mirror of
https://github.com/ZDoom/Raze.git
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9478 lines
282 KiB
C++
9478 lines
282 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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Copyright (C) NoOne
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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///////////////////////////////////////////////////////////////////
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// This file provides modern features for mappers.
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// For full documentation please visit http://cruo.bloodgame.ru/xxsystem
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///////////////////////////////////////////////////////////////////
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#include "ns.h"
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#ifdef NOONE_EXTENSIONS
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#include <random>
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#include "blood.h"
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#include "savegamehelp.h"
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BEGIN_BLD_NS
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bool gAllowTrueRandom = false;
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bool gEventRedirectsUsed = false;
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CVARD(Bool, nnext_showconditionsprites, false, 0, "makes kModernCondition sprites visable")
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short gEffectGenCallbacks[] = {
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kCallbackFXFlameLick,
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kCallbackFXFlareSpark,
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kCallbackFXFlareSparkLite,
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kCallbackFXZombieSpurt,
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kCallbackFXBloodSpurt,
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kCallbackFXArcSpark,
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kCallbackFXTeslaAlt,
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};
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TRPLAYERCTRL gPlayerCtrl[kMaxPlayers];
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TArray<TRCONDITION> gConditions;
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std::default_random_engine gStdRandom;
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const VECTORINFO_EXTRA gVectorInfoExtra[] = {
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1207,1207, 1001,1001, 4001,4002,
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431,431, 1002,1002, 359,359,
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521,521, 513,513, 499,499,
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9012,9014, 1101,1101, 1207,1207,
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499,495, 495,496, 9013,499,
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1307,1308, 499,499, 499,499,
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499,499, 499,499, 351,351,
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0,0, 357,499
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};
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const MISSILEINFO_EXTRA gMissileInfoExtra[] = {
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1207, 1207, false, false, false, false, false, true, false, true,
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420, 420, false, true, true, false, false, false, false, true,
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471, 471, false, false, false, false, false, false, true, false,
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421, 421, false, true, false, true, false, false, false, false,
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1309, 351, false, true, false, false, false, false, false, true,
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480, 480, false, true, false, true, false, false, false, false,
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470, 470, false, false, false, false, false, false, true, true,
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489, 490, false, false, false, false, false, true, false, true,
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462, 351, false, true, false, false, false, false, false, true,
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1203, 172, false, false, true, false, false, false, false, true,
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0,0, false, false, true, false, false, false, false, true,
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1457, 249, false, false, false, false, false, true, false, true,
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480, 489, false, true, false, true, false, false, false, false,
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480, 489, false, false, false, true, false, false, false, false,
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480, 489, false, false, false, true, false, false, false, false,
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491, 491, true, true, true, true, true, true, true, true,
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520, 520, false, false, false, false, false, true, false, true,
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520, 520, false, false, false, false, false, true, false, true,
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};
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const THINGINFO_EXTRA gThingInfoExtra[] = {
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true, true, true, false, false,
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false, false, false, false, false,
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false, false, false, false, false,
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true, false, false, true, true,
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true, true, false, false, false,
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false, false, true, true, true,
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true, true, true, true, true,
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true,
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};
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const DUDEINFO_EXTRA gDudeInfoExtra[] = {
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 200
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{ false, false, 0, 9, 13, 13, 17, 14 }, // 201
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{ false, false, 0, 9, 13, 13, 17, 14 }, // 202
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{ false, true, 0, 8, 0, 8, -1, -1 }, // 203
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{ false, false, 0, 8, 0, 8, -1, -1 }, // 204
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{ false, true, 1, -1, -1, -1, -1, -1 }, // 205
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{ true, true, 0, 0, 0, 0, -1, -1 }, // 206
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{ true, false, 0, 0, 0, 0, -1, -1 }, // 207
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{ true, false, 1, -1, -1, -1, -1, -1 }, // 208
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{ true, false, 1, -1, -1, -1, -1, -1 }, // 209
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{ true, true, 0, 0, 0, 0, -1, -1 }, // 210
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{ false, true, 0, 8, 0, 8, -1, -1 }, // 211
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{ false, true, 0, 6, 0, 6, -1, -1 }, // 212
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{ false, true, 0, 7, 0, 7, -1, -1 }, // 213
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{ false, true, 0, 7, 0, 7, -1, -1 }, // 214
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{ false, true, 0, 7, 0, 7, -1, -1 }, // 215
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{ false, true, 0, 7, 0, 7, -1, -1 }, // 216
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{ false, true, 0, 9, 10, 10, -1, -1 }, // 217
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{ false, true, 0, 0, 0, 0, -1, -1 }, // 218
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{ true, false, 7, 7, 7, 7, -1, -1 }, // 219
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{ false, true, 0, 7, 0, 7, -1, -1 }, // 220
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 221
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{ false, true, -1, -1, -1, -1, -1, -1 }, // 222
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 223
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{ false, true, -1, -1, -1, -1, -1, -1 }, // 224
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 225
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 226
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{ false, false, 0, 7, 0, 7, -1, -1 }, // 227
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{ false, false, 0, 7, 0, 7, -1, -1 }, // 228
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{ false, false, 0, 8, 0, 8, -1, -1 }, // 229
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{ false, false, 0, 9, 13, 13, 17, 14 }, // 230
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 231
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 232
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 233
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 234
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 235
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 236
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 237
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 238
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 239
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 240
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 241
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 242
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 243
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{ false, true, -1, -1, -1, -1, -1, -1 }, // 244
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{ false, true, 0, 6, 0, 6, -1, -1 }, // 245
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{ false, false, 0, 9, 13, 13, 17, 14 }, // 246
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{ false, false, 0, 9, 13, 13, 14, 14 }, // 247
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{ false, false, 0, 9, 13, 13, 14, 14 }, // 248
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{ false, false, 0, 9, 13, 13, 17, 14 }, // 249
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{ false, true, 0, 6, 8, 8, 10, 9 }, // 250
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{ false, true, 0, 8, 9, 9, 11, 10 }, // 251
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 252
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 253
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{ false, false, 0, 9, 17, 13, 17, 14 }, // 254
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{ false, false, -1, -1, -1, -1, -1, -1 }, // 255
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};
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AISTATE genPatrolStates[] = {
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//-------------------------------------------------------------------------------
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{ kAiStatePatrolWaitL, 0, -1, 0, NULL, NULL, aiPatrolThink, NULL },
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{ kAiStatePatrolWaitL, 7, -1, 0, NULL, NULL, aiPatrolThink, NULL },
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{ kAiStatePatrolMoveL, 9, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
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{ kAiStatePatrolMoveL, 8, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
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{ kAiStatePatrolMoveL, 0, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
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{ kAiStatePatrolMoveL, 6, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
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{ kAiStatePatrolMoveL, 7, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
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{ kAiStatePatrolTurnL, 9, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
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{ kAiStatePatrolTurnL, 8, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
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{ kAiStatePatrolTurnL, 0, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
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{ kAiStatePatrolTurnL, 6, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
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{ kAiStatePatrolTurnL, 7, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
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//-------------------------------------------------------------------------------
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{ kAiStatePatrolWaitW, 0, -1, 0, NULL, NULL, aiPatrolThink, NULL },
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{ kAiStatePatrolWaitW, 10, -1, 0, NULL, NULL, aiPatrolThink, NULL },
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{ kAiStatePatrolWaitW, 13, -1, 0, NULL, NULL, aiPatrolThink, NULL },
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{ kAiStatePatrolWaitW, 17, -1, 0, NULL, NULL, aiPatrolThink, NULL },
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{ kAiStatePatrolWaitW, 8, -1, 0, NULL, NULL, aiPatrolThink, NULL },
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{ kAiStatePatrolWaitW, 9, -1, 0, NULL, NULL, aiPatrolThink, NULL },
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{ kAiStatePatrolMoveW, 0, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
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{ kAiStatePatrolMoveW, 10, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
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{ kAiStatePatrolMoveW, 13, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
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{ kAiStatePatrolMoveW, 8, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
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{ kAiStatePatrolMoveW, 9, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
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{ kAiStatePatrolMoveW, 7, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
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{ kAiStatePatrolMoveW, 6, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
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{ kAiStatePatrolTurnW, 0, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
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{ kAiStatePatrolTurnW, 10, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
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{ kAiStatePatrolTurnW, 13, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
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{ kAiStatePatrolTurnW, 8, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
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{ kAiStatePatrolTurnW, 9, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
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{ kAiStatePatrolTurnW, 7, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
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{ kAiStatePatrolTurnW, 6, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
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//-------------------------------------------------------------------------------
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{ kAiStatePatrolWaitC, 17, -1, 0, NULL, NULL, aiPatrolThink, NULL },
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{ kAiStatePatrolWaitC, 11, -1, 0, NULL, NULL, aiPatrolThink, NULL },
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{ kAiStatePatrolWaitC, 10, -1, 0, NULL, NULL, aiPatrolThink, NULL },
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{ kAiStatePatrolWaitC, 14, -1, 0, NULL, NULL, aiPatrolThink, NULL },
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{ kAiStatePatrolMoveC, 14, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
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{ kAiStatePatrolMoveC, 10, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
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{ kAiStatePatrolMoveC, 9, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
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{ kAiStatePatrolTurnC, 14, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
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{ kAiStatePatrolTurnC, 10, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
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{ kAiStatePatrolTurnC, 9, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
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//-------------------------------------------------------------------------------
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};
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CONDITION_TYPE_NAMES gCondTypeNames[7] = {
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{kCondGameBase, kCondGameMax, "Game"},
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{kCondMixedBase, kCondMixedMax, "Mixed"},
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{kCondWallBase, kCondWallMax, "Wall"},
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{kCondSectorBase, kCondSectorMax, "Sector"},
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{kCondPlayerBase, kCondPlayerMax, "Player"},
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{kCondDudeBase, kCondDudeMax, "Enemy"},
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{kCondSpriteBase, kCondSpriteMax, "Sprite"},
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};
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// for actor.cpp
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//-------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static DBloodActor* nnExtSpawnDude(DBloodActor* sourceactor, DBloodActor* origin, int nType, double dist, double zadd)
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{
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DBloodActor* pDudeActor = nullptr;
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if (nType < kDudeBase || nType >= kDudeMax || (pDudeActor = actSpawnSprite(origin, kStatDude)) == NULL)
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return NULL;
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DAngle angle = origin->spr.Angles.Yaw;
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auto pos = origin->spr.pos.plusZ(zadd);
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if (dist >= 0)
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{
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pos += angle.ToVector() * dist;
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}
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SetActor(pDudeActor, pos);
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pDudeActor->spr.type = nType;
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pDudeActor->spr.Angles.Yaw = angle;
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pDudeActor->spr.cstat |= CSTAT_SPRITE_BLOOD_BIT1 | CSTAT_SPRITE_BLOCK_ALL;
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pDudeActor->clipdist = getDudeInfo(nType)->fClipdist();
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pDudeActor->xspr.respawn = 1;
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pDudeActor->xspr.health = getDudeInfo(nType)->startHealth << 4;
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if (fileSystem.FindResource(getDudeInfo(nType)->seqStartID, "SEQ"))
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seqSpawn(getDudeInfo(nType)->seqStartID, pDudeActor, -1);
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// add a way to inherit some values of spawner by dude.
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if (sourceactor->spr.flags & kModernTypeFlag1) {
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//inherit pal?
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if (pDudeActor->spr.pal <= 0)
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pDudeActor->spr.pal = sourceactor->spr.pal;
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// inherit spawn sprite trigger settings, so designer can count monsters.
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pDudeActor->xspr.txID = sourceactor->xspr.txID;
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pDudeActor->xspr.command = sourceactor->xspr.command;
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pDudeActor->xspr.triggerOn = sourceactor->xspr.triggerOn;
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pDudeActor->xspr.triggerOff = sourceactor->xspr.triggerOff;
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// inherit drop items
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pDudeActor->xspr.dropMsg = sourceactor->xspr.dropMsg;
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// inherit dude flags
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pDudeActor->xspr.dudeDeaf = sourceactor->xspr.dudeDeaf;
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pDudeActor->xspr.dudeGuard = sourceactor->xspr.dudeGuard;
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pDudeActor->xspr.dudeAmbush = sourceactor->xspr.dudeAmbush;
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pDudeActor->xspr.dudeFlag4 = sourceactor->xspr.dudeFlag4;
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pDudeActor->xspr.unused1 = sourceactor->xspr.unused1;
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}
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aiInitSprite(pDudeActor);
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if (AllowedKillType(pDudeActor)) Level.addKillCount();
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bool burning = IsBurningDude(pDudeActor);
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if (burning) {
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pDudeActor->xspr.burnTime = 10;
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pDudeActor->SetTarget(nullptr);
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}
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if ((burning || (sourceactor->spr.flags & kModernTypeFlag3)) && !pDudeActor->xspr.dudeFlag4)
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aiActivateDude(pDudeActor);
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return pDudeActor;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool nnExtIsImmune(DBloodActor* actor, int dmgType, int minScale)
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{
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if (dmgType >= kDmgFall && dmgType < kDmgMax && actor->hasX() && actor->xspr.locked != 1)
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{
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if (actor->spr.type >= kThingBase && actor->spr.type < kThingMax)
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{
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return (thingInfo[actor->spr.type - kThingBase].dmgControl[dmgType] <= minScale);
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}
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else if (actor->IsDudeActor())
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{
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if (actor->IsPlayerActor()) return (getPlayer(actor->spr.type - kDudePlayer1)->damageControl[dmgType]);
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else if (actor->spr.type == kDudeModernCustom) return (actor->genDudeExtra.dmgControl[dmgType] <= minScale);
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else return (getDudeInfo(actor->spr.type)->damageVal[dmgType] <= minScale);
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}
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}
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return true;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool nnExtEraseModernStuff(DBloodActor* actor)
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{
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bool erased = false;
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switch (actor->spr.type) {
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// erase all modern types if the map is not extended
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case kModernSpriteDamager:
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case kModernCustomDudeSpawn:
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case kModernRandomTX:
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case kModernSequentialTX:
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case kModernSeqSpawner:
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case kModernObjPropertiesChanger:
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case kModernObjPicnumChanger:
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case kModernObjSizeChanger:
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case kModernDudeTargetChanger:
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case kModernSectorFXChanger:
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case kModernObjDataChanger:
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case kModernObjDataAccumulator:
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case kModernEffectSpawner:
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case kModernWindGenerator:
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case kModernPlayerControl:
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case kModernCondition:
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case kModernConditionFalse:
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case kModernSlopeChanger:
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case kModernStealthRegion:
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actor->spr.type = kSpriteDecoration;
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erased = true;
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break;
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case kItemModernMapLevel:
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case kDudeModernCustom:
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case kDudeModernCustomBurning:
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case kModernThingTNTProx:
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case kModernThingEnemyLifeLeech:
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actor->spr.type = kSpriteDecoration;
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ChangeActorStat(actor, kStatDecoration);
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erased = true;
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break;
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// also erase some modernized vanilla types which was not active
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case kMarkerWarpDest:
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if (actor->spr.statnum == kStatMarker) break;
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actor->spr.type = kSpriteDecoration;
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erased = true;
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break;
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}
|
|
|
|
if (actor->xspr.Sight)
|
|
{
|
|
actor->xspr.Sight = false; // it does not work in vanilla at all
|
|
erased = true;
|
|
}
|
|
|
|
if (actor->xspr.Proximity)
|
|
{
|
|
// proximity works only for things and dudes in vanilla
|
|
switch (actor->spr.statnum)
|
|
{
|
|
case kStatThing:
|
|
case kStatDude:
|
|
break;
|
|
default:
|
|
actor->xspr.Proximity = false;
|
|
erased = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return erased;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void nnExtTriggerObject(EventObject& eob, int command, DBloodActor* initiator)
|
|
{
|
|
if (eob.isSector())
|
|
{
|
|
trTriggerSector(eob.sector(), command, initiator);
|
|
}
|
|
else if (eob.isWall())
|
|
{
|
|
trTriggerWall(eob.wall(), command, initiator);
|
|
}
|
|
else if (eob.isActor())
|
|
{
|
|
auto objActor = eob.actor();
|
|
if (!objActor || !objActor->hasX()) return;
|
|
trTriggerSprite(objActor, command, initiator);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void nnExtResetGlobals()
|
|
{
|
|
gAllowTrueRandom = gEventRedirectsUsed = false;
|
|
|
|
// reset counters
|
|
gProxySpritesCount = gSightSpritesCount = gPhysSpritesCount = gImpactSpritesCount = 0;
|
|
|
|
// fill arrays with negative values to avoid index 0 situation
|
|
memset(gSightSpritesList, 0, sizeof(gSightSpritesList));
|
|
memset(gProxySpritesList, 0, sizeof(gProxySpritesList));
|
|
memset(gPhysSpritesList, 0, sizeof(gPhysSpritesList));
|
|
memset(gImpactSpritesList, 0, sizeof(gImpactSpritesList));
|
|
gConditions.Clear();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
CCMD(nnext_ifshow)
|
|
{
|
|
if (!isBlood()) return;
|
|
BloodSpriteIterator it;
|
|
int cnt = 0;
|
|
while (auto actor = it.Next())
|
|
{
|
|
if (actor->spr.type == kModernCondition || actor->spr.type == kModernConditionFalse)
|
|
{
|
|
if (actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)
|
|
{
|
|
actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
|
|
cnt++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (cnt <= 0)
|
|
Printf("No condition sprites found!\n");
|
|
|
|
Printf("%d sprites are visible now.\n", cnt);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void nnExtInitModernStuff(TArray<DBloodActor*>& actors)
|
|
{
|
|
nnExtResetGlobals();
|
|
|
|
// use true random only for single player mode, otherwise use Blood's default one.
