<9))>>14);
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case 3:
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return Sin(FixedToInt(nPhase<<9))>>14;
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}
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return nPhase;
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}
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bool SetSpriteState(DBloodActor* actor, int nState)
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{
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auto pSprite = &actor->s();
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auto pXSprite = &actor->x();
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if ((pXSprite->busy & 0xffff) == 0 && pXSprite->state == nState)
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return 0;
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pXSprite->busy = IntToFixed(nState);
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pXSprite->state = nState;
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evKillActor(actor);
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if ((pSprite->flags & kHitagRespawn) != 0 && pSprite->inittype >= kDudeBase && pSprite->inittype < kDudeMax)
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{
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pXSprite->respawnPending = 3;
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evPostActor(actor, gGameOptions.nMonsterRespawnTime, kCallbackRespawn);
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return 1;
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}
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if (pXSprite->restState != nState && pXSprite->waitTime > 0)
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evPostActor(actor, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff);
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if (pXSprite->txID)
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{
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if (pXSprite->command != kCmdLink && pXSprite->triggerOn && pXSprite->state)
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evSendActor(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command);
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if (pXSprite->command != kCmdLink && pXSprite->triggerOff && !pXSprite->state)
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evSendActor(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command);
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}
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return 1;
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}
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bool SetWallState(walltype* pWall, int nState)
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{
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auto pXWall = &pWall->xw();
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if ((pXWall->busy&0xffff) == 0 && pXWall->state == nState)
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return 0;
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pXWall->busy = IntToFixed(nState);
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pXWall->state = nState;
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evKillWall(pWall);
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if (pXWall->restState != nState && pXWall->waitTime > 0)
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evPostWall(pWall, (pXWall->waitTime*120) / 10, pXWall->restState ? kCmdOn : kCmdOff);
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if (pXWall->txID)
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{
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if (pXWall->command != kCmdLink && pXWall->triggerOn && pXWall->state)
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evSendWall(pWall, pXWall->txID, (COMMAND_ID)pXWall->command);
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if (pXWall->command != kCmdLink && pXWall->triggerOff && !pXWall->state)
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evSendWall(pWall, pXWall->txID, (COMMAND_ID)pXWall->command);
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}
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return 1;
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}
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bool SetSectorState(sectortype *pSector, int nState)
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{
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assert(pSector->hasX());
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auto pXSector = &pSector->xs();
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if ((pXSector->busy&0xffff) == 0 && pXSector->state == nState)
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return 0;
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pXSector->busy = IntToFixed(nState);
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pXSector->state = nState;
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evKillSector(pSector);
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if (nState == 1)
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{
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if (pXSector->command != kCmdLink && pXSector->triggerOn && pXSector->txID)
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evSendSector(pSector,pXSector->txID, (COMMAND_ID)pXSector->command);
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if (pXSector->stopOn)
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{
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pXSector->stopOn = 0;
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pXSector->stopOff = 0;
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}
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else if (pXSector->reTriggerA)
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evPostSector(pSector, (pXSector->waitTimeA * 120) / 10, kCmdOff);
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}
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else
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{
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if (pXSector->command != kCmdLink && pXSector->triggerOff && pXSector->txID)
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evSendSector(pSector,pXSector->txID, (COMMAND_ID)pXSector->command);
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if (pXSector->stopOff)
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{
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pXSector->stopOn = 0;
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pXSector->stopOff = 0;
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}
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else if (pXSector->reTriggerB)
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evPostSector(pSector, (pXSector->waitTimeB * 120) / 10, kCmdOn);
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}
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return 1;
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}
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TArray<BUSY> gBusy;
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void AddBusy(sectortype* pSector, BUSYID a2, int nDelta)
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{
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assert(nDelta != 0);
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for (auto& b : gBusy)
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{
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if (b.sect == pSector && b.type == a2)
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{
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b.delta = nDelta;
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return;
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}
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}
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BUSY b = { pSector, nDelta, nDelta > 0 ? 0 : 65536, a2 };
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gBusy.Push(b);
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}
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void ReverseBusy(sectortype* pSector, BUSYID a2)
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{
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for (auto& b : gBusy)
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{
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if (b.sect == pSector && b.type == a2)
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{
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b.delta = -b.delta;
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break;
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}
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}
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}
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unsigned int GetSourceBusy(EVENT& a1)
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{
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if (a1.isSector())
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{
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auto sect = a1.getSector();
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return sect->hasX()? sect->xs().busy : 0;
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}
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else if (a1.isWall())
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{
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auto wal = a1.getWall();
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return wal->hasX()? wal->xw().busy : 0;
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}
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else if (a1.isActor())
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{
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auto pActor = a1.getActor();
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return pActor && pActor->hasX() ? pActor->x().busy : false;
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}
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return 0;
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}
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void LifeLeechOperate(DBloodActor* actor, EVENT event)
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{
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auto pSprite = &actor->s();
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auto pXSprite = &actor->x();
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switch (event.cmd) {
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case kCmdSpritePush:
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{
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int nPlayer = pXSprite->data4;
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if (nPlayer >= 0 && nPlayer < kMaxPlayers && playeringame[nPlayer])
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{
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PLAYER *pPlayer = &gPlayer[nPlayer];
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if (pPlayer->pXSprite->health > 0)
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{
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evKillActor(actor);
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pPlayer->ammoCount[8] = ClipHigh(pPlayer->ammoCount[8]+pXSprite->data3, gAmmoInfo[8].max);
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pPlayer->hasWeapon[9] = 1;
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if (pPlayer->curWeapon != kWeapLifeLeech)
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{
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if (!VanillaMode() && checkFired6or7(pPlayer)) // if tnt/spray is actively used, do not switch weapon
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break;
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pPlayer->weaponState = 0;
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pPlayer->nextWeapon = 9;
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}
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}
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}
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break;
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}
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case kCmdSpriteProximity:
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{
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auto target = actor->GetTarget();
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if (target)
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{
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if (!pXSprite->stateTimer)
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{
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spritetype *pTarget = &target->s();
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if (pTarget->statnum == kStatDude && !(pTarget->flags&32) && target->hasX())
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{
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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int nType = pTarget->type-kDudeBase;
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DUDEINFO *pDudeInfo = getDudeInfo(nType+kDudeBase);
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int z1 = (top-pSprite->pos.Z)-256;
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int x = pTarget->pos.X;
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int y = pTarget->pos.Y;
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int z = pTarget->pos.Z;
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int nDist = approxDist(x - pSprite->pos.X, y - pSprite->pos.Y);
