//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include #include "build.h" #include "compat.h" #include "mmulti.h" #include "common_game.h" #include "ai.h" #include "actor.h" #include "blood.h" #include "db.h" #include "endgame.h" #include "eventq.h" #include "aiunicult.h" #include "fx.h" #include "gameutil.h" #include "gib.h" #include "globals.h" #include "levels.h" #include "loadsave.h" #include "player.h" #include "seq.h" #include "sfx.h" #include "sound.h" #include "triggers.h" #include "trig.h" #include "view.h" #include "sectorfx.h" #include "messages.h" BEGIN_BLD_NS int basePath[kMaxSectors]; void FireballTrapSeqCallback(int, int); void UniMissileTrapSeqCallback(int, int); void MGunFireSeqCallback(int, int); void MGunOpenSeqCallback(int, int); int nFireballTrapClient = seqRegisterClient(FireballTrapSeqCallback); int nUniMissileTrapClient = seqRegisterClient(UniMissileTrapSeqCallback); int nMGunFireClient = seqRegisterClient(MGunFireSeqCallback); int nMGunOpenClient = seqRegisterClient(MGunOpenSeqCallback); unsigned int GetWaveValue(unsigned int nPhase, int nType) { switch (nType) { case 0: return 0x8000-(Cos((nPhase<<10)>>16)>>15); case 1: return nPhase; case 2: return 0x10000-(Cos((nPhase<<9)>>16)>>14); case 3: return Sin((nPhase<<9)>>16)>>14; } return nPhase; } char SetSpriteState(int nSprite, XSPRITE* pXSprite, int nState) { if ((pXSprite->busy & 0xffff) == 0 && pXSprite->state == nState) return 0; pXSprite->busy = nState << 16; pXSprite->state = nState; evKill(nSprite, 3); if ((sprite[nSprite].flags & 16) != 0 && sprite[nSprite].inittype >= kDudeBase && sprite[nSprite].inittype < kDudeMax) { pXSprite->respawnPending = 3; evPost(nSprite, 3, gGameOptions.nMonsterRespawnTime, CALLBACK_ID_9); return 1; } if (pXSprite->restState != nState && pXSprite->waitTime > 0) evPost(nSprite, 3, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? COMMAND_ID_1 : COMMAND_ID_0); if (pXSprite->txID) { if (pXSprite->command != 5 && pXSprite->triggerOn && pXSprite->state) evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); if (pXSprite->command != 5 && pXSprite->triggerOff && !pXSprite->state) evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); } return 1; } char modernTypeSetSpriteState(int nSprite, XSPRITE *pXSprite, int nState) { if ((pXSprite->busy&0xffff) == 0 && pXSprite->state == nState) return 0; pXSprite->busy = nState<<16; pXSprite->state = nState; evKill(nSprite, 3); if ((sprite[nSprite].flags & 16) != 0 && sprite[nSprite].inittype >= kDudeBase && sprite[nSprite].inittype < kDudeMax) { pXSprite->respawnPending = 3; evPost(nSprite, 3, gGameOptions.nMonsterRespawnTime, CALLBACK_ID_9); return 1; } if (pXSprite->restState != nState && pXSprite->waitTime > 0) evPost(nSprite, 3, (pXSprite->waitTime*120) / 10, pXSprite->restState ? COMMAND_ID_1 : COMMAND_ID_0); if (pXSprite->txID != 0 && ((pXSprite->triggerOn && pXSprite->state) || (pXSprite->triggerOff && !pXSprite->state))) { // by NoOne: Sending new command instead of link is *required*, because types above //are universal and can paste properties in different objects. switch (pXSprite->command) { case COMMAND_ID_5: case kGDXCommandPaste: evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // just send command to change properties return 1; case COMMAND_ID_7: evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // send normal command first evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // then send command to change properties return 1; default: evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // send first command to change properties evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // then send normal command return 1; } } return 1; } char SetWallState(int nWall, XWALL *pXWall, int nState) { if ((pXWall->busy&0xffff) == 0 && pXWall->state == nState) return 0; pXWall->busy = nState<<16; pXWall->state = nState; evKill(nWall, 0); if (pXWall->restState != nState && pXWall->waitTime > 0) evPost(nWall, 0, (pXWall->waitTime*120) / 10, pXWall->restState ? COMMAND_ID_1 : COMMAND_ID_0); if (pXWall->txID) { if (pXWall->command != 5 && pXWall->triggerOn && pXWall->state) evSend(nWall, 0, pXWall->txID, (COMMAND_ID)pXWall->command); if (pXWall->command != 5 && pXWall->triggerOff && !pXWall->state) evSend(nWall, 0, pXWall->txID, (COMMAND_ID)pXWall->command); } return 1; } char SetSectorState(int nSector, XSECTOR *pXSector, int nState) { if ((pXSector->busy&0xffff) == 0 && pXSector->state == nState) return 0; pXSector->busy = nState<<16; pXSector->state = nState; evKill(nSector, 6); if (nState == 1) { if (pXSector->command != 5 && pXSector->triggerOn && pXSector->txID) evSend(nSector, 6, pXSector->txID, (COMMAND_ID)pXSector->command); if (pXSector->at1b_2) { pXSector->at1b_2 = 0; pXSector->at1b_3 = 0; } else if (pXSector->atf_6) evPost(nSector, 6, (pXSector->waitTimeA * 120) / 10, COMMAND_ID_0); } else { if (pXSector->command != 5 && pXSector->triggerOff && pXSector->txID) evSend(nSector, 6, pXSector->txID, (COMMAND_ID)pXSector->command); if (pXSector->at1b_3) { pXSector->at1b_2 = 0; pXSector->at1b_3 = 0; } else if (pXSector->atf_7) evPost(nSector, 6, (pXSector->waitTimeB * 120) / 10, COMMAND_ID_1); } return 1; } int gBusyCount = 0; enum BUSYID { BUSYID_0 = 0, BUSYID_1, BUSYID_2, BUSYID_3, BUSYID_4, BUSYID_5, BUSYID_6, BUSYID_7, }; struct BUSY { int at0; int at4; int at8; BUSYID atc; }; BUSY gBusy[128]; void AddBusy(int a1, BUSYID a2, int nDelta) { dassert(nDelta != 0); int i; for (i = 0; i < gBusyCount; i++) { if (gBusy[i].at0 == a1 && gBusy[i].atc == a2) break; } if (i == gBusyCount) { if (gBusyCount == 128) return; gBusy[i].at0 = a1; gBusy[i].atc = a2; gBusy[i].at8 = nDelta > 0 ? 0 : 65536; gBusyCount++; } gBusy[i].at4 = nDelta; } void ReverseBusy(int a1, BUSYID a2) { int i; for (i = 0; i < gBusyCount; i++) { if (gBusy[i].at0 == a1 && gBusy[i].atc == a2) { gBusy[i].at4 = -gBusy[i].at4; break; } } } unsigned int GetSourceBusy(EVENT a1) { int nIndex = a1.index; switch (a1.type) { case 6: { int nXIndex = sector[nIndex].extra; dassert(nXIndex > 0 && nXIndex < kMaxXSectors); return xsector[nXIndex].busy; } case 0: { int nXIndex = wall[nIndex].extra; dassert(nXIndex > 0 && nXIndex < kMaxXWalls); return xwall[nXIndex].busy; } case 3: { int nXIndex = sprite[nIndex].extra; dassert(nXIndex > 0 && nXIndex < kMaxXSprites); return xsprite[nXIndex].busy; } } return 0; } void sub_43CF8(spritetype *pSprite, XSPRITE *pXSprite, EVENT a3) { switch (a3.cmd) { case 30: { int nPlayer = pXSprite->data4; if (nPlayer >= 0 && nPlayer < gNetPlayers) { PLAYER *pPlayer = &gPlayer[nPlayer]; if (pPlayer->pXSprite->health > 0) { pPlayer->at181[8] = ClipHigh(pPlayer->at181[8]+pXSprite->data3, gAmmoInfo[8].at0); pPlayer->atcb[9] = 1; if (pPlayer->atbd != 9) { pPlayer->atc3 = 0; pPlayer->atbe = 9; } evKill(pSprite->index, 3); } } break; } case 35: { int nTarget = pXSprite->target; if (nTarget >= 0 && nTarget < kMaxSprites) { if (!pXSprite->stateTimer) { spritetype *pTarget = &sprite[nTarget]; if (pTarget->statnum == 6 && !(pTarget->flags&32) && pTarget->extra > 0 && pTarget->extra < kMaxXSprites) { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); int nType = pTarget->type-kDudeBase; DUDEINFO *pDudeInfo = &dudeInfo[nType]; int z1 = (top-pSprite->z)-256; int x = pTarget->x; int y = pTarget->y; int z = pTarget->z; int nDist = approxDist(x - pSprite->x, y - pSprite->y); if (nDist != 0 && cansee(pSprite->x, pSprite->y, top, pSprite->sectnum, x, y, z, pTarget->sectnum)) { int t = divscale(nDist, 0x1aaaaa, 12); x += (xvel[nTarget]*t)>>12; y += (yvel[nTarget]*t)>>12; int angBak = pSprite->ang; pSprite->ang = getangle(x-pSprite->x, y-pSprite->y); int dx = Cos(pSprite->ang)>>16; int dy = Sin(pSprite->ang)>>16; int tz = pTarget->z - (pTarget->yrepeat * pDudeInfo->aimHeight) * 4; int dz = divscale(tz - top - 256, nDist, 10); int nMissileType = 316+(pXSprite->data3 ? 1 : 0); int t2; if (!pXSprite->data3) t2 = 120 / 10.0; else t2 = (3*120) / 10.0; spritetype *pMissile = actFireMissile(pSprite, 0, z1, dx, dy, dz, nMissileType); if (pMissile) { pMissile->owner = pSprite->owner; pXSprite->stateTimer = 1; evPost(pSprite->index, 3, t2, CALLBACK_ID_20); pXSprite->data3 = ClipLow(pXSprite->data3-1, 0); } pSprite->ang = angBak; } } } } return; } } actPostSprite(pSprite->index, kStatFree); } void ActivateGenerator(int); void OperateSprite(int nSprite, XSPRITE *pXSprite, EVENT a3) { spritetype *pSprite = &sprite[nSprite]; switch (a3.cmd) { case 6: pXSprite->locked = 1; switch (pSprite->type) { case kGDXWindGenerator: stopWindOnSectors(pXSprite); break; } return; case 7: pXSprite->locked = 0; return; case 8: pXSprite->locked = pXSprite->locked ^ 1; switch(pSprite->type) { case kGDXWindGenerator: if (pXSprite->locked == 1) stopWindOnSectors(pXSprite); break; } return; } if (pSprite->statnum == 6 && pSprite->type >= kDudeBase && pSprite->type < kDudeMax) { switch (a3.cmd) { case 0: SetSpriteState(nSprite, pXSprite, 0); break; case 35: if (pXSprite->state) break; fallthrough__; case 1: case 30: case 33: if (!pXSprite->state) SetSpriteState(nSprite, pXSprite, 1); aiActivateDude(pSprite, pXSprite); break; } return; } switch (pSprite->type) { /* - Random Event Switch takes random data field and uses it as TX ID - */ /* - ranged TX ID is now supported also - */ case kGDXRandomTX: { std::default_random_engine rng; int tx = 0; int maxRetries = 10; // set range of TX ID if data2 and data3 is empty. if (pXSprite->data1 > 0 && pXSprite->data2 <= 0 && pXSprite->data3 <= 0 && pXSprite->data4 > 0) { // data1 must be less than data4 if (pXSprite->data1 > pXSprite->data4) { short tmp = pXSprite->data1; pXSprite->data1 = (short) pXSprite->data4; pXSprite->data4 = tmp; } int total = pXSprite->data4 - pXSprite->data1; while (maxRetries > 0) { // use true random only for single player mode // otherwise use Blood's default one. In the future it maybe possible to make // host send info to clients about what was generated. if (gGameOptions.nGameType != 0 || VanillaMode() || DemoRecordStatus()) tx = Random(total) + pXSprite->data1; else { rng.seed(std::random_device()()); tx = (int)my_random(pXSprite->data1, pXSprite->data4); } if (tx != pXSprite->txID) break; maxRetries--; } } else { while (maxRetries > 0) { if ((tx = GetRandDataVal(NULL, pSprite)) > 0 && tx != pXSprite->txID) break; maxRetries--; } } if (tx > 0) { pXSprite->txID = tx; SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1); } break; } /* - Sequential Switch takes values from data fields starting from data1 and uses it as TX ID - */ /* - ranged TX ID is now supported also - */ case kGDXSequentialTX: { bool range = false; int cnt = 3; int tx = 0; // set range of TX ID if data2 and data3 is empty. if (pXSprite->data1 > 0 && pXSprite->data2 <= 0 && pXSprite->data3 <= 0 && pXSprite->data4 > 0) { // data1 must be less than data4 if (pXSprite->data1 > pXSprite->data4) { short tmp = pXSprite->data1; pXSprite->data1 = (short) pXSprite->data4; pXSprite->data4 = tmp; } // force send command to all TX id in a range if (pSprite->flags & kModernTypeFlag1) { for (pXSprite->txID = pXSprite->data1; pXSprite->txID <= pXSprite->data4; pXSprite->txID++) { if (pXSprite->txID > 0) evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); } pXSprite->txID = pXSprite->sysData1 = 0; return; } // Make sure txIndex is correct as we store current index of TX ID here. if (pXSprite->sysData1 < pXSprite->data1) pXSprite->sysData1 = pXSprite->data1; else if (pXSprite->sysData1 > pXSprite->data4) pXSprite->sysData1 = pXSprite->data4; range = true; } else { // force send command to all TX id specified in data if (pSprite->flags & kModernTypeFlag1) { for (int i = 0; i <= 3; i++) { if ((pXSprite->txID = GetDataVal(pSprite, i)) > 0) evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); } pXSprite->txID = pXSprite->sysData1 = 0; return; } // Make sure txIndex is correct as we store current index of data field here. if (pXSprite->sysData1 > 3) pXSprite->sysData1 = 0; else if (pXSprite->sysData1 < 0) pXSprite->sysData1 = 3; } switch (a3.cmd) { case COMMAND_ID_0: if (range == false) { while (cnt-- >= 0) { // skip empty data fields pXSprite->sysData1--; if (pXSprite->sysData1 < 0) pXSprite->sysData1 = 3; tx = GetDataVal(pSprite, pXSprite->sysData1); if (tx < 0) ThrowError(" -- Current data index is negative"); if (tx > 0) break; continue; } } else { pXSprite->sysData1--; if (pXSprite->sysData1 < pXSprite->data1) { pXSprite->sysData1 = pXSprite->data4; } tx = pXSprite->sysData1; } break; default: if (range == false) { while (cnt-- >= 0) { // skip empty data fields if (pXSprite->sysData1 > 3) pXSprite->sysData1 = 0; tx = GetDataVal(pSprite, pXSprite->sysData1); if (tx < 0) ThrowError(" ++ Current data index is negative"); pXSprite->sysData1++; if (tx > 0) break; continue; } } else { tx = pXSprite->sysData1; if (pXSprite->sysData1 >= pXSprite->data4) { pXSprite->sysData1 = pXSprite->data1; break; } pXSprite->sysData1++; } break; } pXSprite->txID = tx; SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1); } break; case 413: if (pXSprite->health > 0) { if (a3.cmd == 1) { if (SetSpriteState(nSprite, pXSprite, 1)) { seqSpawn(38, 3, pSprite->extra, nMGunOpenClient); if (pXSprite->data1 > 0) pXSprite->data2 = pXSprite->data1; } } else if (a3.cmd == 0) { if (SetSpriteState(nSprite, pXSprite, 0)) seqSpawn(40, 3, pSprite->extra, -1); } } break; case 414: if (SetSpriteState(nSprite, pXSprite, 1)) pSprite->flags |= 7; break; case 408: if (SetSpriteState(nSprite, pXSprite, 0)) actPostSprite(nSprite, kStatFree); break; case 405: if (SetSpriteState(nSprite, pXSprite, 0)) actPostSprite(nSprite, kStatFree); break; case 456: switch (a3.cmd) { case 0: pXSprite->state = 0; pSprite->cstat |= 32768; pSprite->cstat &= ~1; break; case 1: pXSprite->state = 1; pSprite->cstat &= (unsigned short)~32768; pSprite->cstat |= 1; break; case 3: pXSprite->state ^= 1; pSprite->cstat ^= 32768; pSprite->cstat ^= 1; break; } break; case 452: if (a3.cmd == 1) { if (SetSpriteState(nSprite, pXSprite, 