2019-09-19 22:42:45 +00:00
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//-------------------------------------------------------------------------
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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 <random>
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#include <iostream>
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#include "build.h"
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#include "compat.h"
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#include "mmulti.h"
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#include "common_game.h"
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#include "ai.h"
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#include "actor.h"
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#include "blood.h"
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#include "db.h"
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#include "endgame.h"
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#include "eventq.h"
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#include "aiunicult.h"
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#include "fx.h"
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#include "gameutil.h"
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#include "gib.h"
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2019-06-27 04:33:22 +00:00
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#include "globals.h"
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2019-09-19 22:42:45 +00:00
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#include "levels.h"
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#include "loadsave.h"
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#include "player.h"
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#include "seq.h"
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#include "sfx.h"
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#include "sound.h"
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#include "triggers.h"
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#include "trig.h"
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#include "view.h"
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int basePath[kMaxSectors];
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void FireballTrapSeqCallback(int, int);
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void UniMissileTrapSeqCallback(int, int);
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void MGunFireSeqCallback(int, int);
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void MGunOpenSeqCallback(int, int);
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int nFireballTrapClient = seqRegisterClient(FireballTrapSeqCallback);
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int nUniMissileTrapClient = seqRegisterClient(UniMissileTrapSeqCallback);
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int nMGunFireClient = seqRegisterClient(MGunFireSeqCallback);
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int nMGunOpenClient = seqRegisterClient(MGunOpenSeqCallback);
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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((nPhase<<10)>>16)>>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((nPhase<<9)>>16)>>14);
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case 3:
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return Sin((nPhase<<9)>>16)>>14;
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}
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return nPhase;
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}
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char SetSpriteState(int nSprite, XSPRITE *pXSprite, int nState)
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{
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if ((pXSprite->busy&0xffff) == 0 && pXSprite->state == nState)
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return 0;
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pXSprite->busy = nState<<16;
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pXSprite->state = nState;
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evKill(nSprite, 3);
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if ((sprite[nSprite].hitag & 16) != 0 && sprite[nSprite].type >= kDudeBase && sprite[nSprite].type < kDudeMax)
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{
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pXSprite->respawnPending = 3;
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evPost(nSprite, 3, gGameOptions.nMonsterRespawnTime, CALLBACK_ID_9);
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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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evPost(nSprite, 3, (pXSprite->waitTime*120) / 10, pXSprite->restState ? COMMAND_ID_1 : COMMAND_ID_0);
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if (pXSprite->txID)
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{
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if (pXSprite->command != 5 && pXSprite->triggerOn && pXSprite->state)
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evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command);
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if (pXSprite->command != 5 && pXSprite->triggerOff && !pXSprite->state)
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evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command);
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}
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return 1;
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}
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char SetWallState(int nWall, XWALL *pXWall, int nState)
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{
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if ((pXWall->busy&0xffff) == 0 && pXWall->state == nState)
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return 0;
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pXWall->busy = nState<<16;
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pXWall->state = nState;
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evKill(nWall, 0);
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if (pXWall->restState != nState && pXWall->waitTime > 0)
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evPost(nWall, 0, (pXWall->waitTime*120) / 10, pXWall->restState ? COMMAND_ID_1 : COMMAND_ID_0);
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if (pXWall->txID)
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{
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if (pXWall->command != 5 && pXWall->triggerOn && pXWall->state)
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evSend(nWall, 0, pXWall->txID, (COMMAND_ID)pXWall->command);
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if (pXWall->command != 5 && pXWall->triggerOff && !pXWall->state)
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evSend(nWall, 0, pXWall->txID, (COMMAND_ID)pXWall->command);
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}
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return 1;
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}
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char SetSectorState(int nSector, XSECTOR *pXSector, int nState)
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{
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if ((pXSector->busy&0xffff) == 0 && pXSector->state == nState)
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return 0;
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pXSector->busy = nState<<16;
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pXSector->state = nState;
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evKill(nSector, 6);
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if (nState == 1)
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{
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if (pXSector->command != 5 && pXSector->triggerOn && pXSector->txID)
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evSend(nSector, 6, pXSector->txID, (COMMAND_ID)pXSector->command);
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if (pXSector->at1b_2)
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{
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pXSector->at1b_2 = 0;
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pXSector->at1b_3 = 0;
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}
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else if (pXSector->atf_6)
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evPost(nSector, 6, (pXSector->waitTimeA * 120) / 10, COMMAND_ID_0);
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}
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else
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{
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if (pXSector->command != 5 && pXSector->triggerOff && pXSector->txID)
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evSend(nSector, 6, pXSector->txID, (COMMAND_ID)pXSector->command);
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if (pXSector->at1b_3)
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{
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pXSector->at1b_2 = 0;
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pXSector->at1b_3 = 0;
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}
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else if (pXSector->atf_7)
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evPost(nSector, 6, (pXSector->waitTimeB * 120) / 10, COMMAND_ID_1);
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}
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return 1;
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}
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int gBusyCount = 0;
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enum BUSYID {
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BUSYID_0 = 0,
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BUSYID_1,
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BUSYID_2,
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BUSYID_3,
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BUSYID_4,
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BUSYID_5,
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BUSYID_6,
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BUSYID_7,
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};
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struct BUSY {
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int at0;
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int at4;
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int at8;
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BUSYID atc;
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};
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BUSY gBusy[128];
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void AddBusy(int a1, BUSYID a2, int nDelta)
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{
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dassert(nDelta != 0);
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int i;
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for (i = 0; i < gBusyCount; i++)
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{
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if (gBusy[i].at0 == a1 && gBusy[i].atc == a2)
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break;
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}
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if (i == gBusyCount)
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{
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if (gBusyCount == 128)
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return;
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gBusy[i].at0 = a1;
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gBusy[i].atc = a2;
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gBusy[i].at8 = nDelta > 0 ? 0 : 65536;
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gBusyCount++;
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}
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gBusy[i].at4 = nDelta;
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}
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void ReverseBusy(int a1, BUSYID a2)
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{
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int i;
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for (i = 0; i < gBusyCount; i++)
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{
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if (gBusy[i].at0 == a1 && gBusy[i].atc == a2)
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{
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gBusy[i].at4 = -gBusy[i].at4;
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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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int nIndex = a1.index;
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switch (a1.type)
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{
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case 6:
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{
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int nXIndex = sector[nIndex].extra;
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dassert(nXIndex > 0 && nXIndex < kMaxXSectors);
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return xsector[nXIndex].busy;
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}
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case 0:
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{
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int nXIndex = wall[nIndex].extra;
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dassert(nXIndex > 0 && nXIndex < kMaxXWalls);
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return xwall[nXIndex].busy;
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}
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case 3:
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{
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int nXIndex = sprite[nIndex].extra;
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dassert(nXIndex > 0 && nXIndex < kMaxXSprites);
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return xsprite[nXIndex].busy;
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}
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}
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return 0;
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}
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void sub_43CF8(spritetype *pSprite, XSPRITE *pXSprite, EVENT a3)
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{
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switch (a3.cmd)
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{
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case 30:
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{
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int nPlayer = pXSprite->data4;
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if (nPlayer >= 0 && nPlayer < gNetPlayers)
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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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pPlayer->at181[8] = ClipHigh(pPlayer->at181[8]+pXSprite->data3, gAmmoInfo[8].at0);
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pPlayer->atcb[9] = 1;
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if (pPlayer->atbd != 9)
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{
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pPlayer->atc3 = 0;
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pPlayer->atbe = 9;
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}
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evKill(pSprite->index, 3);
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}
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}
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break;
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}
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case 35:
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{
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int nTarget = pXSprite->target;
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if (nTarget >= 0 && nTarget < kMaxSprites)
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{
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if (!pXSprite->stateTimer)
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{
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spritetype *pTarget = &sprite[nTarget];
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if (pTarget->statnum == 6 && !(pTarget->hitag&32) && pTarget->extra > 0 && pTarget->extra < kMaxXSprites)
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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 = &dudeInfo[nType];
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int z1 = (top-pSprite->z)-256;
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int x = pTarget->x;
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int y = pTarget->y;
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int z = pTarget->z;
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int nDist = approxDist(x - pSprite->x, y - pSprite->y);
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if (nDist != 0 && cansee(pSprite->x, pSprite->y, top, pSprite->sectnum, x, y, z, pTarget->sectnum))
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{
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int t = divscale(nDist, 0x1aaaaa, 12);
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x += (xvel[nTarget]*t)>>12;
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y += (yvel[nTarget]*t)>>12;
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int angBak = pSprite->ang;
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pSprite->ang = getangle(x-pSprite->x, y-pSprite->y);
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int dx = Cos(pSprite->ang)>>16;
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int dy = Sin(pSprite->ang)>>16;
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int tz = pTarget->z - (pTarget->yrepeat * pDudeInfo->aimHeight) * 4;
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int dz = divscale(tz - top - 256, nDist, 10);
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int nMissileType = 316+(pXSprite->data3 ? 1 : 0);
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int t2;
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if (!pXSprite->data3)
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t2 = 120 / 10.0;
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else
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t2 = (3*120) / 10.0;
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spritetype *pMissile = actFireMissile(pSprite, 0, z1, dx, dy, dz, nMissileType);
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if (pMissile)
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{
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pMissile->owner = pSprite->owner;
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pXSprite->stateTimer = 1;
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evPost(pSprite->index, 3, t2, CALLBACK_ID_20);
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pXSprite->data3 = ClipLow(pXSprite->data3-1, 0);
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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(pSprite->index, kStatFree);
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}
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void ActivateGenerator(int);
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void OperateSprite(int nSprite, XSPRITE *pXSprite, EVENT a3)
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{
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spritetype *pSprite = &sprite[nSprite];
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switch (a3.cmd)
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{
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case 6:
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pXSprite->locked = 1;
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switch (pSprite->type) {
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case kGDXWindGenerator:
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stopWindOnSectors(pXSprite);
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break;
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}
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return;
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case 7:
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pXSprite->locked = 0;
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return;
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case 8:
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pXSprite->locked = pXSprite->locked ^ 1;
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switch(pSprite->type) {
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case kGDXWindGenerator:
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if (pXSprite->locked == 1) stopWindOnSectors(pXSprite);
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break;
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}
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return;
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}
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if (pSprite->statnum == 6 && pSprite->type >= kDudeBase && pSprite->type < kDudeMax)
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{
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switch (a3.cmd)
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{
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case 0:
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SetSpriteState(nSprite, pXSprite, 0);
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break;
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case 35:
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if (pXSprite->state)
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break;
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fallthrough__;
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case 1:
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case 30:
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|
|
|
case 33:
|
|
|
|
if (!pXSprite->state)
|
|
|
|
SetSpriteState(nSprite, pXSprite, 1);
|
|
|
|
aiActivateDude(pSprite, pXSprite);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
switch (pSprite->type)
|
|
|
|
{
|
|
|
|
|
|
|
|
/* - Random Event Switch takes random data field and uses it as TX ID - */
|
|
|
|
/* - ranged TX ID is now supported also - */
|
|
|
|
case kGDXRandomTX:
|
|
|
|
{
|
|
|
|
std::default_random_engine rng; int tx = 0;
|
|
|
|
// set range of TX ID if data2 and data3 is empty.
|
|
|
|
if (pXSprite->data1 > 0 && pXSprite->data2 <= 0 && pXSprite->data3 <= 0 && pXSprite->data4 > 0) {
|
|
|
|
|
|
|
|
// data1 must be less than data4
|
|
|
|
if (pXSprite->data1 > pXSprite->data4) {
|
|
|
|
int tmp = pXSprite->data1;
|
|
|
|
pXSprite->data1 = pXSprite->data4;
|
|
|
|
pXSprite->data4 = tmp;
|
|
|
|
}
|
|
|
|
|
|
|
|
int total = pXSprite->data4 - pXSprite->data1;
|
|
|
|
int data1 = pXSprite->data1; int result = 0;
|
|
|
|
|
|
|
|
// use true random only for single player mode
|
|
|
|
if (gGameOptions.nGameType == 0 && !VanillaMode() && !DemoRecordStatus()) {
|
|
|
|
rng.seed(std::random_device()());
|
|
|
|
pXSprite->txID = (int)my_random(pXSprite->data1, pXSprite->data4);
|
|
|
|
|
|
|
|
// otherwise use Blood's default one. In the future it maybe possible to make
|
|
|
|
// host send info to clients about what was generated.
|
|
|
|
} else {
|
|
|
|
pXSprite->txID = Random(total) + data1;
|
|
|
|
}
|
|
|
|
|
|
|
|
} else if ((tx = GetRandDataVal(NULL,pSprite)) > 0) {
|
|
|
|
pXSprite->txID = tx;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case COMMAND_ID_0:
|
|
|
|
SetSpriteState(nSprite, pXSprite, 0);
|
|
|
|
break;
|
|
|
|
case COMMAND_ID_1:
|
|
|
|
SetSpriteState(nSprite, pXSprite, 1);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
/* - Sequential Switch takes values from data fields starting from data1 and uses it as TX ID - */
|
|
|
|
/* - ranged TX ID is now supported also - */
|
|
|
|
case kGDXSequentialTX:
|
|
|
|
{
|
|
|
|
bool range = false; int cnt = 3; int tx = 0;
|
|
|
|
// set range of TX ID if data2 and data3 is empty.
|
|
|
|
if (pXSprite->data1 > 0 && pXSprite->data2 <= 0 && pXSprite->data3 <= 0 && pXSprite->data4 > 0) {
|
|
|
|
|
|
|
|
// data1 must be less than data4
|
|
|
|
if (pXSprite->data1 > pXSprite->data4) {
|
|
|
|
int tmp = pXSprite->data1;
|
|
|
|
pXSprite->data1 = (short)pXSprite->data4;
|
|
|
|
pXSprite->data4 = tmp;
|
|
|
|
}
|
|
|
|
|
|
|
|
// force send command to all TX id in a range
|
|
|
|
if (pSprite->hitag == 1) {
|
|
|
|
for (int i = pXSprite->data1; i <= pXSprite->data4; i++) {
|
|
|
|
evSend(nSprite, 3, i, (COMMAND_ID) pXSprite->command);
|
|
|
|
}
|
|
|
|
|
|
|
|
pXSprite->txIndex = 0;
|
|
|
|
SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Make sure txIndex is correct as we store current index of TX ID here.
|
|
|
|
if (pXSprite->txIndex < pXSprite->data1) pXSprite->txIndex = pXSprite->data1;
|
|
|
|
else if (pXSprite->txIndex > pXSprite->data4) pXSprite->txIndex = pXSprite->data4;
|
|
|
|
|
|
|
|
range = true;
|
|
|
|
|
|
|
|
} else {
|
|
|
|
// Make sure txIndex is correct as we store current index of data field here.
|
|
|
|
if (pXSprite->txIndex > 3) pXSprite->txIndex = 0;
|
|
|
|
else if (pXSprite->txIndex < 0) pXSprite->txIndex = 3;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (a3.cmd) {
|
|
|
|
case COMMAND_ID_0:
|
|
|
|
if (range == false) {
|
|
|
|
while (cnt-- >= 0) { // skip empty data fields
|
|
|
|
pXSprite->txIndex--;
|
|
|
|
if (pXSprite->txIndex < 0) pXSprite->txIndex = 3;
|
|
|
|
tx = GetDataVal(pSprite, pXSprite->txIndex);
|
|
|
|
if (tx < 0) ThrowError(" -- Current data index is negative");
|
|
|
|
if (tx > 0) break;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
pXSprite->txIndex--;
|
|
|
|
if (pXSprite->txIndex < pXSprite->data1) {
|
|
|
|
pXSprite->txIndex = pXSprite->data4;
|
|
|
|
}
|
|
|
|
tx = pXSprite->txIndex;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
if (range == false) {
|
|
|
|
while (cnt-- >= 0) { // skip empty data fields
|
|
|
|
if (pXSprite->txIndex > 3) pXSprite->txIndex = 0;
|
|
|
|
tx = GetDataVal(pSprite, pXSprite->txIndex);
|
|
|
|
if (tx < 0) ThrowError(" ++ Current data index is negative");
|
|
|
|
pXSprite->txIndex++;
|
|
|
|
if (tx > 0) break;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
tx = pXSprite->txIndex;
|
|
|
|
if (pXSprite->txIndex >= pXSprite->data4) {
|
|
|
|
pXSprite->txIndex = pXSprite->data1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
pXSprite->txIndex++;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
pXSprite->txID = (short)tx;
|
|
|
|
SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case 413:
|
|
|
|
if (pXSprite->health > 0)
|
|
|
|
{
|
|
|
|
if (a3.cmd == 1)
|
|
|
|
{
|
|
|
|
if (SetSpriteState(nSprite, pXSprite, 1))
|
|
|
|
{
|
|
|
|
seqSpawn(38, 3, pSprite->extra, nMGunOpenClient);
|
|
|
|
if (pXSprite->data1 > 0)
|
|
|
|
pXSprite->data2 = pXSprite->data1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (a3.cmd == 0)
|
|
|
|
{
|
|
|
|
if (SetSpriteState(nSprite, pXSprite, 0))
|
|
|
|
seqSpawn(40, 3, pSprite->extra, -1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 414:
|
|
|
|
if (SetSpriteState(nSprite, pXSprite, 1))
|
|
|
|
pSprite->hitag |= 7;
|
|
|
|
break;
|
|
|
|
case 408:
|
|
|
|
if (SetSpriteState(nSprite, pXSprite, 0))
|
|
|
|
actPostSprite(nSprite, kStatFree);
|
|
|
|
break;
|
|
|
|
case 405:
|
|
|
|
if (SetSpriteState(nSprite, pXSprite, 0))
|
|
|
|
actPostSprite(nSprite, kStatFree);
|
|
|
|
break;
|
|
|
|
case 456:
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
pXSprite->state = 0;
|
|
|
|
pSprite->cstat |= 32768;
|
|
|
|
pSprite->cstat &= ~1;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
pXSprite->state = 1;
|
|
|
|
pSprite->cstat &= (unsigned short)~32768;
|
|
|
|
pSprite->cstat |= 1;
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
pXSprite->state ^= 1;
|
|
|
|
pSprite->cstat ^= 32768;
|
|
|
|
pSprite->cstat ^= 1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 452:
|
|
|
|
if (a3.cmd == 1)
|
|
|
|
{
|
|
|
|
if (SetSpriteState(nSprite, pXSprite, 1))
|
|
|
|
{
|
|
|
|
seqSpawn(38, 3, pSprite->extra, -1);
|
|
|
|
sfxPlay3DSound(pSprite, 441, 0, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (a3.cmd == 0)
|
|
|
|
{
|
|
|
|
if (SetSpriteState(nSprite, pXSprite, 0))
|
|
|
|
{
|
|
|
|
seqSpawn(40, 3, pSprite->extra, -1);
|
|
|
|
sfxKill3DSound(pSprite, 0, -1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 23:
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
SetSpriteState(nSprite, pXSprite, 0);
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
if (SetSpriteState(nSprite, pXSprite, 1))
|
|
|
|
seqSpawn(37, 3, pSprite->extra, -1);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1);
|
|
|
|
if (pXSprite->state)
|
|
|
|
seqSpawn(37, 3, pSprite->extra, -1);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 20:
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
if (SetSpriteState(nSprite, pXSprite, 0))
|
|
|
|
sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0);
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
if (SetSpriteState(nSprite, pXSprite, 1))
|
|
|
|
sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
if (SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1))
|
|
|
|
{
|
|
|
|
if (pXSprite->state)
|
|
|
|
sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0);
|
|
|
|
else
|
|
|
|
sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 21:
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
if (SetSpriteState(nSprite, pXSprite, 0))
|
|
|
|
sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0);
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
if (SetSpriteState(nSprite, pXSprite, 1))
|
|
|
|
sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
if (SetSpriteState(nSprite, pXSprite, pXSprite->restState ^ 1))
|
|
|
|
{
|
|
|
|
if (pXSprite->state)
|
|
|
|
sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0);
|
|
|
|
else
|
|
|
|
sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
// By NoOne: add linking for path markers and stacks feature
|
|
|
|
case kMarkerLowWater:
|
|
|
|
case kMarkerUpWater:
|
|
|
|
case kMarkerUpGoo:
|
|
|
|
case kMarkerLowGoo:
|
|
|
|
case kMarkerUpLink:
|
|
|
|
case kMarkerLowLink:
|
|
|
|
case kMarkerUpStack:
|
|
|
|
case kMarkerLowStack:
|
|
|
|
case kMarkerPath:
|
|
|
|
if (pXSprite->command == 5 && pXSprite->txID != 0)
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, COMMAND_ID_5);
|
|
|
|
break;
|
|
|
|
case 22:
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
pXSprite->data1--;
|
|
|
|
if (pXSprite->data1 < 0)
|
|
|
|
pXSprite->data1 += pXSprite->data3;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
pXSprite->data1++;
|
|
|
|
if (pXSprite->data1 >= pXSprite->data3)
|
|
|
|
pXSprite->data1 -= pXSprite->data3;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (pXSprite->command == 5 && pXSprite->txID)
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, COMMAND_ID_5);
|
|
|
|
sfxPlay3DSound(pSprite, pXSprite->data4, -1, 0);
|
|
|
|
if (pXSprite->data1 == pXSprite->data2)
|
|
|
|
SetSpriteState(nSprite, pXSprite, 1);
|
|
|
|
else
|
|
|
|
SetSpriteState(nSprite, pXSprite, 0);
|
|
|
|
break;
|
|
|
|
case kGDXObjPropertiesChanger:
|
|
|
|
case kGDXObjPicnumChanger:
|
|
|
|
case kGDXObjSizeChanger:
|
|
|
|
case kGDXSectorFXChanger:
|
|
|
|
case kGDXObjDataChanger:
|
|
|
|
// by NoOne: Sending new command instead of link is *required*, because types above
|
|
|
|
//are universal and can paste properties in different objects.