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if (nDist != 0 && cansee(pSprite->pos.X, pSprite->pos.Y, top, pSprite->sector(), x, y, z, pTarget->sector()))
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{
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int t = DivScale(nDist, 0x1aaaaa, 12);
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x += (target->xvel*t)>>12;
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y += (target->yvel*t)>>12;
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int angBak = pSprite->ang;
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pSprite->ang = getangle(x-pSprite->pos.X, y-pSprite->pos.Y);
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int dx = bcos(pSprite->ang);
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int dy = bsin(pSprite->ang);
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int tz = pTarget->pos.Z - (pTarget->yrepeat * pDudeInfo->aimHeight) * 4;
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int dz = DivScale(tz - top - 256, nDist, 10);
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int nMissileType = kMissileLifeLeechAltNormal + (pXSprite->data3 ? 1 : 0);
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int t2;
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if (!pXSprite->data3)
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t2 = 120 / 10;
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else
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t2 = (3*120) / 10;
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auto missile = actFireMissile(actor, 0, z1, dx, dy, dz, nMissileType);
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if (missile)
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{
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missile->SetOwner(actor);
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pXSprite->stateTimer = 1;
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evPostActor(actor, t2, kCallbackLeechStateTimer);
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pXSprite->data3 = ClipLow(pXSprite->data3-1, 0);
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if (!VanillaMode()) // disable collisions so lifeleech doesn't do that weird bobbing
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missile->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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}
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pSprite->ang = angBak;
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}
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}
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}
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}
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return;
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}
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}
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actPostSprite(actor, kStatFree);
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}
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void ActivateGenerator(DBloodActor*);
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void OperateSprite(DBloodActor* actor, EVENT event)
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{
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auto pSprite = &actor->s();
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auto pXSprite = &actor->x();
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#ifdef NOONE_EXTENSIONS
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if (gModernMap && modernTypeOperateSprite(actor, event))
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return;
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#endif
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switch (event.cmd) {
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case kCmdLock:
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pXSprite->locked = 1;
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return;
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case kCmdUnlock:
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pXSprite->locked = 0;
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return;
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case kCmdToggleLock:
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pXSprite->locked = pXSprite->locked ^ 1;
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return;
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}
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if (pSprite->statnum == kStatDude && pSprite->type >= kDudeBase && pSprite->type < kDudeMax) {
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switch (event.cmd) {
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case kCmdOff:
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SetSpriteState(actor, 0);
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break;
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case kCmdSpriteProximity:
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if (pXSprite->state) break;
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[[fallthrough]];
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case kCmdOn:
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case kCmdSpritePush:
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case kCmdSpriteTouch:
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if (!pXSprite->state) SetSpriteState(actor, 1);
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aiActivateDude(actor);
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break;
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}
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return;
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}
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switch (pSprite->type) {
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case kTrapMachinegun:
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if (pXSprite->health <= 0) break;
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switch (event.cmd) {
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case kCmdOff:
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if (!SetSpriteState(actor, 0)) break;
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seqSpawn(40, actor, -1);
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break;
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case kCmdOn:
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if (!SetSpriteState(actor, 1)) break;
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seqSpawn(38, actor, nMGunOpenClient);
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if (pXSprite->data1 > 0)
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pXSprite->data2 = pXSprite->data1;
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break;
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}
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break;
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case kThingFallingRock:
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if (SetSpriteState(actor, 1))
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pSprite->flags |= 7;
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break;
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case kThingWallCrack:
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if (SetSpriteState(actor, 0))
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actPostSprite(actor, kStatFree);
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break;
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case kThingCrateFace:
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if (SetSpriteState(actor, 0))
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actPostSprite(actor, kStatFree);
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break;
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case kTrapZapSwitchable:
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switch (event.cmd) {
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case kCmdOff:
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pXSprite->state = 0;
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pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
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pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
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break;
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case kCmdOn:
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pXSprite->state = 1;
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pSprite->cstat &= ~CSTAT_SPRITE_INVISIBLE;
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pSprite->cstat |= CSTAT_SPRITE_BLOCK;
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break;
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case kCmdToggle:
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pXSprite->state ^= 1;
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pSprite->cstat ^= CSTAT_SPRITE_INVISIBLE;
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pSprite->cstat ^= CSTAT_SPRITE_BLOCK;
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break;
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}
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break;
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case kTrapFlame:
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switch (event.cmd) {
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case kCmdOff:
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if (!SetSpriteState(actor, 0)) break;
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seqSpawn(40, actor, -1);
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sfxKill3DSound(actor, 0, -1);
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break;
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case kCmdOn:
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if (!SetSpriteState(actor, 1)) break;
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seqSpawn(38, actor, -1);
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sfxPlay3DSound(actor, 441, 0, 0);
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break;
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}
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break;
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case kSwitchPadlock:
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switch (event.cmd) {
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case kCmdOff:
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SetSpriteState(actor, 0);
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break;
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case kCmdOn:
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if (!SetSpriteState(actor, 1)) break;
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seqSpawn(37, actor, -1);
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break;
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default:
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SetSpriteState(actor, pXSprite->state ^ 1);
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if (pXSprite->state) seqSpawn(37, actor, -1);
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break;
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}
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break;
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case kSwitchToggle:
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switch (event.cmd) {
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case kCmdOff:
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if (!SetSpriteState(actor, 0)) break;
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sfxPlay3DSound(actor, pXSprite->data2, 0, 0);
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break;
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case kCmdOn:
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if (!SetSpriteState(actor, 1)) break;
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sfxPlay3DSound(actor, pXSprite->data1, 0, 0);
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break;
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default:
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if (!SetSpriteState(actor, pXSprite->state ^ 1)) break;
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if (pXSprite->state) sfxPlay3DSound(actor, pXSprite->data1, 0, 0);
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else sfxPlay3DSound(actor, pXSprite->data2, 0, 0);
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break;
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}
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break;
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case kSwitchOneWay:
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switch (event.cmd) {
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case kCmdOff:
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if (!SetSpriteState(actor, 0)) break;
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sfxPlay3DSound(actor, pXSprite->data2, 0, 0);
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break;
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case kCmdOn:
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if (!SetSpriteState(actor, 1)) break;
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sfxPlay3DSound(actor, pXSprite->data1, 0, 0);
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break;
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default:
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if (!SetSpriteState(actor, pXSprite->restState ^ 1)) break;
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if (pXSprite->state) sfxPlay3DSound(actor, pXSprite->data1, 0, 0);
