raze/source/blood/src/triggers.cpp

4583 lines
161 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include <random>
#include "build.h"
#include "compat.h"
#include "mmulti.h"
#include "common_game.h"
#include "ai.h"
#include "actor.h"
#include "blood.h"
#include "db.h"
#include "endgame.h"
#include "eventq.h"
#include "aiunicult.h"
#include "fx.h"
#include "gameutil.h"
#include "gib.h"
#include "globals.h"
#include "levels.h"
#include "loadsave.h"
#include "player.h"
#include "seq.h"
#include "sfx.h"
#include "sound.h"
#include "triggers.h"
#include "trig.h"
#include "view.h"
#include "sectorfx.h"
#include "messages.h"
BEGIN_BLD_NS
int basePath[kMaxSectors];
void FireballTrapSeqCallback(int, int);
void UniMissileTrapSeqCallback(int, int);
void MGunFireSeqCallback(int, int);
void MGunOpenSeqCallback(int, int);
int nFireballTrapClient = seqRegisterClient(FireballTrapSeqCallback);
int nUniMissileTrapClient = seqRegisterClient(UniMissileTrapSeqCallback);
int nMGunFireClient = seqRegisterClient(MGunFireSeqCallback);
int nMGunOpenClient = seqRegisterClient(MGunOpenSeqCallback);
unsigned int GetWaveValue(unsigned int nPhase, int nType)
{
switch (nType)
{
case 0:
return 0x8000-(Cos((nPhase<<10)>>16)>>15);
case 1:
return nPhase;
case 2:
return 0x10000-(Cos((nPhase<<9)>>16)>>14);
case 3:
return Sin((nPhase<<9)>>16)>>14;
}
return nPhase;
}
char SetSpriteState(int nSprite, XSPRITE* pXSprite, int nState)
{
if ((pXSprite->busy & 0xffff) == 0 && pXSprite->state == nState)
return 0;
pXSprite->busy = nState << 16;
pXSprite->state = nState;
evKill(nSprite, 3);
if ((sprite[nSprite].hitag & 16) != 0 && sprite[nSprite].zvel >= kDudeBase && sprite[nSprite].zvel < kDudeMax)
{
pXSprite->respawnPending = 3;
evPost(nSprite, 3, gGameOptions.nMonsterRespawnTime, CALLBACK_ID_9);
return 1;
}
if (pXSprite->restState != nState && pXSprite->waitTime > 0)
evPost(nSprite, 3, (pXSprite->waitTime * 120) / 10, pXSprite->restState ? COMMAND_ID_1 : COMMAND_ID_0);
if (pXSprite->txID)
{
if (pXSprite->command != 5 && pXSprite->triggerOn && pXSprite->state)
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command);
if (pXSprite->command != 5 && pXSprite->triggerOff && !pXSprite->state)
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command);
}
return 1;
}
char modernTypeSetSpriteState(int nSprite, XSPRITE *pXSprite, int nState)
{
if ((pXSprite->busy&0xffff) == 0 && pXSprite->state == nState)
return 0;
pXSprite->busy = nState<<16;
pXSprite->state = nState;
evKill(nSprite, 3);
if ((sprite[nSprite].hitag & 16) != 0 && sprite[nSprite].zvel >= kDudeBase && sprite[nSprite].zvel < kDudeMax)
{
pXSprite->respawnPending = 3;
evPost(nSprite, 3, gGameOptions.nMonsterRespawnTime, CALLBACK_ID_9);
return 1;
}
if (pXSprite->restState != nState && pXSprite->waitTime > 0)
evPost(nSprite, 3, (pXSprite->waitTime*120) / 10, pXSprite->restState ? COMMAND_ID_1 : COMMAND_ID_0);
if (pXSprite->txID != 0 && ((pXSprite->triggerOn && pXSprite->state) || (pXSprite->triggerOff && !pXSprite->state))) {
// by NoOne: Sending new command instead of link is *required*, because types above
//are universal and can paste properties in different objects.
switch (pXSprite->command) {
case COMMAND_ID_5:
case kGDXCommandPaste:
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // just send command to change properties
return 1;
case COMMAND_ID_7:
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // send normal command first
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // then send command to change properties
return 1;
default:
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // send first command to change properties
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // then send normal command
return 1;
}
}
return 1;
}
char SetWallState(int nWall, XWALL *pXWall, int nState)
{
if ((pXWall->busy&0xffff) == 0 && pXWall->state == nState)
return 0;
pXWall->busy = nState<<16;
pXWall->state = nState;
evKill(nWall, 0);
if (pXWall->restState != nState && pXWall->waitTime > 0)
evPost(nWall, 0, (pXWall->waitTime*120) / 10, pXWall->restState ? COMMAND_ID_1 : COMMAND_ID_0);
if (pXWall->txID)
{
if (pXWall->command != 5 && pXWall->triggerOn && pXWall->state)
evSend(nWall, 0, pXWall->txID, (COMMAND_ID)pXWall->command);
if (pXWall->command != 5 && pXWall->triggerOff && !pXWall->state)
evSend(nWall, 0, pXWall->txID, (COMMAND_ID)pXWall->command);
}
return 1;
}
char SetSectorState(int nSector, XSECTOR *pXSector, int nState)
{
if ((pXSector->busy&0xffff) == 0 && pXSector->state == nState)
return 0;
pXSector->busy = nState<<16;
pXSector->state = nState;
evKill(nSector, 6);
if (nState == 1)
{
if (pXSector->command != 5 && pXSector->triggerOn && pXSector->txID)
evSend(nSector, 6, pXSector->txID, (COMMAND_ID)pXSector->command);
if (pXSector->at1b_2)
{
pXSector->at1b_2 = 0;
pXSector->at1b_3 = 0;
}
else if (pXSector->atf_6)
evPost(nSector, 6, (pXSector->waitTimeA * 120) / 10, COMMAND_ID_0);
}
else
{
if (pXSector->command != 5 && pXSector->triggerOff && pXSector->txID)
evSend(nSector, 6, pXSector->txID, (COMMAND_ID)pXSector->command);
if (pXSector->at1b_3)
{
pXSector->at1b_2 = 0;
pXSector->at1b_3 = 0;
}
else if (pXSector->atf_7)
evPost(nSector, 6, (pXSector->waitTimeB * 120) / 10, COMMAND_ID_1);
}
return 1;
}
int gBusyCount = 0;
enum BUSYID {
BUSYID_0 = 0,
BUSYID_1,
BUSYID_2,
BUSYID_3,
BUSYID_4,
BUSYID_5,
BUSYID_6,
BUSYID_7,
};
struct BUSY {
int at0;
int at4;
int at8;
BUSYID atc;
};
BUSY gBusy[128];
void AddBusy(int a1, BUSYID a2, int nDelta)
{
dassert(nDelta != 0);
int i;
for (i = 0; i < gBusyCount; i++)
{
if (gBusy[i].at0 == a1 && gBusy[i].atc == a2)
break;
}
if (i == gBusyCount)
{
if (gBusyCount == 128)
return;
gBusy[i].at0 = a1;
gBusy[i].atc = a2;
gBusy[i].at8 = nDelta > 0 ? 0 : 65536;
gBusyCount++;
}
gBusy[i].at4 = nDelta;
}
void ReverseBusy(int a1, BUSYID a2)
{
int i;
for (i = 0; i < gBusyCount; i++)
{
if (gBusy[i].at0 == a1 && gBusy[i].atc == a2)
{
gBusy[i].at4 = -gBusy[i].at4;
break;
}
}
}
unsigned int GetSourceBusy(EVENT a1)
{
int nIndex = a1.index;
switch (a1.type)
{
case 6:
{
int nXIndex = sector[nIndex].extra;
dassert(nXIndex > 0 && nXIndex < kMaxXSectors);
return xsector[nXIndex].busy;
}
case 0:
{
int nXIndex = wall[nIndex].extra;
dassert(nXIndex > 0 && nXIndex < kMaxXWalls);
return xwall[nXIndex].busy;
}
case 3:
{
int nXIndex = sprite[nIndex].extra;
dassert(nXIndex > 0 && nXIndex < kMaxXSprites);
return xsprite[nXIndex].busy;
}
}
return 0;
}
void sub_43CF8(spritetype *pSprite, XSPRITE *pXSprite, EVENT a3)
{
switch (a3.cmd)
{
case 30:
{
int nPlayer = pXSprite->data4;
if (nPlayer >= 0 && nPlayer < gNetPlayers)
{
PLAYER *pPlayer = &gPlayer[nPlayer];
if (pPlayer->pXSprite->health > 0)
{
pPlayer->at181[8] = ClipHigh(pPlayer->at181[8]+pXSprite->data3, gAmmoInfo[8].at0);
pPlayer->atcb[9] = 1;
if (pPlayer->atbd != 9)
{
pPlayer->atc3 = 0;
pPlayer->atbe = 9;
}
evKill(pSprite->index, 3);
}
}
break;
}
case 35:
{
int nTarget = pXSprite->target;
if (nTarget >= 0 && nTarget < kMaxSprites)
{
if (!pXSprite->stateTimer)
{
spritetype *pTarget = &sprite[nTarget];
if (pTarget->statnum == 6 && !(pTarget->hitag&32) && pTarget->extra > 0 && pTarget->extra < kMaxXSprites)
{
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
int nType = pTarget->type-kDudeBase;
DUDEINFO *pDudeInfo = &dudeInfo[nType];
int z1 = (top-pSprite->z)-256;
int x = pTarget->x;
int y = pTarget->y;
int z = pTarget->z;
int nDist = approxDist(x - pSprite->x, y - pSprite->y);
if (nDist != 0 && cansee(pSprite->x, pSprite->y, top, pSprite->sectnum, x, y, z, pTarget->sectnum))
{
int t = divscale(nDist, 0x1aaaaa, 12);
x += (xvel[nTarget]*t)>>12;
y += (yvel[nTarget]*t)>>12;
int angBak = pSprite->ang;
pSprite->ang = getangle(x-pSprite->x, y-pSprite->y);
int dx = Cos(pSprite->ang)>>16;
int dy = Sin(pSprite->ang)>>16;
int tz = pTarget->z - (pTarget->yrepeat * pDudeInfo->aimHeight) * 4;
int dz = divscale(tz - top - 256, nDist, 10);
int nMissileType = 316+(pXSprite->data3 ? 1 : 0);
int t2;
if (!pXSprite->data3)
t2 = 120 / 10.0;
else
t2 = (3*120) / 10.0;
spritetype *pMissile = actFireMissile(pSprite, 0, z1, dx, dy, dz, nMissileType);
if (pMissile)
{
pMissile->owner = pSprite->owner;
pXSprite->stateTimer = 1;
evPost(pSprite->index, 3, t2, CALLBACK_ID_20);
pXSprite->data3 = ClipLow(pXSprite->data3-1, 0);
}
pSprite->ang = angBak;
}
}
}
}
return;
}
}
actPostSprite(pSprite->index, kStatFree);
}
void ActivateGenerator(int);
void OperateSprite(int nSprite, XSPRITE *pXSprite, EVENT a3)
{
spritetype *pSprite = &sprite[nSprite];
switch (a3.cmd)
{
case 6:
pXSprite->locked = 1;
switch (pSprite->type) {
case kGDXWindGenerator:
stopWindOnSectors(pXSprite);
break;
}
return;
case 7:
pXSprite->locked = 0;
return;
case 8:
pXSprite->locked = pXSprite->locked ^ 1;
switch(pSprite->type) {
case kGDXWindGenerator:
if (pXSprite->locked == 1) stopWindOnSectors(pXSprite);
break;
}
return;
}
if (pSprite->statnum == 6 && pSprite->type >= kDudeBase && pSprite->type < kDudeMax)
{
switch (a3.cmd)
{
case 0:
SetSpriteState(nSprite, pXSprite, 0);
break;
case 35:
if (pXSprite->state)
break;
fallthrough__;
case 1:
case 30:
case 33:
if (!pXSprite->state)
SetSpriteState(nSprite, pXSprite, 1);
aiActivateDude(pSprite, pXSprite);
break;
}
return;
}
switch (pSprite->type)
{
/* - Random Event Switch takes random data field and uses it as TX ID - */
/* - ranged TX ID is now supported also - */
case kGDXRandomTX:
{
std::default_random_engine rng; int tx = 0; int maxRetries = 10;
// set range of TX ID if data2 and data3 is empty.
if (pXSprite->data1 > 0 && pXSprite->data2 <= 0 && pXSprite->data3 <= 0 && pXSprite->data4 > 0) {
// data1 must be less than data4
if (pXSprite->data1 > pXSprite->data4) {
short tmp = pXSprite->data1;
pXSprite->data1 = (short) pXSprite->data4;
pXSprite->data4 = tmp;
}
int total = pXSprite->data4 - pXSprite->data1;
while (maxRetries > 0) {
// use true random only for single player mode
// otherwise use Blood's default one. In the future it maybe possible to make
// host send info to clients about what was generated.
if (gGameOptions.nGameType != 0 || VanillaMode() || DemoRecordStatus()) tx = Random(total) + pXSprite->data1;
else {
rng.seed(std::random_device()());
tx = (int)my_random(pXSprite->data1, pXSprite->data4);
}
if (tx != pXSprite->txID) break;
maxRetries--;
}
} else {
while (maxRetries > 0) {
if ((tx = GetRandDataVal(NULL, pSprite)) > 0 && tx != pXSprite->txID) break;
maxRetries--;
}
}
if (tx > 0) {
pXSprite->txID = tx;
SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1);
}
break;
}
/* - Sequential Switch takes values from data fields starting from data1 and uses it as TX ID - */
/* - ranged TX ID is now supported also - */
case kGDXSequentialTX:
{
bool range = false; int cnt = 3; int tx = 0;
// set range of TX ID if data2 and data3 is empty.
if (pXSprite->data1 > 0 && pXSprite->data2 <= 0 && pXSprite->data3 <= 0 && pXSprite->data4 > 0) {
// data1 must be less than data4
if (pXSprite->data1 > pXSprite->data4) {
short tmp = pXSprite->data1;
pXSprite->data1 = (short) pXSprite->data4;
pXSprite->data4 = tmp;
}
// force send command to all TX id in a range
if (pSprite->hitag & kModernTypeFlag1) {
for (pXSprite->txID = pXSprite->data1; pXSprite->txID <= pXSprite->data4; pXSprite->txID++) {
if (pXSprite->txID > 0)
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command);
}
pXSprite->txID = pXSprite->sysData1 = 0;
return;
}
// Make sure txIndex is correct as we store current index of TX ID here.
if (pXSprite->sysData1 < pXSprite->data1) pXSprite->sysData1 = pXSprite->data1;
else if (pXSprite->sysData1 > pXSprite->data4) pXSprite->sysData1 = pXSprite->data4;
range = true;
} else {
// force send command to all TX id specified in data
if (pSprite->hitag & kModernTypeFlag1) {
for (int i = 0; i <= 3; i++) {
if ((pXSprite->txID = GetDataVal(pSprite, i)) > 0)
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command);
}
pXSprite->txID = pXSprite->sysData1 = 0;
return;
}
// Make sure txIndex is correct as we store current index of data field here.
if (pXSprite->sysData1 > 3) pXSprite->sysData1 = 0;
else if (pXSprite->sysData1 < 0) pXSprite->sysData1 = 3;
}
switch (a3.cmd) {
case COMMAND_ID_0:
if (range == false) {
while (cnt-- >= 0) { // skip empty data fields
pXSprite->sysData1--;
if (pXSprite->sysData1 < 0) pXSprite->sysData1 = 3;
tx = GetDataVal(pSprite, pXSprite->sysData1);
if (tx < 0) ThrowError(" -- Current data index is negative");
if (tx > 0) break;
continue;
}
} else {
pXSprite->sysData1--;
if (pXSprite->sysData1 < pXSprite->data1) {
pXSprite->sysData1 = pXSprite->data4;
}
tx = pXSprite->sysData1;
}
break;
default:
if (range == false) {
while (cnt-- >= 0) { // skip empty data fields
if (pXSprite->sysData1 > 3) pXSprite->sysData1 = 0;
tx = GetDataVal(pSprite, pXSprite->sysData1);
if (tx < 0) ThrowError(" ++ Current data index is negative");
pXSprite->sysData1++;
if (tx > 0) break;
continue;
}
} else {
tx = pXSprite->sysData1;
if (pXSprite->sysData1 >= pXSprite->data4) {
pXSprite->sysData1 = pXSprite->data1;
break;
}
pXSprite->sysData1++;
}
break;
}
pXSprite->txID = tx;
SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1);
}
break;
case 413:
if (pXSprite->health > 0)
{
if (a3.cmd == 1)
{
if (SetSpriteState(nSprite, pXSprite, 1))
{
seqSpawn(38, 3, pSprite->extra, nMGunOpenClient);
if (pXSprite->data1 > 0)
pXSprite->data2 = pXSprite->data1;
}
}
else if (a3.cmd == 0)
{
if (SetSpriteState(nSprite, pXSprite, 0))
seqSpawn(40, 3, pSprite->extra, -1);
}
}
break;
case 414:
if (SetSpriteState(nSprite, pXSprite, 1))
pSprite->hitag |= 7;
break;
case 408:
if (SetSpriteState(nSprite, pXSprite, 0))
actPostSprite(nSprite, kStatFree);
break;
case 405:
if (SetSpriteState(nSprite, pXSprite, 0))
actPostSprite(nSprite, kStatFree);
break;
case 456:
switch (a3.cmd)
{
case 0:
pXSprite->state = 0;
pSprite->cstat |= 32768;
pSprite->cstat &= ~1;
break;
case 1:
pXSprite->state = 1;
pSprite->cstat &= (unsigned short)~32768;
pSprite->cstat |= 1;
break;
case 3:
pXSprite->state ^= 1;
pSprite->cstat ^= 32768;
pSprite->cstat ^= 1;
break;
}
break;
case 452:
if (a3.cmd == 1)
{
if (SetSpriteState(nSprite, pXSprite, 1))
{
seqSpawn(38, 3, pSprite->extra, -1);
sfxPlay3DSound(pSprite, 441, 0, 0);
}
}
else if (a3.cmd == 0)
{
if (SetSpriteState(nSprite, pXSprite, 0))
{
seqSpawn(40, 3, pSprite->extra, -1);
sfxKill3DSound(pSprite, 0, -1);
}
}
break;
case 23:
switch (a3.cmd)
{
case 0:
SetSpriteState(nSprite, pXSprite, 0);
break;
case 1:
if (SetSpriteState(nSprite, pXSprite, 1))
seqSpawn(37, 3, pSprite->extra, -1);
break;
default:
SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1);
if (pXSprite->state)
seqSpawn(37, 3, pSprite->extra, -1);
break;
}
break;
// by NoOne: various modern types
case kMarkerWarpDest:
if (pXSprite->txID <= 0) {
if (SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1) == 1)
useTeleportTarget(pXSprite, NULL);
break;
}
modernTypeSetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1);
break;
case kGDXSpriteDamager:
if (pXSprite->txID <= 0) {
if (SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1) == 1)
useSpriteDamager(pXSprite, NULL);
break;
}
modernTypeSetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1);
break;
case kGDXObjPropertiesChanger:
case kGDXObjPicnumChanger:
case kGDXObjSizeChanger:
case kGDXSectorFXChanger:
case kGDXObjDataChanger:
case kModernConcussSprite:
modernTypeSetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1);
break;
case 20:
switch (a3.cmd)
{
case 0:
if (SetSpriteState(nSprite, pXSprite, 0))
sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0);
break;
case 1:
if (SetSpriteState(nSprite, pXSprite, 1))
sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0);
break;
default:
if (SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1))
{
if (pXSprite->state)
sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0);
else
sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0);
}
break;
}
break;
case 21:
switch (a3.cmd)
{
case 0:
if (SetSpriteState(nSprite, pXSprite, 0))
sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0);
break;
case 1:
if (SetSpriteState(nSprite, pXSprite, 1))
sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0);
break;
default:
if (SetSpriteState(nSprite, pXSprite, pXSprite->restState ^ 1))
{
if (pXSprite->state)
sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0);
else
sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0);
}
break;
}
break;
// By NoOne: add linking for path markers and stacks feature
case kMarkerLowWater:
case kMarkerUpWater:
case kMarkerUpGoo:
case kMarkerLowGoo:
case kMarkerUpLink:
case kMarkerLowLink:
case kMarkerUpStack:
case kMarkerLowStack:
if (pXSprite->command == 5 && pXSprite->txID != 0)
evSend(nSprite, 3, pXSprite->txID, COMMAND_ID_5);
break;
// by NoOne: add triggering sprite feature. Path sector will trigger the marker after
// it gets reached so it can send commands.
