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

9440 lines
281 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
Copyright (C) NoOne
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////
// This file provides modern features for mappers.
// For full documentation please visit http://cruo.bloodgame.ru/xxsystem
///////////////////////////////////////////////////////////////////
#include "ns.h"
#ifdef NOONE_EXTENSIONS
#include <random>
#include "blood.h"
#include "savegamehelp.h"
BEGIN_BLD_NS
inline int mulscale8(int a, int b) { return MulScale(a, b, 8); }
bool gAllowTrueRandom = false;
bool gEventRedirectsUsed = false;
CVARD(Bool, nnext_showconditionsprites, false, 0, "makes kModernCondition sprites visable")
short gEffectGenCallbacks[] = {
kCallbackFXFlameLick,
kCallbackFXFlareSpark,
kCallbackFXFlareSparkLite,
kCallbackFXZombieSpurt,
kCallbackFXBloodSpurt,
kCallbackFXArcSpark,
kCallbackFXTeslaAlt,
};
TRPLAYERCTRL gPlayerCtrl[kMaxPlayers];
TRCONDITION gCondition[kMaxTrackingConditions];
int gTrackingCondsCount;
std::default_random_engine gStdRandom;
const 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
};
const 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,
};
const 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,
};
const DUDEINFO_EXTRA gDudeInfoExtra[] = {
{ false, false, -1, -1, -1, -1, -1, -1 }, // 200
{ false, false, 0, 9, 13, 13, 17, 14 }, // 201
{ false, false, 0, 9, 13, 13, 17, 14 }, // 202
{ false, true, 0, 8, 0, 8, -1, -1 }, // 203
{ false, false, 0, 8, 0, 8, -1, -1 }, // 204
{ false, true, 1, -1, -1, -1, -1, -1 }, // 205
{ true, true, 0, 0, 0, 0, -1, -1 }, // 206
{ true, false, 0, 0, 0, 0, -1, -1 }, // 207
{ true, false, 1, -1, -1, -1, -1, -1 }, // 208
{ true, false, 1, -1, -1, -1, -1, -1 }, // 209
{ true, true, 0, 0, 0, 0, -1, -1 }, // 210
{ false, true, 0, 8, 0, 8, -1, -1 }, // 211
{ false, true, 0, 6, 0, 6, -1, -1 }, // 212
{ false, true, 0, 7, 0, 7, -1, -1 }, // 213
{ false, true, 0, 7, 0, 7, -1, -1 }, // 214
{ false, true, 0, 7, 0, 7, -1, -1 }, // 215
{ false, true, 0, 7, 0, 7, -1, -1 }, // 216
{ false, true, 0, 9, 10, 10, -1, -1 }, // 217
{ false, true, 0, 0, 0, 0, -1, -1 }, // 218
{ true, false, 7, 7, 7, 7, -1, -1 }, // 219
{ false, true, 0, 7, 0, 7, -1, -1 }, // 220
{ false, false, -1, -1, -1, -1, -1, -1 }, // 221
{ false, true, -1, -1, -1, -1, -1, -1 }, // 222
{ false, false, -1, -1, -1, -1, -1, -1 }, // 223
{ false, true, -1, -1, -1, -1, -1, -1 }, // 224
{ false, false, -1, -1, -1, -1, -1, -1 }, // 225
{ false, false, -1, -1, -1, -1, -1, -1 }, // 226
{ false, false, 0, 7, 0, 7, -1, -1 }, // 227
{ false, false, 0, 7, 0, 7, -1, -1 }, // 228
{ false, false, 0, 8, 0, 8, -1, -1 }, // 229
{ false, false, 0, 9, 13, 13, 17, 14 }, // 230
{ false, false, -1, -1, -1, -1, -1, -1 }, // 231
{ false, false, -1, -1, -1, -1, -1, -1 }, // 232
{ false, false, -1, -1, -1, -1, -1, -1 }, // 233
{ false, false, -1, -1, -1, -1, -1, -1 }, // 234
{ false, false, -1, -1, -1, -1, -1, -1 }, // 235
{ false, false, -1, -1, -1, -1, -1, -1 }, // 236
{ false, false, -1, -1, -1, -1, -1, -1 }, // 237
{ false, false, -1, -1, -1, -1, -1, -1 }, // 238
{ false, false, -1, -1, -1, -1, -1, -1 }, // 239
{ false, false, -1, -1, -1, -1, -1, -1 }, // 240
{ false, false, -1, -1, -1, -1, -1, -1 }, // 241
{ false, false, -1, -1, -1, -1, -1, -1 }, // 242
{ false, false, -1, -1, -1, -1, -1, -1 }, // 243
{ false, true, -1, -1, -1, -1, -1, -1 }, // 244
{ false, true, 0, 6, 0, 6, -1, -1 }, // 245
{ false, false, 0, 9, 13, 13, 17, 14 }, // 246
{ false, false, 0, 9, 13, 13, 14, 14 }, // 247
{ false, false, 0, 9, 13, 13, 14, 14 }, // 248
{ false, false, 0, 9, 13, 13, 17, 14 }, // 249
{ false, true, 0, 6, 8, 8, 10, 9 }, // 250
{ false, true, 0, 8, 9, 9, 11, 10 }, // 251
{ false, false, -1, -1, -1, -1, -1, -1 }, // 252
{ false, false, -1, -1, -1, -1, -1, -1 }, // 253
{ false, false, 0, 9, 17, 13, 17, 14 }, // 254
{ false, false, -1, -1, -1, -1, -1, -1 }, // 255
};
AISTATE genPatrolStates[] = {
//-------------------------------------------------------------------------------
{ kAiStatePatrolWaitL, 0, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitL, 7, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolMoveL, 9, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveL, 8, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveL, 0, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveL, 6, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveL, 7, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolTurnL, 9, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnL, 8, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnL, 0, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnL, 6, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnL, 7, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
//-------------------------------------------------------------------------------
{ kAiStatePatrolWaitW, 0, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitW, 10, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitW, 13, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitW, 17, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitW, 8, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitW, 9, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 0, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 10, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 13, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 8, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 9, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 7, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 6, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 0, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 10, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 13, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 8, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 9, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 7, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 6, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
//-------------------------------------------------------------------------------
{ kAiStatePatrolWaitC, 17, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitC, 11, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitC, 10, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitC, 14, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolMoveC, 14, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveC, 10, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveC, 9, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolTurnC, 14, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnC, 10, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnC, 9, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
//-------------------------------------------------------------------------------
};
CONDITION_TYPE_NAMES gCondTypeNames[7] = {
{kCondGameBase, kCondGameMax, "Game"},
{kCondMixedBase, kCondMixedMax, "Mixed"},
{kCondWallBase, kCondWallMax, "Wall"},
{kCondSectorBase, kCondSectorMax, "Sector"},
{kCondPlayerBase, kCondPlayerMax, "Player"},
{kCondDudeBase, kCondDudeMax, "Enemy"},
{kCondSpriteBase, kCondSpriteMax, "Sprite"},
};
// for actor.cpp
//-------------------------------------------------------------------------
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static DBloodActor* nnExtSpawnDude(DBloodActor* sourceactor, DBloodActor* origin, int nType, double dist, double zadd)
{
DBloodActor* pDudeActor = nullptr;
if (nType < kDudeBase || nType >= kDudeMax || (pDudeActor = actSpawnSprite(origin, kStatDude)) == NULL)
return NULL;
DAngle angle = origin->spr.angle;
auto pos = origin->spr.pos.plusZ(zadd);
if (dist >= 0)
{
pos += angle.ToVector() * dist;
}
SetActor(pDudeActor, pos);
pDudeActor->spr.type = nType;
pDudeActor->spr.angle = angle;
pDudeActor->spr.cstat |= CSTAT_SPRITE_BLOOD_BIT1 | CSTAT_SPRITE_BLOCK_ALL;
pDudeActor->set_native_clipdist(getDudeInfo(nType)->clipdist);
pDudeActor->xspr.respawn = 1;
pDudeActor->xspr.health = getDudeInfo(nType)->startHealth << 4;
if (fileSystem.FindResource(getDudeInfo(nType)->seqStartID, "SEQ"))
seqSpawn(getDudeInfo(nType)->seqStartID, pDudeActor, -1);
// add a way to inherit some values of spawner by dude.
if (sourceactor->spr.flags & kModernTypeFlag1) {
//inherit pal?
if (pDudeActor->spr.pal <= 0)
pDudeActor->spr.pal = sourceactor->spr.pal;
// inherit spawn sprite trigger settings, so designer can count monsters.
pDudeActor->xspr.txID = sourceactor->xspr.txID;
pDudeActor->xspr.command = sourceactor->xspr.command;
pDudeActor->xspr.triggerOn = sourceactor->xspr.triggerOn;
pDudeActor->xspr.triggerOff = sourceactor->xspr.triggerOff;
// inherit drop items
pDudeActor->xspr.dropMsg = sourceactor->xspr.dropMsg;
// inherit dude flags
pDudeActor->xspr.dudeDeaf = sourceactor->xspr.dudeDeaf;
pDudeActor->xspr.dudeGuard = sourceactor->xspr.dudeGuard;
pDudeActor->xspr.dudeAmbush = sourceactor->xspr.dudeAmbush;
pDudeActor->xspr.dudeFlag4 = sourceactor->xspr.dudeFlag4;
pDudeActor->xspr.unused1 = sourceactor->xspr.unused1;
}
aiInitSprite(pDudeActor);
gKillMgr.AddKill(pDudeActor);
bool burning = IsBurningDude(pDudeActor);
if (burning) {
pDudeActor->xspr.burnTime = 10;
pDudeActor->SetTarget(nullptr);
}
if ((burning || (sourceactor->spr.flags & kModernTypeFlag3)) && !pDudeActor->xspr.dudeFlag4)
aiActivateDude(pDudeActor);
return pDudeActor;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool nnExtIsImmune(DBloodActor* actor, int dmgType, int minScale)
{
if (dmgType >= kDmgFall && dmgType < kDmgMax && actor->hasX() && actor->xspr.locked != 1)
{
if (actor->spr.type >= kThingBase && actor->spr.type < kThingMax)
{
return (thingInfo[actor->spr.type - kThingBase].dmgControl[dmgType] <= minScale);
}
else if (actor->IsDudeActor())
{
if (actor->IsPlayerActor()) return (gPlayer[actor->spr.type - kDudePlayer1].damageControl[dmgType]);
else if (actor->spr.type == kDudeModernCustom) return (actor->genDudeExtra.dmgControl[dmgType] <= minScale);
else return (getDudeInfo(actor->spr.type)->damageVal[dmgType] <= minScale);
}
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool nnExtEraseModernStuff(DBloodActor* actor)
{
bool erased = false;
switch (actor->spr.type) {
// erase all modern types if the map is not extended
case kModernSpriteDamager:
case kModernCustomDudeSpawn:
case kModernRandomTX:
case kModernSequentialTX:
case kModernSeqSpawner:
case kModernObjPropertiesChanger:
case kModernObjPicnumChanger:
case kModernObjSizeChanger:
case kModernDudeTargetChanger:
case kModernSectorFXChanger:
case kModernObjDataChanger:
case kModernObjDataAccumulator:
case kModernEffectSpawner:
case kModernWindGenerator:
case kModernPlayerControl:
case kModernCondition:
case kModernConditionFalse:
case kModernSlopeChanger:
case kModernStealthRegion:
actor->spr.type = kSpriteDecoration;
erased = true;
break;
case kItemModernMapLevel:
case kDudeModernCustom:
case kDudeModernCustomBurning:
case kModernThingTNTProx:
case kModernThingEnemyLifeLeech:
actor->spr.type = kSpriteDecoration;
ChangeActorStat(actor, kStatDecoration);
erased = true;
break;
// also erase some modernized vanilla types which was not active
case kMarkerWarpDest:
if (actor->spr.statnum == kStatMarker) break;
actor->spr.type = kSpriteDecoration;
erased = true;
break;
}
if (actor->xspr.Sight)
{
actor->xspr.Sight = false; // it does not work in vanilla at all
erased = true;
}
if (actor->xspr.Proximity)
{
// proximity works only for things and dudes in vanilla
switch (actor->spr.statnum)
{
case kStatThing:
case kStatDude:
break;
default:
actor->xspr.Proximity = false;
erased = true;
break;
}
}
return erased;
}
//---------------------------------------------------------------------------
//
//
//---------------------------------------------------------------------------
void nnExtTriggerObject(EventObject& eob, int command, DBloodActor* initiator)
{
if (eob.isSector())
{
trTriggerSector(eob.sector(), command, initiator);
}
else if (eob.isWall())
{
trTriggerWall(eob.wall(), command, initiator);
}
else if (eob.isActor())
{
auto objActor = eob.actor();
if (!objActor || !objActor->hasX()) return;
trTriggerSprite(objActor, command, initiator);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void nnExtResetGlobals()
{
gAllowTrueRandom = gEventRedirectsUsed = false;
// reset counters
gProxySpritesCount = gSightSpritesCount = gPhysSpritesCount = gImpactSpritesCount = 0;
// fill arrays with negative values to avoid index 0 situation
memset(gSightSpritesList, 0, sizeof(gSightSpritesList));
memset(gProxySpritesList, 0, sizeof(gProxySpritesList));
memset(gPhysSpritesList, 0, sizeof(gPhysSpritesList));
memset(gImpactSpritesList, 0, sizeof(gImpactSpritesList));
// reset tracking conditions, if any
for (size_t i = 0; i < countof(gCondition); i++)
{
TRCONDITION* pCond = &gCondition[i];
for (unsigned k = 0; k < kMaxTracedObjects; k++)
{
pCond->obj[k].obj = EventObject(nullptr);
}
pCond->actor = nullptr;
pCond->length = 0;
}
gTrackingCondsCount = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
CCMD(nnext_ifshow)
{
if (!isBlood()) return;
BloodSpriteIterator it;
int cnt = 0;
while (auto actor = it.Next())
{
if (actor->spr.type == kModernCondition || actor->spr.type == kModernConditionFalse)
{
if (actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)
{
actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
cnt++;
}
}
}
if (cnt <= 0)
Printf("No condition sprites found!\n");
Printf("%d sprites are visible now.\n", cnt);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void nnExtInitModernStuff(TArray<DBloodActor*>& actors)
{
nnExtResetGlobals();
// use true random only for single player mode, otherwise use Blood's default one.
if (gGameOptions.nGameType == 0 && !VanillaMode())
{
gStdRandom.seed(std::random_device()());
// since true random is not working if compiled with old mingw versions, we should
// check if it works in game and if not - switch to using in-game random function.
for (int i = kMaxRandomizeRetries; i >= 0; i--)
{
std::uniform_int_distribution<int> dist_a_b(0, 100);
if (gAllowTrueRandom || i <= 0) break;
else if (dist_a_b(gStdRandom) != 0)
gAllowTrueRandom = true;
}
}
for (auto actor : actors)
{
if (!actor->exists() || !actor->hasX()) continue;
switch (actor->spr.type) {
case kModernRandomTX:
case kModernSequentialTX:
if (actor->xspr.command == kCmdLink) gEventRedirectsUsed = true;
break;
case kDudeModernCustom:
case kDudeModernCustomBurning:
getSpriteMassBySize(actor); // create mass cache
break;
case kModernCondition:
case kModernConditionFalse:
if (!actor->xspr.rxID && actor->xspr.data1 > kCondGameMax) condError(actor, "\nThe condition must have RX ID!\nSPRITE #%d", actor->GetIndex());
else if (!actor->xspr.txID && !actor->spr.flags)
{
Printf(PRINT_HIGH, "The condition must have TX ID or hitag to be set: RX ID %d, SPRITE #%d", actor->xspr.rxID, actor->GetIndex());
}
break;
}
// auto set going On and going Off if both are empty
if (actor->xspr.txID && !actor->xspr.triggerOn && !actor->xspr.triggerOff)
actor->xspr.triggerOn = actor->xspr.triggerOff = true;
// copy custom start health to avoid overwrite by kThingBloodChunks
if (actor->IsDudeActor())
actor->xspr.sysData2 = actor->xspr.data4;
// check reserved statnums
if (actor->spr.statnum >= kStatModernBase && actor->spr.statnum < kStatModernMax)
{
bool sysStat = true;
switch (actor->spr.statnum)
{
case kStatModernStealthRegion:
sysStat = (actor->spr.type != kModernStealthRegion);
break;
case kStatModernDudeTargetChanger:
sysStat = (actor->spr.type != kModernDudeTargetChanger);
break;
case kStatModernCondition:
sysStat = (actor->spr.type != kModernCondition && actor->spr.type != kModernConditionFalse);
break;
case kStatModernEventRedirector:
sysStat = (actor->spr.type != kModernRandomTX && actor->spr.type != kModernSequentialTX);
break;
case kStatModernWindGen:
sysStat = (actor->spr.type != kModernWindGenerator);
break;
case kStatModernPlayerLinker:
case kStatModernQavScene:
sysStat = (actor->spr.type != kModernPlayerControl);
break;
}
if (sysStat)
I_Error("Sprite statnum %d on sprite #%d is in a range of reserved (%d - %d)!", actor->spr.statnum, actor->GetIndex(), kStatModernBase, kStatModernMax);
}
switch (actor->spr.type)
{
case kModernRandomTX:
case kModernSequentialTX:
if (actor->xspr.command != kCmdLink) break;
// add statnum for faster redirects search
ChangeActorStat(actor, kStatModernEventRedirector);
break;
case kModernWindGenerator:
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
ChangeActorStat(actor, kStatModernWindGen);
break;
case kModernDudeTargetChanger:
case kModernObjDataAccumulator:
case kModernRandom:
case kModernRandom2:
case kModernStealthRegion:
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
switch (actor->spr.type)
{
// stealth regions for patrolling enemies
case kModernStealthRegion:
ChangeActorStat(actor, kStatModernStealthRegion);
break;
// add statnum for faster dude searching
case kModernDudeTargetChanger:
ChangeActorStat(actor, kStatModernDudeTargetChanger);
if (actor->xspr.busyTime <= 0) actor->xspr.busyTime = 5;
actor->xspr.command = kCmdLink;
break;
// remove kStatItem status from random item generators
case kModernRandom:
case kModernRandom2:
ChangeActorStat(actor, kStatDecoration);
actor->xspr.sysData1 = actor->xspr.command; // save the command so spawned item can inherit it
actor->xspr.command = kCmdLink; // generator itself can't send commands
break;
}
break;
case kModernThingTNTProx:
actor->xspr.Proximity = true;
break;
case kDudeModernCustom:
{
if (actor->xspr.txID <= 0) break;
int found = 0;
BloodStatIterator it(kStatDude);
while (DBloodActor* iactor = it.Next())
{
if (iactor->xspr.rxID != actor->xspr.txID) continue;
else if (found) I_Error("\nCustom dude (TX ID %d):\nOnly one incarnation allowed per channel!", actor->xspr.txID);
ChangeActorStat(iactor, kStatInactive);
found++;
}
break;
}
case kDudePodMother:
case kDudeTentacleMother:
actor->xspr.state = 1;
break;
case kModernPlayerControl:
switch (actor->xspr.command)
{
case kCmdLink:
{
if (actor->xspr.data1 < 1 || actor->xspr.data1 > kMaxPlayers)
I_Error("\nPlayer Control (SPRITE #%d):\nPlayer out of a range (data1 = %d)", actor->GetIndex(), actor->xspr.data1);
//if (numplayers < actor->xspr.data1)
//I_Error("\nPlayer Control (SPRITE #%d):\n There is no player #%d", actor->GetIndex(), actor->xspr.data1);
if (actor->xspr.rxID && actor->xspr.rxID != kChannelLevelStart)
I_Error("\nPlayer Control (SPRITE #%d) with Link command should have no RX ID!", actor->GetIndex());
if (actor->xspr.txID && actor->xspr.txID < kChannelUser)
I_Error("\nPlayer Control (SPRITE #%d):\nTX ID should be in range of %d and %d!", actor->GetIndex(), kChannelUser, kChannelMax);
// only one linker per player allowed
BloodStatIterator it(kStatModernPlayerLinker);
while (auto iactor = it.Next())
{
if (actor->xspr.data1 == iactor->xspr.data1)
I_Error("\nPlayer Control (SPRITE #%d):\nPlayer %d already linked with different player control sprite #%d!", actor->GetIndex(), actor->xspr.data1, iactor->GetIndex());
}
actor->xspr.sysData1 = -1;
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
ChangeActorStat(actor, kStatModernPlayerLinker);
break;
}
case 67: // play qav animation
if (actor->xspr.txID >= kChannelUser && !actor->xspr.waitTime) actor->xspr.waitTime = 1;
ChangeActorStat(actor, kStatModernQavScene);
break;
}
break;
case kModernCondition:
case kModernConditionFalse:
if (actor->xspr.busyTime > 0)
{
if (actor->xspr.waitTime > 0)
{
actor->xspr.busyTime += ClipHigh(((actor->xspr.waitTime * 120) / 10), 4095); actor->xspr.waitTime = 0;
Printf(PRINT_HIGH, "Summing busyTime and waitTime for tracking condition #%d, RX ID %d. Result = %d ticks", actor->GetIndex(), actor->xspr.rxID, actor->xspr.busyTime);
}
actor->xspr.busy = actor->xspr.busyTime;
}
if (actor->xspr.waitTime && actor->xspr.command >= kCmdNumberic)
condError(actor, "Delay is not available when using numberic commands (%d - %d)", kCmdNumberic, 255);
actor->xspr.Decoupled = false; // must go through operateSprite always
actor->xspr.Sight = actor->xspr.Impact = actor->xspr.Touch = actor->xspr.triggerOff = false;
actor->xspr.Proximity = actor->xspr.Push = actor->xspr.Vector = actor->xspr.triggerOn = false;
actor->xspr.state = actor->xspr.restState = 0;
actor->xspr.TargetPos = {-1, -1, -1};
actor->xspr.sysData2 = -1;
actor->SetTarget(nullptr);
ChangeActorStat(actor, kStatModernCondition);
auto oldStat = actor->spr.cstat;
actor->spr.cstat = 0;
if (oldStat & CSTAT_SPRITE_BLOCK)
actor->spr.cstat |= CSTAT_SPRITE_BLOCK;
if (oldStat & CSTAT_SPRITE_MOVE_FORWARD) actor->spr.cstat |= CSTAT_SPRITE_MOVE_FORWARD;
else if (oldStat & CSTAT_SPRITE_MOVE_REVERSE) actor->spr.cstat |= CSTAT_SPRITE_MOVE_REVERSE;
if (!nnext_showconditionsprites)
actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
break;
}
// the following trigger flags are senseless to have together
if ((actor->xspr.Touch && (actor->xspr.Proximity || actor->xspr.Sight) && actor->xspr.DudeLockout)
|| (actor->xspr.Touch && actor->xspr.Proximity && !actor->xspr.Sight)) actor->xspr.Touch = false;
if (actor->xspr.Proximity && actor->xspr.Sight && actor->xspr.DudeLockout)
actor->xspr.Proximity = false;
// very quick fix for floor sprites with Touch trigger flag if their Z is equals sector florz / ceilgz
if (actor->insector() && actor->xspr.Touch && (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) {
if (actor->spr.pos.Z == actor->sector()->floorz) actor->spr.pos.Z -= zmaptoworld;
else if (actor->spr.pos.Z == actor->sector()->ceilingz) actor->spr.pos.Z += zmaptoworld;
}
// make Proximity flag work not just for dudes and things...
if (actor->xspr.Proximity && gProxySpritesCount < kMaxSuperXSprites)
{
switch (actor->spr.statnum)
{
case kStatFX: case kStatExplosion: case kStatItem:
case kStatPurge: case kStatSpares: case kStatFlare:
case kStatInactive: case kStatFree: case kStatMarker:
case kStatThing: case kStatDude:
case kStatModernPlayerLinker:
break;
default:
gProxySpritesList[gProxySpritesCount++] = actor;
if (gProxySpritesCount == kMaxSuperXSprites)
I_Error("Max (%d) *additional* Proximity sprites reached!", kMaxSuperXSprites);
break;
}
}
// make Sight, Screen, Aim flags work not just for dudes and things...
if ((actor->xspr.Sight || actor->xspr.unused3) && gSightSpritesCount < kMaxSuperXSprites)
{
switch (actor->spr.statnum)
{
case kStatFX: case kStatExplosion: case kStatItem:
case kStatPurge: case kStatSpares: case kStatFlare:
case kStatInactive: case kStatFree: case kStatMarker:
case kStatModernPlayerLinker:
break;
default:
gSightSpritesList[gSightSpritesCount++] = actor;
if (gSightSpritesCount == kMaxSuperXSprites)
I_Error("Max (%d) Sight sprites reached!", kMaxSuperXSprites);
break;
}
}
// make Impact flag work for sprites that affected by explosions...
if (actor->xspr.Impact && gImpactSpritesCount < kMaxSuperXSprites)
{
switch (actor->spr.statnum)
{
case kStatFX: case kStatExplosion: case kStatItem:
case kStatPurge: case kStatSpares: case kStatFlare:
case kStatInactive: case kStatFree: case kStatMarker:
case kStatModernPlayerLinker:
break;
default:
gImpactSpritesList[gImpactSpritesCount++] = actor;
if (gImpactSpritesCount == kMaxSuperXSprites)
I_Error("Max (%d) *additional* Impact sprites reached!", kMaxSuperXSprites);
break;
}
}
}
// collect objects for tracking conditions
BloodStatIterator it2(kStatModernCondition);
while (auto iactor = it2.Next())
{
if (iactor->xspr.busyTime <= 0 || iactor->xspr.isTriggered) continue;
else if (gTrackingCondsCount >= kMaxTrackingConditions)
I_Error("\nMax (%d) tracking conditions reached!", kMaxTrackingConditions);
int count = 0;
TRCONDITION* pCond = &gCondition[gTrackingCondsCount];
for (auto iactor2 : actors)
{
if (!iactor->exists() || !iactor2->hasX() || iactor2->xspr.txID != iactor->xspr.rxID || iactor2 == iactor)
continue;
switch (iactor2->spr.type)
{
case kSwitchToggle: // exceptions
case kSwitchOneWay: // exceptions
continue;
}
if (iactor2->spr.type == kModernCondition || iactor2->spr.type == kModernConditionFalse)
condError(iactor, "Tracking condition always must be first in condition sequence!");
if (count >= kMaxTracedObjects)
condError(iactor, "Max(%d) objects to track reached for condition #%d, RXID: %d!");
pCond->obj[count].obj = EventObject(iactor2);
pCond->obj[count++].cmd = (uint8_t)iactor2->xspr.command;
}
for (auto& sect : sector)
{
if (!sect.hasX() || sect.xs().txID != iactor->xspr.rxID) continue;
else if (count >= kMaxTracedObjects)
condError(iactor, "Max(%d) objects to track reached for condition #%d, RXID: %d!");
pCond->obj[count].obj = EventObject(&sect);
pCond->obj[count++].cmd = sect.xs().command;
}
for (auto& wal : wall)
{
if (!wal.hasX() || wal.xw().txID != iactor->xspr.rxID)
continue;
switch (wal.type) {
case kSwitchToggle: // exceptions
case kSwitchOneWay: // exceptions
continue;
}
if (count >= kMaxTracedObjects)
condError(iactor, "Max(%d) objects to track reached for condition #%d, RXID: %d!");
pCond->obj[count].obj = EventObject(&wal);
pCond->obj[count++].cmd = wal.xw().command;
}
if (iactor->xspr.data1 > kCondGameMax && count == 0)
Printf(PRINT_HIGH, "No objects to track found for condition #%d, RXID: %d!", iactor->GetIndex(), iactor->xspr.rxID);
pCond->length = count;
pCond->actor = iactor;
gTrackingCondsCount++;
}
}
// The following functions required for random event features
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int nnExtRandom(int a, int b)
{
if (!gAllowTrueRandom) return Random(((b + 1) - a)) + a;
// used for better randomness in single player
std::uniform_int_distribution<int> dist_a_b(a, b);
return dist_a_b(gStdRandom);
}
static int GetDataVal(DBloodActor* actor, int data)
{
if (!actor->hasX()) return -1;
switch (data) {
case 0: return actor->xspr.data1;
case 1: return actor->xspr.data2;
case 2: return actor->xspr.data3;
case 3: return actor->xspr.data4;
}
return -1;
}
//---------------------------------------------------------------------------
//
// tries to get random data field of sprite
//
//---------------------------------------------------------------------------
static int randomGetDataValue(DBloodActor* actor, int randType)
{
if (actor == NULL || !actor->hasX()) return -1;
int random = 0; int bad = 0; int maxRetries = kMaxRandomizeRetries;
int rData[4];
rData[0] = actor->xspr.data1; rData[2] = actor->xspr.data3;
rData[1] = actor->xspr.data2; rData[3] = actor->xspr.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)
//
//---------------------------------------------------------------------------
static DBloodActor* randomDropPickupObject(DBloodActor* sourceactor, int prevItem)
{
DBloodActor* spawned = nullptr;
int selected = -1;
int maxRetries = 9;
if (sourceactor->hasX())
{
while ((selected = randomGetDataValue(sourceactor, kRandomizeItem)) == prevItem) if (maxRetries-- <= 0) break;
if (selected > 0)
{
spawned = actDropObject(sourceactor, selected);
if (spawned)
{
sourceactor->xspr.dropMsg = uint8_t(spawned->spr.type); // store dropped item type in dropMsg
spawned->spr.pos = sourceactor->spr.pos;
if ((sourceactor->spr.flags & kModernTypeFlag1) && (sourceactor->xspr.txID > 0 || (sourceactor->xspr.txID != 3 && sourceactor->xspr.lockMsg > 0)))
{
spawned->addX();
// inherit spawn sprite trigger settings, so designer can send command when item picked up.
spawned->xspr.txID = sourceactor->xspr.txID;
spawned->xspr.command = sourceactor->xspr.sysData1;
spawned->xspr.triggerOn = sourceactor->xspr.triggerOn;
spawned->xspr.triggerOff = sourceactor->xspr.triggerOff;
spawned->xspr.Pickup = true;
}
}
}
}
return spawned;
}
//---------------------------------------------------------------------------
//
// this function spawns random dude using dudeSpawn
//
//---------------------------------------------------------------------------
DBloodActor* randomSpawnDude(DBloodActor* sourceactor, DBloodActor* origin, double dist, double zadd)
{
DBloodActor* spawned = NULL; int selected = -1;
if ((selected = randomGetDataValue(sourceactor, kRandomizeDude)) > 0)
spawned = nnExtSpawnDude(sourceactor, origin, selected, dist, zadd);
return spawned;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void windGenDoVerticalWind(int factor, sectortype* pSector)
{
double maxZ = 0, zdiff;
bool maxZfound = false;
// find maxz marker first
BloodSectIterator it(pSector);
while (auto actor = it.Next())
{
if (actor->spr.type == kMarkerOn && actor->spr.statnum != kStatMarker)
{
maxZ = actor->spr.pos.Z;
maxZfound = true;
break;
}
}
it.Reset(pSector);
while (auto actor = it.Next())
{
switch (actor->spr.statnum)
{
case kStatFree:
continue;
case kStatFX:
if (actor->vel.Z) break;
continue;
case kStatThing:
case kStatDude:
if (actor->spr.flags & kPhysGravity) break;
continue;
default:
if (actor->hasX() && actor->xspr.physAttr & kPhysGravity) break;
continue;
}
if (maxZfound && actor->spr.pos.Z <= maxZ)
{
zdiff = actor->spr.pos.Z - maxZ;
if (actor->vel.Z < 0) actor->vel.Z += actor->vel.Z * zdiff / 4096;
continue;
}
double val = -factor / 1024.;
if (actor->vel.Z >= 0) actor->vel.Z += val;
else actor->vel.Z = val;
actor->spr.pos.Z += actor->vel.Z / 16.;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void nnExtProcessSuperSprites()
{
// process tracking conditions
if (gTrackingCondsCount > 0)
{
for (int i = 0; i < gTrackingCondsCount; i++)
{
TRCONDITION const* pCond = &gCondition[i];
auto aCond = pCond->actor;
if (aCond->xspr.locked || aCond->xspr.isTriggered || ++aCond->xspr.busy < aCond->xspr.busyTime)
continue;
if (pCond->length > 0)
{
aCond->xspr.busy = 0;
for (unsigned k = 0; k < pCond->length; k++)
{
EVENT evn;
evn.target = pCond->obj[k].obj;
evn.cmd = pCond->obj[k].cmd;
evn.funcID = kCallbackMax;
evn.initiator = nullptr;
useCondition(pCond->actor, evn);
}
}
else if (aCond->xspr.data1 >= kCondGameBase && aCond->xspr.data1 < kCondGameMax)
{
EVENT evn;
evn.target = EventObject(pCond->actor);
evn.cmd = (int8_t)aCond->xspr.command;
evn.funcID = kCallbackMax;
evn.initiator = nullptr;
useCondition(pCond->actor, evn);
}
}
}
// process floor oriented kModernWindGenerator to create a vertical wind in the sectors
BloodStatIterator it(kStatModernWindGen);
while (auto windactor = it.Next())
{
if (!(windactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) || windactor->spr.statnum >= kMaxStatus || !windactor->hasX())
continue;
if (!windactor->xspr.state || windactor->xspr.locked)
continue;
int j, rx;
bool fWindAlways = (windactor->spr.flags & kModernTypeFlag1);
if (windactor->xspr.txID) {
rx = windactor->xspr.txID;
for (j = bucketHead[rx]; j < bucketHead[rx + 1]; j++)
{
if (!rxBucket[j].isSector()) continue;
auto pSector = rxBucket[j].sector();
XSECTOR* pXSector = &pSector->xs();
if ((!pXSector->locked) && (fWindAlways || pXSector->windAlways || pXSector->busy))
windGenDoVerticalWind(windactor->xspr.sysData2, pSector);
}
DBloodActor* pXRedir = nullptr; // check redirected TX buckets
while ((pXRedir = evrListRedirectors(OBJ_SPRITE, nullptr, nullptr, windactor, pXRedir, &rx)) != nullptr)
{
for (j = bucketHead[rx]; j < bucketHead[rx + 1]; j++)
{
if (!rxBucket[j].isSector()) continue;
auto pSector = rxBucket[j].sector();
XSECTOR* pXSector = &pSector->xs();
if ((!pXSector->locked) && (fWindAlways || pXSector->windAlways || pXSector->busy))
windGenDoVerticalWind(windactor->xspr.sysData2, pSector);
}
}
}
else if (windactor->insector())
{
sectortype* pSect = windactor->sector();
XSECTOR* pXSector = (pSect->hasX()) ? &pSect->xs() : nullptr;
if ((fWindAlways) || (pXSector && !pXSector->locked && (pXSector->windAlways || pXSector->busy)))
windGenDoVerticalWind(windactor->xspr.sysData2, windactor->sector());
}
}
// process additional proximity sprites
if (gProxySpritesCount > 0)
{
for (int i = 0; i < gProxySpritesCount; i++)
{
DBloodActor* pProx = gProxySpritesList[i];
if (!pProx || !pProx->hasX()) continue;
if (!pProx->xspr.Proximity || (!pProx->xspr.Interrutable && pProx->xspr.state != pProx->xspr.restState) || pProx->xspr.locked == 1
|| pProx->xspr.isTriggered) continue; // don't process locked or triggered sprites
int okDist = (pProx->IsDudeActor()) ? 96 : ClipLow(pProx->native_clipdist() * 3, 32);
auto pos = pProx->spr.pos;
auto pSect = pProx->sector();
if (!pProx->xspr.DudeLockout)
{
BloodStatIterator itr(kStatDude);
while (auto affected = itr.Next())
{
if (!affected->hasX() || affected->xspr.health <= 0) continue;
else if (CheckProximity(affected, pos, pSect, okDist))
{
trTriggerSprite(pProx, kCmdSpriteProximity, affected);
break;
}
}
}
else
{
for (int a = connecthead; a >= 0; a = connectpoint2[a])
{
PLAYER* pPlayer = &gPlayer[a];
if (!pPlayer || !pPlayer->actor->hasX() || pPlayer->actor->xspr.health <= 0)
continue;
if (pPlayer->actor->xspr.health > 0 && CheckProximity(gPlayer->actor, pos, pSect, okDist))
{
trTriggerSprite(pProx, kCmdSpriteProximity, pPlayer->actor);
}
}
}
}
}
// process sight sprites (for players only)
if (gSightSpritesCount > 0)
{
for (int i = 0; i < gSightSpritesCount; i++)
{
DBloodActor* pSight = gSightSpritesList[i];
if (!pSight || !pSight->hasX()) continue;
if ((!pSight->xspr.Interrutable && pSight->xspr.state != pSight->xspr.restState) || pSight->xspr.locked == 1 ||
pSight->xspr.isTriggered) continue; // don't process locked or triggered sprites
// sprite is drawn for one of players
if ((pSight->xspr.unused3 & kTriggerSpriteScreen) && (pSight->spr.cstat2 & CSTAT2_SPRITE_MAPPED))
{
trTriggerSprite(pSight, kCmdSpriteSight);
pSight->spr.cstat2 &= ~CSTAT2_SPRITE_MAPPED;
continue;
}
auto pSightSect = pSight->sector();
double ztop2, zbot2;
for (int a = connecthead; a >= 0; a = connectpoint2[a])
{
PLAYER* pPlayer = &gPlayer[a];
if (!pPlayer || !pPlayer->actor->hasX() || pPlayer->actor->xspr.health <= 0)
continue;
auto plActor = pPlayer->actor;
GetActorExtents(plActor, &ztop2, &zbot2);
if (cansee(pSight->spr.pos, pSightSect, DVector3(plActor->spr.pos.XY(), ztop2), plActor->sector()))
{
if (pSight->xspr.Sight)
{
trTriggerSprite(pSight, kCmdSpriteSight, plActor);
}
if (pSight->xspr.unused3 & kTriggerSpriteAim)
{
bool vector = (pSight->spr.cstat & CSTAT_SPRITE_BLOCK_HITSCAN);
if (!vector)
pSight->spr.cstat |= CSTAT_SPRITE_BLOCK_HITSCAN;
HitScan_(pPlayer->actor, pPlayer->zWeapon, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, CLIPMASK0 | CLIPMASK1, 0);
if (!vector)
pSight->spr.cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN;
if (gHitInfo.actor() == pSight)
{
trTriggerSprite(gHitInfo.actor(), kCmdSpriteSight, plActor);
}
}
}
}
}
}
// process Debris sprites for movement
if (gPhysSpritesCount > 0)
{
for (int i = 0; i < gPhysSpritesCount; i++)
{
DBloodActor* debrisactor = gPhysSpritesList[i];
if (debrisactor == nullptr || !debrisactor->hasX()) continue;
if (debrisactor->spr.statnum == kStatFree || (debrisactor->spr.flags & kHitagFree) != 0)
{
gPhysSpritesList[i] = nullptr;
continue;
}
if (!(debrisactor->xspr.physAttr & kPhysMove) && !(debrisactor->xspr.physAttr & kPhysGravity))
{
gPhysSpritesList[i] = nullptr;
continue;
}
XSECTOR* pXSector = (debrisactor->sector()->hasX()) ? &debrisactor->sector()->xs() : nullptr;
viewBackupSpriteLoc(debrisactor);
bool uwater = false;
int mass = debrisactor->spriteMass.mass;
int airVel = debrisactor->spriteMass.airVel;
double top, bottom;
GetActorExtents(debrisactor, &top, &bottom);
if (pXSector != nullptr)
{
if ((uwater = pXSector->Underwater) != 0) airVel <<= 6;
if (pXSector->panVel != 0 && getflorzofslopeptr(debrisactor->sector(), debrisactor->spr.pos) <= bottom)
{
DAngle angle = pXSector->panAngle;
double speed = 0;
if (pXSector->panAlways || pXSector->state || pXSector->busy)
{
speed = pXSector->panVel / 128.;
if (!pXSector->panAlways && pXSector->busy)
speed = MulScaleF(speed, pXSector->busy, 16);
}
if (debrisactor->sector()->floorstat & CSTAT_SECTOR_ALIGN)
angle += debrisactor->sector()->firstWall()->normalAngle();
debrisactor->vel += angle.ToVector() * speed;
}
}
actAirDrag(debrisactor, airVel);
if (debrisactor->xspr.physAttr & kPhysDebrisTouch)
{
PLAYER* pPlayer = NULL;
for (int a = connecthead; a != -1; a = connectpoint2[a])
{
pPlayer = &gPlayer[a];
DBloodActor* pact = pPlayer->actor;
if (pact && pact->hit.hit.type == kHitSprite && pact->hit.hit.actor() == debrisactor)
{
double nSpeed = pact->vel.XY().Length();
nSpeed = max<double>(nSpeed - MulScaleF(nSpeed, mass, 6), FixedToFloat(0x9000 - (mass << 3))); // very messy math (TM)...
debrisactor->vel += pPlayer->actor->spr.angle.ToVector() * nSpeed;
debrisactor->hit.hit.setSprite(pPlayer->actor);
}
}
}
if (debrisactor->xspr.physAttr & kPhysGravity) debrisactor->xspr.physAttr |= kPhysFalling;
if ((debrisactor->xspr.physAttr & kPhysFalling) || !debrisactor->vel.isZero() || debrisactor->sector()->velFloor || debrisactor->sector()->velCeil)
debrisMove(i);
if (!debrisactor->vel.XY().isZero())
debrisactor->xspr.goalAng = VecToAngle(debrisactor->vel);
debrisactor->norm_ang();
DAngle ang = debrisactor->spr.angle;
if ((uwater = spriteIsUnderwater(debrisactor)) == false) evKillActor(debrisactor, kCallbackEnemeyBubble);
else if (Chance(0x1000 - mass))
{
if (debrisactor->vel.Z > 0x100) debrisBubble(debrisactor);
if (absangle(ang, debrisactor->xspr.goalAng) < minAngle) // need to be very careful with comparing angles for equality!