|
|
|
|
if (pXSprite->command == COMMAND_ID_5)
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste);
|
|
|
|
else {
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // send first command to change properties
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID) pXSprite->command); // then send normal command
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
// this type damages sprite with given damageType
|
|
|
|
case kGDXSpriteDamager:
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, kGDXCommandSpriteDamage);
|
|
|
|
break;
|
|
|
|
case 40: // Random weapon
|
|
|
|
case 80: // Random ammo
|
|
|
|
// let's first search for previously dropped items and remove it
|
|
|
|
if (pXSprite->dropMsg > 0) {
|
|
|
|
for (short nItem = headspritestat[3]; nItem >= 0; nItem = nextspritestat[nItem]) {
|
|
|
|
spritetype* pItem = &sprite[nItem];
|
|
|
|
if (pItem->lotag == pXSprite->dropMsg && pItem->x == pSprite->x && pItem->y == pSprite->y && pItem->z == pSprite->z) {
|
|
|
|
gFX.fxSpawn((FX_ID) 29, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
|
|
|
|
deletesprite(nItem);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// then drop item
|
|
|
|
DropRandomPickupObject(pSprite, pXSprite->dropMsg);
|
|
|
|
break;
|
|
|
|
case kGDXCustomDudeSpawn:
|
|
|
|
if (gGameOptions.nMonsterSettings && actSpawnCustomDude(pSprite, -1) != NULL)
|
|
|
|
gKillMgr.sub_263E0(1);
|
|
|
|
break;
|
|
|
|
case 18:
|
|
|
|
if (gGameOptions.nMonsterSettings && pXSprite->data1 >= kDudeBase && pXSprite->data1 < kDudeMax)
|
|
|
|
{
|
|
|
|
|
|
|
|
spritetype* pSpawn = NULL;
|
|
|
|
// By NoOne: add spawn random dude feature - works only if at least 2 data fields are not empty.
|
|
|
|
if (!VanillaMode()) {
|
|
|
|
if ((pSpawn = spawnRandomDude(pSprite)) == NULL)
|
|
|
|
pSpawn = actSpawnDude(pSprite, pXSprite->data1, -1, 0);
|
|
|
|
} else {
|
|
|
|
pSpawn = actSpawnDude(pSprite, pXSprite->data1, -1, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pSpawn)
|
|
|
|
{
|
|
|
|
XSPRITE *pXSpawn = &xsprite[pSpawn->extra];
|
|
|
|
gKillMgr.sub_263E0(1);
|
|
|
|
switch (pXSprite->data1)
|
|
|
|
{
|
|
|
|
case 239:
|
|
|
|
case 240:
|
|
|
|
case 242:
|
|
|
|
case 252:
|
|
|
|
case 253:
|
|
|
|
{
|
|
|
|
pXSpawn->health = dudeInfo[pXSprite->data1 - kDudeBase].startHealth << 4;
|
|
|
|
pXSpawn->burnTime = 10;
|
|
|
|
pXSpawn->target = -1;
|
|
|
|
aiActivateDude(pSpawn, pXSpawn);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 19:
|
|
|
|
pXSprite->triggerOn = 0;
|
|
|
|
pXSprite->isTriggered = 1;
|
|
|
|
SetSpriteState(nSprite, pXSprite, 1);
|
|
|
|
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
|
|
|
{
|
|
|
|
spritetype *pPlayerSprite = gPlayer[p].pSprite;
|
|
|
|
int dx = (pSprite->x - pPlayerSprite->x)>>4;
|
|
|
|
int dy = (pSprite->y - pPlayerSprite->y)>>4;
|
|
|
|
int dz = (pSprite->z - pPlayerSprite->z)>>8;
|
|
|
|
int nDist = dx*dx+dy*dy+dz*dz+0x40000;
|
|
|
|
gPlayer[p].at37f = divscale16(pXSprite->data1, nDist);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 400:
|
|
|
|
if (pSprite->hitag&16)
|
|
|
|
return;
|
|
|
|
fallthrough__;
|
|
|
|
case 418:
|
|
|
|
case 419:
|
|
|
|
case 420:
|
|
|
|
actExplodeSprite(pSprite);
|
|
|
|
break;
|
|
|
|
case 459:
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case 1:
|
|
|
|
SetSpriteState(nSprite, pXSprite, 1);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
pSprite->cstat &= (unsigned short)~32768;
|
|
|
|
actExplodeSprite(pSprite);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case kGDXSeqSpawner:
|
|
|
|
case kGDXEffectSpawner:
|
|
|
|
switch (a3.cmd) {
|
|
|
|
case COMMAND_ID_0:
|
|
|
|
SetSpriteState(nSprite, pXSprite, 0);
|
|
|
|
break;
|
|
|
|
case COMMAND_ID_1:
|
|
|
|
if (pXSprite->state == 1) break;
|
|
|
|
fallthrough__;
|
|
|
|
case COMMAND_ID_21:
|
|
|
|
SetSpriteState(nSprite, pXSprite, 1);
|
|
|
|
if (pXSprite->txID <= 0)
|
|
|
|
(pSprite->type == kGDXSeqSpawner) ? useSeqSpawnerGen(pXSprite, NULL) : useEffectGen(pXSprite, NULL);
|
|
|
|
else if (pXSprite->command == COMMAND_ID_5)
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste);
|
|
|
|
else {
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste);
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID) pXSprite->command);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pXSprite->busyTime > 0)
|
|
|
|
evPost(nSprite, 3, ClipLow((int(pXSprite->busyTime) + Random2(pXSprite->data1)) * 120 / 10, 0), COMMAND_ID_21);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case COMMAND_ID_3:
|
|
|
|
if (pXSprite->state == 0) evPost(nSprite, 3, 0, COMMAND_ID_21);
|
|
|
|
else evPost(nSprite, 3, 0, COMMAND_ID_0);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
break;
|
|
|
|
case 402:
|
|
|
|
if (pSprite->statnum == 8)
|
|
|
|
break;
|
|
|
|
if (a3.cmd != 1)
|
|
|
|
actExplodeSprite(pSprite);
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sfxPlay3DSound(pSprite, 454, 0, 0);
|
|
|
|
evPost(nSprite, 3, 18, COMMAND_ID_0);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 401:
|
|
|
|
case kGDXThingTNTProx:
|
|
|
|
if (pSprite->statnum == 8)
|
|
|
|
break;
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case 35:
|
|
|
|
if (!pXSprite->state)
|
|
|
|
{
|
|
|
|
sfxPlay3DSound(pSprite, 452, 0, 0);
|
|
|
|
evPost(nSprite, 3, 30, COMMAND_ID_0);
|
|
|
|
pXSprite->state = 1;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
sfxPlay3DSound(pSprite, 451, 0, 0);
|
|
|
|
pXSprite->Proximity = 1;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
actExplodeSprite(pSprite);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 431:
|
|
|
|
sub_43CF8(pSprite, pXSprite, a3);
|
|
|
|
break;
|
|
|
|
case kGDXThingCustomDudeLifeLeech:
|
|
|
|
dudeLeechOperate(pSprite, pXSprite, a3);
|
|
|
|
break;
|
|
|
|
case kGDXWindGenerator:
|
|
|
|
switch (a3.cmd) {
|
|
|
|
case COMMAND_ID_0:
|
|
|
|
stopWindOnSectors(pXSprite);
|
|
|
|
SetSpriteState(nSprite, pXSprite, 0);
|
|
|
|
break;
|
|
|
|
case COMMAND_ID_1:
|
|
|
|
if (pXSprite->state == 1) break;
|
|
|
|
fallthrough__;
|
|
|
|
case COMMAND_ID_21:
|
|
|
|
SetSpriteState(nSprite, pXSprite, 1);
|
|
|
|
if (pXSprite->txID <= 0) useSectorWindGen(pXSprite, NULL);
|
|
|
|
else if (pXSprite->command == COMMAND_ID_5)
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste);
|
|
|
|
else {
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste);
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID) pXSprite->command);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pXSprite->busyTime > 0)
|
|
|
|
evPost(nSprite, 3, pXSprite->busyTime, COMMAND_ID_21);
|
|
|
|
break;
|
|
|
|
case COMMAND_ID_3:
|
|
|
|
if (pXSprite->state == 0) evPost(nSprite, 3, 0, COMMAND_ID_21);
|
|
|
|
else evPost(nSprite, 3, 0, COMMAND_ID_0);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
break;
|
|
|
|
case kGDXDudeTargetChanger:
|
|
|
|
{
|
|
|
|
// 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.
|
|
|
|
bool activated = false;
|
|
|
|
if (pXSprite->dropMsg == 3 && 3 != pXSprite->data4) {
|
|
|
|
activateDudes(pXSprite->txID);
|
|
|
|
activated = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case COMMAND_ID_0:
|
|
|
|
if (pXSprite->data4 == 3 && activated == false) activateDudes(pXSprite->txID);
|
|
|
|
SetSpriteState(nSprite, pXSprite, 0);
|
|
|
|
break;
|
|
|
|
case COMMAND_ID_1:
|
|
|
|
if (pXSprite->state == 1) break;
|
|
|
|
fallthrough__;
|
|
|
|
case COMMAND_ID_21:
|
|
|
|
SetSpriteState(nSprite, pXSprite, 1);
|
|
|
|
if (pXSprite->txID <= 0 || !getDudesForTargetChg(pXSprite)) {
|
|
|
|
evPost(nSprite, 3, 0, COMMAND_ID_0);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
else if (pXSprite->command == COMMAND_ID_5)
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste);
|
|
|
|
else {
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste);
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pXSprite->busyTime > 0) evPost(nSprite, 3, pXSprite->busyTime, COMMAND_ID_21);
|
|
|
|
break;
|
|
|
|
case COMMAND_ID_3:
|
|
|
|
if (pXSprite->state == 0) evPost(nSprite, 3, 0, COMMAND_ID_21);
|
|
|
|
else evPost(nSprite, 3, 0, COMMAND_ID_0);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
pXSprite->dropMsg = (short)pXSprite->data4;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case kGDXObjDataAccumulator:
|
|
|
|
switch (a3.cmd) {
|
|
|
|
case COMMAND_ID_0:
|
|
|
|
SetSpriteState(nSprite, pXSprite, 0);
|
|
|
|
break;
|
|
|
|
case COMMAND_ID_1:
|
|
|
|
if (pXSprite->state == 1) break;
|
|
|
|
case COMMAND_ID_21:
|
|
|
|
SetSpriteState(nSprite, pXSprite, 1);
|
|
|
|
|
|
|
|
// force OFF after *all* TX objects reach the goal value
|
|
|
|
if (pSprite->hitag == 0 && goalValueIsReached(pXSprite)) {
|
|
|
|
evPost(nSprite, 3, 0, COMMAND_ID_0);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pXSprite->data1 > 0 && pXSprite->data1 <= 4 && pXSprite->data2 > 0) {
|
|
|
|
if (pXSprite->txID != 0) {
|
|
|
|
if (pXSprite->command == COMMAND_ID_5)
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste);
|
|
|
|
else {
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste);
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID) pXSprite->command);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (pXSprite->busyTime > 0) evPost(nSprite, 3, pXSprite->busyTime, COMMAND_ID_21);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case COMMAND_ID_3:
|
|
|
|
if (pXSprite->state == 0) evPost(nSprite, 3, 0, COMMAND_ID_21);
|
|
|
|
else evPost(nSprite, 3, 0, COMMAND_ID_0);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 700:
|
|
|
|
case 701:
|
|
|
|
case 702:
|
|
|
|
case 703:
|
|
|
|
case 704:
|
|
|
|
case 705:
|
|
|
|
case 706:
|
|
|
|
case 707:
|
|
|
|
case 708:
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
SetSpriteState(nSprite, pXSprite, 0);
|
|
|
|
break;
|
|
|
|
case 21:
|
|
|
|
if (pSprite->type != 700)
|
|
|
|
ActivateGenerator(nSprite);
|
|
|
|
if (pXSprite->txID)
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command);
|
|
|
|
if (pXSprite->busyTime > 0)
|
|
|
|
{
|
|
|
|
int nRand = Random2(pXSprite->data1);
|
|
|
|
evPost(nSprite, 3, 120*(nRand+pXSprite->busyTime) / 10, COMMAND_ID_21);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
if (!pXSprite->state)
|
|
|
|
{
|
|
|
|
SetSpriteState(nSprite, pXSprite, 1);
|
|
|
|
evPost(nSprite, 3, 0, COMMAND_ID_21);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 711:
|
|
|
|
if (gGameOptions.nGameType == 0)
|
|
|
|
{
|
|
|
|
if (gMe->pXSprite->health <= 0)
|
|
|
|
break;
|
|
|
|
gMe->at30a = 0;
|
|
|
|
}
|
|
|
|
sndStartSample(pXSprite->data1, -1, 1, 0);
|
|
|
|
break;
|
|
|
|
case 416:
|
|
|
|
case 417:
|
|
|
|
case 425:
|
|
|
|
case 426:
|
|
|
|
case 427:
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
if (SetSpriteState(nSprite, pXSprite, 0))
|
|
|
|
actActivateGibObject(pSprite, pXSprite);
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
if (SetSpriteState(nSprite, pXSprite, 1))
|
|
|
|
actActivateGibObject(pSprite, pXSprite);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
if (SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1))
|
|
|
|
actActivateGibObject(pSprite, pXSprite);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
SetSpriteState(nSprite, pXSprite, 0);
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
SetSpriteState(nSprite, pXSprite, 1);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// by NoOne: this function stops wind on all TX sectors affected by WindGen after it goes off state.
