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

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
Copyright (C) NoOne
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////
// This file provides modern features for mappers.
// For full documentation please visit http://cruo.bloodgame.ru/xxsystem
///////////////////////////////////////////////////////////////////
#include "ns.h"
#ifdef NOONE_EXTENSIONS
#include <random>
#include "mmulti.h"
#include "blood.h"
#include "savegamehelp.h"
#include "bloodactor.h"
BEGIN_BLD_NS
bool gAllowTrueRandom = false;
bool gEventRedirectsUsed = false;
SPRITEMASS gSpriteMass[]; // cache for getSpriteMassBySize();
short gProxySpritesList[]; // list of additional sprites which can be triggered by Proximity
short gProxySpritesCount; // current count
short gSightSpritesList[]; // list of additional sprites which can be triggered by Sight
short gSightSpritesCount; // current count
short gPhysSpritesList[]; // list of additional sprites which can be affected by physics
short gPhysSpritesCount; // current count
short gImpactSpritesList[];
short gImpactSpritesCount;
TRPLAYERCTRL gPlayerCtrl[kMaxPlayers];
TRCONDITION gCondition[kMaxTrackingConditions];
short gTrackingCondsCount;
std::default_random_engine gStdRandom;
VECTORINFO_EXTRA gVectorInfoExtra[] = {
1207,1207, 1001,1001, 4001,4002,
431,431, 1002,1002, 359,359,
521,521, 513,513, 499,499,
9012,9014, 1101,1101, 1207,1207,
499,495, 495,496, 9013,499,
1307,1308, 499,499, 499,499,
499,499, 499,499, 351,351,
0,0, 357,499
};
MISSILEINFO_EXTRA gMissileInfoExtra[] = {
1207, 1207, false, false, false, false, false, true, false, true,
420, 420, false, true, true, false, false, false, false, true,
471, 471, false, false, false, false, false, false, true, false,
421, 421, false, true, false, true, false, false, false, false,
1309, 351, false, true, false, false, false, false, false, true,
480, 480, false, true, false, true, false, false, false, false,
470, 470, false, false, false, false, false, false, true, true,
489, 490, false, false, false, false, false, true, false, true,
462, 351, false, true, false, false, false, false, false, true,
1203, 172, false, false, true, false, false, false, false, true,
0,0, false, false, true, false, false, false, false, true,
1457, 249, false, false, false, false, false, true, false, true,
480, 489, false, true, false, true, false, false, false, false,
480, 489, false, false, false, true, false, false, false, false,
480, 489, false, false, false, true, false, false, false, false,
491, 491, true, true, true, true, true, true, true, true,
520, 520, false, false, false, false, false, true, false, true,
520, 520, false, false, false, false, false, true, false, true,
};
THINGINFO_EXTRA gThingInfoExtra[] = {
true, true, true, false, false,
false, false, false, false, false,
false, false, false, false, false,
true, false, false, true, true,
true, true, false, false, false,
false, false, true, true, true,
true, true, true, true, true,
true,
};
DUDEINFO_EXTRA gDudeInfoExtra[] = {
false, false, false, false, false, false, false, true,
false, false, false, true, true, true, true, false,
true, false, false, false, false, true, false, true,
false, true, false, true, false, true, false, true,
false, true, true, true, false, true, false, false,
false, true, false, false, false, true, false, false,
false, false, false, false, false, false, false, false,
false, false, false, false, false, false, false, false,
false, false, false, false, false, false, false, false,
false, false, false, false, false, false, false, false,
false, false, false, false, false, true, false, true,
false, false, false, false, false, false, false, false,
false, true, false, true, false, false, false, false,
false, false, false, false,
};
// for actor.cpp
//-------------------------------------------------------------------------
2020-02-15 21:53:21 +00:00
bool nnExtIsImmune(spritetype* pSprite, int dmgType, int minScale) {
if (dmgType >= kDmgFall && dmgType < kDmgMax && pSprite->extra >= 0 && xsprite[pSprite->extra].locked != 1) {
if (pSprite->type >= kThingBase && pSprite->type < kThingMax)
return (thingInfo[pSprite->type - kThingBase].dmgControl[dmgType] <= minScale);
else if (IsDudeSprite(pSprite)) {
- 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
if (IsPlayerSprite(pSprite)) return (gPlayer[pSprite->type - kDudePlayer1].damageControl[dmgType]);
else if (pSprite->type == kDudeModernCustom) return (gGenDudeExtra[pSprite->index].dmgControl[dmgType] <= minScale);
else return (getDudeInfo(pSprite->type)->at70[dmgType] <= minScale);
}
}
return true;
}
bool nnExtEraseModernStuff(spritetype* pSprite, XSPRITE* pXSprite) {
bool erased = false;
switch (pSprite->type) {
// erase all modern types if the map is not extended
case kModernCustomDudeSpawn:
case kModernRandomTX:
case kModernSequentialTX:
case kModernSeqSpawner:
case kModernObjPropertiesChanger:
case kModernObjPicnumChanger:
case kModernObjSizeChanger:
case kModernDudeTargetChanger:
case kModernSectorFXChanger:
case kModernObjDataChanger:
case kModernSpriteDamager:
case kModernObjDataAccumulator:
case kModernEffectSpawner:
case kModernWindGenerator:
case kModernPlayerControl:
case kModernCondition:
case kModernConditionFalse:
pSprite->type = kSpriteDecoration;
erased = true;
break;
case kItemModernMapLevel:
case kDudeModernCustom:
case kDudeModernCustomBurning:
case kModernThingTNTProx:
case kModernThingEnemyLifeLeech:
pSprite->type = kSpriteDecoration;
changespritestat(pSprite->index, kStatDecoration);
erased = true;
break;
// also erase some modernized vanilla types which was not active
case kMarkerWarpDest:
if (pSprite->statnum == kStatMarker) break;
pSprite->type = kSpriteDecoration;
erased = true;
break;
}
if (pXSprite->Sight) {
pXSprite->Sight = false; // it does not work in vanilla at all
erased = true;
}
if (pXSprite->Proximity) {
// proximity works only for things and dudes in vanilla
switch (pSprite->statnum) {
case kStatThing:
case kStatDude:
break;
default:
pXSprite->Proximity = false;
erased = true;
break;
}
}
return erased;
}
void nnExtTriggerObject(int objType, int objIndex, int command) {
switch (objType) {
case OBJ_SECTOR:
if (!xsectRangeIsFine(sector[objIndex].extra)) break;
trTriggerSector(objIndex, &xsector[sector[objIndex].extra], command);
break;
case OBJ_WALL:
if (!xwallRangeIsFine(wall[objIndex].extra)) break;
trTriggerWall(objIndex, &xwall[wall[objIndex].extra], command);
break;
case OBJ_SPRITE:
if (!xspriRangeIsFine(sprite[objIndex].extra)) break;
trTriggerSprite(objIndex, &xsprite[sprite[objIndex].extra], command);
break;
}
return;
}
void nnExtResetGlobals() {
gAllowTrueRandom = gEventRedirectsUsed = false;
// reset counters
gProxySpritesCount = gSightSpritesCount = gPhysSpritesCount = gImpactSpritesCount = 0;
// fill arrays with negative values to avoid index 0 situation
memset(gSightSpritesList, -1, sizeof(gSightSpritesList)); memset(gProxySpritesList, -1, sizeof(gProxySpritesList));
memset(gPhysSpritesList, -1, sizeof(gPhysSpritesList)); memset(gImpactSpritesList, -1, sizeof(gImpactSpritesList));
// reset tracking conditions, if any
if (gTrackingCondsCount > 0) {
for (int i = 0; i < gTrackingCondsCount; i++) {
TRCONDITION* pCond = &gCondition[i];
for (int k = 0; k < pCond->length; k++) {
pCond->obj[k].index = pCond->obj[k].cmd = 0;
pCond->obj[k].type = -1;
}
pCond->length = 0;
}
gTrackingCondsCount = 0;
}
}
void nnExtInitModernStuff(bool bSaveLoad) {
nnExtResetGlobals();
// use true random only for single player mode, otherwise use Blood's default one.
/*if (gGameOptions.nGameType == 0 && !VanillaMode() && !DemoRecordStatus()) {
gStdRandom.seed(std::random_device()());
// since true random is not working if compiled with old mingw versions, we should
// check if it works in game and if not - switch to using in-game random function.
for (int i = kMaxRandomizeRetries; i >= 0; i--) {
std::uniform_int_distribution<int> dist_a_b(0, 100);
if (gAllowTrueRandom || i <= 0) break;
else if (dist_a_b(gStdRandom) != 0)
gAllowTrueRandom = true;
}
}*/
for (int i = 0; i < kMaxXSprites; i++) {
if (xsprite[i].reference < 0) continue;
XSPRITE* pXSprite = &xsprite[i]; spritetype* pSprite = &sprite[pXSprite->reference];
- 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
switch (pSprite->type) {
case kModernRandomTX:
case kModernSequentialTX:
if (pSprite->flags & kModernTypeFlag2) gEventRedirectsUsed = true;
break;
case kDudeModernCustom:
case kDudeModernCustomBurning:
getSpriteMassBySize(pSprite); // create mass cache
break;
case kModernCondition:
case kModernConditionFalse:
if (bSaveLoad) break;
else if (!pXSprite->rxID) condError(pXSprite,"\nThe condition must have RX ID!\nSPRITE #%d", pSprite->index);
else if (!pXSprite->txID && !pSprite->hitag) {
Printf(PRINT_HIGH, "The condition must have TX ID or hitag to be set: RX ID %d, SPRITE #%d", pXSprite->rxID, pSprite->index);
}
break;
}
// init after loading save file
if (bSaveLoad) {
// add in list of physics affected sprites
if (pXSprite->physAttr != 0) {
//xvel[pSprite->index] = yvel[pSprite->index] = zvel[pSprite->index] = 0;
gPhysSpritesList[gPhysSpritesCount++] = pSprite->index; // add sprite index
getSpriteMassBySize(pSprite); // create mass cache
}
if (pXSprite->data3 != pXSprite->sysData1) {
switch (pSprite->statnum) {
case kStatDude:
switch (pSprite->type) {
case kDudeModernCustom:
case kDudeModernCustomBurning:
pXSprite->data3 = pXSprite->sysData1; // move sndStartId back from sysData1 to data3
break;
}
break;
}
}
} else {
// auto set going On and going Off if both are empty
if (pXSprite->txID && !pXSprite->triggerOn && !pXSprite->triggerOff)
pXSprite->triggerOn = pXSprite->triggerOff = true;
// copy custom start health to avoid overwrite by kThingBloodChunks
if (IsDudeSprite(pSprite))
pXSprite->sysData2 = pXSprite->data4;
// check reserved statnums
if (pSprite->statnum >= kStatModernBase && pSprite->statnum < kStatModernMax) {
bool sysStat = true;
switch (pSprite->statnum) {
case kStatModernDudeTargetChanger:
sysStat = (pSprite->type != kModernDudeTargetChanger);
break;
case kStatModernCondition:
sysStat = (pSprite->type != kModernCondition && pSprite->type != kModernConditionFalse);
break;
case kStatModernEventRedirector:
sysStat = (pSprite->type != kModernRandomTX && pSprite->type != kModernSequentialTX);
break;
case kStatModernPlayerLinker:
- 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
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case kStatModernQavScene:
sysStat = (pSprite->type != kModernPlayerControl);
break;
}
if (sysStat)
I_Error("Sprite status list number %d on sprite #%d is in a range of reserved (%d - %d)!", pSprite->index, pSprite->statnum, kStatModernBase, kStatModernMax);
}
switch (pSprite->type) {
case kModernRandomTX:
case kModernSequentialTX:
- 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
if (pXSprite->command != kCmdLink) break;
// add statnum for faster redirects search
changespritestat(pSprite->index, kStatModernEventRedirector);
break;
case kModernWindGenerator:
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
break;
case kModernDudeTargetChanger:
case kModernObjDataAccumulator:
case kModernRandom:
case kModernRandom2:
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
switch (pSprite->type) {
// add statnum for faster dude searching
case kModernDudeTargetChanger:
changespritestat(pSprite->index, kStatModernDudeTargetChanger);
if (pXSprite->busyTime <= 0) pXSprite->busyTime = 5;
- 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
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pXSprite->command = kCmdLink;
break;
// remove kStatItem status from random item generators
case kModernRandom:
case kModernRandom2:
changespritestat(pSprite->index, kStatDecoration);
break;
}
break;
case kModernThingTNTProx:
pXSprite->Proximity = true;
break;
case kDudeModernCustom:
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{
if (pXSprite->txID <= 0) break;
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int nSprite, found = 0;
StatIterator it(kStatDude);
while ((nSprite = it.NextIndex()) >= 0)
{
XSPRITE* pXSpr = &xsprite[sprite[nSprite].extra];
if (pXSpr->rxID != pXSprite->txID) continue;
else if (found) I_Error("\nCustom dude (TX ID %d):\nOnly one incarnation allowed per channel!", pXSprite->txID);
changespritestat(nSprite, kStatInactive);
found++;
}
break;
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}
case kDudePodMother:
case kDudeTentacleMother:
pXSprite->state = 1;
break;
case kModernPlayerControl:
- 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
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switch (pXSprite->command) {
case kCmdLink:
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{
- 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
if (pXSprite->data1 < 1 || pXSprite->data1 >= kMaxPlayers)
I_Error("\nPlayer Control (SPRITE #%d):\nPlayer out of a range (data1 = %d)", pSprite->index, pXSprite->data1);
2020-10-15 15:15:45 +00:00
- 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
//if (numplayers < pXSprite->data1)
//I_Error("\nPlayer Control (SPRITE #%d):\n There is no player #%d", pSprite->index, pXSprite->data1);
- 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
if (pXSprite->rxID && pXSprite->rxID != kChannelLevelStart)
I_Error("\nPlayer Control (SPRITE #%d) with Link command should have no RX ID!", pSprite->index);
- 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
if (pXSprite->txID && pXSprite->txID < kChannelUser)
I_Error("\nPlayer Control (SPRITE #%d):\nTX ID should be in range of %d and %d!", pSprite->index, kChannelUser, kChannelMax);
// only one linker per player allowed
2020-10-15 15:15:45 +00:00
int nSprite;
StatIterator it(kStatModernPlayerLinker);
while ((nSprite = it.NextIndex()) >= 0)
{
XSPRITE* pXCtrl = &xsprite[sprite[nSprite].extra];
if (pXSprite->data1 == pXCtrl->data1)
I_Error("\nPlayer Control (SPRITE #%d):\nPlayer %d already linked with different player control sprite #%d!", pSprite->index, pXSprite->data1, nSprite);
}
- 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
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pXSprite->sysData1 = -1;
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
changespritestat(pSprite->index, kStatModernPlayerLinker);
break;
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}
- 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
case 67: // play qav animation
if (pXSprite->txID && !pXSprite->waitTime) pXSprite->waitTime = 1;
changespritestat(pSprite->index, kStatModernQavScene);
break;
}
break;
case kModernCondition:
case kModernConditionFalse:
if (pXSprite->busyTime > 0) {
if (pXSprite->waitTime > 0) {
pXSprite->busyTime += ClipHigh(((pXSprite->waitTime * 120) / 10), 4095); pXSprite->waitTime = 0;
Printf(PRINT_HIGH, "Summing busyTime and waitTime for tracking condition #%d, RX ID %d. Result = %d ticks", pSprite->index, pXSprite->rxID, pXSprite->busyTime);
}
pXSprite->busy = pXSprite->busyTime;
}
if (pXSprite->waitTime && pXSprite->command >= kCmdNumberic)
condError(pXSprite, "Delay is not available when using numberic commands (%d - %d)", kCmdNumberic, 255);
pXSprite->Decoupled = false; // must go through operateSprite always
- 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
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pXSprite->Sight = pXSprite->Impact = pXSprite->Touch = pXSprite->triggerOff = false;
pXSprite->Proximity = pXSprite->Push = pXSprite->Vector = pXSprite->triggerOn = false;
pXSprite->state = pXSprite->restState = 0;
pXSprite->targetX = pXSprite->targetY = pXSprite->targetZ = pXSprite->target = pXSprite->sysData2 = -1;
changespritestat(pSprite->index, kStatModernCondition);
int oldStat = pSprite->cstat; pSprite->cstat = 0x30;
if (oldStat & CSTAT_SPRITE_BLOCK)
pSprite->cstat |= CSTAT_SPRITE_BLOCK;
if (oldStat & 0x2000) pSprite->cstat |= 0x2000;
else if (oldStat & 0x4000) pSprite->cstat |= 0x4000;
pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
break;
}
// the following trigger flags are senseless to have together
if ((pXSprite->Touch && (pXSprite->Proximity || pXSprite->Sight) && pXSprite->DudeLockout)
|| (pXSprite->Touch && pXSprite->Proximity && !pXSprite->Sight)) pXSprite->Touch = false;
if (pXSprite->Proximity && pXSprite->Sight && pXSprite->DudeLockout)
pXSprite->Proximity = false;
// very quick fix for floor sprites with Touch trigger flag if their Z is equals sector floorz / ceilgz
if (pSprite->sectnum >= 0 && pXSprite->Touch && (pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) {
if (pSprite->z == sector[pSprite->sectnum].floorz) pSprite->z--;
else if (pSprite->z == sector[pSprite->sectnum].ceilingz) pSprite->z++;
}
}
// make Proximity flag work not just for dudes and things...
if (pXSprite->Proximity && gProxySpritesCount < kMaxSuperXSprites) {
switch (pSprite->statnum) {
case kStatFX: case kStatExplosion: case kStatItem:
case kStatPurge: case kStatSpares: case kStatFlare:
case kStatInactive: case kStatFree: case kStatMarker:
case kStatPathMarker: case kStatThing: case kStatDude:
- 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
case kStatModernPlayerLinker:
break;
default:
gProxySpritesList[gProxySpritesCount++] = pSprite->index;
if (gProxySpritesCount == kMaxSuperXSprites)
I_Error("Max (%d) *additional* Proximity sprites reached!", kMaxSuperXSprites);
break;
}
}
// make Sight flag work not just for dudes and things...
if (pXSprite->Sight && gSightSpritesCount < kMaxSuperXSprites) {
switch (pSprite->statnum) {
case kStatFX: case kStatExplosion: case kStatItem:
case kStatPurge: case kStatSpares: case kStatFlare:
case kStatInactive: case kStatFree: case kStatMarker:
- 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
case kStatPathMarker: case kStatModernPlayerLinker:
break;
default:
gSightSpritesList[gSightSpritesCount++] = pSprite->index;
if (gSightSpritesCount == kMaxSuperXSprites)
I_Error("Max (%d) Sight sprites reached!", kMaxSuperXSprites);
break;
}
}
// make Impact flag work for sprites that affected by explosions...
if (pXSprite->Impact && gImpactSpritesCount < kMaxSuperXSprites) {
switch (pSprite->statnum) {
case kStatFX: case kStatExplosion: case kStatItem:
case kStatPurge: case kStatSpares: case kStatFlare:
case kStatInactive: case kStatFree: case kStatMarker:
- 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
case kStatPathMarker: case kStatModernPlayerLinker:
break;
default:
gImpactSpritesList[gImpactSpritesCount++] = pSprite->index;
if (gImpactSpritesCount == kMaxSuperXSprites)
I_Error("Max (%d) *additional* Impact sprites reached!", kMaxSuperXSprites);
break;
}
}
}
- 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
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int i;
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;
2020-10-15 15:15:45 +00:00
for (i = StatIterator::First(kStatModernCondition); i >= 0;) {
pCond = &sprite[i]; pXCond = &xsprite[pCond->extra];
sum1 = pXCond->locked + pXCond->busyTime + pXCond->waitTime + pXCond->data1;
if (!found) rx = pXCond->rxID;
2020-10-15 15:15:45 +00:00
for (int a = i; a >= 0; a = StatIterator::NextFor(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)) {
2020-05-22 16:35:25 +00:00
Printf("> 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;
}
}
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if (!found) i = StatIterator::NextFor(i);
}
}
// collect objects for tracking conditions
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StatIterator it(kStatModernCondition);
while ((i = it.NextIndex()) >= 0)
{
spritetype* pSprite = &sprite[i]; XSPRITE* pXSprite = &xsprite[pSprite->extra];
if (pXSprite->busyTime <= 0) continue;
else if (gTrackingCondsCount >= kMaxTrackingConditions)
I_Error("\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)
Printf(PRINT_HIGH, "No objects to track found for condition #%d, rx id: %d!", pSprite->index, pXSprite->rxID);
pCond->length = count;
pCond->xindex = pSprite->extra;
gTrackingCondsCount++;
}
}
// The following functions required for random event features
//-------------------------
int nnExtRandom(int a, int b) {
if (!gAllowTrueRandom) return Random(((b + 1) - a)) + a;
// used for better randomness in single player
std::uniform_int_distribution<int> dist_a_b(a, b);
return dist_a_b(gStdRandom);
}
int GetDataVal(spritetype* pSprite, int data) {
assert(xspriRangeIsFine(pSprite->extra));
switch (data) {
case 0: return xsprite[pSprite->extra].data1;
case 1: return xsprite[pSprite->extra].data2;
case 2: return xsprite[pSprite->extra].data3;
case 3: return xsprite[pSprite->extra].data4;
}
return -1;
}
// tries to get random data field of sprite
int randomGetDataValue(XSPRITE* pXSprite, int randType) {
if (pXSprite == NULL) return -1;
int random = 0; int bad = 0; int maxRetries = kMaxRandomizeRetries;
int rData[4];
rData[0] = pXSprite->data1; rData[2] = pXSprite->data3;
rData[1] = pXSprite->data2; rData[3] = pXSprite->data4;
// randomize only in case if at least 2 data fields fits.
for (int i = 0; i < 4; i++) {
switch (randType) {
case kRandomizeItem:
if (rData[i] >= kItemWeaponBase && rData[i] < kItemMax) break;
else bad++;
break;
case kRandomizeDude:
if (rData[i] >= kDudeBase && rData[i] < kDudeMax) break;
else bad++;
break;
case kRandomizeTX:
if (rData[i] > kChannelZero && rData[i] < kChannelUserMax) break;
else bad++;
break;
default:
bad++;
break;
}
}
if (bad < 3) {
// try randomize few times
while (maxRetries > 0) {
random = nnExtRandom(0, 3);
if (rData[random] > 0) return rData[random];
else maxRetries--;
}
}
return -1;
}
// this function drops random item using random pickup generator(s)
spritetype* randomDropPickupObject(spritetype* pSource, short prevItem) {
spritetype* pSprite2 = NULL; int selected = -1; int maxRetries = 9;
if (xspriRangeIsFine(pSource->extra)) {
XSPRITE* pXSource = &xsprite[pSource->extra];
while ((selected = randomGetDataValue(pXSource, kRandomizeItem)) == prevItem) if (maxRetries-- <= 0) break;
if (selected > 0) {
pSprite2 = actDropObject(pSource, selected);
if (pSprite2 != NULL) {
pXSource->dropMsg = pSprite2->type; // store dropped item type in dropMsg
pSprite2->x = pSource->x;
pSprite2->y = pSource->y;
pSprite2->z = pSource->z;
if ((pSource->flags & kModernTypeFlag1) && (pXSource->txID > 0 || (pXSource->txID != 3 && pXSource->lockMsg > 0)) &&
dbInsertXSprite(pSprite2->index) > 0) {
XSPRITE* pXSprite2 = &xsprite[pSprite2->extra];
// inherit spawn sprite trigger settings, so designer can send command when item picked up.
