- Disable STD random for autobuilds

- kModernEffectGen: fix getting middle of the sprite

# Conflicts:
#	source/blood/src/nnexts.cpp
This commit is contained in:
NoOneBlood 2020-05-19 22:42:29 +03:00 committed by Christoph Oelckers
parent 6ec33c2954
commit f60fa44efb

View file

@ -241,7 +241,7 @@ void nnExtResetGlobals() {
// reset tracking conditions, if any // reset tracking conditions, if any
if (gTrackingCondsCount > 0) { if (gTrackingCondsCount > 0) {
for (int i = 0; i <= gTrackingCondsCount; i++) { for (int i = 0; i < gTrackingCondsCount; i++) {
TRCONDITION* pCond = &gCondition[i]; TRCONDITION* pCond = &gCondition[i];
for (int k = 0; k < pCond->length; k++) { for (int k = 0; k < pCond->length; k++) {
pCond->obj[k].index = pCond->obj[k].cmd = 0; pCond->obj[k].index = pCond->obj[k].cmd = 0;
@ -260,7 +260,7 @@ void nnExtInitModernStuff(bool bSaveLoad) {
nnExtResetGlobals(); nnExtResetGlobals();
// use true random only for single player mode, otherwise use Blood's default one. // use true random only for single player mode, otherwise use Blood's default one.
if (gGameOptions.nGameType == 0 && !VanillaMode() && !DemoRecordStatus()) { /*if (gGameOptions.nGameType == 0 && !VanillaMode() && !DemoRecordStatus()) {
gStdRandom.seed(std::random_device()()); gStdRandom.seed(std::random_device()());
@ -273,10 +273,10 @@ void nnExtInitModernStuff(bool bSaveLoad) {
gAllowTrueRandom = true; gAllowTrueRandom = true;
} }
} }*/
if (!gAllowTrueRandom) if (!gAllowTrueRandom) Printf("> STD randomness is not available, using in-game random function(s)");
Printf("> True randomness is not available, using in-game random function(s)"); else Printf("> Using STD randomness function(s).");
for (int i = 0; i < kMaxXSprites; i++) { for (int i = 0; i < kMaxXSprites; i++) {
@ -584,6 +584,114 @@ void nnExtInitModernStuff(bool bSaveLoad) {
} }
} }
if (!bSaveLoad) {
// let's try to find "else" and "else if" of conditions here
spritetype* pCond = NULL; XSPRITE* pXCond = NULL;
bool found = false; int rx = 0; int sum1 = 0; int sum2 = 0;
for (int i = headspritestat[kStatModernCondition]; i >= 0;) {
pCond = &sprite[i]; pXCond = &xsprite[pCond->extra];
sum1 = pXCond->locked + pXCond->busyTime + pXCond->waitTime + pXCond->data1;
if (!found) rx = pXCond->rxID;
for (int a = i; a >= 0; a = nextspritestat[a], found = false) {
spritetype* pCond2 = &sprite[a]; XSPRITE* pXCond2 = &xsprite[pCond2->extra];
sum2 = pXCond2->locked + pXCond2->busyTime + pXCond2->waitTime + pXCond2->data1;
if (pXCond2->rxID != rx || pCond2->index == pCond->index || sum1 != sum2) continue;
else if ((pCond2->type != pCond->type) ^ (pCond2->cstat != pCond->cstat)) {
initprintf("> ELSE IF found for condition #%d (RX ID: %d, CONDID: %d)\n", i, rx, pXCond->data1);
pXCond2->rxID = pXCond2->busyTime = 0;
pXCond->sysData2 = pCond2->index;
i = a; found = true;
break;
}
}
if (!found) i = nextspritestat[i];
}
}
// collect objects for tracking conditions
for (int i = headspritestat[kStatModernCondition]; i >= 0; i = nextspritestat[i]) {
spritetype* pSprite = &sprite[i]; XSPRITE* pXSprite = &xsprite[pSprite->extra];
if (pXSprite->busyTime <= 0) continue;
else if (gTrackingCondsCount >= kMaxTrackingConditions)
ThrowError("\nMax (%d) tracking conditions reached!", kMaxTrackingConditions);