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else sfxPlay3DSound(actor, pXSprite->data2, 0, 0);
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break;
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}
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break;
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case kSwitchCombo:
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switch (event.cmd) {
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case kCmdOff:
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pXSprite->data1--;
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if (pXSprite->data1 < 0)
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pXSprite->data1 += pXSprite->data3;
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break;
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default:
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pXSprite->data1++;
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if (pXSprite->data1 >= pXSprite->data3)
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pXSprite->data1 -= pXSprite->data3;
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break;
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}
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sfxPlay3DSound(actor, pXSprite->data4, -1, 0);
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if (pXSprite->command == kCmdLink && pXSprite->txID > 0)
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evSendActor(actor, pXSprite->txID, kCmdLink);
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if (pXSprite->data1 == pXSprite->data2)
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SetSpriteState(actor, 1);
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else
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SetSpriteState(actor, 0);
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break;
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case kMarkerDudeSpawn:
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if (gGameOptions.nMonsterSettings && pXSprite->data1 >= kDudeBase && pXSprite->data1 < kDudeMax)
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{
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auto spawned = actSpawnDude(actor, pXSprite->data1, -1, 0);
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if (spawned) {
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XSPRITE *pXSpawn = &spawned->x();
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gKillMgr.AddNewKill(1);
|
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switch (pXSprite->data1) {
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case kDudeBurningInnocent:
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case kDudeBurningCultist:
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case kDudeBurningZombieButcher:
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case kDudeBurningTinyCaleb:
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case kDudeBurningBeast: {
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pXSpawn->health = getDudeInfo(pXSprite->data1)->startHealth << 4;
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pXSpawn->burnTime = 10;
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spawned->SetTarget(nullptr);
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aiActivateDude(spawned);
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break;
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default:
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break;
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}
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}
|
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}
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}
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break;
|
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case kMarkerEarthQuake:
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pXSprite->triggerOn = 0;
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pXSprite->isTriggered = 1;
|
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SetSpriteState(actor, 1);
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for (int p = connecthead; p >= 0; p = connectpoint2[p]) {
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spritetype *pPlayerSprite = gPlayer[p].pSprite;
|
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int dx = (pSprite->pos.X - pPlayerSprite->pos.X)>>4;
|
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int dy = (pSprite->pos.Y - pPlayerSprite->pos.Y)>>4;
|
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int dz = (pSprite->pos.Z - pPlayerSprite->pos.Z)>>8;
|
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int nDist = dx*dx+dy*dy+dz*dz+0x40000;
|
|
gPlayer[p].quakeEffect = DivScale(pXSprite->data1, nDist, 16);
|
|
}
|
|
break;
|
|
case kThingTNTBarrel:
|
|
if (pSprite->flags & kHitagRespawn) return;
|
|
[[fallthrough]];
|
|
case kThingArmedTNTStick:
|
|
case kThingArmedTNTBundle:
|
|
case kThingArmedSpray:
|
|
actExplodeSprite(actor);
|
|
break;
|
|
case kTrapExploder:
|
|
switch (event.cmd) {
|
|
case kCmdOn:
|
|
SetSpriteState(actor, 1);
|
|
break;
|
|
default:
|
|
pSprite->cstat &= ~CSTAT_SPRITE_INVISIBLE;
|
|
actExplodeSprite(actor);
|
|
break;
|
|
}
|
|
break;
|
|
case kThingArmedRemoteBomb:
|
|
if (pSprite->statnum != kStatRespawn) {
|
|
if (event.cmd != kCmdOn) actExplodeSprite(actor);
|
|
else {
|
|
sfxPlay3DSound(actor, 454, 0, 0);
|
|
evPostActor(actor, 18, kCmdOff);
|
|
}
|
|
}
|
|
break;
|
|
case kThingArmedProxBomb:
|
|
if (pSprite->statnum != kStatRespawn) {
|
|
switch (event.cmd) {
|
|
case kCmdSpriteProximity:
|
|
if (pXSprite->state) break;
|
|
sfxPlay3DSound(actor, 452, 0, 0);
|
|
evPostActor(actor, 30, kCmdOff);
|
|
pXSprite->state = 1;
|
|
[[fallthrough]];
|
|
case kCmdOn:
|
|
sfxPlay3DSound(actor, 451, 0, 0);
|
|
pXSprite->Proximity = 1;
|
|
break;
|
|
default:
|
|
actExplodeSprite(actor);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case kThingDroppedLifeLeech:
|
|
LifeLeechOperate(actor, event);
|
|
break;
|
|
case kGenTrigger:
|
|
case kGenDripWater:
|
|
case kGenDripBlood:
|
|
case kGenMissileFireball:
|
|
case kGenMissileEctoSkull:
|
|
case kGenDart:
|
|
case kGenBubble:
|
|
case kGenBubbleMulti:
|
|
case kGenSound:
|
|
switch (event.cmd) {
|
|
case kCmdOff:
|
|
SetSpriteState(actor, 0);
|
|
break;
|
|
case kCmdRepeat:
|
|
if (pSprite->type != kGenTrigger) ActivateGenerator(actor);
|
|
if (pXSprite->txID) evSendActor(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command);
|
|
if (pXSprite->busyTime > 0) {
|
|
int nRand = Random2(pXSprite->data1);
|
|
evPostActor(actor, 120*(nRand+pXSprite->busyTime) / 10, kCmdRepeat);
|
|
}
|
|
break;
|
|
default:
|
|
if (!pXSprite->state) {
|
|
SetSpriteState(actor, 1);
|
|
evPostActor(actor, 0, kCmdRepeat);
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
case kSoundPlayer:
|
|
if (gGameOptions.nGameType == 0)
|
|
{
|
|
if (gMe->pXSprite->health <= 0)
|
|
break;
|
|
gMe->restTime = 0;
|
|
}
|
|
sndStartSample(pXSprite->data1, -1, 1, 0, CHANF_FORCE);
|
|
break;
|
|
case kThingObjectGib:
|
|
case kThingObjectExplode:
|
|
case kThingBloodBits:
|
|
case kThingBloodChunks:
|
|
case kThingZombieHead:
|
|
switch (event.cmd) {
|
|
case kCmdOff:
|
|
if (!SetSpriteState(actor, 0)) break;
|
|
actActivateGibObject(actor);
|
|
break;
|
|
case kCmdOn:
|
|
if (!SetSpriteState(actor, 1)) break;
|
|
actActivateGibObject(actor);
|
|
break;
|
|
default:
|
|
if (!SetSpriteState(actor, pXSprite->state ^ 1)) break;
|
|
actActivateGibObject(actor);
|
|
break;
|
|
}
|
|
break;
|
|
default:
|
|
switch (event.cmd) {
|
|
case kCmdOff:
|
|
SetSpriteState(actor, 0);
|
|
break;
|
|
case kCmdOn:
|
|
SetSpriteState(actor, 1);
|
|
break;
|
|
default:
|
|
SetSpriteState(actor, pXSprite->state ^ 1);
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void SetupGibWallState(walltype *pWall, XWALL *pXWall)
|
|
{
|
|
walltype *pWall2 = NULL;
|
|
if (pWall->twoSided())
|
|
pWall2 = pWall->nextWall();
|
|
if (pXWall->state)
|
|
{
|
|
pWall->cstat &= ~(CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN);
|
|
if (pWall2)
|
|
{
|
|
pWall2->cstat &= ~(CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN);
|
|
pWall->cstat &= ~CSTAT_WALL_MASKED;
|
|
pWall2->cstat &= ~CSTAT_WALL_MASKED;
|
|
}
|
|
return;
|
|
}
|
|
bool bVector = pXWall->triggerVector != 0;
|
|
pWall->cstat |= CSTAT_WALL_BLOCK;
|
|
if (bVector)
|
|
pWall->cstat |= CSTAT_WALL_BLOCK_HITSCAN;
|
|
if (pWall2)
|
|
{
|
|
pWall2->cstat |= CSTAT_WALL_BLOCK;
|
|
if (bVector)
|
|
pWall2->cstat |= CSTAT_WALL_BLOCK_HITSCAN;
|
|
pWall->cstat |= CSTAT_WALL_MASKED;
|
|
pWall2->cstat |= CSTAT_WALL_MASKED;
|
|
}
|
|
}
|
|
|
|
void OperateWall(walltype* pWall, EVENT event) {
|
|
auto pXWall = &pWall->xw();
|
|
|
|
switch (event.cmd) {
|
|
case kCmdLock:
|
|
pXWall->locked = 1;
|
|
return;
|
|
case kCmdUnlock:
|
|
pXWall->locked = 0;
|
|
return;
|
|
case kCmdToggleLock:
|
|
pXWall->locked ^= 1;
|
|
return;
|
|
}
|
|
|
|
#ifdef NOONE_EXTENSIONS
|
|
if (gModernMap && modernTypeOperateWall(pWall, event))
|
|
return;
|
|
#endif
|
|
|
|
switch (pWall->type) {
|
|
case kWallGib:
|
|
bool bStatus;
|
|
switch (event.cmd) {
|
|
case kCmdOn:
|
|
case kCmdWallImpact:
|
|
bStatus = SetWallState(pWall, 1);
|
|
break;
|
|
case kCmdOff:
|
|
bStatus = SetWallState(pWall, 0);
|
|
break;
|
|
default:
|
|
bStatus = SetWallState(pWall, pXWall->state ^ 1);
|
|
break;
|
|
}
|
|
|
|
if (bStatus) {
|
|
SetupGibWallState(pWall, pXWall);
|
|
if (pXWall->state) {
|
|
CGibVelocity vel(100, 100, 250);
|
|
int nType = ClipRange(pXWall->data, 0, 31);
|
|
if (nType > 0)
|
|
GibWall(pWall, (GIBTYPE)nType, &vel);
|
|
}
|
|
}
|
|
return;
|
|
default:
|
|
switch (event.cmd) {
|
|
case kCmdOff:
|
|
SetWallState(pWall, 0);
|
|
break;
|
|
case kCmdOn:
|
|
SetWallState(pWall, 1);
|
|
break;
|
|
default:
|
|
SetWallState(pWall, pXWall->state ^ 1);
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
void SectorStartSound(sectortype* pSector, int nState)
|
|
{
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
spritetype *pSprite = &actor->s();
|
|
if (pSprite->statnum == kStatDecoration && pSprite->type == kSoundSector && actor->hasX())
|
|
{
|
|
XSPRITE *pXSprite = &actor->x();
|
|
if (nState)
|
|
{
|
|
if (pXSprite->data3)
|
|
sfxPlay3DSound(actor, pXSprite->data3, 0, 0);
|
|
}
|
|
else
|
|
{
|
|
if (pXSprite->data1)
|
|
sfxPlay3DSound(actor, pXSprite->data1, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SectorEndSound(sectortype* pSector, int nState)
|
|
{
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
spritetype* pSprite = &actor->s();
|
|
if (pSprite->statnum == kStatDecoration && pSprite->type == kSoundSector && actor->hasX())
|
|
{
|
|
XSPRITE *pXSprite = &actor->x();
|
|
if (nState)
|
|
{
|
|
if (pXSprite->data2)
|
|
sfxPlay3DSound(actor, pXSprite->data2, 0, 0);
|
|
}
|
|
else
|
|
{
|
|
if (pXSprite->data4)
|
|
sfxPlay3DSound(actor, pXSprite->data4, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void PathSound(sectortype* pSector, int nSound)
|
|
{
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
spritetype* pSprite = &actor->s();
|
|
if (pSprite->statnum == kStatDecoration && pSprite->type == kSoundSector)
|
|
sfxPlay3DSound(actor, nSound, 0, 0);
|
|
}
|
|
}
|
|
|
|
void DragPoint(walltype* pWall, int x, int y)
|
|
{
|
|
viewInterpolateWall(pWall);
|
|
pWall->move(x, y);
|
|
|
|
int vsi = wall.Size();
|
|
auto prevWall = pWall;
|
|
do
|
|
{
|
|
if (prevWall->twoSided())
|
|
{
|
|
prevWall = prevWall->nextWall()->point2Wall();
|
|
viewInterpolateWall(prevWall);
|
|
prevWall->move(x, y);
|
|
}
|
|
else
|
|
{
|
|
prevWall = pWall;
|
|
do
|
|
{
|
|
auto lw = prevWall->lastWall();
|
|
if (lw && lw->twoSided())
|
|
{
|
|
prevWall = lw->nextWall();
|
|
viewInterpolateWall(prevWall);
|
|
prevWall->move(x, y);
|
|
}
|
|
else
|
|
break;
|
|
vsi--;
|
|
} while (prevWall != pWall && vsi > 0);
|
|
break;
|
|
}
|
|
vsi--;
|
|
} while (prevWall != pWall && vsi > 0);
|
|
}
|
|
|
|
void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9, int a10, int a11, char a12)
|
|
{
|
|
int x, y;
|
|
XSECTOR *pXSector = &pSector->xs();
|
|
int v20 = interpolatedvalue(a6, a9, a2);
|
|
int vc = interpolatedvalue(a6, a9, a3);
|
|
int v28 = vc - v20;
|
|
int v24 = interpolatedvalue(a7, a10, a2);
|
|
int v8 = interpolatedvalue(a7, a10, a3);
|
|
int v2c = v8 - v24;
|
|
int v44 = interpolatedvalue(a8, a11, a2);
|
|
int vbp = interpolatedvalue(a8, a11, a3);
|
|
int v14 = vbp - v44;
|
|
if (a12)
|
|
{
|
|
for (auto& wal : wallsofsector(pSector))
|
|
{
|
|
x = wal.baseWall.X;
|
|
y = wal.baseWall.Y;
|
|
if (vbp)
|
|
RotatePoint((int*)&x, (int*)&y, vbp, a4, a5);
|
|
DragPoint(&wal, x+vc-a4, y+v8-a5);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (auto& wal : wallsofsector(pSector))
|
|
{
|
|
auto p2Wall = wal.point2Wall();
|
|
x = wal.baseWall.X;
|
|
y = wal.baseWall.Y;
|
|
if (wal.cstat & CSTAT_WALL_MOVE_FORWARD)
|
|
{
|
|
if (vbp)
|
|
RotatePoint((int*)&x, (int*)&y, vbp, a4, a5);
|
|
DragPoint(&wal, x+vc-a4, y+v8-a5);
|
|
if ((p2Wall->cstat & CSTAT_WALL_MOVE_MASK) == 0)
|
|
{
|
|
x = p2Wall->baseWall.X;
|
|
y = p2Wall->baseWall.Y;
|
|
if (vbp)
|
|
RotatePoint((int*)&x, (int*)&y, vbp, a4, a5);
|
|
DragPoint(p2Wall, x+vc-a4, y+v8-a5);
|
|
}
|
|
continue;
|
|
}
|
|
if (wal.cstat & CSTAT_WALL_MOVE_BACKWARD)
|
|
{
|
|
if (vbp)
|
|
RotatePoint((int*)&x, (int*)&y, -vbp, a4, a5);
|
|
DragPoint(&wal, x-(vc-a4), y-(v8-a5));
|
|
if ((p2Wall->cstat & CSTAT_WALL_MOVE_MASK) == 0)
|
|
{
|
|
x = p2Wall->baseWall.X;
|
|
y = p2Wall->baseWall.Y;
|
|
if (vbp)
|
|
RotatePoint((int*)&x, (int*)&y, -vbp, a4, a5);
|
|
DragPoint(p2Wall, x-(vc-a4), y-(v8-a5));
|
|
}
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
spritetype *pSprite = &actor->s();
|
|
// allow to move markers by sector movements in game if flags 1 is added in editor.
