raze/source/games/blood/src/triggers.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
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#include <random>
#include "build.h"
#include "compat.h"
#include "mmulti.h"
#include "blood.h"
#include "d_net.h"
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BEGIN_BLD_NS
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int basePath[kMaxSectors];
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unsigned int GetWaveValue(unsigned int nPhase, int nType)
{
switch (nType)
{
case 0:
return 0x8000-(Cos(FixedToInt(nPhase<<10))>>15);
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case 1:
return nPhase;
case 2:
return 0x10000-(Cos(FixedToInt(nPhase<<9))>>14);
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case 3:
return Sin(FixedToInt(nPhase<<9))>>14;
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}
return nPhase;
}
char SetSpriteState(int nSprite, XSPRITE* pXSprite, int nState)
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{
if ((pXSprite->busy & 0xffff) == 0 && pXSprite->state == nState)
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return 0;
pXSprite->busy = IntToFixed(nState);
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pXSprite->state = nState;
evKill(nSprite, 3);
if ((sprite[nSprite].flags & kHitagRespawn) != 0 && sprite[nSprite].inittype >= kDudeBase && sprite[nSprite].inittype < kDudeMax)
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{
pXSprite->respawnPending = 3;
evPost(nSprite, 3, gGameOptions.nMonsterRespawnTime, kCallbackRespawn);
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return 1;
}
if (pXSprite->restState != nState && pXSprite->waitTime > 0)
evPost(nSprite, 3, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff);
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if (pXSprite->txID)
{
if (pXSprite->command != kCmdLink && pXSprite->triggerOn && pXSprite->state)
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command);
if (pXSprite->command != kCmdLink && pXSprite->triggerOff && !pXSprite->state)
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command);
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}
return 1;
}
char SetWallState(int nWall, XWALL *pXWall, int nState)
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{
if ((pXWall->busy&0xffff) == 0 && pXWall->state == nState)
return 0;
pXWall->busy = IntToFixed(nState);
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pXWall->state = nState;
evKill(nWall, 0);
if (pXWall->restState != nState && pXWall->waitTime > 0)
evPost(nWall, 0, (pXWall->waitTime*120) / 10, pXWall->restState ? kCmdOn : kCmdOff);
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if (pXWall->txID)
{
if (pXWall->command != kCmdLink && pXWall->triggerOn && pXWall->state)
evSend(nWall, 0, pXWall->txID, (COMMAND_ID)pXWall->command);
if (pXWall->command != kCmdLink && pXWall->triggerOff && !pXWall->state)
evSend(nWall, 0, pXWall->txID, (COMMAND_ID)pXWall->command);
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}
return 1;
}
char SetSectorState(int nSector, XSECTOR *pXSector, int nState)
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{
if ((pXSector->busy&0xffff) == 0 && pXSector->state == nState)
return 0;
pXSector->busy = IntToFixed(nState);
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pXSector->state = nState;
evKill(nSector, 6);
if (nState == 1)
{
if (pXSector->command != kCmdLink && pXSector->triggerOn && pXSector->txID)
evSend(nSector, 6, pXSector->txID, (COMMAND_ID)pXSector->command);
if (pXSector->stopOn)
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{
pXSector->stopOn = 0;
pXSector->stopOff = 0;
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}
else if (pXSector->reTriggerA)
evPost(nSector, 6, (pXSector->waitTimeA * 120) / 10, kCmdOff);
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}
else
{
if (pXSector->command != kCmdLink && pXSector->triggerOff && pXSector->txID)
evSend(nSector, 6, pXSector->txID, (COMMAND_ID)pXSector->command);
if (pXSector->stopOff)
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{
pXSector->stopOn = 0;
pXSector->stopOff = 0;
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}
else if (pXSector->reTriggerB)
evPost(nSector, 6, (pXSector->waitTimeB * 120) / 10, kCmdOn);
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}
return 1;
}
int gBusyCount = 0;
enum BUSYID {
BUSYID_0 = 0,
BUSYID_1,
BUSYID_2,
BUSYID_3,
BUSYID_4,
BUSYID_5,
BUSYID_6,
BUSYID_7,
};
struct BUSY {
int index;
int delta;
int busy;
int type;
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};
BUSY gBusy[128];
void AddBusy(int a1, BUSYID a2, int nDelta)
{
assert(nDelta != 0);
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int i;
for (i = 0; i < gBusyCount; i++)
{
if (gBusy[i].index == a1 && gBusy[i].type == a2)
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break;
}
if (i == gBusyCount)
{
if (gBusyCount == 128)
return;
gBusy[i].index = a1;
gBusy[i].type = a2;
gBusy[i].busy = nDelta > 0 ? 0 : 65536;
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gBusyCount++;
}
gBusy[i].delta = nDelta;
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}
void ReverseBusy(int a1, BUSYID a2)
{
int i;
for (i = 0; i < gBusyCount; i++)
{
if (gBusy[i].index == a1 && gBusy[i].type == a2)
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{
gBusy[i].delta = -gBusy[i].delta;
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break;
}
}
}
unsigned int GetSourceBusy(EVENT a1)
{
int nIndex = a1.index;
switch (a1.type)
{
case 6:
{
int nXIndex = sector[nIndex].extra;
assert(nXIndex > 0 && nXIndex < kMaxXSectors);
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return xsector[nXIndex].busy;
}
case 0:
{
int nXIndex = wall[nIndex].extra;
assert(nXIndex > 0 && nXIndex < kMaxXWalls);
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return xwall[nXIndex].busy;
}
case 3:
{
int nXIndex = sprite[nIndex].extra;
assert(nXIndex > 0 && nXIndex < kMaxXSprites);
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return xsprite[nXIndex].busy;
}
}
return 0;
}
void LifeLeechOperate(spritetype *pSprite, XSPRITE *pXSprite, EVENT event)
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{
switch (event.cmd) {
case kCmdSpritePush:
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{
int nPlayer = pXSprite->data4;
if (nPlayer >= 0 && nPlayer < kMaxPlayers && playeringame[nPlayer])
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{
PLAYER *pPlayer = &gPlayer[nPlayer];
if (pPlayer->pXSprite->health > 0)
{
pPlayer->ammoCount[8] = ClipHigh(pPlayer->ammoCount[8]+pXSprite->data3, gAmmoInfo[8].max);
pPlayer->hasWeapon[9] = 1;
if (pPlayer->curWeapon != 9)
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{
pPlayer->weaponState = 0;
pPlayer->nextWeapon = 9;
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}
evKill(pSprite->index, 3);
}
}
break;
}
case kCmdSpriteProximity:
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{
int nTarget = pXSprite->target;
if (nTarget >= 0 && nTarget < kMaxSprites)
{
if (!pXSprite->stateTimer)
{
spritetype *pTarget = &sprite[nTarget];
if (pTarget->statnum == kStatDude && !(pTarget->flags&32) && pTarget->extra > 0 && pTarget->extra < kMaxXSprites)
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{
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
int nType = pTarget->type-kDudeBase;