|
|
|
|
void stopWindOnSectors(XSPRITE* pXSource) {
|
|
|
|
for (int i = bucketHead[pXSource->txID]; i < bucketHead[pXSource->txID + 1]; i++) {
|
|
|
|
if (rxBucket[i].type != 3) continue;
|
|
|
|
XSECTOR * pXSector = &xsector[sector[rxBucket[i].index].extra];
|
|
|
|
if ((pXSector->state == 1 && !pXSector->windAlways) || sprite[pXSource->reference].hitag == 1)
|
|
|
|
pXSector->windVel = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void useSectorWindGen(XSPRITE* pXSource, sectortype* pSector) {
|
|
|
|
|
|
|
|
spritetype* pSource = &sprite[pXSource->reference];
|
|
|
|
XSECTOR* pXSector = NULL; bool forceWind = false;
|
|
|
|
|
|
|
|
if (pSector == NULL) {
|
|
|
|
|
|
|
|
if (sector[pSource->sectnum].extra < 0) {
|
|
|
|
int nXSector = dbInsertXSector(pSource->sectnum);
|
|
|
|
if (nXSector > 0) pXSector = &xsector[nXSector];
|
|
|
|
else return;
|
|
|
|
|
|
|
|
forceWind = true;
|
|
|
|
|
|
|
|
} else {
|
|
|
|
pXSector = &xsector[sector[pSource->sectnum].extra];
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
pXSector = &xsector[pSector->extra];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pSource->hitag) {
|
|
|
|
pXSector->panAlways = 1;
|
|
|
|
pXSector->windAlways = 1;
|
|
|
|
} else if (forceWind)
|
|
|
|
pXSector->windAlways = 1;
|
|
|
|
|
|
|
|
if (pXSource->data2 > 32766) pXSource->data2 = 32767;
|
|
|
|
|
|
|
|
if (pXSource->data1 == 1 || pXSource->data1 == 3) pXSector->windVel = Random(pXSource->data2);
|
|
|
|
else pXSector->windVel = pXSource->data2;
|
|
|
|
|
|
|
|
if (pXSource->data1 == 2 || pXSource->data1 == 3) {
|
|
|
|
short ang = pSource->ang;
|
|
|
|
while (pSource->ang == ang)
|
|
|
|
pSource->ang = Random3(kAng360);
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
pXSector->panAngle = pXSector->windAng;
|
|
|
|
pXSector->panVel = pXSector->windVel;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void useSeqSpawnerGen(XSPRITE* pXSource, spritetype* pSprite) {
|
|
|
|
if (pSprite == NULL) pSprite = &sprite[pXSource->reference];
|
|
|
|
if (pSprite->extra < 0) return;
|
|
|
|
|
|
|
|
seqSpawn(pXSource->data2, 3, pSprite->extra, (pXSource->data3 > 0) ? pXSource->data3 : -1);
|
|
|
|
if (pXSource->data4 > 0)
|
|
|
|
sfxPlay3DSound(pSprite, pXSource->data4, -1, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
void useEffectGen(XSPRITE* pXSource, spritetype* pSprite) {
|
|
|
|
if (pSprite == NULL) pSprite = &sprite[pXSource->reference];
|
|
|
|
if (pSprite->extra < 0) return;
|
|
|
|
|
|
|
|
int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); int cnt = pXSource->data4;
|
|
|
|
spritetype* pEffect = NULL; if (cnt > 32) cnt = 32;
|
|
|
|
|
|
|
|
while (cnt-- >= 0) {
|
|
|
|
if (cnt > 0) {
|
|
|
|
|
|
|
|
int dx = Random3(250);
|
|
|
|
int dy = Random3(150);
|
|
|
|
|
|
|
|
pEffect = gFX.fxSpawn((FX_ID)pXSource->data2, pSprite->sectnum, pSprite->x + dx, pSprite->y + dy, top, 0);
|
|
|
|
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
pEffect = gFX.fxSpawn((FX_ID)pXSource->data2, pSprite->sectnum, pSprite->x, pSprite->y, top, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pEffect != NULL) {
|
|
|
|
if (pEffect->pal <= 0) pEffect->pal = pSprite->pal;
|
|
|
|
if (pEffect->xrepeat <= 0) pEffect->xrepeat = pSprite->xrepeat;
|
|
|
|
if (pEffect->yrepeat <= 0) pEffect->yrepeat = pSprite->yrepeat;
|
|
|
|
if (pEffect->shade == 0) pEffect->shade = pSprite->shade;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pXSource->data3 > 0)
|
|
|
|
sfxPlay3DSound(pSprite, pXSource->data3, -1, 0);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void SetupGibWallState(walltype *pWall, XWALL *pXWall)
|
|
|
|
{
|
|
|
|
walltype *pWall2 = NULL;
|
|
|
|
if (pWall->nextwall >= 0)
|
|
|
|
pWall2 = &wall[pWall->nextwall];
|
|
|
|
if (pXWall->state)
|
|
|
|
{
|
|
|
|
pWall->cstat &= ~65;
|
|
|
|
if (pWall2)
|
|
|
|
{
|
|
|
|
pWall2->cstat &= ~65;
|
|
|
|
pWall->cstat &= ~16;
|
|
|
|
pWall2->cstat &= ~16;
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
char bVector = pXWall->triggerVector != 0;
|
|
|
|
pWall->cstat |= 1;
|
|
|
|
if (bVector)
|
|
|
|
pWall->cstat |= 64;
|
|
|
|
if (pWall2)
|
|
|
|
{
|
|
|
|
pWall2->cstat |= 1;
|
|
|
|
if (bVector)
|
|
|
|
pWall2->cstat |= 64;
|
|
|
|
pWall->cstat |= 16;
|
|
|
|
pWall2->cstat |= 16;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void OperateWall(int nWall, XWALL *pXWall, EVENT a3)
|
|
|
|
{
|
|
|
|
walltype *pWall = &wall[nWall];
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case 6:
|
|
|
|
pXWall->locked = 1;
|
|
|
|
return;
|
|
|
|
case 7:
|
|
|
|
pXWall->locked = 0;
|
|
|
|
return;
|
|
|
|
case 8:
|
|
|
|
pXWall->locked ^= 1;
|
|
|
|
return;
|
|
|
|
}
|
2019-06-26 14:02:01 +00:00
|
|
|
if (GetWallType(nWall) == 511)
|
2019-09-19 22:42:45 +00:00
|
|
|
{
|
|
|
|
char bStatus;
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case 1:
|
|
|
|
case 51:
|
|
|
|
bStatus = SetWallState(nWall, pXWall, 1);
|
|
|
|
break;
|
|
|
|
case 0:
|
|
|
|
bStatus = SetWallState(nWall, pXWall, 0);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
bStatus = SetWallState(nWall, pXWall, 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(nWall, (GIBTYPE)nType, &vel);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
SetWallState(nWall, pXWall, 0);
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
SetWallState(nWall, pXWall, 1);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
SetWallState(nWall, pXWall, pXWall->state ^ 1);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SectorStartSound(int nSector, int nState)
|
|
|
|
{
|
|
|
|
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
|
|
|
{
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
if (pSprite->statnum == 0 && pSprite->type == 709)
|
|
|
|
{
|
|
|
|
int nXSprite = pSprite->extra;
|
|
|
|
dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
|
|
|
|
XSPRITE *pXSprite = &xsprite[nXSprite];
|
|
|
|
if (nState)
|
|
|
|
{
|
|
|
|
if (pXSprite->data3)
|
|
|
|
sfxPlay3DSound(pSprite, pXSprite->data3, 0, 0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (pXSprite->data1)
|
|
|
|
sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SectorEndSound(int nSector, int nState)
|
|
|
|
{
|
|
|
|
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
|
|
|
{
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
if (pSprite->statnum == 0 && pSprite->type == 709)
|
|
|
|
{
|
|
|
|
int nXSprite = pSprite->extra;
|
|
|
|
dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
|
|
|
|
XSPRITE *pXSprite = &xsprite[nXSprite];
|
|
|
|
if (nState)
|
|
|
|
{
|
|
|
|
if (pXSprite->data2)
|
|
|
|
sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (pXSprite->data4)
|
|
|
|
sfxPlay3DSound(pSprite, pXSprite->data4, 0, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void PathSound(int nSector, int nSound)
|
|
|
|
{
|
|
|
|
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
|
|
|
{
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
if (pSprite->statnum == 0 && pSprite->type == 709)
|
|
|
|
sfxPlay3DSound(pSprite, nSound, 0, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DragPoint(int nWall, int x, int y)
|
|
|
|
{
|
|
|
|
viewInterpolateWall(nWall, &wall[nWall]);
|
|
|
|
wall[nWall].x = x;
|
|
|
|
wall[nWall].y = y;
|
|
|
|
|
|
|
|
int vsi = numwalls;
|
|
|
|
int vb = nWall;
|
|
|
|
do
|
|
|
|
{
|
|
|
|
if (wall[vb].nextwall >= 0)
|
|
|
|
{
|
|
|
|
vb = wall[wall[vb].nextwall].point2;
|
|
|
|
viewInterpolateWall(vb, &wall[vb]);
|
|
|
|
wall[vb].x = x;
|
|
|
|
wall[vb].y = y;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
vb = nWall;
|
|
|
|
do
|
|
|
|
{
|
|
|
|
if (wall[lastwall(vb)].nextwall >= 0)
|
|
|
|
{
|
|
|
|
vb = wall[lastwall(vb)].nextwall;
|
|
|
|
viewInterpolateWall(vb, &wall[vb]);
|
|
|
|
wall[vb].x = x;
|
|
|
|
wall[vb].y = y;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
break;
|
|
|
|
vsi--;
|
|
|
|
} while (vb != nWall && vsi > 0);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
vsi--;
|
|
|
|
} while (vb != nWall && vsi > 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
void TranslateSector(int nSector, 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;
|
|
|
|
int nXSector = sector[nSector].extra;
|
|
|
|
XSECTOR *pXSector = &xsector[nXSector];
|
|
|
|
int v20 = interpolate(a6, a9, a2);
|
|
|
|
int vc = interpolate(a6, a9, a3);
|
|
|
|
int v28 = vc - v20;
|
|
|
|
int v24 = interpolate(a7, a10, a2);
|
|
|
|
int v8 = interpolate(a7, a10, a3);
|
|
|
|
int v2c = v8 - v24;
|
|
|
|
int v44 = interpolate(a8, a11, a2);
|
|
|
|
int vbp = interpolate(a8, a11, a3);
|
|
|
|
int v14 = vbp - v44;
|
|
|
|
int nWall = sector[nSector].wallptr;
|
|
|
|
if (a12)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < sector[nSector].wallnum; nWall++, i++)
|
|
|
|
{
|
|
|
|
x = baseWall[nWall].x;
|
|
|
|
y = baseWall[nWall].y;
|
|
|
|
if (vbp)
|
|
|
|
RotatePoint((int*)&x, (int*)&y, vbp, a4, a5);
|
|
|
|
DragPoint(nWall, x+vc-a4, y+v8-a5);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (int i = 0; i < sector[nSector].wallnum; nWall++, i++)
|
|
|
|
{
|
|
|
|
int v10 = wall[nWall].point2;
|
|
|
|
x = baseWall[nWall].x;
|
|
|
|
y = baseWall[nWall].y;
|
|
|
|
if (wall[nWall].cstat&16384)
|
|
|
|
{
|
|
|
|
if (vbp)
|
|
|
|
RotatePoint((int*)&x, (int*)&y, vbp, a4, a5);
|
|
|
|
DragPoint(nWall, x+vc-a4, y+v8-a5);
|
|
|
|
if ((wall[v10].cstat&49152) == 0)
|
|
|
|
{
|
|
|
|
x = baseWall[v10].x;
|
|
|
|
y = baseWall[v10].y;
|
|
|
|
if (vbp)
|
|
|
|
RotatePoint((int*)&x, (int*)&y, vbp, a4, a5);
|
|
|
|
DragPoint(v10, x+vc-a4, y+v8-a5);
|
|
|
|
}
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (wall[nWall].cstat&32768)
|
|
|
|
{
|
|
|
|
if (vbp)
|
|
|
|
RotatePoint((int*)&x, (int*)&y, -vbp, a4, a5);
|
|
|
|
DragPoint(nWall, x-(vc-a4), y-(v8-a5));
|
|
|
|
if ((wall[v10].cstat&49152) == 0)
|
|
|
|
{
|
|
|
|
x = baseWall[v10].x;
|
|
|
|
y = baseWall[v10].y;
|
|
|
|
if (vbp)
|
|
|
|
RotatePoint((int*)&x, (int*)&y, -vbp, a4, a5);
|
|
|
|
DragPoint(v10, x-(vc-a4), y-(v8-a5));
|
|
|
|
}
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
|
|
|
{
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
// By NoOne: allow to move markers by sector movements in game if hitag 1 is added in editor.
|
|
|
|
if (pSprite->statnum == 10 || pSprite->statnum == 16) {
|
|
|
|
if (!(pSprite->hitag&kHitagExtBit)) continue;
|
|
|
|
}
|
|
|
|
x = baseSprite[nSprite].x;
|
|
|
|
y = baseSprite[nSprite].y;
|
|
|
|
if (sprite[nSprite].cstat&8192)
|
|
|
|
{
|
|
|
|
if (vbp)
|
|
|
|
RotatePoint((int*)&x, (int*)&y, vbp, a4, a5);
|
|
|
|
viewBackupSpriteLoc(nSprite, pSprite);
|
|
|
|
pSprite->ang = (pSprite->ang+v14)&2047;
|
|
|
|
pSprite->x = x+vc-a4;
|
|
|
|
pSprite->y = y+v8-a5;
|
|
|
|
}
|
|
|
|
else if (sprite[nSprite].cstat&16384)
|
|
|
|
{
|
|
|
|
if (vbp)
|
|
|
|
RotatePoint((int*)& x, (int*)& y, -vbp, a4, a4);
|
|
|
|
viewBackupSpriteLoc(nSprite, pSprite);
|
|
|
|
pSprite->ang = (pSprite->ang-v14)&2047;
|
|
|
|
pSprite->x = x-(vc-a4);
|
|
|
|
pSprite->y = y-(v8-a5);
|
|
|
|
}
|
|
|
|
else if (pXSector->Drag)
|
|
|
|
{
|
|
|
|
int top, bottom;
|
|
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
|
|
int floorZ = getflorzofslope(nSector, pSprite->x, pSprite->y);
|
|
|
|
if (!(pSprite->cstat&48) && floorZ <= bottom)
|
|
|
|
{
|
|
|
|
if (v14)
|
|
|
|
RotatePoint((int*)&pSprite->x, (int*)&pSprite->y, v14, v20, v24);
|
|
|
|
viewBackupSpriteLoc(nSprite, pSprite);
|
|
|
|
pSprite->ang = (pSprite->ang+v14)&2047;
|
|
|
|
pSprite->x += v28;
|
|
|
|
pSprite->y += v2c;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void ZTranslateSector(int nSector, XSECTOR *pXSector, int a3, int a4)
|
|
|
|
{
|
|
|
|
sectortype *pSector = §or[nSector];
|
|
|
|
viewInterpolateSector(nSector, pSector);
|
|
|
|
int dz = pXSector->at28_0-pXSector->at24_0;
|
|
|
|
if (dz != 0)
|
|
|
|
{
|
|
|
|
int oldZ = pSector->floorz;
|
|
|
|
baseFloor[nSector] = pSector->floorz = pXSector->at24_0 + mulscale16(dz, GetWaveValue(a3, a4));
|
|
|
|
velFloor[nSector] += (pSector->floorz-oldZ)<<8;
|
|
|
|
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
|
|
|
{
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
if (pSprite->statnum == 10 || pSprite->statnum == 16)
|
|
|
|
continue;
|
|
|
|
int top, bottom;
|
|
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
|
|
if (pSprite->cstat&8192)
|
|
|
|
{
|
|
|
|
viewBackupSpriteLoc(nSprite, pSprite);
|
|
|
|
pSprite->z += pSector->floorz-oldZ;
|
|
|
|
}
|
|
|
|
else if (pSprite->hitag&2)
|
|
|
|
pSprite->hitag |= 4;
|
|
|
|
else if (oldZ <= bottom && !(pSprite->cstat&48))
|
|
|
|
{
|
|
|
|
viewBackupSpriteLoc(nSprite, pSprite);
|
|
|
|
pSprite->z += pSector->floorz-oldZ;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
dz = pXSector->at20_0-pXSector->at1c_0;
|
|
|
|
if (dz != 0)
|
|
|
|
{
|
|
|
|
int oldZ = pSector->ceilingz;
|
|
|
|
baseCeil[nSector] = pSector->ceilingz = pXSector->at1c_0 + mulscale16(dz, GetWaveValue(a3, a4));
|
|
|
|
velCeil[nSector] += (pSector->ceilingz-oldZ)<<8;
|
|
|
|
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
|
|
|
{
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
if (pSprite->statnum == 10 || pSprite->statnum == 16)
|
|
|
|
continue;
|
|
|
|
if (pSprite->cstat&16384)
|
|
|
|
{
|
|
|
|
viewBackupSpriteLoc(nSprite, pSprite);
|
|
|
|
pSprite->z += pSector->ceilingz-oldZ;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int GetHighestSprite(int nSector, int nStatus, int *a3)
|
|
|
|
{
|
|
|
|
*a3 = sector[nSector].floorz;
|
|
|
|
int v8 = -1;
|
|
|
|
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
|
|
|
{
|
|
|
|
if (sprite[nSprite].statnum == nStatus || nStatus == 1024)
|
|
|
|
{
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
int top, bottom;
|
|
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
|
|
if (top-pSprite->z > *a3)
|
|
|
|
{
|
|
|
|
*a3 = top-pSprite->z;
|
|
|
|
v8 = nSprite;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return v8;
|
|
|
|
}
|
|
|
|
|
|
|
|
int GetCrushedSpriteExtents(unsigned int nSector, int *pzTop, int *pzBot)
|
|
|
|
{
|
|
|
|
dassert(pzTop != NULL && pzBot != NULL);
|
|
|
|
dassert(nSector < (unsigned int)numsectors);
|
|
|
|
int vc = -1;
|
|
|
|
sectortype *pSector = §or[nSector];
|
|
|
|
int vbp = pSector->ceilingz;
|
|
|
|
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
|
|
|
{
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
if (pSprite->statnum == 6 || pSprite->statnum == 4)
|
|
|
|
{
|
|
|
|
int top, bottom;
|
|
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
|
|
if (vbp > top)
|
|
|
|
{
|
|
|
|
vbp = top;
|
|
|
|
*pzTop = top;
|
|
|
|
*pzBot = bottom;
|
|
|
|
vc = nSprite;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return vc;
|
|
|
|
}
|
|
|
|
|
|
|
|
int VCrushBusy(unsigned int nSector, unsigned int a2)
|
|
|
|
{
|
|
|
|
dassert(nSector < (unsigned int)numsectors);
|
|
|
|
int nXSector = sector[nSector].extra;
|
|
|
|
dassert(nXSector > 0 && nXSector < kMaxXSectors);
|
|
|
|
XSECTOR *pXSector = &xsector[nXSector];
|
|
|
|
int nWave;
|
|
|
|
if (pXSector->busy < a2)
|
|
|
|
nWave = pXSector->at7_2;
|
|
|
|
else
|
|
|
|
nWave = pXSector->at7_5;
|
|
|
|
int dz1 = pXSector->at20_0 - pXSector->at1c_0;
|
|
|
|
int vc = pXSector->at1c_0;
|
|
|
|
if (dz1 != 0)
|
|
|
|
vc += mulscale16(dz1, GetWaveValue(a2, nWave));
|
|
|
|
int dz2 = pXSector->at28_0 - pXSector->at24_0;
|
|
|
|
int v10 = pXSector->at24_0;
|
|
|
|
if (dz2 != 0)
|
|
|
|
v10 += mulscale16(dz2, GetWaveValue(a2, nWave));
|
|
|
|
int v18;
|
|
|
|
if (GetHighestSprite(nSector, 6, &v18) >= 0 && vc >= v18)
|
|
|
|
return 1;
|
|
|
|
viewInterpolateSector(nSector, §or[nSector]);
|
|
|
|
if (dz1 != 0)
|
|
|
|
sector[nSector].ceilingz = vc;
|
|
|
|
if (dz2 != 0)
|
|
|
|
sector[nSector].floorz = v10;
|
|
|
|
pXSector->busy = a2;
|
|
|
|
if (pXSector->command == 5 && pXSector->txID)
|
|
|
|
evSend(nSector, 6, pXSector->txID, COMMAND_ID_5);
|
|
|
|
if ((a2&0xffff) == 0)
|
|
|
|
{
|
|
|
|
SetSectorState(nSector, pXSector, a2>>16);
|
|
|
|
SectorEndSound(nSector, a2>>16);
|
|
|
|
return 3;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int VSpriteBusy(unsigned int nSector, unsigned int a2)
|
|
|
|
{
|
|
|
|
dassert(nSector < (unsigned int)numsectors);
|
|
|
|
int nXSector = sector[nSector].extra;
|
|
|
|
dassert(nXSector > 0 && nXSector < kMaxXSectors);
|
|
|
|
XSECTOR *pXSector = &xsector[nXSector];
|
|
|
|
int nWave;
|
|
|
|
if (pXSector->busy < a2)
|
|
|
|
nWave = pXSector->at7_2;
|
|
|
|
else
|
|
|
|
nWave = pXSector->at7_5;
|
|
|
|
int dz1 = pXSector->at28_0 - pXSector->at24_0;
|
|
|
|
if (dz1 != 0)
|
|
|
|
{
|
|
|
|
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
|
|
|
{
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
if (pSprite->cstat&8192)
|
|
|
|
{
|
|
|
|
viewBackupSpriteLoc(nSprite, pSprite);
|
|
|
|
pSprite->z = baseSprite[nSprite].z+mulscale16(dz1, GetWaveValue(a2, nWave));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
int dz2 = pXSector->at20_0 - pXSector->at1c_0;
|
|
|
|
if (dz2 != 0)
|
|
|
|
{
|
|
|
|
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
|
|
|
{
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
if (pSprite->cstat&16384)
|
|
|
|
{
|
|
|
|
viewBackupSpriteLoc(nSprite, pSprite);