|
|
switch (pSprite->statnum) {
|
|
case kStatMarker:
|
|
case kStatPathMarker:
|
|
#ifdef NOONE_EXTENSIONS
|
|
if (!gModernMap || !(pSprite->flags & 0x1)) continue;
|
|
#else
|
|
continue;
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
x = actor->basePoint.X;
|
|
y = actor->basePoint.Y;
|
|
if (pSprite->cstat & CSTAT_SPRITE_MOVE_FORWARD)
|
|
{
|
|
if (vbp)
|
|
RotatePoint((int*)&x, (int*)&y, vbp, a4, a5);
|
|
viewBackupSpriteLoc(actor);
|
|
pSprite->ang = (pSprite->ang+v14)&2047;
|
|
pSprite->pos.X = x+vc-a4;
|
|
pSprite->pos.Y = y+v8-a5;
|
|
}
|
|
else if (pSprite->cstat & CSTAT_SPRITE_MOVE_REVERSE)
|
|
{
|
|
if (vbp)
|
|
RotatePoint((int*)& x, (int*)& y, -vbp, a4, a4);
|
|
viewBackupSpriteLoc(actor);
|
|
pSprite->ang = (pSprite->ang-v14)&2047;
|
|
pSprite->pos.X = x-(vc-a4);
|
|
pSprite->pos.Y = y-(v8-a5);
|
|
}
|
|
else if (pXSector->Drag)
|
|
{
|
|
int top, bottom;
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
int floorZ = getflorzofslopeptr(pSector, pSprite->pos.X, pSprite->pos.Y);
|
|
if (!(pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) && floorZ <= bottom)
|
|
{
|
|
if (v14)
|
|
RotatePoint((int*)&pSprite->pos.X, (int*)&pSprite->pos.Y, v14, v20, v24);
|
|
viewBackupSpriteLoc(actor);
|
|
pSprite->ang = (pSprite->ang+v14)&2047;
|
|
pSprite->pos.X += v28;
|
|
pSprite->pos.Y += v2c;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ZTranslateSector(sectortype* pSector, XSECTOR *pXSector, int a3, int a4)
|
|
{
|
|
viewInterpolateSector(pSector);
|
|
int dz = pXSector->onFloorZ-pXSector->offFloorZ;
|
|
if (dz != 0)
|
|
{
|
|
int oldZ = pSector->floorz;
|
|
pSector->baseFloor = pSector->floorz = pXSector->offFloorZ + MulScale(dz, GetWaveValue(a3, a4), 16);
|
|
pSector->velFloor += (pSector->floorz-oldZ)<<8;
|
|
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
spritetype* pSprite = &actor->s();
|
|
if (pSprite->statnum == kStatMarker || pSprite->statnum == kStatPathMarker)
|
|
continue;
|
|
int top, bottom;
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
if (pSprite->cstat & CSTAT_SPRITE_MOVE_FORWARD)
|
|
{
|
|
viewBackupSpriteLoc(actor);
|
|
pSprite->pos.Z += pSector->floorz-oldZ;
|
|
}
|
|
else if (pSprite->flags&2)
|
|
pSprite->flags |= 4;
|
|
else if (oldZ <= bottom && !(pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK))
|
|
{
|
|
viewBackupSpriteLoc(actor);
|
|
pSprite->pos.Z += pSector->floorz-oldZ;
|
|
}
|
|
}
|
|
}
|
|
dz = pXSector->onCeilZ-pXSector->offCeilZ;
|
|
if (dz != 0)
|
|
{
|
|
int oldZ = pSector->ceilingz;
|
|
pSector->baseCeil = pSector->ceilingz = pXSector->offCeilZ + MulScale(dz, GetWaveValue(a3, a4), 16);
|
|
pSector->velCeil += (pSector->ceilingz-oldZ)<<8;
|
|
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
spritetype* pSprite = &actor->s();
|
|
if (pSprite->statnum == kStatMarker || pSprite->statnum == kStatPathMarker)
|
|
continue;
|
|
if (pSprite->cstat & CSTAT_SPRITE_MOVE_REVERSE)
|
|
{
|
|
viewBackupSpriteLoc(actor);
|
|
pSprite->pos.Z += pSector->ceilingz-oldZ;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DBloodActor* GetHighestSprite(sectortype* pSector, int nStatus, int *z)
|
|
{
|
|
*z = pSector->floorz;
|
|
DBloodActor* found = nullptr;
|
|
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
spritetype* pSprite = &actor->s();
|
|
if (pSprite->statnum == nStatus || nStatus == kStatFree)
|
|
{
|
|
int top, bottom;
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
if (top-pSprite->pos.Z > *z)
|
|
{
|
|
*z = top-pSprite->pos.Z;
|
|
found = actor;
|
|
}
|
|
}
|
|
}
|
|
return found;
|
|
}
|
|
|
|
DBloodActor* GetCrushedSpriteExtents(sectortype* pSector, int *pzTop, int *pzBot)
|
|
{
|
|
assert(pzTop != NULL && pzBot != NULL);
|
|
assert(pSector);
|
|
DBloodActor* found = nullptr;
|
|
int foundz = pSector->ceilingz;
|
|
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
spritetype* pSprite = &actor->s();
|
|
if (pSprite->statnum == kStatDude || pSprite->statnum == kStatThing)
|
|
{
|
|
int top, bottom;
|
|
GetActorExtents(actor, &top, &bottom);
|
|
if (foundz > top)
|
|
{
|
|
foundz = top;
|
|
*pzTop = top;
|
|
*pzBot = bottom;
|
|
found = actor;
|
|
}
|
|
}
|
|
}
|
|
return found;
|
|
}
|
|
|
|
int VCrushBusy(sectortype *pSector, unsigned int a2)
|
|
{
|
|
assert(pSector && pSector->hasX());
|
|
XSECTOR *pXSector = &pSector->xs();
|
|
int nWave;
|
|
if (pXSector->busy < a2)
|
|
nWave = pXSector->busyWaveA;
|
|
else
|
|
nWave = pXSector->busyWaveB;
|
|
int dz1 = pXSector->onCeilZ - pXSector->offCeilZ;
|
|
int vc = pXSector->offCeilZ;
|
|
if (dz1 != 0)
|
|
vc += MulScale(dz1, GetWaveValue(a2, nWave), 16);
|
|
int dz2 = pXSector->onFloorZ - pXSector->offFloorZ;
|
|
int v10 = pXSector->offFloorZ;
|
|
if (dz2 != 0)
|
|
v10 += MulScale(dz2, GetWaveValue(a2, nWave), 16);
|
|
int v18;
|
|
if (GetHighestSprite(pSector, 6, &v18) && vc >= v18)
|
|
return 1;
|
|
viewInterpolateSector(pSector);
|
|
if (dz1 != 0)
|
|
pSector->ceilingz = vc;
|
|
if (dz2 != 0)
|
|
pSector->floorz = v10;
|
|
pXSector->busy = a2;
|
|
if (pXSector->command == kCmdLink && pXSector->txID)
|
|
evSendSector(pSector,pXSector->txID, kCmdLink);
|
|
if ((a2&0xffff) == 0)
|
|
{
|
|
SetSectorState(pSector, FixedToInt(a2));
|
|
SectorEndSound(pSector, FixedToInt(a2));
|
|
return 3;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int VSpriteBusy(sectortype* pSector, unsigned int a2)
|
|
{
|
|
assert(pSector && pSector->hasX());
|
|
XSECTOR* pXSector = &pSector->xs();
|
|
int nWave;
|
|
if (pXSector->busy < a2)
|
|
nWave = pXSector->busyWaveA;
|
|
else
|
|
nWave = pXSector->busyWaveB;
|
|
int dz1 = pXSector->onFloorZ - pXSector->offFloorZ;
|
|
if (dz1 != 0)
|
|
{
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
spritetype *pSprite = &actor->s();
|
|
if (pSprite->cstat & CSTAT_SPRITE_MOVE_FORWARD)
|
|
{
|
|
viewBackupSpriteLoc(actor);
|
|
pSprite->pos.Z = actor->basePoint.Z+MulScale(dz1, GetWaveValue(a2, nWave), 16);
|
|
}
|
|
}
|
|
}
|
|
int dz2 = pXSector->onCeilZ - pXSector->offCeilZ;
|
|
if (dz2 != 0)
|
|
{
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
spritetype* pSprite = &actor->s();
|
|
if (pSprite->cstat & CSTAT_SPRITE_MOVE_REVERSE)
|
|
{
|
|
viewBackupSpriteLoc(actor);
|
|
pSprite->pos.Z = actor->basePoint.Z + MulScale(dz2, GetWaveValue(a2, nWave), 16);
|
|
}
|
|
}
|
|
}
|
|
pXSector->busy = a2;
|
|
if (pXSector->command == kCmdLink && pXSector->txID)
|
|
evSendSector(pSector,pXSector->txID, kCmdLink);
|
|
if ((a2&0xffff) == 0)
|
|
{
|
|
SetSectorState(pSector, FixedToInt(a2));
|
|
SectorEndSound(pSector, FixedToInt(a2));
|
|
return 3;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int VDoorBusy(sectortype* pSector, unsigned int a2)
|
|
{
|
|
assert(pSector && pSector->hasX());
|
|
XSECTOR *pXSector = &pSector->xs();
|
|
int vbp;
|
|
if (pXSector->state)
|
|
vbp = 65536/ClipLow((120*pXSector->busyTimeA)/10, 1);
|
|
else
|
|
vbp = -65536/ClipLow((120*pXSector->busyTimeB)/10, 1);
|
|
int top, bottom;
|
|
auto actor = GetCrushedSpriteExtents(pSector, &top, &bottom);
|
|
if (actor && a2 > pXSector->busy)
|
|
{
|
|
assert(actor->hasX());
|
|
XSPRITE *pXSprite = &actor->x();
|
|
if (pXSector->onCeilZ > pXSector->offCeilZ || pXSector->onFloorZ < pXSector->offFloorZ)
|
|
{
|
|
if (pXSector->interruptable)
|
|
{
|
|
if (pXSector->Crush)