|
|
if (gGameOptions.nGameType == 0 && !VanillaMode())
|
|
{
|
|
gStdRandom.seed(std::random_device()());
|
|
|
|
// since true random is not working if compiled with old mingw versions, we should
|
|
// check if it works in game and if not - switch to using in-game random function.
|
|
for (int i = kMaxRandomizeRetries; i >= 0; i--)
|
|
{
|
|
std::uniform_int_distribution<int> dist_a_b(0, 100);
|
|
if (gAllowTrueRandom || i <= 0) break;
|
|
else if (dist_a_b(gStdRandom) != 0)
|
|
gAllowTrueRandom = true;
|
|
}
|
|
}
|
|
|
|
for (auto actor : actors)
|
|
{
|
|
if (!actor->exists() || !actor->hasX()) continue;
|
|
|
|
switch (actor->spr.type) {
|
|
case kModernRandomTX:
|
|
case kModernSequentialTX:
|
|
if (actor->xspr.command == kCmdLink) gEventRedirectsUsed = true;
|
|
break;
|
|
case kDudeModernCustom:
|
|
case kDudeModernCustomBurning:
|
|
getSpriteMassBySize(actor); // create mass cache
|
|
break;
|
|
case kModernCondition:
|
|
case kModernConditionFalse:
|
|
if (!actor->xspr.rxID && actor->xspr.data1 > kCondGameMax) condError(actor, "\nThe condition must have RX ID!\nSPRITE #%d", actor->GetIndex());
|
|
else if (!actor->xspr.txID && !actor->spr.flags)
|
|
{
|
|
Printf(PRINT_HIGH, "The condition must have TX ID or hitag to be set: RX ID %d, SPRITE #%d", actor->xspr.rxID, actor->GetIndex());
|
|
}
|
|
break;
|
|
}
|
|
|
|
// auto set going On and going Off if both are empty
|
|
if (actor->xspr.txID && !actor->xspr.triggerOn && !actor->xspr.triggerOff)
|
|
actor->xspr.triggerOn = actor->xspr.triggerOff = true;
|
|
|
|
// copy custom start health to avoid overwrite by kThingBloodChunks
|
|
if (actor->IsDudeActor())
|
|
actor->xspr.sysData2 = actor->xspr.data4;
|
|
|
|
// check reserved statnums
|
|
if (actor->spr.statnum >= kStatModernBase && actor->spr.statnum < kStatModernMax)
|
|
{
|
|
bool sysStat = true;
|
|
switch (actor->spr.statnum)
|
|
{
|
|
case kStatModernStealthRegion:
|
|
sysStat = (actor->spr.type != kModernStealthRegion);
|
|
break;
|
|
case kStatModernDudeTargetChanger:
|
|
sysStat = (actor->spr.type != kModernDudeTargetChanger);
|
|
break;
|
|
case kStatModernCondition:
|
|
sysStat = (actor->spr.type != kModernCondition && actor->spr.type != kModernConditionFalse);
|
|
break;
|
|
case kStatModernEventRedirector:
|
|
sysStat = (actor->spr.type != kModernRandomTX && actor->spr.type != kModernSequentialTX);
|
|
break;
|
|
case kStatModernWindGen:
|
|
sysStat = (actor->spr.type != kModernWindGenerator);
|
|
break;
|
|
case kStatModernPlayerLinker:
|
|
case kStatModernQavScene:
|
|
sysStat = (actor->spr.type != kModernPlayerControl);
|
|
break;
|
|
}
|
|
|
|
if (sysStat)
|
|
I_Error("Sprite statnum %d on sprite #%d is in a range of reserved (%d - %d)!", actor->spr.statnum, actor->GetIndex(), kStatModernBase, kStatModernMax);
|
|
}
|
|
|
|
switch (actor->spr.type)
|
|
{
|
|
case kModernRandomTX:
|
|
case kModernSequentialTX:
|
|
if (actor->xspr.command != kCmdLink) break;
|
|
// add statnum for faster redirects search
|
|
ChangeActorStat(actor, kStatModernEventRedirector);
|
|
break;
|
|
case kModernWindGenerator:
|
|
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
|
|
ChangeActorStat(actor, kStatModernWindGen);
|
|
break;
|
|
case kModernDudeTargetChanger:
|
|
case kModernObjDataAccumulator:
|
|
case kModernRandom:
|
|
case kModernRandom2:
|
|
case kModernStealthRegion:
|
|
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
|
|
actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
|
|
switch (actor->spr.type)
|
|
{
|
|
// stealth regions for patrolling enemies
|
|
case kModernStealthRegion:
|
|
ChangeActorStat(actor, kStatModernStealthRegion);
|
|
break;
|
|
// add statnum for faster dude searching
|
|
case kModernDudeTargetChanger:
|
|
ChangeActorStat(actor, kStatModernDudeTargetChanger);
|
|
if (actor->xspr.busyTime <= 0) actor->xspr.busyTime = 5;
|
|
actor->xspr.command = kCmdLink;
|
|
break;
|
|
// remove kStatItem status from random item generators
|
|
case kModernRandom:
|
|
case kModernRandom2:
|
|
ChangeActorStat(actor, kStatDecoration);
|
|
actor->xspr.sysData1 = actor->xspr.command; // save the command so spawned item can inherit it
|
|
actor->xspr.command = kCmdLink; // generator itself can't send commands
|
|
break;
|
|
}
|
|
break;
|
|
case kModernThingTNTProx:
|
|
actor->xspr.Proximity = true;
|
|
break;
|
|
case kDudeModernCustom:
|
|
{
|
|
if (actor->xspr.txID <= 0) break;
|
|
int found = 0;
|
|
BloodStatIterator it(kStatDude);
|
|
while (DBloodActor* iactor = it.Next())
|
|
{
|
|
if (iactor->xspr.rxID != actor->xspr.txID) continue;
|
|
else if (found) I_Error("\nCustom dude (TX ID %d):\nOnly one incarnation allowed per channel!", actor->xspr.txID);
|
|
ChangeActorStat(iactor, kStatInactive);
|
|
found++;
|
|
}
|
|
break;
|
|
}
|
|
case kDudePodMother:
|
|
case kDudeTentacleMother:
|
|
actor->xspr.state = 1;
|
|
break;
|
|
case kModernPlayerControl:
|
|
switch (actor->xspr.command)
|
|
{
|
|
case kCmdLink:
|
|
{
|
|
if (actor->xspr.data1 < 0 || actor->xspr.data1 > kMaxPlayers)
|
|
I_Error("\nPlayer Control (SPRITE #%d):\nPlayer out of a range (data1 = %d)", actor->GetIndex(), actor->xspr.data1);
|
|
|
|
//if (numplayers < actor->xspr.data1)
|
|
//I_Error("\nPlayer Control (SPRITE #%d):\n There is no player #%d", actor->GetIndex(), actor->xspr.data1);
|
|
|
|
if (actor->xspr.rxID && actor->xspr.rxID != kChannelLevelStart)
|
|
I_Error("\nPlayer Control (SPRITE #%d) with Link command should have no RX ID!", actor->GetIndex());
|
|
|
|
if (actor->xspr.txID && actor->xspr.txID < kChannelUser)
|
|
I_Error("\nPlayer Control (SPRITE #%d):\nTX ID should be in range of %d and %d!", actor->GetIndex(), kChannelUser, kChannelMax);
|
|
|
|
// only one linker per player allowed
|
|
BloodStatIterator it(kStatModernPlayerLinker);
|
|
while (auto iactor = it.Next())
|
|
{
|
|
if (actor != iactor && actor->xspr.data1 == iactor->xspr.data1)
|
|
I_Error("\nPlayer Control (SPRITE #%d):\nPlayer %d already linked with different player control sprite #%d!", actor->GetIndex(), actor->xspr.data1, iactor->GetIndex());
|
|
}
|
|
actor->xspr.sysData1 = -1;
|
|
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
|
|
ChangeActorStat(actor, kStatModernPlayerLinker);
|
|
break;
|
|
}
|
|
case 67: // play qav animation
|
|
if (actor->xspr.txID >= kChannelUser && !actor->xspr.waitTime) actor->xspr.waitTime = 1;
|
|
ChangeActorStat(actor, kStatModernQavScene);
|
|
break;
|
|
}
|
|
break;
|
|
case kModernCondition:
|
|
case kModernConditionFalse:
|
|
if (actor->xspr.busyTime > 0)
|
|
{
|
|
if (actor->xspr.waitTime > 0)
|
|
{
|
|
actor->xspr.busyTime = ClipHigh(actor->xspr.busyTime + ((actor->xspr.waitTime * 120) / 10), 4095); actor->xspr.waitTime = 0;
|
|
Printf(PRINT_HIGH, "Summing busyTime and waitTime for tracking condition #%d, RX ID %d. Result = %d ticks", actor->GetIndex(), actor->xspr.rxID, actor->xspr.busyTime);
|
|
}
|
|
actor->xspr.busy = actor->xspr.busyTime;
|
|
}
|
|
|
|
if (actor->xspr.waitTime && actor->xspr.command >= kCmdNumberic)
|
|
condError(actor, "Delay is not available when using numberic commands (%d - %d)", kCmdNumberic, 255);
|
|
|
|
actor->xspr.Decoupled = false; // must go through operateSprite always
|
|
actor->xspr.Sight = actor->xspr.Impact = actor->xspr.Touch = false;
|
|
actor->xspr.Proximity = actor->xspr.Push = actor->xspr.Vector = false;
|
|
actor->xspr.state = actor->xspr.restState = 0;
|
|
|
|
if (gModernMap == 2 && actor->xspr.triggerOn && !actor->xspr.triggerOff)
|
|
actor->spr.flags |= kModernTypeFlag64;
|
|
else
|
|
actor->spr.flags &= ~kModernTypeFlag64;
|
|
|
|
actor->xspr.triggerOn = actor->xspr.triggerOff = false;
|
|
|
|
actor->xspr.TargetPos = {-1, -1, -1};
|
|
|
|
actor->xspr.sysData2 = -1;
|
|
actor->SetTarget(nullptr);
|
|
ChangeActorStat(actor, kStatModernCondition);
|
|
auto oldStat = actor->spr.cstat;
|
|
actor->spr.cstat = 0;
|
|
|
|
if (oldStat & CSTAT_SPRITE_BLOCK)
|
|
actor->spr.cstat |= CSTAT_SPRITE_BLOCK;
|
|
|
|
if (oldStat & CSTAT_SPRITE_MOVE_FORWARD) actor->spr.cstat |= CSTAT_SPRITE_MOVE_FORWARD;
|
|
else if (oldStat & CSTAT_SPRITE_MOVE_REVERSE) actor->spr.cstat |= CSTAT_SPRITE_MOVE_REVERSE;
|
|
|
|
if (!nnext_showconditionsprites)
|
|
actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
|
|
break;
|
|
}
|
|
|
|
// the following trigger flags are senseless to have together
|
|
if ((actor->xspr.Touch && (actor->xspr.Proximity || actor->xspr.Sight) && actor->xspr.DudeLockout)
|
|
|| (actor->xspr.Touch && actor->xspr.Proximity && !actor->xspr.Sight)) actor->xspr.Touch = false;
|
|
|
|
if (actor->xspr.Proximity && actor->xspr.Sight && actor->xspr.DudeLockout)
|
|
actor->xspr.Proximity = false;
|
|
|
|
// very quick fix for floor sprites with Touch trigger flag if their Z is equals sector florz / ceilgz
|
|
if (actor->insector() && actor->xspr.Touch && (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) {
|
|
if (actor->spr.pos.Z == actor->sector()->floorz) actor->spr.pos.Z -= zmaptoworld;
|
|
else if (actor->spr.pos.Z == actor->sector()->ceilingz) actor->spr.pos.Z += zmaptoworld;
|
|
}
|
|
|
|
// make Proximity flag work not just for dudes and things...
|
|
if (actor->xspr.Proximity && gProxySpritesCount < kMaxSuperXSprites)
|
|
{
|
|
switch (actor->spr.statnum)
|
|
{
|
|
case kStatFX: case kStatExplosion: case kStatItem:
|
|
case kStatPurge: case kStatSpares: case kStatFlare:
|
|
case kStatInactive: case kStatFree: case kStatMarker:
|
|
case kStatThing: case kStatDude:
|
|
case kStatModernPlayerLinker:
|
|
break;
|
|
default:
|
|
gProxySpritesList[gProxySpritesCount++] = actor;
|
|
if (gProxySpritesCount == kMaxSuperXSprites)
|
|
I_Error("Max (%d) *additional* Proximity sprites reached!", kMaxSuperXSprites);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// make Sight, Screen, Aim flags work not just for dudes and things...
|
|
if ((actor->xspr.Sight || actor->xspr.unused3) && gSightSpritesCount < kMaxSuperXSprites)
|
|
{
|
|
switch (actor->spr.statnum)
|
|
{
|
|
case kStatFX: case kStatExplosion: case kStatItem:
|
|
case kStatPurge: case kStatSpares: case kStatFlare:
|
|
case kStatInactive: case kStatFree: case kStatMarker:
|
|
case kStatModernPlayerLinker:
|
|
break;
|
|
default:
|
|
gSightSpritesList[gSightSpritesCount++] = actor;
|
|
if (gSightSpritesCount == kMaxSuperXSprites)
|
|
I_Error("Max (%d) Sight sprites reached!", kMaxSuperXSprites);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// make Impact flag work for sprites that affected by explosions...