1)) { seqSpawn(38, 3, pSprite->extra, -1); sfxPlay3DSound(pSprite, 441, 0, 0); } } else if (a3.cmd == 0) { if (SetSpriteState(nSprite, pXSprite, 0)) { seqSpawn(40, 3, pSprite->extra, -1); sfxKill3DSound(pSprite, 0, -1); } } break; case 23: switch (a3.cmd) { case 0: SetSpriteState(nSprite, pXSprite, 0); break; case 1: if (SetSpriteState(nSprite, pXSprite, 1)) seqSpawn(37, 3, pSprite->extra, -1); break; default: SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1); if (pXSprite->state) seqSpawn(37, 3, pSprite->extra, -1); break; } break; // by NoOne: various modern types case kMarkerWarpDest: if (pXSprite->txID <= 0) { if (SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1) == 1) useTeleportTarget(pXSprite, NULL); break; } modernTypeSetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1); break; case kGDXSpriteDamager: if (pXSprite->txID <= 0) { if (SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1) == 1) useSpriteDamager(pXSprite, NULL); break; } modernTypeSetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1); break; case kGDXObjPropertiesChanger: case kGDXObjPicnumChanger: case kGDXObjSizeChanger: case kGDXSectorFXChanger: case kGDXObjDataChanger: case kModernConcussSprite: modernTypeSetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1); break; case 20: switch (a3.cmd) { case 0: if (SetSpriteState(nSprite, pXSprite, 0)) sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0); break; case 1: if (SetSpriteState(nSprite, pXSprite, 1)) sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0); break; default: if (SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1)) { if (pXSprite->state) sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0); else sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0); } break; } break; case 21: switch (a3.cmd) { case 0: if (SetSpriteState(nSprite, pXSprite, 0)) sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0); break; case 1: if (SetSpriteState(nSprite, pXSprite, 1)) sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0); break; default: if (SetSpriteState(nSprite, pXSprite, pXSprite->restState ^ 1)) { if (pXSprite->state) sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0); else sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0); } break; } break; // By NoOne: add linking for path markers and stacks feature case kMarkerLowWater: case kMarkerUpWater: case kMarkerUpGoo: case kMarkerLowGoo: case kMarkerUpLink: case kMarkerLowLink: case kMarkerUpStack: case kMarkerLowStack: if (pXSprite->command == 5 && pXSprite->txID != 0) evSend(nSprite, 3, pXSprite->txID, COMMAND_ID_5); break; // by NoOne: add triggering sprite feature. Path sector will trigger the marker after // it gets reached so it can send commands. case kMarkerPath: switch (a3.cmd) { case COMMAND_ID_0: SetSpriteState(nSprite, pXSprite, 0); break; case COMMAND_ID_1: SetSpriteState(nSprite, pXSprite, 1); break; case COMMAND_ID_5: if (pXSprite->txID != 0) evSend(nSprite, 3, pXSprite->txID, COMMAND_ID_5); // don't forget linking! break; default: SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1); break; } break; case 22: switch (a3.cmd) { case 0: pXSprite->data1--; if (pXSprite->data1 < 0) pXSprite->data1 += pXSprite->data3; break; default: pXSprite->data1++; if (pXSprite->data1 >= pXSprite->data3) pXSprite->data1 -= pXSprite->data3; break; } if (pXSprite->command == 5 && pXSprite->txID) evSend(nSprite, 3, pXSprite->txID, COMMAND_ID_5); sfxPlay3DSound(pSprite, pXSprite->data4, -1, 0); if (pXSprite->data1 == pXSprite->data2) SetSpriteState(nSprite, pXSprite, 1); else SetSpriteState(nSprite, pXSprite, 0); break; case kGDXCustomDudeSpawn: if (gGameOptions.nMonsterSettings && actSpawnCustomDude(pSprite, -1) != NULL) gKillMgr.sub_263E0(1); break; case 18: if (gGameOptions.nMonsterSettings && pXSprite->data1 >= kDudeBase && pXSprite->data1 < kDudeMax) { spritetype* pSpawn = NULL; // By NoOne: add spawn random dude feature - works only if at least 2 data fields are not empty. if (!VanillaMode()) { if ((pSpawn = spawnRandomDude(pSprite)) == NULL) pSpawn = actSpawnDude(pSprite, pXSprite->data1, -1, 0); } else { pSpawn = actSpawnDude(pSprite, pXSprite->data1, -1, 0); } if (pSpawn) { XSPRITE *pXSpawn = &xsprite[pSpawn->extra]; gKillMgr.sub_263E0(1); switch (pXSprite->data1) { case 239: case 240: case 242: case 252: case 253: { pXSpawn->health = dudeInfo[pXSprite->data1 - kDudeBase].startHealth << 4; pXSpawn->burnTime = 10; pXSpawn->target = -1; aiActivateDude(pSpawn, pXSpawn); break; } } } } break; case 19: pXSprite->triggerOn = 0; pXSprite->isTriggered = 1; SetSpriteState(nSprite, pXSprite, 1); for (int p = connecthead; p >= 0; p = connectpoint2[p]) { spritetype *pPlayerSprite = gPlayer[p].pSprite; int dx = (pSprite->x - pPlayerSprite->x)>>4; int dy = (pSprite->y - pPlayerSprite->y)>>4; int dz = (pSprite->z - pPlayerSprite->z)>>8; int nDist = dx*dx+dy*dy+dz*dz+0x40000; gPlayer[p].at37f = divscale16(pXSprite->data1, nDist); } break; case 400: if (pSprite->flags&16) return; fallthrough__; case 418: case 419: case 420: actExplodeSprite(pSprite); break; case 459: switch (a3.cmd) { case 1: SetSpriteState(nSprite, pXSprite, 1); break; default: pSprite->cstat &= (unsigned short)~32768; actExplodeSprite(pSprite); break; } break; case kGDXSeqSpawner: case kGDXEffectSpawner: switch (a3.cmd) { case COMMAND_ID_0: if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0); break; case COMMAND_ID_1: evKill(nSprite, 3); // queue overflow protect if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1); fallthrough__; case COMMAND_ID_21: if (pXSprite->txID <= 0) (pSprite->type == kGDXSeqSpawner) ? useSeqSpawnerGen(pXSprite, 3, pSprite->xvel) : useEffectGen(pXSprite, NULL); else { switch (pXSprite->command) { case COMMAND_ID_5: evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // just send command to change properties break; case COMMAND_ID_7: evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // send normal command first evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // then send command to change properties break; default: evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // send first command to change properties evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // then send normal command break; } } if (pXSprite->busyTime > 0) evPost(nSprite, 3, ClipLow((int(pXSprite->busyTime) + Random2(pXSprite->data1)) * 120 / 10, 0), COMMAND_ID_21); break; default: if (pXSprite->state == 0) evPost(nSprite, 3, 0, COMMAND_ID_1); else evPost(nSprite, 3, 0, COMMAND_ID_0); break; } break; case 402: if (pSprite->statnum == 8) break; if (a3.cmd != 1) actExplodeSprite(pSprite); else { sfxPlay3DSound(pSprite, 454, 0, 0); evPost(nSprite, 3, 18, COMMAND_ID_0); } break; case 401: case kGDXThingTNTProx: if (pSprite->statnum == 8) break; switch (a3.cmd) { case 35: if (!pXSprite->state) { sfxPlay3DSound(pSprite, 452, 0, 0); evPost(nSprite, 3, 30, COMMAND_ID_0); pXSprite->state = 1; } break; case 1: sfxPlay3DSound(pSprite, 451, 0, 0); pXSprite->Proximity = 1; break; default: actExplodeSprite(pSprite); break; } break; case 431: sub_43CF8(pSprite, pXSprite, a3); break; case kGDXThingCustomDudeLifeLeech: dudeLeechOperate(pSprite, pXSprite, a3); break; case kGDXWindGenerator: switch (a3.cmd) { case COMMAND_ID_0: stopWindOnSectors(pXSprite); if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0); break; case COMMAND_ID_1: evKill(nSprite, 3); // queue overflow protect if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1); fallthrough__; case COMMAND_ID_21: if (pXSprite->txID <= 0) useSectorWindGen(pXSprite, NULL); else { switch (pXSprite->command) { case COMMAND_ID_5: evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // just send command to change properties break; case COMMAND_ID_7: evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // send normal command first evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // then send command to change properties break; default: evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // send first command to change properties evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // then send normal command break; } } if (pXSprite->busyTime > 0) evPost(nSprite, 3, pXSprite->busyTime, COMMAND_ID_21); break; default: if (pXSprite->state == 0) evPost(nSprite, 3, 0, COMMAND_ID_1); else evPost(nSprite, 3, 0, COMMAND_ID_0); break; } break; case kGDXDudeTargetChanger: { // this one is required if data4 of generator was dynamically changed // it turns monsters in normal idle state instead of genIdle, so they // not ignore the world. bool activated = false; if (pXSprite->dropMsg == 3 && 3 != pXSprite->data4) { activateDudes(pXSprite->txID); activated = true; } switch (a3.cmd) { case COMMAND_ID_0: if (pXSprite->data4 == 3 && activated == false) activateDudes(pXSprite->txID); if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0); break; case COMMAND_ID_1: evKill(nSprite, 3); // queue overflow protect if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1); fallthrough__; case COMMAND_ID_21: if (pXSprite->txID <= 0 || !getDudesForTargetChg(pXSprite)) { freeAllTargets(pXSprite); evPost(nSprite, 3, 0, COMMAND_ID_0); break; } else { switch (pXSprite->command) { case COMMAND_ID_5: evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // just send command to change properties break; case COMMAND_ID_7: evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // send normal command first evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // then send command to change properties break; default: evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // send first command to change properties evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // then send normal command break; } } if (pXSprite->busyTime > 0) evPost(nSprite, 3, pXSprite->busyTime, COMMAND_ID_21); break; default: if (pXSprite->state == 0) evPost(nSprite, 3, 0, COMMAND_ID_1); else evPost(nSprite, 3, 0, COMMAND_ID_0); break; } pXSprite->dropMsg = (short)pXSprite->data4; break; } case kGDXObjDataAccumulator: switch (a3.cmd) { case COMMAND_ID_0: if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0); break; case COMMAND_ID_1: evKill(nSprite, 3); // queue overflow protect if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1); fallthrough__; case COMMAND_ID_21: // force OFF after *all* TX objects reach the goal value if (pSprite->flags == 0 && goalValueIsReached(pXSprite)) { evPost(nSprite, 3, 0, COMMAND_ID_0); break; } if (pXSprite->txID > 0 && pXSprite->data1 > 0 && pXSprite->data1 <= 4) { switch (pXSprite->command) { case COMMAND_ID_5: evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // just send command to change properties break; case COMMAND_ID_7: evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // send normal command first evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // then send command to change properties break; default: evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // send first command to change properties evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // then send normal command break; } if (pXSprite->busyTime > 0) evPost(nSprite, 3, pXSprite->busyTime, COMMAND_ID_21); } break; default: if (pXSprite->state == 0) evPost(nSprite, 3, 0, COMMAND_ID_1); else evPost(nSprite, 3, 0, COMMAND_ID_0); break; } break; case 704: // ecto skull gen switch (a3.cmd) { case COMMAND_ID_0: if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0); break; case COMMAND_ID_1: evKill(nSprite, 3); // queue overflow protect if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1); fallthrough__; case COMMAND_ID_21: ActivateGenerator(nSprite); if (pXSprite->txID) evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); if (pXSprite->busyTime > 0) evPost(nSprite, 3, (120 * pXSprite->busyTime) / 10, COMMAND_ID_21); break; default: if (pXSprite->state == 0) evPost(nSprite, 3, 0, COMMAND_ID_1); else evPost(nSprite, 3, 0, COMMAND_ID_0); break; } break; case 40: // Random ammo case 80: // Random weapon switch (a3.cmd) { case COMMAND_ID_0: if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0); break; case COMMAND_ID_1: evKill(nSprite, 3); // queue overflow protect if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1); fallthrough__; case COMMAND_ID_21: ActivateGenerator(nSprite); if (pXSprite->busyTime > 0) evPost(nSprite, 3, (120 * pXSprite->busyTime) / 10, COMMAND_ID_21); break; default: if (pXSprite->state == 0) evPost(nSprite, 3, 0, COMMAND_ID_1); else evPost(nSprite, 3, 0, COMMAND_ID_0); break; } break; case 700: case 701: case 702: case 703: case 705: case 706: case 707: case 708: switch (a3.cmd) { case 0: SetSpriteState(nSprite, pXSprite, 0); break; case 21: if (pSprite->type != 700) ActivateGenerator(nSprite); if (pXSprite->txID) evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); if (pXSprite->busyTime > 0) { int nRand = Random2(pXSprite->data1); evPost(nSprite, 3, 120*(nRand+pXSprite->busyTime) / 10, COMMAND_ID_21); } break; default: if (!pXSprite->state) { SetSpriteState(nSprite, pXSprite, 1); evPost(nSprite, 3, 0, COMMAND_ID_21); } break; } break; case 711: if (gGameOptions.nGameType == 0) { if (gMe->pXSprite->health <= 0) break; gMe->at30a = 0; } sndStartSample(pXSprite->data1, -1, 1, 0); break; case 416: case 417: case 425: case 426: case 427: switch (a3.cmd) { case 0: if (SetSpriteState(nSprite, pXSprite, 0)) actActivateGibObject(pSprite, pXSprite); break; case 1: if (SetSpriteState(nSprite, pXSprite, 1)) actActivateGibObject(pSprite, pXSprite); break; default: if (SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1)) actActivateGibObject(pSprite, pXSprite); break; } break; default: switch (a3.cmd) { case 0: SetSpriteState(nSprite, pXSprite, 0); break; case 1: SetSpriteState(nSprite, pXSprite, 1); break; default: SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1); break; } break; } } // by NoOne: this function stops wind on all TX sectors affected by WindGen after it goes off state. void stopWindOnSectors(XSPRITE* pXSource) { spritetype* pSource = &sprite[pXSource->reference]; if (pXSource->txID <= 0) { if (sector[pSource->sectnum].extra >= 0) xsector[sector[pSource->sectnum].extra].windVel = 0; return; } for (int i = bucketHead[pXSource->txID]; i < bucketHead[pXSource->txID + 1]; i++) { if (rxBucket[i].type != 6) continue; XSECTOR * pXSector = &xsector[sector[rxBucket[i].index].extra]; if ((pXSector->state == 1 && !pXSector->windAlways) || (sprite[pXSource->reference].flags & kModernTypeFlag1)) pXSector->windVel = 0; } } /// WIP //////////////////////////////////////////////////////// void useConcussSprite(XSPRITE* pXSource, spritetype* pSprite) { spritetype* pSource = &sprite[pXSource->reference]; int nIndex = isDebris(pSprite->index); //ThrowError("%d", gPhysSpritesList[nIndex]); //int size = (tilesiz[pSprite->picnum].x * pSprite->xrepeat * tilesiz[pSprite->picnum].y * pSprite->yrepeat) >> 1; //int t = scale(pXSource->data1, size, gSpriteMass[pSprite->extra].mass); //xvel[pSprite->xvel] += mulscale16(t, pSprite->x); //yvel[pSprite->xvel] += mulscale16(t, pSprite->y); //zvel[pSprite->xvel] += mulscale16(t, pSprite->z); //debrisConcuss(pXSource->reference, nIndex, pSprite->x - 100, pSprite->y - 100, pSprite->z - 100, pXSource->data1); } void useTeleportTarget(XSPRITE* pXSource, spritetype* pSprite) { spritetype* pSource = &sprite[pXSource->reference]; XSECTOR* pXSector = (sector[pSource->sectnum].extra >= 0) ? &xsector[sector[pSource->sectnum].extra] : NULL; if (pSprite == NULL) { if (pXSource->data1 > 0) { for (int i = connecthead; i >= 0; i = connectpoint2[i]) { if (pXSource->data1 < kMaxPlayers) // relative to connected players if (pXSource->data1 != (i + 1)) continue; else if (pXSource->data1 < (kDudePlayer1 + kMaxPlayers)) // absolute type if (pXSource->data1 >= kDudePlayer1 && (pXSource->data1 + (kDudePlayer1 - 1)) == gPlayer[i].pSprite->type) continue; useTeleportTarget(pXSource, gPlayer[i].pSprite); return; } } return; } pSprite->x = pSource->x; pSprite->y = pSource->y; pSprite->z += (sector[pSource->sectnum].floorz - sector[pSprite->sectnum].floorz); if (pSource->flags & kModernTypeFlag1) // force telefrag TeleFrag(pSprite->xvel, pSource->sectnum); changespritesect((short)pSprite->xvel, pSource->sectnum); if (pXSector != NULL && pXSector->Underwater) xsprite[pSprite->extra].medium = 1; else xsprite[pSprite->extra].medium = 0; if (pXSource->data2 == 1) pSprite->ang = pSource->ang; if (pXSource->data3 == 1) xvel[pSprite->xvel] = yvel[pSprite->xvel] = zvel[pSprite->xvel] = 0; viewBackupSpriteLoc(pSprite->xvel, pSprite); if (pXSource->data4 > 0) sfxPlay3DSound(pSource, pXSource->data4, -1, 0); if (IsPlayerSprite(pSprite)) { PLAYER* pPlayer = &gPlayer[pSprite->type - kDudePlayer1]; playerResetInertia(pPlayer); if (pXSource->data2 == 1) { pPlayer->at6b = pPlayer->at73 = 0; } } } void useEffectGen(XSPRITE * pXSource, spritetype * pSprite) { if (pSprite == NULL) pSprite = &sprite[pXSource->reference]; if (pSprite->extra < 0) return; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); spritetype * pEffect = NULL; int dx = 0, dy = 0; int cnt = (pXSource->data4 > 32) ? 32 : pXSource->data4; while (cnt-- >= 0) { if (cnt > 0) { int dx = Random3(250); int dy = Random3(150); } pEffect = gFX.fxSpawn((FX_ID)pXSource->data2, pSprite->sectnum, pSprite->x + dx, pSprite->y + dy, top, 0); if (pEffect != NULL) { if ((pEffect->cstat & CSTAT_SPRITE_ALIGNMENT_WALL) && (pEffect->cstat & CSTAT_SPRITE_ONE_SIDED)) pEffect->cstat &= ~CSTAT_SPRITE_ONE_SIDED; if (pEffect->pal <= 0) pEffect->pal = pSprite->pal; if (pEffect->xrepeat <= 0) pEffect->xrepeat = pSprite->xrepeat; if (pEffect->yrepeat <= 0) pEffect->yrepeat = pSprite->yrepeat; if (pEffect->shade == 0) pEffect->shade = pSprite->shade; } } if (pXSource->data3 > 0) sfxPlay3DSound(pSprite, pXSource->data3, -1, 0); } void useSectorWindGen(XSPRITE* pXSource, sectortype* pSector) { spritetype* pSource = &sprite[pXSource->reference]; XSECTOR* pXSector = NULL; bool forceWind = false; int nXSector = 0; if (pSector == NULL) { if (sector[pSource->sectnum].extra < 0) { int nXSector = dbInsertXSector(pSource->sectnum); if (nXSector > 0) pXSector = &xsector[nXSector]; else return; forceWind = true; } else { pXSector = &xsector[sector[pSource->sectnum].extra]; nXSector = sector[pXSector->reference].extra; } } else { pXSector = &xsector[pSector->extra]; nXSector = sector[pXSector->reference].extra; } if (pSource->flags) { pXSector->panAlways = 1; pXSector->windAlways = 1; } else if (forceWind) pXSector->windAlways = 1; if (pXSource->data2 > 32766) pXSource->data2 = 32767; if (pXSource->data1 == 1 || pXSource->data1 == 3) pXSector->windVel = Random(pXSource->data2); else pXSector->windVel = pXSource->data2; if (pXSource->data1 == 2 || pXSource->data1 == 3) { short ang = pSource->ang; while (pSource->ang == ang) pSource->ang = Random3(kAng360); } pXSector->windAng = pSource->ang; if (pXSource->data3 > 0 && pXSource->data3 < 4) { switch (pXSource->data3) { case 1: pXSector->panFloor = true; pXSector->panCeiling = false; break; case 2: pXSector->panFloor = false; pXSector->panCeiling = true; break; case 3: pXSector->panFloor = true; pXSector->panCeiling = true; break; } 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 < kMaxXSprites) { 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) { int dmg = (pXSource->data4 == 0 || pXSource->data4 > 65534) ? 65535 : pXSource->data4; int dmgType = (pXSource->data3 >= 7) ? Random(6) : ((pXSource->data3 < 0) ? 0 : pXSource->data3); // just damage / heal TX ID sprite if (pSprite != NULL) { actDamageSprite(pSprite->xvel, pSprite, (DAMAGE_TYPE) dmgType, dmg); return; } // or damage / heal player# specified in data2 (or all players if data2 is empty) else if (pXSource->data2 > 0 && pXSource->data2 <= kMaxPlayers) { for (int i = connecthead; i >= 0; i = connectpoint2[i]) { if (pXSource->data1 < kMaxPlayers) // relative to connected players if (pXSource->data1 != (i + 1)) continue; else if (pXSource->data1 < (kDudePlayer1 + kMaxPlayers)) // absolute type if (pXSource->data1 >= kDudePlayer1 && (pXSource->data1 + (kDudePlayer1 - 1)) == gPlayer[i].pSprite->type) continue; actDamageSprite(sprite[pXSource->reference].xvel, gPlayer[i].pSprite, (DAMAGE_TYPE) dmgType, dmg); return; } } } void useSeqSpawnerGen(XSPRITE* pXSource, int objType, int index) { switch (objType) { case 6: 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 0: 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, wx, wy, wz; 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); wz = floorZ - ceilZ; wx = wall[wall[index].point2].x - wall[index].x; wy = wall[wall[index].point2].y - wall[index].y; cz = (ceilZ + floorZ) >> 1; sfxPlay3DSound(cx, cy, cz, pXSource->data4, nSector); } } return; case 3: if (pXSource->data2 <= 0) seqKill(3, sprite[index].extra); else { seqSpawn(pXSource->data2, 3, sprite[index].extra, -1); if (pXSource->data4 > 0) sfxPlay3DSound(&sprite[index], pXSource->data4, -1, 0); } return; } } void SetupGibWallState(walltype *pWall, XWALL *pXWall) { walltype *pWall2 = NULL; if (pWall->nextwall >= 0) pWall2 = &wall[pWall->nextwall]; if (pXWall->state) { pWall->cstat &= ~65; if (pWall2) { pWall2->cstat &= ~65; pWall->cstat &= ~16; pWall2->cstat &= ~16; } return; } char bVector = pXWall->triggerVector != 0; pWall->cstat |= 1; if (bVector) pWall->cstat |= 64; if (pWall2) { pWall2->cstat |= 1; if (bVector) pWall2->cstat |= 64; pWall->cstat |= 16; pWall2->cstat |= 16; } } void OperateWall(int nWall, XWALL *pXWall, EVENT a3) { walltype *pWall = &wall[nWall]; switch (a3.cmd) { case 6: pXWall->locked = 1; return; case 7: pXWall->locked = 0; return; case 8: pXWall->locked ^= 1; return; } switch (pWall->type) { // by NoOne: make 1-Way switch type for walls to work... case 21: if (VanillaMode()) break; switch (a3.cmd) { case 0: SetWallState(nWall,pXWall,0); break; case 1: SetWallState(nWall, pXWall, 1); break; default: SetWallState(nWall, pXWall, pXWall->restState ^ 1); break; } return; case 511: if (GetWallType(nWall) == 511) { char bStatus; switch (a3.cmd) { case 1: case 51: bStatus = SetWallState(nWall, pXWall, 1); break; case 0: bStatus = SetWallState(nWall, pXWall, 0); break; default: bStatus = SetWallState(nWall, pXWall, pXWall->state ^ 1); break; } if (bStatus) { SetupGibWallState(pWall, pXWall); if (pXWall->state) { CGibVelocity vel(100, 100, 250); int nType = ClipRange(pXWall->data, 0, 31); if (nType > 0) GibWall(nWall, (GIBTYPE)nType, &vel); } } return; } break; } switch (a3.cmd) { case 0: SetWallState(nWall, pXWall, 0); break; case 1: SetWallState(nWall, pXWall, 1); break; default: SetWallState(nWall, pXWall, pXWall->state ^ 1); break; } } void SectorStartSound(int nSector, int nState) { for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->statnum == 0 && pSprite->type == 709) { int nXSprite = pSprite->extra; dassert(nXSprite > 0 && nXSprite < kMaxXSprites); XSPRITE *pXSprite = &xsprite[nXSprite]; if (nState) { if (pXSprite->data3) sfxPlay3DSound(pSprite, pXSprite->data3, 0, 0); } else { if (pXSprite->data1) sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0); } } } } void SectorEndSound(int nSector, int nState) { for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->statnum == 0 && pSprite->type == 709) { int nXSprite = pSprite->extra; dassert(nXSprite > 0 && nXSprite < kMaxXSprites); XSPRITE *pXSprite = &xsprite[nXSprite]; if (nState) { if (pXSprite->data2) sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0); } else { if (pXSprite->data4) sfxPlay3DSound(pSprite, pXSprite->data4, 0, 0); } } } } void PathSound(int nSector, int nSound) { for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->statnum == 0 && pSprite->type == 709) sfxPlay3DSound(pSprite, nSound, 0, 0); } } void DragPoint(int nWall, int x, int y) { viewInterpolateWall(nWall, &wall[nWall]); wall[nWall].x = x; wall[nWall].y = y; int vsi = numwalls; int vb = nWall; do { if (wall[vb].nextwall >= 0) { vb = wall[wall[vb].nextwall].point2; viewInterpolateWall(vb, &wall[vb]); wall[vb].x = x; wall[vb].y = y; } else { vb = nWall; do { if (wall[lastwall(vb)].nextwall >= 0) { vb = wall[lastwall(vb)].nextwall; viewInterpolateWall(vb, &wall[vb]); wall[vb].x = x; wall[vb].y = y; } else break; vsi--; } while (vb != nWall && vsi > 0); break; } vsi--; } while (vb != nWall && vsi > 0); } void TranslateSector(int nSector, int a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9, int a10, int a11, char a12) { int x, y; int nXSector = sector[nSector].extra; XSECTOR *pXSector = &xsector[nXSector]; int v20 = interpolate(a6, a9, a2); int vc = interpolate(a6, a9, a3); int v28 = vc - v20; int v24 = interpolate(a7, a10, a2); int v8 = interpolate(a7, a10, a3); int v2c = v8 - v24; int v44 = interpolate(a8, a11, a2); int vbp = interpolate(a8, a11, a3); int v14 = vbp - v44; int nWall = sector[nSector].wallptr; if (a12) { for (int i = 0; i < sector[nSector].wallnum; nWall++, i++) { x = baseWall[nWall].x; y = baseWall[nWall].y; if (vbp) RotatePoint((int*)&x, (int*)&y, vbp, a4, a5); DragPoint(nWall, x+vc-a4, y+v8-a5); } } else { for (int i = 0; i < sector[nSector].wallnum; nWall++, i++) { int v10 = wall[nWall].point2; x = baseWall[nWall].x; y = baseWall[nWall].y; if (wall[nWall].cstat&16384) { if (vbp) RotatePoint((int*)&x, (int*)&y, vbp, a4, a5); DragPoint(nWall, x+vc-a4, y+v8-a5); if ((wall[v10].cstat&49152) == 0) { x = baseWall[v10].x; y = baseWall[v10].y; if (vbp) RotatePoint((int*)&x, (int*)&y, vbp, a4, a5); DragPoint(v10, x+vc-a4, y+v8-a5); } continue; } if (wall[nWall].cstat&32768) { if (vbp) RotatePoint((int*)&x, (int*)&y, -vbp, a4, a5); DragPoint(nWall, x-(vc-a4), y-(v8-a5)); if ((wall[v10].cstat&49152) == 0) { x = baseWall[v10].x; y = baseWall[v10].y; if (vbp) RotatePoint((int*)&x, (int*)&y, -vbp, a4, a5); DragPoint(v10, x-(vc-a4), y-(v8-a5)); } continue; } } } for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { spritetype *pSprite = &sprite[nSprite]; // By NoOne: allow to move markers by sector movements in game if flags 1 is added in editor. if (pSprite->statnum == 10 || pSprite->statnum == 16) { if (!(pSprite->flags & kModernTypeFlag1)) continue; } x = baseSprite[nSprite].x; y = baseSprite[nSprite].y; if (sprite[nSprite].cstat&8192) { if (vbp) RotatePoint((int*)&x, (int*)&y, vbp, a4, a5); viewBackupSpriteLoc(nSprite, pSprite); pSprite->ang = (pSprite->ang+v14)&2047; pSprite->x = x+vc-a4; pSprite->y = y+v8-a5; } else if (sprite[nSprite].cstat&16384) { if (vbp) RotatePoint((int*)& x, (int*)& y, -vbp, a4, a4); viewBackupSpriteLoc(nSprite, pSprite); pSprite->ang = (pSprite->ang-v14)&2047; pSprite->x = x-(vc-a4); pSprite->y = y-(v8-a5); } else if (pXSector->Drag) { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); int floorZ = getflorzofslope(nSector, pSprite->x, pSprite->y); if (!(pSprite->cstat&48) && floorZ <= bottom) { if (v14) RotatePoint((int*)&pSprite->x, (int*)&pSprite->y, v14, v20, v24); viewBackupSpriteLoc(nSprite, pSprite); pSprite->ang = (pSprite->ang+v14)&2047; pSprite->x += v28; pSprite->y += v2c; } } } } void ZTranslateSector(int nSector, XSECTOR *pXSector, int a3, int a4) { sectortype *pSector = §or[nSector]; viewInterpolateSector(nSector, pSector); int dz = pXSector->at28_0-pXSector->at24_0; if (dz != 0) { int oldZ = pSector->floorz; baseFloor[nSector] = pSector->floorz = pXSector->at24_0 + mulscale16(dz, GetWaveValue(a3, a4)); velFloor[nSector] += (pSector->floorz-oldZ)<<8; for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->statnum == 10 || pSprite->statnum == 16) continue; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); if (pSprite->cstat&8192) { viewBackupSpriteLoc(nSprite, pSprite); pSprite->z += pSector->floorz-oldZ; } else if (pSprite->flags&2) pSprite->flags |= 4; else if (oldZ <= bottom && !