case kMarkerPath:
switch (a3.cmd) {
case COMMAND_ID_0:
SetSpriteState(nSprite, pXSprite, 0);
break;
case COMMAND_ID_1:
SetSpriteState(nSprite, pXSprite, 1);
break;
case COMMAND_ID_5:
if (pXSprite->txID != 0)
evSend(nSprite, 3, pXSprite->txID, COMMAND_ID_5); // don't forget linking!
break;
default:
SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1);
break;
}
break;
case 22:
switch (a3.cmd)
{
case 0:
pXSprite->data1--;
if (pXSprite->data1 < 0)
pXSprite->data1 += pXSprite->data3;
break;
default:
pXSprite->data1++;
if (pXSprite->data1 >= pXSprite->data3)
pXSprite->data1 -= pXSprite->data3;
break;
}
if (pXSprite->command == 5 && pXSprite->txID)
evSend(nSprite, 3, pXSprite->txID, COMMAND_ID_5);
sfxPlay3DSound(pSprite, pXSprite->data4, -1, 0);
if (pXSprite->data1 == pXSprite->data2)
SetSpriteState(nSprite, pXSprite, 1);
else
SetSpriteState(nSprite, pXSprite, 0);
break;
case kGDXCustomDudeSpawn:
if (gGameOptions.nMonsterSettings && actSpawnCustomDude(pSprite, -1) != NULL)
gKillMgr.sub_263E0(1);
break;
case 18:
if (gGameOptions.nMonsterSettings && pXSprite->data1 >= kDudeBase && pXSprite->data1 < kDudeMax)
{
spritetype* pSpawn = NULL;
// By NoOne: add spawn random dude feature - works only if at least 2 data fields are not empty.
if (!VanillaMode()) {
if ((pSpawn = spawnRandomDude(pSprite)) == NULL)
pSpawn = actSpawnDude(pSprite, pXSprite->data1, -1, 0);
} else {
pSpawn = actSpawnDude(pSprite, pXSprite->data1, -1, 0);
}
if (pSpawn)
{
XSPRITE *pXSpawn = &xsprite[pSpawn->extra];
gKillMgr.sub_263E0(1);
switch (pXSprite->data1)
{
case 239:
case 240:
case 242:
case 252:
case 253:
{
pXSpawn->health = dudeInfo[pXSprite->data1 - kDudeBase].startHealth << 4;
pXSpawn->burnTime = 10;
pXSpawn->target = -1;
aiActivateDude(pSpawn, pXSpawn);
break;
}
}
}
}
break;
case 19:
pXSprite->triggerOn = 0;
pXSprite->isTriggered = 1;
SetSpriteState(nSprite, pXSprite, 1);
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
spritetype *pPlayerSprite = gPlayer[p].pSprite;
int dx = (pSprite->x - pPlayerSprite->x)>>4;
int dy = (pSprite->y - pPlayerSprite->y)>>4;
int dz = (pSprite->z - pPlayerSprite->z)>>8;
int nDist = dx*dx+dy*dy+dz*dz+0x40000;
gPlayer[p].at37f = divscale16(pXSprite->data1, nDist);
}
break;
case 400:
if (pSprite->hitag&16)
return;
fallthrough__;
case 418:
case 419:
case 420:
actExplodeSprite(pSprite);
break;
case 459:
switch (a3.cmd)
{
case 1:
SetSpriteState(nSprite, pXSprite, 1);
break;
default:
pSprite->cstat &= (unsigned short)~32768;
actExplodeSprite(pSprite);
break;
}
break;
case kGDXSeqSpawner:
case kGDXEffectSpawner:
switch (a3.cmd) {
case COMMAND_ID_0:
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case COMMAND_ID_1:
evKill(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
fallthrough__;
case COMMAND_ID_21:
if (pXSprite->txID <= 0)
(pSprite->type == kGDXSeqSpawner) ? useSeqSpawnerGen(pXSprite, 3, pSprite->xvel) : useEffectGen(pXSprite, NULL);
else {
switch (pXSprite->command) {
case COMMAND_ID_5:
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // just send command to change properties
break;
case COMMAND_ID_7:
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // send normal command first
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // then send command to change properties
break;
default:
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // send first command to change properties
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // then send normal command
break;
}
}
if (pXSprite->busyTime > 0)
evPost(nSprite, 3, ClipLow((int(pXSprite->busyTime) + Random2(pXSprite->data1)) * 120 / 10, 0), COMMAND_ID_21);
break;
default:
if (pXSprite->state == 0) evPost(nSprite, 3, 0, COMMAND_ID_1);
else evPost(nSprite, 3, 0, COMMAND_ID_0);
break;
}
break;
case 402:
if (pSprite->statnum == 8)
break;
if (a3.cmd != 1)
actExplodeSprite(pSprite);
else
{
sfxPlay3DSound(pSprite, 454, 0, 0);
evPost(nSprite, 3, 18, COMMAND_ID_0);
}
break;
case 401:
case kGDXThingTNTProx:
if (pSprite->statnum == 8)
break;
switch (a3.cmd)
{
case 35:
if (!pXSprite->state)
{
sfxPlay3DSound(pSprite, 452, 0, 0);
evPost(nSprite, 3, 30, COMMAND_ID_0);
pXSprite->state = 1;
}
break;
case 1:
sfxPlay3DSound(pSprite, 451, 0, 0);
pXSprite->Proximity = 1;
break;
default:
actExplodeSprite(pSprite);
break;
}
break;
case 431:
sub_43CF8(pSprite, pXSprite, a3);
break;
case kGDXThingCustomDudeLifeLeech:
dudeLeechOperate(pSprite, pXSprite, a3);
break;
case kGDXWindGenerator:
switch (a3.cmd) {
case COMMAND_ID_0:
stopWindOnSectors(pXSprite);
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case COMMAND_ID_1:
evKill(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
fallthrough__;
case COMMAND_ID_21:
if (pXSprite->txID <= 0) useSectorWindGen(pXSprite, NULL);
else {
switch (pXSprite->command) {
case COMMAND_ID_5:
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // just send command to change properties
break;
case COMMAND_ID_7:
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // send normal command first
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // then send command to change properties
break;
default:
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // send first command to change properties
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // then send normal command
break;
}
}
if (pXSprite->busyTime > 0) evPost(nSprite, 3, pXSprite->busyTime, COMMAND_ID_21);
break;
default:
if (pXSprite->state == 0) evPost(nSprite, 3, 0, COMMAND_ID_1);
else evPost(nSprite, 3, 0, COMMAND_ID_0);
break;
}
break;
case kGDXDudeTargetChanger:
{
// this one is required if data4 of generator was dynamically changed
// it turns monsters in normal idle state instead of genIdle, so they
// not ignore the world.
bool activated = false;
if (pXSprite->dropMsg == 3 && 3 != pXSprite->data4) {
activateDudes(pXSprite->txID);
activated = true;
}
switch (a3.cmd)
{
case COMMAND_ID_0:
if (pXSprite->data4 == 3 && activated == false) activateDudes(pXSprite->txID);
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case COMMAND_ID_1:
evKill(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
fallthrough__;
case COMMAND_ID_21:
if (pXSprite->txID <= 0 || !getDudesForTargetChg(pXSprite)) {
evPost(nSprite, 3, 0, COMMAND_ID_0);
break;
} else {
switch (pXSprite->command) {
case COMMAND_ID_5:
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // just send command to change properties
break;
case COMMAND_ID_7:
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // send normal command first
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // then send command to change properties
break;
default:
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // send first command to change properties
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // then send normal command
break;
}
}
if (pXSprite->busyTime > 0) evPost(nSprite, 3, pXSprite->busyTime, COMMAND_ID_21);
break;
default:
if (pXSprite->state == 0) evPost(nSprite, 3, 0, COMMAND_ID_1);
else evPost(nSprite, 3, 0, COMMAND_ID_0);
break;
}
pXSprite->dropMsg = (short)pXSprite->data4;
break;
}
case kGDXObjDataAccumulator:
switch (a3.cmd) {
case COMMAND_ID_0:
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case COMMAND_ID_1:
evKill(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
fallthrough__;
case COMMAND_ID_21:
// force OFF after *all* TX objects reach the goal value
if (pSprite->hitag == 0 && goalValueIsReached(pXSprite)) {
evPost(nSprite, 3, 0, COMMAND_ID_0);
break;
}
if (pXSprite->txID > 0 && pXSprite->data1 > 0 && pXSprite->data1 <= 4) {
switch (pXSprite->command) {
case COMMAND_ID_5:
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // just send command to change properties
break;
case COMMAND_ID_7:
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // send normal command first
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // then send command to change properties
break;
default:
evSend(nSprite, 3, pXSprite->txID, kGDXCommandPaste); // send first command to change properties
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command); // then send normal command
break;
}
if (pXSprite->busyTime > 0) evPost(nSprite, 3, pXSprite->busyTime, COMMAND_ID_21);
}
break;
default:
if (pXSprite->state == 0) evPost(nSprite, 3, 0, COMMAND_ID_1);
else evPost(nSprite, 3, 0, COMMAND_ID_0);
break;
}
break;
case 704: // ecto skull gen
switch (a3.cmd) {
case COMMAND_ID_0:
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case COMMAND_ID_1:
evKill(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
fallthrough__;
case COMMAND_ID_21:
ActivateGenerator(nSprite);
if (pXSprite->txID) evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command);
if (pXSprite->busyTime > 0) evPost(nSprite, 3, (120 * pXSprite->busyTime) / 10, COMMAND_ID_21);
break;
default:
if (pXSprite->state == 0) evPost(nSprite, 3, 0, COMMAND_ID_1);
else evPost(nSprite, 3, 0, COMMAND_ID_0);
break;
}
break;
case 40: // Random ammo
case 80: // Random weapon
switch (a3.cmd) {
case COMMAND_ID_0:
if (pXSprite->state == 1) SetSpriteState(nSprite, pXSprite, 0);
break;
case COMMAND_ID_1:
evKill(nSprite, 3); // queue overflow protect
if (pXSprite->state == 0) SetSpriteState(nSprite, pXSprite, 1);
fallthrough__;
case COMMAND_ID_21:
ActivateGenerator(nSprite);
if (pXSprite->busyTime > 0)
evPost(nSprite, 3, (120 * pXSprite->busyTime) / 10, COMMAND_ID_21);
break;
default:
if (pXSprite->state == 0) evPost(nSprite, 3, 0, COMMAND_ID_1);
else evPost(nSprite, 3, 0, COMMAND_ID_0);
break;
}
break;
case 700:
case 701:
case 702:
case 703:
case 705:
case 706:
case 707:
case 708:
switch (a3.cmd)
{
case 0:
SetSpriteState(nSprite, pXSprite, 0);
break;
case 21:
if (pSprite->type != 700)
ActivateGenerator(nSprite);
if (pXSprite->txID)
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command);
if (pXSprite->busyTime > 0)
{
int nRand = Random2(pXSprite->data1);
evPost(nSprite, 3, 120*(nRand+pXSprite->busyTime) / 10, COMMAND_ID_21);
}
break;
default:
if (!pXSprite->state)
{
SetSpriteState(nSprite, pXSprite, 1);
evPost(nSprite, 3, 0, COMMAND_ID_21);
}
break;
}
break;
case 711:
if (gGameOptions.nGameType == 0)
{
if (gMe->pXSprite->health <= 0)
break;
gMe->at30a = 0;
}
sndStartSample(pXSprite->data1, -1, 1, 0);
break;
case 416:
case 417:
case 425:
case 426:
case 427:
switch (a3.cmd)
{
case 0:
if (SetSpriteState(nSprite, pXSprite, 0))
actActivateGibObject(pSprite, pXSprite);
break;
case 1:
if (SetSpriteState(nSprite, pXSprite, 1))
actActivateGibObject(pSprite, pXSprite);
break;
default:
if (SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1))
actActivateGibObject(pSprite, pXSprite);
break;
}
break;
default:
switch (a3.cmd)
{
case 0:
SetSpriteState(nSprite, pXSprite, 0);
break;
case 1:
SetSpriteState(nSprite, pXSprite, 1);
break;
default:
SetSpriteState(nSprite, pXSprite, pXSprite->state ^ 1);
break;
}
break;
}
}
// by NoOne: this function stops wind on all TX sectors affected by WindGen after it goes off state.