|
|
if (actor->xspr.Impact && gImpactSpritesCount < kMaxSuperXSprites)
|
|
{
|
|
switch (actor->spr.statnum)
|
|
{
|
|
case kStatFX: case kStatExplosion: case kStatItem:
|
|
case kStatPurge: case kStatSpares: case kStatFlare:
|
|
case kStatInactive: case kStatFree: case kStatMarker:
|
|
case kStatModernPlayerLinker:
|
|
break;
|
|
default:
|
|
gImpactSpritesList[gImpactSpritesCount++] = actor;
|
|
if (gImpactSpritesCount == kMaxSuperXSprites)
|
|
I_Error("Max (%d) *additional* Impact sprites reached!", kMaxSuperXSprites);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// collect objects for tracking conditions
|
|
BloodStatIterator it2(kStatModernCondition);
|
|
while (auto iactor = it2.Next())
|
|
{
|
|
if (iactor->xspr.busyTime <= 0 || iactor->xspr.isTriggered) continue;
|
|
|
|
TRCONDITION* pCond = &gConditions[gConditions.Reserve(1)];
|
|
|
|
for (auto iactor2 : actors)
|
|
{
|
|
if (!iactor->exists() || !iactor2->hasX() || iactor2->xspr.txID != iactor->xspr.rxID || iactor2 == iactor)
|
|
continue;
|
|
|
|
switch (iactor2->spr.type)
|
|
{
|
|
case kSwitchToggle: // exceptions
|
|
case kSwitchOneWay: // exceptions
|
|
continue;
|
|
}
|
|
|
|
if (iactor2->spr.type == kModernCondition || iactor2->spr.type == kModernConditionFalse)
|
|
condError(iactor, "Tracking condition always must be first in condition sequence!");
|
|
|
|
pCond->objects.Reserve(1);
|
|
pCond->objects.Last().obj = EventObject(iactor2);
|
|
pCond->objects.Last().cmd = (uint8_t)iactor2->xspr.command;
|
|
}
|
|
|
|
for (auto& sect : sector)
|
|
{
|
|
if (!sect.hasX() || sect.xs().txID != iactor->xspr.rxID) continue;
|
|
|
|
pCond->objects.Reserve(1);
|
|
pCond->objects.Last().obj = EventObject(§);
|
|
pCond->objects.Last().cmd = sect.xs().command;
|
|
}
|
|
|
|
for (auto& wal : wall)
|
|
{
|
|
if (!wal.hasX() || wal.xw().txID != iactor->xspr.rxID)
|
|
continue;
|
|
|
|
switch (wal.type) {
|
|
case kSwitchToggle: // exceptions
|
|
case kSwitchOneWay: // exceptions
|
|
continue;
|
|
}
|
|
|
|
pCond->objects.Reserve(1);
|
|
pCond->objects.Last().obj = EventObject(&wal);
|
|
pCond->objects.Last().cmd = wal.xw().command;
|
|
}
|
|
|
|
if (iactor->xspr.data1 > kCondGameMax && pCond->objects.Size() == 0)
|
|
Printf(PRINT_HIGH, "No objects to track found for condition #%d, RXID: %d!", iactor->GetIndex(), iactor->xspr.rxID);
|
|
|
|
pCond->actor = iactor;
|
|
}
|
|
}
|
|
|
|
|
|
// The following functions required for random event features
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int nnExtRandom(int a, int b)
|
|
{
|
|
if (!gAllowTrueRandom) return Random(((b + 1) - a)) + a;
|
|
// used for better randomness in single player
|
|
std::uniform_int_distribution<int> dist_a_b(a, b);
|
|
return dist_a_b(gStdRandom);
|
|
}
|
|
|
|
static int GetDataVal(DBloodActor* actor, int data)
|
|
{
|
|
if (!actor->hasX()) return -1;
|
|
|
|
switch (data) {
|
|
case 0: return actor->xspr.data1;
|
|
case 1: return actor->xspr.data2;
|
|
case 2: return actor->xspr.data3;
|
|
case 3: return actor->xspr.data4;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// tries to get random data field of sprite
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static int randomGetDataValue(DBloodActor* actor, int randType)
|
|
{
|
|
if (actor == NULL || !actor->hasX()) return -1;
|
|
int random = 0; int bad = 0; int maxRetries = kMaxRandomizeRetries;
|
|
|
|
int rData[4];
|
|
rData[0] = actor->xspr.data1; rData[2] = actor->xspr.data3;
|
|
rData[1] = actor->xspr.data2; rData[3] = actor->xspr.data4;
|
|
// randomize only in case if at least 2 data fields fits.
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
switch (randType) {
|
|
case kRandomizeItem:
|
|
if (rData[i] >= kItemWeaponBase && rData[i] < kItemMax) break;
|
|
else bad++;
|
|
break;
|
|
case kRandomizeDude:
|
|
if (rData[i] >= kDudeBase && rData[i] < kDudeMax) break;
|
|
else bad++;
|
|
break;
|
|
case kRandomizeTX:
|
|
if (rData[i] > kChannelZero && rData[i] < kChannelUserMax) break;
|
|
else bad++;
|
|
break;
|
|
default:
|
|
bad++;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (bad < 3)
|
|
{
|
|
// try randomize few times
|
|
while (maxRetries > 0)
|
|
{
|
|
random = nnExtRandom(0, 3);
|
|
if (rData[random] > 0) return rData[random];
|
|
else maxRetries--;
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// this function drops random item using random pickup generator(s)
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static DBloodActor* randomDropPickupObject(DBloodActor* sourceactor, int prevItem)
|
|
{
|
|
DBloodActor* spawned = nullptr;
|
|
int selected = -1;
|
|
int maxRetries = 9;
|
|
if (sourceactor->hasX())
|
|
{
|
|
while ((selected = randomGetDataValue(sourceactor, kRandomizeItem)) == prevItem) if (maxRetries-- <= 0) break;
|
|
if (selected > 0)
|
|
{
|
|
spawned = actDropObject(sourceactor, selected);
|
|
if (spawned)
|
|
{
|
|
sourceactor->xspr.dropMsg = uint8_t(spawned->spr.type); // store dropped item type in dropMsg
|
|
spawned->spr.pos = sourceactor->spr.pos;
|
|
|
|
if ((sourceactor->spr.flags & kModernTypeFlag1) && (sourceactor->xspr.txID > 0 || (sourceactor->xspr.txID != 3 && sourceactor->xspr.lockMsg > 0)))
|
|
{
|
|
spawned->addX();
|
|
|
|
// inherit spawn sprite trigger settings, so designer can send command when item picked up.
|
|
spawned->xspr.txID = sourceactor->xspr.txID;
|
|
spawned->xspr.command = sourceactor->xspr.sysData1;
|
|
spawned->xspr.triggerOn = sourceactor->xspr.triggerOn;
|
|
spawned->xspr.triggerOff = sourceactor->xspr.triggerOff;
|
|
|
|
spawned->xspr.Pickup = true;
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return spawned;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// this function spawns random dude using dudeSpawn
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DBloodActor* randomSpawnDude(DBloodActor* sourceactor, DBloodActor* origin, double dist, double zadd)
|
|
{
|
|
DBloodActor* spawned = NULL; int selected = -1;
|
|
|
|
if ((selected = randomGetDataValue(sourceactor, kRandomizeDude)) > 0)
|
|
spawned = nnExtSpawnDude(sourceactor, origin, selected, dist, zadd);
|
|
|
|
return spawned;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void windGenDoVerticalWind(int factor, sectortype* pSector)
|
|
{
|
|
double maxZ = 0, zdiff;
|
|
bool maxZfound = false;
|
|
|
|
// find maxz marker first
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
if (actor->spr.type == kMarkerOn && actor->spr.statnum != kStatMarker)
|
|
{
|
|
maxZ = actor->spr.pos.Z;
|
|
maxZfound = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
it.Reset(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
switch (actor->spr.statnum)
|
|
{
|
|
case kStatFree:
|
|
continue;
|
|
case kStatFX:
|
|
if (actor->vel.Z) break;
|
|
continue;
|
|
case kStatThing:
|
|
case kStatDude:
|
|
if (actor->spr.flags & kPhysGravity) break;
|
|
continue;
|
|
default:
|
|
if (actor->hasX() && actor->xspr.physAttr & kPhysGravity) break;
|
|
continue;
|
|
}
|
|
|
|
if (maxZfound && actor->spr.pos.Z <= maxZ)
|
|
{
|
|
zdiff = actor->spr.pos.Z - maxZ;
|
|
if (actor->vel.Z < 0) actor->vel.Z += actor->vel.Z * zdiff / 4096;
|
|
continue;
|
|
}
|
|
|
|
double val = -factor / 1024.;
|
|
if (actor->vel.Z >= 0) actor->vel.Z += val;
|
|
else actor->vel.Z = val;
|
|
|
|
actor->spr.pos.Z += actor->vel.Z / 16.;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void nnExtProcessSuperSprites()
|
|
{
|
|
// process tracking conditions
|
|
if (gConditions.Size() > 0)
|
|
{
|
|
for (unsigned i = 0; i < gConditions.Size(); i++)
|
|
{
|
|
TRCONDITION const* pCond = &gConditions[i];
|
|
auto aCond = pCond->actor;
|
|
if (aCond->xspr.locked || aCond->xspr.isTriggered || ++aCond->xspr.busy < aCond->xspr.busyTime)
|
|
continue;
|
|
|
|
if (pCond->objects.Size() > 0)
|
|
{
|
|
aCond->xspr.busy = 0;
|
|
for (unsigned k = 0; k < pCond->objects.Size(); k++)
|
|
{
|
|
EVENT evn;
|
|
evn.target = pCond->objects[k].obj;
|
|
evn.cmd = pCond->objects[k].cmd;
|
|
evn.funcID = kCallbackMax;
|
|
evn.initiator = nullptr;
|
|
useCondition(pCond->actor, evn);
|
|
}
|
|
}
|
|
else if (aCond->xspr.data1 >= kCondGameBase && aCond->xspr.data1 < kCondGameMax)
|
|
{
|
|
EVENT evn;
|
|
evn.target = EventObject(pCond->actor);
|
|
evn.cmd = (int8_t)aCond->xspr.command;
|
|
evn.funcID = kCallbackMax;
|
|
evn.initiator = nullptr;
|
|
useCondition(pCond->actor, evn);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// process floor oriented kModernWindGenerator to create a vertical wind in the sectors
|
|
BloodStatIterator it(kStatModernWindGen);
|
|
while (auto windactor = it.Next())
|
|
{
|
|
|
|
if (!(windactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) || windactor->spr.statnum >= kMaxStatus || !windactor->hasX())
|
|
continue;
|
|
|
|
if (!windactor->xspr.state || windactor->xspr.locked)
|
|
continue;
|
|
|
|
int j, rx;
|
|
bool fWindAlways = (windactor->spr.flags & kModernTypeFlag1);
|
|
|
|
if (windactor->xspr.txID) {
|
|
|
|
rx = windactor->xspr.txID;
|
|
for (j = bucketHead[rx]; j < bucketHead[rx + 1]; j++)
|
|
{
|
|
if (!rxBucket[j].isSector()) continue;
|
|
auto pSector = rxBucket[j].sector();
|
|
XSECTOR* pXSector = &pSector->xs();
|
|
|
|
if ((!pXSector->locked) && (fWindAlways || pXSector->windAlways || pXSector->busy))
|
|
windGenDoVerticalWind(windactor->xspr.sysData2, pSector);
|
|
}
|
|
|
|
DBloodActor* pXRedir = nullptr; // check redirected TX buckets
|
|
while ((pXRedir = evrListRedirectors(OBJ_SPRITE, nullptr, nullptr, windactor, pXRedir, &rx)) != nullptr)
|
|
{
|
|
for (j = bucketHead[rx]; j < bucketHead[rx + 1]; j++)
|
|
{
|
|
if (!rxBucket[j].isSector()) continue;
|
|
auto pSector = rxBucket[j].sector();
|
|
XSECTOR* pXSector = &pSector->xs();
|
|
|
|
if ((!pXSector->locked) && (fWindAlways || pXSector->windAlways || pXSector->busy))
|
|
windGenDoVerticalWind(windactor->xspr.sysData2, pSector);
|
|
}
|
|
}
|
|
|
|
}
|
|
else if (windactor->insector())
|
|
{
|
|
sectortype* pSect = windactor->sector();
|
|
XSECTOR* pXSector = (pSect->hasX()) ? &pSect->xs() : nullptr;
|
|
if ((fWindAlways) || (pXSector && !pXSector->locked && (pXSector->windAlways || pXSector->busy)))
|
|
windGenDoVerticalWind(windactor->xspr.sysData2, windactor->sector());
|
|
}
|
|
}
|
|
|
|
// process additional proximity sprites
|
|
if (gProxySpritesCount > 0)
|
|
{
|
|
for (int i = 0; i < gProxySpritesCount; i++)
|
|
{
|
|
DBloodActor* pProx = gProxySpritesList[i];
|
|
if (!pProx || !xsprIsFine(pProx)) continue;
|
|
|
|
if (!pProx->xspr.Proximity || (!pProx->xspr.Interrutable && pProx->xspr.state != pProx->xspr.restState) || pProx->xspr.locked == 1
|
|
|| pProx->xspr.isTriggered) continue; // don't process locked or triggered sprites
|
|
|
|
int okDist = (pProx->IsDudeActor()) ? 96 : max(int(pProx->clipdist * 12), 32);
|
|
auto pos = pProx->spr.pos;
|
|
auto pSect = pProx->sector();
|
|
|
|
if (!pProx->xspr.DudeLockout)
|
|
{
|
|
BloodStatIterator itr(kStatDude);
|
|
while (auto affected = itr.Next())
|
|
{
|
|
if (!xsprIsFine(affected) || affected->xspr.health <= 0) continue;
|
|
else if (CheckProximity(affected, pos, pSect, okDist))
|
|
{
|
|
trTriggerSprite(pProx, kCmdSpriteProximity, affected);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int a = connecthead; a >= 0; a = connectpoint2[a])
|
|
{
|
|
DBloodPlayer* pPlayer = getPlayer(a);
|
|
if (!pPlayer || !xsprIsFine(pPlayer->GetActor()) || pPlayer->GetActor()->xspr.health <= 0)
|
|
continue;
|
|
|
|
if (pPlayer->GetActor()->xspr.health > 0 && CheckProximity(getPlayer(0)->GetActor(), pos, pSect, okDist))
|
|
{
|
|
trTriggerSprite(pProx, kCmdSpriteProximity, pPlayer->GetActor());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// process sight sprites (for players only)
|
|
if (gSightSpritesCount > 0)
|
|
{
|
|
for (int i = 0; i < gSightSpritesCount; i++)
|
|
{
|
|
