- txIsRanged and several of its callers.

This commit is contained in:
Christoph Oelckers 2021-10-03 14:50:55 +02:00
parent 174783e57b
commit 24a11b3f2f
2 changed files with 30 additions and 25 deletions

View file

@ -4721,15 +4721,15 @@ void modernTypeTrigger(int destObjType, int destObjIndex, DBloodActor* destactor
switch (pSpr->type)
{
case kModernRandomTX:
useRandomTx(pXSpr, (COMMAND_ID)pXSource->command, false); // set random TX id
useRandomTx(destactor, (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);
seqTxSendCmdAll(destactor, event.actor, (COMMAND_ID)pXSource->command, true);
return;
}
useSequentialTx(pXSpr, (COMMAND_ID)pXSource->command, false); // set next TX id
useSequentialTx(destactor, (COMMAND_ID)pXSource->command, false); // set next TX id
break;
}
if (pXSpr->txID <= 0 || pXSpr->txID >= kChannelUserMax) return;
@ -5548,12 +5548,12 @@ bool modernTypeOperateSprite(DBloodActor* actor, EVENT event)
switch (pSprite->type)
{
case kModernRandomTX:
useRandomTx(pXSprite, (COMMAND_ID)pXSprite->command, true);
useRandomTx(actor, (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);
if (!(pSprite->flags & kModernTypeFlag1)) useSequentialTx(actor, (COMMAND_ID)pXSprite->command, true);
else seqTxSendCmdAll(actor, actor, (COMMAND_ID)pXSprite->command, false);
break;
}
return true;
@ -5962,7 +5962,10 @@ bool modernTypeOperateWall(int nWall, walltype* pWall, XWALL* pXWall, EVENT even
//
//---------------------------------------------------------------------------
bool txIsRanged(XSPRITE* pXSource) {
bool txIsRanged(DBloodActor* source)
{
if (!source->hasX()) return false;
auto pXSource = &source->x();
if (pXSource->data1 > 0 && pXSource->data2 <= 0 && pXSource->data3 <= 0 && pXSource->data4 > 0)
{
if (pXSource->data1 > pXSource->data4)
@ -5982,9 +5985,10 @@ bool txIsRanged(XSPRITE* pXSource) {
//
//---------------------------------------------------------------------------
void seqTxSendCmdAll(XSPRITE* pXSource, int nIndex, COMMAND_ID cmd, bool modernSend) {
auto actor = &bloodActors[nIndex];
bool ranged = txIsRanged(pXSource);
void seqTxSendCmdAll(DBloodActor* source, DBloodActor* actor, COMMAND_ID cmd, bool modernSend)
{
bool ranged = txIsRanged(source);
auto pXSource = &source->x();
if (ranged)
{
for (pXSource->txID = pXSource->data1; pXSource->txID <= pXSource->data4; pXSource->txID++)
@ -6013,13 +6017,14 @@ void seqTxSendCmdAll(XSPRITE* pXSource, int nIndex, COMMAND_ID cmd, bool modernS
//
//---------------------------------------------------------------------------
void useRandomTx(XSPRITE* pXSource, COMMAND_ID cmd, bool setState) {
auto sourceactor = &bloodActors[pXSource->reference];
void useRandomTx(DBloodActor* sourceactor, COMMAND_ID cmd, bool setState)
{
spritetype* pSource = &sourceactor->s();
auto pXSource = &sourceactor->x();
int tx = 0; int maxRetries = kMaxRandomizeRetries;
if (txIsRanged(pXSource)) {
if (txIsRanged(sourceactor))
{
while (maxRetries-- >= 0)
{
if ((tx = nnExtRandom(pXSource->data1, pXSource->data4)) != pXSource->txID)
@ -6037,7 +6042,7 @@ void useRandomTx(XSPRITE* pXSource, COMMAND_ID cmd, bool setState) {
pXSource->txID = (tx > 0 && tx < kChannelUserMax) ? tx : 0;
if (setState)
SetSpriteState(pSource->index, pXSource, pXSource->state ^ 1);
SetSpriteState(sourceactor, pXSource->state ^ 1);
//evSendActor(pSource->index, pXSource->txID, (COMMAND_ID)pXSource->command);
}
@ -6047,11 +6052,12 @@ void useRandomTx(XSPRITE* pXSource, COMMAND_ID cmd, bool setState) {
//
//---------------------------------------------------------------------------
void useSequentialTx(XSPRITE* pXSource, COMMAND_ID cmd, bool setState) {
auto sourceactor = &bloodActors[pXSource->reference];
void useSequentialTx(DBloodActor* sourceactor, COMMAND_ID cmd, bool setState)
{
spritetype* pSource = &sourceactor->s();
bool range = txIsRanged(pXSource); int cnt = 3; int tx = 0;
auto pXSource = &sourceactor->x();
bool range = txIsRanged(sourceactor); int cnt = 3; int tx = 0;
if (range)
{
@ -6111,7 +6117,7 @@ void useSequentialTx(XSPRITE* pXSource, COMMAND_ID cmd, bool setState) {
pXSource->txID = (tx > 0 && tx < kChannelUserMax) ? tx : 0;
if (setState)
SetSpriteState(pSource->index, pXSource, pXSource->state ^ 1);
SetSpriteState(sourceactor, pXSource->state ^ 1);
//evSendActor(pSource->index, pXSource->txID, (COMMAND_ID)pXSource->command);
}
@ -8491,7 +8497,7 @@ void aiPatrolThink(DBloodActor* actor) {
// ------------------------------------------------
int listTx(XSPRITE* pXRedir, int tx) {
if (txIsRanged(pXRedir)) {
if (txIsRanged(&bloodActors[pXRedir->reference])) {
if (tx == -1) tx = pXRedir->data1;
else if (tx < pXRedir->data4) tx++;
else tx = -1;

View file

@ -329,12 +329,11 @@ void useDataChanger(XSPRITE* pXSource, int objType, int objIndex);
void useSectorLigthChanger(XSPRITE* pXSource, XSECTOR* pXSector);
void useTargetChanger(XSPRITE* pXSource, spritetype* pSprite);
void usePictureChanger(XSPRITE* pXSource, int objType, int objIndex);
void useSequentialTx(XSPRITE* pXSource, COMMAND_ID cmd, bool setState);
void useRandomTx(XSPRITE* pXSource, COMMAND_ID cmd, bool setState);
void useSequentialTx(DBloodActor* pXSource, COMMAND_ID cmd, bool setState);
void useRandomTx(DBloodActor* sourceactor, COMMAND_ID cmd, bool setState);
void useDudeSpawn(DBloodActor* pXSource, DBloodActor* pSprite);
void useCustomDudeSpawn(DBloodActor* pXSource, DBloodActor* pSprite);
bool txIsRanged(XSPRITE* pXSource);
void seqTxSendCmdAll(XSPRITE* pXSource, int nIndex, COMMAND_ID cmd, bool modernSend);
void seqTxSendCmdAll(DBloodActor* pXSource, DBloodActor* nIndex, COMMAND_ID cmd, bool modernSend);
// ------------------------------------------------------------------------- //
void trPlayerCtrlLink(DBloodActor* pXSource, PLAYER* pPlayer, bool checkCondition);
void trPlayerCtrlStopScene(PLAYER* pPlayer);