void stopWindOnSectors(XSPRITE* pXSource) {
spritetype* pSource = &sprite[pXSource->reference];
if (pXSource->txID <= 0) {
if (sector[pSource->sectnum].extra >= 0)
xsector[sector[pSource->sectnum].extra].windVel = 0;
return;
}
for (int i = bucketHead[pXSource->txID]; i < bucketHead[pXSource->txID + 1]; i++) {
if (rxBucket[i].type != 6) continue;
XSECTOR * pXSector = &xsector[sector[rxBucket[i].index].extra];
if ((pXSector->state == 1 && !pXSector->windAlways) || (sprite[pXSource->reference].hitag & kModernTypeFlag1))
pXSector->windVel = 0;
}
}
/// WIP ////////////////////////////////////////////////////////
void useConcussSprite(XSPRITE* pXSource, spritetype* pSprite) {
spritetype* pSource = &sprite[pXSource->reference];
int nIndex = isDebris(pSprite->index);
//ThrowError("%d", gPhysSpritesList[nIndex]);
//int size = (tilesiz[pSprite->picnum].x * pSprite->xrepeat * tilesiz[pSprite->picnum].y * pSprite->yrepeat) >> 1;
//int t = scale(pXSource->data1, size, gSpriteMass[pSprite->extra].mass);
//xvel[pSprite->xvel] += mulscale16(t, pSprite->x);
//yvel[pSprite->xvel] += mulscale16(t, pSprite->y);
//zvel[pSprite->xvel] += mulscale16(t, pSprite->z);
//debrisConcuss(pXSource->reference, nIndex, pSprite->x - 100, pSprite->y - 100, pSprite->z - 100, pXSource->data1);
}
void useTeleportTarget(XSPRITE* pXSource, spritetype* pSprite) {
spritetype* pSource = &sprite[pXSource->reference];
XSECTOR* pXSector = (sector[pSource->sectnum].extra >= 0) ? &xsector[sector[pSource->sectnum].extra] : NULL;
if (pSprite == NULL) {
if (pXSource->data1 > 0) {
for (int i = connecthead; i >= 0; i = connectpoint2[i]) {
if (pXSource->data1 < kMaxPlayers) // relative to connected players
if (pXSource->data1 != (i + 1))
continue;
else if (pXSource->data1 < (kDudePlayer1 + kMaxPlayers)) // absolute lotag
if (pXSource->data1 >= kDudePlayer1 && (pXSource->data1 + (kDudePlayer1 - 1)) == gPlayer[i].pSprite->type)
continue;
useTeleportTarget(pXSource, gPlayer[i].pSprite);
return;
}
}
return;
}
pSprite->x = pSource->x; pSprite->y = pSource->y;
pSprite->z += (sector[pSource->sectnum].floorz - sector[pSprite->sectnum].floorz);
if (pSource->hitag & kModernTypeFlag1) // force telefrag
TeleFrag(pSprite->xvel, pSource->sectnum);
changespritesect((short)pSprite->xvel, pSource->sectnum);
if (pXSector != NULL && pXSector->Underwater) xsprite[pSprite->extra].medium = 1;
else xsprite[pSprite->extra].medium = 0;
if (pXSource->data2 == 1)
pSprite->ang = pSource->ang;
if (pXSource->data3 == 1)
xvel[pSprite->xvel] = yvel[pSprite->xvel] = zvel[pSprite->xvel] = 0;
viewBackupSpriteLoc(pSprite->xvel, pSprite);
if (pXSource->data4 > 0)
sfxPlay3DSound(pSource, pXSource->data4, -1, 0);
if (IsPlayerSprite(pSprite)) {
PLAYER* pPlayer = &gPlayer[pSprite->lotag - kDudePlayer1];
playerResetInertia(pPlayer);
if (pXSource->data2 == 1) {
pPlayer->at6b = pPlayer->at73 = 0;
}
}
}
void useEffectGen(XSPRITE * pXSource, spritetype * pSprite) {
if (pSprite == NULL) pSprite = &sprite[pXSource->reference];
if (pSprite->extra < 0) return;
int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); spritetype * pEffect = NULL;
int dx = 0, dy = 0; int cnt = (pXSource->data4 > 32) ? 32 : pXSource->data4;
while (cnt-- >= 0) {
if (cnt > 0) {
int dx = Random3(250);
int dy = Random3(150);
}
pEffect = gFX.fxSpawn((FX_ID)pXSource->data2, pSprite->sectnum, pSprite->x + dx, pSprite->y + dy, top, 0);
if (pEffect != NULL) {
if ((pEffect->cstat & CSTAT_SPRITE_ALIGNMENT_WALL) && (pEffect->cstat & CSTAT_SPRITE_ONE_SIDED))
pEffect->cstat &= ~CSTAT_SPRITE_ONE_SIDED;
if (pEffect->pal <= 0) pEffect->pal = pSprite->pal;
if (pEffect->xrepeat <= 0) pEffect->xrepeat = pSprite->xrepeat;
if (pEffect->yrepeat <= 0) pEffect->yrepeat = pSprite->yrepeat;
if (pEffect->shade == 0) pEffect->shade = pSprite->shade;
}
}
if (pXSource->data3 > 0)
sfxPlay3DSound(pSprite, pXSource->data3, -1, 0);
}
void useSectorWindGen(XSPRITE* pXSource, sectortype* pSector) {
spritetype* pSource = &sprite[pXSource->reference];
XSECTOR* pXSector = NULL; bool forceWind = false;
int nXSector = 0;
if (pSector == NULL) {
if (sector[pSource->sectnum].extra < 0) {
int nXSector = dbInsertXSector(pSource->sectnum);
if (nXSector > 0) pXSector = &xsector[nXSector];
else return;
forceWind = true;
} else {
pXSector = &xsector[sector[pSource->sectnum].extra];
nXSector = sector[pXSector->reference].extra;
}
} else {
pXSector = &xsector[pSector->extra];
nXSector = sector[pXSector->reference].extra;
}
if (pSource->hitag) {
pXSector->panAlways = 1;
pXSector->windAlways = 1;
} else if (forceWind)
pXSector->windAlways = 1;
if (pXSource->data2 > 32766) pXSource->data2 = 32767;
if (pXSource->data1 == 1 || pXSource->data1 == 3) pXSector->windVel = Random(pXSource->data2);
else pXSector->windVel = pXSource->data2;
if (pXSource->data1 == 2 || pXSource->data1 == 3) {
short ang = pSource->ang;
while (pSource->ang == ang)
pSource->ang = Random3(kAng360);
}
pXSector->windAng = pSource->ang;
if (pXSource->data3 > 0 && pXSource->data3 < 4) {
switch (pXSource->data3) {
case 1:
pXSector->panFloor = true;
pXSector->panCeiling = false;
break;
case 2:
pXSector->panFloor = false;
pXSector->panCeiling = true;
break;
case 3:
pXSector->panFloor = true;
pXSector->panCeiling = true;
break;
}
short oldPan = pXSector->panVel;
pXSector->panAngle = pXSector->windAng;
pXSector->panVel = pXSector->windVel;
// add to panList if panVel was set to 0 previously
if (oldPan == 0 && pXSector->panVel != 0 && panCount < kMaxXSprites) {
int i;
for (i = 0; i < panCount; i++) {
if (panList[i] != nXSector) continue;
break;
}
if (i == panCount)
panList[panCount++] = nXSector;
}
}
}
void useSpriteDamager(XSPRITE* pXSource, spritetype* pSprite) {
int dmg = (pXSource->data4 == 0 || pXSource->data4 > 65534) ? 65535 : pXSource->data4;
int dmgType = (pXSource->data3 >= 7) ? Random(6) : ((pXSource->data3 < 0) ? 0 : pXSource->data3);
// just damage / heal TX ID sprite
if (pSprite != NULL) {
actDamageSprite(pSprite->xvel, pSprite, (DAMAGE_TYPE) dmgType, dmg);
return;
} // or damage / heal player# specified in data2 (or all players if data2 is empty)
else if (pXSource->data2 > 0 && pXSource->data2 <= kMaxPlayers) {
for (int i = connecthead; i >= 0; i = connectpoint2[i]) {
if (pXSource->data1 < kMaxPlayers) // relative to connected players
if (pXSource->data1 != (i + 1))
continue;
else if (pXSource->data1 < (kDudePlayer1 + kMaxPlayers)) // absolute lotag
if (pXSource->data1 >= kDudePlayer1 && (pXSource->data1 + (kDudePlayer1 - 1)) == gPlayer[i].pSprite->type)
continue;
actDamageSprite(sprite[pXSource->reference].xvel, gPlayer[i].pSprite, (DAMAGE_TYPE) dmgType, dmg);
return;
}
}
}
void useSeqSpawnerGen(XSPRITE* pXSource, int objType, int index) {
switch (objType) {
case 6:
if (pXSource->data2 <= 0) {
if (pXSource->data3 == 3 || pXSource->data3 == 1)
seqKill(2, sector[index].extra);
if (pXSource->data3 == 3 || pXSource->data3 == 2)
seqKill(1, sector[index].extra);
}
else {
if (pXSource->data3 == 3 || pXSource->data3 == 1)
seqSpawn(pXSource->data2, 2, sector[index].extra, -1);
if (pXSource->data3 == 3 || pXSource->data3 == 2)
seqSpawn(pXSource->data2, 1, sector[index].extra, -1);
}
return;
case 0:
if (pXSource->data2 <= 0) {
if (pXSource->data3 == 3 || pXSource->data3 == 1)
seqKill(0, wall[index].extra);
if ((pXSource->data3 == 3 || pXSource->data3 == 2) && (wall[index].cstat & CSTAT_WALL_MASKED))
seqKill(4, wall[index].extra);
}
else {
if (pXSource->data3 == 3 || pXSource->data3 == 1)
seqSpawn(pXSource->data2, 0, wall[index].extra, -1);
if (pXSource->data3 == 3 || pXSource->data3 == 2) {
if (wall[index].nextwall < 0) {
if (pXSource->data3 == 3)
seqSpawn(pXSource->data2, 0, wall[index].extra, -1);
}
else {
if (!(wall[index].cstat & CSTAT_WALL_MASKED))
wall[index].cstat |= CSTAT_WALL_MASKED;
seqSpawn(pXSource->data2, 4, wall[index].extra, -1);
}
}
if (pXSource->data4 > 0) {
int cx, cy, cz, wx, wy, wz;
cx = (wall[index].x + wall[wall[index].point2].x) >> 1;
cy = (wall[index].y + wall[wall[index].point2].y) >> 1;
int nSector = sectorofwall(index);
int32_t ceilZ, floorZ;
getzsofslope(nSector, cx, cy, &ceilZ, &floorZ);
int32_t ceilZ2, floorZ2;
getzsofslope(wall[index].nextsector, cx, cy, &ceilZ2, &floorZ2);
ceilZ = ClipLow(ceilZ, ceilZ2);
floorZ = ClipHigh(floorZ, floorZ2);
wz = floorZ - ceilZ;
wx = wall[wall[index].point2].x - wall[index].x;
wy = wall[wall[index].point2].y - wall[index].y;
cz = (ceilZ + floorZ) >> 1;
sfxPlay3DSound(cx, cy, cz, pXSource->data4, nSector);
}
}
return;
case 3:
if (pXSource->data2 <= 0) seqKill(3, sprite[index].extra);
else {
seqSpawn(pXSource->data2, 3, sprite[index].extra, -1);
if (pXSource->data4 > 0) sfxPlay3DSound(&sprite[index], pXSource->data4, -1, 0);
}
return;
}
}
void SetupGibWallState(walltype *pWall, XWALL *pXWall)
{
walltype *pWall2 = NULL;
if (pWall->nextwall >= 0)
pWall2 = &wall[pWall->nextwall];
if (pXWall->state)
{
pWall->cstat &= ~65;
if (pWall2)
{
pWall2->cstat &= ~65;
pWall->cstat &= ~16;
pWall2->cstat &= ~16;
}
return;
}
char bVector = pXWall->triggerVector != 0;
pWall->cstat |= 1;
if (bVector)
pWall->cstat |= 64;
if (pWall2)
{
pWall2->cstat |= 1;
if (bVector)
pWall2->cstat |= 64;
pWall->cstat |= 16;
pWall2->cstat |= 16;
}
}
void OperateWall(int nWall, XWALL *pXWall, EVENT a3)
{
walltype *pWall = &wall[nWall];
switch (a3.cmd)
{
case 6:
pXWall->locked = 1;
return;
case 7:
pXWall->locked = 0;
return;
case 8:
pXWall->locked ^= 1;
return;
}
switch (pWall->lotag) {
// by NoOne: make 1-Way switch type for walls to work...
case 21:
if (VanillaMode()) break;
switch (a3.cmd) {
case 0:
SetWallState(nWall,pXWall,0);
break;
case 1:
SetWallState(nWall, pXWall, 1);
break;
default:
SetWallState(nWall, pXWall, pXWall->restState ^ 1);
break;
}
return;
case 511:
if (GetWallType(nWall) == 511) {
char bStatus;
switch (a3.cmd) {
case 1:
case 51:
bStatus = SetWallState(nWall, pXWall, 1);
break;
case 0:
bStatus = SetWallState(nWall, pXWall, 0);
break;
default:
bStatus = SetWallState(nWall, pXWall, pXWall->state ^ 1);
break;
}
if (bStatus) {
SetupGibWallState(pWall, pXWall);
if (pXWall->state) {
CGibVelocity vel(100, 100, 250);
int nType = ClipRange(pXWall->data, 0, 31);
if (nType > 0)
GibWall(nWall, (GIBTYPE)nType, &vel);
}
}
return;
}
break;
}
switch (a3.cmd) {
case 0:
SetWallState(nWall, pXWall, 0);
break;
case 1:
SetWallState(nWall, pXWall, 1);
break;
default:
SetWallState(nWall, pXWall, pXWall->state ^ 1);
break;
}
}
void SectorStartSound(int nSector, int nState)
{
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->statnum == 0 && pSprite->type == 709)
{
int nXSprite = pSprite->extra;
dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
XSPRITE *pXSprite = &xsprite[nXSprite];
if (nState)
{
if (pXSprite->data3)
sfxPlay3DSound(pSprite, pXSprite->data3, 0, 0);
}
else
{
if (pXSprite->data1)
sfxPlay3DSound(pSprite, pXSprite->data1, 0, 0);
}
}
}
}
void SectorEndSound(int nSector, int nState)
{
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->statnum == 0 && pSprite->type == 709)
{
int nXSprite = pSprite->extra;
dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
XSPRITE *pXSprite = &xsprite[nXSprite];
if (nState)
{
if (pXSprite->data2)
sfxPlay3DSound(pSprite, pXSprite->data2, 0, 0);
}
else
{
if (pXSprite->data4)
sfxPlay3DSound(pSprite, pXSprite->data4, 0, 0);
}
}
}
}
void PathSound(int nSector, int nSound)
{
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->statnum == 0 && pSprite->type == 709)
sfxPlay3DSound(pSprite, nSound, 0, 0);
}
}
void DragPoint(int nWall, int x, int y)
{
viewInterpolateWall(nWall, &wall[nWall]);
wall[nWall].x = x;
wall[nWall].y = y;
int vsi = numwalls;
int vb = nWall;
do
{
if (wall[vb].nextwall >= 0)
{
vb = wall[wall[vb].nextwall].point2;
viewInterpolateWall(vb, &wall[vb]);
wall[vb].x = x;
wall[vb].y = y;
}
else
{
vb = nWall;
do
{
if (wall[lastwall(vb)].nextwall >= 0)
{
vb = wall[lastwall(vb)].nextwall;
viewInterpolateWall(vb, &wall[vb]);
wall[vb].x = x;
wall[vb].y = y;
}
else
break;
vsi--;
} while (vb != nWall && vsi > 0);
break;
}
vsi--;
} while (vb != nWall && vsi > 0);
}
void TranslateSector(int nSector, int a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9, int a10, int a11, char a12)
{
int x, y;
int nXSector = sector[nSector].extra;
XSECTOR *pXSector = &xsector[nXSector];
int v20 = interpolate(a6, a9, a2);
int vc = interpolate(a6, a9, a3);
int v28 = vc - v20;
int v24 = interpolate(a7, a10, a2);
int v8 = interpolate(a7, a10, a3);
int v2c = v8 - v24;
int v44 = interpolate(a8, a11, a2);
int vbp = interpolate(a8, a11, a3);
int v14 = vbp - v44;
int nWall = sector[nSector].wallptr;
if (a12)
{
for (int i = 0; i < sector[nSector].wallnum; nWall++, i++)
{
x = baseWall[nWall].x;
y = baseWall[nWall].y;
if (vbp)
RotatePoint((int*)&x, (int*)&y, vbp, a4, a5);
DragPoint(nWall, x+vc-a4, y+v8-a5);
}
}
else
{
for (int i = 0; i < sector[nSector].wallnum; nWall++, i++)
{
int v10 = wall[nWall].point2;
x = baseWall[nWall].x;
y = baseWall[nWall].y;
if (wall[nWall].cstat&16384)
{
if (vbp)
RotatePoint((int*)&x, (int*)&y, vbp, a4, a5);
DragPoint(nWall, x+vc-a4, y+v8-a5);
if ((wall[v10].cstat&49152) == 0)
{
x = baseWall[v10].x;
y = baseWall[v10].y;
if (vbp)
RotatePoint((int*)&x, (int*)&y, vbp, a4, a5);
DragPoint(v10, x+vc-a4, y+v8-a5);
}
continue;
}
if (wall[nWall].cstat&32768)
{
if (vbp)
RotatePoint((int*)&x, (int*)&y, -vbp, a4, a5);
DragPoint(nWall, x-(vc-a4), y-(v8-a5));
if ((wall[v10].cstat&49152) == 0)
{
x = baseWall[v10].x;
y = baseWall[v10].y;
if (vbp)
RotatePoint((int*)&x, (int*)&y, -vbp, a4, a5);
DragPoint(v10, x-(vc-a4), y-(v8-a5));
}
continue;
}
}
}
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
// By NoOne: allow to move markers by sector movements in game if hitag 1 is added in editor.