pXSprite2->txID = pXSource->txID;
pXSprite2->command = pXSource->command;
pXSprite2->triggerOn = pXSource->triggerOn;
pXSprite2->triggerOff = pXSource->triggerOff;
pXSprite2->Pickup = true;
}
}
}
}
return pSprite2;
}
// this function spawns random dude using dudeSpawn
spritetype* randomSpawnDude(spritetype* pSource) {
spritetype* pSprite2 = NULL; int selected = -1;
if (xspriRangeIsFine(pSource->extra)) {
XSPRITE* pXSource = &xsprite[pSource->extra];
if ((selected = randomGetDataValue(pXSource, kRandomizeDude)) > 0)
pSprite2 = actSpawnDude(pSource, selected, -1, 0);
}
return pSprite2;
}
//-------------------------
void nnExtProcessSuperSprites() {
// process tracking conditions
if (gTrackingCondsCount > 0) {
for (int i = 0; i < gTrackingCondsCount; i++) {
TRCONDITION* pCond = &gCondition[i]; XSPRITE* pXCond = &xsprite[pCond->xindex];
if (pCond->length > 0 && !pXCond->locked && !pXCond->isTriggered && ++pXCond->busy >= pXCond->busyTime) {
pXCond->busy = 0;
for (int k = 0; k < pCond->length; k++) {
EVENT evn;
evn.index = pCond->obj[k].index; evn.cmd = pCond->obj[k].cmd;
evn.type = pCond->obj[k].type; evn.funcID = kCallbackMax;
useCondition(&sprite[pXCond->reference], pXCond, evn);
}
}
}
}
// process additional proximity sprites
if (gProxySpritesCount > 0) {
for (int i = 0; i < gProxySpritesCount; i++) {
if (sprite[gProxySpritesList[i]].extra < 0) continue;
XSPRITE* pXProxSpr = &xsprite[sprite[gProxySpritesList[i]].extra];
if (!pXProxSpr->Proximity || (!pXProxSpr->Interrutable && pXProxSpr->state != pXProxSpr->restState) || pXProxSpr->locked == 1
|| pXProxSpr->isTriggered) continue; // don't process locked or triggered sprites
int x = sprite[gProxySpritesList[i]].x; int y = sprite[gProxySpritesList[i]].y;
int z = sprite[gProxySpritesList[i]].z; int index = sprite[gProxySpritesList[i]].index;
int sectnum = sprite[gProxySpritesList[i]].sectnum;
if (!pXProxSpr->DudeLockout) {
2020-10-15 15:15:45 +00:00
int nAffected;
StatIterator it(kStatDude);
while ((nAffected = it.NextIndex()) >= 0)
{
if ((sprite[nAffected].flags & 32) || xsprite[sprite[nAffected].extra].health <= 0) continue;
else if (CheckProximity(&sprite[nAffected], x, y, z, sectnum, 96)) {
trTriggerSprite(index, pXProxSpr, kCmdSpriteProximity);
break;
}
}
} else {
for (int a = connecthead; a >= 0; a = connectpoint2[a]) {
if (gPlayer[a].pXSprite->health > 0 && CheckProximity(gPlayer[a].pSprite, x, y, z, sectnum, 96)) {
trTriggerSprite(index, pXProxSpr, kCmdSpriteProximity);
break;
}
}
}
}
}
// process sight sprites (for players only)
if (gSightSpritesCount > 0) {
for (int i = 0; i < gSightSpritesCount; i++) {
if (sprite[gSightSpritesList[i]].extra < 0) continue;
XSPRITE* pXSightSpr = &xsprite[sprite[gSightSpritesList[i]].extra];
if (!pXSightSpr->Sight || (!pXSightSpr->Interrutable && pXSightSpr->state != pXSightSpr->restState) || pXSightSpr->locked == 1 ||
pXSightSpr->isTriggered) continue; // don't process locked or triggered sprites
int x = sprite[gSightSpritesList[i]].x; int y = sprite[gSightSpritesList[i]].y;
int z = sprite[gSightSpritesList[i]].z; int index = sprite[gSightSpritesList[i]].index;
int sectnum = sprite[gSightSpritesList[i]].sectnum;
for (int a = connecthead; a >= 0; a = connectpoint2[a]) {
spritetype* pPlaySprite = gPlayer[a].pSprite;
if (gPlayer[a].pXSprite->health > 0 && cansee(x, y, z, sectnum, pPlaySprite->x, pPlaySprite->y, pPlaySprite->z, pPlaySprite->sectnum)) {
trTriggerSprite(index, pXSightSpr, kCmdSpriteSight);
break;
}
}
}
}
// process Debris sprites for movement
if (gPhysSpritesCount > 0) {
for (int i = 0; i < gPhysSpritesCount; i++) {
if (gPhysSpritesList[i] == -1) continue;
else if (sprite[gPhysSpritesList[i]].statnum == kStatFree || (sprite[gPhysSpritesList[i]].flags & kHitagFree) != 0) {
gPhysSpritesList[i] = -1;
continue;
}
XSPRITE* pXDebris = &xsprite[sprite[gPhysSpritesList[i]].extra];
if (!(pXDebris->physAttr & kPhysMove) && !(pXDebris->physAttr & kPhysGravity)) {
gPhysSpritesList[i] = -1;
continue;
}
spritetype* pDebris = &sprite[gPhysSpritesList[i]];
XSECTOR* pXSector = (sector[pDebris->sectnum].extra >= 0) ? &xsector[sector[pDebris->sectnum].extra] : NULL;
viewBackupSpriteLoc(pDebris->index, pDebris);
int airVel = gSpriteMass[pDebris->extra].airVel;
if (pXSector != NULL) {
if (pXSector->Underwater) airVel <<= 6;
if (pXSector->panVel != 0) {
int top, bottom;
GetSpriteExtents(pDebris, &top, &bottom);
if (getflorzofslope(pDebris->sectnum, pDebris->x, pDebris->y) <= bottom)
{
int angle = pXSector->panAngle;
int speed = 0;
if (pXSector->panAlways || pXSector->state || pXSector->busy)
{
speed = pXSector->panVel << 9;
if (!pXSector->panAlways && pXSector->busy)
speed = MulScale(speed, pXSector->busy, 16);
}
if (sector[pDebris->sectnum].floorstat & 64)
angle = (angle + GetWallAngle(sector[pDebris->sectnum].wallptr) + 512) & 2047;
int dx = MulScale(speed, Cos(angle), 30);
int dy = MulScale(speed, Sin(angle), 30);
xvel[pDebris->index] += dx;
yvel[pDebris->index] += dy;
}
}
}
actAirDrag(pDebris, airVel);
if (((pDebris->index >> 8) & 15) == (gFrameCount & 15) && (pXDebris->physAttr & kPhysGravity))
pXDebris->physAttr |= kPhysFalling;
if ((pXDebris->physAttr & 4) == 0 && xvel[pDebris->index] == 0 && yvel[pDebris->index] == 0 &&
zvel[pDebris->index] == 0 && velFloor[pDebris->sectnum] == 0 && velCeil[pDebris->sectnum] == 0)
continue;
debrisMove(i);
}
}
}
// this function plays sound predefined in missile info
void sfxPlayMissileSound(spritetype* pSprite, int missileId) {
MISSILEINFO_EXTRA* pMissType = &gMissileInfoExtra[missileId - kMissileBase];
sfxPlay3DSound(pSprite, Chance(0x5000) ? pMissType->fireSound[0] : pMissType->fireSound[1], -1, 0);
}
// this function plays sound predefined in vector info
void sfxPlayVectorSound(spritetype* pSprite, int vectorId) {
VECTORINFO_EXTRA* pVectorData = &gVectorInfoExtra[vectorId];
sfxPlay3DSound(pSprite, Chance(0x5000) ? pVectorData->fireSound[0] : pVectorData->fireSound[1], -1, 0);
}
int getSpriteMassBySize(spritetype* pSprite) {
int mass = 0; int seqId = -1; int clipDist = pSprite->clipdist; Seq* pSeq = NULL;
if (pSprite->extra < 0) {
I_Error("getSpriteMassBySize: pSprite->extra < 0");
} else if (IsDudeSprite(pSprite)) {
switch (pSprite->type) {
case kDudePodMother: // fake dude, no seq
break;
case kDudeModernCustom:
case kDudeModernCustomBurning:
seqId = xsprite[pSprite->extra].data2;
clipDist = gGenDudeExtra[pSprite->index].initVals[2];
break;
default:
seqId = getDudeInfo(pSprite->type)->seqStartID;
break;
}
} else {
seqId = seqGetID(3, pSprite->extra);
}
SPRITEMASS* cached = &gSpriteMass[pSprite->extra];
if (((seqId >= 0 && seqId == cached->seqId) || pSprite->picnum == cached->picnum) && pSprite->xrepeat == cached->xrepeat &&
pSprite->yrepeat == cached->yrepeat && clipDist == cached->clipdist) {
return cached->mass;
}
short picnum = pSprite->picnum;
short massDiv = 30; short addMul = 2; short subMul = 2;
if (seqId >= 0) {
auto pSeq = getSequence(seqId);
if (pSeq)
{
picnum = seqGetTile(&pSeq->frames[0]);
} else
picnum = pSprite->picnum;
}
clipDist = ClipLow(pSprite->clipdist, 1);
short x = tileWidth(picnum); short y = tileHeight(picnum);
short xrepeat = pSprite->xrepeat; short yrepeat = pSprite->yrepeat;
// take surface type into account
switch (tileGetSurfType(pSprite->index + 0xc000)) {
case 1: massDiv = 16; break; // stone
case 2: massDiv = 18; break; // metal
case 3: massDiv = 21; break; // wood
case 4: massDiv = 25; break; // flesh
case 5: massDiv = 28; break; // water
case 6: massDiv = 26; break; // dirt
case 7: massDiv = 27; break; // clay
case 8: massDiv = 35; break; // snow
case 9: massDiv = 22; break; // ice
case 10: massDiv = 37; break; // leaves
case 11: massDiv = 33; break; // cloth
case 12: massDiv = 36; break; // plant
case 13: massDiv = 24; break; // goo
case 14: massDiv = 23; break; // lava
}
mass = ((x + y) * (clipDist / 2)) / massDiv;
if (xrepeat > 64) mass += ((xrepeat - 64) * addMul);
else if (xrepeat < 64 && mass > 0) {
for (int i = 64 - xrepeat; i > 0; i--) {
if ((mass -= subMul) <= 100 && subMul-- <= 1) {
mass -= i;
break;
}
}
}
if (yrepeat > 64) mass += ((yrepeat - 64) * addMul);
else if (yrepeat < 64 && mass > 0) {
for (int i = 64 - yrepeat; i > 0; i--) {
if ((mass -= subMul) <= 100 && subMul-- <= 1) {
mass -= i;
break;
}
}
}
if (mass <= 0) cached->mass = 1 + Random(10);
else cached->mass = ClipRange(mass, 1, 65535);
cached->airVel = ClipRange(400 - cached->mass, 32, 400);
cached->fraction = ClipRange(60000 - (cached->mass << 7), 8192, 60000);
cached->xrepeat = pSprite->xrepeat; cached->yrepeat = pSprite->yrepeat;
cached->picnum = pSprite->picnum; cached->seqId = seqId;
cached->clipdist = pSprite->clipdist;
return cached->mass;
}
int debrisGetIndex(int nSprite) {
if (sprite[nSprite].extra < 0 || xsprite[sprite[nSprite].extra].physAttr == 0)
return -1;
for (int i = 0; i < gPhysSpritesCount; i++) {
if (gPhysSpritesList[i] != nSprite) continue;
return i;
}
return -1;
}
int debrisGetFreeIndex(void) {
for (int i = 0; i < kMaxSuperXSprites; i++) {
if (gPhysSpritesList[i] == -1 || sprite[gPhysSpritesList[i]].statnum == kStatFree) return i;
else if ((sprite[gPhysSpritesList[i]].flags & kHitagFree) || sprite[gPhysSpritesList[i]].extra < 0) return i;
else if (xsprite[sprite[gPhysSpritesList[i]].extra].physAttr == 0) return i;
}
return -1;
}
void debrisConcuss(int nOwner, int listIndex, int x, int y, int z, int dmg) {
spritetype* pSprite = (gPhysSpritesList[listIndex] >= 0) ? &sprite[gPhysSpritesList[listIndex]] : NULL;
if (pSprite != NULL && pSprite->extra >= 0 && pSprite->extra < kMaxXSprites) {
int dx = pSprite->x - x; int dy = pSprite->y - y; int dz = (pSprite->z - z) >> 4;
dmg = scale(0x40000, dmg, 0x40000 + dx * dx + dy * dy + dz * dz);
int size = (tileWidth(pSprite->picnum) * pSprite->xrepeat * tileHeight(pSprite->picnum) * pSprite->yrepeat) >> 1;
if (xsprite[pSprite->extra].physAttr & kPhysDebrisExplode) {
if (gSpriteMass[pSprite->extra].mass > 0) {
int t = scale(dmg, size, gSpriteMass[pSprite->extra].mass);
xvel[pSprite->index] += MulScale(t, dx, 16);
yvel[pSprite->index] += MulScale(t, dy, 16);
zvel[pSprite->index] += MulScale(t, dz, 16);
}
if (pSprite->type >= kThingBase && pSprite->type < kThingMax)
//actPostSprite(pSprite->index, kStatThing); // !!! (does not working here) if it was a thing, return it's statnum back
changespritestat(pSprite->index, kStatThing);
}
actDamageSprite(nOwner, pSprite, DAMAGE_TYPE_3, dmg);
return;
}
}
void debrisMove(int listIndex) {
if (!(sprite[gPhysSpritesList[listIndex]].extra > 0 && sprite[gPhysSpritesList[listIndex]].extra < kMaxXSprites)) {
gPhysSpritesList[listIndex] = -1;
return;
} else if (!(sprite[gPhysSpritesList[listIndex]].sectnum >= 0 && sprite[gPhysSpritesList[listIndex]].sectnum < kMaxSectors)) {
gPhysSpritesList[listIndex] = -1;
return;
}
int nSprite = gPhysSpritesList[listIndex];
int nXSprite = sprite[nSprite].extra; XSPRITE* pXDebris = &xsprite[nXSprite];
spritetype* pSprite = &sprite[nSprite]; int nSector = pSprite->sectnum;
int top, bottom; GetSpriteExtents(pSprite, &top, &bottom);
int moveHit = 0;
//int floorDist = (bottom - pSprite->z) / 4;
//int ceilDist = (pSprite->z - top) / 4;
//int clipDist = pSprite->clipdist << 2;
int tmpFraction = gSpriteMass[pSprite->extra].fraction;
if (sector[nSector].extra >= 0 && xsector[sector[nSector].extra].Underwater)
tmpFraction >>= 1;
if (xvel[pSprite->index] != 0 || yvel[pSprite->index] != 0) {
short oldcstat = pSprite->cstat;
pSprite->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
moveHit = gSpriteHit[nXSprite].hit = ClipMove((int*)&pSprite->x, (int*)&pSprite->y, (int*)&pSprite->z, &nSector, xvel[nSprite] >> 12,
yvel[nSprite] >> 12, pSprite->clipdist << 2, (pSprite->z - top) / 4, (bottom - pSprite->z) / 4, CLIPMASK0);
pSprite->cstat = oldcstat;
assert(nSector >= 0);
if (pSprite->sectnum != nSector) {
assert(nSector >= 0 && nSector < kMaxSectors);
ChangeSpriteSect(nSprite, nSector);
}
if ((gSpriteHit[nXSprite].hit & 0xc000) == 0x8000) {
int nHitWall = gSpriteHit[nXSprite].hit & 0x3fff;
actWallBounceVector((int*)&xvel[nSprite], (int*)&yvel[nSprite], nHitWall, tmpFraction);
}
} else {
assert(nSector >= 0 && nSector < kMaxSectors);
FindSector(pSprite->x, pSprite->y, pSprite->z, &nSector);
}
if (zvel[nSprite])
pSprite->z += zvel[nSprite] >> 8;
int ceilZ, ceilHit, floorZ, floorHit;
GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist << 2, CLIPMASK0);
GetSpriteExtents(pSprite, &top, &bottom);
if ((pXDebris->physAttr & kPhysGravity) && bottom < floorZ) {
pSprite->z += 455;
zvel[nSprite] += 58254;
}
int warp = CheckLink(pSprite);
if (warp != 0) {
GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist << 2, CLIPMASK0);
if (!(pSprite->cstat & CSTAT_SPRITE_INVISIBLE)) {
switch (warp) {
case kMarkerUpWater:
case kMarkerUpGoo:
int pitch = (150000 - (gSpriteMass[pSprite->extra].mass << 9)) + Random3(8192);
sfxPlay3DSoundCP(pSprite, 720, -1, 0, pitch, 75 - Random(40));
if (sector[pSprite->sectnum].extra < 0 || !xsector[sector[pSprite->sectnum].extra].Underwater)
evKill(pSprite->index, 3, kCallbackEnemeyBubble);
else {
if (Chance(0x8000))
evPost(pSprite->index, 3, 0, kCallbackEnemeyBubble);
for (int i = 2; i <= 5; i++) {
if (Chance(0x3000 * i))
evPost(pSprite->index, 3, 0, kCallbackEnemeyBubble);
}
}
break;
}
}
}
GetSpriteExtents(pSprite, &top, &bottom);
if ((floorHit & 0xe000) == 0xc000) {
if ((sprite[floorHit & 0x1fff].cstat & 0x30) == 0x20)
if (abs(bottom - floorZ) < 1024) floorZ -= 1024;
}
if (bottom >= floorZ) {
gSpriteHit[nXSprite].florhit = floorHit;
pSprite->z += floorZ - bottom;
int v20 = zvel[nSprite] - velFloor[pSprite->sectnum];
if (v20 > 0) {
pXDebris->physAttr |= kPhysFalling;
actFloorBounceVector((int*)&xvel[nSprite], (int*)&yvel[nSprite], (int*)&v20, pSprite->sectnum, tmpFraction);
zvel[nSprite] = v20;
if (velFloor[pSprite->sectnum] == 0 && abs(zvel[nSprite]) < 0x10000) {
zvel[nSprite] = 0;
pXDebris->physAttr &= ~kPhysFalling;
}
moveHit = 0x4000 | nSector;
} else if (zvel[nSprite] == 0)
pXDebris->physAttr &= ~kPhysFalling;
} else {
gSpriteHit[nXSprite].florhit = 0;
if (pXDebris->physAttr & kPhysGravity)
pXDebris->physAttr |= kPhysFalling;
}
if (top <= ceilZ) {
gSpriteHit[nXSprite].ceilhit = ceilHit;
pSprite->z += ClipLow(ceilZ - top, 0);
if (zvel[nSprite] < 0)
{
xvel[nSprite] = MulScale(xvel[nSprite], 0xc000, 16);
yvel[nSprite] = MulScale(yvel[nSprite], 0xc000, 16);
zvel[nSprite] = MulScale(-zvel[nSprite], 0x4000, 16);
}
} else {
gSpriteHit[nXSprite].ceilhit = 0;
}
if (bottom >= floorZ) {
int nVel = approxDist(xvel[nSprite], yvel[nSprite]);
int nVelClipped = ClipHigh(nVel, 0x11111);
if ((floorHit & 0xc000) == 0xc000) {
int nHitSprite = floorHit & 0x3fff;
if ((sprite[nHitSprite].cstat & 0x30) == 0)
{
xvel[nSprite] += MulScale(4, pSprite->x - sprite[nHitSprite].x, 2);
yvel[nSprite] += MulScale(4, pSprite->y - sprite[nHitSprite].y, 2);
moveHit = gSpriteHit[nXSprite].hit;
}
}
if (nVel > 0)
{
int t = DivScale(nVelClipped, nVel, 16);
xvel[nSprite] -= MulScale(t, xvel[nSprite], 16);
yvel[nSprite] -= MulScale(t, yvel[nSprite], 16);
}
}
if (xvel[nSprite] || yvel[nSprite])
pSprite->ang = getangle(xvel[nSprite], yvel[nSprite]);
if (moveHit != 0 && pXDebris->Impact && pXDebris->locked != 1 && !pXDebris->isTriggered) {
if (!pXDebris->Interrutable && pXDebris->state != pXDebris->restState) return;
if (pSprite->type >= kThingBase && pSprite->type < kThingMax)
// if thing was turned in debris, change it's stat back so it will do on impact what it supposed to do...
//actPostSprite(nSprite, kStatThing); // !!!! not working here for some reason
changespritestat(nSprite, kStatThing);
if (pXDebris->state == 1) trTriggerSprite(pSprite->index, pXDebris, kCmdOff);
else trTriggerSprite(pSprite->index, pXDebris, kCmdOn);
}
}
bool ceilIsTooLow(spritetype* pSprite) {
if (pSprite != NULL) {
sectortype* pSector = &sector[pSprite->sectnum];
int a = pSector->ceilingz - pSector->floorz;
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
int b = top - bottom;
if (a > b) return true;
}
return false;
}
void aiSetGenIdleState(spritetype* pSprite, XSPRITE* pXSprite)
{
auto actor = &bloodActors[pXSprite->reference];
switch (pSprite->type) {
case kDudeModernCustom:
case kDudeModernCustomBurning:
aiGenDudeNewState(pSprite, &genIdle);
break;
default:
aiNewState(actor, &genIdle);
break;
}
}
// this function stops wind on all TX sectors affected by WindGen after it goes off state.
void windGenStopWindOnSectors(XSPRITE* pXSource) {
spritetype* pSource = &sprite[pXSource->reference];
if (pXSource->txID <= 0 && xsectRangeIsFine(sector[pSource->sectnum].extra)) {
xsector[sector[pSource->sectnum].extra].windVel = 0;
return;
}
for (int i = bucketHead[pXSource->txID]; i < bucketHead[pXSource->txID + 1]; i++) {
if (rxBucket[i].type != OBJ_SECTOR) continue;
XSECTOR* pXSector = &xsector[sector[rxBucket[i].index].extra];
if ((pXSector->state == 1 && !pXSector->windAlways)
|| ((pSource->flags & kModernTypeFlag1) && !(pSource->flags & kModernTypeFlag2))) {
pXSector->windVel = 0;
}
}
// check redirected TX buckets
int rx = -1; XSPRITE* pXRedir = NULL;
while ((pXRedir = evrListRedirectors(OBJ_SPRITE, sprite[pXSource->reference].extra, pXRedir, &rx)) != NULL) {
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) {
if (rxBucket[i].type != OBJ_SECTOR) continue;
XSECTOR* pXSector = &xsector[sector[rxBucket[i].index].extra];
if ((pXSector->state == 1 && !pXSector->windAlways) || (pSource->flags & kModernTypeFlag2))
pXSector->windVel = 0;
}
}
}
- 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
void trPlayerCtrlStartScene(XSPRITE* pXSource, PLAYER* pPlayer, bool force) {
- 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
int nSource = pXSource->reference; TRPLAYERCTRL* pCtrl = &gPlayerCtrl[pPlayer->nPlayer];
if (pCtrl->qavScene.index >= 0 && !force) return;
QAV* pQav = playerQavSceneLoad(pXSource->data2);
if (pQav != NULL) {
// save current weapon
pXSource->dropMsg = pPlayer->curWeapon;
short nIndex = pCtrl->qavScene.index;
if (nIndex > -1 && nIndex != nSource && sprite[nIndex].extra >= 0)
pXSource->dropMsg = xsprite[sprite[nIndex].extra].dropMsg;
if (nIndex < 0)
WeaponLower(pPlayer);
pXSource->sysData1 = ClipLow((pQav->duration * pXSource->waitTime) / 4, 0); // how many times animation should be played
pCtrl->qavScene.index = nSource;
pCtrl->qavScene.qavResrc = pQav;
pCtrl->qavScene.dummy = -1;
//pCtrl->qavScene.qavResrc->Preload();
pPlayer->sceneQav = pXSource->data2;
pPlayer->weaponTimer = pCtrl->qavScene.qavResrc->duration;
pPlayer->qavCallback = (pXSource->data3 > 0) ? ClipRange(pXSource->data3 - 1, 0, 32) : -1;
pPlayer->qavLoop = false;
}
}
- 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
void trPlayerCtrlStopScene(PLAYER* pPlayer) {
TRPLAYERCTRL* pCtrl = &gPlayerCtrl[pPlayer->nPlayer];
- 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
int scnIndex = pCtrl->qavScene.index; XSPRITE* pXSource = NULL;
if (spriRangeIsFine(scnIndex)) {
pXSource = &xsprite[sprite[scnIndex].extra];
pXSource->sysData1 = 0;
}
- 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
if (pCtrl->qavScene.index >= 0) {
pCtrl->qavScene.index = -1;
pCtrl->qavScene.qavResrc = NULL;
pPlayer->sceneQav = -1;
// restore weapon
if (pPlayer->pXSprite->health > 0) {
- 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
int oldWeapon = (pXSource && pXSource->dropMsg != 0) ? pXSource->dropMsg : 1;
pPlayer->newWeapon = pPlayer->curWeapon = oldWeapon;
WeaponRaise(pPlayer);
}
- 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
}
}
void trPlayerCtrlLink(XSPRITE* pXSource, PLAYER* pPlayer, bool checkCondition) {
- 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
// save player's sprite index to let the tracking condition know it after savegame loading...
