//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT Copyright (C) NoOne This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////// // This file provides modern features for mappers. // For full documentation please visit http://cruo.bloodgame.ru/xxsystem /////////////////////////////////////////////////////////////////// #include "ns.h" #include "nnexts.h" #ifdef NOONE_EXTENSIONS #include #include "loadsave.h" #include "aiunicult.h" #include "triggers.h" #include "sectorfx.h" #include "globals.h" #include "endgame.h" #include "weapon.h" #include "mmulti.h" #include "view.h" #include "tile.h" #include "trig.h" #include "sfx.h" #include "seq.h" #include "ai.h" BEGIN_BLD_NS bool gModernMap = false; bool gAllowTrueRandom = false; bool gEventRedirectsUsed = false; SPRITEMASS gSpriteMass[]; // cache for getSpriteMassBySize(); short gProxySpritesList[]; // list of additional sprites which can be triggered by Proximity short gProxySpritesCount; // current count short gSightSpritesList[]; // list of additional sprites which can be triggered by Sight short gSightSpritesCount; // current count short gPhysSpritesList[]; // list of additional sprites which can be affected by physics short gPhysSpritesCount; // current count short gImpactSpritesList[]; short gImpactSpritesCount; TRPLAYERCTRL gPlayerCtrl[kMaxPlayers]; std::default_random_engine gStdRandom; VECTORINFO_EXTRA gVectorInfoExtra[] = { 1207,1207, 1001,1001, 4001,4002, 431,431, 1002,1002, 359,359, 521,521, 513,513, 499,499, 9012,9014, 1101,1101, 1207,1207, 499,495, 495,496, 9013,499, 1307,1308, 499,499, 499,499, 499,499, 499,499, 351,351, 0,0, 357,499 }; MISSILEINFO_EXTRA gMissileInfoExtra[] = { 1207, 1207, false, false, false, false, false, true, false, true, 420, 420, false, true, true, false, false, false, false, true, 471, 471, false, false, false, false, false, false, true, false, 421, 421, false, true, false, true, false, false, false, false, 1309, 351, false, true, false, false, false, false, false, true, 480, 480, false, true, false, true, false, false, false, false, 470, 470, false, false, false, false, false, false, true, true, 489, 490, false, false, false, false, false, true, false, true, 462, 351, false, true, false, false, false, false, false, true, 1203, 172, false, false, true, false, false, false, false, true, 0,0, false, false, true, false, false, false, false, true, 1457, 249, false, false, false, false, false, true, false, true, 480, 489, false, true, false, true, false, false, false, false, 480, 489, false, false, false, true, false, false, false, false, 480, 489, false, false, false, true, false, false, false, false, 491, 491, true, true, true, true, true, true, true, true, 520, 520, false, false, false, false, false, true, false, true, 520, 520, false, false, false, false, false, true, false, true, }; THINGINFO_EXTRA gThingInfoExtra[] = { true, true, true, false, false, false, false, false, false, false, false, false, false, false, false, true, false, false, true, true, true, true, false, false, false, false, false, true, true, true, true, true, true, true, true, true, }; DUDEINFO_EXTRA gDudeInfoExtra[] = { false, false, false, false, false, false, false, false, false, false, true, false, false, false, false, false, true, false, true, true, false, true, false, false, true, false, false, false, false, false, false, true, true, false, true, true, false, true, true, false, true, true, false, true, true, false, true, false, false, true, true, true, true, true, false, true, true, false, false, true, false, true, true, false, false, true, false, true, true, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, true, false, false, true, false, false, false, false, false, false, false, false, false, false, false, false, false, false, true, false, false, true, false, false, false, false, false, false, false, false, false, false, false, false, false, }; // for actor.cpp //------------------------------------------------------------------------- bool nnExtIsImmune(spritetype* pSprite, int dmgType, int minScale) { if (dmgType >= kDmgFall && dmgType < kDmgMax && pSprite->extra >= 0 && xsprite[pSprite->extra].locked != 1) { if (pSprite->type >= kThingBase && pSprite->type < kThingMax) return (thingInfo[pSprite->type - kThingBase].dmgControl[dmgType] <= minScale); else if (IsDudeSprite(pSprite)) { if (IsPlayerSprite(pSprite)) return (gPlayer[pSprite->type - kDudePlayer1].damageControl[dmgType] <= minScale); else if (pSprite->type == kDudeModernCustom) return (gGenDudeExtra[pSprite->index].dmgControl[dmgType] <= minScale); else return (getDudeInfo(pSprite->type)->at70[dmgType] <= minScale); } } return true; } bool nnExtEraseModernStuff(spritetype* pSprite, XSPRITE* pXSprite) { bool erased = false; switch (pSprite->type) { // erase all modern types if the map is not extended case kModernCustomDudeSpawn: case kModernRandomTX: case kModernSequentialTX: case kModernSeqSpawner: case kModernObjPropertiesChanger: case kModernObjPicnumChanger: case kModernObjSizeChanger: case kModernDudeTargetChanger: case kModernSectorFXChanger: case kModernObjDataChanger: case kModernSpriteDamager: case kModernObjDataAccumulator: case kModernEffectSpawner: case kModernWindGenerator: case kModernPlayerControl: pSprite->type = kSpriteDecoration; erased = true; break; case kItemModernMapLevel: case kDudeModernCustom: case kDudeModernCustomBurning: case kModernThingTNTProx: case kModernThingEnemyLifeLeech: pSprite->type = kSpriteDecoration; changespritestat(pSprite->index, kStatDecoration); erased = true; break; // also erase some modernized vanilla types which was not active case kMarkerWarpDest: if (pSprite->statnum == kStatMarker) break; pSprite->type = kSpriteDecoration; erased = true; break; } if (pXSprite->Sight) { pXSprite->Sight = false; // it does not work in vanilla at all erased = true; } if (pXSprite->Proximity) { // proximity works only for things and dudes in vanilla switch (pSprite->statnum) { case kStatThing: case kStatDude: break; default: pXSprite->Proximity = false; erased = true; break; } } return erased; } void nnExtResetGlobals() { gAllowTrueRandom = gEventRedirectsUsed = false; // reset counters gProxySpritesCount = gSightSpritesCount = gPhysSpritesCount = gImpactSpritesCount = 0; // fill arrays with negative values to avoid index 0 situation memset(gSightSpritesList, -1, sizeof(gSightSpritesList)); memset(gProxySpritesList, -1, sizeof(gProxySpritesList)); memset(gPhysSpritesList, -1, sizeof(gPhysSpritesList)); memset(gImpactSpritesList, -1, sizeof(gImpactSpritesList)); } void nnExtInitModernStuff(bool bSaveLoad) { nnExtResetGlobals(); // use true random only for single player mode, otherwise use Blood's default one. if (gGameOptions.nGameType == 0 && !VanillaMode() && !DemoRecordStatus()) { gStdRandom.seed(std::random_device()()); // since true random is not working if compiled with old mingw versions, we should // check if it works in game and if not - switch to using in-game random function. for (int i = kMaxRandomizeRetries; i >= 0; i--) { std::uniform_int_distribution dist_a_b(0, 100); if (gAllowTrueRandom || i <= 0) break; else if (dist_a_b(gStdRandom) != 0) gAllowTrueRandom = true; } } if (!gAllowTrueRandom) initprintf("> True randomness is not available, using in-game random function(s)"); for (int i = 0; i < kMaxXSprites; i++) { if (xsprite[i].reference < 0) continue; XSPRITE* pXSprite = &xsprite[i]; spritetype* pSprite = &sprite[pXSprite->reference]; switch (pSprite->type) { case kModernRandomTX: case kModernSequentialTX: if (!(pSprite->flags & kModernTypeFlag2)) break; // add statnum for faster redirects search changespritestat(pSprite->index, kStatModernEventRedirector); gEventRedirectsUsed = true; break; case kDudeModernCustom: case kDudeModernCustomBurning: getSpriteMassBySize(pSprite); // create mass cache break; } // init after loading save file if (bSaveLoad) { // add in list of physics affected sprites if (pXSprite->physAttr != 0) { //xvel[pSprite->index] = yvel[pSprite->index] = zvel[pSprite->index] = 0; gPhysSpritesList[gPhysSpritesCount++] = pSprite->index; // add sprite index getSpriteMassBySize(pSprite); // create mass cache } if (pXSprite->data3 != pXSprite->sysData1) { switch (pSprite->statnum) { case kStatDude: switch (pSprite->type) { case kDudeModernCustom: case kDudeModernCustomBurning: pXSprite->data3 = pXSprite->sysData1; // move sndStartId back from sysData1 to data3 break; } break; } } } else { switch (pSprite->type) { case kModernWindGenerator: pSprite->cstat &= ~CSTAT_SPRITE_BLOCK; break; case kModernDudeTargetChanger: case kModernObjDataAccumulator: case kModernRandom: case kModernRandom2: pSprite->cstat &= ~CSTAT_SPRITE_BLOCK; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE; switch (pSprite->type) { // add statnum for faster dude searching case kModernDudeTargetChanger: changespritestat(pSprite->index, kStatModernDudeTargetChanger); if (pXSprite->busyTime <= 0) pXSprite->busyTime = 5; break; // remove kStatItem status from random item generators case kModernRandom: case kModernRandom2: changespritestat(pSprite->index, kStatDecoration); break; } break; case kModernThingTNTProx: pXSprite->Proximity = true; break; case kModernCondition: if (pXSprite->txID && pXSprite->rxID) { pXSprite->Decoupled = false; // must go through operateSprite always pXSprite->Sight = pXSprite->Impact = pXSprite->Touch = false; pXSprite->Proximity = pXSprite->Push = pXSprite->Vector = false; pXSprite->triggerOff = true; pXSprite->triggerOn = false; //if (pXSprite->waitTime <= 0) pXSprite->waitTime = 1; pXSprite->restState = 0; changespritestat(pSprite->index, kStatModernCondition); pSprite->cstat &= ~CSTAT_SPRITE_BLOCK; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE; } break; } // the following trigger flags are sensless to have together if ((pXSprite->Touch && (pXSprite->Proximity || pXSprite->Sight) && pXSprite->DudeLockout) || (pXSprite->Touch && pXSprite->Proximity && !pXSprite->Sight)) pXSprite->Touch = false; if (pXSprite->Proximity && pXSprite->Sight && pXSprite->DudeLockout) pXSprite->Proximity = false; // very quick fix for floor sprites with Touch trigger flag if their Z is equals sector floorz / ceilgz if (pSprite->sectnum >= 0 && pXSprite->Touch && (pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) { if (pSprite->z == sector[pSprite->sectnum].floorz) pSprite->z--; else if (pSprite->z == sector[pSprite->sectnum].ceilingz) pSprite->z++; } } // make Proximity flag work not just for dudes and things... if (pXSprite->Proximity && gProxySpritesCount < kMaxSuperXSprites) { switch (pSprite->statnum) { case kStatFX: case kStatExplosion: case kStatItem: case kStatPurge: case kStatSpares: case kStatFlare: case kStatInactive: case kStatFree: case kStatMarker: case kStatPathMarker: case kStatThing: case kStatDude: break; default: gProxySpritesList[gProxySpritesCount++] = pSprite->index; if (gProxySpritesCount == kMaxSuperXSprites) ThrowError("Max (%d) *additional* Proximity sprites reached!", kMaxSuperXSprites); break; } } // make Sight flag work not just for dudes and things... if (pXSprite->Sight && gSightSpritesCount < kMaxSuperXSprites) { switch (pSprite->statnum) { case kStatFX: case kStatExplosion: case kStatItem: case kStatPurge: case kStatSpares: case kStatFlare: case kStatInactive: case kStatFree: case kStatMarker: case kStatPathMarker: break; default: gSightSpritesList[gSightSpritesCount++] = pSprite->index; if (gSightSpritesCount == kMaxSuperXSprites) ThrowError("Max (%d) Sight sprites reached!", kMaxSuperXSprites); break; } } // make Impact flag work for sprites that affected by explosions... if (pXSprite->Impact && gImpactSpritesCount < kMaxSuperXSprites) { switch (pSprite->statnum) { case kStatFX: case kStatExplosion: case kStatItem: case kStatPurge: case kStatSpares: case kStatFlare: case kStatInactive: case kStatFree: case kStatMarker: case kStatPathMarker: break; default: gImpactSpritesList[gImpactSpritesCount++] = pSprite->index; if (gImpactSpritesCount == kMaxSuperXSprites) ThrowError("Max (%d) *additional* Impact sprites reached!", kMaxSuperXSprites); break; } } } } // The following functions required for random event features //------------------------- int nnExtRandom(int a, int b) { if (!gAllowTrueRandom) return Random(((b + 1) - a)) + a; // used for better randomness in single player std::uniform_int_distribution dist_a_b(a, b); return dist_a_b(gStdRandom); } int GetDataVal(spritetype* pSprite, int data) { if (pSprite->extra >= 0) { switch (data) { case 0: return xsprite[pSprite->extra].data1; case 1: return xsprite[pSprite->extra].data2; case 2: return xsprite[pSprite->extra].data3; case 3: return xsprite[pSprite->extra].data4; } } return -1; } // tries to get random data field of sprite int randomGetDataValue(XSPRITE* pXSprite, int randType) { if (pXSprite == NULL) return -1; int random = 0; int bad = 0; int maxRetries = kMaxRandomizeRetries; int rData[4]; rData[0] = pXSprite->data1; rData[2] = pXSprite->data3; rData[1] = pXSprite->data2; rData[3] = pXSprite->data4; // randomize only in case if at least 2 data fields fits. for (int i = 0; i < 4; i++) { switch (randType) { case kRandomizeItem: if (rData[i] >= kItemWeaponBase && rData[i] < kItemMax) break; else bad++; break; case kRandomizeDude: if (rData[i] >= kDudeBase && rData[i] < kDudeMax) break; else bad++; break; case kRandomizeTX: if (rData[i] > kChannelZero && rData[i] < kChannelUserMax) break; else bad++; break; default: bad++; break; } } if (bad < 3) { // try randomize few times while (maxRetries > 0) { random = nnExtRandom(0, 3); if (rData[random] > 0) return rData[random]; else maxRetries--; } } return -1; } // this function drops random item using random pickup generator(s) spritetype* randomDropPickupObject(spritetype* pSource, short prevItem) { spritetype* pSprite2 = NULL; int selected = -1; int maxRetries = 9; if (xspriRangeIsFine(pSource->extra)) { XSPRITE* pXSource = &xsprite[pSource->extra]; while ((selected = randomGetDataValue(pXSource, kRandomizeItem)) == prevItem) if (maxRetries-- <= 0) break; if (selected > 0) { pSprite2 = actDropObject(pSource, selected); if (pSprite2 != NULL) { pXSource->dropMsg = pSprite2->type; // store dropped item type in dropMsg pSprite2->x = pSource->x; pSprite2->y = pSource->y; pSprite2->z = pSource->z; if ((pSource->flags & kModernTypeFlag1) && (pXSource->txID > 0 || (pXSource->txID != 3 && pXSource->lockMsg > 0)) && dbInsertXSprite(pSprite2->index) > 0) { XSPRITE* pXSprite2 = &xsprite[pSprite2->extra]; // inherit spawn sprite trigger settings, so designer can send command when item picked up. pXSprite2->txID = pXSource->txID; pXSprite2->command = pXSource->command; pXSprite2->triggerOn = pXSource->triggerOn; pXSprite2->triggerOff = pXSource->triggerOff; pXSprite2->Pickup = true; } } } } return pSprite2; } // this function spawns random dude using dudeSpawn spritetype* randomSpawnDude(spritetype* pSource) { spritetype* pSprite2 = NULL; int selected = -1; if (xspriRangeIsFine(pSource->extra)) { XSPRITE* pXSource = &xsprite[pSource->extra]; if ((selected = randomGetDataValue(pXSource, kRandomizeDude)) > 0) pSprite2 = actSpawnDude(pSource, selected, -1, 0); } return pSprite2; } //------------------------- void nnExtProcessSuperSprites() { // process additional proximity sprites if (gProxySpritesCount > 0) { for (int i = 0; i < gProxySpritesCount; i++) { if (sprite[gProxySpritesList[i]].extra < 0) continue; XSPRITE* pXProxSpr = &xsprite[sprite[gProxySpritesList[i]].extra]; if (!pXProxSpr->Proximity || (!pXProxSpr->Interrutable && pXProxSpr->state != pXProxSpr->restState) || pXProxSpr->locked == 1 || pXProxSpr->isTriggered) continue; // don't process locked or triggered sprites int x = sprite[gProxySpritesList[i]].x; int y = sprite[gProxySpritesList[i]].y; int z = sprite[gProxySpritesList[i]].z; int index = sprite[gProxySpritesList[i]].index; int sectnum = sprite[gProxySpritesList[i]].sectnum; if (!pXProxSpr->DudeLockout) { for (int nAffected = headspritestat[kStatDude]; nAffected >= 0; nAffected = nextspritestat[nAffected]) { if ((sprite[nAffected].flags & 32) || xsprite[sprite[nAffected].extra].health <= 0) continue; else if (CheckProximity(&sprite[nAffected], x, y, z, sectnum, 96)) { trTriggerSprite(index, pXProxSpr, kCmdSpriteProximity); break; } } } else { for (int a = connecthead; a >= 0; a = connectpoint2[a]) { if (gPlayer[a].pXSprite->health > 0 && CheckProximity(gPlayer[a].pSprite, x, y, z, sectnum, 96)) { trTriggerSprite(index, pXProxSpr, kCmdSpriteProximity); break; } } } } } // process sight sprites (for players only) if (gSightSpritesCount > 0) { for (int i = 0; i < gSightSpritesCount; i++) { if (sprite[gSightSpritesList[i]].extra < 0) continue; XSPRITE* pXSightSpr = &xsprite[sprite[gSightSpritesList[i]].extra]; if (!pXSightSpr->Sight || (!pXSightSpr->Interrutable && pXSightSpr->state != pXSightSpr->restState) || pXSightSpr->locked == 1 || pXSightSpr->isTriggered) continue; // don't process locked or triggered sprites int x = sprite[gSightSpritesList[i]].x; int y = sprite[gSightSpritesList[i]].y; int z = sprite[gSightSpritesList[i]].z; int index = sprite[gSightSpritesList[i]].index; int sectnum = sprite[gSightSpritesList[i]].sectnum; for (int a = connecthead; a >= 0; a = connectpoint2[a]) { spritetype* pPlaySprite = gPlayer[a].pSprite; if (gPlayer[a].pXSprite->health > 0 && cansee(x, y, z, sectnum, pPlaySprite->x, pPlaySprite->y, pPlaySprite->z, pPlaySprite->sectnum)) { trTriggerSprite(index, pXSightSpr, kCmdSpriteSight); break; } } } } // process Debris sprites for movement if (gPhysSpritesCount > 0) { //viewSetSystemMessage("PHYS COUNT: %d", gPhysSpritesCount); for (int i = 0; i < gPhysSpritesCount; i++) { if (gPhysSpritesList[i] == -1) continue; else if (sprite[gPhysSpritesList[i]].statnum == kStatFree || (sprite[gPhysSpritesList[i]].flags & kHitagFree) != 0) { gPhysSpritesList[i] = -1; continue; } XSPRITE* pXDebris = &xsprite[sprite[gPhysSpritesList[i]].extra]; if (!(pXDebris->physAttr & kPhysMove) && !(pXDebris->physAttr & kPhysGravity)) { gPhysSpritesList[i] = -1; continue; } spritetype* pDebris = &sprite[gPhysSpritesList[i]]; XSECTOR* pXSector = (sector[pDebris->sectnum].extra >= 0) ? &xsector[sector[pDebris->sectnum].extra] : NULL; viewBackupSpriteLoc(pDebris->index, pDebris); int airVel = gSpriteMass[pDebris->extra].airVel; if (pXSector != NULL) { if (pXSector->Underwater) airVel <<= 6; if (pXSector->panVel != 0) { int top, bottom; GetSpriteExtents(pDebris, &top, &bottom); if (getflorzofslope(pDebris->sectnum, pDebris->x, pDebris->y) <= bottom) { int angle = pXSector->panAngle; int speed = 0; if (pXSector->panAlways || pXSector->state || pXSector->busy) { speed = pXSector->panVel << 9; if (!pXSector->panAlways && pXSector->busy) speed = mulscale16(speed, pXSector->busy); } if (sector[pDebris->sectnum].floorstat & 64) angle = (angle + GetWallAngle(sector[pDebris->sectnum].wallptr) + 512) & 2047; int dx = mulscale30(speed, Cos(angle)); int dy = mulscale30(speed, Sin(angle)); xvel[pDebris->index] += dx; yvel[pDebris->index] += dy; } } } actAirDrag(pDebris, airVel); if (((pDebris->index >> 8) & 15) == (gFrame & 15) && (pXDebris->physAttr & kPhysGravity)) pXDebris->physAttr |= kPhysFalling; if ((pXDebris->physAttr & 4) == 0 && xvel[pDebris->index] == 0 && yvel[pDebris->index] == 0 && zvel[pDebris->index] == 0 && velFloor[pDebris->sectnum] == 0 && velCeil[pDebris->sectnum] == 0) continue; debrisMove(i); } } } // this function plays sound predefined in missile info void sfxPlayMissileSound(spritetype* pSprite, int missileId) { MISSILEINFO_EXTRA* pMissType = &gMissileInfoExtra[missileId - kMissileBase]; sfxPlay3DSound(pSprite, Chance(0x5000) ? pMissType->fireSound[0] : pMissType->fireSound[1], -1, 0); } // this function plays sound predefined in vector info void sfxPlayVectorSound(spritetype* pSprite, int vectorId) { VECTORINFO_EXTRA* pVectorData = &gVectorInfoExtra[vectorId]; sfxPlay3DSound(pSprite, Chance(0x5000) ? pVectorData->fireSound[0] : pVectorData->fireSound[1], -1, 0); } int getSpriteMassBySize(spritetype* pSprite) { int mass = 0; int seqId = -1; int clipDist = pSprite->clipdist; Seq* pSeq = NULL; if (pSprite->extra < 0) { ThrowError("getSpriteMassBySize: pSprite->extra < 0"); } else if (IsDudeSprite(pSprite)) { switch (pSprite->type) { case kDudePodMother: // fake dude, no seq break; case kDudeModernCustom: case kDudeModernCustomBurning: seqId = xsprite[pSprite->extra].data2; clipDist = gGenDudeExtra[pSprite->index].initVals[2]; break; default: seqId = getDudeInfo(pSprite->type)->seqStartID; break; } } else { seqId = seqGetID(3, pSprite->extra); } SPRITEMASS* cached = &gSpriteMass[pSprite->extra]; if (((seqId >= 0 && seqId == cached->seqId) || pSprite->picnum == cached->picnum) && pSprite->xrepeat == cached->xrepeat && pSprite->yrepeat == cached->yrepeat && clipDist == cached->clipdist) { return cached->mass; } short picnum = pSprite->picnum; short massDiv = 30; short addMul = 2; short subMul = 2; if (seqId >= 0) { DICTNODE* hSeq = gSysRes.Lookup(seqId, "SEQ"); if (hSeq) { pSeq = (Seq*)gSysRes.Load(hSeq); picnum = seqGetTile(&pSeq->frames[0]); } else picnum = pSprite->picnum; } clipDist = ClipLow(pSprite->clipdist, 1); short x = tilesiz[picnum].x; short y = tilesiz[picnum].y; short xrepeat = pSprite->xrepeat; short yrepeat = pSprite->yrepeat; // take surface type into account switch (tileGetSurfType(pSprite->index + 0xc000)) { case 1: massDiv = 16; break; // stone case 2: massDiv = 18; break; // metal case 3: massDiv = 21; break; // wood case 4: massDiv = 25; break; // flesh case 5: massDiv = 28; break; // water case 6: massDiv = 26; break; // dirt case 7: massDiv = 27; break; // clay case 8: massDiv = 35; break; // snow case 9: massDiv = 22; break; // ice case 10: massDiv = 37; break; // leaves case 11: massDiv = 33; break; // cloth case 12: massDiv = 36; break; // plant case 13: massDiv = 24; break; // goo case 14: massDiv = 23; break; // lava } mass = ((x + y) * (clipDist / 2)) / massDiv; if (xrepeat > 64) mass += ((xrepeat - 64) * addMul); else if (xrepeat < 64 && mass > 0) { for (int i = 64 - xrepeat; i > 0; i--) { if ((mass -= subMul) <= 100 && subMul-- <= 1) { mass -= i; break; } } } if (yrepeat > 64) mass += ((yrepeat - 64) * addMul); else if (yrepeat < 64 && mass > 0) { for (int i = 64 - yrepeat; i > 0; i--) { if ((mass -= subMul) <= 100 && subMul-- <= 1) { mass -= i; break; } } } if (mass <= 0) cached->mass = 1 + Random(10); else cached->mass = ClipRange(mass, 1, 65535); cached->airVel = ClipRange(400 - cached->mass, 32, 400); cached->fraction = ClipRange(60000 - (cached->mass << 7), 8192, 60000); cached->xrepeat = pSprite->xrepeat; cached->yrepeat = pSprite->yrepeat; cached->picnum = pSprite->picnum; cached->seqId = seqId; cached->clipdist = pSprite->clipdist; return cached->mass; } int debrisGetIndex(int nSprite) { if (sprite[nSprite].extra < 0 || xsprite[sprite[nSprite].extra].physAttr == 0) return -1; for (int i = 0; i < gPhysSpritesCount; i++) { if (gPhysSpritesList[i] != nSprite) continue; return i; } return -1; } int debrisGetFreeIndex(void) { for (int i = 0; i < kMaxSuperXSprites; i++) { if (gPhysSpritesList[i] == -1 || sprite[gPhysSpritesList[i]].statnum == kStatFree) return i; else if ((sprite[gPhysSpritesList[i]].flags & kHitagFree) || sprite[gPhysSpritesList[i]].extra < 0) return i; else if (xsprite[sprite[gPhysSpritesList[i]].extra].physAttr == 0) return i; } return -1; } void debrisConcuss(int nOwner, int listIndex, int x, int y, int z, int dmg) { spritetype* pSprite = (gPhysSpritesList[listIndex] >= 0) ? &sprite[gPhysSpritesList[listIndex]] : NULL; if (pSprite != NULL && pSprite->extra >= 0 && pSprite->extra < kMaxXSprites) { int dx = pSprite->x - x; int dy = pSprite->y - y; int dz = (pSprite->z - z) >> 4; dmg = scale(0x40000, dmg, 0x40000 + dx * dx + dy * dy + dz * dz); int size = (tilesiz[pSprite->picnum].x * pSprite->xrepeat * tilesiz[pSprite->picnum].y * pSprite->yrepeat) >> 1; if (xsprite[pSprite->extra].physAttr & kPhysDebrisExplode) { if (gSpriteMass[pSprite->extra].mass > 0) { int t = scale(dmg, size, gSpriteMass[pSprite->extra].mass); xvel[pSprite->index] += mulscale16(t, dx); yvel[pSprite->index] += mulscale16(t, dy); zvel[pSprite->index] += mulscale16(t, dz); } if (pSprite->type >= kThingBase && pSprite->type < kThingMax) //actPostSprite(pSprite->index, kStatThing); // !!! (does not working here) if it was a thing, return it's statnum back changespritestat(pSprite->index, kStatThing); } actDamageSprite(nOwner, pSprite, DAMAGE_TYPE_3, dmg); return; } } void debrisMove(int listIndex) { if (!(sprite[gPhysSpritesList[listIndex]].extra > 0 && sprite[gPhysSpritesList[listIndex]].extra < kMaxXSprites)) { gPhysSpritesList[listIndex] = -1; return; } else if (!(sprite[gPhysSpritesList[listIndex]].sectnum >= 0 && sprite[gPhysSpritesList[listIndex]].sectnum < kMaxSectors)) { gPhysSpritesList[listIndex] = -1; return; } int nSprite = gPhysSpritesList[listIndex]; int nXSprite = sprite[nSprite].extra; XSPRITE* pXDebris = &xsprite[nXSprite]; spritetype* pSprite = &sprite[nSprite]; int nSector = pSprite->sectnum; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); int moveHit = 0; //int floorDist = (bottom - pSprite->z) / 4; //int ceilDist = (pSprite->z - top) / 4; //int clipDist = pSprite->clipdist << 2; int tmpFraction = gSpriteMass[pSprite->extra].fraction; if (sector[nSector].extra >= 0 && xsector[sector[nSector].extra].Underwater) tmpFraction >>= 1; if (xvel[pSprite->index] != 0 || yvel[pSprite->index] != 0) { short oldcstat = pSprite->cstat; pSprite->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); moveHit = gSpriteHit[nXSprite].hit = ClipMove((int*)&pSprite->x, (int*)&pSprite->y, (int*)&pSprite->z, &nSector, xvel[nSprite] >> 12, yvel[nSprite] >> 12, pSprite->clipdist << 2, (pSprite->z - top) / 4, (bottom - pSprite->z) / 4, CLIPMASK0); pSprite->cstat = oldcstat; dassert(nSector >= 0); if (pSprite->sectnum != nSector) { dassert(nSector >= 0 && nSector < kMaxSectors); ChangeSpriteSect(nSprite, nSector); } if ((gSpriteHit[nXSprite].hit & 0xc000) == 0x8000) { int nHitWall = gSpriteHit[nXSprite].hit & 0x3fff; actWallBounceVector((int*)&xvel[nSprite], (int*)&yvel[nSprite], nHitWall, tmpFraction); } } else { dassert(nSector >= 0 && nSector < kMaxSectors); FindSector(pSprite->x, pSprite->y, pSprite->z, &nSector); } if (zvel[nSprite]) pSprite->z += zvel[nSprite] >> 8; int ceilZ, ceilHit, floorZ, floorHit; GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist << 2, CLIPMASK0); GetSpriteExtents(pSprite, &top, &bottom); if ((pXDebris->physAttr & kPhysGravity) && bottom < floorZ) { pSprite->z += 455; zvel[nSprite] += 58254; } int warp = CheckLink(pSprite); if (warp != 0) { GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist << 2, CLIPMASK0); if (!(pSprite->cstat & CSTAT_SPRITE_INVISIBLE)) { switch (warp) { case kMarkerUpWater: case kMarkerUpGoo: int pitch = (150000 - (gSpriteMass[pSprite->extra].mass << 9)) + Random3(8192); sfxPlay3DSoundCP(pSprite, 720, -1, 0, pitch, 75 - Random(40)); if (sector[pSprite->sectnum].extra < 0 || !xsector[sector[pSprite->sectnum].extra].Underwater) evKill(pSprite->index, 3, kCallbackEnemeyBubble); else { if (Chance(0x8000)) evPost(pSprite->index, 3, 0, kCallbackEnemeyBubble); for (int i = 2; i <= 5; i++) { if (Chance(0x3000 * i)) evPost(pSprite->index, 3, 0, kCallbackEnemeyBubble); } } break; } } } GetSpriteExtents(pSprite, &top, &bottom); if ((floorHit & 0xe000) == 0xc000) { if ((sprite[floorHit & 0x1fff].cstat & 0x30) == 0x20) if (klabs(bottom - floorZ) < 1024) floorZ -= 1024; } if (bottom >= floorZ) { gSpriteHit[nXSprite].florhit = floorHit; pSprite->z += floorZ - bottom; int v20 = zvel[nSprite] - velFloor[pSprite->sectnum]; if (v20 > 0) { pXDebris->physAttr |= kPhysFalling; actFloorBounceVector((int*)&xvel[nSprite], (int*)&yvel[nSprite], (int*)&v20, pSprite->sectnum, tmpFraction); zvel[nSprite] = v20; if (velFloor[pSprite->sectnum] == 0 && klabs(zvel[nSprite]) < 0x10000) { zvel[nSprite] = 0; pXDebris->physAttr &= ~kPhysFalling; } moveHit = 0x4000 | nSector; } else if (zvel[nSprite] == 0) pXDebris->physAttr &= ~kPhysFalling; } else { gSpriteHit[nXSprite].florhit = 0; if (pXDebris->physAttr & kPhysGravity) pXDebris->physAttr |= kPhysFalling; } if (top <= ceilZ) { gSpriteHit[nXSprite].ceilhit = ceilHit; pSprite->z += ClipLow(ceilZ - top, 0); if (zvel[nSprite] < 0) { xvel[nSprite] = mulscale16(xvel[nSprite], 0xc000); yvel[nSprite] = mulscale16(yvel[nSprite], 0xc000); zvel[nSprite] = mulscale16(-zvel[nSprite], 0x4000); } } else { gSpriteHit[nXSprite].ceilhit = 0; } if (bottom >= floorZ) { int nVel = approxDist(xvel[nSprite], yvel[nSprite]); int nVelClipped = ClipHigh(nVel, 0x11111); if ((floorHit & 0xc000) == 0xc000) { int nHitSprite = floorHit & 0x3fff; if ((sprite[nHitSprite].cstat & 0x30) == 0) { xvel[nSprite] += mulscale(4, pSprite->x - sprite[nHitSprite].x, 2); yvel[nSprite] += mulscale(4, pSprite->y - sprite[nHitSprite].y, 2); moveHit = gSpriteHit[nXSprite].hit; } } if (nVel > 0) { int t = divscale16(nVelClipped, nVel); xvel[nSprite] -= mulscale16(t, xvel[nSprite]); yvel[nSprite] -= mulscale16(t, yvel[nSprite]); } } if (xvel[nSprite] || yvel[nSprite]) pSprite->ang = getangle(xvel[nSprite], yvel[nSprite]); if (moveHit != 0 && pXDebris->Impact && pXDebris->locked != 1 && !pXDebris->isTriggered) { if (!pXDebris->Interrutable && pXDebris->state != pXDebris->restState) return; if (pSprite->type >= kThingBase && pSprite->type < kThingMax) // if thing was turned in debris, change it's stat back so it will do on impact what it supposed to do... //actPostSprite(nSprite, kStatThing); // !!!! not working here for some reason changespritestat(nSprite, kStatThing); if (pXDebris->state == 1) trTriggerSprite(pSprite->index, pXDebris, kCmdOff); else trTriggerSprite(pSprite->index, pXDebris, kCmdOn); } } bool ceilIsTooLow(spritetype* pSprite) { if (pSprite != NULL) { sectortype* pSector = §or[pSprite->sectnum]; int a = pSector->ceilingz - pSector->floorz; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); int b = top - bottom; if (a > b) return true; } return false; } void aiSetGenIdleState(spritetype* pSprite, XSPRITE* pXSprite) { switch (pSprite->type) { case kDudeModernCustom: case kDudeModernCustomBurning: aiGenDudeNewState(pSprite, &genIdle); break; default: aiNewState(pSprite, pXSprite, &genIdle); break; } } // this function stops wind on all TX sectors affected by WindGen after it goes off state. void windGenStopWindOnSectors(XSPRITE* pXSource) { spritetype* pSource = &sprite[pXSource->reference]; if (pXSource->txID <= 0 && xsectRangeIsFine(sector[pSource->sectnum].extra)) { xsector[sector[pSource->sectnum].extra].windVel = 0; return; } for (int i = bucketHead[pXSource->txID]; i < bucketHead[pXSource->txID + 1]; i++) { if (rxBucket[i].type != OBJ_SECTOR) continue; XSECTOR* pXSector = &xsector[sector[rxBucket[i].index].extra]; if ((pXSector->state == 1 && !pXSector->windAlways) || ((pSource->flags & kModernTypeFlag1) && !