(pSprite->cstat&48)) { viewBackupSpriteLoc(nSprite, pSprite); pSprite->z += pSector->floorz-oldZ; } } } dz = pXSector->at20_0-pXSector->at1c_0; if (dz != 0) { int oldZ = pSector->ceilingz; baseCeil[nSector] = pSector->ceilingz = pXSector->at1c_0 + mulscale16(dz, GetWaveValue(a3, a4)); velCeil[nSector] += (pSector->ceilingz-oldZ)<<8; for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->statnum == 10 || pSprite->statnum == 16) continue; if (pSprite->cstat&16384) { viewBackupSpriteLoc(nSprite, pSprite); pSprite->z += pSector->ceilingz-oldZ; } } } } int GetHighestSprite(int nSector, int nStatus, int *a3) { *a3 = sector[nSector].floorz; int v8 = -1; for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { if (sprite[nSprite].statnum == nStatus || nStatus == 1024) { spritetype *pSprite = &sprite[nSprite]; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); if (top-pSprite->z > *a3) { *a3 = top-pSprite->z; v8 = nSprite; } } } return v8; } int GetCrushedSpriteExtents(unsigned int nSector, int *pzTop, int *pzBot) { dassert(pzTop != NULL && pzBot != NULL); dassert(nSector < (unsigned int)numsectors); int vc = -1; sectortype *pSector = §or[nSector]; int vbp = pSector->ceilingz; for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->statnum == 6 || pSprite->statnum == 4) { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); if (vbp > top) { vbp = top; *pzTop = top; *pzBot = bottom; vc = nSprite; } } } return vc; } int VCrushBusy(unsigned int nSector, unsigned int a2) { dassert(nSector < (unsigned int)numsectors); int nXSector = sector[nSector].extra; dassert(nXSector > 0 && nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; int nWave; if (pXSector->busy < a2) nWave = pXSector->at7_2; else nWave = pXSector->at7_5; int dz1 = pXSector->at20_0 - pXSector->at1c_0; int vc = pXSector->at1c_0; if (dz1 != 0) vc += mulscale16(dz1, GetWaveValue(a2, nWave)); int dz2 = pXSector->at28_0 - pXSector->at24_0; int v10 = pXSector->at24_0; if (dz2 != 0) v10 += mulscale16(dz2, GetWaveValue(a2, nWave)); int v18; if (GetHighestSprite(nSector, 6, &v18) >= 0 && vc >= v18) return 1; viewInterpolateSector(nSector, §or[nSector]); if (dz1 != 0) sector[nSector].ceilingz = vc; if (dz2 != 0) sector[nSector].floorz = v10; pXSector->busy = a2; if (pXSector->command == 5 && pXSector->txID) evSend(nSector, 6, pXSector->txID, COMMAND_ID_5); if ((a2&0xffff) == 0) { SetSectorState(nSector, pXSector, a2>>16); SectorEndSound(nSector, a2>>16); return 3; } return 0; } int VSpriteBusy(unsigned int nSector, unsigned int a2) { dassert(nSector < (unsigned int)numsectors); int nXSector = sector[nSector].extra; dassert(nXSector > 0 && nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; int nWave; if (pXSector->busy < a2) nWave = pXSector->at7_2; else nWave = pXSector->at7_5; int dz1 = pXSector->at28_0 - pXSector->at24_0; if (dz1 != 0) { for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->cstat&8192) { viewBackupSpriteLoc(nSprite, pSprite); pSprite->z = baseSprite[nSprite].z+mulscale16(dz1, GetWaveValue(a2, nWave)); } } } int dz2 = pXSector->at20_0 - pXSector->at1c_0; if (dz2 != 0) { for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->cstat&16384) { viewBackupSpriteLoc(nSprite, pSprite); pSprite->z = baseSprite[nSprite].z+mulscale16(dz2, GetWaveValue(a2, nWave)); } } } pXSector->busy = a2; if (pXSector->command == 5 && pXSector->txID) evSend(nSector, 6, pXSector->txID, COMMAND_ID_5); if ((a2&0xffff) == 0) { SetSectorState(nSector, pXSector, a2>>16); SectorEndSound(nSector, a2>>16); return 3; } return 0; } int VDoorBusy(unsigned int nSector, unsigned int a2) { dassert(nSector < (unsigned int)numsectors); int nXSector = sector[nSector].extra; dassert(nXSector > 0 && nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; int vbp; if (pXSector->state) vbp = 65536/ClipLow((120*pXSector->busyTimeA)/10, 1); else vbp = -65536/ClipLow((120*pXSector->busyTimeB)/10, 1); int top, bottom; int nSprite = GetCrushedSpriteExtents(nSector,&top,&bottom); if (nSprite >= 0 && a2 > pXSector->busy) { spritetype *pSprite = &sprite[nSprite]; dassert(pSprite->extra > 0 && pSprite->extra < kMaxXSprites); XSPRITE *pXSprite = &xsprite[pSprite->extra]; if (pXSector->at20_0 > pXSector->at1c_0 || pXSector->at28_0 < pXSector->at24_0) { if (pXSector->interruptable) { if (pXSector->Crush) { if (pXSprite->health <= 0) return 2; int nDamage; if (pXSector->data == 0) nDamage = 500; else nDamage = pXSector->data; actDamageSprite(nSprite, &sprite[nSprite], DAMAGE_TYPE_0, nDamage<<4); } a2 = ClipRange(a2-(vbp/2)*4, 0, 65536); } else if (pXSector->Crush && pXSprite->health > 0) { int nDamage; if (pXSector->data == 0) nDamage = 500; else nDamage = pXSector->data; actDamageSprite(nSprite, &sprite[nSprite], DAMAGE_TYPE_0, nDamage<<4); a2 = ClipRange(a2-(vbp/2)*4, 0, 65536); } } } else if (nSprite >= 0 && a2 < pXSector->busy) { spritetype *pSprite = &sprite[nSprite]; dassert(pSprite->extra > 0 && pSprite->extra < kMaxXSprites); XSPRITE *pXSprite = &xsprite[pSprite->extra]; if (pXSector->at1c_0 > pXSector->at20_0 || pXSector->at24_0 < pXSector->at28_0) { if (pXSector->interruptable) { if (pXSector->Crush) { if (pXSprite->health <= 0) return 2; int nDamage; if (pXSector->data == 0) nDamage = 500; else nDamage = pXSector->data; actDamageSprite(nSprite, &sprite[nSprite], DAMAGE_TYPE_0, nDamage<<4); } a2 = ClipRange(a2+(vbp/2)*4, 0, 65536); } else if (pXSector->Crush && pXSprite->health > 0) { int nDamage; if (pXSector->data == 0) nDamage = 500; else nDamage = pXSector->data; actDamageSprite(nSprite, &sprite[nSprite], DAMAGE_TYPE_0, nDamage<<4); a2 = ClipRange(a2+(vbp/2)*4, 0, 65536); } } } int nWave; if (pXSector->busy < a2) nWave = pXSector->at7_2; else nWave = pXSector->at7_5; ZTranslateSector(nSector, pXSector, a2, nWave); pXSector->busy = a2; if (pXSector->command == 5 && pXSector->txID) evSend(nSector, 6, pXSector->txID, COMMAND_ID_5); if ((a2&0xffff) == 0) { SetSectorState(nSector, pXSector, a2>>16); SectorEndSound(nSector, a2>>16); return 3; } return 0; } int HDoorBusy(unsigned int nSector, unsigned int a2) { dassert(nSector < (unsigned int)numsectors); sectortype *pSector = §or[nSector]; int nXSector = pSector->extra; dassert(nXSector > 0 && nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; int nWave; if (pXSector->busy < a2) nWave = pXSector->at7_2; else nWave = pXSector->at7_5; spritetype *pSprite1 = &sprite[pXSector->at2c_0]; spritetype *pSprite2 = &sprite[pXSector->at2e_0]; TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->type == 616); ZTranslateSector(nSector, pXSector, a2, nWave); pXSector->busy = a2; if (pXSector->command == 5 && pXSector->txID) evSend(nSector, 6, pXSector->txID, COMMAND_ID_5); if ((a2&0xffff) == 0) { SetSectorState(nSector, pXSector, a2>>16); SectorEndSound(nSector, a2>>16); return 3; } return 0; } int RDoorBusy(unsigned int nSector, unsigned int a2) { dassert(nSector < (unsigned int)numsectors); sectortype *pSector = §or[nSector]; int nXSector = pSector->extra; dassert(nXSector > 0 && nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; int nWave; if (pXSector->busy < a2) nWave = pXSector->at7_2; else nWave = pXSector->at7_5; spritetype *pSprite = &sprite[pXSector->at2c_0]; TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite->x, pSprite->y, 0, pSprite->x, pSprite->y, pSprite->ang, pSector->type == 617); ZTranslateSector(nSector, pXSector, a2, nWave); pXSector->busy = a2; if (pXSector->command == 5 && pXSector->txID) evSend(nSector, 6, pXSector->txID, COMMAND_ID_5); if ((a2&0xffff) == 0) { SetSectorState(nSector, pXSector, a2>>16); SectorEndSound(nSector, a2>>16); return 3; } return 0; } int StepRotateBusy(unsigned int nSector, unsigned int a2) { dassert(nSector < (unsigned int)numsectors); sectortype *pSector = §or[nSector]; int nXSector = pSector->extra; dassert(nXSector > 0 && nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; spritetype *pSprite = &sprite[pXSector->at2c_0]; int vbp; if (pXSector->busy < a2) { vbp = pXSector->data+pSprite->ang; int nWave = pXSector->at7_2; TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite->x, pSprite->y, pXSector->data, pSprite->x, pSprite->y, vbp, 1); } else { vbp = pXSector->data-pSprite->ang; int nWave = pXSector->at7_5; TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite->x, pSprite->y, vbp, pSprite->x, pSprite->y, pXSector->data, 1); } pXSector->busy = a2; if (pXSector->command == 5 && pXSector->txID) evSend(nSector, 6, pXSector->txID, COMMAND_ID_5); if ((a2&0xffff) == 0) { SetSectorState(nSector, pXSector, a2>>16); SectorEndSound(nSector, a2>>16); pXSector->data = vbp&2047; return 3; } return 0; } int GenSectorBusy(unsigned int nSector, unsigned int a2) { dassert(nSector < (unsigned int)numsectors); sectortype *pSector = §or[nSector]; int nXSector = pSector->extra; dassert(nXSector > 0 && nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; pXSector->busy = a2; if (pXSector->command == 5 && pXSector->txID) evSend(nSector, 6, pXSector->txID, COMMAND_ID_5); if ((a2&0xffff) == 0) { SetSectorState(nSector, pXSector, a2>>16); SectorEndSound(nSector, a2>>16); return 3; } return 0; } int PathBusy(unsigned int nSector, unsigned int a2) { dassert(nSector < (unsigned int)numsectors); sectortype *pSector = §or[nSector]; int nXSector = pSector->extra; dassert(nXSector > 0 && nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; spritetype *pSprite = &sprite[basePath[nSector]]; spritetype *pSprite1 = &sprite[pXSector->at2c_0]; XSPRITE *pXSprite1 = &xsprite[pSprite1->extra]; spritetype *pSprite2 = &sprite[pXSector->at2e_0]; XSPRITE *pXSprite2 = &xsprite[pSprite2->extra]; int nWave = pXSprite1->wave; TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, 1); ZTranslateSector(nSector, pXSector, a2, nWave); pXSector->busy = a2; if ((a2&0xffff) == 0) { evPost(nSector, 6, (120*pXSprite2->waitTime)/10, COMMAND_ID_1); pXSector->state = 0; pXSector->busy = 0; if (pXSprite1->data4) PathSound(nSector, pXSprite1->data4); pXSector->at2c_0 = pXSector->at2e_0; pXSector->data = pXSprite2->data1; return 3; } return 0; } void OperateDoor(unsigned int nSector, XSECTOR *pXSector, EVENT a3, BUSYID a4) { switch (a3.cmd) { case 0: if (pXSector->busy) { AddBusy(nSector, a4, -65536/ClipLow((pXSector->busyTimeB*120)/10, 1)); SectorStartSound(nSector, 1); } break; case 1: if (pXSector->busy != 0x10000) { AddBusy(nSector, a4, 65536/ClipLow((pXSector->busyTimeA*120)/10, 1)); SectorStartSound(nSector, 0); } break; default: if (pXSector->busy&0xffff) { if (pXSector->interruptable) { ReverseBusy(nSector, a4); pXSector->state = !pXSector->state; } } else { char t = !pXSector->state; int nDelta; if (t) nDelta = 65536/ClipLow((pXSector->busyTimeA*120)/10, 1); else nDelta = -65536/ClipLow((pXSector->busyTimeB*120)/10, 1); AddBusy(nSector, a4, nDelta); SectorStartSound(nSector, pXSector->state); } break; } } char SectorContainsDudes(int nSector) { for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { if (sprite[nSprite].statnum == 6) return 1; } return 0; } void TeleFrag(int nKiller, int nSector) { for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->statnum == 6) actDamageSprite(nKiller, pSprite, DAMAGE_TYPE_3, 4000); else if (pSprite->statnum == 4) actDamageSprite(nKiller, pSprite, DAMAGE_TYPE_3, 4000); } } void OperateTeleport(unsigned int nSector, XSECTOR *pXSector) { dassert(nSector < (unsigned int)numsectors); int nDest = pXSector->at2c_0; dassert(nDest < kMaxSprites); spritetype *pDest = &sprite[nDest]; dassert(pDest->statnum == kStatMarker); dassert(pDest->type == kMarkerWarpDest); dassert(pDest->sectnum >= 0 && pDest->sectnum < kMaxSectors); for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->statnum == 6) { PLAYER *pPlayer; char bPlayer = IsPlayerSprite(pSprite); if (bPlayer) pPlayer = &gPlayer[pSprite->type-kDudePlayer1]; else pPlayer = NULL; if (bPlayer || !SectorContainsDudes(pDest->sectnum)) { if (!(gGameOptions.uNetGameFlags&2)) TeleFrag(pXSector->data, pDest->sectnum); pSprite->x = pDest->x; pSprite->y = pDest->y; pSprite->z += sector[pDest->sectnum].floorz-sector[nSector].floorz; pSprite->ang = pDest->ang; ChangeSpriteSect(nSprite, pDest->sectnum); sfxPlay3DSound(pDest, 201, -1, 0); xvel[nSprite] = yvel[nSprite] = zvel[nSprite] = 0; ClearBitString(gInterpolateSprite, nSprite); viewBackupSpriteLoc(nSprite, pSprite); if (pPlayer) { playerResetInertia(pPlayer); pPlayer->at6b = pPlayer->at73 = 0; } } } } } void OperatePath(unsigned int nSector, XSECTOR *pXSector, EVENT a3) { int nSprite; spritetype *pSprite = NULL; XSPRITE *pXSprite; dassert(nSector < (unsigned int)numsectors); spritetype *pSprite2 = &sprite[pXSector->at2c_0]; XSPRITE *pXSprite2 = &xsprite[pSprite2->extra]; int nId = pXSprite2->data2; for (nSprite = headspritestat[16]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { pSprite = &sprite[nSprite]; if (pSprite->type == 15) { pXSprite = &xsprite[pSprite->extra]; if (pXSprite->data1 == nId) break; } } // by NoOne: trigger marker after it gets reached if (pXSprite2->state != 1) trTriggerSprite(pSprite2->xvel, pXSprite2, COMMAND_ID_1); if (nSprite < 0) ThrowError("Unable to find path marker with id #%d", nId); pXSector->at2e_0 = nSprite; pXSector->at24_0 = pSprite2->z; pXSector->at28_0 = pSprite->z; switch (a3.cmd) { case 1: pXSector->state = 0; pXSector->busy = 0; AddBusy(nSector, BUSYID_7, 65536/ClipLow((120*pXSprite2->busyTime)/10,1)); if (pXSprite2->data3) PathSound(nSector, pXSprite2->data3); break; } } void OperateSector(unsigned int nSector, XSECTOR *pXSector, EVENT a3) { dassert(nSector < (unsigned int)numsectors); sectortype *pSector = §or[nSector]; switch (a3.cmd) { case 6: pXSector->locked = 1; break; case 7: pXSector->locked = 0; // By NoOne: reset counter sector state and make it work again after unlock, so it can be used again. // See callback.cpp for more info. if (pSector->type == kSecCounter) { pXSector->state = 0; evPost(nSector, 6, 0, CALLBACK_ID_12); } break; case 8: pXSector->locked ^= 1; // same as above... if (pSector->type == kSecCounter && pXSector->locked != 1) { pXSector->state = 0; evPost(nSector, 6, 0, CALLBACK_ID_12); } break; case 9: pXSector->at1b_2 = 0; pXSector->at1b_3 = 1; break; case 10: pXSector->at1b_2 = 1; pXSector->at1b_3 = 0; break; case 11: pXSector->at1b_2 = 1; pXSector->at1b_3 = 1; break; default: switch (pSector->type) { case 602: OperateDoor(nSector, pXSector, a3, BUSYID_1); break; case 600: OperateDoor(nSector, pXSector, a3, BUSYID_2); break; case 614: case 616: OperateDoor(nSector, pXSector, a3, BUSYID_3); break; case 615: case 617: OperateDoor(nSector, pXSector, a3, BUSYID_4); break; case 613: switch (a3.cmd) { case 1: pXSector->state = 0; pXSector->busy = 0; AddBusy(nSector, BUSYID_5, 65536/ClipLow((120*pXSector->busyTimeA)/10, 1)); SectorStartSound(nSector, 0); break; case 0: pXSector->state = 1; pXSector->busy = 65536; AddBusy(nSector, BUSYID_5, -65536/ClipLow((120*pXSector->busyTimeB)/10, 1)); SectorStartSound(nSector, 1); break; } break; case 604: OperateTeleport(nSector, pXSector); break; case 612: OperatePath(nSector, pXSector, a3); break; default: if (pXSector->busyTimeA || pXSector->busyTimeB) OperateDoor(nSector, pXSector, a3, BUSYID_6); else { switch (a3.cmd) { case 0: SetSectorState(nSector, pXSector, 0); break; case 1: SetSectorState(nSector, pXSector, 1); break; default: SetSectorState(nSector, pXSector, pXSector->state^1); break; } } break; } break; } } void InitPath(unsigned int nSector, XSECTOR *pXSector) { int nSprite; spritetype *pSprite; XSPRITE *pXSprite; dassert(nSector < (unsigned int)numsectors); int nId = pXSector->data; for (nSprite = headspritestat[16]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { pSprite = &sprite[nSprite]; if (pSprite->type == 15) { pXSprite = &xsprite[pSprite->extra]; if (pXSprite->data1 == nId) break; } } if (nSprite < 0) ThrowError("Unable to find path marker with id #%d", nId); pXSector->at2c_0 = nSprite; basePath[nSector] = nSprite; if (pXSector->state) evPost(nSector, 6, 0, COMMAND_ID_1); } void LinkSector(int nSector, XSECTOR *pXSector, EVENT a3) { sectortype *pSector = §or[nSector]; int nBusy = GetSourceBusy(a3); switch (pSector->type) { case 602: VSpriteBusy(nSector, nBusy); break; case 600: VDoorBusy(nSector, nBusy); break; case 614: case 616: HDoorBusy(nSector, nBusy); break; case 615: case 617: RDoorBusy(nSector, nBusy); break; /* By NoOne: add link support for counter sectors so they can change necessary type and count of types*/ case kSecCounter: { int nXIndex; nXIndex = sector[a3.index].extra; XSECTOR* pXSector2 = &xsector[nXIndex]; pXSector->waitTimeA = pXSector2->waitTimeA; pXSector->data = pXSector2->data; break; } default: pXSector->busy = nBusy; if ((pXSector->busy&0xffff) == 0) SetSectorState(nSector, pXSector, nBusy>>16); break; } } void LinkSprite(int nSprite, XSPRITE *pXSprite, EVENT a3) { spritetype *pSprite = &sprite[nSprite]; int nBusy = GetSourceBusy(a3); switch (pSprite->type) { //By NoOne: these can be linked too now, so it's possible to change palette, underwater status and more... case kMarkerLowWater: case kMarkerUpWater: case kMarkerUpGoo: case kMarkerLowGoo: case kMarkerUpLink: case kMarkerLowLink: case kMarkerUpStack: case kMarkerLowStack: { if (a3.type != 3) break; spritetype *pSprite2 = &sprite[a3.index]; if (pSprite2->extra < 0) break; XSPRITE *pXSprite2 = &xsprite[pSprite2->extra]; // Only lower to lower and upper to upper linking allowed. switch (pSprite->type) { case kMarkerLowWater: case kMarkerLowLink: case kMarkerLowStack: case kMarkerLowGoo: switch (pSprite2->type) { case kMarkerLowWater: case kMarkerLowLink: case kMarkerLowStack: case kMarkerLowGoo: break; default: return; } break; case kMarkerUpWater: case kMarkerUpLink: case kMarkerUpStack: case kMarkerUpGoo: switch (pSprite2->type) { case kMarkerUpWater: case kMarkerUpLink: case kMarkerUpStack: case kMarkerUpGoo: break; default: return; } break; } // swap link location /*short tmp1 = pXSprite2.data1;*/ /*pXSprite2.data1 = pXSprite.data1;*/ /*pXSprite.data1 = tmp1;*/ if (pXSprite->data2 < kMaxPAL && pXSprite2->data2 < kMaxPAL) { // swap medium int tmp2 = pXSprite2->data2; pXSprite2->data2 = pXSprite->data2; pXSprite->data2 = tmp2; } // swap link type // swap link owners (sectors) short tmp3 = pSprite2->type; //short tmp7 = pSprite2.owner; pSprite2->type = pSprite->type; //pSprite2.owner = pSprite.owner; pSprite->type = tmp3; //pSprite.owner = tmp7; // Deal with linked sectors sectortype *pSector = §or[pSprite->sectnum]; sectortype *pSector2 = §or[pSprite2->sectnum]; // Check for underwater XSECTOR *pXSector = NULL; XSECTOR *pXSector2 = NULL; if (pSector->extra > 0) pXSector = &xsector[pSector->extra]; if (pSector2->extra > 0) pXSector2 = &xsector[pSector2->extra]; if (pXSector != NULL && pXSector2 != NULL) { bool tmp6 = pXSector->Underwater; pXSector->Underwater = pXSector2->Underwater; pXSector2->Underwater = tmp6; } // optionally swap floorpic if (pXSprite2->data3 == 1) { short tmp4 = pSector->floorpicnum; pSector->floorpicnum = pSector2->floorpicnum; pSector2->floorpicnum = tmp4; } // optionally swap ceilpic if (pXSprite2->data4 == 1) { short tmp5 = pSector->ceilingpicnum; pSector->ceilingpicnum = pSector2->ceilingpicnum; pSector2->ceilingpicnum = tmp5; } } break; // By NoOne: add a way to link between path markers, so path sectors can change their path on the fly. case kMarkerPath: { // only path marker to path marker link allowed if (a3.type == 3) { int nXSprite2 = sprite[a3.index].extra; // get master path marker data fields pXSprite->data1 = xsprite[nXSprite2].data1; pXSprite->data2 = xsprite[nXSprite2].data2; pXSprite->data3 = xsprite[nXSprite2].data3; // include soundId(?) // get master path marker busy and wait times pXSprite->busyTime = xsprite[nXSprite2].busyTime; pXSprite->waitTime = xsprite[nXSprite2].waitTime; } } break; case kSwitchCombo: { if (a3.type == 3) { int nSprite2 = a3.index; int nXSprite2 = sprite[nSprite2].extra; dassert(nXSprite2 > 0 && nXSprite2 < kMaxXSprites); pXSprite->data1 = xsprite[nXSprite2].data1; if (pXSprite->data1 == pXSprite->data2) SetSpriteState(nSprite, pXSprite, 1); else SetSpriteState(nSprite, pXSprite, 0); } } break; default: { pXSprite->busy = nBusy; if ((pXSprite->busy & 0xffff) == 0) SetSpriteState(nSprite, pXSprite, nBusy >> 16); } break; } } void LinkWall(int nWall, XWALL *pXWall, EVENT a3) { int nBusy = GetSourceBusy(a3); pXWall->busy = nBusy; if ((pXWall->busy & 0xffff) == 0) SetWallState(nWall, pXWall, nBusy>>16); } void trTriggerSector(unsigned int nSector, XSECTOR *pXSector, int a3) { dassert(nSector < (unsigned int)numsectors); if (!pXSector->locked && !pXSector->at16_6) { if (pXSector->triggerOnce) pXSector->at16_6 = 1; if (pXSector->decoupled) { if (pXSector->txID) evSend(nSector, 6, pXSector->txID, (COMMAND_ID)pXSector->command); } else { EVENT evnt; evnt.cmd = a3; OperateSector(nSector, pXSector, evnt); } } } void trMessageSector(unsigned int nSector, EVENT a2) { dassert(nSector < (unsigned int)numsectors); dassert(sector[nSector].extra > 0 && sector[nSector].extra < kMaxXSectors); int nXSector = sector[nSector].extra; XSECTOR *pXSector = &xsector[nXSector]; if (!pXSector->locked || a2.cmd == 7 || a2.cmd == 8) { if (a2.cmd == 5) LinkSector(nSector, pXSector, a2); else if (a2.cmd == kGDXCommandPaste) pastePropertiesInObj(6, nSector, a2); else OperateSector(nSector, pXSector, a2); } } void trTriggerWall(unsigned int nWall, XWALL *pXWall, int a3) { dassert(nWall < (unsigned int)numwalls); if (!pXWall->locked && !pXWall->isTriggered) { if (pXWall->triggerOnce) pXWall->isTriggered = 1; if (pXWall->decoupled) { if (pXWall->txID) evSend(nWall, 0, pXWall->txID, (COMMAND_ID)pXWall->command); } else { EVENT evnt; evnt.cmd = a3; OperateWall(nWall, pXWall, evnt); } } } void trMessageWall(unsigned int nWall, EVENT a2) { dassert(nWall < (unsigned int)numwalls); dassert(wall[nWall].extra > 0 && wall[nWall].extra < kMaxXWalls); int nXWall = wall[nWall].extra; XWALL *pXWall = &xwall[nXWall]; if (!pXWall->locked || a2.cmd == 7 || a2.cmd == 8) { if (a2.cmd == 5) LinkWall(nWall, pXWall, a2); else if (a2.cmd == kGDXCommandPaste) pastePropertiesInObj(0, nWall, a2); else OperateWall(nWall, pXWall, a2); } } void trTriggerSprite(unsigned int nSprite, XSPRITE *pXSprite, int a3) { if (!pXSprite->locked && !pXSprite->isTriggered) { if (pXSprite->triggerOnce) pXSprite->isTriggered = 1; if (pXSprite->Decoupled) { if (pXSprite->txID) evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); } else { EVENT evnt; evnt.cmd = a3; OperateSprite(nSprite, pXSprite, evnt); } } } void trMessageSprite(unsigned int nSprite, EVENT a2) { if (sprite[nSprite].statnum == kStatFree) return; int nXSprite = sprite[nSprite].extra; XSPRITE *pXSprite = &xsprite[nXSprite]; if (!pXSprite->locked || a2.cmd == 7 || a2.cmd == 8) { if (a2.cmd == 5) LinkSprite(nSprite, pXSprite, a2); else if (a2.cmd == kGDXCommandPaste) pastePropertiesInObj(3, nSprite, a2); else OperateSprite(nSprite, pXSprite, a2); } } bool valueIsBetween(int val, int min, int max) { return (val > min && val < max); } // By NoOne: this function used by various new GDX types. void pastePropertiesInObj(int type, int nDest, EVENT event) { if (event.type != 3) return; spritetype* pSource = &sprite[event.index]; if (pSource->extra < 0) return; XSPRITE* pXSource = &xsprite[pSource->extra]; switch (type) { case 6: if (sector[nDest].extra < 0) return; break; case 0: if (wall[nDest].extra < 0) return; break; case 3: if (sprite[nDest].extra < 0) return; break; default: return; } if (pSource->type == kModernConcussSprite) { /* - Concussing any physics affected sprite with give strength - */ if (type != 3) return; else if ((sprite[nDest].flags & kPhysMove) || (sprite[nDest].flags & kPhysGravity) || isDebris(nDest)) useConcussSprite(pXSource, &sprite[nDest]); return; } else if (pSource->type == kMarkerWarpDest) { /* - Allows teleport any sprite from any location to the source destination - */ useTeleportTarget(pXSource, &sprite[nDest]); return; } else if (pSource->type == kGDXSpriteDamager) { /* - damages xsprite via TX ID - */ if (type != 3) return; else if (xsprite[sprite[nDest].extra].health > 0) useSpriteDamager(pXSource, &sprite[nDest]); return; } if (pSource->type == kGDXEffectSpawner) { /* - Effect Spawner can spawn any effect passed in data2 on it's or txID sprite - */ if (pXSource->data2 < 0 || pXSource->data2 >= kFXMax) return; else if (type == 3) useEffectGen(pXSource, &sprite[nDest]); return; } else if (pSource->type == kGDXSeqSpawner) { /* - SEQ Spawner takes data2 as SEQ ID and spawns it on it's or TX ID sprite - */ if (pXSource->data2 > 0 && !gSysRes.Lookup(pXSource->data2, "SEQ")) return; useSeqSpawnerGen(pXSource, type, nDest); return; } else if (pSource->type == kGDXWindGenerator) { /* - Wind generator via TX or for current sector if TX ID not specified - */ /* - sprite.ang = sector wind direction - */ /* - data1 = randomness settings - */ /* - 0: no randomness - */ /* - 1: randomize wind velocity in data2 - */ /* - 2: randomize current generator sprite angle - */ /* - 3: randomize both wind velocity and sprite angle - */ /* - data2 = wind velocity - */ /* - data3 = enable panning according current wind speed and direction - */ /* - data4 = pan floor and ceiling settings - */ /* - 0: use sector pan settings - */ /* - 1: pan only floor - */ /* - 2: pan only ceiling - */ /* - 3: pan both - */ /* - hi-tag = 1: force windAlways and panAlways - */ if (pXSource->data2 < 0) return; else if (type == 6) useSectorWindGen(pXSource, §or[nDest]); return; } else if (pSource->type == kGDXObjDataAccumulator) { /* - Object Data Accumulator allows to perform sum and sub operations in data fields of object - */ /* - data1 = destination data index - */ /* - data2 = min value - */ /* - data3 = max value - */ /* - data4 = step value - */ /* - min > max = sub, min < max = sum - */ /* - flags: 0 = force OFF if goal value was reached for all objects - */ /* - flags: 2 = force swap min and max if goal value was reached - */ /* - flags: 3 = force reset counter - */ int data = getDataFieldOfObject(type, nDest, pXSource->data1); if (data == -65535) return; if (pXSource->data2 < pXSource->data3) { if (data < pXSource->data2) data = pXSource->data2; if (data > pXSource->data3) data = 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 (!goalValueIsReached(pXSource)) break; short 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) { if (data > pXSource->data2) data = pXSource->data2; if (data < pXSource->data3) data = 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 (!goalValueIsReached(pXSource)) break; short tmp = pXSource->data3; pXSource->data3 = pXSource->data2; pXSource->data2 = tmp; } break; case kModernTypeFlag3: if (data < pXSource->data3) data = pXSource->data2; break; } } } setDataValueOfObject(type, nDest, pXSource->data1, data); return; } else if (pSource->type == kGDXObjDataChanger) { /* - Data field changer via TX - */ /* - data1 = sprite data1 / sector data / wall data - */ /* - data2 = sprite data2 - */ /* - data3 = sprite data3 - */ /* - data4 = sprite data4 - */ /* - flags: 1 = treat "ignore value" as actual value - */ switch (type) { case 6: if ((pSource->flags & kModernTypeFlag1) || (pXSource->data1 != -1 && pXSource->data1 != 32767)) setDataValueOfObject(type, nDest, 1, pXSource->data1); break; case 3: if ((pSource->flags & kModernTypeFlag1) || (pXSource->data1 != -1 && pXSource->data1 != 32767)) setDataValueOfObject(type, nDest, 1, pXSource->data1); if ((pSource->flags & kModernTypeFlag1) || (pXSource->data2 != -1 && pXSource->data2 != 32767)) setDataValueOfObject(type, nDest, 2, pXSource->data2); if ((pSource->flags & kModernTypeFlag1) || (pXSource->data3 != -1 && pXSource->data3 != 32767)) setDataValueOfObject(type, nDest, 3, pXSource->data3); if ((pSource->flags & kModernTypeFlag1) || (pXSource->data4 != -1 && pXSource->data1 != 65535)) setDataValueOfObject(type, nDest, 4, pXSource->data4); break; case 0: if ((pSource->flags & kModernTypeFlag1) || (pXSource->data1 != -1 && pXSource->data1 != 32767)) setDataValueOfObject(type, nDest, 1, pXSource->data1); break; } } else if (pSource->type == kGDXSectorFXChanger) { /* - FX Wave changer for sector via TX - */ /* - data1 = Wave - */ /* - data2 = Amplitude - */ /* - data3 = Freq - */ /* - data4 = Phase - */ if (type != 6) return; XSECTOR* pXSector = &xsector[sector[nDest].extra]; if (valueIsBetween(pXSource->data1, -1, 32767)) pXSector->wave = (pXSource->data1 > 11) ? 