{
debrisactor->xspr.goalAng += RandomAngle(kAng60);
debrisactor->norm_ang();
debrisBubble(debrisactor);
}
}
int vdist = max((int)(abs(debrisactor->vel.X) + abs(debrisactor->vel.Y) * 2048.), (uwater) ? 1 : 0);
auto angStep = DAngle::fromBuild(vdist);
if (ang < debrisactor->xspr.goalAng) debrisactor->spr.angle = min(ang + angStep, debrisactor->xspr.goalAng);
else if (ang > debrisactor->xspr.goalAng) debrisactor->spr.angle = max(ang - angStep, debrisactor->xspr.goalAng);
auto pSector = debrisactor->sector();
double fz, cz;
getzsofslopeptr(pSector, debrisactor->spr.pos, &cz, &fz);
GetActorExtents(debrisactor, &top, &bottom);
if (fz >= bottom && pSector->lowerLink == nullptr && !(pSector->ceilingstat & CSTAT_SECTOR_SKY)) debrisactor->spr.pos.Z += max(cz - top, 0.);
if (cz <= top && pSector->upperLink == nullptr && !(pSector->floorstat & CSTAT_SECTOR_SKY)) debrisactor->spr.pos.Z += min(fz - bottom, 0.);
}
}
}
//---------------------------------------------------------------------------
//
// this function plays sound predefined in missile info
//
//---------------------------------------------------------------------------
void sfxPlayMissileSound(DBloodActor* actor, int missileId)
{
const MISSILEINFO_EXTRA* pMissType = &gMissileInfoExtra[missileId - kMissileBase];
sfxPlay3DSound(actor, Chance(0x5000) ? pMissType->fireSound[0] : pMissType->fireSound[1], -1, 0);
}
//---------------------------------------------------------------------------
//
// this function plays sound predefined in vector info
//
//---------------------------------------------------------------------------
void sfxPlayVectorSound(DBloodActor* actor, int vectorId)
{
const VECTORINFO_EXTRA* pVectorData = &gVectorInfoExtra[vectorId];
sfxPlay3DSound(actor, Chance(0x5000) ? pVectorData->fireSound[0] : pVectorData->fireSound[1], -1, 0);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int getSpriteMassBySize(DBloodActor* actor)
{
int mass = 0; int seqId = -1; int clipDist = actor->native_clipdist();
if (!actor->hasX())
{
I_Error("getSpriteMassBySize: actor->spr.hasX == false");
}
else if (actor->IsDudeActor())
{
switch (actor->spr.type)
{
case kDudePodMother: // fake dude, no seq
break;
case kDudeModernCustom:
case kDudeModernCustomBurning:
seqId = actor->xspr.data2;
clipDist = actor->genDudeExtra.initVals[2];
break;
default:
seqId = getDudeInfo(actor->spr.type)->seqStartID;
break;
}
}
else
{
seqId = seqGetID(actor);
}
SPRITEMASS* cached = &actor->spriteMass;
if (((seqId >= 0 && seqId == cached->seqId) || actor->spr.picnum == cached->picnum) && actor->spr.xrepeat == cached->xrepeat &&
actor->spr.yrepeat == cached->yrepeat && clipDist == cached->clipdist)
{
return cached->mass;
}
int picnum = actor->spr.picnum;
int massDiv = 30;
int addMul = 2;
int subMul = 2;
if (seqId >= 0)
{
auto pSeq = getSequence(seqId);
if (pSeq)
{
picnum = seqGetTile(&pSeq->frames[0]);
}
else
picnum = actor->spr.picnum;
}
clipDist = ClipLow(actor->native_clipdist(), 1);
int x = tileWidth(picnum);
int y = tileHeight(picnum);
int xrepeat = actor->spr.xrepeat;
int yrepeat = actor->spr.yrepeat;
// take surface type into account
switch (tileGetSurfType(actor->spr.picnum))
{
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 = actor->spr.xrepeat;
cached->yrepeat = actor->spr.yrepeat;
cached->picnum = actor->spr.picnum;
cached->seqId = seqId;
cached->clipdist = actor->native_clipdist();
return cached->mass;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static int debrisGetIndex(DBloodActor* actor)
{
if (!actor->hasX() || actor->xspr.physAttr == 0)
return -1;
for (int i = 0; i < gPhysSpritesCount; i++)
{
if (gPhysSpritesList[i] != actor) continue;
return i;
}
return -1;
}
int debrisGetFreeIndex(void)
{
for (int i = 0; i < kMaxSuperXSprites; i++)
{
if (gPhysSpritesList[i] == nullptr) return i;
auto actor = gPhysSpritesList[i];
if (actor->spr.statnum == kStatFree) return i;
else if ((actor->spr.flags & kHitagFree) || !gPhysSpritesList[i]->hasX()) return i;
else if (gPhysSpritesList[i]->xspr.physAttr == 0) return i;
}
return -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void debrisConcuss(DBloodActor* owneractor, int listIndex, const DVector3& pos, int dmg)
{
DBloodActor* actor = gPhysSpritesList[listIndex];
if (actor != nullptr && actor->hasX())
{
auto dv = actor->spr.pos - pos;
dmg = int(dmg * (0x4000 / (0x4000 + dv.LengthSquared())));
bool thing = (actor->spr.type >= kThingBase && actor->spr.type < kThingMax);
int size = (tileWidth(actor->spr.picnum) * actor->spr.xrepeat * tileHeight(actor->spr.picnum) * actor->spr.yrepeat) >> 1;
if (actor->xspr.physAttr & kPhysDebrisExplode)
{
if (actor->spriteMass.mass > 0)
{
double t = double(dmg) * size / actor->spriteMass.mass;
actor->vel += dv * t / (1 << 24);
}
if (thing)
actor->spr.statnum = kStatThing; // temporary change statnum property
}
actDamageSprite(owneractor, actor, kDamageExplode, dmg);
if (thing)
actor->spr.statnum = kStatDecoration; // return statnum property back
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void debrisBubble(DBloodActor* actor)
{
double top, bottom;
GetActorExtents(actor, &top, &bottom);
for (unsigned int i = 0; i < 1 + Random(5); i++) {
double nDist = actor->spr.xrepeat * tileWidth(actor->spr.picnum) * (REPEAT_SCALE * 0.5); // original code ended with * 8 which is 1/2 map unit.
DAngle nAngle = RandomAngle();
DVector3 pos;
pos.XY() = actor->spr.pos.XY() + nAngle.ToVector() * nDist;
pos.Z = bottom - RandomD(bottom - top, 8);
auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), actor->sector(), pos, nullAngle);
if (pFX) {
pFX->vel.X = actor->vel.X + Random2F(0x1aaaa);
pFX->vel.Y = actor->vel.Y + Random2F(0x1aaaa);
pFX->vel.Z = actor->vel.Z + Random2F(0x1aaaa);
}
}
if (Chance(0x2000))
evPostActor(actor, 0, kCallbackEnemeyBubble);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void debrisMove(int listIndex)
{
DBloodActor* actor = gPhysSpritesList[listIndex];
auto pSector = actor->sector();
if (!actor->hasX() || !pSector)
{
gPhysSpritesList[listIndex] = nullptr;
return;
}
double top, bottom;
GetActorExtents(actor, &top, &bottom);
Collision moveHit;
moveHit.setNone();
double floorDist = (bottom - actor->spr.pos.Z) * 0.25;
double ceilDist = (actor->spr.pos.Z - top) * 0.25;
int clipDist = actor->int_clipdist();
int mass = actor->spriteMass.mass;
bool uwater = false;
int tmpFraction = actor->spriteMass.fraction;
if (pSector->hasX() && pSector->xs().Underwater)
{
tmpFraction >>= 1;
uwater = true;
}
if (actor->vel.X != 0 || actor->vel.Y != 0)
{
auto oldcstat = actor->spr.cstat;
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
ClipMove(actor->spr.pos, &pSector, actor->vel.XY(), clipDist, ceilDist, floorDist, CLIPMASK0, moveHit);
actor->hit.hit = moveHit;
actor->spr.cstat = oldcstat;
if (actor->sector() != pSector)
{
if (!pSector) return;
else ChangeActorSect(actor, pSector);
}
if (pSector->type >= kSectorPath && pSector->type <= kSectorRotate)
{
auto pSector2 = pSector;
if (pushmove(actor, &pSector2, clipDist, ceilDist, floorDist, CLIPMASK0) != -1)
pSector = pSector2;
}
if (actor->hit.hit.type == kHitWall)
{
moveHit = actor->hit.hit;
actWallBounceVector(actor, moveHit.hitWall, FixedToFloat(tmpFraction));
}
}
else
{
updatesectorz(actor->spr.pos, &pSector);
if (!pSector) return;
}
if (actor->sector() != pSector)
{
assert(pSector);
ChangeActorSect(actor, pSector);
pSector = actor->sector();
}
if (pSector->hasX())
uwater = pSector->xs().Underwater;
actor->spr.pos.Z += actor->vel.Z;
double ceilZ, floorZ;
Collision ceilColl, floorColl;
GetZRange(actor, &ceilZ, &ceilColl, &floorZ, &floorColl, clipDist, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
GetActorExtents(actor, &top, &bottom);
if ((actor->xspr.physAttr & kPhysDebrisSwim) && uwater)
{
double vc = 0;
double cz = getceilzofslopeptr(pSector, actor->spr.pos);
double fz = getflorzofslopeptr(pSector, actor->spr.pos);
double div = max(bottom - top, 1 / 256.);
if (pSector->lowerLink) cz += (cz < 0) ? 5. : -5.;
if (top > cz && (!(actor->xspr.physAttr & kPhysDebrisFloat) || fz <= bottom * 4))
actor->vel.Z -= (bottom - ceilZ) * mass / 64.;
if (fz < bottom)
vc = 0.888888 + ((bottom - fz) * -1.222222) / div;
if (vc)
{
actor->spr.pos.Z += vc * 2;
actor->vel.Z = vc;
}
}
else if ((actor->xspr.physAttr & kPhysGravity) && bottom < floorZ)
{
actor->spr.pos.Z += 1.777;
actor->vel.Z += 0.888888;
}
int i;
if ((i = CheckLink(actor)) != 0)
{
GetZRange(actor, &ceilZ, &ceilColl, &floorZ, &floorColl, clipDist, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
if (!(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
{
switch (i)
{
case kMarkerUpWater:
case kMarkerUpGoo:
int pitch = (150000 - (actor->spriteMass.mass << 9)) + Random3(8192);
sfxPlay3DSoundCP(actor, 720, -1, 0, pitch, 75 - Random(40));
if (!spriteIsUnderwater(actor))
{
evKillActor(actor, kCallbackEnemeyBubble);
}
else
{
evPostActor(actor, 0, kCallbackEnemeyBubble);
for (int ii = 2; ii <= 5; ii++)
{
if (Chance(0x5000 * ii))
evPostActor(actor, Random(5), kCallbackEnemeyBubble);
}
}
break;
}
}
}
GetActorExtents(actor, &top, &bottom);
if (floorZ <= bottom) {
actor->hit.florhit = floorColl;
double veldiff = actor->vel.Z - actor->sector()->velFloor;
if (veldiff > 0)
{
actor->xspr.physAttr |= kPhysFalling;
auto vec4 = actFloorBounceVector(actor, veldiff, actor->sector(), FixedToFloat(tmpFraction));
actor->vel = vec4.XYZ();
veldiff = actor->vel.Z;
if (abs(actor->vel.Z) < 1)
{
actor->vel.Z = actor->sector()->velFloor;
actor->xspr.physAttr &= ~kPhysFalling;
}
moveHit = floorColl;
DBloodActor* pFX = NULL, * pFX2 = NULL;
switch (tileGetSurfType(floorColl))
{
case kSurfLava:
if ((pFX = gFX.fxSpawnActor(FX_10, actor->sector(), DVector3(actor->spr.pos.XY(), floorZ), 0)) == NULL) break;
for (i = 0; i < 7; i++)
{
if ((pFX2 = gFX.fxSpawnActor(FX_14, pFX->sector(), pFX->spr.pos, 0)) == NULL) continue;
pFX2->vel.X = Random2F(0x6aaaa);
pFX2->vel.Y = Random2F(0x6aaaa);
pFX2->vel.Z = -Random2F(0xd5555);
}
break;
case kSurfWater:
gFX.fxSpawnActor(FX_9, actor->sector(), DVector3(actor->spr.pos.XY(), floorZ), 0);
break;
}
}
else if (actor->vel.Z == 0)
{
actor->xspr.physAttr &= ~kPhysFalling;
}
}
else
{
actor->hit.florhit.setNone();
if (actor->xspr.physAttr & kPhysGravity)
actor->xspr.physAttr |= kPhysFalling;
}
if (top <= ceilZ)
{
actor->hit.ceilhit = moveHit = ceilColl;
actor->spr.pos.Z += max(ceilZ - top, 0.);
if (actor->vel.Z <= 0 && (actor->xspr.physAttr & kPhysFalling))
actor->vel.Z *= 0.875;
}
else
{
actor->hit.ceilhit.setNone();
GetActorExtents(actor, &top, &bottom);
}
if (moveHit.type != kHitNone && actor->xspr.Impact && !actor->xspr.locked && !actor->xspr.isTriggered && (actor->xspr.state == actor->xspr.restState || actor->xspr.Interrutable)) {
if (actor->spr.type >= kThingBase && actor->spr.type < kThingMax)
ChangeActorStat(actor, kStatThing);
trTriggerSprite(actor, kCmdToggle, actor);
}
if (actor->vel.X == 0 && actor->vel.Y == 0) return;
else if (floorColl.type == kHitSprite)
{
if ((floorColl.actor()->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0)
{
actor->vel.XY() += (actor->spr.pos - floorColl.actor()->spr.pos) / 4096.;
return;
}
}
actor->xspr.height = int(max(floorZ - bottom, 0.));
if (uwater || actor->xspr.height >= 0x100)
return;
double nDrag = 0.1640625;
if (actor->xspr.height > 0)
nDrag *= 1 - actor->xspr.height / 256.;
actor->vel.XY() *= 1 - nDrag;
if (actor->vel.XY().LengthSquared() < 1 / 256.)
actor->ZeroVelocityXY();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool ceilIsTooLow(DBloodActor* actor)
{
if (actor != nullptr)
{
sectortype* pSector = actor->sector();
double a = pSector->ceilingz - pSector->floorz;
double top, bottom;
GetActorExtents(actor, &top, &bottom);
if (a > top - bottom) return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiSetGenIdleState(DBloodActor* actor)
{
switch (actor->spr.type)
{
case kDudeModernCustom:
case kDudeModernCustomBurning:
aiGenDudeNewState(actor, &genIdle);
break;
default:
aiNewState(actor, &genIdle);
break;
}
}
//---------------------------------------------------------------------------
//
// this function stops wind on all TX sectors affected by WindGen after it goes off state.
//
//---------------------------------------------------------------------------
void windGenStopWindOnSectors(DBloodActor* sourceactor)
{
if (sourceactor->xspr.txID <= 0 && sourceactor->sector()->hasX())
{
sourceactor->sector()->xs().windVel = 0;
return;
}
for (int i = bucketHead[sourceactor->xspr.txID]; i < bucketHead[sourceactor->xspr.txID + 1]; i++)
{
if (!rxBucket[i].isSector()) continue;
auto pSector = rxBucket[i].sector();
XSECTOR* pXSector = &pSector->xs();
if ((pXSector->state == 1 && !pXSector->windAlways)
|| ((sourceactor->spr.flags & kModernTypeFlag1) && !(sourceactor->spr.flags & kModernTypeFlag2)))
{
pXSector->windVel = 0;
}
}
// check redirected TX buckets
int rx = -1;
DBloodActor* pXRedir = nullptr;
while ((pXRedir = evrListRedirectors(OBJ_SPRITE, nullptr, nullptr, sourceactor, pXRedir, &rx)) != nullptr)
{
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++)
{
if (!rxBucket[i].isSector()) continue;
auto pSector = rxBucket[i].sector();
XSECTOR* pXSector = &pSector->xs();
if ((pXSector->state == 1 && !pXSector->windAlways) || (sourceactor->spr.flags & kModernTypeFlag2))
pXSector->windVel = 0;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlStartScene(DBloodActor* sourceactor, PLAYER* pPlayer, bool force)
{
TRPLAYERCTRL* pCtrl = &gPlayerCtrl[pPlayer->nPlayer];
if (pCtrl->qavScene.initiator != nullptr && !force) return;
QAV* pQav = playerQavSceneLoad(sourceactor->xspr.data2);
if (pQav != nullptr)
{
// save current weapon
sourceactor->xspr.dropMsg = pPlayer->curWeapon;
auto initiator = pCtrl->qavScene.initiator;
if (initiator != nullptr && initiator != sourceactor && initiator->hasX())
sourceactor->xspr.dropMsg = initiator->xspr.dropMsg;
if (initiator == nullptr)
WeaponLower(pPlayer);
sourceactor->xspr.sysData1 = ClipLow((pQav->duration * sourceactor->xspr.waitTime) / 4, 0); // how many times animation should be played
pCtrl->qavScene.initiator = sourceactor;
pCtrl->qavScene.qavResrc = pQav;
pCtrl->qavScene.dummy = -1;
//pCtrl->qavScene.qavResrc->Preload();
pPlayer->sceneQav = sourceactor->xspr.data2;
pPlayer->weaponTimer = pCtrl->qavScene.qavResrc->duration;
pPlayer->qavCallback = (sourceactor->xspr.data3 > 0) ? ClipRange(sourceactor->xspr.data3 - 1, 0, 32) : -1;
pPlayer->qavLoop = false;
pPlayer->qavLastTick = I_GetTime(pCtrl->qavScene.qavResrc->ticrate);
pPlayer->qavTimer = pCtrl->qavScene.qavResrc->duration;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlStopScene(PLAYER* pPlayer)
{
TRPLAYERCTRL* pCtrl = &gPlayerCtrl[pPlayer->nPlayer];
auto initiator = pCtrl->qavScene.initiator;
if (initiator->hasX())
{
initiator->xspr.sysData1 = 0;
}
if (pCtrl->qavScene.initiator != nullptr)
{
pCtrl->qavScene.initiator = nullptr;
pCtrl->qavScene.qavResrc = nullptr;
pPlayer->sceneQav = -1;
// restore weapon
if (pPlayer->actor->xspr.health > 0)
{
int oldWeapon = (initiator->hasX() && initiator->xspr.dropMsg != 0) ? initiator->xspr.dropMsg : 1;
pPlayer->newWeapon = pPlayer->curWeapon = oldWeapon;
WeaponRaise(pPlayer);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlLink(DBloodActor* sourceactor, PLAYER* pPlayer, bool checkCondition)
{
// save player's sprite index to let the tracking condition know it after savegame loading...
auto actor = pPlayer->actor;
sourceactor->prevmarker = actor;
actor->xspr.txID = sourceactor->xspr.txID;
actor->xspr.command = kCmdToggle;
actor->xspr.triggerOn = sourceactor->xspr.triggerOn;
actor->xspr.triggerOff = sourceactor->xspr.triggerOff;
actor->xspr.busyTime = sourceactor->xspr.busyTime;
actor->xspr.waitTime = sourceactor->xspr.waitTime;
actor->xspr.restState = sourceactor->xspr.restState;
actor->xspr.Push = sourceactor->xspr.Push;
actor->xspr.Impact = sourceactor->xspr.Impact;
actor->xspr.Vector = sourceactor->xspr.Vector;
actor->xspr.Touch = sourceactor->xspr.Touch;
actor->xspr.Sight = sourceactor->xspr.Sight;
actor->xspr.Proximity = sourceactor->xspr.Proximity;
actor->xspr.Decoupled = sourceactor->xspr.Decoupled;
actor->xspr.Interrutable = sourceactor->xspr.Interrutable;
actor->xspr.DudeLockout = sourceactor->xspr.DudeLockout;
actor->xspr.data1 = sourceactor->xspr.data1;
actor->xspr.data2 = sourceactor->xspr.data2;
actor->xspr.data3 = sourceactor->xspr.data3;
actor->xspr.data4 = sourceactor->xspr.data4;
actor->xspr.key = sourceactor->xspr.key;
actor->xspr.dropMsg = sourceactor->xspr.dropMsg;
// let's check if there is tracking condition expecting objects with this TX id
if (checkCondition && sourceactor->xspr.txID >= kChannelUser)
{
for (int i = 0; i < gTrackingCondsCount; i++)
{
TRCONDITION* pCond = &gCondition[i];
if (pCond->actor->xspr.rxID != sourceactor->xspr.txID)
continue;
// search for player control sprite and replace it with actual player sprite
for (unsigned k = 0; k < pCond->length; k++)
{
if (!pCond->obj[k].obj.isActor() || pCond->obj[k].obj.actor() != sourceactor) continue;
pCond->obj[k].obj = EventObject(pPlayer->actor);
pCond->obj[k].cmd = (uint8_t)pPlayer->actor->xspr.command;
break;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlSetRace(int value, PLAYER* pPlayer)
{
playerSetRace(pPlayer, value);
switch (pPlayer->lifeMode)
{
case kModeHuman:
case kModeBeast:
playerSizeReset(pPlayer);
break;
case kModeHumanShrink:
playerSizeShrink(pPlayer, 2);
break;
case kModeHumanGrown:
playerSizeGrow(pPlayer, 2);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlSetMoveSpeed(int value, PLAYER* pPlayer)
{
int speed = ClipRange(value, 0, 500);
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];
curPosture->frontAccel = (defPosture->frontAccel * speed) / kPercFull;
curPosture->sideAccel = (defPosture->sideAccel * speed) / kPercFull;
curPosture->backAccel = (defPosture->backAccel * speed) / kPercFull;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlSetJumpHeight(int value, PLAYER* pPlayer)
{
int jump = ClipRange(value, 0, 500);
for (int i = 0; i < kModeMax; i++)
{
POSTURE* curPosture = &pPlayer->pPosture[i][kPostureStand]; POSTURE* defPosture = &gPostureDefaults[i][kPostureStand];
curPosture->normalJumpZ = (defPosture->normalJumpZ * jump) / kPercFull;
curPosture->pwupJumpZ = (defPosture->pwupJumpZ * jump) / kPercFull;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlSetScreenEffect(int value, int timeval, PLAYER* pPlayer)
{
int eff = ClipLow(value, 0);
int time = (eff > 0) ? timeval : 0;
switch (eff) {
case 0: // clear all
case 1: // tilting
pPlayer->tiltEffect = ClipRange(time, 0, 220);
if (eff) break;
[[fallthrough]];
case 2: // pain
pPlayer->painEffect = ClipRange(time, 0, 2048);
if (eff) break;
[[fallthrough]];
case 3: // blind
pPlayer->blindEffect = ClipRange(time, 0, 2048);
if (eff) break;
[[fallthrough]];
case 4: // pickup
pPlayer->pickupEffect = ClipRange(time, 0, 2048);
if (eff) break;
[[fallthrough]];
case 5: // quakeEffect
pPlayer->quakeEffect = ClipRange(time, 0, 2048);
if (eff) break;
[[fallthrough]];
case 6: // visibility
pPlayer->visibility = ClipRange(time, 0, 2048);
if (eff) break;
[[fallthrough]];
case 7: // delirium
pPlayer->pwUpTime[kPwUpDeliriumShroom] = ClipHigh(time << 1, 432000);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlSetLookAngle(int value, PLAYER* pPlayer)
{
double const upAngle = 289;
double const downAngle = -347;
double const lookStepUp = 4.0 * upAngle / 60.0;
double const lookStepDown = -4.0 * downAngle / 60.0;
double const look = value << 5;
double adjustment;
if (look > 0)
{
adjustment = min(MulScaleF(lookStepUp, look, 8), upAngle);
}
else if (look < 0)
{
adjustment = -max(MulScaleF(lookStepDown, abs(look), 8), downAngle);
}
else
{
adjustment = 0;
}
pPlayer->horizon.settarget(maphoriz(100. * tan(adjustment * pi::pi() * (1. / 1024.))));
pPlayer->horizon.lockinput();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlEraseStuff(int value, PLAYER* pPlayer)
{
switch (value)
{
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[kWeapPitchFork] = true;
pPlayer->curWeapon = kWeapNone;
pPlayer->nextWeapon = kWeapPitchFork;
WeaponRaise(pPlayer);
if (value) break;
[[fallthrough]];
case 2: // erase all armor
for (int i = 0; i < 3; i++) pPlayer->armor[i] = 0;
if (value) 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 (value) break;
[[fallthrough]];
case 4: // erase all keys
for (int i = 0; i < 8; i++) pPlayer->hasKey[i] = false;
if (value) break;
[[fallthrough]];
case 5: // erase powerups
for (int i = 0; i < kMaxPowerUps; i++) pPlayer->pwUpTime[i] = 0;
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlGiveStuff(int data2, int weapon, int data4, PLAYER* pPlayer, TRPLAYERCTRL* pCtrl)
{
switch (data2)
{
case 1: // give N weapon and default ammo for it
case 2: // give just N ammo for selected weapon
if (weapon <= 0 || weapon > 13)
{
Printf(PRINT_HIGH, "Weapon #%d is out of a weapons range!", weapon);
break;
}
else if (data2 == 2 && data4 == 0)
{
Printf(PRINT_HIGH, "Zero ammo for weapon #%d is specified!", weapon);
break;
}
switch (weapon)
{
case kWeapProximity: // remote bomb
case kWeapRemote: // prox bomb
pPlayer->hasWeapon[weapon] = true;
weapon--;
pPlayer->ammoCount[weapon] = ClipHigh(pPlayer->ammoCount[weapon] + ((data2 == 2) ? data4 : 1), gAmmoInfo[weapon].max);
weapon++;
break;
default:
for (int i = 0; i < 11; i++)
{
if (gWeaponItemData[i].type != weapon) continue;
const WEAPONITEMDATA* pWeaponData = &gWeaponItemData[i];
int nAmmoType = pWeaponData->ammoType;
switch (data2) {
case 1:
pPlayer->hasWeapon[weapon] = true;
if (pPlayer->ammoCount[nAmmoType] >= pWeaponData->count) break;
pPlayer->ammoCount[nAmmoType] = ClipHigh(pPlayer->ammoCount[nAmmoType] + pWeaponData->count, gAmmoInfo[nAmmoType].max);
break;
case 2:
pPlayer->ammoCount[nAmmoType] = ClipHigh(pPlayer->ammoCount[nAmmoType] + data4, gAmmoInfo[nAmmoType].max);
break;
}
break;
}
break;
}
if (pPlayer->hasWeapon[weapon] && data4 == 0) // switch on it
{
pPlayer->nextWeapon = kWeapNone;
if (pPlayer->sceneQav >= 0 && pCtrl->qavScene.initiator && pCtrl->qavScene.initiator->hasX())
{
pCtrl->qavScene.initiator->xspr.dropMsg = weapon;
}
else if (pPlayer->curWeapon != weapon)
{
pPlayer->newWeapon = weapon;
WeaponRaise(pPlayer);
}
}
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlUsePackItem(int data2, int data3, int data4, PLAYER* pPlayer, int evCmd)
{
unsigned int invItem = data2 - 1;
switch (evCmd)
{
case kCmdOn:
if (!pPlayer->packSlots[invItem].isActive) packUseItem(pPlayer, invItem);
break;
case kCmdOff:
if (pPlayer->packSlots[invItem].isActive) packUseItem(pPlayer, invItem);
break;
default:
packUseItem(pPlayer, invItem);
break;
}
switch (data4)
{
case 2: // both
case 0: // switch on it
if (pPlayer->packSlots[invItem].curAmount > 0) pPlayer->packItemId = invItem;
if (!data4) break;
[[fallthrough]];
case 1: // force remove after use
pPlayer->packSlots[invItem].isActive = false;
pPlayer->packSlots[invItem].curAmount = 0;
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void trPlayerCtrlUsePowerup(DBloodActor* sourceactor, PLAYER* pPlayer, int evCmd)
{
bool relative = (sourceactor->spr.flags & kModernTypeFlag1);
int nPower = (kMinAllowedPowerup + sourceactor->xspr.data2) - 1;
int nTime = ClipRange(abs(sourceactor->xspr.data3) * 100, -gPowerUpInfo[nPower].maxTime, gPowerUpInfo[nPower].maxTime);
if (sourceactor->xspr.data3 < 0)
nTime = -nTime;
if (pPlayer->pwUpTime[nPower])
{
if (!relative && nTime <= 0)
powerupDeactivate(pPlayer, nPower);
}
if (nTime != 0)
{
if (pPlayer->pwUpTime[nPower] <= 0)
powerupActivate(pPlayer, nPower); // MUST activate first for powerups like kPwUpDeathMask
// ...so we able to change time amount
if (relative) pPlayer->pwUpTime[nPower] += nTime;
else pPlayer->pwUpTime[nPower] = nTime;
}
if (pPlayer->pwUpTime[nPower] <= 0)
powerupDeactivate(pPlayer, nPower);
return;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useObjResizer(DBloodActor* sourceactor, int targType, sectortype* targSect, walltype* targWall, DBloodActor* targetactor)
{
switch (targType)
{
// for sectors
case OBJ_SECTOR:
if (!targSect) return;
if (valueIsBetween(sourceactor->xspr.data1, -1, 32767))
targSect->floorxpan_ = (float)ClipRange(sourceactor->xspr.data1, 0, 255);
if (valueIsBetween(sourceactor->xspr.data2, -1, 32767))
targSect->floorypan_ = (float)ClipRange(sourceactor->xspr.data2, 0, 255);
if (valueIsBetween(sourceactor->xspr.data3, -1, 32767))
targSect->ceilingxpan_ = (float)ClipRange(sourceactor->xspr.data3, 0, 255);
if (valueIsBetween(sourceactor->xspr.data4, -1, 65535))
targSect->ceilingypan_ = (float)ClipRange(sourceactor->xspr.data4, 0, 255);
break;
// for sprites
case OBJ_SPRITE:
{
bool fit = false;
// resize by seq scaling
if (sourceactor->spr.flags & kModernTypeFlag1)
{
if (valueIsBetween(sourceactor->xspr.data1, -255, 32767))
{
int mulDiv = (valueIsBetween(sourceactor->xspr.data2, 0, 257)) ? sourceactor->xspr.data2 : 256;
if (sourceactor->xspr.data1 > 0) targetactor->xspr.scale = mulDiv * ClipHigh(sourceactor->xspr.data1, 25);
else if (sourceactor->xspr.data1 < 0) targetactor->xspr.scale = mulDiv / ClipHigh(abs(sourceactor->xspr.data1), 25);
else targetactor->xspr.scale = 0;
fit = true;
}
// resize by repeats
}
else
{
if (valueIsBetween(sourceactor->xspr.data1, -1, 32767))
{
targetactor->spr.xrepeat = ClipRange(sourceactor->xspr.data1, 0, 255);
fit = true;
}
if (valueIsBetween(sourceactor->xspr.data2, -1, 32767))
{
targetactor->spr.yrepeat = ClipRange(sourceactor->xspr.data2, 0, 255);
fit = true;
}
}
if (fit && (targetactor->spr.type == kDudeModernCustom || targetactor->spr.type == kDudeModernCustomBurning))
{
// request properties update for custom dude
targetactor->genDudeExtra.updReq[kGenDudePropertySpriteSize] = true;
targetactor->genDudeExtra.updReq[kGenDudePropertyAttack] = true;
targetactor->genDudeExtra.updReq[kGenDudePropertyMass] = true;
targetactor->genDudeExtra.updReq[kGenDudePropertyDmgScale] = true;
evPostActor(targetactor, kGenDudeUpdTimeRate, kCallbackGenDudeUpdate);
}
if (valueIsBetween(sourceactor->xspr.data3, -1, 32767))
targetactor->spr.xoffset = ClipRange(sourceactor->xspr.data3, 0, 255);
if (valueIsBetween(sourceactor->xspr.data4, -1, 65535))
targetactor->spr.yoffset = ClipRange(sourceactor->xspr.data4, 0, 255);
break;
}
case OBJ_WALL:
if (!targWall) return;
if (valueIsBetween(sourceactor->xspr.data1, -1, 32767))
targWall->xrepeat = ClipRange(sourceactor->xspr.data1, 0, 255);
if (valueIsBetween(sourceactor->xspr.data2, -1, 32767))
targWall->yrepeat = ClipRange(sourceactor->xspr.data2, 0, 255);
if (valueIsBetween(sourceactor->xspr.data3, -1, 32767))
targWall->xpan_ = (float)ClipRange(sourceactor->xspr.data3, 0, 255);
if (valueIsBetween(sourceactor->xspr.data4, -1, 65535))
targWall->ypan_ = (float)ClipRange(sourceactor->xspr.data4, 0, 255);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void usePropertiesChanger(DBloodActor* sourceactor, int objType, sectortype* pSector, walltype* pWall, DBloodActor* targetactor)
{
bool flag1 = (sourceactor->spr.flags & kModernTypeFlag1);
bool flag2 = (sourceactor->spr.flags & kModernTypeFlag2);
bool flag4 = (sourceactor->spr.flags & kModernTypeFlag4);
short data3 = sourceactor->xspr.data3;
short data4 = sourceactor->xspr.data4;
switch (objType)
{
case OBJ_WALL:
{
if (!pWall) return;
// data1 = set this wall as first wall of sector or as sector.alignto wall
if (valueIsBetween(sourceactor->xspr.data1, -1, 32767))
{
if (pWall->sectorp())
{
switch (sourceactor->xspr.data1) {
case 1:
// You got to be f***ing kidding...