(pSource->flags & kModernTypeFlag2))) { pXSector->windVel = 0; } } if (gEventRedirectsUsed) { int rx = 0; XSPRITE* pXRedir = eventRedirected(OBJ_SPRITE, pSource->extra, false); if (pXRedir == NULL) return; else if (txIsRanged(pXRedir)) { if (!channelRangeIsFine(pXRedir->data4 - pXRedir->data1)) return; for (rx = pXRedir->data1; rx <= pXRedir->data4; rx++) { for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) { if (rxBucket[i].type != OBJ_SECTOR) continue; XSECTOR* pXSector = &xsector[sector[rxBucket[i].index].extra]; if ((pXSector->state == 1 && !pXSector->windAlways) || (pSource->flags & kModernTypeFlag2)) pXSector->windVel = 0; } } } else { for (int i = 0; i <= 3; i++) { if (!channelRangeIsFine((rx = GetDataVal(&sprite[pXRedir->reference], i)))) continue; for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) { if (rxBucket[i].type != OBJ_SECTOR) continue; XSECTOR* pXSector = &xsector[sector[rxBucket[i].index].extra]; if ((pXSector->state == 1 && !pXSector->windAlways) || (pSource->flags & kModernTypeFlag2)) pXSector->windVel = 0; } } } } } void trPlayerCtrlStartScene(XSPRITE* pXSource, PLAYER* pPlayer) { int nSource = sprite[pXSource->reference].index; TRPLAYERCTRL* pCtrl = &gPlayerCtrl[pPlayer->nPlayer]; QAV* pQav = playerQavSceneLoad(pXSource->data2); if (pQav != NULL) { // save current weapon pXSource->dropMsg = pPlayer->curWeapon; short nIndex = pCtrl->qavScene.index; if (nIndex > -1 && nIndex != nSource && sprite[nIndex].extra >= 0) pXSource->dropMsg = xsprite[sprite[nIndex].extra].dropMsg; if (nIndex < 0) WeaponLower(pPlayer); pXSource->sysData1 = ClipLow((pQav->at10 * pXSource->waitTime) / 4, 0); // how many times animation should be played pCtrl->qavScene.index = nSource; pCtrl->qavScene.qavResrc = pQav; pCtrl->qavScene.dummy = -1; pCtrl->qavScene.qavResrc->Preload(); pPlayer->sceneQav = pXSource->data2; pPlayer->weaponTimer = pCtrl->qavScene.qavResrc->at10; pPlayer->qavCallback = (pXSource->data3 > 0) ? ClipRange(pXSource->data3 - 1, 0, 32) : -1; pPlayer->qavLoop = false; } } void trPlayerCtrlStopScene(XSPRITE* pXSource, PLAYER* pPlayer) { TRPLAYERCTRL* pCtrl = &gPlayerCtrl[pPlayer->nPlayer]; //viewSetSystemMessage("OFF %d", pCtrl->qavScene.index); pXSource->sysData1 = 0; pCtrl->qavScene.index = -1; pCtrl->qavScene.qavResrc = NULL; pPlayer->sceneQav = -1; // restore weapon if (pPlayer->pXSprite->health > 0) { int oldWeapon = (pXSource->dropMsg != 0) ? pXSource->dropMsg : 1; pPlayer->input.newWeapon = pPlayer->curWeapon = oldWeapon; WeaponRaise(pPlayer); } } void trPlayerCtrlLink(XSPRITE* pXSource, PLAYER* pPlayer) { pPlayer->pXSprite->txID = pXSource->txID; pPlayer->pXSprite->command = pXSource->data2; pPlayer->pXSprite->triggerOn = pXSource->triggerOn; pPlayer->pXSprite->triggerOff = pXSource->triggerOff; pPlayer->pXSprite->busyTime = pXSource->busyTime; pPlayer->pXSprite->waitTime = pXSource->waitTime; pPlayer->pXSprite->restState = pXSource->restState; pPlayer->pXSprite->Push = pXSource->Push; pPlayer->pXSprite->Impact = pXSource->Impact; pPlayer->pXSprite->Vector = pXSource->Vector; pPlayer->pXSprite->Touch = pXSource->Touch; pPlayer->pXSprite->Sight = pXSource->Sight; pPlayer->pXSprite->Proximity = pXSource->Proximity; pPlayer->pXSprite->Decoupled = pXSource->Decoupled; pPlayer->pXSprite->Interrutable = pXSource->Interrutable; pPlayer->pXSprite->DudeLockout = pXSource->DudeLockout; //pPlayer->pXSprite->data1 = pXSource->data1; //pPlayer->pXSprite->data2 = pXSource->data2; //pPlayer->pXSprite->data3 = pXSource->data3; //pPlayer->pXSprite->data4 = pXSource->data4; pPlayer->pXSprite->key = pXSource->key; pPlayer->pXSprite->dropMsg = pXSource->dropMsg; } void trPlayerCtrlSetRace(XSPRITE* pXSource, PLAYER* pPlayer) { playerSetRace(pPlayer, pXSource->data2); switch (pPlayer->lifeMode) { case kModeHuman: case kModeBeast: playerSizeReset(pPlayer); break; case kModeHumanShrink: playerSizeShrink(pPlayer, 2); break; case kModeHumanGrown: playerSizeGrow(pPlayer, 2); break; } } void trPlayerCtrlSetMoveSpeed(XSPRITE* pXSource, PLAYER* pPlayer) { int speed = pXSource->data2 << 1; for (int i = 0; i < kModeMax; i++) { for (int a = 0; a < kPostureMax; a++) { POSTURE* curPosture = &pPlayer->pPosture[i][a]; POSTURE defPosture = gPostureDefaults[i][a]; if (pXSource->data2 == 100) { curPosture->frontAccel = defPosture.frontAccel; curPosture->sideAccel = defPosture.sideAccel; curPosture->backAccel = defPosture.backAccel; } else if (speed >= 0) { curPosture->frontAccel = ClipRange(mulscale8(defPosture.frontAccel, speed), 0, 65535); curPosture->sideAccel = ClipRange(mulscale8(defPosture.sideAccel, speed), 0, 65535); curPosture->backAccel = ClipRange(mulscale8(defPosture.backAccel, speed), 0, 65535); } } } //viewSetSystemMessage("MOVEMENT: %d %d %d", pXSprite->rxID,pSprite->index, gPosture[0][0].frontAccel); } void trPlayerCtrlSetJumpHeight(XSPRITE* pXSource, PLAYER* pPlayer) { int jump = pXSource->data3 * 3; for (int i = 0; i < kModeMax; i++) { POSTURE* curPosture = &pPlayer->pPosture[i][kPostureStand]; POSTURE defPosture = gPostureDefaults[i][kPostureStand]; if (pXSource->data3 == 100) { curPosture->normalJumpZ = defPosture.normalJumpZ; curPosture->pwupJumpZ = defPosture.pwupJumpZ; } else if (jump >= 0) { curPosture->normalJumpZ = ClipRange(mulscale8(defPosture.normalJumpZ, jump), -0x200000, 0); curPosture->pwupJumpZ = ClipRange(mulscale8(defPosture.pwupJumpZ, jump), -0x200000, 0); } } //viewSetSystemMessage("JUMPING: %d", gPosture[0][0].normalJumpZ); } void trPlayerCtrlSetScreenEffect(XSPRITE* pXSource, PLAYER* pPlayer) { switch (pXSource->data2) { case 1: // tilting pPlayer->tiltEffect = ClipRange(pXSource->data3, 0, 220); break; case 2: // pain pPlayer->painEffect = pXSource->data3; break; case 3: // blind pPlayer->blindEffect = pXSource->data3; break; case 4: // pickup pPlayer->pickupEffect = pXSource->data3; break; case 5: // quakeEffect pPlayer->quakeEffect = pXSource->data3; break; case 6: // visibility pPlayer->visibility = pXSource->data3; break; case 7: // delirium pPlayer->pwUpTime[kPwUpDeliriumShroom] = ClipHigh(pXSource->data3 << 1, 432000); break; } } void trPlayerCtrlSetLookAngle(XSPRITE* pXSource, PLAYER* pPlayer) { CONSTEXPR int upAngle = 289; CONSTEXPR int downAngle = -347; CONSTEXPR double lookStepUp = 4.0 * upAngle / 60.0; CONSTEXPR double lookStepDown = -4.0 * downAngle / 60.0; int look = pXSource->data2 << 5; if (look > 0) pPlayer->q16look = fix16_min(mulscale8(F16(lookStepUp), look), F16(upAngle)); else if (look < 0) pPlayer->q16look = -fix16_max(mulscale8(F16(lookStepDown), abs(look)), F16(downAngle)); else pPlayer->q16look = 0; } void trPlayerCtrlEraseStuff(XSPRITE* pXSource, PLAYER* pPlayer) { switch (pXSource->data2) { case 0: // erase all fallthrough__; case 1: // erase weapons WeaponLower(pPlayer); for (int i = 0; i < 14; i++) { pPlayer->hasWeapon[i] = false; // also erase ammo if (i < 12) pPlayer->ammoCount[i] = 0; } pPlayer->hasWeapon[1] = true; pPlayer->curWeapon = 0; pPlayer->nextWeapon = 1; WeaponRaise(pPlayer); if (pXSource->data2) break; fallthrough__; case 2: // erase all armor for (int i = 0; i < 3; i++) pPlayer->armor[i] = 0; if (pXSource->data2) break; fallthrough__; case 3: // erase all pack items for (int i = 0; i < 5; i++) { pPlayer->packSlots[i].isActive = false; pPlayer->packSlots[i].curAmount = 0; pPlayer->packItemId = -1; } if (pXSource->data2) break; fallthrough__; case 4: // erase all keys for (int i = 0; i < 8; i++) pPlayer->hasKey[i] = false; if (pXSource->data2) break; } } void trPlayerCtrlGiveStuff(XSPRITE* pXSource, PLAYER* pPlayer, TRPLAYERCTRL* pCtrl) { switch (pXSource->data2) { case 1: // give N weapon and default ammo for it case 2: // give just N ammo for selected weapon if (pXSource->data3 <= 0 || pXSource->data3 > 12) break; for (int i = 0; i < 12; i++) { if (gWeaponItemData[i].type != pXSource->data3) continue; const WEAPONITEMDATA* pWeaponData = &gWeaponItemData[i]; int nAmmoType = pWeaponData->ammoType; if (pXSource->data2 == 1) { pPlayer->ammoCount[nAmmoType] = ClipHigh(pPlayer->ammoCount[nAmmoType] + pWeaponData->count, gAmmoInfo[nAmmoType].max); } else { pPlayer->ammoCount[nAmmoType] = ClipHigh(pPlayer->ammoCount[nAmmoType] + pXSource->data4, gAmmoInfo[nAmmoType].max); break; } pPlayer->hasWeapon[pXSource->data3] = true; if (pXSource->data4 == 0) { // switch on it pPlayer->nextWeapon = 0; if (pPlayer->sceneQav >= 0 && spriRangeIsFine(pCtrl->qavScene.index)) { XSPRITE* pXScene = &xsprite[sprite[pCtrl->qavScene.index].extra]; pXScene->dropMsg = pXSource->data3; } else if (pPlayer->curWeapon != pXSource->data3) { pPlayer->input.newWeapon = pXSource->data3; WeaponRaise(pPlayer); } } break; } break; } } void trPlayerCtrlUsePackItem(XSPRITE* pXSource, PLAYER* pPlayer) { unsigned int invItem = pXSource->data2 - 1; packUseItem(pPlayer, invItem); // force remove after use if (pXSource->data4 == 1) { pPlayer->packSlots[invItem].isActive = false; pPlayer->packSlots[invItem].curAmount = 0; } } void useObjResizer(XSPRITE* pXSource, short objType, int objIndex) { switch (objType) { // for sectors case 6: if (valueIsBetween(pXSource->data1, -1, 32767)) sector[objIndex].floorxpanning = ClipRange(pXSource->data1, 0, 255); if (valueIsBetween(pXSource->data2, -1, 32767)) sector[objIndex].floorypanning = ClipRange(pXSource->data2, 0, 255); if (valueIsBetween(pXSource->data3, -1, 32767)) sector[objIndex].ceilingxpanning = ClipRange(pXSource->data3, 0, 255); if (valueIsBetween(pXSource->data4, -1, 65535)) sector[objIndex].ceilingypanning = ClipRange(pXSource->data4, 0, 255); break; // for sprites case 3: // resize by seq scaling if (sprite[pXSource->reference].flags & kModernTypeFlag1) { if (valueIsBetween(pXSource->data1, -255, 32767)) { int mulDiv = (valueIsBetween(pXSource->data2, 0, 257)) ? pXSource->data2 : 256; if (pXSource->data1 > 0) xsprite[sprite[objIndex].extra].scale = mulDiv * ClipHigh(pXSource->data1, 25); else if (pXSource->data1 < 0) xsprite[sprite[objIndex].extra].scale = mulDiv / ClipHigh(abs(pXSource->data1), 25); else xsprite[sprite[objIndex].extra].scale = 0; // request properties update for custom dude switch (sprite[objIndex].type) { case kDudeModernCustom: case kDudeModernCustomBurning: gGenDudeExtra[objIndex].updReq[kGenDudePropertySpriteSize] = true; gGenDudeExtra[objIndex].updReq[kGenDudePropertyAttack] = true; gGenDudeExtra[objIndex].updReq[kGenDudePropertyMass] = true; gGenDudeExtra[objIndex].updReq[kGenDudePropertyDmgScale] = true; evPost(objIndex, 3, kGenDudeUpdTimeRate, kCallbackGenDudeUpdate); break; } } // resize by repeats } else { if (valueIsBetween(pXSource->data1, -1, 32767)) sprite[objIndex].xrepeat = ClipRange(pXSource->data1, 0, 255); if (valueIsBetween(pXSource->data2, -1, 32767)) sprite[objIndex].yrepeat = ClipRange(pXSource->data2, 0, 255); } if (valueIsBetween(pXSource->data3, -1, 32767)) sprite[objIndex].xoffset = ClipRange(pXSource->data3, 0, 255); if (valueIsBetween(pXSource->data4, -1, 65535)) sprite[objIndex].yoffset = ClipRange(pXSource->data4, 0, 255); break; case OBJ_WALL: if (valueIsBetween(pXSource->data1, -1, 32767)) wall[objIndex].xrepeat = ClipRange(pXSource->data1, 0, 255); if (valueIsBetween(pXSource->data2, -1, 32767)) wall[objIndex].yrepeat = ClipRange(pXSource->data2, 0, 255); if (valueIsBetween(pXSource->data3, -1, 32767)) wall[objIndex].xpanning = ClipRange(pXSource->data3, 0, 255); if (valueIsBetween(pXSource->data4, -1, 65535)) wall[objIndex].ypanning = ClipRange(pXSource->data4, 0, 255); break; } } void usePropertiesChanger(XSPRITE* pXSource, short objType, int objIndex) { spritetype* pSource = &sprite[pXSource->reference]; switch (objType) { case OBJ_WALL: { walltype* pWall = &wall[objIndex]; int old = -1; // data3 = set wall hitag if (valueIsBetween(pXSource->data3, -1, 32767)) { if ((pSource->flags & kModernTypeFlag1)) pWall->hitag = pWall->hitag |= pXSource->data3; else pWall->hitag = pXSource->data3; } // data4 = set wall cstat if (valueIsBetween(pXSource->data4, -1, 65535)) { old = pWall->cstat; // set new cstat if ((pSource->flags & kModernTypeFlag1)) pWall->cstat = pWall->cstat |= pXSource->data4; // relative else pWall->cstat = pXSource->data4; // absolute // and hanlde exceptions if ((old & 0x2) && !(pWall->cstat & 0x2)) pWall->cstat |= 0x2; // kWallBottomSwap if ((old & 0x4) && !(pWall->cstat & 0x4)) pWall->cstat |= 0x4; // kWallBottomOrg, kWallOutsideOrg if ((old & 0x20) && !(pWall->cstat & 0x20)) pWall->cstat |= 0x20; // kWallOneWay if (old & 0xc000) { if (!(pWall->cstat & 0xc000)) pWall->cstat |= 0xc000; // kWallMoveMask if ((old & 0x0) && !(pWall->cstat & 0x0)) pWall->cstat |= 0x0; // kWallMoveNone else if ((old & 0x4000) && !(pWall->cstat & 0x4000)) pWall->cstat |= 0x4000; // kWallMoveForward else if ((old & 0x8000) && !(pWall->cstat & 0x8000)) pWall->cstat |= 0x8000; // kWallMoveBackward } } } break; case OBJ_SPRITE: { spritetype* pSprite = &sprite[objIndex]; bool thing2debris = false; XSPRITE* pXSprite = &xsprite[pSprite->extra]; int old = -1; // data3 = set sprite hitag if (valueIsBetween(pXSource->data3, -1, 32767)) { old = pSprite->flags; // set new hitag if ((pSource->flags & kModernTypeFlag1)) pSprite->flags = pSource->flags |= pXSource->data3; // relative else pSprite->flags = pXSource->data3; // absolute // and handle exceptions if ((old & kHitagFree) && !(pSprite->flags & kHitagFree)) pSprite->flags |= kHitagFree; if ((old & kHitagRespawn) && !