if (pSprite->statnum == 10 || pSprite->statnum == 16) {
if (!(pSprite->hitag & kModernTypeFlag1)) continue;
}
x = baseSprite[nSprite].x;
y = baseSprite[nSprite].y;
if (sprite[nSprite].cstat&8192)
{
if (vbp)
RotatePoint((int*)&x, (int*)&y, vbp, a4, a5);
viewBackupSpriteLoc(nSprite, pSprite);
pSprite->ang = (pSprite->ang+v14)&2047;
pSprite->x = x+vc-a4;
pSprite->y = y+v8-a5;
}
else if (sprite[nSprite].cstat&16384)
{
if (vbp)
RotatePoint((int*)& x, (int*)& y, -vbp, a4, a4);
viewBackupSpriteLoc(nSprite, pSprite);
pSprite->ang = (pSprite->ang-v14)&2047;
pSprite->x = x-(vc-a4);
pSprite->y = y-(v8-a5);
}
else if (pXSector->Drag)
{
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
int floorZ = getflorzofslope(nSector, pSprite->x, pSprite->y);
if (!(pSprite->cstat&48) && floorZ <= bottom)
{
if (v14)
RotatePoint((int*)&pSprite->x, (int*)&pSprite->y, v14, v20, v24);
viewBackupSpriteLoc(nSprite, pSprite);
pSprite->ang = (pSprite->ang+v14)&2047;
pSprite->x += v28;
pSprite->y += v2c;
}
}
}
}
void ZTranslateSector(int nSector, XSECTOR *pXSector, int a3, int a4)
{
sectortype *pSector = &sector[nSector];
viewInterpolateSector(nSector, pSector);
int dz = pXSector->at28_0-pXSector->at24_0;
if (dz != 0)
{
int oldZ = pSector->floorz;
baseFloor[nSector] = pSector->floorz = pXSector->at24_0 + mulscale16(dz, GetWaveValue(a3, a4));
velFloor[nSector] += (pSector->floorz-oldZ)<<8;
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->statnum == 10 || pSprite->statnum == 16)
continue;
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
if (pSprite->cstat&8192)
{
viewBackupSpriteLoc(nSprite, pSprite);
pSprite->z += pSector->floorz-oldZ;
}
else if (pSprite->hitag&2)
pSprite->hitag |= 4;
else if (oldZ <= bottom && !(pSprite->cstat&48))
{
viewBackupSpriteLoc(nSprite, pSprite);
pSprite->z += pSector->floorz-oldZ;
}
}
}
dz = pXSector->at20_0-pXSector->at1c_0;
if (dz != 0)
{
int oldZ = pSector->ceilingz;
baseCeil[nSector] = pSector->ceilingz = pXSector->at1c_0 + mulscale16(dz, GetWaveValue(a3, a4));
velCeil[nSector] += (pSector->ceilingz-oldZ)<<8;
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->statnum == 10 || pSprite->statnum == 16)
continue;
if (pSprite->cstat&16384)
{
viewBackupSpriteLoc(nSprite, pSprite);
pSprite->z += pSector->ceilingz-oldZ;
}
}
}
}
int GetHighestSprite(int nSector, int nStatus, int *a3)
{
*a3 = sector[nSector].floorz;
int v8 = -1;
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
{
if (sprite[nSprite].statnum == nStatus || nStatus == 1024)
{
spritetype *pSprite = &sprite[nSprite];
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
if (top-pSprite->z > *a3)
{
*a3 = top-pSprite->z;
v8 = nSprite;
}
}
}
return v8;
}
int GetCrushedSpriteExtents(unsigned int nSector, int *pzTop, int *pzBot)
{
dassert(pzTop != NULL && pzBot != NULL);
dassert(nSector < (unsigned int)numsectors);
int vc = -1;
sectortype *pSector = &sector[nSector];
int vbp = pSector->ceilingz;
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->statnum == 6 || pSprite->statnum == 4)
{
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
if (vbp > top)
{
vbp = top;
*pzTop = top;
*pzBot = bottom;
vc = nSprite;
}
}
}
return vc;
}
int VCrushBusy(unsigned int nSector, unsigned int a2)
{
dassert(nSector < (unsigned int)numsectors);
int nXSector = sector[nSector].extra;
dassert(nXSector > 0 && nXSector < kMaxXSectors);
XSECTOR *pXSector = &xsector[nXSector];
int nWave;
if (pXSector->busy < a2)
nWave = pXSector->at7_2;
else
nWave = pXSector->at7_5;
int dz1 = pXSector->at20_0 - pXSector->at1c_0;
int vc = pXSector->at1c_0;
if (dz1 != 0)
vc += mulscale16(dz1, GetWaveValue(a2, nWave));
int dz2 = pXSector->at28_0 - pXSector->at24_0;
int v10 = pXSector->at24_0;
if (dz2 != 0)
v10 += mulscale16(dz2, GetWaveValue(a2, nWave));
int v18;
if (GetHighestSprite(nSector, 6, &v18) >= 0 && vc >= v18)
return 1;
viewInterpolateSector(nSector, &sector[nSector]);
if (dz1 != 0)
sector[nSector].ceilingz = vc;
if (dz2 != 0)
sector[nSector].floorz = v10;
pXSector->busy = a2;
if (pXSector->command == 5 && pXSector->txID)
evSend(nSector, 6, pXSector->txID, COMMAND_ID_5);
if ((a2&0xffff) == 0)
{
SetSectorState(nSector, pXSector, a2>>16);
SectorEndSound(nSector, a2>>16);
return 3;
}
return 0;
}
int VSpriteBusy(unsigned int nSector, unsigned int a2)
{
dassert(nSector < (unsigned int)numsectors);
int nXSector = sector[nSector].extra;
dassert(nXSector > 0 && nXSector < kMaxXSectors);
XSECTOR *pXSector = &xsector[nXSector];
int nWave;
if (pXSector->busy < a2)
nWave = pXSector->at7_2;
else
nWave = pXSector->at7_5;
int dz1 = pXSector->at28_0 - pXSector->at24_0;
if (dz1 != 0)
{
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->cstat&8192)
{
viewBackupSpriteLoc(nSprite, pSprite);
pSprite->z = baseSprite[nSprite].z+mulscale16(dz1, GetWaveValue(a2, nWave));
}
}
}
int dz2 = pXSector->at20_0 - pXSector->at1c_0;
if (dz2 != 0)
{
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->cstat&16384)
{
viewBackupSpriteLoc(nSprite, pSprite);
pSprite->z = baseSprite[nSprite].z+mulscale16(dz2, GetWaveValue(a2, nWave));
}
}
}
pXSector->busy = a2;
if (pXSector->command == 5 && pXSector->txID)
evSend(nSector, 6, pXSector->txID, COMMAND_ID_5);
if ((a2&0xffff) == 0)
{
SetSectorState(nSector, pXSector, a2>>16);
SectorEndSound(nSector, a2>>16);
return 3;
}
return 0;
}
int VDoorBusy(unsigned int nSector, unsigned int a2)
{
dassert(nSector < (unsigned int)numsectors);
int nXSector = sector[nSector].extra;
dassert(nXSector > 0 && nXSector < kMaxXSectors);
XSECTOR *pXSector = &xsector[nXSector];
int vbp;
if (pXSector->state)
vbp = 65536/ClipLow((120*pXSector->busyTimeA)/10, 1);
else
vbp = -65536/ClipLow((120*pXSector->busyTimeB)/10, 1);
int top, bottom;
int nSprite = GetCrushedSpriteExtents(nSector,&top,&bottom);
if (nSprite >= 0 && a2 > pXSector->busy)
{
spritetype *pSprite = &sprite[nSprite];
dassert(pSprite->extra > 0 && pSprite->extra < kMaxXSprites);
XSPRITE *pXSprite = &xsprite[pSprite->extra];
if (pXSector->at20_0 > pXSector->at1c_0 || pXSector->at28_0 < pXSector->at24_0)
{
if (pXSector->interruptable)
{
if (pXSector->Crush)
{
if (pXSprite->health <= 0)
return 2;
int nDamage;
if (pXSector->data == 0)
nDamage = 500;
else
nDamage = pXSector->data;
actDamageSprite(nSprite, &sprite[nSprite], DAMAGE_TYPE_0, nDamage<<4);
}
a2 = ClipRange(a2-(vbp/2)*4, 0, 65536);
}
else if (pXSector->Crush && pXSprite->health > 0)
{
int nDamage;
if (pXSector->data == 0)
nDamage = 500;
else
nDamage = pXSector->data;
actDamageSprite(nSprite, &sprite[nSprite], DAMAGE_TYPE_0, nDamage<<4);
a2 = ClipRange(a2-(vbp/2)*4, 0, 65536);
}
}
}
else if (nSprite >= 0 && a2 < pXSector->busy)
{
spritetype *pSprite = &sprite[nSprite];
dassert(pSprite->extra > 0 && pSprite->extra < kMaxXSprites);
XSPRITE *pXSprite = &xsprite[pSprite->extra];
if (pXSector->at1c_0 > pXSector->at20_0 || pXSector->at24_0 < pXSector->at28_0)
{
if (pXSector->interruptable)
{
if (pXSector->Crush)
{
if (pXSprite->health <= 0)
return 2;
int nDamage;
if (pXSector->data == 0)
nDamage = 500;
else
nDamage = pXSector->data;
actDamageSprite(nSprite, &sprite[nSprite], DAMAGE_TYPE_0, nDamage<<4);
}
a2 = ClipRange(a2+(vbp/2)*4, 0, 65536);
}
else if (pXSector->Crush && pXSprite->health > 0)
{
int nDamage;
if (pXSector->data == 0)
nDamage = 500;
else
nDamage = pXSector->data;
actDamageSprite(nSprite, &sprite[nSprite], DAMAGE_TYPE_0, nDamage<<4);
a2 = ClipRange(a2+(vbp/2)*4, 0, 65536);
}
}
}
int nWave;
if (pXSector->busy < a2)
nWave = pXSector->at7_2;
else
nWave = pXSector->at7_5;
ZTranslateSector(nSector, pXSector, a2, nWave);
pXSector->busy = a2;
if (pXSector->command == 5 && pXSector->txID)
evSend(nSector, 6, pXSector->txID, COMMAND_ID_5);
if ((a2&0xffff) == 0)
{
SetSectorState(nSector, pXSector, a2>>16);
SectorEndSound(nSector, a2>>16);
return 3;
}
return 0;
}
int HDoorBusy(unsigned int nSector, unsigned int a2)
{
dassert(nSector < (unsigned int)numsectors);
sectortype *pSector = &sector[nSector];
int nXSector = pSector->extra;
dassert(nXSector > 0 && nXSector < kMaxXSectors);
XSECTOR *pXSector = &xsector[nXSector];
int nWave;
if (pXSector->busy < a2)
nWave = pXSector->at7_2;
else
nWave = pXSector->at7_5;
spritetype *pSprite1 = &sprite[pXSector->at2c_0];
spritetype *pSprite2 = &sprite[pXSector->at2e_0];
TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->lotag == 616);
ZTranslateSector(nSector, pXSector, a2, nWave);
pXSector->busy = a2;
if (pXSector->command == 5 && pXSector->txID)
evSend(nSector, 6, pXSector->txID, COMMAND_ID_5);
if ((a2&0xffff) == 0)
{
SetSectorState(nSector, pXSector, a2>>16);
SectorEndSound(nSector, a2>>16);
return 3;
}
return 0;
}
int RDoorBusy(unsigned int nSector, unsigned int a2)
{
dassert(nSector < (unsigned int)numsectors);
sectortype *pSector = &sector[nSector];
int nXSector = pSector->extra;
dassert(nXSector > 0 && nXSector < kMaxXSectors);
XSECTOR *pXSector = &xsector[nXSector];
int nWave;
if (pXSector->busy < a2)
nWave = pXSector->at7_2;
else
nWave = pXSector->at7_5;
spritetype *pSprite = &sprite[pXSector->at2c_0];
TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite->x, pSprite->y, 0, pSprite->x, pSprite->y, pSprite->ang, pSector->lotag == 617);
ZTranslateSector(nSector, pXSector, a2, nWave);
pXSector->busy = a2;
if (pXSector->command == 5 && pXSector->txID)
evSend(nSector, 6, pXSector->txID, COMMAND_ID_5);
if ((a2&0xffff) == 0)
{
SetSectorState(nSector, pXSector, a2>>16);
SectorEndSound(nSector, a2>>16);
return 3;
}
return 0;
}
int StepRotateBusy(unsigned int nSector, unsigned int a2)
{
dassert(nSector < (unsigned int)numsectors);
sectortype *pSector = &sector[nSector];
int nXSector = pSector->extra;
dassert(nXSector > 0 && nXSector < kMaxXSectors);
XSECTOR *pXSector = &xsector[nXSector];
spritetype *pSprite = &sprite[pXSector->at2c_0];
int vbp;
if (pXSector->busy < a2)
{
vbp = pXSector->data+pSprite->ang;
int nWave = pXSector->at7_2;
TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite->x, pSprite->y, pXSector->data, pSprite->x, pSprite->y, vbp, 1);
}
else
{
vbp = pXSector->data-pSprite->ang;
int nWave = pXSector->at7_5;
TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite->x, pSprite->y, vbp, pSprite->x, pSprite->y, pXSector->data, 1);
}
pXSector->busy = a2;
if (pXSector->command == 5 && pXSector->txID)
evSend(nSector, 6, pXSector->txID, COMMAND_ID_5);
if ((a2&0xffff) == 0)
{
SetSectorState(nSector, pXSector, a2>>16);
SectorEndSound(nSector, a2>>16);
pXSector->data = vbp&2047;
return 3;
}
return 0;
}
int GenSectorBusy(unsigned int nSector, unsigned int a2)
{
dassert(nSector < (unsigned int)numsectors);
sectortype *pSector = &sector[nSector];
int nXSector = pSector->extra;
dassert(nXSector > 0 && nXSector < kMaxXSectors);
XSECTOR *pXSector = &xsector[nXSector];
pXSector->busy = a2;
if (pXSector->command == 5 && pXSector->txID)
evSend(nSector, 6, pXSector->txID, COMMAND_ID_5);
if ((a2&0xffff) == 0)
{
SetSectorState(nSector, pXSector, a2>>16);
SectorEndSound(nSector, a2>>16);
return 3;
}
return 0;
}
int PathBusy(unsigned int nSector, unsigned int a2)
{
dassert(nSector < (unsigned int)numsectors);
sectortype *pSector = &sector[nSector];
int nXSector = pSector->extra;
dassert(nXSector > 0 && nXSector < kMaxXSectors);
XSECTOR *pXSector = &xsector[nXSector];
spritetype *pSprite = &sprite[basePath[nSector]];
spritetype *pSprite1 = &sprite[pXSector->at2c_0];
XSPRITE *pXSprite1 = &xsprite[pSprite1->extra];
spritetype *pSprite2 = &sprite[pXSector->at2e_0];
XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
int nWave = pXSprite1->wave;
TranslateSector(nSector, GetWaveValue(pXSector->busy, nWave), GetWaveValue(a2, nWave), pSprite->x, pSprite->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, 1);
ZTranslateSector(nSector, pXSector, a2, nWave);
pXSector->busy = a2;
if ((a2&0xffff) == 0)
{
evPost(nSector, 6, (120*pXSprite2->waitTime)/10, COMMAND_ID_1);
pXSector->state = 0;
pXSector->busy = 0;
if (pXSprite1->data4)
PathSound(nSector, pXSprite1->data4);
pXSector->at2c_0 = pXSector->at2e_0;
pXSector->data = pXSprite2->data1;
return 3;
}
return 0;
}
void OperateDoor(unsigned int nSector, XSECTOR *pXSector, EVENT a3, BUSYID a4)
{
switch (a3.cmd)
{
case 0:
if (pXSector->busy)
{
AddBusy(nSector, a4, -65536/ClipLow((pXSector->busyTimeB*120)/10, 1));
SectorStartSound(nSector, 1);
}
break;
case 1:
if (pXSector->busy != 0x10000)
{
AddBusy(nSector, a4, 65536/ClipLow((pXSector->busyTimeA*120)/10, 1));
SectorStartSound(nSector, 0);
}
break;
default:
if (pXSector->busy&0xffff)
{
if (pXSector->interruptable)
{
ReverseBusy(nSector, a4);
pXSector->state = !pXSector->state;
}
}
else
{
char t = !pXSector->state;
int nDelta;
if (t)
nDelta = 65536/ClipLow((pXSector->busyTimeA*120)/10, 1);
else
nDelta = -65536/ClipLow((pXSector->busyTimeB*120)/10, 1);
AddBusy(nSector, a4, nDelta);
SectorStartSound(nSector, pXSector->state);
}
break;
}
}
char SectorContainsDudes(int nSector)
{
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
{
if (sprite[nSprite].statnum == 6)
return 1;
}
return 0;
}
void TeleFrag(int nKiller, int nSector)
{
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->statnum == 6)
actDamageSprite(nKiller, pSprite, DAMAGE_TYPE_3, 4000);
else if (pSprite->statnum == 4)
actDamageSprite(nKiller, pSprite, DAMAGE_TYPE_3, 4000);
}
}
void OperateTeleport(unsigned int nSector, XSECTOR *pXSector)
{
dassert(nSector < (unsigned int)numsectors);
int nDest = pXSector->at2c_0;
dassert(nDest < kMaxSprites);
spritetype *pDest = &sprite[nDest];
dassert(pDest->statnum == kStatMarker);
dassert(pDest->type == kMarkerWarpDest);
dassert(pDest->sectnum >= 0 && pDest->sectnum < kMaxSectors);
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->statnum == 6)
{
PLAYER *pPlayer;
char bPlayer = IsPlayerSprite(pSprite);
if (bPlayer)
pPlayer = &gPlayer[pSprite->type-kDudePlayer1];
else
pPlayer = NULL;
if (bPlayer || !SectorContainsDudes(pDest->sectnum))
{
if (!(gGameOptions.uNetGameFlags&2))
TeleFrag(pXSector->data, pDest->sectnum);
pSprite->x = pDest->x;
pSprite->y = pDest->y;
pSprite->z += sector[pDest->sectnum].floorz-sector[nSector].floorz;
pSprite->ang = pDest->ang;
ChangeSpriteSect(nSprite, pDest->sectnum);
sfxPlay3DSound(pDest, 201, -1, 0);
xvel[nSprite] = yvel[nSprite] = zvel[nSprite] = 0;
ClearBitString(gInterpolateSprite, nSprite);
viewBackupSpriteLoc(nSprite, pSprite);
if (pPlayer)
{
playerResetInertia(pPlayer);
pPlayer->at6b = pPlayer->at73 = 0;
}
}
}
}
}
void OperatePath(unsigned int nSector, XSECTOR *pXSector, EVENT a3)
{
int nSprite;
spritetype *pSprite = NULL;
XSPRITE *pXSprite;
dassert(nSector < (unsigned int)numsectors);
spritetype *pSprite2 = &sprite[pXSector->at2c_0];
XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
int nId = pXSprite2->data2;
for (nSprite = headspritestat[16]; nSprite >= 0; nSprite = nextspritestat[nSprite])
{
pSprite = &sprite[nSprite];
if (pSprite->type == 15)
{
pXSprite = &xsprite[pSprite->extra];
if (pXSprite->data1 == nId)
break;
}
}
// by NoOne: trigger marker after it gets reached
if (pXSprite2->state != 1)
trTriggerSprite(pSprite2->xvel, pXSprite2, COMMAND_ID_1);
if (nSprite < 0)
ThrowError("Unable to find path marker with id #%d", nId);
pXSector->at2e_0 = nSprite;
pXSector->at24_0 = pSprite2->z;
pXSector->at28_0 = pSprite->z;
switch (a3.cmd)
{
case 1:
pXSector->state = 0;
pXSector->busy = 0;
AddBusy(nSector, BUSYID_7, 65536/ClipLow((120*pXSprite2->busyTime)/10,1));
if (pXSprite2->data3)
PathSound(nSector, pXSprite2->data3);
break;
}
}
void OperateSector(unsigned int nSector, XSECTOR *pXSector, EVENT a3)
{
dassert(nSector < (unsigned int)numsectors);
sectortype *pSector = &sector[nSector];
switch (a3.cmd)
{
case 6:
pXSector->locked = 1;
break;
case 7:
pXSector->locked = 0;
// By NoOne: reset counter sector state and make it work again after unlock, so it can be used again.