DUDEINFO *pDudeInfo = getDudeInfo(nType+kDudeBase);
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int z1 = (top-pSprite->z)-256;
int x = pTarget->x;
int y = pTarget->y;
int z = pTarget->z;
int nDist = approxDist(x - pSprite->x, y - pSprite->y);
if (nDist != 0 && cansee(pSprite->x, pSprite->y, top, pSprite->sectnum, x, y, z, pTarget->sectnum))
{
int t = DivScale(nDist, 0x1aaaaa, 12);
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x += (xvel[nTarget]*t)>>12;
y += (yvel[nTarget]*t)>>12;
int angBak = pSprite->ang;
pSprite->ang = getangle(x-pSprite->x, y-pSprite->y);
int dx = CosScale16(pSprite->ang);
int dy = SinScale16(pSprite->ang);
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int tz = pTarget->z - (pTarget->yrepeat * pDudeInfo->aimHeight) * 4;
int dz = DivScale(tz - top - 256, nDist, 10);
int nMissileType = kMissileLifeLeechAltNormal + (pXSprite->data3 ? 1 : 0);
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int t2;
if (!pXSprite->data3)
t2 = 120 / 10.0;
else
t2 = (3*120) / 10.0;
spritetype *pMissile = actFireMissile(pSprite, 0, z1, dx, dy, dz, nMissileType);
if (pMissile)
{
pMissile->owner = pSprite->owner;
pXSprite->stateTimer = 1;
evPost(pSprite->index, 3, t2, kCallbackLeechStateTimer);
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pXSprite->data3 = ClipLow(pXSprite->data3-1, 0);
}
pSprite->ang = angBak;
}
}
}
}
return;
}
}
actPostSprite(pSprite->index, kStatFree);
}
void ActivateGenerator(int);
void OperateSprite(int nSprite, XSPRITE *pXSprite, EVENT event)
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{
spritetype *pSprite = &sprite[nSprite];
#ifdef NOONE_EXTENSIONS
if (gModernMap && modernTypeOperateSprite(nSprite, pSprite, pXSprite, event))
return;
- Don't change statnum of thing converted to debris back to thing on impact trigger when firing with vector weapon. - Change damage scale and min firedist for Custom Dude. - Remove unnecessary checks in callback of tracking condition. - Fix picWidth() function. - Better initialization of modern stuff. - kModernSeqSpawner: disable all other spawners with same TX ID when enabling current. - Fix: sceneQav was not playing if resurrected with COUSTEAU cheat. - kModernPictureChanger: remove kModernFlag01 feature (deprecated). - kModernSectorFXChanger: add flags to control where exactly light effect should appear. - kModernCondition: - add delay before sending command if condition is true. - take in account state, so kCmdState and kCmdNotState is useful. - fix wrong comparison result in some conditions. - add new various conditions. - kModernPlayerControl: - fix start / stop playing qav scene when triggered with event command converted to sprite command. - add a way to resurrect / heal player. - add event commands to toggle inventory item status via trigger. - fix that Remote and Proximity detonators cannot be given. - add clear all screen effects option. - proper percents for changing movement / jumping. - kModernRandomTX, kModernSequentialTX: change event redirection mode activation from kModernTypeFlag02 to kCmdLink. - kModernSpriteDamager: treat damage value as percents by default, take in account god mode. - kModernEffectGen: fix wrong cstat for effects. - kModernPropertiesChanger: proper underwater status for sectors and players or enemies in it. - Players: assign or update current player's sprite index for all conditions. # Conflicts: # source/blood/src/nnexts.cpp
2020-05-05 18:50:14 +00:00
#endif
switch (event.cmd) {
case kCmdLock:
pXSprite->locked = 1;
return;
case kCmdUnlock:
pXSprite->locked = 0;
return;
case kCmdToggleLock:
pXSprite->locked = pXSprite->locked ^ 1;
return;
}
if (pSprite->statnum == kStatDude && pSprite->type >= kDudeBase && pSprite->type < kDudeMax) {
switch (event.cmd) {
case kCmdOff:
SetSpriteState(nSprite, pXSprite, 0);
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break;
case kCmdSpriteProximity:
if (pXSprite->state) break;
fallthrough__;
case kCmdOn:
case kCmdSpritePush:
case kCmdSpriteTouch:
if (!pXSprite->state) SetSpriteState(nSprite, pXSprite, 1);
aiActivateDude(&bloodActors[pXSprite->reference]);
break;
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}
return;
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}
switch (pSprite->type) {
case kTrapMachinegun:
if (pXSprite->health <= 0) break;
switch (event.cmd) {
case kCmdOff:
if (!SetSpriteState(nSprite, pXSprite, 0)) break;
seqSpawn(40, 3, pSprite->extra, -1);
break;
case kCmdOn:
if (!SetSpriteState(nSprite, pXSprite, 1)) break;
seqSpawn(38, 3, pSprite->extra, nMGunOpenClient);
if (pXSprite->data1 > 0)
pXSprite->data2 = pXSprite->data1;
break;
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}
break;
case kThingFallingRock:
if (SetSpriteState(nSprite, pXSprite, 1))
pSprite->flags |= 7;
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break;
case kThingWallCrack:
if (SetSpriteState(nSprite, pXSprite, 0))
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actPostSprite(nSprite, kStatFree);
break;
case kThingCrateFace:
if (SetSpriteState(nSprite, pXSprite, 0))
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actPostSprite(nSprite, kStatFree);
break;
case kTrapZapSwitchable:
switch (event.cmd) {
case kCmdOff:
pXSprite->state = 0;
pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
break;
case kCmdOn:
pXSprite->state = 1;
pSprite->cstat &= (unsigned short)~CSTAT_SPRITE_INVISIBLE;
pSprite->cstat |= CSTAT_SPRITE_BLOCK;
break;
case kCmdToggle:
pXSprite->state ^= 1;
pSprite->cstat ^= CSTAT_SPRITE_INVISIBLE;
pSprite->cstat ^= CSTAT_SPRITE_BLOCK;
break;
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}
break;
case kTrapFlame:
switch (event.cmd) {
case kCmdOff:
if (!SetSpriteState(nSprite, pXSprite, 0)) break;
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seqSpawn(40, 3, pSprite->extra, -1);
sfxKill3DSound(pSprite, 0, -1);
break;
case kCmdOn:
if (!SetSpriteState(nSprite, pXSprite, 1)) break;
seqSpawn(38, 3, pSprite->extra, -1);
sfxPlay3DSound(pSprite, 441, 0, 0);
break;
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}
break;
case kSwitchPadlock:
switch (event.cmd) {
case kCmdOff:
SetSpriteState(nSprite, pXSprite, 0);
break;
case kCmdOn:
if (!SetSpriteState(nSprite, pXSprite, 1)) break;
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seqSpawn(37, 3, pSprite->extra, -1);
break;
default:
SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1);
if (pXSprite->state) seqSpawn(37, 3, pSprite->extra, -1);
break;
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}
break;
case kSwitchToggle:
switch (event.cmd) {
case kCmdOff:
if (!SetSpriteState(nSprite, pXSprite, 0)) break;
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sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0);
break;
case kCmdOn:
if (!SetSpriteState(nSprite, pXSprite, 1)) break;
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sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0);
break;
default:
if (!SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1)) break;
if (pXSprite->state) sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0);
else sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0);
break;
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}
break;
case kSwitchOneWay:
switch (event.cmd) {
case kCmdOff:
if (!SetSpriteState(nSprite, pXSprite, 0)) break;
sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0);
break;
case kCmdOn:
if (!SetSpriteState(nSprite, pXSprite, 1)) break;
sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0);
break;
default:
if (!SetSpriteState(nSprite, pXSprite, pXSprite->restState ^ 1)) break;
if (pXSprite->state) sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0);
else sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0);
break;
}
break;
case kSwitchCombo:
switch (event.cmd) {
case kCmdOff:
pXSprite->data1--;
if (pXSprite->data1 < 0)
pXSprite->data1 += pXSprite->data3;
break;
default:
pXSprite->data1++;
if (pXSprite->data1 >= pXSprite->data3)
pXSprite->data1 -= pXSprite->data3;
break;
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}
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sfxPlay3DSound(pSprite, pXSprite->data4, -1, 0);
if (pXSprite->command == kCmdLink && pXSprite->txID > 0)
evSend(nSprite, 3, pXSprite->txID, kCmdLink);
if (pXSprite->data1 == pXSprite->data2)
SetSpriteState(nSprite, pXSprite, 1);
else
SetSpriteState(nSprite, pXSprite, 0);
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break;
case kMarkerDudeSpawn:
if (gGameOptions.nMonsterSettings && pXSprite->data1 >= kDudeBase && pXSprite->data1 < kDudeMax) {
spritetype* pSpawn = actSpawnDude(pSprite, pXSprite->data1, -1, 0);
if (pSpawn) {
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XSPRITE *pXSpawn = &xsprite[pSpawn->extra];
gKillMgr.AddNewKill(1);
switch (pXSprite->data1) {
case kDudeBurningInnocent:
case kDudeBurningCultist:
case kDudeBurningZombieButcher:
case kDudeBurningTinyCaleb:
case kDudeBurningBeast: {
pXSpawn->health = getDudeInfo(pXSprite->data1)->startHealth << 4;
pXSpawn->burnTime = 10;
pXSpawn->target = -1;
aiActivateDude(&bloodActors[pXSpawn->reference]);
break;
default:
break;
}
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}
}
}
break;
case kMarkerEarthQuake:
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pXSprite->triggerOn = 0;
pXSprite->isTriggered = 1;
SetSpriteState(nSprite, pXSprite, 1);
for (int p = connecthead; p >= 0; p = connectpoint2[p]) {
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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].quakeEffect = DivScale(pXSprite->data1, nDist, 16);
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}
break;
case kThingTNTBarrel:
if (pSprite->flags & kHitagRespawn) return;
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fallthrough__;
case kThingArmedTNTStick:
case kThingArmedTNTBundle:
case kThingArmedSpray:
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actExplodeSprite(pSprite);
break;
case kTrapExploder:
switch (event.cmd) {
case kCmdOn:
SetSpriteState(nSprite, pXSprite, 1);
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break;
default:
pSprite->cstat &= (unsigned short)~CSTAT_SPRITE_INVISIBLE;
actExplodeSprite(pSprite);
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break;
}
break;
case kThingArmedRemoteBomb:
if (pSprite->statnum != kStatRespawn) {
if (event.cmd != kCmdOn) actExplodeSprite(pSprite);
else {
sfxPlay3DSound(pSprite, 454, 0, 0);
evPost(nSprite, 3, 18, kCmdOff);
}
}
break;
case kThingArmedProxBomb:
if (pSprite->statnum != kStatRespawn) {
switch (event.cmd) {
case kCmdSpriteProximity:
if (pXSprite->state) break;
sfxPlay3DSound(pSprite, 452, 0, 0);
evPost(nSprite, 3, 30, kCmdOff);
pXSprite->state = 1;
fallthrough__;
case kCmdOn:
sfxPlay3DSound(pSprite, 451, 0, 0);
pXSprite->Proximity = 1;
break;
default:
actExplodeSprite(pSprite);
break;
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}
}
break;
case kThingDroppedLifeLeech:
LifeLeechOperate(pSprite, pXSprite, event);
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break;
case kGenTrigger:
case kGenDripWater:
case kGenDripBlood:
case kGenMissileFireball:
case kGenMissileEctoSkull:
case kGenDart:
case kGenBubble:
case kGenBubbleMulti:
case kGenSound:
switch (event.cmd) {
case kCmdOff:
SetSpriteState(nSprite, pXSprite, 0);
break;
case kCmdRepeat:
if (pSprite->type != kGenTrigger) 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, kCmdRepeat);
}
break;
default:
if (!pXSprite->state) {
SetSpriteState(nSprite, pXSprite, 1);
evPost(nSprite, 3, 0, kCmdRepeat);
}
break;
}
break;
case kSoundPlayer:
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if (gGameOptions.nGameType == 0)
{
if (gMe->pXSprite->health <= 0)
break;
gMe->restTime = 0;
}
sndStartSample(pXSprite->data1, -1, 1, 0);
break;
case kThingObjectGib:
case kThingObjectExplode:
case kThingBloodBits:
case kThingBloodChunks:
case kThingZombieHead:
switch (event.cmd) {
case kCmdOff:
if (!SetSpriteState(nSprite, pXSprite, 0)) break;
actActivateGibObject(&bloodActors[pXSprite->reference]);
break;
case kCmdOn:
if (!SetSpriteState(nSprite, pXSprite, 1)) break;
actActivateGibObject(&bloodActors[pXSprite->reference]);
break;
default:
if (!SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1)) break;
actActivateGibObject(&bloodActors[pXSprite->reference]);
break;
}
break;
default:
switch (event.cmd) {
case kCmdOff:
SetSpriteState(nSprite, pXSprite, 0);
break;
case kCmdOn:
SetSpriteState(nSprite, pXSprite, 1);
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break;
default:
SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1);
break;
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}
break;
}
}
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;
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}
}
void OperateWall(int nWall, XWALL *pXWall, EVENT event) {
walltype *pWall = &wall[nWall];
switch (event.cmd) {
case kCmdLock:
pXWall->locked = 1;
return;
case kCmdUnlock:
pXWall->locked = 0;
return;
case kCmdToggleLock:
pXWall->locked ^= 1;
return;
}
#ifdef NOONE_EXTENSIONS
if (gModernMap && modernTypeOperateWall(nWall, pWall, pXWall, event))
return;
#endif
switch (pWall->type) {
case kWallGib:
if (GetWallType(nWall) != pWall->type) break;
char bStatus;
switch (event.cmd) {
case kCmdOn:
case kCmdWallImpact:
bStatus = SetWallState(nWall, pXWall, 1);
break;
case kCmdOff:
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;
default:
switch (event.cmd) {
case kCmdOff:
SetWallState(nWall, pXWall, 0);
break;
case kCmdOn:
SetWallState(nWall, pXWall, 1);
break;
default:
SetWallState(nWall, pXWall, pXWall->state ^ 1);
break;
}
return;
}
}
void SectorStartSound(int nSector, int nState)
{
int nSprite;
SectIterator it(nSector);
while ((nSprite = it.NextIndex()) >= 0)
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->statnum == kStatDecoration && pSprite->type == kSoundSector)
{
int nXSprite = pSprite->extra;
assert(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)
{
int nSprite;
SectIterator it(nSector);
while ((nSprite = it.NextIndex()) >= 0)
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->statnum == kStatDecoration && pSprite->type == kSoundSector)
{
int nXSprite = pSprite->extra;
assert(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)
{
int nSprite;
SectIterator it(nSector);
while ((nSprite = it.NextIndex()) >= 0)
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->statnum == kStatDecoration && pSprite->type == kSoundSector)
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;
}
}
}
int nSprite;
SectIterator it(nSector);
while ((nSprite = it.NextIndex()) >= 0)
{
spritetype *pSprite = &sprite[nSprite];
// allow to move markers by sector movements in game if flags 1 is added in editor.