(pSprite->flags & kHitagRespawn)) pSprite->flags |= kHitagRespawn; // prepare things for different (debris) physics. if (pSprite->statnum == kStatThing && debrisGetFreeIndex() >= 0) thing2debris = true; } // data2 = sprite physics settings if ((pXSource->data2 >= 0 && pXSource->data3 <= 33) || thing2debris) { switch (pSprite->statnum) { case kStatDude: // dudes already treating in game case kStatFree: case kStatMarker: case kStatPathMarker: // path marker break; default: // store physics attributes in xsprite to avoid setting hitag for modern types! int flags = (pXSprite->physAttr != 0) ? pXSprite->physAttr : 0; if (thing2debris) { // converting thing to debris if ((pSprite->flags & kPhysMove) != 0) flags |= kPhysMove; else flags &= ~kPhysMove; if ((pSprite->flags & kPhysGravity) != 0) flags |= (kPhysGravity | kPhysFalling); else flags &= ~(kPhysGravity | kPhysFalling); pSprite->flags &= ~(kPhysMove | kPhysGravity | kPhysFalling); xvel[objIndex] = yvel[objIndex] = zvel[objIndex] = 0; pXSprite->restState = pXSprite->state; } else { // first digit of data2: set main physics attributes switch (pXSource->data2) { case 0: flags &= ~kPhysMove; flags &= ~(kPhysGravity | kPhysFalling); break; case 1: case 10: case 11: case 12: case 13: flags |= kPhysMove; flags &= ~(kPhysGravity | kPhysFalling); break; case 2: case 20: case 21: case 22: case 23: flags &= ~kPhysMove; flags |= (kPhysGravity | kPhysFalling); break; case 3: case 30: case 31: case 32: case 33: flags |= kPhysMove; flags |= (kPhysGravity | kPhysFalling); break; } // second digit of data2: set physics flags switch (pXSource->data2) { case 0: case 1: case 2: case 3: case 10: case 20: case 30: flags &= ~kPhysDebrisVector; flags &= ~kPhysDebrisExplode; break; case 11: case 21: case 31: flags |= kPhysDebrisVector; flags &= ~kPhysDebrisExplode; break; case 12: case 22: case 32: flags &= ~kPhysDebrisVector; flags |= kPhysDebrisExplode; break; case 13: case 23: case 33: flags |= kPhysDebrisVector; flags |= kPhysDebrisExplode; break; } } int nIndex = debrisGetIndex(objIndex); // check if there is no sprite in list // adding physics sprite in list if ((flags & kPhysGravity) != 0 || (flags & kPhysMove) != 0) { if (nIndex != -1) pXSprite->physAttr = flags; // just update physics attributes else if ((nIndex = debrisGetFreeIndex()) < 0) viewSetSystemMessage("Max (%d) Physics affected sprites reached!", kMaxSuperXSprites); else { pXSprite->physAttr = flags; // update physics attributes // allow things to became debris, so they use different physics... if (pSprite->statnum == kStatThing) changespritestat(objIndex, 0); //actPostSprite(nDest, kStatDecoration); // !!!! not working here for some reason gPhysSpritesList[nIndex] = objIndex; if (nIndex >= gPhysSpritesCount) gPhysSpritesCount++; getSpriteMassBySize(pSprite); // create physics cache } // removing physics from sprite in list (don't remove sprite from list) } else if (nIndex != -1) { pXSprite->physAttr = flags; xvel[objIndex] = yvel[objIndex] = zvel[objIndex] = 0; if (pSprite->lotag >= kThingBase && pSprite->lotag < kThingMax) changespritestat(objIndex, kStatThing); // if it was a thing - restore statnum } break; } } // data4 = sprite cstat if (valueIsBetween(pXSource->data4, -1, 65535)) { old = pSprite->cstat; // set new cstat if ((pSource->flags & kModernTypeFlag1)) pSprite->cstat = pSprite->cstat |= pXSource->data4; // relative else pSprite->cstat = pXSource->data4; // absolute // and handle exceptions if ((old & 0x1000) && !(pSprite->cstat & 0x1000)) pSprite->cstat |= 0x1000; //kSpritePushable if ((old & 0x80) && !(pSprite->cstat & 0x80)) pSprite->cstat |= 0x80; // kSpriteOriginAlign if (old & 0x6000) { if (!(pSprite->cstat & 0x6000)) pSprite->cstat |= 0x6000; // kSpriteMoveMask if ((old & 0x0) && !(pSprite->cstat & 0x0)) pSprite->cstat |= 0x0; // kSpriteMoveNone else if ((old & 0x2000) && !(pSprite->cstat & 0x2000)) pSprite->cstat |= 0x2000; // kSpriteMoveForward, kSpriteMoveFloor else if ((old & 0x4000) && !(pSprite->cstat & 0x4000)) pSprite->cstat |= 0x4000; // kSpriteMoveReverse, kSpriteMoveCeiling } } } break; case OBJ_SECTOR: { XSECTOR* pXSector = &xsector[sector[objIndex].extra]; // data1 = sector underwater status and depth level 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; // data2 = sector visibility if (valueIsBetween(pXSource->data2, -1, 32767)) { if (pXSource->data2 > 234) sector[objIndex].visibility = 234; else sector[objIndex].visibility = pXSource->data2; } // data3 = sector ceil cstat if (valueIsBetween(pXSource->data3, -1, 32767)) { if ((pSource->flags & kModernTypeFlag1)) sector[objIndex].ceilingstat = sector[objIndex].ceilingstat |= pXSource->data3; else sector[objIndex].ceilingstat = pXSource->data3; } // data4 = sector floor cstat if (valueIsBetween(pXSource->data4, -1, 65535)) { if ((pSource->flags & kModernTypeFlag1)) sector[objIndex].floorstat = sector[objIndex].floorstat |= pXSource->data4; else sector[objIndex].floorstat = pXSource->data4; } } break; // no TX id case -1: // data2 = global visibility if (valueIsBetween(pXSource->data2, -1, 32767)) gVisibility = ClipRange(pXSource->data2, 0, 4096); break; } } void useTeleportTarget(XSPRITE* pXSource, spritetype* pSprite) { spritetype* pSource = &sprite[pXSource->reference]; PLAYER* pPlayer = getPlayerById(pSprite->type); XSECTOR* pXSector = (sector[pSource->sectnum].extra >= 0) ? &xsector[sector[pSource->sectnum].extra] : NULL; bool isDude = (!pPlayer && IsDudeSprite(pSprite)); if (pSprite->sectnum != pSource->sectnum) changespritesect(pSprite->index, pSource->sectnum); pSprite->x = pSource->x; pSprite->y = pSource->y; pSprite->z = pSource->z; // make sure sprites aren't in the floor or ceiling int zTop, zBot; GetSpriteExtents(pSprite, &zTop, &zBot); pSprite->z += ClipLow(sector[pSprite->sectnum].ceilingz - zTop, 0); pSprite->z += ClipHigh(sector[pSprite->sectnum].floorz - zBot, 0); if (pSource->flags & kModernTypeFlag1) // force telefrag TeleFrag(pSprite->index, pSource->sectnum); if (pSprite->flags & kPhysGravity) pSprite->flags |= kPhysFalling; if (pXSector) { if (pXSector->Enter && (pPlayer || (isDude && !pXSector->dudeLockout))) trTriggerSector(pSource->sectnum, pXSector, kCmdSectorEnter); if (pXSector->Underwater) { spritetype* pLink = (gLowerLink[pSource->sectnum]) ? &sprite[gLowerLink[pSource->sectnum]] : NULL; if (pLink) { // must be sure we found exact same upper link for (int i = 0; i < kMaxSectors; i++) { if (xsprite[sprite[gUpperLink[i]].extra].data1 != xsprite[pLink->extra].data1) continue; pLink = &sprite[gUpperLink[i]]; break; } } if (pLink) xsprite[pSprite->extra].medium = (pLink->type == kMarkerUpGoo) ? kMediumGoo : kMediumWater; if (pPlayer) { int waterPal = kMediumWater; if (pLink) { if (xsprite[pLink->extra].data2 > 0) waterPal = xsprite[pLink->extra].data2; else if (pLink->type == kMarkerUpGoo) waterPal = kMediumGoo; } pPlayer->nWaterPal = waterPal; pPlayer->posture = kPostureSwim; pPlayer->pXSprite->burnTime = 0; } } else { xsprite[pSprite->extra].medium = kMediumNormal; if (pPlayer) { pPlayer->posture = (!pPlayer->input.buttonFlags.crouch) ? kPostureStand : kPostureCrouch; pPlayer->nWaterPal = 0; } } } if (pSprite->statnum == kStatDude && IsDudeSprite(pSprite) && !IsPlayerSprite(pSprite)) { XSPRITE* pXDude = &xsprite[pSprite->extra]; int x = pXDude->targetX; int y = pXDude->targetY; int z = pXDude->targetZ; int target = pXDude->target; aiInitSprite(pSprite); if (target >= 0) { pXDude->targetX = x; pXDude->targetY = y; pXDude->targetZ = z; pXDude->target = target; aiActivateDude(pSprite, pXDude); } } if (pXSource->data2 == 1) { if (pPlayer) pPlayer->q16ang = fix16_from_int(pSource->ang); else if (isDude) xsprite[pSprite->extra].goalAng = pSprite->ang = pSource->ang; else pSprite->ang = pSource->ang; } if (pXSource->data3 == 1) xvel[pSprite->index] = yvel[pSprite->index] = zvel[pSprite->index] = 0; viewBackupSpriteLoc(pSprite->index, pSprite); if (pXSource->data4 > 0) sfxPlay3DSound(pSource, pXSource->data4, -1, 0); if (pPlayer) { playerResetInertia(pPlayer); if (pXSource->data2 == 1) pPlayer->zViewVel = pPlayer->zWeaponVel = 0; } } void useEffectGen(XSPRITE* pXSource, spritetype* pSprite) { if (pSprite == NULL) pSprite = &sprite[pXSource->reference]; int fxId = (pXSource->data3 <= 0) ? pXSource->data2 : pXSource->data2 + Random(pXSource->data3 + 1); if (xspriRangeIsFine(pSprite->extra) && valueIsBetween(fxId, 0, kFXMax)) { int pos, top, bottom; GetSpriteExtents(pSprite, &top, &bottom); spritetype* pSource = &sprite[pXSource->reference]; spritetype* pEffect = NULL; // select where exactly effect should be spawned switch (pXSource->data4) { case 1: pos = bottom; break; case 2: pos = pSprite->z + (top / 4); break; case 3: case 4: if (!sectRangeIsFine(pSprite->sectnum)) pos = top; else pos = (pXSource->data4 == 3) ? sector[pSprite->sectnum].floorz : sector[pSprite->sectnum].ceilingz; break; default: pos = top; break; } if ((pEffect = gFX.fxSpawn((FX_ID)fxId, pSprite->sectnum, pSprite->x, pSprite->y, pos, 0)) != NULL) { pEffect->owner = pSource->index; if (pSource->flags & kModernTypeFlag1) { pEffect->pal = pSource->pal; pEffect->xrepeat = pSource->xrepeat; pEffect->yrepeat = pSource->yrepeat; pEffect->shade = pSource->shade; } if (pSource->flags & kModernTypeFlag2) pEffect->cstat = (pSource->cstat &= ~CSTAT_SPRITE_INVISIBLE); if (pEffect->cstat & CSTAT_SPRITE_ONE_SIDED) pEffect->cstat &= ~CSTAT_SPRITE_ONE_SIDED; } } } void useSectorWindGen(XSPRITE* pXSource, sectortype* pSector) { spritetype* pSource = &sprite[pXSource->reference]; XSECTOR* pXSector = NULL; int nXSector = 0; if (pSector != NULL) { pXSector = &xsector[pSector->extra]; nXSector = sector[pXSector->reference].extra; } else if (xsectRangeIsFine(sector[pSource->sectnum].extra)) { pXSector = &xsector[sector[pSource->sectnum].extra]; nXSector = sector[pXSector->reference].extra; } else { int nXSector = dbInsertXSector(pSource->sectnum); pXSector = &xsector[nXSector]; pXSector->windAlways = 1; } if ((pSource->flags & kModernTypeFlag1)) pXSector->panAlways = pXSector->windAlways = 1; short windVel = ClipRange(pXSource->data2, 0, 32767); switch (pXSource->data1) { default: pXSector->windVel = windVel; break; case 1: case 3: pXSector->windVel = Random(windVel); break; } int ang = pSource->ang; if (pXSource->data4 <= 0) { switch (pXSource->data1) { case 2: case 3: while (pSource->ang == ang) pSource->ang = Random3(kAng360); break; } } else if (pSource->cstat & 0x2000) pSource->ang += pXSource->data4; else if (pSource->cstat & 0x4000) pSource->ang -= pXSource->data4; else if (pXSource->sysData1 == 0) { if ((ang += pXSource->data4) >= kAng180) pXSource->sysData1 = 1; pSource->ang = ClipHigh(ang, kAng180); } else { if ((ang -= pXSource->data4) <= -kAng180) pXSource->sysData1 = 0; pSource->ang = ClipLow(ang, -kAng180); } pXSector->windAng = pSource->ang; if (pXSource->data3 > 0 && pXSource->data3 < 4) { switch (pXSource->data3) { case 1: pXSector->panFloor = true; pXSector->panCeiling = false; break; case 2: pXSector->panFloor = false; pXSector->panCeiling = true; break; case 3: pXSector->panFloor = true; pXSector->panCeiling = true; break; } 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) { spritetype* pSource = &sprite[pXSource->reference]; if (pSprite != NULL && xspriRangeIsFine(pSprite->extra) && xsprite[pSprite->extra].health > 0) { DAMAGE_TYPE dmgType = (DAMAGE_TYPE)ClipRange(pXSource->data2, kDmgFall, kDmgElectric); int dmg = (pXSource->data3 == 0) ? 65535 : ClipRange(pXSource->data3 << 1, 1, 65535); if (pXSource->data2 >= 0) actDamageSprite(pSource->index, pSprite, dmgType, dmg); else if (pXSource->data2 == -1 && IsDudeSprite(pSprite)) { PLAYER* pPlayer = getPlayerById(pSprite->type); if (pPlayer == NULL || !pPlayer->godMode) { xsprite[pSprite->extra].health = ClipLow(xsprite[pSprite->extra].health - dmg, 0); if (xsprite[pSprite->extra].health == 0) { if (pPlayer == NULL) actKillDude(pSource->index, pSprite, DAMAGE_TYPE_0, 4); else playerDamageSprite(pSource->index, pPlayer, DAMAGE_TYPE_0, 4); } } } } } void useSeqSpawnerGen(XSPRITE* pXSource, int objType, int index) { if (pXSource->data2 > 0 && !gSysRes.Lookup(pXSource->data2, "SEQ")) { consoleSysMsg("Missing sequence #%d", pXSource->data2); return; } switch (objType) { case OBJ_SECTOR: if (pXSource->data2 <= 0) { if (pXSource->data3 == 3 || pXSource->data3 == 1) seqKill(2, sector[index].extra); if (pXSource->data3 == 3 || pXSource->data3 == 2) seqKill(1, sector[index].extra); } else { if (pXSource->data3 == 3 || pXSource->data3 == 1) seqSpawn(pXSource->data2, 2, sector[index].extra, -1); if (pXSource->data3 == 3 || pXSource->data3 == 2) seqSpawn(pXSource->data2, 1, sector[index].extra, -1); } return; case OBJ_WALL: if (pXSource->data2 <= 0) { if (pXSource->data3 == 3 || pXSource->data3 == 1) seqKill(0, wall[index].extra); if ((pXSource->data3 == 3 || pXSource->data3 == 2) && (wall[index].cstat & CSTAT_WALL_MASKED)) seqKill(4, wall[index].extra); } else { if (pXSource->data3 == 3 || pXSource->data3 == 1) seqSpawn(pXSource->data2, 0, wall[index].extra, -1); if (pXSource->data3 == 3 || pXSource->data3 == 2) { if (wall[index].nextwall < 0) { if (pXSource->data3 == 3) seqSpawn(pXSource->data2, 0, wall[index].extra, -1); } else { if (!(wall[index].cstat & CSTAT_WALL_MASKED)) wall[index].cstat |= CSTAT_WALL_MASKED; seqSpawn(pXSource->data2, 4, wall[index].extra, -1); } } if (pXSource->data4 > 0) { int cx, cy, cz; cx = (wall[index].x + wall[wall[index].point2].x) >> 1; cy = (wall[index].y + wall[wall[index].point2].y) >> 1; int nSector = sectorofwall(index); int32_t ceilZ, floorZ; getzsofslope(nSector, cx, cy, &ceilZ, &floorZ); int32_t ceilZ2, floorZ2; getzsofslope(wall[index].nextsector, cx, cy, &ceilZ2, &floorZ2); ceilZ = ClipLow(ceilZ, ceilZ2); floorZ = ClipHigh(floorZ, floorZ2); cz = (ceilZ + floorZ) >> 1; sfxPlay3DSound(cx, cy, cz, pXSource->data4, nSector); } } return; case OBJ_SPRITE: if (pXSource->data2 <= 0) seqKill(3, sprite[index].extra); else { seqSpawn(pXSource->data2, 3, sprite[index].extra, -1); if (pXSource->data4 > 0) sfxPlay3DSound(&sprite[index], pXSource->data4, -1, 0); } return; } } bool valueIsBetween(int val, int min, int max) { return (val > min && val < max); } char modernTypeSetSpriteState(int nSprite, XSPRITE* pXSprite, int nState) { if ((pXSprite->busy & 0xffff) == 0 && pXSprite->state == nState) return 0; pXSprite->busy = nState << 16; pXSprite->state = nState; evKill(nSprite, 3); if (pXSprite->restState != nState && pXSprite->waitTime > 0) evPost(nSprite, 3, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? kCmdOn : kCmdOff); if (pXSprite->txID != 0 && ((pXSprite->triggerOn && pXSprite->state) || (pXSprite->triggerOff && !pXSprite->state))) modernTypeSendCommand(nSprite, pXSprite->txID, (COMMAND_ID)pXSprite->command); return 1; } void modernTypeSendCommand(int nSprite, int destChannel, COMMAND_ID command) { switch (command) { case kCmdLink: evSend(nSprite, 3, destChannel, kCmdModernUse); // just send command to change properties return; case kCmdUnlock: evSend(nSprite, 3, destChannel, command); // send normal command first evSend(nSprite, 3, destChannel, kCmdModernUse); // then send command to change properties return; default: evSend(nSprite, 3, destChannel, kCmdModernUse); // send first command to change properties evSend(nSprite, 3, destChannel, command); // then send normal command return; } } bool pointingAt(XSPRITE* pXSource, int destType) { return true; } // this function used by various new modern types. void modernTypeTrigger(int destObjType, int destObjIndex, EVENT event) { if (event.type != OBJ_SPRITE) return; spritetype* pSource = &sprite[event.index]; if (!xspriRangeIsFine(pSource->extra)) return; XSPRITE* pXSource = &xsprite[pSource->extra]; switch (destObjType) { case OBJ_SECTOR: if (!xsectRangeIsFine(sector[destObjIndex].extra)) return; break; case OBJ_WALL: if (!xwallRangeIsFine(wall[destObjIndex].extra)) return; break; case OBJ_SPRITE: if (!xspriRangeIsFine(sprite[destObjIndex].extra)) return; else if (sprite[destObjIndex].flags & kHitagFree) return; /*switch (pSource->type) { case kModernEffectSpawner: case kModernWindGenerator: switch (sprite[destObjIndex].type) { case kModernEffectSpawner: case kModernWindGenerator: viewSetSystemMessage("SRC %d, DEST %d", Numsprites, sprite[destObjIndex].type); break; } break; }*/ // allow redirect events received from some modern types. // example: it allows to spawn FX effect if event was received from kModernEffectGen // on many TX channels instead of just one. switch (sprite[destObjIndex].type) { case kModernRandomTX: case kModernSequentialTX: if (!