DBloodActor* pSight = gSightSpritesList[i];
|
|
if (!pSight || !xsprIsFine(pSight)) continue;
|
|
|
|
if ((!pSight->xspr.Interrutable && pSight->xspr.state != pSight->xspr.restState) || pSight->xspr.locked == 1 ||
|
|
pSight->xspr.isTriggered) continue; // don't process locked or triggered sprites
|
|
|
|
// sprite is drawn for one of players
|
|
if ((pSight->xspr.unused3 & kTriggerSpriteScreen) && (pSight->spr.cstat2 & CSTAT2_SPRITE_MAPPED))
|
|
{
|
|
trTriggerSprite(pSight, kCmdSpriteSight);
|
|
pSight->spr.cstat2 &= ~CSTAT2_SPRITE_MAPPED;
|
|
continue;
|
|
}
|
|
|
|
|
|
auto pSightSect = pSight->sector();
|
|
double ztop2, zbot2;
|
|
|
|
for (int a = connecthead; a >= 0; a = connectpoint2[a])
|
|
{
|
|
DBloodPlayer* pPlayer = getPlayer(a);
|
|
if (!pPlayer || !xsprIsFine(pPlayer->GetActor()) || pPlayer->GetActor()->xspr.health <= 0)
|
|
continue;
|
|
|
|
auto plActor = pPlayer->GetActor();
|
|
GetActorExtents(plActor, &ztop2, &zbot2);
|
|
if (cansee(pSight->spr.pos, pSightSect, DVector3(plActor->spr.pos.XY(), ztop2), plActor->sector()))
|
|
{
|
|
if (pSight->xspr.Sight)
|
|
{
|
|
trTriggerSprite(pSight, kCmdSpriteSight, plActor);
|
|
}
|
|
|
|
if (pSight->xspr.unused3 & kTriggerSpriteAim)
|
|
{
|
|
bool vector = (pSight->spr.cstat & CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
if (!vector)
|
|
pSight->spr.cstat |= CSTAT_SPRITE_BLOCK_HITSCAN;
|
|
|
|
HitScan(pPlayer->GetActor(), pPlayer->zWeapon, pPlayer->aim, CLIPMASK0 | CLIPMASK1, 0);
|
|
|
|
if (!vector)
|
|
pSight->spr.cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN;
|
|
|
|
if (gHitInfo.actor() == pSight)
|
|
{
|
|
trTriggerSprite(gHitInfo.actor(), kCmdSpriteSight, plActor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// process Debris sprites for movement
|
|
if (gPhysSpritesCount > 0)
|
|
{
|
|
for (int i = 0; i < gPhysSpritesCount; i++)
|
|
{
|
|
DBloodActor* debrisactor = gPhysSpritesList[i];
|
|
if (debrisactor == nullptr || !debrisactor->hasX()) continue;
|
|
|
|
if (debrisactor->spr.statnum == kStatFree || (debrisactor->spr.flags & kHitagFree) != 0)
|
|
{
|
|
gPhysSpritesList[i] = nullptr;
|
|
continue;
|
|
}
|
|
|
|
if (!(debrisactor->xspr.physAttr & kPhysMove) && !(debrisactor->xspr.physAttr & kPhysGravity))
|
|
{
|
|
gPhysSpritesList[i] = nullptr;
|
|
continue;
|
|
}
|
|
|
|
XSECTOR* pXSector = (debrisactor->sector()->hasX()) ? &debrisactor->sector()->xs() : nullptr;
|
|
viewBackupSpriteLoc(debrisactor);
|
|
|
|
bool uwater = false;
|
|
int mass = debrisactor->spriteMass.mass;
|
|
int airVel = debrisactor->spriteMass.airVel;
|
|
|
|
double top, bottom;
|
|
GetActorExtents(debrisactor, &top, &bottom);
|
|
|
|
if (pXSector != nullptr)
|
|
{
|
|
if ((uwater = pXSector->Underwater) != 0) airVel <<= 6;
|
|
if (pXSector->panVel != 0 && getflorzofslopeptr(debrisactor->sector(), debrisactor->spr.pos) <= bottom)
|
|
{
|
|
DAngle angle = pXSector->panAngle;
|
|
double speed = 0;
|
|
if (pXSector->panAlways || pXSector->state || pXSector->busy)
|
|
{
|
|
speed = pXSector->panVel / 128.;
|
|
if (!pXSector->panAlways && pXSector->busy)
|
|
speed *= FixedToFloat(pXSector->busy);
|
|
}
|
|
if (debrisactor->sector()->floorstat & CSTAT_SECTOR_ALIGN)
|
|
angle += debrisactor->sector()->walls[0].normalAngle();
|
|
debrisactor->vel += angle.ToVector() * speed;
|
|
}
|
|
}
|
|
|
|
actAirDrag(debrisactor, airVel);
|
|
|
|
if (debrisactor->xspr.physAttr & kPhysDebrisTouch)
|
|
{
|
|
DBloodPlayer* pPlayer = NULL;
|
|
for (int a = connecthead; a != -1; a = connectpoint2[a])
|
|
{
|
|
pPlayer = getPlayer(a);
|
|
DBloodActor* pact = pPlayer->GetActor();
|
|
|
|
if (pact && pact->hit.hit.type == kHitSprite && pact->hit.hit.actor() == debrisactor)
|
|
{
|
|
double nSpeed = pact->vel.XY().Length();
|
|
nSpeed = max<double>(nSpeed - nSpeed * FixedToFloat<6>(mass), FixedToFloat(0x9000 - (mass << 3))); // very messy math (TM)...
|
|
|
|
debrisactor->vel += pPlayer->GetActor()->spr.Angles.Yaw.ToVector() * nSpeed;
|
|
debrisactor->hit.hit.setSprite(pPlayer->GetActor());
|
|
}
|
|
}
|
|
}
|
|
|
|
if (debrisactor->xspr.physAttr & kPhysGravity) debrisactor->xspr.physAttr |= kPhysFalling;
|
|
if ((debrisactor->xspr.physAttr & kPhysFalling) || !debrisactor->vel.isZero() || debrisactor->sector()->velFloor || debrisactor->sector()->velCeil)
|
|
debrisMove(i);
|
|
|
|
if (!debrisactor->vel.XY().isZero())
|
|
debrisactor->xspr.goalAng = debrisactor->vel.Angle();
|
|
|
|
debrisactor->norm_ang();
|
|
DAngle ang = debrisactor->spr.Angles.Yaw;
|
|
if ((uwater = spriteIsUnderwater(debrisactor)) == false) evKillActor(debrisactor, kCallbackEnemeyBubble);
|
|
else if (Chance(0x1000 - mass))
|
|
{
|
|
if (debrisactor->vel.Z > 0x100) debrisBubble(debrisactor);
|
|
if (absangle(ang, debrisactor->xspr.goalAng) < minAngle) // need to be very careful with comparing angles for equality!
|
|
{
|
|
debrisactor->xspr.goalAng += RandomAngle(kAng60);
|
|
debrisactor->norm_ang();
|
|
debrisBubble(debrisactor);
|
|
}
|
|
}
|
|
|
|
int vdist = max((int)(abs(debrisactor->vel.X) + abs(debrisactor->vel.Y) * 2048.), (uwater) ? 1 : 0);
|
|
auto angStep = DAngle::fromBuild(vdist);
|
|
|
|
if (ang < debrisactor->xspr.goalAng) debrisactor->spr.Angles.Yaw = min(ang + angStep, debrisactor->xspr.goalAng);
|
|
else if (ang > debrisactor->xspr.goalAng) debrisactor->spr.Angles.Yaw = max(ang - angStep, debrisactor->xspr.goalAng);
|
|
|
|
auto pSector = debrisactor->sector();
|
|
double fz, cz;
|
|
calcSlope(pSector, debrisactor->spr.pos, &cz, &fz);
|
|
GetActorExtents(debrisactor, &top, &bottom);
|
|
|
|
if (fz >= bottom && pSector->lowerLink == nullptr && !(pSector->ceilingstat & CSTAT_SECTOR_SKY)) debrisactor->spr.pos.Z += max(cz - top, 0.);
|
|
if (cz <= top && pSector->upperLink == nullptr && !(pSector->floorstat & CSTAT_SECTOR_SKY)) debrisactor->spr.pos.Z += min(fz - bottom, 0.);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// this function plays sound predefined in missile info
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void sfxPlayMissileSound(DBloodActor* actor, int missileId)
|
|
{
|
|
const MISSILEINFO_EXTRA* pMissType = &gMissileInfoExtra[missileId - kMissileBase];
|
|
sfxPlay3DSound(actor, Chance(0x5000) ? pMissType->fireSound[0] : pMissType->fireSound[1], -1, 0);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// this function plays sound predefined in vector info
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void sfxPlayVectorSound(DBloodActor* actor, int vectorId)
|
|
{
|
|
const VECTORINFO_EXTRA* pVectorData = &gVectorInfoExtra[vectorId];
|
|
sfxPlay3DSound(actor, Chance(0x5000) ? pVectorData->fireSound[0] : pVectorData->fireSound[1], -1, 0);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int getSpriteMassBySize(DBloodActor* actor)
|
|
{
|
|
int mass = 0;
|
|
int seqId = -1;
|
|
double clipDist = actor->clipdist;
|
|
if (!actor->hasX())
|
|
{
|
|
I_Error("getSpriteMassBySize: actor->spr.hasX == false");
|
|
}
|
|
else if (actor->IsDudeActor())
|
|
{
|
|
switch (actor->spr.type)
|
|
{
|
|
case kDudePodMother: // fake dude, no seq
|
|
break;
|
|
case kDudeModernCustom:
|
|
case kDudeModernCustomBurning:
|
|
seqId = actor->xspr.data2;
|
|
clipDist = actor->genDudeExtra.clipdist;
|
|
break;
|
|
default:
|
|
seqId = getDudeInfo(actor->spr.type)->seqStartID;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
seqId = seqGetID(actor);
|
|
}
|
|
|
|
SPRITEMASS* cached = &actor->spriteMass;
|
|
if (((seqId >= 0 && seqId == cached->seqId) || actor->spr.spritetexture() == cached->texid) && actor->spr.scale.X == cached->scale.X &&
|
|
actor->spr.scale.Y == cached->scale.Y && clipDist == cached->clipDist)
|
|
{
|
|
return cached->mass;
|
|
}
|
|
|
|
auto texid = actor->spr.spritetexture();
|
|
int massDiv = 30;
|
|
int addMul = 2;
|
|
int subMul = 2;
|
|
|
|
if (seqId >= 0)
|
|
{
|
|
auto pSeq = getSequence(seqId);
|
|
if (pSeq)
|
|
{
|
|
texid = seqGetTexture(&pSeq->frames[0]);
|
|
}
|
|
}
|
|
auto tex = TexMan.GetGameTexture(texid);
|
|
if (!tex) return 0;
|
|
|
|
clipDist = max(actor->clipdist, 0.25);
|
|
int x = (int)tex->GetDisplayWidth();
|
|
int y = (int)tex->GetDisplayHeight();
|
|
int xscale = int(actor->spr.scale.X * 64);
|
|
int yscale = int(actor->spr.scale.Y * 64);
|
|
|
|
// take surface type into account
|
|
switch (GetExtInfo(actor->spr.spritetexture()).surftype)
|
|
{
|
|
case 1: massDiv = 16; break; // stone
|
|
case 2: massDiv = 18; break; // metal
|
|
case 3: massDiv = 21; break; // wood
|
|
case 4: massDiv = 25; break; // flesh
|
|
case 5: massDiv = 28; break; // water
|
|
case 6: massDiv = 26; break; // dirt
|
|
case 7: massDiv = 27; break; // clay
|
|
case 8: massDiv = 35; break; // snow
|
|
case 9: massDiv = 22; break; // ice
|
|
case 10: massDiv = 37; break; // leaves
|
|
case 11: massDiv = 33; break; // cloth
|
|
case 12: massDiv = 36; break; // plant
|
|
case 13: massDiv = 24; break; // goo
|
|
case 14: massDiv = 23; break; // lava
|
|
}
|
|
|
|
mass = ((x + y) * int(clipDist * 2)) / massDiv;
|
|
|
|
if (xscale > 64) mass += ((xscale - 64) * addMul);
|
|
else if (xscale < 64 && mass > 0)
|
|
{
|
|
for (int i = 64 - xscale; i > 0; i--)
|
|
{
|
|
if ((mass -= subMul) <= 100 && subMul-- <= 1)
|
|
{
|
|
mass -= i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (yscale > 64) mass += ((yscale - 64) * addMul);
|
|
else if (yscale < 64 && mass > 0)
|
|
{
|
|
for (int i = 64 - yscale; i > 0; i--)
|
|
{
|
|
if ((mass -= subMul) <= 100 && subMul-- <= 1)
|
|
{
|
|
mass -= i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (mass <= 0) cached->mass = 1 + Random(10);
|
|
else cached->mass = ClipRange(mass, 1, 65535);
|
|
|
|
cached->airVel = ClipRange(400 - cached->mass, 32, 400);
|
|
cached->fraction = ClipRange(60000 - (cached->mass << 7), 8192, 60000);
|
|
|
|
cached->scale.X = actor->spr.scale.X;
|
|
cached->scale.Y = actor->spr.scale.Y;
|
|
cached->texid = actor->spr.spritetexture();
|
|
cached->seqId = seqId;
|
|
cached->clipDist = actor->clipdist;
|
|
|
|
return cached->mass;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static int debrisGetIndex(DBloodActor* actor)
|
|
{
|
|
if (!actor->hasX() || actor->xspr.physAttr == 0)
|
|
return -1;
|
|
|
|
for (int i = 0; i < gPhysSpritesCount; i++)
|
|
{
|
|
if (gPhysSpritesList[i] != actor) continue;
|
|
return i;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
int debrisGetFreeIndex(void)
|
|
{
|
|
for (int i = 0; i < kMaxSuperXSprites; i++)
|
|
{
|
|
if (gPhysSpritesList[i] == nullptr) return i;
|
|
auto actor = gPhysSpritesList[i];
|
|
if (actor->spr.statnum == kStatFree) return i;
|
|
|
|
else if ((actor->spr.flags & kHitagFree) || !gPhysSpritesList[i]->hasX()) return i;
|
|
else if (gPhysSpritesList[i]->xspr.physAttr == 0) return i;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void debrisConcuss(DBloodActor* owneractor, int listIndex, const DVector3& pos, int dmg)
|
|
{
|
|
DBloodActor* actor = gPhysSpritesList[listIndex];
|
|
if (actor != nullptr && actor->hasX())
|
|
{
|
|
auto dv = actor->spr.pos - pos;
|
|
|
|
dmg = int(dmg * (0x4000 / (0x4000 + dv.LengthSquared())));
|
|
bool thing = (actor->spr.type >= kThingBase && actor->spr.type < kThingMax);
|
|
auto tex = TexMan.GetGameTexture(actor->spr.spritetexture());
|
|
double size = (tex->GetDisplayWidth() * actor->spr.scale.X * tex->GetDisplayHeight() * actor->spr.scale.Y) * 2048;
|
|
if (actor->xspr.physAttr & kPhysDebrisExplode)
|
|
{
|
|
if (actor->spriteMass.mass > 0)
|
|
{
|
|
double t = double(dmg) * size / actor->spriteMass.mass;
|
|
|
|
actor->vel += dv * t / (1 << 24);
|
|
}
|
|
|
|
if (thing)
|
|
actor->spr.statnum = kStatThing; // temporary change statnum property
|
|
}
|
|
|
|
actDamageSprite(owneractor, actor, kDamageExplode, dmg);
|
|
|
|
if (thing)
|
|
actor->spr.statnum = kStatDecoration; // return statnum property back
