raze/source/games/exhumed/src/object.cpp
Mitchell Richters 828e46a8da - Remove the TVector2 (const TVector3<vec_t> &other) constructor.
* This narrowing constructor was causing a problem with a `clamp()` overload in the next commit.
* Believe this is a product of a by-gone time before we had the `XY()` method on `TVector3<T>` objects.
2023-10-03 23:07:44 +11:00

2650 lines
64 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "engine.h"
#include "aistuff.h"
#include "exhumed.h"
#include "view.h"
#include "sound.h"
#include "names.h"
#include "sequence.h"
#include "player.h"
#include "interpolate.h"
#include "mapinfo.h"
#include <string.h>
#include <assert.h>
BEGIN_PS_NS
static const FName ObjectSeq[] = {
"firepot", NAME_None, "drum", NAME_None
};
static const int16_t ObjectStatnum[] = {
kStatExplodeTrigger, kStatExplodeTarget, 98, kStatDestructibleSprite
};
struct Trail
{
int16_t nPoint;
int16_t nVal;
int16_t nPoint2;
};
struct TrailPoint
{
DVector2 pos;
uint8_t nTrailPointVal;
int16_t nTrailPointPrev;
int16_t nTrailPointNext;
};
struct Bob
{
sectortype* pSector;
double Z;
uint8_t nPhase;
uint8_t field_3;
uint16_t sBobID;
};
struct Drip
{
TObjPtr<DExhumedActor*> pActor;
int16_t nCount;
};
// 56 bytes
struct Elev
{
TObjPtr<DExhumedActor*> pActor;
sectortype* pSector;
int16_t nFlags;
int16_t nChannel;
int nSpeed1;
int nSpeed2;
int16_t nCountZOffsets; // count of items in zOffsets
int16_t nCurZOffset;
double zOffsets[8]; // different Z offsets
int16_t nRunRec;
};
// 16 bytes
struct MoveSect
{
sectortype* pSector;
sectortype* pCurSector;
int nMoveDist;
int16_t nTrail;
int16_t nTrailPoint;
int16_t nFlags;
int16_t nChannel; // nChannel?
int16_t sMoveDir;
};
struct wallFace
{
walltype* pWall;
int16_t nChannel;
int16_t count;
FTextureID picList[2];
};
struct slideData
{
TObjPtr<DExhumedActor*> pActor;
int16_t nChannel;
int16_t nStart;
int16_t nRunRec;
int16_t nRunC;
walltype* pStartWall;
walltype* pWall1;
walltype* pWall2;
walltype* pWall3;
DVector2 pos[6];
};
struct Point
{
sectortype* pSector;
int16_t nNext;
};
struct Trap
{
TObjPtr<DExhumedActor*> pActor;
walltype* pWall1;
walltype* pWall2;
int16_t nState;
int16_t nType;
FTextureID nPicnum1;
FTextureID nPicnum2;
int16_t nTrapInterval;
};
TArray<Point> PointList;
TArray<Trap> sTrap;
TArray<Bob> sBob;
TArray<Trail> sTrail;
TArray<TrailPoint> sTrailPoint;
TArray<Elev> Elevator;
TArray<TObjPtr<DExhumedActor*>> ObjectList;
TArray<MoveSect> sMoveSect;
TArray<slideData> SlideData;
TArray<wallFace> WallFace;
TArray<Drip> sDrip;
TArray<DExhumedActor*> EnergyBlocks;
TObjPtr<DExhumedActor*> pFinaleSpr;
size_t MarkObjects()
{
GC::Mark(pFinaleSpr);
for (auto& d : ObjectList) GC::Mark(d);
for (auto& d : sDrip) GC::Mark(d.pActor);
for (auto& d : sTrap) GC::Mark(d.pActor);
for (auto& d : Elevator) GC::Mark(d.pActor);
for (auto& d : SlideData) GC::Mark(d.pActor);
GC::MarkArray(EnergyBlocks);
return 1 + sDrip.Size() + sTrap.Size() + Elevator.Size() + SlideData.Size();
}
int lFinaleStart;
int nFinaleStage;
int nDronePitch = 0;
int nSmokeSparks = 0;
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
FSerializer& Serialize(FSerializer& arc, const char* keyname, Trail& w, Trail* def)
{
if (arc.BeginObject(keyname))
{
arc("at0", w.nPoint)
("at2", w.nVal)
("at4", w.nPoint2)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, TrailPoint& w, TrailPoint* def)
{
if (arc.BeginObject(keyname))
{
arc("pos", w.pos)
("val", w.nTrailPointVal)
("next", w.nTrailPointNext)
("prev", w.nTrailPointPrev)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, Bob& w, Bob* def)
{
if (arc.BeginObject(keyname))
{
arc("sector", w.pSector)
("at2", w.nPhase)
("at3", w.field_3)
("z", w.Z)
("id", w.sBobID)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, Drip& w, Drip* def)
{
if (arc.BeginObject(keyname))
{
arc("sprite", w.pActor)
("at2", w.nCount)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, Elev& w, Elev* def)
{
if (arc.BeginObject(keyname))
{
arc("at0", w.nFlags)
("channel", w.nChannel)
("sector", w.pSector)
("at6", w.nSpeed1)
("ata", w.nSpeed2)
("countz", w.nCountZOffsets)
("curz", w.nCurZOffset)
.Array("zofs", w.zOffsets, 8)
("at32", w.nRunRec)
("sprite", w.pActor)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, MoveSect& w, MoveSect* def)
{
if (arc.BeginObject(keyname))
{
arc("sector", w.pSector)
("trail", w.nTrail)
("trailpoint", w.nTrailPoint)
("flags", w.nFlags)
("cursector", w.pCurSector)
("movedist", w.nMoveDist)
("channel", w.nChannel)
("movedir", w.sMoveDir)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, wallFace& w, wallFace* def)
{
if (arc.BeginObject(keyname))
{
arc("channel", w.nChannel)
("wall", w.pWall)
("count", w.count)
.Array("piclist", w.picList, 2)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, slideData& w, slideData* def)
{
if (arc.BeginObject(keyname))
{
arc("at0", w.pStartWall)
("at4", w.pWall1)
("at8", w.pWall2)
("atc", w.pWall3)
.Array("pos", w.pos, 6)
("channel", w.nChannel)
("at2a", w.nStart)
("at4a", w.nRunRec)
("at6a", w.pActor)
("at8a", w.nRunC)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, Point& w, Point* def)
{
if (arc.BeginObject(keyname))
{
arc("at0", w.pSector)
("ate", w.nNext)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, Trap& w, Trap* def)
{
if (arc.BeginObject(keyname))
{
arc("at0", w.nState)
("sprite", w.pActor)
("type", w.nType)
("wall1", w.pWall1)
("wall2", w.pWall2)
("pic1", w.nPicnum1)
("pic2", w.nPicnum2)
("interval", w.nTrapInterval)
.EndObject();
}
return arc;
}
void SerializeObjects(FSerializer& arc)
{
if (arc.BeginObject("objects"))
{
arc("points", PointList)
("traps", sTrap)
("bob", sBob)
("trails", sTrail)
("trailpoints", sTrailPoint)
("elevators", Elevator)
("objects", ObjectList)
("movesect", sMoveSect)
("slides", SlideData)
("wallface", WallFace)
("drips", sDrip)
("finalestart", lFinaleStart)
("energyblocks", EnergyBlocks)
("finalestage", nFinaleStage)
("finalespr", pFinaleSpr)
("dronepitch", nDronePitch)
("smokesparks", nSmokeSparks)
.EndObject();
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void InitObjects()
{
sTrap.Clear();
sBob.Clear();
sTrail.Clear();
sTrailPoint.Clear();
ObjectList.Clear();
sMoveSect.Clear();