(sprite[destObjIndex].flags & kModernTypeFlag2)) break; // no redirect mode detected spritetype* pSpr = &sprite[destObjIndex]; XSPRITE* pXSpr = &xsprite[pSpr->extra]; if (!pXSpr->locked) { switch (pSpr->type) { case kModernRandomTX: useRandomTx(pXSpr, (COMMAND_ID)pXSource->command, false); // set random TX id break; case kModernSequentialTX: if (pSpr->flags & kModernTypeFlag1) { seqTxSendCmdAll(pXSpr, pSource->index, (COMMAND_ID)pXSource->command, true); return; } useSequentialTx(pXSpr, (COMMAND_ID)pXSource->command, false); // set next TX id break; } if (pXSpr->txID > 0 && pXSpr->txID < kChannelUserMax) modernTypeSendCommand(pSource->index, pXSpr->txID, (COMMAND_ID)pXSource->command); return; } } break; default: return; } switch (pSource->type) { // allows teleport any sprite from any location to the source destination case kMarkerWarpDest: if (destObjType != OBJ_SPRITE) break; useTeleportTarget(pXSource, &sprite[destObjIndex]); break; case kModernSpriteDamager: // damages xsprite via TX ID if (destObjType != OBJ_SPRITE) break; useSpriteDamager(pXSource, &sprite[destObjIndex]); break; // can spawn any effect passed in data2 on it's or txID sprite case kModernEffectSpawner: if (destObjType != OBJ_SPRITE || pXSource->data2 < 0 || pXSource->data2 >= kFXMax) break; useEffectGen(pXSource, &sprite[destObjIndex]); break; // takes data2 as SEQ ID and spawns it on it's or TX ID object case kModernSeqSpawner: useSeqSpawnerGen(pXSource, destObjType, destObjIndex); break; // creates wind on TX ID sector case kModernWindGenerator: if (destObjType != OBJ_SECTOR || pXSource->data2 < 0) break; useSectorWindGen(pXSource, §or[destObjIndex]); break; // size and pan changer of sprite/wall/sector via TX ID case kModernObjSizeChanger: useObjResizer(pXSource, destObjType, destObjIndex); break; // iterate data filed value of destination object case kModernObjDataAccumulator: useIncDecGen(pXSource, destObjType, destObjIndex); break; // change data field value of destination object case kModernObjDataChanger: useDataChanger(pXSource, destObjType, destObjIndex); break; // change sector lighting dynamically case kModernSectorFXChanger: if (destObjType != OBJ_SECTOR) break; useSectorLigthChanger(pXSource, &xsector[sector[destObjIndex].extra]); break; // change target of dudes and make it fight case kModernDudeTargetChanger: if (destObjType != OBJ_SPRITE) break; useTargetChanger(pXSource, &sprite[destObjIndex]); break; // change picture and palette of TX ID object case kModernObjPicnumChanger: usePictureChanger(pXSource, destObjType, destObjIndex); break; // change various properties case kModernObjPropertiesChanger: usePropertiesChanger(pXSource, destObjType, destObjIndex); break; } } XSPRITE* eventRedirected(int objType, int objXIndex, bool byRx) { unsigned short id = 0; switch (objType) { case OBJ_SECTOR: if (!xsectRangeIsFine(objXIndex)) return NULL; id = (byRx) ? xsector[objXIndex].rxID : xsector[objXIndex].txID; break; case OBJ_SPRITE: if (!xspriRangeIsFine(objXIndex)) return NULL; id = (byRx) ? xsprite[objXIndex].rxID : xsprite[objXIndex].txID; break; case OBJ_WALL: if (!xwallRangeIsFine(objXIndex)) return NULL; id = (byRx) ? xwall[objXIndex].rxID : xwall[objXIndex].txID; break; default: return NULL; } if (!byRx) { for (int i = bucketHead[id]; i < bucketHead[id + 1]; i++) { if (rxBucket[i].type != OBJ_SPRITE) continue; spritetype* pSpr = &sprite[rxBucket[i].index]; if (!xspriRangeIsFine(pSpr->extra)) continue; switch (pSpr->type) { case kModernRandomTX: case kModernSequentialTX: XSPRITE* pXSpr = &xsprite[pSpr->extra]; if (!(pSpr->flags & kModernTypeFlag2) || pXSpr->locked) continue; return pXSpr; } } } else { for (int nSprite = headspritestat[kStatModernEventRedirector]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { if (xspriRangeIsFine(sprite[nSprite].extra)) { XSPRITE* pXRedir = pXRedir = &xsprite[sprite[nSprite].extra]; if (txIsRanged(pXRedir)) { if (id >= pXRedir->data1 && id <= pXRedir->data4) return pXRedir; } else { for (int i = 0; i <= 3; i++) if (id == GetDataVal(&sprite[pXRedir->reference], i)) return pXRedir; } } } } return NULL; } // the following functions required for kModernDudeTargetChanger //--------------------------------------- spritetype* aiFightGetTargetInRange(spritetype* pSprite, int minDist, int maxDist, short data, short teamMode) { DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); XSPRITE* pXSprite = &xsprite[pSprite->extra]; spritetype* pTarget = NULL; XSPRITE* pXTarget = NULL; spritetype* cTarget = NULL; for (int nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { pTarget = &sprite[nSprite]; pXTarget = &xsprite[pTarget->extra]; if (!aiFightDudeCanSeeTarget(pXSprite, pDudeInfo, pTarget)) continue; int dist = aiFightGetTargetDist(pSprite, pDudeInfo, pTarget); if (dist < minDist || dist > maxDist) continue; else if (pXSprite->target == pTarget->index) return pTarget; else if (!IsDudeSprite(pTarget) || pTarget->index == pSprite->index || IsPlayerSprite(pTarget)) continue; else if (IsBurningDude(pTarget) || !IsKillableDude(pTarget) || pTarget->owner == pSprite->index) continue; else if ((teamMode == 1 && aiFightIsMateOf(pXSprite, pXTarget)) || aiFightMatesHaveSameTarget(pXSprite, pTarget, 1)) continue; else if (data == 666 || pXTarget->data1 == data) { if (pXSprite->target > 0) { cTarget = &sprite[pXSprite->target]; int fineDist1 = aiFightGetFineTargetDist(pSprite, cTarget); int fineDist2 = aiFightGetFineTargetDist(pSprite, pTarget); if (fineDist1 < fineDist2) continue; } return pTarget; } } return NULL; } spritetype* aiFightTargetIsPlayer(XSPRITE* pXSprite) { if (pXSprite->target >= 0) { if (IsPlayerSprite(&sprite[pXSprite->target])) return &sprite[pXSprite->target]; } return NULL; } spritetype* aiFightGetMateTargets(XSPRITE* pXSprite) { int rx = pXSprite->rxID; spritetype* pMate = NULL; XSPRITE* pXMate = NULL; for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) { if (rxBucket[i].type == OBJ_SPRITE) { pMate = &sprite[rxBucket[i].index]; if (pMate->extra < 0 || pMate->index == sprite[pXSprite->reference].index || !IsDudeSprite(pMate)) continue; pXMate = &xsprite[pMate->extra]; if (pXMate->target > -1) { if (!IsPlayerSprite(&sprite[pXMate->target])) return &sprite[pXMate->target]; } } } return NULL; } bool aiFightMatesHaveSameTarget(XSPRITE* pXLeader, spritetype* pTarget, int allow) { int rx = pXLeader->rxID; spritetype* pMate = NULL; XSPRITE* pXMate = NULL; for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) { if (rxBucket[i].type != OBJ_SPRITE) continue; pMate = &sprite[rxBucket[i].index]; if (pMate->extra < 0 || pMate->index == sprite[pXLeader->reference].index || !IsDudeSprite(pMate)) continue; pXMate = &xsprite[pMate->extra]; if (pXMate->target == pTarget->index && allow-- <= 0) return true; } return false; } bool aiFightDudeCanSeeTarget(XSPRITE* pXDude, DUDEINFO* pDudeInfo, spritetype* pTarget) { spritetype* pDude = &sprite[pXDude->reference]; int dx = pTarget->x - pDude->x; int dy = pTarget->y - pDude->y; //viewSetSystemMessage("zzzz"); // 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; } // this function required if monsters in genIdle ai state. It wakes up monsters // when kModernDudeTargetChanger goes to off state, so they won't ignore the world. void aiFightActivateDudes(int rx) { for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) { if (rxBucket[i].type != OBJ_SPRITE) continue; spritetype* pDude = &sprite[rxBucket[i].index]; XSPRITE* pXDude = &xsprite[pDude->extra]; if (!IsDudeSprite(pDude) || pXDude->aiState->stateType != kAiStateGenIdle) continue; aiInitSprite(pDude); } } // this function sets target to -1 for all dudes that hunting for nSprite void aiFightFreeTargets(int nSprite) { for (int nTarget = headspritestat[kStatDude]; 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; } // this function sets target to -1 for all targets that hunting for dudes affected by selected kModernDudeTargetChanger void aiFightFreeAllTargets(XSPRITE* pXSource) { if (pXSource->txID <= 0) return; for (int i = bucketHead[pXSource->txID]; i < bucketHead[pXSource->txID + 1]; i++) { if (rxBucket[i].type == OBJ_SPRITE && sprite[rxBucket[i].index].extra >= 0) aiFightFreeTargets(rxBucket[i].index); } return; } bool aiFightDudeIsAffected(XSPRITE* pXDude) { if (pXDude->rxID <= 0 || pXDude->locked == 1) return false; for (int nSprite = headspritestat[kStatModernDudeTargetChanger]; 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 != OBJ_SPRITE) continue; spritetype* pSprite = &sprite[rxBucket[i].index]; if (pSprite->extra < 0 || !IsDudeSprite(pSprite)) continue; else if (pSprite->index == sprite[pXDude->reference].index) return true; } } return false; } bool aiFightIsMateOf(XSPRITE* pXDude, XSPRITE* pXSprite) { return (pXDude->rxID == pXSprite->rxID); } // this function tells if there any dude found for kModernDudeTargetChanger bool aiFightGetDudesForBattle(XSPRITE* pXSprite) { for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++) { if (rxBucket[i].type != OBJ_SPRITE) continue; else if (IsDudeSprite(&sprite[rxBucket[i].index]) && xsprite[sprite[rxBucket[i].index].extra].health > 0) return true; } if (gEventRedirectsUsed) { int rx = 0; XSPRITE* pXRedir = eventRedirected(OBJ_SPRITE, sprite[pXSprite->reference].extra, false); if (pXRedir == NULL) return false; else if (txIsRanged(pXRedir)) { if (!channelRangeIsFine(pXRedir->data4 - pXRedir->data1)) return false; for (rx = pXRedir->data1; rx <= pXRedir->data4; rx++) { for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) { if (rxBucket[i].type != OBJ_SPRITE) continue; else if (IsDudeSprite(&sprite[rxBucket[i].index]) && xsprite[sprite[rxBucket[i].index].extra].health > 0) return true; } } } else { for (int i = 0; i <= 3; i++) { if (!channelRangeIsFine((rx = GetDataVal(&sprite[pXRedir->reference], i)))) continue; for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) { if (rxBucket[i].type != OBJ_SPRITE) continue; else if (IsDudeSprite(&sprite[rxBucket[i].index]) && xsprite[sprite[rxBucket[i].index].extra].health > 0) return true; } } } } return false; } void aiFightAlarmDudesInSight(spritetype* pSprite, int max) { spritetype* pDude = NULL; XSPRITE* pXDude = NULL; XSPRITE* pXSprite = &xsprite[pSprite->extra]; DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); for (int nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { pDude = &sprite[nSprite]; if (pDude->index == pSprite->index || !IsDudeSprite(pDude) || pDude->extra < 0) continue; pXDude = &xsprite[pDude->extra]; if (aiFightDudeCanSeeTarget(pXSprite, pDudeInfo, pDude)) { if (pXDude->target != -1 || pXDude->rxID > 0) continue; aiSetTarget(pXDude, pDude->x, pDude->y, pDude->z); aiActivateDude(pDude, pXDude); if (max-- < 1) break; } } } bool aiFightIsAnnoyingUnit(spritetype* pDude) { return (IsDudeSprite(pDude) && gDudeInfoExtra[pDude->type - kDudeBase].annoying); } bool aiFightUnitCanFly(spritetype* pDude) { return (IsDudeSprite(pDude) && gDudeInfoExtra[pDude->type - kDudeBase].flying); } bool aiFightIsMeleeUnit(spritetype* pDude) { if (pDude->type == kDudeModernCustom) return (pDude->extra >= 0 && dudeIsMelee(&xsprite[pDude->extra])); else return (IsDudeSprite(pDude) && gDudeInfoExtra[pDude->type - kDudeBase].melee); } int aiFightGetTargetDist(spritetype* pSprite, DUDEINFO* pDudeInfo, spritetype* pTarget) { int x = pTarget->x; int y = pTarget->y; int dx = x - pSprite->x; int dy = y - pSprite->y; int dist = approxDist(dx, dy); if (dist <= pDudeInfo->meleeDist) return 0; if (dist >= pDudeInfo->seeDist) return 13; if (dist <= pDudeInfo->seeDist / 12) return 1; if (dist <= pDudeInfo->seeDist / 11) return 2; if (dist <= pDudeInfo->seeDist / 10) return 3; if (dist <= pDudeInfo->seeDist / 9) return 4; if (dist <= pDudeInfo->seeDist / 8) return 5; if (dist <= pDudeInfo->seeDist / 7) return 6; if (dist <= pDudeInfo->seeDist / 6) return 7; if (dist <= pDudeInfo->seeDist / 5) return 8; if (dist <= pDudeInfo->seeDist / 4) return 9; if (dist <= pDudeInfo->seeDist / 3) return 10; if (dist <= pDudeInfo->seeDist / 2) return 11; return 12; } int aiFightGetFineTargetDist(spritetype* pSprite, spritetype* pTarget) { int x = pTarget->x; int y = pTarget->y; int dx = x - pSprite->x; int dy = y - pSprite->y; int dist = approxDist(dx, dy); return dist; } bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite, EVENT event) { if (pSprite->statnum == kStatDude && IsDudeSprite(pSprite)) { switch (event.cmd) { case kCmdOff: if (pXSprite->state) SetSpriteState(nSprite, pXSprite, 0); break; case kCmdOn: if (!pXSprite->state) SetSpriteState(nSprite, pXSprite, 1); switch (pXSprite->aiState->stateType) { case kAiStateIdle: case kAiStateGenIdle: aiActivateDude(pSprite, pXSprite); break; } break; default: if (!pXSprite->state) evPost(nSprite, 3, 0, kCmdOn); else evPost(nSprite, 3, 0, kCmdOff); break; } return true; } switch (pSprite->type) { default: return false; // no modern type found to work with, go normal OperateSprite(); case kModernCondition: { if (pXSprite->isTriggered) return true; int objType = event.type; int objIndex = event.index; // this condition works as callback //if (pSprite->flags & kModernTypeFlag2) { //} if (pXSprite->state == 0) { pXSprite->targetX = objType; pXSprite->targetY = objIndex; if (pXSprite->waitTime > 0 && (objType != OBJ_SPRITE || (objType == OBJ_SPRITE && sprite[objIndex].type != kModernCondition))) { viewSetSystemMessage("POST IT!"); pXSprite->state = 1; evPost(nSprite, 3, (pXSprite->waitTime <= 0) ? 