pXSource->sysData1 = pPlayer->nSprite;
pPlayer->pXSprite->txID = pXSource->txID;
pPlayer->pXSprite->command = kCmdToggle;
pPlayer->pXSprite->triggerOn = pXSource->triggerOn;
pPlayer->pXSprite->triggerOff = pXSource->triggerOff;
pPlayer->pXSprite->busyTime = pXSource->busyTime;
pPlayer->pXSprite->waitTime = pXSource->waitTime;
pPlayer->pXSprite->restState = pXSource->restState;
pPlayer->pXSprite->Push = pXSource->Push;
pPlayer->pXSprite->Impact = pXSource->Impact;
pPlayer->pXSprite->Vector = pXSource->Vector;
pPlayer->pXSprite->Touch = pXSource->Touch;
pPlayer->pXSprite->Sight = pXSource->Sight;
pPlayer->pXSprite->Proximity = pXSource->Proximity;
pPlayer->pXSprite->Decoupled = pXSource->Decoupled;
pPlayer->pXSprite->Interrutable = pXSource->Interrutable;
pPlayer->pXSprite->DudeLockout = pXSource->DudeLockout;
pPlayer->pXSprite->data1 = pXSource->data1;
pPlayer->pXSprite->data2 = pXSource->data2;
pPlayer->pXSprite->data3 = pXSource->data3;
pPlayer->pXSprite->data4 = pXSource->data4;
pPlayer->pXSprite->key = pXSource->key;
pPlayer->pXSprite->dropMsg = pXSource->dropMsg;
// let's check if there is tracking condition expecting objects with this TX id
if (checkCondition && pXSource->txID >= kChannelUser) {
for (int i = 0; i < gTrackingCondsCount; i++) {
TRCONDITION* pCond = &gCondition[i];
if (xsprite[pCond->xindex].rxID != pXSource->txID)
continue;
// search for player control sprite and replace it with actual player sprite
for (int k = 0; k < pCond->length; k++) {
if (pCond->obj[k].type != OBJ_SPRITE || pCond->obj[k].index != pXSource->reference) continue;
pCond->obj[k].index = pPlayer->nSprite;
pCond->obj[k].cmd = pPlayer->pXSprite->command;
break;
}
}
}
}
void trPlayerCtrlSetRace(XSPRITE* pXSource, PLAYER* pPlayer) {
playerSetRace(pPlayer, pXSource->data2);
switch (pPlayer->lifeMode) {
case kModeHuman:
case kModeBeast:
playerSizeReset(pPlayer);
break;
case kModeHumanShrink:
playerSizeShrink(pPlayer, 2);
break;
case kModeHumanGrown:
playerSizeGrow(pPlayer, 2);
break;
}
}
void trPlayerCtrlSetMoveSpeed(XSPRITE* pXSource, PLAYER* pPlayer) {
- 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
int speed = ClipRange(pXSource->data2, 0, 500);
for (int i = 0; i < kModeMax; i++) {
for (int a = 0; a < kPostureMax; a++) {
- 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
POSTURE* curPosture = &pPlayer->pPosture[i][a]; POSTURE* defPosture = &gPostureDefaults[i][a];
curPosture->frontAccel = (defPosture->frontAccel * speed) / kPercFull;
curPosture->sideAccel = (defPosture->sideAccel * speed) / kPercFull;
curPosture->backAccel = (defPosture->backAccel * speed) / kPercFull;
}
}
}
void trPlayerCtrlSetJumpHeight(XSPRITE* pXSource, PLAYER* pPlayer) {
- 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
int jump = ClipRange(pXSource->data3, 0, 500);
for (int i = 0; i < kModeMax; i++) {
- 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
POSTURE* curPosture = &pPlayer->pPosture[i][kPostureStand]; POSTURE* defPosture = &gPostureDefaults[i][kPostureStand];
curPosture->normalJumpZ = (defPosture->normalJumpZ * jump) / kPercFull;
curPosture->pwupJumpZ = (defPosture->pwupJumpZ * jump) / kPercFull;
}
}
void trPlayerCtrlSetScreenEffect(XSPRITE* pXSource, PLAYER* pPlayer) {
- 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
int eff = ClipLow(pXSource->data2, 0); int time = (eff > 0) ? pXSource->data3 : 0;
switch (eff) {
case 0: // clear all
case 1: // tilting
- 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
pPlayer->tiltEffect = ClipRange(time, 0, 220);
if (eff) break;
fallthrough__;
case 2: // pain
- 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
pPlayer->painEffect = ClipRange(time, 0, 2048);
if (eff) break;
fallthrough__;
case 3: // blind
- 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
pPlayer->blindEffect = ClipRange(time, 0, 2048);
if (eff) break;
fallthrough__;
case 4: // pickup
- 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
pPlayer->pickupEffect = ClipRange(time, 0, 2048);
if (eff) break;
fallthrough__;
case 5: // quakeEffect
- 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
pPlayer->quakeEffect = ClipRange(time, 0, 2048);
if (eff) break;
fallthrough__;
case 6: // visibility
- 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
pPlayer->visibility = ClipRange(time, 0, 2048);
if (eff) break;
fallthrough__;
case 7: // delirium
- 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
pPlayer->pwUpTime[kPwUpDeliriumShroom] = ClipHigh(time << 1, 432000);
break;
}
}
void trPlayerCtrlSetLookAngle(XSPRITE* pXSource, PLAYER* pPlayer)
{
int look = pXSource->data2 << 5;
if (abs(look) > 0)
{
if (pPlayer->horizon.horiz.asq16() != 0)
{
// move horiz back to 0
pPlayer->horizon.horiz += q16horiz(xs_CRoundToInt(-pPlayer->horizon.horiz.asq16() * (1. / 3.)));
}
}
else
{
pPlayer->horizon.horiz = q16horiz(0);
}
}
void trPlayerCtrlEraseStuff(XSPRITE* pXSource, PLAYER* pPlayer) {
switch (pXSource->data2) {
case 0: // erase all
fallthrough__;
case 1: // erase weapons
WeaponLower(pPlayer);
for (int i = 0; i < 14; i++) {
pPlayer->hasWeapon[i] = false;
// also erase ammo
if (i < 12) pPlayer->ammoCount[i] = 0;
}
pPlayer->hasWeapon[1] = true;
pPlayer->curWeapon = 0;
pPlayer->nextWeapon = 1;
WeaponRaise(pPlayer);
if (pXSource->data2) break;
fallthrough__;
case 2: // erase all armor
for (int i = 0; i < 3; i++) pPlayer->armor[i] = 0;
if (pXSource->data2) break;
fallthrough__;
case 3: // erase all pack items
for (int i = 0; i < 5; i++) {
pPlayer->packSlots[i].isActive = false;
pPlayer->packSlots[i].curAmount = 0;
}
pPlayer->packItemId = -1;
if (pXSource->data2) break;
fallthrough__;
case 4: // erase all keys
for (int i = 0; i < 8; i++) pPlayer->hasKey[i] = false;
if (pXSource->data2) break;
fallthrough__;
case 5: // erase powerups
for (int i = 0; i < kMaxPowerUps; i++) pPlayer->pwUpTime[i] = 0;
if (pXSource->data2) break;
2020-05-22 18:31:21 +00:00
//fallthrough__;
}
}
void trPlayerCtrlGiveStuff(XSPRITE* pXSource, PLAYER* pPlayer, TRPLAYERCTRL* pCtrl) {
- 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
int weapon = pXSource->data3;
switch (pXSource->data2) {
case 1: // give N weapon and default ammo for it
case 2: // give just N ammo for selected weapon
- 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
if (weapon <= 0 || weapon > 13) {
Printf(PRINT_HIGH, "Weapon #%d is out of a weapons range!", weapon);
- 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
break;
} else if (pXSource->data2 == 2 && pXSource->data4 == 0) {
Printf(PRINT_HIGH, "Zero ammo for weapon #%d is specified!", weapon);
- 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
break;
}
switch (weapon) {
case 11: // remote bomb
case 12: // prox bomb
pPlayer->hasWeapon[weapon] = true;
weapon--;
pPlayer->ammoCount[weapon] = ClipHigh(pPlayer->ammoCount[weapon] + ((pXSource->data2 == 2) ? pXSource->data4 : 1), gAmmoInfo[weapon].max);
weapon++;
break;
default:
for (int i = 0; i < 11; i++) {
if (gWeaponItemData[i].type != weapon) continue;
2020-05-22 16:35:25 +00:00
const WEAPONITEMDATA* pWeaponData = &gWeaponItemData[i];
int nAmmoType = pWeaponData->ammoType;
- 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
switch (pXSource->data2) {
case 1:
pPlayer->hasWeapon[weapon] = true;
if (pPlayer->ammoCount[nAmmoType] >= pWeaponData->count) break;
pPlayer->ammoCount[nAmmoType] = ClipHigh(pPlayer->ammoCount[nAmmoType] + pWeaponData->count, gAmmoInfo[nAmmoType].max);
- 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
break;
case 2:
pPlayer->ammoCount[nAmmoType] = ClipHigh(pPlayer->ammoCount[nAmmoType] + pXSource->data4, gAmmoInfo[nAmmoType].max);
break;
}
- 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
break;
}
break;
}
if (pPlayer->hasWeapon[weapon] && pXSource->data4 == 0) { // switch on it
pPlayer->nextWeapon = 0;
if (pPlayer->sceneQav >= 0 && spriRangeIsFine(pCtrl->qavScene.index)) {
XSPRITE* pXScene = &xsprite[sprite[pCtrl->qavScene.index].extra];
- 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
pXScene->dropMsg = weapon;
} else if (pPlayer->curWeapon != weapon) {
pPlayer->newWeapon = weapon;
WeaponRaise(pPlayer);
}
}
break;
}
}
- 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
void trPlayerCtrlUsePackItem(XSPRITE* pXSource, PLAYER* pPlayer, int evCmd) {
unsigned int invItem = pXSource->data2 - 1;
- 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
switch (evCmd) {
case kCmdOn:
if (!pPlayer->packSlots[invItem].isActive) packUseItem(pPlayer, invItem);
break;
case kCmdOff:
if (pPlayer->packSlots[invItem].isActive) packUseItem(pPlayer, invItem);
break;
default:
packUseItem(pPlayer, invItem);
- 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
break;
}
- 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
switch (pXSource->data4) {
case 2: // both
case 0: // switch on it
if (pPlayer->packSlots[invItem].curAmount > 0) pPlayer->packItemId = invItem;
if (!pXSource->data4) break;
fallthrough__;
case 1: // force remove after use
pPlayer->packSlots[invItem].isActive = false;
pPlayer->packSlots[invItem].curAmount = 0;
- 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
break;
}
}
void useObjResizer(XSPRITE* pXSource, short objType, int objIndex) {
switch (objType) {
// for sectors
case 6:
if (valueIsBetween(pXSource->data1, -1, 32767))
sector[objIndex].floorxpan_ = ClipRange(pXSource->data1, 0, 255);
if (valueIsBetween(pXSource->data2, -1, 32767))
sector[objIndex].floorypan_ = ClipRange(pXSource->data2, 0, 255);
if (valueIsBetween(pXSource->data3, -1, 32767))
sector[objIndex].ceilingxpan_ = ClipRange(pXSource->data3, 0, 255);
if (valueIsBetween(pXSource->data4, -1, 65535))
sector[objIndex].ceilingypan_ = ClipRange(pXSource->data4, 0, 255);
break;
// for sprites
case 3:
// resize by seq scaling
if (sprite[pXSource->reference].flags & kModernTypeFlag1) {
if (valueIsBetween(pXSource->data1, -255, 32767)) {
int mulDiv = (valueIsBetween(pXSource->data2, 0, 257)) ? pXSource->data2 : 256;
if (pXSource->data1 > 0) xsprite[sprite[objIndex].extra].scale = mulDiv * ClipHigh(pXSource->data1, 25);
else if (pXSource->data1 < 0) xsprite[sprite[objIndex].extra].scale = mulDiv / ClipHigh(abs(pXSource->data1), 25);
else xsprite[sprite[objIndex].extra].scale = 0;
// request properties update for custom dude
switch (sprite[objIndex].type) {
case kDudeModernCustom:
case kDudeModernCustomBurning:
gGenDudeExtra[objIndex].updReq[kGenDudePropertySpriteSize] = true;
gGenDudeExtra[objIndex].updReq[kGenDudePropertyAttack] = true;
gGenDudeExtra[objIndex].updReq[kGenDudePropertyMass] = true;
gGenDudeExtra[objIndex].updReq[kGenDudePropertyDmgScale] = true;
evPost(objIndex, 3, kGenDudeUpdTimeRate, kCallbackGenDudeUpdate);
break;
}
}
// resize by repeats
} else {
if (valueIsBetween(pXSource->data1, -1, 32767))
sprite[objIndex].xrepeat = ClipRange(pXSource->data1, 0, 255);
if (valueIsBetween(pXSource->data2, -1, 32767))
sprite[objIndex].yrepeat = ClipRange(pXSource->data2, 0, 255);
}
if (valueIsBetween(pXSource->data3, -1, 32767))
sprite[objIndex].xoffset = ClipRange(pXSource->data3, 0, 255);
if (valueIsBetween(pXSource->data4, -1, 65535))
sprite[objIndex].yoffset = ClipRange(pXSource->data4, 0, 255);
break;
case OBJ_WALL:
if (valueIsBetween(pXSource->data1, -1, 32767))
wall[objIndex].xrepeat = ClipRange(pXSource->data1, 0, 255);
if (valueIsBetween(pXSource->data2, -1, 32767))
wall[objIndex].yrepeat = ClipRange(pXSource->data2, 0, 255);
if (valueIsBetween(pXSource->data3, -1, 32767))
2020-11-26 07:38:59 +00:00
wall[objIndex].xpan_ = ClipRange(pXSource->data3, 0, 255);
if (valueIsBetween(pXSource->data4, -1, 65535))
2020-11-26 07:38:59 +00:00
wall[objIndex].ypan_ = ClipRange(pXSource->data4, 0, 255);
break;
}
}
void usePropertiesChanger(XSPRITE* pXSource, short objType, int objIndex) {
spritetype* pSource = &sprite[pXSource->reference];
switch (objType) {
case OBJ_WALL: {
walltype* pWall = &wall[objIndex]; int old = -1;
// data3 = set wall hitag
if (valueIsBetween(pXSource->data3, -1, 32767)) {
if ((pSource->flags & kModernTypeFlag1)) pWall->hitag = pWall->hitag |= pXSource->data3;
else pWall->hitag = pXSource->data3;
}
// data4 = set wall cstat
if (valueIsBetween(pXSource->data4, -1, 65535)) {
old = pWall->cstat;
// set new cstat
if ((pSource->flags & kModernTypeFlag1)) pWall->cstat = pWall->cstat |= pXSource->data4; // relative
else pWall->cstat = pXSource->data4; // absolute
// and hanlde exceptions
if ((old & 0x2) && !(pWall->cstat & 0x2)) pWall->cstat |= 0x2; // kWallBottomSwap
if ((old & 0x4) && !(pWall->cstat & 0x4)) pWall->cstat |= 0x4; // kWallBottomOrg, kWallOutsideOrg
if ((old & 0x20) && !(pWall->cstat & 0x20)) pWall->cstat |= 0x20; // kWallOneWay
if (old & 0xc000) {
if (!(pWall->cstat & 0xc000))
pWall->cstat |= 0xc000; // kWallMoveMask
if ((old & 0x0) && !(pWall->cstat & 0x0)) pWall->cstat |= 0x0; // kWallMoveNone
else if ((old & 0x4000) && !(pWall->cstat & 0x4000)) pWall->cstat |= 0x4000; // kWallMoveForward
else if ((old & 0x8000) && !(pWall->cstat & 0x8000)) pWall->cstat |= 0x8000; // kWallMoveBackward
}
}
}
break;
case OBJ_SPRITE: {
spritetype* pSprite = &sprite[objIndex]; bool thing2debris = false;
XSPRITE* pXSprite = &xsprite[pSprite->extra]; int old = -1;
// data3 = set sprite hitag
if (valueIsBetween(pXSource->data3, -1, 32767)) {
old = pSprite->flags;
// set new hitag
if ((pSource->flags & kModernTypeFlag1)) pSprite->flags = pSource->flags |= pXSource->data3; // relative
else pSprite->flags = pXSource->data3; // absolute
// and handle exceptions
if ((old & kHitagFree) && !(pSprite->flags & kHitagFree)) pSprite->flags |= kHitagFree;
if ((old & kHitagRespawn) && !(pSprite->flags & kHitagRespawn)) pSprite->flags |= kHitagRespawn;
// prepare things for different (debris) physics.
if (pSprite->statnum == kStatThing && debrisGetFreeIndex() >= 0) thing2debris = true;
}
// data2 = sprite physics settings
if ((pXSource->data2 >= 0 && pXSource->data3 <= 33) || thing2debris) {
switch (pSprite->statnum) {
case kStatDude: // dudes already treating in game
case kStatFree:
case kStatMarker:
case kStatPathMarker: // path marker
break;
default:
// store physics attributes in xsprite to avoid setting hitag for modern types!
int flags = (pXSprite->physAttr != 0) ? pXSprite->physAttr : 0;
if (thing2debris) {
// converting thing to debris
if ((pSprite->flags & kPhysMove) != 0) flags |= kPhysMove;
else flags &= ~kPhysMove;
if ((pSprite->flags & kPhysGravity) != 0) flags |= (kPhysGravity | kPhysFalling);
else flags &= ~(kPhysGravity | kPhysFalling);
pSprite->flags &= ~(kPhysMove | kPhysGravity | kPhysFalling);
xvel[objIndex] = yvel[objIndex] = zvel[objIndex] = 0; pXSprite->restState = pXSprite->state;
} else {
// first digit of data2: set main physics attributes
switch (pXSource->data2) {
case 0:
flags &= ~kPhysMove;
flags &= ~(kPhysGravity | kPhysFalling);
break;
case 1: case 10: case 11: case 12: case 13:
flags |= kPhysMove;
flags &= ~(kPhysGravity | kPhysFalling);
break;
case 2: case 20: case 21: case 22: case 23:
flags &= ~kPhysMove;
flags |= (kPhysGravity | kPhysFalling);
break;
case 3: case 30: case 31: case 32: case 33:
flags |= kPhysMove;
flags |= (kPhysGravity | kPhysFalling);
break;
}
// second digit of data2: set physics flags
switch (pXSource->data2) {
case 0: case 1: case 2: case 3:
case 10: case 20: case 30:
flags &= ~kPhysDebrisVector;
flags &= ~kPhysDebrisExplode;
break;
case 11: case 21: case 31:
flags |= kPhysDebrisVector;
flags &= ~kPhysDebrisExplode;
break;
case 12: case 22: case 32:
flags &= ~kPhysDebrisVector;
flags |= kPhysDebrisExplode;
break;
case 13: case 23: case 33:
flags |= kPhysDebrisVector;
flags |= kPhysDebrisExplode;
break;
}
}
int nIndex = debrisGetIndex(objIndex); // check if there is no sprite in list
// adding physics sprite in list
if ((flags & kPhysGravity) != 0 || (flags & kPhysMove) != 0) {
if (nIndex != -1) pXSprite->physAttr = flags; // just update physics attributes
else if ((nIndex = debrisGetFreeIndex()) < 0)
viewSetSystemMessage("Max (%d) Physics affected sprites reached!", kMaxSuperXSprites);
else {
pXSprite->physAttr = flags; // update physics attributes
// allow things to became debris, so they use different physics...
if (pSprite->statnum == kStatThing) changespritestat(objIndex, 0);
//actPostSprite(nDest, kStatDecoration); // !!!! not working here for some reason
gPhysSpritesList[nIndex] = objIndex;
if (nIndex >= gPhysSpritesCount) gPhysSpritesCount++;
getSpriteMassBySize(pSprite); // create physics cache
}
// removing physics from sprite in list (don't remove sprite from list)
} else if (nIndex != -1) {
pXSprite->physAttr = flags;
xvel[objIndex] = yvel[objIndex] = zvel[objIndex] = 0;
if (pSprite->lotag >= kThingBase && pSprite->lotag < kThingMax)
changespritestat(objIndex, kStatThing); // if it was a thing - restore statnum
}
break;
}
}
// data4 = sprite cstat
if (valueIsBetween(pXSource->data4, -1, 65535)) {
old = pSprite->cstat;
// set new cstat
- 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
if ((pSource->flags & kModernTypeFlag1)) pSprite->cstat |= pXSource->data4; // relative
else pSprite->cstat = pXSource->data4; // absolute
// and handle exceptions
if ((old & 0x1000) && !(pSprite->cstat & 0x1000)) pSprite->cstat |= 0x1000; //kSpritePushable
if ((old & 0x80) && !(pSprite->cstat & 0x80)) pSprite->cstat |= 0x80; // kSpriteOriginAlign
if (old & 0x6000) {
if (!(pSprite->cstat & 0x6000))
pSprite->cstat |= 0x6000; // kSpriteMoveMask
if ((old & 0x0) && !(pSprite->cstat & 0x0)) pSprite->cstat |= 0x0; // kSpriteMoveNone
else if ((old & 0x2000) && !(pSprite->cstat & 0x2000)) pSprite->cstat |= 0x2000; // kSpriteMoveForward, kSpriteMoveFloor
else if ((old & 0x4000) && !(pSprite->cstat & 0x4000)) pSprite->cstat |= 0x4000; // kSpriteMoveReverse, kSpriteMoveCeiling
}
}
}
break;
case OBJ_SECTOR: {
- 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
sectortype* pSector = &sector[objIndex];
XSECTOR* pXSector = &xsector[sector[objIndex].extra];
// data1 = sector underwater status and depth level
- 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
if (pXSource->data1 >= 0 && pXSource->data1 < 2) {
pXSector->Underwater = (pXSource->data1) ? true : false;
spritetype* pLower = (gLowerLink[objIndex] >= 0) ? &sprite[gLowerLink[objIndex]] : NULL;
XSPRITE* pXLower = NULL; spritetype* pUpper = NULL; XSPRITE* pXUpper = NULL;
if (pLower) {
pXLower = &xsprite[pLower->extra];
// must be sure we found exact same upper link
for (int i = 0; i < kMaxSectors; i++) {
if (gUpperLink[i] < 0 || xsprite[sprite[gUpperLink[i]].extra].data1 != pXLower->data1) continue;
pUpper = &sprite[gUpperLink[i]]; pXUpper = &xsprite[pUpper->extra];
break;
}
}
// treat sectors that have links, so warp can detect underwater status properly
if (pLower) {
if (pXSector->Underwater) {
switch (pLower->type) {
case kMarkerLowStack:
case kMarkerLowLink:
pXLower->sysData1 = pLower->type;
pLower->type = kMarkerLowWater;
break;
default:
if (pSector->ceilingpicnum < 4080 || pSector->ceilingpicnum > 4095) pXLower->sysData1 = kMarkerLowLink;
else pXLower->sysData1 = kMarkerLowStack;
break;
}
}
else if (pXLower->sysData1 > 0) pLower->type = pXLower->sysData1;
else if (pSector->ceilingpicnum < 4080 || pSector->ceilingpicnum > 4095) pLower->type = kMarkerLowLink;
else pLower->type = kMarkerLowStack;
}
if (pUpper) {
if (pXSector->Underwater) {
switch (pUpper->type) {
case kMarkerUpStack:
case kMarkerUpLink:
pXUpper->sysData1 = pUpper->type;
pUpper->type = kMarkerUpWater;
break;
default:
if (pSector->floorpicnum < 4080 || pSector->floorpicnum > 4095) pXUpper->sysData1 = kMarkerUpLink;
else pXUpper->sysData1 = kMarkerUpStack;
break;
}
}
else if (pXUpper->sysData1 > 0) pUpper->type = pXUpper->sysData1;
else if (pSector->floorpicnum < 4080 || pSector->floorpicnum > 4095) pUpper->type = kMarkerUpLink;
else pUpper->type = kMarkerUpStack;
}
// search for dudes in this sector and change their underwater status
int nSprite;
SectIterator it(objIndex);
while ((nSprite = it.NextIndex()) >= 0)
{
- 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
spritetype* pSpr = &sprite[nSprite];
if (pSpr->statnum != kStatDude || !IsDudeSprite(pSpr) || !xspriRangeIsFine(pSpr->extra))
continue;
PLAYER* pPlayer = getPlayerById(pSpr->type);
if (pXSector->Underwater) {
if (pLower)
xsprite[pSpr->extra].medium = (pLower->type == kMarkerUpGoo) ? kMediumGoo : kMediumWater;
if (pPlayer) {
int waterPal = kMediumWater;
if (pLower) {
if (pXLower->data2 > 0) waterPal = pXLower->data2;
else if (pLower->type == kMarkerUpGoo) waterPal = kMediumGoo;
}
pPlayer->nWaterPal = waterPal;
pPlayer->posture = kPostureSwim;
pPlayer->pXSprite->burnTime = 0;
}
} else {
xsprite[pSpr->extra].medium = kMediumNormal;
if (pPlayer) {
pPlayer->posture = (!(pPlayer->input.actions & SB_CROUCH)) ? kPostureStand : kPostureCrouch;
- 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
pPlayer->nWaterPal = 0;
}
}
}
}
else if (pXSource->data1 > 9) pXSector->Depth = 7;
else if (pXSource->data1 > 1) pXSector->Depth = pXSource->data1 - 2;
// data2 = sector visibility
- 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
if (valueIsBetween(pXSource->data2, -1, 32767))
sector[objIndex].visibility = ClipRange(pXSource->data2, 0 , 234);
// data3 = sector ceil cstat
if (valueIsBetween(pXSource->data3, -1, 32767)) {
- 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
if ((pSource->flags & kModernTypeFlag1)) sector[objIndex].ceilingstat |= pXSource->data3;
else sector[objIndex].ceilingstat = pXSource->data3;
}
// data4 = sector floor cstat
if (valueIsBetween(pXSource->data4, -1, 65535)) {
- 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
if ((pSource->flags & kModernTypeFlag1)) sector[objIndex].floorstat |= pXSource->data4;
else sector[objIndex].floorstat = pXSource->data4;
}
}
break;
// no TX id
case -1:
// data2 = global visibility
if (valueIsBetween(pXSource->data2, -1, 32767))
gVisibility = ClipRange(pXSource->data2, 0, 4096);
break;
}
}
void useTeleportTarget(XSPRITE* pXSource, spritetype* pSprite) {
spritetype* pSource = &sprite[pXSource->reference]; PLAYER* pPlayer = getPlayerById(pSprite->type);
XSECTOR* pXSector = (sector[pSource->sectnum].extra >= 0) ? &xsector[sector[pSource->sectnum].extra] : NULL;
bool isDude = (!pPlayer && IsDudeSprite(pSprite));
if (pSprite->sectnum != pSource->sectnum)
changespritesect(pSprite->index, pSource->sectnum);
pSprite->x = pSource->x; pSprite->y = pSource->y; pSprite->z = pSource->z;
// make sure sprites aren't in the floor or ceiling
int zTop, zBot; GetSpriteExtents(pSprite, &zTop, &zBot);
pSprite->z += ClipLow(sector[pSprite->sectnum].ceilingz - zTop, 0);
pSprite->z += ClipHigh(sector[pSprite->sectnum].floorz - zBot, 0);
if (pSource->flags & kModernTypeFlag1) // force telefrag
TeleFrag(pSprite->index, pSource->sectnum);
if (pSprite->flags & kPhysGravity)
pSprite->flags |= kPhysFalling;
if (pXSector) {
if (pXSector->Enter && (pPlayer || (isDude && !pXSector->dudeLockout)))
trTriggerSector(pSource->sectnum, pXSector, kCmdSectorEnter);
if (pXSector->Underwater) {
- 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
spritetype* pLink = (gLowerLink[pSource->sectnum] >= 0) ? &sprite[gLowerLink[pSource->sectnum]] : NULL;
if (pLink) {
// must be sure we found exact same upper link
for (int i = 0; i < kMaxSectors; i++) {
- 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
if (gUpperLink[i] < 0 || xsprite[sprite[gUpperLink[i]].extra].data1 != xsprite[pLink->extra].data1) continue;
pLink = &sprite[gUpperLink[i]];