|
|
|
|
pSprite->z = baseSprite[nSprite].z+mulscale16(dz2, GetWaveValue(a2, nWave));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
pXSector->busy = a2;
|
|
|
|
if (pXSector->command == 5 && pXSector->txID)
|
|
|
|
evSend(nSector, 6, pXSector->txID, COMMAND_ID_5);
|
|
|
|
if ((a2&0xffff) == 0)
|
|
|
|
{
|
|
|
|
SetSectorState(nSector, pXSector, a2>>16);
|
|
|
|
SectorEndSound(nSector, a2>>16);
|
|
|
|
return 3;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int VDoorBusy(unsigned int nSector, unsigned int a2)
|
|
|
|
{
|
|
|
|
dassert(nSector < (unsigned int)numsectors);
|
|
|
|
int nXSector = sector[nSector].extra;
|
|
|
|
dassert(nXSector > 0 && nXSector < kMaxXSectors);
|
|
|
|
XSECTOR *pXSector = &xsector[nXSector];
|
|
|
|
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;
|
|
|
|
int nSprite = GetCrushedSpriteExtents(nSector,&top,&bottom);
|
|
|
|
if (nSprite >= 0 && a2 > pXSector->busy)
|
|
|
|
{
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
dassert(pSprite->extra > 0 && pSprite->extra < kMaxXSprites);
|
|
|
|
XSPRITE *pXSprite = &xsprite[pSprite->extra];
|
|
|
|
if (pXSector->at20_0 > pXSector->at1c_0 || pXSector->at28_0 < pXSector->at24_0)
|
|
|
|
{
|
|
|
|
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(nSprite, &sprite[nSprite], DAMAGE_TYPE_0, 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(nSprite, &sprite[nSprite], DAMAGE_TYPE_0, nDamage<<4);
|
|
|
|
a2 = ClipRange(a2-(vbp/2)*4, 0, 65536);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (nSprite >= 0 && a2 < pXSector->busy)
|
|
|
|
{
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
dassert(pSprite->extra > 0 && pSprite->extra < kMaxXSprites);
|
|
|
|
XSPRITE *pXSprite = &xsprite[pSprite->extra];
|
|
|
|
if (pXSector->at1c_0 > pXSector->at20_0 || pXSector->at24_0 < pXSector->at28_0)
|
|
|
|
{
|
|
|
|
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(nSprite, &sprite[nSprite], DAMAGE_TYPE_0, 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(nSprite, &sprite[nSprite], DAMAGE_TYPE_0, nDamage<<4);
|
|
|
|
a2 = ClipRange(a2+(vbp/2)*4, 0, 65536);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
int nWave;
|
|
|
|
if (pXSector->busy < a2)
|
|
|
|
nWave = pXSector->at7_2;
|
|
|
|
else
|
|
|
|
nWave = pXSector->at7_5;
|
|
|
|
ZTranslateSector(nSector, pXSector, a2, nWave);
|
|
|
|
pXSector->busy = a2;
|
|
|
|
if (pXSector->command == 5 && pXSector->txID)
|
|
|
|
evSend(nSector, 6, pXSector->txID, COMMAND_ID_5);
|
|
|
|
if ((a2&0xffff) == 0)
|
|
|
|
{
|
|
|
|
SetSectorState(nSector, pXSector, a2>>16);
|
|
|
|
SectorEndSound(nSector, a2>>16);
|
|
|
|
return 3;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int HDoorBusy(unsigned int nSector, unsigned int a2)
|
|
|
|
{
|
|
|
|
dassert(nSector < (unsigned int)numsectors);
|
|
|
|
sectortype *pSector = §or[nSector];
|
|
|
|
int nXSector = pSector->extra;
|
|
|
|
dassert(nXSector > 0 && nXSector < kMaxXSectors);
|
|
|
|
XSECTOR *pXSector = &xsector[nXSector];
|
|
|
|
int nWave;
|
|
|
|
if (pXSector->busy < a2)
|
|
|
|
nWave = pXSector->at7_2;
|
|
|
|
else
|
|
|
|
nWave = pXSector->at7_5;
|
|
|
|
spritetype *pSprite1 = &sprite[pXSector->at2c_0];
|
|
|
|
spritetype *pSprite2 = &sprite[pXSector->at2e_0];
|
|
|
|
TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->lotag == 616);
|
|
|
|
ZTranslateSector(nSector, pXSector, a2, nWave);
|
|
|
|
pXSector->busy = a2;
|
|
|
|
if (pXSector->command == 5 && pXSector->txID)
|
|
|
|
evSend(nSector, 6, pXSector->txID, COMMAND_ID_5);
|
|
|
|
if ((a2&0xffff) == 0)
|
|
|
|
{
|
|
|
|
SetSectorState(nSector, pXSector, a2>>16);
|
|
|
|
SectorEndSound(nSector, a2>>16);
|
|
|
|
return 3;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int RDoorBusy(unsigned int nSector, unsigned int a2)
|
|
|
|
{
|
|
|
|
dassert(nSector < (unsigned int)numsectors);
|
|
|
|
sectortype *pSector = §or[nSector];
|
|
|
|
int nXSector = pSector->extra;
|
|
|
|
dassert(nXSector > 0 && nXSector < kMaxXSectors);
|
|
|
|
XSECTOR *pXSector = &xsector[nXSector];
|
|
|
|
int nWave;
|
|
|
|
if (pXSector->busy < a2)
|
|
|
|
nWave = pXSector->at7_2;
|
|
|
|
else
|
|
|
|
nWave = pXSector->at7_5;
|
|
|
|
spritetype *pSprite = &sprite[pXSector->at2c_0];
|
|
|
|
TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite->x, pSprite->y, 0, pSprite->x, pSprite->y, pSprite->ang, pSector->lotag == 617);
|
|
|
|
ZTranslateSector(nSector, pXSector, a2, nWave);
|
|
|
|
pXSector->busy = a2;
|
|
|
|
if (pXSector->command == 5 && pXSector->txID)
|
|
|
|
evSend(nSector, 6, pXSector->txID, COMMAND_ID_5);
|
|
|
|
if ((a2&0xffff) == 0)
|
|
|
|
{
|
|
|
|
SetSectorState(nSector, pXSector, a2>>16);
|
|
|
|
SectorEndSound(nSector, a2>>16);
|
|
|
|
return 3;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int StepRotateBusy(unsigned int nSector, unsigned int a2)
|
|
|
|
{
|
|
|
|
dassert(nSector < (unsigned int)numsectors);
|
|
|
|
sectortype *pSector = §or[nSector];
|
|
|
|
int nXSector = pSector->extra;
|
|
|
|
dassert(nXSector > 0 && nXSector < kMaxXSectors);
|
|
|
|
XSECTOR *pXSector = &xsector[nXSector];
|
|
|
|
spritetype *pSprite = &sprite[pXSector->at2c_0];
|
|
|
|
int vbp;
|
|
|
|
if (pXSector->busy < a2)
|
|
|
|
{
|
|
|
|
vbp = pXSector->data+pSprite->ang;
|
|
|
|
int nWave = pXSector->at7_2;
|
|
|
|
TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite->x, pSprite->y, pXSector->data, pSprite->x, pSprite->y, vbp, 1);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
vbp = pXSector->data-pSprite->ang;
|
|
|
|
int nWave = pXSector->at7_5;
|
|
|
|
TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite->x, pSprite->y, vbp, pSprite->x, pSprite->y, pXSector->data, 1);
|
|
|
|
}
|
|
|
|
pXSector->busy = a2;
|
|
|
|
if (pXSector->command == 5 && pXSector->txID)
|
|
|
|
evSend(nSector, 6, pXSector->txID, COMMAND_ID_5);
|
|
|
|
if ((a2&0xffff) == 0)
|
|
|
|
{
|
|
|
|
SetSectorState(nSector, pXSector, a2>>16);
|
|
|
|
SectorEndSound(nSector, a2>>16);
|
|
|
|
pXSector->data = vbp&2047;
|
|
|
|
return 3;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int GenSectorBusy(unsigned int nSector, unsigned int a2)
|
|
|
|
{
|
|
|
|
dassert(nSector < (unsigned int)numsectors);
|
|
|
|
sectortype *pSector = §or[nSector];
|
|
|
|
int nXSector = pSector->extra;
|
|
|
|
dassert(nXSector > 0 && nXSector < kMaxXSectors);
|
|
|
|
XSECTOR *pXSector = &xsector[nXSector];
|
|
|
|
pXSector->busy = a2;
|
|
|
|
if (pXSector->command == 5 && pXSector->txID)
|
|
|
|
evSend(nSector, 6, pXSector->txID, COMMAND_ID_5);
|
|
|
|
if ((a2&0xffff) == 0)
|
|
|
|
{
|
|
|
|
SetSectorState(nSector, pXSector, a2>>16);
|
|
|
|
SectorEndSound(nSector, a2>>16);
|
|
|
|
return 3;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int PathBusy(unsigned int nSector, unsigned int a2)
|
|
|
|
{
|
|
|
|
dassert(nSector < (unsigned int)numsectors);
|
|
|
|
sectortype *pSector = §or[nSector];
|
|
|
|
int nXSector = pSector->extra;
|
|
|
|
dassert(nXSector > 0 && nXSector < kMaxXSectors);
|
|
|
|
XSECTOR *pXSector = &xsector[nXSector];
|
|
|
|
spritetype *pSprite = &sprite[basePath[nSector]];
|
|
|
|
spritetype *pSprite1 = &sprite[pXSector->at2c_0];
|
|
|
|
XSPRITE *pXSprite1 = &xsprite[pSprite1->extra];
|
|
|
|
spritetype *pSprite2 = &sprite[pXSector->at2e_0];
|
|
|
|
XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
|
|
|
|
int nWave = pXSprite1->wave;
|
|
|
|
TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, 1);
|
|
|
|
ZTranslateSector(nSector, pXSector, a2, nWave);
|
|
|
|
pXSector->busy = a2;
|
|
|
|
if ((a2&0xffff) == 0)
|
|
|
|
{
|
|
|
|
evPost(nSector, 6, (120*pXSprite2->waitTime)/10, COMMAND_ID_1);
|
|
|
|
pXSector->state = 0;
|
|
|
|
pXSector->busy = 0;
|
|
|
|
if (pXSprite1->data4)
|
|
|
|
PathSound(nSector, pXSprite1->data4);
|
|
|
|
pXSector->at2c_0 = pXSector->at2e_0;
|
|
|
|
pXSector->data = pXSprite2->data1;
|
|
|
|
return 3;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void OperateDoor(unsigned int nSector, XSECTOR *pXSector, EVENT a3, BUSYID a4)
|
|
|
|
{
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
if (pXSector->busy)
|
|
|
|
{
|
|
|
|
AddBusy(nSector, a4, -65536/ClipLow((pXSector->busyTimeB*120)/10, 1));
|
|
|
|
SectorStartSound(nSector, 1);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
if (pXSector->busy != 0x10000)
|
|
|
|
{
|
|
|
|
AddBusy(nSector, a4, 65536/ClipLow((pXSector->busyTimeA*120)/10, 1));
|
|
|
|
SectorStartSound(nSector, 0);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
if (pXSector->busy&0xffff)
|
|
|
|
{
|
|
|
|
if (pXSector->interruptable)
|
|
|
|
{
|
|
|
|
ReverseBusy(nSector, a4);
|
|
|
|
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(nSector, a4, nDelta);
|
|
|
|
SectorStartSound(nSector, pXSector->state);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
char SectorContainsDudes(int nSector)
|
|
|
|
{
|
|
|
|
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
|
|
|
{
|
|
|
|
if (sprite[nSprite].statnum == 6)
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void TeleFrag(int nKiller, int nSector)
|
|
|
|
{
|
|
|
|
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
|
|
|
{
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
if (pSprite->statnum == 6)
|
|
|
|
actDamageSprite(nKiller, pSprite, DAMAGE_TYPE_3, 4000);
|
|
|
|
else if (pSprite->statnum == 4)
|
|
|
|
actDamageSprite(nKiller, pSprite, DAMAGE_TYPE_3, 4000);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void OperateTeleport(unsigned int nSector, XSECTOR *pXSector)
|
|
|
|
{
|
|
|
|
dassert(nSector < (unsigned int)numsectors);
|
|
|
|
int nDest = pXSector->at2c_0;
|
|
|
|
dassert(nDest < kMaxSprites);
|
|
|
|
spritetype *pDest = &sprite[nDest];
|
|
|
|
dassert(pDest->statnum == kStatMarker);
|
|
|
|
dassert(pDest->type == kMarkerWarpDest);
|
|
|
|
dassert(pDest->sectnum >= 0 && pDest->sectnum < kMaxSectors);
|
|
|
|
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
|
|
|
{
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
if (pSprite->statnum == 6)
|
|
|
|
{
|
|
|
|
PLAYER *pPlayer;
|
|
|
|
char bPlayer = IsPlayerSprite(pSprite);
|
|
|
|
if (bPlayer)
|
|
|
|
pPlayer = &gPlayer[pSprite->type-kDudePlayer1];
|
|
|
|
else
|
|
|
|
pPlayer = NULL;
|
|
|
|
if (bPlayer || !SectorContainsDudes(pDest->sectnum))
|
|
|
|
{
|
|
|
|
if (!(gGameOptions.uNetGameFlags&2))
|
|
|
|
TeleFrag(pXSector->data, pDest->sectnum);
|
|
|
|
pSprite->x = pDest->x;
|
|
|
|
pSprite->y = pDest->y;
|
|
|
|
pSprite->z += sector[pDest->sectnum].floorz-sector[nSector].floorz;
|
|
|
|
pSprite->ang = pDest->ang;
|
|
|
|
ChangeSpriteSect(nSprite, pDest->sectnum);
|
|
|
|
sfxPlay3DSound(pDest, 201, -1, 0);
|
|
|
|
xvel[nSprite] = yvel[nSprite] = zvel[nSprite] = 0;
|
|
|
|
ClearBitString(gInterpolateSprite, nSprite);
|
|
|
|
viewBackupSpriteLoc(nSprite, pSprite);
|
|
|
|
if (pPlayer)
|
|
|
|
{
|
|
|
|
playerResetInertia(pPlayer);
|
|
|
|
pPlayer->at6b = pPlayer->at73 = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void OperatePath(unsigned int nSector, XSECTOR *pXSector, EVENT a3)
|
|
|
|
{
|
|
|
|
int nSprite;
|
|
|
|
spritetype *pSprite = NULL;
|
|
|
|
XSPRITE *pXSprite;
|
|
|
|
dassert(nSector < (unsigned int)numsectors);
|
|
|
|
spritetype *pSprite2 = &sprite[pXSector->at2c_0];
|
|
|
|
XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
|
|
|
|
int nId = pXSprite2->data2;
|
|
|
|
for (nSprite = headspritestat[16]; nSprite >= 0; nSprite = nextspritestat[nSprite])
|
|
|
|
{
|
|
|
|
pSprite = &sprite[nSprite];
|
|
|
|
if (pSprite->type == 15)
|
|
|
|
{
|
|
|
|
pXSprite = &xsprite[pSprite->extra];
|
|
|
|
if (pXSprite->data1 == nId)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (nSprite < 0)
|
|
|
|
ThrowError("Unable to find path marker with id #%d", nId);
|
|
|
|
pXSector->at2e_0 = nSprite;
|
|
|
|
pXSector->at24_0 = pSprite2->z;
|
|
|
|
pXSector->at28_0 = pSprite->z;
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case 1:
|
|
|
|
pXSector->state = 0;
|
|
|
|
pXSector->busy = 0;
|
|
|
|
AddBusy(nSector, BUSYID_7, 65536/ClipLow((120*pXSprite2->busyTime)/10,1));
|
|
|
|
if (pXSprite2->data3)
|
|
|
|
PathSound(nSector, pXSprite2->data3);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void OperateSector(unsigned int nSector, XSECTOR *pXSector, EVENT a3)
|
|
|
|
{
|
|
|
|
dassert(nSector < (unsigned int)numsectors);
|
|
|
|
sectortype *pSector = §or[nSector];
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case 6:
|
|
|
|
pXSector->locked = 1;
|
|
|
|
break;
|
|
|
|
case 7:
|
|
|
|
pXSector->locked = 0;
|
|
|
|
// By NoOne: reset counter sector state and make it work again after unlock, so it can be used again.
|
|
|
|
// See callback.cpp for more info.
|
|
|
|
if (pSector->lotag == kSecCounter) {
|
|
|
|
pXSector->state = 0;
|
|
|
|
evPost(nSector, 6, 0, CALLBACK_ID_12);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 8:
|
|
|
|
pXSector->locked ^= 1;
|
|
|
|
// same as above...
|
|
|
|
if (pSector->lotag == kSecCounter && pXSector->locked != 1) {
|
|
|
|
pXSector->state = 0;
|
|
|
|
evPost(nSector, 6, 0, CALLBACK_ID_12);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 9:
|
|
|
|
pXSector->at1b_2 = 0;
|
|
|
|
pXSector->at1b_3 = 1;
|
|
|
|
break;
|
|
|
|
case 10:
|
|
|
|
pXSector->at1b_2 = 1;
|
|
|
|
pXSector->at1b_3 = 0;
|
|
|
|
break;
|
|
|
|
case 11:
|
|
|
|
pXSector->at1b_2 = 1;
|
|
|
|
pXSector->at1b_3 = 1;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
switch (pSector->lotag)
|
|
|
|
{
|
|
|
|
case 602:
|
|
|
|
OperateDoor(nSector, pXSector, a3, BUSYID_1);
|
|
|
|
break;
|
|
|
|
case 600:
|
|
|
|
OperateDoor(nSector, pXSector, a3, BUSYID_2);
|
|
|
|
break;
|
|
|
|
case 614:
|
|
|
|
case 616:
|
|
|
|
OperateDoor(nSector, pXSector, a3, BUSYID_3);
|
|
|
|
break;
|
|
|
|
case 615:
|
|
|
|
case 617:
|
|
|
|
OperateDoor(nSector, pXSector, a3, BUSYID_4);
|
|
|
|
break;
|
|
|
|
case 613:
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case 1:
|
|
|
|
pXSector->state = 0;
|
|
|
|
pXSector->busy = 0;
|
|
|
|
AddBusy(nSector, BUSYID_5, 65536/ClipLow((120*pXSector->busyTimeA)/10, 1));
|
|
|
|
SectorStartSound(nSector, 0);
|
|
|
|
break;
|
|
|
|
case 0:
|
|
|
|
pXSector->state = 1;
|
|
|
|
pXSector->busy = 65536;
|
|
|
|
AddBusy(nSector, BUSYID_5, -65536/ClipLow((120*pXSector->busyTimeB)/10, 1));
|
|
|
|
SectorStartSound(nSector, 1);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 604:
|
|
|
|
OperateTeleport(nSector, pXSector);
|
|
|
|
break;
|
|
|
|
case 612:
|
|
|
|
OperatePath(nSector, pXSector, a3);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
if (pXSector->busyTimeA || pXSector->busyTimeB)
|
|
|
|
OperateDoor(nSector, pXSector, a3, BUSYID_6);
|
|
|
|
else
|
|
|
|
{
|
|
|
|
switch (a3.cmd)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
SetSectorState(nSector, pXSector, 0);
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
SetSectorState(nSector, pXSector, 1);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
SetSectorState(nSector, pXSector, pXSector->state^1);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void InitPath(unsigned int nSector, XSECTOR *pXSector)
|
|
|
|
{
|
|
|
|
int nSprite;
|
|
|
|
spritetype *pSprite;
|
|
|
|
XSPRITE *pXSprite;
|
|
|
|
dassert(nSector < (unsigned int)numsectors);
|
|
|
|
int nId = pXSector->data;
|
|
|
|
for (nSprite = headspritestat[16]; nSprite >= 0; nSprite = nextspritestat[nSprite])
|
|
|
|
{
|
|
|
|
pSprite = &sprite[nSprite];
|
|
|
|
if (pSprite->type == 15)
|
|
|
|
{
|
|
|
|
pXSprite = &xsprite[pSprite->extra];
|
|
|
|
if (pXSprite->data1 == nId)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (nSprite < 0)
|
|
|
|
ThrowError("Unable to find path marker with id #%d", nId);
|
|
|
|
pXSector->at2c_0 = nSprite;
|
|
|
|
basePath[nSector] = nSprite;
|
|
|
|
if (pXSector->state)
|
|
|
|
evPost(nSector, 6, 0, COMMAND_ID_1);
|
|
|
|
}
|
|
|
|
|
|
|
|
void LinkSector(int nSector, XSECTOR *pXSector, EVENT a3)
|
|
|
|
{
|
|
|
|
sectortype *pSector = §or[nSector];
|
|
|
|
int nBusy = GetSourceBusy(a3);
|
|
|
|
switch (pSector->lotag)
|
|
|
|
{
|
|
|
|
case 602:
|
|
|
|
VSpriteBusy(nSector, nBusy);
|
|
|
|
break;
|
|
|
|
case 600:
|
|
|
|
VDoorBusy(nSector, nBusy);
|
|
|
|
break;
|
|
|
|
case 614:
|
|
|
|
case 616:
|
|
|
|
HDoorBusy(nSector, nBusy);
|
|
|
|
break;
|
|
|
|
case 615:
|
|
|
|
case 617:
|
|
|
|
RDoorBusy(nSector, nBusy);
|
|
|
|
break;
|
|
|
|
/* By NoOne: add link support for counter sectors so they can change necessary type and count of types*/
|
|
|
|
case kSecCounter:
|
|
|
|
{
|
|
|
|
int nXIndex;
|
|
|
|
nXIndex = sector[a3.index].extra;
|
|
|
|
XSECTOR* pXSector2 = &xsector[nXIndex];
|
|
|
|
pXSector->waitTimeA = pXSector2->waitTimeA;
|
|
|
|
pXSector->data = pXSector2->data;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
pXSector->busy = nBusy;
|
|
|
|
if ((pXSector->busy&0xffff) == 0)
|
|
|
|
SetSectorState(nSector, pXSector, nBusy>>16);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void LinkSprite(int nSprite, XSPRITE *pXSprite, EVENT a3)
|
|
|
|
{
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
int nBusy = GetSourceBusy(a3);
|
|
|
|
switch (pSprite->type)
|
|
|
|
{
|
|
|
|
|
|
|
|
//By NoOne: these can be linked too now, so it's possible to change palette, underwater status and more...