// See callback.cpp for more info.
if (pSector->lotag == kSecCounter) {
pXSector->state = 0;
evPost(nSector, 6, 0, CALLBACK_ID_12);
}
break;
case 8:
pXSector->locked ^= 1;
// same as above...
if (pSector->lotag == kSecCounter && pXSector->locked != 1) {
pXSector->state = 0;
evPost(nSector, 6, 0, CALLBACK_ID_12);
}
break;
case 9:
pXSector->at1b_2 = 0;
pXSector->at1b_3 = 1;
break;
case 10:
pXSector->at1b_2 = 1;
pXSector->at1b_3 = 0;
break;
case 11:
pXSector->at1b_2 = 1;
pXSector->at1b_3 = 1;
break;
default:
switch (pSector->lotag)
{
case 602:
OperateDoor(nSector, pXSector, a3, BUSYID_1);
break;
case 600:
OperateDoor(nSector, pXSector, a3, BUSYID_2);
break;
case 614:
case 616:
OperateDoor(nSector, pXSector, a3, BUSYID_3);
break;
case 615:
case 617:
OperateDoor(nSector, pXSector, a3, BUSYID_4);
break;
case 613:
switch (a3.cmd)
{
case 1:
pXSector->state = 0;
pXSector->busy = 0;
AddBusy(nSector, BUSYID_5, 65536/ClipLow((120*pXSector->busyTimeA)/10, 1));
SectorStartSound(nSector, 0);
break;
case 0:
pXSector->state = 1;
pXSector->busy = 65536;
AddBusy(nSector, BUSYID_5, -65536/ClipLow((120*pXSector->busyTimeB)/10, 1));
SectorStartSound(nSector, 1);
break;
}
break;
case 604:
OperateTeleport(nSector, pXSector);
break;
case 612:
OperatePath(nSector, pXSector, a3);
break;
default:
if (pXSector->busyTimeA || pXSector->busyTimeB)
OperateDoor(nSector, pXSector, a3, BUSYID_6);
else
{
switch (a3.cmd)
{
case 0:
SetSectorState(nSector, pXSector, 0);
break;
case 1:
SetSectorState(nSector, pXSector, 1);
break;
default:
SetSectorState(nSector, pXSector, pXSector->state^1);
break;
}
}
break;
}
break;
}
}
void InitPath(unsigned int nSector, XSECTOR *pXSector)
{
int nSprite;
spritetype *pSprite;
XSPRITE *pXSprite;
dassert(nSector < (unsigned int)numsectors);
int nId = pXSector->data;
for (nSprite = headspritestat[16]; nSprite >= 0; nSprite = nextspritestat[nSprite])
{
pSprite = &sprite[nSprite];
if (pSprite->type == 15)
{
pXSprite = &xsprite[pSprite->extra];
if (pXSprite->data1 == nId)
break;
}
}
if (nSprite < 0)
ThrowError("Unable to find path marker with id #%d", nId);
pXSector->at2c_0 = nSprite;
basePath[nSector] = nSprite;
if (pXSector->state)
evPost(nSector, 6, 0, COMMAND_ID_1);
}
void LinkSector(int nSector, XSECTOR *pXSector, EVENT a3)
{
sectortype *pSector = &sector[nSector];
int nBusy = GetSourceBusy(a3);
switch (pSector->lotag)
{
case 602:
VSpriteBusy(nSector, nBusy);
break;
case 600:
VDoorBusy(nSector, nBusy);
break;
case 614:
case 616:
HDoorBusy(nSector, nBusy);
break;
case 615:
case 617:
RDoorBusy(nSector, nBusy);
break;
/* By NoOne: add link support for counter sectors so they can change necessary type and count of types*/
case kSecCounter:
{
int nXIndex;
nXIndex = sector[a3.index].extra;
XSECTOR* pXSector2 = &xsector[nXIndex];
pXSector->waitTimeA = pXSector2->waitTimeA;
pXSector->data = pXSector2->data;
break;
}
default:
pXSector->busy = nBusy;
if ((pXSector->busy&0xffff) == 0)
SetSectorState(nSector, pXSector, nBusy>>16);
break;
}
}
void LinkSprite(int nSprite, XSPRITE *pXSprite, EVENT a3)
{
spritetype *pSprite = &sprite[nSprite];
int nBusy = GetSourceBusy(a3);
switch (pSprite->type)
{
//By NoOne: these can be linked too now, so it's possible to change palette, underwater status and more...
case kMarkerLowWater:
case kMarkerUpWater:
case kMarkerUpGoo:
case kMarkerLowGoo:
case kMarkerUpLink:
case kMarkerLowLink:
case kMarkerUpStack:
case kMarkerLowStack:
{
if (a3.type != 3) break;
spritetype *pSprite2 = &sprite[a3.index];
if (pSprite2->extra < 0) break;
XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
// Only lower to lower and upper to upper linking allowed.
switch (pSprite->type) {
case kMarkerLowWater:
case kMarkerLowLink:
case kMarkerLowStack:
case kMarkerLowGoo:
switch (pSprite2->type) {
case kMarkerLowWater:
case kMarkerLowLink:
case kMarkerLowStack:
case kMarkerLowGoo:
break;
default:
return;
}
break;
case kMarkerUpWater:
case kMarkerUpLink:
case kMarkerUpStack:
case kMarkerUpGoo:
switch (pSprite2->type) {
case kMarkerUpWater:
case kMarkerUpLink:
case kMarkerUpStack:
case kMarkerUpGoo:
break;
default:
return;
}
break;
}
// swap link location
/*short tmp1 = pXSprite2.data1;*/
/*pXSprite2.data1 = pXSprite.data1;*/
/*pXSprite.data1 = tmp1;*/
if (pXSprite->data2 < kMaxPAL && pXSprite2->data2 < kMaxPAL)
{
// swap medium
int tmp2 = pXSprite2->data2;
pXSprite2->data2 = pXSprite->data2;
pXSprite->data2 = tmp2;
}
// swap link type // swap link owners (sectors)
short tmp3 = pSprite2->type; //short tmp7 = pSprite2.owner;
pSprite2->type = pSprite->type; //pSprite2.owner = pSprite.owner;
pSprite->type = tmp3; //pSprite.owner = tmp7;
// Deal with linked sectors
sectortype *pSector = &sector[pSprite->sectnum];
sectortype *pSector2 = &sector[pSprite2->sectnum];
// Check for underwater
XSECTOR *pXSector = NULL; XSECTOR *pXSector2 = NULL;
if (pSector->extra > 0) pXSector = &xsector[pSector->extra];
if (pSector2->extra > 0) pXSector2 = &xsector[pSector2->extra];
if (pXSector != NULL && pXSector2 != NULL) {
bool tmp6 = pXSector->Underwater;
pXSector->Underwater = pXSector2->Underwater;
pXSector2->Underwater = tmp6;
}
// optionally swap floorpic
if (pXSprite2->data3 == 1) {
short tmp4 = pSector->floorpicnum;
pSector->floorpicnum = pSector2->floorpicnum;
pSector2->floorpicnum = tmp4;
}
// optionally swap ceilpic
if (pXSprite2->data4 == 1) {
short tmp5 = pSector->ceilingpicnum;
pSector->ceilingpicnum = pSector2->ceilingpicnum;
pSector2->ceilingpicnum = tmp5;
}
}
break;
// By NoOne: add a way to link between path markers, so path sectors can change their path on the fly.
case kMarkerPath:
{
// only path marker to path marker link allowed
if (a3.type == 3)
{
int nXSprite2 = sprite[a3.index].extra;
// get master path marker data fields
pXSprite->data1 = xsprite[nXSprite2].data1;
pXSprite->data2 = xsprite[nXSprite2].data2;
pXSprite->data3 = xsprite[nXSprite2].data3; // include soundId(?)
// get master path marker busy and wait times
pXSprite->busyTime = xsprite[nXSprite2].busyTime;
pXSprite->waitTime = xsprite[nXSprite2].waitTime;
}
}
break;
case kSwitchCombo:
{
if (a3.type == 3)
{
int nSprite2 = a3.index;
int nXSprite2 = sprite[nSprite2].extra;
dassert(nXSprite2 > 0 && nXSprite2 < kMaxXSprites);
pXSprite->data1 = xsprite[nXSprite2].data1;
if (pXSprite->data1 == pXSprite->data2)
SetSpriteState(nSprite, pXSprite, 1);
else
SetSpriteState(nSprite, pXSprite, 0);
}
}
break;
default:
{
pXSprite->busy = nBusy;
if ((pXSprite->busy & 0xffff) == 0)
SetSpriteState(nSprite, pXSprite, nBusy >> 16);
}
break;
}
}
void LinkWall(int nWall, XWALL *pXWall, EVENT a3)
{
int nBusy = GetSourceBusy(a3);
pXWall->busy = nBusy;
if ((pXWall->busy & 0xffff) == 0)
SetWallState(nWall, pXWall, nBusy>>16);
}
void trTriggerSector(unsigned int nSector, XSECTOR *pXSector, int a3)
{
dassert(nSector < (unsigned int)numsectors);
if (!pXSector->locked && !pXSector->at16_6)
{
if (pXSector->triggerOnce)
pXSector->at16_6 = 1;
if (pXSector->decoupled)
{
if (pXSector->txID)
evSend(nSector, 6, pXSector->txID, (COMMAND_ID)pXSector->command);
}
else
{
EVENT evnt;
evnt.cmd = a3;
OperateSector(nSector, pXSector, evnt);
}
}
}
void trMessageSector(unsigned int nSector, EVENT a2)
{
dassert(nSector < (unsigned int)numsectors);
dassert(sector[nSector].extra > 0 && sector[nSector].extra < kMaxXSectors);
int nXSector = sector[nSector].extra;
XSECTOR *pXSector = &xsector[nXSector];
if (!pXSector->locked || a2.cmd == 7 || a2.cmd == 8)
{
if (a2.cmd == 5)
LinkSector(nSector, pXSector, a2);
else if (a2.cmd == kGDXCommandPaste)
pastePropertiesInObj(6, nSector, a2);
else
OperateSector(nSector, pXSector, a2);
}
}
void trTriggerWall(unsigned int nWall, XWALL *pXWall, int a3)
{
dassert(nWall < (unsigned int)numwalls);
if (!pXWall->locked && !pXWall->isTriggered)
{
if (pXWall->triggerOnce)
pXWall->isTriggered = 1;
if (pXWall->decoupled)
{
if (pXWall->txID)
evSend(nWall, 0, pXWall->txID, (COMMAND_ID)pXWall->command);
}
else
{
EVENT evnt;
evnt.cmd = a3;
OperateWall(nWall, pXWall, evnt);
}
}
}
void trMessageWall(unsigned int nWall, EVENT a2)
{
dassert(nWall < (unsigned int)numwalls);
dassert(wall[nWall].extra > 0 && wall[nWall].extra < kMaxXWalls);
int nXWall = wall[nWall].extra;
XWALL *pXWall = &xwall[nXWall];
if (!pXWall->locked || a2.cmd == 7 || a2.cmd == 8)
{
if (a2.cmd == 5)
LinkWall(nWall, pXWall, a2);
else if (a2.cmd == kGDXCommandPaste)
pastePropertiesInObj(0, nWall, a2);
else
OperateWall(nWall, pXWall, a2);
}
}
void trTriggerSprite(unsigned int nSprite, XSPRITE *pXSprite, int a3)
{
if (!pXSprite->locked && !pXSprite->isTriggered)
{
if (pXSprite->triggerOnce)
pXSprite->isTriggered = 1;
if (pXSprite->Decoupled)
{
if (pXSprite->txID)
evSend(nSprite, 3, pXSprite->txID, (COMMAND_ID)pXSprite->command);
}
else
{
EVENT evnt;
evnt.cmd = a3;
OperateSprite(nSprite, pXSprite, evnt);
}
}
}
void trMessageSprite(unsigned int nSprite, EVENT a2)
{
if (sprite[nSprite].statnum == kStatFree)
return;
int nXSprite = sprite[nSprite].extra;
XSPRITE *pXSprite = &xsprite[nXSprite];
if (!pXSprite->locked || a2.cmd == 7 || a2.cmd == 8)
{
if (a2.cmd == 5)
LinkSprite(nSprite, pXSprite, a2);
else if (a2.cmd == kGDXCommandPaste)
pastePropertiesInObj(3, nSprite, a2);
else
OperateSprite(nSprite, pXSprite, a2);
}
}
bool valueIsBetween(int val, int min, int max) {
return (val > min && val < max);
}
// By NoOne: this function used by various new GDX types.
void pastePropertiesInObj(int type, int nDest, EVENT event) {
if (event.type != 3) return;
spritetype* pSource = &sprite[event.index];
if (pSource->extra < 0) return;
XSPRITE* pXSource = &xsprite[pSource->extra];
switch (type) {
case 6:
if (sector[nDest].extra < 0) return;
break;
case 0:
if (wall[nDest].extra < 0) return;
break;
case 3:
if (sprite[nDest].extra < 0) return;
break;
default:
return;
}
if (pSource->type == kModernConcussSprite) {
/* - Concussing any physics affected sprite with give strength - */
if (type != 3) return;
else if ((sprite[nDest].hitag & kPhysMove) || (sprite[nDest].hitag & kPhysGravity) || isDebris(nDest))
useConcussSprite(pXSource, &sprite[nDest]);
return;
} else if (pSource->type == kMarkerWarpDest) {
/* - Allows teleport any sprite from any location to the source destination - */
useTeleportTarget(pXSource, &sprite[nDest]);
return;
} else if (pSource->type == kGDXSpriteDamager) {
/* - damages xsprite via TX ID - */
if (type != 3) return;
else if (xsprite[sprite[nDest].extra].health > 0) useSpriteDamager(pXSource, &sprite[nDest]);
return;
} if (pSource->type == kGDXEffectSpawner) {
/* - Effect Spawner can spawn any effect passed in data2 on it's or txID sprite - */
if (pXSource->data2 < 0 || pXSource->data2 >= kFXMax) return;
else if (type == 3) useEffectGen(pXSource, &sprite[nDest]);
return;
}
else if (pSource->type == kGDXSeqSpawner) {
/* - SEQ Spawner takes data2 as SEQ ID and spawns it on it's or TX ID sprite - */
if (pXSource->data2 > 0 && !gSysRes.Lookup(pXSource->data2, "SEQ")) return;
useSeqSpawnerGen(pXSource, type, nDest);
return;
}
else if (pSource->type == kGDXWindGenerator) {
/* - Wind generator via TX or for current sector if TX ID not specified - */
/* - sprite.ang = sector wind direction - */
/* - data1 = randomness settings - */
/* - 0: no randomness - */
/* - 1: randomize wind velocity in data2 - */
/* - 2: randomize current generator sprite angle - */
/* - 3: randomize both wind velocity and sprite angle - */
/* - data2 = wind velocity - */
/* - data3 = enable panning according current wind speed and direction - */
/* - data4 = pan floor and ceiling settings - */
/* - 0: use sector pan settings - */
/* - 1: pan only floor - */
/* - 2: pan only ceiling - */
/* - 3: pan both - */
/* - hi-tag = 1: force windAlways and panAlways - */
if (pXSource->data2 < 0) return;
else if (type == 6) useSectorWindGen(pXSource, &sector[nDest]);
return;
} else if (pSource->type == kGDXObjDataAccumulator) {
/* - Object Data Accumulator allows to perform sum and sub operations in data fields of object - */
/* - data1 = destination data index - */
/* - data2 = min value - */
/* - data3 = max value - */
/* - data4 = step value - */
/* - min > max = sub, min < max = sum - */
/* - hitag: 0 = force OFF if goal value was reached for all objects - */
/* - hitag: 2 = force swap min and max if goal value was reached - */
/* - hitag: 3 = force reset counter - */
int data = getDataFieldOfObject(type, nDest, pXSource->data1);
if (data == -65535) return;
if (pXSource->data2 < pXSource->data3) {
if (data < pXSource->data2) data = pXSource->data2;
if (data > pXSource->data3) data = pXSource->data3;
if ((data += pXSource->data4) >= pXSource->data3) {
switch (pSource->hitag) {
case kModernTypeFlag0:
case kModernTypeFlag1:
if (data > pXSource->data3) data = pXSource->data3;
break;
case kModernTypeFlag2: {
if (data > pXSource->data3) data = pXSource->data3;
if (!goalValueIsReached(pXSource)) break;
short tmp = pXSource->data3;
pXSource->data3 = pXSource->data2;
pXSource->data2 = tmp;
}
break;
case kModernTypeFlag3:
if (data > pXSource->data3) data = pXSource->data2;
break;
}
}
} else if (pXSource->data2 > pXSource->data3) {
if (data > pXSource->data2) data = pXSource->data2;
if (data < pXSource->data3) data = pXSource->data3;
if ((data -= pXSource->data4) <= pXSource->data3) {
switch (pSource->hitag) {
case kModernTypeFlag0:
case kModernTypeFlag1:
if (data < pXSource->data3) data = pXSource->data3;
break;
case kModernTypeFlag2: {
if (data < pXSource->data3) data = pXSource->data3;
if (!goalValueIsReached(pXSource)) break;
short tmp = pXSource->data3;
pXSource->data3 = pXSource->data2;
pXSource->data2 = tmp;
}
break;
case kModernTypeFlag3:
if (data < pXSource->data3) data = pXSource->data2;
break;
}
}
}
setDataValueOfObject(type, nDest, pXSource->data1, data);
return;
} else if (pSource->type == kGDXObjDataChanger) {
/* - Data field changer via TX - */
/* - data1 = sprite data1 / sector data / wall data - */
/* - data2 = sprite data2 - */
/* - data3 = sprite data3 - */
/* - data4 = sprite data4 - */
/* - hitag: 1 = treat "ignore value" as actual value - */
switch (type) {
case 6:
if ((pSource->hitag & kModernTypeFlag1) || (pXSource->data1 != -1 && pXSource->data1 != 32767))
setDataValueOfObject(type, nDest, 1, pXSource->data1);
break;
case 3:
if ((pSource->hitag & kModernTypeFlag1) || (pXSource->data1 != -1 && pXSource->data1 != 32767))
setDataValueOfObject(type, nDest, 1, pXSource->data1);
if ((pSource->hitag & kModernTypeFlag1) || (pXSource->data2 != -1 && pXSource->data2 != 32767))
setDataValueOfObject(type, nDest, 2, pXSource->data2);
if ((pSource->hitag & kModernTypeFlag1) || (pXSource->data3 != -1 && pXSource->data3 != 32767))
setDataValueOfObject(type, nDest, 3, pXSource->data3);
if ((pSource->hitag & kModernTypeFlag1) || (pXSource->data4 != -1 && pXSource->data1 != 65535))
setDataValueOfObject(type, nDest, 4, pXSource->data4);
break;
case 0:
if ((pSource->hitag & kModernTypeFlag1) || (pXSource->data1 != -1 && pXSource->data1 != 32767))
setDataValueOfObject(type, nDest, 1, pXSource->data1);
break;
}
} else if (pSource->type == kGDXSectorFXChanger) {
/* - FX Wave changer for sector via TX - */
/* - data1 = Wave - */
/* - data2 = Amplitude - */
/* - data3 = Freq - */
/* - data4 = Phase - */
if (type != 6) return;
XSECTOR* pXSector = &xsector[sector[nDest].extra];
if (valueIsBetween(pXSource->data1, -1, 32767))
pXSector->wave = (pXSource->data1 > 11) ? 11 : pXSource->data1;
int oldAmplitude = pXSector->amplitude;
if (pXSource->data2 >= 0) pXSector->amplitude = (pXSource->data2 > 127) ? 127 : pXSource->data2;
else if (pXSource->data2 < -1) pXSector->amplitude = (pXSource->data2 < -127) ? -127 : pXSource->data2;
if (valueIsBetween(pXSource->data3, -1, 32767))
pXSector->freq = (pXSource->data3 > 255) ? 255 : pXSource->data3;
if (valueIsBetween(pXSource->data4, -1, 65535))
pXSector->phase = (pXSource->data4 > 255) ? 255 : pXSource->data4;
// force shadeAlways
if (pSource->hitag & kModernTypeFlag1)
pXSector->shadeAlways = true;
// add to shadeList if amplitude was set to 0 previously
if (oldAmplitude == 0 && pXSector->amplitude != 0 && shadeCount < kMaxXSectors) {
bool found = false;
for (int i = 0; i < shadeCount; i++) {
if (shadeList[i] != sector[nDest].extra) continue;
found = true;
break;
}
if (!found)
shadeList[shadeCount++] = sector[nDest].extra;
}
} else if (pSource->type == kGDXDudeTargetChanger) {
/* - Target changer for dudes via TX - */
/* - data1 = target dude data1 value (can be zero) - */
/* 666: attack everyone, even if data1 id does not fit, except mates (if any) - */
/* - data2 = 0: AI deathmatch mode - */
/* 1: AI team deathmatch mode - */
/* - data3 = 0: do not force target to fight dude back and *do not* awake some inactive monsters in sight - */
/* 1: force target to fight dude back and *do not* awake some inactive monsters in sight - */
/* 2: force target to fight dude back and awake some inactive monsters in sight - */
/* - data4 = 0: do not ignore player(s) (even if enough targets in sight) - */
/* 1: try to ignore player(s) (while enough targets in sight) - */
/* 2: ignore player(s) (attack only when no targets in sight at all) - */
/* 3: go to idle state if no targets in sight and ignore player(s) always - */
/* 4: follow player(s) when no targets in sight, attack targets if any in sight - */
if (type != 3 || !IsDudeSprite(&sprite[nDest]) || sprite[nDest].statnum != 6) return;
spritetype* pSprite = &sprite[nDest]; XSPRITE* pXSprite = &xsprite[pSprite->extra];
spritetype* pTarget = NULL; XSPRITE* pXTarget = NULL; int receiveHp = 33 + Random(33);
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->lotag - kDudeBase]; int matesPerEnemy = 1;
// dude is burning?