11 : pXSource->data1; int oldAmplitude = pXSector->amplitude; if (pXSource->data2 >= 0) pXSector->amplitude = (pXSource->data2 > 127) ? 127 : pXSource->data2; else if (pXSource->data2 < -1) pXSector->amplitude = (pXSource->data2 < -127) ? -127 : pXSource->data2; if (valueIsBetween(pXSource->data3, -1, 32767)) pXSector->freq = (pXSource->data3 > 255) ? 255 : pXSource->data3; if (valueIsBetween(pXSource->data4, -1, 65535)) pXSector->phase = (pXSource->data4 > 255) ? 255 : pXSource->data4; // force shadeAlways if (pSource->flags & kModernTypeFlag1) pXSector->shadeAlways = true; // add to shadeList if amplitude was set to 0 previously if (oldAmplitude == 0 && pXSector->amplitude != 0 && shadeCount < kMaxXSectors) { bool found = false; for (int i = 0; i < shadeCount; i++) { if (shadeList[i] != sector[nDest].extra) continue; found = true; break; } if (!found) shadeList[shadeCount++] = sector[nDest].extra; } } else if (pSource->type == kGDXDudeTargetChanger) { /* - Target changer for dudes via TX - */ /* - data1 = target dude data1 value (can be zero) - */ /* 666: attack everyone, even if data1 id does not fit, except mates (if any) - */ /* - data2 = 0: AI deathmatch mode - */ /* 1: AI team deathmatch mode - */ /* - data3 = 0: do not force target to fight dude back and *do not* awake some inactive monsters in sight - */ /* 1: force target to fight dude back and *do not* awake some inactive monsters in sight - */ /* 2: force target to fight dude back and awake some inactive monsters in sight - */ /* - data4 = 0: do not ignore player(s) (even if enough targets in sight) - */ /* 1: try to ignore player(s) (while enough targets in sight) - */ /* 2: ignore player(s) (attack only when no targets in sight at all) - */ /* 3: go to idle state if no targets in sight and ignore player(s) always - */ /* 4: follow player(s) when no targets in sight, attack targets if any in sight - */ if (type != 3) return; else if (!IsDudeSprite(&sprite[nDest]) && sprite[nDest].statnum != 6 && xsprite[sprite[nDest].extra].data3 != 0) { switch (sprite[nDest].type) { // can be dead dude turned in gib // make current target and all other dudes not attack this dude anymore case 425: case 426: xsprite[sprite[nDest].extra].data3 = 0; freeTargets(nDest); return; default: return; } } spritetype* pSprite = &sprite[nDest]; XSPRITE* pXSprite = &xsprite[pSprite->extra]; spritetype* pTarget = NULL; XSPRITE* pXTarget = NULL; int receiveHp = 33 + Random(33); DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; int matesPerEnemy = 1; // dude is burning? if (pXSprite->burnTime > 0 && pXSprite->burnSource >= 0 && pXSprite->burnSource < kMaxSprites) { if (IsBurningDude(pSprite)) actKillDude(pSource->xvel, pSprite, DAMAGE_TYPE_0, 65535); else { spritetype* pBurnSource = &sprite[pXSprite->burnSource]; if (pBurnSource->extra >= 0) { if (pXSource->data2 == 1 && isMateOf(pXSprite, &xsprite[pBurnSource->extra])) { pXSprite->burnTime = 0; // heal dude a bit in case of friendly fire if (pXSprite->data4 > 0 && pXSprite->health < pXSprite->data4) actHealDude(pXSprite, receiveHp, pXSprite->data4); else if (pXSprite->health < pDudeInfo->startHealth) actHealDude(pXSprite, receiveHp, pDudeInfo->startHealth); } else if (xsprite[pBurnSource->extra].health <= 0) { pXSprite->burnTime = 0; } } } } // dude is dead? if (pXSprite->health <= 0) { pSprite->type = 426; actPostSprite(pSprite->xvel, 4); // turn it in gib return; } spritetype* pPlayer = targetIsPlayer(pXSprite); // special handling for player(s) if target changer data4 > 2. if (pPlayer != NULL) { if (pXSource->data4 == 3) { aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z); aiSetGenIdleState(pSprite, pXSprite); if (pSprite->type == kCustomDude) removeLeech(leechIsDropped(pSprite)); } else if (pXSource->data4 == 4) { aiSetTarget(pXSprite, pPlayer->x, pPlayer->y, pPlayer->z); if (pSprite->type == kCustomDude) removeLeech(leechIsDropped(pSprite)); } } int maxAlarmDudes = 8 + Random(8); if (pXSprite->target > -1 && sprite[pXSprite->target].extra > -1 && pPlayer == NULL) { pTarget = &sprite[pXSprite->target]; pXTarget = &xsprite[pTarget->extra]; if (unitCanFly(pSprite) && isMeleeUnit(pTarget) && !unitCanFly(pTarget)) pSprite->flags |= 0x0002; else if (unitCanFly(pSprite)) pSprite->flags &= ~0x0002; if (!IsDudeSprite(pTarget) || pXTarget->health < 1 || !dudeCanSeeTarget(pXSprite, pDudeInfo, pTarget)) { aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z); } // dude attack or attacked by target that does not fit by data id? else if (pXSource->data1 != 666 && pXTarget->data1 != pXSource->data1) { if (affectedByTargetChg(pXTarget)) { // force stop attack target aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z); if (pXSprite->burnSource == pTarget->xvel) { pXSprite->burnTime = 0; pXSprite->burnSource = -1; } // force stop attack dude aiSetTarget(pXTarget, pTarget->x, pTarget->y, pTarget->z); if (pXTarget->burnSource == pSprite->xvel) { pXTarget->burnTime = 0; pXTarget->burnSource = -1; } } } // instantly kill annoying spiders, rats, hands etc if dude is big enough else if (isAnnoyingUnit(pTarget) && !isAnnoyingUnit(pSprite) && tilesiz[pSprite->picnum].y >= 60 && getTargetDist(pSprite, pDudeInfo, pTarget) < 2) { actKillDude(pSource->xvel, pTarget, DAMAGE_TYPE_0, 65535); aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z); } else if (pXSource->data2 == 1 && isMateOf(pXSprite, pXTarget)) { spritetype* pMate = pTarget; XSPRITE* pXMate = pXTarget; // heal dude if (pXSprite->data4 > 0 && pXSprite->health < pXSprite->data4) actHealDude(pXSprite, receiveHp, pXSprite->data4); else if (pXSprite->health < pDudeInfo->startHealth) actHealDude(pXSprite, receiveHp, pDudeInfo->startHealth); // heal mate if (pXMate->data4 > 0 && pXMate->health < pXMate->data4) actHealDude(pXMate, receiveHp, pXMate->data4); else { DUDEINFO* pTDudeInfo = &dudeInfo[pMate->type - kDudeBase]; if (pXMate->health < pTDudeInfo->startHealth) actHealDude(pXMate, receiveHp, pTDudeInfo->startHealth); } if (pXMate->target > -1 && sprite[pXMate->target].extra >= 0) { pTarget = &sprite[pXMate->target]; // force mate stop attack dude, if he does if (pXMate->target == pSprite->xvel) { aiSetTarget(pXMate, pMate->x, pMate->y, pMate->z); } else if (!isMateOf(pXSprite, &xsprite[pTarget->extra])) { // force dude to attack same target that mate have aiSetTarget(pXSprite, pTarget->xvel); return; } else { // force mate to stop attack another mate aiSetTarget(pXMate, pMate->x, pMate->y, pMate->z); } } // force dude stop attack mate, if target was not changed previously if (pXSprite->target == pMate->xvel) aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z); } // check if targets aims player then force this target to fight with dude else if (targetIsPlayer(pXTarget) != NULL) { aiSetTarget(pXTarget, pSprite->xvel); } int mDist = 3; if (isMeleeUnit(pSprite)) mDist = 2; if (pXSprite->target >= 0 && getTargetDist(pSprite, pDudeInfo, &sprite[pXSprite->target]) < mDist) { if (!isActive(pSprite->xvel)) aiActivateDude(pSprite, pXSprite); return; } // lets try to look for target that fits better by distance else if (((int)gFrameClock & 256) != 0 && (pXSprite->target < 0 || getTargetDist(pSprite, pDudeInfo, pTarget) >= mDist)) { pTarget = getTargetInRange(pSprite, 0, mDist, pXSource->data1, pXSource->data2); if (pTarget != NULL) { pXTarget = &xsprite[pTarget->extra]; // Make prev target not aim in dude if (pXSprite->target > -1) { spritetype* prvTarget = &sprite[pXSprite->target]; aiSetTarget(&xsprite[prvTarget->extra], prvTarget->x, prvTarget->y, prvTarget->z); if (!isActive(pTarget->xvel)) aiActivateDude(pTarget, pXTarget); } // Change target for dude aiSetTarget(pXSprite, pTarget->xvel); if (!isActive(pSprite->xvel)) aiActivateDude(pSprite, pXSprite); // ...and change target of target to dude to force it fight if (pXSource->data3 > 0 && pXTarget->target != pSprite->xvel) { aiSetTarget(pXTarget, pSprite->xvel); if (!isActive(pTarget->xvel)) aiActivateDude(pTarget, pXTarget); } return; } } } if ((pXSprite->target < 0 || pPlayer != NULL) && ((int)gFrameClock & 32) != 0) { // try find first target that dude can see for (int nSprite = headspritestat[6]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { pTarget = &sprite[nSprite]; pXTarget = &xsprite[pTarget->extra]; if (pXTarget->target == pSprite->xvel) { aiSetTarget(pXSprite, pTarget->xvel); return; } // skip non-dudes and players if (!IsDudeSprite(pTarget) || (IsPlayerSprite(pTarget) && pXSource->data4 > 0) || pTarget->owner == pSprite->xvel) continue; // avoid self aiming, those who dude can't see, and those who dude own else if (!dudeCanSeeTarget(pXSprite, pDudeInfo, pTarget) || pSprite->xvel == pTarget->xvel) continue; // if Target Changer have data1 = 666, everyone can be target, except AI team mates. else if (pXSource->data1 != 666 && pXSource->data1 != pXTarget->data1) continue; // don't attack immortal, burning dudes and mates if (IsBurningDude(pTarget) || !IsKillableDude(pTarget) || (pXSource->data2 == 1 && isMateOf(pXSprite, pXTarget))) continue; if (pXSource->data2 == 0 || (pXSource->data2 == 1 && !isMatesHaveSameTarget(pXSprite, pTarget, matesPerEnemy))) { // Change target for dude aiSetTarget(pXSprite, pTarget->xvel); if (!isActive(pSprite->xvel)) aiActivateDude(pSprite, pXSprite); // ...and change target of target to dude to force it fight if (pXSource->data3 > 0 && pXTarget->target != pSprite->xvel) { aiSetTarget(pXTarget, pSprite->xvel); if (!isActive(pTarget->xvel)) aiActivateDude(pTarget, pXTarget); if (pXSource->data3 == 2) disturbDudesInSight(pTarget, maxAlarmDudes); } return; } break; } } // got no target - let's ask mates if they have targets if ((pXSprite->target < 0 || pPlayer != NULL) && pXSource->data2 == 1 && ((int)gFrameClock & 64) != 0) { spritetype* pMateTarget = NULL; if ((pMateTarget = getMateTargets(pXSprite)) != NULL && pMateTarget->extra > 0) { XSPRITE* pXMateTarget = &xsprite[pMateTarget->extra]; if (dudeCanSeeTarget(pXSprite, pDudeInfo, pMateTarget)) { if (pXMateTarget->target < 0) { aiSetTarget(pXMateTarget, pSprite->xvel); if (IsDudeSprite(pMateTarget) && !isActive(pMateTarget->xvel)) aiActivateDude(pMateTarget, pXMateTarget); } aiSetTarget(pXSprite, pMateTarget->xvel); if (!isActive(pSprite->xvel)) aiActivateDude(pSprite, pXSprite); return; // try walk in mate direction in case if not see the target } else if (pXMateTarget->target >= 0 && dudeCanSeeTarget(pXSprite, pDudeInfo, &sprite[pXMateTarget->target])) { spritetype* pMate = &sprite[pXMateTarget->target]; pXSprite->target = pMateTarget->xvel; pXSprite->targetX = pMate->x; pXSprite->targetY = pMate->y; pXSprite->targetZ = pMate->z; if (!isActive(pSprite->xvel)) aiActivateDude(pSprite, pXSprite); return; } } } } else if (pSource->type == kGDXObjSizeChanger) { /* - size and pan changer of sprite/wall/sector via TX ID - */ /* - data1 = sprite xrepeat / wall xrepeat / floor xpan - */ /* - data2 = sprite yrepeat / wall yrepeat / floor ypan - */ /* - data3 = sprite xoffset / wall xoffset / ceil xpan - */ /* - data3 = sprite yoffset / wall yoffset / ceil ypan - */ if (pXSource->data1 > 255) pXSource->data1 = 255; if (pXSource->data2 > 255) pXSource->data2 = 255; if (pXSource->data3 > 255) pXSource->data3 = 255; if (valueIsBetween(pXSource->data4, 255, 65535)) pXSource->data4 = 255; switch (type) { // for sectors case 6: if (valueIsBetween(pXSource->data1, -1, 32767)) sector[nDest].floorxpanning = pXSource->data1; if (valueIsBetween(pXSource->data2, -1, 32767)) sector[nDest].floorypanning = pXSource->data2; if (valueIsBetween(pXSource->data3, -1, 32767)) sector[nDest].ceilingxpanning = pXSource->data3; if (valueIsBetween(pXSource->data4, -1, 65535)) sector[nDest].ceilingypanning = pXSource->data4; break; // for sprites case 3: if (valueIsBetween(pXSource->data1, -1, 32767)) { if (pXSource->data1 < 1) sprite[nDest].xrepeat = 0; else sprite[nDest].xrepeat = pXSource->data1; } if (valueIsBetween(pXSource->data2, -1, 32767)) { if (pXSource->data2 < 1) sprite[nDest].yrepeat = 0; else sprite[nDest].yrepeat = pXSource->data2; } if (valueIsBetween(pXSource->data3, -1, 32767)) sprite[nDest].xoffset = pXSource->data3; if (valueIsBetween(pXSource->data4, -1, 65535)) sprite[nDest].yoffset = pXSource->data4; break; // for walls case 0: if (valueIsBetween(pXSource->data1, -1, 32767)) wall[nDest].xrepeat = pXSource->data1; if (valueIsBetween(pXSource->data2, -1, 32767)) wall[nDest].yrepeat = pXSource->data2; if (valueIsBetween(pXSource->data3, -1, 32767)) wall[nDest].xpanning = pXSource->data3; if (valueIsBetween(pXSource->data4, -1, 65535)) wall[nDest].ypanning = pXSource->data4; break; } } else if (pSource->type == kGDXObjPicnumChanger) { /* - picnum changer can change picnum of sprite/wall/sector via TX ID - */ /* - data1 = sprite pic / wall pic / sector floor pic - */ /* - data2 = sprite shade / wall overpic / sector ceil pic - */ /* - data3 = sprite pal / wall pal / sector floor pic - */ switch (type) { // for sectors case 6: { if (valueIsBetween(pXSource->data1, -1, 32767)) sector[nDest].floorpicnum = pXSource->data1; if (valueIsBetween(pXSource->data2, -1, 32767)) sector[nDest].ceilingpicnum = pXSource->data2; XSECTOR *pXSector = &xsector[sector[nDest].extra]; if (valueIsBetween(pXSource->data3, -1, 32767)) { sector[nDest].floorpal = pXSource->data3; if (pSource->flags & kModernTypeFlag1) pXSector->floorpal = pXSource->data3; } if (valueIsBetween(pXSource->data4, -1, 65535)) { sector[nDest].ceilingpal = pXSource->data4; if (pSource->flags & kModernTypeFlag1) pXSector->ceilpal = pXSource->data4; } break; } // for sprites case 3: if (valueIsBetween(pXSource->data1, -1, 32767)) sprite[nDest].picnum = pXSource->data1; if (pXSource->data2 >= 0) sprite[nDest].shade = (pXSource->data2 > 127) ? 