switch (pSprite->statnum) {
case kStatMarker:
case kStatPathMarker:
#ifdef NOONE_EXTENSIONS
if (!gModernMap || !(pSprite->flags & 0x1)) continue;
#else
continue;
#endif
break;
}
x = 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 = &sector[nSector];
viewInterpolateSector(nSector, pSector);
int dz = pXSector->onFloorZ-pXSector->offFloorZ;
if (dz != 0)
{
int oldZ = pSector->floorz;
baseFloor[nSector] = pSector->floorz = pXSector->offFloorZ + MulScale(dz, GetWaveValue(a3, a4), 16);
velFloor[nSector] += (pSector->floorz-oldZ)<<8;
int nSprite;
SectIterator it(nSector);
while ((nSprite = it.NextIndex()) >= 0)
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->statnum == kStatMarker || pSprite->statnum == kStatPathMarker)
continue;
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
if (pSprite->cstat&8192)
{
viewBackupSpriteLoc(nSprite, pSprite);
pSprite->z += pSector->floorz-oldZ;
}
else if (pSprite->flags&2)
pSprite->flags |= 4;
else if (oldZ <= bottom && !(pSprite->cstat&48))
{
viewBackupSpriteLoc(nSprite, pSprite);
pSprite->z += pSector->floorz-oldZ;
}
}
}
dz = pXSector->onCeilZ-pXSector->offCeilZ;
if (dz != 0)
{
int oldZ = pSector->ceilingz;
baseCeil[nSector] = pSector->ceilingz = pXSector->offCeilZ + MulScale(dz, GetWaveValue(a3, a4), 16);
velCeil[nSector] += (pSector->ceilingz-oldZ)<<8;
int nSprite;
SectIterator it(nSector);
while ((nSprite = it.NextIndex()) >= 0)
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->statnum == kStatMarker || pSprite->statnum == kStatPathMarker)
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;
int nSprite;
SectIterator it(nSector);
while ((nSprite = it.NextIndex()) >= 0)
{
if (sprite[nSprite].statnum == nStatus || nStatus == kStatFree)
{
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)
{
assert(pzTop != NULL && pzBot != NULL);
assert(nSector < (unsigned int)numsectors);
int vc = -1;
sectortype *pSector = &sector[nSector];
int vbp = pSector->ceilingz;
int nSprite;
SectIterator it(nSector);
while ((nSprite = it.NextIndex()) >= 0)
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->statnum == kStatDude || pSprite->statnum == kStatThing)
{
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)
{
assert(nSector < (unsigned int)numsectors);
int nXSector = sector[nSector].extra;
assert(nXSector > 0 && nXSector < kMaxXSectors);
XSECTOR *pXSector = &xsector[nXSector];
int nWave;
if (pXSector->busy < a2)
nWave = pXSector->busyWaveA;
else
nWave = pXSector->busyWaveB;
int dz1 = pXSector->onCeilZ - pXSector->offCeilZ;
int vc = pXSector->offCeilZ;
if (dz1 != 0)
vc += MulScale(dz1, GetWaveValue(a2, nWave), 16);
int dz2 = pXSector->onFloorZ - pXSector->offFloorZ;
int v10 = pXSector->offFloorZ;
if (dz2 != 0)
v10 += MulScale(dz2, GetWaveValue(a2, nWave), 16);
int v18;
if (GetHighestSprite(nSector, 6, &v18) >= 0 && vc >= v18)
return 1;
viewInterpolateSector(nSector, &sector[nSector]);
if (dz1 != 0)
sector[nSector].ceilingz = vc;
if (dz2 != 0)
sector[nSector].floorz = v10;
pXSector->busy = a2;
if (pXSector->command == kCmdLink && pXSector->txID)
evSend(nSector, 6, pXSector->txID, kCmdLink);
if ((a2&0xffff) == 0)
{
SetSectorState(nSector, pXSector, FixedToInt(a2));
SectorEndSound(nSector, FixedToInt(a2));
return 3;
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}
return 0;
}
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int VSpriteBusy(unsigned int nSector, unsigned int a2)
{
assert(nSector < (unsigned int)numsectors);
int nXSector = sector[nSector].extra;
assert(nXSector > 0 && nXSector < kMaxXSectors);
XSECTOR *pXSector = &xsector[nXSector];
int nWave;
if (pXSector->busy < a2)
nWave = pXSector->busyWaveA;
else
nWave = pXSector->busyWaveB;
int dz1 = pXSector->onFloorZ - pXSector->offFloorZ;
if (dz1 != 0)
{
int nSprite;
SectIterator it(nSector);
while ((nSprite = it.NextIndex()) >= 0)
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->cstat&8192)
{
viewBackupSpriteLoc(nSprite, pSprite);
pSprite->z = baseSprite[nSprite].z+MulScale(dz1, GetWaveValue(a2, nWave), 16);
}
}
}
int dz2 = pXSector->onCeilZ - pXSector->offCeilZ;
if (dz2 != 0)
{
int nSprite;
SectIterator it(nSector);
while ((nSprite = it.NextIndex()) >= 0)
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->cstat&16384)
{
viewBackupSpriteLoc(nSprite, pSprite);
pSprite->z = baseSprite[nSprite].z+MulScale(dz2, GetWaveValue(a2, nWave), 16);
}
}
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}
pXSector->busy = a2;
if (pXSector->command == kCmdLink && pXSector->txID)
evSend(nSector, 6, pXSector->txID, kCmdLink);
if ((a2&0xffff) == 0)
{
SetSectorState(nSector, pXSector, FixedToInt(a2));
SectorEndSound(nSector, FixedToInt(a2));
return 3;
}
return 0;
}
int VDoorBusy(unsigned int nSector, unsigned int a2)
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{
assert(nSector < (unsigned int)numsectors);
int nXSector = sector[nSector].extra;
assert(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)
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{
spritetype *pSprite = &sprite[nSprite];
assert(pSprite->extra > 0 && pSprite->extra < kMaxXSprites);
XSPRITE *pXSprite = &xsprite[pSprite->extra];
if (pXSector->onCeilZ > pXSector->offCeilZ || pXSector->onFloorZ < pXSector->offFloorZ)
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{
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);
}
}
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}
else if (nSprite >= 0 && a2 < pXSector->busy)
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{
spritetype *pSprite = &sprite[nSprite];
assert(pSprite->extra > 0 && pSprite->extra < kMaxXSprites);
XSPRITE *pXSprite = &xsprite[pSprite->extra];
if (pXSector->offCeilZ > pXSector->onCeilZ || pXSector->offFloorZ < pXSector->onFloorZ)
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{
if (pXSector->interruptable)
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{
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);
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}
else if (pXSector->Crush && pXSprite->health > 0)
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{
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);
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}
}
}
int nWave;
if (pXSector->busy < a2)
nWave = pXSector->busyWaveA;
else
nWave = pXSector->busyWaveB;
ZTranslateSector(nSector, pXSector, a2, nWave);
pXSector->busy = a2;
if (pXSector->command == kCmdLink && pXSector->txID)
evSend(nSector, 6, pXSector->txID, kCmdLink);
if ((a2&0xffff) == 0)
{
SetSectorState(nSector, pXSector, FixedToInt(a2));
SectorEndSound(nSector, FixedToInt(a2));
return 3;
}
return 0;
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}