sDrip.Clear();
EnergyBlocks.Clear();
nDronePitch = 0;
nFinaleStage = 0;
lFinaleStart = 0;
nSmokeSparks = 0;
}
// done
void InitElev()
{
Elevator.Clear();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DExhumedActor* BuildWallSprite(sectortype* pSector)
{
auto wal = pSector->walls.Data();
auto pActor = insertActor(pSector, 401);
pActor->spr.pos = DVector3(wal->center(), (pSector->floorz + pSector->ceilingz) * 0.5);
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
return pActor;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DExhumedActor* FindWallSprites(sectortype* pSector)
{
double min_x = DBL_MAX;
double min_y = DBL_MAX;
double max_x = -DBL_MAX;
double max_y = -DBL_MAX;
for (auto& wal : pSector->walls)
{
if (wal.pos.X < min_x) {
min_x = wal.pos.X;
}
if (max_x < wal.pos.X) {
max_x = wal.pos.X;
}
if (min_y > wal.pos.Y) {
min_y = wal.pos.Y;
}
if (max_y < wal.pos.Y) {
max_y = wal.pos.Y;
}
}
min_y -= 5./16;
max_x += 5./16;
max_y += 5./16;
min_x -= 5./16;
DExhumedActor* pAct = nullptr;
ExhumedSpriteIterator it;
while (auto actor = it.Next())
{
if (actor->spr.lotag == 0)
{
if ((actor->spr.cstat & (CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_ONE_SIDE)) == (CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_ONE_SIDE))
{
double act_x = actor->spr.pos.X;
double act_y = actor->spr.pos.Y;
if ((act_x >= min_x) && (max_x >= act_x) && (act_y >= min_y) && (act_y <= max_y))
{
actor->pTarget = pAct;
pAct = actor;
}
}
}
}
if (pAct == nullptr)
{
pAct = insertActor(pSector, 401);
pAct->spr.pos = { (min_x + max_x) / 2, (min_y + max_y) / 2, pSector->floorz };
pAct->spr.cstat = CSTAT_SPRITE_INVISIBLE;
pAct->spr.intowner = -1;
pAct->spr.lotag = 0;
pAct->spr.hitag = 0;
}
return pAct;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int BuildElevF(int nChannel, sectortype* pSector, DExhumedActor* nWallSprite, int arg_4, int arg_5, int nCount, ...)
{
auto ElevCount = Elevator.Reserve(1);
Elevator[ElevCount].nFlags = 2;
Elevator[ElevCount].nSpeed1 = arg_4;
Elevator[ElevCount].nRunRec = -1;
Elevator[ElevCount].nSpeed2 = arg_5;
Elevator[ElevCount].nChannel = nChannel;
Elevator[ElevCount].pSector = pSector;
Elevator[ElevCount].nCountZOffsets = 0;
Elevator[ElevCount].nCurZOffset = 0;
if (nWallSprite == nullptr) {
nWallSprite = BuildWallSprite(pSector);
}
Elevator[ElevCount].pActor = nWallSprite;
va_list zlist;
va_start(zlist, nCount);
while (1)
{
if (Elevator[ElevCount].nCountZOffsets >= nCount) {
return ElevCount;
}
int nVal = Elevator[ElevCount].nCountZOffsets;
Elevator[ElevCount].nCountZOffsets++;
Elevator[ElevCount].zOffsets[nVal] = va_arg(zlist, double);
}
va_end(zlist);
return ElevCount;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int BuildElevC(int arg1, int nChannel, sectortype* pSector, DExhumedActor* nWallSprite, int speed1, int speed2, int nCount, ...)
{
int edi = speed1;
auto ElevCount = Elevator.Reserve(1);
Elevator[ElevCount].nFlags = arg1;
if (arg1 & 4)
{
edi = speed1 / 2;
}
Elevator[ElevCount].nSpeed1 = edi;
Elevator[ElevCount].nCountZOffsets = 0;
Elevator[ElevCount].nCurZOffset = 0;
Elevator[ElevCount].nSpeed2 = speed2;
Elevator[ElevCount].nRunRec = -1;
Elevator[ElevCount].nChannel = nChannel;
Elevator[ElevCount].pSector = pSector;
if (nWallSprite == nullptr) {
nWallSprite = BuildWallSprite(pSector);
}
Elevator[ElevCount].pActor = nWallSprite;
va_list zlist;
va_start(zlist, nCount);
while (1)
{
if (Elevator[ElevCount].nCountZOffsets >= nCount) {
return ElevCount;
}
int nVal = Elevator[ElevCount].nCountZOffsets;
Elevator[ElevCount].nCountZOffsets++;
Elevator[ElevCount].zOffsets[nVal] = va_arg(zlist, double);
}
va_end(zlist);
return ElevCount;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static double LongSeek(double* pZVal, double a2, double a3, double a4)
{
double v4 = a2 - *pZVal;
if (v4 < 0)
{
if (-a3 > v4)
v4 = -a3;
(*pZVal) += v4;
}
if (v4 > 0)
{
if (a4 < v4)
v4 = a4;
(*pZVal) += v4;
}
return v4;
}
static inline DVector2 LongSeek(DVector2& pZVals, const DVector2& a2, double a3, double a4)
{
return DVector2(LongSeek(&pZVals.X, a2.X, a3, a4), LongSeek(&pZVals.Y, a2.Y, a3, a4));
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int CheckSectorSprites(sectortype* pSector, int nVal)
{
int b = 0;
if (nVal)
{
double nZDiff = pSector->floorz - pSector->ceilingz;
ExhumedSectIterator it(pSector);
while (auto pActor= it.Next())
{
if ((pActor->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) && (nZDiff < GetActorHeight(pActor)))
{
if (nVal != 1) {
return 1;
}
b = 1;
runlist_DamageEnemy(pActor, nullptr, 5);
if (pActor->spr.statnum == 100 && getPlayer(GetPlayerFromActor(pActor))->nHealth <= 0)
{
PlayFXAtXYZ(StaticSound[kSoundJonFDie],
pActor->spr.pos,
CHANF_NONE, 0x4000);
}
}
}
}
else
{
ExhumedSectIterator it(pSector);
while (auto pActor = it.Next())
{
if (pActor->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) {
return 1;
}
}
b = 0;
}
return b;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void MoveSectorSprites(sectortype* pSector, double z)
{
double newz = pSector->floorz;
double oldz = newz - z;
double minz = min(newz, oldz);
double maxz = max(newz, oldz);
ExhumedSectIterator it(pSector);
while (auto pActor = it.Next())
{
double actz = pActor->spr.pos.Z;
if ((pActor->spr.statnum != 200 && actz > minz - zmaptoworld && actz < maxz + zmaptoworld) || pActor->spr.statnum >= 900)
{
pActor->spr.pos.Z = newz;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void StartElevSound(DExhumedActor* pActor, int nVal)
{
int nSound;
if (nVal & 2) {
nSound = nElevSound;
}
else {
nSound = nStoneSound;
}
D3PlayFX(StaticSound[nSound], pActor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AIElev::ProcessChannel(RunListEvent* ev)
{
int nRun = ev->nRun;
int nElev = RunData[nRun].nObjIndex;
assert(nElev >= 0 && nElev < (int)Elevator.Size());
int nChannel = Elevator[nElev].nChannel;
int nFlags = Elevator[nElev].nFlags;
assert(nChannel >= 0 && nChannel < kMaxChannels);
// int ax = var_18 & 8;
int dx = sRunChannels[nChannel].c;
int edi = 999; // FIXME CHECKME - this isn't default set to anything in the ASM that I can see - if ax is 0 and var_24 is 0, this will never be set to a known value otherwise!
