//------------------------------------------------------------------------- /* 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 "blood.h" #include "misc.h" #include "d_net.h" BEGIN_BLD_NS int basePath[kMaxSectors]; unsigned int GetWaveValue(unsigned int nPhase, int nType) { switch (nType) { case 0: return 0x8000-(Cos(FixedToInt(nPhase<<10))>>15); case 1: return nPhase; case 2: return 0x10000-(Cos(FixedToInt(nPhase<<9))>>14); case 3: return Sin(FixedToInt(nPhase<<9))>>14; } return nPhase; } char SetSpriteState(int nSprite, XSPRITE* pXSprite, int nState) { auto actor = &bloodActors[nSprite]; if ((pXSprite->busy & 0xffff) == 0 && pXSprite->state == nState) return 0; pXSprite->busy = IntToFixed(nState); pXSprite->state = nState; evKillActor(actor); if ((sprite[nSprite].flags & kHitagRespawn) != 0 && sprite[nSprite].inittype >= kDudeBase && sprite[nSprite].inittype < kDudeMax) { pXSprite->respawnPending = 3; evPostActor(actor, gGameOptions.nMonsterRespawnTime, kCallbackRespawn); return 1; } if (pXSprite->restState != nState && pXSprite->waitTime > 0) evPostActor(actor, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff); if (pXSprite->txID) { if (pXSprite->command != kCmdLink && pXSprite->triggerOn && pXSprite->state) evSendActor(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command); if (pXSprite->command != kCmdLink && pXSprite->triggerOff && !pXSprite->state) evSendActor(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command); } return 1; } char SetWallState(int nWall, XWALL *pXWall, int nState) { if ((pXWall->busy&0xffff) == 0 && pXWall->state == nState) return 0; pXWall->busy = IntToFixed(nState); pXWall->state = nState; evKillWall(nWall); if (pXWall->restState != nState && pXWall->waitTime > 0) evPostWall(nWall, (pXWall->waitTime*120) / 10, pXWall->restState ? kCmdOn : kCmdOff); if (pXWall->txID) { if (pXWall->command != kCmdLink && pXWall->triggerOn && pXWall->state) evSendWall(nWall, pXWall->txID, (COMMAND_ID)pXWall->command); if (pXWall->command != kCmdLink && pXWall->triggerOff && !pXWall->state) evSendWall(nWall, 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 = IntToFixed(nState); pXSector->state = nState; evKillSector(nSector); if (nState == 1) { if (pXSector->command != kCmdLink && pXSector->triggerOn && pXSector->txID) evSendSector(nSector,pXSector->txID, (COMMAND_ID)pXSector->command); if (pXSector->stopOn) { pXSector->stopOn = 0; pXSector->stopOff = 0; } else if (pXSector->reTriggerA) evPostSector(nSector, (pXSector->waitTimeA * 120) / 10, kCmdOff); } else { if (pXSector->command != kCmdLink && pXSector->triggerOff && pXSector->txID) evSendSector(nSector,pXSector->txID, (COMMAND_ID)pXSector->command); if (pXSector->stopOff) { pXSector->stopOn = 0; pXSector->stopOff = 0; } else if (pXSector->reTriggerB) evPostSector(nSector, (pXSector->waitTimeB * 120) / 10, kCmdOn); } return 1; } int gBusyCount = 0; BUSY gBusy[]; void AddBusy(int a1, BUSYID a2, int nDelta) { assert(nDelta != 0); int i; for (i = 0; i < gBusyCount; i++) { if (gBusy[i].index == a1 && gBusy[i].type == a2) break; } if (i == gBusyCount) { if (gBusyCount == kMaxBusyCount) return; gBusy[i].index = a1; gBusy[i].type = a2; gBusy[i].busy = nDelta > 0 ? 0 : 65536; gBusyCount++; } gBusy[i].delta = nDelta; } void ReverseBusy(int a1, BUSYID a2) { int i; for (i = 0; i < gBusyCount; i++) { if (gBusy[i].index == a1 && gBusy[i].type == a2) { gBusy[i].delta = -gBusy[i].delta; break; } } } unsigned int GetSourceBusy(EVENT a1) { int nIndex = a1.index_; switch (a1.type) { case 6: { int nXIndex = sector[nIndex].extra; assert(nXIndex > 0 && nXIndex < kMaxXSectors); return xsector[nXIndex].busy; } case 0: { int nXIndex = wall[nIndex].extra; assert(nXIndex > 0 && nXIndex < kMaxXWalls); return xwall[nXIndex].busy; } case 3: { return a1.actor && a1.actor->hasX() ? a1.actor->x().busy : false; } } return 0; } void LifeLeechOperate(spritetype *pSprite, XSPRITE *pXSprite, EVENT event) { auto actor = &bloodActors[pSprite->index]; switch (event.cmd) { case kCmdSpritePush: { int nPlayer = pXSprite->data4; if (nPlayer >= 0 && nPlayer < kMaxPlayers && playeringame[nPlayer]) { PLAYER *pPlayer = &gPlayer[nPlayer]; if (pPlayer->pXSprite->health > 0) { evKillActor(actor); pPlayer->ammoCount[8] = ClipHigh(pPlayer->ammoCount[8]+pXSprite->data3, gAmmoInfo[8].max); pPlayer->hasWeapon[9] = 1; if (pPlayer->curWeapon != kWeapLifeLeech) { if (!VanillaMode() && checkFired6or7(pPlayer)) // if tnt/spray is actively used, do not switch weapon break; pPlayer->weaponState = 0; pPlayer->nextWeapon = 9; } } } break; } case kCmdSpriteProximity: { int nTarget = pXSprite->target_i; if (nTarget >= 0 && nTarget < kMaxSprites) { if (!pXSprite->stateTimer) { spritetype *pTarget = &sprite[nTarget]; if (pTarget->statnum == kStatDude && !(pTarget->flags&32) && pTarget->extra > 0 && pTarget->extra < kMaxXSprites) { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); int nType = pTarget->type-kDudeBase; DUDEINFO *pDudeInfo = getDudeInfo(nType+kDudeBase); 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 = bcos(pSprite->ang); int dy = bsin(pSprite->ang); int tz = pTarget->z - (pTarget->yrepeat * pDudeInfo->aimHeight) * 4; int dz = DivScale(tz - top - 256, nDist, 10); int nMissileType = kMissileLifeLeechAltNormal + (pXSprite->data3 ? 