|
|
{
|
|
if (pXSprite->health <= 0)
|
|
return 2;
|
|
int nDamage;
|
|
if (pXSector->data == 0)
|
|
nDamage = 500;
|
|
else
|
|
nDamage = pXSector->data;
|
|
actDamageSprite(actor, actor, kDamageFall, nDamage<<4);
|
|
}
|
|
a2 = ClipRange(a2-(vbp/2)*4, 0, 65536);
|
|
}
|
|
else if (pXSector->Crush && pXSprite->health > 0)
|
|
{
|
|
int nDamage;
|
|
if (pXSector->data == 0)
|
|
nDamage = 500;
|
|
else
|
|
nDamage = pXSector->data;
|
|
actDamageSprite(actor, actor, kDamageFall, nDamage<<4);
|
|
a2 = ClipRange(a2-(vbp/2)*4, 0, 65536);
|
|
}
|
|
}
|
|
}
|
|
else if (actor && a2 < pXSector->busy)
|
|
{
|
|
assert(actor->hasX());
|
|
XSPRITE* pXSprite = &actor->x();
|
|
if (pXSector->offCeilZ > pXSector->onCeilZ || pXSector->offFloorZ < pXSector->onFloorZ)
|
|
{
|
|
if (pXSector->interruptable)
|
|
{
|
|
if (pXSector->Crush)
|
|
{
|
|
if (pXSprite->health <= 0)
|
|
return 2;
|
|
int nDamage;
|
|
if (pXSector->data == 0)
|
|
nDamage = 500;
|
|
else
|
|
nDamage = pXSector->data;
|
|
actDamageSprite(actor, actor, kDamageFall, nDamage<<4);
|
|
}
|
|
a2 = ClipRange(a2+(vbp/2)*4, 0, 65536);
|
|
}
|
|
else if (pXSector->Crush && pXSprite->health > 0)
|
|
{
|
|
int nDamage;
|
|
if (pXSector->data == 0)
|
|
nDamage = 500;
|
|
else
|
|
nDamage = pXSector->data;
|
|
actDamageSprite(actor, actor, kDamageFall, nDamage<<4);
|
|
a2 = ClipRange(a2+(vbp/2)*4, 0, 65536);
|
|
}
|
|
}
|
|
}
|
|
int nWave;
|
|
if (pXSector->busy < a2)
|
|
nWave = pXSector->busyWaveA;
|
|
else
|
|
nWave = pXSector->busyWaveB;
|
|
ZTranslateSector(pSector, pXSector, a2, nWave);
|
|
pXSector->busy = a2;
|
|
if (pXSector->command == kCmdLink && pXSector->txID)
|
|
evSendSector(pSector,pXSector->txID, kCmdLink);
|
|
if ((a2&0xffff) == 0)
|
|
{
|
|
SetSectorState(pSector, FixedToInt(a2));
|
|
SectorEndSound(pSector, FixedToInt(a2));
|
|
return 3;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int HDoorBusy(sectortype* pSector, unsigned int a2)
|
|
{
|
|
assert(pSector && pSector->hasX());
|
|
XSECTOR* pXSector = &pSector->xs();
|
|
int nWave;
|
|
if (pXSector->busy < a2)
|
|
nWave = pXSector->busyWaveA;
|
|
else
|
|
nWave = pXSector->busyWaveB;
|
|
if (!pXSector->marker0 || !pXSector->marker1) return 0;
|
|
spritetype *pSprite1 = &pXSector->marker0->s();
|
|
spritetype *pSprite2 = &pXSector->marker1->s();
|
|
TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite1->pos.X, pSprite1->pos.Y, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->ang, pSprite2->pos.X, pSprite2->pos.Y, pSprite2->ang, pSector->type == kSectorSlide);
|
|
ZTranslateSector(pSector, pXSector, a2, nWave);
|
|
pXSector->busy = a2;
|
|
if (pXSector->command == kCmdLink && pXSector->txID)
|
|
evSendSector(pSector, pXSector->txID, kCmdLink);
|
|
if ((a2&0xffff) == 0)
|
|
{
|
|
SetSectorState(pSector, FixedToInt(a2));
|
|
SectorEndSound(pSector, FixedToInt(a2));
|
|
return 3;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int RDoorBusy(sectortype* pSector, unsigned int a2)
|
|
{
|
|
assert(pSector && pSector->hasX());
|
|
XSECTOR* pXSector = &pSector->xs();
|
|
int nWave;
|
|
if (pXSector->busy < a2)
|
|
nWave = pXSector->busyWaveA;
|
|
else
|
|
nWave = pXSector->busyWaveB;
|
|
if (!pXSector->marker0) return 0;
|
|
spritetype* pSprite = &pXSector->marker0->s();
|
|
TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->pos.X, pSprite->pos.Y, pSprite->pos.X, pSprite->pos.Y, 0, pSprite->pos.X, pSprite->pos.Y, pSprite->ang, pSector->type == kSectorRotate);
|
|
ZTranslateSector(pSector, pXSector, a2, nWave);
|
|
pXSector->busy = a2;
|
|
if (pXSector->command == kCmdLink && pXSector->txID)
|
|
evSendSector(pSector, pXSector->txID, kCmdLink);
|
|
if ((a2&0xffff) == 0)
|
|
{
|
|
SetSectorState(pSector, FixedToInt(a2));
|
|
SectorEndSound(pSector, FixedToInt(a2));
|
|
return 3;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int StepRotateBusy(sectortype* pSector, unsigned int a2)
|
|
{
|
|
assert(pSector && pSector->hasX());
|
|
XSECTOR* pXSector = &pSector->xs();
|
|
if (!pXSector->marker0) return 0;
|
|
spritetype* pSprite = &pXSector->marker0->s();
|
|
int vbp;
|
|
if (pXSector->busy < a2)
|
|
{
|
|
vbp = pXSector->data+pSprite->ang;
|
|
int nWave = pXSector->busyWaveA;
|
|
TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->pos.X, pSprite->pos.Y, pSprite->pos.X, pSprite->pos.Y, pXSector->data, pSprite->pos.X, pSprite->pos.Y, vbp, 1);
|
|
}
|
|
else
|
|
{
|
|
vbp = pXSector->data-pSprite->ang;
|
|
int nWave = pXSector->busyWaveB;
|
|
TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->pos.X, pSprite->pos.Y, pSprite->pos.X, pSprite->pos.Y, vbp, pSprite->pos.X, pSprite->pos.Y, pXSector->data, 1);
|
|
}
|
|
pXSector->busy = a2;
|
|
if (pXSector->command == kCmdLink && pXSector->txID)
|
|
evSendSector(pSector, pXSector->txID, kCmdLink);
|
|
if ((a2&0xffff) == 0)
|
|
{
|
|
SetSectorState(pSector, FixedToInt(a2));
|
|
SectorEndSound(pSector, FixedToInt(a2));
|
|
pXSector->data = vbp&2047;
|
|
return 3;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int GenSectorBusy(sectortype* pSector, unsigned int a2)
|
|
{
|
|
assert(pSector && pSector->hasX());
|
|
XSECTOR* pXSector = &pSector->xs();
|
|
pXSector->busy = a2;
|
|
if (pXSector->command == kCmdLink && pXSector->txID)
|
|
evSendSector(pSector, pXSector->txID, kCmdLink);
|
|
if ((a2&0xffff) == 0)
|
|
{
|
|
SetSectorState(pSector, FixedToInt(a2));
|
|
SectorEndSound(pSector, FixedToInt(a2));
|
|
return 3;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int PathBusy(sectortype* pSector, unsigned int a2)
|
|
{
|
|
assert(pSector && pSector->hasX());
|
|
XSECTOR* pXSector = &pSector->xs();
|
|
|
|
if (!pXSector->basePath || !pXSector->marker0 || !pXSector->marker1) return 0;
|
|
spritetype* pSprite = &pXSector->basePath->s();
|
|
spritetype* pSprite1 = &pXSector->marker0->s();
|
|
spritetype* pSprite2 = &pXSector->marker1->s();
|
|
XSPRITE *pXSprite1 = &pXSector->marker0->x();
|
|
XSPRITE *pXSprite2 = &pXSector->marker1->x();
|
|
|
|
int nWave = pXSprite1->wave;
|
|
TranslateSector(pSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->pos.X, pSprite->pos.Y, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->ang, pSprite2->pos.X, pSprite2->pos.Y, pSprite2->ang, 1);
|
|
ZTranslateSector(pSector, pXSector, a2, nWave);
|
|
pXSector->busy = a2;
|
|
if ((a2&0xffff) == 0)
|
|
{
|
|
evPostSector(pSector, (120*pXSprite2->waitTime)/10, kCmdOn);
|
|
pXSector->state = 0;
|
|
pXSector->busy = 0;
|
|
if (pXSprite1->data4)
|
|
PathSound(pSector, pXSprite1->data4);
|
|
pXSector->marker0 = pXSector->marker1;
|
|
pXSector->data = pXSprite2->data1;
|
|
return 3;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void OperateDoor(sectortype* pSector, EVENT event, BUSYID busyWave)
|
|
{
|
|
auto pXSector = &pSector->xs();
|
|
switch (event.cmd) {
|
|
case kCmdOff:
|
|
if (!pXSector->busy) break;
|
|
AddBusy(pSector, busyWave, -65536/ClipLow((pXSector->busyTimeB*120)/10, 1));
|
|
SectorStartSound(pSector, 1);
|
|
break;
|
|
case kCmdOn:
|
|
if (pXSector->busy == 0x10000) break;
|
|
AddBusy(pSector, busyWave, 65536/ClipLow((pXSector->busyTimeA*120)/10, 1));
|
|
SectorStartSound(pSector, 0);
|
|
break;
|
|
default:
|
|
if (pXSector->busy & 0xffff) {
|
|
if (pXSector->interruptable) {
|
|
ReverseBusy(pSector, busyWave);
|
|