break;
}
}
if (pLink)
xsprite[pSprite->extra].medium = (pLink->type == kMarkerUpGoo) ? kMediumGoo : kMediumWater;
if (pPlayer) {
int waterPal = kMediumWater;
if (pLink) {
if (xsprite[pLink->extra].data2 > 0) waterPal = xsprite[pLink->extra].data2;
else if (pLink->type == kMarkerUpGoo) waterPal = kMediumGoo;
}
pPlayer->nWaterPal = waterPal;
pPlayer->posture = kPostureSwim;
pPlayer->pXSprite->burnTime = 0;
}
} else {
xsprite[pSprite->extra].medium = kMediumNormal;
if (pPlayer) {
pPlayer->posture = (!(pPlayer->input.actions & SB_CROUCH)) ? kPostureStand : kPostureCrouch;
pPlayer->nWaterPal = 0;
}
}
}
if (pSprite->statnum == kStatDude && IsDudeSprite(pSprite) && !IsPlayerSprite(pSprite)) {
XSPRITE* pXDude = &xsprite[pSprite->extra];
int x = pXDude->targetX; int y = pXDude->targetY; int z = pXDude->targetZ;
int target = pXDude->target;
aiInitSprite(pSprite);
if (target >= 0) {
pXDude->targetX = x; pXDude->targetY = y; pXDude->targetZ = z;
pXDude->target = target; aiActivateDude(&bloodActors[pXDude->reference]);
}
}
if (pXSource->data2 == 1) {
if (pPlayer) pPlayer->angle.ang = buildang(pSource->ang);
else if (isDude) xsprite[pSprite->extra].goalAng = pSprite->ang = pSource->ang;
else pSprite->ang = pSource->ang;
}
if (pXSource->data3 == 1)
xvel[pSprite->index] = yvel[pSprite->index] = zvel[pSprite->index] = 0;
viewBackupSpriteLoc(pSprite->index, pSprite);
if (pXSource->data4 > 0)
sfxPlay3DSound(pSource, pXSource->data4, -1, 0);
if (pPlayer) {
playerResetInertia(pPlayer);
if (pXSource->data2 == 1)
pPlayer->zViewVel = pPlayer->zWeaponVel = 0;
}
}
void useEffectGen(XSPRITE* pXSource, spritetype* pSprite) {
if (pSprite == NULL) pSprite = &sprite[pXSource->reference];
int fxId = (pXSource->data3 <= 0) ? pXSource->data2 : pXSource->data2 + Random(pXSource->data3 + 1);
if (xspriRangeIsFine(pSprite->extra) && valueIsBetween(fxId, 0, kFXMax)) {
int pos, top, bottom; GetSpriteExtents(pSprite, &top, &bottom);
spritetype* pSource = &sprite[pXSource->reference];
spritetype* pEffect = NULL;
// select where exactly effect should be spawned
switch (pXSource->data4) {
case 1:
pos = bottom;
break;
case 2: // middle
pos = pSprite->z + (tileHeight(pSprite->picnum) / 2 + tileTopOffset(pSprite->picnum));
break;
case 3:
case 4:
2020-03-05 20:14:45 +00:00
if (!sectRangeIsFine(pSprite->sectnum)) pos = top;
else pos = (pXSource->data4 == 3) ? sector[pSprite->sectnum].floorz : sector[pSprite->sectnum].ceilingz;
break;
default:
pos = top;
break;
}
if ((pEffect = gFX.fxSpawn((FX_ID)fxId, pSprite->sectnum, pSprite->x, pSprite->y, pos, 0)) != NULL) {
pEffect->owner = pSource->index;
if (pSource->flags & kModernTypeFlag1) {
pEffect->pal = pSource->pal;
pEffect->xrepeat = pSource->xrepeat;
pEffect->yrepeat = pSource->yrepeat;
pEffect->shade = pSource->shade;
}
- 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
if (pSource->flags & kModernTypeFlag2) {
pEffect->cstat = pSource->cstat;
if (pEffect->cstat & CSTAT_SPRITE_INVISIBLE)
pEffect->cstat &= ~CSTAT_SPRITE_INVISIBLE;
}
if (pEffect->cstat & CSTAT_SPRITE_ONE_SIDED)
pEffect->cstat &= ~CSTAT_SPRITE_ONE_SIDED;
}
}
}
void useSectorWindGen(XSPRITE* pXSource, sectortype* pSector) {
spritetype* pSource = &sprite[pXSource->reference];
XSECTOR* pXSector = NULL; int nXSector = 0;
if (pSector != NULL) {
pXSector = &xsector[pSector->extra];
nXSector = sector[pXSector->reference].extra;
} else if (xsectRangeIsFine(sector[pSource->sectnum].extra)) {
pXSector = &xsector[sector[pSource->sectnum].extra];
nXSector = sector[pXSector->reference].extra;
} else {
int nXSector = dbInsertXSector(pSource->sectnum);
pXSector = &xsector[nXSector]; pXSector->windAlways = 1;
}
if ((pSource->flags & kModernTypeFlag1))
pXSector->panAlways = pXSector->windAlways = 1;
short windVel = ClipRange(pXSource->data2, 0, 32767);
switch (pXSource->data1) {
default:
pXSector->windVel = windVel;
break;
case 1:
case 3:
pXSector->windVel = nnExtRandom(0, windVel);
break;
}
int ang = pSource->ang;
if (pXSource->data4 <= 0) {
switch (pXSource->data1) {
case 2:
case 3:
while (pSource->ang == ang)
pSource->ang = nnExtRandom(-kAng360, kAng360) & 2047;
break;
}
}
else if (pSource->cstat & 0x2000) pSource->ang += pXSource->data4;
else if (pSource->cstat & 0x4000) pSource->ang -= pXSource->data4;
else if (pXSource->sysData1 == 0) {
if ((ang += pXSource->data4) >= kAng180) pXSource->sysData1 = 1;
pSource->ang = ClipHigh(ang, kAng180);
} else {
if ((ang -= pXSource->data4) <= -kAng180) pXSource->sysData1 = 0;
pSource->ang = ClipLow(ang, -kAng180);
}
pXSector->windAng = pSource->ang;
if (pXSource->data3 > 0 && pXSource->data3 < 4) {
switch (pXSource->data3) {
case 1:
pXSector->panFloor = true;
pXSector->panCeiling = false;
break;
case 2:
pXSector->panFloor = false;
pXSector->panCeiling = true;
break;
case 3:
pXSector->panFloor = true;
pXSector->panCeiling = true;
break;
}
if (pXSector->panCeiling)
{
StartInterpolation(pXSector->reference, Interp_Sect_CeilingPanX);
StartInterpolation(pXSector->reference, Interp_Sect_CeilingPanY);
}
if (pXSector->panFloor)
{
StartInterpolation(pXSector->reference, Interp_Sect_FloorPanX);
StartInterpolation(pXSector->reference, Interp_Sect_FloorPanY);
}
short oldPan = pXSector->panVel;
pXSector->panAngle = pXSector->windAng;
pXSector->panVel = pXSector->windVel;
// add to panList if panVel was set to 0 previously
if (oldPan == 0 && pXSector->panVel != 0 && panCount < kMaxXSectors) {
int i;
for (i = 0; i < panCount; i++) {
if (panList[i] != nXSector) continue;
break;
}
if (i == panCount)
{
panList[panCount++] = nXSector;
}
}
}
}
void useSpriteDamager(XSPRITE* pXSource, spritetype* pSprite) {
spritetype* pSource = &sprite[pXSource->reference];
- 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
if (!IsDudeSprite(pSprite) || !xspriRangeIsFine(pSprite->extra) || xsprite[pSprite->extra].health <= 0 || pXSource->data3 < 0)
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
XSPRITE* pXSprite = &xsprite[pSprite->extra]; PLAYER* pPlayer = getPlayerById(pSprite->type);
int dmgType = (pXSource->data2 >= kDmgFall) ? ClipHigh(pXSource->data2, kDmgElectric) : -1;
int dmg = pXSprite->health << 4; int armor[3];
bool godMode = (pPlayer && ((dmgType >= 0 && pPlayer->damageControl[dmgType]) || powerupCheck(pPlayer, kPwUpDeathMask) || pPlayer->godMode)); // kneeling
- 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
if (godMode || pXSprite->locked) return;
else if (pXSource->data3) {
if (pSource->flags & kModernTypeFlag1) dmg = ClipHigh(pXSource->data3 << 1, 65535);
else if (pXSprite->sysData2 > 0) dmg = (ClipHigh(pXSprite->sysData2 << 4, 65535) * pXSource->data3) / kPercFull;
else dmg = ((getDudeInfo(pSprite->type)->startHealth << 4) * pXSource->data3) / kPercFull;
}
- 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
if (dmgType >= kDmgFall) {
if (dmg < pXSprite->health << 4) {
if (nnExtIsImmune(pSprite, dmgType, 0)) {
Printf(PRINT_HIGH, "Dude type %d is immune to damage type %d!", pSprite->type, dmgType);
- 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
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
if (pPlayer) {
playerDamageArmor(pPlayer, (DAMAGE_TYPE)dmgType, dmg);
for (int i = 0; i < 3; armor[i] = pPlayer->armor[i], pPlayer->armor[i] = 0, i++);
actDamageSprite(pSource->index, pSprite, (DAMAGE_TYPE)dmgType, dmg);
for (int i = 0; i < 3; pPlayer->armor[i] = armor[i], i++);
} else {
actDamageSprite(pSource->index, pSprite, (DAMAGE_TYPE)dmgType, dmg);
}
- 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
}
- 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
else if (!pPlayer) actKillDude(pSource->index, pSprite, (DAMAGE_TYPE)dmgType, dmg);
else playerDamageSprite(pSource->index, pPlayer, (DAMAGE_TYPE)dmgType, dmg);
}
else if ((pXSprite->health = ClipLow(pXSprite->health - dmg, 1)) > 16) return;
else if (!pPlayer) actKillDude(pSource->index, pSprite, DAMAGE_TYPE_2, dmg);
else playerDamageSprite(pSource->index, pPlayer, DAMAGE_TYPE_2, dmg);
return;
}
void useSeqSpawnerGen(XSPRITE* pXSource, int objType, int index) {
- 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
if (pXSource->data2 > 0 && !getSequence(pXSource->data2)) {
Printf(PRINT_HIGH, "Missing sequence #%d", pXSource->data2);
return;
}
switch (objType) {
case OBJ_SECTOR:
if (pXSource->data2 <= 0) {
if (pXSource->data3 == 3 || pXSource->data3 == 1)
seqKill(2, sector[index].extra);
if (pXSource->data3 == 3 || pXSource->data3 == 2)
seqKill(1, sector[index].extra);
} else {
if (pXSource->data3 == 3 || pXSource->data3 == 1)
seqSpawn(pXSource->data2, 2, sector[index].extra, -1);
if (pXSource->data3 == 3 || pXSource->data3 == 2)
seqSpawn(pXSource->data2, 1, sector[index].extra, -1);
}
return;
case OBJ_WALL:
if (pXSource->data2 <= 0) {
if (pXSource->data3 == 3 || pXSource->data3 == 1)
seqKill(0, wall[index].extra);
if ((pXSource->data3 == 3 || pXSource->data3 == 2) && (wall[index].cstat & CSTAT_WALL_MASKED))
seqKill(4, wall[index].extra);
} else {
if (pXSource->data3 == 3 || pXSource->data3 == 1)
seqSpawn(pXSource->data2, 0, wall[index].extra, -1);
if (pXSource->data3 == 3 || pXSource->data3 == 2) {
if (wall[index].nextwall < 0) {
if (pXSource->data3 == 3)
seqSpawn(pXSource->data2, 0, wall[index].extra, -1);
} else {
if (!(wall[index].cstat & CSTAT_WALL_MASKED))
wall[index].cstat |= CSTAT_WALL_MASKED;
seqSpawn(pXSource->data2, 4, wall[index].extra, -1);
}
}
if (pXSource->data4 > 0) {
int cx, cy, cz;
cx = (wall[index].x + wall[wall[index].point2].x) >> 1;
cy = (wall[index].y + wall[wall[index].point2].y) >> 1;
int nSector = sectorofwall(index);
int32_t ceilZ, floorZ;
getzsofslope(nSector, cx, cy, &ceilZ, &floorZ);
int32_t ceilZ2, floorZ2;
getzsofslope(wall[index].nextsector, cx, cy, &ceilZ2, &floorZ2);
ceilZ = ClipLow(ceilZ, ceilZ2);
floorZ = ClipHigh(floorZ, floorZ2);
cz = (ceilZ + floorZ) >> 1;
sfxPlay3DSound(cx, cy, cz, pXSource->data4, nSector);
}
}
return;
case OBJ_SPRITE:
if (pXSource->data2 <= 0) seqKill(3, sprite[index].extra);
else {
seqSpawn(pXSource->data2, 3, sprite[index].extra, -1);
- 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
if (pXSource->data4 > 0)
sfxPlay3DSound(&sprite[index], pXSource->data4, -1, 0);
}
return;
}
}
int condSerialize(int objType, int objIndex) {
switch (objType) {
case OBJ_SECTOR: return kCondSerialSector + objIndex;
case OBJ_WALL: return kCondSerialWall + objIndex;
case OBJ_SPRITE: return kCondSerialSprite + objIndex;
}
I_Error("Unknown object type %d, index %d", objType, objIndex);
return -1;
}
void condUnserialize(int serial, int* objType, int* objIndex) {
if (serial >= kCondSerialSector && serial < kCondSerialWall) {
*objIndex = serial - kCondSerialSector;
*objType = OBJ_SECTOR;
} else if (serial >= kCondSerialWall && serial < kCondSerialSprite) {
*objIndex = serial - kCondSerialWall;
*objType = OBJ_WALL;
} else if (serial >= kCondSerialSprite && serial < kCondSerialMax) {
*objIndex = serial - kCondSerialSprite;
*objType = OBJ_SPRITE;
} else {
I_Error("%d is not condition serial!", serial);
}
}
bool condPush(XSPRITE* pXSprite, int objType, int objIndex) {
pXSprite->targetX = condSerialize(objType, objIndex);
return true;
}
bool condRestore(XSPRITE* pXSprite) {
pXSprite->targetX = pXSprite->targetY;
return true;
}
/*XSPRITE* condGetElse(XSPRITE* pXSprite) {
spritetype* pCond = &sprite[pXSprite->reference];
for (int i = bucketHead[pXSprite->rxID]; i < bucketHead[pXSprite->rxID + 1]; i++) {
if (rxBucket[i].index == pCond->index) continue;
else if (rxBucket[i].type == OBJ_SPRITE && xspriRangeIsFine(sprite[rxBucket[i].index].extra)) {
spritetype* pElse = &sprite[rxBucket[i].index];
if (pElse->type != kModernCondition || pElse->yvel == pCond->yvel)
continue;
XSPRITE* pXElse = &xsprite[pElse->extra];
if (pXElse->data1 == pXSprite->data1 && pXElse->data2 == pXSprite->data2 && pXElse->data3 == pXSprite->data3
&& pXElse->data4 == pXSprite->data4) return pXElse;
}
}
return NULL;
}*/
// normal comparison
bool condCmp(int val, int arg1, int arg2, int comOp) {
if (comOp & 0x2000) return (comOp & CSTAT_SPRITE_BLOCK) ? (val > arg1) : (val >= arg1); // blue sprite
else if (comOp & 0x4000) return (comOp & CSTAT_SPRITE_BLOCK) ? (val < arg1) : (val <= arg1); // green sprite
else if (comOp & CSTAT_SPRITE_BLOCK) {
if (arg1 > arg2) I_Error("Value of argument #1 (%d) must be less than value of argument #2 (%d)", arg1, arg2);
return (val >= arg1 && val <= arg2);
}
else return (val == arg1);
}
// no extra comparison (val always = 0)?
bool condCmpne(int arg1, int arg2, int comOp) {
- 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
if (comOp & 0x2000) return (comOp & CSTAT_SPRITE_BLOCK) ? (0 > arg1) : (0 >= arg1); // blue sprite
else if (comOp & 0x4000) return (comOp & CSTAT_SPRITE_BLOCK) ? (0 < arg1) : (0 <= arg1); // green sprite
else if (comOp & CSTAT_SPRITE_BLOCK) {
if (arg1 > arg2) I_Error("Value of argument #1 (%d) must be less than value of argument #2 (%d)", arg1, arg2);
return (0 >= arg1 && 0 <= arg2);
}
else return (0 == arg1);
- 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
}
// bool comparison
bool condCmpb(int val, int arg1, int arg2, int comOp) {
- 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
arg1 = ClipRange(arg1, 0, 1); arg2 = ClipRange(arg2, 0, 1);
if (comOp & 0x2000) return (comOp & CSTAT_SPRITE_BLOCK) ? (val > 0) : (val >= 0); // blue sprite
else if (comOp & 0x4000) return (comOp & CSTAT_SPRITE_BLOCK) ? (val < arg1) : (val <= arg1); // green sprite
else if (comOp & CSTAT_SPRITE_BLOCK) {
if (arg1 > arg2) I_Error("Value of argument #1 (%d) must be less than value of argument #2 (%d)", arg1, arg2);
return (val >= arg1 && val <= arg2);
}
else return (val == arg1);
}
- 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
void condError(XSPRITE* pXCond, const char* pzFormat, ...) {
- 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
char buffer[256]; char buffer2[512];
sprintf(buffer, "\nCONDITION RX: %d, TX: %d, SPRITE: #%d RETURNS:\n----------\n\n", pXCond->rxID, pXCond->txID, pXCond->reference);
- 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
va_list args;
va_start(args, pzFormat);
vsprintf(buffer2, pzFormat, args);
I_Error("%s%s", buffer, buffer2);
- 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
}
- 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
bool condCheckMixed(XSPRITE* pXCond, EVENT event, int cmpOp, bool PUSH) {
UNREFERENCED_PARAMETER(PUSH);
//int var = -1;
int cond = pXCond->data1 - kCondMixedBase; int arg1 = pXCond->data2;
int arg2 = pXCond->data3; int arg3 = pXCond->data4;
int objType = -1; int objIndex = -1;
condUnserialize(pXCond->targetX, &objType, &objIndex);
switch (cond) {
case 0: return (objType == OBJ_SECTOR && sectRangeIsFine(objIndex)); // is a sector?
case 5: return (objType == OBJ_WALL && wallRangeIsFine(objIndex)); // is a wall?
case 10: return (objType == OBJ_SPRITE && spriRangeIsFine(objIndex)); // is a sprite?
case 15: // x-index is fine?
switch (objType) {
case OBJ_WALL: return xwallRangeIsFine(wall[objIndex].extra);
case OBJ_SPRITE: return xspriRangeIsFine(sprite[objIndex].extra);
case OBJ_SECTOR: return xsectRangeIsFine(sector[objIndex].extra);
}
break;
case 20: // type in a range?
switch (objType) {
case OBJ_WALL:
return condCmp(wall[objIndex].type, arg1, arg2, cmpOp);
case OBJ_SPRITE:
return condCmp((sprite[objIndex].type != kThingBloodChunks) ? sprite[objIndex].type : sprite[objIndex].inittype, arg1, arg2, cmpOp);
case OBJ_SECTOR:
return condCmp(sector[objIndex].type, arg1, arg2, cmpOp);
}
break;
- 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
case 25: case 26: case 27:
case 28: case 29: case 30:
case 31: case 32: case 33:
switch (objType) {
case OBJ_WALL: {
walltype* pObj = &wall[objIndex];
switch (cond) {
case 25: return condCmp(pObj->picnum, arg1, arg2, cmpOp);
case 26: return condCmp(pObj->pal, arg1, arg2, cmpOp);
case 27: return condCmp(pObj->shade, arg1, arg2, cmpOp);
case 28: return (pObj->cstat & arg1);
case 29: return (pObj->hitag & arg1);
case 30: return condCmp(pObj->xrepeat, arg1, arg2, cmpOp);
2020-11-26 07:38:59 +00:00
case 31: return condCmp(pObj->xpan(), arg1, arg2, cmpOp);
case 32: return condCmp(pObj->yrepeat, arg1, arg2, cmpOp);
2020-11-26 07:38:59 +00:00
case 33: return condCmp(pObj->ypan(), arg1, arg2, cmpOp);
}
break;
}
case OBJ_SPRITE: {
spritetype* pObj = &sprite[objIndex];
switch (cond) {
case 25: return condCmp(pObj->picnum, arg1, arg2, cmpOp);
case 26: return condCmp(pObj->pal, arg1, arg2, cmpOp);
case 27: return condCmp(pObj->shade, arg1, arg2, cmpOp);
case 28: return (pObj->cstat & arg1);
case 29: return (pObj->hitag & arg1);
case 30: return condCmp(pObj->xrepeat, arg1, arg2, cmpOp);
case 31: return condCmp(pObj->xoffset, arg1, arg2, cmpOp);
case 32: return condCmp(pObj->yrepeat, arg1, arg2, cmpOp);
case 33: return condCmp(pObj->yoffset, arg1, arg2, cmpOp);
}
break;
}
case OBJ_SECTOR: {
sectortype* pObj = &sector[objIndex];
switch (cond) {
- 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
case 25:
switch (arg3) {
default: return (condCmp(pObj->floorpicnum, arg1, arg2, cmpOp) || condCmp(pObj->ceilingpicnum, arg1, arg2, cmpOp));
case 1: return condCmp(pObj->floorpicnum, arg1, arg2, cmpOp);
case 2: return condCmp(pObj->ceilingpicnum, arg1, arg2, cmpOp);
}
break;
case 26:
switch (arg3) {
default: return (condCmp(pObj->floorpal, arg1, arg2, cmpOp) || condCmp(pObj->ceilingpal, arg1, arg2, cmpOp));
case 1: return condCmp(pObj->floorpal, arg1, arg2, cmpOp);
case 2: return condCmp(pObj->ceilingpal, arg1, arg2, cmpOp);
}
break;
case 27:
switch (arg3) {
default: return (condCmp(pObj->floorshade, arg1, arg2, cmpOp) || condCmp(pObj->ceilingshade, arg1, arg2, cmpOp));
case 1: return condCmp(pObj->floorshade, arg1, arg2, cmpOp);
case 2: return condCmp(pObj->ceilingshade, arg1, arg2, cmpOp);
}
break;
case 28:
switch (arg3) {
default: return ((pObj->floorstat & arg1) || (pObj->ceilingshade & arg1));
case 1: return (pObj->floorstat & arg1);
case 2: return (pObj->ceilingshade & arg1);
}
break;
case 29: return (pObj->hitag & arg1);
case 30: return condCmp(pObj->floorxpan(), arg1, arg2, cmpOp);
case 31: return condCmp(pObj->ceilingxpan(), arg1, arg2, cmpOp);
case 32: return condCmp(pObj->floorypan(), arg1, arg2, cmpOp);
case 33: return condCmp(pObj->ceilingypan(), arg1, arg2, cmpOp);
}
break;
}
}
break;
- 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
case 41: case 42: case 43:
case 44: case 50: case 51:
case 52: case 53: case 54:
case 55: case 56: case 57:
case 58: case 59: case 70:
case 71:
switch (objType) {
case OBJ_WALL: {
XWALL* pXObj = (xwallRangeIsFine(wall[objIndex].extra)) ? &xwall[wall[objIndex].extra] : NULL;
- 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
if (!pXObj) return condCmpne(arg1, arg2, cmpOp);
switch (cond) {
case 41: return condCmp(pXObj->data, arg1, arg2, cmpOp);
case 50: return condCmp(pXObj->rxID, arg1, arg2, cmpOp);
case 51: return condCmp(pXObj->txID, arg1, arg2, cmpOp);
case 52: return condCmpb(pXObj->locked, arg1, arg2, cmpOp);
case 53: return condCmpb(pXObj->triggerOn, arg1, arg2, cmpOp);
case 54: return condCmpb(pXObj->triggerOff, arg1, arg2, cmpOp);
case 55: return condCmpb(pXObj->triggerOnce, arg1, arg2, cmpOp);
case 56: return condCmpb(pXObj->isTriggered, arg1, arg2, cmpOp);
case 57: return condCmpb(pXObj->state, arg1, arg2, cmpOp);
case 58: return condCmp((kPercFull * pXObj->busy) / 65536, arg1, arg2, cmpOp);
- 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
case 59: return condCmpb(pXObj->dudeLockout, arg1, arg2, cmpOp);
case 70:
switch (arg3) {
default: return (condCmp(seqGetID(0, wall[objIndex].extra), arg1, arg2, cmpOp) || condCmp(seqGetID(4, wall[objIndex].extra), arg1, arg2, cmpOp));
case 1: return condCmp(seqGetID(0, wall[objIndex].extra), arg1, arg2, cmpOp);
case 2: return condCmp(seqGetID(4, wall[objIndex].extra), arg1, arg2, cmpOp);
}
break;
- 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
case 71:
switch (arg3) {
default: return (condCmp(seqGetStatus(0, wall[objIndex].extra), arg1, arg2, cmpOp) || condCmp(seqGetStatus(4, wall[objIndex].extra), arg1, arg2, cmpOp));
case 1: return condCmp(seqGetStatus(0, wall[objIndex].extra), arg1, arg2, cmpOp);
case 2: return condCmp(seqGetStatus(4, wall[objIndex].extra), arg1, arg2, cmpOp);
}
- 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
break;
}
break;
}
case OBJ_SPRITE: {
XSPRITE* pXObj = (xspriRangeIsFine(sprite[objIndex].extra)) ? &xsprite[sprite[objIndex].extra] : NULL;
- 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
if (!pXObj) return condCmpne(arg1, arg2, cmpOp);
switch (cond) {
case 41: case 42:
case 43: case 44:
return condCmp(getDataFieldOfObject(OBJ_SPRITE, objIndex, 1 + cond - 41), arg1, arg2, cmpOp);
case 50: return condCmp(pXObj->rxID, arg1, arg2, cmpOp);
case 51: return condCmp(pXObj->txID, arg1, arg2, cmpOp);
case 52: return condCmpb(pXObj->locked, arg1, arg2, cmpOp);
case 53: return condCmpb(pXObj->triggerOn, arg1, arg2, cmpOp);
case 54: return condCmpb(pXObj->triggerOff, arg1, arg2, cmpOp);
case 55: return condCmpb(pXObj->triggerOnce, arg1, arg2, cmpOp);
case 56: return condCmpb(pXObj->isTriggered, arg1, arg2, cmpOp);
case 57: return condCmpb(pXObj->state, arg1, arg2, cmpOp);
case 58: return condCmp((kPercFull * pXObj->busy) / 65536, arg1, arg2, cmpOp);
- 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
case 59: return condCmpb(pXObj->DudeLockout, arg1, arg2, cmpOp);
case 70: return condCmp(seqGetID(3, sprite[objIndex].extra), arg1, arg2, cmpOp);
case 71: return condCmp(seqGetStatus(3, sprite[objIndex].extra), arg1, arg2, cmpOp);
}
break;
}
case OBJ_SECTOR: {
XSECTOR* pXObj = (xsectRangeIsFine(sector[objIndex].extra)) ? &xsector[sector[objIndex].extra] : NULL;
- 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
if (!pXObj) return condCmpne(arg1, arg2, cmpOp);
switch (cond) {
case 41: return condCmp(pXObj->data, arg1, arg2, cmpOp);
case 50: return condCmp(pXObj->rxID, arg1, arg2, cmpOp);
case 51: return condCmp(pXObj->txID, arg1, arg2, cmpOp);
case 52: return condCmpb(pXObj->locked, arg1, arg2, cmpOp);
case 53: return condCmpb(pXObj->triggerOn, arg1, arg2, cmpOp);
case 54: return condCmpb(pXObj->triggerOff, arg1, arg2, cmpOp);
case 55: return condCmpb(pXObj->triggerOnce, arg1, arg2, cmpOp);
case 56: return condCmpb(pXObj->isTriggered, arg1, arg2, cmpOp);
case 57: return condCmpb(pXObj->state, arg1, arg2, cmpOp);
case 58: return condCmp((kPercFull * pXObj->busy) / 65536, arg1, arg2, cmpOp);
- 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
case 59: return condCmpb(pXObj->dudeLockout, arg1, arg2, cmpOp);
case 70:
switch (arg3) {
default: return (condCmp(seqGetID(1, wall[objIndex].extra), arg1, arg2, cmpOp) || condCmp(seqGetID(2, wall[objIndex].extra), arg1, arg2, cmpOp));
case 1: return condCmp(seqGetID(1, wall[objIndex].extra), arg1, arg2, cmpOp);
case 2: return condCmp(seqGetID(2, wall[objIndex].extra), arg1, arg2, cmpOp);
}
break;
- 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
case 71:
switch (arg3) {
default: return (condCmp(seqGetStatus(1, wall[objIndex].extra), arg1, arg2, cmpOp) || condCmp(seqGetStatus(2, wall[objIndex].extra), arg1, arg2, cmpOp));
case 1: return condCmp(seqGetStatus(1, wall[objIndex].extra), arg1, arg2, cmpOp);
case 2: return condCmp(seqGetStatus(2, wall[objIndex].extra), arg1, arg2, cmpOp);
}
- 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
break;
}
break;
}
}
break;
case 99: return condCmp(event.cmd, arg1, arg2, cmpOp); // this codition received specified command?