if (nFlags & 0x8)
{
if (dx) {
edi = 1;
}
else {
edi = 0;
}
}
else
{
// loc_20D48:
if (nFlags & 0x10) // was var_24
{
if (Elevator[nElev].nRunRec < 0)
{
Elevator[nElev].nRunRec = runlist_AddRunRec(NewRun, &RunData[nRun]);
StartElevSound(Elevator[nElev].pActor, nFlags);
edi = 1;
}
}
else
{
if (dx < 0) {
edi = 0;
}
else
{
if (dx == Elevator[nElev].nCurZOffset || dx >= Elevator[nElev].nCountZOffsets)
{
edi = 1;
}
else
{
Elevator[nElev].nCurZOffset = sRunChannels[nChannel].c;
edi = 1;
}
}
}
}
assert(edi != 999);
// loc_20DF9:
if (edi)
{
if (Elevator[nElev].nRunRec < 0)
{
Elevator[nElev].nRunRec = runlist_AddRunRec(NewRun, &RunData[nRun]);
StartElevSound(Elevator[nElev].pActor, nFlags);
}
}
else
{
//loc_20E4E:
if (Elevator[nElev].nRunRec >= 0)
{
runlist_SubRunRec(Elevator[nElev].nRunRec);
Elevator[nElev].nRunRec = -1;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AIElev::Tick(RunListEvent* ev)
{
int nRun = ev->nRun;
int nElev = RunData[nRun].nObjIndex;
assert(nElev >= 0 && nElev < (int)Elevator.Size());
int nChannel = Elevator[nElev].nChannel;
int var_18 = Elevator[nElev].nFlags;
assert(nChannel >= 0 && nChannel < kMaxChannels);
auto pSector =Elevator[nElev].pSector;
DExhumedActor* pElevSpr = Elevator[nElev].pActor;
double move = 0; // initialise to *something*
if (var_18 & 0x2)
{
int nZOffset = Elevator[nElev].nCurZOffset;
double nZVal = Elevator[nElev].zOffsets[nZOffset];
StartInterpolation(pSector, Interp_Sect_Floorz);
double fz = pSector->floorz;
double nVal = LongSeek(&fz, nZVal, Elevator[nElev].nSpeed1 / 256., Elevator[nElev].nSpeed2 / 256.);
pSector->floorz = fz;
move = nVal;
if (!nVal)
{
if (var_18 & 0x10)
{
Elevator[nElev].nCurZOffset ^= 1;
StartElevSound(pElevSpr, var_18);
}
else
{
StopActorSound(pElevSpr);
runlist_SubRunRec(nRun);
Elevator[nElev].nRunRec = -1;
runlist_ReadyChannel(nChannel);
D3PlayFX(StaticSound[nStopSound], Elevator[nElev].pActor);
}
}
else
{
MoveSectorSprites(pSector, nVal);
if (nVal < 0 && CheckSectorSprites(pSector, 2))
{
runlist_ChangeChannel(nChannel, sRunChannels[nChannel].c == 0);
return;
}
}
}
else
{
// loc_20FC3:
double ceilZ = pSector->ceilingz;
int nZOffset = Elevator[nElev].nCurZOffset;
double zVal = Elevator[nElev].zOffsets[nZOffset];
StartInterpolation(pSector, Interp_Sect_Ceilingz);
double nVal = LongSeek(&ceilZ, zVal, Elevator[nElev].nSpeed1 / 256., Elevator[nElev].nSpeed2 / 256.);
move = nVal;
if (!nVal)
{
if (var_18 & 0x10)
{
Elevator[nElev].nCurZOffset ^= 1;
StartElevSound(Elevator[nElev].pActor, var_18);
}
else
{
runlist_SubRunRec(nRun);
Elevator[nElev].nRunRec = -1;
StopActorSound(Elevator[nElev].pActor);
D3PlayFX(StaticSound[nStopSound], Elevator[nElev].pActor);
runlist_ReadyChannel(nChannel);
}
return;
}
else if (nVal > 0)
{
if (ceilZ == zVal)
{
if (var_18 & 0x4) {
SetQuake(pElevSpr, 30);
}
PlayFXAtXYZ(StaticSound[kSound26], pElevSpr->spr.pos);
}
if (var_18 & 0x4)
{
if (CheckSectorSprites(pSector, 1)) {
return;
}
}
else
{
if (CheckSectorSprites(pSector, 0))
{
runlist_ChangeChannel(nChannel, sRunChannels[nChannel].c == 0);
return;
}
}
}
StartInterpolation(pSector, Interp_Sect_Ceilingz);
pSector->ceilingz = ceilZ;
}
// maybe this doesn't go here?
while (pElevSpr)
{
pElevSpr->spr.pos.Z += move;
pElevSpr = pElevSpr->pTarget;
}
}
void InitWallFace()
{
WallFace.Clear();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int BuildWallFace(int nChannel, walltype* pWall, FTextureID pic)
{
auto WallFaceCount = WallFace.Reserve(1);
WallFace[WallFaceCount].count = 0;
WallFace[WallFaceCount].pWall = pWall;
WallFace[WallFaceCount].nChannel = nChannel;
while (WallFace[WallFaceCount].count < 2)
{
int i = WallFace[WallFaceCount].count;
WallFace[WallFaceCount].count++;
WallFace[WallFaceCount].picList[i] = pic + i;
}
return WallFaceCount;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AIWallFace::ProcessChannel(RunListEvent* ev)
{
int nWallFace = RunData[ev->nRun].nObjIndex;
assert(nWallFace >= 0 && nWallFace < (int)WallFace.Size());
int16_t nChannel = WallFace[nWallFace].nChannel;
int16_t si = sRunChannels[nChannel].c;
if ((si <= WallFace[nWallFace].count) && (si >= 0))
{
WallFace[nWallFace].pWall->setwalltexture(WallFace[nWallFace].picList[si]);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void InitPoint()
{
PointList.Clear();
}
int GrabPoint()
{
return PointList.Reserve(1);
}
void InitSlide()
{
SlideData.Clear();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int BuildSlide(int nChannel, walltype* pStartWall, walltype* pWall1, walltype* p2ndLastWall, walltype* pWall2, walltype* pWall3, walltype* pWall4)
{
auto nSlide = SlideData.Reserve(1);
auto pSector = pStartWall->sectorp();
SlideData[nSlide].nRunRec = -1;
SlideData[nSlide].nChannel = nChannel;
SlideData[nSlide].nStart = -1;
int nPoint = GrabPoint();
SlideData[nSlide].nStart = nPoint;
PointList[nPoint].nNext = -1;
PointList[nPoint].pSector = pSector;
for(auto& wal : pSector->walls)
{
int ax = SlideData[nSlide].nStart;
if (ax >= 0)
{
while (ax >= 0)
{
if (wal.nextSector() == PointList[ax].pSector) {
break;
}
ax = PointList[ax].nNext;
}
}
else
{
if (wal.twoSided())
{
nPoint = GrabPoint();
PointList[nPoint].nNext = SlideData[nSlide].nStart;
PointList[nPoint].pSector = wal.nextSector();
SlideData[nSlide].nStart = nPoint;
}
}