pXSector->state = !pXSector->state;
|
|
}
|
|
} else {
|
|
char t = !pXSector->state; int nDelta;
|
|
|
|
if (t) nDelta = 65536/ClipLow((pXSector->busyTimeA*120)/10, 1);
|
|
else nDelta = -65536/ClipLow((pXSector->busyTimeB*120)/10, 1);
|
|
|
|
AddBusy(pSector, busyWave, nDelta);
|
|
SectorStartSound(pSector, pXSector->state);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool SectorContainsDudes(sectortype * pSector)
|
|
{
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
spritetype* pSprite = &actor->s();
|
|
if (pSprite->statnum == kStatDude)
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void TeleFrag(DBloodActor* killer, sectortype* pSector)
|
|
{
|
|
BloodSectIterator it(pSector);
|
|
while (auto victim = it.Next())
|
|
{
|
|
spritetype *pSprite = &victim->s();
|
|
if (pSprite->statnum == kStatDude)
|
|
actDamageSprite(killer, victim, kDamageExplode, 4000);
|
|
else if (pSprite->statnum == kStatThing)
|
|
actDamageSprite(killer, victim, kDamageExplode, 4000);
|
|
}
|
|
}
|
|
|
|
void OperateTeleport(sectortype* pSector)
|
|
{
|
|
assert(pSector);
|
|
auto pXSector = &pSector->xs();
|
|
auto destactor = pXSector->marker0;
|
|
assert(destactor != nullptr);
|
|
spritetype *pDest = &destactor->s();
|
|
assert(pDest->statnum == kStatMarker);
|
|
assert(pDest->type == kMarkerWarpDest);
|
|
assert(pDest->insector());
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
spritetype *pSprite = &actor->s();
|
|
if (pSprite->statnum == kStatDude)
|
|
{
|
|
PLAYER *pPlayer;
|
|
char bPlayer = IsPlayerSprite(pSprite);
|
|
if (bPlayer)
|
|
pPlayer = &gPlayer[pSprite->type-kDudePlayer1];
|
|
else
|
|
pPlayer = NULL;
|
|
if (bPlayer || !SectorContainsDudes(pDest->sector()))
|
|
{
|
|
if (!(gGameOptions.uNetGameFlags & 2))
|
|
{
|
|
TeleFrag(pXSector->actordata, pDest->sector());
|
|
}
|
|
pSprite->pos.X = pDest->pos.X;
|
|
pSprite->pos.Y = pDest->pos.Y;
|
|
pSprite->pos.Z += pDest->sector()->floorz - pSector->floorz;
|
|
pSprite->ang = pDest->ang;
|
|
ChangeActorSect(actor, pDest->sector());
|
|
sfxPlay3DSound(destactor, 201, -1, 0);
|
|
actor->xvel = actor->yvel = actor->zvel = 0;
|
|
actor->interpolated = false;
|
|
viewBackupSpriteLoc(actor);
|
|
if (pPlayer)
|
|
{
|
|
playerResetInertia(pPlayer);
|
|
pPlayer->zViewVel = pPlayer->zWeaponVel = 0;
|
|
pPlayer->angle.settarget(pSprite->ang, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void OperatePath(sectortype* pSector, EVENT event)
|
|
{
|
|
DBloodActor* actor;
|
|
spritetype *pSprite = NULL;
|
|
XSPRITE *pXSprite;
|
|
assert(pSector);
|
|
auto pXSector = &pSector->xs();
|
|
if (!pXSector->marker0) return;
|
|
spritetype* pSprite2 = &pXSector->marker0->s();
|
|
XSPRITE *pXSprite2 = &pXSector->marker0->x();
|
|
int nId = pXSprite2->data2;
|
|
|
|
BloodStatIterator it(kStatPathMarker);
|
|
while ((actor = it.Next()))
|
|
{
|
|
pSprite = &actor->s();
|
|
if (pSprite->type == kMarkerPath)
|
|
{
|
|
pXSprite = &actor->x();
|
|
if (pXSprite->data1 == nId)
|
|
break;
|
|
}
|
|
}
|
|
|
|
// trigger marker after it gets reached
|
|
#ifdef NOONE_EXTENSIONS
|
|
if (gModernMap && pXSprite2->state != 1)
|
|
trTriggerSprite(pXSector->marker0, kCmdOn);
|
|
#endif
|
|
|
|
if (actor == nullptr) {
|
|
viewSetSystemMessage("Unable to find path marker with id #%d for path sector", nId);
|
|
pXSector->state = 0;
|
|
pXSector->busy = 0;
|
|
return;
|
|
}
|
|
|
|
pXSector->marker1 = actor;
|
|
pXSector->offFloorZ = pSprite2->pos.Z;
|
|
pXSector->onFloorZ = pSprite->pos.Z;
|
|
switch (event.cmd) {
|
|
case kCmdOn:
|
|
pXSector->state = 0;
|
|
pXSector->busy = 0;
|
|
AddBusy(pSector, BUSYID_7, 65536/ClipLow((120*pXSprite2->busyTime)/10,1));
|
|
if (pXSprite2->data3) PathSound(pSector, pXSprite2->data3);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void OperateSector(sectortype* pSector, EVENT event)
|
|
{
|
|
if (!pSector->hasX()) return;
|
|
auto pXSector = &pSector->xs();
|
|
#ifdef NOONE_EXTENSIONS
|
|
if (gModernMap && modernTypeOperateSector(pSector, event))
|
|
return;
|
|
#endif
|
|
|
|
switch (event.cmd) {
|
|
case kCmdLock:
|
|
pXSector->locked = 1;
|
|
break;
|
|
case kCmdUnlock:
|
|
pXSector->locked = 0;
|
|
break;
|
|
case kCmdToggleLock:
|
|
pXSector->locked ^= 1;
|
|
break;
|
|
case kCmdStopOff:
|
|
pXSector->stopOn = 0;
|
|
pXSector->stopOff = 1;
|
|
break;
|
|
case kCmdStopOn:
|
|
pXSector->stopOn = 1;
|
|
pXSector->stopOff = 0;
|
|
break;
|
|
case kCmdStopNext:
|
|
pXSector->stopOn = 1;
|
|
pXSector->stopOff = 1;
|
|
break;
|
|
default:
|
|
#ifdef NOONE_EXTENSIONS
|
|
if (gModernMap && pXSector->unused1) break;
|
|
#endif
|
|
switch (pSector->type) {
|
|
case kSectorZMotionSprite:
|
|
OperateDoor(pSector,event, BUSYID_1);
|
|
break;
|
|
case kSectorZMotion:
|
|
OperateDoor(pSector,event, BUSYID_2);
|
|
break;
|
|
case kSectorSlideMarked:
|
|
case kSectorSlide:
|
|
OperateDoor(pSector,event, BUSYID_3);
|
|
break;
|
|
case kSectorRotateMarked:
|
|
case kSectorRotate:
|
|
OperateDoor(pSector,event, BUSYID_4);
|
|
break;
|
|
case kSectorRotateStep:
|
|
switch (event.cmd) {
|
|
case kCmdOn:
|
|
pXSector->state = 0;
|
|
pXSector->busy = 0;
|
|
AddBusy(pSector, BUSYID_5, 65536/ClipLow((120*pXSector->busyTimeA)/10, 1));
|
|
SectorStartSound(pSector, 0);
|
|
break;
|
|
case kCmdOff:
|
|
pXSector->state = 1;
|
|
pXSector->busy = 65536;
|
|
AddBusy(pSector, BUSYID_5, -65536/ClipLow((120*pXSector->busyTimeB)/10, 1));
|
|
SectorStartSound(pSector, 1);
|
|
break;
|
|
}
|
|
break;
|
|
case kSectorTeleport:
|
|
OperateTeleport(pSector);
|
|
break;
|
|
case kSectorPath:
|
|
OperatePath(pSector, event);
|
|
break;
|
|
default:
|
|
if (!pXSector->busyTimeA && !pXSector->busyTimeB) {
|
|
|
|
switch (event.cmd) {
|
|
case kCmdOff:
|
|
SetSectorState(pSector, 0);
|
|
break;
|
|
case kCmdOn:
|
|
SetSectorState(pSector, 1);
|
|
break;
|
|
default:
|
|
SetSectorState(pSector, pXSector->state ^ 1);
|
|
break;
|
|
}
|
|
|
|
} else {
|
|
|
|
OperateDoor(pSector,event, BUSYID_6);
|
|
|
|
}
|
|
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void InitPath(sectortype* pSector, XSECTOR *pXSector)
|
|
{
|
|
DBloodActor* actor = nullptr;
|
|
spritetype *pSprite = nullptr;
|
|
XSPRITE *pXSprite;
|
|
assert(pSector);
|
|
int nId = pXSector->data;
|
|
|
|
BloodStatIterator it(kStatPathMarker);
|
|
while ((actor = it.Next()))
|
|
{
|
|
pSprite = &actor->s();
|
|
if (pSprite->type == kMarkerPath && actor->hasX())
|
|
{
|
|
pXSprite = &actor->x();
|
|
if (pXSprite->data1 == nId)
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (pSprite == nullptr) {
|
|
viewSetSystemMessage("Unable to find path marker with id #%d for path sector", nId);
|
|
return;
|
|
|
|
}
|
|
|
|
pXSector->basePath = pXSector->marker0 = actor;
|
|
if (pXSector->state)
|
|
evPostSector(pSector, 0, kCmdOn);
|
|
}
|
|
|
|
void LinkSector(sectortype* pSector, EVENT event)
|
|
{
|
|
auto pXSector = &pSector->xs();
|
|
int nBusy = GetSourceBusy(event);
|
|
switch (pSector->type) {
|
|
case kSectorZMotionSprite:
|
|
VSpriteBusy(pSector, nBusy);
|
|
break;
|
|
case kSectorZMotion:
|
|
VDoorBusy(pSector, nBusy);
|
|
break;
|
|
case kSectorSlideMarked:
|
|
case kSectorSlide:
|
|
HDoorBusy(pSector, nBusy);
|
|
break;
|
|
case kSectorRotateMarked:
|
|
case kSectorRotate:
|
|
// force synchronised input here for now.