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void debrisBubble(DBloodActor* actor)
|
|
{
|
|
double top, bottom;
|
|
GetActorExtents(actor, &top, &bottom);
|
|
|
|
auto tex = TexMan.GetGameTexture(actor->spr.spritetexture());
|
|
double nDist = (actor->spr.scale.X * tex->GetDisplayWidth()) * (1. / 2);
|
|
for (unsigned int i = 0; i < 1 + Random(5); i++)
|
|
{
|
|
DAngle nAngle = RandomAngle();
|
|
DVector3 pos;
|
|
pos.XY() = actor->spr.pos.XY() + nAngle.ToVector() * nDist;
|
|
pos.Z = bottom - RandomD(bottom - top, 8);
|
|
auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), actor->sector(), pos, nullAngle);
|
|
if (pFX) {
|
|
pFX->vel.X = actor->vel.X + Random2F(0x1aaaa);
|
|
pFX->vel.Y = actor->vel.Y + Random2F(0x1aaaa);
|
|
pFX->vel.Z = actor->vel.Z + Random2F(0x1aaaa);
|
|
}
|
|
|
|
}
|
|
|
|
if (Chance(0x2000))
|
|
evPostActor(actor, 0, kCallbackEnemeyBubble);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void debrisMove(int listIndex)
|
|
{
|
|
DBloodActor* actor = gPhysSpritesList[listIndex];
|
|
auto pSector = actor->sector();
|
|
|
|
if (!actor->hasX() || !pSector)
|
|
{
|
|
gPhysSpritesList[listIndex] = nullptr;
|
|
return;
|
|
}
|
|
|
|
double top, bottom;
|
|
GetActorExtents(actor, &top, &bottom);
|
|
|
|
Collision moveHit;
|
|
moveHit.setNone();
|
|
double floorDist = (bottom - actor->spr.pos.Z) * 0.25;
|
|
double ceilDist = (actor->spr.pos.Z - top) * 0.25;
|
|
double clipDistf = actor->clipdist;
|
|
int mass = actor->spriteMass.mass;
|
|
|
|
bool uwater = false;
|
|
int tmpFraction = actor->spriteMass.fraction;
|
|
if (pSector->hasX() && pSector->xs().Underwater)
|
|
{
|
|
tmpFraction >>= 1;
|
|
uwater = true;
|
|
}
|
|
|
|
if (actor->vel.X != 0 || actor->vel.Y != 0)
|
|
{
|
|
auto oldcstat = actor->spr.cstat;
|
|
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
ClipMove(actor->spr.pos, &pSector, actor->vel.XY(), clipDistf, ceilDist, floorDist, CLIPMASK0, moveHit);
|
|
actor->hit.hit = moveHit;
|
|
|
|
actor->spr.cstat = oldcstat;
|
|
if (actor->sector() != pSector)
|
|
{
|
|
if (!pSector) return;
|
|
else ChangeActorSect(actor, pSector);
|
|
}
|
|
|
|
if (pSector->type >= kSectorPath && pSector->type <= kSectorRotate)
|
|
{
|
|
auto pSector2 = pSector;
|
|
if (pushmove(actor->spr.pos, &pSector2, clipDistf, ceilDist, floorDist, CLIPMASK0) != -1)
|
|
pSector = pSector2;
|
|
}
|
|
|
|
if (actor->hit.hit.type == kHitWall)
|
|
{
|
|
moveHit = actor->hit.hit;
|
|
actWallBounceVector(actor, moveHit.hitWall, FixedToFloat(tmpFraction));
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
updatesectorz(actor->spr.pos, &pSector);
|
|
if (!pSector) return;
|
|
}
|
|
|
|
if (actor->sector() != pSector)
|
|
{
|
|
assert(pSector);
|
|
ChangeActorSect(actor, pSector);
|
|
pSector = actor->sector();
|
|
}
|
|
|
|
if (pSector->hasX())
|
|
uwater = pSector->xs().Underwater;
|
|
|
|
actor->spr.pos.Z += actor->vel.Z;
|
|
|
|
double ceilZ, floorZ;
|
|
Collision ceilColl, floorColl;
|
|
GetZRange(actor, &ceilZ, &ceilColl, &floorZ, &floorColl, clipDistf, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
|
|
GetActorExtents(actor, &top, &bottom);
|
|
|
|
if ((actor->xspr.physAttr & kPhysDebrisSwim) && uwater)
|
|
{
|
|
double vc = 0;
|
|
double cz = getceilzofslopeptr(pSector, actor->spr.pos);
|
|
double fz = getflorzofslopeptr(pSector, actor->spr.pos);
|
|
double div = max(bottom - top, 1 / 256.);
|
|
|
|
if (pSector->lowerLink) cz += (cz < 0) ? 5. : -5.;
|
|
if (top > cz && (!(actor->xspr.physAttr & kPhysDebrisFloat) || fz <= bottom * 4))
|
|
actor->vel.Z -= (bottom - ceilZ) * mass / 64.;
|
|
|
|
if (fz < bottom)
|
|
vc = 0.888888 + ((bottom - fz) * -1.222222) / div;
|
|
|
|
if (vc)
|
|
{
|
|
actor->spr.pos.Z += vc * 2;
|
|
actor->vel.Z = vc;
|
|
}
|
|
|
|
}
|
|
else if ((actor->xspr.physAttr & kPhysGravity) && bottom < floorZ)
|
|
{
|
|
actor->spr.pos.Z += 1.777;
|
|
actor->vel.Z += 0.888888;
|
|
}
|
|
|
|
int i;
|
|
if ((i = CheckLink(actor)) != 0)
|
|
{
|
|
GetZRange(actor, &ceilZ, &ceilColl, &floorZ, &floorColl, clipDistf, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
|
|
if (!(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
|
|
{
|
|
switch (i)
|
|
{
|
|
case kMarkerUpWater:
|
|
case kMarkerUpGoo:
|
|
int pitch = (150000 - (actor->spriteMass.mass << 9)) + Random3(8192);
|
|
sfxPlay3DSoundVolume(actor, 720, -1, 0, pitch, 75 - Random(40));
|
|
if (!spriteIsUnderwater(actor))
|
|
{
|
|
evKillActor(actor, kCallbackEnemeyBubble);
|
|
}
|
|
else
|
|
{
|
|
evPostActor(actor, 0, kCallbackEnemeyBubble);
|
|
for (int ii = 2; ii <= 5; ii++)
|
|
{
|
|
if (Chance(0x5000 * ii))
|
|
evPostActor(actor, Random(5), kCallbackEnemeyBubble);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
GetActorExtents(actor, &top, &bottom);
|
|
|
|
if (floorZ <= bottom) {
|
|
|
|
actor->hit.florhit = floorColl;
|
|
double veldiff = actor->vel.Z - actor->sector()->velFloor;
|
|
|
|
if (veldiff > 0)
|
|
{
|
|
actor->xspr.physAttr |= kPhysFalling;
|
|
auto vec4 = actFloorBounceVector(actor, veldiff, actor->sector(), FixedToFloat(tmpFraction));
|
|
actor->vel = vec4.XYZ();
|
|
veldiff = actor->vel.Z;
|
|
|
|
if (abs(actor->vel.Z) < 1)
|
|
{
|
|
actor->vel.Z = actor->sector()->velFloor;
|
|
actor->xspr.physAttr &= ~kPhysFalling;
|
|
}
|
|
|
|
moveHit = floorColl;
|
|
DBloodActor* pFX = NULL, * pFX2 = NULL;
|
|
switch (tileGetSurfType(floorColl))
|
|
{
|
|
case kSurfLava:
|
|
if ((pFX = gFX.fxSpawnActor(FX_10, actor->sector(), DVector3(actor->spr.pos.XY(), floorZ))) == NULL) break;
|
|
for (i = 0; i < 7; i++)
|
|
{
|
|
if ((pFX2 = gFX.fxSpawnActor(FX_14, pFX->sector(), pFX->spr.pos)) == NULL) continue;
|
|
pFX2->vel.X = Random2F(0x6aaaa);
|
|
pFX2->vel.Y = Random2F(0x6aaaa);
|
|
pFX2->vel.Z = -Random2F(0xd5555);
|
|
}
|
|
break;
|
|
case kSurfWater:
|
|
gFX.fxSpawnActor(FX_9, actor->sector(), DVector3(actor->spr.pos.XY(), floorZ));
|
|
break;
|
|
}
|
|
|
|
}
|
|
else if (actor->vel.Z == 0)
|
|
{
|
|
actor->xspr.physAttr &= ~kPhysFalling;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
actor->hit.florhit.setNone();
|
|
if (actor->xspr.physAttr & kPhysGravity)
|
|
actor->xspr.physAttr |= kPhysFalling;
|
|
}
|
|
|
|
if (top <= ceilZ)
|
|
{
|
|
actor->hit.ceilhit = moveHit = ceilColl;
|
|
actor->spr.pos.Z += max(ceilZ - top, 0.);
|
|
if (actor->vel.Z <= 0 && (actor->xspr.physAttr & kPhysFalling))
|
|
actor->vel.Z *= 0.875;
|
|
|
|
}
|
|
else
|
|
{
|
|
actor->hit.ceilhit.setNone();
|
|
GetActorExtents(actor, &top, &bottom);
|
|
}
|
|
|
|
if (moveHit.type != kHitNone && actor->xspr.Impact && !actor->xspr.locked && !actor->xspr.isTriggered && (actor->xspr.state == actor->xspr.restState || actor->xspr.Interrutable)) {
|
|
if (actor->spr.type >= kThingBase && actor->spr.type < kThingMax)
|
|
ChangeActorStat(actor, kStatThing);
|
|
|
|
trTriggerSprite(actor, kCmdToggle, actor);
|
|
}
|
|
|
|
if (actor->vel.X == 0 && actor->vel.Y == 0) return;
|
|
else if (floorColl.type == kHitSprite)
|
|
{
|
|
|
|
if ((floorColl.actor()->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0)
|
|
{
|
|
actor->vel.XY() += (actor->spr.pos.XY() - floorColl.actor()->spr.pos.XY()) / 4096.;
|
|
return;
|
|
}
|
|
}
|
|
|
|
actor->xspr.height = int(max(floorZ - bottom, 0.));
|
|
if (uwater || actor->xspr.height >= 0x100)
|
|
return;
|
|
|
|
double nDrag = 0.1640625;
|
|
if (actor->xspr.height > 0)
|
|
nDrag *= 1 - actor->xspr.height / 256.;
|
|
|
|
actor->vel.XY() *= 1 - nDrag;
|
|
if (actor->vel.XY().LengthSquared() < 1 / 256.)
|
|
actor->vel.XY().Zero();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool ceilIsTooLow(DBloodActor* actor)
|
|
{
|
|
if (actor != nullptr)
|
|
{
|
|
sectortype* pSector = actor->sector();
|
|
double a = pSector->ceilingz - pSector->floorz;
|
|
double top, bottom;
|
|
GetActorExtents(actor, &top, &bottom);
|
|
if (a > top - bottom) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void aiSetGenIdleState(DBloodActor* actor)
|
|
{
|
|
switch (actor->spr.type)
|
|
{
|
|
case kDudeModernCustom:
|
|
case kDudeModernCustomBurning:
|
|
aiGenDudeNewState(actor, &genIdle);
|
|
break;
|
|
default:
|
|
aiNewState(actor, &genIdle);
|
|
break;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// this function stops wind on all TX sectors affected by WindGen after it goes off state.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void windGenStopWindOnSectors(DBloodActor* sourceactor)
|
|
{
|
|
if (sourceactor->xspr.txID <= 0 && sourceactor->sector()->hasX())
|
|
{
|
|
sourceactor->sector()->xs().windVel = 0;
|
|
return;
|
|
}
|
|
|
|
for (int i = bucketHead[sourceactor->xspr.txID]; i < bucketHead[sourceactor->xspr.txID + 1]; i++)
|
|
{
|
|
if (!rxBucket[i].isSector()) continue;
|
|
auto pSector = rxBucket[i].sector();
|
|
XSECTOR* pXSector = &pSector->xs();
|
|
|
|
if ((pXSector->state == 1 && !pXSector->windAlways)
|
|
|| ((sourceactor->spr.flags & kModernTypeFlag1) && !(sourceactor->spr.flags & kModernTypeFlag2)))
|
|
{
|
|
pXSector->windVel = 0;
|
|
}
|
|
}
|
|
|
|
// check redirected TX buckets
|
|
int rx = -1;
|
|
DBloodActor* pXRedir = nullptr;
|
|
while ((pXRedir = evrListRedirectors(OBJ_SPRITE, nullptr, nullptr, sourceactor, pXRedir, &rx)) != nullptr)
|
|
{
|
|
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++)
|
|
{
|
|
if (!rxBucket[i].isSector()) continue;
|
|
auto pSector = rxBucket[i].sector();
|
|
XSECTOR* pXSector = &pSector->xs();
|
|
|
|
if ((pXSector->state == 1 && !pXSector->windAlways) || (sourceactor->spr.flags & kModernTypeFlag2))
|
|
pXSector->windVel = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void trPlayerCtrlStartScene(DBloodActor* sourceactor, DBloodPlayer* pPlayer, bool force)
|
|
{
|
|
TRPLAYERCTRL* pCtrl = &gPlayerCtrl[pPlayer->pnum];
|
|
|
|
if (pCtrl->qavScene.initiator != nullptr && !force) return;
|
|
|
|
QAV* pQav = playerQavSceneLoad(sourceactor->xspr.data2);
|
|
if (pQav != nullptr)
|
|
{
|
|
// save current weapon
|
|
sourceactor->xspr.dropMsg = pPlayer->curWeapon;
|
|
|
|
auto initiator = pCtrl->qavScene.initiator;
|
|
if (initiator != nullptr && initiator != sourceactor && initiator->hasX())
|
|
sourceactor->xspr.dropMsg = initiator->xspr.dropMsg;
|
|
|
|
if (initiator == nullptr)
|
|
WeaponLower(pPlayer);
|
|
|
|
sourceactor->xspr.sysData1 = ClipLow((pQav->duration * sourceactor->xspr.waitTime) / 4, 0); // how many times animation should be played
|
|
|
|
pCtrl->qavScene.initiator = sourceactor;
|
|
pCtrl->qavScene.qavResrc = pQav;
|
|
pCtrl->qavScene.dummy = -1;
|
|
|
|
//pCtrl->qavScene.qavResrc->Preload();
|
|
|
|
pPlayer->sceneQav = sourceactor->xspr.data2;
|
|
pPlayer->weaponTimer = pCtrl->qavScene.qavResrc->duration;
|
|
pPlayer->qavCallback = (sourceactor->xspr.data3 > 0) ? ClipRange(sourceactor->xspr.data3 - 1, 0, 32) : -1;
|
|
pPlayer->qavLoop = false;
|
|
pPlayer->qavLastTick = I_GetTime(pCtrl->qavScene.qavResrc->ticrate);
|
|
pPlayer->qavTimer = pCtrl->qavScene.qavResrc->duration;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void trPlayerCtrlStopScene(DBloodPlayer* pPlayer)
|
|
{
|
|
TRPLAYERCTRL* pCtrl = &gPlayerCtrl[pPlayer->pnum];
|
|
auto initiator = pCtrl->qavScene.initiator;
|
|
if (initiator->hasX())
|
|
{
|
|
initiator->xspr.sysData1 = 0;
|
|
}
|
|
|
|
if (pCtrl->qavScene.initiator != nullptr)
|
|
{
|
|
pCtrl->qavScene.initiator = nullptr;
|
|
pCtrl->qavScene.qavResrc = nullptr;
|
|
pPlayer->sceneQav = -1;
|
|
|
|
// restore weapon
|
|
if (pPlayer->GetActor()->xspr.health > 0)
|
|
{
|
|
int oldWeapon = (initiator->hasX() && initiator->xspr.dropMsg != 0) ? initiator->xspr.dropMsg : 1;
|
|
pPlayer->newWeapon = pPlayer->curWeapon = oldWeapon;
|
|
WeaponRaise(pPlayer);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void trPlayerCtrlLink(DBloodActor* sourceactor, DBloodPlayer* pPlayer, bool checkCondition)
|
|
{
|
|
// save player's sprite index to let the tracking condition know it after savegame loading...