//setfirstwall(nSector, objIndex);
Printf("Setting first wall not supported!"); // this will require a lot of mess...
pWall->allocX();
break;
case 2:
pWall->sectorp()->slopewallofs = max<int>(pWall - pWall->sectorp()->firstWall(), 0);
break;
}
}
}
// data3 = set wall hitag
if (valueIsBetween(data3, -1, 32767))
{
if (flag1)
{
if (flag4) pWall->hitag &= ~data3;
else pWall->hitag |= data3;
pWall->hitag |= sourceactor->xspr.data3;
}
else pWall->hitag = sourceactor->xspr.data3;
}
// data4 = set wall cstat
if (valueIsBetween(data4, -1, 65535))
{
auto old = pWall->cstat;
// relative
if (flag1)
{
if (flag4) pWall->cstat &= ~EWallFlags::FromInt(data4);
else pWall->cstat |= EWallFlags::FromInt(data4);
}
// absolute
else
{
pWall->cstat = EWallFlags::FromInt(data4);
if (!flag2)
{
// check for exceptions
pWall->cstat |= old & (CSTAT_WALL_BOTTOM_SWAP | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_1WAY);
pWall->cstat = (pWall->cstat & ~CSTAT_WALL_MOVE_MASK) | (old & CSTAT_WALL_MOVE_MASK);
}
}
}
}
break;
case OBJ_SPRITE:
{
bool thing2debris = false;
int old = -1;
// data3 = set sprite hitag
if (valueIsBetween(data3, -1, 32767))
{
old = targetactor->spr.flags;
// relative
if (flag1)
{
if (flag4) targetactor->spr.flags &= ~data3;
else targetactor->spr.flags |= data3;
}
// absolute
else
{
targetactor->spr.flags = data3;
}
// and handle exceptions
if ((old & kHitagFree) && !(targetactor->spr.flags & kHitagFree)) targetactor->spr.flags |= kHitagFree;
if ((old & kHitagRespawn) && !(targetactor->spr.flags & kHitagRespawn)) targetactor->spr.flags |= kHitagRespawn;
// prepare things for different (debris) physics.
thing2debris = (targetactor->spr.statnum == kStatThing && debrisGetFreeIndex() >= 0);
}
// data2 = sprite physics settings
if (valueIsBetween(sourceactor->xspr.data2, -1, 32767) || thing2debris)
{
switch (targetactor->spr.statnum)
{
case kStatDude: // dudes already treating in game
case kStatFree:
case kStatMarker:
case kStatPathMarker:
break;
default:
// store physics attributes in xsprite to avoid setting hitag for modern types!
int flags = (targetactor->xspr.physAttr != 0) ? targetactor->xspr.physAttr : 0;
int oldFlags = flags;
if (thing2debris)
{
// converting thing to debris
if ((targetactor->spr.flags & kPhysMove) != 0) flags |= kPhysMove;
else flags &= ~kPhysMove;
if ((targetactor->spr.flags & kPhysGravity) != 0) flags |= (kPhysGravity | kPhysFalling);
else flags &= ~(kPhysGravity | kPhysFalling);
targetactor->spr.flags &= ~(kPhysMove | kPhysGravity | kPhysFalling);
targetactor->ZeroVelocity();
targetactor->xspr.restState = targetactor->xspr.state;
}
else
{
// WTF is this?!?
char digits[6] = {};
snprintf(digits, 6, "%d", sourceactor->xspr.data2);
for (unsigned int i = 0; i < sizeof(digits); i++)
digits[i] = (digits[i] >= 48 && digits[i] <= 57) ? (digits[i] - 57) + 9 : 0;
// first digit of data2: set main physics attributes
switch (digits[0])
{
case 0:
flags &= ~kPhysMove;
flags &= ~(kPhysGravity | kPhysFalling);
break;
case 1:
flags |= kPhysMove;
flags &= ~(kPhysGravity | kPhysFalling);
break;
case 2:
flags &= ~kPhysMove;
flags |= (kPhysGravity | kPhysFalling);
break;
case 3:
flags |= kPhysMove;
flags |= (kPhysGravity | kPhysFalling);
break;
}
// second digit of data2: touch physics flags
switch (digits[1])
{
case 0:
flags &= ~kPhysDebrisTouch;
break;
case 1:
flags |= kPhysDebrisTouch;
break;
}
// third digit of data2: weapon physics flags
switch (digits[2])
{
case 0:
flags &= ~kPhysDebrisVector;
flags &= ~kPhysDebrisExplode;
break;
case 1:
flags |= kPhysDebrisVector;
flags &= ~kPhysDebrisExplode;
break;
case 2:
flags &= ~kPhysDebrisVector;
flags |= kPhysDebrisExplode;
break;
case 3:
flags |= kPhysDebrisVector;
flags |= kPhysDebrisExplode;
break;
}
// fourth digit of data2: swimming / flying physics flags
switch (digits[3])
{
case 0:
flags &= ~kPhysDebrisSwim;
flags &= ~kPhysDebrisFly;
flags &= ~kPhysDebrisFloat;
break;
case 1:
flags |= kPhysDebrisSwim;
flags &= ~kPhysDebrisFly;
flags &= ~kPhysDebrisFloat;
break;
case 2:
flags |= kPhysDebrisSwim;
flags |= kPhysDebrisFloat;
flags &= ~kPhysDebrisFly;
break;
case 3:
flags |= kPhysDebrisFly;
flags &= ~kPhysDebrisSwim;
flags &= ~kPhysDebrisFloat;
break;
case 4:
flags |= kPhysDebrisFly;
flags |= kPhysDebrisFloat;
flags &= ~kPhysDebrisSwim;
break;
case 5:
flags |= kPhysDebrisSwim;
flags |= kPhysDebrisFly;
flags &= ~kPhysDebrisFloat;
break;
case 6:
flags |= kPhysDebrisSwim;
flags |= kPhysDebrisFly;
flags |= kPhysDebrisFloat;
break;
}
}
int nIndex = debrisGetIndex(targetactor); // check if there is no sprite in list
// adding physics sprite in list
if ((flags & kPhysGravity) != 0 || (flags & kPhysMove) != 0)
{
if (oldFlags == 0)
targetactor->ZeroVelocity();
if (nIndex != -1)
{
targetactor->xspr.physAttr = flags; // just update physics attributes
}
else if ((nIndex = debrisGetFreeIndex()) < 0)
{
viewSetSystemMessage("Max (%d) Physics affected sprites reached!", kMaxSuperXSprites);
}
else
{
targetactor->xspr.physAttr = flags; // update physics attributes
// allow things to became debris, so they use different physics...
if (targetactor->spr.statnum == kStatThing) ChangeActorStat(targetactor, 0);
// set random goal ang for swimming so they start turning
if ((flags & kPhysDebrisSwim) && targetactor->vel.isZero())
targetactor->xspr.goalAng = (targetactor->spr.angle + DAngle::fromBuild(Random3(kAng45))).Normalized360();
if (targetactor->xspr.physAttr & kPhysDebrisVector)
targetactor->spr.cstat |= CSTAT_SPRITE_BLOCK_HITSCAN;
gPhysSpritesList[nIndex] = targetactor;
if (nIndex >= gPhysSpritesCount) gPhysSpritesCount++;
getSpriteMassBySize(targetactor); // create physics cache
}
// removing physics from sprite in list (don't remove sprite from list)
}
else if (nIndex != -1)
{
targetactor->xspr.physAttr = flags;
targetactor->ZeroVelocity();
if (targetactor->spr.lotag >= kThingBase && targetactor->spr.lotag < kThingMax)
ChangeActorStat(targetactor, kStatThing); // if it was a thing - restore statnum
}
break;
}
}
// data4 = sprite cstat
if (valueIsBetween(sourceactor->xspr.data4, -1, 65535))
{
// relative
if (flag1)
{
if (flag4) targetactor->spr.cstat &= ~ESpriteFlags::FromInt(data4);
else targetactor->spr.cstat |= ESpriteFlags::FromInt(data4);
}
// absolute
else
{
auto oldstat = targetactor->spr.cstat;
// set new cstat
if ((sourceactor->spr.flags & kModernTypeFlag1)) targetactor->spr.cstat |= ESpriteFlags::FromInt(sourceactor->xspr.data4); // relative
else targetactor->spr.cstat = ESpriteFlags::FromInt(sourceactor->xspr.data4 & 0xffff); // absolute
// and handle exceptions
if ((oldstat & CSTAT_SPRITE_BLOOD_BIT1)) targetactor->spr.cstat |= CSTAT_SPRITE_BLOOD_BIT1; //kSpritePushable
if ((oldstat & CSTAT_SPRITE_YCENTER)) targetactor->spr.cstat |= CSTAT_SPRITE_YCENTER;
targetactor->spr.cstat = (targetactor->spr.cstat & ~CSTAT_SPRITE_MOVE_MASK) | (oldstat & CSTAT_SPRITE_MOVE_MASK);
#if 0
// looks very broken.
if (old & 0x6000)
{
if (!(targetactor->spr.cstat & 0x6000))
targetactor->spr.cstat |= 0x6000; // kSpriteMoveMask
if ((old & 0x0) && !(targetactor->spr.cstat & 0x0)) targetactor->spr.cstat |= 0x0; // kSpriteMoveNone
else if ((old & 0x2000) && !(targetactor->spr.cstat & 0x2000)) targetactor->spr.cstat |= 0x2000; // kSpriteMoveForward, kSpriteMoveFloor
else if ((old & 0x4000) && !(targetactor->spr.cstat & 0x4000)) targetactor->spr.cstat |= 0x4000; // kSpriteMoveReverse, kSpriteMoveCeiling
}
#endif
}
}
}
break;
case OBJ_SECTOR:
{
if (!pSector) return;
XSECTOR* pXSector = &pSector->xs();
// data1 = sector underwater status and depth level
if (sourceactor->xspr.data1 >= 0 && sourceactor->xspr.data1 < 2) {
pXSector->Underwater = (sourceactor->xspr.data1) ? true : false;
auto aLower = barrier_cast<DBloodActor*>(pSector->lowerLink);
DBloodActor* aUpper = nullptr;
if (aLower)
{
// must be sure we found exact same upper link
for (auto& sec : sector)
{
aUpper = barrier_cast<DBloodActor*>(sec.upperLink);
if (aUpper == nullptr || aUpper->xspr.data1 != aLower->xspr.data1)
{
aUpper = nullptr;
continue;
}
break;
}
}
// treat sectors that have links, so warp can detect underwater status properly
if (aLower)
{
if (pXSector->Underwater)
{
switch (aLower->spr.type)
{
case kMarkerLowStack:
case kMarkerLowLink:
aLower->xspr.sysData1 = aLower->spr.type;
aLower->spr.type = kMarkerLowWater;
break;
default:
if (pSector->ceilingpicnum < 4080 || pSector->ceilingpicnum > 4095) aLower->xspr.sysData1 = kMarkerLowLink;
else aLower->xspr.sysData1 = kMarkerLowStack;
break;
}
}
else if (aLower->xspr.sysData1 > 0) aLower->spr.type = aLower->xspr.sysData1;
else if (pSector->ceilingpicnum < 4080 || pSector->ceilingpicnum > 4095) aLower->spr.type = kMarkerLowLink;
else aLower->spr.type = kMarkerLowStack;
}
if (aUpper)
{
if (pXSector->Underwater)
{
switch (aUpper->spr.type)
{
case kMarkerUpStack:
case kMarkerUpLink:
aUpper->xspr.sysData1 = aUpper->spr.type;
aUpper->spr.type = kMarkerUpWater;
break;
default:
if (pSector->floorpicnum < 4080 || pSector->floorpicnum > 4095) aUpper->xspr.sysData1 = kMarkerUpLink;
else aUpper->xspr.sysData1 = kMarkerUpStack;
break;
}
}
else if (aUpper->xspr.sysData1 > 0) aUpper->spr.type = aUpper->xspr.sysData1;
else if (pSector->floorpicnum < 4080 || pSector->floorpicnum > 4095) aUpper->spr.type = kMarkerUpLink;
else aUpper->spr.type = kMarkerUpStack;
}
// search for dudes in this sector and change their underwater status
BloodSectIterator it(pSector);
while (auto iactor = it.Next())
{
if (iactor->spr.statnum != kStatDude || !iactor->IsDudeActor() || !iactor->hasX())
continue;
PLAYER* pPlayer = getPlayerById(iactor->spr.type);
if (pXSector->Underwater)
{
if (aLower)
iactor->xspr.medium = (aLower->spr.type == kMarkerUpGoo) ? kMediumGoo : kMediumWater;
if (pPlayer)
{
int waterPal = kMediumWater;
if (aLower)
{
if (aLower->xspr.data2 > 0) waterPal = aLower->xspr.data2;
else if (aLower->spr.type == kMarkerUpGoo) waterPal = kMediumGoo;
}
pPlayer->nWaterPal = waterPal;
pPlayer->posture = kPostureSwim;
pPlayer->actor->xspr.burnTime = 0;
}
}
else
{
iactor->xspr.medium = kMediumNormal;
if (pPlayer)
{
pPlayer->posture = (!(pPlayer->input.actions & SB_CROUCH)) ? kPostureStand : kPostureCrouch;
pPlayer->nWaterPal = 0;
}
}
}
}
else if (sourceactor->xspr.data1 > 9) pXSector->Depth = 7;
else if (sourceactor->xspr.data1 > 1) pXSector->Depth = sourceactor->xspr.data1 - 2;
// data2 = sector visibility
if (valueIsBetween(sourceactor->xspr.data2, -1, 32767))
pSector->visibility = ClipRange(sourceactor->xspr.data2, 0, 234);
// data3 = sector ceil cstat
if (valueIsBetween(sourceactor->xspr.data3, -1, 32767))
{
// relative
if (flag1)
{
if (flag4) pSector->ceilingstat &= ~ESectorFlags::FromInt(data3);
else pSector->ceilingstat |= ESectorFlags::FromInt(data3);
}
// absolute
else pSector->ceilingstat = ESectorFlags::FromInt(data3);
}
// data4 = sector floor cstat
if (valueIsBetween(sourceactor->xspr.data4, -1, 65535))
{
// relative
if (flag1)
{
if (flag4) pSector->floorstat &= ~ESectorFlags::FromInt(data4);
else pSector->floorstat |= ESectorFlags::FromInt(data4);
}
// absolute
else pSector->floorstat = ESectorFlags::FromInt(data4);
}
}
break;
// no TX id
case -1:
// data2 = global visibility
if (valueIsBetween(sourceactor->xspr.data2, -1, 32767))
gVisibility = ClipRange(sourceactor->xspr.data2, 0, 4096);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useVelocityChanger(DBloodActor* actor, sectortype* sect, DBloodActor* initiator, DBloodActor* pSprite)
//void useVelocityChanger(XSPRITE* pXSource, int causerID, short objType, int objIndex)
{
const double kVelScale = 1 / 64.; // scaled 8 left, 14 right, i.e. 6 right altogether.
const int kVelShift = 8;
const int kScaleVal = 0x10000;
int r = 0, t = 0;
DAngle nAng = nullAngle;
DVector3 vv(0, 0, 0);
bool relative = (actor->spr.flags & kModernTypeFlag1);
bool toDstAng = (actor->spr.flags & kModernTypeFlag2);
bool toSrcAng = (actor->spr.flags & kModernTypeFlag4);
bool toRndAng = (actor->spr.flags & kModernTypeFlag8);
bool chgDstAng = !(actor->spr.flags & kModernTypeFlag16);
bool toEvnAng = (toDstAng && toSrcAng && initiator != NULL);
bool toAng = (toDstAng || toSrcAng || toEvnAng || toRndAng);
bool toAng180 = (toRndAng && (toDstAng || toSrcAng || toEvnAng));
if (actor)
{
if ((r = MulScale(actor->xspr.data4 << kVelShift, kScaleVal, 14)) != 0)
r = nnExtRandom(-r, r);
double rr = FixedToFloat(r);
if (valueIsBetween(actor->xspr.data3, -32767, 32767))
{
vv.Z = actor->xspr.data3 * kVelScale;
if (vv.Z != 0) vv.Z += rr;
}
if (!toAng)
{
if (valueIsBetween(actor->xspr.data1, -32767, 32767))
{
vv.X = actor->xspr.data1 * kVelScale;
if (vv.X != 0) vv.X += rr;
}
if (valueIsBetween(actor->xspr.data2, -32767, 32767))
{
vv.Y = actor->xspr.data2 * kVelScale;
if (vv.Y != 0) vv.Y += rr;
}
}
else
{
if (toEvnAng) nAng = initiator->spr.angle;
else if (toSrcAng) nAng = actor->spr.angle;
else nAng = pSprite->spr.angle;
if (!toAng180 && toRndAng)
{
auto tempang = nAng;
while (tempang == nAng)
nAng = RandomAngle();
}
if (chgDstAng)
changeSpriteAngle(pSprite, nAng);
double v = actor->xspr.data1 * kVelScale;
if (v != 0) v += rr;
vv.XY() += nAng.ToVector() * v;
}
if (actor->xspr.physAttr)
{
t = 1;
switch (pSprite->spr.statnum) {
case kStatThing:
break;
case kStatFX:
t = 0;
[[fallthrough]];
case kStatDude:
case kStatProjectile:
if (actor->xspr.physAttr & kPhysMove) pSprite->spr.flags |= kPhysMove; else pSprite->spr.flags &= ~kPhysMove;
if (actor->xspr.physAttr & kPhysGravity) pSprite->spr.flags |= kPhysGravity; else pSprite->spr.flags &= ~kPhysGravity;
if (actor->xspr.physAttr & kPhysFalling) pSprite->spr.flags |= kPhysFalling; else pSprite->spr.flags &= ~kPhysFalling;
break;
}
// debris physics for sprites that is allowed
if (t && ((t = debrisGetIndex(pSprite)) >= 0 || (t = debrisGetFreeIndex()) >= 0))
{
pSprite->addX();
if (pSprite->spr.statnum == kStatThing)
{
pSprite->spr.flags &= ~(kPhysMove | kPhysGravity | kPhysFalling);
ChangeActorStat(pSprite, 0);
}
pSprite->xspr.physAttr = actor->xspr.physAttr, gPhysSpritesList[t] = pSprite;
getSpriteMassBySize(pSprite);
if (t >= gPhysSpritesCount)
gPhysSpritesCount++;
}
}
if (relative)
{
pSprite->vel += vv;
}
else
{
pSprite->vel == vv;
}
auto vAng = VecToAngle(pSprite->vel);
if (toAng)
{
DAngle angl;
if (toAng180) angl = DAngle180;
else angl = nAng - vAng;
auto velv = pSprite->vel.XY();
auto pt = rotatepoint(pSprite->spr.pos.XY(), velv, angl);
pSprite->vel.XY() = pt;
vAng = VecToAngle(pSprite->vel);
}
if (chgDstAng)
changeSpriteAngle(pSprite, vAng);
if (pSprite->ownerActor)
{
// hack to make player projectiles damage it's owner
if (pSprite->spr.statnum == kStatProjectile && pSprite->IsPlayerActor())
pSprite->ownerActor = pSprite;
}
viewCorrectPrediction();
//if (pXSource->rxID == 157)
//viewSetSystemMessage("%d: %d / %d / %d, C: %d", pSprite->spr.sectnum, pSprite->vel.X, pSprite->vel.Y, pSprite->vel.Z, sprite[causerID].type);
}
else if (sect)
{
BloodSectIterator it(sect);
while(auto act = it.Next())
{
useVelocityChanger(actor, nullptr, initiator, act);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor)
{
PLAYER* pPlayer = getPlayerById(actor->spr.type);
XSECTOR* pXSector = (sourceactor->sector()->hasX()) ? &sourceactor->sector()->xs() : nullptr;
bool isDude = (!pPlayer && actor->IsDudeActor());
if (actor->sector() != sourceactor->sector())
ChangeActorSect(actor, sourceactor->sector());
actor->spr.pos.XY() =sourceactor->spr.pos.XY();
double zTop, zBot;
GetActorExtents(sourceactor, &zTop, &zBot);
actor->spr.pos.Z = zBot;
clampSprite(actor, 0x01);
if (sourceactor->spr.flags & kModernTypeFlag1) // force telefrag
TeleFrag(actor, sourceactor->sector());
if (actor->spr.flags & kPhysGravity)
actor->spr.flags |= kPhysFalling;
if (pXSector)
{
if (pXSector->Enter && (pPlayer || (isDude && !pXSector->dudeLockout)))
trTriggerSector(sourceactor->sector(), kCmdSectorEnter, actor);
if (pXSector->Underwater)
{
DBloodActor* aUpper = nullptr;
auto aLink = barrier_cast<DBloodActor*>(sourceactor->sector()->lowerLink);
if (aLink)
{
// must be sure we found exact same upper link
for (auto& sec : sector)
{
aUpper = barrier_cast<DBloodActor*>(sec.upperLink);
if (aUpper == nullptr || aUpper->xspr.data1 != aLink->xspr.data1)
{
aUpper = nullptr;
continue;
}
break;
}
}
if (aUpper)
actor->xspr.medium = (aLink->spr.type == kMarkerUpGoo) ? kMediumGoo : kMediumWater;
if (pPlayer)
{
int waterPal = kMediumWater;
if (aUpper)
{
if (aLink->xspr.data2 > 0) waterPal = aLink->xspr.data2;
else if (aLink->spr.type == kMarkerUpGoo) waterPal = kMediumGoo;
}
pPlayer->nWaterPal = waterPal;
pPlayer->posture = kPostureSwim;
pPlayer->actor->xspr.burnTime = 0;
}
}
else
{
actor->xspr.medium = kMediumNormal;
if (pPlayer)
{
pPlayer->posture = (!(pPlayer->input.actions & SB_CROUCH)) ? kPostureStand : kPostureCrouch;
pPlayer->nWaterPal = 0;
}
}
}
if (actor->spr.statnum == kStatDude && actor->IsDudeActor() && !actor->IsPlayerActor())
{
auto pos = actor->xspr.TargetPos;
auto target = actor->GetTarget();
aiInitSprite(actor);
if (target != nullptr && target->IsDudeActor())
{
actor->xspr.TargetPos = pos;
actor->SetTarget(target);
aiActivateDude(actor);
}
}
#if 0
if (sourceactor->xspr.data2 == 1)
{
if (pPlayer)
{
pPlayer->angle.settarget(sourceactor->spr.angle);
pPlayer->angle.lockinput();
}
else if (isDude) sourceactor->xspr.goalAng = actor->spr.angle = sourceactor->spr.angle;
else actor->spr.__int_angle = sourceactor->spr.angle;
}
#endif
if (sourceactor->xspr.data3 == 1)
{
actor->ZeroVelocity();
}
else if (sourceactor->xspr.data3 > 0)
{
// change movement direction according source angle
if (sourceactor->xspr.data3 & kModernTypeFlag2)
{
auto velv = actor->vel.XY();
auto pt = rotatepoint(actor->spr.pos.XY(), velv, sourceactor->spr.angle - VecToAngle(velv));
actor->vel.XY() = pt;
}
if (sourceactor->xspr.data3 & kModernTypeFlag4)
actor->vel.Z = 0;
}
if (sourceactor->xspr.data2 == 1)
changeSpriteAngle(actor, sourceactor->spr.angle);
viewBackupSpriteLoc(actor);
if (sourceactor->xspr.data4 > 0)
sfxPlay3DSound(sourceactor, sourceactor->xspr.data4, -1, 0);
if (pPlayer)
{
playerResetInertia(pPlayer);
if (sourceactor->xspr.data2 == 1)
pPlayer->zViewVel = pPlayer->zWeaponVel = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useEffectGen(DBloodActor* sourceactor, DBloodActor* actor)
{
if (!actor) actor = sourceactor;
int fxId = (sourceactor->xspr.data3 <= 0) ? sourceactor->xspr.data2 : sourceactor->xspr.data2 + Random(sourceactor->xspr.data3 + 1);
if (!actor->hasX()) return;
else if (fxId >= kEffectGenCallbackBase)
{
int length = sizeof(gEffectGenCallbacks) / sizeof(gEffectGenCallbacks[0]);
if (fxId < kEffectGenCallbackBase + length)
{
fxId = gEffectGenCallbacks[fxId - kEffectGenCallbackBase];
evKillActor(actor, (CALLBACK_ID)fxId);
evPostActor(actor, 0, (CALLBACK_ID)fxId);
}
}
else if (valueIsBetween(fxId, 0, kFXMax))
{
double pos, top, bottom;
GetActorExtents(actor, &top, &bottom);
DBloodActor* pEffect = nullptr;
// select where exactly effect should be spawned
switch (sourceactor->xspr.data4)
{
case 1:
pos = bottom;
break;
case 2: // middle
pos = actor->spr.pos.Z + (tileHeight(actor->spr.picnum) / 2 + tileTopOffset(actor->spr.picnum)) * actor->spr.yrepeat * REPEAT_SCALE;
break;
case 3:
case 4:
if (actor->insector())
{
if (sourceactor->xspr.data4 == 3)
pos = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
else
pos = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
break;
}
[[fallthrough]];
default:
pos = top;
break;
}
if ((pEffect = gFX.fxSpawnActor((FX_ID)fxId, actor->sector(), DVector3(actor->spr.pos.XY(), pos), 0)) != nullptr)
{
pEffect->SetOwner(sourceactor);
if (sourceactor->spr.flags & kModernTypeFlag1)
{
pEffect->spr.pal = sourceactor->spr.pal;
pEffect->spr.xoffset = sourceactor->spr.xoffset;
pEffect->spr.yoffset = sourceactor->spr.yoffset;
pEffect->spr.xrepeat = sourceactor->spr.xrepeat;
pEffect->spr.yrepeat = sourceactor->spr.yrepeat;
pEffect->spr.shade = sourceactor->spr.shade;
}
if (sourceactor->spr.flags & kModernTypeFlag2)
{
pEffect->spr.cstat = sourceactor->spr.cstat;
if (pEffect->spr.cstat & CSTAT_SPRITE_INVISIBLE)
pEffect->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
}
if (sourceactor->spr.flags & kModernTypeFlag4)
{
pEffect->spr.angle = sourceactor->spr.angle;
}
if (pEffect->spr.cstat & CSTAT_SPRITE_ONE_SIDE)
pEffect->spr.cstat &= ~CSTAT_SPRITE_ONE_SIDE;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useSectorWindGen(DBloodActor* sourceactor, sectortype* pSector)
{
XSECTOR* pXSector = nullptr;
if (pSector != nullptr)
{
pXSector = &pSector->xs();
}
else if (sourceactor->sector()->hasX())
{
pSector = sourceactor->sector();
pXSector = &pSector->xs();
}
else
{
pSector = sourceactor->sector();
pSector->allocX();
pXSector = &pSector->xs();
pXSector->windAlways = 1;
}
int windVel = ClipRange(sourceactor->xspr.data2, 0, 32767);
if ((sourceactor->xspr.data1 & 0x0001))
windVel = nnExtRandom(0, windVel);
// process vertical wind in nnExtProcessSuperSprites();
if ((sourceactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR))
{
sourceactor->xspr.sysData2 = windVel << 1;
return;
}
pXSector->windVel = windVel;
if ((sourceactor->spr.flags & kModernTypeFlag1))
pXSector->panAlways = pXSector->windAlways = 1;
DAngle angle = sourceactor->spr.angle;
if (sourceactor->xspr.data4 <= 0)
{
if ((sourceactor->xspr.data1 & 0x0002))
{
while (sourceactor->spr.angle == angle)
sourceactor->spr.angle = RandomAngle();
}
}
else if (sourceactor->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD) sourceactor->spr.angle += mapangle(sourceactor->xspr.data4);
else if (sourceactor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE) sourceactor->spr.angle -= mapangle(sourceactor->xspr.data4);
else if (sourceactor->xspr.sysData1 == 0)
{
angle += mapangle(sourceactor->xspr.data4);
if (angle >= DAngle180) sourceactor->xspr.sysData1 = 1;
sourceactor->spr.angle = min(angle, DAngle180);
}
else
{
angle -= mapangle(sourceactor->xspr.data4);
if (angle <= -DAngle180) sourceactor->xspr.sysData1 = 0;
sourceactor->spr.angle = max(angle, -DAngle180);
}
pXSector->windAng = sourceactor->spr.angle;
if (sourceactor->xspr.data3 > 0 && sourceactor->xspr.data3 < 4)
{
switch (sourceactor->xspr.data3)
{
case 1:
pXSector->panFloor = true;
pXSector->panCeiling = false;
break;
case 2:
pXSector->panFloor = false;
pXSector->panCeiling = true;
break;
case 3:
pXSector->panFloor = true;
pXSector->panCeiling = true;
break;
}
if (pXSector->panCeiling)
{
StartInterpolation(pSector, Interp_Sect_CeilingPanX);
StartInterpolation(pSector, Interp_Sect_CeilingPanY);
}
if (pXSector->panFloor)
{
StartInterpolation(pSector, Interp_Sect_FloorPanX);
StartInterpolation(pSector, Interp_Sect_FloorPanY);
}
int 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)
{
if (!panList.Contains(pSector))
panList.Push(pSector);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useSpriteDamager(DBloodActor* sourceactor, int objType, sectortype* targSect, DBloodActor* targetactor)
{
sectortype* pSector = sourceactor->sector();
int top, bottom;
bool floor, ceil, wall, enter;
switch (objType)
{
case OBJ_SPRITE:
damageSprites(sourceactor, targetactor);
break;
case OBJ_SECTOR:
{
GetActorExtents(sourceactor, &top, &bottom);
floor = (bottom >= pSector->int_floorz());
ceil = (top <= pSector->int_ceilingz());
wall = (sourceactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL);
enter = (!floor && !ceil && !wall);
BloodSectIterator it(targSect);
while (auto iactor = it.Next())
{
auto& hit = iactor->hit;
if (!iactor->IsDudeActor() || !iactor->hasX())
continue;
else if (enter)
damageSprites(sourceactor, iactor);
else if (floor && hit.florhit.type == kHitSector && hit.florhit.hitSector == targSect)
damageSprites(sourceactor, iactor);
else if (ceil && hit.ceilhit.type == kHitSector && hit.ceilhit.hitSector == targSect)
damageSprites(sourceactor, iactor);
else if (wall && hit.hit.type == kHitWall && hit.hit.hitWall->sectorp() == targSect)
damageSprites(sourceactor, iactor);
}
break;
}
case -1:
{
BloodStatIterator it(kStatDude);
while (auto iactor = it.Next())
{
if (iactor->spr.statnum != kStatDude) continue;
switch (sourceactor->xspr.data1)
{
case 667:
if (iactor->IsPlayerActor()) continue;
damageSprites(sourceactor, iactor);
break;
case 668:
if (iactor->IsPlayerActor()) continue;
damageSprites(sourceactor, iactor);
break;
default:
damageSprites(sourceactor, iactor);
break;
}
}
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void damageSprites(DBloodActor* sourceactor, DBloodActor* actor)
{
if (!actor->IsDudeActor() || !actor->hasX() || actor->xspr.health <= 0 || sourceactor->xspr.data3 < 0)
return;
int health = 0;
PLAYER* pPlayer = getPlayerById(actor->spr.type);
int dmgType = (sourceactor->xspr.data2 >= kDmgFall) ? ClipHigh(sourceactor->xspr.data2, kDmgElectric) : -1;
int dmg = actor->xspr.health << 4;
int armor[3];
bool godMode = (pPlayer && ((dmgType >= 0 && pPlayer->damageControl[dmgType]) || powerupCheck(pPlayer, kPwUpDeathMask) || pPlayer->godMode)); // kneeling
if (godMode || actor->xspr.locked) return;
else if (sourceactor->xspr.data3)
{
if (sourceactor->spr.flags & kModernTypeFlag1) dmg = ClipHigh(sourceactor->xspr.data3 << 1, 65535);
else if (actor->xspr.sysData2 > 0) dmg = (ClipHigh(actor->xspr.sysData2 << 4, 65535) * sourceactor->xspr.data3) / kPercFull;
else dmg = ((getDudeInfo(actor->spr.type)->startHealth << 4) * sourceactor->xspr.data3) / kPercFull;
health = actor->xspr.health - dmg;
}
if (dmgType >= kDmgFall)
{
if (dmg < (int)actor->xspr.health << 4)
{
if (!nnExtIsImmune(actor, dmgType, 0))
{
if (pPlayer)
{
playerDamageArmor(pPlayer, (DAMAGE_TYPE)dmgType, dmg);
for (int i = 0; i < 3; armor[i] = pPlayer->armor[i], pPlayer->armor[i] = 0, i++);
actDamageSprite(sourceactor, actor, (DAMAGE_TYPE)dmgType, dmg);
for (int i = 0; i < 3; pPlayer->armor[i] = armor[i], i++);
}
else
{
actDamageSprite(sourceactor, actor, (DAMAGE_TYPE)dmgType, dmg);
}
}
else
{
//Printf(PRINT_HIGH, "Dude type %d is immune to damage type %d!", actor->spr.type, dmgType);
}
}
else if (!pPlayer) actKillDude(sourceactor, actor, (DAMAGE_TYPE)dmgType, dmg);
else playerDamageSprite(sourceactor, pPlayer, (DAMAGE_TYPE)dmgType, dmg);
}
else if ((actor->xspr.health = ClipLow(health, 1)) > 16);
else if (!pPlayer) actKillDude(sourceactor, actor, kDamageBullet, dmg);
else playerDamageSprite(sourceactor, pPlayer, kDamageBullet, dmg);
if (actor->xspr.health > 0)
{
if (!(sourceactor->spr.flags & kModernTypeFlag8))
actor->xspr.health = health;
bool showEffects = !(sourceactor->spr.flags & kModernTypeFlag2); // show it by default
bool forceRecoil = (sourceactor->spr.flags & kModernTypeFlag4);
if (showEffects)
{
switch (dmgType)
{
case kDmgBurn:
if (actor->xspr.burnTime > 0) break;
actBurnSprite(sourceactor, actor, ClipLow(dmg >> 1, 128));
evKillActor(actor, kCallbackFXFlameLick);
evPostActor(actor, 0, kCallbackFXFlameLick); // show flames
break;
case kDmgElectric:
forceRecoil = true; // show tesla recoil animation
break;
case kDmgBullet:
evKillActor(actor, kCallbackFXBloodSpurt);
for (int i = 1; i < 6; i++)
{
if (Chance(0x16000 >> i))
fxSpawnBlood(actor, dmg << 4);
}
break;
case kDmgChoke:
if (!pPlayer || !Chance(0x2000)) break;
else pPlayer->blindEffect += dmg << 2;
}
}
if (forceRecoil && !pPlayer)
{
actor->xspr.data3 = 32767;
actor->dudeExtra.teslaHit = (dmgType == kDmgElectric) ? 1 : 0;
if (actor->xspr.aiState->stateType != kAiStateRecoil)
RecoilDude(actor);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useSeqSpawnerGen(DBloodActor* sourceactor, int objType, sectortype* pSector, walltype* pWall, DBloodActor* iactor)
{
if (sourceactor->xspr.data2 > 0 && !getSequence(sourceactor->xspr.data2))
{
Printf(PRINT_HIGH, "Missing sequence #%d", sourceactor->xspr.data2);
return;
}
switch (objType)
{
case OBJ_SECTOR:
{
if (sourceactor->xspr.data2 <= 0)
{
if (sourceactor->xspr.data3 == 3 || sourceactor->xspr.data3 == 1)
seqKill(SS_FLOOR, pSector);
if (sourceactor->xspr.data3 == 3 || sourceactor->xspr.data3 == 2)
seqKill(SS_CEILING, pSector);
}
else
{
if (sourceactor->xspr.data3 == 3 || sourceactor->xspr.data3 == 1)
seqSpawn(sourceactor->xspr.data2, SS_FLOOR, pSector, -1);
if (sourceactor->xspr.data3 == 3 || sourceactor->xspr.data3 == 2)
seqSpawn(sourceactor->xspr.data2, SS_CEILING, pSector, -1);
}
return;
}
case OBJ_WALL:
{
if (sourceactor->xspr.data2 <= 0)
{
if (sourceactor->xspr.data3 == 3 || sourceactor->xspr.data3 == 1)
seqKill(SS_WALL, pWall);
if ((sourceactor->xspr.data3 == 3 || sourceactor->xspr.data3 == 2) && (pWall->cstat & CSTAT_WALL_MASKED))
seqKill(SS_MASKED, pWall);
}
else
{
if (sourceactor->xspr.data3 == 3 || sourceactor->xspr.data3 == 1)
seqSpawn(sourceactor->xspr.data2, SS_WALL, pWall, -1);
if (sourceactor->xspr.data3 == 3 || sourceactor->xspr.data3 == 2) {
if (!pWall->twoSided()) {
if (sourceactor->xspr.data3 == 3)
seqSpawn(sourceactor->xspr.data2, SS_WALL, pWall, -1);
}
else {
if (!(pWall->cstat & CSTAT_WALL_MASKED))
pWall->cstat |= CSTAT_WALL_MASKED;
seqSpawn(sourceactor->xspr.data2, SS_MASKED, pWall, -1);
}
}
if (sourceactor->xspr.data4 > 0)
{
DVector3 cpos;
cpos.XY() = pWall->center();
auto pMySector = pWall->sectorp();
double ceilZ, floorZ;
getzsofslopeptr(pSector, cpos, &ceilZ, &floorZ);
double ceilZ2, floorZ2;
getzsofslopeptr(pWall->nextSector(), cpos, &ceilZ2, &floorZ2);
ceilZ = max(ceilZ, ceilZ2);
floorZ = min(floorZ, floorZ2);
cpos.Z = (ceilZ + floorZ) * 0.5;
sfxPlay3DSound(cpos, sourceactor->xspr.data4, pSector);
}
}
return;
}
case OBJ_SPRITE:
{
if (sourceactor->xspr.data2 <= 0) seqKill(iactor);
else if (iactor->insector())
{
if (sourceactor->xspr.data3 > 0)
{
auto spawned = InsertSprite(iactor->sector(), kStatDecoration);
if (spawned != nullptr)
{
double top, bottom;
GetActorExtents(spawned, &top, &bottom);
DVector3 pos = iactor->spr.pos;
switch (sourceactor->xspr.data3)
{
default:
break;
case 2:
pos.Z = bottom;
break;
case 3:
pos.Z = top;
break;
case 4:
// this had no value shift and no yrepeat handling, which looks like a bug.