}
- 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
condError(pXCond, "Mixed: Unexpected condition id (%d)!", cond);
return false;
}
- 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
bool condCheckSector(XSPRITE* pXCond, int cmpOp, bool PUSH) {
int var = -1;
int cond = pXCond->data1 - kCondSectorBase; int arg1 = pXCond->data2;
int arg2 = pXCond->data3; //int arg3 = pXCond->data4;
int objType = -1; int objIndex = -1;
condUnserialize(pXCond->targetX, &objType, &objIndex);
if (objType != OBJ_SECTOR || !sectRangeIsFine(objIndex))
- 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
condError(pXCond, "Sector conditions:\nObject #%d (objType: %d) is not a sector!", objIndex, objType);
sectortype* pSect = &sector[objIndex];
XSECTOR* pXSect = (xsectRangeIsFine(pSect->extra)) ? &xsector[pSect->extra] : NULL;
if (cond < (kCondRange >> 1)) {
switch (cond) {
default: break;
case 0: return condCmp(pSect->visibility, arg1, arg2, cmpOp);
case 5: return condCmp(pSect->floorheinum, arg1, arg2, cmpOp);
case 6: return condCmp(pSect->ceilingheinum, arg1, arg2, cmpOp);
case 10: // required sprite type is in current sector?
int nSprite;
SectIterator it(objIndex);
while ((nSprite = it.NextIndex()) >= 0)
{
if (!condCmp(sprite[var].type, arg1, arg2, cmpOp)) continue;
else if (PUSH) condPush(pXCond, OBJ_SPRITE, var);
return true;
}
return false;
}
} else if (pXSect) {
switch (cond) {
default: break;
case 50: return pXSect->Underwater;
case 55: // compare floor height (in %)
case 56: { // compare ceil height (in %)
int h = 0; int curH = 0;
switch (pSect->type) {
case kSectorZMotion:
case kSectorRotate:
case kSectorSlide:
if (cond == 60) {
h = ClipLow(abs(pXSect->onFloorZ - pXSect->offFloorZ), 1);
curH = abs(pSect->floorz - pXSect->offFloorZ);
} else {
h = ClipLow(abs(pXSect->onCeilZ - pXSect->offCeilZ), 1);
curH = abs(pSect->ceilingz - pXSect->offCeilZ);
}
return condCmp((kPercFull * curH) / h, arg1, arg2, cmpOp);
default:
- 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
condError(pXCond, "Sector conditions:\nUsupported sector type %d", pSect->type);
return false;
}
}
}
} else {
switch (cond) {
default: return false;
- 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
case 55:
case 56:
return condCmpne(arg1, arg2, cmpOp);
}
}
- 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
condError(pXCond, "Sector conditions: Unexpected condition id (%d)!", cond);
return false;
}
- 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
bool condCheckWall(XSPRITE* pXCond, int cmpOp, bool PUSH) {
UNREFERENCED_PARAMETER(PUSH);
int var = -1;
int cond = pXCond->data1 - kCondWallBase; int arg1 = pXCond->data2;
int arg2 = pXCond->data3; //int arg3 = pXCond->data4;
int objType = -1; int objIndex = -1;
condUnserialize(pXCond->targetX, &objType, &objIndex);
if (objType != OBJ_WALL || !wallRangeIsFine(objIndex))
- 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
condError(pXCond, "Wall conditions:\nObject #%d (objType: %d) is not a wall!", objIndex, objType);
walltype* pWall = &wall[objIndex];
//XWALL* pXWall = (xwallRangeIsFine(pWall->extra)) ? &xwall[pWall->extra] : NULL;
if (cond < (kCondRange >> 1)) {
switch (cond) {
default: break;
case 0:
return condCmp(pWall->overpicnum, arg1, arg2, cmpOp);
case 5:
if (!sectRangeIsFine((var = sectorofwall(objIndex)))) return false;
else if (PUSH) condPush(pXCond, OBJ_SECTOR, var);
return true;
case 10: // this wall is a mirror? // must be as constants here
return (pWall->type != kWallStack && condCmp(pWall->picnum, 4080, (4080 + 16) - 1, 0));
case 15:
if (!sectRangeIsFine(pWall->nextsector)) return false;
else if (PUSH) condPush(pXCond, OBJ_SECTOR, pWall->nextsector);
return true;
case 20:
if (!wallRangeIsFine(pWall->nextwall)) return false;
else if (PUSH) condPush(pXCond, OBJ_WALL, pWall->nextwall);
return true;
case 25: // next wall belongs to sector?
if (!sectRangeIsFine(var = sectorofwall(pWall->nextwall))) return false;
else if (PUSH) condPush(pXCond, OBJ_SECTOR, var);
return true;
}
}
- 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
condError(pXCond, "Wall conditions: Unexpected condition id (%d)!", cond);
return false;
}
- 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
bool condCheckPlayer(XSPRITE* pXCond, int cmpOp, bool PUSH) {
int var = -1; PLAYER* pPlayer = NULL;
- 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
int cond = pXCond->data1 - kCondPlayerBase; int arg1 = pXCond->data2;
int arg2 = pXCond->data3; int arg3 = pXCond->data4;
- 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
int objType = -1; int objIndex = -1;
condUnserialize(pXCond->targetX, &objType, &objIndex);
- 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
if (objType == OBJ_SPRITE) {
for (int i = 0; i < kMaxPlayers; i++) {
if (objIndex != gPlayer[i].nSprite) continue;
pPlayer = &gPlayer[i];
break;
}
}
- 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
if (!spriRangeIsFine(objIndex) || !pPlayer)
condError(pXCond, "\nPlayer conditions:\nObject #%d (objType: %d) is not a player!", objIndex, objType);
spritetype* pSpr = pPlayer->pSprite; //XSPRITE* pXSpr = pPlayer->pXSprite;
switch (cond) {
- 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
case 0: // check if this player is connected
if (!condCmp(pPlayer->nPlayer + 1, arg1, arg2, cmpOp) || !spriRangeIsFine(pPlayer->nSprite)) return false;
else if (PUSH) condPush(pXCond, OBJ_SPRITE, pPlayer->nSprite);
return (pPlayer->nPlayer >= 0);
case 1: return condCmp((gGameOptions.nGameType != 3) ? 0 : pPlayer->teamId + 1, arg1, arg2, cmpOp); // compare team
case 2: return (arg1 > 0 && arg1 < 8 && pPlayer->hasKey[arg1 - 1]);
case 3: return (arg1 > 0 && arg1 < 15 && pPlayer->hasWeapon[arg1 - 1]);
case 4: return condCmp(pPlayer->curWeapon, arg1, arg2, cmpOp);
- 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
case 5: return (arg1 > 0 && arg1 < 6 && condCmp(pPlayer->packSlots[arg1 - 1].curAmount, arg2, arg3, cmpOp));
case 6: return (arg1 > 0 && arg1 < 6 && pPlayer->packSlots[arg1 - 1].isActive);
case 7: return condCmp(pPlayer->packItemId + 1, arg1, arg2, cmpOp);
case 8: // check for powerup amount in %
- 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
if (arg3 > 0 && arg3 < 30) var = (12 + arg3) - 1; // allowable powerups
else condError(pXCond, "Unexpected powerup #%d", arg3);
return condCmp((kPercFull * pPlayer->pwUpTime[var]) / gPowerUpInfo[var].bonusTime, arg1, arg2, cmpOp);
- 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
case 9:
if (!spriRangeIsFine(pPlayer->fraggerId)) return false;
else if (PUSH) condPush(pXCond, OBJ_SPRITE, pPlayer->fraggerId);
return true;
case 10: // check keys pressed
switch (arg1) {
case 1: return (pPlayer->input.fvel > 0); // forward
case 2: return (pPlayer->input.fvel < 0); // backward
case 3: return (pPlayer->input.svel > 0); // left
case 4: return (pPlayer->input.svel < 0); // right
case 5: return !!(pPlayer->input.actions & SB_JUMP); // jump
case 6: return !!(pPlayer->input.actions & SB_CROUCH); // crouch
case 7: return !!(pPlayer->input.actions & SB_FIRE); // normal fire weapon
case 8: return !!(pPlayer->input.actions & SB_ALTFIRE); // alt fire weapon
default:
- 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
condError(pXCond, "Player conditions:\nSpecify a correct key!");
break;
}
return false;
case 11: return (pPlayer->isRunning);
case 12: return (pPlayer->fallScream); // falling in abyss?
- 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
case 13: return condCmp(pPlayer->lifeMode + 1, arg1, arg2, cmpOp);
case 14: return condCmp(pPlayer->posture + 1, arg1, arg2, cmpOp);
case 46: return condCmp(pPlayer->sceneQav, arg1, arg2, cmpOp);
- 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
case 47: return (pPlayer->godMode || powerupCheck(pPlayer, kPwUpDeathMask));
case 48: return isShrinked(pSpr);
case 49: return isGrown(pSpr);
- 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
}
- 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
condError(pXCond, "Player conditions:\nUnexpected condition #%d!", cond);
return false;
}
bool condCheckDude(XSPRITE* pXCond, int cmpOp, bool PUSH) {
UNREFERENCED_PARAMETER(cmpOp);
int var = -1; //PLAYER* pPlayer = NULL;
int cond = pXCond->data1 - kCondDudeBase; int arg1 = pXCond->data2;
int arg2 = pXCond->data3; //int arg3 = pXCond->data4;
- 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
int objType = -1; int objIndex = -1;
condUnserialize(pXCond->targetX, &objType, &objIndex);
if (objType != OBJ_SPRITE || !spriRangeIsFine(objIndex))
condError(pXCond, "Dude conditions:\nObject #%d (objType: %d) is not a dude!", objIndex, objType);
spritetype* pSpr = &sprite[objIndex]; int nType = pSpr->type;
if (nType == kThingBloodChunks || !xspriRangeIsFine(pSpr->extra)) {
nType = pSpr->inittype;
if (nType >= kDudeBase && nType <= kDudeMax && (nType < kDudePlayer1 || nType > kDudePlayer8)) return false;
else condError(pXCond, "Dude conditions:\nObject #%d (objType: %d) is not an enemy!", objIndex, objType);
} else if (IsDudeSprite(pSpr)) {
XSPRITE* pXSpr = &xsprite[pSpr->extra];
if (pSpr->flags & kHitagRespawn || pSpr->statnum == kStatRespawn) return false;
else if (IsPlayerSprite(pSpr))condError(pXCond, "Dude conditions:\nObject #%d (objType: %d) is not an enemy!", objIndex, objType);
- 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
switch (cond) {
default: break;
- 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
case 0: // dude have any targets?
if (!spriRangeIsFine(pXSpr->target) || !IsDudeSprite(&sprite[pXSpr->target])) return false;
else if (PUSH) condPush(pXCond, OBJ_SPRITE, pXSpr->target);
return true;
- 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
case 1: return aiFightDudeIsAffected(pXSpr); // dude affected by ai fight?
case 2: // distance to the target in a range?
case 3: // is the target visible?
case 4: // is the target visible with periphery?
{
DUDEINFO* pInfo = getDudeInfo(pSpr->type);
int eyeAboveZ = pInfo->eyeHeight * pSpr->yrepeat << 2;
if (!spriRangeIsFine(pXSpr->target))
condError(pXCond, "Dude #%d have no target!", objIndex);
spritetype* pTrgt = &sprite[pXSpr->target];
int dx = pTrgt->x - pSpr->x; int dy = pTrgt->y - pSpr->y;
switch (cond) {
case 2:
var = condCmp(approxDist(dx, dy), arg1 * 512, arg2 * 512, cmpOp);
break;
case 3:
case 4:
var = cansee(pSpr->x, pSpr->y, pSpr->z, pSpr->sectnum, pTrgt->x, pTrgt->y, pTrgt->z - eyeAboveZ, pTrgt->sectnum);
if (cond == 4 && var > 0) {
var = ((1024 + getangle(dx, dy) - pSpr->ang) & 2047) - 1024;
var = (abs(var) < ((arg1 <= 0) ? pInfo->periphery : ClipHigh(arg1, 2048)));
}
break;
}
if (var <= 0) return false;
else if (PUSH) condPush(pXCond, OBJ_SPRITE, pXSpr->target);
return true;
}
case 20: // kDudeModernCustom conditions
case 21:
switch (pSpr->type) {
case kDudeModernCustom:
case kDudeModernCustomBurning:
switch (cond) {
case 20: // life leech is thrown?
var = genDudeExtra(pSpr)->nLifeLeech;
if (!spriRangeIsFine(var)) return false;
else if (PUSH) condPush(pXCond, OBJ_SPRITE, var);
return true;
case 21: // life leech is destroyed?
var = genDudeExtra(pSpr)->nLifeLeech;
if (!spriRangeIsFine(var) && pSpr->owner == kMaxSprites - 1) return true;
else if (PUSH) condPush(pXCond, OBJ_SPRITE, var);
return false;
}
fallthrough__;
default:
condError(pXCond, "Dude #%d is not a Custom Dude!", objIndex);
return false;
}
}
}
- 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
condError(pXCond, "Dude conditions:\nUnexpected condition #%d!", cond);
return false;
}
- 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
bool condCheckSprite(XSPRITE* pXCond, int cmpOp, bool PUSH) {
UNREFERENCED_PARAMETER(PUSH);
2020-11-07 15:13:03 +00:00
auto actor = &bloodActors[pXCond->reference];
int var = -1; PLAYER* pPlayer = NULL; bool retn = false;
int cond = pXCond->data1 - kCondSpriteBase; int arg1 = pXCond->data2;
int arg2 = pXCond->data3; int arg3 = pXCond->data4;
int objType = -1; int objIndex = -1;
condUnserialize(pXCond->targetX, &objType, &objIndex);
if (objType != OBJ_SPRITE || !spriRangeIsFine(objIndex))
- 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
condError(pXCond, "Sprite condition %d:\nObject #%d (objType: %d) is not a sprite!", cond, objIndex, objType);
spritetype* pSpr = &sprite[objIndex];
XSPRITE* pXSpr = (xspriRangeIsFine(pSpr->extra)) ? &xsprite[pSpr->extra] : NULL;
if (cond < (kCondRange >> 1)) {
switch (cond) {
default: break;
case 0: return condCmp((pSpr->ang & 2047), arg1, arg2, cmpOp);
case 5: return condCmp(pSpr->statnum, arg1, arg2, cmpOp);
- 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
case 6: return ((pSpr->flags & kHitagRespawn) && (pSpr->statnum & kStatRespawn));
case 10: return condCmp(pSpr->clipdist, arg1, arg2, cmpOp);
case 15:
if (!spriRangeIsFine(pSpr->owner)) return false;
else if (PUSH) condPush(pXCond, OBJ_SPRITE, pSpr->owner);
return true;
case 20: // stays in a sector?
if (!sectRangeIsFine(pSpr->sectnum)) return false;
else if (PUSH) condPush(pXCond, OBJ_SECTOR, pSpr->sectnum);
return true;
case 25:
switch (arg1) {
case 0: return (xvel[pSpr->index] || yvel[pSpr->index] || zvel[pSpr->index]);
case 1: return (xvel[pSpr->index]);
case 2: return (yvel[pSpr->index]);
case 3: return (zvel[pSpr->index]);
}
break;
case 30:
if (!spriteIsUnderwater(pSpr) && !spriteIsUnderwater(pSpr, true)) return false;
else if (PUSH) condPush(pXCond, OBJ_SECTOR, pSpr->sectnum);
return true;
case 35: // hitscan: ceil?
case 36: // hitscan: floor?
case 37: // hitscan: wall?
case 38: // hitscan: sprite?
switch (arg1) {
case 0: arg1 = CLIPMASK0 | CLIPMASK1; break;
case 1: arg1 = CLIPMASK0; break;
case 2: arg1 = CLIPMASK1; break;
}
if ((pPlayer = getPlayerById(pSpr->type)) != NULL)
var = HitScan(pSpr, pPlayer->zWeapon - pSpr->z, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, arg1, arg3 << 1);
else if (IsDudeSprite(pSpr))
var = HitScan(pSpr, pSpr->z, CosScale16(pSpr->ang), SinScale16(pSpr->ang), actor->dudeSlope, arg1, arg3 << 1);
else
var = HitScan(pSpr, pSpr->z, CosScale16(pSpr->ang), SinScale16(pSpr->ang), 0, arg1, arg3 << 1);
if (var >= 0) {
switch (cond) {
case 35: retn = (var == 1); break;
case 36: retn = (var == 2); break;
case 37: retn = (var == 0 || var == 4); break;
case 38: retn = (var == 3); break;
}
if (PUSH) {
switch (var) {
case 3:
condPush(pXCond, OBJ_SPRITE, gHitInfo.hitsprite);
break;
case 0: case 4:
condPush(pXCond, OBJ_WALL, gHitInfo.hitwall);
break;
case 1: case 2:
condPush(pXCond, OBJ_SECTOR, gHitInfo.hitsect);
break;
}
}
}
return retn;
case 45: // this sprite is a target of some dude?
2020-10-15 15:15:45 +00:00
int nSprite;
StatIterator it(kStatDude);
while ((nSprite = it.NextIndex()) >= 0)
{
if (pSpr->index == nSprite) continue;
spritetype* pDude = &sprite[nSprite];
if (IsDudeSprite(pDude) && xspriRangeIsFine(pDude->extra)) {
XSPRITE* pXDude = &xsprite[pDude->extra];
if (pXDude->health <= 0 || pXDude->target != pSpr->index) continue;
else if (PUSH) condPush(pXCond, OBJ_SPRITE, nSprite);
return true;
}
}
return false;
}
} else if (pXSpr) {
switch (cond) {
default: break;
case 50: // compare hp (in %)
if (IsDudeSprite(pSpr)) var = (pXSpr->sysData2 > 0) ? ClipRange(pXSpr->sysData2 << 4, 1, 65535) : getDudeInfo(pSpr->type)->startHealth << 4;
- 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
else if (pSpr->type == kThingBloodChunks) return condCmpne(arg1, arg2, cmpOp);
else if (pSpr->type >= kThingBase && pSpr->type < kThingMax) var = thingInfo[pSpr->type - kThingBase].startHealth << 4;
return condCmp((kPercFull * pXSpr->health) / ClipLow(var, 1), arg1, arg2, cmpOp);
case 55: // touching ceil of sector?
if ((gSpriteHit[pSpr->extra].ceilhit & 0xc000) != 0x4000) return false;
else if (PUSH) condPush(pXCond, OBJ_SECTOR, gSpriteHit[pSpr->extra].ceilhit & 0x3fff);
return true;
case 56: // touching floor of sector?
if ((gSpriteHit[pSpr->extra].florhit & 0xc000) != 0x4000) return false;
else if (PUSH) condPush(pXCond, OBJ_SECTOR, gSpriteHit[pSpr->extra].florhit & 0x3fff);
return true;
case 57: // touching walls of sector?
if ((gSpriteHit[pSpr->extra].hit & 0xc000) != 0x8000) return false;
else if (PUSH) condPush(pXCond, OBJ_WALL, gSpriteHit[pSpr->extra].hit & 0x3fff);
return true;
case 58: // touching another sprite?
switch (arg3) {
case 0:
case 1:
if ((gSpriteHit[pSpr->extra].florhit & 0xc000) == 0xc000) var = gSpriteHit[pSpr->extra].florhit & 0x3fff;
if (arg3 || var >= 0) break;
fallthrough__;
case 2:
if ((gSpriteHit[pSpr->extra].hit & 0xc000) == 0xc000) var = gSpriteHit[pSpr->extra].hit & 0x3fff;
if (arg3 || var >= 0) break;
fallthrough__;
case 3:
if ((gSpriteHit[pSpr->extra].ceilhit & 0xc000) == 0xc000) var = gSpriteHit[pSpr->extra].ceilhit & 0x3fff;
break;
}
if (var < 0) return false;
else if (PUSH) condPush(pXCond, OBJ_SPRITE, var);
return true;
case 65: // compare burn time (in %)
var = (IsDudeSprite(pSpr)) ? 2400 : 1200;
if (!condCmp((kPercFull * pXSpr->burnTime) / var, arg1, arg2, cmpOp)) return false;
else if (PUSH && spriRangeIsFine(pXSpr->burnSource)) condPush(pXCond, OBJ_SPRITE, pXSpr->burnSource);
return true;
case 66: // any flares stuck in this sprite?
2020-10-15 15:15:45 +00:00
{
int nSprite;
StatIterator it(kStatFlare);
while ((nSprite = it.NextIndex()) >= 0)
{
spritetype* pFlare = &sprite[nSprite];
if (!xspriRangeIsFine(pFlare->extra) || (pFlare->flags & kHitagFree))
continue;
2020-10-15 15:15:45 +00:00
XSPRITE* pXFlare = &xsprite[pFlare->extra];
if (!spriRangeIsFine(pXFlare->target) || pXFlare->target != objIndex) continue;
else if (PUSH) condPush(pXCond, OBJ_SPRITE, nSprite);
return true;
}
return false;
2020-10-15 15:15:45 +00:00
}
case 70:
return condCmp(getSpriteMassBySize(pSpr), arg1, arg2, cmpOp); // mass of the sprite in a range?