if (pXSprite->burnTime > 0 && pXSprite->burnSource >= 0 && pXSprite->burnSource < kMaxSprites) {
if (!IsBurningDude(pSprite))
{
spritetype* pBurnSource = &sprite[pXSprite->burnSource];
if (pBurnSource->extra >= 0) {
if (pXSource->data2 == 1 && isMateOf(pXSprite, &xsprite[pBurnSource->extra])) {
pXSprite->burnTime = 0;
// heal dude a bit in case of friendly fire
if (pXSprite->data4 > 0 && pXSprite->health < pXSprite->data4)
actHealDude(pXSprite, receiveHp, pXSprite->data4);
else if (pXSprite->health < pDudeInfo->startHealth)
actHealDude(pXSprite, receiveHp, pDudeInfo->startHealth);
}
else if (xsprite[pBurnSource->extra].health <= 0) {
pXSprite->burnTime = 0;
}
}
}
else {
actKillDude(pSource->xvel, pSprite, DAMAGE_TYPE_0, 65535);
return;
}
}
spritetype* pPlayer = targetIsPlayer(pXSprite);
// special handling for player(s) if target changer data4 > 2.
if (pPlayer != NULL) {
if (pXSource->data4 == 3) {
aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z);
aiSetGenIdleState(pSprite, pXSprite);
if (pSprite->lotag == kCustomDude)
removeLeech(leechIsDropped(pSprite));
}
else if (pXSource->data4 == 4) {
aiSetTarget(pXSprite, pPlayer->x, pPlayer->y, pPlayer->z);
if (pSprite->lotag == kCustomDude)
removeLeech(leechIsDropped(pSprite));
}
}
int maxAlarmDudes = 8 + Random(8);
if (pXSprite->target > -1 && sprite[pXSprite->target].extra > -1 && pPlayer == NULL) {
pTarget = &sprite[pXSprite->target]; pXTarget = &xsprite[pTarget->extra];
if (unitCanFly(pSprite) && isMeleeUnit(pTarget) && !unitCanFly(pTarget))
pSprite->hitag |= 0x0002;
else if (unitCanFly(pSprite))
pSprite->hitag &= ~0x0002;
if (!IsDudeSprite(pTarget) || pXTarget->health < 1 || !dudeCanSeeTarget(pXSprite, pDudeInfo, pTarget)) {
aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z);
}
// dude attack or attacked by target that does not fit by data id?
else if (pXSource->data1 != 666 && pXTarget->data1 != pXSource->data1) {
if (affectedByTargetChg(pXTarget)) {
// force stop attack target
aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z);
if (pXSprite->burnSource == pTarget->xvel) {
pXSprite->burnTime = 0;
pXSprite->burnSource = -1;
}
// force stop attack dude
aiSetTarget(pXTarget, pTarget->x, pTarget->y, pTarget->z);
if (pXTarget->burnSource == pSprite->xvel) {
pXTarget->burnTime = 0;
pXTarget->burnSource = -1;
}
}
}
// instantly kill annoying spiders, rats, hands etc if dude is big enough
else if (isAnnoyingUnit(pTarget) && !isAnnoyingUnit(pSprite) && tilesiz[pSprite->picnum].y >= 60 &&
getTargetDist(pSprite, pDudeInfo, pTarget) < 2) {
actKillDude(pSource->xvel, pTarget, DAMAGE_TYPE_0, 65535);
aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z);
}
else if (pXSource->data2 == 1 && isMateOf(pXSprite, pXTarget)) {
spritetype* pMate = pTarget; XSPRITE* pXMate = pXTarget;
// heal dude
if (pXSprite->data4 > 0 && pXSprite->health < pXSprite->data4)
actHealDude(pXSprite, receiveHp, pXSprite->data4);
else if (pXSprite->health < pDudeInfo->startHealth)
actHealDude(pXSprite, receiveHp, pDudeInfo->startHealth);
// heal mate
if (pXMate->data4 > 0 && pXMate->health < pXMate->data4)
actHealDude(pXMate, receiveHp, pXMate->data4);
else {
DUDEINFO* pTDudeInfo = &dudeInfo[pMate->lotag - kDudeBase];
if (pXMate->health < pTDudeInfo->startHealth)
actHealDude(pXMate, receiveHp, pTDudeInfo->startHealth);
}
if (pXMate->target > -1 && sprite[pXMate->target].extra >= 0) {
pTarget = &sprite[pXMate->target];
// force mate stop attack dude, if he does
if (pXMate->target == pSprite->xvel) {
aiSetTarget(pXMate, pMate->x, pMate->y, pMate->z);
}
else if (!isMateOf(pXSprite, &xsprite[pTarget->extra])) {
// force dude to attack same target that mate have
aiSetTarget(pXSprite, pTarget->xvel);
return;
}
else {
// force mate to stop attack another mate
aiSetTarget(pXMate, pMate->x, pMate->y, pMate->z);
}
}
// force dude stop attack mate, if target was not changed previously
if (pXSprite->target == pMate->xvel)
aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z);
}
// check if targets aims player then force this target to fight with dude
else if (targetIsPlayer(pXTarget) != NULL) {
aiSetTarget(pXTarget, pSprite->xvel);
}
int mDist = 3; if (isMeleeUnit(pSprite)) mDist = 2;
if (pXSprite->target >= 0 && getTargetDist(pSprite, pDudeInfo, &sprite[pXSprite->target]) < mDist) {
if (!isActive(pSprite->xvel)) aiActivateDude(pSprite, pXSprite);
return;
}
// lets try to look for target that fits better by distance
else if (((int)gFrameClock & 256) != 0 && (pXSprite->target < 0 || getTargetDist(pSprite, pDudeInfo, pTarget) >= mDist)) {
pTarget = getTargetInRange(pSprite, 0, mDist, pXSource->data1, pXSource->data2);
if (pTarget != NULL) {
pXTarget = &xsprite[pTarget->extra];
// Make prev target not aim in dude
if (pXSprite->target > -1) {
spritetype* prvTarget = &sprite[pXSprite->target];
aiSetTarget(&xsprite[prvTarget->extra], prvTarget->x, prvTarget->y, prvTarget->z);
if (!isActive(pTarget->xvel))
aiActivateDude(pTarget, pXTarget);
}
// Change target for dude
aiSetTarget(pXSprite, pTarget->xvel);
if (!isActive(pSprite->xvel))
aiActivateDude(pSprite, pXSprite);
// ...and change target of target to dude to force it fight
if (pXSource->data3 > 0 && pXTarget->target != pSprite->xvel) {
aiSetTarget(pXTarget, pSprite->xvel);
if (!isActive(pTarget->xvel))
aiActivateDude(pTarget, pXTarget);
}
return;
}
}
}
if ((pXSprite->target < 0 || pPlayer != NULL) && ((int)gFrameClock & 32) != 0) {
// try find first target that dude can see
for (int nSprite = headspritestat[6]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
pTarget = &sprite[nSprite]; pXTarget = &xsprite[pTarget->extra];
if (pXTarget->target == pSprite->xvel) {
aiSetTarget(pXSprite, pTarget->xvel);
return;
}
// skip non-dudes and players
if (!IsDudeSprite(pTarget) || (IsPlayerSprite(pTarget) && pXSource->data4 > 0) || pTarget->owner == pSprite->xvel) continue;
// avoid self aiming, those who dude can't see, and those who dude own
else if (!dudeCanSeeTarget(pXSprite, pDudeInfo, pTarget) || pSprite->xvel == pTarget->xvel) continue;
// if Target Changer have data1 = 666, everyone can be target, except AI team mates.
else if (pXSource->data1 != 666 && pXSource->data1 != pXTarget->data1) continue;
// don't attack immortal, burning dudes and mates
if (IsBurningDude(pTarget) || !IsKillableDude(pTarget) || (pXSource->data2 == 1 && isMateOf(pXSprite, pXTarget)))
continue;
if (pXSource->data2 == 0 || (pXSource->data2 == 1 && !isMatesHaveSameTarget(pXSprite, pTarget, matesPerEnemy))) {
// Change target for dude
aiSetTarget(pXSprite, pTarget->xvel);
if (!isActive(pSprite->xvel))
aiActivateDude(pSprite, pXSprite);
// ...and change target of target to dude to force it fight
if (pXSource->data3 > 0 && pXTarget->target != pSprite->xvel) {
aiSetTarget(pXTarget, pSprite->xvel);
if (!isActive(pTarget->xvel))
aiActivateDude(pTarget, pXTarget);
if (pXSource->data3 == 2)
disturbDudesInSight(pTarget, maxAlarmDudes);
}
return;
}
break;
}
}
// got no target - let's ask mates if they have targets
if ((pXSprite->target < 0 || pPlayer != NULL) && pXSource->data2 == 1 && ((int)gFrameClock & 64) != 0) {
spritetype* pMateTarget = NULL;
if ((pMateTarget = getMateTargets(pXSprite)) != NULL && pMateTarget->extra > 0) {
XSPRITE* pXMateTarget = &xsprite[pMateTarget->extra];
if (dudeCanSeeTarget(pXSprite, pDudeInfo, pMateTarget)) {
if (pXMateTarget->target < 0) {
aiSetTarget(pXMateTarget, pSprite->xvel);
if (IsDudeSprite(pMateTarget) && !isActive(pMateTarget->xvel))
aiActivateDude(pMateTarget, pXMateTarget);
}
aiSetTarget(pXSprite, pMateTarget->xvel);
if (!isActive(pSprite->xvel))
aiActivateDude(pSprite, pXSprite);
return;
// try walk in mate direction in case if not see the target
}
else if (pXMateTarget->target >= 0 && dudeCanSeeTarget(pXSprite, pDudeInfo, &sprite[pXMateTarget->target])) {
spritetype* pMate = &sprite[pXMateTarget->target];
pXSprite->target = pMateTarget->xvel;
pXSprite->targetX = pMate->x;
pXSprite->targetY = pMate->y;
pXSprite->targetZ = pMate->z;
if (!isActive(pSprite->xvel))
aiActivateDude(pSprite, pXSprite);
return;
}
}
}
} else if (pSource->type == kGDXObjSizeChanger) {
/* - size and pan changer of sprite/wall/sector via TX ID - */
/* - data1 = sprite xrepeat / wall xrepeat / floor xpan - */
/* - data2 = sprite yrepeat / wall yrepeat / floor ypan - */
/* - data3 = sprite xoffset / wall xoffset / ceil xpan - */
/* - data3 = sprite yoffset / wall yoffset / ceil ypan - */
if (pXSource->data1 > 255) pXSource->data1 = 255;
if (pXSource->data2 > 255) pXSource->data2 = 255;
if (pXSource->data3 > 255) pXSource->data3 = 255;
if (valueIsBetween(pXSource->data4, 255, 65535))
pXSource->data4 = 255;
switch (type) {
// for sectors
case 6:
if (valueIsBetween(pXSource->data1, -1, 32767))
sector[nDest].floorxpanning = pXSource->data1;
if (valueIsBetween(pXSource->data2, -1, 32767))
sector[nDest].floorypanning = pXSource->data2;
if (valueIsBetween(pXSource->data3, -1, 32767))
sector[nDest].ceilingxpanning = pXSource->data3;
if (valueIsBetween(pXSource->data4, -1, 65535))
sector[nDest].ceilingypanning = pXSource->data4;
break;
// for sprites
case 3:
if (valueIsBetween(pXSource->data1, -1, 32767)) {
if (pXSource->data1 < 1) sprite[nDest].xrepeat = 0;
else sprite[nDest].xrepeat = pXSource->data1;
}
if (valueIsBetween(pXSource->data2, -1, 32767)) {
if (pXSource->data2 < 1) sprite[nDest].yrepeat = 0;
else sprite[nDest].yrepeat = pXSource->data2;
}
if (valueIsBetween(pXSource->data3, -1, 32767))
sprite[nDest].xoffset = pXSource->data3;
if (valueIsBetween(pXSource->data4, -1, 65535))
sprite[nDest].yoffset = pXSource->data4;
break;
// for walls
case 0:
if (valueIsBetween(pXSource->data1, -1, 32767))
wall[nDest].xrepeat = pXSource->data1;
if (valueIsBetween(pXSource->data2, -1, 32767))
wall[nDest].yrepeat = pXSource->data2;
if (valueIsBetween(pXSource->data3, -1, 32767))
wall[nDest].xpanning = pXSource->data3;
if (valueIsBetween(pXSource->data4, -1, 65535))
wall[nDest].ypanning = pXSource->data4;
break;
}
} else if (pSource->type == kGDXObjPicnumChanger) {
/* - picnum changer can change picnum of sprite/wall/sector via TX ID - */
/* - data1 = sprite pic / wall pic / sector floor pic - */
/* - data2 = sprite shade / wall overpic / sector ceil pic - */
/* - data3 = sprite pal / wall pal / sector floor pic - */
switch (type) {
// for sectors
case 6:
{
if (valueIsBetween(pXSource->data1, -1, 32767))
sector[nDest].floorpicnum = pXSource->data1;
if (valueIsBetween(pXSource->data2, -1, 32767))
sector[nDest].ceilingpicnum = pXSource->data2;
XSECTOR *pXSector = &xsector[sector[nDest].extra];
if (valueIsBetween(pXSource->data3, -1, 32767)) {
sector[nDest].floorpal = pXSource->data3;
if (pSource->hitag & kModernTypeFlag1)
pXSector->floorpal = pXSource->data3;
}
if (valueIsBetween(pXSource->data4, -1, 65535)) {
sector[nDest].ceilingpal = pXSource->data4;
if (pSource->hitag & kModernTypeFlag1)
pXSector->ceilpal = pXSource->data4;
}
break;
}
// for sprites
case 3:
if (valueIsBetween(pXSource->data1, -1, 32767))
sprite[nDest].picnum = pXSource->data1;
if (pXSource->data2 >= 0) sprite[nDest].shade = (pXSource->data2 > 127) ? 127 : pXSource->data2;
else if (pXSource->data2 < -1) sprite[nDest].shade = (pXSource->data2 < -127) ? -127 : pXSource->data2;
if (valueIsBetween(pXSource->data3, -1, 32767))
sprite[nDest].pal = pXSource->data3;
break;
// for walls
case 0:
if (valueIsBetween(pXSource->data1, -1, 32767))
wall[nDest].picnum = pXSource->data1;
if (valueIsBetween(pXSource->data2, -1, 32767))
wall[nDest].overpicnum = pXSource->data2;
if (valueIsBetween(pXSource->data3, -1, 32767))
wall[nDest].pal = pXSource->data3;
break;
}
} else if (pSource->type == kGDXObjPropertiesChanger) {
/* - properties changer can change various properties of sprite/wall/sector via TX ID - */
/* - data1 = sector underwater status - */
/* - data2 = sector visibility - */
/* - data3 = sector ceiling cstat / sprite / wall hitag - */
/* - data4 = sector floor / sprite / wall cstat - */
int old = -1;
switch (type) {
// for sectors
case 6:
{
XSECTOR* pXSector = &xsector[sector[nDest].extra];
if (pXSource->data1 == 0) pXSector->Underwater = false;
else if (pXSource->data1 == 1) pXSector->Underwater = true;
else if (pXSource->data1 > 9) pXSector->Depth = 7;
else if (pXSource->data1 > 1) pXSector->Depth = pXSource->data1 - 2;
if (valueIsBetween(pXSource->data2, -1, 32767)) {
if (pXSource->data2 > 234) sector[nDest].visibility = 234;
else sector[nDest].visibility = pXSource->data2;
}
if (valueIsBetween(pXSource->data3, -1, 32767))
sector[nDest].ceilingstat = pXSource->data3;
if (valueIsBetween(pXSource->data4, -1, 65535))
sector[nDest].floorstat = pXSource->data4;
break;
}
// for sprites
case 3: {
spritetype* pSprite = &sprite[nDest]; bool thing2debris = false;
XSPRITE* pXSprite = &xsprite[pSprite->extra];
if (valueIsBetween(pXSource->data3, -1, 32767)) {
old = pSprite->hitag; pSprite->hitag = pXSource->data3; // set new hitag
// and handle exceptions
if ((old & kHitagFree) && !(pSprite->hitag & kHitagFree)) pSprite->hitag |= kHitagFree;
if ((old & kHitagRespawn) && !(pSprite->hitag & kHitagRespawn)) pSprite->hitag |= kHitagRespawn;
// prepare things for different (debris) physics.