int HDoorBusy(unsigned int nSector, unsigned int a2)
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{
assert(nSector < (unsigned int)numsectors);
sectortype *pSector = &sector[nSector];
int nXSector = pSector->extra;
assert(nXSector > 0 && nXSector < kMaxXSectors);
XSECTOR *pXSector = &xsector[nXSector];
int nWave;
if (pXSector->busy < a2)
nWave = pXSector->busyWaveA;
else
nWave = pXSector->busyWaveB;
spritetype *pSprite1 = &sprite[pXSector->marker0];
spritetype *pSprite2 = &sprite[pXSector->marker1];
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->type == kSectorSlide);
ZTranslateSector(nSector, pXSector, a2, nWave);
pXSector->busy = a2;
if (pXSector->command == kCmdLink && pXSector->txID)
evSend(nSector, 6, pXSector->txID, kCmdLink);
if ((a2&0xffff) == 0)
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{
SetSectorState(nSector, pXSector, FixedToInt(a2));
SectorEndSound(nSector, FixedToInt(a2));
return 3;
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}
return 0;
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}
int RDoorBusy(unsigned int nSector, unsigned int a2)
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{
assert(nSector < (unsigned int)numsectors);
sectortype *pSector = &sector[nSector];
int nXSector = pSector->extra;
assert(nXSector > 0 && nXSector < kMaxXSectors);
XSECTOR *pXSector = &xsector[nXSector];
int nWave;
if (pXSector->busy < a2)
nWave = pXSector->busyWaveA;
else
nWave = pXSector->busyWaveB;
spritetype *pSprite = &sprite[pXSector->marker0];
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->type == kSectorRotate);
ZTranslateSector(nSector, pXSector, a2, nWave);
pXSector->busy = a2;
if (pXSector->command == kCmdLink && pXSector->txID)
evSend(nSector, 6, pXSector->txID, kCmdLink);
if ((a2&0xffff) == 0)
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{
SetSectorState(nSector, pXSector, FixedToInt(a2));
SectorEndSound(nSector, FixedToInt(a2));
return 3;
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}
return 0;
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}
int StepRotateBusy(unsigned int nSector, unsigned int a2)
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{
assert(nSector < (unsigned int)numsectors);
sectortype *pSector = &sector[nSector];
int nXSector = pSector->extra;
assert(nXSector > 0 && nXSector < kMaxXSectors);
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XSECTOR *pXSector = &xsector[nXSector];
spritetype *pSprite = &sprite[pXSector->marker0];
int vbp;
if (pXSector->busy < a2)
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{
vbp = pXSector->data+pSprite->ang;
int nWave = pXSector->busyWaveA;
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);
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}
else
{
vbp = pXSector->data-pSprite->ang;
int nWave = pXSector->busyWaveB;
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);
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}
pXSector->busy = a2;
if (pXSector->command == kCmdLink && pXSector->txID)
evSend(nSector, 6, pXSector->txID, kCmdLink);
if ((a2&0xffff) == 0)
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{
SetSectorState(nSector, pXSector, FixedToInt(a2));
SectorEndSound(nSector, FixedToInt(a2));
pXSector->data = vbp&2047;
return 3;
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}
return 0;
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}
int GenSectorBusy(unsigned int nSector, unsigned int a2)
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{
assert(nSector < (unsigned int)numsectors);
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sectortype *pSector = &sector[nSector];
int nXSector = pSector->extra;
assert(nXSector > 0 && nXSector < kMaxXSectors);
XSECTOR *pXSector = &xsector[nXSector];
pXSector->busy = a2;
if (pXSector->command == kCmdLink && pXSector->txID)
evSend(nSector, 6, pXSector->txID, kCmdLink);
if ((a2&0xffff) == 0)
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{
SetSectorState(nSector, pXSector, FixedToInt(a2));
SectorEndSound(nSector, FixedToInt(a2));
return 3;
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}
return 0;
}
int PathBusy(unsigned int nSector, unsigned int a2)
{
assert(nSector < (unsigned int)numsectors);
sectortype *pSector = &sector[nSector];
int nXSector = pSector->extra;
assert(nXSector > 0 && nXSector < kMaxXSectors);
XSECTOR *pXSector = &xsector[nXSector];
spritetype *pSprite = &sprite[basePath[nSector]];
spritetype *pSprite1 = &sprite[pXSector->marker0];
XSPRITE *pXSprite1 = &xsprite[pSprite1->extra];
spritetype *pSprite2 = &sprite[pXSector->marker1];
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)
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{
evPost(nSector, 6, (120*pXSprite2->waitTime)/10, kCmdOn);
pXSector->state = 0;
pXSector->busy = 0;
if (pXSprite1->data4)
PathSound(nSector, pXSprite1->data4);
pXSector->marker0 = pXSector->marker1;
pXSector->data = pXSprite2->data1;
return 3;
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}
return 0;
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}
void OperateDoor(unsigned int nSector, XSECTOR *pXSector, EVENT event, BUSYID busyWave)
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{
switch (event.cmd) {
case kCmdOff:
if (!pXSector->busy) break;
AddBusy(nSector, busyWave, -65536/ClipLow((pXSector->busyTimeB*120)/10, 1));
SectorStartSound(nSector, 1);
break;
case kCmdOn:
if (pXSector->busy == 0x10000) break;
AddBusy(nSector, busyWave, 65536/ClipLow((pXSector->busyTimeA*120)/10, 1));
SectorStartSound(nSector, 0);
break;
default:
if (pXSector->busy & 0xffff) {
if (pXSector->interruptable) {
ReverseBusy(nSector, busyWave);
pXSector->state = !pXSector->state;
}
} else {
char t = !pXSector->state; int nDelta;
if (t) nDelta = 65536/ClipLow((pXSector->busyTimeA*120)/10, 1);
else nDelta = -65536/ClipLow((pXSector->busyTimeB*120)/10, 1);
AddBusy(nSector, busyWave, nDelta);
SectorStartSound(nSector, pXSector->state);
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}
break;
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}
}
char SectorContainsDudes(int nSector)
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{
int nSprite;
SectIterator it(nSector);
while ((nSprite = it.NextIndex()) >= 0)
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{
if (sprite[nSprite].statnum == kStatDude)
return 1;
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}
return 0;
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}
void TeleFrag(int nKiller, int nSector)
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{
int nSprite;
SectIterator it(nSector);