|
|
|
|
case kMarkerLowWater:
|
|
|
|
case kMarkerUpWater:
|
|
|
|
case kMarkerUpGoo:
|
|
|
|
case kMarkerLowGoo:
|
|
|
|
case kMarkerUpLink:
|
|
|
|
case kMarkerLowLink:
|
|
|
|
case kMarkerUpStack:
|
|
|
|
case kMarkerLowStack:
|
|
|
|
{
|
|
|
|
if (a3.type != 3) break;
|
|
|
|
spritetype *pSprite2 = &sprite[a3.index];
|
|
|
|
if (pSprite2->extra < 0) break;
|
|
|
|
XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
|
|
|
|
|
|
|
|
// Only lower to lower and upper to upper linking allowed.
|
|
|
|
switch (pSprite->type) {
|
|
|
|
case kMarkerLowWater:
|
|
|
|
case kMarkerLowLink:
|
|
|
|
case kMarkerLowStack:
|
|
|
|
case kMarkerLowGoo:
|
|
|
|
switch (pSprite2->type) {
|
|
|
|
case kMarkerLowWater:
|
|
|
|
case kMarkerLowLink:
|
|
|
|
case kMarkerLowStack:
|
|
|
|
case kMarkerLowGoo:
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case kMarkerUpWater:
|
|
|
|
case kMarkerUpLink:
|
|
|
|
case kMarkerUpStack:
|
|
|
|
case kMarkerUpGoo:
|
|
|
|
switch (pSprite2->type) {
|
|
|
|
case kMarkerUpWater:
|
|
|
|
case kMarkerUpLink:
|
|
|
|
case kMarkerUpStack:
|
|
|
|
case kMarkerUpGoo:
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// swap link location
|
|
|
|
/*short tmp1 = pXSprite2.data1;*/
|
|
|
|
/*pXSprite2.data1 = pXSprite.data1;*/
|
|
|
|
/*pXSprite.data1 = tmp1;*/
|
|
|
|
|
|
|
|
if (pXSprite->data2 < kMaxPAL && pXSprite2->data2 < kMaxPAL)
|
|
|
|
{
|
|
|
|
// swap medium
|
|
|
|
int tmp2 = pXSprite2->data2;
|
|
|
|
pXSprite2->data2 = pXSprite->data2;
|
|
|
|
pXSprite->data2 = tmp2;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// swap link type // swap link owners (sectors)
|
|
|
|
short tmp3 = pSprite2->type; //short tmp7 = pSprite2.owner;
|
|
|
|
pSprite2->type = pSprite->type; //pSprite2.owner = pSprite.owner;
|
|
|
|
pSprite->type = tmp3; //pSprite.owner = tmp7;
|
|
|
|
|
|
|
|
// Deal with linked sectors
|
|
|
|
sectortype *pSector = §or[pSprite->sectnum];
|
|
|
|
sectortype *pSector2 = §or[pSprite2->sectnum];
|
|
|
|
|
|
|
|
// Check for underwater
|
|
|
|
XSECTOR *pXSector = NULL; XSECTOR *pXSector2 = NULL;
|
|
|
|
if (pSector->extra > 0) pXSector = &xsector[pSector->extra];
|
|
|
|
if (pSector2->extra > 0) pXSector2 = &xsector[pSector2->extra];
|
|
|
|
if (pXSector != NULL && pXSector2 != NULL) {
|
|
|
|
bool tmp6 = pXSector->Underwater;
|
|
|
|
pXSector->Underwater = pXSector2->Underwater;
|
|
|
|
pXSector2->Underwater = tmp6;
|
|
|
|
}
|
|
|
|
|
|
|
|
// optionally swap floorpic
|
|
|
|
if (pXSprite2->data3 == 1) {
|
|
|
|
short tmp4 = pSector->floorpicnum;
|
|
|
|
pSector->floorpicnum = pSector2->floorpicnum;
|
|
|
|
pSector2->floorpicnum = tmp4;
|
|
|
|
}
|
|
|
|
|
|
|
|
// optionally swap ceilpic
|
|
|
|
if (pXSprite2->data4 == 1) {
|
|
|
|
short tmp5 = pSector->ceilingpicnum;
|
|
|
|
pSector->ceilingpicnum = pSector2->ceilingpicnum;
|
|
|
|
pSector2->ceilingpicnum = tmp5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
// By NoOne: add a way to link between path markers, so path sectors can change their path on the fly.
|
|
|
|
case kMarkerPath:
|
|
|
|
{
|
|
|
|
// only path marker to path marker link allowed
|
|
|
|
if (a3.type == 3)
|
|
|
|
{
|
|
|
|
int nXSprite2 = sprite[a3.index].extra;
|
|
|
|
// get master path marker data fields
|
|
|
|
pXSprite->data1 = xsprite[nXSprite2].data1;
|
|
|
|
pXSprite->data2 = xsprite[nXSprite2].data2;
|
|
|
|
pXSprite->data3 = xsprite[nXSprite2].data3; // include soundId(?)
|
|
|
|
|
|
|
|
// get master path marker busy and wait times
|
|
|
|
pXSprite->busyTime = xsprite[nXSprite2].busyTime;
|
|
|
|
pXSprite->waitTime = xsprite[nXSprite2].waitTime;
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case kSwitchCombo:
|
|
|
|
{
|
|
|
|
if (a3.type == 3)
|
|
|
|
{
|
|
|
|
int nSprite2 = a3.index;
|
|
|
|
int nXSprite2 = sprite[nSprite2].extra;
|
|
|
|
dassert(nXSprite2 > 0 && nXSprite2 < kMaxXSprites);
|
|
|
|
pXSprite->data1 = xsprite[nXSprite2].data1;
|
|
|
|
if (pXSprite->data1 == pXSprite->data2)
|
|
|
|
SetSpriteState(nSprite, pXSprite, 1);
|
|
|
|
else
|
|
|
|
SetSpriteState(nSprite, pXSprite, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
{
|
|
|
|
pXSprite->busy = nBusy;
|
|
|
|
if ((pXSprite->busy & 0xffff) == 0)
|
|
|
|
SetSpriteState(nSprite, pXSprite, nBusy >> 16);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void LinkWall(int nWall, XWALL *pXWall, EVENT a3)
|
|
|
|
{
|
|
|
|
int nBusy = GetSourceBusy(a3);
|
|
|
|
pXWall->busy = nBusy;
|
|
|
|
if ((pXWall->busy & 0xffff) == 0)
|
|
|
|
SetWallState(nWall, pXWall, nBusy>>16);
|
|
|
|
}
|
|
|
|
|
|
|
|
void trTriggerSector(unsigned int nSector, XSECTOR *pXSector, int a3)
|
|
|
|
{
|
|
|
|
dassert(nSector < (unsigned int)numsectors);
|
|
|
|
if (!pXSector->locked && !pXSector->at16_6)
|
|
|
|
{
|
|
|
|
if (pXSector->triggerOnce)
|
|
|
|
pXSector->at16_6 = 1;
|
|
|
|
if (pXSector->decoupled)
|
|
|
|
{
|
|
|
|
if (pXSector->txID)
|
|
|
|
evSend(nSector, 6, pXSector->txID, (COMMAND_ID)pXSector->command);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
EVENT evnt;
|
|
|
|
evnt.cmd = a3;
|
|
|
|
OperateSector(nSector, pXSector, evnt);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void trMessageSector(unsigned int nSector, EVENT a2)
|
|
|
|
{
|
|
|
|
dassert(nSector < (unsigned int)numsectors);
|
|
|
|
dassert(sector[nSector].extra > 0 && sector[nSector].extra < kMaxXSectors);
|
|
|
|
int nXSector = sector[nSector].extra;
|
|
|
|
XSECTOR *pXSector = &xsector[nXSector];
|
|
|
|
if (!pXSector->locked || a2.cmd == 7 || a2.cmd == 8)
|
|
|
|
{
|
|
|
|
if (a2.cmd == 5)
|
|
|
|
LinkSector(nSector, pXSector, a2);
|
|
|
|
else if (a2.cmd == kGDXCommandPaste)
|
|
|
|
pastePropertiesInObj(6, nSector, a2);
|
|
|
|
else
|
|
|
|
OperateSector(nSector, pXSector, a2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void trTriggerWall(unsigned int nWall, XWALL *pXWall, int a3)
|
|
|
|
{
|
|
|
|
dassert(nWall < (unsigned int)numwalls);
|
|
|
|
if (!pXWall->locked && !pXWall->isTriggered)
|
|
|
|
{
|
|
|
|
if (pXWall->triggerOnce)
|
|
|
|
pXWall->isTriggered = 1;
|
|
|
|
if (pXWall->decoupled)
|
|
|
|
{
|
|
|
|
if (pXWall->txID)
|
|
|
|
evSend(nWall, 0, pXWall->txID, (COMMAND_ID)pXWall->command);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
EVENT evnt;
|
|
|
|
evnt.cmd = a3;
|
|
|
|
OperateWall(nWall, pXWall, evnt);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void trMessageWall(unsigned int nWall, EVENT a2)
|
|
|
|
{
|
|
|
|
dassert(nWall < (unsigned int)numwalls);
|
|
|
|
dassert(wall[nWall].extra > 0 && wall[nWall].extra < kMaxXWalls);
|
|
|
|
int nXWall = wall[nWall].extra;
|
|
|
|
XWALL *pXWall = &xwall[nXWall];
|
|
|
|
if (!pXWall->locked || a2.cmd == 7 || a2.cmd == 8)
|
|
|
|
{
|
|
|
|
if (a2.cmd == 5)
|
|
|
|
LinkWall(nWall, pXWall, a2);
|
|
|
|
else if (a2.cmd == kGDXCommandPaste)
|
|
|
|
pastePropertiesInObj(0, nWall, a2);
|
|
|
|
else
|
|
|
|
OperateWall(nWall, pXWall, a2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void trTriggerSprite(unsigned int nSprite, XSPRITE *pXSprite, int a3)
|
|
|
|
{
|
|
|
|
if (!pXSprite->locked && !pXSprite->isTriggered)
|
|
|
|
{
|
|
|
|
if (pXSprite->triggerOnce)
|
|
|
|
pXSprite->isTriggered = 1;
|
|
|
|
if (pXSprite->Decoupled)
|
|
|
|
{
|
|
|
|
if (pXSprite->txID)
|
|
|
|
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
EVENT evnt;
|
|
|
|
evnt.cmd = a3;
|
|
|
|
OperateSprite(nSprite, pXSprite, evnt);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void trMessageSprite(unsigned int nSprite, EVENT a2)
|
|
|
|
{
|
|
|
|
if (sprite[nSprite].statnum == kStatFree)
|
|
|
|
return;
|
|
|
|
int nXSprite = sprite[nSprite].extra;
|
|
|
|
XSPRITE *pXSprite = &xsprite[nXSprite];
|
|
|
|
if (!pXSprite->locked || a2.cmd == 7 || a2.cmd == 8)
|
|
|
|
{
|
|
|
|
if (a2.cmd == 5)
|
|
|
|
LinkSprite(nSprite, pXSprite, a2);
|
|
|
|
else if (a2.cmd == kGDXCommandPaste)
|
|
|
|
pastePropertiesInObj(3, nSprite, a2);
|
|
|
|
else if (a2.cmd == kGDXCommandSpriteDamage)
|
|
|
|
trDamageSprite(3, nSprite, a2);
|
|
|
|
else
|
|
|
|
OperateSprite(nSprite, pXSprite, a2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// By NoOne: this function damages sprite
|
|
|
|
void trDamageSprite(int type, int nDest, EVENT event) {
|
|
|
|
UNREFERENCED_PARAMETER(type);
|
|
|
|
|
|
|
|
/* - damages xsprite via TX ID - */
|
|
|
|
/* - data3 = damage type - */
|
|
|
|
/* - data4 = damage amount - */
|
|
|
|
|
|
|
|
if (event.type == 3) {
|
|
|
|
spritetype* pSource = NULL; pSource = &sprite[event.index];
|
|
|
|
XSPRITE* pXSource = &xsprite[pSource->extra];
|
|
|
|
if (xsprite[sprite[nDest].extra].health > 0) {
|
|
|
|
if (pXSource->data4 == 0)
|
|
|
|
pXSource->data4 = 65535;
|
|
|
|
|
|
|
|
int dmgType = pXSource->data3;
|
|
|
|
if (pXSource->data3 >= 7)
|
|
|
|
dmgType = Random(6);
|
|
|
|
|
|
|
|
actDamageSprite(pSource->xvel, &sprite[nDest], (DAMAGE_TYPE) dmgType, pXSource->data4);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool valueIsBetween(int val, int min, int max) {
|
|
|
|
return (val > min && val < max);
|
|
|
|
}
|
|
|
|
// By NoOne: this function used by various new GDX types.
|
|
|
|
void pastePropertiesInObj(int type, int nDest, EVENT event) {
|
|
|
|
spritetype* pSource = NULL; pSource = &sprite[event.index];
|
|
|
|
if (pSource == NULL || event.type != 3) return;
|
|
|
|
XSPRITE* pXSource = &xsprite[pSource->extra];
|
|
|
|
|
|
|
|
if (pSource->type == kGDXEffectSpawner) {
|
|
|
|
/* - Effect Spawner can spawn any effect passed in data2 on it's or txID sprite - */
|
|
|
|
if (pXSource->data2 < 0 || pXSource->data2 >= kFXMax) return;
|
|
|
|
else if (type == 3) useEffectGen(pXSource, &sprite[nDest]);
|
|
|
|
return;
|
|
|
|
|
|
|
|
} else if (pSource->type == kGDXSeqSpawner) {
|
|
|
|
/* - SEQ Spawner takes data2 as SEQ ID and spawns it on it's or TX ID sprite - */
|
|
|
|
if (pXSource->data2 <= 0 || !gSysRes.Lookup(pXSource->data2, "SEQ")) return;
|
|
|
|
else if (type == 3) useSeqSpawnerGen(pXSource, &sprite[nDest]);
|
|
|
|
return;
|
|
|
|
|
|
|
|
} else if (pSource->type == kGDXObjDataAccumulator) {
|
|
|
|
/* - Object Data Accumulator allows to perform sum and sub operations in data fields of object - */
|
|
|
|
/* - data1 = destination data index - */
|
|
|
|
/* - data2 = step value - */
|
|
|
|
/* - data3 = min value - */
|
|
|
|
/* - data4 = max value - */
|
|
|
|
/* - min > max = sub, min < max = sum - */
|
|
|
|
|
|
|
|
/* - hitag: 0 = force OFF if goal value was reached for all objects - */
|
|
|
|
/* - hitag: 2 = force swap min and max if goal value was reached - */
|
|
|
|
/* - hitag: 3 = force reset counter - */
|
|
|
|
|
|
|
|
if (pXSource->data3 < 0) pXSource->data3 = 0;
|
|
|
|
else if (pXSource->data3 > 32766) pXSource->data3 = 32767;
|
|
|
|
if (pXSource->data4 < 0) pXSource->data4 = 0;
|
|
|
|
else if (pXSource->data4 > 32766) pXSource->data4 = 32767;
|
|
|
|
|
|
|
|
long data = getDataFieldOfObject(type, nDest, pXSource->data1);
|
|
|
|
if (data == -65535) return;
|
|
|
|
else if (pXSource->data3 < pXSource->data4) {
|
|
|
|
|
|
|
|
if (data < pXSource->data3) data = pXSource->data3;
|
|
|
|
if (data > pXSource->data4) data = pXSource->data4;
|
|
|
|
|
|
|
|
if ((data += pXSource->data2) >= pXSource->data4) {
|
|
|
|
switch (pSource->hitag) {
|
|
|
|
case 0:
|
|
|
|
case 1:
|
|
|
|
if (data > pXSource->data4) data = pXSource->data4;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
{
|
|
|
|
|
|
|
|
if (data > pXSource->data4) data = pXSource->data4;
|
|
|
|
if (!goalValueIsReached(pXSource)) break;
|
|
|
|
int tmp = pXSource->data4;
|
|
|
|
pXSource->data4 = pXSource->data3;
|
|
|
|
pXSource->data3 = tmp;
|
|
|
|
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
if (data > pXSource->data4) data = pXSource->data3;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
else if (pXSource->data3 > pXSource->data4) {
|
|
|
|
|
|
|
|
if (data > pXSource->data3) data = pXSource->data3;
|
|
|
|
if (data < pXSource->data4) data = pXSource->data4;
|
|
|
|
|
|
|
|
if ((data -= pXSource->data2) <= pXSource->data4) {
|
|
|
|
switch (pSource->hitag) {
|
|
|
|
case 0:
|
|
|
|
case 1:
|
|
|
|
if (data < pXSource->data4) data = pXSource->data4;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
{
|
|
|
|
if (data < pXSource->data4) data = pXSource->data4;
|
|
|
|
int tmp = pXSource->data4;
|
|
|
|
pXSource->data4 = pXSource->data3;
|
|
|
|
pXSource->data3 = tmp;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case 3:
|
|
|
|
if (data < pXSource->data4) data = pXSource->data3;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
setDataValueOfObject(type, nDest, pXSource->data1, data);
|
|
|
|
return;
|
|
|
|
|
|
|
|
} else if (pSource->type == kGDXWindGenerator) {
|
|
|
|
|
|
|
|
/* - Wind generator via TX or for current sector if TX ID not specified - */
|
|
|
|
/* - sprite.ang = sector wind direction - */
|
|
|
|
/* - data1 = randomness settings - */
|
|
|
|
/* - 0: no randomness - */
|
|
|
|
/* - 1: randomize wind velocity in data2 - */
|
|
|
|
/* - 2: randomize current generator sprite angle - */
|
|
|
|
/* - 3: randomize both wind velocity and sprite angle - */
|
|
|
|
/* - data2 = wind velocity - */
|
|
|
|
/* - data3 = enable panning according current wind speed and direction - */
|
|
|
|
/* - data4 = pan floor and ceiling settings - */
|
|
|
|
/* - 0: use sector pan settings - */
|
|
|
|
/* - 1: pan only floor - */
|
|
|
|
/* - 2: pan only ceiling - */
|
|
|
|
/* - 3: pan both - */
|
|
|
|
|
|
|
|
/* - hi-tag = 1: force windAlways and panAlways - */
|
|
|
|
|
|
|
|
if (pXSource->data2 < 0) return;
|
|
|
|
else if (type == 6) useSectorWindGen(pXSource, §or[nDest]);
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
|
|
} else if (pSource->type == kGDXObjDataChanger) {
|
|
|
|
|
|
|
|
/* - Data field changer via TX - */
|
|
|
|
/* - data1 = sprite data1 / sector data / wall data - */
|
|
|
|
/* - data2 = sprite data2 - */
|
|
|
|
/* - data3 = sprite data3 - */
|
|
|
|
/* - data4 = sprite data4 - */
|
|
|
|
|
|
|
|
switch (type) {
|
|
|
|
// for sectors
|
|
|
|
case 6:
|
|
|
|
{
|
|
|
|
XSECTOR* pXSector = &xsector[sector[nDest].extra];
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data1, -1, 32767))
|
|
|
|
pXSector->data = pXSource->data1;
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
// for sprites
|
|
|
|
case 3:
|
|
|
|
{
|
|
|
|
XSPRITE* pXSprite = &xsprite[sprite[nDest].extra];
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data1, -1, 32767))
|
|
|
|
pXSprite->data1 = pXSource->data1;
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data2, -1, 32767))
|
|
|
|
pXSprite->data2 = pXSource->data2;
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data3, -1, 32767))
|
|
|
|
pXSprite->data3 = pXSource->data3;
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data4, -1, 65535))
|
|
|
|
pXSprite->data4 = pXSource->data4;
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
// for walls
|
|
|
|
case 0:
|
|
|
|
{
|
|
|
|
XWALL* pXWall = &xwall[wall[nDest].extra];
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data1, -1, 32767))
|
|
|
|
pXWall->data = pXSource->data1;
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
} else if (pSource->type == kGDXSectorFXChanger) {
|
|
|
|
|
|
|
|
/* - FX Wave changer for sector via TX - */
|
|
|
|
/* - data1 = Wave - */
|
|
|
|
/* - data2 = Amplitude - */
|
|
|
|
/* - data3 = Freq - */
|
|
|
|
/* - data4 = Phase - */
|
|
|
|
|
|
|
|
if (type == 6) {
|
|
|
|
XSECTOR* pXSector = &xsector[sector[nDest].extra];
|
|
|
|
if (valueIsBetween(pXSource->data1, -1, 32767))
|
|
|
|
pXSector->wave = pXSource->data1;
|
|
|
|
|
|
|
|
if (pXSource->data2 >= 0) {
|
|
|
|
|
|
|
|
if (pXSource->data2 > 127) pXSector->amplitude = 127;
|
|
|
|
else pXSector->amplitude = pXSource->data2;
|
|
|
|
|
|
|
|
}
|
|
|
|
else if (pXSource->data2 < -1) {
|
|
|
|
|
|
|
|
if (pXSource->data2 < -127) pXSector->amplitude = -127;
|
|
|
|
else pXSector->amplitude = pXSource->data2;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data3, -1, 32767)) {
|
|
|
|
if (pXSource->data3 > 255) pXSector->freq = 255;
|
|
|
|
else pXSector->freq = pXSource->data3;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data4, -1, 65535)) {
|
|
|
|
if (pXSource->data4 > 255) pXSector->phase = 255;
|
|
|
|
else pXSector->phase = (short)pXSource->data4;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((pSource->hitag & kHitagExtBit) != 0)
|
|
|
|
pXSector->shadeAlways = true;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
} else if (pSource->type == kGDXDudeTargetChanger) {
|
|
|
|
|
|
|
|
/* - Target changer for dudes via TX - */
|
|
|
|
|
|
|
|
/* - data1 = target dude data1 value (can be zero) - */
|
|
|
|
/* 666: attack everyone, even if data1 id does not fit, except mates (if any) - */
|
|
|
|
/* - data2 = 0: AI deathmatch mode - */
|
|
|
|
/* 1: AI team deathmatch mode - */
|
|
|
|
/* - data3 = 0: do not force target to fight dude back and *do not* awake some inactive monsters in sight - */
|
|
|
|
/* 1: force target to fight dude back and *do not* awake some inactive monsters in sight - */
|
|
|
|
/* 2: force target to fight dude back and awake some inactive monsters in sight - */
|
|
|
|
/* - data4 = 0: do not ignore player(s) (even if enough targets in sight) - */
|
|
|
|
/* 1: try to ignore player(s) (while enough targets in sight) - */
|
|
|
|
/* 2: ignore player(s) (attack only when no targets in sight at all) - */
|
|
|
|
/* 3: go to idle state if no targets in sight and ignore player(s) always - */
|
|
|
|
/* 4: follow player(s) when no targets in sight, attack targets if any in sight - */
|
|
|
|
|
|
|
|
if (type != 3 || !IsDudeSprite(&sprite[nDest]) || sprite[nDest].statnum != 6) return;
|
|
|
|
spritetype* pSprite = &sprite[nDest]; XSPRITE* pXSprite = &xsprite[pSprite->extra];
|
|
|
|
spritetype* pTarget = NULL; XSPRITE* pXTarget = NULL; int receiveHp = 33 + Random(33);
|
|
|
|
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->lotag - kDudeBase]; int matesPerEnemy = 1;
|
|
|
|
|
|
|
|
// dude is burning?