0 : (pXSprite->waitTime * 120) / 10, kCmdRepeat); return true; } else { viewSetSystemMessage(">> SUB-CONDITION!"); } } else if (event.cmd != kCmdRepeat) { viewSetSystemMessage(">> TIMEOUT!"); return true; } else { evKill(nSprite, 3); pXSprite->state = 0; } if (objType == OBJ_SPRITE && sprite[objIndex].type == kModernCondition) { objType = xsprite[sprite[objIndex].extra].targetX; objIndex = xsprite[sprite[objIndex].extra].targetY; } bool ok = false; spritetype* pSpr = NULL; sectortype* pSect = NULL; walltype* pWall = NULL; XSPRITE* pXSpr = NULL; XSECTOR* pXSect = NULL; XWALL* pXWall = NULL; viewSetSystemMessage("CHECK IT (CONDITION: %d)!", pXSprite->data1); switch (pXSprite->data1) { case 9: // is required type? case 253: // is a sector? case 254: // is a wall? case 255: // is a sprite? if ((objType == OBJ_SPRITE) && ((pXSprite->data1 == 255) ^ (sprite[objIndex].type == pXSprite->data2))) ok = true; else if ((objType == OBJ_SECTOR) && ((pXSprite->data1 == 253) ^ (sector[objIndex].type == pXSprite->data2))) ok = true; else if ((objType == OBJ_WALL) && ((pXSprite->data1 == 254) ^ (wall[objIndex].type == pXSprite->data2))) ok = true; break; default: switch (objType) { case OBJ_SPRITE: pSpr = &sprite[objIndex]; if (xspriRangeIsFine(pSpr->extra)) pXSpr = &xsprite[pSpr->extra]; switch (pXSprite->data1) { case 4: ok = (pSpr->sectnum == pXSprite->data2); break; // stays in required sector? case 10: ok = (IsDudeSprite(pSpr) || (pSpr->inittype >= kDudeBase && pSpr->inittype < kDudeMax)); break; // is dude? case 20: ok = (IsPlayerSprite(pSpr) || (pSpr->inittype >= kDudePlayer1 && pSpr->inittype <= kDudePlayer8)); break; // is player? case 30: ok = (pSpr->type >= kThingBase && pSpr->type < kThingMax); break; // is a thing? case 45: ok = (pSpr->xrepeat == pXSprite->data2); break; case 46: ok = (pSpr->yrepeat == pXSprite->data2); break; default: if (!pXSpr) { switch (pXSprite->data1) { case 2: ok = true; break; } } else { switch (pXSprite->data1) { case 1: ok = (pXSpr->health > 0 && pSpr->type != kThingBloodChunks); break; // is alive? case 2: ok = (pXSpr->health <= 0 || pSpr->type == kThingBloodChunks); break; // is dead? case 3: ok = (pXSpr->health >= pXSprite->data2 && pXSpr->health <= pXSprite->data3); break; // is hp in a range? case 51: ok = (pXSpr->data1 == pXSprite->data2); break; case 52: ok = (pXSpr->data2 == pXSprite->data2); break; case 53: ok = (pXSpr->data3 == pXSprite->data2); break; case 54: ok = (pXSpr->data4 == pXSprite->data2); break; } } break; } break; case OBJ_SECTOR: if (!xsectRangeIsFine(sector[objIndex].extra)) return true; pSect = §or[objIndex]; pXSect = &xsector[pSect->extra]; switch (pXSprite->data1) { case 51: ok = (pXSect->data == pXSprite->data2); break; case 40: // required sprite type and quantity is in current sector? for (int nSprite = headspritesect[objIndex], cnt = 0; nSprite >= 0; nSprite = nextspritesect[nSprite]) { if ((sprite[nSprite].type == pXSprite->data2) && ((ok = (++cnt >= ClipLow(pXSprite->data3, 1))) != false)) break; } break; case 41: break; // slope angle of ceil case 42: break; // slope angle of floor case 43: break; // parallaxed ceil? case 44: break; // parallaxed floor? } /// WIP break; case OBJ_WALL: if (!xwallRangeIsFine(wall[objIndex].extra)) return true; pWall = &wall[objIndex]; pXWall = &xwall[pWall->extra]; /// WIP break; } break; } if (ok ^ (pSprite->flags & kModernTypeFlag1)) { viewSetSystemMessage("TRIGGER IT!"); if (pXSprite->triggerOnce) pXSprite->isTriggered; evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); } return true; } // add linking for path markers and stacks case kMarkerLowWater: case kMarkerUpWater: case kMarkerUpGoo: case kMarkerLowGoo: case kMarkerUpLink: case kMarkerLowLink: case kMarkerUpStack: case kMarkerLowStack: case kMarkerPath: if (pXSprite->txID > 0 && pXSprite->command == kCmdLink) evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); return true; // add spawn random dude feature - works only if at least 2 data fields are not empty. case kMarkerDudeSpawn: if (gGameOptions.nMonsterSettings && pXSprite->data1 >= kDudeBase && pXSprite->data1 < kDudeVanillaMax) { spritetype* pSpawn = NULL; if ((pSpawn = randomSpawnDude(pSprite)) == NULL) return false; // go normal OperateSprite(); XSPRITE* pXSpawn = &xsprite[pSpawn->extra]; gKillMgr.sub_263E0(1); switch (pXSprite->data1) { case kDudeBurningInnocent: case kDudeBurningCultist: case kDudeBurningZombieButcher: case kDudeBurningTinyCaleb: case kDudeBurningBeast: pXSpawn->health = getDudeInfo(pXSprite->data1)->startHealth << 4; pXSpawn->burnTime = 10; pXSpawn->target = -1; aiActivateDude(pSpawn, pXSpawn); break; default: if (pSprite->flags & kModernTypeFlag3) aiActivateDude(pSpawn, pXSpawn); break; } } return true; case kModernRandomTX: // random Event Switch takes random data field and uses it as TX ID case kModernSequentialTX: // sequential Switch takes values from data fields starting from data1 and uses it as TX ID if (pSprite->flags & kModernTypeFlag2) return true; // work as event redirector switch (pSprite->type) { case kModernRandomTX: useRandomTx(pXSprite, (COMMAND_ID)pXSprite->command, true); break; case kModernSequentialTX: if (!(pSprite->flags & kModernTypeFlag1)) useSequentialTx(pXSprite, (COMMAND_ID)pXSprite->command, true); else seqTxSendCmdAll(pXSprite, pSprite->index, (COMMAND_ID)pXSprite->command, false); break; } return true; case kMarkerWarpDest: case kModernSpriteDamager: if (pXSprite->txID <= 0) { PLAYER* pPlayer = getPlayerById(pXSprite->data1); if (pPlayer != NULL && SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1) == 1 && pXSprite->data1 > 0) { switch (pSprite->type) { case kMarkerWarpDest: useTeleportTarget(pXSprite, pPlayer->pSprite); break; case kModernSpriteDamager: useSpriteDamager(pXSprite, pPlayer->pSprite); break; } } return true; } fallthrough__; case kModernObjPropertiesChanger: if (pXSprite->txID <= 0) { if (SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1) == 1) usePropertiesChanger(pXSprite, -1, -1); return true; } fallthrough__; case kModernObjSizeChanger: case kModernObjPicnumChanger: case kModernSectorFXChanger: case kModernObjDataChanger: modernTypeSetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1); return true; case kModernCustomDudeSpawn: if (gGameOptions.nMonsterSettings && genDudeSpawn(pSprite, -1) != NULL) gKillMgr.sub_263E0(1); return true; case kModernSeqSpawner: case kModernEffectSpawner: switch (event.cmd) { case kCmdOff: if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0); break; case kCmdOn: evKill(nSprite, 3); // queue overflow protect if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1); fallthrough__; case kCmdRepeat: if (pXSprite->txID > 0) modernTypeSendCommand(nSprite, pXSprite->txID, (COMMAND_ID)pXSprite->command); else if (pSprite->type == kModernSeqSpawner) useSeqSpawnerGen(pXSprite, 3, pSprite->index); else useEffectGen(pXSprite, NULL); if (pXSprite->busyTime > 0) evPost(nSprite, 3, ClipLow((int(pXSprite->busyTime) + Random2(pXSprite->data1)) * 120 / 10, 0), kCmdRepeat); break; default: if (pXSprite->state == 0) evPost(nSprite, 3, 0, kCmdOn); else evPost(nSprite, 3, 0, kCmdOff); break; } return true; case kModernWindGenerator: switch (event.cmd) { case kCmdOff: windGenStopWindOnSectors(pXSprite); if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0); break; case kCmdOn: evKill(nSprite, 3); // queue overflow protect if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1); fallthrough__; case kCmdRepeat: if (pXSprite->txID > 0) modernTypeSendCommand(nSprite, pXSprite->txID, (COMMAND_ID)pXSprite->command); else useSectorWindGen(pXSprite, NULL); if (pXSprite->busyTime > 0) evPost(nSprite, 3, pXSprite->busyTime, kCmdRepeat); break; default: if (pXSprite->state == 0) evPost(nSprite, 3, 0, kCmdOn); else evPost(nSprite, 3, 0, kCmdOff); break; } return true; case kModernDudeTargetChanger: // this one is required if data4 of generator was dynamically changed // it turns monsters in normal idle state instead of genIdle, so they not ignore the world. if (pXSprite->dropMsg == 3 && 3 != pXSprite->data4) aiFightActivateDudes(pXSprite->txID); switch (event.cmd) { case kCmdOff: if (pXSprite->data4 == 3) aiFightActivateDudes(pXSprite->txID); if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0); break; case kCmdOn: evKill(nSprite, 3); // queue overflow protect if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1); fallthrough__; case kCmdRepeat: if (pXSprite->txID <= 0 || !aiFightGetDudesForBattle(pXSprite)) { aiFightFreeAllTargets(pXSprite); evPost(nSprite, 3, 0, kCmdOff); break; } else { modernTypeSendCommand(nSprite, pXSprite->txID, (COMMAND_ID)pXSprite->command); } if (pXSprite->busyTime > 0) evPost(nSprite, 3, pXSprite->busyTime, kCmdRepeat); break; default: if (pXSprite->state == 0) evPost(nSprite, 3, 0, kCmdOn); else evPost(nSprite, 3, 0, kCmdOff); break; } pXSprite->dropMsg = pXSprite->data4; return true; case kModernObjDataAccumulator: switch (event.cmd) { case kCmdOff: if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0); break; case kCmdOn: evKill(nSprite, 3); // queue overflow protect if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1); fallthrough__; case kCmdRepeat: // force OFF after *all* TX objects reach the goal value if (pSprite->flags == kModernTypeFlag0 && incDecGoalValueIsReached(pXSprite)) { evPost(nSprite, 3, 0, kCmdOff); break; } if (pXSprite->txID > 0 && pXSprite->data1 > 0 && pXSprite->data1 <= 4) { modernTypeSendCommand(nSprite, pXSprite->txID, (COMMAND_ID)pXSprite->command); if (pXSprite->busyTime > 0) evPost(nSprite, 3, pXSprite->busyTime, kCmdRepeat); } break; default: if (pXSprite->state == 0) evPost(nSprite, 3, 0, kCmdOn); else evPost(nSprite, 3, 0, kCmdOff); break; } return true; case kModernRandom: case kModernRandom2: switch (event.cmd) { case kCmdOff: if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0); break; case kCmdOn: evKill(nSprite, 3); // queue overflow protect if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1); fallthrough__; case kCmdRepeat: useRandomItemGen(pSprite, pXSprite); if (pXSprite->busyTime > 0) evPost(nSprite, 3, (120 * pXSprite->busyTime) / 10, kCmdRepeat); break; default: if (pXSprite->state == 0) evPost(nSprite, 3, 0, kCmdOn); else evPost(nSprite, 3, 0, kCmdOff); break; } return true; case kModernThingTNTProx: if (pSprite->statnum != kStatRespawn) { switch (event.cmd) { case kCmdSpriteProximity: if (pXSprite->state) break; sfxPlay3DSound(pSprite, 452, 0, 0); evPost(nSprite, 3, 30, kCmdOff); pXSprite->state = 1; fallthrough__; case kCmdOn: sfxPlay3DSound(pSprite, 451, 0, 0); pXSprite->Proximity = 1; break; default: actExplodeSprite(pSprite); break; } } return true; case kModernThingEnemyLifeLeech: dudeLeechOperate(pSprite, pXSprite, event); return true; case kModernPlayerControl: { // WIP PLAYER* pPlayer = NULL; int nPlayer = pXSprite->data1; int oldCmd = -1; if ((pPlayer = getPlayerById(nPlayer)) == NULL || pPlayer->pXSprite->health <= 0) return true; else if (pXSprite->command < kCmdNumberic + 3 && pXSprite->command > kCmdNumberic + 4 && !modernTypeSetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1)) return true; TRPLAYERCTRL* pCtrl = &gPlayerCtrl[pPlayer->nPlayer]; if (event.cmd >= kCmdNumberic) { switch (event.cmd) { case kCmdNumberic + 3: // start playing qav scene if (pCtrl->qavScene.index != nSprite || pXSprite->Interrutable) trPlayerCtrlStartScene(pXSprite, pPlayer); return true; case kCmdNumberic + 4: { // stop playing qav scene int scnIndex = pCtrl->qavScene.index; if (spriRangeIsFine(scnIndex) && (scnIndex == nSprite || event.type != OBJ_SPRITE || sprite[event.index].type != kModernPlayerControl)) { if (scnIndex != nSprite) pXSprite = &xsprite[sprite[scnIndex].extra]; trPlayerCtrlStopScene(pXSprite, pPlayer); } return true; } default: oldCmd = pXSprite->command; pXSprite->command = event.cmd; // convert event command to current sprite command break; } } /// !!! COMMANDS OF THE CURRENT SPRITE, NOT OF THE EVENT !!! /// switch (pXSprite->command) { case kCmdLink: // copy properties of sprite to player trPlayerCtrlLink(pXSprite, pPlayer); break; case kCmdNumberic: // player life form if (pXSprite->data2 < kModeHuman || pXSprite->data2 > kModeHumanShrink) break; else trPlayerCtrlSetRace(pXSprite, pPlayer); break; case kCmdNumberic + 1: // 65 (move speed and jump height) // player movement speed (for all races and postures) if (valueIsBetween(pXSprite->data2, -1, 32767)) trPlayerCtrlSetMoveSpeed(pXSprite, pPlayer); // player jump height (for all races and stand posture only) if (valueIsBetween(pXSprite->data3, -1, 32767)) trPlayerCtrlSetJumpHeight(pXSprite, pPlayer); break; case kCmdNumberic + 2: // 66 (player screen effects) if (pXSprite->data3 < 0) break; else trPlayerCtrlSetScreenEffect(pXSprite, pPlayer); break; case kCmdNumberic + 3: // 67 (start playing qav scene) if (pCtrl->qavScene.index == nSprite && !pXSprite->Interrutable) break; else trPlayerCtrlStartScene(pXSprite, pPlayer); break; case kCmdNumberic + 4: // 68 (stop playing qav scene) if (pCtrl->qavScene.index != nSprite) break; else trPlayerCtrlStopScene(pXSprite, pPlayer); break; case kCmdNumberic + 5: // 69 (set player sprite and look angles) //data4 is reserved if (pXSprite->data4 != 0) break; // look angle if (valueIsBetween(pXSprite->data2, -128, 128)) trPlayerCtrlSetLookAngle(pXSprite, pPlayer); // sprite angle (TO-DO: if tx > 0, take a look on TX ID sprite) if (pSprite->flags & kModernTypeFlag1) pPlayer->q16ang = fix16_from_int(pSprite->ang); else if (valueIsBetween(pXSprite->data3, -kAng360, kAng360)) pPlayer->q16ang = fix16_from_int(pXSprite->data3); break; case kCmdNumberic + 6: // 70 (erase player stuff...) if (pXSprite->data2 < 0) break; else trPlayerCtrlEraseStuff(pXSprite, pPlayer); break; case kCmdNumberic + 7: // 71 (give something to player...) if (pXSprite->data2 <= 0) break; else trPlayerCtrlGiveStuff(pXSprite, pPlayer, pCtrl); break; case kCmdNumberic + 8: // 72 (use inventory item) if (pXSprite->data2 < 1 || pXSprite->data2 > 5) break; else trPlayerCtrlUsePackItem(pXSprite, pPlayer); break; } if (oldCmd > -1) pXSprite->command = oldCmd; } return true; case kGenModernMissileUniversal: case kGenModernSound: switch (event.cmd) { case kCmdOff: if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0); break; case kCmdOn: evKill(nSprite, 3); // queue overflow protect if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1); fallthrough__; case kCmdRepeat: switch (pSprite->type) { case kGenModernMissileUniversal: useUniMissileGen(3, pSprite->extra); break; case kGenModernSound: useSoundGen(pSprite, pXSprite); break; } if (pXSprite->txID) evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); if (pXSprite->busyTime > 0) evPost(nSprite, 3, (120 * pXSprite->busyTime) / 10, kCmdRepeat); break; default: if (pXSprite->state == 0) evPost(nSprite, 3, 0, kCmdOn); else evPost(nSprite, 3, 0, kCmdOff); break; } return true; } } bool modernTypeLinkSprite(spritetype* pSprite, XSPRITE* pXSprite, EVENT event) { switch (pSprite->type) { // 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 (event.type != OBJ_SPRITE) break; spritetype* pSprite2 = &sprite[event.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 true; } break; case kMarkerUpWater: case kMarkerUpLink: case kMarkerUpStack: case kMarkerUpGoo: switch (pSprite2->type) { case kMarkerUpWater: case kMarkerUpLink: case kMarkerUpStack: case kMarkerUpGoo: break; default: return true; } break; } // swap link location /*short tmp1 = pXSprite2.data1;*/ /*pXSprite2.data1 = pXSprite.data1;*/ /*pXSprite.data1 = tmp1;*/ if (pXSprite->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; } } return true; // 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 (event.type == OBJ_SPRITE) { int nXSprite2 = sprite[event.