pos.Z += (tileHeight(iactor->spr.picnum) / 2 + tileTopOffset(iactor->spr.picnum)) * iactor->spr.yrepeat * REPEAT_SCALE;
break;
case 5:
case 6:
if (!iactor->insector()) pos.Z = top;
else pos.Z = ((sourceactor->xspr.data3 == 5) ?
getflorzofslopeptr(spawned->sector(), spawned->spr.pos) :
getceilzofslopeptr(spawned->sector(), spawned->spr.pos));
break;
}
spawned->spr.pos = pos;
spawned->addX();
seqSpawn(sourceactor->xspr.data2, spawned, -1);
if (sourceactor->spr.flags & kModernTypeFlag1)
{
spawned->spr.pal = sourceactor->spr.pal;
spawned->spr.shade = sourceactor->spr.shade;
spawned->spr.xrepeat = sourceactor->spr.xrepeat;
spawned->spr.yrepeat = sourceactor->spr.yrepeat;
spawned->spr.xoffset = sourceactor->spr.xoffset;
spawned->spr.yoffset = sourceactor->spr.yoffset;
}
if (sourceactor->spr.flags & kModernTypeFlag2)
{
spawned->spr.cstat |= sourceactor->spr.cstat;
}
if (sourceactor->spr.flags & kModernTypeFlag4)
{
spawned->spr.angle = sourceactor->spr.angle;
}
// should be: the more is seqs, the shorter is timer
evPostActor(spawned, 1000, kCallbackRemove);
}
}
else
{
seqSpawn(sourceactor->xspr.data2, iactor, -1);
}
if (sourceactor->xspr.data4 > 0)
sfxPlay3DSound(iactor, sourceactor->xspr.data4, -1, 0);
}
return;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void condPush(DBloodActor* actor, const EventObject& iactor) { actor->condition[0] = iactor; }
void condPush(DBloodActor* actor, DBloodActor* iactor) { actor->condition[0] = EventObject(iactor); }
void condPush(DBloodActor* actor, walltype* iactor) { actor->condition[0] = EventObject(iactor); }
void condPush(DBloodActor* actor, sectortype* iactor) { actor->condition[0] = EventObject(iactor); }
EventObject condGet(DBloodActor* actor) { return actor->condition[0]; }
void condBackup(DBloodActor* actor)
{
actor->condition[1] = actor->condition[0];
}
void condRestore(DBloodActor* actor)
{
actor->condition[0] = actor->condition[1];
}
// normal comparison
bool condCmp(int val, int arg1, int arg2, int comOp)
{
if (comOp & 0x2000) return (comOp & CSTAT_SPRITE_BLOCK) ? (val > arg1) : (val >= arg1); // blue sprite
else if (comOp & 0x4000) return (comOp & CSTAT_SPRITE_BLOCK) ? (val < arg1) : (val <= arg1); // green sprite
else if (comOp & CSTAT_SPRITE_BLOCK)
{
if (arg1 > arg2) I_Error("Value of argument #1 (%d) must be less than value of argument #2 (%d)", arg1, arg2);
return (val >= arg1 && val <= arg2);
}
else return (val == arg1);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void condError(DBloodActor* aCond, const char* pzFormat, ...)
{
char buffer[256];
char buffer2[512];
FString condType = "Unknown";
for (int i = 0; i < 7; i++)
{
if (aCond->xspr.data1 < gCondTypeNames[i].rng1 || aCond->xspr.data1 >= gCondTypeNames[i].rng2) continue;
condType = gCondTypeNames[i].name;
condType.ToUpper();
break;
}
snprintf(buffer, 256, "\n\n%s CONDITION RX: %d, TX: %d, SPRITE: #%d RETURNS:\n", condType.GetChars(), aCond->xspr.rxID, aCond->xspr.txID, aCond->GetIndex());
va_list args;
va_start(args, pzFormat);
vsnprintf(buffer2, 512, pzFormat, args);
I_Error("%s%s", buffer, buffer2);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool condCheckGame(DBloodActor* aCond, const EVENT& event, int cmpOp, bool PUSH)
{
int cond = aCond->xspr.data1;
int arg1 = aCond->xspr.data2;
int arg2 = aCond->xspr.data3;
int arg3 = aCond->xspr.data4;
switch (cond) {
case 1: return condCmp(gFrameCount / (kTicsPerSec * 60), arg1, arg2, cmpOp); // compare level minutes
case 2: return condCmp((gFrameCount / kTicsPerSec) % 60, arg1, arg2, cmpOp); // compare level seconds
case 3: return condCmp(((gFrameCount % kTicsPerSec) * 33) / 10, arg1, arg2, cmpOp); // compare level mseconds
case 4: return condCmp(gFrameCount, arg1, arg2, cmpOp); // compare level time (unsafe)
case 5: return condCmp(gKillMgr.Kills, arg1, arg2, cmpOp); // compare current global kills counter
case 6: return condCmp(gKillMgr.TotalKills, arg1, arg2, cmpOp); // compare total global kills counter
case 7: return condCmp(gSecretMgr.Founds, arg1, arg2, cmpOp); // compare how many secrets found
case 8: return condCmp(gSecretMgr.Total, arg1, arg2, cmpOp); // compare total secrets
/*----------------------------------------------------------------------------------------------------------------------------------*/
case 20: return condCmp(gVisibility, arg1, arg2, cmpOp); // compare global visibility value
/*----------------------------------------------------------------------------------------------------------------------------------*/
case 30: return Chance((0x10000 * arg3) / kPercFull); // check chance
case 31: return condCmp(nnExtRandom(arg1, arg2), arg1, arg2, cmpOp);
/*----------------------------------------------------------------------------------------------------------------------------------*/
case 47:
{
BloodStatIterator it(ClipRange(arg3, 0, kMaxStatus));
int c = 0;
while (it.Next()) c++;
return condCmp(c, arg1, arg2, cmpOp); // compare counter of specific statnum sprites
}
case 48: return condCmp(Numsprites, arg1, arg2, cmpOp); // compare counter of total sprites
}
condError(aCond, "Unexpected condition id (%d)!", cond);
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool condCheckMixed(DBloodActor* aCond, const EVENT& event, int cmpOp, bool PUSH)
{
//int var = -1;
int cond = aCond->xspr.data1 - kCondMixedBase; int arg1 = aCond->xspr.data2;
int arg2 = aCond->xspr.data3; int arg3 = aCond->xspr.data4;
auto eob = condGet(aCond);
switch (cond)
{
case 0: return (eob.isSector());
case 5: return (eob.isWall());
case 10: return (eob.isActor() && eob.actor());
case 15: // x-index is fine?
if (eob.isWall()) return eob.wall()->hasX();
if (eob.isSector()) return eob.sector()->hasX();
if (eob.isActor()) return eob.actor() && eob.actor()->hasX();
break;
case 20: // type in a range?
if (eob.isWall()) return condCmp(eob.wall()->type, arg1, arg2, cmpOp);
if (eob.isSector()) return condCmp(eob.sector()->type, arg1, arg2, cmpOp);
if (eob.isActor()) return eob.actor() && condCmp(eob.actor()->spr.type, arg1, arg2, cmpOp);
break;
case 24:
case 25: case 26: case 27:
case 28: case 29: case 30:
case 31: case 32: case 33:
if (eob.isWall())
{
walltype* pObj = eob.wall();
switch (cond)
{
case 24: return condCmp(surfType[pObj->picnum], arg1, arg2, cmpOp);
case 25: return condCmp(pObj->picnum, arg1, arg2, cmpOp);
case 26: return condCmp(pObj->pal, arg1, arg2, cmpOp);
case 27: return condCmp(pObj->shade, arg1, arg2, cmpOp);
case 28: return (arg3) ? condCmp((pObj->cstat & EWallFlags::FromInt(arg3)), arg1, arg2, cmpOp) : (pObj->cstat & EWallFlags::FromInt(arg1));
case 29: return (arg3) ? condCmp((pObj->hitag & arg3), arg1, arg2, cmpOp) : (pObj->hitag & arg1);
case 30: return condCmp(pObj->xrepeat, arg1, arg2, cmpOp);
case 31: return condCmp(pObj->xpan(), arg1, arg2, cmpOp);
case 32: return condCmp(pObj->yrepeat, arg1, arg2, cmpOp);
case 33: return condCmp(pObj->ypan(), arg1, arg2, cmpOp);
}
}
else if (eob.isActor())
{
auto actor = eob.actor();
if (!actor) break;
switch (cond)
{
case 24: return condCmp(surfType[actor->spr.picnum], arg1, arg2, cmpOp);
case 25: return condCmp(actor->spr.picnum, arg1, arg2, cmpOp);
case 26: return condCmp(actor->spr.pal, arg1, arg2, cmpOp);
case 27: return condCmp(actor->spr.shade, arg1, arg2, cmpOp);
case 28: return (arg3) ? condCmp((actor->spr.cstat & ESpriteFlags::FromInt(arg3)), arg1, arg2, cmpOp) : (actor->spr.cstat & ESpriteFlags::FromInt(arg1));
case 29: return (arg3) ? condCmp((actor->spr.hitag & arg3), arg1, arg2, cmpOp) : (actor->spr.hitag & arg1);
case 30: return condCmp(actor->spr.xrepeat, arg1, arg2, cmpOp);
case 31: return condCmp(actor->spr.xoffset, arg1, arg2, cmpOp);
case 32: return condCmp(actor->spr.yrepeat, arg1, arg2, cmpOp);
case 33: return condCmp(actor->spr.yoffset, arg1, arg2, cmpOp);
}
}
else if (eob.sector())
{
sectortype* pObj = eob.sector();
switch (cond)
{
case 24:
switch (arg3)
{
default: return (condCmp(surfType[pObj->floorpicnum], arg1, arg2, cmpOp) || condCmp(surfType[pObj->ceilingpicnum], arg1, arg2, cmpOp));
case 1: return condCmp(surfType[pObj->floorpicnum], arg1, arg2, cmpOp);
case 2: return condCmp(surfType[pObj->ceilingpicnum], arg1, arg2, cmpOp);
}
break;
case 25:
switch (arg3)
{
default: return (condCmp(pObj->floorpicnum, arg1, arg2, cmpOp) || condCmp(pObj->ceilingpicnum, arg1, arg2, cmpOp));
case 1: return condCmp(pObj->floorpicnum, arg1, arg2, cmpOp);
case 2: return condCmp(pObj->ceilingpicnum, arg1, arg2, cmpOp);
}
break;
case 26:
switch (arg3)
{
default: return (condCmp(pObj->floorpal, arg1, arg2, cmpOp) || condCmp(pObj->ceilingpal, arg1, arg2, cmpOp));
case 1: return condCmp(pObj->floorpal, arg1, arg2, cmpOp);
case 2: return condCmp(pObj->ceilingpal, arg1, arg2, cmpOp);
}
break;
case 27:
switch (arg3)
{
default: return (condCmp(pObj->floorshade, arg1, arg2, cmpOp) || condCmp(pObj->ceilingshade, arg1, arg2, cmpOp));
case 1: return condCmp(pObj->floorshade, arg1, arg2, cmpOp);
case 2: return condCmp(pObj->ceilingshade, arg1, arg2, cmpOp);
}
break;
case 28:
{
auto a = ESectorFlags::FromInt(arg1);
switch (arg3)
{
default: return ((pObj->floorstat & a) || (pObj->ceilingstat & a));
case 1: return (pObj->floorstat & a);
case 2: return (pObj->ceilingstat & a);
}
break;
}
case 29: return (arg3) ? condCmp((pObj->hitag & arg3), arg1, arg2, cmpOp) : (pObj->hitag & arg1);
case 30: return condCmp(pObj->floorxpan(), arg1, arg2, cmpOp);
case 31: return condCmp(pObj->ceilingxpan(), arg1, arg2, cmpOp);
case 32: return condCmp(pObj->floorypan(), arg1, arg2, cmpOp);
case 33: return condCmp(pObj->ceilingypan(), arg1, arg2, cmpOp);
}
}
break;
case 41: case 42: case 43:
case 44: case 50: case 51:
case 52: case 53: case 54:
case 55: case 56: case 57:
case 58: case 59: case 70:
case 71:
if (eob.isWall())
{
auto pObj = eob.wall();
if (!pObj->hasX())
return condCmp(0, arg1, arg2, cmpOp);
XWALL* pXObj = &pObj->xw();
switch (cond)
{
case 41: return condCmp(pXObj->data, arg1, arg2, cmpOp);
case 50: return condCmp(pXObj->rxID, arg1, arg2, cmpOp);
case 51: return condCmp(pXObj->txID, arg1, arg2, cmpOp);
case 52: return pXObj->locked;
case 53: return pXObj->triggerOn;
case 54: return pXObj->triggerOff;
case 55: return pXObj->triggerOnce;
case 56: return pXObj->isTriggered;
case 57: return pXObj->state;
case 58: return condCmp((kPercFull * pXObj->busy) / 65536, arg1, arg2, cmpOp);
case 59: return pXObj->dudeLockout;
case 70:
switch (arg3)
{
default: return (condCmp(seqGetID(SS_WALL, pObj), arg1, arg2, cmpOp) || condCmp(seqGetID(SS_MASKED, pObj), arg1, arg2, cmpOp));
case 1: return condCmp(seqGetID(SS_WALL, pObj), arg1, arg2, cmpOp);
case 2: return condCmp(seqGetID(SS_MASKED, pObj), arg1, arg2, cmpOp);
}
break;
case 71:
switch (arg3)
{
default: return (condCmp(seqGetStatus(SS_WALL, pObj), arg1, arg2, cmpOp) || condCmp(seqGetStatus(SS_MASKED, pObj), arg1, arg2, cmpOp));
case 1: return condCmp(seqGetStatus(SS_WALL, pObj), arg1, arg2, cmpOp);
case 2: return condCmp(seqGetStatus(SS_MASKED, pObj), arg1, arg2, cmpOp);
}
break;
}
}
else if (eob.isActor())
{
auto objActor = eob.actor();
if (!objActor) break;
if (!objActor->hasX())
return condCmp(0, arg1, arg2, cmpOp);
switch (cond)
{
case 41: case 42:
case 43: case 44:
return condCmp(getDataFieldOfObject(eob, 1 + cond - 41), arg1, arg2, cmpOp);
case 50: return condCmp(objActor->xspr.rxID, arg1, arg2, cmpOp);
case 51: return condCmp(objActor->xspr.txID, arg1, arg2, cmpOp);
case 52: return objActor->xspr.locked;
case 53: return objActor->xspr.triggerOn;
case 54: return objActor->xspr.triggerOff;
case 55: return objActor->xspr.triggerOnce;
case 56: return objActor->xspr.isTriggered;
case 57: return objActor->xspr.state;
case 58: return condCmp((kPercFull * objActor->xspr.busy) / 65536, arg1, arg2, cmpOp);
case 59: return objActor->xspr.DudeLockout;
case 70: return condCmp(seqGetID(objActor), arg1, arg2, cmpOp);
case 71: return condCmp(seqGetStatus(objActor), arg1, arg2, cmpOp);
}
}
else if (eob.isSector())
{
auto pObj = eob.sector();
if (!pObj->hasX())
return condCmp(0, arg1, arg2, cmpOp);
XSECTOR* pXObj = &pObj->xs();
switch (cond) {
case 41: return condCmp(pXObj->data, arg1, arg2, cmpOp);
case 50: return condCmp(pXObj->rxID, arg1, arg2, cmpOp);
case 51: return condCmp(pXObj->txID, arg1, arg2, cmpOp);
case 52: return pXObj->locked;
case 53: return pXObj->triggerOn;
case 54: return pXObj->triggerOff;
case 55: return pXObj->triggerOnce;
case 56: return pXObj->isTriggered;
case 57: return pXObj->state;
case 58: return condCmp((kPercFull * pXObj->busy) / 65536, arg1, arg2, cmpOp);
case 59: return pXObj->dudeLockout;
case 70:
// wall???
switch (arg3)
{
default: return (condCmp(seqGetID(SS_CEILING, pObj), arg1, arg2, cmpOp) || condCmp(seqGetID(SS_FLOOR, pObj), arg1, arg2, cmpOp));
case 1: return condCmp(seqGetID(SS_CEILING, pObj), arg1, arg2, cmpOp);
case 2: return condCmp(seqGetID(SS_FLOOR, pObj), arg1, arg2, cmpOp);
}
break;
case 71:
switch (arg3)
{
default: return (condCmp(seqGetStatus(SS_CEILING, pObj), arg1, arg2, cmpOp) || condCmp(seqGetStatus(SS_FLOOR, pObj), arg1, arg2, cmpOp));
case 1: return condCmp(seqGetStatus(SS_CEILING, pObj), arg1, arg2, cmpOp);
case 2: return condCmp(seqGetStatus(SS_FLOOR, pObj), arg1, arg2, cmpOp);
}
break;
}
}
break;
case 99: return condCmp(event.cmd, arg1, arg2, cmpOp); // this codition received specified command?
}
condError(aCond, "Unexpected condition id (%d)!", cond);
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool condCheckSector(DBloodActor* aCond, int cmpOp, bool PUSH)
{
int cond = aCond->xspr.data1 - kCondSectorBase;
int arg1 = aCond->xspr.data2;
int arg2 = aCond->xspr.data3; //int arg3 = aCond->xspr.data4;
auto eob = condGet(aCond);
if (!eob.isSector())
condError(aCond, "Sector expected, got %s", eob.description().GetChars());
sectortype* pSect = eob.sector();
XSECTOR* pXSect = pSect->hasX() ? &pSect->xs() : nullptr;
if (cond < (kCondRange >> 1))
{
switch (cond)
{
default: break;
case 0: return condCmp(pSect->visibility, arg1, arg2, cmpOp);
case 5: return condCmp(pSect->floorheinum, arg1, arg2, cmpOp);
case 6: return condCmp(pSect->ceilingheinum, arg1, arg2, cmpOp);
case 10: // required sprite type is in current sector?
BloodSectIterator it(pSect);
while (auto iactor = it.Next())
{
if (!condCmp(iactor->spr.type, arg1, arg2, cmpOp)) continue;
else if (PUSH) condPush(aCond, iactor);
return true;
}
return false;
}
}
else if (pXSect)
{
switch (cond)
{
default: break;
case 50: return pXSect->Underwater;
case 51: return condCmp(pXSect->Depth, arg1, arg2, cmpOp);
case 55: // compare floor height (in %)
case 56: { // compare ceil height (in %)
int h = 0; int curH = 0;
switch (pSect->type)
{
case kSectorZMotion:
case kSectorRotate:
case kSectorSlide:
if (cond == 55)// 60)
{
h = ClipLow(abs(pXSect->onFloorZ - pXSect->offFloorZ), 1);
curH = abs(pSect->int_floorz() - pXSect->offFloorZ);
}
else
{
h = ClipLow(abs(pXSect->onCeilZ - pXSect->offCeilZ), 1);
curH = abs(pSect->int_ceilingz() - pXSect->offCeilZ);
}
return condCmp((kPercFull * curH) / h, arg1, arg2, cmpOp);
default:
condError(aCond, "Usupported sector type %d", pSect->type);
return false;
}
}
case 57: // this sector in movement?
return !pXSect->unused1;
}
}
else
{
switch (cond)
{
default: return false;
case 55:
case 56:
return condCmp(0, arg1, arg2, cmpOp);
}
}
condError(aCond, "Unexpected condition id (%d)!", cond);
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool condCheckWall(DBloodActor* aCond, int cmpOp, bool PUSH)
{
int var = -1;
int cond = aCond->xspr.data1 - kCondWallBase; int arg1 = aCond->xspr.data2;
int arg2 = aCond->xspr.data3; //int arg3 = aCond->xspr.data4;
auto eob = condGet(aCond);
if (!eob.isWall())
condError(aCond, "Wall expected, got %s", eob.description().GetChars());
walltype* pWall = eob.wall();
if (cond < (kCondRange >> 1))
{
switch (cond)
{
default: break;
case 0:
return condCmp(pWall->overpicnum, arg1, arg2, cmpOp);
case 5:
if (PUSH) condPush(aCond, pWall->sectorp());
return true;
case 10: // this wall is a mirror? // must be as constants here
return (pWall->type != kWallStack && condCmp(pWall->picnum, 4080, (4080 + 16) - 1, 0));
case 15:
if (!pWall->twoSided()) return false;
else if (PUSH) condPush(aCond, pWall->nextSector());
return true;
case 20:
if (!pWall->twoSided()) return false;
else if (PUSH) condPush(aCond, pWall->nextWall());
return true;
case 25: // next wall belongs to sector? (Note: This was 'sector of next wall' which is same as case 15 because we do not allow bad links!)
if (!pWall->twoSided()) return false;
else if (PUSH) condPush(aCond, pWall->nextSector());
return true;
}
}
condError(aCond, "Unexpected condition id (%d)!", cond);
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool condCheckPlayer(DBloodActor* aCond, int cmpOp, bool PUSH)
{
int var = -1;
PLAYER* pPlayer = NULL;
int cond = aCond->xspr.data1 - kCondPlayerBase;
int arg1 = aCond->xspr.data2;
int arg2 = aCond->xspr.data3;
int arg3 = aCond->xspr.data4;
auto eob = condGet(aCond);
if (!eob.isActor() || !eob.actor())
condError(aCond, "Sprite expected, got %s", eob.description().GetChars());
auto objActor = eob.actor();
for (int i = 0; i < kMaxPlayers; i++)
{
if (objActor != gPlayer[i].actor) continue;
pPlayer = &gPlayer[i];
break;
}
if (!pPlayer)
{
condError(aCond, "Player expected, got %s", eob.description().GetChars());
return false;
}
switch (cond) {
case 0: // check if this player is connected
if (!condCmp(pPlayer->nPlayer + 1, arg1, arg2, cmpOp) || pPlayer->actor == nullptr) return false;
else if (PUSH) condPush(aCond, pPlayer->actor);
return (pPlayer->nPlayer >= 0);
case 1: return condCmp((gGameOptions.nGameType != 3) ? 0 : pPlayer->teamId + 1, arg1, arg2, cmpOp); // compare team
case 2: return (arg1 > 0 && arg1 < 8 && pPlayer->hasKey[arg1 - 1]);
case 3: return (arg1 > 0 && arg1 < 15 && pPlayer->hasWeapon[arg1 - 1]);
case 4: return condCmp(pPlayer->curWeapon, arg1, arg2, cmpOp);
case 5: return (arg1 > 0 && arg1 < 6 && condCmp(pPlayer->packSlots[arg1 - 1].curAmount, arg2, arg3, cmpOp));
case 6: return (arg1 > 0 && arg1 < 6 && pPlayer->packSlots[arg1 - 1].isActive);
case 7: return condCmp(pPlayer->packItemId + 1, arg1, arg2, cmpOp);
case 8: // check for powerup amount in seconds
if (arg3 > 0 && arg3 <= (kMaxAllowedPowerup - (kMinAllowedPowerup << 1) + 1)) {
var = (kMinAllowedPowerup + arg3) - 1; // allowable powerups
return condCmp(pPlayer->pwUpTime[var] / 100, arg1, arg2, cmpOp);
}
condError(aCond, "Unexpected powerup #%d", arg3);
return false;
case 9:
if (!pPlayer->fragger) return false;
else if (PUSH) condPush(aCond, pPlayer->fragger);
return true;
case 10: // check keys pressed
switch (arg1) {
case 1: return (pPlayer->input.fvel > 0); // forward
case 2: return (pPlayer->input.fvel < 0); // backward
case 3: return (pPlayer->input.svel < 0); // left
case 4: return (pPlayer->input.svel > 0); // right
case 5: return !!(pPlayer->input.actions & SB_JUMP); // jump
case 6: return !!(pPlayer->input.actions & SB_CROUCH); // crouch
case 7: return !!(pPlayer->input.actions & SB_FIRE); // normal fire weapon
case 8: return !!(pPlayer->input.actions & SB_ALTFIRE); // alt fire weapon
case 9: return !!(pPlayer->input.actions & SB_OPEN); // use
default:
condError(aCond, "Specify a correct key!");
break;
}
return false;
case 11: return (pPlayer->isRunning);
case 12: return (pPlayer->fallScream); // falling in abyss?
case 13: return condCmp(pPlayer->lifeMode + 1, arg1, arg2, cmpOp);
case 14: return condCmp(pPlayer->posture + 1, arg1, arg2, cmpOp);
case 46: return condCmp(pPlayer->sceneQav, arg1, arg2, cmpOp);
case 47: return (pPlayer->godMode || powerupCheck(pPlayer, kPwUpDeathMask));
case 48: return isShrinked(pPlayer->actor);
case 49: return isGrown(pPlayer->actor);
}
condError(aCond, "Unexpected condition #%d!", cond);
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool condCheckDude(DBloodActor* aCond, int cmpOp, bool PUSH)
{
int var = -1;
int cond = aCond->xspr.data1 - kCondDudeBase;
int arg1 = aCond->xspr.data2;
int arg2 = aCond->xspr.data3;
int arg3 = aCond->xspr.data4;
auto eob = condGet(aCond);
if (!eob.isActor() || !eob.actor())
condError(aCond, "Sprite expected, got %s", eob.description().GetChars());
auto objActor = eob.actor();
if (!objActor->hasX() || objActor->spr.type == kThingBloodChunks)
condError(aCond, "Sprite #%d is dead!", objActor->GetIndex());
if (!objActor->IsDudeActor() || objActor->IsPlayerActor())
condError(aCond, "Object #%d is not an enemy!", objActor->GetIndex());
auto targ = objActor->GetTarget();
switch (cond)
{
default: break;
case 0: // dude have any targets?
if (!targ) return false;
else if (!targ->IsDudeActor() && targ->spr.type != kMarkerPath) return false;
else if (PUSH) condPush(aCond, targ);
return true;
case 1: return aiFightDudeIsAffected(objActor); // dude affected by ai fight?
case 2: // distance to the target in a range?
case 3: // is the target visible?
case 4: // is the target visible with periphery?
{
if (!targ)
condError(aCond, "Dude #%d has no target!", objActor->GetIndex());
DUDEINFO* pInfo = getDudeInfo(objActor->spr.type);
double height = (pInfo->eyeHeight * objActor->spr.yrepeat) * REPEAT_SCALE;
auto delta = targ->spr.pos.XY() - objActor->spr.pos.XY();
switch (cond)
{
case 2:
var = condCmp(int(delta.Length() * 16), arg1 * 512, arg2 * 512, cmpOp);
break;
case 3:
case 4:
var = cansee(objActor->spr.pos, objActor->sector(), targ->spr.pos.plusZ(-height), targ->sector());
if (cond == 4 && var > 0)
{
DAngle absang = absangle(VecToAngle(delta), objActor->spr.angle);
var = absang < (arg1 <= 0 ? pInfo->Periphery() : min(mapangle(arg1), DAngle360));
}
break;
}
if (var <= 0) return false;
else if (PUSH) condPush(aCond, targ);
return true;
}
case 5: return objActor->xspr.dudeFlag4;
case 6: return objActor->xspr.dudeDeaf;
case 7: return objActor->xspr.dudeGuard;
case 8: return objActor->xspr.dudeAmbush;
case 9: return (objActor->xspr.unused1 & kDudeFlagStealth);
case 10: // check if the marker is busy with another dude
case 11: // check if the marker is reached
if (!objActor->xspr.dudeFlag4 || !targ || targ->spr.type != kMarkerPath) return false;
switch (cond) {
case 10:
{
auto check = aiPatrolMarkerBusy(objActor, targ);
if (!check) return false;
else if (PUSH) condPush(aCond, check);
break;
}
case 11:
if (!aiPatrolMarkerReached(objActor)) return false;
else if (PUSH) condPush(aCond, targ);
break;
}
return true;
case 12: // compare spot progress value in %
if (!objActor->xspr.dudeFlag4 || !targ || targ->spr.type != kMarkerPath) var = 0;
else if (!(objActor->xspr.unused1 & kDudeFlagStealth) || objActor->xspr.data3 < 0 || objActor->xspr.data3 > kMaxPatrolSpotValue) var = 0;
else var = (kPercFull * objActor->xspr.data3) / kMaxPatrolSpotValue;
return condCmp(var, arg1, arg2, cmpOp);
case 15: return getDudeInfo(objActor->spr.type)->lockOut; // dude allowed to interact with objects?
case 16: return condCmp(objActor->xspr.aiState->stateType, arg1, arg2, cmpOp);
case 17: return condCmp(objActor->xspr.stateTimer, arg1, arg2, cmpOp);
case 20: // kDudeModernCustom conditions
case 21:
case 22:
case 23:
case 24:
switch (objActor->spr.type)
{
case kDudeModernCustom:
case kDudeModernCustomBurning:
switch (cond) {
case 20: // life leech is thrown?
{
DBloodActor* act = objActor->genDudeExtra.pLifeLeech;
if (!act) return false;
else if (PUSH) condPush(aCond, act);
return true;
}
case 21: // life leech is destroyed?
{
DBloodActor* act = objActor->genDudeExtra.pLifeLeech;
if (!act) return false;
if (objActor->GetSpecialOwner()) return true;
else if (PUSH) condPush(aCond, act);
return false;
}
case 22: // are required amount of dudes is summoned?
return condCmp(objActor->genDudeExtra.slaveCount, arg1, arg2, cmpOp);
case 23: // check if dude can...
switch (arg3)
{
case 1: return objActor->genDudeExtra.canAttack;
case 2: return objActor->genDudeExtra.canBurn;
case 3: return objActor->genDudeExtra.canDuck;
case 4: return objActor->genDudeExtra.canElectrocute;
case 5: return objActor->genDudeExtra.canFly;
case 6: return objActor->genDudeExtra.canRecoil;
case 7: return objActor->genDudeExtra.canSwim;
case 8: return objActor->genDudeExtra.canWalk;
default: condError(aCond, "Invalid argument %d", arg3); break;
}
break;
case 24: // compare weapon dispersion
return condCmp(objActor->genDudeExtra.baseDispersion, arg1, arg2, cmpOp);
}
break;
default:
condError(aCond, "Dude #%d is not a Custom Dude!", objActor->GetIndex());
return false;
}
}
condError(aCond, "Unexpected condition #%d!", cond);
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH)
{
int var = -1, var2 = -1, var3 = -1; PLAYER* pPlayer = NULL; bool retn = false;
int cond = aCond->xspr.data1 - kCondSpriteBase; int arg1 = aCond->xspr.data2;
int arg2 = aCond->xspr.data3; int arg3 = aCond->xspr.data4;
auto eob = condGet(aCond);
if (!eob.isActor() || !eob.actor())
condError(aCond, "Sprite expected, got %s", eob.description().GetChars());
auto objActor = eob.actor();
if (cond < (kCondRange >> 1))
{
switch (cond)
{
default: break;
case 0: return condCmp((arg3 == 0) ? (objActor->int_ang() & 2047) : objActor->int_ang(), arg1, arg2, cmpOp);
case 5: return condCmp(objActor->spr.statnum, arg1, arg2, cmpOp);
case 6: return ((objActor->spr.flags & kHitagRespawn) || objActor->spr.statnum == kStatRespawn);
case 7: return condCmp(spriteGetSlope(objActor), arg1, arg2, cmpOp);
case 10: return condCmp(objActor->native_clipdist(), arg1, arg2, cmpOp);
case 15:
if (!objActor->GetOwner()) return false;
else if (PUSH) condPush(aCond, objActor->GetOwner());
return true;
case 20: // stays in a sector?
if (!objActor->insector()) return false;
else if (PUSH) condPush(aCond, objActor->sector());
return true;
case 25:
if (arg3 == 1)
{
if (arg1 == 0)
{
if ((var = condCmp(objActor->int_vel().X, arg1, arg2, cmpOp)) == true) return var;
if ((var = condCmp(objActor->int_vel().Y, arg1, arg2, cmpOp)) == true) return var;
if ((var = condCmp(objActor->int_vel().Z, arg1, arg2, cmpOp)) == true) return var;
}
else if (arg1 == 1) return condCmp(objActor->int_vel().X, arg1, arg2, cmpOp);
else if (arg1 == 2) return condCmp(objActor->int_vel().Y, arg1, arg2, cmpOp);
else if (arg1 == 3) return condCmp(objActor->int_vel().Z, arg1, arg2, cmpOp);
}
else if (arg1 == 0) return (objActor->vel.X != 0 || objActor->vel.Y != 0 || objActor->int_vel().Z);
else if (arg1 == 1) return (objActor->int_vel().X);
else if (arg1 == 2) return (objActor->int_vel().Y);
else if (arg1 == 3) return (objActor->int_vel().Z);
break;
case 30:
if (!spriteIsUnderwater(objActor) && !spriteIsUnderwater(objActor, true)) return false;
else if (PUSH) condPush(aCond, objActor->sector());
return true;
case 31:
if (arg1 == -1)
{
for (var = 0; var < kDmgMax; var++)
{
if (!nnExtIsImmune(objActor, arg1, 0))
return false;
}
return true;
}
return nnExtIsImmune(objActor, arg1, 0);
case 35: // hitscan: ceil?
case 36: // hitscan: floor?
case 37: // hitscan: wall?
case 38: // hitscan: sprite?
switch (arg1)
{
case 0: arg1 = CLIPMASK0 | CLIPMASK1; break;
case 1: arg1 = CLIPMASK0; break;
case 2: arg1 = CLIPMASK1; break;
}
if ((pPlayer = getPlayerById(objActor->spr.type)) != NULL)
var = HitScan_(objActor, pPlayer->zWeapon, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, arg1, arg3 << 1);
else if (objActor->IsDudeActor())
var = HitScan_(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.angle.ToVector() * 1024, (!objActor->hasX()) ? 0 : objActor->dudeSlope * inttoworld), arg1, arg3 << 1);
else if ((objActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR)
{
var3 = (objActor->spr.cstat & CSTAT_SPRITE_YFLIP) ? 8192 : -8192; // was 0x20000 - HitScan uses Q28.4 for dz!
var = HitScan_(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.angle.ToVector() * 1024, var3), arg1, arg3 << 1);
}
else
{
var = HitScan_(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.angle.ToVector() * 1024, 0), arg1, arg3 << 1);
}
if (var < 0)
return false;
switch (cond) {
case 35:
if (var != 1) return false;
else if (PUSH) condPush(aCond, gHitInfo.hitSector);
return true;
case 36:
if (var != 2) return false;
else if (PUSH) condPush(aCond, gHitInfo.hitSector);
return true;
case 37:
if (var != 0 && var != 4) return false;
else if (PUSH) condPush(aCond, gHitInfo.hitWall);
return true;
case 38:
if (var != 3) return false;
else if (PUSH) condPush(aCond, gHitInfo.actor());
return true;
}
break;
case 45: // this sprite is a target of some dude?