}
} else {
switch (cond) {
default: return false;
case 50:
- 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
case 65:
case 70:
return condCmpne(arg1, arg2, cmpOp);
}
}
- 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
condError(pXCond, "Sprite conditions: Unexpected condition id (%d)!", cond);
return false;
}
- 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
// this updates index of object in all conditions
void condUpdateObjectIndex(int objType, int oldIndex, int newIndex) {
// update index in tracking conditions first
for (int i = 0; i < gTrackingCondsCount; i++) {
TRCONDITION* pCond = &gCondition[i];
for (int k = 0; k < pCond->length; k++) {
if (pCond->obj[k].type != objType || pCond->obj[k].index != oldIndex) continue;
pCond->obj[k].index = newIndex;
break;
}
- 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
}
int oldSerial = condSerialize(objType, oldIndex);
int newSerial = condSerialize(objType, newIndex);
// then update serials
2020-10-15 15:15:45 +00:00
int nSpr;
StatIterator it(kStatModernCondition);
while ((nSpr = it.NextIndex()) >= 0)
{
XSPRITE* pXCond = &xsprite[sprite[nSpr].extra];
- 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
if (pXCond->targetX == oldSerial) pXCond->targetX = newSerial;
if (pXCond->targetY == oldSerial) pXCond->targetY = newSerial;
}
return;
}
bool valueIsBetween(int val, int min, int max) {
return (val > min && val < max);
}
char modernTypeSetSpriteState(int nSprite, XSPRITE* pXSprite, int nState) {
if ((pXSprite->busy & 0xffff) == 0 && pXSprite->state == nState)
return 0;
pXSprite->busy = IntToFixed(nState);
pXSprite->state = nState;
evKill(nSprite, 3);
if (pXSprite->restState != nState && pXSprite->waitTime > 0)
evPost(nSprite, 3, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff);
if (pXSprite->txID != 0 && ((pXSprite->triggerOn && pXSprite->state) || (pXSprite->triggerOff && !pXSprite->state)))
modernTypeSendCommand(nSprite, pXSprite->txID, (COMMAND_ID)pXSprite->command);
return 1;
}
void modernTypeSendCommand(int nSprite, int destChannel, COMMAND_ID command) {
switch (command) {
case kCmdLink:
evSend(nSprite, 3, destChannel, kCmdModernUse); // just send command to change properties
return;
case kCmdUnlock:
evSend(nSprite, 3, destChannel, command); // send normal command first
evSend(nSprite, 3, destChannel, kCmdModernUse); // then send command to change properties
return;
default:
evSend(nSprite, 3, destChannel, kCmdModernUse); // send first command to change properties
evSend(nSprite, 3, destChannel, command); // then send normal command
return;
}
}
// this function used by various new modern types.
void modernTypeTrigger(int destObjType, int destObjIndex, EVENT event) {
if (event.type != OBJ_SPRITE) return;
spritetype* pSource = &sprite[event.index];
if (!xspriRangeIsFine(pSource->extra)) return;
XSPRITE* pXSource = &xsprite[pSource->extra];
switch (destObjType) {
case OBJ_SECTOR:
if (!xsectRangeIsFine(sector[destObjIndex].extra)) return;
break;
case OBJ_WALL:
if (!xwallRangeIsFine(wall[destObjIndex].extra)) return;
break;
case OBJ_SPRITE:
if (!xspriRangeIsFine(sprite[destObjIndex].extra)) return;
else if (sprite[destObjIndex].flags & kHitagFree) return;
/*switch (pSource->type) {
case kModernEffectSpawner:
case kModernWindGenerator:
switch (sprite[destObjIndex].type) {
case kModernEffectSpawner:
case kModernWindGenerator:
viewSetSystemMessage("SRC %d, DEST %d", Numsprites, sprite[destObjIndex].type);
break;
}
break;
}*/
// allow redirect events received from some modern types.
// example: it allows to spawn FX effect if event was received from kModernEffectGen
// on many TX channels instead of just one.
switch (sprite[destObjIndex].type) {
case kModernRandomTX:
case kModernSequentialTX:
spritetype* pSpr = &sprite[destObjIndex]; XSPRITE* pXSpr = &xsprite[pSpr->extra];
- 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
if (pXSpr->command != kCmdLink) break; // no redirect mode detected
else if (!pXSpr->locked) {
switch (pSpr->type) {
case kModernRandomTX:
useRandomTx(pXSpr, (COMMAND_ID)pXSource->command, false); // set random TX id
break;
case kModernSequentialTX:
if (pSpr->flags & kModernTypeFlag1) {
seqTxSendCmdAll(pXSpr, pSource->index, (COMMAND_ID)pXSource->command, true);
return;
}
useSequentialTx(pXSpr, (COMMAND_ID)pXSource->command, false); // set next TX id
break;
}
- 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
if (pXSpr->txID > 0 && pXSpr->txID < kChannelUserMax) {
modernTypeSendCommand(pSource->index, pXSpr->txID, (COMMAND_ID)pXSource->command);
- 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
}
return;
}
break;
}
break;
default:
return;
}
switch (pSource->type) {
// allows teleport any sprite from any location to the source destination
case kMarkerWarpDest:
if (destObjType != OBJ_SPRITE) break;
useTeleportTarget(pXSource, &sprite[destObjIndex]);
break;
case kModernSpriteDamager:
// damages xsprite via TX ID
if (destObjType != OBJ_SPRITE) break;
useSpriteDamager(pXSource, &sprite[destObjIndex]);
break;
// can spawn any effect passed in data2 on it's or txID sprite
case kModernEffectSpawner:
if (destObjType != OBJ_SPRITE || pXSource->data2 < 0 || pXSource->data2 >= kFXMax) break;
useEffectGen(pXSource, &sprite[destObjIndex]);
break;
// takes data2 as SEQ ID and spawns it on it's or TX ID object
case kModernSeqSpawner:
useSeqSpawnerGen(pXSource, destObjType, destObjIndex);
break;
// creates wind on TX ID sector
case kModernWindGenerator:
if (destObjType != OBJ_SECTOR || pXSource->data2 < 0) break;
useSectorWindGen(pXSource, &sector[destObjIndex]);
break;
// size and pan changer of sprite/wall/sector via TX ID
case kModernObjSizeChanger:
useObjResizer(pXSource, destObjType, destObjIndex);
break;
// iterate data filed value of destination object
case kModernObjDataAccumulator:
useIncDecGen(pXSource, destObjType, destObjIndex);
break;
// change data field value of destination object
case kModernObjDataChanger:
useDataChanger(pXSource, destObjType, destObjIndex);
break;
// change sector lighting dynamically
case kModernSectorFXChanger:
if (destObjType != OBJ_SECTOR) break;
useSectorLigthChanger(pXSource, &xsector[sector[destObjIndex].extra]);
break;
// change target of dudes and make it fight
case kModernDudeTargetChanger:
if (destObjType != OBJ_SPRITE) break;
useTargetChanger(pXSource, &sprite[destObjIndex]);
break;
// change picture and palette of TX ID object
case kModernObjPicnumChanger:
usePictureChanger(pXSource, destObjType, destObjIndex);
break;
// change various properties
case kModernObjPropertiesChanger:
usePropertiesChanger(pXSource, destObjType, destObjIndex);
break;
}
}
// the following functions required for kModernDudeTargetChanger
//---------------------------------------
spritetype* aiFightGetTargetInRange(spritetype* pSprite, int minDist, int maxDist, short data, short teamMode) {
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); XSPRITE* pXSprite = &xsprite[pSprite->extra];
spritetype* pTarget = NULL; XSPRITE* pXTarget = NULL; spritetype* cTarget = NULL;
2020-10-15 15:15:45 +00:00
int nSprite;
StatIterator it(kStatDude);
while ((nSprite = it.NextIndex()) >= 0)
{
pTarget = &sprite[nSprite]; pXTarget = &xsprite[pTarget->extra];
if (!aiFightDudeCanSeeTarget(pXSprite, pDudeInfo, pTarget)) continue;
int dist = aiFightGetTargetDist(pSprite, pDudeInfo, pTarget);
if (dist < minDist || dist > maxDist) continue;
else if (pXSprite->target == pTarget->index) return pTarget;
else if (!IsDudeSprite(pTarget) || pTarget->index == pSprite->index || IsPlayerSprite(pTarget)) continue;
else if (IsBurningDude(pTarget) || !IsKillableDude(pTarget) || pTarget->owner == pSprite->index) continue;
else if ((teamMode == 1 && aiFightIsMateOf(pXSprite, pXTarget)) || aiFightMatesHaveSameTarget(pXSprite, pTarget, 1)) continue;
else if (data == 666 || pXTarget->data1 == data) {
if (pXSprite->target > 0) {
cTarget = &sprite[pXSprite->target];
int fineDist1 = aiFightGetFineTargetDist(pSprite, cTarget);
int fineDist2 = aiFightGetFineTargetDist(pSprite, pTarget);
if (fineDist1 < fineDist2)
continue;
}
return pTarget;
}
}
return NULL;
}
spritetype* aiFightTargetIsPlayer(XSPRITE* pXSprite) {
if (pXSprite->target >= 0) {
if (IsPlayerSprite(&sprite[pXSprite->target]))
return &sprite[pXSprite->target];
}
return NULL;
}
spritetype* aiFightGetMateTargets(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 == OBJ_SPRITE) {
pMate = &sprite[rxBucket[i].index];
if (pMate->extra < 0 || pMate->index == sprite[pXSprite->reference].index || !IsDudeSprite(pMate))
continue;
pXMate = &xsprite[pMate->extra];
if (pXMate->target > -1) {
if (!IsPlayerSprite(&sprite[pXMate->target]))
return &sprite[pXMate->target];
}
}
}
return NULL;
}
bool aiFightMatesHaveSameTarget(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 != OBJ_SPRITE)
continue;
pMate = &sprite[rxBucket[i].index];
if (pMate->extra < 0 || pMate->index == sprite[pXLeader->reference].index || !IsDudeSprite(pMate))
continue;
pXMate = &xsprite[pMate->extra];
if (pXMate->target == pTarget->index && allow-- <= 0)
return true;
}
return false;
}
bool aiFightDudeCanSeeTarget(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 (abs(losAngle) < 2048) // 360 deg periphery here*/
return true;
}
}
return false;
}
// this function required if monsters in genIdle ai state. It wakes up monsters
// when kModernDudeTargetChanger goes to off state, so they won't ignore the world.
void aiFightActivateDudes(int rx) {
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) {
if (rxBucket[i].type != OBJ_SPRITE) continue;
spritetype* pDude = &sprite[rxBucket[i].index]; XSPRITE* pXDude = &xsprite[pDude->extra];
if (!IsDudeSprite(pDude) || pXDude->aiState->stateType != kAiStateGenIdle) continue;
aiInitSprite(pDude);
}
}
// this function sets target to -1 for all dudes that hunting for nSprite
void aiFightFreeTargets(int nSprite) {
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int nTarget;
StatIterator it(kStatDude);
while ((nTarget = it.NextIndex()) >= 0)
{
if (!IsDudeSprite(&sprite[nTarget]) || sprite[nTarget].extra < 0) continue;
else if (xsprite[sprite[nTarget].extra].target == nSprite)
aiSetTarget(&xsprite[sprite[nTarget].extra], sprite[nTarget].x, sprite[nTarget].y, sprite[nTarget].z);
}
return;
}
// this function sets target to -1 for all targets that hunting for dudes affected by selected kModernDudeTargetChanger
void aiFightFreeAllTargets(XSPRITE* pXSource) {
if (pXSource->txID <= 0) return;
for (int i = bucketHead[pXSource->txID]; i < bucketHead[pXSource->txID + 1]; i++) {
if (rxBucket[i].type == OBJ_SPRITE && sprite[rxBucket[i].index].extra >= 0)
aiFightFreeTargets(rxBucket[i].index);
}
return;
}
bool aiFightDudeIsAffected(XSPRITE* pXDude) {
if (pXDude->rxID <= 0 || pXDude->locked == 1) return false;
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int nSprite;
StatIterator it(kStatModernDudeTargetChanger);
while ((nSprite = it.NextIndex()) >= 0)
{
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 != OBJ_SPRITE) continue;
spritetype* pSprite = &sprite[rxBucket[i].index];
if (pSprite->extra < 0 || !IsDudeSprite(pSprite)) continue;
else if (pSprite->index == sprite[pXDude->reference].index) return true;
}
}
return false;
}
bool aiFightIsMateOf(XSPRITE* pXDude, XSPRITE* pXSprite) {
return (pXDude->rxID == pXSprite->rxID);
}
// this function tells if there any dude found for kModernDudeTargetChanger
bool aiFightGetDudesForBattle(XSPRITE* pXSprite) {
for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++) {
if (rxBucket[i].type != OBJ_SPRITE) continue;
else if (IsDudeSprite(&sprite[rxBucket[i].index]) &&
xsprite[sprite[rxBucket[i].index].extra].health > 0) return true;
}
// check redirected TX buckets
int rx = -1; XSPRITE* pXRedir = NULL;
while ((pXRedir = evrListRedirectors(OBJ_SPRITE, sprite[pXSprite->reference].extra, pXRedir, &rx)) != NULL) {
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) {
if (rxBucket[i].type != OBJ_SPRITE) continue;
else if (IsDudeSprite(&sprite[rxBucket[i].index]) &&
xsprite[sprite[rxBucket[i].index].extra].health > 0) return true;
}
}
return false;
}
void aiFightAlarmDudesInSight(spritetype* pSprite, int max) {
spritetype* pDude = NULL; XSPRITE* pXDude = NULL;
XSPRITE* pXSprite = &xsprite[pSprite->extra];
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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int nSprite;
StatIterator it(kStatDude);
while ((nSprite = it.NextIndex()) >= 0)
{
pDude = &sprite[nSprite];
if (pDude->index == pSprite->index || !IsDudeSprite(pDude) || pDude->extra < 0)
continue;
pXDude = &xsprite[pDude->extra];
if (aiFightDudeCanSeeTarget(pXSprite, pDudeInfo, pDude)) {
if (pXDude->target != -1 || pXDude->rxID > 0)
continue;
aiSetTarget(pXDude, pDude->x, pDude->y, pDude->z);
aiActivateDude(&bloodActors[pXDude->reference]);
if (max-- < 1)
break;
}
}
}
bool aiFightUnitCanFly(spritetype* pDude) {
return (IsDudeSprite(pDude) && gDudeInfoExtra[pDude->type - kDudeBase].flying);
}
bool aiFightIsMeleeUnit(spritetype* pDude) {
if (pDude->type == kDudeModernCustom) return (pDude->extra >= 0 && dudeIsMelee(&xsprite[pDude->extra]));
else return (IsDudeSprite(pDude) && gDudeInfoExtra[pDude->type - kDudeBase].melee);
}
int aiFightGetTargetDist(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 aiFightGetFineTargetDist(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 modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite, EVENT event) {
if (event.cmd >= kCmdLock && event.cmd <= kCmdToggleLock) {
switch (event.cmd) {
case kCmdLock:
pXSprite->locked = 1;
break;
case kCmdUnlock:
pXSprite->locked = 0;
break;
case kCmdToggleLock:
pXSprite->locked = pXSprite->locked ^ 1;
break;
}
switch (pSprite->type) {
case kModernCondition:
case kModernConditionFalse:
pXSprite->restState = 0;
if (pXSprite->busyTime <= 0) break;
else if (!pXSprite->locked) pXSprite->busy = 0;
break;
}
return true;
}
if (pSprite->statnum == kStatDude && IsDudeSprite(pSprite)) {
switch (event.cmd) {
case kCmdOff:
if (pXSprite->state) SetSpriteState(nSprite, pXSprite, 0);
break;
case kCmdOn:
if (!pXSprite->state) SetSpriteState(nSprite, pXSprite, 1);
if (IsPlayerSprite(pSprite) || pXSprite->health <= 0) break;
switch (pXSprite->aiState->stateType) {
case kAiStateIdle:
case kAiStateGenIdle:
aiActivateDude(&bloodActors[pXSprite->reference]);
break;
}
break;
default:
if (!pXSprite->state) evPost(nSprite, 3, 0, kCmdOn);
else evPost(nSprite, 3, 0, kCmdOff);
break;
}
return true;
}
switch (pSprite->type) {
default:
return false; // no modern type found to work with, go normal OperateSprite();
case kModernCondition:
case kModernConditionFalse:
- 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
if (!pXSprite->isTriggered) useCondition(pSprite, pXSprite, event);
return true;
// add spawn random dude feature - works only if at least 2 data fields are not empty.
case kMarkerDudeSpawn:
if (gGameOptions.nMonsterSettings && pXSprite->data1 >= kDudeBase && pXSprite->data1 < kDudeVanillaMax) {
spritetype* pSpawn = NULL;
if ((pSpawn = randomSpawnDude(pSprite)) == NULL)
return false; // go normal OperateSprite();
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:
if (pSprite->flags & kModernTypeFlag3) aiActivateDude(&bloodActors[pXSpawn->reference]);
break;
}
}
return true;
case kModernRandomTX: // random Event Switch takes random data field and uses it as TX ID
case kModernSequentialTX: // sequential Switch takes values from data fields starting from data1 and uses it as TX ID
- 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
if (pXSprite->command == kCmdLink) return true; // work as event redirector
switch (pSprite->type) {
case kModernRandomTX:
useRandomTx(pXSprite, (COMMAND_ID)pXSprite->command, true);
break;
case kModernSequentialTX:
if (!(pSprite->flags & kModernTypeFlag1)) useSequentialTx(pXSprite, (COMMAND_ID)pXSprite->command, true);
else seqTxSendCmdAll(pXSprite, pSprite->index, (COMMAND_ID)pXSprite->command, false);
break;
}
return true;
case kMarkerWarpDest:
case kModernSpriteDamager:
if (pXSprite->txID <= 0) {
PLAYER* pPlayer = getPlayerById(pXSprite->data1);
if (pPlayer != NULL && SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1) == 1 && pXSprite->data1 > 0) {
switch (pSprite->type) {
case kMarkerWarpDest:
useTeleportTarget(pXSprite, pPlayer->pSprite);
break;
case kModernSpriteDamager:
useSpriteDamager(pXSprite, pPlayer->pSprite);
break;
}
}
return true;
}
fallthrough__;
case kModernObjPropertiesChanger:
if (pXSprite->txID <= 0) {
if (SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1) == 1)
usePropertiesChanger(pXSprite, -1, -1);
return true;
}
fallthrough__;
case kModernObjSizeChanger:
case kModernObjPicnumChanger:
case kModernSectorFXChanger:
case kModernObjDataChanger:
modernTypeSetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1);
return true;
case kModernCustomDudeSpawn:
if (gGameOptions.nMonsterSettings && genDudeSpawn(pSprite, -1) != NULL) gKillMgr.AddNewKill(1);
return true;
case kModernSeqSpawner:
case kModernEffectSpawner:
switch (event.cmd) {
case kCmdOff:
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case kCmdOn:
evKill(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
- 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
if (pSprite->type == kModernSeqSpawner) seqSpawnerOffSameTx(pXSprite);
fallthrough__;
case kCmdRepeat:
if (pXSprite->txID > 0) modernTypeSendCommand(nSprite, pXSprite->txID, (COMMAND_ID)pXSprite->command);
else if (pSprite->type == kModernSeqSpawner) useSeqSpawnerGen(pXSprite, 3, pSprite->index);
else useEffectGen(pXSprite, NULL);
if (pXSprite->busyTime > 0)
evPost(nSprite, 3, ClipLow((int(pXSprite->busyTime) + Random2(pXSprite->data1)) * 120 / 10, 0), kCmdRepeat);
break;
default:
if (pXSprite->state == 0) evPost(nSprite, 3, 0, kCmdOn);
else evPost(nSprite, 3, 0, kCmdOff);
break;
}
return true;
case kModernWindGenerator:
switch (event.cmd) {
case kCmdOff:
windGenStopWindOnSectors(pXSprite);
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case kCmdOn:
evKill(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
fallthrough__;
case kCmdRepeat:
if (pXSprite->txID > 0) modernTypeSendCommand(nSprite, pXSprite->txID, (COMMAND_ID)pXSprite->command);
else useSectorWindGen(pXSprite, NULL);
if (pXSprite->busyTime > 0) evPost(nSprite, 3, pXSprite->busyTime, kCmdRepeat);
break;
default:
if (pXSprite->state == 0) evPost(nSprite, 3, 0, kCmdOn);
else evPost(nSprite, 3, 0, kCmdOff);
break;
}
return true;
case kModernDudeTargetChanger:
// this one is required if data4 of generator was dynamically changed
// it turns monsters in normal idle state instead of genIdle, so they not ignore the world.
if (pXSprite->dropMsg == 3 && 3 != pXSprite->data4)
aiFightActivateDudes(pXSprite->txID);
switch (event.cmd) {
case kCmdOff:
if (pXSprite->data4 == 3) aiFightActivateDudes(pXSprite->txID);
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case kCmdOn:
evKill(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
fallthrough__;
case kCmdRepeat:
if (pXSprite->txID <= 0 || !aiFightGetDudesForBattle(pXSprite)) {
aiFightFreeAllTargets(pXSprite);
evPost(nSprite, 3, 0, kCmdOff);
break;
} else {
modernTypeSendCommand(nSprite, pXSprite->txID, (COMMAND_ID)pXSprite->command);
}
if (pXSprite->busyTime > 0) evPost(nSprite, 3, pXSprite->busyTime, kCmdRepeat);
break;
default:
if (pXSprite->state == 0) evPost(nSprite, 3, 0, kCmdOn);
else evPost(nSprite, 3, 0, kCmdOff);
break;
}
pXSprite->dropMsg = pXSprite->data4;
return true;
case kModernObjDataAccumulator:
switch (event.cmd) {
case kCmdOff:
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case kCmdOn:
evKill(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
fallthrough__;
case kCmdRepeat:
// force OFF after *all* TX objects reach the goal value
if (pSprite->flags == kModernTypeFlag0 && incDecGoalValueIsReached(pXSprite)) {
evPost(nSprite, 3, 0, kCmdOff);
break;
}
modernTypeSendCommand(nSprite, pXSprite->txID, (COMMAND_ID)pXSprite->command);
if (pXSprite->busyTime > 0) evPost(nSprite, 3, pXSprite->busyTime, kCmdRepeat);
break;
default:
if (pXSprite->state == 0) evPost(nSprite, 3, 0, kCmdOn);
else evPost(nSprite, 3, 0, kCmdOff);
break;
}
return true;
case kModernRandom:
case kModernRandom2:
switch (event.cmd) {
case kCmdOff:
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case kCmdOn:
evKill(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
fallthrough__;
case kCmdRepeat:
useRandomItemGen(pSprite, pXSprite);
if (pXSprite->busyTime > 0)
evPost(nSprite, 3, (120 * pXSprite->busyTime) / 10, kCmdRepeat);
break;
default:
if (pXSprite->state == 0) evPost(nSprite, 3, 0, kCmdOn);
else evPost(nSprite, 3, 0, kCmdOff);
break;
}
return true;
case kModernThingTNTProx:
if (pSprite->statnum != kStatRespawn) {
switch (event.cmd) {
case kCmdSpriteProximity:
if (pXSprite->state) break;
sfxPlay3DSound(pSprite, 452, 0, 0);
evPost(nSprite, 3, 30, kCmdOff);
pXSprite->state = 1;
fallthrough__;
case kCmdOn:
sfxPlay3DSound(pSprite, 451, 0, 0);
pXSprite->Proximity = 1;
break;
default:
actExplodeSprite(pSprite);
break;
}
}
return true;
case kModernThingEnemyLifeLeech:
dudeLeechOperate(pSprite, pXSprite, event);
return true;
case kModernPlayerControl: { // WIP
- 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
PLAYER* pPlayer = NULL; int cmd = (event.cmd >= kCmdNumberic) ? event.cmd : pXSprite->command;
if ((pPlayer = getPlayerById(pXSprite->data1)) == NULL
|| ((cmd < 67 || cmd > 68) && !modernTypeSetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1)))
- 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
return true;
TRPLAYERCTRL* pCtrl = &gPlayerCtrl[pPlayer->nPlayer];
- 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
/// !!! COMMANDS OF THE CURRENT SPRITE, NOT OF THE EVENT !!! ///
if ((cmd -= kCmdNumberic) < 0) return true;
else if (pPlayer->pXSprite->health <= 0) {
switch (cmd) {
case 36:
actHealDude(pPlayer->pXSprite, ((pXSprite->data2 > 0) ? ClipHigh(pXSprite->data2, 200) : getDudeInfo(pPlayer->pSprite->type)->startHealth), 200);
pPlayer->curWeapon = 1;
break;
}
- 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
return true;
- 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
}
- 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
switch (cmd) {
case 0: // 64 (player life form)
if (pXSprite->data2 < kModeHuman || pXSprite->data2 > kModeHumanGrown) break;
else trPlayerCtrlSetRace(pXSprite, pPlayer);
break;
- 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
case 1: // 65 (move speed and jump height)
// player movement speed (for all races and postures)
if (valueIsBetween(pXSprite->data2, -1, 32767))
trPlayerCtrlSetMoveSpeed(pXSprite, pPlayer);
// player jump height (for all races and stand posture only)
if (valueIsBetween(pXSprite->data3, -1, 32767))
trPlayerCtrlSetJumpHeight(pXSprite, pPlayer);
break;
- 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
case 2: // 66 (player screen effects)
if (pXSprite->data3 < 0) break;
else trPlayerCtrlSetScreenEffect(pXSprite, pPlayer);
break;
- 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
case 3: // 67 (start playing qav scene)
trPlayerCtrlStartScene(pXSprite, pPlayer, (pXSprite->data4 == 1) ? true : false);
break;
- 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
case 4: // 68 (stop playing qav scene)
if (pXSprite->data2 > 0 && pXSprite->data2 != pPlayer->sceneQav) break;
else trPlayerCtrlStopScene(pPlayer);
break;
- 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
case 5: // 69 (set player look angle, TO-DO: if tx > 0, take a look on TX ID sprite)
//data4 is reserved
if (pXSprite->data4 != 0) break;
- 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
else if (valueIsBetween(pXSprite->data2, -128, 128))
trPlayerCtrlSetLookAngle(pXSprite, pPlayer);
break;
- 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
case 6: // 70 (erase player stuff...)