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; } return true; } return false; } bool modernTypeOperateWall(int nWall, walltype* pWall, XWALL* pXWall, EVENT event) { switch (pWall->type) { case kSwitchOneWay: switch (event.cmd) { case kCmdOff: SetWallState(nWall, pXWall, 0); break; case kCmdOn: SetWallState(nWall, pXWall, 1); break; default: SetWallState(nWall, pXWall, pXWall->restState ^ 1); break; } return true; default: return false; // no modern type found to work with, go normal OperateWall(); } } bool txIsRanged(XSPRITE* pXSource) { if (pXSource->data1 > 0 && pXSource->data2 <= 0 && pXSource->data3 <= 0 && pXSource->data4 > 0) { if (pXSource->data1 > pXSource->data4) { // data1 must be less than data4 int tmp = pXSource->data1; pXSource->data1 = pXSource->data4; pXSource->data4 = tmp; } return true; } return false; } void seqTxSendCmdAll(XSPRITE* pXSource, int nIndex, COMMAND_ID cmd, bool modernSend) { bool ranged = txIsRanged(pXSource); if (ranged) { for (pXSource->txID = pXSource->data1; pXSource->txID <= pXSource->data4; pXSource->txID++) { if (pXSource->txID < 0 || pXSource->txID >= kChannelUserMax) continue; else if (!modernSend) evSend(nIndex, 3, pXSource->txID, cmd); else modernTypeSendCommand(nIndex, pXSource->txID, cmd); } } else { for (int i = 0; i <= 3; i++) { pXSource->txID = GetDataVal(&sprite[pXSource->reference], i); if (pXSource->txID < 0 || pXSource->txID >= kChannelUserMax) continue; else if (!modernSend) evSend(nIndex, 3, pXSource->txID, cmd); else modernTypeSendCommand(nIndex, pXSource->txID, cmd); } } pXSource->txID = pXSource->sysData1 = 0; return; } void useRandomTx(XSPRITE* pXSource, COMMAND_ID cmd, bool setState) { spritetype* pSource = &sprite[pXSource->reference]; int tx = 0; int maxRetries = kMaxRandomizeRetries; if (txIsRanged(pXSource)) { while (maxRetries-- >= 0) { if ((tx = nnExtRandom(pXSource->data1, pXSource->data4)) != pXSource->txID) break; } } else { while (maxRetries-- >= 0) { if ((tx = randomGetDataValue(pXSource, kRandomizeTX)) > 0 && tx != pXSource->txID) break; } } pXSource->txID = (tx > 0 && tx < kChannelUserMax) ? tx : 0; if (setState) SetSpriteState(pSource->index, pXSource, pXSource->state ^ 1); //evSend(pSource->index, OBJ_SPRITE, pXSource->txID, (COMMAND_ID)pXSource->command); } void useSequentialTx(XSPRITE* pXSource, COMMAND_ID cmd, bool setState) { spritetype* pSource = &sprite[pXSource->reference]; bool range = txIsRanged(pXSource); int cnt = 3; int tx = 0; if (range) { // make sure sysData is correct as we store current index of TX ID here. if (pXSource->sysData1 < pXSource->data1) pXSource->sysData1 = pXSource->data1; else if (pXSource->sysData1 > pXSource->data4) pXSource->sysData1 = pXSource->data4; } else { // make sure sysData is correct as we store current index of data field here. if (pXSource->sysData1 > 3) pXSource->sysData1 = 0; else if (pXSource->sysData1 < 0) pXSource->sysData1 = 3; } switch (cmd) { case kCmdOff: if (!range) { while (cnt-- >= 0) { // skip empty data fields if (pXSource->sysData1-- < 0) pXSource->sysData1 = 3; if ((tx = GetDataVal(pSource, pXSource->sysData1)) <= 0) continue; else break; } } else { if (--pXSource->sysData1 < pXSource->data1) pXSource->sysData1 = pXSource->data4; tx = pXSource->sysData1; } break; default: if (!range) { while (cnt-- >= 0) { // skip empty data fields if (pXSource->sysData1 > 3) pXSource->sysData1 = 0; if ((tx = GetDataVal(pSource, pXSource->sysData1++)) <= 0) continue; else break; } } else { tx = pXSource->sysData1; if (pXSource->sysData1 >= pXSource->data4) { pXSource->sysData1 = pXSource->data1; break; } pXSource->sysData1++; } break; } pXSource->txID = (tx > 0 && tx < kChannelUserMax) ? tx : 0; if (setState) SetSpriteState(pSource->index, pXSource, pXSource->state ^ 1); //evSend(pSource->index, OBJ_SPRITE, pXSource->txID, (COMMAND_ID)pXSource->command); } void useRandomItemGen(spritetype* pSource, XSPRITE* pXSource) { // let's first search for previously dropped items and remove it if (pXSource->dropMsg > 0) { for (short nItem = headspritestat[kStatItem]; nItem >= 0; nItem = nextspritestat[nItem]) { spritetype* pItem = &sprite[nItem]; if ((unsigned int)pItem->type == pXSource->dropMsg && pItem->x == pSource->x && pItem->y == pSource->y && pItem->z == pSource->z) { gFX.fxSpawn((FX_ID)29, pSource->sectnum, pSource->x, pSource->y, pSource->z, 0); pItem->type = kSpriteDecoration; actPostSprite(nItem, kStatFree); break; } } } // then drop item spritetype* pDrop = randomDropPickupObject(pSource, pXSource->dropMsg); // check if generator affected by physics if (pDrop != NULL && debrisGetIndex(pSource->index) != -1 && (pDrop->extra >= 0 || dbInsertXSprite(pDrop->index) > 0)) { int nIndex = debrisGetFreeIndex(); if (nIndex >= 0) { xsprite[pDrop->extra].physAttr |= kPhysMove | kPhysGravity | kPhysFalling; // must fall always pSource->cstat &= ~CSTAT_SPRITE_BLOCK; gPhysSpritesList[nIndex] = pDrop->index; if (nIndex >= gPhysSpritesCount) gPhysSpritesCount++; getSpriteMassBySize(pDrop); // create mass cache } } } void useUniMissileGen(int, int nXSprite) { XSPRITE* pXSprite = &xsprite[nXSprite]; int dx = 0, dy = 0, dz = 0; spritetype* pSprite = &sprite[pXSprite->reference]; if (pXSprite->data1 < kMissileBase || pXSprite->data1 >= kMissileMax) return; if (pSprite->cstat & 32) { if (pSprite->cstat & 8) dz = 0x4000; else dz = -0x4000; } else { dx = 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->index] = mulscale(velocity, dx, 14); yvel[pMissile->index] = mulscale(velocity, dy, 14); zvel[pMissile->index] = mulscale(velocity, dz, 14); } // add bursting for missiles if (pMissile->type != kMissileFlareAlt && pXSprite->data4 > 0) evPost(pMissile->index, 3, ClipHigh(pXSprite->data4, 500), kCallbackMissileBurst); } } void useSoundGen(spritetype* pSource, XSPRITE* pXSource) { int pitch = pXSource->data4 << 1; if (pitch < 2000) pitch = 0; sfxPlay3DSoundCP(pSource, pXSource->data2, -1, 0, pitch, pXSource->data3); } void useIncDecGen(XSPRITE* pXSource, short objType, int objIndex) { int data = getDataFieldOfObject(objType, objIndex, pXSource->data1); if (data == -65535) return; spritetype* pSource = &sprite[pXSource->reference]; 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 (!incDecGoalValueIsReached(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 (!incDecGoalValueIsReached(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(objType, objIndex, pXSource->data1, data); } void useDataChanger(XSPRITE* pXSource, int objType, int objIndex) { spritetype* pSource = &sprite[pXSource->reference]; switch (objType) { case OBJ_SECTOR: if ((pSource->flags & kModernTypeFlag1) || (pXSource->data1 != -1 && pXSource->data1 != 32767)) setDataValueOfObject(objType, objIndex, 1, pXSource->data1); break; case OBJ_SPRITE: if ((pSource->flags & kModernTypeFlag1) || (pXSource->data1 != -1 && pXSource->data1 != 32767)) setDataValueOfObject(objType, objIndex, 1, pXSource->data1); if ((pSource->flags & kModernTypeFlag1) || (pXSource->data2 != -1 && pXSource->data2 != 32767)) setDataValueOfObject(objType, objIndex, 2, pXSource->data2); if ((pSource->flags & kModernTypeFlag1) || (pXSource->data3 != -1 && pXSource->data3 != 32767)) setDataValueOfObject(objType, objIndex, 3, pXSource->data3); if ((pSource->flags & kModernTypeFlag1) || pXSource->data4 != 65535) setDataValueOfObject(objType, objIndex, 4, pXSource->data4); break; case OBJ_WALL: if ((pSource->flags & kModernTypeFlag1) || (pXSource->data1 != -1 && pXSource->data1 != 32767)) setDataValueOfObject(objType, objIndex, 1, pXSource->data1); break; } } void useSectorLigthChanger(XSPRITE* pXSource, XSECTOR* pXSector) { spritetype* pSource = &sprite[pXSource->reference]; if (valueIsBetween(pXSource->data1, -1, 32767)) 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[pXSector->reference].extra) continue; found = true; break; } if (!found) shadeList[shadeCount++] = sector[pXSector->reference].extra; } } void useTargetChanger(XSPRITE* pXSource, spritetype* pSprite) { if (!IsDudeSprite(pSprite) || pSprite->statnum != kStatDude) { switch (pSprite->type) { // can be dead dude turned in gib // make current target and all other dudes not attack this dude anymore case kThingBloodBits: case kThingBloodChunks: aiFightFreeTargets(pSprite->index); return; default: return; } } spritetype* pSource = &sprite[pXSource->reference]; XSPRITE* pXSprite = &xsprite[pSprite->extra]; spritetype* pTarget = NULL; XSPRITE* pXTarget = NULL; int receiveHp = 33 + Random(33); DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); int matesPerEnemy = 1; // dude is burning? if (pXSprite->burnTime > 0 && spriRangeIsFine(pXSprite->burnSource)) { if (IsBurningDude(pSprite)) return; else { spritetype* pBurnSource = &sprite[pXSprite->burnSource]; if (pBurnSource->extra >= 0) { if (pXSource->data2 == 1 && aiFightIsMateOf(pXSprite, &xsprite[pBurnSource->extra])) { pXSprite->burnTime = 0; // heal dude a bit in case of friendly fire 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; } } } } spritetype* pPlayer = aiFightTargetIsPlayer(pXSprite); // special handling for player(s) if target changer data4 > 2. if (pPlayer != NULL) { if (pXSource->data4 == 3) { aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z); aiSetGenIdleState(pSprite, pXSprite); if (pSprite->type == kDudeModernCustom && leechIsDropped(pSprite)) removeLeech(leechIsDropped(pSprite)); } else if (pXSource->data4 == 4) { aiSetTarget(pXSprite, pPlayer->x, pPlayer->y, pPlayer->z); if (pSprite->type == kDudeModernCustom && leechIsDropped(pSprite)) removeLeech(leechIsDropped(pSprite)); } } int maxAlarmDudes = 8 + Random(8); if (pXSprite->target > -1 && sprite[pXSprite->target].extra > -1 && pPlayer == NULL) { pTarget = &sprite[pXSprite->target]; pXTarget = &xsprite[pTarget->extra]; if (aiFightUnitCanFly(pSprite) && aiFightIsMeleeUnit(pTarget) && !aiFightUnitCanFly(pTarget)) pSprite->flags |= 0x0002; else if (aiFightUnitCanFly(pSprite)) pSprite->flags &= ~0x0002; if (!IsDudeSprite(pTarget) || pXTarget->health < 1 || !aiFightDudeCanSeeTarget(pXSprite, pDudeInfo, pTarget)) { aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z); } // dude attack or attacked by target that does not fit by data id? else if (pXSource->data1 != 666 && pXTarget->data1 != pXSource->data1) { if (aiFightDudeIsAffected(pXTarget)) { // force stop attack target aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z); if (pXSprite->burnSource == pTarget->index) { pXSprite->burnTime = 0; pXSprite->burnSource = -1; } // force stop attack dude aiSetTarget(pXTarget, pTarget->x, pTarget->y, pTarget->z); if (pXTarget->burnSource == pSprite->index) { pXTarget->burnTime = 0; pXTarget->burnSource = -1; } } } // instantly kill annoying spiders, rats, hands etc if dude is big enough else if (aiFightIsAnnoyingUnit(pTarget) && !aiFightIsAnnoyingUnit(pSprite) && tilesiz[pSprite->picnum].y >= 60 && aiFightGetTargetDist(pSprite, pDudeInfo, pTarget) < 2) { actKillDude(pSource->index, pTarget, DAMAGE_TYPE_0, 65535); aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z); } else if (pXSource->data2 == 1 && aiFightIsMateOf(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 = getDudeInfo(pMate->type); 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->index) { aiSetTarget(pXMate, pMate->x, pMate->y, pMate->z); } else if (!aiFightIsMateOf(pXSprite, &xsprite[pTarget->extra])) { // force dude to attack same target that mate have aiSetTarget(pXSprite, pTarget->index); return; } else { // force mate to stop attack another mate aiSetTarget(pXMate, pMate->x, pMate->y, pMate->z); } } // force dude stop attack mate, if target was not changed previously if (pXSprite->target == pMate->index) aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z); } // check if targets aims player then force this target to fight with dude else if (aiFightTargetIsPlayer(pXTarget) != NULL) { aiSetTarget(pXTarget, pSprite->index); } int mDist = 3; if (aiFightIsMeleeUnit(pSprite)) mDist = 2; if (pXSprite->target >= 0 && aiFightGetTargetDist(pSprite, pDudeInfo, &sprite[pXSprite->target]) < mDist) { if (!isActive(pSprite->index)) aiActivateDude(pSprite, pXSprite); return; } // lets try to look for target that fits better by distance else if (((int)gFrameClock & 256) != 0 && (pXSprite->target < 0 || aiFightGetTargetDist(pSprite, pDudeInfo, pTarget) >= mDist)) { pTarget = aiFightGetTargetInRange(pSprite, 0, mDist, pXSource->data1, pXSource->data2); if (pTarget != NULL) { pXTarget = &xsprite[pTarget->extra]; // Make prev target not aim in dude if (pXSprite->target > -1) { spritetype* prvTarget = &sprite[pXSprite->target]; aiSetTarget(&xsprite[prvTarget->extra], prvTarget->x, prvTarget->y, prvTarget->z); if (!isActive(pTarget->index)) aiActivateDude(pTarget, pXTarget); } // Change target for dude aiSetTarget(pXSprite, pTarget->index); if (!isActive(pSprite->index)) aiActivateDude(pSprite, pXSprite); // ...and change target of target to dude to force it fight if (pXSource->data3 > 0 && pXTarget->target != pSprite->index) { aiSetTarget(pXTarget, pSprite->index); if (!isActive(pTarget->index)) aiActivateDude(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[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { pTarget = &sprite[nSprite]; pXTarget = &xsprite[pTarget->extra]; if (pXTarget->target == pSprite->index) { aiSetTarget(pXSprite, pTarget->index); return; } // skip non-dudes and players if (!IsDudeSprite(pTarget) || (IsPlayerSprite(pTarget) && pXSource->data4 > 0) || pTarget->owner == pSprite->index) continue; // avoid self aiming, those who dude can't see, and those who dude own else if (!aiFightDudeCanSeeTarget(pXSprite, pDudeInfo, pTarget) || pSprite->index == pTarget->index) continue; // if Target Changer have data1 = 666, everyone can be target, except AI team mates. else if (pXSource->data1 != 666 && pXSource->data1 != pXTarget->data1) continue; // don't attack immortal, burning dudes and mates if (IsBurningDude(pTarget) || !IsKillableDude(pTarget) || (pXSource->data2 == 1 && aiFightIsMateOf(pXSprite, pXTarget))) continue; if (pXSource->data2 == 0 || (pXSource->data2 == 1 && !aiFightMatesHaveSameTarget(pXSprite, pTarget, matesPerEnemy))) { // Change target for dude aiSetTarget(pXSprite, pTarget->index); if (!isActive(pSprite->index)) aiActivateDude(pSprite, pXSprite); // ...and change target of target to dude to force it fight if (pXSource->data3 > 0 && pXTarget->target != pSprite->index) { aiSetTarget(pXTarget, pSprite->index); if (!isActive(pTarget->index)) aiActivateDude(pTarget, pXTarget); if (pXSource->data3 == 2) aiFightAlarmDudesInSight(pTarget, maxAlarmDudes); } return; } break; } } // got no target - let's ask mates if they have targets if ((pXSprite->target < 0 || pPlayer != NULL) && pXSource->data2 == 1 && ((int)gFrameClock & 64) != 0) { spritetype* pMateTarget = NULL; if ((pMateTarget = aiFightGetMateTargets(pXSprite)) != NULL && pMateTarget->extra > 0) { XSPRITE* pXMateTarget = &xsprite[pMateTarget->extra]; if (aiFightDudeCanSeeTarget(pXSprite, pDudeInfo, pMateTarget)) { if (pXMateTarget->target < 0) { aiSetTarget(pXMateTarget, pSprite->index); if (IsDudeSprite(pMateTarget) && !isActive(pMateTarget->index)) aiActivateDude(pMateTarget, pXMateTarget); } aiSetTarget(pXSprite, pMateTarget->index); if (!isActive(pSprite->index)) aiActivateDude(pSprite, pXSprite); return; // try walk in mate direction in case if not see the target } else if (pXMateTarget->target >= 0 && aiFightDudeCanSeeTarget(pXSprite, pDudeInfo, &sprite[pXMateTarget->target])) { spritetype* pMate = &sprite[pXMateTarget->target]; pXSprite->target = pMateTarget->index; pXSprite->targetX = pMate->x; pXSprite->targetY = pMate->y; pXSprite->targetZ = pMate->z; if (!isActive(pSprite->index)) aiActivateDude(pSprite, pXSprite); return; } } } } void usePictureChanger(XSPRITE* pXSource, int objType, int objIndex) { spritetype* pSource = &sprite[pXSource->reference]; switch (objType) { case OBJ_SECTOR: { if (valueIsBetween(pXSource->data1, -1, 32767)) sector[objIndex].floorpicnum = pXSource->data1; if (valueIsBetween(pXSource->data2, -1, 32767)) sector[objIndex].ceilingpicnum = pXSource->data2; XSECTOR* pXSector = &xsector[sector[objIndex].extra]; if (valueIsBetween(pXSource->data3, -1, 32767)) { sector[objIndex].floorpal = pXSource->data3; if (pSource->flags & kModernTypeFlag1) pXSector->floorpal = pXSource->data3; } if (valueIsBetween(pXSource->data4, -1, 65535)) { sector[objIndex].ceilingpal = pXSource->data4; if (pSource->flags & kModernTypeFlag1) pXSector->ceilpal = pXSource->data4; } break; } case OBJ_SPRITE: if (valueIsBetween(pXSource->data1, -1, 32767)) sprite[objIndex].picnum = pXSource->data1; if (pXSource->data2 >= 0) sprite[objIndex].shade = (pXSource->data2 > 127) ? 