127 : pXSource->data2; else if (pXSource->data2 < -1) sprite[nDest].shade = (pXSource->data2 < -127) ? -127 : pXSource->data2; if (valueIsBetween(pXSource->data3, -1, 32767)) sprite[nDest].pal = pXSource->data3; break; // for walls case 0: if (valueIsBetween(pXSource->data1, -1, 32767)) wall[nDest].picnum = pXSource->data1; if (valueIsBetween(pXSource->data2, -1, 32767)) wall[nDest].overpicnum = pXSource->data2; if (valueIsBetween(pXSource->data3, -1, 32767)) wall[nDest].pal = pXSource->data3; break; } } else if (pSource->type == kGDXObjPropertiesChanger) { /* - properties changer can change various properties of sprite/wall/sector via TX ID - */ /* - data1 = sector underwater status - */ /* - data2 = sector visibility - */ /* - data3 = sector ceiling cstat / sprite / wall flags - */ /* - data4 = sector floor / sprite / wall cstat - */ int old = -1; switch (type) { // for sectors case 6: { XSECTOR* pXSector = &xsector[sector[nDest].extra]; if (pXSource->data1 == 0) pXSector->Underwater = false; else if (pXSource->data1 == 1) pXSector->Underwater = true; else if (pXSource->data1 > 9) pXSector->Depth = 7; else if (pXSource->data1 > 1) pXSector->Depth = pXSource->data1 - 2; if (valueIsBetween(pXSource->data2, -1, 32767)) { if (pXSource->data2 > 234) sector[nDest].visibility = 234; else sector[nDest].visibility = pXSource->data2; } if (valueIsBetween(pXSource->data3, -1, 32767)) sector[nDest].ceilingstat = pXSource->data3; if (valueIsBetween(pXSource->data4, -1, 65535)) sector[nDest].floorstat = pXSource->data4; } break; // for sprites case 3: { spritetype* pSprite = &sprite[nDest]; bool thing2debris = false; XSPRITE* pXSprite = &xsprite[pSprite->extra]; if (valueIsBetween(pXSource->data3, -1, 32767)) { old = pSprite->flags; pSprite->flags = pXSource->data3; // set new flags // 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 == 4 && debrisGetFreeIndex() >= 0) thing2debris = true; } if ((pXSource->data2 >= 0 && pXSource->data3 <= 33) || thing2debris) { switch (pSprite->statnum) { case 6: // dudes already treating in game case kStatFree: case kStatMarker: case 16: // path marker break; default: // store physics attributes in xsprite to avoid setting flags 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[nDest] = yvel[nDest] = zvel[nDest] = 0; pXSprite->restState = pXSprite->state; } else { // first digit of data2: set main physics attributes first 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: then 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 = isDebris(nDest); // 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) ;// showWarning("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 == 4) changespritestat(nDest, 0); //actPostSprite(nDest, 0); // !!!! not working here for some reason gPhysSpritesList[nIndex] = nDest; 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[nDest] = yvel[nDest] = zvel[nDest] = 0; if (pSprite->type >= kThingBase && pSprite->type < kThingMax) changespritestat(nDest, 4); // if it was a thing - restore statnum } break; } } if (valueIsBetween(pXSource->data4, -1, 65535)) { old = pSprite->cstat; pSprite->cstat = pXSource->data4; // set new cstat // 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; // for walls case 0: { walltype* pWall = &wall[nDest]; if (valueIsBetween(pXSource->data3, -1, 32767)) pWall->hitag = pXSource->data3; if (valueIsBetween(pXSource->data4, -1, 65535)) { old = pWall->cstat; pWall->cstat = pXSource->data4; // set new cstat // 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; } } } // By NoOne: the following functions required for kGDXDudeTargetChanger //--------------------------------------- spritetype* getTargetInRange(spritetype* pSprite, int minDist, int maxDist, short data, short teamMode) { DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; XSPRITE* pXSprite = &xsprite[pSprite->extra]; spritetype* pTarget = NULL; XSPRITE* pXTarget = NULL; spritetype* cTarget = NULL; for (int nSprite = headspritestat[6]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { pTarget = &sprite[nSprite]; pXTarget = &xsprite[pTarget->extra]; if (!dudeCanSeeTarget(pXSprite, pDudeInfo, pTarget)) continue; int dist = getTargetDist(pSprite, pDudeInfo, pTarget); if (dist < minDist || dist > maxDist) continue; else if (pXSprite->target == pTarget->xvel) return pTarget; else if (!IsDudeSprite(pTarget) || pTarget->xvel == pSprite->xvel || IsPlayerSprite(pTarget)) continue; else if (IsBurningDude(pTarget) || !IsKillableDude(pTarget) || pTarget->owner == pSprite->xvel) continue; else if ((teamMode == 1 && isMateOf(pXSprite, pXTarget)) || isMatesHaveSameTarget(pXSprite,pTarget,1)) continue; else if (data == 666 || pXTarget->data1 == data) { if (pXSprite->target > 0) { cTarget = &sprite[pXSprite->target]; int fineDist1 = getFineTargetDist(pSprite, cTarget); int fineDist2 = getFineTargetDist(pSprite, pTarget); if (fineDist1 < fineDist2) continue; } return pTarget; } } return NULL; } bool isMateOf(XSPRITE* pXDude, XSPRITE* pXSprite) { return (pXDude->rxID == pXSprite->rxID); } spritetype* targetIsPlayer(XSPRITE* pXSprite) { if (pXSprite->target >= 0) { if (IsPlayerSprite(&sprite[pXSprite->target])) return &sprite[pXSprite->target]; } return NULL; } bool isTargetAimsDude(XSPRITE* pXTarget, spritetype* pDude) { return (pXTarget->target == pDude->xvel); } spritetype* getMateTargets(XSPRITE* pXSprite) { int rx = pXSprite->rxID; spritetype* pMate = NULL; XSPRITE* pXMate = NULL; for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) { if (rxBucket[i].type == 3) { pMate = &sprite[rxBucket[i].index]; if (pMate->extra < 0 || pMate->xvel == sprite[pXSprite->reference].xvel || !IsDudeSprite(pMate)) continue; pXMate = &xsprite[pMate->extra]; if (pXMate->target > -1) { if (!IsPlayerSprite(&sprite[pXMate->target])) return &sprite[pXMate->target]; } } } return NULL; } bool isMatesHaveSameTarget(XSPRITE* pXLeader, spritetype* pTarget, int allow) { int rx = pXLeader->rxID; spritetype* pMate = NULL; XSPRITE* pXMate = NULL; for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) { if (rxBucket[i].type != 3) continue; pMate = &sprite[rxBucket[i].index]; if (pMate->extra < 0 || pMate->xvel == sprite[pXLeader->reference].xvel || !IsDudeSprite(pMate)) continue; pXMate = &xsprite[pMate->extra]; if (pXMate->target == pTarget->xvel && allow-- <= 0) return true; } return false; } bool isActive(int nSprite) { spritetype* pDude = &sprite[nSprite]; XSPRITE* pXDude = &xsprite[pDude->extra]; int stateType = pXDude->aiState->stateType; switch (stateType) { case kAiStateIdle: case kAiStateGenIdle: case kAiStateSearch: case kAiStateMove: case kAiStateOther: return false; } return true; } bool dudeCanSeeTarget(XSPRITE* pXDude, DUDEINFO* pDudeInfo, spritetype* pTarget) { spritetype* pDude = &sprite[pXDude->reference]; int dx = pTarget->x - pDude->x; int dy = pTarget->y - pDude->y; // check target if (approxDist(dx, dy) < pDudeInfo->seeDist) { int eyeAboveZ = pDudeInfo->eyeHeight * pDude->yrepeat << 2; // is there a line of sight to the target? if (cansee(pDude->x, pDude->y, pDude->z, pDude->sectnum, pTarget->x, pTarget->y, pTarget->z - eyeAboveZ, pTarget->sectnum)) { /*int nAngle = getangle(dx, dy); int losAngle = ((1024 + nAngle - pDude->ang) & 2047) - 1024; // is the target visible? if (klabs(losAngle) < 2048) // 360 deg periphery here*/ return true; } } return false; } // by NoOne: this function required if monsters in genIdle ai state. It wakes up monsters // when kGDXDudeTargetChanger goes to off state, so they won't ignore the world. void activateDudes(int rx) { for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) { if (rxBucket[i].type != 3) continue; spritetype * pDude = &sprite[rxBucket[i].index]; XSPRITE * pXDude = &xsprite[pDude->extra]; if (!IsDudeSprite(pDude) || pXDude->aiState->stateType != kAiStateGenIdle) continue; aiInitSprite(pDude); } } // by NoOne: this function sets target to -1 for all dudes that hunting for nSprite void freeTargets(int nSprite) { for (int nTarget = headspritestat[6]; nTarget >= 0; nTarget = nextspritestat[nTarget]) { 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; } // by NoOne: this function sets target to -1 for all targets that hunting for dudes affected by selected kModernDudeTargetChanger void freeAllTargets(XSPRITE* pXSource) { if (pXSource->txID <= 0) return; for (int i = bucketHead[pXSource->txID]; i < bucketHead[pXSource->txID + 1]; i++) { if (rxBucket[i].type == 3 && sprite[rxBucket[i].index].extra >= 0) freeTargets(rxBucket[i].index); } return; } bool affectedByTargetChg(XSPRITE* pXDude) { if (pXDude->rxID <= 0 || pXDude->locked == 1) return false; for (int nSprite = headspritestat[kStatGDXDudeTargetChanger]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { XSPRITE* pXSprite = (sprite[nSprite].extra >= 0) ? &xsprite[sprite[nSprite].extra] : NULL; if (pXSprite == NULL || pXSprite->txID <= 0 || pXSprite->state != 1) continue; for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++) { if (rxBucket[i].type != 3) continue; spritetype* pSprite = &sprite[rxBucket[i].index]; if (pSprite->extra < 0 || !IsDudeSprite(pSprite)) continue; else if (pSprite->xvel == sprite[pXDude->reference].xvel) return true; } } return false; } int getDataFieldOfObject(int objType, int objIndex, int dataIndex) { int data = -65535; switch (objType) { case 3: switch (dataIndex) { case 1: return xsprite[sprite[objIndex].extra].data1; case 2: return xsprite[sprite[objIndex].extra].data2; case 3: switch (sprite[objIndex].type) { case kCustomDude: 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 0: return xsector[sector[objIndex].extra].data; case 6: return xwall[wall[objIndex].extra].data; default: return data; } } bool setDataValueOfObject(int objType, int objIndex, int dataIndex, int value) { switch (objType) { case 3: switch (dataIndex) { case 1: xsprite[sprite[objIndex].extra].data1 = value; switch (sprite[objIndex].type) { case kSwitchCombo: if (xsprite[sprite[objIndex].extra].data1 == xsprite[sprite[objIndex].extra].data2) SetSpriteState(objIndex, &xsprite[sprite[objIndex].extra], 1); else SetSpriteState(objIndex, &xsprite[sprite[objIndex].extra], 0); break; } return true; case 2: xsprite[sprite[objIndex].extra].data2 = value; return true; case 3: switch (sprite[objIndex].type) { case kCustomDude: xsprite[sprite[objIndex].extra].sysData1 = value; break; default: xsprite[sprite[objIndex].extra].data3 = value; break; } return true; case 4: xsprite[sprite[objIndex].extra].data4 = value; return true; default: return false; } case 0: xsector[sector[objIndex].extra].data = value; return true; case 6: xwall[wall[objIndex].extra].data = value; return true; default: return false; } } // by NoOne: this function checks if all TX objects have the same value bool goalValueIsReached(XSPRITE* pXSprite) { for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++) { if (getDataFieldOfObject(rxBucket[i].type, rxBucket[i].index, pXSprite->data1) != pXSprite->data3) return false; } return true; } // by NoOne: this function tells if there any dude found for kGDXDudeTargetChanger bool getDudesForTargetChg(XSPRITE* pXSprite) { for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++) { if (rxBucket[i].type != 3) continue; else if (IsDudeSprite(&sprite[rxBucket[i].index]) && xsprite[sprite[rxBucket[i].index].extra].health > 0) return true; } return false; } void disturbDudesInSight(spritetype* pSprite, int max) { spritetype* pDude = NULL; XSPRITE* pXDude = NULL; XSPRITE* pXSprite = &xsprite[pSprite->extra]; DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; for (int nSprite = headspritestat[6]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { pDude = &sprite[nSprite]; if (pDude->xvel == pSprite->xvel || !IsDudeSprite(pDude) || pDude->extra < 0) continue; pXDude = &xsprite[pDude->extra]; if (dudeCanSeeTarget(pXSprite, pDudeInfo, pDude)) { if (pXDude->target != -1 || pXDude->rxID > 0) continue; aiSetTarget(pXDude, pDude->x, pDude->y, pDude->z); aiActivateDude(pDude, pXDude); if (max-- < 1) break; } } } int getTargetDist(spritetype* pSprite, DUDEINFO* pDudeInfo, spritetype* pTarget) { int x = pTarget->x; int y = pTarget->y; int dx = x - pSprite->x; int dy = y - pSprite->y; int dist = approxDist(dx, dy); if (dist <= pDudeInfo->meleeDist) return 0; if (dist >= pDudeInfo->seeDist) return 13; if (dist <= pDudeInfo->seeDist / 12) return 1; if (dist <= pDudeInfo->seeDist / 11) return 2; if (dist <= pDudeInfo->seeDist / 10) return 3; if (dist <= pDudeInfo->seeDist / 9) return 4; if (dist <= pDudeInfo->seeDist / 8) return 5; if (dist <= pDudeInfo->seeDist / 7) return 6; if (dist <= pDudeInfo->seeDist / 6) return 7; if (dist <= pDudeInfo->seeDist / 5) return 8; if (dist <= pDudeInfo->seeDist / 4) return 9; if (dist <= pDudeInfo->seeDist / 3) return 10; if (dist <= pDudeInfo->seeDist / 2) return 11; return 12; } int getFineTargetDist(spritetype* pSprite, spritetype* pTarget) { int x = pTarget->x; int y = pTarget->y; int dx = x - pSprite->x; int dy = y - pSprite->y; int dist = approxDist(dx, dy); return dist; } bool IsBurningDude(spritetype* pSprite) { if (pSprite == NULL) return false; switch (pSprite->type) { case 239: // burning dude case 240: // cultist burning case 241: // axe zombie burning case 242: // fat zombie burning case 252: // tiny caleb burning case 253: // beast burning case kCustomDudeBurning: return true; } return false; } bool IsKillableDude(spritetype* pSprite) { switch (pSprite->type) { case 208: // flesh statue case 209: // stone statue return false; default: if (!IsDudeSprite(pSprite) || xsprite[pSprite->extra].locked == 1) return false; return true; } } bool isAnnoyingUnit(spritetype* pDude) { switch (pDude->type) { case 212: // hand case 213: // brown spider case 214: // red spider case 215: // black spider case 216: // mother spider case 218: // eel case 219: // bat case 220: // rat case 222: // green tentacle case 224: // fire tentacle case 226: // mother tentacle case 223: // green pod case 225: // fire pod return true; default: return false; } } bool unitCanFly(spritetype* pDude) { switch (pDude->type) { case 219: // bat case 206: // gargoyle case 207: // stone gargoyle case 210: // phantasm return true; default: return false; } } bool isMeleeUnit(spritetype* pDude) { switch (pDude->type) { case 203: // axe zombie case 205: // earth zombie case 206: // gargoyle case 212: // hand case 213: // brown spider case 214: // red spider case 215: // black spider case 216: // mother spider case 217: // gill beast case 218: // eel case 219: // bat case 220: // rat case 222: // green tentacle case 224: // fire tentacle case 226: // mother tentacle case 244: // sleep zombie case 245: // innocent case 250: // tiny caleb case 251: // beast return true; case kCustomDude: return (pDude->extra >= 0 && dudeIsMelee(&xsprite[pDude->extra])); default: return false; } } //--------------------------------------- void ProcessMotion(void) { sectortype *pSector; int nSector; for (pSector = sector, nSector = 0; nSector < numsectors; nSector++, pSector++) { int nXSector = pSector->extra; if (nXSector <= 0) continue; XSECTOR *pXSector = &xsector[nXSector]; if (pXSector->bobSpeed != 0) { if (pXSector->bobAlways) pXSector->bobTheta += pXSector->bobSpeed; else if (pXSector->busy == 0) continue; else pXSector->bobTheta += mulscale16(pXSector->bobSpeed, pXSector->busy); int vdi = mulscale30(Sin(pXSector->bobTheta), pXSector->bobZRange<<8); for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->cstat&24576) { viewBackupSpriteLoc(nSprite, pSprite); pSprite->z += vdi; } } if (pXSector->bobFloor) { int floorZ = pSector->floorz; viewInterpolateSector(nSector, pSector); pSector->floorz = baseFloor[nSector]+vdi; for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->flags&2) pSprite->flags |= 4; else { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); if (bottom >= floorZ && (pSprite->cstat&48) == 0) { viewBackupSpriteLoc(nSprite, pSprite); pSprite->z += vdi; } } } } if (pXSector->bobCeiling) { int ceilZ = pSector->ceilingz; viewInterpolateSector(nSector, pSector); pSector->ceilingz = baseCeil[nSector]+vdi; for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { spritetype *pSprite = &sprite[nSprite]; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); if (top <= ceilZ && (pSprite->cstat&48) == 0) { viewBackupSpriteLoc(nSprite, pSprite); pSprite->z += vdi; } } } } } } void AlignSlopes(void) { sectortype *pSector; int nSector; for (pSector = sector, nSector = 0; nSector < numsectors; nSector++, pSector++) { if (qsector_filler[nSector]) { walltype *pWall = &wall[pSector->wallptr+qsector_filler[nSector]]; walltype *pWall2 = &wall[pWall->point2]; int nNextSector = pWall->nextsector; if (nNextSector >= 0) { int x = (pWall->x+pWall2->x)/2; int y = (pWall->y+pWall2->y)/2; viewInterpolateSector(nSector, pSector); alignflorslope(nSector, x, y, getflorzofslope(nNextSector, x, y)); alignceilslope(nSector, x, y, getceilzofslope(nNextSector, x, y)); } } } } int(*gBusyProc[])(unsigned int, unsigned int) = { VCrushBusy, VSpriteBusy, VDoorBusy, HDoorBusy, RDoorBusy, StepRotateBusy, GenSectorBusy, PathBusy }; void trProcessBusy(void) { memset(velFloor, 0, sizeof(velFloor)); memset(velCeil, 0, sizeof(velCeil)); for (int i = gBusyCount-1; i >= 0; i--) { int oldBusy = gBusy[i].at8; gBusy[i].at8 = ClipRange(oldBusy+gBusy[i].at4*4, 0, 65536); int nStatus = gBusyProc[gBusy[i].atc](gBusy[i].at0, gBusy[i].at8); switch (nStatus) { case 1: gBusy[i].at8 = oldBusy; break; case 2: gBusy[i].at8 = oldBusy; gBusy[i].at4 = -gBusy[i].at4; break; case 3: gBusy[i] = gBusy[--gBusyCount]; break; } } ProcessMotion(); AlignSlopes(); } void InitGenerator(int); void trInit(void) { gBusyCount = 0; for (int i = 0; i < numwalls; i++) { baseWall[i].x = wall[i].x; baseWall[i].y = wall[i].y; } for (int i = 0; i < kMaxSprites; i++) { if (sprite[i].statnum < kStatFree) { sprite[i].inittype = sprite[i].type; baseSprite[i].x = sprite[i].x; baseSprite[i].y = sprite[i].y; baseSprite[i].z = sprite[i].z; } else sprite[i].inittype = -1; } for (int i = 0; i < numwalls; i++) { int nXWall = wall[i].extra; dassert(nXWall < kMaxXWalls); if (nXWall > 0) { XWALL *pXWall = &xwall[nXWall]; if (pXWall->state) pXWall->busy = 65536; } } dassert((numsectors >= 0) && (numsectors < kMaxSectors)); for (int i = 0; i < numsectors; i++) { sectortype *pSector = §or[i]; baseFloor[i] = pSector->floorz; baseCeil[i] = pSector->ceilingz; int nXSector = pSector->extra; if (nXSector > 0) { dassert(nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; if (pXSector->state) pXSector->busy = 65536; switch (pSector->type) { case kSecCounter: //By NoOne: no need to trigger once it, instead lock so it can be unlocked and used again. //pXSector->triggerOnce = 1; evPost(i, 6, 0, CALLBACK_ID_12); break; case 600: case 602: ZTranslateSector(i, pXSector, pXSector->busy, 1); break; case 614: case 616: { spritetype *pSprite1 = &sprite[pXSector->at2c_0]; spritetype *pSprite2 = &sprite[pXSector->at2e_0]; TranslateSector(i, 0, -65536, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->type == 616); for (int j = 0; j < pSector->wallnum; j++) { baseWall[pSector->wallptr+j].x = wall[pSector->wallptr+j].x; baseWall[pSector->wallptr+j].y = wall[pSector->wallptr+j].y; } for (int nSprite = headspritesect[i]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { baseSprite[nSprite].x = sprite[nSprite].x; baseSprite[nSprite].y = sprite[nSprite].y; baseSprite[nSprite].z = sprite[nSprite].z; } TranslateSector(i, 0, pXSector->busy, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->type == 616); ZTranslateSector(i, pXSector, pXSector->busy, 1); break; } case 615: case 617: { spritetype *pSprite1 = &sprite[pXSector->at2c_0]; TranslateSector(i, 0, -65536, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, 0, pSprite1->x, pSprite1->y, pSprite1->ang, pSector->type == 617); for (int j = 0; j < pSector->wallnum; j++) { baseWall[pSector->wallptr+j].x = wall[pSector->wallptr+j].x; baseWall[pSector->wallptr+j].y = wall[pSector->wallptr+j].y; } for (int nSprite = headspritesect[i]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { baseSprite[nSprite].x = sprite[nSprite].x; baseSprite[nSprite].y = sprite[nSprite].y; baseSprite[nSprite].z = sprite[nSprite].z; } TranslateSector(i, 0, pXSector->busy, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, 0, pSprite1->x, pSprite1->y, pSprite1->ang, pSector->type == 617); ZTranslateSector(i, pXSector, pXSector->busy, 1); break; } case 612: InitPath(i, pXSector); break; default: break; } } } for (int i = 0; i < kMaxSprites; i++) { int nXSprite = sprite[i].extra; if (sprite[i].statnum < kStatFree && nXSprite > 0) { dassert(nXSprite < kMaxXSprites); XSPRITE *pXSprite = &xsprite[nXSprite]; if (pXSprite->state) pXSprite->busy = 65536; switch (sprite[i].type) { case 23: pXSprite->triggerOnce = 1; break; case 40: // Random weapon case 80: // Random ammo case kGDXSeqSpawner: case kGDXObjDataAccumulator: case kGDXDudeTargetChanger: case kGDXEffectSpawner: case kGDXWindGenerator: case 700: case 701: case 702: case 703: case 704: case 705: case 706: case 707: case 708: InitGenerator(i); break; case 401: case kGDXThingTNTProx: pXSprite->Proximity = 1; break; case 414: if (pXSprite->state) sprite[i].flags |= 7; else sprite[i].flags &= ~7; break; } if (pXSprite->Vector) sprite[i].cstat |= 256; if (pXSprite->Push) sprite[i].cstat |= 4096; } } evSend(0, 0, 7, COMMAND_ID_1); if (gGameOptions.nGameType == 1) evSend(0, 0, 9, COMMAND_ID_1); else if (gGameOptions.nGameType == 2) evSend(0, 0, 8, COMMAND_ID_1); else if (gGameOptions.nGameType == 3) { evSend(0, 0, 8, COMMAND_ID_1); evSend(0, 0, 10, COMMAND_ID_1); } } void trTextOver(int nId) { char *pzMessage = levelGetMessage(nId); if (pzMessage) viewSetMessage(pzMessage, VanillaMode() ? 0 : 8, MESSAGE_PRIORITY_INI); // 8: gold } void InitGenerator(int nSprite) { dassert(nSprite < kMaxSprites); spritetype *pSprite = &sprite[nSprite]; dassert(pSprite->statnum != kMaxStatus); int nXSprite = pSprite->extra; dassert(nXSprite > 0); XSPRITE *pXSprite = &xsprite[nXSprite]; switch (sprite[nSprite].type) { // By NoOne: intialize GDX generators case 40: // Random weapon case 80: // Random ammo pSprite->cstat &= ~CSTAT_SPRITE_BLOCK; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE; if (pXSprite->state != pXSprite->restState) evPost(nSprite, 3, (120 * pXSprite->busyTime) / 10, COMMAND_ID_21); return; case kGDXDudeTargetChanger: pSprite->cstat &= ~CSTAT_SPRITE_BLOCK; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE; if (pXSprite->busyTime <= 0) pXSprite->busyTime = 5; if (pXSprite->state != pXSprite->restState) evPost(nSprite, 3, 0, COMMAND_ID_21); return; case kGDXEffectSpawner: case kGDXSeqSpawner: if (pXSprite->state != pXSprite->restState) evPost(nSprite, 3, 0, COMMAND_ID_21); return; case kGDXObjDataAccumulator: pSprite->cstat &= ~CSTAT_SPRITE_BLOCK; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE; if (pXSprite->state != pXSprite->restState) evPost(nSprite, 3, 0, COMMAND_ID_21); return; case kGDXWindGenerator: pSprite->cstat &= ~CSTAT_SPRITE_BLOCK; if (pXSprite->state != pXSprite->restState) evPost(nSprite, 3, 0, COMMAND_ID_21); return; case 700: pSprite->cstat &= ~CSTAT_SPRITE_BLOCK; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE; break; } if (pXSprite->state != pXSprite->restState && pXSprite->busyTime > 0) evPost(nSprite, 3, (120*(pXSprite->busyTime+Random2(pXSprite->data1)))/10, COMMAND_ID_21); } void ActivateGenerator(int nSprite) { dassert(nSprite < kMaxSprites); spritetype *pSprite = &sprite[nSprite]; dassert(pSprite->statnum != kMaxStatus); int nXSprite = pSprite->extra; dassert(nXSprite > 0); XSPRITE *pXSprite = &xsprite[nXSprite]; switch (pSprite->type) { case 40: // Random weapon case 80: { // Random ammo // let's first search for previously dropped items and remove it if (pXSprite->dropMsg > 0) { for (short nItem = headspritestat[3]; nItem >= 0; nItem = nextspritestat[nItem]) { spritetype* pItem = &sprite[nItem]; if (pItem->type == pXSprite->dropMsg && pItem->x == pSprite->x && pItem->y == pSprite->y && pItem->z == pSprite->z) { gFX.fxSpawn((FX_ID)29, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0); deletesprite(nItem); break; } } } // then drop item spritetype* pDrop = DropRandomPickupObject(pSprite, pXSprite->dropMsg); // check if generator affected by physics if (pDrop != NULL && isDebris(pSprite->xvel) != -1 && (pDrop->extra >= 0 || dbInsertXSprite(pDrop->xvel) > 0)) { int nIndex = debrisGetFreeIndex(); if (nIndex >= 0) { xsprite[pDrop->extra].physAttr |= kPhysMove | kPhysGravity | kPhysFalling; // must fall always pSprite->cstat &= ~CSTAT_SPRITE_BLOCK; gPhysSpritesList[nIndex] = pDrop->xvel; if (nIndex >= gPhysSpritesCount) gPhysSpritesCount++; getSpriteMassBySize(pDrop); // create mass cache } } } break; case 701: { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); actSpawnThing(pSprite->sectnum, pSprite->x, pSprite->y, bottom, 423); break; } case 702: { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); actSpawnThing(pSprite->sectnum, pSprite->x, pSprite->y, bottom, 424); break; } case 708: { // By NoOne: allow custom pitch and volume for sounds in SFX gen. if (VanillaMode()) sfxPlay3DSound(pSprite, pXSprite->data2, -1, 0); else { int pitch = pXSprite->data4 << 1; if (pitch < 2000) pitch = 0; sfxPlay3DSoundCP(pSprite, pXSprite->data2, -1, 0, pitch, pXSprite->data3); } break; } case 703: switch (pXSprite->data2) { case 0: FireballTrapSeqCallback(3, nXSprite); break; case 1: seqSpawn(35, 3, nXSprite, nFireballTrapClient); break; case 2: seqSpawn(36, 3, nXSprite, nFireballTrapClient); break; } break; // By NoOne: EctoSkull gen can now fire any missile case 704: UniMissileTrapSeqCallback(3, nXSprite); break; case 706: { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); gFX.fxSpawn(FX_23, pSprite->sectnum, pSprite->x, pSprite->y, top, 0); break; } case 707: { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); gFX.fxSpawn(FX_26, pSprite->sectnum, pSprite->x, pSprite->y, top, 0); break; } } } void FireballTrapSeqCallback(int, int nXSprite) { XSPRITE *pXSprite = &xsprite[nXSprite]; int nSprite = pXSprite->reference; spritetype *pSprite = &sprite[nSprite]; if (pSprite->cstat&32) actFireMissile(pSprite, 0, 0, 0, 0, (pSprite->cstat&8) ? 0x4000 : -0x4000, 305); else actFireMissile(pSprite, 0, 0, Cos(pSprite->ang)>>16, Sin(pSprite->ang)>>16, 0, 305); } // By NoOne: Callback for trap that can fire any missile specified in data1 void UniMissileTrapSeqCallback(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 = Cos(pSprite->ang) >> 16; dy = Sin(pSprite->ang) >> 16; 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->xvel] = mulscale(velocity, dx, 14); yvel[pMissile->xvel] = mulscale(velocity, dy, 14); zvel[pMissile->xvel] = mulscale(velocity, dz, 14); } // add bursting for missiles if (pMissile->type != 303 && pXSprite->data4 > 0) evPost(pMissile->xvel, 3, (pXSprite->data4 > 500) ? 500 : pXSprite->data4 - 1, CALLBACK_ID_22); } } void MGunFireSeqCallback(int, int nXSprite) { int nSprite = xsprite[nXSprite].reference; spritetype *pSprite = &sprite[nSprite]; XSPRITE *pXSprite = &xsprite[nXSprite]; if (pXSprite->data2 > 0 || pXSprite->data1 == 0) { if (pXSprite->data2 > 0) { pXSprite->data2--; if (pXSprite->data2 == 0) evPost(nSprite, 3, 1, COMMAND_ID_0); } int dx = (Cos(pSprite->ang)>>16)+Random2(1000); int dy = (Sin(pSprite->ang)>>16)+Random2(1000); int dz = Random2(1000); actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_2); sfxPlay3DSound(pSprite, 359, -1, 0); } } void MGunOpenSeqCallback(int, int nXSprite) { seqSpawn(39, 3, nXSprite, nMGunFireClient); } class TriggersLoadSave : public LoadSave { public: virtual void Load(); virtual void Save(); }; void TriggersLoadSave::Load() { Read(&gBusyCount, sizeof(gBusyCount)); Read(gBusy, sizeof(gBusy)); Read(basePath, sizeof(basePath)); } void TriggersLoadSave::Save() { Write(&gBusyCount, sizeof(gBusyCount)); Write(gBusy, sizeof(gBusy)); Write(basePath, sizeof(basePath)); } static TriggersLoadSave *myLoadSave; void TriggersLoadSaveConstruct(void) { myLoadSave = new TriggersLoadSave(); } END_BLD_NS