BloodStatIterator it(kStatDude);
while (auto iactor = it.Next())
{
if (objActor == iactor) continue;
if (iactor->IsDudeActor() && iactor->hasX())
{
if (iactor->xspr.health <= 0 || iactor->GetTarget() != objActor) continue;
else if (PUSH) condPush(aCond, iactor);
return true;
}
}
return false;
}
}
else if (objActor->hasX())
{
switch (cond)
{
default: break;
case 50: // compare hp (in %)
if (objActor->IsDudeActor()) var = (objActor->xspr.sysData2 > 0) ? ClipRange(objActor->xspr.sysData2 << 4, 1, 65535) : getDudeInfo(objActor->spr.type)->startHealth << 4;
else if (objActor->spr.type == kThingBloodChunks) return condCmp(0, arg1, arg2, cmpOp);
else if (objActor->spr.type >= kThingBase && objActor->spr.type < kThingMax) var = thingInfo[objActor->spr.type - kThingBase].startHealth << 4;
return condCmp((kPercFull * objActor->xspr.health) / ClipLow(var, 1), arg1, arg2, cmpOp);
case 55: // touching ceil of sector?
if (objActor->hit.ceilhit.type != kHitSector) return false;
else if (PUSH) condPush(aCond, objActor->hit.ceilhit.hitSector);
return true;
case 56: // touching floor of sector?
if (objActor->hit.florhit.type != kHitSector) return false;
else if (PUSH) condPush(aCond, objActor->hit.florhit.hitSector);
return true;
case 57: // touching walls of sector?
if (objActor->hit.hit.type != kHitWall) return false;
else if (PUSH) condPush(aCond, objActor->hit.hit.hitWall);
return true;
case 58: // touching another sprite?
{
DBloodActor* actorvar = nullptr;
// Caution: The hit pointers here may be stale, so be careful with them.
switch (arg3)
{
case 0:
case 1:
if (objActor->hit.florhit.type == kHitSprite) actorvar = objActor->hit.florhit.safeActor();
if (arg3 || var >= 0) break;
[[fallthrough]];
case 2:
if (objActor->hit.hit.type == kHitSprite) actorvar = objActor->hit.hit.safeActor();
if (arg3 || var >= 0) break;
[[fallthrough]];
case 3:
if (objActor->hit.ceilhit.type == kHitSprite) actorvar = objActor->hit.ceilhit.safeActor();
break;
}
if (actorvar == nullptr && objActor->insector())
{
// check if something is touching this sprite
BloodSectIterator it(objActor->sector());
while (auto iactor = it.Next())
{
if (iactor->spr.flags & kHitagRespawn) continue;
auto& hit = iactor->hit;
switch (arg3)
{
case 0:
case 1:
if (hit.ceilhit.type == kHitSprite && hit.ceilhit.safeActor() == objActor) actorvar = iactor;
if (arg3 || actorvar) break;
[[fallthrough]];
case 2:
if (hit.hit.type == kHitSprite && hit.hit.safeActor() == objActor) actorvar = iactor;
if (arg3 || actorvar) break;
[[fallthrough]];
case 3:
if (hit.florhit.type == kHitSprite && hit.florhit.safeActor() == objActor) actorvar = iactor;
break;
}
}
}
if (actorvar == nullptr) return false;
else if (PUSH) condPush(aCond, actorvar);
return true;
}
case 65: // compare burn time (in %)
var = (objActor->IsDudeActor()) ? 2400 : 1200;
if (!condCmp((kPercFull * objActor->xspr.burnTime) / var, arg1, arg2, cmpOp)) return false;
else if (PUSH && objActor->GetBurnSource()) condPush(aCond, objActor->GetBurnSource());
return true;
case 66: // any flares stuck in this sprite?
{
BloodStatIterator it(kStatFlare);
while (auto flareactor = it.Next())
{
if (!flareactor->hasX() || (flareactor->spr.flags & kHitagFree))
continue;
if (flareactor->GetTarget() != objActor) continue;
else if (PUSH) condPush(aCond, flareactor);
return true;
}
return false;
}
case 70:
return condCmp(getSpriteMassBySize(objActor), arg1, arg2, cmpOp); // mass of the sprite in a range?
}
}
else
{
switch (cond)
{
default: return false;
case 50:
case 65:
case 70:
return condCmp(0, arg1, arg2, cmpOp);
}
}
condError(aCond, "Unexpected condition id (%d)!", cond);
return false;
}
//---------------------------------------------------------------------------
//
// this updates index of object in all conditions
// only used when spawning players
//
//---------------------------------------------------------------------------
void condUpdateObjectIndex(DBloodActor* oldActor, DBloodActor* newActor)
{
// update index in tracking conditions first
for (int i = 0; i < gTrackingCondsCount; i++)
{
TRCONDITION* pCond = &gCondition[i];
for (unsigned k = 0; k < pCond->length; k++)
{
if (!pCond->obj[k].obj.isActor() || pCond->obj[k].obj.actor() != oldActor) continue;
pCond->obj[k].obj = EventObject(newActor);
break;
}
}
// puke...
auto oldSerial = EventObject(oldActor);
auto newSerial = EventObject(newActor);
// then update serials
BloodStatIterator it(kStatModernCondition);
while (auto iActor = it.Next())
{
if (iActor->condition[0] == oldSerial) iActor->condition[0] = newSerial;
if (iActor->condition[1] == oldSerial) iActor->condition[1] = newSerial;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool modernTypeSetSpriteState(DBloodActor* actor, int nState, DBloodActor* initiator)
{
if ((actor->xspr.busy & 0xffff) == 0 && actor->xspr.state == nState)
return false;
actor->xspr.busy = IntToFixed(nState);
actor->xspr.state = nState;
evKillActor(actor, initiator);
if (actor->xspr.restState != nState && actor->xspr.waitTime > 0)
evPostActor(actor, (actor->xspr.waitTime * 120) / 10, actor->xspr.restState ? kCmdOn : kCmdOff, initiator);
if (actor->xspr.txID != 0 && ((actor->xspr.triggerOn && actor->xspr.state) || (actor->xspr.triggerOff && !actor->xspr.state)))
modernTypeSendCommand(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void modernTypeSendCommand(DBloodActor* actor, int destChannel, COMMAND_ID command, DBloodActor* initiator)
{
switch (command)
{
case kCmdLink:
evSendActor(actor, destChannel, kCmdModernUse, initiator); // just send command to change properties
return;
case kCmdUnlock:
evSendActor(actor, destChannel, command, initiator); // send normal command first
evSendActor(actor, destChannel, kCmdModernUse, initiator); // then send command to change properties
return;
default:
evSendActor(actor, destChannel, kCmdModernUse, initiator); // send first command to change properties
evSendActor(actor, destChannel, command, initiator); // then send normal command
return;
}
}
//---------------------------------------------------------------------------
//
// this function used by various new modern types.
//
//---------------------------------------------------------------------------
void modernTypeTrigger(int destObjType, sectortype* destSect, walltype* destWall, DBloodActor* destactor, EVENT& event)
{
if (!event.isActor()) return;
auto sourceactor = event.getActor();
if (!sourceactor || !sourceactor->hasX()) return;
switch (destObjType) {
case OBJ_SECTOR:
if (!destSect || !destSect->hasX()) return;
break;
case OBJ_WALL:
if (!destWall || !destWall->hasX()) return;
break;
case OBJ_SPRITE:
{
if (!destactor) return;
if (destactor->spr.flags & kHitagFree) return;
// 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.
DBloodActor* initiator = event.initiator;
switch (destactor->spr.type)
{
case kModernRandomTX:
case kModernSequentialTX:
if (destactor->xspr.command != kCmdLink || destactor->xspr.locked) break; // no redirect mode detected
switch (destactor->spr.type)
{
case kModernRandomTX:
useRandomTx(destactor, (COMMAND_ID)sourceactor->xspr.command, false, initiator); // set random TX id
break;
case kModernSequentialTX:
if (destactor->spr.flags & kModernTypeFlag1)
{
seqTxSendCmdAll(destactor, sourceactor, (COMMAND_ID)sourceactor->xspr.command, true, initiator);
return;
}
useSequentialTx(destactor, (COMMAND_ID)sourceactor->xspr.command, false, initiator); // set next TX id
break;
}
if (destactor->xspr.txID <= 0 || destactor->xspr.txID >= kChannelUserMax) return;
modernTypeSendCommand(sourceactor, destactor->xspr.txID, (COMMAND_ID)sourceactor->xspr.command, initiator);
return;
}
break;
}
default:
return;
}
switch (sourceactor->spr.type)
{
// allows teleport any sprite from any location to the source destination
case kMarkerWarpDest:
if (destObjType != OBJ_SPRITE) break;
useTeleportTarget(sourceactor, destactor);
break;
// changes slope of sprite or sector
case kModernSlopeChanger:
switch (destObjType)
{
case OBJ_SPRITE:
case OBJ_SECTOR:
useSlopeChanger(sourceactor, destObjType, destSect, destactor);
break;
}
break;
case kModernSpriteDamager:
// damages xsprite via TX ID or xsprites in a sector
switch (destObjType)
{
case OBJ_SPRITE:
case OBJ_SECTOR:
useSpriteDamager(sourceactor, destObjType, destSect, destactor);
break;
}
break;
// can spawn any effect passed in data2 on it's or txID sprite
case kModernEffectSpawner:
if (destObjType != OBJ_SPRITE) break;
useEffectGen(sourceactor, destactor);
break;
// takes data2 as SEQ ID and spawns it on it's or TX ID object
case kModernSeqSpawner:
useSeqSpawnerGen(sourceactor, destObjType, destSect, destWall, destactor);
break;
// creates wind on TX ID sector
case kModernWindGenerator:
if (destObjType != OBJ_SECTOR || sourceactor->xspr.data2 < 0) break;
useSectorWindGen(sourceactor, destSect);
break;
// size and pan changer of sprite/wall/sector via TX ID
case kModernObjSizeChanger:
useObjResizer(sourceactor, destObjType, destSect, destWall, destactor);
break;
// iterate data filed value of destination object
case kModernObjDataAccumulator:
useIncDecGen(sourceactor, destObjType, destSect, destWall, destactor);
break;
// change data field value of destination object
case kModernObjDataChanger:
useDataChanger(sourceactor, destObjType, destSect, destWall, destactor);
break;
// change sector lighting dynamically
case kModernSectorFXChanger:
if (destObjType != OBJ_SECTOR) break;
useSectorLightChanger(sourceactor, destSect);
break;
// change target of dudes and make it fight
case kModernDudeTargetChanger:
if (destObjType != OBJ_SPRITE) break;
useTargetChanger(sourceactor, destactor);
break;
// change picture and palette of TX ID object
case kModernObjPicnumChanger:
usePictureChanger(sourceactor, destObjType, destSect, destWall, destactor);
break;
// change various properties
case kModernObjPropertiesChanger:
usePropertiesChanger(sourceactor, destObjType, destSect, destWall, destactor);
break;
// updated vanilla sound gen that now allows to play sounds on TX ID sprites
// change velocity of the sprite
case kModernVelocityChanger:
switch (destObjType) {
case OBJ_SPRITE:
case OBJ_SECTOR:
useVelocityChanger(sourceactor, destSect, event.initiator, destactor);
break;
}
break;
case kGenModernSound:
if (destObjType != OBJ_SPRITE) break;
useSoundGen(sourceactor, destactor);
break;
// updated ecto skull gen that allows to fire missile from TX ID sprites
case kGenModernMissileUniversal:
if (destObjType != OBJ_SPRITE) break;
useUniMissileGen(sourceactor, destactor);
break;
// spawn enemies on TX ID sprites
case kMarkerDudeSpawn:
if (destObjType != OBJ_SPRITE) break;
useDudeSpawn(sourceactor, destactor);
break;
// spawn custom dude on TX ID sprites
case kModernCustomDudeSpawn:
if (destObjType != OBJ_SPRITE) break;
useCustomDudeSpawn(sourceactor, destactor);
break;
}
}
//---------------------------------------------------------------------------
//
// the following functions required for kModernDudeTargetChanger
//
//---------------------------------------------------------------------------
DBloodActor* aiFightGetTargetInRange(DBloodActor* actor, int minDist, int maxDist, int data, int teamMode)
{
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
BloodStatIterator it(kStatDude);
while (auto targactor = it.Next())
{
if (!aiFightDudeCanSeeTarget(actor, pDudeInfo, targactor)) continue;
int dist = aiFightGetTargetDist(actor, pDudeInfo, targactor);
if (dist < minDist || dist > maxDist) continue;
else if (actor->GetTarget() == targactor) return targactor;
else if (!targactor->IsDudeActor() || targactor == actor || targactor->IsPlayerActor()) continue;
else if (IsBurningDude(targactor) || !IsKillableDude(targactor) || targactor->GetOwner() == actor) continue;
else if ((teamMode == 1 && actor->xspr.rxID == targactor->xspr.rxID) || aiFightMatesHaveSameTarget(actor, targactor, 1)) continue;
else if (data == 666 || targactor->xspr.data1 == data)
{
if (actor->GetTarget())
{
int fineDist1 = aiFightGetFineTargetDist(actor, actor->GetTarget());
int fineDist2 = aiFightGetFineTargetDist(actor, targactor);
if (fineDist1 < fineDist2)
continue;
}
return targactor;
}
}
return nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* aiFightTargetIsPlayer(DBloodActor* actor)
{
auto targ = actor->GetTarget();
if (targ && targ->IsPlayerActor()) return targ;
return nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* aiFightGetMateTargets(DBloodActor* actor)
{
int rx = actor->xspr.rxID;
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++)
{
if (rxBucket[i].isActor())
{
auto mate = rxBucket[i].actor();
if (!mate || !mate->hasX() || mate == actor || !mate->IsDudeActor())
continue;
if (mate->GetTarget())
{
if (!mate->GetTarget()->IsPlayerActor())
return mate->GetTarget();
}
}
}
return nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool aiFightMatesHaveSameTarget(DBloodActor* leaderactor, DBloodActor* targetactor, int allow)
{
int rx = leaderactor->xspr.rxID;
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++)
{
if (!rxBucket[i].isActor()) continue;
auto mate = rxBucket[i].actor();
if (!mate || !mate->hasX() || mate == leaderactor || !mate->IsDudeActor())
continue;
if (mate->GetTarget() == targetactor && allow-- <= 0)
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool aiFightDudeCanSeeTarget(DBloodActor* dudeactor, DUDEINFO* pDudeInfo, DBloodActor* targetactor)
{
auto dv = targetactor->spr.pos.XY() - dudeactor->spr.pos.XY();
// check target
if (dv.Length() < pDudeInfo->SeeDist())
{
double height = (pDudeInfo->eyeHeight * dudeactor->spr.yrepeat) * REPEAT_SCALE;
// is there a line of sight to the target?
if (cansee(dudeactor->spr.pos, dudeactor->sector(), targetactor->spr.pos.plusZ(-height), targetactor->sector()))
{
/*int nAngle = getangle(dx, dy);
int losAngle = ((1024 + nAngle - dudeactor->spr.angle) & 2047) - 1024;
// is the target visible?
if (abs(losAngle) < 2048) // 360 deg periphery here*/
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
// this function required if monsters in genIdle ai state. It wakes up monsters
// when kModernDudeTargetChanger goes to off state, so they won't ignore the world.
//
//---------------------------------------------------------------------------
void aiFightActivateDudes(int rx)
{
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++)
{
if (!rxBucket[i].isActor()) continue;
auto dudeactor = rxBucket[i].actor();
if (!dudeactor || !dudeactor->hasX() || !dudeactor->IsDudeActor() || dudeactor->xspr.aiState->stateType != kAiStateGenIdle) continue;
aiInitSprite(dudeactor);
}
}
//---------------------------------------------------------------------------
//
// this function sets target to -1 for all dudes that hunting for nSprite
//
//---------------------------------------------------------------------------
void aiFightFreeTargets(DBloodActor* actor)
{
BloodStatIterator it(kStatDude);
while (auto targetactor = it.Next())
{
if (!targetactor->IsDudeActor() || !targetactor->hasX()) continue;
else if (targetactor->GetTarget() == actor)
aiSetTarget(targetactor, targetactor->spr.pos);
}
}
//---------------------------------------------------------------------------
//
// this function sets target to -1 for all targets that hunting for dudes affected by selected kModernDudeTargetChanger
//
//---------------------------------------------------------------------------
void aiFightFreeAllTargets(DBloodActor* sourceactor)
{
auto txID = sourceactor->xspr.txID;
if (txID <= 0) return;
for (int i = bucketHead[txID]; i < bucketHead[txID + 1]; i++)
{
if (!rxBucket[i].isActor()) continue;
auto actor = rxBucket[i].actor();
if (actor && actor->hasX())
aiFightFreeTargets(actor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool aiFightDudeIsAffected(DBloodActor* dudeactor)
{
if (dudeactor->xspr.rxID <= 0 || dudeactor->xspr.locked == 1) return false;
BloodStatIterator it(kStatModernDudeTargetChanger);
while (auto actor = it.Next())
{
if (!actor->hasX()) continue;
if (actor->xspr.txID <= 0 || actor->xspr.state != 1) continue;
for (int i = bucketHead[actor->xspr.txID]; i < bucketHead[actor->xspr.txID + 1]; i++)
{
if (!rxBucket[i].isActor()) continue;
auto rxactor = rxBucket[i].actor();
if (!rxactor || !rxactor->hasX() || !rxactor->IsDudeActor()) continue;
else if (rxactor == dudeactor) return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
// this function tells if there any dude found for kModernDudeTargetChanger
//
//---------------------------------------------------------------------------
bool aiFightGetDudesForBattle(DBloodActor* actor)
{
auto txID = actor->xspr.txID;
for (int i = bucketHead[txID]; i < bucketHead[txID + 1]; i++)
{
if (!rxBucket[i].isActor()) continue;
auto rxactor = rxBucket[i].actor();
if (!rxactor || !rxactor->hasX() || !rxactor->IsDudeActor()) continue;
if (rxactor->xspr.health > 0) return true;
}
// check redirected TX buckets
int rx = -1;
DBloodActor* pXRedir = nullptr;
while ((pXRedir = evrListRedirectors(OBJ_SPRITE, nullptr, nullptr, actor, pXRedir, &rx)) != nullptr)
{
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++)
{
if (!rxBucket[i].isActor()) continue;
auto rxactor = rxBucket[i].actor();
if (!rxactor || !rxactor->hasX() || !rxactor->IsDudeActor()) continue;
if (rxactor->xspr.health > 0) return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiFightAlarmDudesInSight(DBloodActor* actor, int max)
{
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
BloodStatIterator it(kStatDude);
while (auto dudeactor = it.Next())
{
if (dudeactor == actor || !dudeactor->IsDudeActor() || !dudeactor->hasX())
continue;
if (aiFightDudeCanSeeTarget(actor, pDudeInfo, dudeactor))
{
if (dudeactor->GetTarget() != nullptr || dudeactor->xspr.rxID > 0)
continue;
aiSetTarget(dudeactor, dudeactor->spr.pos);
aiActivateDude(dudeactor);
if (max-- < 1)
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool aiFightUnitCanFly(DBloodActor* dude)
{
return (dude->IsDudeActor() && gDudeInfoExtra[dude->spr.type - kDudeBase].flying);
}
bool aiFightIsMeleeUnit(DBloodActor* dude)
{
if (dude->spr.type == kDudeModernCustom) return (dude->hasX() && dudeIsMelee(dude));
else return (dude->IsDudeActor() && gDudeInfoExtra[dude->spr.type - kDudeBase].melee);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int aiFightGetTargetDist(DBloodActor* actor, DUDEINFO* pDudeInfo, DBloodActor* target)
{
auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
double dist = dvec.Length();
if (dist <= pDudeInfo->MeleeDist()) return 0;
double seeDist = pDudeInfo->SeeDist();
if (dist >= seeDist) return 13;
if (dist <= seeDist / 12) return 1;
if (dist <= seeDist / 11) return 2;
if (dist <= seeDist / 10) return 3;
if (dist <= seeDist / 9) return 4;
if (dist <= seeDist / 8) return 5;
if (dist <= seeDist / 7) return 6;
if (dist <= seeDist / 6) return 7;
if (dist <= seeDist / 5) return 8;
if (dist <= seeDist / 4) return 9;
if (dist <= seeDist / 3) return 10;
if (dist <= seeDist / 2) return 11;
return 12;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int aiFightGetFineTargetDist(DBloodActor* actor, DBloodActor* target)
{
auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
return approxDist(dvec);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void sectorKillSounds(sectortype* pSector)
{
BloodSectIterator it(pSector);
while (auto actor = it.Next())
{
if (actor->spr.type != kSoundSector) continue;
sfxKill3DSound(actor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void sectorPauseMotion(sectortype* pSector, DBloodActor* initiator)
{
if (!pSector->hasX()) return;
XSECTOR* pXSector = &pSector->xs();
pXSector->unused1 = 1;
evKillSector(pSector, initiator);
sectorKillSounds(pSector);
if ((pXSector->busy == 0 && !pXSector->state) || (pXSector->busy == 65536 && pXSector->state))
SectorEndSound(pSector, pXSector->state);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void sectorContinueMotion(sectortype* pSector, EVENT event)
{
if (!pSector->hasX()) return;
XSECTOR* pXSector = &pSector->xs();
pXSector->unused1 = 0;
int busyTimeA = pXSector->busyTimeA;
int waitTimeA = pXSector->waitTimeA;
int busyTimeB = pXSector->busyTimeB;
int waitTimeB = pXSector->waitTimeB;
if (pSector->type == kSectorPath)
{
if (!pXSector->marker0) return;
busyTimeA = busyTimeB = pXSector->marker0->xspr.busyTime;
waitTimeA = waitTimeB = pXSector->marker0->xspr.waitTime;
}
if (!pXSector->interruptable && event.cmd != kCmdSectorMotionContinue
&& ((!pXSector->state && pXSector->busy) || (pXSector->state && pXSector->busy != 65536)))
{
event.cmd = kCmdSectorMotionContinue;
}
else if (event.cmd == kCmdToggle)
{
event.cmd = (pXSector->state) ? kCmdOn : kCmdOff;
}
int nDelta = 1;
switch (event.cmd)
{
case kCmdOff:
if (pXSector->busy == 0)
{
if (pXSector->reTriggerB && waitTimeB) evPostSector(pSector, (waitTimeB * 120) / 10, kCmdOff, event.initiator);
return;
}
pXSector->state = 1;
nDelta = 65536 / ClipLow((busyTimeB * 120) / 10, 1);
break;
case kCmdOn:
if (pXSector->busy == 65536)
{
if (pXSector->reTriggerA && waitTimeA) evPostSector(pSector, (waitTimeA * 120) / 10, kCmdOn, event.initiator);
return;
}
pXSector->state = 0;
nDelta = 65536 / ClipLow((busyTimeA * 120) / 10, 1);
break;
case kCmdSectorMotionContinue:
nDelta = 65536 / ClipLow((((pXSector->state) ? busyTimeB : busyTimeA) * 120) / 10, 1);
break;
}
//bool crush = pXSector->Crush;
int busyFunc = BUSYID_0;
switch (pSector->type)
{
case kSectorZMotion:
busyFunc = BUSYID_2;
break;
case kSectorZMotionSprite:
busyFunc = BUSYID_1;
break;
case kSectorSlideMarked:
case kSectorSlide:
busyFunc = BUSYID_3;
break;
case kSectorRotateMarked:
case kSectorRotate:
busyFunc = BUSYID_4;
break;
case kSectorRotateStep:
busyFunc = BUSYID_5;
break;
case kSectorPath:
busyFunc = BUSYID_7;
break;
default:
I_Error("Unsupported sector type %d", pSector->type);
break;
}
SectorStartSound(pSector, pXSector->state);
nDelta = (pXSector->state) ? -nDelta : nDelta;
BUSY b = { pSector, nDelta, (int)pXSector->busy, (BUSYID)busyFunc };
gBusy.Push(b);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool modernTypeOperateSector(sectortype* pSector, const EVENT& event)
{
auto pXSector = &pSector->xs();
if (event.cmd >= kCmdLock && event.cmd <= kCmdToggleLock)
{
switch (event.cmd)
{
case kCmdLock:
pXSector->locked = 1;
break;
case kCmdUnlock:
pXSector->locked = 0;
break;
case kCmdToggleLock:
pXSector->locked = pXSector->locked ^ 1;
break;
}
switch (pSector->type)
{
case kSectorCounter:
if (pXSector->locked != 1) break;
SetSectorState(pSector, 0, event.initiator.Get());
evPostSector(pSector, 0, kCallbackCounterCheck);
break;
}
return true;
// continue motion of the paused sector
}
else if (pXSector->unused1)
{
switch (event.cmd)
{
case kCmdOff:
case kCmdOn:
case kCmdToggle:
case kCmdSectorMotionContinue:
sectorContinueMotion(pSector, event);
return true;
}
// pause motion of the sector
}
else if (event.cmd == kCmdSectorMotionPause)
{
sectorPauseMotion(pSector, event.initiator.Get());
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useCustomDudeSpawn(DBloodActor* pSource, DBloodActor* pActor)
{
genDudeSpawn(pSource, pActor, pActor->native_clipdist() << 1);
}
void useDudeSpawn(DBloodActor* pSource, DBloodActor* pActor)
{
if (randomSpawnDude(pSource, pActor, pActor->fClipdist() * 0.5, 0) == nullptr)
nnExtSpawnDude(pSource, pActor, pActor->xspr.data1, pActor->fClipdist() * 0.5, 0);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool modernTypeOperateSprite(DBloodActor* actor, EVENT& event)
{
DBloodActor* initiator = event.initiator;
if (event.cmd >= kCmdLock && event.cmd <= kCmdToggleLock)
{
switch (event.cmd)
{
case kCmdLock:
actor->xspr.locked = 1;
break;
case kCmdUnlock:
actor->xspr.locked = 0;
break;
case kCmdToggleLock:
actor->xspr.locked = actor->xspr.locked ^ 1;
break;
}
switch (actor->spr.type)
{
case kModernCondition:
case kModernConditionFalse:
actor->xspr.restState = 0;
if (actor->xspr.busyTime <= 0) break;
else if (!actor->xspr.locked) actor->xspr.busy = 0;
break;
}
return true;
}
else if (event.cmd == kCmdDudeFlagsSet)
{
if (!event.isActor())
{
viewSetSystemMessage("Only sprites can use command #%d", event.cmd);
return true;
}
else
{
auto pEvActor = event.getActor();
if (pEvActor && pEvActor->hasX())
{
// copy dude flags from the source to destination sprite
aiPatrolFlagsMgr(pEvActor, actor, true, false);
}
}
}
if (actor->spr.statnum == kStatDude && actor->IsDudeActor())
{
switch (event.cmd)
{
case kCmdOff:
if (actor->xspr.state) SetSpriteState(actor, 0, initiator);
break;
case kCmdOn:
if (!actor->xspr.state) SetSpriteState(actor, 1, initiator);
if (!actor->IsDudeActor() || actor->IsPlayerActor() || actor->xspr.health <= 0) break;
else if (actor->xspr.aiState->stateType >= kAiStatePatrolBase && actor->xspr.aiState->stateType < kAiStatePatrolMax)
break;
switch (actor->xspr.aiState->stateType)
{
case kAiStateIdle:
case kAiStateGenIdle:
aiActivateDude(actor);
break;
}
break;
case kCmdDudeFlagsSet:
if (event.isActor())
{
auto pEvActor = event.getActor();
if (!pEvActor || !pEvActor->hasX()) break;
else aiPatrolFlagsMgr(pEvActor, actor, false, true); // initialize patrol dude with possible new flags
}
break;
default:
if (!actor->xspr.state) evPostActor(actor, 0, kCmdOn, initiator);
else evPostActor(actor, 0, kCmdOff, initiator);
break;
}
return true;
}
switch (actor->spr.type)
{
default:
return false; // no modern type found to work with, go normal OperateSprite();
case kThingBloodBits:
case kThingBloodChunks:
// dude to thing morphing causing a lot of problems since it continues receiving commands after dude is dead.
// this leads to weird stuff like exploding with gargoyle gib or corpse disappearing immediately.
// let's allow only specific commands here to avoid this.
if (actor->spr.inittype < kDudeBase || actor->spr.inittype >= kDudeMax) return false;
else if (event.cmd != kCmdToggle && event.cmd != kCmdOff && event.cmd != kCmdSpriteImpact) return true;
DudeToGibCallback1(0, actor); // set proper gib type just in case DATAs was changed from the outside.
return false;
case kModernCondition:
case kModernConditionFalse:
if (!actor->xspr.isTriggered) useCondition(actor, event);
return true;
// add spawn random dude feature - works only if at least 2 data fields are not empty.