1 : 0); int t2; if (!pXSprite->data3) t2 = 120 / 10; else t2 = (3*120) / 10; auto missile = actFireMissile(actor, 0, z1, dx, dy, dz, nMissileType); if (missile) { missile->SetOwner(actor); pXSprite->stateTimer = 1; evPostActor(actor, t2, kCallbackLeechStateTimer); pXSprite->data3 = ClipLow(pXSprite->data3-1, 0); } pSprite->ang = angBak; } } } } return; } } actPostSprite(actor, kStatFree); } void ActivateGenerator(int); void OperateSprite(int nSprite, XSPRITE *pXSprite, EVENT event) { auto actor = &bloodActors[nSprite]; spritetype *pSprite = &sprite[nSprite]; #ifdef NOONE_EXTENSIONS if (gModernMap && modernTypeOperateSprite(actor, event)) return; #endif switch (event.cmd) { case kCmdLock: pXSprite->locked = 1; return; case kCmdUnlock: pXSprite->locked = 0; return; case kCmdToggleLock: pXSprite->locked = pXSprite->locked ^ 1; return; } if (pSprite->statnum == kStatDude && pSprite->type >= kDudeBase && pSprite->type < kDudeMax) { switch (event.cmd) { case kCmdOff: SetSpriteState(nSprite, pXSprite, 0); break; case kCmdSpriteProximity: if (pXSprite->state) break; fallthrough__; case kCmdOn: case kCmdSpritePush: case kCmdSpriteTouch: if (!pXSprite->state) SetSpriteState(nSprite, pXSprite, 1); aiActivateDude(&bloodActors[pXSprite->reference]); break; } return; } switch (pSprite->type) { case kTrapMachinegun: if (pXSprite->health <= 0) break; switch (event.cmd) { case kCmdOff: if (!SetSpriteState(nSprite, pXSprite, 0)) break; seqSpawn(40, 3, pSprite->extra, -1); break; case kCmdOn: if (!SetSpriteState(nSprite, pXSprite, 1)) break; seqSpawn(38, 3, pSprite->extra, nMGunOpenClient); if (pXSprite->data1 > 0) pXSprite->data2 = pXSprite->data1; break; } break; case kThingFallingRock: if (SetSpriteState(nSprite, pXSprite, 1)) pSprite->flags |= 7; break; case kThingWallCrack: if (SetSpriteState(nSprite, pXSprite, 0)) actPostSprite(actor, kStatFree); break; case kThingCrateFace: if (SetSpriteState(nSprite, pXSprite, 0)) actPostSprite(actor, kStatFree); break; case kTrapZapSwitchable: switch (event.cmd) { case kCmdOff: pXSprite->state = 0; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE; pSprite->cstat &= ~CSTAT_SPRITE_BLOCK; break; case kCmdOn: pXSprite->state = 1; pSprite->cstat &= (unsigned short)~CSTAT_SPRITE_INVISIBLE; pSprite->cstat |= CSTAT_SPRITE_BLOCK; break; case kCmdToggle: pXSprite->state ^= 1; pSprite->cstat ^= CSTAT_SPRITE_INVISIBLE; pSprite->cstat ^= CSTAT_SPRITE_BLOCK; break; } break; case kTrapFlame: switch (event.cmd) { case kCmdOff: if (!SetSpriteState(nSprite, pXSprite, 0)) break; seqSpawn(40, 3, pSprite->extra, -1); sfxKill3DSound(pSprite, 0, -1); break; case kCmdOn: if (!SetSpriteState(nSprite, pXSprite, 1)) break; seqSpawn(38, 3, pSprite->extra, -1); sfxPlay3DSound(pSprite, 441, 0, 0); break; } break; case kSwitchPadlock: switch (event.cmd) { case kCmdOff: SetSpriteState(nSprite, pXSprite, 0); break; case kCmdOn: if (!SetSpriteState(nSprite, pXSprite, 1)) break; 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; case kSwitchToggle: switch (event.cmd) { case kCmdOff: if (!SetSpriteState(nSprite, pXSprite, 0)) break; sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0); break; case kCmdOn: if (!SetSpriteState(nSprite, pXSprite, 1)) break; sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0); break; default: if (!SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1)) break; if (pXSprite->state) sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0); else sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0); break; } break; case kSwitchOneWay: switch (event.cmd) { case kCmdOff: if (!SetSpriteState(nSprite, pXSprite, 0)) break; sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0); break; case kCmdOn: if (!SetSpriteState(nSprite, pXSprite, 1)) break; sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0); break; default: if (!SetSpriteState(nSprite, pXSprite, pXSprite->restState ^ 1)) break; if (pXSprite->state) sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0); else sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0); break; } break; case kSwitchCombo: switch (event.cmd) { case kCmdOff: pXSprite->data1--; if (pXSprite->data1 < 0) pXSprite->data1 += pXSprite->data3; break; default: pXSprite->data1++; if (pXSprite->data1 >= pXSprite->data3) pXSprite->data1 -= pXSprite->data3; break; } sfxPlay3DSound(pSprite, pXSprite->data4, -1, 0); if (pXSprite->command == kCmdLink && pXSprite->txID > 0) evSendActor(actor, pXSprite->txID, kCmdLink); if (pXSprite->data1 == pXSprite->data2) SetSpriteState(nSprite, pXSprite, 1); else SetSpriteState(nSprite, pXSprite, 0); break; case kMarkerDudeSpawn: if (gGameOptions.nMonsterSettings && pXSprite->data1 >= kDudeBase && pXSprite->data1 < kDudeMax) { auto actor = &bloodActors[pSprite->index]; auto spawned = actSpawnDude(actor, pXSprite->data1, -1, 0); if (spawned) { XSPRITE *pXSpawn = &spawned->x(); gKillMgr.AddNewKill(1); switch (pXSprite->data1) { case kDudeBurningInnocent: case kDudeBurningCultist: case kDudeBurningZombieButcher: case kDudeBurningTinyCaleb: case kDudeBurningBeast: { pXSpawn->health = getDudeInfo(pXSprite->data1)->startHealth << 4; pXSpawn->burnTime = 10; pXSpawn->target_i = -1; aiActivateDude(spawned); break; default: break; } } } } break; case kMarkerEarthQuake: 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].quakeEffect = DivScale(pXSprite->data1, nDist, 16); } break; case kThingTNTBarrel: if (pSprite->flags & kHitagRespawn) return; fallthrough__; case kThingArmedTNTStick: case kThingArmedTNTBundle: case kThingArmedSpray: actExplodeSprite(&bloodActors[pSprite->index]); break; case kTrapExploder: switch (event.cmd) { case kCmdOn: SetSpriteState(nSprite, pXSprite, 1); break; default: pSprite->cstat &= (unsigned short)~CSTAT_SPRITE_INVISIBLE; actExplodeSprite(&bloodActors[pSprite->index]); break; } break; case kThingArmedRemoteBomb: if (pSprite->statnum != kStatRespawn) { if (event.cmd != kCmdOn) actExplodeSprite(&bloodActors[pSprite->index]); else { sfxPlay3DSound(pSprite, 454, 0, 0); evPostActor(actor, 18, kCmdOff); } } break; case kThingArmedProxBomb: if (pSprite->statnum != kStatRespawn) { switch (event.cmd) { case kCmdSpriteProximity: if (pXSprite->state) break; sfxPlay3DSound(pSprite, 452, 0, 0); evPostActor(actor, 30, kCmdOff); pXSprite->state = 1; fallthrough__; case kCmdOn: sfxPlay3DSound(pSprite, 451, 0, 0); pXSprite->Proximity = 1; break; default: actExplodeSprite(&bloodActors[pSprite->index]); break; } } break; case kThingDroppedLifeLeech: LifeLeechOperate(pSprite, pXSprite, event); break; case kGenTrigger: case kGenDripWater: case kGenDripBlood: case kGenMissileFireball: case kGenMissileEctoSkull: case kGenDart: case kGenBubble: case kGenBubbleMulti: case kGenSound: switch (event.cmd) { case kCmdOff: SetSpriteState(nSprite, pXSprite, 0); break; case kCmdRepeat: if (pSprite->type != kGenTrigger) ActivateGenerator(nSprite); if (pXSprite->txID) evSendActor(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command); if (pXSprite->busyTime > 0) { int nRand = Random2(pXSprite->data1); evPostActor(actor, 120*(nRand+pXSprite->busyTime) / 10, kCmdRepeat); } break; default: if (!pXSprite->state) { SetSpriteState(nSprite, pXSprite, 1); evPostActor(actor, 0, kCmdRepeat); } break; } break; case kSoundPlayer: if (gGameOptions.nGameType == 0) { if (gMe->pXSprite->health <= 0) break; gMe->restTime = 0; } sndStartSample(pXSprite->data1, -1, 1, 0, CHANF_FORCE); break; case kThingObjectGib: case kThingObjectExplode: case kThingBloodBits: case kThingBloodChunks: case kThingZombieHead: switch (event.cmd) { case kCmdOff: if (!SetSpriteState(nSprite, pXSprite, 0)) break; actActivateGibObject(&bloodActors[pXSprite->reference]); break; case kCmdOn: if (!SetSpriteState(nSprite, pXSprite, 1)) break; actActivateGibObject(&bloodActors[pXSprite->reference]); break; default: if (!SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1)) break; actActivateGibObject(&bloodActors[pXSprite->reference]); break; } break; default: switch (event.cmd) { case kCmdOff: SetSpriteState(nSprite, pXSprite, 0); break; case kCmdOn: SetSpriteState(nSprite, pXSprite, 1); break; default: SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1); break; } break; } } void SetupGibWallState(walltype *pWall, XWALL *pXWall) { walltype *pWall2 = NULL; if (pWall->nextwall >= 0) pWall2 = &wall[pWall->nextwall]; if (pXWall->state) { pWall->cstat &= ~65; if (pWall2) { pWall2->cstat &= ~65; pWall->cstat &= ~16; pWall2->cstat &= ~16; } return; } char bVector = pXWall->triggerVector != 0; pWall->cstat |= 1; if (bVector) pWall->cstat |= 64; if (pWall2) { pWall2->cstat |= 1; if (bVector) pWall2->cstat |= 64; pWall->cstat |= 16; pWall2->cstat |= 16; } } void OperateWall(int nWall, XWALL *pXWall, EVENT event) { walltype *pWall = &wall[nWall]; switch (event.cmd) { case kCmdLock: pXWall->locked = 1; return; case kCmdUnlock: pXWall->locked = 0; return; case kCmdToggleLock: pXWall->locked ^= 1; return; } #ifdef NOONE_EXTENSIONS if (gModernMap && modernTypeOperateWall(nWall, pWall, pXWall, event)) return; #endif switch (pWall->type) { case kWallGib: if (GetWallType(nWall) != pWall->type) break; char bStatus; switch (event.cmd) { case kCmdOn: case kCmdWallImpact: bStatus = SetWallState(nWall, pXWall, 1); break; case kCmdOff: bStatus = SetWallState(nWall, pXWall, 0); break; default: bStatus = SetWallState(nWall, pXWall, pXWall->state ^ 1); break; } if (bStatus) { SetupGibWallState(pWall, pXWall); if (pXWall->state) { CGibVelocity vel(100, 100, 250); int nType = ClipRange(pXWall->data, 0, 31); if (nType > 0) GibWall(nWall, (GIBTYPE)nType, &vel); } } return; default: switch (event.cmd) { case kCmdOff: SetWallState(nWall, pXWall, 0); break; case kCmdOn: SetWallState(nWall, pXWall, 1); break; default: SetWallState(nWall, pXWall, pXWall->state ^ 1); break; } return; } } void SectorStartSound(int nSector, int nState) { int nSprite; SectIterator it(nSector); while ((nSprite = it.NextIndex()) >= 0) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->statnum == kStatDecoration && pSprite->type == kSoundSector) { int nXSprite = pSprite->extra; assert(nXSprite > 0 && nXSprite < kMaxXSprites); XSPRITE *pXSprite = &xsprite[nXSprite]; if (nState) { if (pXSprite->data3) sfxPlay3DSound(pSprite, pXSprite->data3, 0, 0); } else { if (pXSprite->data1) sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0); } } } } void SectorEndSound(int nSector, int nState) { int nSprite; SectIterator it(nSector); while ((nSprite = it.NextIndex()) >= 0) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->statnum == kStatDecoration && pSprite->type == kSoundSector) { int nXSprite = pSprite->extra; assert(nXSprite > 0 && nXSprite < kMaxXSprites); XSPRITE *pXSprite = &xsprite[nXSprite]; if (nState) { if (pXSprite->data2) sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0); } else { if (pXSprite->data4) sfxPlay3DSound(pSprite, pXSprite->data4, 0, 0); } } } } void PathSound(int nSector, int nSound) { int nSprite; SectIterator it(nSector); while ((nSprite = it.NextIndex()) >= 0) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->statnum == kStatDecoration && pSprite->type == kSoundSector) sfxPlay3DSound(pSprite, nSound, 0, 0); } } void DragPoint(int nWall, int x, int y) { sector[wall[nWall].sector].dirty = 255; 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; sector[wall[vb].sector].dirty = 255; 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; sector[wall[vb].sector].dirty = 255; 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 = interpolatedvalue(a6, a9, a2); int vc = interpolatedvalue(a6, a9, a3); int v28 = vc - v20; int v24 = interpolatedvalue(a7, a10, a2); int v8 = interpolatedvalue(a7, a10, a3); int v2c = v8 - v24; int v44 = interpolatedvalue(a8, a11, a2); int vbp = interpolatedvalue(a8, a11, a3); int v14 = vbp - v44; int nWall = sector[nSector].wallptr; if (a12) { for (int i = 0; i < sector[nSector].wallnum; nWall++, i++) { x = baseWall[nWall].x; y = baseWall[nWall].y; if (vbp) RotatePoint((int*)&x, (int*)&y, vbp, a4, a5); DragPoint(nWall, x+vc-a4, y+v8-a5); } } else { for (int i = 0; i < sector[nSector].wallnum; nWall++, i++) { int v10 = wall[nWall].point2; x = baseWall[nWall].x; y = baseWall[nWall].y; if (wall[nWall].cstat&16384) { if (vbp) RotatePoint((int*)&x, (int*)&y, vbp, a4, a5); DragPoint(nWall, x+vc-a4, y+v8-a5); if ((wall[v10].cstat&49152) == 0) { x = baseWall[v10].x; y = baseWall[v10].y; if (vbp) RotatePoint((int*)&x, (int*)&y, vbp, a4, a5); DragPoint(v10, x+vc-a4, y+v8-a5); } continue; } if (wall[nWall].cstat&32768) { if (vbp) RotatePoint((int*)&x, (int*)&y, -vbp, a4, a5); DragPoint(nWall, x-(vc-a4), y-(v8-a5)); if ((wall[v10].cstat&49152) == 0) { x = baseWall[v10].x; y = baseWall[v10].y; if (vbp) RotatePoint((int*)&x, (int*)&y, -vbp, a4, a5); DragPoint(v10, x-(vc-a4), y-(v8-a5)); } continue; } } } int nSprite; SectIterator it(nSector); while ((nSprite = it.NextIndex()) >= 0) { spritetype *pSprite = &sprite[nSprite]; // allow to move markers by sector movements in game if flags 1 is added in editor. switch (pSprite->statnum) { case kStatMarker: case kStatPathMarker: #ifdef NOONE_EXTENSIONS if (!gModernMap || !