|
|
auto actor = pPlayer->GetActor();
|
|
sourceactor->prevmarker = actor;
|
|
|
|
actor->xspr.txID = sourceactor->xspr.txID;
|
|
actor->xspr.command = kCmdToggle;
|
|
actor->xspr.triggerOn = sourceactor->xspr.triggerOn;
|
|
actor->xspr.triggerOff = sourceactor->xspr.triggerOff;
|
|
actor->xspr.busyTime = sourceactor->xspr.busyTime;
|
|
actor->xspr.waitTime = sourceactor->xspr.waitTime;
|
|
actor->xspr.restState = sourceactor->xspr.restState;
|
|
|
|
actor->xspr.Push = sourceactor->xspr.Push;
|
|
actor->xspr.Impact = sourceactor->xspr.Impact;
|
|
actor->xspr.Vector = sourceactor->xspr.Vector;
|
|
actor->xspr.Touch = sourceactor->xspr.Touch;
|
|
actor->xspr.Sight = sourceactor->xspr.Sight;
|
|
actor->xspr.Proximity = sourceactor->xspr.Proximity;
|
|
|
|
actor->xspr.Decoupled = sourceactor->xspr.Decoupled;
|
|
actor->xspr.Interrutable = sourceactor->xspr.Interrutable;
|
|
actor->xspr.DudeLockout = sourceactor->xspr.DudeLockout;
|
|
|
|
actor->xspr.data1 = sourceactor->xspr.data1;
|
|
actor->xspr.data2 = sourceactor->xspr.data2;
|
|
actor->xspr.data3 = sourceactor->xspr.data3;
|
|
actor->xspr.data4 = sourceactor->xspr.data4;
|
|
|
|
actor->xspr.key = sourceactor->xspr.key;
|
|
actor->xspr.dropMsg = sourceactor->xspr.dropMsg;
|
|
|
|
// let's check if there is tracking condition expecting objects with this TX id
|
|
if (checkCondition && sourceactor->xspr.txID >= kChannelUser)
|
|
{
|
|
for (unsigned i = 0; i < gConditions.Size(); i++)
|
|
{
|
|
TRCONDITION* pCond = &gConditions[i];
|
|
if (pCond->actor->xspr.rxID != sourceactor->xspr.txID)
|
|
continue;
|
|
|
|
// search for player control sprite and replace it with actual player sprite
|
|
for (unsigned k = 0; k < pCond->objects.Size(); k++)
|
|
{
|
|
if (!pCond->objects[k].obj.isActor() || pCond->objects[k].obj.actor() != sourceactor) continue;
|
|
pCond->objects[k].obj = EventObject(pPlayer->GetActor());
|
|
pCond->objects[k].cmd = (uint8_t)pPlayer->GetActor()->xspr.command;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void trPlayerCtrlSetRace(int value, DBloodPlayer* pPlayer)
|
|
{
|
|
playerSetRace(pPlayer, value);
|
|
switch (pPlayer->lifeMode)
|
|
{
|
|
case kModeHuman:
|
|
case kModeBeast:
|
|
playerSizeReset(pPlayer);
|
|
break;
|
|
case kModeHumanShrink:
|
|
playerSizeShrink(pPlayer, 2);
|
|
break;
|
|
case kModeHumanGrown:
|
|
playerSizeGrow(pPlayer, 2);
|
|
break;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void trPlayerCtrlSetMoveSpeed(int value, DBloodPlayer* pPlayer)
|
|
{
|
|
int speed = ClipRange(value, 0, 500);
|
|
for (int i = 0; i < kModeMax; i++)
|
|
{
|
|
for (int a = 0; a < kPostureMax; a++)
|
|
{
|
|
POSTURE* curPosture = &pPlayer->pPosture[i][a]; POSTURE* defPosture = &gPostureDefaults[i][a];
|
|
curPosture->frontAccel = (defPosture->frontAccel * speed) / kPercFull;
|
|
curPosture->sideAccel = (defPosture->sideAccel * speed) / kPercFull;
|
|
curPosture->backAccel = (defPosture->backAccel * speed) / kPercFull;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void trPlayerCtrlSetJumpHeight(int value, DBloodPlayer* pPlayer)
|
|
{
|
|
int jump = ClipRange(value, 0, 500);
|
|
for (int i = 0; i < kModeMax; i++)
|
|
{
|
|
POSTURE* curPosture = &pPlayer->pPosture[i][kPostureStand]; POSTURE* defPosture = &gPostureDefaults[i][kPostureStand];
|
|
curPosture->normalJumpZ = (defPosture->normalJumpZ * jump) / kPercFull;
|
|
curPosture->pwupJumpZ = (defPosture->pwupJumpZ * jump) / kPercFull;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void trPlayerCtrlSetScreenEffect(int value, int timeval, DBloodPlayer* pPlayer)
|
|
{
|
|
int eff = ClipLow(value, 0);
|
|
int time = (eff > 0) ? timeval : 0;
|
|
switch (eff) {
|
|
case 0: // clear all
|
|
case 1: // tilting
|
|
pPlayer->tiltEffect = ClipRange(time, 0, 220);
|
|
if (eff) break;
|
|
[[fallthrough]];
|
|
case 2: // pain
|
|
pPlayer->painEffect = ClipRange(time, 0, 2048);
|
|
if (eff) break;
|
|
[[fallthrough]];
|
|
case 3: // blind
|
|
pPlayer->blindEffect = ClipRange(time, 0, 2048);
|
|
if (eff) break;
|
|
[[fallthrough]];
|
|
case 4: // pickup
|
|
pPlayer->pickupEffect = ClipRange(time, 0, 2048);
|
|
if (eff) break;
|
|
[[fallthrough]];
|
|
case 5: // quakeEffect
|
|
pPlayer->quakeEffect = ClipRange(time, 0, 2048);
|
|
if (eff) break;
|
|
[[fallthrough]];
|
|
case 6: // visibility
|
|
pPlayer->visibility = ClipRange(time, 0, 2048);
|
|
if (eff) break;
|
|
[[fallthrough]];
|
|
case 7: // delirium
|
|
pPlayer->pwUpTime[kPwUpDeliriumShroom] = ClipHigh(time << 1, 432000);
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void trPlayerCtrlSetLookAngle(int value, DBloodPlayer* pPlayer)
|
|
{
|
|
static constexpr double upAngle = 289;
|
|
static constexpr double downAngle = -347;
|
|
static constexpr double lookStepUp = 4.0 * upAngle / 60.0;
|
|
static constexpr double lookStepDown = -4.0 * downAngle / 60.0;
|
|
|
|
if (const double adjustment = clamp(value * 0.125 * (value > 0 ? lookStepUp : lookStepDown), downAngle, upAngle))
|
|
{
|
|
gameInput.ForceInputSync(pPlayer->pnum);
|
|
pPlayer->GetActor()->spr.Angles.Pitch = maphoriz(-100. * tan(adjustment * pi::pi() * (1. / 1024.)));
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void trPlayerCtrlEraseStuff(int value, DBloodPlayer* pPlayer)
|
|
{
|
|
|
|
switch (value)
|
|
{
|
|
case 0: // erase all
|
|
[[fallthrough]];
|
|
case 1: // erase weapons
|
|
WeaponLower(pPlayer);
|
|
|
|
for (int i = 0; i < 14; i++) {
|
|
pPlayer->hasWeapon[i] = false;
|
|
// also erase ammo
|
|
if (i < 12) pPlayer->ammoCount[i] = 0;
|
|
}
|
|
|
|
pPlayer->hasWeapon[kWeapPitchFork] = true;
|
|
pPlayer->curWeapon = kWeapNone;
|
|
pPlayer->nextWeapon = kWeapPitchFork;
|
|
|
|
WeaponRaise(pPlayer);
|
|
if (value) break;
|
|
[[fallthrough]];
|
|
case 2: // erase all armor
|
|
for (int i = 0; i < 3; i++) pPlayer->armor[i] = 0;
|
|
if (value) break;
|
|
[[fallthrough]];
|
|
case 3: // erase all pack items
|
|
for (int i = 0; i < 5; i++) {
|
|
pPlayer->packSlots[i].isActive = false;
|
|
pPlayer->packSlots[i].curAmount = 0;
|
|
}
|
|
pPlayer->packItemId = -1;
|
|
if (value) break;
|
|
[[fallthrough]];
|
|
case 4: // erase all keys
|
|
for (int i = 0; i < 8; i++) pPlayer->hasKey[i] = false;
|
|
if (value) break;
|
|
[[fallthrough]];
|
|
case 5: // erase powerups
|
|
for (int i = 0; i < kMaxPowerUps; i++) pPlayer->pwUpTime[i] = 0;
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void trPlayerCtrlGiveStuff(int data2, int weapon, int data4, DBloodPlayer* pPlayer, TRPLAYERCTRL* pCtrl)
|
|
{
|
|
switch (data2)
|
|
{
|
|
case 1: // give N weapon and default ammo for it
|
|
case 2: // give just N ammo for selected weapon
|
|
if (weapon <= 0 || weapon > 13)
|
|
{
|
|
Printf(PRINT_HIGH, "Weapon #%d is out of a weapons range!", weapon);
|
|
break;
|
|
}
|
|
else if (data2 == 2 && data4 == 0)
|
|
{
|
|
Printf(PRINT_HIGH, "Zero ammo for weapon #%d is specified!", weapon);
|
|
break;
|
|
}
|
|
switch (weapon)
|
|
{
|
|
case kWeapProximity: // remote bomb
|
|
case kWeapRemote: // prox bomb
|
|
pPlayer->hasWeapon[weapon] = true;
|
|
weapon--;
|
|
pPlayer->ammoCount[weapon] = ClipHigh(pPlayer->ammoCount[weapon] + ((data2 == 2) ? data4 : 1), gAmmoInfo[weapon].max);
|
|
weapon++;
|
|
break;
|
|
default:
|
|
for (int i = 0; i < 11; i++)
|
|
{
|
|
if (gWeaponItemData[i].type != weapon) continue;
|
|
|
|
const WEAPONITEMDATA* pWeaponData = &gWeaponItemData[i];
|
|
int nAmmoType = pWeaponData->ammoType;
|
|
switch (data2) {
|
|
case 1:
|
|
pPlayer->hasWeapon[weapon] = true;
|
|
if (pPlayer->ammoCount[nAmmoType] >= pWeaponData->count) break;
|
|
pPlayer->ammoCount[nAmmoType] = ClipHigh(pPlayer->ammoCount[nAmmoType] + pWeaponData->count, gAmmoInfo[nAmmoType].max);
|
|
break;
|
|
case 2:
|
|
pPlayer->ammoCount[nAmmoType] = ClipHigh(pPlayer->ammoCount[nAmmoType] + data4, gAmmoInfo[nAmmoType].max);
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
if (pPlayer->hasWeapon[weapon] && data4 == 0) // switch on it
|
|
{
|
|
pPlayer->nextWeapon = kWeapNone;
|
|
|
|
if (pPlayer->sceneQav >= 0 && pCtrl->qavScene.initiator && pCtrl->qavScene.initiator->hasX())
|
|
{
|
|
pCtrl->qavScene.initiator->xspr.dropMsg = weapon;
|
|
}
|
|
else if (pPlayer->curWeapon != weapon)
|
|
{
|
|
pPlayer->newWeapon = weapon;
|
|
WeaponRaise(pPlayer);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void trPlayerCtrlUsePackItem(int data2, int data3, int data4, DBloodPlayer* pPlayer, int evCmd)
|
|
{
|
|
unsigned int invItem = data2 - 1;
|
|
switch (evCmd)
|
|
{
|
|
case kCmdOn:
|
|
if (!pPlayer->packSlots[invItem].isActive) packUseItem(pPlayer, invItem);
|
|
break;
|
|
case kCmdOff:
|
|
if (pPlayer->packSlots[invItem].isActive) packUseItem(pPlayer, invItem);
|
|
break;
|
|
default:
|
|
packUseItem(pPlayer, invItem);
|
|
break;
|
|
}
|
|
|
|
switch (data4)
|
|
{
|
|
case 2: // both
|
|
case 0: // switch on it
|
|
if (pPlayer->packSlots[invItem].curAmount > 0) pPlayer->packItemId = invItem;
|
|
if (!data4) break;
|
|
[[fallthrough]];
|
|
case 1: // force remove after use
|
|
pPlayer->packSlots[invItem].isActive = false;
|
|
pPlayer->packSlots[invItem].curAmount = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void trPlayerCtrlUsePowerup(DBloodActor* sourceactor, DBloodPlayer* pPlayer, int evCmd)
|
|
{
|
|
|
|
bool relative = (sourceactor->spr.flags & kModernTypeFlag1);
|
|
|
|
int nPower = (kMinAllowedPowerup + sourceactor->xspr.data2) - 1;
|
|
int nTime = ClipRange(abs(sourceactor->xspr.data3) * 100, -gPowerUpInfo[nPower].maxTime, gPowerUpInfo[nPower].maxTime);
|
|
if (sourceactor->xspr.data3 < 0)
|
|
nTime = -nTime;
|
|
|
|
if (pPlayer->pwUpTime[nPower])
|
|
{
|
|
if (!relative && nTime <= 0)
|
|
powerupDeactivate(pPlayer, nPower);
|
|
}
|
|
|
|
if (nTime != 0)
|
|
{
|
|
if (pPlayer->pwUpTime[nPower] <= 0)
|
|
powerupActivate(pPlayer, nPower); // MUST activate first for powerups like kPwUpDeathMask
|
|
|
|
// ...so we able to change time amount
|
|
if (relative) pPlayer->pwUpTime[nPower] += nTime;
|
|
else pPlayer->pwUpTime[nPower] = nTime;
|
|
}
|
|
|
|
if (pPlayer->pwUpTime[nPower] <= 0)
|
|
powerupDeactivate(pPlayer, nPower);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void useObjResizer(DBloodActor* sourceactor, int targType, sectortype* targSect, walltype* targWall, DBloodActor* targetactor)
|
|
{
|
|
switch (targType)
|
|
{
|
|
// for sectors
|
|
case OBJ_SECTOR:
|
|
if (!targSect) return;
|
|
if (valueIsBetween(sourceactor->xspr.data1, -1, 32767))
|
|
targSect->floorxpan_ = (float)ClipRange(sourceactor->xspr.data1, 0, 255);
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data2, -1, 32767))
|
|
targSect->floorypan_ = (float)ClipRange(sourceactor->xspr.data2, 0, 255);
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data3, -1, 32767))
|
|
targSect->ceilingxpan_ = (float)ClipRange(sourceactor->xspr.data3, 0, 255);
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data4, -1, 65535))
|
|
targSect->ceilingypan_ = (float)ClipRange(sourceactor->xspr.data4, 0, 255);
|
|
break;
|
|
// for sprites
|
|
case OBJ_SPRITE:
|
|
{
|
|
bool fit = false;
|
|
// resize by seq scaling
|
|
if (sourceactor->spr.flags & kModernTypeFlag1)
|
|
{
|
|
if (valueIsBetween(sourceactor->xspr.data1, -255, 32767))
|
|
{
|
|
int mulDiv = (valueIsBetween(sourceactor->xspr.data2, 0, 257)) ? sourceactor->xspr.data2 : 256;
|
|
if (sourceactor->xspr.data1 > 0) targetactor->xspr.scale = mulDiv * ClipHigh(sourceactor->xspr.data1, 25);
|
|
else if (sourceactor->xspr.data1 < 0) targetactor->xspr.scale = mulDiv / ClipHigh(abs(sourceactor->xspr.data1), 25);
|
|
else targetactor->xspr.scale = 0;
|
|
fit = true;
|
|
}
|
|
|
|
// resize by repeats
|
|
}
|
|
else
|
|
{
|
|
if (valueIsBetween(sourceactor->xspr.data1, -1, 32767))
|
|
{
|
|
targetactor->spr.scale.X = (ClipRange(sourceactor->xspr.data1, 0, 255) * REPEAT_SCALE);
|
|
fit = true;
|
|
}
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data2, -1, 32767))
|
|
{
|
|
targetactor->spr.scale.Y = (ClipRange(sourceactor->xspr.data2, 0, 255) * REPEAT_SCALE);
|
|
fit = true;
|
|
}
|
|
}
|
|
|
|
if (fit && (targetactor->spr.type == kDudeModernCustom || targetactor->spr.type == kDudeModernCustomBurning))
|
|
{
|
|
// request properties update for custom dude
|
|
|
|
targetactor->genDudeExtra.updReq[kGenDudePropertySpriteSize] = true;
|
|
targetactor->genDudeExtra.updReq[kGenDudePropertyAttack] = true;
|
|
targetactor->genDudeExtra.updReq[kGenDudePropertyMass] = true;
|
|
targetactor->genDudeExtra.updReq[kGenDudePropertyDmgScale] = true;
|
|
evPostActor(targetactor, kGenDudeUpdTimeRate, kCallbackGenDudeUpdate);
|
|
|
|
}
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data3, -1, 32767))
|
|
targetactor->spr.xoffset = ClipRange(sourceactor->xspr.data3, 0, 255);
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data4, -1, 65535))
|
|
targetactor->spr.yoffset = ClipRange(sourceactor->xspr.data4, 0, 255);
|
|
break;
|
|
}
|
|
case OBJ_WALL:
|
|
if (!targWall) return;
|
|
if (valueIsBetween(sourceactor->xspr.data1, -1, 32767))
|
|
targWall->xrepeat = ClipRange(sourceactor->xspr.data1, 0, 255);
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data2, -1, 32767))
|
|
targWall->yrepeat = ClipRange(sourceactor->xspr.data2, 0, 255);
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data3, -1, 32767))
|
|
targWall->xpan_ = (float)ClipRange(sourceactor->xspr.data3, 0, 255);
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data4, -1, 65535))
|
|
targWall->ypan_ = (float)ClipRange(sourceactor->xspr.data4, 0, 255);
|
|
break;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void usePropertiesChanger(DBloodActor* sourceactor, int objType, sectortype* pSector, walltype* pWall, DBloodActor* targetactor)
|
|
{
|
|
bool flag1 = (sourceactor->spr.flags & kModernTypeFlag1);
|
|
bool flag2 = (sourceactor->spr.flags & kModernTypeFlag2);
|
|
bool flag4 = (sourceactor->spr.flags & kModernTypeFlag4);
|
|
short data3 = sourceactor->xspr.data3;
|
|
short data4 = sourceactor->xspr.data4;
|
|
|
|
switch (objType)
|
|
{
|
|
case OBJ_WALL:
|
|
{
|
|
if (!pWall) return;
|
|
|
|
// data1 = set this wall as first wall of sector or as sector.alignto wall
|
|
if (valueIsBetween(sourceactor->xspr.data1, -1, 32767))
|
|
{
|
|
if (pWall->sectorp())
|
|
{
|
|
switch (sourceactor->xspr.data1) {
|
|
case 1:
|
|
// You got to be f***ing kidding...