}
SlideData[nSlide].pStartWall = pStartWall;
SlideData[nSlide].pWall1 = pWall1;
SlideData[nSlide].pWall2 = pWall2;
SlideData[nSlide].pWall3 = pWall3;
SlideData[nSlide].pos[0] = pStartWall->pos;
SlideData[nSlide].pos[1] = pWall2->pos;
SlideData[nSlide].pos[2] = pWall1->pos;
SlideData[nSlide].pos[3] = pWall3->pos;
SlideData[nSlide].pos[4] = p2ndLastWall->pos;
SlideData[nSlide].pos[5] = pWall4->pos;
StartInterpolation(pStartWall, Interp_Wall_X);
StartInterpolation(pStartWall, Interp_Wall_Y);
StartInterpolation(pWall1, Interp_Wall_X);
StartInterpolation(pWall1, Interp_Wall_Y);
StartInterpolation(pWall2, Interp_Wall_X);
StartInterpolation(pWall2, Interp_Wall_Y);
StartInterpolation(pWall3, Interp_Wall_X);
StartInterpolation(pWall3, Interp_Wall_Y);
auto pActor = insertActor(pSector, 899);
SlideData[nSlide].pActor = pActor;
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
pActor->spr.pos = DVector3(pStartWall->pos, pSector->floorz);
pActor->backuppos();
SlideData[nSlide].nRunC = 0;
return nSlide;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AISlide::ProcessChannel(RunListEvent* ev)
{
int nRun = ev->nRun;
int nSlide = RunData[nRun].nObjIndex;
assert(nSlide >= 0 && nSlide < (int)SlideData.Size());
int nChannel = SlideData[nSlide].nChannel;
if (SlideData[nSlide].nRunRec >= 0)
{
runlist_SubRunRec(SlideData[nSlide].nRunRec);
SlideData[nSlide].nRunRec = -1;
}
if (sRunChannels[nChannel].c && sRunChannels[nChannel].c != 1) {
return;
}
SlideData[nSlide].nRunRec = runlist_AddRunRec(NewRun, &RunData[nRun]);
if (SlideData[nSlide].nRunC != sRunChannels[nChannel].c)
{
D3PlayFX(StaticSound[kSound23], SlideData[nSlide].pActor);
SlideData[nSlide].nRunC = sRunChannels[nChannel].c;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AISlide::Tick(RunListEvent* ev)
{
int nRun = ev->nRun;
int nSlide = RunData[nRun].nObjIndex;
assert(nSlide >= 0 && nSlide < (int)SlideData.Size());
int nChannel = SlideData[nSlide].nChannel;
int clipstate = 0;
int cx = sRunChannels[nChannel].c;
int clipmask = clipstate + 1; // RENAME
if (cx == 1)
{
auto pWall = SlideData[nSlide].pWall1;
auto wlPos = pWall->pos;
auto nSeek = LongSeek(wlPos, SlideData[nSlide].pos[4], 1.25, 1.25);
dragpoint(pWall, wlPos);
movesprite(SlideData[nSlide].pActor, nSeek, 0, 0, CLIPMASK1);
if (nSeek.isZero())
{
clipstate = clipmask;
}
pWall = SlideData[nSlide].pStartWall;
wlPos = pWall->pos + nSeek;
dragpoint(pWall, wlPos);
pWall = SlideData[nSlide].pWall3;
wlPos = pWall->pos;
nSeek = LongSeek(wlPos, SlideData[nSlide].pos[5], 1.25, 1.25);
dragpoint(pWall, wlPos);
if (nSeek.isZero())
{
clipstate++;
}
pWall = SlideData[nSlide].pWall2;
wlPos = pWall->pos + nSeek;
dragpoint(pWall, wlPos);
}
else if (cx == 0) // right branch
{
auto pWall = SlideData[nSlide].pStartWall;
auto wlPos = pWall->pos;
auto nSeek = LongSeek(wlPos, SlideData[nSlide].pos[0], 1.25, 1.25);
dragpoint(pWall, wlPos);
if (nSeek.isZero())
{
clipstate = clipmask;
}
pWall = SlideData[nSlide].pWall1;
wlPos = pWall->pos + nSeek;
dragpoint(pWall, wlPos);
pWall = SlideData[nSlide].pWall2;
wlPos = pWall->pos;
nSeek = LongSeek(wlPos, SlideData[nSlide].pos[1], 1.25, 1.25);
dragpoint(pWall, wlPos);
if (nSeek.isZero())
{
clipstate++;
}
pWall = SlideData[nSlide].pWall3;
wlPos = pWall->pos + nSeek;
dragpoint(pWall, wlPos);
}
// loc_21A51:
if (clipstate >= 2)
{
runlist_SubRunRec(SlideData[nSlide].nRunRec);
SlideData[nSlide].nRunRec = -1;
D3PlayFX(StaticSound[nStopSound], SlideData[nSlide].pActor);
runlist_ReadyChannel(nChannel);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int BuildTrap(DExhumedActor* pActor, int edx, int ebx, int ecx)
{
int var_14 = edx;
int var_18 = ebx;
int var_10 = ecx;
int nTrap = sTrap.Reserve(1);
sTrap[nTrap] = {};
ChangeActorStat(pActor, 0);
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
pActor->vel.X = 0;
pActor->vel.Y = 0;
pActor->vel.Z = 0;
pActor->spr.extra = -1;
pActor->spr.lotag = runlist_HeadRun() + 1;
pActor->spr.hitag = runlist_AddRunRec(NewRun, nTrap, 0x1F0000);
pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, nTrap, 0x1F0000);
// GrabTimeSlot(3);
sTrap[nTrap].pActor = pActor;
sTrap[nTrap].nType = (var_14 == 0) + 14;
sTrap[nTrap].nState = -1;
sTrap[nTrap].nTrapInterval = 64 - (2 * var_10);
if (sTrap[nTrap].nTrapInterval < 5) {
sTrap[nTrap].nTrapInterval = 5;
}
sTrap[nTrap].nPicnum2 = FNullTextureID();
sTrap[nTrap].nPicnum1 = FNullTextureID();
if (var_18 == -1) {
return nTrap;
}
auto pSector = pActor->sector();
for(auto& wal : pSector->walls)
{
if (var_18 == wal.hitag)
{
if (sTrap[nTrap].pWall1 != nullptr)
{
sTrap[nTrap].pWall2 = &wal;
sTrap[nTrap].nPicnum2 = wal.walltexture;
break;
}
else
{
sTrap[nTrap].pWall1 = &wal;
sTrap[nTrap].nPicnum1 = wal.walltexture;
}
}
}
pActor->backuppos();
return nTrap;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AITrap::ProcessChannel(RunListEvent* ev)
{
int nChannel = ev->nParam & 0x3FFF;
int nTrap = RunData[ev->nRun].nObjIndex;
if (sRunChannels[nChannel].c > 0)
{
sTrap[nTrap].nState = 12;
}
else
{
sTrap[nTrap].nState = -1;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AITrap::Tick(RunListEvent* ev)
{
int nTrap = RunData[ev->nRun].nObjIndex;
DExhumedActor* pActor = sTrap[nTrap].pActor;
if (!pActor) return;
if (sTrap[nTrap].nState >= 0)
{