int count = 0;
TRCONDITION* pCond = &gCondition[gTrackingCondsCount];
for (int i = 0; i < kMaxXSprites; i++) {
if (!spriRangeIsFine(xsprite[i].reference) || xsprite[i].txID != pXSprite->rxID || xsprite[i].reference == pSprite->index)
continue;
XSPRITE* pXSpr = &xsprite[i]; spritetype* pSpr = &sprite[pXSpr->reference];
int index = pXSpr->reference; int cmd = pXSpr->command;
switch (pSpr->type) {
case kSwitchToggle: // exceptions
case kSwitchOneWay: // exceptions
continue;
case kModernPlayerControl:
if (pSpr->statnum != kStatModernPlayerLinker || !bSaveLoad) break;
// assign player sprite after savegame loading
index = pXSpr->sysData1;
cmd = xsprite[sprite[index].extra].command;
break;
}
if (pSpr->type == kModernCondition || pSpr->type == kModernConditionFalse)
condError(pXSprite, "Tracking condition always must be first in condition sequence!");
if (count >= kMaxTracedObjects)
condError(pXSprite, "Max(% d) objects to track reached for condition # % d, rx id : % d!");
pCond->obj[count].type = OBJ_SPRITE;
pCond->obj[count].index = index;
pCond->obj[count++].cmd = cmd;
}
for (int i = 0; i < kMaxXSectors; i++) {
if (!sectRangeIsFine(xsector[i].reference) || xsector[i].txID != pXSprite->rxID) continue;
else if (count >= kMaxTracedObjects)
condError(pXSprite, "Max(% d) objects to track reached for condition # % d, rx id : % d!");
pCond->obj[count].type = OBJ_SECTOR;
pCond->obj[count].index = xsector[i].reference;
pCond->obj[count++].cmd = xsector[i].command;
}
for (int i = 0; i < kMaxXWalls; i++) {
if (!wallRangeIsFine(xwall[i].reference) || xwall[i].txID != pXSprite->rxID)
continue;
walltype* pWall = &wall[xwall[i].reference];
switch (pWall->type) {
case kSwitchToggle: // exceptions
case kSwitchOneWay: // exceptions
continue;
}
if (count >= kMaxTracedObjects)
condError(pXSprite, "Max(% d) objects to track reached for condition # % d, rx id : % d!");
pCond->obj[count].type = OBJ_WALL;
pCond->obj[count].index = xwall[i].reference;
pCond->obj[count++].cmd = xwall[i].command;
}
if (count == 0)
consoleSysMsg("No objects to track found for condition #%d, rx id: %d!", pSprite->index, pXSprite->rxID);
pCond->length = count;
pCond->xindex = pSprite->extra;
gTrackingCondsCount++;
}
} }
@ -2072,8 +2180,8 @@ void useEffectGen(XSPRITE* pXSource, spritetype* pSprite) {
case 1: case 1:
pos = bottom; pos = bottom;
break; break;
case 2: case 2: // middle
pos = pSprite->z + (top / 4); pos = pSprite->z + (tilesiz[pSprite->picnum].y / 2 + picanm[pSprite->picnum].yofs);
break; break;
case 3: case 3:
case 4: case 4:
@ -2740,6 +2848,16 @@ bool condCheckWall(XSPRITE* pXCond, int cmpOp, bool PUSH) {
if (!sectRangeIsFine(var = sectorofwall(pWall->nextwall))) return false; if (!sectRangeIsFine(var = sectorofwall(pWall->nextwall))) return false;
else if (PUSH) condPush(pXCond, OBJ_SECTOR, var); else if (PUSH) condPush(pXCond, OBJ_SECTOR, var);
return true; return true;
/*case 57: // someone touching this wall?
for (int i = headspritestat[kStatDude]; i >= 0; i = nextspritestat[i]) {
if (!xspriRangeIsFine(sprite[i].extra) || (gSpriteHit[sprite[i].extra].hit & 0xc000) != 0x8000) continue;
else if ((gSpriteHit[sprite[i].extra].hit & 0x3fff) != objIndex) continue;
else if (PUSH) {
condPush(pXCond, OBJ_SPRITE, i);
return true;
}
}
return false;*/
} }
} }