|
|
|
|
if (pXSprite->burnTime > 0 && pXSprite->burnSource >= 0 && pXSprite->burnSource < kMaxSprites) {
|
|
|
|
if (!IsBurningDude(pSprite))
|
|
|
|
{
|
|
|
|
spritetype* pBurnSource = &sprite[pXSprite->burnSource];
|
|
|
|
if (pBurnSource->extra >= 0) {
|
|
|
|
if (pXSource->data2 == 1 && isMateOf(pXSprite, &xsprite[pBurnSource->extra])) {
|
|
|
|
pXSprite->burnTime = 0;
|
|
|
|
|
|
|
|
// heal dude a bit in case of friendly fire
|
|
|
|
if (pXSprite->data4 > 0 && pXSprite->health < pXSprite->data4)
|
|
|
|
actHealDude(pXSprite, receiveHp, pXSprite->data4);
|
|
|
|
else if (pXSprite->health < pDudeInfo->startHealth)
|
|
|
|
actHealDude(pXSprite, receiveHp, pDudeInfo->startHealth);
|
|
|
|
}
|
|
|
|
else if (xsprite[pBurnSource->extra].health <= 0) {
|
|
|
|
pXSprite->burnTime = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
actKillDude(pSource->xvel, pSprite, DAMAGE_TYPE_0, 65535);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
spritetype* pPlayer = targetIsPlayer(pXSprite);
|
|
|
|
// special handling for player(s) if target changer data4 > 2.
|
|
|
|
if (pPlayer != NULL) {
|
|
|
|
if (pXSource->data4 == 3) {
|
|
|
|
aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z);
|
|
|
|
aiSetGenIdleState(pSprite, pXSprite);
|
|
|
|
if (pSprite->lotag == kGDXDudeUniversalCultist)
|
|
|
|
removeLeech(leechIsDropped(pSprite));
|
|
|
|
}
|
|
|
|
else if (pXSource->data4 == 4) {
|
|
|
|
aiSetTarget(pXSprite, pPlayer->x, pPlayer->y, pPlayer->z);
|
|
|
|
if (pSprite->lotag == kGDXDudeUniversalCultist)
|
|
|
|
removeLeech(leechIsDropped(pSprite));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int maxAlarmDudes = 8 + Random(8);
|
|
|
|
if (pXSprite->target > -1 && sprite[pXSprite->target].extra > -1 && pPlayer == NULL) {
|
|
|
|
pTarget = &sprite[pXSprite->target]; pXTarget = &xsprite[pTarget->extra];
|
|
|
|
|
|
|
|
if (unitCanFly(pSprite) && isMeleeUnit(pTarget) && !unitCanFly(pTarget))
|
|
|
|
pSprite->hitag |= 0x0002;
|
|
|
|
else if (unitCanFly(pSprite))
|
|
|
|
pSprite->hitag &= ~0x0002;
|
|
|
|
|
|
|
|
if (!IsDudeSprite(pTarget) || pXTarget->health < 1 || !dudeCanSeeTarget(pXSprite, pDudeInfo, pTarget)) {
|
|
|
|
aiSetTarget(pXSprite, 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 (affectedByTargetChg(pXTarget)) {
|
|
|
|
|
|
|
|
// force stop attack target
|
|
|
|
aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z);
|
|
|
|
if (pXSprite->burnSource == pTarget->xvel) {
|
|
|
|
pXSprite->burnTime = 0;
|
|
|
|
pXSprite->burnSource = -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// force stop attack dude
|
|
|
|
aiSetTarget(pXTarget, pTarget->x, pTarget->y, pTarget->z);
|
|
|
|
if (pXTarget->burnSource == pSprite->xvel) {
|
|
|
|
pXTarget->burnTime = 0;
|
|
|
|
pXTarget->burnSource = -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
// instantly kill annoying spiders, rats, hands etc if dude is big enough
|
|
|
|
else if (isAnnoyingUnit(pTarget) && !isAnnoyingUnit(pSprite) && tilesiz[pSprite->picnum].y >= 60 &&
|
|
|
|
getTargetDist(pSprite, pDudeInfo, pTarget) < 2) {
|
|
|
|
|
|
|
|
actKillDude(pSource->xvel, pTarget, DAMAGE_TYPE_0, 65535);
|
|
|
|
aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z);
|
|
|
|
|
|
|
|
}
|
|
|
|
else if (pXSource->data2 == 1 && isMateOf(pXSprite, pXTarget)) {
|
|
|
|
spritetype* pMate = pTarget; XSPRITE* pXMate = pXTarget;
|
|
|
|
|
|
|
|
// heal dude
|
|
|
|
if (pXSprite->data4 > 0 && pXSprite->health < pXSprite->data4)
|
|
|
|
actHealDude(pXSprite, receiveHp, pXSprite->data4);
|
|
|
|
else if (pXSprite->health < pDudeInfo->startHealth)
|
|
|
|
actHealDude(pXSprite, receiveHp, pDudeInfo->startHealth);
|
|
|
|
|
|
|
|
// heal mate
|
|
|
|
if (pXMate->data4 > 0 && pXMate->health < pXMate->data4)
|
|
|
|
actHealDude(pXMate, receiveHp, pXMate->data4);
|
|
|
|
else {
|
|
|
|
DUDEINFO* pTDudeInfo = &dudeInfo[pMate->lotag - kDudeBase];
|
|
|
|
if (pXMate->health < pTDudeInfo->startHealth)
|
|
|
|
actHealDude(pXMate, receiveHp, pTDudeInfo->startHealth);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pXMate->target > -1 && sprite[pXMate->target].extra >= 0) {
|
|
|
|
pTarget = &sprite[pXMate->target];
|
|
|
|
// force mate stop attack dude, if he does
|
|
|
|
if (pXMate->target == pSprite->xvel) {
|
|
|
|
aiSetTarget(pXMate, pMate->x, pMate->y, pMate->z);
|
|
|
|
}
|
|
|
|
else if (!isMateOf(pXSprite, &xsprite[pTarget->extra])) {
|
|
|
|
// force dude to attack same target that mate have
|
|
|
|
aiSetTarget(pXSprite, pTarget->xvel);
|
|
|
|
return;
|
|
|
|
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
// force mate to stop attack another mate
|
|
|
|
aiSetTarget(pXMate, pMate->x, pMate->y, pMate->z);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// force dude stop attack mate, if target was not changed previously
|
|
|
|
if (pXSprite->target == pMate->xvel)
|
|
|
|
aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z);
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
// check if targets aims player then force this target to fight with dude
|
|
|
|
else if (targetIsPlayer(pXTarget) != NULL) {
|
|
|
|
aiSetTarget(pXTarget, pSprite->xvel);
|
|
|
|
}
|
|
|
|
|
|
|
|
int mDist = 3; if (isMeleeUnit(pSprite)) mDist = 2;
|
|
|
|
if (pXSprite->target >= 0 && getTargetDist(pSprite, pDudeInfo, &sprite[pXSprite->target]) < mDist) {
|
|
|
|
if (!isActive(pSprite->xvel)) aiActivateDude(pSprite, pXSprite);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// lets try to look for target that fits better by distance
|
|
|
|
else if ((gFrameClock & 256) != 0 && (pXSprite->target < 0 || getTargetDist(pSprite, pDudeInfo, pTarget) >= mDist)) {
|
|
|
|
pTarget = getTargetInRange(pSprite, 0, mDist, pXSource->data1, pXSource->data2);
|
|
|
|
if (pTarget != NULL) {
|
|
|
|
pXTarget = &xsprite[pTarget->extra];
|
|
|
|
|
|
|
|
// Make prev target not aim in dude
|
|
|
|
if (pXSprite->target > -1) {
|
|
|
|
spritetype* prvTarget = &sprite[pXSprite->target];
|
|
|
|
aiSetTarget(&xsprite[prvTarget->extra], prvTarget->x, prvTarget->y, prvTarget->z);
|
|
|
|
if (!isActive(pTarget->xvel))
|
|
|
|
aiActivateDude(pTarget, pXTarget);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Change target for dude
|
|
|
|
aiSetTarget(pXSprite, pTarget->xvel);
|
|
|
|
if (!isActive(pSprite->xvel))
|
|
|
|
aiActivateDude(pSprite, pXSprite);
|
|
|
|
|
|
|
|
// ...and change target of target to dude to force it fight
|
|
|
|
if (pXSource->data3 > 0 && pXTarget->target != pSprite->xvel) {
|
|
|
|
aiSetTarget(pXTarget, pSprite->xvel);
|
|
|
|
if (!isActive(pTarget->xvel))
|
|
|
|
aiActivateDude(pTarget, pXTarget);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((pXSprite->target < 0 || pPlayer != NULL) && (gFrameClock & 32) != 0) {
|
|
|
|
// try find first target that dude can see
|
|
|
|
for (int nSprite = headspritestat[6]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
|
|
|
|
pTarget = &sprite[nSprite]; pXTarget = &xsprite[pTarget->extra];
|
|
|
|
|
|
|
|
if (pXTarget->target == pSprite->xvel) {
|
|
|
|
aiSetTarget(pXSprite, pTarget->xvel);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// skip non-dudes and players
|
|
|
|
if (!IsDudeSprite(pTarget) || (IsPlayerSprite(pTarget) && pXSource->data4 > 0) || pTarget->owner == pSprite->xvel) continue;
|
|
|
|
// avoid self aiming, those who dude can't see, and those who dude own
|
|
|
|
else if (!dudeCanSeeTarget(pXSprite, pDudeInfo, pTarget) || pSprite->xvel == pTarget->xvel) continue;
|
|
|
|
// if Target Changer have data1 = 666, everyone can be target, except AI team mates.
|
|
|
|
else if (pXSource->data1 != 666 && pXSource->data1 != pXTarget->data1) continue;
|
|
|
|
// don't attack immortal, burning dudes and mates
|
|
|
|
if (IsBurningDude(pTarget) || !IsKillableDude(pTarget, true) || (pXSource->data2 == 1 && isMateOf(pXSprite, pXTarget)))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (pXSource->data2 == 0 || (pXSource->data2 == 1 && !isMatesHaveSameTarget(pXSprite, pTarget, matesPerEnemy))) {
|
|
|
|
|
|
|
|
// Change target for dude
|
|
|
|
aiSetTarget(pXSprite, pTarget->xvel);
|
|
|
|
if (!isActive(pSprite->xvel))
|
|
|
|
aiActivateDude(pSprite, pXSprite);
|
|
|
|
|
|
|
|
// ...and change target of target to dude to force it fight
|
|
|
|
if (pXSource->data3 > 0 && pXTarget->target != pSprite->xvel) {
|
|
|
|
aiSetTarget(pXTarget, pSprite->xvel);
|
|
|
|
if (!isActive(pTarget->xvel))
|
|
|
|
aiActivateDude(pTarget, pXTarget);
|
|
|
|
|
|
|
|
if (pXSource->data3 == 2)
|
|
|
|
disturbDudesInSight(pTarget, maxAlarmDudes);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// got no target - let's ask mates if they have targets
|
|
|
|
if ((pXSprite->target < 0 || pPlayer != NULL) && pXSource->data2 == 1 && (gFrameClock & 64) != 0) {
|
|
|
|
spritetype* pMateTarget = NULL;
|
|
|
|
if ((pMateTarget = getMateTargets(pXSprite)) != NULL && pMateTarget->extra > 0) {
|
|
|
|
XSPRITE* pXMateTarget = &xsprite[pMateTarget->extra];
|
|
|
|
if (dudeCanSeeTarget(pXSprite, pDudeInfo, pMateTarget)) {
|
|
|
|
if (pXMateTarget->target < 0) {
|
|
|
|
aiSetTarget(pXMateTarget, pSprite->xvel);
|
|
|
|
if (IsDudeSprite(pMateTarget) && !isActive(pMateTarget->xvel))
|
|
|
|
aiActivateDude(pMateTarget, pXMateTarget);
|
|
|
|
}
|
|
|
|
|
|
|
|
aiSetTarget(pXSprite, pMateTarget->xvel);
|
|
|
|
if (!isActive(pSprite->xvel))
|
|
|
|
aiActivateDude(pSprite, pXSprite);
|
|
|
|
return;
|
|
|
|
|
|
|
|
// try walk in mate direction in case if not see the target
|
|
|
|
}
|
|
|
|
else if (pXMateTarget->target >= 0 && dudeCanSeeTarget(pXSprite, pDudeInfo, &sprite[pXMateTarget->target])) {
|
|
|
|
spritetype* pMate = &sprite[pXMateTarget->target];
|
|
|
|
pXSprite->target = pMateTarget->xvel;
|
|
|
|
pXSprite->targetX = pMate->x;
|
|
|
|
pXSprite->targetY = pMate->y;
|
|
|
|
pXSprite->targetZ = pMate->z;
|
|
|
|
if (!isActive(pSprite->xvel))
|
|
|
|
aiActivateDude(pSprite, pXSprite);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
} else if (pSource->type == kGDXObjSizeChanger) {
|
|
|
|
|
|
|
|
/* - size and pan changer of sprite/wall/sector via TX ID - */
|
|
|
|
/* - data1 = sprite xrepeat / wall xrepeat / floor xpan - */
|
|
|
|
/* - data2 = sprite yrepeat / wall yrepeat / floor ypan - */
|
|
|
|
/* - data3 = sprite xoffset / wall xoffset / ceil xpan - */
|
|
|
|
/* - data3 = sprite yoffset / wall yoffset / ceil ypan - */
|
|
|
|
|
|
|
|
if (pXSource->data1 > 255) pXSource->data1 = 255;
|
|
|
|
if (pXSource->data2 > 255) pXSource->data2 = 255;
|
|
|
|
if (pXSource->data3 > 255) pXSource->data3 = 255;
|
|
|
|
if (valueIsBetween(pXSource->data4, 255, 65535))
|
|
|
|
pXSource->data4 = 255;
|
|
|
|
|
|
|
|
switch (type) {
|
|
|
|
// for sectors
|
|
|
|
case 6:
|
|
|
|
if (valueIsBetween(pXSource->data1, -1, 32767))
|
|
|
|
sector[nDest].floorxpanning = pXSource->data1;
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data2, -1, 32767))
|
|
|
|
sector[nDest].floorypanning = pXSource->data2;
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data3, -1, 32767))
|
|
|
|
sector[nDest].ceilingxpanning = pXSource->data3;
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data4, -1, 65535))
|
|
|
|
sector[nDest].ceilingypanning = (short)pXSource->data4;
|
|
|
|
break;
|
|
|
|
// for sprites
|
|
|
|
case 3:
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data1, -1, 32767) &&
|
|
|
|
valueIsBetween(pXSource->data2, -1, 32767) &&
|
|
|
|
pXSource->data1 < 4 && pXSource->data2 < 4)
|
|
|
|
{
|
|
|
|
|
|
|
|
sprite[nDest].xrepeat = 4;
|
|
|
|
sprite[nDest].yrepeat = 4;
|
|
|
|
sprite[nDest].cstat |= kSprInvisible;
|
|
|
|
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data1, -1, 32767)) {
|
|
|
|
if (pXSource->data1 < 4)
|
|
|
|
sprite[nDest].xrepeat = 4;
|
|
|
|
else
|
|
|
|
sprite[nDest].xrepeat = pXSource->data1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data2, -1, 32767)) {
|
|
|
|
if (pXSource->data2 < 4)
|
|
|
|
sprite[nDest].yrepeat = 4;
|
|
|
|
else
|
|
|
|
sprite[nDest].yrepeat = pXSource->data2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data3, -1, 32767))
|
|
|
|
sprite[nDest].xoffset = pXSource->data3;
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data4, -1, 65535))
|
|
|
|
sprite[nDest].yoffset = (short)pXSource->data4;
|
|
|
|
|
|
|
|
break;
|
|
|
|
// for walls
|
|
|
|
case 0:
|
|
|
|
if (valueIsBetween(pXSource->data1, -1, 32767))
|
|
|
|
wall[nDest].xrepeat = pXSource->data1;
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data2, -1, 32767))
|
|
|
|
wall[nDest].yrepeat = pXSource->data2;
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data3, -1, 32767))
|
|
|
|
wall[nDest].xpanning = (short)pXSource->data3;
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data4, -1, 65535))
|
|
|
|
wall[nDest].ypanning = (short)pXSource->data4;
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
} else if (pSource->type == kGDXObjPicnumChanger) {
|
|
|
|
|
|
|
|
/* - picnum changer can change picnum of sprite/wall/sector via TX ID - */
|
|
|
|
/* - data1 = sprite pic / wall pic / sector floor pic - */
|
|
|
|
/* - data3 = sprite pal / wall pal / sector floor pic - */
|
|
|
|
|
|
|
|
switch (type) {
|
|
|
|
// for sectors
|
|
|
|
case 6:
|
|
|
|
{
|
|
|
|
if (valueIsBetween(pXSource->data1, -1, 32767))
|
|
|
|
sector[nDest].floorpicnum = pXSource->data1;
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data2, -1, 32767))
|
|
|
|
sector[nDest].ceilingpicnum = pXSource->data2;
|
|
|
|
|
|
|
|
XSECTOR *pXSector = &xsector[sector[nDest].extra];
|
|
|
|
if (valueIsBetween(pXSource->data3, -1, 32767)) {
|
|
|
|
sector[nDest].floorpal = pXSource->data3;
|
|
|
|
if ((pSource->hitag & kHitagExtBit) != 0)
|
|
|
|
pXSector->floorpal = pXSource->data3;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data4, -1, 65535)) {
|
|
|
|
sector[nDest].ceilingpal = (short)pXSource->data4;
|
|
|
|
if ((pSource->hitag & kHitagExtBit) != 0)
|
|
|
|
pXSector->ceilpal = (short)pXSource->data4;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
// for sprites
|
|
|
|
case 3:
|
|
|
|
if (valueIsBetween(pXSource->data1, -1, 32767))
|
|
|
|
sprite[nDest].picnum = pXSource->data1;
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data3, -1, 32767))
|
|
|
|
sprite[nDest].pal = pXSource->data3;
|
|
|
|
break;
|
|
|
|
// for walls
|
|
|
|
case 0:
|
|
|
|
if (valueIsBetween(pXSource->data1, -1, 32767))
|
|
|
|
wall[nDest].picnum = pXSource->data1;
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data2, -1, 32767))
|
|
|
|
wall[nDest].overpicnum = pXSource->data2;
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data3, -1, 32767))
|
|
|
|
wall[nDest].pal = pXSource->data3;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
} else if (pSource->type == kGDXObjPropertiesChanger) {
|
|
|
|
|
|
|
|
/* - properties changer can change various properties of sprite/wall/sector via TX ID - */
|
|
|
|
/* - data1 = sector underwater status - */
|
|
|
|
/* - data2 = sector visibility - */
|
|
|
|
/* - data3 = sector ceiling cstat / sprite / wall hitag - */
|
|
|
|
/* - data4 = sector floor / sprite / wall cstat - */
|
|
|
|
|
|
|
|
switch (type) {
|
|
|
|
// for sectors
|
|
|
|
case 6:
|
|
|
|
{
|
|
|
|