if (pSprite->statnum == 4 && debrisGetFreeIndex() >= 0) thing2debris = true;
}
if ((pXSource->data2 >= 0 && pXSource->data3 <= 33) || thing2debris) {
switch (pSprite->statnum) {
case 6: // dudes already treating in game
case kStatFree:
case kStatMarker:
case 16: // path marker
break;
default:
// store physics attributes in xsprite to avoid setting hitag for modern types!
int flags = (pXSprite->physAttr != 0) ? pXSprite->physAttr : 0;
if (thing2debris) {
// converting thing to debris
if ((pSprite->hitag & kPhysMove) != 0) flags |= kPhysMove;
else flags &= ~kPhysMove;
if ((pSprite->hitag & kPhysGravity) != 0) flags |= (kPhysGravity | kPhysFalling);
else flags &= ~(kPhysGravity | kPhysFalling);
pSprite->hitag &= ~(kPhysMove | kPhysGravity | kPhysFalling);
xvel[nDest] = yvel[nDest] = zvel[nDest] = 0; pXSprite->restState = pXSprite->state;
} else {
// first digit of data2: set main physics attributes first
switch (pXSource->data2) {
case 0:
flags &= ~kPhysMove;
flags &= ~(kPhysGravity | kPhysFalling);
break;
case 1: case 10: case 11: case 12: case 13:
flags |= kPhysMove;
flags &= ~(kPhysGravity | kPhysFalling);
break;
case 2: case 20: case 21: case 22: case 23:
flags &= ~kPhysMove;
flags |= (kPhysGravity | kPhysFalling);
break;
case 3: case 30: case 31: case 32: case 33:
flags |= kPhysMove;
flags |= (kPhysGravity | kPhysFalling);
break;
}
// second digit of data2: then set physics flags
switch (pXSource->data2) {
case 0: case 1: case 2: case 3:
case 10: case 20: case 30:
flags &= ~kPhysDebrisVector;
flags &= ~kPhysDebrisExplode;
break;
case 11: case 21: case 31:
flags |= kPhysDebrisVector;
flags &= ~kPhysDebrisExplode;
break;
case 12: case 22: case 32:
flags &= ~kPhysDebrisVector;
flags |= kPhysDebrisExplode;
break;
case 13: case 23: case 33:
flags |= kPhysDebrisVector;
flags |= kPhysDebrisExplode;
break;
}
}
int nIndex = isDebris(nDest); // check if there is no sprite in list
// adding physics sprite in list
if ((flags & kPhysGravity) != 0 || (flags & kPhysMove) != 0) {
if (nIndex != -1) pXSprite->physAttr = flags; // just update physics attributes
else if ((nIndex = debrisGetFreeIndex()) < 0)
;// showWarning("Max (%d) Physics affected sprites reached!", kMaxSuperXSprites);
else {
pXSprite->physAttr = flags; // update physics attributes
// allow things to became debris, so they use different physics...
if (pSprite->statnum == 4) changespritestat(nDest, 0);
//actPostSprite(nDest, 0); // !!!! not working here for some reason
gPhysSpritesList[nIndex] = nDest;
if (nIndex >= gPhysSpritesCount) gPhysSpritesCount++;
getSpriteMassBySize(pSprite); // create physics cache
}
// removing physics from sprite in list (don't remove sprite from list)
} else if (nIndex != -1) {
pXSprite->physAttr = flags;
xvel[nDest] = yvel[nDest] = zvel[nDest] = 0;
if (pSprite->lotag >= kThingBase && pSprite->lotag < kThingMax)
changespritestat(nDest, 4); // if it was a thing - restore statnum
}
break;
}
}
if (valueIsBetween(pXSource->data4, -1, 65535)) {
old = pSprite->cstat;
pSprite->cstat = pXSource->data4; // set new cstat
// and handle exceptions
if ((old & 0x1000) && !(pSprite->cstat & 0x1000)) pSprite->cstat |= 0x1000; //kSpritePushable
if ((old & 0x80) && !(pSprite->cstat & 0x80)) pSprite->cstat |= 0x80; // kSpriteOriginAlign
if (old & 0x6000) {
if (!(pSprite->cstat & 0x6000))
pSprite->cstat |= 0x6000; // kSpriteMoveMask
if ((old & 0x0) && !(pSprite->cstat & 0x0)) pSprite->cstat |= 0x0; // kSpriteMoveNone
else if ((old & 0x2000) && !(pSprite->cstat & 0x2000)) pSprite->cstat |= 0x2000; // kSpriteMoveForward, kSpriteMoveFloor
else if ((old & 0x4000) && !(pSprite->cstat & 0x4000)) pSprite->cstat |= 0x4000; // kSpriteMoveReverse, kSpriteMoveCeiling
}
}
}
break;
// for walls
case 0: {
walltype* pWall = &wall[nDest];
if (valueIsBetween(pXSource->data3, -1, 32767))
pWall->hitag = pXSource->data3;
if (valueIsBetween(pXSource->data4, -1, 65535)) {
old = pWall->cstat;
pWall->cstat = pXSource->data4; // set new cstat
// and hanlde exceptions
if ((old & 0x2) && !(pWall->cstat & 0x2)) pWall->cstat |= 0x2; // kWallBottomSwap
if ((old & 0x4) && !(pWall->cstat & 0x4)) pWall->cstat |= 0x4; // kWallBottomOrg, kWallOutsideOrg
if ((old & 0x20) && !(pWall->cstat & 0x20)) pWall->cstat |= 0x20; // kWallOneWay
if (old & 0xc000) {
if (!(pWall->cstat & 0xc000))
pWall->cstat |= 0xc000; // kWallMoveMask
if ((old & 0x0) && !(pWall->cstat & 0x0)) pWall->cstat |= 0x0; // kWallMoveNone
else if ((old & 0x4000) && !(pWall->cstat & 0x4000)) pWall->cstat |= 0x4000; // kWallMoveForward
else if ((old & 0x8000) && !(pWall->cstat & 0x8000)) pWall->cstat |= 0x8000; // kWallMoveBackward
}
}
}
break;
}
}
}
// By NoOne: the following functions required for kGDXDudeTargetChanger
//---------------------------------------
spritetype* getTargetInRange(spritetype* pSprite, int minDist, int maxDist, short data, short teamMode) {
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->type - kDudeBase]; XSPRITE* pXSprite = &xsprite[pSprite->extra];
spritetype* pTarget = NULL; XSPRITE* pXTarget = NULL; spritetype* cTarget = NULL;
for (int nSprite = headspritestat[6]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
pTarget = &sprite[nSprite]; pXTarget = &xsprite[pTarget->extra];
if (!dudeCanSeeTarget(pXSprite, pDudeInfo, pTarget)) continue;
int dist = getTargetDist(pSprite, pDudeInfo, pTarget);
if (dist < minDist || dist > maxDist) continue;
else if (pXSprite->target == pTarget->xvel) return pTarget;
else if (!IsDudeSprite(pTarget) || pTarget->xvel == pSprite->xvel || IsPlayerSprite(pTarget)) continue;
else if (IsBurningDude(pTarget) || !IsKillableDude(pTarget) || pTarget->owner == pSprite->xvel) continue;
else if ((teamMode == 1 && isMateOf(pXSprite, pXTarget)) || isMatesHaveSameTarget(pXSprite,pTarget,1)) continue;
else if (data == 666 || pXTarget->data1 == data) {
if (pXSprite->target > 0) {
cTarget = &sprite[pXSprite->target];
int fineDist1 = getFineTargetDist(pSprite, cTarget);
int fineDist2 = getFineTargetDist(pSprite, pTarget);
if (fineDist1 < fineDist2)
continue;
}
return pTarget;
}
}
return NULL;
}
bool isMateOf(XSPRITE* pXDude, XSPRITE* pXSprite) {
return (pXDude->rxID == pXSprite->rxID);
}
spritetype* targetIsPlayer(XSPRITE* pXSprite) {
if (pXSprite->target >= 0) {
if (IsPlayerSprite(&sprite[pXSprite->target]))
return &sprite[pXSprite->target];
}
return NULL;
}
bool isTargetAimsDude(XSPRITE* pXTarget, spritetype* pDude) {
return (pXTarget->target == pDude->xvel);
}
spritetype* getMateTargets(XSPRITE* pXSprite) {
int rx = pXSprite->rxID; spritetype* pMate = NULL; XSPRITE* pXMate = NULL;
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) {
if (rxBucket[i].type == 3) {
pMate = &sprite[rxBucket[i].index];
if (pMate->extra < 0 || pMate->xvel == sprite[pXSprite->reference].xvel || !IsDudeSprite(pMate))
continue;
pXMate = &xsprite[pMate->extra];
if (pXMate->target > -1) {
if (!IsPlayerSprite(&sprite[pXMate->target]))
return &sprite[pXMate->target];
}
}
}
return NULL;
}
bool isMatesHaveSameTarget(XSPRITE* pXLeader, spritetype* pTarget, int allow) {
int rx = pXLeader->rxID; spritetype* pMate = NULL; XSPRITE* pXMate = NULL;
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) {
if (rxBucket[i].type != 3)
continue;
pMate = &sprite[rxBucket[i].index];
if (pMate->extra < 0 || pMate->xvel == sprite[pXLeader->reference].xvel || !IsDudeSprite(pMate))
continue;
pXMate = &xsprite[pMate->extra];
if (pXMate->target == pTarget->xvel && allow-- <= 0)
return true;
}
return false;
}
bool isActive(int nSprite) {
spritetype* pDude = &sprite[nSprite]; XSPRITE* pXDude = &xsprite[pDude->extra];
int stateType = pXDude->aiState->stateType;
switch (stateType) {
case kAiStateIdle:
case kAiStateGenIdle:
case kAiStateSearch:
case kAiStateMove:
case kAiStateOther:
return false;
}
return true;
}
bool dudeCanSeeTarget(XSPRITE* pXDude, DUDEINFO* pDudeInfo, spritetype* pTarget) {
spritetype* pDude = &sprite[pXDude->reference];
int dx = pTarget->x - pDude->x; int dy = pTarget->y - pDude->y;
// check target
if (approxDist(dx, dy) < pDudeInfo->seeDist) {
int eyeAboveZ = pDudeInfo->eyeHeight * pDude->yrepeat << 2;
// is there a line of sight to the target?
if (cansee(pDude->x, pDude->y, pDude->z, pDude->sectnum, pTarget->x, pTarget->y, pTarget->z - eyeAboveZ, pTarget->sectnum)) {
/*int nAngle = getangle(dx, dy);
int losAngle = ((1024 + nAngle - pDude->ang) & 2047) - 1024;
// is the target visible?
if (klabs(losAngle) < 2048) // 360 deg periphery here*/
return true;
}
}
return false;
}
// by NoOne: this function required if monsters in genIdle ai state. It wakes up monsters
// when kGDXDudeTargetChanger goes to off state, so they won't ignore the world.
void activateDudes(int rx) {
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++) {
if (rxBucket[i].type != 3) continue;
spritetype * pDude = &sprite[rxBucket[i].index]; XSPRITE * pXDude = &xsprite[pDude->extra];
if (!IsDudeSprite(pDude) || pXDude->aiState->stateType != kAiStateGenIdle) continue;
aiInitSprite(pDude);
}
}
bool affectedByTargetChg(XSPRITE* pXDude) {
if (pXDude->rxID <= 0 || pXDude->locked == 1) return false;
for (int nSprite = headspritestat[kStatGDXDudeTargetChanger]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
XSPRITE* pXSprite = (sprite[nSprite].extra >= 0) ? &xsprite[sprite[nSprite].extra] : NULL;
if (pXSprite == NULL || pXSprite->txID <= 0 || pXSprite->state != 1) continue;
for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++) {
if (rxBucket[i].type != 3) continue;
spritetype* pSprite = &sprite[rxBucket[i].index];
if (pSprite->extra < 0 || !IsDudeSprite(pSprite)) continue;
else if (pSprite->xvel == sprite[pXDude->reference].xvel) return true;
}
}
return false;
}
int getDataFieldOfObject(int objType, int objIndex, int dataIndex) {
int data = -65535;
switch (objType) {
case 3:
switch (dataIndex) {
case 1:
return xsprite[sprite[objIndex].extra].data1;
case 2:
return xsprite[sprite[objIndex].extra].data2;
case 3:
switch (sprite[objIndex].type) {
case kCustomDude:
return xsprite[sprite[objIndex].extra].sysData1;
default:
return xsprite[sprite[objIndex].extra].data3;
}
case 4:
return xsprite[sprite[objIndex].extra].data4;
default:
return data;
}
case 0:
return xsector[sector[objIndex].extra].data;
case 6:
return xwall[wall[objIndex].extra].data;
default:
return data;
}
}
bool setDataValueOfObject(int objType, int objIndex, int dataIndex, int value) {
switch (objType) {
case 3:
switch (dataIndex) {
case 1:
xsprite[sprite[objIndex].extra].data1 = value;
switch (sprite[objIndex].type) {
case kSwitchCombo:
if (xsprite[sprite[objIndex].extra].data1 == xsprite[sprite[objIndex].extra].data2)
SetSpriteState(objIndex, &xsprite[sprite[objIndex].extra], 1);
else
SetSpriteState(objIndex, &xsprite[sprite[objIndex].extra], 0);
break;
}
return true;
case 2:
xsprite[sprite[objIndex].extra].data2 = value;
return true;
case 3:
switch (sprite[objIndex].type) {
case kCustomDude:
xsprite[sprite[objIndex].extra].sysData1 = value;
break;
default:
xsprite[sprite[objIndex].extra].data3 = value;
break;
}
return true;
case 4:
xsprite[sprite[objIndex].extra].data4 = value;
return true;
default:
return false;
}
case 0:
xsector[sector[objIndex].extra].data = value;
return true;
case 6:
xwall[wall[objIndex].extra].data = value;
return true;
default:
return false;
}
}
// by NoOne: this function checks if all TX objects have the same value
bool goalValueIsReached(XSPRITE* pXSprite) {
for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++) {
if (getDataFieldOfObject(rxBucket[i].type, rxBucket[i].index, pXSprite->data1) != pXSprite->data3)
return false;
}
return true;
}
// by NoOne: this function tells if there any dude found for kGDXDudeTargetChanger
bool getDudesForTargetChg(XSPRITE* pXSprite) {
for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++) {
if (rxBucket[i].type != 3) continue;
else if (IsDudeSprite(&sprite[rxBucket[i].index]) &&
xsprite[sprite[rxBucket[i].index].extra].health > 0) return true;
}
return false;
}
void disturbDudesInSight(spritetype* pSprite, int max) {
spritetype* pDude = NULL; XSPRITE* pXDude = NULL;
XSPRITE* pXSprite = &xsprite[pSprite->extra];
DUDEINFO* pDudeInfo = &dudeInfo[pSprite->lotag - kDudeBase];
for (int nSprite = headspritestat[6]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
pDude = &sprite[nSprite];
if (pDude->xvel == pSprite->xvel || !IsDudeSprite(pDude) || pDude->extra < 0)
continue;
pXDude = &xsprite[pDude->extra];
if (dudeCanSeeTarget(pXSprite, pDudeInfo, pDude)) {
if (pXDude->target != -1 || pXDude->rxID > 0)
continue;
aiSetTarget(pXDude, pDude->x, pDude->y, pDude->z);
aiActivateDude(pDude, pXDude);
if (max-- < 1)
break;
}
}
}
int getTargetDist(spritetype* pSprite, DUDEINFO* pDudeInfo, spritetype* pTarget) {
int x = pTarget->x; int y = pTarget->y;
int dx = x - pSprite->x; int dy = y - pSprite->y;
int dist = approxDist(dx, dy);
if (dist <= pDudeInfo->meleeDist) return 0;
if (dist >= pDudeInfo->seeDist) return 13;
if (dist <= pDudeInfo->seeDist / 12) return 1;
if (dist <= pDudeInfo->seeDist / 11) return 2;
if (dist <= pDudeInfo->seeDist / 10) return 3;
if (dist <= pDudeInfo->seeDist / 9) return 4;
if (dist <= pDudeInfo->seeDist / 8) return 5;
if (dist <= pDudeInfo->seeDist / 7) return 6;
if (dist <= pDudeInfo->seeDist / 6) return 7;
if (dist <= pDudeInfo->seeDist / 5) return 8;
if (dist <= pDudeInfo->seeDist / 4) return 9;
if (dist <= pDudeInfo->seeDist / 3) return 10;
if (dist <= pDudeInfo->seeDist / 2) return 11;
return 12;
}
int getFineTargetDist(spritetype* pSprite, spritetype* pTarget) {
int x = pTarget->x; int y = pTarget->y;
int dx = x - pSprite->x; int dy = y - pSprite->y;
int dist = approxDist(dx, dy);
return dist;
}
bool IsBurningDude(spritetype* pSprite) {
if (pSprite == NULL) return false;
switch (pSprite->type) {
case 239: // burning dude
case 240: // cultist burning
case 241: // axe zombie burning
case 242: // fat zombie burning
case 252: // tiny caleb burning
case 253: // beast burning
case kCustomDudeBurning:
return true;
}
return false;
}
bool IsKillableDude(spritetype* pSprite) {
switch (pSprite->type) {
case 208: // flesh statue
case 209: // stone statue
return false;
default:
if (!IsDudeSprite(pSprite) || xsprite[pSprite->extra].locked == 1) return false;
return true;
}
}
bool isAnnoyingUnit(spritetype* pDude) {
switch (pDude->lotag) {
case 212: // hand
case 213: // brown spider
case 214: // red spider
case 215: // black spider
case 216: // mother spider
case 218: // eel
case 219: // bat
case 220: // rat
case 222: // green tentacle
case 224: // fire tentacle
case 226: // mother tentacle
case 223: // green pod
case 225: // fire pod
return true;
default:
return false;
}
}
bool unitCanFly(spritetype* pDude) {
switch (pDude->lotag) {
case 219: // bat
case 206: // gargoyle
case 207: // stone gargoyle
case 210: // phantasm
return true;
default:
return false;
}
}
bool isMeleeUnit(spritetype* pDude) {
switch (pDude->lotag) {
case 203: // axe zombie
case 205: // earth zombie
case 206: // gargoyle
case 212: // hand
case 213: // brown spider
case 214: // red spider
case 215: // black spider
case 216: // mother spider
case 217: // gill beast
case 218: // eel
case 219: // bat
case 220: // rat
case 222: // green tentacle
case 224: // fire tentacle
case 226: // mother tentacle
case 244: // sleep zombie
case 245: // innocent
case 250: // tiny caleb
case 251: // beast
return true;
case kCustomDude:
return (pDude->extra >= 0 && dudeIsMelee(&xsprite[pDude->extra]));
default:
return false;
}
}
//---------------------------------------
void ProcessMotion(void)
{
sectortype *pSector;
int nSector;
for (pSector = sector, nSector = 0; nSector < numsectors; nSector++, pSector++)
{
int nXSector = pSector->extra;
if (nXSector <= 0)
continue;
XSECTOR *pXSector = &xsector[nXSector];
if (pXSector->bobSpeed != 0)
{
if (pXSector->bobAlways)
pXSector->bobTheta += pXSector->bobSpeed;
else if (pXSector->busy == 0)
continue;
else
pXSector->bobTheta += mulscale16(pXSector->bobSpeed, pXSector->busy);
int vdi = mulscale30(Sin(pXSector->bobTheta), pXSector->bobZRange<<8);
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->cstat&24576)
{
viewBackupSpriteLoc(nSprite, pSprite);
pSprite->z += vdi;
}
}
if (pXSector->bobFloor)
{
int floorZ = pSector->floorz;
viewInterpolateSector(nSector, pSector);
pSector->floorz = baseFloor[nSector]+vdi;
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->hitag&2)
pSprite->hitag |= 4;
else
{
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
if (bottom >= floorZ && (pSprite->cstat&48) == 0)
{
viewBackupSpriteLoc(nSprite, pSprite);
pSprite->z += vdi;
}
}
}
}
if (pXSector->bobCeiling)
{
int ceilZ = pSector->ceilingz;
viewInterpolateSector(nSector, pSector);
pSector->ceilingz = baseCeil[nSector]+vdi;
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
if (top <= ceilZ && (pSprite->cstat&48) == 0)
{
viewBackupSpriteLoc(nSprite, pSprite);
pSprite->z += vdi;
}
}
}
}
}
}
void AlignSlopes(void)
{
sectortype *pSector;
int nSector;
for (pSector = sector, nSector = 0; nSector < numsectors; nSector++, pSector++)
{
if (qsector_filler[nSector])
{
walltype *pWall = &wall[pSector->wallptr+qsector_filler[nSector]];
walltype *pWall2 = &wall[pWall->point2];
int nNextSector = pWall->nextsector;
if (nNextSector >= 0)
{
int x = (pWall->x+pWall2->x)/2;
int y = (pWall->y+pWall2->y)/2;
viewInterpolateSector(nSector, pSector);
alignflorslope(nSector, x, y, getflorzofslope(nNextSector, x, y));
alignceilslope(nSector, x, y, getceilzofslope(nNextSector, x, y));
}
}
}
}
int(*gBusyProc[])(unsigned int, unsigned int) =
{
VCrushBusy,
VSpriteBusy,
VDoorBusy,
HDoorBusy,
RDoorBusy,
StepRotateBusy,
GenSectorBusy,
PathBusy
};
void trProcessBusy(void)
{
memset(velFloor, 0, sizeof(velFloor));
memset(velCeil, 0, sizeof(velCeil));
for (int i = gBusyCount-1; i >= 0; i--)
{
int oldBusy = gBusy[i].at8;
gBusy[i].at8 = ClipRange(oldBusy+gBusy[i].at4*4, 0, 65536);
int nStatus = gBusyProc[gBusy[i].atc](gBusy[i].at0, gBusy[i].at8);
switch (nStatus)
{
case 1:
gBusy[i].at8 = oldBusy;
break;
case 2:
gBusy[i].at8 = oldBusy;
gBusy[i].at4 = -gBusy[i].at4;
break;
case 3:
gBusy[i] = gBusy[--gBusyCount];
break;
}
}
ProcessMotion();
AlignSlopes();
}
void InitGenerator(int);
void trInit(void)
{
gBusyCount = 0;
for (int i = 0; i < numwalls; i++)
{
baseWall[i].x = wall[i].x;
baseWall[i].y = wall[i].y;
}
for (int i = 0; i < kMaxSprites; i++)
{
if (sprite[i].statnum < kStatFree)
{
sprite[i].zvel = sprite[i].type;
baseSprite[i].x = sprite[i].x;
baseSprite[i].y = sprite[i].y;
baseSprite[i].z = sprite[i].z;
}
else
sprite[i].zvel = -1;
}
for (int i = 0; i < numwalls; i++)
{
int nXWall = wall[i].extra;
dassert(nXWall < kMaxXWalls);
if (nXWall > 0)
{
XWALL *pXWall = &xwall[nXWall];
if (pXWall->state)
pXWall->busy = 65536;
}
}
dassert((numsectors >= 0) && (numsectors < kMaxSectors));
for (int i = 0; i < numsectors; i++)
{
sectortype *pSector = &sector[i];
baseFloor[i] = pSector->floorz;
baseCeil[i] = pSector->ceilingz;
int nXSector = pSector->extra;
if (nXSector > 0)
{
dassert(nXSector < kMaxXSectors);
XSECTOR *pXSector = &xsector[nXSector];
if (pXSector->state)
pXSector->busy = 65536;
switch (pSector->lotag)
{
case kSecCounter:
//By NoOne: no need to trigger once it, instead lock so it can be unlocked and used again.