if (pXSprite->data2 < 0) break;
else trPlayerCtrlEraseStuff(pXSprite, pPlayer);
break;
- 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
case 7: // 71 (give something to player...)
if (pXSprite->data2 <= 0) break;
else trPlayerCtrlGiveStuff(pXSprite, pPlayer, pCtrl);
break;
- 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
case 8: // 72 (use inventory item)
if (pXSprite->data2 < 1 || pXSprite->data2 > 5) break;
- 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
else trPlayerCtrlUsePackItem(pXSprite, pPlayer, event.cmd);
break;
case 9: // 73 (set player's sprite angle, TO-DO: if tx > 0, take a look on TX ID sprite)
//data4 is reserved
if (pXSprite->data4 != 0) break;
else if (pSprite->flags & kModernTypeFlag1) pPlayer->angle.ang = buildang(pSprite->ang);
else if (valueIsBetween(pXSprite->data2, -kAng360, kAng360)) pPlayer->angle.ang = buildang(pXSprite->data2);
break;
}
}
return true;
case kGenModernMissileUniversal:
case kGenModernSound:
switch (event.cmd) {
case kCmdOff:
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case kCmdOn:
evKill(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
fallthrough__;
case kCmdRepeat:
switch (pSprite->type) {
case kGenModernMissileUniversal:
useUniMissileGen(3, pSprite->extra);
break;
case kGenModernSound:
useSoundGen(pSprite, pXSprite);
break;
}
if (pXSprite->txID) evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command);
if (pXSprite->busyTime > 0) evPost(nSprite, 3, (120 * pXSprite->busyTime) / 10, kCmdRepeat);
break;
default:
if (pXSprite->state == 0) evPost(nSprite, 3, 0, kCmdOn);
else evPost(nSprite, 3, 0, kCmdOff);
break;
}
return true;
}
}
bool modernTypeOperateWall(int nWall, walltype* pWall, XWALL* pXWall, EVENT event) {
switch (pWall->type) {
case kSwitchOneWay:
switch (event.cmd) {
case kCmdOff:
SetWallState(nWall, pXWall, 0);
break;
case kCmdOn:
SetWallState(nWall, pXWall, 1);
break;
default:
SetWallState(nWall, pXWall, pXWall->restState ^ 1);
break;
}
return true;
default:
return false; // no modern type found to work with, go normal OperateWall();
}
}
bool txIsRanged(XSPRITE* pXSource) {
if (pXSource->data1 > 0 && pXSource->data2 <= 0 && pXSource->data3 <= 0 && pXSource->data4 > 0) {
if (pXSource->data1 > pXSource->data4) {
// data1 must be less than data4
int tmp = pXSource->data1; pXSource->data1 = pXSource->data4;
pXSource->data4 = tmp;
}
return true;
}
return false;
}
void seqTxSendCmdAll(XSPRITE* pXSource, int nIndex, COMMAND_ID cmd, bool modernSend) {
bool ranged = txIsRanged(pXSource);
if (ranged) {
for (pXSource->txID = pXSource->data1; pXSource->txID <= pXSource->data4; pXSource->txID++) {
if (pXSource->txID <= 0 || pXSource->txID >= kChannelUserMax) continue;
else if (!modernSend) evSend(nIndex, 3, pXSource->txID, cmd);
else modernTypeSendCommand(nIndex, pXSource->txID, cmd);
}
} else {
for (int i = 0; i <= 3; i++) {
pXSource->txID = GetDataVal(&sprite[pXSource->reference], i);
if (pXSource->txID <= 0 || pXSource->txID >= kChannelUserMax) continue;
else if (!modernSend) evSend(nIndex, 3, pXSource->txID, cmd);
else modernTypeSendCommand(nIndex, pXSource->txID, cmd);
}
}
pXSource->txID = pXSource->sysData1 = 0;
return;
}
void useRandomTx(XSPRITE* pXSource, COMMAND_ID cmd, bool setState) {
UNREFERENCED_PARAMETER(cmd);
spritetype* pSource = &sprite[pXSource->reference];
int tx = 0; int maxRetries = kMaxRandomizeRetries;
if (txIsRanged(pXSource)) {
while (maxRetries-- >= 0) {
if ((tx = nnExtRandom(pXSource->data1, pXSource->data4)) != pXSource->txID)
break;
}
} else {
while (maxRetries-- >= 0) {
if ((tx = randomGetDataValue(pXSource, kRandomizeTX)) > 0 && tx != pXSource->txID)
break;
}
}
pXSource->txID = (tx > 0 && tx < kChannelUserMax) ? tx : 0;
if (setState)
SetSpriteState(pSource->index, pXSource, pXSource->state ^ 1);
//evSend(pSource->index, OBJ_SPRITE, pXSource->txID, (COMMAND_ID)pXSource->command);
}
void useSequentialTx(XSPRITE* pXSource, COMMAND_ID cmd, bool setState) {
spritetype* pSource = &sprite[pXSource->reference];
bool range = txIsRanged(pXSource); int cnt = 3; int tx = 0;
if (range) {
// make sure sysData is correct as we store current index of TX ID here.
if (pXSource->sysData1 < pXSource->data1) pXSource->sysData1 = pXSource->data1;
else if (pXSource->sysData1 > pXSource->data4) pXSource->sysData1 = pXSource->data4;
} else {
// make sure sysData is correct as we store current index of data field here.
if (pXSource->sysData1 > 3) pXSource->sysData1 = 0;
else if (pXSource->sysData1 < 0) pXSource->sysData1 = 3;
}
switch (cmd) {
case kCmdOff:
if (!range) {
while (cnt-- >= 0) { // skip empty data fields
if (pXSource->sysData1-- < 0) pXSource->sysData1 = 3;
if ((tx = GetDataVal(pSource, pXSource->sysData1)) <= 0) continue;
else break;
}
} else {
if (--pXSource->sysData1 < pXSource->data1) pXSource->sysData1 = pXSource->data4;
tx = pXSource->sysData1;
}
break;
default:
if (!range) {
while (cnt-- >= 0) { // skip empty data fields
if (pXSource->sysData1 > 3) pXSource->sysData1 = 0;
if ((tx = GetDataVal(pSource, pXSource->sysData1++)) <= 0) continue;
else break;
}
} else {
tx = pXSource->sysData1;
if (pXSource->sysData1 >= pXSource->data4) {
pXSource->sysData1 = pXSource->data1;
break;
}
pXSource->sysData1++;
}
break;
}
pXSource->txID = (tx > 0 && tx < kChannelUserMax) ? tx : 0;
if (setState)
SetSpriteState(pSource->index, pXSource, pXSource->state ^ 1);
//evSend(pSource->index, OBJ_SPRITE, pXSource->txID, (COMMAND_ID)pXSource->command);
}
- 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
int useCondition(spritetype* pSource, XSPRITE* pXSource, EVENT event) {
int objType = event.type; int objIndex = event.index;
bool srcIsCondition = false;
if (objType == OBJ_SPRITE && objIndex != pSource->index)
srcIsCondition = (sprite[objIndex].type == kModernCondition || sprite[objIndex].type == kModernConditionFalse);
// if it's a tracking condition, it must ignore all the commands sent from objects
if (pXSource->busyTime > 0 && event.funcID != kCallbackMax) return -1;
- 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
else if (!srcIsCondition) { // save object serials in the stack and make copy of initial object
pXSource->targetX = pXSource->targetY = condSerialize(objType, objIndex);
- 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
} else { // or grab serials of objects from previous conditions
pXSource->targetX = xsprite[sprite[objIndex].extra].targetX;
pXSource->targetY = xsprite[sprite[objIndex].extra].targetY;
}
int cond = pXSource->data1; bool ok = false; bool RVRS = (pSource->type == kModernConditionFalse);
bool RSET = (pXSource->command == kCmdNumberic + 36); bool PUSH = (pXSource->command == kCmdNumberic);
int comOp = pSource->cstat; // comparison operator
- 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
if (pXSource->restState == 0) {
- 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
if (cond == 0) ok = true; // dummy
else if (cond >= kCondMixedBase && cond < kCondMixedMax) ok = condCheckMixed(pXSource, event, comOp, PUSH);
else if (cond >= kCondWallBase && cond < kCondWallMax) ok = condCheckWall(pXSource, comOp, PUSH);
else if (cond >= kCondSectorBase && cond < kCondSectorMax) ok = condCheckSector(pXSource, comOp, PUSH);
else if (cond >= kCondPlayerBase && cond < kCondPlayerMax) ok = condCheckPlayer(pXSource, comOp, PUSH);
else if (cond >= kCondDudeBase && cond < kCondDudeMax) ok = condCheckDude(pXSource, comOp, PUSH);
else if (cond >= kCondSpriteBase && cond < kCondSpriteMax) ok = condCheckSprite(pXSource, comOp, PUSH);
else condError(pXSource,"Unexpected condition id %d!", cond);
pXSource->state = (ok ^ RVRS);
if (pXSource->waitTime > 0 && pXSource->state > 0) {
- 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
pXSource->restState = 1;
evKill(pSource->index, OBJ_SPRITE);
evPost(pSource->index, OBJ_SPRITE, (pXSource->waitTime * 120) / 10, kCmdRepeat);
return -1;
}
- 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
} else if (event.cmd == kCmdRepeat) {
- 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
pXSource->restState = 0;
- 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
} else {
- 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
return -1;
}
// IF
- 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
if (pXSource->state) {
pXSource->isTriggered = (pXSource->triggerOnce) ? true : false;
- 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
if (RSET) condRestore(pXSource); // reset focus to the initial object
// send command to rx bucket
if (pXSource->txID)
evSend(pSource->index, OBJ_SPRITE, pXSource->txID, (COMMAND_ID)pXSource->command);
if (pSource->hitag) {
- 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
// send it for object currently in the focus
if (pSource->hitag & kModernTypeFlag1) {
condUnserialize(pXSource->targetX, &objType, &objIndex);
nnExtTriggerObject(objType, objIndex, pXSource->command);
}
// send it for initial object
if ((pSource->hitag & kModernTypeFlag2) && (pXSource->targetX != pXSource->targetY || !(pSource->hitag & kModernTypeFlag1))) {
condUnserialize(pXSource->targetY, &objType, &objIndex);
nnExtTriggerObject(objType, objIndex, pXSource->command);
}
}
// ELSE
} else if (pXSource->sysData2 >= 0) {
pSource = &sprite[pXSource->sysData2]; pXSource = &xsprite[pSource->extra];
useCondition(pSource, pXSource, event);
if (pXSource->isTriggered) pXSource->sysData2 = -1;
- 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
}
return pXSource->state;
}
void useRandomItemGen(spritetype* pSource, XSPRITE* pXSource) {
// let's first search for previously dropped items and remove it
if (pXSource->dropMsg > 0) {
2020-10-15 15:15:45 +00:00
int nItem;
StatIterator it(kStatItem);
while ((nItem = it.NextIndex()) >= 0)
{
spritetype* pItem = &sprite[nItem];
if ((unsigned int)pItem->type == pXSource->dropMsg && pItem->x == pSource->x && pItem->y == pSource->y && pItem->z == pSource->z) {
gFX.fxSpawn((FX_ID)29, pSource->sectnum, pSource->x, pSource->y, pSource->z, 0);
pItem->type = kSpriteDecoration;
actPostSprite(nItem, kStatFree);
break;
}
}
}
// then drop item
spritetype* pDrop = randomDropPickupObject(pSource, pXSource->dropMsg);
// check if generator affected by physics
if (pDrop != NULL && debrisGetIndex(pSource->index) != -1 && (pDrop->extra >= 0 || dbInsertXSprite(pDrop->index) > 0)) {
int nIndex = debrisGetFreeIndex();
if (nIndex >= 0) {
xsprite[pDrop->extra].physAttr |= kPhysMove | kPhysGravity | kPhysFalling; // must fall always
pSource->cstat &= ~CSTAT_SPRITE_BLOCK;
gPhysSpritesList[nIndex] = pDrop->index;
if (nIndex >= gPhysSpritesCount) gPhysSpritesCount++;
getSpriteMassBySize(pDrop); // create mass cache
}
}
}
void useUniMissileGen(int, int nXSprite) {
XSPRITE* pXSprite = &xsprite[nXSprite]; int dx = 0, dy = 0, dz = 0;
spritetype* pSprite = &sprite[pXSprite->reference];
if (pXSprite->data1 < kMissileBase || pXSprite->data1 >= kMissileMax)
return;
if (pSprite->cstat & 32) {
if (pSprite->cstat & 8) dz = 0x4000;
else dz = -0x4000;
} else {
dx = CosScale16(pSprite->ang);
dy = SinScale16(pSprite->ang);
dz = pXSprite->data3 << 6; // add slope controlling
if (dz > 0x10000) dz = 0x10000;
else if (dz < -0x10000) dz = -0x10000;
}
spritetype* pMissile = NULL;
pMissile = actFireMissile(pSprite, 0, 0, dx, dy, dz, pXSprite->data1);
if (pMissile != NULL) {
// inherit some properties of the generator
if (pSprite->flags & kModernTypeFlag1) {
pMissile->xrepeat = pSprite->xrepeat;
pMissile->yrepeat = pSprite->yrepeat;
pMissile->pal = pSprite->pal;
pMissile->shade = pSprite->shade;
}
// add velocity controlling
if (pXSprite->data2 > 0) {
int velocity = pXSprite->data2 << 12;
xvel[pMissile->index] = MulScale(velocity, dx, 14);
yvel[pMissile->index] = MulScale(velocity, dy, 14);
zvel[pMissile->index] = MulScale(velocity, dz, 14);
}
// add bursting for missiles
if (pMissile->type != kMissileFlareAlt && pXSprite->data4 > 0)
evPost(pMissile->index, 3, ClipHigh(pXSprite->data4, 500), kCallbackMissileBurst);
}
}
void useSoundGen(spritetype* pSource, XSPRITE* pXSource) {
int pitch = pXSource->data4 << 1; if (pitch < 2000) pitch = 0;
sfxPlay3DSoundCP(pSource, pXSource->data2, -1, 0, pitch, pXSource->data3);
}
void useIncDecGen(XSPRITE* pXSource, short objType, int objIndex) {
char buffer[5]; int data = -65535; short tmp = 0; int dataIndex = 0;
sprintf(buffer, "%d", abs(pXSource->data1)); int len = strlen(buffer);
for (int i = 0; i < len; i++) {
dataIndex = (buffer[i] - 52) + 4;
if ((data = getDataFieldOfObject(objType, objIndex, dataIndex)) == -65535) {
Printf(PRINT_HIGH, "\nWrong index of data (%c) for IncDec Gen #%d! Only 1, 2, 3 and 4 indexes allowed!\n", buffer[i], objIndex);
continue;
}
spritetype* pSource = &sprite[pXSource->reference];
- 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
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if (pXSource->data2 < pXSource->data3) {
data = ClipRange(data, pXSource->data2, pXSource->data3);
if ((data += pXSource->data4) >= pXSource->data3) {
switch (pSource->flags) {
case kModernTypeFlag0:
case kModernTypeFlag1:
if (data > pXSource->data3) data = pXSource->data3;
break;
case kModernTypeFlag2:
if (data > pXSource->data3) data = pXSource->data3;
if (!incDecGoalValueIsReached(pXSource)) break;
tmp = pXSource->data3;
pXSource->data3 = pXSource->data2;
pXSource->data2 = tmp;
break;
case kModernTypeFlag3:
if (data > pXSource->data3) data = pXSource->data2;
break;
}
}
} else if (pXSource->data2 > pXSource->data3) {
data = ClipRange(data, pXSource->data3, pXSource->data2);
if ((data -= pXSource->data4) <= pXSource->data3) {
switch (pSource->flags) {
case kModernTypeFlag0:
case kModernTypeFlag1:
if (data < pXSource->data3) data = pXSource->data3;
break;
case kModernTypeFlag2:
if (data < pXSource->data3) data = pXSource->data3;
if (!incDecGoalValueIsReached(pXSource)) break;
tmp = pXSource->data3;
pXSource->data3 = pXSource->data2;
pXSource->data2 = tmp;
break;
case kModernTypeFlag3:
if (data < pXSource->data3) data = pXSource->data2;
break;
}
}
}
pXSource->sysData1 = data;
setDataValueOfObject(objType, objIndex, dataIndex, data);
}
}
void useDataChanger(XSPRITE* pXSource, int objType, int objIndex) {
spritetype* pSource = &sprite[pXSource->reference];
switch (objType) {
case OBJ_SECTOR:
if ((pSource->flags & kModernTypeFlag1) || (pXSource->data1 != -1 && pXSource->data1 != 32767))
setDataValueOfObject(objType, objIndex, 1, pXSource->data1);
break;
case OBJ_SPRITE:
if ((pSource->flags & kModernTypeFlag1) || (pXSource->data1 != -1 && pXSource->data1 != 32767))
setDataValueOfObject(objType, objIndex, 1, pXSource->data1);
if ((pSource->flags & kModernTypeFlag1) || (pXSource->data2 != -1 && pXSource->data2 != 32767))
setDataValueOfObject(objType, objIndex, 2, pXSource->data2);
if ((pSource->flags & kModernTypeFlag1) || (pXSource->data3 != -1 && pXSource->data3 != 32767))
setDataValueOfObject(objType, objIndex, 3, pXSource->data3);
if ((pSource->flags & kModernTypeFlag1) || pXSource->data4 != 65535)
setDataValueOfObject(objType, objIndex, 4, pXSource->data4);
break;
case OBJ_WALL:
if ((pSource->flags & kModernTypeFlag1) || (pXSource->data1 != -1 && pXSource->data1 != 32767))
setDataValueOfObject(objType, objIndex, 1, pXSource->data1);
break;
}
}
void useSectorLigthChanger(XSPRITE* pXSource, XSECTOR* pXSector) {
spritetype* pSource = &sprite[pXSource->reference];
if (valueIsBetween(pXSource->data1, -1, 32767))
- 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
pXSector->wave = ClipHigh(pXSource->data1, 11);
int oldAmplitude = pXSector->amplitude;
- 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
if (valueIsBetween(pXSource->data2, -128, 128))
pXSector->amplitude = pXSource->data2;
if (valueIsBetween(pXSource->data3, -1, 32767))
- 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
pXSector->freq = ClipHigh(pXSource->data3, 255);
if (valueIsBetween(pXSource->data4, -1, 65535))
- 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
pXSector->phase = ClipHigh(pXSource->data4, 255);
if (pSource->flags) {
if (pSource->flags != kModernTypeFlag1) {
pXSector->shadeAlways = (pSource->flags & 0x0001) ? true : false;
pXSector->shadeFloor = (pSource->flags & 0x0002) ? true : false;
pXSector->shadeCeiling = (pSource->flags & 0x0004) ? true : false;
pXSector->shadeWalls = (pSource->flags & 0x0008) ? true : false;
} else {
pXSector->shadeAlways = true;
- 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
}
}
// add to shadeList if amplitude was set to 0 previously
- 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
if (oldAmplitude != pXSector->amplitude && shadeCount < kMaxXSectors) {
bool found = false;
for (int i = 0; i < shadeCount; i++) {
if (shadeList[i] != sector[pXSector->reference].extra) continue;
found = true;
break;
}
if (!found)
shadeList[shadeCount++] = sector[pXSector->reference].extra;
}
}
void useTargetChanger(XSPRITE* pXSource, spritetype* pSprite) {
if (!IsDudeSprite(pSprite) || pSprite->statnum != kStatDude) {
switch (pSprite->type) { // can be dead dude turned in gib
// make current target and all other dudes not attack this dude anymore
case kThingBloodBits:
case kThingBloodChunks:
aiFightFreeTargets(pSprite->index);
return;
default:
return;
}
}
//spritetype* pSource = &sprite[pXSource->reference];
XSPRITE* pXSprite = &xsprite[pSprite->extra];
spritetype* pTarget = NULL; XSPRITE* pXTarget = NULL; int receiveHp = 33 + Random(33);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int matesPerEnemy = 1;
// dude is burning?