XSECTOR* pXSector = &xsector[sector[nDest].extra];
|
|
|
|
|
|
|
|
switch (pXSource->data1) {
|
|
|
|
case 0:
|
|
|
|
pXSector->Underwater = false;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
pXSector->Underwater = true;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
pXSector->Depth = 0;
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
pXSector->Depth = 1;
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
pXSector->Depth = 2;
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
pXSector->Depth = 3;
|
|
|
|
break;
|
|
|
|
case 6:
|
|
|
|
pXSector->Depth = 4;
|
|
|
|
break;
|
|
|
|
case 7:
|
|
|
|
pXSector->Depth = 5;
|
|
|
|
break;
|
|
|
|
case 8:
|
|
|
|
pXSector->Depth = 6;
|
|
|
|
break;
|
|
|
|
case 9:
|
|
|
|
pXSector->Depth = 7;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data2, -1, 32767)) {
|
|
|
|
if (pXSource->data2 > 255) sector[nDest].visibility = 255;
|
|
|
|
else sector[nDest].visibility = pXSource->data2;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data3, -1, 32767))
|
|
|
|
sector[nDest].ceilingstat = pXSource->data3;
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data4, -1, 65535))
|
|
|
|
sector[nDest].floorstat = pXSource->data4;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
// for sprites
|
|
|
|
case 3:
|
|
|
|
if (valueIsBetween(pXSource->data3, -1, 32767))
|
|
|
|
sprite[nDest].hitag = pXSource->data3;
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data4, -1, 65535)) {
|
|
|
|
pXSource->data4 |= kSprOriginAlign;
|
|
|
|
sprite[nDest].cstat = pXSource->data4;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
// for walls
|
|
|
|
case 0:
|
|
|
|
if (valueIsBetween(pXSource->data3, -1, 32767))
|
|
|
|
wall[nDest].hitag = pXSource->data3;
|
|
|
|
|
|
|
|
if (valueIsBetween(pXSource->data4, -1, 65535))
|
|
|
|
wall[nDest].cstat = pXSource->data4;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// By NoOne: the following functions required for kGDXDudeTargetChanger
|
|
|
|
//---------------------------------------
|
|
|
|
spritetype* getTargetInRange(spritetype* pSprite, int minDist, int maxDist, short data, short teamMode) {
|
|
|
|
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; XSPRITE* pXSprite = &xsprite[pSprite->extra];
|
|
|
|
spritetype* pTarget = NULL; XSPRITE* pXTarget = NULL; spritetype* cTarget = NULL;
|
|
|
|
for (int nSprite = headspritestat[6]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
|
|
|
|
pTarget = &sprite[nSprite]; pXTarget = &xsprite[pTarget->extra];
|
|
|
|
if (!dudeCanSeeTarget(pXSprite, pDudeInfo, pTarget)) continue;
|
|
|
|
|
|
|
|
int dist = getTargetDist(pSprite, pDudeInfo, pTarget);
|
|
|
|
if (dist < minDist || dist > maxDist) continue;
|
|
|
|
else if (pXSprite->target == pTarget->xvel) return pTarget;
|
|
|
|
else if (!IsDudeSprite(pTarget) || pTarget->xvel == pSprite->xvel || IsPlayerSprite(pTarget)) continue;
|
|
|
|
else if (IsBurningDude(pTarget) || !IsKillableDude(pTarget, true) || pTarget->owner == pSprite->xvel) continue;
|
|
|
|
else if ((teamMode == 1 && isMateOf(pXSprite, pXTarget)) || isMatesHaveSameTarget(pXSprite,pTarget,1)) continue;
|
|
|
|
else if (data == 666 || pXTarget->data1 == data) {
|
|
|
|
|
|
|
|
if (pXSprite->target > 0) {
|
|
|
|
cTarget = &sprite[pXSprite->target];
|
|
|
|
int fineDist1 = getFineTargetDist(pSprite, cTarget);
|
|
|
|
int fineDist2 = getFineTargetDist(pSprite, pTarget);
|
|
|
|
if (fineDist1 < fineDist2)
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
return pTarget;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool isMateOf(XSPRITE* pXDude, XSPRITE* pXSprite) {
|
|
|
|
return (pXDude->rxID == pXSprite->rxID);
|
|
|
|
}
|
|
|
|
|
|
|
|
spritetype* targetIsPlayer(XSPRITE* pXSprite) {
|
|
|
|
|
|
|
|
if (pXSprite->target >= 0) {
|
|
|
|
if (IsPlayerSprite(&sprite[pXSprite->target]))
|
|
|
|
return &sprite[pXSprite->target];
|
|
|
|
}
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool isTargetAimsDude(XSPRITE* pXTarget, spritetype* pDude) {
|
|
|
|
return (pXTarget->target == pDude->xvel);
|
|
|
|
}
|
|
|
|
|
|
|
|
spritetype* getMateTargets(XSPRITE* pXSprite) {
|
|
|
|
int rx = pXSprite->rxID; spritetype* pMate = NULL; XSPRITE* pXMate = NULL;
|
|
|
|
|
|
|
|
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) {
|
|
|
|
if (rxBucket[i].type == 3) {
|
|
|
|
pMate = &sprite[rxBucket[i].index];
|
|
|
|
if (pMate->extra < 0 || pMate->xvel == sprite[pXSprite->reference].xvel || !IsDudeSprite(pMate))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
pXMate = &xsprite[pMate->extra];
|
|
|
|
if (pXMate->target > -1) {
|
|
|
|
if (!IsPlayerSprite(&sprite[pXMate->target]))
|
|
|
|
return &sprite[pXMate->target];
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool isMatesHaveSameTarget(XSPRITE* pXLeader, spritetype* pTarget, int allow) {
|
|
|
|
int rx = pXLeader->rxID; spritetype* pMate = NULL; XSPRITE* pXMate = NULL;
|
|
|
|
|
|
|
|
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) {
|
|
|
|
|
|
|
|
if (rxBucket[i].type != 3)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
pMate = &sprite[rxBucket[i].index];
|
|
|
|
if (pMate->extra < 0 || pMate->xvel == sprite[pXLeader->reference].xvel || !IsDudeSprite(pMate))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
pXMate = &xsprite[pMate->extra];
|
|
|
|
if (pXMate->target == pTarget->xvel && allow-- <= 0)
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
bool isActive(int nSprite) {
|
|
|
|
spritetype* pDude = &sprite[nSprite]; XSPRITE* pXDude = &xsprite[pDude->extra];
|
|
|
|
int stateType = pXDude->aiState->stateType;
|
|
|
|
switch (stateType) {
|
|
|
|
case kAiStateIdle:
|
|
|
|
case kAiStateGenIdle:
|
|
|
|
case kAiStateSearch:
|
|
|
|
case kAiStateMove:
|
|
|
|
case kAiStateOther:
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool dudeCanSeeTarget(XSPRITE* pXDude, DUDEINFO* pDudeInfo, spritetype* pTarget) {
|
|
|
|
spritetype* pDude = &sprite[pXDude->reference];
|
|
|
|
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->sectnum, pTarget->x, pTarget->y, pTarget->z - eyeAboveZ, pTarget->sectnum)) {
|
|
|
|
/*int nAngle = getangle(dx, dy);
|
|
|
|
int losAngle = ((1024 + nAngle - pDude->ang) & 2047) - 1024;
|
|
|
|
|
|
|
|
// is the target visible?
|
|
|
|
if (klabs(losAngle) < 2048) // 360 deg periphery here*/
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// by NoOne: this function required if monsters in genIdle ai state. It wakes up monsters
|
|
|
|
// when kGDXDudeTargetChanger goes to off state, so they won't ignore the world.
|
|
|
|
void activateDudes(int rx) {
|
|
|
|
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) {
|
|
|
|
if (rxBucket[i].type != 3) continue;
|
|
|
|
spritetype * pDude = &sprite[rxBucket[i].index]; XSPRITE * pXDude = &xsprite[pDude->extra];
|
|
|
|
if (!IsDudeSprite(pDude) || pXDude->aiState->stateType != kAiStateGenIdle) continue;
|
|
|
|
aiInitSprite(pDude);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool affectedByTargetChg(XSPRITE* pXDude) {
|
|
|
|
if (pXDude->rxID <= 0 || pXDude->locked == 1) return false;
|
|
|
|
for (int nSprite = headspritestat[kStatGDXDudeTargetChanger]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
|
|
|
|
XSPRITE* pXSprite = (sprite[nSprite].extra >= 0) ? &xsprite[sprite[nSprite].extra] : NULL;
|
|
|
|
if (pXSprite == NULL || pXSprite->txID <= 0 || pXSprite->state != 1) continue;
|
|
|
|
for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++) {
|
|
|
|
if (rxBucket[i].type != 3) continue;
|
|
|
|
|
|
|
|
spritetype* pSprite = &sprite[rxBucket[i].index];
|
|
|
|
if (pSprite->extra < 0 || !IsDudeSprite(pSprite)) continue;
|
|
|
|
else if (pSprite->xvel == sprite[pXDude->reference].xvel) return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
int getDataFieldOfObject(int objType, int objIndex, int dataIndex) {
|
|
|
|
int data = -65535;
|
|
|
|
switch (objType) {
|
|
|
|
case 3:
|
|
|
|
switch (dataIndex) {
|
|
|
|
case 1:
|
|
|
|
return xsprite[sprite[objIndex].extra].data1;
|
|
|
|
case 2:
|
|
|
|
return xsprite[sprite[objIndex].extra].data2;
|
|
|
|
case 3:
|
|
|
|
return xsprite[sprite[objIndex].extra].data3;
|
|
|
|
case 4:
|
|
|
|
return xsprite[sprite[objIndex].extra].data4;
|
|
|
|
default:
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
case 0:
|
|
|
|
return xsector[sector[objIndex].extra].data;
|
|
|
|
case 6:
|
|
|
|
return xwall[wall[objIndex].extra].data;
|
|
|
|
default:
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool setDataValueOfObject(int objType, int objIndex, int dataIndex, int value) {
|
|
|
|
switch (objType) {
|
|
|
|
case 3:
|
|
|
|
switch (dataIndex) {
|
|
|
|
case 1:
|
|
|
|
xsprite[sprite[objIndex].extra].data1 = value;
|
|
|
|
return true;
|
|
|
|
case 2:
|
|
|
|
xsprite[sprite[objIndex].extra].data2 = value;
|
|
|
|
return true;
|
|
|
|
case 3:
|
|
|
|
xsprite[sprite[objIndex].extra].data3 = value;
|
|
|
|
return true;
|
|
|
|
case 4:
|
|
|
|
xsprite[sprite[objIndex].extra].data4 = value;
|
|
|
|
return true;
|
|
|
|
default:
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
case 0:
|
|
|
|
xsector[sector[objIndex].extra].data = value;
|
|
|
|
return true;
|
|
|
|
case 6:
|
|
|
|
xwall[wall[objIndex].extra].data = value;
|
|
|
|
return true;
|
|
|
|
default:
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// by NoOne: this function checks if all TX objects have the same value
|
|
|
|
bool goalValueIsReached(XSPRITE* pXSprite) {
|
|
|
|
for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++) {
|
|
|
|
if (getDataFieldOfObject(rxBucket[i].type, rxBucket[i].index, pXSprite->data1) != pXSprite->data4)
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// by NoOne: this function tells if there any dude found for kGDXDudeTargetChanger
|
|
|
|
bool getDudesForTargetChg(XSPRITE* pXSprite) {
|
|
|
|
for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++) {
|
|
|
|
if (rxBucket[i].type != 3) continue;
|
|
|
|
else if (IsDudeSprite(&sprite[rxBucket[i].index]) &&
|
|
|
|
xsprite[sprite[rxBucket[i].index].extra].health > 0) return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void disturbDudesInSight(spritetype* pSprite, int max) {
|
|
|
|
spritetype* pDude = NULL; XSPRITE* pXDude = NULL;
|
|
|
|
XSPRITE* pXSprite = &xsprite[pSprite->extra];
|
|
|
|
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->lotag - kDudeBase];
|
|
|
|
for (int nSprite = headspritestat[6]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
|
|
|
|
pDude = &sprite[nSprite];
|
|
|
|
if (pDude->xvel == pSprite->xvel || !IsDudeSprite(pDude) || pDude->extra < 0)
|
|
|
|
continue;
|
|
|
|
pXDude = &xsprite[pDude->extra];
|
|
|
|
if (dudeCanSeeTarget(pXSprite, pDudeInfo, pDude)) {
|
|
|
|
if (pXDude->target != -1 || pXDude->rxID > 0)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
aiSetTarget(pXDude, pDude->x, pDude->y, pDude->z);
|
|
|
|
aiActivateDude(pDude, pXDude);
|
|
|
|
if (max-- < 1)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int getTargetDist(spritetype* pSprite, DUDEINFO* pDudeInfo, spritetype* pTarget) {
|
|
|
|
int x = pTarget->x; int y = pTarget->y;
|
|
|
|
int dx = x - pSprite->x; int dy = y - pSprite->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 getFineTargetDist(spritetype* pSprite, spritetype* pTarget) {
|
|
|
|
int x = pTarget->x; int y = pTarget->y;
|
|
|
|
int dx = x - pSprite->x; int dy = y - pSprite->y;
|
|
|
|
|
|
|
|
int dist = approxDist(dx, dy);
|
|
|
|
return dist;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool IsBurningDude(spritetype* pSprite) {
|
|
|
|
if (pSprite == NULL) return false;
|
|
|
|
switch (pSprite->type) {
|
|
|
|
case 239: // burning dude
|
|
|
|
case 240: // cultist burning
|
|
|
|
case 241: // axe zombie burning
|
|
|
|
case 242: // fat zombie burning
|
|
|
|
case 252: // tiny caleb burning
|
|
|
|
case 253: // beast burning
|
|
|
|
case kGDXGenDudeBurning:
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool IsKillableDude(spritetype* pSprite, bool locked) {
|
|
|
|
if (!IsDudeSprite(pSprite)) return false;
|
|
|
|
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->lotag - kDudeBase];
|
|
|
|
|
|
|
|
// Optionally check if dude is locked
|
|
|
|
if (locked && xsprite[pSprite->extra].locked == 1)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
|
|
// Make sure damage shift is greater than 0;
|
|
|
|
int a = 0;
|
|
|
|
for (int i = 0; i <= 6; i++) {
|
|
|
|
a += pDudeInfo->startDamage[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (a == 0) return false;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool isAnnoyingUnit(spritetype* pDude) {
|
|
|
|
switch (pDude->lotag) {
|
|
|
|
case 212: // hand
|
|
|
|
case 213: // brown spider
|
|
|
|
case 214: // red spider
|
|
|
|
case 215: // black spider
|
|
|
|
case 216: // mother spider
|
|
|
|
case 218: // eel
|
|
|
|
case 219: // bat
|
|
|
|
case 220: // rat
|
|
|
|
case 222: // green tentacle
|
|
|
|
case 224: // fire tentacle
|
|
|
|
case 226: // mother tentacle
|
|
|
|
case 223: // green pod
|
|
|
|
case 225: // fire pod
|
|
|
|
return true;
|
|
|
|
default:
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool unitCanFly(spritetype* pDude) {
|
|
|
|
switch (pDude->lotag) {
|
|
|
|
case 219: // bat
|
|
|
|
case 206: // gargoyle
|
|
|
|
case 207: // stone gargoyle
|
|
|
|
case 210: // phantasm
|
|
|
|
return true;
|
|
|
|
default:
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool isMeleeUnit(spritetype* pDude) {
|
|
|
|
switch (pDude->lotag) {
|
|
|
|
case 203: // axe zombie
|
|
|
|
case 205: // earth zombie
|
|
|
|
case 206: // gargoyle
|
|
|
|
case 212: // hand
|
|
|
|
case 213: // brown spider
|
|
|
|
case 214: // red spider
|
|
|
|
case 215: // black spider
|
|
|
|
case 216: // mother spider
|
|
|
|
case 217: // gill beast
|
|
|
|
case 218: // eel
|
|
|
|
case 219: // bat
|
|
|
|
case 220: // rat
|
|
|
|
case 222: // green tentacle
|
|
|
|
case 224: // fire tentacle
|
|
|
|
case 226: // mother tentacle
|
|
|
|
case 244: // sleep zombie
|
|
|
|
case 245: // innocent
|
|
|
|
case 250: // tiny caleb
|
|
|
|
case 251: // beast
|
|
|
|
return true;
|
|
|
|
case kGDXDudeUniversalCultist:
|
|
|
|
return (pDude->extra >= 0 && dudeIsMelee(&xsprite[pDude->extra]));
|
|
|
|
default:
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//---------------------------------------
|
|
|
|
|
|
|
|
void ProcessMotion(void)
|
|
|
|
{
|
|
|
|
sectortype *pSector;
|
|
|
|
int nSector;
|
|
|
|
for (pSector = sector, nSector = 0; nSector < numsectors; nSector++, pSector++)
|
|
|
|
{
|
|
|
|
int nXSector = pSector->extra;
|
|
|
|
if (nXSector <= 0)
|
|
|
|
continue;
|
|
|
|
XSECTOR *pXSector = &xsector[nXSector];
|
|
|
|
if (pXSector->bobSpeed != 0)
|
|
|
|
{
|
|
|
|
if (pXSector->bobAlways)
|
|
|
|
pXSector->bobTheta += pXSector->bobSpeed;
|
|
|
|
else if (pXSector->busy == 0)
|
|
|
|
continue;
|
|
|
|
else
|
|
|
|
pXSector->bobTheta += mulscale16(pXSector->bobSpeed, pXSector->busy);
|
|
|
|
int vdi = mulscale30(Sin(pXSector->bobTheta), pXSector->bobZRange<<8);
|
|
|
|
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
|
|
|
{
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
if (pSprite->cstat&24576)
|
|
|
|
{
|
|
|
|