//pXSector->triggerOnce = 1;
evPost(i, 6, 0, CALLBACK_ID_12);
break;
case 600:
case 602:
ZTranslateSector(i, pXSector, pXSector->busy, 1);
break;
case 614:
case 616:
{
spritetype *pSprite1 = &sprite[pXSector->at2c_0];
spritetype *pSprite2 = &sprite[pXSector->at2e_0];
TranslateSector(i, 0, -65536, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->lotag == 616);
for (int j = 0; j < pSector->wallnum; j++)
{
baseWall[pSector->wallptr+j].x = wall[pSector->wallptr+j].x;
baseWall[pSector->wallptr+j].y = wall[pSector->wallptr+j].y;
}
for (int nSprite = headspritesect[i]; nSprite >= 0; nSprite = nextspritesect[nSprite])
{
baseSprite[nSprite].x = sprite[nSprite].x;
baseSprite[nSprite].y = sprite[nSprite].y;
baseSprite[nSprite].z = sprite[nSprite].z;
}
TranslateSector(i, 0, pXSector->busy, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, pSprite1->ang, pSprite2->x, pSprite2->y, pSprite2->ang, pSector->lotag == 616);
ZTranslateSector(i, pXSector, pXSector->busy, 1);
break;
}
case 615:
case 617:
{
spritetype *pSprite1 = &sprite[pXSector->at2c_0];
TranslateSector(i, 0, -65536, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, 0, pSprite1->x, pSprite1->y, pSprite1->ang, pSector->lotag == 617);
for (int j = 0; j < pSector->wallnum; j++)
{
baseWall[pSector->wallptr+j].x = wall[pSector->wallptr+j].x;
baseWall[pSector->wallptr+j].y = wall[pSector->wallptr+j].y;
}
for (int nSprite = headspritesect[i]; nSprite >= 0; nSprite = nextspritesect[nSprite])
{
baseSprite[nSprite].x = sprite[nSprite].x;
baseSprite[nSprite].y = sprite[nSprite].y;
baseSprite[nSprite].z = sprite[nSprite].z;
}
TranslateSector(i, 0, pXSector->busy, pSprite1->x, pSprite1->y, pSprite1->x, pSprite1->y, 0, pSprite1->x, pSprite1->y, pSprite1->ang, pSector->lotag == 617);
ZTranslateSector(i, pXSector, pXSector->busy, 1);
break;
}
case 612:
InitPath(i, pXSector);
break;
default:
break;
}
}
}
for (int i = 0; i < kMaxSprites; i++)
{
int nXSprite = sprite[i].extra;
if (sprite[i].statnum < kStatFree && nXSprite > 0)
{
dassert(nXSprite < kMaxXSprites);
XSPRITE *pXSprite = &xsprite[nXSprite];
if (pXSprite->state)
pXSprite->busy = 65536;
switch (sprite[i].type)
{
case 23:
pXSprite->triggerOnce = 1;
break;
case 40: // Random weapon
case 80: // Random ammo
case kGDXSeqSpawner:
case kGDXObjDataAccumulator:
case kGDXDudeTargetChanger:
case kGDXEffectSpawner:
case kGDXWindGenerator:
case 700:
case 701:
case 702:
case 703:
case 704:
case 705:
case 706:
case 707:
case 708:
InitGenerator(i);
break;
case 401:
case kGDXThingTNTProx:
pXSprite->Proximity = 1;
break;
case 414:
if (pXSprite->state)
sprite[i].hitag |= 7;
else
sprite[i].hitag &= ~7;
break;
}
if (pXSprite->Vector)
sprite[i].cstat |= 256;
if (pXSprite->Push)
sprite[i].cstat |= 4096;
}
}
evSend(0, 0, 7, COMMAND_ID_1);
if (gGameOptions.nGameType == 1)
evSend(0, 0, 9, COMMAND_ID_1);
else if (gGameOptions.nGameType == 2)
evSend(0, 0, 8, COMMAND_ID_1);
else if (gGameOptions.nGameType == 3)
{
evSend(0, 0, 8, COMMAND_ID_1);
evSend(0, 0, 10, COMMAND_ID_1);
}
}
void trTextOver(int nId)
{
char *pzMessage = levelGetMessage(nId);
if (pzMessage)
viewSetMessage(pzMessage, VanillaMode() ? 0 : 8, MESSAGE_PRIORITY_INI); // 8: gold
}
void InitGenerator(int nSprite)
{
dassert(nSprite < kMaxSprites);
spritetype *pSprite = &sprite[nSprite];
dassert(pSprite->statnum != kMaxStatus);
int nXSprite = pSprite->extra;
dassert(nXSprite > 0);
XSPRITE *pXSprite = &xsprite[nXSprite];
switch (sprite[nSprite].type) {
// By NoOne: intialize GDX generators
case 40: // Random weapon
case 80: // Random ammo
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
if (pXSprite->state != pXSprite->restState)
evPost(nSprite, 3, (120 * pXSprite->busyTime) / 10, COMMAND_ID_21);
return;
case kGDXDudeTargetChanger:
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
if (pXSprite->busyTime <= 0) pXSprite->busyTime = 5;
if (pXSprite->state != pXSprite->restState)
evPost(nSprite, 3, 0, COMMAND_ID_21);
return;
case kGDXEffectSpawner:
case kGDXSeqSpawner:
if (pXSprite->state != pXSprite->restState)
evPost(nSprite, 3, 0, COMMAND_ID_21);
return;
case kGDXObjDataAccumulator:
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
if (pXSprite->state != pXSprite->restState)
evPost(nSprite, 3, 0, COMMAND_ID_21);
return;
case kGDXWindGenerator:
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
if (pXSprite->state != pXSprite->restState)
evPost(nSprite, 3, 0, COMMAND_ID_21);
return;
case 700:
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
break;
}
if (pXSprite->state != pXSprite->restState && pXSprite->busyTime > 0)
evPost(nSprite, 3, (120*(pXSprite->busyTime+Random2(pXSprite->data1)))/10, COMMAND_ID_21);
}
void ActivateGenerator(int nSprite)
{
dassert(nSprite < kMaxSprites);
spritetype *pSprite = &sprite[nSprite];
dassert(pSprite->statnum != kMaxStatus);
int nXSprite = pSprite->extra;
dassert(nXSprite > 0);
XSPRITE *pXSprite = &xsprite[nXSprite];
switch (pSprite->type) {
case 40: // Random weapon
case 80: { // Random ammo
// let's first search for previously dropped items and remove it
if (pXSprite->dropMsg > 0) {
for (short nItem = headspritestat[3]; nItem >= 0; nItem = nextspritestat[nItem]) {
spritetype* pItem = &sprite[nItem];
if (pItem->lotag == pXSprite->dropMsg && pItem->x == pSprite->x && pItem->y == pSprite->y && pItem->z == pSprite->z) {
gFX.fxSpawn((FX_ID)29, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
deletesprite(nItem);
break;
}
}
}
// then drop item
spritetype* pDrop = DropRandomPickupObject(pSprite, pXSprite->dropMsg);
// check if generator affected by physics
if (pDrop != NULL && isDebris(pSprite->xvel) != -1 && (pDrop->extra >= 0 || dbInsertXSprite(pDrop->xvel) > 0)) {
int nIndex = debrisGetFreeIndex();
if (nIndex >= 0) {
xsprite[pDrop->extra].physAttr |= kPhysMove | kPhysGravity | kPhysFalling; // must fall always
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
gPhysSpritesList[nIndex] = pDrop->xvel;
if (nIndex >= gPhysSpritesCount) gPhysSpritesCount++;
getSpriteMassBySize(pDrop); // create mass cache
}
}
}
break;
case 701:
{
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
actSpawnThing(pSprite->sectnum, pSprite->x, pSprite->y, bottom, 423);
break;
}
case 702:
{
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
actSpawnThing(pSprite->sectnum, pSprite->x, pSprite->y, bottom, 424);
break;
}
case 708:
{
// By NoOne: allow custom pitch and volume for sounds in SFX gen.
if (VanillaMode()) sfxPlay3DSound(pSprite, pXSprite->data2, -1, 0);
else {
int pitch = pXSprite->data4 << 1; if (pitch < 2000) pitch = 0;
sfxPlay3DSoundCP(pSprite, pXSprite->data2, -1, 0, pitch, pXSprite->data3);
}
break;
}
case 703:
switch (pXSprite->data2)
{
case 0:
FireballTrapSeqCallback(3, nXSprite);
break;
case 1:
seqSpawn(35, 3, nXSprite, nFireballTrapClient);
break;
case 2:
seqSpawn(36, 3, nXSprite, nFireballTrapClient);
break;
}
break;
// By NoOne: EctoSkull gen can now fire any missile
case 704:
UniMissileTrapSeqCallback(3, nXSprite);
break;
case 706:
{
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
gFX.fxSpawn(FX_23, pSprite->sectnum, pSprite->x, pSprite->y, top, 0);
break;
}
case 707:
{
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
gFX.fxSpawn(FX_26, pSprite->sectnum, pSprite->x, pSprite->y, top, 0);
break;
}
}
}
void FireballTrapSeqCallback(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
if (pSprite->cstat&32)
actFireMissile(pSprite, 0, 0, 0, 0, (pSprite->cstat&8) ? 0x4000 : -0x4000, 305);
else
actFireMissile(pSprite, 0, 0, Cos(pSprite->ang)>>16, Sin(pSprite->ang)>>16, 0, 305);
}
// By NoOne: Callback for trap that can fire any missile specified in data1
void UniMissileTrapSeqCallback(int, int nXSprite)
{
XSPRITE* pXSprite = &xsprite[nXSprite]; int dx = 0, dy = 0, dz = 0;
spritetype* pSprite = &sprite[pXSprite->reference];
if (pXSprite->data1 < kMissileBase || pXSprite->data1 >= kMissileMax)
return;
if (pSprite->cstat & 32) {
if (pSprite->cstat & 8) dz = 0x4000;
else dz = -0x4000;
} else {
dx = Cos(pSprite->ang) >> 16;
dy = Sin(pSprite->ang) >> 16;
dz = pXSprite->data3 << 6; // add slope controlling
if (dz > 0x10000) dz = 0x10000;
else if (dz < -0x10000) dz = -0x10000;
}
spritetype* pMissile = NULL;
pMissile = actFireMissile(pSprite, 0, 0, dx, dy, dz, pXSprite->data1);
if (pMissile != NULL) {
// inherit some properties of the generator
if (pSprite->hitag & kModernTypeFlag1) {
pMissile->xrepeat = pSprite->xrepeat;
pMissile->yrepeat = pSprite->yrepeat;
pMissile->pal = pSprite->pal;
pMissile->shade = pSprite->shade;
}
// add velocity controlling
if (pXSprite->data2 > 0) {
int velocity = pXSprite->data2 << 12;
xvel[pMissile->xvel] = mulscale(velocity, dx, 14);
yvel[pMissile->xvel] = mulscale(velocity, dy, 14);
zvel[pMissile->xvel] = mulscale(velocity, dz, 14);
}
// add bursting for missiles
if (pMissile->type != 303 && pXSprite->data4 > 0)
evPost(pMissile->xvel, 3, (pXSprite->data4 > 500) ? 500 : pXSprite->data4 - 1, CALLBACK_ID_22);
}
}
void MGunFireSeqCallback(int, int nXSprite)
{
int nSprite = xsprite[nXSprite].reference;
spritetype *pSprite = &sprite[nSprite];
XSPRITE *pXSprite = &xsprite[nXSprite];
if (pXSprite->data2 > 0 || pXSprite->data1 == 0)
{
if (pXSprite->data2 > 0)
{
pXSprite->data2--;
if (pXSprite->data2 == 0)
evPost(nSprite, 3, 1, COMMAND_ID_0);
}
int dx = (Cos(pSprite->ang)>>16)+Random2(1000);
int dy = (Sin(pSprite->ang)>>16)+Random2(1000);
int dz = Random2(1000);
actFireVector(pSprite, 0, 0, dx, dy, dz, VECTOR_TYPE_2);
sfxPlay3DSound(pSprite, 359, -1, 0);
}
}
void MGunOpenSeqCallback(int, int nXSprite)
{
seqSpawn(39, 3, nXSprite, nMGunFireClient);
}
class TriggersLoadSave : public LoadSave
{
public:
virtual void Load();
virtual void Save();
};
void TriggersLoadSave::Load()
{
Read(&gBusyCount, sizeof(gBusyCount));
Read(gBusy, sizeof(gBusy));
Read(basePath, sizeof(basePath));
}
void TriggersLoadSave::Save()
{
Write(&gBusyCount, sizeof(gBusyCount));
Write(gBusy, sizeof(gBusy));
Write(basePath, sizeof(basePath));
}
static TriggersLoadSave *myLoadSave;
void TriggersLoadSaveConstruct(void)
{
myLoadSave = new TriggersLoadSave();
}
END_BLD_NS