sTrap[nTrap].nState--;
if (sTrap[nTrap].nState > 10) {
return;
}
int nType = sTrap[nTrap].nType;
if (sTrap[nTrap].nState == 0)
{
sTrap[nTrap].nState = sTrap[nTrap].nTrapInterval;
if (nType == 14)
{
auto pWall = sTrap[nTrap].pWall1;
if (pWall)
{
pWall->setwalltexture(sTrap[nTrap].nPicnum1);
}
pWall = sTrap[nTrap].pWall1;
if (pWall)
{
pWall->setwalltexture(sTrap[nTrap].nPicnum2);
}
}
}
else
{
// loc_21D92:
if (sTrap[nTrap].nState != 5) {
return;
}
auto pBullet = BuildBullet(pActor, nType, 0, pActor->spr.Angles.Yaw, nullptr, 1);
if (pBullet)
{
if (nType == 15)
{
pBullet->spr.Angles.Yaw -= DAngle90;
D3PlayFX(StaticSound[kSound32], pBullet);
}
else
{
pBullet->clipdist = 12.5;
auto pWall = sTrap[nTrap].pWall1;
if (pWall)
{
pWall->setwalltexture(sTrap[nTrap].nPicnum1 + 1);
}
pWall = sTrap[nTrap].pWall2;
if (pWall)
{
pWall->setwalltexture(sTrap[nTrap].nPicnum2);
}
D3PlayFX(StaticSound[kSound36], pBullet);
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int BuildArrow(DExhumedActor* nSprite, int nVal)
{
return BuildTrap(nSprite, 0, -1, nVal);
}
int BuildFireBall(DExhumedActor* nSprite, int a, int b)
{
return BuildTrap(nSprite, 1, a, b);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DExhumedActor* BuildSpark(DExhumedActor* pActor, int nVal)
{
auto pSpark = insertActor(pActor->sector(), 0);
pSpark->spr.pos.XY() = pActor->spr.pos.XY();
pSpark->spr.cstat = 0;
pSpark->spr.shade = -127;
pSpark->spr.pal = 1;
pSpark->spr.xoffset = 0;
pSpark->spr.yoffset = 0;
pSpark->spr.scale = DVector2(0.78125, 0.78125);
if (nVal >= 2)
{
pSpark->spr.setspritetexture(aTexIds[kTexEnergy2]);
nSmokeSparks++;
if (nVal == 3)
{
pSpark->spr.scale = DVector2(1.875, 1.875);
}
else
{
pSpark->spr.scale = pActor->spr.scale + DVector2(0.234375, 0.234375);
}
}
else
{
auto nAngle = pActor->spr.Angles.Yaw + DAngle22_5 - RandomAngle9();
if (nVal)
{
pSpark->vel.XY() = nAngle.ToVector() * 32;
}
else
{
pSpark->vel.XY() = nAngle.ToVector() * 16;
}
pSpark->vel.Z = -RandomSize(4) * 0.5;
pSpark->spr.setspritetexture(aTexIds[kTexSpark1 + nVal]);
}
pSpark->spr.pos.Z = pActor->spr.pos.Z;
pSpark->spr.lotag = runlist_HeadRun() + 1;
pSpark->clipdist = 0.25;
pSpark->spr.hitag = 0;
pSpark->backuppos();
// GrabTimeSlot(3);
pSpark->spr.extra = -1;
pSpark->spr.intowner = runlist_AddRunRec(pSpark->spr.lotag - 1, pSpark, 0x260000);
pSpark->spr.hitag = runlist_AddRunRec(NewRun, pSpark, 0x260000);
return pSpark;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AISpark::Tick(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
pActor->spr.shade += 3;
pActor->spr.scale.X += (-0.03125);
if (pActor->spr.scale.X >= 0.0625 && pActor->spr.shade <= 100)
{
pActor->spr.scale.Y += (-0.03125);
// calling BuildSpark() with 2nd parameter as '1' will set kTile986
if (pActor->spr.spritetexture() == aTexIds[kTexSpark2] && int((pActor->spr.scale.X * INV_REPEAT_SCALE)) & 2) // hack alert
{
BuildSpark(pActor, 2);
}
if (pActor->spr.spritetexture() == aTexIds[kTexEnergy2]) {
return;
}
pActor->vel.Z += 0.5;
auto nMov = movespritevel(pActor, pActor->vel, 16., -10, CLIPMASK1);
if (!nMov.type && !nMov.exbits) {
return;
}
if (pActor->vel.Z <= 0) {
return;
}
}
pActor->vel.X = 0;
pActor->vel.Y = 0;
pActor->vel.Z = 0;
if (pActor->spr.spritetexture() == aTexIds[kTexEnergy2]) {
nSmokeSparks--;
}
runlist_DoSubRunRec(pActor->spr.intowner);
runlist_FreeRun(pActor->spr.lotag - 1);
runlist_SubRunRec(pActor->spr.hitag);
DeleteActor(pActor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DimLights()
{
static int word_96786 = 0;
word_96786 = word_96786 == 0;
if (word_96786 == 0)
return;
for (auto&sect: sector)
{
if (sect.ceilingshade < 100)
sect.ceilingshade++;
if (sect.floorshade < 100)
sect.floorshade++;
for (auto& wal : sect.walls)
{
if (wal.shade < 100)
wal.shade++;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoFinale()
{
static int dword_96788 = 0;
static int nextstage = 0;
if (!lFinaleStart)
return;
dword_96788++;
if (dword_96788 < 90)
{
if (!(dword_96788 & 2))
{
pFinaleSpr->spr.Angles.Yaw = RandomAngle();
BuildSpark(pFinaleSpr, 1);
}
if (!RandomSize(2))
{
PlayFX2(StaticSound[kSound78] | 0x2000, pFinaleSpr);
for (int i = 0; i < nTotalPlayers; i++) {
getPlayer(i)->nQuake = 5.;
}
}
}
else
{
DimLights();
if (nDronePitch <= -2400)
{
if (nFinaleStage < 2)
{
if (nFinaleStage == 1)
{
StopLocalSound();
PlayLocalSound(StaticSound[kSound76], 0);
nextstage = PlayClock + 120;
nFinaleStage++;
}
}
else if (nFinaleStage <= 2)
{
if (PlayClock >= nextstage)
{
PlayLocalSound(StaticSound[kSound77], 0);
nFinaleStage++;
nextstage = PlayClock + 360;
}
}
else if (nFinaleStage == 3 && PlayClock >= nextstage)
{
LevelFinished();
}
}
else
{
nDronePitch -= 128;
BendAmbientSound();
nFinaleStage = 1;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DExhumedActor* BuildEnergyBlock(sectortype* pSector)
{
DVector2 apos(0, 0);
for(auto& wal : pSector->walls)
{
apos += wal.pos;
wal.setwalltexture(TexMan.CheckForTexture("ClockSymbol16", ETextureType::Any));
wal.pal = 0;
wal.shade = 50;
}
auto pActor = insertActor(pSector, 406);
pActor->spr.pos.XY() = apos / pSector->walls.Size();
pSector->extra = (int16_t)EnergyBlocks.Push(pActor);
// GrabTimeSlot(3);
pActor->spr.pos.Z = pSector->walls[0].nextSector()->floorz;
// CHECKME - name of this variable?