while ((nSprite = it.NextIndex()) >= 0)
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{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->statnum == kStatDude)
actDamageSprite(nKiller, pSprite, DAMAGE_TYPE_3, 4000);
else if (pSprite->statnum == kStatThing)
actDamageSprite(nKiller, pSprite, DAMAGE_TYPE_3, 4000);
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}
}
void OperateTeleport(unsigned int nSector, XSECTOR *pXSector)
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{
assert(nSector < (unsigned int)numsectors);
int nDest = pXSector->marker0;
assert(nDest < kMaxSprites);
spritetype *pDest = &sprite[nDest];
assert(pDest->statnum == kStatMarker);
assert(pDest->type == kMarkerWarpDest);
assert(pDest->sectnum >= 0 && pDest->sectnum < kMaxSectors);
int nSprite;
SectIterator it(nSector);
while ((nSprite = it.NextIndex()) >= 0)
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{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->statnum == kStatDude)
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{
PLAYER *pPlayer;
char bPlayer = IsPlayerSprite(pSprite);
if (bPlayer)
pPlayer = &gPlayer[pSprite->type-kDudePlayer1];
else
pPlayer = NULL;
if (bPlayer || !SectorContainsDudes(pDest->sectnum))
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{
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;
gInterpolateSprite.Clear(nSprite);
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viewBackupSpriteLoc(nSprite, pSprite);
if (pPlayer)
{
playerResetInertia(pPlayer);
pPlayer->zViewVel = pPlayer->zWeaponVel = 0;
}
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}
}
}
}
void OperatePath(unsigned int nSector, XSECTOR *pXSector, EVENT event)
{
int nSprite;
spritetype *pSprite = NULL;
XSPRITE *pXSprite;
assert(nSector < (unsigned int)numsectors);
spritetype *pSprite2 = &sprite[pXSector->marker0];
XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
int nId = pXSprite2->data2;
StatIterator it(kStatPathMarker);
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while ((nSprite = it.NextIndex()) >= 0)
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{
pSprite = &sprite[nSprite];
if (pSprite->type == kMarkerPath)
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{
pXSprite = &xsprite[pSprite->extra];
if (pXSprite->data1 == nId)
break;
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}
}
// trigger marker after it gets reached
#ifdef NOONE_EXTENSIONS
if (gModernMap && pXSprite2->state != 1)
trTriggerSprite(pSprite2->index, pXSprite2, kCmdOn);
#endif
if (nSprite < 0) {
viewSetSystemMessage("Unable to find path marker with id #%d for path sector #%d", nId, nSector);
pXSector->state = 0;
pXSector->busy = 0;
return;
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}
pXSector->marker1 = nSprite;
pXSector->offFloorZ = pSprite2->z;
pXSector->onFloorZ = pSprite->z;
switch (event.cmd) {
case kCmdOn:
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 event)
{
assert(nSector < (unsigned int)numsectors);
sectortype *pSector = &sector[nSector];
#ifdef NOONE_EXTENSIONS
if (gModernMap) {
switch (pSector->type) {
// reset counter sector state and make it work again after unlock, so it can be used again.
case kSectorCounter:
switch (event.cmd) {
case kCmdUnlock:
case kCmdToggleLock:
if (pXSector->locked != 1) break;
SetSectorState(nSector, pXSector, 0);
evPost(nSector, 6, 0, kCallbackCounterCheck);
break;
}
break;
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}
}
#endif
switch (event.cmd) {
case kCmdLock:
pXSector->locked = 1;
break;
case kCmdUnlock:
pXSector->locked = 0;
break;
case kCmdToggleLock:
pXSector->locked ^= 1;
break;
case kCmdStopOff:
pXSector->stopOn = 0;
pXSector->stopOff = 1;
break;
case kCmdStopOn:
pXSector->stopOn = 1;
pXSector->stopOff = 0;
break;
case kCmdStopNext:
pXSector->stopOn = 1;
pXSector->stopOff = 1;
break;
default:
switch (pSector->type) {
case kSectorZMotionSprite:
OperateDoor(nSector, pXSector, event, BUSYID_1);
break;
case kSectorZMotion:
OperateDoor(nSector, pXSector, event, BUSYID_2);
break;
case kSectorSlideMarked:
case kSectorSlide:
OperateDoor(nSector, pXSector, event, BUSYID_3);
break;
case kSectorRotateMarked:
case kSectorRotate:
OperateDoor(nSector, pXSector, event, BUSYID_4);
break;
case kSectorRotateStep:
switch (event.cmd) {
case kCmdOn:
pXSector->state = 0;
pXSector->busy = 0;
AddBusy(nSector, BUSYID_5, 65536/ClipLow((120*pXSector->busyTimeA)/10, 1));
SectorStartSound(nSector, 0);
break;
case kCmdOff:
pXSector->state = 1;
pXSector->busy = 65536;
AddBusy(nSector, BUSYID_5, -65536/ClipLow((120*pXSector->busyTimeB)/10, 1));
SectorStartSound(nSector, 1);
break;
}
break;
case kSectorTeleport:
OperateTeleport(nSector, pXSector);
break;
case kSectorPath:
OperatePath(nSector, pXSector, event);
break;
default:
if (!pXSector->busyTimeA && !pXSector->busyTimeB) {
switch (event.cmd) {
case kCmdOff:
SetSectorState(nSector, pXSector, 0);
break;
case kCmdOn:
SetSectorState(nSector, pXSector, 1);
break;
default:
SetSectorState(nSector, pXSector, pXSector->state ^ 1);
break;
}
} else {
OperateDoor(nSector, pXSector, event, BUSYID_6);
}
break;
}
break;
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}
}
void InitPath(unsigned int nSector, XSECTOR *pXSector)
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{
int nSprite;
spritetype *pSprite;
XSPRITE *pXSprite;
assert(nSector < (unsigned int)numsectors);
int nId = pXSector->data;
StatIterator it(kStatPathMarker);
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while ((nSprite = it.NextIndex()) >= 0)
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{
pSprite = &sprite[nSprite];
if (pSprite->type == kMarkerPath)
{
pXSprite = &xsprite[pSprite->extra];
if (pXSprite->data1 == nId)
break;
}
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}
if (nSprite < 0) {
//I_Error("Unable to find path marker with id #%d", nId);
viewSetSystemMessage("Unable to find path marker with id #%d for path sector #%d", nId, nSector);
return;
}
pXSector->marker0 = nSprite;
basePath[nSector] = nSprite;
if (pXSector->state)
evPost(nSector, 6, 0, kCmdOn);
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}
void LinkSector(int nSector, XSECTOR *pXSector, EVENT event)
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{
sectortype *pSector = &sector[nSector];
int nBusy = GetSourceBusy(event);
switch (pSector->type) {
case kSectorZMotionSprite:
VSpriteBusy(nSector, nBusy);
break;
case kSectorZMotion:
VDoorBusy(nSector, nBusy);
break;
case kSectorSlideMarked:
case kSectorSlide:
HDoorBusy(nSector, nBusy);
break;
case kSectorRotateMarked:
case kSectorRotate:
// force synchronised input here for now.