case kMarkerDudeSpawn:
if (!gGameOptions.nMonsterSettings) return true;
else if (!(actor->spr.flags & kModernTypeFlag4)) useDudeSpawn(actor, actor);
else if (actor->xspr.txID) evSendActor(actor, actor->xspr.txID, kCmdModernUse, initiator);
return true;
case kModernCustomDudeSpawn:
if (!gGameOptions.nMonsterSettings) return true;
else if (!(actor->spr.flags & kModernTypeFlag4)) useCustomDudeSpawn(actor, actor);
else if (actor->xspr.txID) evSendActor(actor, actor->xspr.txID, kCmdModernUse, initiator);
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 (actor->xspr.command == kCmdLink) return true; // work as event redirector
switch (actor->spr.type)
{
case kModernRandomTX:
useRandomTx(actor, (COMMAND_ID)actor->xspr.command, true, initiator);
break;
case kModernSequentialTX:
if (!(actor->spr.flags & kModernTypeFlag1)) useSequentialTx(actor, (COMMAND_ID)actor->xspr.command, true, initiator);
else seqTxSendCmdAll(actor, actor, (COMMAND_ID)actor->xspr.command, false, initiator);
break;
}
return true;
case kModernSpriteDamager:
switch (event.cmd)
{
case kCmdOff:
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
break;
case kCmdOn:
evKillActor(actor); // queue overflow protect
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
[[fallthrough]];
case kCmdRepeat:
if (actor->xspr.txID > 0) modernTypeSendCommand(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
else if (actor->xspr.data1 == 0 && actor->insector()) useSpriteDamager(actor, OBJ_SECTOR, actor->sector(), nullptr);
else if (actor->xspr.data1 >= 666 && actor->xspr.data1 < 669) useSpriteDamager(actor, -1, nullptr, nullptr);
else
{
PLAYER* pPlayer = getPlayerById(actor->xspr.data1);
if (pPlayer != NULL)
useSpriteDamager(actor, OBJ_SPRITE, 0, pPlayer->actor);
}
if (actor->xspr.busyTime > 0)
evPostActor(actor, actor->xspr.busyTime, kCmdRepeat, initiator);
break;
default:
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
else evPostActor(actor, 0, kCmdOff, initiator);
break;
}
return true;
case kMarkerWarpDest:
if (actor->xspr.txID <= 0)
{
PLAYER* pPlayer = getPlayerById(actor->xspr.data1);
if (pPlayer != NULL && SetSpriteState(actor, actor->xspr.state ^ 1, initiator) == 1)
useTeleportTarget(actor, pPlayer->actor);
return true;
}
[[fallthrough]];
case kModernObjPropertiesChanger:
if (actor->xspr.txID <= 0)
{
if (SetSpriteState(actor, actor->xspr.state ^ 1, initiator) == 1)
usePropertiesChanger(actor, -1, nullptr, nullptr, nullptr);
return true;
}
[[fallthrough]];
case kModernSlopeChanger:
case kModernObjSizeChanger:
case kModernObjPicnumChanger:
case kModernSectorFXChanger:
case kModernObjDataChanger:
modernTypeSetSpriteState(actor, actor->xspr.state ^ 1, initiator);
return true;
case kModernSeqSpawner:
case kModernEffectSpawner:
switch (event.cmd)
{
case kCmdOff:
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
break;
case kCmdOn:
evKillActor(actor, initiator); // queue overflow protect
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
if (actor->spr.type == kModernSeqSpawner) seqSpawnerOffSameTx(actor);
[[fallthrough]];
case kCmdRepeat:
if (actor->xspr.txID > 0) modernTypeSendCommand(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
else if (actor->spr.type == kModernSeqSpawner) useSeqSpawnerGen(actor, OBJ_SPRITE, nullptr, nullptr, actor);
else useEffectGen(actor, nullptr);
if (actor->xspr.busyTime > 0)
evPostActor(actor, ClipLow((int(actor->xspr.busyTime) + Random2(actor->xspr.data1)) * 120 / 10, 0), kCmdRepeat, initiator);
break;
default:
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
else evPostActor(actor, 0, kCmdOff, initiator);
break;
}
return true;
case kModernWindGenerator:
switch (event.cmd)
{
case kCmdOff:
windGenStopWindOnSectors(actor);
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
break;
case kCmdOn:
evKillActor(actor, initiator); // queue overflow protect
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
[[fallthrough]];
case kCmdRepeat:
if (actor->xspr.txID > 0) modernTypeSendCommand(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
else useSectorWindGen(actor, nullptr);
if (actor->xspr.busyTime > 0) evPostActor(actor, actor->xspr.busyTime, kCmdRepeat, initiator);
break;
default:
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
else evPostActor(actor, 0, kCmdOff, initiator);
break;
}
return true;
case kModernVelocityChanger:
switch (event.cmd)
{
case kCmdOff:
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
break;
case kCmdOn:
evKillActor(actor, initiator); // queue overflow protect
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
[[fallthrough]];
case kCmdRepeat:
if (actor->xspr.txID > 0) modernTypeSendCommand(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
else useVelocityChanger(actor, actor->sector(), initiator, nullptr);
if (actor->xspr.busyTime > 0) evPostActor(actor, actor->xspr.busyTime, kCmdRepeat, initiator);
break;
default:
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
else evPostActor(actor, 0, kCmdOff, initiator);
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 (actor->xspr.dropMsg == 3 && 3 != actor->xspr.data4)
aiFightActivateDudes(actor->xspr.txID);
switch (event.cmd)
{
case kCmdOff:
if (actor->xspr.data4 == 3) aiFightActivateDudes(actor->xspr.txID);
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
break;
case kCmdOn:
evKillActor(actor, initiator); // queue overflow protect
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
[[fallthrough]];
case kCmdRepeat:
if (actor->xspr.txID <= 0 || !aiFightGetDudesForBattle(actor))
{
aiFightFreeAllTargets(actor);
evPostActor(actor, 0, kCmdOff, initiator);
break;
}
else
{
modernTypeSendCommand(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
}
if (actor->xspr.busyTime > 0) evPostActor(actor, actor->xspr.busyTime, kCmdRepeat, initiator);
break;
default:
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
else evPostActor(actor, 0, kCmdOff, initiator);
break;
}
actor->xspr.dropMsg = uint8_t(actor->xspr.data4);
return true;
case kGenTrigger:
if (!(actor->spr.flags & kModernTypeFlag1)) return false; // work as vanilla generator
switch (event.cmd) { // work as fast generator
case kCmdOff:
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
break;
case kCmdOn:
evKillActor(actor, initiator); // queue overflow protect
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
[[fallthrough]];
case kCmdRepeat:
if (actor->xspr.txID)
evSendActor(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
if (actor->xspr.busyTime > 0) evPostActor(actor, actor->xspr.busyTime, kCmdRepeat, initiator);
break;
default:
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
else evPostActor(actor, 0, kCmdOff, initiator);
break;
}
return true;
case kModernObjDataAccumulator:
switch (event.cmd) {
case kCmdOff:
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
break;
case kCmdOn:
evKillActor(actor, initiator); // queue overflow protect
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
[[fallthrough]];
case kCmdRepeat:
// force OFF after *all* TX objects reach the goal value
if (actor->spr.flags == kModernTypeFlag0 && incDecGoalValueIsReached(actor))
{
evPostActor(actor, 0, kCmdOff, initiator);
break;
}
modernTypeSendCommand(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
if (actor->xspr.busyTime > 0) evPostActor(actor, actor->xspr.busyTime, kCmdRepeat, initiator);
break;
default:
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
else evPostActor(actor, 0, kCmdOff, initiator);
break;
}
return true;
case kModernRandom:
case kModernRandom2:
switch (event.cmd)
{
case kCmdOff:
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
break;
case kCmdOn:
evKillActor(actor, initiator); // queue overflow protect
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
[[fallthrough]];
case kCmdRepeat:
useRandomItemGen(actor);
if (actor->xspr.busyTime > 0)
evPostActor(actor, (120 * actor->xspr.busyTime) / 10, kCmdRepeat, initiator);
break;
default:
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
else evPostActor(actor, 0, kCmdOff, initiator);
break;
}
return true;
case kModernThingTNTProx:
if (actor->spr.statnum != kStatRespawn)
{
switch (event.cmd)
{
case kCmdSpriteProximity:
if (actor->xspr.state) break;
sfxPlay3DSound(actor, 452, 0, 0);
evPostActor(actor, 30, kCmdOff, nullptr);
actor->xspr.state = 1;
[[fallthrough]];
case kCmdOn:
sfxPlay3DSound(actor, 451, 0, 0);
actor->xspr.Proximity = 1;
break;
default:
actExplodeSprite(actor);
break;
}
}
return true;
case kModernThingEnemyLifeLeech:
dudeLeechOperate(actor, event);
return true;
case kModernPlayerControl:
{ // WIP
PLAYER* pPlayer = NULL;
int cmd = (event.cmd >= kCmdNumberic) ? event.cmd : actor->xspr.command;
int playerID;
if ((actor->xspr.txID == kChannelEventCauser || actor->xspr.data1 == 0) && initiator && initiator->IsPlayerActor())
playerID = initiator->spr.type;
else
playerID = actor->xspr.data1;
if ((pPlayer = getPlayerById(playerID)) == NULL
|| ((cmd < 67 || cmd > 68) && !modernTypeSetSpriteState(actor, actor->xspr.state ^ 1, initiator)))
return true;
TRPLAYERCTRL* pCtrl = &gPlayerCtrl[pPlayer->nPlayer];
/// !!! COMMANDS OF THE CURRENT SPRITE, NOT OF THE EVENT !!! ///
if ((cmd -= kCmdNumberic) < 0) return true;
else if (pPlayer->actor->xspr.health <= 0)
{
switch (cmd) {
case 36:
actHealDude(pPlayer->actor, ((actor->xspr.data2 > 0) ? ClipHigh(actor->xspr.data2, 200) : getDudeInfo(pPlayer->actor->spr.type)->startHealth), 200);
pPlayer->curWeapon = kWeapPitchFork;
break;
}
return true;
}
switch (cmd)
{
case 0: // 64 (player life form)
if (actor->xspr.data2 < kModeHuman || actor->xspr.data2 > kModeHumanGrown) break;
else trPlayerCtrlSetRace(actor->xspr.data2, pPlayer);
break;
case 1: // 65 (move speed and jump height)
// player movement speed (for all races and postures)
if (valueIsBetween(actor->xspr.data2, -1, 32767))
trPlayerCtrlSetMoveSpeed(actor->xspr.data2, pPlayer);
// player jump height (for all races and stand posture only)
if (valueIsBetween(actor->xspr.data3, -1, 32767))
trPlayerCtrlSetJumpHeight(actor->xspr.data3, pPlayer);
break;
case 2: // 66 (player screen effects)
if (actor->xspr.data3 < 0) break;
else trPlayerCtrlSetScreenEffect(actor->xspr.data2, actor->xspr.data3, pPlayer);
break;
case 3: // 67 (start playing qav scene)
trPlayerCtrlStartScene(actor, pPlayer, (actor->xspr.data4 == 1) ? true : false);
break;
case 4: // 68 (stop playing qav scene)
if (actor->xspr.data2 > 0 && actor->xspr.data2 != pPlayer->sceneQav) break;
else trPlayerCtrlStopScene(pPlayer);
break;
case 5: // 69 (set player look angle, TO-DO: if tx > 0, take a look on TX ID sprite)
//data4 is reserved
if (actor->xspr.data4 != 0) break;
else if (valueIsBetween(actor->xspr.data2, -128, 128))
trPlayerCtrlSetLookAngle(actor->xspr.data2, pPlayer);
break;
case 6: // 70 (erase player stuff...)
if (actor->xspr.data2 < 0) break;
else trPlayerCtrlEraseStuff(actor->xspr.data2, pPlayer);
break;
case 7: // 71 (give something to player...)
if (actor->xspr.data2 <= 0) break;
else trPlayerCtrlGiveStuff(actor->xspr.data2, actor->xspr.data3, actor->xspr.data4, pPlayer, pCtrl);
break;
case 8: // 72 (use inventory item)
if (actor->xspr.data2 < 1 || actor->xspr.data2 > 5) break;
else trPlayerCtrlUsePackItem(actor->xspr.data2, actor->xspr.data3, actor->xspr.data4, pPlayer, event.cmd);
break;
case 9: // 73 (set player's sprite angle, TO-DO: if tx > 0, take a look on TX ID sprite)
//data4 is reserved
if (actor->xspr.data4 != 0) break;
else if (actor->spr.flags & kModernTypeFlag1)
{
pPlayer->angle.settarget(actor->spr.angle);
pPlayer->angle.lockinput();
}
else if (valueIsBetween(actor->xspr.data2, -kAng360, kAng360))
{
pPlayer->angle.settarget(DAngle::fromBuild(actor->xspr.data2));
pPlayer->angle.lockinput();
}
break;
case 10: // 74 (de)activate powerup
if (actor->xspr.data2 <= 0 || actor->xspr.data2 > (kMaxAllowedPowerup - (kMinAllowedPowerup << 1) + 1)) break;
trPlayerCtrlUsePowerup(actor, pPlayer, event.cmd);
break;
// case 11: // 75 (print the book)
// data2: RFF TXT id
// data3: background tile
// data4: font base tile
// pal: font / background palette
// hitag:
// d1: 0: print whole text at a time, 1: print line by line, 2: word by word, 3: letter by letter
// d2: 1: force pause the game (sp only)
// d3: 1: inherit palette for font, 2: inherit palette for background, 3: both
// busyTime: speed of word/letter/line printing
// waitTime: if TX ID > 0 and TX ID object is book reader, trigger it?
//break;
}
}
return true;
case kGenModernSound:
switch (event.cmd) {
case kCmdOff:
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
break;
case kCmdOn:
evKillActor(actor, initiator); // queue overflow protect
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
[[fallthrough]];
case kCmdRepeat:
if (actor->xspr.txID) modernTypeSendCommand(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
else useSoundGen(actor, actor);
if (actor->xspr.busyTime > 0)
evPostActor(actor, (120 * actor->xspr.busyTime) / 10, kCmdRepeat, initiator);
break;
default:
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
else evPostActor(actor, 0, kCmdOff, initiator);
break;
}
return true;
case kGenModernMissileUniversal:
switch (event.cmd)
{
case kCmdOff:
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
break;
case kCmdOn:
evKillActor(actor, initiator); // queue overflow protect
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
[[fallthrough]];
case kCmdRepeat:
if (actor->xspr.txID) modernTypeSendCommand(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
else useUniMissileGen(actor, actor);
if (actor->xspr.busyTime > 0)
evPostActor(actor, (120 * actor->xspr.busyTime) / 10, kCmdRepeat, initiator);
break;
default:
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
else evPostActor(actor, 0, kCmdOff, initiator);
break;
}
return true;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool modernTypeOperateWall(walltype* pWall, const EVENT& event)
{
DBloodActor* initiator = event.initiator.Get();
switch (pWall->type)
{
case kSwitchOneWay:
switch (event.cmd) {
case kCmdOff:
SetWallState(pWall, 0, initiator);
break;
case kCmdOn:
SetWallState(pWall, 1, initiator);
break;
default:
SetWallState(pWall, pWall->xw().restState ^ 1, initiator);
break;
}
return true;
default:
return false; // no modern type found to work with, go normal OperateWall();
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool txIsRanged(DBloodActor* sourceactor)
{
if (!sourceactor->hasX()) return false;
if (sourceactor->xspr.data1 > 0 && sourceactor->xspr.data2 <= 0 && sourceactor->xspr.data3 <= 0 && sourceactor->xspr.data4 > 0)
{
if (sourceactor->xspr.data1 > sourceactor->xspr.data4)
{
// data1 must be less than data4
int tmp = sourceactor->xspr.data1; sourceactor->xspr.data1 = sourceactor->xspr.data4;
sourceactor->xspr.data4 = tmp;
}
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void seqTxSendCmdAll(DBloodActor* sourceactor, DBloodActor* actor, COMMAND_ID cmd, bool modernSend, DBloodActor* initiator)
{
bool ranged = txIsRanged(sourceactor);
if (ranged)
{
for (sourceactor->xspr.txID = sourceactor->xspr.data1; sourceactor->xspr.txID <= sourceactor->xspr.data4; sourceactor->xspr.txID++)
{
if (sourceactor->xspr.txID <= 0 || sourceactor->xspr.txID >= kChannelUserMax) continue;
else if (!modernSend) evSendActor(actor, sourceactor->xspr.txID, cmd, initiator);
else modernTypeSendCommand(actor, sourceactor->xspr.txID, cmd, initiator);
}
}
else
{
for (int i = 0; i <= 3; i++)
{
sourceactor->xspr.txID = GetDataVal(sourceactor, i);
if (sourceactor->xspr.txID <= 0 || sourceactor->xspr.txID >= kChannelUserMax) continue;
else if (!modernSend) evSendActor(actor, sourceactor->xspr.txID, cmd, initiator);
else modernTypeSendCommand(actor, sourceactor->xspr.txID, cmd, initiator);
}
}
sourceactor->xspr.txID = sourceactor->xspr.sysData1 = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useRandomTx(DBloodActor* sourceactor, COMMAND_ID cmd, bool setState, DBloodActor* initiator)
{
int tx = 0; int maxRetries = kMaxRandomizeRetries;
if (txIsRanged(sourceactor))
{
while (maxRetries-- >= 0)
{
if ((tx = nnExtRandom(sourceactor->xspr.data1, sourceactor->xspr.data4)) != sourceactor->xspr.txID)
break;
}
}
else
{
while (maxRetries-- >= 0)
{
if ((tx = randomGetDataValue(sourceactor, kRandomizeTX)) > 0 && tx != sourceactor->xspr.txID)
break;
}
}
sourceactor->xspr.txID = (tx > 0 && tx < kChannelUserMax) ? tx : 0;
if (setState)
SetSpriteState(sourceactor, sourceactor->xspr.state ^ 1, initiator);
//evSendActor(sourceactor->spr.index, sourceactor->xspr.txID, (COMMAND_ID)sourceactor->xspr.command);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useSequentialTx(DBloodActor* sourceactor, COMMAND_ID cmd, bool setState, DBloodActor* initiator)
{
bool range = txIsRanged(sourceactor); int cnt = 3; int tx = 0;
if (range)
{
// make sure sysData is correct as we store current index of TX ID here.
if (sourceactor->xspr.sysData1 < sourceactor->xspr.data1) sourceactor->xspr.sysData1 = sourceactor->xspr.data1;
else if (sourceactor->xspr.sysData1 > sourceactor->xspr.data4) sourceactor->xspr.sysData1 = sourceactor->xspr.data4;
}
else
{
// make sure sysData is correct as we store current index of data field here.
if (sourceactor->xspr.sysData1 > 3) sourceactor->xspr.sysData1 = 0;
else if (sourceactor->xspr.sysData1 < 0) sourceactor->xspr.sysData1 = 3;
}
switch (cmd)
{
case kCmdOff:
if (!range)
{
while (cnt-- >= 0) // skip empty data fields
{
if (sourceactor->xspr.sysData1-- < 0) sourceactor->xspr.sysData1 = 3;
if ((tx = GetDataVal(sourceactor, sourceactor->xspr.sysData1)) <= 0) continue;
else break;
}
}
else
{
if (--sourceactor->xspr.sysData1 < sourceactor->xspr.data1) sourceactor->xspr.sysData1 = sourceactor->xspr.data4;
tx = sourceactor->xspr.sysData1;
}
break;
default:
if (!range)
{
while (cnt-- >= 0) // skip empty data fields
{
if (sourceactor->xspr.sysData1 > 3) sourceactor->xspr.sysData1 = 0;
if ((tx = GetDataVal(sourceactor, sourceactor->xspr.sysData1++)) <= 0) continue;
else break;
}
}
else
{
tx = sourceactor->xspr.sysData1;
if (sourceactor->xspr.sysData1 >= sourceactor->xspr.data4)
{
sourceactor->xspr.sysData1 = sourceactor->xspr.data1;
break;
}
sourceactor->xspr.sysData1++;
}
break;
}
sourceactor->xspr.txID = (tx > 0 && tx < kChannelUserMax) ? tx : 0;
if (setState)
SetSpriteState(sourceactor, sourceactor->xspr.state ^ 1, initiator);
//evSendActor(sourceactor->spr.index, sourceactor->xspr.txID, (COMMAND_ID)sourceactor->xspr.command);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int useCondition(DBloodActor* sourceactor, EVENT& event)
{
bool srcIsCondition = false;
auto const pActor = event.isActor() ? event.getActor() : nullptr;
if (event.isActor() && pActor == nullptr) return -1;
if (event.isActor() && pActor != sourceactor)
srcIsCondition = (pActor->spr.type == kModernCondition || pActor->spr.type == kModernConditionFalse);
// if it's a tracking condition, it must ignore all the commands sent from objects
if (sourceactor->xspr.busyTime > 0 && event.funcID != kCallbackMax) return -1;
else if (!srcIsCondition) // save object serials in the stack and make copy of initial object
{
condPush(sourceactor, event.target);
condBackup(sourceactor);
}
else // or grab serials of objects from previous conditions
{
sourceactor->condition[0] = pActor->condition[0];
sourceactor->condition[1] = pActor->condition[1];
}
int cond = sourceactor->xspr.data1;
bool ok = false;
bool RVRS = (sourceactor->spr.type == kModernConditionFalse);
bool RSET = (sourceactor->xspr.command == kCmdNumberic + 36);
bool PUSH = (sourceactor->xspr.command == kCmdNumberic);
int comOp = sourceactor->spr.cstat; // comparison operator
if (sourceactor->xspr.restState == 0)
{
if (cond == 0) ok = true; // dummy
else if (cond >= kCondGameBase && cond < kCondGameMax) ok = condCheckGame(sourceactor, event, comOp, PUSH);
else if (cond >= kCondMixedBase && cond < kCondMixedMax) ok = condCheckMixed(sourceactor, event, comOp, PUSH);
else if (cond >= kCondWallBase && cond < kCondWallMax) ok = condCheckWall(sourceactor, comOp, PUSH);
else if (cond >= kCondSectorBase && cond < kCondSectorMax) ok = condCheckSector(sourceactor, comOp, PUSH);
else if (cond >= kCondPlayerBase && cond < kCondPlayerMax) ok = condCheckPlayer(sourceactor, comOp, PUSH);
else if (cond >= kCondDudeBase && cond < kCondDudeMax) ok = condCheckDude(sourceactor, comOp, PUSH);
else if (cond >= kCondSpriteBase && cond < kCondSpriteMax) ok = condCheckSprite(sourceactor, comOp, PUSH);
else condError(sourceactor, "Unexpected condition id %d!", cond);
sourceactor->xspr.state = (ok ^ RVRS);
if (sourceactor->xspr.waitTime > 0 && sourceactor->xspr.state > 0)
{
sourceactor->xspr.restState = 1;
evKillActor(sourceactor);
evPostActor(sourceactor, (sourceactor->xspr.waitTime * 120) / 10, kCmdRepeat, event.initiator);
return -1;
}
}
else if (event.cmd == kCmdRepeat)
{
sourceactor->xspr.restState = 0;
}
else
{
return -1;
}
int retn = sourceactor->xspr.state;
if (retn)
{
sourceactor->xspr.isTriggered = sourceactor->xspr.triggerOnce;
if (RSET)
condRestore(sourceactor); // reset focus to the initial object
// send command to rx bucket
if (sourceactor->xspr.txID)
{
evSendActor(sourceactor, sourceactor->xspr.txID, (COMMAND_ID)sourceactor->xspr.command, sourceactor->condition[0].isActor()? sourceactor->condition[0].actor() : nullptr);
}
if (sourceactor->spr.flags) {
// send it for object currently in the focus
if (sourceactor->spr.flags & kModernTypeFlag1)
{
nnExtTriggerObject(event.target, sourceactor->xspr.command, sourceactor);
}
// send it for initial object
if ((sourceactor->spr.flags & kModernTypeFlag2) && (sourceactor->condition[0] != sourceactor->condition[1] || !(sourceactor->spr.hitag & kModernTypeFlag1)))
{
auto co = condGet(sourceactor);
nnExtTriggerObject(co, sourceactor->xspr.command, sourceactor);
}
}
}
return retn;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useRandomItemGen(DBloodActor* actor)
{
// let's first search for previously dropped items and remove it
if (actor->xspr.dropMsg > 0)
{
BloodStatIterator it(kStatItem);
while (auto iactor = it.Next())
{
if ((unsigned int)iactor->spr.type == actor->xspr.dropMsg && iactor->spr.pos == actor->spr.pos)
{
gFX.fxSpawnActor((FX_ID)29, actor->sector(), actor->spr.pos, 0);
iactor->spr.type = kSpriteDecoration;
actPostSprite(iactor, kStatFree);
break;
}
}
}
// then drop item
auto dropactor = randomDropPickupObject(actor, actor->xspr.dropMsg);
if (dropactor != nullptr)
{
clampSprite(dropactor);
// check if generator affected by physics
if (debrisGetIndex(actor) != -1)
{
dropactor->addX();
int nIndex = debrisGetFreeIndex();
if (nIndex >= 0)
{
dropactor->xspr.physAttr |= kPhysMove | kPhysGravity | kPhysFalling; // must fall always
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
gPhysSpritesList[nIndex] = dropactor;
if (nIndex >= gPhysSpritesCount) gPhysSpritesCount++;
getSpriteMassBySize(dropactor); // create mass cache
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useUniMissileGen(DBloodActor* sourceactor, DBloodActor* actor)
{
if (actor == nullptr) actor = sourceactor;
int dx = 0, dy = 0, dz = 0;
if (sourceactor->xspr.data1 < kMissileBase || sourceactor->xspr.data1 >= kMissileMax)
return;
if (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)
{
if (actor->spr.cstat & CSTAT_SPRITE_YFLIP) dz = 0x4000;
else dz = -0x4000;
}
else
{
dx = bcos(actor->int_ang());
dy = bsin(actor->int_ang());
dz = sourceactor->xspr.data3 << 6; // add slope controlling
if (dz > 0x10000) dz = 0x10000;
else if (dz < -0x10000) dz = -0x10000;
}
auto missileactor = actFireMissile(actor, 0, 0, dx, dy, dz, actor->xspr.data1);
if (missileactor)
{
int from; // inherit some properties of the generator
if ((from = (sourceactor->spr.flags & kModernTypeFlag3)) > 0)
{
int canInherit = 0xF;
if (missileactor->hasX() && seqGetStatus(missileactor) >= 0)
{
canInherit &= ~0x8;
SEQINST* pInst = GetInstance(missileactor);
Seq* pSeq = pInst->pSequence;
for (int i = 0; i < pSeq->nFrames; i++)
{
if ((canInherit & 0x4) && pSeq->frames[i].palette != 0) canInherit &= ~0x4;
if ((canInherit & 0x2) && pSeq->frames[i].xrepeat != 0) canInherit &= ~0x2;
if ((canInherit & 0x1) && pSeq->frames[i].yrepeat != 0) canInherit &= ~0x1;
}
}
if (canInherit != 0)
{
if (canInherit & 0x2)
missileactor->spr.xrepeat = (from == kModernTypeFlag1) ? sourceactor->spr.xrepeat : actor->spr.xrepeat;
if (canInherit & 0x1)
missileactor->spr.yrepeat = (from == kModernTypeFlag1) ? sourceactor->spr.yrepeat : actor->spr.yrepeat;
if (canInherit & 0x4)
missileactor->spr.pal = (from == kModernTypeFlag1) ? sourceactor->spr.pal : actor->spr.pal;
if (canInherit & 0x8)
missileactor->spr.shade = (from == kModernTypeFlag1) ? sourceactor->spr.shade : actor->spr.shade;
}
}
// add velocity controlling
if (sourceactor->xspr.data2 > 0)
{
int velocity = sourceactor->xspr.data2 << 12;
missileactor->set_int_bvel_x(MulScale(velocity, dx, 14));
missileactor->set_int_bvel_y(MulScale(velocity, dy, 14));
missileactor->set_int_bvel_z(MulScale(velocity, dz, 14));
}
// add bursting for missiles
if (missileactor->spr.type != kMissileFlareAlt && sourceactor->xspr.data4 > 0)
evPostActor(missileactor, ClipHigh(sourceactor->xspr.data4, 500), kCallbackMissileBurst);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useSoundGen(DBloodActor* sourceactor, DBloodActor* actor)
{
int pitch = sourceactor->xspr.data4 << 1;
if (pitch < 2000) pitch = 0;
sfxPlay3DSoundCP(actor, sourceactor->xspr.data2, -1, 0, pitch, sourceactor->xspr.data3);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useIncDecGen(DBloodActor* sourceactor, int objType, sectortype* destSect, walltype* destWall, DBloodActor* objactor)
{
char buffer[7];
int data = -65535;
short tmp = 0;
int dataIndex = 0;
snprintf(buffer, 7, "%d", abs(sourceactor->xspr.data1));
int len = int(strlen(buffer));
for (int i = 0; i < len; i++)
{
dataIndex = (buffer[i] - 52) + 4;
if ((data = getDataFieldOfObject(objType, destSect, destWall, objactor, dataIndex)) == -65535)
{
Printf(PRINT_HIGH, "\nWrong index of data (%c) for IncDec Gen! Only 1, 2, 3 and 4 indexes allowed!\n", buffer[i]);
continue;
}
if (sourceactor->xspr.data2 < sourceactor->xspr.data3)
{
data = ClipRange(data, sourceactor->xspr.data2, sourceactor->xspr.data3);
if ((data += sourceactor->xspr.data4) >= sourceactor->xspr.data3)
{
switch (sourceactor->spr.flags)
{
case kModernTypeFlag0:
case kModernTypeFlag1:
if (data > sourceactor->xspr.data3) data = sourceactor->xspr.data3;
break;
case kModernTypeFlag2:
if (data > sourceactor->xspr.data3) data = sourceactor->xspr.data3;
if (!incDecGoalValueIsReached(sourceactor)) break;
tmp = sourceactor->xspr.data3;
sourceactor->xspr.data3 = sourceactor->xspr.data2;
sourceactor->xspr.data2 = tmp;
break;
case kModernTypeFlag3:
if (data > sourceactor->xspr.data3) data = sourceactor->xspr.data2;
break;
}
}
}
else if (sourceactor->xspr.data2 > sourceactor->xspr.data3)
{
data = ClipRange(data, sourceactor->xspr.data3, sourceactor->xspr.data2);
if ((data -= sourceactor->xspr.data4) <= sourceactor->xspr.data3)
{
switch (sourceactor->spr.flags)
{
case kModernTypeFlag0:
case kModernTypeFlag1:
if (data < sourceactor->xspr.data3) data = sourceactor->xspr.data3;
break;
case kModernTypeFlag2:
if (data < sourceactor->xspr.data3) data = sourceactor->xspr.data3;
if (!incDecGoalValueIsReached(sourceactor)) break;
tmp = sourceactor->xspr.data3;
sourceactor->xspr.data3 = sourceactor->xspr.data2;
sourceactor->xspr.data2 = tmp;
break;
case kModernTypeFlag3:
if (data < sourceactor->xspr.data3) data = sourceactor->xspr.data2;
break;
}
}
}
sourceactor->xspr.sysData1 = data;
setDataValueOfObject(objType, destSect, destWall, objactor, dataIndex, data);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void sprite2sectorSlope(DBloodActor* actor, sectortype* pSector, int rel, bool forcez)
{
int slope = 0;
double z = 0;
switch (rel) {
default:
z = getflorzofslopeptr(actor->sector(), actor->spr.pos);
if ((actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) && actor->hasX() && actor->xspr.Touch) z--;
slope = pSector->floorheinum;
break;
case 1:
z = getceilzofslopeptr(actor->sector(), actor->spr.pos);
if ((actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) && actor->hasX() && actor->xspr.Touch) z++;
slope = pSector->ceilingheinum;
break;
}
spriteSetSlope(actor, slope);
if (forcez) actor->spr.pos.Z = z;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, DBloodActor* objActor)
{
int slope, oslope;
bool flag2 = (sourceactor->spr.flags & kModernTypeFlag2);
if (sourceactor->spr.flags & kModernTypeFlag1) slope = ClipRange(sourceactor->xspr.data2, -32767, 32767);
else slope = (32767 / kPercFull) * ClipRange(sourceactor->xspr.data2, -kPercFull, kPercFull);
if (objType == OBJ_SECTOR)
{
switch (sourceactor->xspr.data1)
{
case 2:
case 0:
// just set floor slope
if (flag2)
{
pSect->setfloorslope(slope);
}
else
{
// force closest floor aligned sprites to inherit slope of the sector's floor
oslope = pSect->floorheinum;
BloodSectIterator it(pSect);
while (auto iactor = it.Next())
{
if (!(iactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue;
else if (getflorzofslopeptr(pSect, iactor->spr.pos) - kSlopeDist <= iactor->spr.pos.Z)
{
sprite2sectorSlope(iactor, pSect, 0, true);
// set temporary slope of floor
pSect->floorheinum = slope;
// force sloped sprites to be on floor slope z
sprite2sectorSlope(iactor, pSect, 0, true);
// restore old slope for next sprite
pSect->floorheinum = oslope;
}
}
// finally set new slope of floor
pSect->setfloorslope(slope);
}
if (sourceactor->xspr.data1 == 0) break;
[[fallthrough]];
case 1:
// just set ceiling slope
if (flag2)
{
pSect->setceilingslope(slope);
}
else
{
oslope = pSect->ceilingheinum;
BloodSectIterator it(pSect);
while (auto iactor = it.Next())
{
if (!(iactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue;
else if (getceilzofslopeptr(pSect, iactor->spr.pos) + kSlopeDist >= iactor->spr.pos.Z)
{
sprite2sectorSlope(iactor, pSect, 1, true);
// set new slope of ceiling
pSect->ceilingheinum = slope;
// force sloped sprites to be on ceiling slope z
sprite2sectorSlope(iactor, pSect, 1, true);
// restore old slope for next sprite
pSect->ceilingheinum = oslope;
}
}
// finally set new slope of ceiling
pSect->setceilingslope(slope);
}
break;
}
// let's give a little impulse to the physics sprites...
BloodSectIterator it(pSect);
while (auto iactor = it.Next())
{
if (iactor->hasX() && iactor->xspr.physAttr > 0)
{
iactor->xspr.physAttr |= kPhysFalling;
iactor->vel.Z += FixedToFloat(1);
}
else if ((iactor->spr.statnum == kStatThing || iactor->spr.statnum == kStatDude) && (iactor->spr.flags & kPhysGravity))
{
iactor->spr.flags |= kPhysFalling;
iactor->vel.Z += FixedToFloat(1);
}
}
}
else if (objType == OBJ_SPRITE)
{
if (!(objActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) objActor->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_FLOOR;
if ((objActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_SLOPE) != CSTAT_SPRITE_ALIGNMENT_SLOPE)
objActor->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_SLOPE;
switch (sourceactor->xspr.data4)
{
case 1:
case 2:
case 3:
if (!objActor->insector()) break;
switch (sourceactor->xspr.data4)
{
case 1: sprite2sectorSlope(objActor, objActor->sector(), 0, flag2); break;
case 2: sprite2sectorSlope(objActor, objActor->sector(), 1, flag2); break;
case 3:
if (getflorzofslopeptr(objActor->sector(), objActor->spr.pos) - kSlopeDist <= objActor->spr.pos.Z) sprite2sectorSlope(objActor, objActor->sector(), 0, flag2);
if (getceilzofslopeptr(objActor->sector(), objActor->spr.pos) + kSlopeDist >= objActor->spr.pos.Z) sprite2sectorSlope(objActor, objActor->sector(), 1, flag2);
break;
}
break;
default:
spriteSetSlope(objActor, slope);
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useDataChanger(DBloodActor* sourceactor, int objType, sectortype* pSector, walltype* pWall, DBloodActor* objActor)
{
bool flag1 = (sourceactor->spr.flags & kModernTypeFlag1);
switch (objType) {
case OBJ_SECTOR:
if (flag1 || valueIsBetween(sourceactor->xspr.data1, -1, 32767)) setDataValueOfObject(objType, pSector, pWall, nullptr, 1, sourceactor->xspr.data1);
break;
case OBJ_SPRITE:
if (flag1 || valueIsBetween(sourceactor->xspr.data1, -1, 32767)) setDataValueOfObject(objType, pSector, pWall, objActor, 1, sourceactor->xspr.data1);
if (flag1 || valueIsBetween(sourceactor->xspr.data2, -1, 32767)) setDataValueOfObject(objType, pSector, pWall, objActor, 2, sourceactor->xspr.data1);
if (flag1 || valueIsBetween(sourceactor->xspr.data3, -1, 32767)) setDataValueOfObject(objType, pSector, pWall, objActor, 3, sourceactor->xspr.data1);
if (flag1 || valueIsBetween(sourceactor->xspr.data4, -1, 65535)) setDataValueOfObject(objType, pSector, pWall, objActor, 4, sourceactor->xspr.data1);
break;
case OBJ_WALL:
if (flag1 || valueIsBetween(sourceactor->xspr.data1, -1, 32767)) setDataValueOfObject(objType, pSector, pWall, nullptr, 1, sourceactor->xspr.data1);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useSectorLightChanger(DBloodActor* sourceactor, sectortype* pSector)
{
bool relative = (sourceactor->spr.flags & kModernTypeFlag16);
auto pXSector = &pSector->xs();
if (valueIsBetween(sourceactor->xspr.data1, -1, 32767))
{
if (relative)
pXSector->wave = ClipHigh(pXSector->wave + sourceactor->xspr.data1, 11);
else
pXSector->wave = ClipHigh(sourceactor->xspr.data1, 11);
}
if (valueIsBetween(sourceactor->xspr.data2, -128, 128))
{
if (relative)
pXSector->amplitude = ClipRange(pXSector->amplitude + sourceactor->xspr.data2, -127, 127);
else
pXSector->amplitude = sourceactor->xspr.data2;
}
if (valueIsBetween(sourceactor->xspr.data3, -1, 32767))
{
if (relative)
pXSector->freq = ClipHigh(pXSector->freq + sourceactor->xspr.data3, 255);
else
pXSector->freq = ClipHigh(sourceactor->xspr.data3, 255);
}
if (valueIsBetween(sourceactor->xspr.data4, -1, 65535))
{
if (relative)
pXSector->phase = ClipHigh(pXSector->phase + sourceactor->xspr.data4, 255);
else
pXSector->phase = ClipHigh(sourceactor->xspr.data4, 255);
}
if (sourceactor->spr.flags)
{
if (sourceactor->spr.flags != kModernTypeFlag1)
{
pXSector->shadeAlways = (sourceactor->spr.flags & kModernTypeFlag1) ? true : false;
pXSector->shadeFloor = (sourceactor->spr.flags & kModernTypeFlag2) ? true : false;
pXSector->shadeCeiling = (sourceactor->spr.flags & kModernTypeFlag4) ? true : false;
pXSector->shadeWalls = (sourceactor->spr.flags & kModernTypeFlag8) ? true : false;
pXSector->color = (sourceactor->spr.pal) ? true : false;
auto cstat = sourceactor->spr.cstat;
if ((cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR)
{
// !!! xsector pal bits must be extended
if (cstat & CSTAT_SPRITE_ONE_SIDE)
{
if (cstat & CSTAT_SPRITE_YFLIP)
pXSector->ceilpal = sourceactor->spr.pal;
else
pXSector->floorpal = sourceactor->spr.pal;
}
else
{
pXSector->floorpal = sourceactor->spr.pal;
pXSector->ceilpal = sourceactor->spr.pal;
}
}
}
else
{
pXSector->shadeAlways = true;
}
}
// add to shadeList
if (!shadeList.Contains(pSector))
shadeList.Push(pSector);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor)
{
if (!actor->IsDudeActor() || actor->spr.statnum != kStatDude)
{
switch (actor->spr.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(actor);
return;
default:
return;
}
}
int receiveHp = 33 + Random(33);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int matesPerEnemy = 1;
// dude is burning?
if (actor->xspr.burnTime > 0 && actor->GetBurnSource())
{
if (IsBurningDude(actor)) return;
else
{
auto burnactor = actor->GetBurnSource();
if (burnactor->hasX())
{
if (sourceactor->xspr.data2 == 1 && actor->xspr.rxID == burnactor->xspr.rxID)
{
actor->xspr.burnTime = 0;
// heal dude a bit in case of friendly fire
int startHp = (actor->xspr.sysData2 > 0) ? ClipRange(actor->xspr.sysData2 << 4, 1, 65535) : pDudeInfo->startHealth << 4;
if (actor->xspr.health < (unsigned)startHp) actHealDude(actor, receiveHp, startHp);
}
else if (burnactor->xspr.health <= 0)
{
actor->xspr.burnTime = 0;
}
}
}
}
auto playeractor = aiFightTargetIsPlayer(actor);
// special handling for player(s) if target changer data4 > 2.
if (playeractor != nullptr)
{
auto actLeech = leechIsDropped(actor);
if (sourceactor->xspr.data4 == 3)
{
aiSetTarget(actor, actor->spr.pos);
aiSetGenIdleState(actor);
if (actor->spr.type == kDudeModernCustom && actLeech)
removeLeech(actLeech);
}
else if (sourceactor->xspr.data4 == 4)
{
aiSetTarget(actor, playeractor->spr.pos);
if (actor->spr.type == kDudeModernCustom && actLeech)
removeLeech(actLeech);
}
}
int maxAlarmDudes = 8 + Random(8);
auto targetactor = actor->GetTarget();
if (targetactor && targetactor->hasX() && playeractor == nullptr)
{
if (aiFightUnitCanFly(actor) && aiFightIsMeleeUnit(targetactor) && !aiFightUnitCanFly(targetactor))
actor->spr.flags |= 0x0002;
else if (aiFightUnitCanFly(actor))
actor->spr.flags &= ~0x0002;
if (!targetactor->IsDudeActor() || targetactor->xspr.health < 1 || !aiFightDudeCanSeeTarget(actor, pDudeInfo, targetactor))
{
aiSetTarget(actor, actor->spr.pos);
}
// dude attack or attacked by target that does not fit by data id?