int nRepeat = int(pActor->spr.pos.Z - pSector->floorz);
if (nRepeat > 255) {
nRepeat = 255;
}
pActor->spr.intangle = nRepeat;
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
pActor->vel.X = 0;
pActor->vel.Y = 0;
pActor->vel.Z = 0;
pActor->spr.extra = -1;
pActor->spr.lotag = runlist_HeadRun() + 1;
pActor->spr.hitag = 0;
pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x250000);
pActor->backuppos();
return pActor;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void KillCreatures()
{
signed int v0;
signed int v1;
v0 = 99;
v1 = 99;
while (1)
{
if (v0 != 100)
{
ExhumedStatIterator it(v1);
while (auto i = it.Next())
{
runlist_DamageEnemy(i, nullptr, 1600);
}
}
++v0;
++v1;
if (v0 > 107) {
return;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ExplodeEnergyBlock(DExhumedActor* pActor)
{
auto pSector = pActor->sector();
for(auto& wal : pSector->walls)
{
if (!wal.twoSided()) continue;
auto nextwal = wal.nextWall();
if (nextwal->pal >= 4) {
nextwal->pal = 7;
}
else {
nextwal->pal = 0;
}
nextwal->shade = 50;
}
if (pSector->floorpal >= 4) {
pSector->floorpal = 7;
}
else {
pSector->floorpal = 0;
}
pSector->floorshade = 50;
pSector->extra = -1;
pSector->setfloorz(pActor->spr.pos.Z);
pActor->spr.pos.Z = (pActor->spr.pos.Z + pSector->floorz) * 0.5;
BuildSpark(pActor, 3);
pActor->spr.cstat = 0;
pActor->spr.intangle = 100;
PlayFX2(StaticSound[kSound78], pActor);
pActor->spr.intangle = 0;
nEnergyTowers--;
for (int i = 0; i < 20; i++)
{
pActor->spr.Angles.Yaw = RandomAngle();
BuildSpark(pActor, 1); // shoot out blue orbs
}
TintPalette(64, 64, 64);
if (nEnergyTowers == 1)
{
runlist_ChangeChannel(nEnergyChan, nEnergyTowers);
StatusMessage(1000, GStrings("TXT_EX_TAKEOUT"));
}
else if (nEnergyTowers != 0)
{
FString msg = GStrings("TXT_EX_TOWERSREMAIN");
msg.Substitute("%d", std::to_string(nEnergyTowers).c_str());
StatusMessage(500, msg.GetChars());
}
else
{
pFinaleSpr = pActor;
lFinaleStart = PlayClock;
if (!lFinaleStart) {
lFinaleStart = lFinaleStart + 1;
}
for(auto& sect: sector)
{
if (sect.ceilingpal == 1) {
sect.ceilingpal = 0;
}
if (sect.floorpal == 1) {
sect.floorpal = 0;
}
for (auto& wal : sect.walls)
{
if (wal.pal == 1) {
wal.pal = 0;
}
}
}
KillCreatures();
}
ChangeActorStat(pActor, 0);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AIEnergyBlock::Damage(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
ev->nDamage >>= 2;
if (ev->nDamage <= 0) {
return;
}
if (ev->nDamage < pActor->spr.intangle)
{
pActor->spr.intangle -= ev->nDamage;
auto pActor2 = insertActor(lasthitsect, 0);
pActor2->spr.Angles.Yaw = mapangle(ev->nParam);
pActor2->spr.pos = lasthit;
BuildSpark(pActor2, 0); // shoot out blue orb when damaged
DeleteActor(pActor2);
}
else
{
pActor->spr.intangle = 0; // using intangle to store health
ExplodeEnergyBlock(pActor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AIEnergyBlock::RadialDamage(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
auto pSector =pActor->sector();
if (pSector->extra == -1) {
return;
}
double nFloorZ = pSector->floorz;
pSector->setfloorz(pActor->spr.pos.Z);
pActor->spr.pos.Z--;
ev->nDamage = runlist_CheckRadialDamage(pActor);
// restore previous values
pSector->floorz = nFloorZ;
pActor->spr.pos.Z++;
if (ev->nDamage <= 0) {
return;
}
// fall through to case 0x80000
Damage(ev);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DExhumedActor* BuildObject(DExhumedActor* pActor, int nOjectType, int nHitag)
{
ChangeActorStat(pActor, ObjectStatnum[nOjectType]);
// 0x7FFD to ensure set as blocking ('B' and 'H') sprite and also disable translucency and set not invisible
pActor->spr.cstat = (pActor->spr.cstat | CSTAT_SPRITE_BLOCK_ALL) & ~(CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_INVISIBLE);
pActor->vel.X = 0;
pActor->vel.Y = 0;
pActor->vel.Z = 0;
pActor->spr.extra = -1;
pActor->spr.lotag = runlist_HeadRun() + 1;
pActor->spr.hitag = 0;
pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x170000);
// GrabTimeSlot(3);
pActor->nPhase = ObjectList.Push(MakeObjPtr(pActor));
if (pActor->spr.statnum == kStatDestructibleSprite) {
pActor->nHealth = 4;
}
else {
pActor->nHealth = 120;
}
pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x170000);
pActor->nSeqFile = ObjectSeq[nOjectType];
if (pActor->nSeqFile != NAME_None)
{
if (!nOjectType) // if not Explosion Trigger (e.g. Exploding Fire Cauldron)
{
pActor->nFrame = RandomSize(4) % (getSequence(pActor->nSeqFile)->frames.Size() - 1);
}
auto pActor2 = insertActor(pActor->sector(), 0);
pActor->pTarget = pActor2;
pActor->nIndex2 = -1;
pActor2->spr.cstat = CSTAT_SPRITE_INVISIBLE;
pActor2->spr.pos = pActor->spr.pos;
}
else
{
pActor->nFrame = 0;
if (pActor->spr.statnum == kStatDestructibleSprite) {
pActor->nIndex2 = -1;
}
else {
pActor->nIndex2 = -nHitag;
}
}
pActor->backuppos();
return pActor;
}
//---------------------------------------------------------------------------
//
// in-game destructable wall mounted screen
//
//---------------------------------------------------------------------------
void ExplodeScreen(DExhumedActor* pActor)
{
pActor->spr.pos.Z -= GetActorHeight(pActor) * 0.5;
for (int i = 0; i < 30; i++) {
BuildSpark(pActor, 0); // shoot out blue orbs
}
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
PlayFX2(StaticSound[kSound78], pActor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AIObject::Tick(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
int nStat = pActor->spr.statnum;
if (nStat == 97 || (!(pActor->spr.cstat & CSTAT_SPRITE_BLOCK_ALL))) {
return;
}
if (nStat != kStatExplodeTarget) {
Gravity(pActor);
}
// do animation
if (pActor->nSeqFile != NAME_None)
{
const auto& nSeqFrames = getSequence(pActor->nSeqFile)->frames;
if (++pActor->nFrame >= nSeqFrames.Size())
pActor->nFrame = 0;
pActor->spr.setspritetexture(nSeqFrames[pActor->nFrame].getFirstChunkTexture());
}
if (pActor->nHealth >= 0) {
goto FUNCOBJECT_GOTO;
}