setForcedSyncInput();
RDoorBusy(nSector, nBusy);
break;
default:
pXSector->busy = nBusy;
if ((pXSector->busy&0xffff) == 0)
SetSectorState(nSector, pXSector, FixedToInt(nBusy));
break;
}
}
void LinkSprite(int nSprite, XSPRITE *pXSprite, EVENT event) {
spritetype *pSprite = &sprite[nSprite];
int nBusy = GetSourceBusy(event);
switch (pSprite->type) {
case kSwitchCombo:
{
if (event.type == 3)
{
int nSprite2 = event.index;
int nXSprite2 = sprite[nSprite2].extra;
assert(nXSprite2 > 0 && nXSprite2 < kMaxXSprites);
pXSprite->data1 = xsprite[nXSprite2].data1;
if (pXSprite->data1 == pXSprite->data2)
SetSpriteState(nSprite, pXSprite, 1);
else
SetSpriteState(nSprite, pXSprite, 0);
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}
}
break;
default:
{
pXSprite->busy = nBusy;
if ((pXSprite->busy & 0xffff) == 0)
SetSpriteState(nSprite, pXSprite, FixedToInt(nBusy));
}
break;
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}
}
void LinkWall(int nWall, XWALL *pXWall, EVENT event)
{
int nBusy = GetSourceBusy(event);
pXWall->busy = nBusy;
if ((pXWall->busy & 0xffff) == 0)
SetWallState(nWall, pXWall, FixedToInt(nBusy));
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}
void trTriggerSector(unsigned int nSector, XSECTOR *pXSector, int command) {
assert(nSector < (unsigned int)numsectors);
if (!pXSector->locked && !pXSector->isTriggered) {
if (pXSector->triggerOnce)
pXSector->isTriggered = 1;
if (pXSector->decoupled && pXSector->txID > 0)
evSend(nSector, 6, pXSector->txID, (COMMAND_ID)pXSector->command);
else {
EVENT event;
event.cmd = command;
OperateSector(nSector, pXSector, event);
}
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}
}
void trTriggerWall(unsigned int nWall, XWALL *pXWall, int command) {
assert(nWall < (unsigned int)numwalls);
if (!pXWall->locked && !pXWall->isTriggered) {
if (pXWall->triggerOnce)
pXWall->isTriggered = 1;
if (pXWall->decoupled && pXWall->txID > 0)
evSend(nWall, 0, pXWall->txID, (COMMAND_ID)pXWall->command);
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else {
EVENT event;
event.cmd = command;
OperateWall(nWall, pXWall, event);
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}
}
}
void trTriggerSprite(unsigned int nSprite, XSPRITE *pXSprite, int command) {
if (!pXSprite->locked && !pXSprite->isTriggered) {
if (pXSprite->triggerOnce)
pXSprite->isTriggered = 1;
if (pXSprite->Decoupled && pXSprite->txID > 0)
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command);
else {
EVENT event;
event.cmd = command;
OperateSprite(nSprite, pXSprite, event);
}
}
}
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void trMessageSector(unsigned int nSector, EVENT event) {
assert(nSector < (unsigned int)numsectors);
assert(sector[nSector].extra > 0 && sector[nSector].extra < kMaxXSectors);
XSECTOR *pXSector = &xsector[sector[nSector].extra];
if (!pXSector->locked || event.cmd == kCmdUnlock || event.cmd == kCmdToggleLock) {
switch (event.cmd) {
case kCmdLink:
LinkSector(nSector, pXSector, event);
break;
#ifdef NOONE_EXTENSIONS
case kCmdModernUse:
modernTypeTrigger(6, nSector, event);
break;
#endif
default:
OperateSector(nSector, pXSector, event);
break;
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}
}
}
void trMessageWall(unsigned int nWall, EVENT event) {
assert(nWall < (unsigned int)numwalls);
assert(wall[nWall].extra > 0 && wall[nWall].extra < kMaxXWalls);
XWALL *pXWall = &xwall[wall[nWall].extra];
if (!pXWall->locked || event.cmd == kCmdUnlock || event.cmd == kCmdToggleLock) {
switch (event.cmd) {
case kCmdLink:
LinkWall(nWall, pXWall, event);
break;
#ifdef NOONE_EXTENSIONS
case kCmdModernUse:
modernTypeTrigger(0, nWall, event);
break;
#endif
default:
OperateWall(nWall, pXWall, event);
break;
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}
}
}
void trMessageSprite(unsigned int nSprite, EVENT event) {
if (sprite[nSprite].statnum != kStatFree) {
XSPRITE* pXSprite = &xsprite[sprite[nSprite].extra];
if (!pXSprite->locked || event.cmd == kCmdUnlock || event.cmd == kCmdToggleLock) {
switch (event.cmd) {
case kCmdLink:
LinkSprite(nSprite, pXSprite, event);
break;
#ifdef NOONE_EXTENSIONS
case kCmdModernUse:
modernTypeTrigger(3, nSprite, event);
break;
#endif
default:
OperateSprite(nSprite, pXSprite, event);
break;
}
}
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}
}
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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 += MulScale(pXSector->bobSpeed, pXSector->busy, 16);
int vdi = MulScale(Sin(pXSector->bobTheta), pXSector->bobZRange<<8, 30);
int nSprite;
SectIterator it(nSector);
while ((nSprite = it.NextIndex()) >= 0)
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{
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;
int nSprite;
SectIterator it(nSector);
while ((nSprite = it.NextIndex()) >= 0)
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{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->flags&2)
pSprite->flags |= 4;
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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;
int nSprite;
SectIterator it(nSector);
while ((nSprite = it.NextIndex()) >= 0)
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{
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) =
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{
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].busy;
gBusy[i].busy = ClipRange(oldBusy+gBusy[i].delta*4, 0, 65536);
int nStatus = gBusyProc[gBusy[i].type](gBusy[i].index, gBusy[i].busy);
switch (nStatus) {
case 1:
gBusy[i].busy = oldBusy;
break;
case 2:
gBusy[i].busy = oldBusy;
gBusy[i].delta = -gBusy[i].delta;
break;
case 3:
gBusy[i] = gBusy[--gBusyCount];
break;
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}
}
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].inittype = sprite[i].type;
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baseSprite[i].x = sprite[i].x;
baseSprite[i].y = sprite[i].y;
baseSprite[i].z = sprite[i].z;
}
else
sprite[i].inittype = -1;
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}
for (int i = 0; i < numwalls; i++)
{
int nXWall = wall[i].extra;
assert(nXWall < kMaxXWalls);
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if (nXWall > 0)
{
XWALL *pXWall = &xwall[nXWall];
if (pXWall->state)
pXWall->busy = 65536;
}
}
assert((numsectors >= 0) && (numsectors < kMaxSectors));
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for (int i = 0; i < numsectors; i++)
{
sectortype *pSector = &sector[i];
baseFloor[i] = pSector->floorz;
baseCeil[i] = pSector->ceilingz;
int nXSector = pSector->extra;
if (nXSector > 0)
{
assert(nXSector < kMaxXSectors);
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XSECTOR *pXSector = &xsector[nXSector];
if (pXSector->state)
pXSector->busy = 65536;
switch (pSector->type)
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{
case kSectorCounter:
#ifdef NOONE_EXTENSIONS
if (gModernMap)
pXSector->triggerOff = false;
else
#endif
pXSector->triggerOnce = 1;
evPost(i, 6, 0, kCallbackCounterCheck);
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break;
case kSectorZMotion:
case kSectorZMotionSprite:
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ZTranslateSector(i, pXSector, pXSector->busy, 1);
break;
case kSectorSlideMarked:
case kSectorSlide:
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{
spritetype *pSprite1 = &sprite[pXSector->marker0];
spritetype *pSprite2 = &sprite[pXSector->marker1];
TranslateSector(i, 0, -65536, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->type == kSectorSlide);
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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;
}
int nSprite;
SectIterator it(i);
while ((nSprite = it.NextIndex()) >= 0)