(pSprite->flags & 0x1)) continue; #else continue; #endif break; } x = baseSprite[nSprite].x; y = baseSprite[nSprite].y; if (sprite[nSprite].cstat&8192) { if (vbp) RotatePoint((int*)&x, (int*)&y, vbp, a4, a5); viewBackupSpriteLoc(nSprite, pSprite); pSprite->ang = (pSprite->ang+v14)&2047; pSprite->x = x+vc-a4; pSprite->y = y+v8-a5; } else if (sprite[nSprite].cstat&16384) { if (vbp) RotatePoint((int*)& x, (int*)& y, -vbp, a4, a4); viewBackupSpriteLoc(nSprite, pSprite); pSprite->ang = (pSprite->ang-v14)&2047; pSprite->x = x-(vc-a4); pSprite->y = y-(v8-a5); } else if (pXSector->Drag) { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); int floorZ = getflorzofslope(nSector, pSprite->x, pSprite->y); if (!(pSprite->cstat&48) && floorZ <= bottom) { if (v14) RotatePoint((int*)&pSprite->x, (int*)&pSprite->y, v14, v20, v24); viewBackupSpriteLoc(nSprite, pSprite); pSprite->ang = (pSprite->ang+v14)&2047; pSprite->x += v28; pSprite->y += v2c; } } } } void ZTranslateSector(int nSector, XSECTOR *pXSector, int a3, int a4) { sectortype *pSector = §or[nSector]; viewInterpolateSector(nSector, pSector); int dz = pXSector->onFloorZ-pXSector->offFloorZ; if (dz != 0) { int oldZ = pSector->floorz; baseFloor[nSector] = pSector->floorz = pXSector->offFloorZ + MulScale(dz, GetWaveValue(a3, a4), 16); velFloor[nSector] += (pSector->floorz-oldZ)<<8; int nSprite; SectIterator it(nSector); while ((nSprite = it.NextIndex()) >= 0) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->statnum == kStatMarker || pSprite->statnum == kStatPathMarker) continue; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); if (pSprite->cstat&8192) { viewBackupSpriteLoc(nSprite, pSprite); pSprite->z += pSector->floorz-oldZ; } else if (pSprite->flags&2) pSprite->flags |= 4; else if (oldZ <= bottom && !(pSprite->cstat&48)) { viewBackupSpriteLoc(nSprite, pSprite); pSprite->z += pSector->floorz-oldZ; } } } dz = pXSector->onCeilZ-pXSector->offCeilZ; if (dz != 0) { int oldZ = pSector->ceilingz; baseCeil[nSector] = pSector->ceilingz = pXSector->offCeilZ + MulScale(dz, GetWaveValue(a3, a4), 16); velCeil[nSector] += (pSector->ceilingz-oldZ)<<8; int nSprite; SectIterator it(nSector); while ((nSprite = it.NextIndex()) >= 0) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->statnum == kStatMarker || pSprite->statnum == kStatPathMarker) continue; if (pSprite->cstat&16384) { viewBackupSpriteLoc(nSprite, pSprite); pSprite->z += pSector->ceilingz-oldZ; } } } } int GetHighestSprite(int nSector, int nStatus, int *a3) { *a3 = sector[nSector].floorz; int v8 = -1; int nSprite; SectIterator it(nSector); while ((nSprite = it.NextIndex()) >= 0) { if (sprite[nSprite].statnum == nStatus || nStatus == kStatFree) { spritetype *pSprite = &sprite[nSprite]; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); if (top-pSprite->z > *a3) { *a3 = top-pSprite->z; v8 = nSprite; } } } return v8; } int GetCrushedSpriteExtents(unsigned int nSector, int *pzTop, int *pzBot) { assert(pzTop != NULL && pzBot != NULL); assert(nSector < (unsigned int)numsectors); int vc = -1; sectortype *pSector = §or[nSector]; int vbp = pSector->ceilingz; int nSprite; SectIterator it(nSector); while ((nSprite = it.NextIndex()) >= 0) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->statnum == kStatDude || pSprite->statnum == kStatThing) { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); if (vbp > top) { vbp = top; *pzTop = top; *pzBot = bottom; vc = nSprite; } } } return vc; } int VCrushBusy(unsigned int nSector, unsigned int a2) { assert(nSector < (unsigned int)numsectors); int nXSector = sector[nSector].extra; assert(nXSector > 0 && nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; int nWave; if (pXSector->busy < a2) nWave = pXSector->busyWaveA; else nWave = pXSector->busyWaveB; int dz1 = pXSector->onCeilZ - pXSector->offCeilZ; int vc = pXSector->offCeilZ; if (dz1 != 0) vc += MulScale(dz1, GetWaveValue(a2, nWave), 16); int dz2 = pXSector->onFloorZ - pXSector->offFloorZ; int v10 = pXSector->offFloorZ; if (dz2 != 0) v10 += MulScale(dz2, GetWaveValue(a2, nWave), 16); int v18; if (GetHighestSprite(nSector, 6, &v18) >= 0 && vc >= v18) return 1; viewInterpolateSector(nSector, §or[nSector]); if (dz1 != 0) sector[nSector].ceilingz = vc; if (dz2 != 0) sector[nSector].floorz = v10; pXSector->busy = a2; if (pXSector->command == kCmdLink && pXSector->txID) evSendSector(nSector,pXSector->txID, kCmdLink); if ((a2&0xffff) == 0) { SetSectorState(nSector, pXSector, FixedToInt(a2)); SectorEndSound(nSector, FixedToInt(a2)); return 3; } return 0; } int VSpriteBusy(unsigned int nSector, unsigned int a2) { assert(nSector < (unsigned int)numsectors); int nXSector = sector[nSector].extra; assert(nXSector > 0 && nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; int nWave; if (pXSector->busy < a2) nWave = pXSector->busyWaveA; else nWave = pXSector->busyWaveB; int dz1 = pXSector->onFloorZ - pXSector->offFloorZ; if (dz1 != 0) { int nSprite; SectIterator it(nSector); while ((nSprite = it.NextIndex()) >= 0) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->cstat&8192) { viewBackupSpriteLoc(nSprite, pSprite); pSprite->z = baseSprite[nSprite].z+MulScale(dz1, GetWaveValue(a2, nWave), 16); } } } int dz2 = pXSector->onCeilZ - pXSector->offCeilZ; if (dz2 != 0) { int nSprite; SectIterator it(nSector); while ((nSprite = it.NextIndex()) >= 0) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->cstat&16384) { viewBackupSpriteLoc(nSprite, pSprite); pSprite->z = baseSprite[nSprite].z+MulScale(dz2, GetWaveValue(a2, nWave), 16); } } } pXSector->busy = a2; if (pXSector->command == kCmdLink && pXSector->txID) evSendSector(nSector,pXSector->txID, kCmdLink); if ((a2&0xffff) == 0) { SetSectorState(nSector, pXSector, FixedToInt(a2)); SectorEndSound(nSector, FixedToInt(a2)); return 3; } return 0; } int VDoorBusy(unsigned int nSector, unsigned int a2) { assert(nSector < (unsigned int)numsectors); int nXSector = sector[nSector].extra; assert(nXSector > 0 && nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; int vbp; if (pXSector->state) vbp = 65536/ClipLow((120*pXSector->busyTimeA)/10, 1); else vbp = -65536/ClipLow((120*pXSector->busyTimeB)/10, 1); int top, bottom; int nSprite = GetCrushedSpriteExtents(nSector,&top,&bottom); auto actor = &bloodActors[nSprite]; if (nSprite >= 0 && a2 > pXSector->busy) { spritetype *pSprite = &actor->s(); assert(pSprite->extra > 0 && pSprite->extra < kMaxXSprites); XSPRITE *pXSprite = &actor->x(); if (pXSector->onCeilZ > pXSector->offCeilZ || pXSector->onFloorZ < pXSector->offFloorZ) { 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(actor, actor, kDamageFall, 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(actor, actor, kDamageFall, nDamage<<4); a2 = ClipRange(a2-(vbp/2)*4, 0, 65536); } } } else if (nSprite >= 0 && a2 < pXSector->busy) { spritetype* pSprite = &actor->s(); assert(pSprite->extra > 0 && pSprite->extra < kMaxXSprites); XSPRITE* pXSprite = &actor->x(); if (pXSector->offCeilZ > pXSector->onCeilZ || pXSector->offFloorZ < pXSector->onFloorZ) { 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(actor, actor, kDamageFall, 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(actor, actor, kDamageFall, nDamage<<4); a2 = ClipRange(a2+(vbp/2)*4, 0, 65536); } } } int nWave; if (pXSector->busy < a2) nWave = pXSector->busyWaveA; else nWave = pXSector->busyWaveB; ZTranslateSector(nSector, pXSector, a2, nWave); pXSector->busy = a2; if (pXSector->command == kCmdLink && pXSector->txID) evSendSector(nSector,pXSector->txID, kCmdLink); if ((a2&0xffff) == 0) { SetSectorState(nSector, pXSector, FixedToInt(a2)); SectorEndSound(nSector, FixedToInt(a2)); return 3; } return 0; } int HDoorBusy(unsigned int nSector, unsigned int a2) { assert(nSector < (unsigned int)numsectors); sectortype *pSector = §or[nSector]; int nXSector = pSector->extra; assert(nXSector > 0 && nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; int nWave; if (pXSector->busy < a2) nWave = pXSector->busyWaveA; else nWave = pXSector->busyWaveB; spritetype *pSprite1 = &sprite[pXSector->marker0]; spritetype *pSprite2 = &sprite[pXSector->marker1]; TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->type == kSectorSlide); ZTranslateSector(nSector, pXSector, a2, nWave); pXSector->busy = a2; if (pXSector->command == kCmdLink && pXSector->txID) evSendSector(nSector,pXSector->txID, kCmdLink); if ((a2&0xffff) == 0) { SetSectorState(nSector, pXSector, FixedToInt(a2)); SectorEndSound(nSector, FixedToInt(a2)); return 3; } return 0; } int RDoorBusy(unsigned int nSector, unsigned int a2) { assert(nSector < (unsigned int)numsectors); sectortype *pSector = §or[nSector]; int nXSector = pSector->extra; assert(nXSector > 0 && nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; int nWave; if (pXSector->busy < a2) nWave = pXSector->busyWaveA; else nWave = pXSector->busyWaveB; spritetype *pSprite = &sprite[pXSector->marker0]; TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite->x, pSprite->y, 0, pSprite->x, pSprite->y, pSprite->ang, pSector->type == kSectorRotate); ZTranslateSector(nSector, pXSector, a2, nWave); pXSector->busy = a2; if (pXSector->command == kCmdLink && pXSector->txID) evSendSector(nSector,pXSector->txID, kCmdLink); if ((a2&0xffff) == 0) { SetSectorState(nSector, pXSector, FixedToInt(a2)); SectorEndSound(nSector, FixedToInt(a2)); return 3; } return 0; } int StepRotateBusy(unsigned int nSector, unsigned int a2) { assert(nSector < (unsigned int)numsectors); sectortype *pSector = §or[nSector]; int nXSector = pSector->extra; assert(nXSector > 0 && nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; spritetype *pSprite = &sprite[pXSector->marker0]; int vbp; if (pXSector->busy < a2) { vbp = pXSector->data+pSprite->ang; int nWave = pXSector->busyWaveA; TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite->x, pSprite->y, pXSector->data, pSprite->x, pSprite->y, vbp, 1); } else { vbp = pXSector->data-pSprite->ang; int nWave = pXSector->busyWaveB; TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite->x, pSprite->y, vbp, pSprite->x, pSprite->y, pXSector->data, 1); } pXSector->busy = a2; if (pXSector->command == kCmdLink && pXSector->txID) evSendSector(nSector,pXSector->txID, kCmdLink); if ((a2&0xffff) == 0) { SetSectorState(nSector, pXSector, FixedToInt(a2)); SectorEndSound(nSector, FixedToInt(a2)); pXSector->data = vbp&2047; return 3; } return 0; } int GenSectorBusy(unsigned int nSector, unsigned int a2) { assert(nSector < (unsigned int)numsectors); sectortype *pSector = §or[nSector]; int nXSector = pSector->extra; assert(nXSector > 0 && nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; pXSector->busy = a2; if (pXSector->command == kCmdLink && pXSector->txID) evSendSector(nSector,pXSector->txID, kCmdLink); if ((a2&0xffff) == 0) { SetSectorState(nSector, pXSector, FixedToInt(a2)); SectorEndSound(nSector, FixedToInt(a2)); return 3; } return 0; } int PathBusy(unsigned int nSector, unsigned int a2) { assert(nSector < (unsigned int)numsectors); sectortype *pSector = §or[nSector]; int nXSector = pSector->extra; assert(nXSector > 0 && nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; spritetype *pSprite = &sprite[basePath[nSector]]; spritetype *pSprite1 = &sprite[pXSector->marker0]; XSPRITE *pXSprite1 = &xsprite[pSprite1->extra]; spritetype *pSprite2 = &sprite[pXSector->marker1]; XSPRITE *pXSprite2 = &xsprite[pSprite2->extra]; int nWave = pXSprite1->wave; TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, 1); ZTranslateSector(nSector, pXSector, a2, nWave); pXSector->busy = a2; if ((a2&0xffff) == 0) { evPostSector(nSector, (120*pXSprite2->waitTime)/10, kCmdOn); pXSector->state = 0; pXSector->busy = 0; if (pXSprite1->data4) PathSound(nSector, pXSprite1->data4); pXSector->marker0 = pXSector->marker1; pXSector->data = pXSprite2->data1; return 3; } return 0; } void OperateDoor(unsigned int nSector, XSECTOR *pXSector, EVENT event, BUSYID busyWave) { switch (event.cmd) { case kCmdOff: if (!pXSector->busy) break; AddBusy(nSector, busyWave, -65536/ClipLow((pXSector->busyTimeB*120)/10, 1)); SectorStartSound(nSector, 1); break; case kCmdOn: if (pXSector->busy == 0x10000) break; AddBusy(nSector, busyWave, 65536/ClipLow((pXSector->busyTimeA*120)/10, 1)); SectorStartSound(nSector, 0); break; default: if (pXSector->busy & 0xffff) { if (pXSector->interruptable) { ReverseBusy(nSector, busyWave); pXSector->state = !pXSector->state; } } else { char t = !pXSector->state; int nDelta; if (t) nDelta = 65536/ClipLow((pXSector->busyTimeA*120)/10, 1); else nDelta = -65536/ClipLow((pXSector->busyTimeB*120)/10, 1); AddBusy(nSector, busyWave, nDelta); SectorStartSound(nSector, pXSector->state); } break; } } char