|
|
setForcedSyncInput();
|
|
RDoorBusy(pSector, nBusy);
|
|
break;
|
|
default:
|
|
pXSector->busy = nBusy;
|
|
if ((pXSector->busy&0xffff) == 0)
|
|
SetSectorState(pSector, FixedToInt(nBusy));
|
|
break;
|
|
}
|
|
}
|
|
|
|
void LinkSprite(DBloodActor* actor, EVENT event)
|
|
{
|
|
spritetype *pSprite = &actor->s();
|
|
auto pXSprite = &actor->x();
|
|
int nBusy = GetSourceBusy(event);
|
|
|
|
switch (pSprite->type) {
|
|
case kSwitchCombo:
|
|
{
|
|
if (event.isActor())
|
|
{
|
|
auto actor2 = event.getActor();
|
|
|
|
pXSprite->data1 = actor2 && actor2->hasX()? actor2->x().data1 : 0;
|
|
if (pXSprite->data1 == pXSprite->data2)
|
|
SetSpriteState(actor, 1);
|
|
else
|
|
SetSpriteState(actor, 0);
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
{
|
|
pXSprite->busy = nBusy;
|
|
if ((pXSprite->busy & 0xffff) == 0)
|
|
SetSpriteState(actor, FixedToInt(nBusy));
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void LinkWall(walltype* pWall, EVENT& event)
|
|
{
|
|
int nBusy = GetSourceBusy(event);
|
|
pWall->xw().busy = nBusy;
|
|
if ((pWall->xw().busy & 0xffff) == 0)
|
|
SetWallState(pWall, FixedToInt(nBusy));
|
|
}
|
|
|
|
void trTriggerSector(sectortype* pSector, int command)
|
|
{
|
|
auto pXSector = &pSector->xs();
|
|
if (!pXSector->locked && !pXSector->isTriggered) {
|
|
|
|
if (pXSector->triggerOnce)
|
|
pXSector->isTriggered = 1;
|
|
|
|
if (pXSector->decoupled && pXSector->txID > 0)
|
|
evSendSector(pSector, pXSector->txID, (COMMAND_ID)pXSector->command);
|
|
|
|
else {
|
|
EVENT event;
|
|
event.cmd = command;
|
|
OperateSector(pSector, event);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void trTriggerWall(walltype* pWall, int command)
|
|
{
|
|
if (!pWall->hasX()) return;
|
|
auto pXWall = &pWall->xw();
|
|
if (!pXWall->locked && !pXWall->isTriggered) {
|
|
|
|
if (pXWall->triggerOnce)
|
|
pXWall->isTriggered = 1;
|
|
|
|
if (pXWall->decoupled && pXWall->txID > 0)
|
|
evSendWall(pWall, pXWall->txID, (COMMAND_ID)pXWall->command);
|
|
|
|
else {
|
|
EVENT event;
|
|
event.cmd = command;
|
|
OperateWall(pWall, event);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void trTriggerSprite(DBloodActor* actor, int command)
|
|
{
|
|
auto pXSprite = &actor->x();
|
|
|
|
if (!pXSprite->locked && !pXSprite->isTriggered) {
|
|
|
|
if (pXSprite->triggerOnce)
|
|
pXSprite->isTriggered = 1;
|
|
|
|
if (pXSprite->Decoupled && pXSprite->txID > 0)
|
|
evSendActor(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command);
|
|
|
|
else {
|
|
EVENT event;
|
|
event.cmd = command;
|
|
OperateSprite(actor, event);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void trMessageSector(sectortype* pSector, EVENT event)
|
|
{
|
|
if (!pSector->hasX()) return;
|
|
XSECTOR *pXSector = &pSector->xs();
|
|
if (!pXSector->locked || event.cmd == kCmdUnlock || event.cmd == kCmdToggleLock)
|
|
{
|
|
switch (event.cmd)
|
|
{
|
|
case kCmdLink:
|
|
LinkSector(pSector, event);
|
|
break;
|
|
#ifdef NOONE_EXTENSIONS
|
|
case kCmdModernUse:
|
|
modernTypeTrigger(OBJ_SECTOR, pSector, nullptr, nullptr, event);
|
|
break;
|
|
#endif
|
|
default:
|
|
OperateSector(pSector, event);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void trMessageWall(walltype* pWall, EVENT& event)
|
|
{
|
|
assert(pWall->hasX());
|
|
|
|
XWALL *pXWall = &pWall->xw();
|
|
if (!pXWall->locked || event.cmd == kCmdUnlock || event.cmd == kCmdToggleLock)
|
|
{
|
|
switch (event.cmd) {
|
|
case kCmdLink:
|
|
LinkWall(pWall, event);
|
|
break;
|
|
#ifdef NOONE_EXTENSIONS
|
|
case kCmdModernUse:
|
|
modernTypeTrigger(OBJ_WALL, nullptr, pWall, nullptr, event);
|
|
break;
|
|
#endif
|
|
default:
|
|
OperateWall(pWall, event);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void trMessageSprite(DBloodActor* actor, EVENT event)
|
|
{
|
|
auto pSprite = &actor->s();
|
|
auto pXSprite = &actor->x();
|
|
if (pSprite->statnum != kStatFree) {
|
|
|
|
if (!pXSprite->locked || event.cmd == kCmdUnlock || event.cmd == kCmdToggleLock)
|
|
{
|
|
switch (event.cmd)
|
|
{
|
|
case kCmdLink:
|
|
LinkSprite(actor, event);
|
|
break;
|
|
#ifdef NOONE_EXTENSIONS
|
|
case kCmdModernUse:
|
|
modernTypeTrigger(OBJ_SPRITE, 0, 0, actor, event);
|
|
break;
|
|
#endif
|
|
default:
|
|
OperateSprite(actor, event);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void ProcessMotion(void)
|
|
{
|
|
for(auto& sect: sector)
|
|
{
|
|
sectortype* pSector = §
|
|
|
|
if (!pSector->hasX()) continue;
|
|
XSECTOR* pXSector = &pSector->xs();
|
|
if (pXSector->bobSpeed != 0)
|
|
{
|
|
if (pXSector->bobAlways)
|
|
pXSector->bobTheta += pXSector->bobSpeed;
|
|
else if (pXSector->busy == 0)
|
|
continue;
|
|
else
|
|
pXSector->bobTheta += MulScale(pXSector->bobSpeed, pXSector->busy, 16);
|
|
int vdi = MulScale(Sin(pXSector->bobTheta), pXSector->bobZRange<<8, 30);
|
|
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
auto pSprite = &actor->s();
|
|
if (pSprite->cstat & CSTAT_SPRITE_MOVE_MASK)
|
|
{
|
|
viewBackupSpriteLoc(actor);
|
|
pSprite->pos.Z += vdi;
|
|
}
|
|
}
|
|
if (pXSector->bobFloor)
|
|
{
|
|
int floorZ = pSector->floorz;
|
|
viewInterpolateSector(pSector);
|
|
pSector->floorz = pSector->baseFloor + vdi;
|
|
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
auto pSprite = &actor->s();
|
|
if (pSprite->flags&2)
|
|
pSprite->flags |= 4;
|
|
else
|
|
{
|
|
int top, bottom;
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
if (bottom >= floorZ && (pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0)
|
|
{
|
|
viewBackupSpriteLoc(actor);
|
|
pSprite->pos.Z += vdi;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (pXSector->bobCeiling)
|
|
{
|
|
int ceilZ = pSector->ceilingz;
|
|
viewInterpolateSector(pSector);
|
|
pSector->ceilingz = pSector->baseCeil + vdi;
|
|
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
auto pSprite = &actor->s();
|
|
int top, bottom;
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
if (top <= ceilZ && (pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0)
|
|
{
|
|
viewBackupSpriteLoc(actor);
|
|
pSprite->pos.Z += vdi;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void AlignSlopes(void)
|
|
{
|
|
for(auto& sect: sector)
|
|
{
|
|
if (sect.slopewallofs)
|
|
{
|
|
walltype *pWall = sect.firstWall() + sect.slopewallofs;
|
|
walltype *pWall2 = pWall->point2Wall();
|
|
if (pWall->twoSided())
|
|
{
|
|
auto pNextSector = pWall->nextSector();
|
|
|
|
int x = (pWall->pos.X+pWall2->pos.X)/2;
|
|
int y = (pWall->pos.Y+pWall2->pos.Y)/2;
|
|
viewInterpolateSector(§);
|
|
alignflorslope(§, x, y, getflorzofslopeptr(pNextSector, x, y));
|
|
alignceilslope(§, x, y, getceilzofslopeptr(pNextSector, x, y));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int(*gBusyProc[])(sectortype*, unsigned int) =
|
|
{
|
|
VCrushBusy,
|
|
VSpriteBusy,
|
|
VDoorBusy,
|
|
HDoorBusy,
|
|
RDoorBusy,
|
|
StepRotateBusy,
|
|
GenSectorBusy,
|
|
PathBusy
|
|
};
|
|
|
|
void trProcessBusy(void)
|
|
{
|
|
for (auto& sect: sector)
|
|
{
|
|
sect.velCeil = sect.velFloor = 0;
|
|
}
|
|
for (auto& b : backwards(gBusy))
|
|
{
|
|
int nStatus;
|
|
int oldBusy = b.busy;
|
|
b.busy = ClipRange(oldBusy+b.delta*4, 0, 65536);
|
|
#ifdef NOONE_EXTENSIONS
|
|
if (!gModernMap || !b.sect->xs().unused1) nStatus = gBusyProc[b.type](b.sect, b.busy);
|
|
else nStatus = 3; // allow to pause/continue motion for sectors any time by sending special command
|
|
#else
|
|
nStatus = gBusyProc[b.type](b.at0, b.at8);
|
|
#endif
|
|
switch (nStatus) {
|
|
case 1:
|
|
b.busy = oldBusy;
|
|
break;
|
|
case 2:
|
|
b.busy = oldBusy;
|
|
b.delta = -b.delta;
|
|
break;
|
|
case 3:
|
|
b = gBusy.Last();
|
|
gBusy.Pop();
|
|
break;
|
|
}
|
|
}
|
|
ProcessMotion();
|
|
AlignSlopes();
|
|
}
|
|
|
|
void InitGenerator(DBloodActor*);
|
|
|
|
void trInit(TArray<DBloodActor*>& actors)
|
|
{
|
|
gBusy.Clear();
|
|
for(auto& wal : wall)
|
|
{
|
|
wal.baseWall.X = wal.pos.X;
|
|
wal.baseWall.Y = wal.pos.Y;
|
|
}
|
|
for(auto actor : actors)
|
|
{
|
|
if (!actor->exists()) continue;
|
|
auto spr = &actor->s();
|
|
spr->inittype = spr->type;