pActor->nHealth++;
if (pActor->nHealth)
{
FUNCOBJECT_GOTO:
if (nStat != kStatExplodeTarget)
{
auto nMov = movespritevel(pActor, pActor->vel, 0.25, 0, CLIPMASK0);
if (pActor->spr.statnum == kStatExplodeTrigger) {
pActor->spr.pal = 1;
}
if (nMov.exbits & kHitAux2)
{
pActor->vel.XY() *= 0.875;
}
if (nMov.type == kHitSprite)
{
pActor->vel.Y = 0;
pActor->vel.X = 0;
}
}
return;
}
else
{
const FName animFile = (nStat == kStatExplodeTarget) || (pActor->spr.pos.Z < pActor->sector()->floorz) ? "grenpow" : "grenboom";
AddFlash(pActor->sector(), pActor->spr.pos, 128);
BuildAnim(nullptr, animFile, 0, DVector3(pActor->spr.pos.XY(), pActor->sector()->floorz), pActor->sector(), 3.75, 4);
// int edi = nSprite | 0x4000;
if (nStat == kStatExplodeTrigger)
{
const auto firepotSeqs = getFileSeqs("firepot");
for (int i = 4; i < 8; i++) {
BuildCreatureChunk(pActor, firepotSeqs->Data((i >> 2) + 1)->getFirstFrameTexture(), true);
}
runlist_RadialDamageEnemy(pActor, 200, 20);
}
else if (nStat == kStatExplodeTarget)
{
const auto firepotSeqs = getFileSeqs("firepot");
for (int i = 0; i < 8; i++) {
BuildCreatureChunk(pActor, firepotSeqs->Data((i >> 1) + 3)->getFirstFrameTexture(), true);
}
}
if (!(currentLevel->gameflags & LEVEL_EX_MULTI) || nStat != kStatExplodeTrigger)
{
runlist_SubRunRec(pActor->spr.intowner);
runlist_SubRunRec(pActor->nRun);
DeleteActor(pActor);
return;
}
else
{
StartRegenerate(pActor);
pActor->nHealth = 120;
pActor->spr.pos = pActor->pTarget->spr.pos;
ChangeActorSect(pActor, pActor->pTarget->sector());
return;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AIObject::Damage(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
int nStat = pActor->spr.statnum;
if (nStat >= 150 || pActor->nHealth <= 0) {
return;
}
if (nStat == 98)
{
D3PlayFX((StaticSound[kSound47] | 0x2000) | (RandomSize(2) << 9), pActor);
return;
}
pActor->nHealth -= (int16_t)ev->nDamage;
if (pActor->nHealth > 0) {
return;
}
if (nStat == kStatDestructibleSprite)
{
ExplodeScreen(pActor);
}
else
{
pActor->nHealth = -(RandomSize(3) + 1);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AIObject::Draw(RunListEvent* ev)
{
if (ev->pObjActor && ev->pObjActor->nSeqFile != NAME_None)
{
seq_PlotSequence(ev->nParam, ev->pObjActor->nSeqFile, 0, ev->pObjActor->nFrame, 1);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AIObject::RadialDamage(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
int nStat = pActor->spr.statnum;
if (pActor->nHealth > 0 && pActor->spr.cstat & CSTAT_SPRITE_BLOCK_ALL
&& (nStat != kStatExplodeTarget
|| ev->pRadialActor->spr.statnum == 201
|| (nRadialBullet != 3 && nRadialBullet > -1)
|| ev->pRadialActor->spr.statnum == kStatExplodeTrigger))
{
int nDamage = runlist_CheckRadialDamage(pActor);
if (nDamage <= 0) {
return;
}
if (pActor->spr.statnum != kStatAnubisDrum) {
pActor->nHealth -= nDamage;
}
if (pActor->spr.statnum == kStatExplodeTarget)
{
pActor->vel.Zero();
}
else if (pActor->spr.statnum != kStatAnubisDrum)
{
pActor->vel *= 0.5;
}
if (pActor->nHealth > 0) {
return;
}
if (pActor->spr.statnum == kStatExplodeTarget)
{
pActor->nHealth = -1;
int ax = pActor->nIndex2;
if (ax < 0 || ObjectList[ax] == nullptr || ObjectList[ax]->nHealth <= 0) {
return;
}
ObjectList[ax]->nHealth = -1;
}
else if (pActor->spr.statnum == kStatDestructibleSprite)
{
pActor->nHealth = 0;
ExplodeScreen(pActor);
}
else
{
pActor->nHealth = -(RandomSize(4) + 1);
}
}
}
void BuildDrip(DExhumedActor* pActor)
{
auto nDrips = sDrip.Reserve(1);
sDrip[nDrips].pActor = pActor;
sDrip[nDrips].nCount = RandomSize(8) + 90;
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoDrips()
{
for (unsigned i = 0; i < sDrip.Size(); i++)
{
sDrip[i].nCount--;
if (sDrip[i].nCount <= 0)
{
DExhumedActor* pActor = sDrip[i].pActor;
if (!pActor) continue;
const auto dripSeq = getSequence("drips", !(pActor->sector()->Flag & kSectLava));
dripSeq->frames[RandomSize(2) % dripSeq->frames.Size()].playSound(pActor);
sDrip[i].nCount = RandomSize(8) + 90;
}
}
for (unsigned i = 0; i < sBob.Size(); i++)
{
sBob[i].nPhase += 4;
double amount = BobVal(sBob[i].nPhase << 3) * 4.;
auto pSector =sBob[i].pSector;
if (sBob[i].field_3)
{
pSector->setceilingz(amount + sBob[i].Z);
}
else
{
double nFloorZ = pSector->floorz;
pSector->setfloorz(amount + sBob[i].Z);
MoveSectorSprites(pSector, pSector->floorz - nFloorZ);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SnapBobs(sectortype* pSectorA, sectortype* pSectorB)
{
int select1 = -1;
int select2 = select1;
int esi;
for (unsigned i = 0; i < sBob.Size(); i++)
{
auto pSector = sBob[i].pSector;
if (pSector != pSectorA)
{
if (pSectorB != pSector)
continue;
esi = select2;
select1 = i;
}
else
{
esi = select1;
select2 = i;
}
if (esi != -1) {
break;
}
}
if (select1 <= -1) {
return;
}
if (select2 <= -1) {
return;
}
sBob[select1].nPhase = sBob[select2].nPhase;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AddSectorBob(sectortype* pSector, int nHitag, int bx)
{
auto nBobs = sBob.Reserve(1);
sBob[nBobs].field_3 = bx;
double Z;
if (bx == 0) {
Z = pSector->floorz;
}
else {
Z = pSector->ceilingz;
}
sBob[nBobs].Z = Z;
sBob[nBobs].nPhase = nHitag << 4;
sBob[nBobs].sBobID = nHitag;
sBob[nBobs].pSector = pSector;
StartInterpolation(pSector, bx == 0 ? Interp_Sect_Floorz : Interp_Sect_Ceilingz);
pSector->Flag |= 0x0010;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int FindTrail(int nVal)
{
for (unsigned i = 0; i < sTrail.Size(); i++)
{
if (sTrail[i].nVal == nVal)
return i;
}
auto nTrails = sTrail.Reserve(1);
sTrail[nTrails].nVal = nVal;
sTrail[nTrails].nPoint = -1;
sTrail[nTrails].nPoint2 = -1;
return nTrails;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ProcessTrailSprite(DExhumedActor* pActor, int nLotag, int nHitag)
{
auto nPoint = sTrailPoint.Reserve(1);
sTrailPoint[nPoint].pos = pActor->spr.pos.XY();
int nTrail = FindTrail(nHitag);
int var_14 = nLotag - 900;
sTrailPoint[nPoint].nTrailPointVal = var_14;