SectorContainsDudes(int nSector) { int nSprite; SectIterator it(nSector); while ((nSprite = it.NextIndex()) >= 0) { if (sprite[nSprite].statnum == kStatDude) return 1; } return 0; } void TeleFrag(int nKiller, int nSector) { auto killer = &bloodActors[nKiller]; BloodSectIterator it(nSector); while (auto victim = it.Next()) { spritetype *pSprite = &victim->s(); if (pSprite->statnum == kStatDude) actDamageSprite(killer, victim, kDamageExplode, 4000); else if (pSprite->statnum == kStatThing) actDamageSprite(killer, victim, kDamageExplode, 4000); } } void OperateTeleport(unsigned int nSector, XSECTOR *pXSector) { assert(nSector < (unsigned int)numsectors); int nDest = pXSector->marker0; assert(nDest < kMaxSprites); spritetype *pDest = &sprite[nDest]; assert(pDest->statnum == kStatMarker); assert(pDest->type == kMarkerWarpDest); assert(pDest->sectnum >= 0 && pDest->sectnum < kMaxSectors); int nSprite; SectIterator it(nSector); while ((nSprite = it.NextIndex()) >= 0) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->statnum == kStatDude) { 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; gInterpolateSprite.Clear(nSprite); viewBackupSpriteLoc(nSprite, pSprite); if (pPlayer) { playerResetInertia(pPlayer); pPlayer->zViewVel = pPlayer->zWeaponVel = 0; pPlayer->angle.settarget(pSprite->ang, true); } } } } } void OperatePath(unsigned int nSector, XSECTOR *pXSector, EVENT event) { int nSprite; spritetype *pSprite = NULL; XSPRITE *pXSprite; assert(nSector < (unsigned int)numsectors); spritetype *pSprite2 = &sprite[pXSector->marker0]; XSPRITE *pXSprite2 = &xsprite[pSprite2->extra]; int nId = pXSprite2->data2; StatIterator it(kStatPathMarker); while ((nSprite = it.NextIndex()) >= 0) { pSprite = &sprite[nSprite]; if (pSprite->type == kMarkerPath) { pXSprite = &xsprite[pSprite->extra]; if (pXSprite->data1 == nId) break; } } // trigger marker after it gets reached #ifdef NOONE_EXTENSIONS if (gModernMap && pXSprite2->state != 1) trTriggerSprite(pSprite2->index, pXSprite2, kCmdOn); #endif if (nSprite < 0) { viewSetSystemMessage("Unable to find path marker with id #%d for path sector #%d", nId, nSector); pXSector->state = 0; pXSector->busy = 0; return; } pXSector->marker1 = nSprite; pXSector->offFloorZ = pSprite2->z; pXSector->onFloorZ = pSprite->z; switch (event.cmd) { case kCmdOn: pXSector->state = 0; pXSector->busy = 0; AddBusy(nSector, BUSYID_7, 65536/ClipLow((120*pXSprite2->busyTime)/10,1)); if (pXSprite2->data3) PathSound(nSector, pXSprite2->data3); break; } } void OperateSector(unsigned int nSector, XSECTOR *pXSector, EVENT event) { assert(nSector < (unsigned int)numsectors); sectortype *pSector = §or[nSector]; #ifdef NOONE_EXTENSIONS if (gModernMap && modernTypeOperateSector(nSector, pSector, pXSector, event)) return; #endif switch (event.cmd) { case kCmdLock: pXSector->locked = 1; break; case kCmdUnlock: pXSector->locked = 0; break; case kCmdToggleLock: pXSector->locked ^= 1; break; case kCmdStopOff: pXSector->stopOn = 0; pXSector->stopOff = 1; break; case kCmdStopOn: pXSector->stopOn = 1; pXSector->stopOff = 0; break; case kCmdStopNext: pXSector->stopOn = 1; pXSector->stopOff = 1; break; default: #ifdef NOONE_EXTENSIONS if (gModernMap && pXSector->unused1) break; #endif switch (pSector->type) { case kSectorZMotionSprite: OperateDoor(nSector, pXSector, event, BUSYID_1); break; case kSectorZMotion: OperateDoor(nSector, pXSector, event, BUSYID_2); break; case kSectorSlideMarked: case kSectorSlide: OperateDoor(nSector, pXSector, event, BUSYID_3); break; case kSectorRotateMarked: case kSectorRotate: OperateDoor(nSector, pXSector, event, BUSYID_4); break; case kSectorRotateStep: switch (event.cmd) { case kCmdOn: pXSector->state = 0; pXSector->busy = 0; AddBusy(nSector, BUSYID_5, 65536/ClipLow((120*pXSector->busyTimeA)/10, 1)); SectorStartSound(nSector, 0); break; case kCmdOff: pXSector->state = 1; pXSector->busy = 65536; AddBusy(nSector, BUSYID_5, -65536/ClipLow((120*pXSector->busyTimeB)/10, 1)); SectorStartSound(nSector, 1); break; } break; case kSectorTeleport: OperateTeleport(nSector, pXSector); break; case kSectorPath: OperatePath(nSector, pXSector, event); break; default: if (!pXSector->busyTimeA && !pXSector->busyTimeB) { switch (event.cmd) { case kCmdOff: SetSectorState(nSector, pXSector, 0); break; case kCmdOn: SetSectorState(nSector, pXSector, 1); break; default: SetSectorState(nSector, pXSector, pXSector->state ^ 1); break; } } else { OperateDoor(nSector, pXSector, event, BUSYID_6); } break; } break; } } void InitPath(unsigned int nSector, XSECTOR *pXSector) { int nSprite; spritetype *pSprite; XSPRITE *pXSprite; assert(nSector < (unsigned int)numsectors); int nId = pXSector->data; StatIterator it(kStatPathMarker); while ((nSprite = it.NextIndex()) >= 0) { pSprite = &sprite[nSprite]; if (pSprite->type == kMarkerPath) { pXSprite = &xsprite[pSprite->extra]; if (pXSprite->data1 == nId) break; } } if (nSprite < 0) { //I_Error("Unable to find path marker with id #%d", nId); viewSetSystemMessage("Unable to find path marker with id #%d for path sector #%d", nId, nSector); return; } pXSector->marker0 = nSprite; basePath[nSector] = nSprite; if (pXSector->state) evPostSector(nSector, 0, kCmdOn); } void LinkSector(int nSector, XSECTOR *pXSector, EVENT event) { sectortype *pSector = §or[nSector]; int nBusy = GetSourceBusy(event); switch (pSector->type) { case kSectorZMotionSprite: VSpriteBusy(nSector, nBusy); break; case kSectorZMotion: VDoorBusy(nSector, nBusy); break; case kSectorSlideMarked: case kSectorSlide: HDoorBusy(nSector, nBusy); break; case kSectorRotateMarked: case kSectorRotate: // force synchronised input here for now. setForcedSyncInput(); RDoorBusy(nSector, nBusy); break; default: pXSector->busy = nBusy; if ((pXSector->busy&0xffff) == 0) SetSectorState(nSector, pXSector, FixedToInt(nBusy)); break; } } void LinkSprite(int nSprite, XSPRITE *pXSprite, EVENT event) { spritetype *pSprite = &sprite[nSprite]; int nBusy = GetSourceBusy(event); switch (pSprite->type) { case kSwitchCombo: { if (event.type == OBJ_SPRITE) { auto actor2 = event.actor; pXSprite->data1 = actor2 && actor2->hasX()? actor2->x().data1 : 0; 