viewBackupSpriteLoc(nSprite, pSprite);
|
|
|
|
pSprite->z += vdi;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (pXSector->bobFloor)
|
|
|
|
{
|
|
|
|
int floorZ = pSector->floorz;
|
|
|
|
viewInterpolateSector(nSector, pSector);
|
|
|
|
pSector->floorz = baseFloor[nSector]+vdi;
|
|
|
|
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
|
|
|
{
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
if (pSprite->hitag&2)
|
|
|
|
pSprite->hitag |= 4;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int top, bottom;
|
|
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
|
|
if (bottom >= floorZ && (pSprite->cstat&48) == 0)
|
|
|
|
{
|
|
|
|
viewBackupSpriteLoc(nSprite, pSprite);
|
|
|
|
pSprite->z += vdi;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (pXSector->bobCeiling)
|
|
|
|
{
|
|
|
|
int ceilZ = pSector->ceilingz;
|
|
|
|
viewInterpolateSector(nSector, pSector);
|
|
|
|
pSector->ceilingz = baseCeil[nSector]+vdi;
|
|
|
|
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
|
|
|
{
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
int top, bottom;
|
|
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
|
|
if (top <= ceilZ && (pSprite->cstat&48) == 0)
|
|
|
|
{
|
|
|
|
viewBackupSpriteLoc(nSprite, pSprite);
|
|
|
|
pSprite->z += vdi;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void AlignSlopes(void)
|
|
|
|
{
|
|
|
|
sectortype *pSector;
|
|
|
|
int nSector;
|
|
|
|
for (pSector = sector, nSector = 0; nSector < numsectors; nSector++, pSector++)
|
|
|
|
{
|
|
|
|
if (qsector_filler[nSector])
|
|
|
|
{
|
|
|
|
walltype *pWall = &wall[pSector->wallptr+qsector_filler[nSector]];
|
|
|
|
walltype *pWall2 = &wall[pWall->point2];
|
|
|
|
int nNextSector = pWall->nextsector;
|
|
|
|
if (nNextSector >= 0)
|
|
|
|
{
|
|
|
|
int x = (pWall->x+pWall2->x)/2;
|
|
|
|
int y = (pWall->y+pWall2->y)/2;
|
|
|
|
viewInterpolateSector(nSector, pSector);
|
|
|
|
alignflorslope(nSector, x, y, getflorzofslope(nNextSector, x, y));
|
|
|
|
alignceilslope(nSector, x, y, getceilzofslope(nNextSector, x, y));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int(*gBusyProc[])(unsigned int, unsigned int) =
|
|
|
|
{
|
|
|
|
VCrushBusy,
|
|
|
|
VSpriteBusy,
|
|
|
|
VDoorBusy,
|
|
|
|
HDoorBusy,
|
|
|
|
RDoorBusy,
|
|
|
|
StepRotateBusy,
|
|
|
|
GenSectorBusy,
|
|
|
|
PathBusy
|
|
|
|
};
|
|
|
|
|
|
|
|
void trProcessBusy(void)
|
|
|
|
{
|
|
|
|
memset(velFloor, 0, sizeof(velFloor));
|
|
|
|
memset(velCeil, 0, sizeof(velCeil));
|
|
|
|
for (int i = gBusyCount-1; i >= 0; i--)
|
|
|
|
{
|
|
|
|
int oldBusy = gBusy[i].at8;
|
|
|
|
gBusy[i].at8 = ClipRange(oldBusy+gBusy[i].at4*4, 0, 65536);
|
|
|
|
int nStatus = gBusyProc[gBusy[i].atc](gBusy[i].at0, gBusy[i].at8);
|
|
|
|
switch (nStatus)
|
|
|
|
{
|
|
|
|
case 1:
|
|
|
|
gBusy[i].at8 = oldBusy;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
gBusy[i].at8 = oldBusy;
|
|
|
|
gBusy[i].at4 = -gBusy[i].at4;
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
gBusy[i] = gBusy[--gBusyCount];
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ProcessMotion();
|
|
|
|
AlignSlopes();
|
|
|
|
}
|
|
|
|
|
|
|
|
void InitGenerator(int);
|
|
|
|
|
|
|
|
void trInit(void)
|
|
|
|
{
|
|
|
|
gBusyCount = 0;
|
|
|
|
for (int i = 0; i < numwalls; i++)
|
|
|
|
{
|
|
|
|
baseWall[i].x = wall[i].x;
|
|
|
|
baseWall[i].y = wall[i].y;
|
|
|
|
}
|
|
|
|
for (int i = 0; i < kMaxSprites; i++)
|
|
|
|
{
|
|
|
|
if (sprite[i].statnum < kStatFree)
|
|
|
|
{
|
|
|
|
sprite[i].zvel = sprite[i].type;
|
|
|
|
baseSprite[i].x = sprite[i].x;
|
|
|
|
baseSprite[i].y = sprite[i].y;
|
|
|
|
baseSprite[i].z = sprite[i].z;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
sprite[i].zvel = -1;
|
|
|
|
}
|
|
|
|
for (int i = 0; i < numwalls; i++)
|
|
|
|
{
|
|
|
|
int nXWall = wall[i].extra;
|
|
|
|
dassert(nXWall < kMaxXWalls);
|
|
|
|
if (nXWall > 0)
|
|
|
|
{
|
|
|
|
XWALL *pXWall = &xwall[nXWall];
|
|
|
|
if (pXWall->state)
|
|
|
|
pXWall->busy = 65536;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
dassert((numsectors >= 0) && (numsectors < kMaxSectors));
|
|
|
|
for (int i = 0; i < numsectors; i++)
|
|
|
|
{
|
|
|
|
sectortype *pSector = §or[i];
|
|
|
|
baseFloor[i] = pSector->floorz;
|
|
|
|
baseCeil[i] = pSector->ceilingz;
|
|
|
|
int nXSector = pSector->extra;
|
|
|
|
if (nXSector > 0)
|
|
|
|
{
|
|
|
|
dassert(nXSector < kMaxXSectors);
|
|
|
|
XSECTOR *pXSector = &xsector[nXSector];
|
|
|
|
if (pXSector->state)
|
|
|
|
pXSector->busy = 65536;
|
|
|
|
switch (pSector->lotag)
|
|
|
|
{
|
|
|
|
case kSecCounter:
|
|
|
|
//By NoOne: no need to trigger once it, instead lock so it can be unlocked and used again.
|
|
|
|
//pXSector->triggerOnce = 1;
|
|
|
|
evPost(i, 6, 0, CALLBACK_ID_12);
|
|
|
|
break;
|
|
|
|
case 600:
|
|
|
|
case 602:
|
|
|
|
ZTranslateSector(i, pXSector, pXSector->busy, 1);
|
|
|
|
break;
|
|
|
|
case 614:
|
|
|
|
case 616:
|
|
|
|
{
|
|
|
|
spritetype *pSprite1 = &sprite[pXSector->at2c_0];
|
|
|
|
spritetype *pSprite2 = &sprite[pXSector->at2e_0];
|
|
|
|
TranslateSector(i, 0, -65536, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->lotag == 616);
|
|
|
|
for (int j = 0; j < pSector->wallnum; j++)
|
|
|
|
{
|
|
|
|
baseWall[pSector->wallptr+j].x = wall[pSector->wallptr+j].x;
|
|
|
|
baseWall[pSector->wallptr+j].y = wall[pSector->wallptr+j].y;
|
|
|
|
}
|
|
|
|
for (int nSprite = headspritesect[i]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
|
|
|
{
|
|
|
|
baseSprite[nSprite].x = sprite[nSprite].x;
|
|
|
|
baseSprite[nSprite].y = sprite[nSprite].y;
|
|
|
|
baseSprite[nSprite].z = sprite[nSprite].z;
|
|
|
|
}
|
|
|
|
TranslateSector(i, 0, pXSector->busy, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->lotag == 616);
|
|
|
|
ZTranslateSector(i, pXSector, pXSector->busy, 1);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case 615:
|
|
|
|
case 617:
|
|
|
|
{
|
|
|
|
spritetype *pSprite1 = &sprite[pXSector->at2c_0];
|
|
|
|
TranslateSector(i, 0, -65536, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, 0, pSprite1->x, pSprite1->y, pSprite1->ang, pSector->lotag == 617);
|
|
|
|
for (int j = 0; j < pSector->wallnum; j++)
|
|
|
|
{
|
|
|
|
baseWall[pSector->wallptr+j].x = wall[pSector->wallptr+j].x;
|
|
|
|
baseWall[pSector->wallptr+j].y = wall[pSector->wallptr+j].y;
|
|
|
|
}
|
|
|
|
for (int nSprite = headspritesect[i]; nSprite >= 0; nSprite = nextspritesect[nSprite])
|
|
|
|
{
|
|
|
|
baseSprite[nSprite].x = sprite[nSprite].x;
|
|
|
|
baseSprite[nSprite].y = sprite[nSprite].y;
|
|
|
|
baseSprite[nSprite].z = sprite[nSprite].z;
|
|
|
|
}
|
|
|
|
TranslateSector(i, 0, pXSector->busy, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, 0, pSprite1->x, pSprite1->y, pSprite1->ang, pSector->lotag == 617);
|
|
|
|
ZTranslateSector(i, pXSector, pXSector->busy, 1);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case 612:
|
|
|
|
InitPath(i, pXSector);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for (int i = 0; i < kMaxSprites; i++)
|
|
|
|
{
|
|
|
|
int nXSprite = sprite[i].extra;
|
|
|
|
if (sprite[i].statnum < kStatFree && nXSprite > 0)
|
|
|
|
{
|
|
|
|
dassert(nXSprite < kMaxXSprites);
|
|
|
|
XSPRITE *pXSprite = &xsprite[nXSprite];
|
|
|
|
if (pXSprite->state)
|
|
|
|
pXSprite->busy = 65536;
|
|
|
|
switch (sprite[i].type)
|
|
|
|
{
|
|
|
|
case 23:
|
|
|
|
pXSprite->triggerOnce = 1;
|
|
|
|
break;
|
|
|
|
case kGDXSequentialTX:
|
|
|
|
break;
|
|
|
|
case kGDXSeqSpawner:
|
|
|
|
case kGDXDudeTargetChanger:
|
|
|
|
case kGDXEffectSpawner:
|
|
|
|
case kGDXWindGenerator:
|
|
|
|
case 700:
|
|
|
|
case 701:
|
|
|
|
case 702:
|
|
|
|
case 703:
|
|
|
|
case 704:
|
|
|
|
case 705:
|
|
|
|
case 706:
|
|
|
|
case 707:
|
|
|
|
case 708:
|
|
|
|
InitGenerator(i);
|
|
|
|
break;
|
|
|
|
case 401:
|
|
|
|
case kGDXThingTNTProx:
|
|
|
|
pXSprite->Proximity = 1;
|
|
|
|
break;
|
|
|
|
case 414:
|
|
|
|
if (pXSprite->state)
|
|
|
|
sprite[i].hitag |= 7;
|
|
|
|
else
|
|
|
|
sprite[i].hitag &= ~7;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (pXSprite->Vector)
|
|
|
|
sprite[i].cstat |= 256;
|
|
|
|
if (pXSprite->Push)
|
|
|
|
sprite[i].cstat |= 4096;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
evSend(0, 0, 7, COMMAND_ID_1);
|
|
|
|
if (gGameOptions.nGameType == 1)
|
|
|
|
evSend(0, 0, 9, COMMAND_ID_1);
|
|
|
|
else if (gGameOptions.nGameType == 2)
|
|
|
|
evSend(0, 0, 8, COMMAND_ID_1);
|
|
|
|
else if (gGameOptions.nGameType == 3)
|
|
|
|
{
|
|
|
|
evSend(0, 0, 8, COMMAND_ID_1);
|
|
|
|
evSend(0, 0, 10, COMMAND_ID_1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void trTextOver(int nId)
|
|
|
|
{
|
|
|
|
char *pzMessage = levelGetMessage(nId);
|
|
|
|
if (pzMessage)
|
|
|
|
viewSetMessage(pzMessage);
|
|
|
|
}
|
|
|
|
|
|
|
|
void InitGenerator(int nSprite)
|
|
|
|
{
|
|
|
|
dassert(nSprite < kMaxSprites);
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
dassert(pSprite->statnum != kMaxStatus);
|
|
|
|
int nXSprite = pSprite->extra;
|
|
|
|
dassert(nXSprite > 0);
|
|
|
|
XSPRITE *pXSprite = &xsprite[nXSprite];
|
|
|
|
switch (sprite[nSprite].type)
|
|
|
|
{
|
|
|
|
// By NoOne: intialize GDX generators
|
|
|
|
case kGDXDudeTargetChanger:
|
|
|
|
pSprite->cstat &= ~kSprBlock;
|
|
|
|
pSprite->cstat |= kSprInvisible;
|
|
|
|
if (pXSprite->busyTime <= 0) pXSprite->busyTime = 5;
|
|
|
|
if (pXSprite->state != pXSprite->restState)
|
|
|
|
evPost(nSprite, 3, 0, COMMAND_ID_21);
|
|
|
|
return;
|
|
|
|
case kGDXObjDataAccumulator:
|
|
|
|
case kGDXSeqSpawner:
|
|
|
|
case kGDXEffectSpawner:
|
|
|
|
pSprite->cstat &= ~kSprBlock;
|
|
|
|
pSprite->cstat |= kSprInvisible;
|
|
|
|
if (pXSprite->state != pXSprite->restState)
|
|
|
|
evPost(nSprite, 3, 0, COMMAND_ID_21);
|
|
|
|
return;
|
|
|
|
case 700:
|
|
|
|
pSprite->cstat &= ~kSprBlock;
|
|
|
|
pSprite->cstat |= kSprInvisible;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (pXSprite->state != pXSprite->restState && pXSprite->busyTime > 0)
|
|
|
|
evPost(nSprite, 3, (120*(pXSprite->busyTime+Random2(pXSprite->data1)))/10, COMMAND_ID_21);
|
|
|
|
}
|
|
|
|
|
|
|
|
void ActivateGenerator(int nSprite)
|
|
|
|
{
|
|
|
|
dassert(nSprite < kMaxSprites);
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
dassert(pSprite->statnum != kMaxStatus);
|
|
|
|
int nXSprite = pSprite->extra;
|
|
|
|
dassert(nXSprite > 0);
|
|
|
|
XSPRITE *pXSprite = &xsprite[nXSprite];
|
|
|
|
switch (pSprite->type) {
|
|
|
|
case 701:
|
|
|
|
{
|
|
|
|
int top, bottom;
|
|
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
|
|
actSpawnThing(pSprite->sectnum, pSprite->x, pSprite->y, bottom, 423);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case 702:
|
|
|
|
{
|
|
|
|
int top, bottom;
|
|
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
|
|
actSpawnThing(pSprite->sectnum, pSprite->x, pSprite->y, bottom, 424);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case 708:
|
|
|
|
{
|
|
|
|
// By NoOne: allow custom pitch for sounds in SFX gen.
|
|
|
|
int pitch = pXSprite->data4 << 1; if (pitch < 2000) pitch = 0;
|
|
|
|
sfxPlay3DSoundCP(pSprite, pXSprite->data2, -1, 0, pitch);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case 703:
|
|
|
|
switch (pXSprite->data2)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
FireballTrapSeqCallback(3, nXSprite);
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
seqSpawn(35, 3, nXSprite, nFireballTrapClient);
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
seqSpawn(36, 3, nXSprite, nFireballTrapClient);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
// By NoOne: EctoSkull gen can now fire any missile
|
|
|
|
case 704:
|
|
|
|
switch (pXSprite->data2)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
UniMissileTrapSeqCallback(3, nXSprite);
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
seqSpawn(35, 3, nXSprite, nUniMissileTrapClient);
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
seqSpawn(36, 3, nXSprite, nUniMissileTrapClient);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 706:
|
|
|
|
{
|
|
|
|
int top, bottom;
|
|
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
|
|
gFX.fxSpawn(FX_23, pSprite->sectnum, pSprite->x, pSprite->y, top, 0);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case 707:
|
|
|
|
{
|
|
|
|
int top, bottom;
|
|
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
|
|
gFX.fxSpawn(FX_26, pSprite->sectnum, pSprite->x, pSprite->y, top, 0);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FireballTrapSeqCallback(int, int nXSprite)
|
|
|
|
{
|
|
|
|
XSPRITE *pXSprite = &xsprite[nXSprite];
|
|
|
|
int nSprite = pXSprite->reference;
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
if (pSprite->cstat&32)
|
|
|
|
actFireMissile(pSprite, 0, 0, 0, 0, (pSprite->cstat&8) ? 0x4000 : -0x4000, 305);
|
|
|
|
else
|
|
|
|
actFireMissile(pSprite, 0, 0, Cos(pSprite->ang)>>16, Sin(pSprite->ang)>>16, 0, 305);
|
|
|
|
}
|
|
|
|
|
|
|
|
// By NoOne: Callback for trap that can fire any missile specified in data3
|
|
|
|
void UniMissileTrapSeqCallback(int, int nXSprite)
|
|
|
|
{
|
|
|
|
XSPRITE *pXSprite = &xsprite[nXSprite];
|
|
|
|
int nSprite = pXSprite->reference;
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
|
|
|
|
int nMissile = 307;
|
|
|
|
if (pXSprite->data3 >= kMissileBase && pXSprite->data3 < kMissileMax)
|
|
|
|
nMissile = pXSprite->data3;
|
|
|
|
else
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (pSprite->cstat&32)
|
|
|
|
actFireMissile(pSprite, 0, 0, 0, 0, (pSprite->cstat&8) ? 0x4000 : -0x4000, nMissile);
|
|
|
|
else
|
|
|
|
actFireMissile(pSprite, 0, 0, Cos(pSprite->ang)>>16, Sin(pSprite->ang)>>16, 0, nMissile);
|
|
|
|
}
|
|
|
|
|
|
|
|
void MGunFireSeqCallback(int, int nXSprite)
|
|
|
|
{
|
|
|
|
int nSprite = xsprite[nXSprite].reference;
|
|
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
|
|
XSPRITE *pXSprite = &xsprite[nXSprite];
|
|
|
|
if (pXSprite->data2 > 0 || pXSprite->data1 == 0)
|
|
|
|
{
|
|
|
|
if (pXSprite->data2 > 0)
|
|
|
|
{
|
|
|
|
pXSprite->data2--;
|
|
|
|
if (pXSprite->data2 == 0)
|
|
|
|
evPost(nSprite, 3, 1, COMMAND_ID_0);
|
|
|
|
}
|
|
|
|
int dx = (Cos(pSprite->ang)>>16)+Random2(1000);
|
|
|
|
int dy = (Sin(pSprite->ang)>>16)+Random2(1000);
|
|
|
|
int dz = Random2(1000);
|
|
|
|
actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_2);
|
|
|
|
sfxPlay3DSound(pSprite, 359, -1, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void MGunOpenSeqCallback(int, int nXSprite)
|
|
|
|
{
|
|
|
|
seqSpawn(39, 3, nXSprite, nMGunFireClient);
|
|
|
|
}
|
|
|
|
|
|
|
|
class TriggersLoadSave : public LoadSave
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
virtual void Load();
|
|
|
|
virtual void Save();
|
|
|
|
};
|
|
|
|
|
|
|
|
void TriggersLoadSave::Load()
|
|
|
|
{
|
|
|
|
Read(&gBusyCount, sizeof(gBusyCount));
|
|
|
|
Read(gBusy, sizeof(gBusy));
|
|
|
|
Read(basePath, sizeof(basePath));
|
|
|
|
}
|
|
|
|
|
|
|
|
void TriggersLoadSave::Save()
|
|
|
|
{
|
|
|
|
Write(&gBusyCount, sizeof(gBusyCount));
|
|
|
|
Write(gBusy, sizeof(gBusy));
|
|
|
|
Write(basePath, sizeof(basePath));
|
|
|
|
}
|
|
|
|
|
|
|
|
static TriggersLoadSave *myLoadSave;
|
|
|
|
|
|
|
|
void TriggersLoadSaveConstruct(void)
|
|
|
|
{
|
|
|
|
myLoadSave = new TriggersLoadSave();
|
|
|
|
}
|