else if (sourceactor->xspr.data1 != 666 && targetactor->xspr.data1 != sourceactor->xspr.data1)
{
if (aiFightDudeIsAffected(targetactor))
{
// force stop attack target
aiSetTarget(actor, actor->spr.pos);
if (actor->GetBurnSource() == targetactor)
{
actor->xspr.burnTime = 0;
actor->SetBurnSource(nullptr);
}
// force stop attack dude
aiSetTarget(targetactor, targetactor->spr.pos);
if (targetactor->GetBurnSource() == actor)
{
targetactor->xspr.burnTime = 0;
targetactor->SetBurnSource(nullptr);
}
}
}
else if (sourceactor->xspr.data2 == 1 && actor->xspr.rxID == targetactor->xspr.rxID)
{
auto mateactor = targetactor;
// heal dude
int startHp = (actor->xspr.sysData2 > 0) ? ClipRange(actor->xspr.sysData2 << 4, 1, 65535) : pDudeInfo->startHealth << 4;
if (actor->xspr.health < (unsigned)startHp) actHealDude(actor, receiveHp, startHp);
// heal mate
startHp = (mateactor->xspr.sysData2 > 0) ? ClipRange(mateactor->xspr.sysData2 << 4, 1, 65535) : getDudeInfo(mateactor->spr.type)->startHealth << 4;
if (mateactor->xspr.health < (unsigned)startHp) actHealDude(mateactor, receiveHp, startHp);
auto matetarget = mateactor->GetTarget();
if (matetarget != nullptr && matetarget->hasX())
{
// force mate stop attack dude, if he does
if (matetarget == actor)
{
aiSetTarget(mateactor, mateactor->spr.pos);
}
else if (actor->xspr.rxID != matetarget->xspr.rxID)
{
// force dude to attack same target that mate have
aiSetTarget(actor, matetarget);
return;
}
else
{
// force mate to stop attack another mate
aiSetTarget(mateactor, mateactor->spr.pos);
}
}
// force dude stop attack mate, if target was not changed previously
if (actor == mateactor)
aiSetTarget(actor, actor->spr.pos);
}
// check if targets aims player then force this target to fight with dude
else if (aiFightTargetIsPlayer(actor) != nullptr)
{
aiSetTarget(targetactor, actor);
}
int mDist = 3;
if (aiFightIsMeleeUnit(actor)) mDist = 2;
if (targetactor != nullptr && aiFightGetTargetDist(actor, pDudeInfo, targetactor) < mDist)
{
if (!isActive(actor)) aiActivateDude(actor);
return;
}
// lets try to look for target that fits better by distance
else if ((PlayClock & 256) != 0 && (targetactor == nullptr || aiFightGetTargetDist(actor, pDudeInfo, targetactor) >= mDist))
{
auto newtargactor = aiFightGetTargetInRange(actor, 0, mDist, sourceactor->xspr.data1, sourceactor->xspr.data2);
if (newtargactor != nullptr)
{
// Make prev target not aim in dude
if (targetactor)
{
aiSetTarget(targetactor, targetactor->spr.pos);
if (!isActive(newtargactor))
aiActivateDude(newtargactor);
}
// Change target for dude
aiSetTarget(actor, newtargactor);
if (!isActive(actor))
aiActivateDude(actor);
// ...and change target of target to dude to force it fight
if (sourceactor->xspr.data3 > 0 && newtargactor->GetTarget() != actor)
{
aiSetTarget(newtargactor, actor);
if (!isActive(newtargactor))
aiActivateDude(newtargactor);
}
return;
}
}
}
if ((targetactor == nullptr || playeractor != nullptr) && (PlayClock & 32) != 0)
{
// try find first target that dude can see
BloodStatIterator it(kStatDude);
while (auto newtargactor = it.Next())
{
if (newtargactor->GetTarget() == actor)
{
aiSetTarget(actor, newtargactor);
return;
}
// skip non-dudes and players
if (!newtargactor->IsDudeActor() || (newtargactor->IsPlayerActor() && sourceactor->xspr.data4 > 0) || newtargactor->GetOwner() == actor) continue;
// avoid self aiming, those who dude can't see, and those who dude own
else if (!aiFightDudeCanSeeTarget(actor, pDudeInfo, newtargactor) || actor == newtargactor) continue;
// if Target Changer have data1 = 666, everyone can be target, except AI team mates.
else if (sourceactor->xspr.data1 != 666 && sourceactor->xspr.data1 != newtargactor->xspr.data1) continue;
// don't attack immortal, burning dudes and mates
if (IsBurningDude(newtargactor) || !IsKillableDude(newtargactor) || (sourceactor->xspr.data2 == 1 && actor->xspr.rxID == newtargactor->xspr.rxID))
continue;
if (sourceactor->xspr.data2 == 0 || (sourceactor->xspr.data2 == 1 && !aiFightMatesHaveSameTarget(actor, newtargactor, matesPerEnemy)))
{
// Change target for dude
aiSetTarget(actor, newtargactor);
if (!isActive(actor))
aiActivateDude(actor);
// ...and change target of target to dude to force it fight
if (sourceactor->xspr.data3 > 0 && newtargactor->GetTarget() != actor)
{
aiSetTarget(newtargactor, actor);
if (playeractor == nullptr && !isActive(newtargactor))
aiActivateDude(newtargactor);
if (sourceactor->xspr.data3 == 2)
aiFightAlarmDudesInSight(newtargactor, maxAlarmDudes);
}
return;
}
break;
}
}
// got no target - let's ask mates if they have targets
if ((actor->GetTarget() == nullptr || playeractor != nullptr) && sourceactor->xspr.data2 == 1 && (PlayClock & 64) != 0)
{
DBloodActor* pMateTargetActor = aiFightGetMateTargets(actor);
if (pMateTargetActor != nullptr && pMateTargetActor->hasX())
{
if (aiFightDudeCanSeeTarget(actor, pDudeInfo, pMateTargetActor))
{
if (pMateTargetActor->GetTarget() == nullptr)
{
aiSetTarget(pMateTargetActor, actor);
if (pMateTargetActor->IsDudeActor() && !isActive(pMateTargetActor))
aiActivateDude(pMateTargetActor);
}
aiSetTarget(actor, pMateTargetActor);
if (!isActive(actor))
aiActivateDude(actor);
return;
// try walk in mate direction in case if not see the target
}
else if (pMateTargetActor->GetTarget() && aiFightDudeCanSeeTarget(actor, pDudeInfo, pMateTargetActor->GetTarget()))
{
actor->SetTarget(pMateTargetActor);
auto pMate = pMateTargetActor->GetTarget();
actor->xspr.TargetPos = pMate->spr.pos;
if (!isActive(actor))
aiActivateDude(actor);
return;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void usePictureChanger(DBloodActor* sourceactor, int objType, sectortype* targSect, walltype* targWall, DBloodActor* objActor)
{
switch (objType) {
case OBJ_SECTOR:
if (valueIsBetween(sourceactor->xspr.data1, -1, 32767))
targSect->floorpicnum = sourceactor->xspr.data1;
if (valueIsBetween(sourceactor->xspr.data2, -1, 32767))
targSect->ceilingpicnum = sourceactor->xspr.data2;
if (valueIsBetween(sourceactor->xspr.data3, -1, 32767))
targSect->floorpal = uint8_t(sourceactor->xspr.data3);
if (valueIsBetween(sourceactor->xspr.data4, -1, 65535))
targSect->ceilingpal = uint8_t(sourceactor->xspr.data4);
break;
case OBJ_SPRITE:
if (valueIsBetween(sourceactor->xspr.data1, -1, 32767))
objActor->spr.picnum = sourceactor->xspr.data1;
if (sourceactor->xspr.data2 >= 0) objActor->spr.shade = (sourceactor->xspr.data2 > 127) ? 127 : sourceactor->xspr.data2;
else if (sourceactor->xspr.data2 < -1) objActor->spr.shade = (sourceactor->xspr.data2 < -127) ? -127 : sourceactor->xspr.data2;
if (valueIsBetween(sourceactor->xspr.data3, -1, 32767))
objActor->spr.pal = uint8_t(sourceactor->xspr.data3);
break;
case OBJ_WALL:
if (valueIsBetween(sourceactor->xspr.data1, -1, 32767))
targWall->picnum = sourceactor->xspr.data1;
if (valueIsBetween(sourceactor->xspr.data2, -1, 32767))
targWall->overpicnum = sourceactor->xspr.data2;
if (valueIsBetween(sourceactor->xspr.data3, -1, 32767))
targWall->pal = uint8_t(sourceactor->xspr.data3);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
QAV* playerQavSceneLoad(int qavId)
{
QAV* pQav = getQAV(qavId);
if (!pQav) viewSetSystemMessage("Failed to load QAV animation #%d", qavId);
return pQav;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene)
{
auto initiator = pQavScene->initiator;
if (initiator->hasX())
{
if (initiator->xspr.waitTime > 0 && --initiator->xspr.sysData1 <= 0)
{
if (initiator->xspr.txID >= kChannelUser)
{
for (int i = bucketHead[initiator->xspr.txID]; i < bucketHead[initiator->xspr.txID + 1]; i++)
{
if (rxBucket[i].isActor())
{
auto rxactor = rxBucket[i].actor();
if (!rxactor || !rxactor->hasX() || rxactor == initiator) continue;
if (rxactor->spr.type == kModernPlayerControl && rxactor->xspr.command == 67)
{
if (rxactor->xspr.data2 == initiator->xspr.data2 || rxactor->xspr.locked) continue;
else trPlayerCtrlStartScene(rxactor, pPlayer, true);
return;
}
}
nnExtTriggerObject(rxBucket[i], initiator->xspr.command, pPlayer->actor);
}
}
trPlayerCtrlStopScene(pPlayer);
}
else
{
playerQavScenePlay(pPlayer);
pPlayer->weaponTimer = ClipLow(pPlayer->weaponTimer -= 4, 0);
}
}
else
{
pQavScene->initiator = nullptr;
pPlayer->sceneQav = -1;
pQavScene->qavResrc = NULL;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5)
{
if (pPlayer == NULL || pPlayer->sceneQav == -1) return;
QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
auto actor = pQavScene->initiator;
if (pQavScene->qavResrc != NULL)
{
QAV* pQAV = pQavScene->qavResrc;
int v4;
double interpfrac;
qavProcessTimer(pPlayer, pQAV, &v4, &interpfrac);
int flags = 2; int nInv = powerupCheck(pPlayer, kPwUpShadowCloak);
if (nInv >= 120 * 8 || (nInv != 0 && (PlayClock & 32)))
{
a2 = -128; flags |= 1;
}
// draw as weapon
if (!(actor->spr.flags & kModernTypeFlag1))
{
pQAV->x = a3; pQAV->y = a4;
pQAV->Draw(v4, flags, a2, a5, true, interpfrac);
// draw fullscreen (currently 4:3 only)
}
else
{
// What an awful hack. This throws proper ordering out of the window, but there is no way to reproduce this better with strict layering of elements.
// From the above commit it seems to be incomplete anyway...
pQAV->Draw(v4, flags, a2, a5, false, interpfrac);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void playerQavScenePlay(PLAYER* pPlayer)
{
if (pPlayer == NULL) return;
QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
if (pPlayer->sceneQav == -1 && pQavScene->initiator != nullptr)
pPlayer->sceneQav = pQavScene->initiator->xspr.data2;
if (pQavScene->qavResrc != NULL)
{
QAV* pQAV = pQavScene->qavResrc;
int nTicks = pQAV->duration - pPlayer->weaponTimer;
pQAV->Play(nTicks - 4, nTicks, pPlayer->qavCallback, pPlayer);
}
}
void playerQavSceneReset(PLAYER* pPlayer)
{
QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
pQavScene->initiator = nullptr;
pQavScene->dummy = pPlayer->sceneQav = -1;
pQavScene->qavResrc = NULL;
}
bool playerSizeShrink(PLAYER* pPlayer, int divider)
{
pPlayer->actor->xspr.scale = 256 / divider;
playerSetRace(pPlayer, kModeHumanShrink);
return true;
}
bool playerSizeGrow(PLAYER* pPlayer, int multiplier)
{
pPlayer->actor->xspr.scale = 256 * multiplier;
playerSetRace(pPlayer, kModeHumanGrown);
return true;
}
bool playerSizeReset(PLAYER* pPlayer)
{
playerSetRace(pPlayer, kModeHuman);
pPlayer->actor->xspr.scale = 0;
return true;
}
void playerDeactivateShrooms(PLAYER* pPlayer)
{
powerupDeactivate(pPlayer, kPwUpGrowShroom);
pPlayer->pwUpTime[kPwUpGrowShroom] = 0;
powerupDeactivate(pPlayer, kPwUpShrinkShroom);
pPlayer->pwUpTime[kPwUpShrinkShroom] = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
PLAYER* getPlayerById(int 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].actor->spr.type)
return &gPlayer[i];
}
}
//viewSetSystemMessage("There is no player id #%d", id);
return NULL;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool IsBurningDude(DBloodActor* actor)
{
if (actor == NULL) return false;
switch (actor->spr.type)
{
case kDudeBurningInnocent:
case kDudeBurningCultist:
case kDudeBurningZombieAxe:
case kDudeBurningZombieButcher:
case kDudeBurningTinyCaleb:
case kDudeBurningBeast:
case kDudeModernCustomBurning:
return true;
}
return false;
}
bool IsKillableDude(DBloodActor* actor)
{
switch (actor->spr.type)
{
case kDudeGargoyleStatueFlesh:
case kDudeGargoyleStatueStone:
return false;
default:
if (!actor->IsDudeActor() || actor->xspr.locked == 1) return false;
return true;
}
}
bool isGrown(DBloodActor* actor)
{
if (powerupCheck(&gPlayer[actor->spr.type - kDudePlayer1], kPwUpGrowShroom) > 0) return true;
else if (actor->hasX() && actor->xspr.scale >= 512) return true;
else return false;
}
bool isShrinked(DBloodActor* actor)
{
if (powerupCheck(&gPlayer[actor->spr.type - kDudePlayer1], kPwUpShrinkShroom) > 0) return true;
else if (actor->hasX() && actor->xspr.scale > 0 && actor->xspr.scale <= 128) return true;
else return false;
}
bool isActive(DBloodActor* actor)
{
if (!actor->hasX())
return false;
switch (actor->xspr.aiState->stateType)
{
case kAiStateIdle:
case kAiStateGenIdle:
case kAiStateSearch:
case kAiStateMove:
case kAiStateOther:
return false;
default:
return true;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int getDataFieldOfObject(EventObject& eob, int dataIndex)
{
int data = -65535;
if (eob.isActor())
{
auto actor = eob.actor();
if (actor)
{
switch (dataIndex)
{
case 1: return actor->xspr.data1;
case 2: return actor->xspr.data2;
case 3:
switch (actor->spr.type)
{
case kDudeModernCustom: return actor->xspr.sysData1;
default: return actor->xspr.data3;
}
case 4: return actor->xspr.data4;
default: return data;
}
}
}
else if (eob.isSector())
{
return eob.sector()->xs().data;
}
else if (eob.isWall())
{
return eob.wall()->xw().data;
}
return data;
}
int getDataFieldOfObject(int objType, sectortype* sect, walltype* wal, DBloodActor* actor, int dataIndex)
{
int data = -65535;
switch (objType)
{
case OBJ_SPRITE:
switch (dataIndex)
{
case 1: return actor->xspr.data1;
case 2: return actor->xspr.data2;
case 3:
switch (actor->spr.type)
{
case kDudeModernCustom: return actor->xspr.sysData1;
default: return actor->xspr.data3;
}
case 4: return actor->xspr.data4;
default: return data;
}
case OBJ_SECTOR: return sect->xs().data;
case OBJ_WALL: return wal->xw().data;
default: return data;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool setDataValueOfObject(int objType, sectortype* sect, walltype* wal, DBloodActor* objActor, int dataIndex, int value)
{
switch (objType)
{
case OBJ_SPRITE:
{
int type = objActor->spr.type;
// exceptions
if (objActor->IsDudeActor() && objActor->xspr.health <= 0) return true;
switch (type)
{
case kThingBloodBits:
case kThingBloodChunks:
case kThingZombieHead:
return true;
break;
}
switch (dataIndex)
{
case 1:
objActor->xspr.data1 = value;
switch (type)
{
case kSwitchCombo:
if (value == objActor->xspr.data2) SetSpriteState(objActor, 1, nullptr);
else SetSpriteState(objActor, 0, nullptr);
break;
case kDudeModernCustom:
case kDudeModernCustomBurning:
objActor->genDudeExtra.updReq[kGenDudePropertyWeapon] = true;
objActor->genDudeExtra.updReq[kGenDudePropertyDmgScale] = true;
evPostActor(objActor, kGenDudeUpdTimeRate, kCallbackGenDudeUpdate);
break;
}
return true;
case 2:
objActor->xspr.data2 = value;
switch (type)
{
case kDudeModernCustom:
case kDudeModernCustomBurning:
objActor->genDudeExtra.updReq[kGenDudePropertySpriteSize] = true;
objActor->genDudeExtra.updReq[kGenDudePropertyMass] = true;
objActor->genDudeExtra.updReq[kGenDudePropertyDmgScale] = true;
objActor->genDudeExtra.updReq[kGenDudePropertyStates] = true;
objActor->genDudeExtra.updReq[kGenDudePropertyAttack] = true;
evPostActor(objActor, kGenDudeUpdTimeRate, kCallbackGenDudeUpdate);
break;
}
return true;
case 3:
objActor->xspr.data3 = value;
switch (type)
{
case kDudeModernCustom:
case kDudeModernCustomBurning:
objActor->xspr.sysData1 = value;
break;
}
return true;
case 4:
objActor->xspr.data4 = value;
return true;
default:
return false;
}
}
case OBJ_SECTOR:
sect->xs().data = value;
return true;
case OBJ_WALL:
wal->xw().data = value;
return true;
default:
return false;
}
}
//---------------------------------------------------------------------------
//
// a replacement of vanilla CanMove for patrol dudes
//
//---------------------------------------------------------------------------
bool nnExtCanMove(DBloodActor* actor, DBloodActor* target, DAngle nAngle, int nRange_)
{
double nRange = nRange_ * inttoworld;
DVector3 pos = actor->spr.pos;
DVector2 nAngVect = nAngle.ToVector();
auto pSector = actor->sector();
HitScan_(actor, pos.Z * zworldtoint, nAngVect.X * (1 << 14), nAngVect.Y * (1 << 14), 0, CLIPMASK0, nRange);
double nDist = (actor->spr.pos.XY() - gHitInfo.hitpos.XY()).Length();
if (target != nullptr && nDist - actor->fClipdist() < nRange)
return (target == gHitInfo.actor());
pos += nAngVect * nRange;
updatesectorz(pos, &pSector);
if (!pSector) return false;
if (pSector->hasX()) {
XSECTOR* pXSector = &pSector->xs();
return !((pSector->type == kSectorDamage || pXSector->damageType > 0) && pXSector->state && !nnExtIsImmune(actor, pXSector->damageType, 16));
}
return true;
}
//---------------------------------------------------------------------------
//
// a replacement of vanilla aiChooseDirection for patrol dudes
//
//---------------------------------------------------------------------------
void nnExtAiSetDirection(DBloodActor* actor, DAngle direction)
{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DAngle vc = deltaangle(actor->spr.angle, direction);
double nCos = actor->spr.angle.Cos();
double nSin = actor->spr.angle.Sin();
double t1 = actor->vel.X * nCos + actor->vel.Y * nSin;
int range = FloatToFixed(t1 * (15 / 8192.));
DAngle v8 = vc > nullAngle ? DAngle180 / 3 : -DAngle180 / 3;
if (nnExtCanMove(actor, actor->GetTarget(), actor->spr.angle + vc, range))
actor->xspr.goalAng = actor->spr.angle + vc;
else if (nnExtCanMove(actor, actor->GetTarget(), actor->spr.angle + vc / 2, range))
actor->xspr.goalAng = actor->spr.angle + vc / 2;
else if (nnExtCanMove(actor, actor->GetTarget(), actor->spr.angle - vc / 2, range))
actor->xspr.goalAng = actor->spr.angle - vc / 2;
else if (nnExtCanMove(actor, actor->GetTarget(), actor->spr.angle + v8, range))
actor->xspr.goalAng = actor->spr.angle + v8;
else if (nnExtCanMove(actor, actor->GetTarget(), actor->spr.angle, range))
actor->xspr.goalAng = actor->spr.angle;
else if (nnExtCanMove(actor, actor->GetTarget(), actor->spr.angle - v8, range))
actor->xspr.goalAng = actor->spr.angle - v8;
else
actor->xspr.goalAng = actor->spr.angle + DAngle180 / 3;
if (actor->xspr.dodgeDir)
{
if (!nnExtCanMove(actor, actor->GetTarget(), actor->spr.angle + DAngle90 * actor->xspr.dodgeDir, 512))
{
actor->xspr.dodgeDir = -actor->xspr.dodgeDir;
if (!nnExtCanMove(actor, actor->GetTarget(), actor->spr.angle + DAngle90 * actor->xspr.dodgeDir, 512))
actor->xspr.dodgeDir = 0;
}
}
}
//---------------------------------------------------------------------------
//
/// patrol functions
//
//---------------------------------------------------------------------------
void aiPatrolState(DBloodActor* actor, int state)
{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax&& actor->hasX());
assert(actor->GetTarget());
auto markeractor = actor->GetTarget();
assert(markeractor->spr.type == kMarkerPath);
bool nSeqOverride = false, crouch = false;
int i, seq = -1, start = 0, end = kPatrolStateSize;
const DUDEINFO_EXTRA* pExtra = &gDudeInfoExtra[actor->spr.type - kDudeBase];
switch (state) {
case kAiStatePatrolWaitL:
seq = pExtra->idlgseqofs;
start = 0; end = 2;
break;
case kAiStatePatrolMoveL:
seq = pExtra->mvegseqofs;
start = 2, end = 7;
break;
case kAiStatePatrolTurnL:
seq = pExtra->mvegseqofs;
start = 7, end = 12;
break;
case kAiStatePatrolWaitW:
seq = pExtra->idlwseqofs;
start = 12; end = 18;
break;
case kAiStatePatrolMoveW:
seq = pExtra->mvewseqofs;
start = 18; end = 25;
break;
case kAiStatePatrolTurnW:
seq = pExtra->mvewseqofs;
start = 25; end = 32;
break;
case kAiStatePatrolWaitC:
seq = pExtra->idlcseqofs;
start = 32; end = 36;
crouch = true;
break;
case kAiStatePatrolMoveC:
seq = pExtra->mvecseqofs;
start = 36; end = 39;
crouch = true;
break;
case kAiStatePatrolTurnC:
seq = pExtra->mvecseqofs;
start = 39; end = kPatrolStateSize;
crouch = true;
break;
}
if (markeractor->xspr.data4 > 0) seq = markeractor->xspr.data4, nSeqOverride = true;
else if (!nSeqOverride && state == kAiStatePatrolWaitC && (actor->spr.type == kDudeCultistTesla || actor->spr.type == kDudeCultistTNT))
seq = 11537, nSeqOverride = true; // these don't have idle crouch seq for some reason...
if (seq < 0)
return aiPatrolStop(actor, nullptr);
for (i = start; i < end; i++)
{
AISTATE* newState = &genPatrolStates[i];
if (newState->stateType != state || (!nSeqOverride && seq != newState->seqId))
continue;
if (actor->spr.type == kDudeModernCustom) aiGenDudeNewState(actor, newState);
else aiNewState(actor, newState);
if (crouch) actor->xspr.unused1 |= kDudeFlagCrouch;
else actor->xspr.unused1 &= ~kDudeFlagCrouch;
if (nSeqOverride)
seqSpawn(seq, actor);
return;
}
if (i == end)
{
viewSetSystemMessage("No patrol state #%d found for dude #%d (type = %d)", state, actor->GetIndex(), actor->spr.type);
aiPatrolStop(actor, nullptr);
}
}
//---------------------------------------------------------------------------
//
// check if some dude already follows the given marker
//
//---------------------------------------------------------------------------
DBloodActor* aiPatrolMarkerBusy(DBloodActor* except, DBloodActor* marker)
{
BloodStatIterator it(kStatDude);
while (auto actor = it.Next())
{
if (!actor->IsDudeActor() || actor == except || !actor->hasX())
continue;
auto targ = actor->GetTarget();
if (actor->xspr.health > 0 && targ != nullptr && targ->spr.type == kMarkerPath && targ == marker)
return actor;
}
return nullptr;
}
//---------------------------------------------------------------------------
//
// check if some dude already follows the given marker
//
//---------------------------------------------------------------------------
bool aiPatrolMarkerReached(DBloodActor* actor)
{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
const DUDEINFO_EXTRA* pExtra = &gDudeInfoExtra[actor->spr.type - kDudeBase];
auto markeractor = actor->GetTarget();
if (markeractor && markeractor->spr.type == kMarkerPath)
{
double okDist = max(markeractor->fClipdist() * 8, 4.);
auto ov = markeractor->spr.pos.XY() - actor->spr.pos.XY(); // this was already shifted right by 4 in the old code.
if (ov.Length() <= okDist)
{
if (spriteIsUnderwater(actor) || pExtra->flying)
{
okDist = markeractor->fClipdist() * 16;
double ztop, zbot, ztop2, zbot2;
GetActorExtents(actor, &ztop, &zbot);
GetActorExtents(markeractor, &ztop2, &zbot2);
double oZ1 = abs(zbot - ztop2);
double oZ2 = abs(ztop - zbot2);
if (oZ1 > okDist && oZ2 > okDist)
return false;
}
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* findNextMarker(DBloodActor* mark, bool back)
{
BloodStatIterator it(kStatPathMarker);
while (auto next = it.Next())
{
if (!next->hasX() || next == mark) continue;
if ((next->xspr.locked || next->xspr.isTriggered || next->xspr.DudeLockout) || (back && next->xspr.data2 != mark->xspr.data1) || (!back && next->xspr.data1 != mark->xspr.data2))
continue;
return next;
}
return nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool markerIsNode(DBloodActor* mark, bool back)
{
int cnt = 0;
BloodStatIterator it(kStatPathMarker);
while (auto next = it.Next())
{
if (!next->hasX() || next == mark) continue;
if ((next->xspr.locked || next->xspr.isTriggered || next->xspr.DudeLockout) || (back && next->xspr.data2 != mark->xspr.data1) || (!back && next->xspr.data1 != mark->xspr.data2))
continue;
if (++cnt > 1)
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPatrolSetMarker(DBloodActor* actor)
{
auto targetactor = actor->GetTarget();
DBloodActor* selected = nullptr;
int closest = 200000;
// select closest marker that dude can see
if (targetactor == nullptr)
{
double zt1, zb1, zt2, zb2;
int dist;
GetActorExtents(actor, &zt2, &zb2);
BloodStatIterator it(kStatPathMarker);
while (auto nextactor = it.Next())
{
if (!nextactor->hasX()) continue;
if (nextactor->xspr.locked || nextactor->xspr.isTriggered || nextactor->xspr.DudeLockout || (dist = approxDist(nextactor->spr.pos.XY() - actor->spr.pos.XY())) > closest)
continue;
GetActorExtents(nextactor, &zt1, &zb1);
if (cansee(DVector3(nextactor->spr.pos.XY(), zt1), nextactor->sector(), DVector3(actor->spr.pos.XY(), zt2), actor->sector()))
{
closest = dist;
selected = nextactor;
}
}
}
// set next marker
else if (targetactor->spr.type == kMarkerPath && targetactor->hasX())
{
// idea: which one of next (allowed) markers are closer to the potential target?
// idea: -3 select random next marker that dude can see in radius of reached marker
// if reached marker is in radius of another marker with -3, but greater radius, use that marker
// idea: for nodes only flag32 = specify if enemy must return back to node or allowed to select
// another marker which belongs that node?
DBloodActor* prevactor = nullptr;
DBloodActor* firstFinePath = nullptr;
int next;
int breakChance = 0;
if (actor->prevmarker)
{
prevactor = actor->prevmarker;
}
bool node = markerIsNode(targetactor, false);
actor->xspr.unused2 = aiPatrolGetPathDir(actor, targetactor); // decide if it should go back or forward
if (actor->xspr.unused2 == kPatrolMoveBackward && Chance(0x8000) && node)
actor->xspr.unused2 = kPatrolMoveForward;
bool back = (actor->xspr.unused2 == kPatrolMoveBackward); next = (back) ? targetactor->xspr.data1 : targetactor->xspr.data2;
BloodStatIterator it(kStatPathMarker);
while (auto nextactor = it.Next())
{
if (nextactor == targetactor || !nextactor->hasX()) continue;
else if (actor->xspr.TargetPos.X >= 0 && nextactor == prevactor && node)
{
if (targetactor->xspr.data2 == prevactor->xspr.data1)
continue;
}
if ((nextactor->xspr.locked || nextactor->xspr.isTriggered || nextactor->xspr.DudeLockout) || (back && nextactor->xspr.data2 != next) || (!back && nextactor->xspr.data1 != next))
continue;
if (firstFinePath == nullptr) firstFinePath = nextactor;
if (aiPatrolMarkerBusy(actor, nextactor) && !Chance(0x0010)) continue;
else selected = nextactor;
breakChance += nnExtRandom(1, 5);
if (breakChance >= 5)
break;
}
if (firstFinePath == nullptr)
{
viewSetSystemMessage("No markers with id #%d found for dude #%d! (back = %d)", next, actor->GetIndex(), back);
return;
}
if (selected == nullptr)
selected = firstFinePath;
}
if (!selected)
return;
actor->SetTarget(selected);
selected->SetOwner(actor);
actor->prevmarker = targetactor; // keep previous marker index here, use actual sprite coords when selecting direction
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPatrolStop(DBloodActor* actor, DBloodActor* targetactor, bool alarm)
{
if (actor->hasX())
{
actor->xspr.data3 = 0; // reset spot progress
actor->xspr.unused1 &= ~kDudeFlagCrouch; // reset the crouch status
actor->xspr.unused2 = kPatrolMoveForward; // reset path direction
actor->prevmarker = nullptr;
actor->xspr.TargetPos.X = -1; // reset the previous marker index
if (actor->xspr.health <= 0)
return;
auto mytarget = actor->GetTarget();
if (mytarget && mytarget->spr.type == kMarkerPath)
{
if (targetactor == nullptr) actor->spr.angle = mytarget->spr.angle;
actor->SetTarget(nullptr);
}
bool patrol = actor->xspr.dudeFlag4;
actor->xspr.dudeFlag4 = 0;
if (targetactor && targetactor->hasX() && targetactor->IsDudeActor())
{
aiSetTarget(actor, targetactor);
aiActivateDude(actor);
// alarm only when in non-recoil state?
//if (((actor->xspr.unused1 & kDudeFlagStealth) && stype != kAiStateRecoil) || !(actor->xspr.unused1 & kDudeFlagStealth)) {
//if (alarm) aiPatrolAlarmFull(actor, targetactor, Chance(0x0100));
if (alarm) aiPatrolAlarmLite(actor, targetactor);
//}
}
else
{
aiInitSprite(actor);
aiSetTarget(actor, actor->xspr.TargetPos);
}
actor->xspr.dudeFlag4 = patrol; // this must be kept so enemy can patrol after respawn again
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPatrolRandGoalAng(DBloodActor* actor)
{
DAngle goal = DAngle90;
if (Chance(0x4000))
goal = DAngle360 / 3;
if (Chance(0x4000))
goal = DAngle180;
if (Chance(0x8000))
goal = -goal;
actor->xspr.goalAng = (actor->spr.angle + goal).Normalized360();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPatrolTurn(DBloodActor* actor)
{
DAngle nTurnRange = mapangle((getDudeInfo(actor->spr.type)->angSpeed << 1) >> 4);
DAngle nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPatrolMove(DBloodActor* actor)
{
auto targetactor = actor->GetTarget();
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax) || !targetactor)
return;
int dudeIdx = actor->spr.type - kDudeBase;
switch (actor->spr.type)
{
case kDudeCultistShotgunProne:
dudeIdx = kDudeCultistShotgun - kDudeBase;
break;
case kDudeCultistTommyProne:
dudeIdx = kDudeCultistTommy - kDudeBase;
break;
}
DUDEINFO* pDudeInfo = &dudeInfo[dudeIdx];
const DUDEINFO_EXTRA* pExtra = &gDudeInfoExtra[dudeIdx];
DVector3 dv = targetactor->spr.pos - actor->spr.pos.plusZ(-pDudeInfo->eyeHeight); // eyeHeight is in map units!