127 : pXSource->data2; else if (pXSource->data2 < -1) sprite[objIndex].shade = (pXSource->data2 < -127) ? -127 : pXSource->data2; if (valueIsBetween(pXSource->data3, -1, 32767)) sprite[objIndex].pal = pXSource->data3; break; case OBJ_WALL: if (valueIsBetween(pXSource->data1, -1, 32767)) wall[objIndex].picnum = pXSource->data1; if (valueIsBetween(pXSource->data2, -1, 32767)) wall[objIndex].overpicnum = pXSource->data2; if (valueIsBetween(pXSource->data3, -1, 32767)) wall[objIndex].pal = pXSource->data3; break; } } //--------------------------------------- // player related QAV* playerQavSceneLoad(int qavId) { QAV* pQav = NULL; DICTNODE* hQav = gSysRes.Lookup(qavId, "QAV"); if (hQav) pQav = (QAV*)gSysRes.Lock(hQav); else viewSetSystemMessage("Failed to load QAV animation #%d", qavId); return pQav; } void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene) { int nIndex = pQavScene->index; if (sprite[nIndex].extra >= 0) { XSPRITE* pXSprite = &xsprite[sprite[nIndex].extra]; if (pXSprite->waitTime > 0 && --pXSprite->sysData1 <= 0) { if (pXSprite->txID > 0) evSend(nIndex, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); if (pXSprite->locked) trPlayerCtrlStopScene(pXSprite, pPlayer); else evPost(nIndex, 3, 0, (COMMAND_ID)(kCmdNumberic + 4)); } else { playerQavScenePlay(pPlayer); pPlayer->weaponTimer = ClipLow(pPlayer->weaponTimer -= 4, 0); } } else { pQavScene->index = pPlayer->sceneQav = -1; pQavScene->qavResrc = NULL; } } void playerQavSceneDraw(PLAYER* pPlayer, int a2, int a3, int a4, int a5) { if (pPlayer == NULL || pPlayer->sceneQav == -1) return; QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene; spritetype* pSprite = &sprite[pQavScene->index]; if (pQavScene->qavResrc != NULL) { QAV* pQAV = pQavScene->qavResrc; int v4 = (pPlayer->weaponTimer == 0) ? (int)totalclock % pQAV->at10 : pQAV->at10 - pPlayer->weaponTimer; int flags = 2; int nInv = powerupCheck(pPlayer, kPwUpShadowCloak); if (nInv >= 120 * 8 || (nInv != 0 && ((int)totalclock & 32))) { a2 = -128; flags |= 1; } // draw as weapon if (!(pSprite->flags & kModernTypeFlag1)) { pQAV->x = a3; pQAV->y = a4; pQAV->Draw(v4, flags, a2, a5); // draw fullscreen (currently 4:3 only) } else { int wx1 = windowxy1.x, wy1 = windowxy1.y, wx2 = windowxy2.x, wy2 = windowxy2.y; windowxy2.x = xdim - 1; windowxy2.y = ydim - 1; windowxy1.x = windowxy1.y = 0; pQAV->Draw(v4, flags, a2, a5); windowxy1.x = wx1; windowxy1.y = wy1; windowxy2.x = wx2; windowxy2.y = wy2; } } } void playerQavScenePlay(PLAYER* pPlayer) { if (pPlayer == NULL || pPlayer->sceneQav == -1) return; QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene; if (pQavScene->qavResrc != NULL) { QAV* pQAV = pQavScene->qavResrc; pQAV->nSprite = pPlayer->pSprite->index; int nTicks = pQAV->at10 - pPlayer->weaponTimer; pQAV->Play(nTicks - 4, nTicks, pPlayer->qavCallback, pPlayer); } } void playerQavSceneReset(PLAYER* pPlayer) { QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene; pQavScene->index = pQavScene->dummy = pPlayer->sceneQav = -1; pQavScene->qavResrc = NULL; } bool playerSizeShrink(PLAYER* pPlayer, int divider) { pPlayer->pXSprite->scale = 256 / divider; playerSetRace(pPlayer, kModeHumanShrink); return true; } bool playerSizeGrow(PLAYER* pPlayer, int multiplier) { pPlayer->pXSprite->scale = 256 * multiplier; playerSetRace(pPlayer, kModeHumanGrown); return true; } bool playerSizeReset(PLAYER* pPlayer) { playerSetRace(pPlayer, kModeHuman); pPlayer->pXSprite->scale = 0; return true; } void playerDeactivateShrooms(PLAYER* pPlayer) { powerupDeactivate(pPlayer, kPwUpGrowShroom); pPlayer->pwUpTime[kPwUpGrowShroom] = 0; powerupDeactivate(pPlayer, kPwUpShrinkShroom); pPlayer->pwUpTime[kPwUpShrinkShroom] = 0; } PLAYER* getPlayerById(short id) { // relative to connected players if (id >= 1 && id <= kMaxPlayers) { id = id - 1; for (int i = connecthead; i >= 0; i = connectpoint2[i]) { if (id == gPlayer[i].nPlayer) return &gPlayer[i]; } // absolute sprite type } else if (id >= kDudePlayer1 && id <= kDudePlayer8) { for (int i = connecthead; i >= 0; i = connectpoint2[i]) { if (id == gPlayer[i].pSprite->type) return &gPlayer[i]; } } //viewSetSystemMessage("There is no player id #%d", id); return NULL; } // misc functions bool IsBurningDude(spritetype* pSprite) { if (pSprite == NULL) return false; switch (pSprite->type) { case kDudeBurningInnocent: case kDudeBurningCultist: case kDudeBurningZombieAxe: case kDudeBurningZombieButcher: case kDudeBurningTinyCaleb: case kDudeBurningBeast: case kDudeModernCustomBurning: return true; } return false; } bool IsKillableDude(spritetype* pSprite) { switch (pSprite->type) { case kDudeGargoyleStatueFlesh: case kDudeGargoyleStatueStone: return false; default: if (!IsDudeSprite(pSprite) || xsprite[pSprite->extra].locked == 1) return false; return true; } } bool isGrown(spritetype* pSprite) { if (powerupCheck(&gPlayer[pSprite->type - kDudePlayer1], kPwUpGrowShroom) > 0) return true; else if (pSprite->extra >= 0 && xsprite[pSprite->extra].scale >= 512) return true; else return false; } bool isShrinked(spritetype* pSprite) { if (powerupCheck(&gPlayer[pSprite->type - kDudePlayer1], kPwUpShrinkShroom) > 0) return true; else if (pSprite->extra >= 0 && xsprite[pSprite->extra].scale > 0 && xsprite[pSprite->extra].scale <= 128) return true; else return false; } bool isActive(int nSprite) { if (sprite[nSprite].extra < 0 || sprite[nSprite].extra >= kMaxXSprites) return false; XSPRITE* pXDude = &xsprite[sprite[nSprite].extra]; switch (pXDude->aiState->stateType) { case kAiStateIdle: case kAiStateGenIdle: case kAiStateSearch: case kAiStateMove: case kAiStateOther: return false; default: return true; } } int getDataFieldOfObject(int objType, int objIndex, int dataIndex) { int data = -65535; switch (objType) { case OBJ_SPRITE: switch (dataIndex) { case 1: return xsprite[sprite[objIndex].extra].data1; case 2: return xsprite[sprite[objIndex].extra].data2; case 3: switch (sprite[objIndex].type) { case kDudeModernCustom: return xsprite[sprite[objIndex].extra].sysData1; default: return xsprite[sprite[objIndex].extra].data3; } case 4:return xsprite[sprite[objIndex].extra].data4; default: return data; } case OBJ_SECTOR: return xsector[sector[objIndex].extra].data; case OBJ_WALL: return xwall[wall[objIndex].extra].data; default: return data; } } bool setDataValueOfObject(int objType, int objIndex, int dataIndex, int value) { switch (objType) { case OBJ_SPRITE: { XSPRITE* pXSprite = &xsprite[sprite[objIndex].extra]; // exceptions if (IsDudeSprite(&sprite[objIndex]) && pXSprite->health <= 0) return true; switch (sprite[objIndex].type) { case kThingBloodBits: case kThingBloodChunks: case kThingZombieHead: return true; break; } switch (dataIndex) { case 1: xsprite[sprite[objIndex].extra].data1 = value; switch (sprite[objIndex].type) { case kSwitchCombo: if (value == xsprite[sprite[objIndex].extra].data2) SetSpriteState(objIndex, &xsprite[sprite[objIndex].extra], 1); else SetSpriteState(objIndex, &xsprite[sprite[objIndex].extra], 0); break; case kDudeModernCustom: case kDudeModernCustomBurning: gGenDudeExtra[objIndex].updReq[kGenDudePropertyWeapon] = true; gGenDudeExtra[objIndex].updReq[kGenDudePropertyDmgScale] = true; evPost(objIndex, 3, kGenDudeUpdTimeRate, kCallbackGenDudeUpdate); break; } return true; case 2: xsprite[sprite[objIndex].extra].data2 = value; switch (sprite[objIndex].type) { case kDudeModernCustom: case kDudeModernCustomBurning: gGenDudeExtra[objIndex].updReq[kGenDudePropertySpriteSize] = true; gGenDudeExtra[objIndex].updReq[kGenDudePropertyMass] = true; gGenDudeExtra[objIndex].updReq[kGenDudePropertyDmgScale] = true; gGenDudeExtra[objIndex].updReq[kGenDudePropertyStates] = true; gGenDudeExtra[objIndex].updReq[kGenDudePropertyAttack] = true; evPost(objIndex, 3, kGenDudeUpdTimeRate, kCallbackGenDudeUpdate); break; } return true; case 3: xsprite[sprite[objIndex].extra].data3 = value; switch (sprite[objIndex].type) { case kDudeModernCustom: case kDudeModernCustomBurning: xsprite[sprite[objIndex].extra].sysData1 = value; break; } return true; case 4: xsprite[sprite[objIndex].extra].data4 = value; return true; default: return false; } } case OBJ_SECTOR: xsector[sector[objIndex].extra].data = value; return true; case OBJ_WALL: xwall[wall[objIndex].extra].data = value; return true; default: return false; } } // this function checks if all TX objects have the same value bool incDecGoalValueIsReached(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; } if (gEventRedirectsUsed) { int rx = 0; XSPRITE* pXRedir = eventRedirected(OBJ_SPRITE, sprite[pXSprite->reference].extra, false); if (pXRedir == NULL) return true; else if (txIsRanged(pXRedir)) { if (!channelRangeIsFine(pXRedir->data4 - pXRedir->data1)) return false; for (rx = pXRedir->data1; rx <= pXRedir->data4; rx++) { for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) { if (getDataFieldOfObject(rxBucket[i].type, rxBucket[i].index, pXSprite->data1) != pXSprite->data3) return false; } } } else { for (int i = 0; i <= 3; i++) { if (!channelRangeIsFine((rx = GetDataVal(&sprite[pXRedir->reference], i)))) continue; for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) { if (getDataFieldOfObject(rxBucket[i].type, rxBucket[i].index, pXSprite->data1) != pXSprite->data3) return false; } } } } return true; } // this function can be called via sending numbered command to TX kChannelModernEndLevelCustom // it allows to set custom next level instead of taking it from INI file. void levelEndLevelCustom(int nLevel) { gGameOptions.uGameFlags |= 1; if (nLevel >= 16 || nLevel < 0) { gGameOptions.uGameFlags |= 2; gGameOptions.nLevel = 0; return; } gNextLevel = nLevel; } void callbackUniMissileBurst(int nSprite) // 22 { dassert(nSprite >= 0 && nSprite < kMaxSprites); if (sprite[nSprite].statnum != kStatProjectile) return; spritetype* pSprite = &sprite[nSprite]; int nAngle = getangle(xvel[nSprite], yvel[nSprite]); int nRadius = 0x55555; for (int i = 0; i < 8; i++) { spritetype* pBurst = actSpawnSprite(pSprite, 5); pBurst->type = pSprite->type; pBurst->shade = pSprite->shade; pBurst->picnum = pSprite->picnum; pBurst->cstat = pSprite->cstat; if ((pBurst->cstat & CSTAT_SPRITE_BLOCK)) { pBurst->cstat &= ~CSTAT_SPRITE_BLOCK; // we don't want missiles impact each other evPost(pBurst->index, 3, 100, kCallbackMissileSpriteBlock); // so set blocking flag a bit later } pBurst->pal = pSprite->pal; pBurst->clipdist = pSprite->clipdist / 4; pBurst->flags = pSprite->flags; pBurst->xrepeat = pSprite->xrepeat / 2; pBurst->yrepeat = pSprite->yrepeat / 2; pBurst->ang = ((pSprite->ang + missileInfo[pSprite->type - kMissileBase].angleOfs) & 2047); pBurst->owner = pSprite->owner; actBuildMissile(pBurst, pBurst->extra, pSprite->index); int nAngle2 = (i << 11) / 8; int dx = 0; int dy = mulscale30r(nRadius, Sin(nAngle2)); int dz = mulscale30r(nRadius, -Cos(nAngle2)); if (i & 1) { dy >>= 1; dz >>= 1; } RotateVector(&dx, &dy, nAngle); xvel[pBurst->index] += dx; yvel[pBurst->index] += dy; zvel[pBurst->index] += dz; evPost(pBurst->index, 3, 960, kCallbackRemove); } evPost(nSprite, 3, 0, kCallbackRemove); } void callbackMakeMissileBlocking(int nSprite) // 23 { dassert(nSprite >= 0 && nSprite < kMaxSprites); if (sprite[nSprite].statnum != kStatProjectile) return; sprite[nSprite].cstat |= CSTAT_SPRITE_BLOCK; } void callbackGenDudeUpdate(int nSprite) // 24 { if (spriRangeIsFine(nSprite)) genDudeUpdate(&sprite[nSprite]); } class NNLoadSave : public LoadSave { virtual void Load(void); virtual void Save(void); }; void NNLoadSave::Load(void) { Read(gSpriteMass, sizeof(gSpriteMass)); Read(&gProxySpritesCount, sizeof(gProxySpritesCount)); Read(gProxySpritesList, sizeof(gProxySpritesList)); Read(&gSightSpritesCount, sizeof(gSightSpritesCount)); Read(gSightSpritesList, sizeof(gSightSpritesList)); Read(&gPhysSpritesCount, sizeof(gPhysSpritesCount)); Read(gPhysSpritesList, sizeof(gPhysSpritesList)); Read(&gImpactSpritesCount, sizeof(gImpactSpritesCount)); Read(gImpactSpritesList, sizeof(gImpactSpritesList)); Read(&gEventRedirectsUsed, sizeof(gEventRedirectsUsed)); } void NNLoadSave::Save(void) { Write(gSpriteMass, sizeof(gSpriteMass)); Write(&gProxySpritesCount, sizeof(gProxySpritesCount)); Write(gProxySpritesList, sizeof(gProxySpritesList)); Write(&gSightSpritesCount, sizeof(gSightSpritesCount)); Write(gSightSpritesList, sizeof(gSightSpritesList)); Write(&gPhysSpritesCount, sizeof(gPhysSpritesCount)); Write(gPhysSpritesList, sizeof(gPhysSpritesList)); Write(&gImpactSpritesCount, sizeof(gImpactSpritesCount)); Write(gImpactSpritesList, sizeof(gImpactSpritesList)); Write(&gEventRedirectsUsed, sizeof(gEventRedirectsUsed)); } static NNLoadSave* myLoadSave; void NNLoadSaveConstruct(void) { myLoadSave = new NNLoadSave(); } /////////////////////////////////////////////////////////////////// // This file provides modern features for mappers. // For full documentation please visit http://cruo.bloodgame.ru/xxsystem /////////////////////////////////////////////////////////////////// END_BLD_NS #endif