|
|
//setfirstwall(nSector, objIndex);
|
|
Printf("Setting first wall not supported!"); // this will require a lot of mess...
|
|
pWall->allocX();
|
|
break;
|
|
case 2:
|
|
pWall->sectorp()->slopewallofs = max<int>(int(pWall - pWall->sectorp()->walls.Data()), 0);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// data3 = set wall hitag
|
|
if (valueIsBetween(data3, -1, 32767))
|
|
{
|
|
if (flag1)
|
|
{
|
|
if (flag4) pWall->hitag &= ~data3;
|
|
else pWall->hitag |= data3;
|
|
|
|
pWall->hitag |= sourceactor->xspr.data3;
|
|
}
|
|
else pWall->hitag = sourceactor->xspr.data3;
|
|
}
|
|
|
|
// data4 = set wall cstat
|
|
if (valueIsBetween(data4, -1, 65535))
|
|
{
|
|
auto old = pWall->cstat;
|
|
// relative
|
|
if (flag1)
|
|
{
|
|
if (flag4) pWall->cstat &= ~EWallFlags::FromInt(data4);
|
|
else pWall->cstat |= EWallFlags::FromInt(data4);
|
|
}
|
|
// absolute
|
|
else
|
|
{
|
|
pWall->cstat = EWallFlags::FromInt(data4);
|
|
if (!flag2)
|
|
{
|
|
// check for exceptions
|
|
pWall->cstat |= old & (CSTAT_WALL_BOTTOM_SWAP | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_1WAY);
|
|
pWall->cstat = (pWall->cstat & ~CSTAT_WALL_MOVE_MASK) | (old & CSTAT_WALL_MOVE_MASK);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case OBJ_SPRITE:
|
|
{
|
|
bool thing2debris = false;
|
|
int old = -1;
|
|
|
|
// data3 = set sprite hitag
|
|
if (valueIsBetween(data3, -1, 32767))
|
|
{
|
|
old = targetactor->spr.flags;
|
|
// relative
|
|
if (flag1)
|
|
{
|
|
if (flag4) targetactor->spr.flags &= ~data3;
|
|
else targetactor->spr.flags |= data3;
|
|
}
|
|
// absolute
|
|
else
|
|
{
|
|
targetactor->spr.flags = data3;
|
|
}
|
|
|
|
// and handle exceptions
|
|
if ((old & kHitagFree) && !(targetactor->spr.flags & kHitagFree)) targetactor->spr.flags |= kHitagFree;
|
|
if ((old & kHitagRespawn) && !(targetactor->spr.flags & kHitagRespawn)) targetactor->spr.flags |= kHitagRespawn;
|
|
|
|
// prepare things for different (debris) physics.
|
|
thing2debris = (targetactor->spr.statnum == kStatThing && debrisGetFreeIndex() >= 0);
|
|
}
|
|
|
|
|
|
// data2 = sprite physics settings
|
|
if (valueIsBetween(sourceactor->xspr.data2, -1, 32767) || thing2debris)
|
|
{
|
|
switch (targetactor->spr.statnum)
|
|
{
|
|
case kStatDude: // dudes already treating in game
|
|
case kStatFree:
|
|
case kStatMarker:
|
|
case kStatPathMarker:
|
|
break;
|
|
default:
|
|
// store physics attributes in xsprite to avoid setting hitag for modern types!
|
|
int flags = (targetactor->xspr.physAttr != 0) ? targetactor->xspr.physAttr : 0;
|
|
int oldFlags = flags;
|
|
|
|
if (thing2debris)
|
|
{
|
|
// converting thing to debris
|
|
if ((targetactor->spr.flags & kPhysMove) != 0) flags |= kPhysMove;
|
|
else flags &= ~kPhysMove;
|
|
|
|
if ((targetactor->spr.flags & kPhysGravity) != 0) flags |= (kPhysGravity | kPhysFalling);
|
|
else flags &= ~(kPhysGravity | kPhysFalling);
|
|
|
|
targetactor->spr.flags &= ~(kPhysMove | kPhysGravity | kPhysFalling);
|
|
targetactor->vel.Zero();
|
|
targetactor->xspr.restState = targetactor->xspr.state;
|
|
|
|
}
|
|
else
|
|
{
|
|
// WTF is this?!?
|
|
char digits[6] = {};
|
|
snprintf(digits, 6, "%d", sourceactor->xspr.data2);
|
|
for (unsigned int i = 0; i < sizeof(digits); i++)
|
|
digits[i] = (digits[i] >= 48 && digits[i] <= 57) ? (digits[i] - 57) + 9 : 0;
|
|
|
|
// first digit of data2: set main physics attributes
|
|
switch (digits[0])
|
|
{
|
|
case 0:
|
|
flags &= ~kPhysMove;
|
|
flags &= ~(kPhysGravity | kPhysFalling);
|
|
break;
|
|
case 1:
|
|
flags |= kPhysMove;
|
|
flags &= ~(kPhysGravity | kPhysFalling);
|
|
break;
|
|
case 2:
|
|
flags &= ~kPhysMove;
|
|
flags |= (kPhysGravity | kPhysFalling);
|
|
break;
|
|
case 3:
|
|
flags |= kPhysMove;
|
|
flags |= (kPhysGravity | kPhysFalling);
|
|
break;
|
|
}
|
|
|
|
// second digit of data2: touch physics flags
|
|
switch (digits[1])
|
|
{
|
|
case 0:
|
|
flags &= ~kPhysDebrisTouch;
|
|
break;
|
|
case 1:
|
|
flags |= kPhysDebrisTouch;
|
|
break;
|
|
}
|
|
|
|
// third digit of data2: weapon physics flags
|
|
switch (digits[2])
|
|
{
|
|
case 0:
|
|
flags &= ~kPhysDebrisVector;
|
|
flags &= ~kPhysDebrisExplode;
|
|
break;
|
|
case 1:
|
|
flags |= kPhysDebrisVector;
|
|
flags &= ~kPhysDebrisExplode;
|
|
break;
|
|
case 2:
|
|
flags &= ~kPhysDebrisVector;
|
|
flags |= kPhysDebrisExplode;
|
|
break;
|
|
case 3:
|
|
flags |= kPhysDebrisVector;
|
|
flags |= kPhysDebrisExplode;
|
|
break;
|
|
}
|
|
|
|
// fourth digit of data2: swimming / flying physics flags
|
|
switch (digits[3])
|
|
{
|
|
case 0:
|
|
flags &= ~kPhysDebrisSwim;
|
|
flags &= ~kPhysDebrisFly;
|
|
flags &= ~kPhysDebrisFloat;
|
|
break;
|
|
case 1:
|
|
flags |= kPhysDebrisSwim;
|
|
flags &= ~kPhysDebrisFly;
|
|
flags &= ~kPhysDebrisFloat;
|
|
break;
|
|
case 2:
|
|
flags |= kPhysDebrisSwim;
|
|
flags |= kPhysDebrisFloat;
|
|
flags &= ~kPhysDebrisFly;
|
|
break;
|
|
case 3:
|
|
flags |= kPhysDebrisFly;
|
|
flags &= ~kPhysDebrisSwim;
|
|
flags &= ~kPhysDebrisFloat;
|
|
break;
|
|
case 4:
|
|
flags |= kPhysDebrisFly;
|
|
flags |= kPhysDebrisFloat;
|
|
flags &= ~kPhysDebrisSwim;
|
|
break;
|
|
case 5:
|
|
flags |= kPhysDebrisSwim;
|
|
flags |= kPhysDebrisFly;
|
|
flags &= ~kPhysDebrisFloat;
|
|
break;
|
|
case 6:
|
|
flags |= kPhysDebrisSwim;
|
|
flags |= kPhysDebrisFly;
|
|
flags |= kPhysDebrisFloat;
|
|
break;
|
|
}
|
|
}
|
|
|
|
int nIndex = debrisGetIndex(targetactor); // check if there is no sprite in list
|
|
|
|
// adding physics sprite in list
|
|
if ((flags & kPhysGravity) != 0 || (flags & kPhysMove) != 0)
|
|
{
|
|
|
|
if (oldFlags == 0)
|
|
targetactor->vel.Zero();
|
|
|
|
if (nIndex != -1)
|
|
{
|
|
targetactor->xspr.physAttr = flags; // just update physics attributes
|
|
}
|
|
else if ((nIndex = debrisGetFreeIndex()) < 0)
|
|
{
|
|
viewSetSystemMessage("Max (%d) Physics affected sprites reached!", kMaxSuperXSprites);
|
|
}
|
|
else
|
|
{
|
|
targetactor->xspr.physAttr = flags; // update physics attributes
|
|
|
|
// allow things to became debris, so they use different physics...
|
|
if (targetactor->spr.statnum == kStatThing) ChangeActorStat(targetactor, 0);
|
|
|
|
// set random goal ang for swimming so they start turning
|
|
if ((flags & kPhysDebrisSwim) && targetactor->vel.isZero())
|
|
targetactor->xspr.goalAng = (targetactor->spr.Angles.Yaw + DAngle::fromBuild(Random3(kAng45))).Normalized360();
|
|
|
|
if (targetactor->xspr.physAttr & kPhysDebrisVector)
|
|
targetactor->spr.cstat |= CSTAT_SPRITE_BLOCK_HITSCAN;
|
|
|
|
gPhysSpritesList[nIndex] = targetactor;
|
|
if (nIndex >= gPhysSpritesCount) gPhysSpritesCount++;
|
|
getSpriteMassBySize(targetactor); // create physics cache
|
|
|
|
}
|
|
|
|
// removing physics from sprite in list (don't remove sprite from list)
|
|
}
|
|
else if (nIndex != -1)
|
|
{
|
|
|
|
targetactor->xspr.physAttr = flags;
|
|
targetactor->vel.Zero();
|
|
if (targetactor->spr.lotag >= kThingBase && targetactor->spr.lotag < kThingMax)
|
|
ChangeActorStat(targetactor, kStatThing); // if it was a thing - restore statnum
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// data4 = sprite cstat
|
|
if (valueIsBetween(sourceactor->xspr.data4, -1, 65535))
|
|
{
|
|
// relative
|
|
if (flag1)
|
|
{
|
|
if (flag4) targetactor->spr.cstat &= ~ESpriteFlags::FromInt(data4);
|
|
else targetactor->spr.cstat |= ESpriteFlags::FromInt(data4);
|
|
}
|
|
// absolute
|
|
else
|
|
{
|
|
auto oldstat = targetactor->spr.cstat;
|
|
|
|
// set new cstat
|
|
if ((sourceactor->spr.flags & kModernTypeFlag1)) targetactor->spr.cstat |= ESpriteFlags::FromInt(sourceactor->xspr.data4); // relative
|
|
else targetactor->spr.cstat = ESpriteFlags::FromInt(sourceactor->xspr.data4 & 0xffff); // absolute
|
|
|
|
// and handle exceptions
|
|
if ((oldstat & CSTAT_SPRITE_BLOOD_BIT1)) targetactor->spr.cstat |= CSTAT_SPRITE_BLOOD_BIT1; //kSpritePushable
|
|
if ((oldstat & CSTAT_SPRITE_YCENTER)) targetactor->spr.cstat |= CSTAT_SPRITE_YCENTER;
|
|
|
|
targetactor->spr.cstat = (targetactor->spr.cstat & ~CSTAT_SPRITE_MOVE_MASK) | (oldstat & CSTAT_SPRITE_MOVE_MASK);
|
|
#if 0
|
|
// looks very broken.