int field0 = sTrail[nTrail].nPoint;
if (field0 == -1)
{
sTrail[nTrail].nPoint = nPoint;
sTrail[nTrail].nPoint2 = nPoint;
sTrailPoint[nPoint].nTrailPointNext = -1;
sTrailPoint[nPoint].nTrailPointPrev = -1;
}
else
{
int ecx = -1;
while (field0 != -1)
{
if (sTrailPoint[field0].nTrailPointVal > var_14)
{
sTrailPoint[nPoint].nTrailPointPrev = sTrailPoint[field0].nTrailPointPrev;
sTrailPoint[field0].nTrailPointPrev = nPoint;
sTrailPoint[nPoint].nTrailPointNext = field0;
if (field0 == sTrail[nTrail].nPoint) {
sTrail[nTrail].nPoint = nPoint;
}
break;
}
ecx = field0;
field0 = sTrailPoint[field0].nTrailPointNext;
}
if (field0 == -1)
{
sTrailPoint[ecx].nTrailPointNext = nPoint;
sTrailPoint[nPoint].nTrailPointPrev = ecx;
sTrailPoint[nPoint].nTrailPointNext = -1;
sTrail[nTrail].nPoint2 = nPoint;
}
}
DeleteActor(pActor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AddMovingSector(sectortype* pSector, int lotag, int hitag, int flags)
{
CreatePushBlock(pSector);
setsectinterpolate(pSector);
int nTrail = FindTrail(hitag);
auto nMoveSects = sMoveSect.Reserve(1);
MoveSect* pMoveSect = &sMoveSect[nMoveSects];
pMoveSect->sMoveDir = 1;
pMoveSect->nTrail = nTrail;
pMoveSect->nTrailPoint = -1;
pMoveSect->pCurSector = nullptr;
pMoveSect->nFlags = flags;
pMoveSect->nMoveDist = (lotag / 1000) + 1;
pMoveSect->pSector = pSector;
if (flags & 8)
{
pMoveSect->nChannel = runlist_AllocChannel(hitag % 1000);
}
else
{
pMoveSect->nChannel = -1;
}
pSector->floorstat |= CSTAT_SECTOR_ALIGN;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoMovingSects()
{
for (unsigned i = 0; i < sMoveSect.Size(); i++)
{
if (sMoveSect[i].pSector == nullptr) {
continue;
}
if (sMoveSect[i].nChannel != -1 && !sRunChannels[sMoveSect[i].nChannel].c) {
continue;
}
auto pSector =sMoveSect[i].pSector;
int nBlock = pSector->extra;
BlockInfo* pBlockInfo = &sBlockInfo[nBlock];
if (sMoveSect[i].nTrailPoint == -1)
{
if (sMoveSect[i].nFlags & 0x20)
{
runlist_ChangeChannel(sMoveSect[i].nChannel, 0);
}
int ax;
if (sMoveSect[i].nFlags & 0x10)
{
sMoveSect[i].sMoveDir = -sMoveSect[i].sMoveDir;
if (sMoveSect[i].sMoveDir > 0)
{
ax = sTrail[sMoveSect[i].nTrail].nPoint;
}
else
{
ax = sTrail[sMoveSect[i].nTrail].nPoint2;
}
}
else
{
ax = sTrail[sMoveSect[i].nTrail].nPoint;
}
sMoveSect[i].nTrailPoint = ax;
}
int nTrail = sMoveSect[i].nTrailPoint;
// TrailPoint *pTrail = &sTrailPoint[nTrail];
auto nAngle = (sTrailPoint[nTrail].pos - pBlockInfo->pos).Angle();
auto vel = nAngle.ToVector() * sMoveSect[i].nMoveDist;
auto delta = sTrailPoint[nTrail].pos - pBlockInfo->pos;
if (abs(vel.X) > abs(delta.X) || abs(vel.Y) > abs(delta.Y))
{
vel = delta;
if (sMoveSect[i].sMoveDir > 0)
{
sMoveSect[i].nTrailPoint = sTrailPoint[sMoveSect[i].nTrailPoint].nTrailPointNext;
}
else
{
sMoveSect[i].nTrailPoint = sTrailPoint[sMoveSect[i].nTrailPoint].nTrailPointPrev;
}
}
// loc_2393A:
if (sMoveSect[i].pCurSector != nullptr)
{
MoveSector(sMoveSect[i].pCurSector, -minAngle, vel);
}
auto ovel = vel;
MoveSector(pSector, -minAngle, vel);
if (sMoveSect[i].pCurSector != nullptr && vel != ovel)
{
MoveSector(sMoveSect[i].pCurSector, -minAngle, ovel);
MoveSector(sMoveSect[i].pCurSector, -minAngle, vel);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void PostProcess()
{
for (unsigned i = 0; i < sMoveSect.Size(); i++)
{
int nTrail = sMoveSect[i].nTrail;
sMoveSect[i].nTrailPoint = sTrail[nTrail].nPoint;
if (sMoveSect[i].nFlags & 0x40) {
runlist_ChangeChannel(sMoveSect[i].nChannel, 1);
}
auto pSector =sMoveSect[i].pSector;
if (pSector->Flag & kSectUnderwater)
{
pSector->ceilingstat |= CSTAT_SECTOR_ALIGN;
pSector->floorstat &= ~(CSTAT_SECTOR_EXHUMED_BIT1 | CSTAT_SECTOR_EXHUMED_BIT2);
for (unsigned j = 0; j < sMoveSect.Size(); j++)
{
if (j != i && sMoveSect[i].nTrail == sMoveSect[j].nTrail)
{
sMoveSect[j].pCurSector = sMoveSect[i].pSector;
SnapSectors(sMoveSect[j].pSector, sMoveSect[i].pSector, 0);
sMoveSect[i].pSector = nullptr;
}
}
}
}
for (unsigned i = 0; i < sBob.Size(); i++)
{
if (sBob[i].field_3 == 0)
{
int bobID = sBob[i].sBobID;
for (unsigned j = 0; j < sBob.Size(); j++)
{
if (j != i)
{
if (sBob[i].field_3 != 0 && sBob[j].sBobID == bobID) {
SnapSectors(sBob[i].pSector, sBob[j].pSector, 0);
}
}
}
}
}
if (!(currentLevel->gameflags & LEVEL_EX_COUNTDOWN))
{
for (auto& sect: sector)
{
double maxval = 300000;
if (sect.Speed && sect.Depth && !(sect.Flag & kSectLava))
{
sect.pSoundSect = &sect;
sect.Sound = StaticSound[kSound43];
}
else
{
for (auto& sectj: sector)
{
// loc_23CA6:
if (&sect != &sectj && sectj.Speed && !(sect.Flag & kSectLava))
{
double xVal = abs(sect.walls[0].pos.X - sectj.walls[0].pos.X);
double yVal = abs(sect.walls[0].pos.Y - sectj.walls[0].pos.Y);
if (xVal < 15000/16. && yVal < 15000/16. && (xVal + yVal < maxval))
{
maxval = xVal + yVal;
sect.pSoundSect = &sectj;
sect.Sound = StaticSound[kSound43];
}
}
}
}
}
}
else // nMap == kMap20)
{
auto clocktile = aTexIds[kTexClockTile];
for(auto& sect: sector)
{
sect.pSoundSect = &sect;
sect.Sound = StaticSound[kSound62];
for(auto& wal : sect.walls)
{
if (wal.walltexture == clocktile)
{
wal.pal = 1;
auto pActor = insertActor(&sect, 407);
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
}
}
}
ExhumedSpriteIterator it;
while (auto act = it.Next())
{
if (act->spr.statnum < kMaxStatus && act->spr.spritetexture() == clocktile)
{
ChangeActorStat(act, 407);
act->spr.pal = 1;
}
}
}
for (unsigned i = 0; i < ObjectList.Size(); i++)
{
auto pObjectActor = ObjectList[i];
if (pObjectActor && pObjectActor->spr.statnum == kStatExplodeTarget)
{
if (!pObjectActor->nIndex2) {
pObjectActor->nIndex2 = -1;
}
else
{
int edi = pObjectActor->nIndex2;
pObjectActor->nIndex2 = -1;
for (unsigned j = 0; j < ObjectList.Size(); j++)
{
if (i != j && ObjectList[j] && ObjectList[j]->spr.statnum == kStatExplodeTarget && edi == ObjectList[j]->nIndex2)
{
pObjectActor->nIndex2 = j;
ObjectList[j]->nIndex2 = i;
}
}
}
}
}
}
END_PS_NS