|
|
actor->basePoint = spr->pos;
|
|
}
|
|
for(auto& wal : wall)
|
|
{
|
|
if (wal.hasX())
|
|
{
|
|
XWALL *pXWall = &wal.xw();
|
|
if (pXWall->state)
|
|
pXWall->busy = 65536;
|
|
}
|
|
}
|
|
|
|
for(auto& sect: sector)
|
|
{
|
|
sectortype *pSector = §
|
|
pSector->baseFloor = pSector->floorz;
|
|
pSector->baseCeil = pSector->ceilingz;
|
|
if (pSector->hasX())
|
|
{
|
|
XSECTOR *pXSector = &pSector->xs();
|
|
if (pXSector->state)
|
|
pXSector->busy = 65536;
|
|
switch (pSector->type)
|
|
{
|
|
case kSectorCounter:
|
|
#ifdef NOONE_EXTENSIONS
|
|
if (gModernMap)
|
|
pXSector->triggerOff = false;
|
|
else
|
|
#endif
|
|
pXSector->triggerOnce = 1;
|
|
evPostSector(pSector, 0, kCallbackCounterCheck);
|
|
break;
|
|
case kSectorZMotion:
|
|
case kSectorZMotionSprite:
|
|
ZTranslateSector(pSector, pXSector, pXSector->busy, 1);
|
|
break;
|
|
case kSectorSlideMarked:
|
|
case kSectorSlide:
|
|
{
|
|
spritetype* pSprite1 = &pXSector->marker0->s();
|
|
spritetype* pSprite2 = &pXSector->marker1->s();
|
|
TranslateSector(pSector, 0, -65536, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->ang, pSprite2->pos.X, pSprite2->pos.Y, pSprite2->ang, pSector->type == kSectorSlide);
|
|
for(auto& wal : wallsofsector(pSector))
|
|
{
|
|
wal.baseWall.X = wal.pos.X;
|
|
wal.baseWall.Y = wal.pos.Y;
|
|
}
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
actor->basePoint = actor->spr.pos;
|
|
}
|
|
TranslateSector(pSector, 0, pXSector->busy, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->ang, pSprite2->pos.X, pSprite2->pos.Y, pSprite2->ang, pSector->type == kSectorSlide);
|
|
ZTranslateSector(pSector, pXSector, pXSector->busy, 1);
|
|
break;
|
|
}
|
|
case kSectorRotateMarked:
|
|
case kSectorRotate:
|
|
{
|
|
spritetype* pSprite1 = &pXSector->marker0->s();
|
|
TranslateSector(pSector, 0, -65536, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->pos.X, pSprite1->pos.Y, 0, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->ang, pSector->type == kSectorRotate);
|
|
for (auto& wal : wallsofsector(pSector))
|
|
{
|
|
wal.baseWall.X = wal.pos.X;
|
|
wal.baseWall.Y = wal.pos.Y;
|
|
}
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
actor->basePoint = actor->spr.pos;
|
|
}
|
|
TranslateSector(pSector, 0, pXSector->busy, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->pos.X, pSprite1->pos.Y, 0, pSprite1->pos.X, pSprite1->pos.Y, pSprite1->ang, pSector->type == kSectorRotate);
|
|
ZTranslateSector(pSector, pXSector, pXSector->busy, 1);
|
|
break;
|
|
}
|
|
case kSectorPath:
|
|
InitPath(pSector, pXSector);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (auto actor : actors)
|
|
{
|
|
auto pSprite = &actor->s();
|
|
if (pSprite->statnum < kStatFree && actor->hasX())
|
|
{
|
|
auto pXSprite = &actor->x();
|
|
if (pXSprite->state)
|
|
pXSprite->busy = 65536;
|
|
switch (pSprite->type) {
|
|
case kSwitchPadlock:
|
|
pXSprite->triggerOnce = 1;
|
|
break;
|
|
#ifdef NOONE_EXTENSIONS
|
|
case kModernRandom:
|
|
case kModernRandom2:
|
|
|
|
if (!gModernMap || pXSprite->state == pXSprite->restState) break;
|
|
evPostActor(actor, (120 * pXSprite->busyTime) / 10, kCmdRepeat);
|
|
if (pXSprite->waitTime > 0)
|
|
evPostActor(actor, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff);
|
|
break;
|
|
case kModernSeqSpawner:
|
|
case kModernObjDataAccumulator:
|
|
case kModernDudeTargetChanger:
|
|
case kModernEffectSpawner:
|
|
case kModernWindGenerator:
|
|
if (pXSprite->state == pXSprite->restState) break;
|
|
evPostActor(actor, 0, kCmdRepeat);
|
|
if (pXSprite->waitTime > 0)
|
|
evPostActor(actor, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff);
|
|
break;
|
|
#endif
|
|
case kGenTrigger:
|
|
case kGenDripWater:
|
|
case kGenDripBlood:
|
|
case kGenMissileFireball:
|
|
case kGenDart:
|
|
case kGenBubble:
|
|
case kGenBubbleMulti:
|
|
case kGenMissileEctoSkull:
|
|
case kGenSound:
|
|
InitGenerator(actor);
|
|
break;
|
|
case kThingArmedProxBomb:
|
|
pXSprite->Proximity = 1;
|
|
break;
|
|
case kThingFallingRock:
|
|
if (pXSprite->state) pSprite->flags |= 7;
|
|
else pSprite->flags &= ~7;
|
|
break;
|
|
}
|
|
if (pXSprite->Vector) pSprite->cstat |= CSTAT_SPRITE_BLOCK_HITSCAN;
|
|
if (pXSprite->Push) pSprite->cstat |= CSTAT_SPRITE_BLOOD_BIT1;
|
|
}
|
|
}
|
|
|
|
evSendGame(kChannelLevelStart, kCmdOn);
|
|
switch (gGameOptions.nGameType) {
|
|
case 1:
|
|
evSendGame(kChannelLevelStartCoop, kCmdOn);
|
|
break;
|
|
case 2:
|
|
evSendGame(kChannelLevelStartMatch, kCmdOn);
|
|
break;
|
|
case 3:
|
|
evSendGame(kChannelLevelStartMatch, kCmdOn);
|
|
evSendGame(kChannelLevelStartTeamsOnly, kCmdOn);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void trTextOver(int nId)
|
|
{
|
|
const char *pzMessage = currentLevel->GetMessage(nId);
|
|
if (pzMessage)
|
|
viewSetMessage(pzMessage, VanillaMode() ? 0 : 8, MESSAGE_PRIORITY_INI); // 8: gold
|
|
}
|
|
|
|
void InitGenerator(DBloodActor* actor)
|
|
{
|
|
spritetype *pSprite = &actor->s();
|
|
assert(actor->hasX());
|
|
XSPRITE *pXSprite = &actor->x();
|
|
switch (pSprite->type) {
|
|
case kGenTrigger:
|
|
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
|
|
pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
|
|
break;
|
|
}
|
|
if (pXSprite->state != pXSprite->restState && pXSprite->busyTime > 0)
|
|
evPostActor(actor, (120*(pXSprite->busyTime+Random2(pXSprite->data1)))/10, kCmdRepeat);
|
|
}
|
|
|
|
void ActivateGenerator(DBloodActor* actor)
|
|
{
|
|
spritetype *pSprite = &actor->s();
|
|
assert(actor->hasX());
|
|
XSPRITE *pXSprite = &actor->x();
|
|
switch (pSprite->type) {
|
|
case kGenDripWater:
|
|
case kGenDripBlood: {
|
|
int top, bottom;
|
|
GetActorExtents(actor, &top, &bottom);
|
|
actSpawnThing(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, bottom, (pSprite->type == kGenDripWater) ? kThingDripWater : kThingDripBlood);
|
|
break;
|
|
}
|
|
case kGenSound:
|
|
sfxPlay3DSound(actor, pXSprite->data2, -1, 0);
|
|
break;
|
|
case kGenMissileFireball:
|
|
switch (pXSprite->data2) {
|
|
case 0:
|
|
FireballTrapSeqCallback(3, actor);
|
|
break;
|
|
case 1:
|
|
seqSpawn(35, actor, nFireballTrapClient);
|
|
break;
|
|
case 2:
|
|
seqSpawn(36, actor, nFireballTrapClient);
|
|
break;
|
|
}
|
|
break;
|
|
case kGenMissileEctoSkull:
|
|
break;
|
|
case kGenBubble:
|
|
case kGenBubbleMulti: {
|
|
int top, bottom;
|
|
GetActorExtents(actor, &top, &bottom);
|
|
gFX.fxSpawnActor((pSprite->type == kGenBubble) ? FX_23 : FX_26, pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, top, 0);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FireballTrapSeqCallback(int, DBloodActor* actor)
|
|
{
|
|
spritetype* pSprite = &actor->s();
|
|
if (pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)
|
|
actFireMissile(actor, 0, 0, 0, 0, (pSprite->cstat & CSTAT_SPRITE_YFLIP) ? 0x4000 : -0x4000, kMissileFireball);
|
|
else
|
|
actFireMissile(actor, 0, 0, bcos(pSprite->ang), bsin(pSprite->ang), 0, kMissileFireball);
|
|
}
|
|
|
|
|
|
void MGunFireSeqCallback(int, DBloodActor* actor)
|
|
{
|
|
XSPRITE* pXSprite = &actor->x();
|
|
spritetype* pSprite = &actor->s();
|
|
if (pXSprite->data2 > 0 || pXSprite->data1 == 0)
|
|
{
|
|
if (pXSprite->data2 > 0)
|
|
{
|
|
pXSprite->data2--;
|
|
if (pXSprite->data2 == 0)
|
|
evPostActor(actor, 1, kCmdOff);
|
|
}
|
|
int dx = bcos(pSprite->ang)+Random2(1000);
|
|
int dy = bsin(pSprite->ang)+Random2(1000);
|
|
int dz = Random2(1000);
|
|
actFireVector(actor, 0, 0, dx, dy, dz, kVectorBullet);
|
|
sfxPlay3DSound(actor, 359, -1, 0);
|
|
}
|
|
}
|
|
|
|
void MGunOpenSeqCallback(int, DBloodActor* actor)
|
|
{
|
|
seqSpawn(39, actor, nMGunFireClient);
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, BUSY& w, BUSY* def)
|
|
{
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("index", w.sect)
|
|
("type", w.type)
|
|
("delta", w.delta)
|
|
("busy", w.busy)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
void SerializeTriggers(FSerializer& arc)
|
|
{
|
|
if (arc.BeginObject("triggers"))
|
|
{
|
|
arc("busy", gBusy)
|
|
.EndObject();
|
|
}
|
|
}
|
|
|
|
END_BLD_NS
|