DAngle goalAng = DAngle180 / 3;
if (pExtra->flying || spriteIsUnderwater(actor))
{
goalAng *= 0.5;
actor->vel.Z = dv.Z * 6;
if (actor->spr.flags & kPhysGravity)
actor->spr.flags &= ~kPhysGravity;
}
else if (!pExtra->flying)
{
actor->spr.flags |= kPhysGravity | kPhysFalling;
}
DAngle nTurnRange = DAngle::fromBuild((pDudeInfo->angSpeed << 2) >> 4);
DAngle nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
if (abs(nAng) > goalAng || ((targetactor->xspr.waitTime > 0 || targetactor->xspr.data1 == targetactor->xspr.data2) && aiPatrolMarkerReached(actor)))
{
actor->ZeroVelocityXY();
return;
}
if (actor->hit.hit.type == kHitSprite)
{
actor->xspr.dodgeDir = Chance(0x5000) ? 1 : -1;
auto hitactor = actor->hit.hit.actor();
if (hitactor)
{
if (hitactor->hasX() && hitactor->xspr.health)
{
hitactor->xspr.dodgeDir = (actor->xspr.dodgeDir > 0) ? -1 : 1;
if (!hitactor->vel.XY().isZero())
aiMoveDodge(hitactor);
}
}
aiMoveDodge(actor);
}
else
{
int frontSpeed = pDudeInfo->frontSpeed;
switch (actor->spr.type)
{
case kDudeModernCustom:
case kDudeModernCustomBurning:
frontSpeed = actor->genDudeExtra.moveSpeed;
break;
}
frontSpeed = aiPatrolGetVelocity(pDudeInfo->frontSpeed, targetactor->xspr.busyTime);
actor->vel += actor->spr.angle.ToVector() * FixedToFloat(frontSpeed);
}
double vel = (actor->xspr.unused1 & kDudeFlagCrouch) ? kMaxPatrolCrouchVelocity : kMaxPatrolVelocity;
vel *= dv.XY().Length() / 1024; // was: MulScale16 with length << 6, effectively resulting in >> 10.
actor->vel.X = clamp(actor->vel.X, -vel, vel);
actor->vel.Y = clamp(actor->vel.Y, -vel, vel);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPatrolAlarmLite(DBloodActor* actor, DBloodActor* targetactor)
{
if (!actor->hasX() || !actor->IsDudeActor())
return;
if (actor->xspr.health <= 0)
return;
double zt1, zb1, zt2, zb2; //int eaz1 = (getDudeInfo(actor->spr.type)->eyeHeight * actor->spr.yrepeat) << 2;
GetActorExtents(actor, &zt1, &zb1);
GetActorExtents(targetactor, &zt2, &zb2);
BloodStatIterator it(kStatDude);
while (auto dudeactor = it.Next())
{
if (dudeactor == actor || !dudeactor->IsDudeActor() || dudeactor->IsPlayerActor() || !dudeactor->hasX())
continue;
if (dudeactor->xspr.health <= 0)
continue;
double eaz2 = (getDudeInfo(targetactor->spr.type)->eyeHeight * targetactor->spr.yrepeat) * REPEAT_SCALE;
int nDist = approxDist(dudeactor->spr.pos.XY() - actor->spr.pos.XY());
if (nDist >= kPatrolAlarmSeeDist || !cansee(DVector3(actor->spr.pos, zt1), actor->sector(), dudeactor->spr.pos.plusZ(-eaz2), dudeactor->sector()))
{
nDist = approxDist(dudeactor->spr.pos.XY() - targetactor->spr.pos.XY());
if (nDist >= kPatrolAlarmSeeDist || !cansee(DVector3(targetactor->spr.pos, zt2), targetactor->sector(), dudeactor->spr.pos.plusZ(-eaz2), dudeactor->sector()))
continue;
}
if (aiInPatrolState(dudeactor->xspr.aiState)) aiPatrolStop(dudeactor, dudeactor->GetTarget());
if (dudeactor->GetTarget() && dudeactor->GetTarget() == actor->GetTarget())
continue;
aiSetTarget(dudeactor, targetactor);
aiActivateDude(dudeactor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPatrolAlarmFull(DBloodActor* actor, DBloodActor* targetactor, bool chain)
{
if (!actor->hasX() || !actor->IsDudeActor())
return;
if (actor->xspr.health <= 0)
return;
int eaz2 = (getDudeInfo(actor->spr.type)->eyeHeight * actor->spr.yrepeat) << 2;
int x2 = actor->int_pos().X, y2 = actor->int_pos().Y, z2 = actor->int_pos().Z - eaz2;
auto pSect2 = actor->sector();
int tzt, tzb;
GetActorExtents(targetactor, &tzt, &tzb);
int x3 = targetactor->int_pos().X, y3 = targetactor->int_pos().Y, z3 = tzt;
auto pSect3 = targetactor->sector();
BloodStatIterator it(kStatDude);
while (auto dudeactor = it.Next())
{
if (dudeactor == actor || !dudeactor->IsDudeActor() || dudeactor->IsPlayerActor() || !dudeactor->hasX())
continue;
if (dudeactor->xspr.health <= 0)
continue;
int eaz1 = (getDudeInfo(dudeactor->spr.type)->eyeHeight * dudeactor->spr.yrepeat) << 2;
int x1 = dudeactor->int_pos().X, y1 = dudeactor->int_pos().Y, z1 = dudeactor->int_pos().Z - eaz1;
auto pSect1 = dudeactor->sector();
int nDist1 = approxDist(x1 - x2, y1 - y2);
int nDist2 = approxDist(x1 - x3, y1 - y3);
//int hdist = (dudeactor->xspr.dudeDeaf) ? 0 : getDudeInfo(dudeactor->spr.type)->hearDist / 4;
int sdist = (dudeactor->xspr.dudeGuard) ? 0 : getDudeInfo(dudeactor->spr.type)->seeDist / 2;
if (//(nDist1 < hdist || nDist2 < hdist) ||
((nDist1 < sdist && cansee(x1, y1, z1, pSect1, x2, y2, z2, pSect2)) || (nDist2 < sdist && cansee(x1, y1, z1, pSect1, x3, y3, z3, pSect3)))) {
if (aiInPatrolState(dudeactor->xspr.aiState)) aiPatrolStop(dudeactor, dudeactor->GetTarget());
if (dudeactor->GetTarget() && dudeactor->GetTarget() == actor->GetTarget())
continue;
if (actor->GetTarget()) aiSetTarget(dudeactor, actor->GetTarget());
else aiSetTarget(dudeactor, actor->spr.pos);
aiActivateDude(dudeactor);
if (chain)
aiPatrolAlarmFull(dudeactor, targetactor, Chance(0x0010));
//Printf("Dude #%d alarms dude #%d", actor->GetIndex(), dudeactor->spr.index);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool spritesTouching(DBloodActor* actor1, DBloodActor* actor2)
{
if (!actor1->hasX() || !actor2->hasX())
return false;
auto hit = &actor1->hit;
DBloodActor* hitactor = nullptr;
if (hit->hit.type == kHitSprite) hitactor = hit->hit.actor();
else if (hit->florhit.type == kHitSprite) hitactor = hit->florhit.actor();
else if (hit->ceilhit.type == kHitSprite) hitactor = hit->ceilhit.actor();
else return false;
return hitactor->hasX() && hitactor == actor2;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool aiCanCrouch(DBloodActor* actor)
{
if (actor->spr.type >= kDudeBase && actor->spr.type < kDudeVanillaMax)
return (gDudeInfoExtra[actor->spr.type - kDudeBase].idlcseqofs >= 0 && gDudeInfoExtra[actor->spr.type - kDudeBase].mvecseqofs >= 0);
else if (actor->spr.type == kDudeModernCustom || actor->spr.type == kDudeModernCustomBurning)
return actor->genDudeExtra.canDuck;
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool readyForCrit(DBloodActor* hunter, DBloodActor* victim)
{
if (!(hunter->spr.type >= kDudeBase && hunter->spr.type < kDudeMax) || !(victim->spr.type >= kDudeBase && victim->spr.type < kDudeMax))
return false;
auto dvect = victim->spr.pos.XY() - hunter->spr.pos.XY();
if (approxDist(dvect) >= (7000 / ClipLow(gGameOptions.nDifficulty >> 1, 1)))
return false;
return abs(getincangle(victim->int_ang(), getangle(dvect))) <= kAng45;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* aiPatrolSearchTargets(DBloodActor* actor)
{
enum { kMaxPatrolFoundSounds = 256 }; // should be the maximum amount of sound channels the engine can play at the same time.
PATROL_FOUND_SOUNDS patrolBonkles[kMaxPatrolFoundSounds];
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); PLAYER* pPlayer = NULL;
for (int i = 0; i < kMaxPatrolFoundSounds; i++)
{
patrolBonkles[i].snd = patrolBonkles[i].cur = 0;
patrolBonkles[i].max = ClipLow((gGameOptions.nDifficulty + 1) >> 1, 1);
}
int i, j, f, mod, x, y, z, dx, dy, nDist, eyeAboveZ, sndCnt = 0, seeDist, hearDist, feelDist, seeChance, hearChance;
bool stealth = (actor->xspr.unused1 & kDudeFlagStealth);
bool blind = (actor->xspr.dudeGuard);
bool deaf = (actor->xspr.dudeDeaf);
DBloodActor* newtarget = nullptr;
// search for player targets
for (i = connecthead; i != -1; i = connectpoint2[i])
{
pPlayer = &gPlayer[i];
if (!pPlayer->actor->hasX()) continue;
auto plActor = pPlayer->actor;
if (plActor->xspr.health <= 0)
continue;
newtarget = nullptr;
seeChance = hearChance = 0x0000;
x = plActor->int_pos().X, y = plActor->int_pos().Y, z = plActor->int_pos().Z,
dx = x - actor->int_pos().X, dy = y - actor->int_pos().Y;
nDist = approxDist(dx, dy);
seeDist = (stealth) ? pDudeInfo->seeDist / 3 : pDudeInfo->seeDist >> 1;
hearDist = pDudeInfo->hearDist; feelDist = hearDist >> 1;
// TO-DO: is there any dudes that sees this patrol dude and sees target?
if (nDist <= seeDist)
{
eyeAboveZ = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
if (nDist < seeDist >> 3) GetActorExtents(pPlayer->actor, &z, &j); //use ztop of the target sprite
if (!cansee(x, y, z, plActor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - eyeAboveZ, actor->sector()))
continue;
}
else
continue;
bool invisible = (powerupCheck(pPlayer, kPwUpShadowCloak) > 0);
if (spritesTouching(actor, pPlayer->actor) || spritesTouching(pPlayer->actor, actor))
{
DPrintf(DMSG_SPAMMY, "Patrol dude #%d spot the Player #%d via touch.", actor->GetIndex(), pPlayer->nPlayer + 1);
if (invisible) pPlayer->pwUpTime[kPwUpShadowCloak] = 0;
newtarget = pPlayer->actor;
break;
}
if (!deaf)
{
soundEngine->EnumerateChannels([&](FSoundChan* chan)
{
int sndx = 0, sndy = 0;
sectortype* searchsect = nullptr;
if (chan->SourceType == SOURCE_Actor)
{
auto emitterActor = (DBloodActor*)chan->Source;
if (emitterActor == nullptr) return false; // not a valid source.
sndx = emitterActor->int_pos().X;
sndy = emitterActor->int_pos().Y;
// sound attached to the sprite
if (pPlayer->actor != emitterActor && emitterActor->GetOwner() != actor)
{
if (!emitterActor->insector()) return false;
searchsect = emitterActor->sector();
}
}
else if (chan->SourceType == SOURCE_Unattached)
{
if (chan->UserData < 0 || !validSectorIndex(chan->UserData)) return false; // not a vaild sector sound.
sndx = int(chan->Point[0] * 16);
sndy = int(chan->Point[1] * -16);
searchsect = &sector[chan->UserData];
}
if (searchsect == nullptr) return false;
int nDist = approxDist(sndx - actor->int_pos().X, sndy - actor->int_pos().Y);
if (nDist > hearDist) return false;
int sndnum = chan->OrgID;
// N same sounds per single enemy
for (int f = 0; f < sndCnt; f++)
{
if (patrolBonkles[f].snd != sndnum) continue;
else if (++patrolBonkles[f].cur >= patrolBonkles[f].max)
return false;
}
if (sndCnt < kMaxPatrolFoundSounds - 1)
patrolBonkles[sndCnt++].snd = sndnum;
bool found = false;
BloodSectIterator it(searchsect);
while (auto act = it.Next())
{
if (act->GetOwner() == pPlayer->actor)
{
found = true;
break;
}
}
if (!found) return false;
f = ClipLow((hearDist - nDist) / 8, 0);
int sndvol = int(chan->Volume * (80.f / 0.8f));
hearChance += mulscale8(sndvol, f) + Random(gGameOptions.nDifficulty);
return (hearChance >= kMaxPatrolSpotValue);
});
/*
if (invisible && hearChance >= kMaxPatrolSpotValue >> 2)
{
newtarget = pPlayer->actor;
pPlayer->pwUpTime[kPwUpShadowCloak] = 0;
invisible = false;
break;
}
*/
}
if (!invisible && (!deaf || !blind))
{
if (stealth)
{
switch (pPlayer->lifeMode)
{
case kModeHuman:
case kModeHumanShrink:
if (pPlayer->lifeMode == kModeHumanShrink)
{
seeDist -= mulscale8(164, seeDist);
feelDist -= mulscale8(164, feelDist);
}
if (pPlayer->posture == kPostureCrouch)
{
seeDist -= mulscale8(64, seeDist);
feelDist -= mulscale8(128, feelDist);
}
break;
case kModeHumanGrown:
if (pPlayer->posture != kPostureCrouch)
{
seeDist += mulscale8(72, seeDist);
feelDist += mulscale8(64, feelDist);
}
else
{
seeDist += mulscale8(48, seeDist);
}
break;
}
}
bool itCanHear = false; bool itCanSee = false;
feelDist = ClipLow(feelDist, 0);
seeDist = ClipLow(seeDist, 0);
if (hearDist)
{
DBloodActor* act = pPlayer->actor;
itCanHear = (!deaf && (nDist < hearDist || hearChance > 0));
if (act && itCanHear && nDist < feelDist && (act->vel.X != 0 || act->vel.Y != 0 || act->int_vel().Z))
hearChance += ClipLow(mulscale8(1, ClipLow(((feelDist - nDist) + (abs(act->int_vel().X) + abs(act->int_vel().Y) + abs(act->int_vel().Z))) >> 6, 0)), 0);
}
if (seeDist)
{
int periphery = ClipLow(pDudeInfo->periphery, kAng60);
int nDeltaAngle = abs(getincangle(actor->int_ang(), getangle(dx, dy)));
if ((itCanSee = (!blind && nDist < seeDist && nDeltaAngle < periphery)) == true)
{
int base = 100 + ((20 * gGameOptions.nDifficulty) - (nDeltaAngle / 5));
//seeChance = base - MulScale(ClipRange(5 - gGameOptions.nDifficulty, 1, 4), nDist >> 1, 16);
//scale(0x40000, a6, dist2);
int d = nDist >> 2;
int m = DivScale(d, 0x2000, 8);
int t = MulScale(d, m, 8);
//int n = mulscale8(nDeltaAngle >> 2, 64);
seeChance = ClipRange(DivScale(base, t, 8), 0, kMaxPatrolSpotValue >> 1);
//seeChance = scale(0x1000, base, t);
//viewSetSystemMessage("SEE CHANCE: %d, BASE %d, DIST %d, T %d", seeChance, base, nDist, t);
//itCanSee = false;
}
}
if (!itCanSee && !itCanHear)
continue;
if (stealth)
{
// search in stealth regions to modify spot chances
BloodStatIterator it(kStatModernStealthRegion);
while (auto steal = it.Next())
{
if (!steal->hasX())
continue;
if (steal->xspr.locked) // ignore locked regions
continue;
bool fixd = (steal->spr.flags & kModernTypeFlag1); // fixed percent value
bool both = (steal->spr.flags & kModernTypeFlag4); // target AND dude must be in this region
bool dude = (both || (steal->spr.flags & kModernTypeFlag2)); // dude must be in this region
bool trgt = (both || !dude); // target must be in this region
bool crouch = (steal->spr.flags & kModernTypeFlag8); // target must crouch
//bool floor = (iactor->spr.cstat & CSTAT_SPRITE_BLOCK); // target (or dude?) must touch floor of the sector
if (trgt)
{
if (steal->xspr.data1 > 0)
{
if ((steal->spr.pos.XY() - plActor->spr.pos.XY()).Length() >= steal->xspr.data1)
continue;
}
else if (plActor->sector() != steal->sector())
continue;
if (crouch && pPlayer->posture == kPostureStand)
continue;
}
if (dude)
{
if (steal->xspr.data1 > 0)
{
if ((steal->spr.pos.XY() - plActor->spr.pos.XY()).Length() >= steal->xspr.data1)
continue;
}
else if (plActor->sector() != steal->sector())
continue;
}
if (itCanHear)
{
if (fixd)
hearChance = ClipLow(hearChance, steal->xspr.data2);
mod = (hearChance * steal->xspr.data2) / kPercFull;
if (fixd) hearChance = mod; else hearChance += mod;
hearChance = ClipRange(hearChance, -kMaxPatrolSpotValue, kMaxPatrolSpotValue);
}
if (itCanSee)
{
if (fixd)
seeChance = ClipLow(seeChance, steal->xspr.data3);
mod = (seeChance * steal->xspr.data3) / kPercFull;
if (fixd) seeChance = mod; else seeChance += mod;
seeChance = ClipRange(seeChance, -kMaxPatrolSpotValue, kMaxPatrolSpotValue);
}
// trigger this region if target gonna be spot
if (steal->xspr.txID && actor->xspr.data3 + hearChance + seeChance >= kMaxPatrolSpotValue)
trTriggerSprite(steal, kCmdToggle, pPlayer->actor);
// continue search another stealth regions to affect chances
}
}
if (itCanHear && hearChance > 0)
{
DPrintf(DMSG_SPAMMY, "Patrol dude #%d hearing the Player #%d.", actor->GetIndex(), pPlayer->nPlayer + 1);
actor->xspr.data3 = ClipRange(actor->xspr.data3 + hearChance, -kMaxPatrolSpotValue, kMaxPatrolSpotValue);
if (!stealth)
{
newtarget = pPlayer->actor;
break;
}
}
if (itCanSee && seeChance > 0)
{
//DPrintf(DMSG_SPAMMY, "Patrol dude #%d seeing the Player #%d.", actor->GetIndex(), pPlayer->nPlayer + 1);
//actor->xspr.data3 += seeChance;
actor->xspr.data3 = ClipRange(actor->xspr.data3 + seeChance, -kMaxPatrolSpotValue, kMaxPatrolSpotValue);
if (!stealth)
{
newtarget = pPlayer->actor;
break;
}
}
}
// add check for corpses?
if ((actor->xspr.data3 = ClipRange(actor->xspr.data3, 0, kMaxPatrolSpotValue)) == kMaxPatrolSpotValue)
{
newtarget = pPlayer->actor;
break;
}
//int perc = (100 * ClipHigh(actor->xspr.data3, kMaxPatrolSpotValue)) / kMaxPatrolSpotValue;
//viewSetSystemMessage("%d / %d / %d / %d", hearChance, seeDist, seeChance, perc);
}
if (newtarget) return newtarget;
actor->xspr.data3 -= ClipLow(((kPercFull * actor->xspr.data3) / kMaxPatrolSpotValue) >> 2, 3);
return nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPatrolFlagsMgr(DBloodActor* sourceactor, DBloodActor* destactor, bool copy, bool init)
{
// copy flags
if (copy)
{
destactor->xspr.dudeFlag4 = sourceactor->xspr.dudeFlag4;
destactor->xspr.dudeAmbush = sourceactor->xspr.dudeAmbush;
destactor->xspr.dudeGuard = sourceactor->xspr.dudeGuard;
destactor->xspr.dudeDeaf = sourceactor->xspr.dudeDeaf;
destactor->xspr.unused1 = sourceactor->xspr.unused1;
if (sourceactor->xspr.unused1 & kDudeFlagStealth) destactor->xspr.unused1 |= kDudeFlagStealth;
else destactor->xspr.unused1 &= ~kDudeFlagStealth;
}
// do init
if (init && destactor->IsDudeActor() && !destactor->IsPlayerActor())
{
if (!destactor->xspr.dudeFlag4)
{
if (aiInPatrolState(destactor->xspr.aiState))
aiPatrolStop(destactor, nullptr);
}
else
{
if (aiInPatrolState(destactor->xspr.aiState))
return;
destactor->SetTarget(nullptr);
destactor->xspr.stateTimer = 0;
aiPatrolSetMarker(destactor);
if (spriteIsUnderwater(destactor)) aiPatrolState(destactor, kAiStatePatrolWaitW);
else aiPatrolState(destactor, kAiStatePatrolWaitL);
destactor->xspr.data3 = 0; // reset the spot progress
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool aiPatrolGetPathDir(DBloodActor* actor, DBloodActor* marker)
{
if (actor->xspr.unused2 == kPatrolMoveForward) return (marker->xspr.data2 == -2) ? (bool)kPatrolMoveBackward : (bool)kPatrolMoveForward;
else return (findNextMarker(marker, kPatrolMoveBackward) != nullptr) ? (bool)kPatrolMoveBackward : (bool)kPatrolMoveForward;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void aiPatrolThink(DBloodActor* actor)
{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DBloodActor* targetactor;
unsigned int stateTimer;
auto markeractor = actor->GetTarget();
if ((targetactor = aiPatrolSearchTargets(actor)) != nullptr)
{
aiPatrolStop(actor, targetactor, actor->xspr.dudeAmbush);
return;
}
bool crouch = (actor->xspr.unused1 & kDudeFlagCrouch), uwater = spriteIsUnderwater(actor);
if (markeractor == nullptr || (actor->spr.type == kDudeModernCustom && ((uwater && !canSwim(actor)) || !canWalk(actor))))
{
aiPatrolStop(actor, nullptr);
return;
}
const DUDEINFO_EXTRA* pExtra = &gDudeInfoExtra[actor->spr.type - kDudeBase];
bool isFinal = ((!actor->xspr.unused2 && markeractor->xspr.data2 == -1) || (actor->xspr.unused2 && markeractor->xspr.data1 == -1));
bool reached = false;
if (aiPatrolWaiting(actor->xspr.aiState))
{
//viewSetSystemMessage("WAIT %d / %d", actor->xspr.targetY, actor->xspr.stateTimer);
if (actor->xspr.stateTimer > 0 || markeractor->xspr.data1 == markeractor->xspr.data2)
{
if (pExtra->flying)
actor->vel.Z = Random2F(0x8000);
// turn while waiting
if (markeractor->spr.flags & kModernTypeFlag16)
{
stateTimer = actor->xspr.stateTimer;
if (--actor->xspr.unused4 <= 0)
{
if (uwater) aiPatrolState(actor, kAiStatePatrolTurnW);
else if (crouch) aiPatrolState(actor, kAiStatePatrolTurnC);
else aiPatrolState(actor, kAiStatePatrolTurnL);
actor->xspr.unused4 = kMinPatrolTurnDelay + Random(kPatrolTurnDelayRange);
}
// must restore stateTimer for waiting
actor->xspr.stateTimer = stateTimer;
}
return;
}
// trigger at departure
if (markeractor->xspr.triggerOff)
{
// send command
if (markeractor->xspr.txID)
{
evSendActor(markeractor, markeractor->xspr.txID, (COMMAND_ID)markeractor->xspr.command, actor);
// copy dude flags for current dude
}
else if (markeractor->xspr.command == kCmdDudeFlagsSet)
{
aiPatrolFlagsMgr(markeractor, actor, true, true);
if (!actor->xspr.dudeFlag4) // this dude is not in patrol anymore
return;
}
}
// release the enemy
if (isFinal)
{
aiPatrolStop(actor, nullptr);
return;
}
// move next marker
aiPatrolSetMarker(actor);
}
else if (aiPatrolTurning(actor->xspr.aiState))
{
//viewSetSystemMessage("TURN");
if (absangle(actor->spr.angle, actor->xspr.goalAng) < minAngle)
{
// save imer for waiting
stateTimer = actor->xspr.stateTimer;
if (uwater) aiPatrolState(actor, kAiStatePatrolWaitW);
else if (crouch) aiPatrolState(actor, kAiStatePatrolWaitC);
else aiPatrolState(actor, kAiStatePatrolWaitL);
// must restore it
actor->xspr.stateTimer = stateTimer;
}
return;
}
else if ((reached = aiPatrolMarkerReached(actor)) == true)
{
markeractor->xspr.isTriggered = markeractor->xspr.triggerOnce; // can't select this marker for path anymore if true
if (markeractor->spr.flags > 0)
{
if ((markeractor->spr.flags & kModernTypeFlag2) && (markeractor->spr.flags & kModernTypeFlag1)) crouch = !crouch;
else if (markeractor->spr.flags & kModernTypeFlag2) crouch = false;
else if ((markeractor->spr.flags & kModernTypeFlag1) && aiCanCrouch(actor)) crouch = true;
}
if (markeractor->xspr.waitTime > 0 || markeractor->xspr.data1 == markeractor->xspr.data2)
{
// take marker's angle
if (!(markeractor->spr.flags & kModernTypeFlag4))
{
actor->xspr.goalAng = ((!(markeractor->spr.flags & kModernTypeFlag8) && actor->xspr.unused2) ? markeractor->spr.angle+ DAngle180 : markeractor->spr.angle).Normalized360();
if (absangle(actor->spr.angle, actor->xspr.goalAng) > minAngle) // let the enemy play move animation while turning
return;
}
if (markeractor->GetOwner() == actor)
markeractor->SetOwner(aiPatrolMarkerBusy(actor, markeractor));
// trigger at arrival
if (markeractor->xspr.triggerOn)
{
// send command
if (markeractor->xspr.txID)
{
evSendActor(markeractor, markeractor->xspr.txID, (COMMAND_ID)markeractor->xspr.command, actor);
}
else if (markeractor->xspr.command == kCmdDudeFlagsSet)
{
// copy dude flags for current dude
aiPatrolFlagsMgr(markeractor, actor, true, true);
if (!actor->xspr.dudeFlag4) // this dude is not in patrol anymore
return;
}
}
if (uwater) aiPatrolState(actor, kAiStatePatrolWaitW);
else if (crouch) aiPatrolState(actor, kAiStatePatrolWaitC);
else aiPatrolState(actor, kAiStatePatrolWaitL);
if (markeractor->xspr.waitTime)
actor->xspr.stateTimer = (markeractor->xspr.waitTime * 120) / 10;
if (markeractor->spr.flags & kModernTypeFlag16)
actor->xspr.unused4 = kMinPatrolTurnDelay + Random(kPatrolTurnDelayRange);
return;
}
else
{
if (markeractor->GetOwner() == actor)
markeractor->SetOwner(aiPatrolMarkerBusy(actor, markeractor));
if (markeractor->xspr.triggerOn || markeractor->xspr.triggerOff)
{
if (markeractor->xspr.txID)
{
// send command at arrival
if (markeractor->xspr.triggerOn)
evSendActor(markeractor, markeractor->xspr.txID, (COMMAND_ID)markeractor->xspr.command, actor);
// send command at departure
if (markeractor->xspr.triggerOff)
evSendActor(markeractor, markeractor->xspr.txID, (COMMAND_ID)markeractor->xspr.command, actor);
// copy dude flags for current dude
}
else if (markeractor->xspr.command == kCmdDudeFlagsSet)
{
aiPatrolFlagsMgr(markeractor, actor, true, true);
if (!actor->xspr.dudeFlag4) // this dude is not in patrol anymore
return;
}
}
// release the enemy
if (isFinal)
{
aiPatrolStop(actor, nullptr);
return;
}
// move the next marker
aiPatrolSetMarker(actor);
}
}
nnExtAiSetDirection(actor, VecToAngle(markeractor->spr.pos - actor->spr.pos));
if (aiPatrolMoving(actor->xspr.aiState) && !reached) return;
else if (uwater) aiPatrolState(actor, kAiStatePatrolMoveW);
else if (crouch) aiPatrolState(actor, kAiStatePatrolMoveC);
else aiPatrolState(actor, kAiStatePatrolMoveL);
return;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int listTx(DBloodActor* actor, int tx)
{
if (txIsRanged(actor))
{
if (tx == -1) tx = actor->xspr.data1;
else if (tx < actor->xspr.data4) tx++;
else tx = -1;
}
else
{
if (tx == -1)
{
for (int i = 0; i <= 3; i++)
{
if ((tx = GetDataVal(actor, i)) <= 0) continue;
else return tx;
}
}
else
{
int saved = tx; bool savedFound = false;
for (int i = 0; i <= 3; i++)
{
tx = GetDataVal(actor, i);
if (savedFound && tx > 0) return tx;
else if (tx != saved) continue;
else savedFound = true;
}
}
tx = -1;
}
return tx;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* evrIsRedirector(DBloodActor* actor)
{
if (actor)
{
switch (actor->spr.type)
{
case kModernRandomTX:
case kModernSequentialTX:
if (actor->hasX() && actor->xspr.command == kCmdLink && !actor->xspr.locked) return actor;
break;
}
}
return nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* evrListRedirectors(int objType, sectortype* pSector, walltype* pWall, DBloodActor* objActor, DBloodActor* pXRedir, int* tx)
{
if (!gEventRedirectsUsed) return nullptr;
else if (pXRedir && (*tx = listTx(pXRedir, *tx)) != -1)
return pXRedir;
int id = 0;
switch (objType)
{
case OBJ_SECTOR:
{
if (!pSector->hasX()) return nullptr;
id = pSector->xs().txID;
break;
}
case OBJ_SPRITE:
if (!objActor) return nullptr;
id = objActor->xspr.txID;
break;
case OBJ_WALL:
{
if (!pWall->hasX()) return nullptr;
id = pWall->xw().txID;
break;
}
default:
return nullptr;
}
bool prevFound = false;
for (int i = bucketHead[id]; i < bucketHead[id + 1]; i++)
{
if (!rxBucket[i].isActor()) continue;
auto rxactor = rxBucket[i].actor();
auto pXSpr = evrIsRedirector(rxactor);
if (!pXSpr) continue;
else if (prevFound || pXRedir == nullptr)
{
*tx = listTx(pXSpr, *tx);
return pXSpr;
}
else if (pXRedir != pXSpr) continue;
else prevFound = true;
}
*tx = -1;
return NULL;
}
//---------------------------------------------------------------------------
//
// this function checks if all TX objects have the same value
//
//---------------------------------------------------------------------------
bool incDecGoalValueIsReached(DBloodActor* actor)
{
if (actor->xspr.data3 != actor->xspr.sysData1) return false;
char buffer[7];
snprintf(buffer, 7, "%d", abs(actor->xspr.data1));
int len = int(strlen(buffer));
int rx = -1;
for (int i = bucketHead[actor->xspr.txID]; i < bucketHead[actor->xspr.txID + 1]; i++)
{
if (!rxBucket[i].isActor()) continue;
auto rxactor = rxBucket[i].actor();
if (evrIsRedirector(rxactor)) continue;
for (int a = 0; a < len; a++)
{
if (getDataFieldOfObject(rxBucket[i], (buffer[a] - 52) + 4) != actor->xspr.data3)
return false;
}
}
DBloodActor* pXRedir = nullptr; // check redirected TX buckets
while ((pXRedir = evrListRedirectors(OBJ_SPRITE, nullptr, nullptr, actor, pXRedir, &rx)) != nullptr)
{
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++)
{
for (int a = 0; a < len; a++)
{
if (getDataFieldOfObject(rxBucket[i], (buffer[a] - 52) + 4) != actor->xspr.data3)
return false;
}
}
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void seqSpawnerOffSameTx(DBloodActor* actor)
{
for (auto&sect : sector)
{
BloodSectIterator it(&sect);
while (auto iactor = it.Next())
{
if (iactor->spr.type != kModernSeqSpawner || !iactor->hasX() || iactor == actor) continue;
if (/*iactor->xspr.txID == actor->xspr.txID &&*/ iactor->xspr.state == 1)
{
evKillActor(iactor);
iactor->xspr.state = 0;
}
}
}
}
//---------------------------------------------------------------------------
//
// this function can be called via sending numbered command to TX kChannelModernEndLevelCustom
// it allows to set custom next level instead of taking it from INI file.
//
//---------------------------------------------------------------------------
void levelEndLevelCustom(int nLevel)
{
gGameOptions.uGameFlags |= GF_AdvanceLevel;
gNextLevel = FindMapByIndex(currentLevel->cluster, nLevel + 1);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void callbackUniMissileBurst(DBloodActor* actor, sectortype*) // 22
{
if (!actor) return;
if (actor->spr.statnum != kStatProjectile) return;
auto nAngVec = actor->vel.XY().Angle().ToVector();
double nRadius = FixedToFloat(0x55555);
for (int i = 0; i < 8; i++)
{
auto burstactor = actSpawnSprite(actor, 5);
if (!burstactor) break;
burstactor->spr.type = actor->spr.type;
burstactor->spr.shade = actor->spr.shade;
burstactor->spr.picnum = actor->spr.picnum;
burstactor->spr.cstat = actor->spr.cstat;
if ((burstactor->spr.cstat & CSTAT_SPRITE_BLOCK))
{
burstactor->spr.cstat &= ~CSTAT_SPRITE_BLOCK; // we don't want missiles impact each other
evPostActor(burstactor, 100, kCallbackMissileSpriteBlock); // so set blocking flag a bit later
}
burstactor->spr.pal = actor->spr.pal;
burstactor->set_native_clipdist(actor->native_clipdist() / 4);
burstactor->spr.flags = actor->spr.flags;
burstactor->spr.xrepeat = actor->spr.xrepeat / 2;
burstactor->spr.yrepeat = actor->spr.yrepeat / 2;
burstactor->spr.angle = actor->spr.angle + DAngle::fromBuild(missileInfo[actor->spr.type - kMissileBase].angleOfs);
burstactor->SetOwner(actor);
actBuildMissile(burstactor, actor);
auto spAngVec = DAngle::fromBam(i << 29).ToVector().Rotated90CW() * nRadius;
if (i & 1) spAngVec *= 0.5;
burstactor->vel += DVector3(DVector2(0, spAngVec.X).Rotated(nAngVec.X, nAngVec.Y), spAngVec.Y);
evPostActor(burstactor, 960, kCallbackRemove);
}
evPostActor(actor, 0, kCallbackRemove);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void callbackMakeMissileBlocking(DBloodActor* actor, sectortype*) // 23
{
if (!actor || actor->spr.statnum != kStatProjectile) return;
actor->spr.cstat |= CSTAT_SPRITE_BLOCK;
}
void callbackGenDudeUpdate(DBloodActor* actor, sectortype*) // 24
{
if (actor)
genDudeUpdate(actor);
}
void clampSprite(DBloodActor* actor, int which)
{
double zTop, zBot;
if (actor->insector())
{
GetActorExtents(actor, &zTop, &zBot);
if (which & 0x01)
actor->spr.pos.Z += min(getflorzofslopeptr(actor->sector(), actor->spr.pos) - zBot, 0.);
if (which & 0x02)
actor->spr.pos.Z += max(getceilzofslopeptr(actor->sector(), actor->spr.pos) - zTop, 0.);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void killEvents(int nRx, int nCmd)
{
for (int i = bucketHead[nRx]; i < bucketHead[nRx + 1]; i++)
{
if (nCmd == kCmdEventKillFull)
evKill_(rxBucket[i]);
}
}
void triggerTouchSprite(DBloodActor* actor, DBloodActor* hActor)
{
if (hActor && hActor->hasX())
{
if (hActor->xspr.Touch && !hActor->xspr.isTriggered && (!hActor->xspr.DudeLockout || actor->IsPlayerActor()))
trTriggerSprite(hActor, kCmdSpriteTouch, actor);
// enough to reset gSpriteHit values
actor->vel.X += FixedToFloat(5);
}
}
void triggerTouchWall(DBloodActor* actor, walltype* pHWall)
{
if (pHWall && pHWall->hasX())
{
if (pHWall->xw().triggerTouch && !pHWall->xw().isTriggered && (!pHWall->xw().dudeLockout || actor->IsPlayerActor()))
trTriggerWall(pHWall, kCmdWallTouch, actor);
// enough to reset gSpriteHit values
actor->vel.X += FixedToFloat(5);
}
}
void changeSpriteAngle(DBloodActor* pSpr, DAngle nAng)
{
if (!pSpr->IsDudeActor())
pSpr->spr.angle = nAng;
else
{
PLAYER* pPlayer = getPlayerById(pSpr->spr.type);
if (pPlayer)
pPlayer->angle.ang = nAng;
else
{
pSpr->spr.angle = nAng;
if (pSpr->hasX())
pSpr->xspr.goalAng = pSpr->spr.angle;
}
}
}
#if 0
bool xsprIsFine(DBloodActor* pSpr)
{
if (pSpr && pSpr->hasX() && !(pSpr->spr.flags & kHitagFree))
{
if (!(pSpr->spr.flags & kHitagRespawn) || (pSpr->spr.statnum != kStatThing && pSpr->spr.statnum != kStatDude))
return true;
}
return false;
}
#endif
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
FSerializer& Serialize(FSerializer& arc, const char* keyname, GENDUDEEXTRA& w, GENDUDEEXTRA* def)
{
if (arc.BeginObject(keyname))
{
arc.Array("initvals", w.initVals, 3)
.Array("availdeaths", w.availDeaths, kDamageMax)
("movespeed", w.moveSpeed)
("firedist", w.fireDist)
("throwdist", w.throwDist)
("curweapon", w.curWeapon)
("weapontype", w.weaponType)
("basedispersion", w.baseDispersion)
("slavecount", w.slaveCount)
("lifeleech", w.pLifeLeech)
.Array("slaves", w.slave, w.slaveCount)
.Array("dmgcontrol", w.dmgControl, kDamageMax)
.Array("updreq", w.updReq, kGenDudePropertyMax)
("flags", w.flags)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, SPRITEMASS& w, SPRITEMASS* def)
{
static SPRITEMASS nul;
if (arc.isReading()) w = {};
if (arc.BeginObject(keyname))
{
arc("seq", w.seqId, &nul.seqId)
("picnum", w.picnum, &nul.picnum)
("xrepeat", w.xrepeat, &nul.xrepeat)
("yrepeat", w.yrepeat, &nul.yrepeat)
("clipdist", w.clipdist)
("mass", w.mass)
("airvel", w.airVel)
("fraction", w.fraction)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, OBJECTS_TO_TRACK& w, OBJECTS_TO_TRACK* def)
{
static OBJECTS_TO_TRACK nul;
if (arc.isReading()) w = {};
if (arc.BeginObject(keyname))
{
arc("obj", w.obj, &nul.obj)
("cmd", w.cmd, &nul.cmd)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, TRCONDITION& w, TRCONDITION* def)
{
static TRCONDITION nul;
if (arc.isReading()) w = {};
if (arc.BeginObject(keyname))
{
arc("length", w.length, &nul.length)
("xindex", w.actor, &nul.actor)
.Array("obj", w.obj, w.length)
.EndObject();
}
return arc;
}
void SerializeNNExts(FSerializer& arc)
{
if (arc.BeginObject("nnexts"))
{
arc("proxyspritescount", gProxySpritesCount)
.Array("proxyspriteslist", gProxySpritesList, gProxySpritesCount)
("sightspritescount", gSightSpritesCount)
.Array("sightspriteslist", gSightSpritesList, gSightSpritesCount)
("physspritescount", gPhysSpritesCount)
.Array("physspriteslist", gPhysSpritesList, gPhysSpritesCount)
("impactspritescount", gImpactSpritesCount)
.Array("impactspriteslist", gImpactSpritesList, gImpactSpritesCount)
("eventredirects", gEventRedirectsUsed)
("trconditioncount", gTrackingCondsCount)
.Array("trcondition", gCondition, gTrackingCondsCount);
gSprNSect.Serialize(arc);
arc.EndObject();
}
}
///////////////////////////////////////////////////////////////////
// This file provides modern features for mappers.
// For full documentation please visit http://cruo.bloodgame.ru/xxsystem
///////////////////////////////////////////////////////////////////
END_BLD_NS
#endif