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{
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->type == kSectorSlide);
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ZTranslateSector(i, pXSector, pXSector->busy, 1);
break;
}
case kSectorRotateMarked:
case kSectorRotate:
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{
spritetype *pSprite1 = &sprite[pXSector->marker0];
TranslateSector(i, 0, -65536, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, 0, pSprite1->x, pSprite1->y, pSprite1->ang, pSector->type == kSectorRotate);
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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;
}
int nSprite;
SectIterator it(i);
while ((nSprite = it.NextIndex()) >= 0)
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{
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->type == kSectorRotate);
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ZTranslateSector(i, pXSector, pXSector->busy, 1);
break;
}
case kSectorPath:
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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)
{
assert(nXSprite < kMaxXSprites);
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XSPRITE *pXSprite = &xsprite[nXSprite];
if (pXSprite->state)
pXSprite->busy = 65536;
switch (sprite[i].type) {
case kSwitchPadlock:
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pXSprite->triggerOnce = 1;
break;
#ifdef NOONE_EXTENSIONS
case kModernRandom:
case kModernRandom2:
if (!gModernMap || pXSprite->state == pXSprite->restState) break;
evPost(i, 3, (120 * pXSprite->busyTime) / 10, kCmdRepeat);
if (pXSprite->waitTime > 0)
evPost(i, 3, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff);
break;
case kModernSeqSpawner:
case kModernObjDataAccumulator:
case kModernDudeTargetChanger:
case kModernEffectSpawner:
case kModernWindGenerator:
if (pXSprite->state == pXSprite->restState) break;
evPost(i, 3, 0, kCmdRepeat);
if (pXSprite->waitTime > 0)
evPost(i, 3, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff);
break;
#endif
case kGenTrigger:
case kGenDripWater:
case kGenDripBlood:
case kGenMissileFireball:
case kGenDart:
case kGenBubble:
case kGenBubbleMulti:
case kGenMissileEctoSkull:
case kGenSound:
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InitGenerator(i);
break;
case kThingArmedProxBomb:
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pXSprite->Proximity = 1;
break;
case kThingFallingRock:
if (pXSprite->state) sprite[i].flags |= 7;
else sprite[i].flags &= ~7;
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break;
}
if (pXSprite->Vector) sprite[i].cstat |= CSTAT_SPRITE_BLOCK_HITSCAN;
if (pXSprite->Push) sprite[i].cstat |= 4096;
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}
}
evSend(0, 0, kChannelLevelStart, kCmdOn);
switch (gGameOptions.nGameType) {
case 1:
evSend(0, 0, kChannelLevelStartCoop, kCmdOn);
break;
case 2:
evSend(0, 0, kChannelLevelStartMatch, kCmdOn);
break;
case 3:
evSend(0, 0, kChannelLevelStartMatch, kCmdOn);
evSend(0, 0, kChannelLevelStartTeamsOnly, kCmdOn);
break;
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}
}
void trTextOver(int nId)
{
const char *pzMessage = currentLevel->GetMessage(nId);
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if (pzMessage)
viewSetMessage(pzMessage, VanillaMode() ? 0 : 8, MESSAGE_PRIORITY_INI); // 8: gold
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}
void InitGenerator(int nSprite)
{
assert(nSprite < kMaxSprites);
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spritetype *pSprite = &sprite[nSprite];
assert(pSprite->statnum != kMaxStatus);
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int nXSprite = pSprite->extra;
assert(nXSprite > 0);
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XSPRITE *pXSprite = &xsprite[nXSprite];
switch (sprite[nSprite].type) {
case kGenTrigger:
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
break;
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}
if (pXSprite->state != pXSprite->restState && pXSprite->busyTime > 0)
evPost(nSprite, 3, (120*(pXSprite->busyTime+Random2(pXSprite->data1)))/10, kCmdRepeat);
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}
void ActivateGenerator(int nSprite)
{
assert(nSprite < kMaxSprites);
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spritetype *pSprite = &sprite[nSprite];
assert(pSprite->statnum != kMaxStatus);
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int nXSprite = pSprite->extra;
assert(nXSprite > 0);
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XSPRITE *pXSprite = &xsprite[nXSprite];
switch (pSprite->type) {
case kGenDripWater:
case kGenDripBlood: {
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
actSpawnThing(pSprite->sectnum, pSprite->x, pSprite->y, bottom, (pSprite->type == kGenDripWater) ? kThingDripWater : kThingDripBlood);
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break;
}
case kGenSound:
sfxPlay3DSound(pSprite, pXSprite->data2, -1, 0);
break;
case kGenMissileFireball:
switch (pXSprite->data2) {
case 0:
FireballTrapSeqCallback(3, &bloodActors[nSprite]);
break;
case 1:
seqSpawn(35, 3, nXSprite, nFireballTrapClient);
break;
case 2:
seqSpawn(36, 3, nXSprite, nFireballTrapClient);
break;
}
break;
case kGenMissileEctoSkull:
break;
case kGenBubble:
case kGenBubbleMulti: {
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
gFX.fxSpawn((pSprite->type == kGenBubble) ? FX_23 : FX_26, pSprite->sectnum, pSprite->x, pSprite->y, top, 0);
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break;
}
}
}
void FireballTrapSeqCallback(int, DBloodActor* actor)
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{
spritetype* pSprite = &actor->s();
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if (pSprite->cstat&32)
actFireMissile(pSprite, 0, 0, 0, 0, (pSprite->cstat&8) ? 0x4000 : -0x4000, kMissileFireball);
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else
actFireMissile(pSprite, 0, 0, CosScale16(pSprite->ang), SinScale16(pSprite->ang), 0, kMissileFireball);
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}
void MGunFireSeqCallback(int, DBloodActor* actor)
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{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
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if (pXSprite->data2 > 0 || pXSprite->data1 == 0)
{
if (pXSprite->data2 > 0)
{
pXSprite->data2--;
if (pXSprite->data2 == 0)
evPost(pXSprite->reference, 3, 1, kCmdOff);
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}
int dx = CosScale16(pSprite->ang)+Random2(1000);
int dy = SinScale16(pSprite->ang)+Random2(1000);
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int dz = Random2(1000);
actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_2);
sfxPlay3DSound(pSprite, 359, -1, 0);
}
}
void MGunOpenSeqCallback(int, DBloodActor* actor)
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{
seqSpawn(39, 3, actor->s().extra, nMGunFireClient);
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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FSerializer& Serialize(FSerializer& arc, const char* keyname, BUSY& w, BUSY* def)
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{
if (arc.BeginObject(keyname))
{
arc("index", w.index)
("type", w.type)
("delta", w.delta)
("busy", w.busy)
.EndObject();
}
return arc;
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}
void SerializeTriggers(FSerializer& arc)
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{
if (arc.BeginObject("triggers"))
{
arc("busycount", gBusyCount)
.Array("busy", gBusy, gBusyCount)
.Array("basepath", basePath, numsectors)
.EndObject();
}
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}
END_BLD_NS