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, FixedToInt(nBusy)); } break; } } void LinkWall(int nWall, XWALL *pXWall, EVENT event) { int nBusy = GetSourceBusy(event); pXWall->busy = nBusy; if ((pXWall->busy & 0xffff) == 0) SetWallState(nWall, pXWall, FixedToInt(nBusy)); } void trTriggerSector(unsigned int nSector, XSECTOR *pXSector, int command) { assert(nSector < (unsigned int)numsectors); if (!pXSector->locked && !pXSector->isTriggered) { if (pXSector->triggerOnce) pXSector->isTriggered = 1; if (pXSector->decoupled && pXSector->txID > 0) evSendSector(nSector,pXSector->txID, (COMMAND_ID)pXSector->command); else { EVENT event; event.cmd = command; OperateSector(nSector, pXSector, event); } } } void trTriggerWall(unsigned int nWall, XWALL *pXWall, int command) { assert(nWall < (unsigned int)numwalls); if (!pXWall->locked && !pXWall->isTriggered) { if (pXWall->triggerOnce) pXWall->isTriggered = 1; if (pXWall->decoupled && pXWall->txID > 0) evSendWall(nWall, pXWall->txID, (COMMAND_ID)pXWall->command); else { EVENT event; event.cmd = command; OperateWall(nWall, pXWall, event); } } } void trTriggerSprite(unsigned int nSprite, XSPRITE *pXSprite, int command) { if (!pXSprite->locked && !pXSprite->isTriggered) { if (pXSprite->triggerOnce) pXSprite->isTriggered = 1; if (pXSprite->Decoupled && pXSprite->txID > 0) evSendActor(&bloodActors[nSprite], pXSprite->txID, (COMMAND_ID)pXSprite->command); else { EVENT event; event.cmd = command; OperateSprite(nSprite, pXSprite, event); } } } void trTriggerSprite(DBloodActor* actor, int command) { trTriggerSprite(actor->s().index, &actor->x(), command); } void trMessageSector(unsigned int nSector, EVENT event) { assert(nSector < (unsigned int)numsectors); assert(sector[nSector].extra > 0 && sector[nSector].extra < kMaxXSectors); XSECTOR *pXSector = &xsector[sector[nSector].extra]; if (!pXSector->locked || event.cmd == kCmdUnlock || event.cmd == kCmdToggleLock) { switch (event.cmd) { case kCmdLink: LinkSector(nSector, pXSector, event); break; #ifdef NOONE_EXTENSIONS case kCmdModernUse: modernTypeTrigger(6, nSector, nullptr, event); break; #endif default: OperateSector(nSector, pXSector, event); break; } } } void trMessageWall(unsigned int nWall, EVENT event) { assert(nWall < (unsigned int)numwalls); assert(wall[nWall].extra > 0 && wall[nWall].extra < kMaxXWalls); XWALL *pXWall = &xwall[wall[nWall].extra]; if (!pXWall->locked || event.cmd == kCmdUnlock || event.cmd == kCmdToggleLock) { switch (event.cmd) { case kCmdLink: LinkWall(nWall, pXWall, event); break; #ifdef NOONE_EXTENSIONS case kCmdModernUse: modernTypeTrigger(0, nWall, nullptr, event); break; #endif default: OperateWall(nWall, pXWall, event); break; } } } void trMessageSprite(unsigned int nSprite, EVENT event) { if (sprite[nSprite].statnum != kStatFree) { XSPRITE* pXSprite = &xsprite[sprite[nSprite].extra]; if (!pXSprite->locked || event.cmd == kCmdUnlock || event.cmd == kCmdToggleLock) { switch (event.cmd) { case kCmdLink: LinkSprite(nSprite, pXSprite, event); break; #ifdef NOONE_EXTENSIONS case kCmdModernUse: modernTypeTrigger(3, 0, &bloodActors[nSprite], event); break; #endif default: OperateSprite(nSprite, pXSprite, event); break; } } } } void ProcessMotion(void) { sectortype *pSector; int nSector; for (pSector = sector, nSector = 0; nSector < numsectors; nSector++, pSector++) { int nXSector = pSector->extra; if (nXSector <= 0) continue; XSECTOR *pXSector = &xsector[nXSector]; if (pXSector->bobSpeed != 0) { if (pXSector->bobAlways) pXSector->bobTheta += pXSector->bobSpeed; else if (pXSector->busy == 0) continue; else pXSector->bobTheta += MulScale(pXSector->bobSpeed, pXSector->busy, 16); int vdi = MulScale(Sin(pXSector->bobTheta), pXSector->bobZRange<<8, 30); int nSprite; SectIterator it(nSector); while ((nSprite = it.NextIndex()) >= 0) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->cstat&24576) { viewBackupSpriteLoc(nSprite, pSprite); pSprite->z += vdi; } } if (pXSector->bobFloor) { int floorZ = pSector->floorz; viewInterpolateSector(nSector, pSector); pSector->floorz = baseFloor[nSector]+vdi; int nSprite; SectIterator it(nSector); while ((nSprite = it.NextIndex()) >= 0) { 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; int nSprite; SectIterator it(nSector); while ((nSprite = it.NextIndex()) >= 0) { 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 nStatus; int oldBusy = gBusy[i].busy; gBusy[i].busy = ClipRange(oldBusy+gBusy[i].delta*4, 0, 65536); #ifdef NOONE_EXTENSIONS if (!gModernMap || !xsector[sector[gBusy[i].index].extra].unused1) nStatus = gBusyProc[gBusy[i].type](gBusy[i].index, gBusy[i].busy); else nStatus = 3; // allow to pause/continue motion for sectors any time by sending special command #else nStatus = gBusyProc[gBusy[i].type](gBusy[i].at0, gBusy[i].at8); #endif switch (nStatus) { case 1: gBusy[i].busy = oldBusy; break; case 2: gBusy[i].busy = oldBusy; gBusy[i].delta = -gBusy[i].delta; break; case 3: gBusy[i] = gBusy[--gBusyCount]; break; } } 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; assert(nXWall < kMaxXWalls); if (nXWall > 0) { XWALL *pXWall = &xwall[nXWall]; if (pXWall->state) pXWall->busy = 65536; } } assert((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) { assert(nXSector < kMaxXSectors); XSECTOR *pXSector = &xsector[nXSector]; if (pXSector->state) pXSector->busy = 65536; switch (pSector->type) { case kSectorCounter: #ifdef NOONE_EXTENSIONS if (gModernMap) pXSector->triggerOff = false; else #endif pXSector->triggerOnce = 1; evPostSector(i, 0, kCallbackCounterCheck); break; case kSectorZMotion: case kSectorZMotionSprite: ZTranslateSector(i, pXSector, pXSector->busy, 1); break; case kSectorSlideMarked: case kSectorSlide: { spritetype *pSprite1 = &sprite[pXSector->marker0]; spritetype *pSprite2 = &sprite[pXSector->marker1]; TranslateSector(i, 0, -65536, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->type == kSectorSlide); for (int j = 0; j < pSector->wallnum; j++) { baseWall[pSector->wallptr+j].x = wall[pSector->wallptr+j].x; baseWall[pSector->wallptr+j].y = wall[pSector->wallptr+j].y; } int nSprite; SectIterator it(i); while ((nSprite = it.NextIndex()) >= 0) { baseSprite[nSprite].x = sprite[nSprite].x; baseSprite[nSprite].y = sprite[nSprite].y; baseSprite[nSprite].z = sprite[nSprite].z; } TranslateSector(i, 0, pXSector->busy, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->type == kSectorSlide); ZTranslateSector(i, pXSector, pXSector->busy, 1); break; } case kSectorRotateMarked: case kSectorRotate: { spritetype *pSprite1 = &sprite[pXSector->marker0]; TranslateSector(i, 0, -65536, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, 0, pSprite1->x, pSprite1->y, pSprite1->ang, pSector->type == kSectorRotate); for (int j = 0; j < pSector->wallnum; j++) { baseWall[pSector->wallptr+j].x = wall[pSector->wallptr+j].x; baseWall[pSector->wallptr+j].y = wall[pSector->wallptr+j].y; } int nSprite; SectIterator it(i); while ((nSprite = it.NextIndex()) >= 0) { baseSprite[nSprite].x = sprite[nSprite].x; baseSprite[nSprite].y = sprite[nSprite].y; baseSprite[nSprite].z = sprite[nSprite].z; } TranslateSector(i, 0, pXSector->busy, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, 0, pSprite1->x, pSprite1->y, pSprite1->ang, pSector->type == kSectorRotate); ZTranslateSector(i, pXSector, pXSector->busy, 1); break; } case kSectorPath: InitPath(i, pXSector); break; default: break; } } } for (int i = 0; i < kMaxSprites; i++) { int nXSprite = sprite[i].extra; if (sprite[i].statnum < kStatFree && nXSprite > 0) { assert(nXSprite < kMaxXSprites); XSPRITE *pXSprite = &xsprite[nXSprite]; if (pXSprite->state) pXSprite->busy = 65536; switch (sprite[i].type) { case kSwitchPadlock: pXSprite->triggerOnce = 1; break; #ifdef NOONE_EXTENSIONS case kModernRandom: case kModernRandom2: if (!gModernMap || pXSprite->state == pXSprite->restState) break; evPostActor(&bloodActors[i], (120 * pXSprite->busyTime) / 10, kCmdRepeat); if (pXSprite->waitTime > 0) evPostActor(&bloodActors[i], (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff); break; case kModernSeqSpawner: case kModernObjDataAccumulator: case kModernDudeTargetChanger: case kModernEffectSpawner: case kModernWindGenerator: if (pXSprite->state == pXSprite->restState) break; evPostActor(&bloodActors[i], 0, kCmdRepeat); if (pXSprite->waitTime > 0) evPostActor(&bloodActors[i], (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff); break; #endif case kGenTrigger: case kGenDripWater: case kGenDripBlood: case kGenMissileFireball: case kGenDart: case kGenBubble: case kGenBubbleMulti: case kGenMissileEctoSkull: case kGenSound: InitGenerator(i); break; case kThingArmedProxBomb: pXSprite->Proximity = 1; break; case kThingFallingRock: if (pXSprite->state) sprite[i].flags |= 7; else sprite[i].flags &= ~7; break; } if (pXSprite->Vector) sprite[i].cstat |= CSTAT_SPRITE_BLOCK_HITSCAN; if (pXSprite->Push) sprite[i].cstat |= 4096; } } evSendGame(kChannelLevelStart, kCmdOn); switch (gGameOptions.nGameType) { case 1: evSendGame(kChannelLevelStartCoop, kCmdOn); break; case 2: evSendGame(kChannelLevelStartMatch, kCmdOn); break; case 3: evSendGame(kChannelLevelStartMatch, kCmdOn); evSendGame(kChannelLevelStartTeamsOnly, kCmdOn); break; } } void trTextOver(int nId) { const char *pzMessage = currentLevel->GetMessage(nId); if (pzMessage) viewSetMessage(pzMessage, VanillaMode() ? 0 : 8, MESSAGE_PRIORITY_INI); // 8: gold } void InitGenerator(int nSprite) { assert(nSprite < kMaxSprites); spritetype *pSprite = &sprite[nSprite]; assert(pSprite->statnum != kMaxStatus); int nXSprite = pSprite->extra; assert(nXSprite > 0); XSPRITE *pXSprite = &xsprite[nXSprite]; switch (sprite[nSprite].type) { case kGenTrigger: pSprite->cstat &= ~CSTAT_SPRITE_BLOCK; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE; break; } if (pXSprite->state != pXSprite->restState && pXSprite->busyTime > 0) evPostActor(&bloodActors[nSprite], (120*(pXSprite->busyTime+Random2(pXSprite->data1)))/10, kCmdRepeat); } void ActivateGenerator(int nSprite) { assert(nSprite < kMaxSprites); spritetype *pSprite = &sprite[nSprite]; assert(pSprite->statnum != kMaxStatus); int nXSprite = pSprite->extra; assert(nXSprite > 0); XSPRITE *pXSprite = &xsprite[nXSprite]; switch (pSprite->type) { case kGenDripWater: case kGenDripBlood: { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); actSpawnThing(pSprite->sectnum, pSprite->x, pSprite->y, bottom, (pSprite->type == kGenDripWater) ? kThingDripWater : kThingDripBlood); break; } case kGenSound: sfxPlay3DSound(pSprite, pXSprite->data2, -1, 0); break; case kGenMissileFireball: switch (pXSprite->data2) { case 0: FireballTrapSeqCallback(3, &bloodActors[nSprite]); break; case 1: seqSpawn(35, 3, nXSprite, nFireballTrapClient); break; case 2: seqSpawn(36, 3, nXSprite, nFireballTrapClient); break; } break; case kGenMissileEctoSkull: break; case kGenBubble: case kGenBubbleMulti: { int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); gFX.fxSpawnActor((pSprite->type == kGenBubble) ? FX_23 : FX_26, pSprite->sectnum, pSprite->x, pSprite->y, top, 0); break; } } } void FireballTrapSeqCallback(int, DBloodActor* actor) { spritetype* pSprite = &actor->s(); if (pSprite->cstat&32) actFireMissile(actor, 0, 0, 0, 0, (pSprite->cstat&8) ? 0x4000 : -0x4000, kMissileFireball); else actFireMissile(actor, 0, 0, bcos(pSprite->ang), bsin(pSprite->ang), 0, kMissileFireball); } void MGunFireSeqCallback(int, DBloodActor* actor) { XSPRITE* pXSprite = &actor->x(); spritetype* pSprite = &actor->s(); if (pXSprite->data2 > 0 || pXSprite->data1 == 0) { if (pXSprite->data2 > 0) { pXSprite->data2--; if (pXSprite->data2 == 0) evPostActor(&bloodActors[pXSprite->reference], 1, kCmdOff); } int dx = bcos(pSprite->ang)+Random2(1000); int dy = bsin(pSprite->ang)+Random2(1000); int dz = Random2(1000); actFireVector(actor, 0, 0, dx, dy, dz, kVectorBullet); sfxPlay3DSound(pSprite, 359, -1, 0); } } void MGunOpenSeqCallback(int, DBloodActor* actor) { seqSpawn(39, 3, actor->s().extra, nMGunFireClient); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- FSerializer& Serialize(FSerializer& arc, const char* keyname, BUSY& w, BUSY* def) { if (arc.BeginObject(keyname)) { arc("index", w.index) ("type", w.type) ("delta", w.delta) ("busy", w.busy) .EndObject(); } return arc; } void SerializeTriggers(FSerializer& arc) { if (arc.BeginObject("triggers")) { arc("busycount", gBusyCount) .Array("busy", gBusy, gBusyCount) .Array("basepath", basePath, numsectors) .EndObject(); } } END_BLD_NS