if (pXSprite->burnTime > 0 && spriRangeIsFine(pXSprite->burnSource)) {
if (IsBurningDude(pSprite)) return;
else {
spritetype* pBurnSource = &sprite[pXSprite->burnSource];
if (pBurnSource->extra >= 0) {
if (pXSource->data2 == 1 && aiFightIsMateOf(pXSprite, &xsprite[pBurnSource->extra])) {
pXSprite->burnTime = 0;
// heal dude a bit in case of friendly fire
int startHp = (pXSprite->sysData2 > 0) ? ClipRange(pXSprite->sysData2 << 4, 1, 65535) : pDudeInfo->startHealth << 4;
if (pXSprite->health < startHp) actHealDude(pXSprite, receiveHp, startHp);
} else if (xsprite[pBurnSource->extra].health <= 0) {
pXSprite->burnTime = 0;
}
}
}
}
spritetype* pPlayer = aiFightTargetIsPlayer(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->type == kDudeModernCustom && leechIsDropped(pSprite))
removeLeech(leechIsDropped(pSprite));
} else if (pXSource->data4 == 4) {
aiSetTarget(pXSprite, pPlayer->x, pPlayer->y, pPlayer->z);
if (pSprite->type == kDudeModernCustom && leechIsDropped(pSprite))
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 (aiFightUnitCanFly(pSprite) && aiFightIsMeleeUnit(pTarget) && !aiFightUnitCanFly(pTarget))
pSprite->flags |= 0x0002;
else if (aiFightUnitCanFly(pSprite))
pSprite->flags &= ~0x0002;
if (!IsDudeSprite(pTarget) || pXTarget->health < 1 || !aiFightDudeCanSeeTarget(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 (aiFightDudeIsAffected(pXTarget)) {
// force stop attack target
aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z);
if (pXSprite->burnSource == pTarget->index) {
pXSprite->burnTime = 0;
pXSprite->burnSource = -1;
}
// force stop attack dude
aiSetTarget(pXTarget, pTarget->x, pTarget->y, pTarget->z);
if (pXTarget->burnSource == pSprite->index) {
pXTarget->burnTime = 0;
pXTarget->burnSource = -1;
}
}
}
else if (pXSource->data2 == 1 && aiFightIsMateOf(pXSprite, pXTarget)) {
spritetype* pMate = pTarget; XSPRITE* pXMate = pXTarget;
// heal dude
int startHp = (pXSprite->sysData2 > 0) ? ClipRange(pXSprite->sysData2 << 4, 1, 65535) : pDudeInfo->startHealth << 4;
if (pXSprite->health < startHp) actHealDude(pXSprite, receiveHp, startHp);
// heal mate
startHp = (pXMate->sysData2 > 0) ? ClipRange(pXMate->sysData2 << 4, 1, 65535) : getDudeInfo(pMate->type)->startHealth << 4;
if (pXMate->health < startHp) actHealDude(pXMate, receiveHp, startHp);
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->index) {
aiSetTarget(pXMate, pMate->x, pMate->y, pMate->z);
} else if (!aiFightIsMateOf(pXSprite, &xsprite[pTarget->extra])) {
// force dude to attack same target that mate have
aiSetTarget(pXSprite, pTarget->index);
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->index)
aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z);
}
// check if targets aims player then force this target to fight with dude
else if (aiFightTargetIsPlayer(pXTarget) != NULL) {
aiSetTarget(pXTarget, pSprite->index);
}
int mDist = 3; if (aiFightIsMeleeUnit(pSprite)) mDist = 2;
if (pXSprite->target >= 0 && aiFightGetTargetDist(pSprite, pDudeInfo, &sprite[pXSprite->target]) < mDist) {
if (!isActive(pSprite->index)) aiActivateDude(&bloodActors[pXSprite->reference]);
return;
}
// lets try to look for target that fits better by distance
else if ((PlayClock & 256) != 0 && (pXSprite->target < 0 || aiFightGetTargetDist(pSprite, pDudeInfo, pTarget) >= mDist)) {
pTarget = aiFightGetTargetInRange(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->index))
aiActivateDude(&bloodActors[pXTarget->reference]);
}
// Change target for dude
aiSetTarget(pXSprite, pTarget->index);
if (!isActive(pSprite->index))
aiActivateDude(&bloodActors[pXSprite->reference]);
// ...and change target of target to dude to force it fight
if (pXSource->data3 > 0 && pXTarget->target != pSprite->index) {
aiSetTarget(pXTarget, pSprite->index);
if (!isActive(pTarget->index))
aiActivateDude(&bloodActors[pXTarget->reference]);
}
return;
}
}
}
if ((pXSprite->target < 0 || pPlayer != NULL) && (PlayClock & 32) != 0) {
// try find first target that dude can see
2020-10-15 15:15:45 +00:00
int nSprite;
StatIterator it(kStatDude);
while ((nSprite = it.NextIndex()) >= 0)
{
pTarget = &sprite[nSprite]; pXTarget = &xsprite[pTarget->extra];
if (pXTarget->target == pSprite->index) {
aiSetTarget(pXSprite, pTarget->index);
return;
}
// skip non-dudes and players
if (!IsDudeSprite(pTarget) || (IsPlayerSprite(pTarget) && pXSource->data4 > 0) || pTarget->owner == pSprite->index) continue;
// avoid self aiming, those who dude can't see, and those who dude own
else if (!aiFightDudeCanSeeTarget(pXSprite, pDudeInfo, pTarget) || pSprite->index == pTarget->index) 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) || (pXSource->data2 == 1 && aiFightIsMateOf(pXSprite, pXTarget)))
continue;
if (pXSource->data2 == 0 || (pXSource->data2 == 1 && !aiFightMatesHaveSameTarget(pXSprite, pTarget, matesPerEnemy))) {
// Change target for dude
aiSetTarget(pXSprite, pTarget->index);
if (!isActive(pSprite->index))
aiActivateDude(&bloodActors[pXSprite->reference]);
// ...and change target of target to dude to force it fight
if (pXSource->data3 > 0 && pXTarget->target != pSprite->index) {
aiSetTarget(pXTarget, pSprite->index);
if (pPlayer == NULL && !isActive(pTarget->index))
aiActivateDude(&bloodActors[pXTarget->reference]);
if (pXSource->data3 == 2)
aiFightAlarmDudesInSight(pTarget, maxAlarmDudes);
}
return;
}
break;
}
}
// got no target - let's ask mates if they have targets
if ((pXSprite->target < 0 || pPlayer != NULL) && pXSource->data2 == 1 && (PlayClock & 64) != 0) {
spritetype* pMateTarget = NULL;
if ((pMateTarget = aiFightGetMateTargets(pXSprite)) != NULL && pMateTarget->extra > 0) {
XSPRITE* pXMateTarget = &xsprite[pMateTarget->extra];
if (aiFightDudeCanSeeTarget(pXSprite, pDudeInfo, pMateTarget)) {
if (pXMateTarget->target < 0) {
aiSetTarget(pXMateTarget, pSprite->index);
if (IsDudeSprite(pMateTarget) && !isActive(pMateTarget->index))
aiActivateDude(&bloodActors[pXMateTarget->reference]);
}
aiSetTarget(pXSprite, pMateTarget->index);
if (!isActive(pSprite->index))
aiActivateDude(&bloodActors[pXSprite->reference]);
return;
// try walk in mate direction in case if not see the target
} else if (pXMateTarget->target >= 0 && aiFightDudeCanSeeTarget(pXSprite, pDudeInfo, &sprite[pXMateTarget->target])) {
spritetype* pMate = &sprite[pXMateTarget->target];
pXSprite->target = pMateTarget->index;
pXSprite->targetX = pMate->x;
pXSprite->targetY = pMate->y;
pXSprite->targetZ = pMate->z;
if (!isActive(pSprite->index))
aiActivateDude(&bloodActors[pXSprite->reference]);
return;
}
}
}
}
void usePictureChanger(XSPRITE* pXSource, int objType, int objIndex) {
- 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
//spritetype* pSource = &sprite[pXSource->reference];
switch (objType) {
- 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
case OBJ_SECTOR:
if (valueIsBetween(pXSource->data1, -1, 32767))
sector[objIndex].floorpicnum = pXSource->data1;
if (valueIsBetween(pXSource->data2, -1, 32767))
sector[objIndex].ceilingpicnum = pXSource->data2;
- 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
if (valueIsBetween(pXSource->data3, -1, 32767))
sector[objIndex].floorpal = pXSource->data3;
- 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
if (valueIsBetween(pXSource->data4, -1, 65535))
sector[objIndex].ceilingpal = pXSource->data4;
break;
case OBJ_SPRITE:
if (valueIsBetween(pXSource->data1, -1, 32767))
sprite[objIndex].picnum = pXSource->data1;
if (pXSource->data2 >= 0) sprite[objIndex].shade = (pXSource->data2 > 127) ? 127 : pXSource->data2;
else if (pXSource->data2 < -1) sprite[objIndex].shade = (pXSource->data2 < -127) ? -127 : pXSource->data2;
if (valueIsBetween(pXSource->data3, -1, 32767))
sprite[objIndex].pal = pXSource->data3;
break;
case OBJ_WALL:
if (valueIsBetween(pXSource->data1, -1, 32767))
wall[objIndex].picnum = pXSource->data1;
if (valueIsBetween(pXSource->data2, -1, 32767))
wall[objIndex].overpicnum = pXSource->data2;
if (valueIsBetween(pXSource->data3, -1, 32767))
wall[objIndex].pal = pXSource->data3;
break;
}
}
//---------------------------------------
// player related
QAV* playerQavSceneLoad(int qavId) {
QAV* pQav = getQAV(qavId);
if (!pQav) viewSetSystemMessage("Failed to load QAV animation #%d", qavId);
return pQav;
}
void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene) {
int nIndex = pQavScene->index;
- 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
if (xspriRangeIsFine(sprite[nIndex].extra)) {
XSPRITE* pXSprite = &xsprite[sprite[nIndex].extra];
if (pXSprite->waitTime > 0 && --pXSprite->sysData1 <= 0) {
if (pXSprite->txID >= kChannelUser) {
XSPRITE* pXSpr = NULL;
for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++) {
if (rxBucket[i].type == OBJ_SPRITE) {
spritetype* pSpr = &sprite[rxBucket[i].index];
if (pSpr->index == nIndex || !xspriRangeIsFine(pSpr->extra))
continue;
pXSpr = &xsprite[pSpr->extra];
if (pSpr->type == kModernPlayerControl && pXSpr->command == 67) {
if (pXSpr->data2 == pXSprite->data2 || pXSpr->locked) continue;
else trPlayerCtrlStartScene(pXSpr, pPlayer, true);
return;
}
}
nnExtTriggerObject(rxBucket[i].type, rxBucket[i].index, pXSprite->command);
}
} //else {
trPlayerCtrlStopScene(pPlayer);
//}
} else {
playerQavScenePlay(pPlayer);
pPlayer->weaponTimer = ClipLow(pPlayer->weaponTimer -= 4, 0);
}
} else {
- 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
pQavScene->index = pPlayer->sceneQav = -1;
pQavScene->qavResrc = NULL;
}
}
void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5, int smoothratio) {
if (pPlayer == NULL || pPlayer->sceneQav == -1) return;
QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
spritetype* pSprite = &sprite[pQavScene->index];
if (pQavScene->qavResrc != NULL) {
QAV* pQAV = pQavScene->qavResrc;
int v4 = (pPlayer->weaponTimer == 0) ? ((PlayClock + MulScale(4, smoothratio, 16)) % pQAV->duration) : pQAV->duration - pPlayer->weaponTimer;
int flags = 2; int nInv = powerupCheck(pPlayer, kPwUpShadowCloak);
if (nInv >= 120 * 8 || (nInv != 0 && (PlayClock & 32))) {
a2 = -128; flags |= 1;
}
// draw as weapon
if (!(pSprite->flags & kModernTypeFlag1)) {
pQAV->x = int(a3); pQAV->y = int(a4);
pQAV->Draw(a3, a4, v4, flags, a2, a5, true);
// draw fullscreen (currently 4:3 only)
} else {
// What an awful hack. This throws proper ordering out of the window, but there is no way to reproduce this better with strict layering of elements.
// From the above commit it seems to be incomplete anyway...
pQAV->Draw(v4, flags, a2, a5, false);
}
}
}
void playerQavScenePlay(PLAYER* pPlayer) {
- 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
if (pPlayer == NULL) return;
QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
- 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
if (pPlayer->sceneQav == -1 && pQavScene->index >= 0)
pPlayer->sceneQav = xsprite[sprite[pQavScene->index].extra].data2;
if (pQavScene->qavResrc != NULL) {
QAV* pQAV = pQavScene->qavResrc;
pQAV->nSprite = pPlayer->pSprite->index;
int nTicks = pQAV->duration - pPlayer->weaponTimer;
pQAV->Play(nTicks - 4, nTicks, pPlayer->qavCallback, pPlayer);
}
}
void playerQavSceneReset(PLAYER* pPlayer) {
QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
pQavScene->index = pQavScene->dummy = pPlayer->sceneQav = -1;
pQavScene->qavResrc = NULL;
}
bool playerSizeShrink(PLAYER* pPlayer, int divider) {
pPlayer->pXSprite->scale = 256 / divider;
playerSetRace(pPlayer, kModeHumanShrink);
return true;
}
bool playerSizeGrow(PLAYER* pPlayer, int multiplier) {
pPlayer->pXSprite->scale = 256 * multiplier;
playerSetRace(pPlayer, kModeHumanGrown);
return true;
}
bool playerSizeReset(PLAYER* pPlayer) {
playerSetRace(pPlayer, kModeHuman);
pPlayer->pXSprite->scale = 0;
return true;
}
void playerDeactivateShrooms(PLAYER* pPlayer) {
powerupDeactivate(pPlayer, kPwUpGrowShroom);
pPlayer->pwUpTime[kPwUpGrowShroom] = 0;
powerupDeactivate(pPlayer, kPwUpShrinkShroom);
pPlayer->pwUpTime[kPwUpShrinkShroom] = 0;
}
PLAYER* getPlayerById(short id) {
// relative to connected players
if (id >= 1 && id <= kMaxPlayers) {
id = id - 1;
for (int i = connecthead; i >= 0; i = connectpoint2[i]) {
if (id == gPlayer[i].nPlayer)
return &gPlayer[i];
}
// absolute sprite type
} else if (id >= kDudePlayer1 && id <= kDudePlayer8) {
for (int i = connecthead; i >= 0; i = connectpoint2[i]) {
if (id == gPlayer[i].pSprite->type)
return &gPlayer[i];
}
}
//viewSetSystemMessage("There is no player id #%d", id);
return NULL;
}
// misc functions
bool IsBurningDude(spritetype* pSprite) {
if (pSprite == NULL) return false;
switch (pSprite->type) {
case kDudeBurningInnocent:
case kDudeBurningCultist:
case kDudeBurningZombieAxe:
case kDudeBurningZombieButcher:
case kDudeBurningTinyCaleb:
case kDudeBurningBeast:
case kDudeModernCustomBurning:
return true;
}
return false;
}
bool IsKillableDude(spritetype* pSprite) {
switch (pSprite->type) {
case kDudeGargoyleStatueFlesh:
case kDudeGargoyleStatueStone:
return false;
default:
if (!IsDudeSprite(pSprite) || xsprite[pSprite->extra].locked == 1) return false;
return true;
}
}
bool isGrown(spritetype* pSprite) {
if (powerupCheck(&gPlayer[pSprite->type - kDudePlayer1], kPwUpGrowShroom) > 0) return true;
else if (pSprite->extra >= 0 && xsprite[pSprite->extra].scale >= 512) return true;
else return false;
}
bool isShrinked(spritetype* pSprite) {
if (powerupCheck(&gPlayer[pSprite->type - kDudePlayer1], kPwUpShrinkShroom) > 0) return true;
else if (pSprite->extra >= 0 && xsprite[pSprite->extra].scale > 0 && xsprite[pSprite->extra].scale <= 128) return true;
else return false;
}
bool isActive(int nSprite) {
if (sprite[nSprite].extra < 0 || sprite[nSprite].extra >= kMaxXSprites)
return false;
XSPRITE* pXDude = &xsprite[sprite[nSprite].extra];
switch (pXDude->aiState->stateType) {
case kAiStateIdle:
case kAiStateGenIdle:
case kAiStateSearch:
case kAiStateMove:
case kAiStateOther:
return false;
default:
return true;
}
}
int getDataFieldOfObject(int objType, int objIndex, int dataIndex) {
int data = -65535;
switch (objType) {
case OBJ_SPRITE:
switch (dataIndex) {
case 1: return xsprite[sprite[objIndex].extra].data1;
case 2: return xsprite[sprite[objIndex].extra].data2;
case 3:
switch (sprite[objIndex].type) {
case kDudeModernCustom: return xsprite[sprite[objIndex].extra].sysData1;
default: return xsprite[sprite[objIndex].extra].data3;
}
case 4:return xsprite[sprite[objIndex].extra].data4;
default: return data;
}
case OBJ_SECTOR: return xsector[sector[objIndex].extra].data;
case OBJ_WALL: return xwall[wall[objIndex].extra].data;
default: return data;
}
}
bool setDataValueOfObject(int objType, int objIndex, int dataIndex, int value) {
switch (objType) {
case OBJ_SPRITE: {
XSPRITE* pXSprite = &xsprite[sprite[objIndex].extra];
// exceptions
if (IsDudeSprite(&sprite[objIndex]) && pXSprite->health <= 0) return true;
switch (sprite[objIndex].type) {
case kThingBloodBits:
case kThingBloodChunks:
case kThingZombieHead:
return true;
break;
}
switch (dataIndex) {
case 1:
xsprite[sprite[objIndex].extra].data1 = value;
switch (sprite[objIndex].type) {
case kSwitchCombo:
if (value == xsprite[sprite[objIndex].extra].data2) SetSpriteState(objIndex, &xsprite[sprite[objIndex].extra], 1);
else SetSpriteState(objIndex, &xsprite[sprite[objIndex].extra], 0);
break;
case kDudeModernCustom:
case kDudeModernCustomBurning:
gGenDudeExtra[objIndex].updReq[kGenDudePropertyWeapon] = true;
gGenDudeExtra[objIndex].updReq[kGenDudePropertyDmgScale] = true;
evPost(objIndex, 3, kGenDudeUpdTimeRate, kCallbackGenDudeUpdate);
break;
}
return true;
case 2:
xsprite[sprite[objIndex].extra].data2 = value;
switch (sprite[objIndex].type) {
case kDudeModernCustom:
case kDudeModernCustomBurning:
gGenDudeExtra[objIndex].updReq[kGenDudePropertySpriteSize] = true;
gGenDudeExtra[objIndex].updReq[kGenDudePropertyMass] = true;
gGenDudeExtra[objIndex].updReq[kGenDudePropertyDmgScale] = true;
gGenDudeExtra[objIndex].updReq[kGenDudePropertyStates] = true;
gGenDudeExtra[objIndex].updReq[kGenDudePropertyAttack] = true;
evPost(objIndex, 3, kGenDudeUpdTimeRate, kCallbackGenDudeUpdate);
break;
}
return true;
case 3:
xsprite[sprite[objIndex].extra].data3 = value;
switch (sprite[objIndex].type) {
case kDudeModernCustom:
case kDudeModernCustomBurning:
xsprite[sprite[objIndex].extra].sysData1 = value;
break;
}
return true;
case 4:
xsprite[sprite[objIndex].extra].data4 = value;
return true;
default:
return false;
}
}
case OBJ_SECTOR:
xsector[sector[objIndex].extra].data = value;
return true;
case OBJ_WALL:
xwall[wall[objIndex].extra].data = value;
return true;
default:
return false;
}
}
int listTx(XSPRITE* pXRedir, int tx) {
if (txIsRanged(pXRedir)) {
if (tx == -1) tx = pXRedir->data1;
else if (tx < pXRedir->data4) tx++;
else tx = -1;
} else {
if (tx == -1) {
for (int i = 0; i <= 3; i++) {
if ((tx = GetDataVal(&sprite[pXRedir->reference], i)) <= 0) continue;
else return tx;
}
} else {
int saved = tx; bool savedFound = false;
for (int i = 0; i <= 3; i++) {
tx = GetDataVal(&sprite[pXRedir->reference], i);
if (savedFound && tx > 0) return tx;
else if (tx != saved) continue;
else savedFound = true;
}
}
tx = -1;
}
return tx;
}
XSPRITE* evrIsRedirector(int nSprite) {
if (spriRangeIsFine(nSprite)) {
switch (sprite[nSprite].type) {
case kModernRandomTX:
case kModernSequentialTX:
- 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
if (xspriRangeIsFine(sprite[nSprite].extra) && xsprite[sprite[nSprite].extra].command == kCmdLink
&& !xsprite[sprite[nSprite].extra].locked) return &xsprite[sprite[nSprite].extra];
break;
}
}
return NULL;
}
XSPRITE* evrListRedirectors(int objType, int objXIndex, XSPRITE* pXRedir, int* tx) {
if (!gEventRedirectsUsed) return NULL;
else if (pXRedir && (*tx = listTx(pXRedir, *tx)) != -1)
return pXRedir;
int id = 0;
switch (objType) {
case OBJ_SECTOR:
if (!xsectRangeIsFine(objXIndex)) return NULL;
id = xsector[objXIndex].txID;
break;
case OBJ_SPRITE:
if (!xspriRangeIsFine(objXIndex)) return NULL;
id = xsprite[objXIndex].txID;
break;
case OBJ_WALL:
if (!xwallRangeIsFine(objXIndex)) return NULL;
id = xwall[objXIndex].txID;
break;
default:
return NULL;
}
int nIndex = (pXRedir) ? pXRedir->reference : -1; bool prevFound = false;
for (int i = bucketHead[id]; i < bucketHead[id + 1]; i++) {
if (rxBucket[i].type != OBJ_SPRITE) continue;
XSPRITE* pXSpr = evrIsRedirector(rxBucket[i].index);
if (!pXSpr) continue;
else if (prevFound || nIndex == -1) { *tx = listTx(pXSpr, *tx); return pXSpr; }
else if (nIndex != pXSpr->reference) continue;
else prevFound = true;
}
*tx = -1;
return NULL;
}
// this function checks if all TX objects have the same value
bool incDecGoalValueIsReached(XSPRITE* pXSprite) {
if (pXSprite->data3 != pXSprite->sysData1) return false;
char buffer[5]; sprintf(buffer, "%d", abs(pXSprite->data1)); int len = strlen(buffer); int rx = -1;
for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++) {
if (rxBucket[i].type == OBJ_SPRITE && evrIsRedirector(rxBucket[i].index)) continue;
for (int a = 0; a < len; a++) {
if (getDataFieldOfObject(rxBucket[i].type, rxBucket[i].index, (buffer[a] - 52) + 4) != pXSprite->data3)
return false;
}
}
XSPRITE* pXRedir = NULL; // check redirected TX buckets
while ((pXRedir = evrListRedirectors(OBJ_SPRITE, sprite[pXSprite->reference].extra, pXRedir, &rx)) != NULL) {
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) {
for (int a = 0; a < len; a++) {
if (getDataFieldOfObject(rxBucket[i].type, rxBucket[i].index, (buffer[a] - 52) + 4) != pXSprite->data3)
return false;
}
}
}
return true;
}
- 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
void seqSpawnerOffSameTx(XSPRITE* pXSource) {
for (int i = 0; i < kMaxXSprites; i++) {
XSPRITE* pXSprite = &xsprite[i];
if (pXSprite->reference != pXSource->reference && spriRangeIsFine(pXSprite->reference)) {
if (sprite[pXSprite->reference].type != kModernSeqSpawner) continue;
else if (pXSprite->txID == pXSource->txID && pXSprite->state == 1) {
evKill(pXSprite->reference, OBJ_SPRITE);
- 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
pXSprite->state = 0;
}
}
}
}
// this function can be called via sending numbered command to TX kChannelModernEndLevelCustom
// it allows to set custom next level instead of taking it from INI file.
void levelEndLevelCustom(int nLevel) {
gGameOptions.uGameFlags |= GF_AdvanceLevel;
gNextLevel = FindMapByIndex(currentLevel->cluster, nLevel + 1);
}
void callbackUniMissileBurst(int nSprite) // 22
{
assert(nSprite >= 0 && nSprite < kMaxSprites);
if (sprite[nSprite].statnum != kStatProjectile) return;
spritetype* pSprite = &sprite[nSprite];
int nAngle = getangle(xvel[nSprite], yvel[nSprite]);
int nRadius = 0x55555;
for (int i = 0; i < 8; i++)
{
spritetype* pBurst = actSpawnSprite(pSprite, 5);
pBurst->type = pSprite->type;
pBurst->shade = pSprite->shade;
pBurst->picnum = pSprite->picnum;
pBurst->cstat = pSprite->cstat;
if ((pBurst->cstat & CSTAT_SPRITE_BLOCK)) {
pBurst->cstat &= ~CSTAT_SPRITE_BLOCK; // we don't want missiles impact each other
evPost(pBurst->index, 3, 100, kCallbackMissileSpriteBlock); // so set blocking flag a bit later
}
pBurst->pal = pSprite->pal;
pBurst->clipdist = pSprite->clipdist / 4;
pBurst->flags = pSprite->flags;
pBurst->xrepeat = pSprite->xrepeat / 2;
pBurst->yrepeat = pSprite->yrepeat / 2;
pBurst->ang = ((pSprite->ang + missileInfo[pSprite->type - kMissileBase].angleOfs) & 2047);
pBurst->owner = pSprite->owner;
actBuildMissile(pBurst, pBurst->extra, pSprite->index);
int nAngle2 = (i << 11) / 8;
int dx = 0;
int dy = mulscale30r(nRadius, Sin(nAngle2));
int dz = mulscale30r(nRadius, -Cos(nAngle2));
if (i & 1)
{
dy >>= 1;
dz >>= 1;
}
RotateVector(&dx, &dy, nAngle);
xvel[pBurst->index] += dx;
yvel[pBurst->index] += dy;
zvel[pBurst->index] += dz;
evPost(pBurst->index, 3, 960, kCallbackRemove);
}
evPost(nSprite, 3, 0, kCallbackRemove);
}
void callbackMakeMissileBlocking(int nSprite) // 23
{
assert(nSprite >= 0 && nSprite < kMaxSprites);
if (sprite[nSprite].statnum != kStatProjectile) return;
sprite[nSprite].cstat |= CSTAT_SPRITE_BLOCK;
}
void callbackGenDudeUpdate(int nSprite) // 24
{
if (spriRangeIsFine(nSprite))
genDudeUpdate(&sprite[nSprite]);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
FSerializer& Serialize(FSerializer& arc, const char* keyname, GENDUDEEXTRA& w, GENDUDEEXTRA* def)
{
if (arc.BeginObject(keyname))
{
arc.Array("initvals", w.initVals, 3)
.Array("availdeaths", w.availDeaths, kDamageMax)
("movespeed", w.moveSpeed)
("firedist", w.fireDist)
("throwdist", w.throwDist)
("curweapon", w.curWeapon)
("weapontype", w.weaponType)
("basedispersion", w.baseDispersion)
("slavecount", w.slaveCount)
("lifeleech", w.nLifeLeech)
.Array("slaves", w.slave, w.slaveCount)
.Array("dmgcontrol", w.dmgControl, kDamageMax)
.Array("updreq", w.updReq, kGenDudePropertyMax)
("flags", w.flags)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, SPRITEMASS& w, SPRITEMASS* def)
{
static SPRITEMASS nul;
if (arc.isReading()) w = {};
if (arc.BeginObject(keyname))
{
arc ("seq", w.seqId, &nul.seqId)
("picnum", w.picnum, &nul.picnum)
("xrepeat", w.xrepeat, &nul.xrepeat)
("yrepeat", w.yrepeat, &nul.yrepeat)
("clipdist", w.clipdist)
("mass", w.mass)
("airvel", w.airVel)
("fraction", w.fraction)
.EndObject();
}
return arc;
}
void SerializeNNExts(FSerializer& arc)
{
if (arc.BeginObject("nnexts"))
{
// the GenDudeArray only contains valid info for kDudeModernCustom and kDudeModernCustomBurning so only save the relevant entries as these are not small.
bool foundsome = false;
for (int i = 0; i < kMaxSprites; i++)
{
if (activeSprites[i] && (sprite[i].type == kDudeModernCustom || sprite[i].type == kDudeModernCustomBurning))
{
if (!foundsome) arc.BeginArray("gendudeextra");
foundsome = true;
arc(nullptr, gGenDudeExtra[i]);
}
}
if (foundsome) arc.EndArray();
arc.SparseArray("spritemass", gSpriteMass, kMaxSprites, activeXSprites)
("proxyspritescount", gProxySpritesCount)
.Array("proxyspriteslist", gProxySpritesList, gProxySpritesCount)
("sightspritescount", gSightSpritesCount)
.Array("sightspriteslist", gSightSpritesList, gSightSpritesCount)
("physspritescount", gPhysSpritesCount)
.Array("physspriteslist", gPhysSpritesList, gPhysSpritesCount)
("impactspritescount", gImpactSpritesCount)
.Array("impactspriteslist", gImpactSpritesList, gImpactSpritesCount)
("eventredirects", gEventRedirectsUsed)
.EndObject();
}
}
///////////////////////////////////////////////////////////////////
// This file provides modern features for mappers.
// For full documentation please visit http://cruo.bloodgame.ru/xxsystem
///////////////////////////////////////////////////////////////////
END_BLD_NS
#endif