|
|
if (old & 0x6000)
|
|
{
|
|
if (!(targetactor->spr.cstat & 0x6000))
|
|
targetactor->spr.cstat |= 0x6000; // kSpriteMoveMask
|
|
|
|
if ((old & 0x0) && !(targetactor->spr.cstat & 0x0)) targetactor->spr.cstat |= 0x0; // kSpriteMoveNone
|
|
else if ((old & 0x2000) && !(targetactor->spr.cstat & 0x2000)) targetactor->spr.cstat |= 0x2000; // kSpriteMoveForward, kSpriteMoveFloor
|
|
else if ((old & 0x4000) && !(targetactor->spr.cstat & 0x4000)) targetactor->spr.cstat |= 0x4000; // kSpriteMoveReverse, kSpriteMoveCeiling
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case OBJ_SECTOR:
|
|
{
|
|
if (!pSector) return;
|
|
XSECTOR* pXSector = &pSector->xs();
|
|
|
|
// data1 = sector underwater status and depth level
|
|
if (sourceactor->xspr.data1 >= 0 && sourceactor->xspr.data1 < 2) {
|
|
|
|
pXSector->Underwater = (sourceactor->xspr.data1) ? true : false;
|
|
|
|
|
|
auto aLower = barrier_cast<DBloodActor*>(pSector->lowerLink);
|
|
DBloodActor* aUpper = nullptr;
|
|
if (aLower)
|
|
{
|
|
// must be sure we found exact same upper link
|
|
for (auto& sec : sector)
|
|
{
|
|
aUpper = barrier_cast<DBloodActor*>(sec.upperLink);
|
|
if (aUpper == nullptr || aUpper->xspr.data1 != aLower->xspr.data1)
|
|
{
|
|
aUpper = nullptr;
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// treat sectors that have links, so warp can detect underwater status properly
|
|
if (aLower)
|
|
{
|
|
if (pXSector->Underwater)
|
|
{
|
|
switch (aLower->spr.type)
|
|
{
|
|
case kMarkerLowStack:
|
|
case kMarkerLowLink:
|
|
aLower->xspr.sysData1 = aLower->spr.type;
|
|
aLower->spr.type = kMarkerLowWater;
|
|
break;
|
|
default:
|
|
if (pSector->portalflags != PORTAL_SECTOR_CEILING) aLower->xspr.sysData1 = kMarkerLowLink;
|
|
else aLower->xspr.sysData1 = kMarkerLowStack;
|
|
break;
|
|
}
|
|
}
|
|
else if (aLower->xspr.sysData1 > 0) aLower->spr.type = aLower->xspr.sysData1;
|
|
else if (pSector->portalflags != PORTAL_SECTOR_CEILING) aLower->spr.type = kMarkerLowLink;
|
|
else aLower->spr.type = kMarkerLowStack;
|
|
}
|
|
|
|
if (aUpper)
|
|
{
|
|
if (pXSector->Underwater)
|
|
{
|
|
switch (aUpper->spr.type)
|
|
{
|
|
case kMarkerUpStack:
|
|
case kMarkerUpLink:
|
|
aUpper->xspr.sysData1 = aUpper->spr.type;
|
|
aUpper->spr.type = kMarkerUpWater;
|
|
break;
|
|
default:
|
|
if (pSector->portalflags != PORTAL_SECTOR_FLOOR) aUpper->xspr.sysData1 = kMarkerUpLink;
|
|
else aUpper->xspr.sysData1 = kMarkerUpStack;
|
|
break;
|
|
}
|
|
}
|
|
else if (aUpper->xspr.sysData1 > 0) aUpper->spr.type = aUpper->xspr.sysData1;
|
|
else if (pSector->portalflags != PORTAL_SECTOR_FLOOR) aUpper->spr.type = kMarkerUpLink;
|
|
else aUpper->spr.type = kMarkerUpStack;
|
|
}
|
|
|
|
// search for dudes in this sector and change their underwater status
|
|
BloodSectIterator it(pSector);
|
|
while (auto iactor = it.Next())
|
|
{
|
|
if (iactor->spr.statnum != kStatDude || !iactor->IsDudeActor() || !iactor->hasX())
|
|
continue;
|
|
|
|
DBloodPlayer* pPlayer = getPlayerById(iactor->spr.type);
|
|
if (pXSector->Underwater)
|
|
{
|
|
if (aLower)
|
|
iactor->xspr.medium = (aLower->spr.type == kMarkerUpGoo) ? kMediumGoo : kMediumWater;
|
|
|
|
if (pPlayer)
|
|
{
|
|
int waterPal = kMediumWater;
|
|
if (aLower)
|
|
{
|
|
if (aLower->xspr.data2 > 0) waterPal = aLower->xspr.data2;
|
|
else if (aLower->spr.type == kMarkerUpGoo) waterPal = kMediumGoo;
|
|
}
|
|
|
|
pPlayer->nWaterPal = waterPal;
|
|
pPlayer->posture = kPostureSwim;
|
|
pPlayer->GetActor()->xspr.burnTime = 0;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
iactor->xspr.medium = kMediumNormal;
|
|
if (pPlayer)
|
|
{
|
|
pPlayer->posture = (!(pPlayer->cmd.ucmd.actions & SB_CROUCH)) ? kPostureStand : kPostureCrouch;
|
|
pPlayer->nWaterPal = 0;
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
else if (sourceactor->xspr.data1 > 9) pXSector->Depth = 7;
|
|
else if (sourceactor->xspr.data1 > 1) pXSector->Depth = sourceactor->xspr.data1 - 2;
|
|
|
|
|
|
// data2 = sector visibility
|
|
if (valueIsBetween(sourceactor->xspr.data2, -1, 32767))
|
|
pSector->visibility = ClipRange(sourceactor->xspr.data2, 0, 234);
|
|
|
|
|
|
// data3 = sector ceil cstat
|
|
if (valueIsBetween(sourceactor->xspr.data3, -1, 32767))
|
|
{
|
|
// relative
|
|
if (flag1)
|
|
{
|
|
if (flag4) pSector->ceilingstat &= ~ESectorFlags::FromInt(data3);
|
|
else pSector->ceilingstat |= ESectorFlags::FromInt(data3);
|
|
}
|
|
// absolute
|
|
else pSector->ceilingstat = ESectorFlags::FromInt(data3);
|
|
}
|
|
|
|
// data4 = sector floor cstat
|
|
if (valueIsBetween(sourceactor->xspr.data4, -1, 65535))
|
|
{
|
|
// relative
|
|
if (flag1)
|
|
{
|
|
if (flag4) pSector->floorstat &= ~ESectorFlags::FromInt(data4);
|
|
else pSector->floorstat |= ESectorFlags::FromInt(data4);
|
|
}
|
|
// absolute
|
|
else pSector->floorstat = ESectorFlags::FromInt(data4);
|
|
}
|
|
}
|
|
break;
|
|
// no TX id
|
|
case -1:
|
|
// data2 = global visibility
|
|
if (valueIsBetween(sourceactor->xspr.data2, -1, 32767))
|
|
gVisibility = ClipRange(sourceactor->xspr.data2, 0, 4096);
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void useVelocityChanger(DBloodActor* actor, sectortype* sect, DBloodActor* initiator, DBloodActor* pSprite)
|
|
//void useVelocityChanger(XSPRITE* pXSource, int causerID, short objType, int objIndex)
|
|
{
|
|
const double kVelScale = 1 / 64.; // scaled 8 left, 14 right, i.e. 6 right altogether.
|
|
const int kVelShift = 8;
|
|
const int kScaleVal = 0x10000;
|
|
|
|
int r = 0, t = 0;
|
|
DAngle nAng = nullAngle;
|
|
DVector3 vv(0, 0, 0);
|
|
|
|
bool relative = (actor->spr.flags & kModernTypeFlag1);
|
|
bool toDstAng = (actor->spr.flags & kModernTypeFlag2);
|
|
bool toSrcAng = (actor->spr.flags & kModernTypeFlag4);
|
|
bool toRndAng = (actor->spr.flags & kModernTypeFlag8);
|
|
bool chgDstAng = !(actor->spr.flags & kModernTypeFlag16);
|
|
bool toEvnAng = (toDstAng && toSrcAng && initiator != NULL);
|
|
bool toAng = (toDstAng || toSrcAng || toEvnAng || toRndAng);
|
|
bool toAng180 = (toRndAng && (toDstAng || toSrcAng || toEvnAng));
|
|
|
|
if (actor)
|
|
{
|
|
if ((r = MulScale(actor->xspr.data4 << kVelShift, kScaleVal, 14)) != 0)
|
|
r = nnExtRandom(-r, r);
|
|
double rr = FixedToFloat(r);
|
|
|
|
if (valueIsBetween(actor->xspr.data3, -32767, 32767))
|
|
{
|
|
vv.Z = actor->xspr.data3 * kVelScale;
|
|
if (vv.Z != 0) vv.Z += rr;
|
|
}
|
|
|
|
if (!toAng)
|
|
{
|
|
if (valueIsBetween(actor->xspr.data1, -32767, 32767))
|
|
{
|
|
vv.X = actor->xspr.data1 * kVelScale;
|
|
if (vv.X != 0) vv.X += rr;
|
|
}
|
|
|
|
if (valueIsBetween(actor->xspr.data2, -32767, 32767))
|
|
{
|
|
vv.Y = actor->xspr.data2 * kVelScale;
|
|
if (vv.Y != 0) vv.Y += rr;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (toEvnAng) nAng = initiator->spr.Angles.Yaw;
|
|
else if (toSrcAng) nAng = actor->spr.Angles.Yaw;
|
|
else nAng = pSprite->spr.Angles.Yaw;
|
|
|
|
if (!toAng180 && toRndAng)
|
|
{
|
|
auto tempang = nAng;
|
|
while (tempang == nAng)
|
|
nAng = RandomAngle();
|
|
}
|
|
|
|
if (chgDstAng)
|
|
changeSpriteAngle(pSprite, nAng);
|
|
|
|
double v = actor->xspr.data1 * kVelScale;
|
|
if (v != 0) v += rr;
|
|
|
|
vv.XY() += nAng.ToVector() * v;
|
|
}
|
|
|
|
if (actor->xspr.physAttr)
|
|
{
|
|
t = 1;
|
|
switch (pSprite->spr.statnum) {
|
|
case kStatThing:
|
|
break;
|
|
case kStatFX:
|
|
t = 0;
|
|
[[fallthrough]];
|
|
case kStatDude:
|
|
case kStatProjectile:
|
|
if (actor->xspr.physAttr & kPhysMove) pSprite->spr.flags |= kPhysMove; else pSprite->spr.flags &= ~kPhysMove;
|
|
if (actor->xspr.physAttr & kPhysGravity) pSprite->spr.flags |= kPhysGravity; else pSprite->spr.flags &= ~kPhysGravity;
|
|
if (actor->xspr.physAttr & kPhysFalling) pSprite->spr.flags |= kPhysFalling; else pSprite->spr.flags &= ~kPhysFalling;
|
|
break;
|
|
}
|
|
|
|
// debris physics for sprites that is allowed
|
|
if (t && ((t = debrisGetIndex(pSprite)) >= 0 || (t = debrisGetFreeIndex()) >= 0))
|
|
{
|
|
pSprite->addX();
|
|
|
|
if (pSprite->spr.statnum == kStatThing)
|
|
{
|
|
pSprite->spr.flags &= ~(kPhysMove | kPhysGravity | kPhysFalling);
|
|
ChangeActorStat(pSprite, 0);
|
|
}
|
|
|
|
pSprite->xspr.physAttr = actor->xspr.physAttr, gPhysSpritesList[t] = pSprite;
|
|
|
|
getSpriteMassBySize(pSprite);
|
|
if (t >= gPhysSpritesCount)
|
|
gPhysSpritesCount++;
|
|
}
|
|
}
|
|
|
|
if (relative)
|
|
{
|
|
pSprite->vel += vv;
|
|
}
|
|
else
|
|
{
|
|
pSprite->vel == vv;
|
|
}
|
|
|
|
auto vAng = pSprite->vel.Angle();
|
|
|
|
if (toAng)
|
|
{
|
|
DAngle angl;
|
|
if (toAng180) angl = DAngle180;
|
|
else angl = nAng - vAng;
|
|
|
|
auto velv = pSprite->vel.XY();
|
|
auto pt = rotatepoint(pSprite->spr.pos.XY(), velv, angl);
|
|
pSprite->vel.XY() = pt;
|
|
|
|
|
|
vAng = pSprite->vel.Angle();
|
|
}
|
|
|
|
if (chgDstAng)
|
|
changeSpriteAngle(pSprite, vAng);
|
|
|
|
if (pSprite->ownerActor)
|
|
{
|
|
// hack to make player projectiles damage it's owner
|
|
if (pSprite->spr.statnum == kStatProjectile && pSprite->IsPlayerActor())
|
|
pSprite->ownerActor = pSprite;
|
|
}
|
|
|
|
viewCorrectPrediction();
|
|
|
|
//if (pXSource->rxID == 157)
|
|
//viewSetSystemMessage("%d: %d / %d / %d, C: %d", pSprite->spr.sectnum, pSprite->vel.X, pSprite->vel.Y, pSprite->vel.Z, sprite[causerID].type);
|
|
}
|
|
else if (sect)
|
|
{
|
|
BloodSectIterator it(sect);
|
|
while(auto act = it.Next())
|
|
{
|
|
useVelocityChanger(actor, nullptr, initiator, act);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor)
|
|
{
|
|
DBloodPlayer* pPlayer = getPlayerById(actor->spr.type);
|
|
XSECTOR* pXSector = (sourceactor->sector()->hasX()) ? &sourceactor->sector()->xs() : nullptr;
|
|
bool isDude = (!pPlayer && actor->IsDudeActor());
|
|
|
|
if (actor->sector() != sourceactor->sector())
|
|
ChangeActorSect(actor, sourceactor->sector());
|
|
|
|
actor->spr.pos.XY() =sourceactor->spr.pos.XY();
|
|
double zTop, zBot;
|
|
GetActorExtents(sourceactor, &zTop, &zBot);
|
|
actor->spr.pos.Z = zBot;
|
|
|
|
clampSprite(actor, 0x01);
|
|
|
|
if (sourceactor->spr.flags & kModernTypeFlag1) // force telefrag
|
|
TeleFrag(actor, sourceactor->sector());
|
|
|
|
if (actor->spr.flags & kPhysGravity)
|
|
actor->spr.flags |= kPhysFalling;
|
|
|
|
if (pXSector)
|
|
{
|
|
|
|
if (pXSector->Enter && (pPlayer || (isDude && !pXSector->dudeLockout)))
|
|
trTriggerSector(sourceactor->sector(), kCmdSectorEnter, actor);
|
|
|
|
if (pXSector->Underwater)
|
|
{
|
|
DBloodActor* aUpper = nullptr;
|
|
auto aLink = barrier_cast<DBloodActor*>(sourceactor->sector()->lowerLink);
|
|
if (aLink)
|
|
{
|
|
// must be sure we found exact same upper link
|
|
for (auto& sec : sector)
|
|
{
|
|
aUpper = barrier_cast<DBloodActor*>(sec.upperLink);
|
|
if (aUpper == nullptr || aUpper->xspr.data1 != aLink->xspr.data1)
|
|
{
|
|
aUpper = nullptr;
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (aUpper)
|
|
actor->xspr.medium = (aLink->spr.type == kMarkerUpGoo) ? kMediumGoo : kMediumWater;
|
|
|
|
if (pPlayer)
|
|
{
|
|
int waterPal = kMediumWater;
|
|
if (aUpper)
|
|
{
|
|
if (aLink->xspr.data2 > 0) waterPal = aLink->xspr.data2;
|
|
else if (aLink->spr.type == kMarkerUpGoo) waterPal = kMediumGoo;
|
|
}
|
|
|
|
pPlayer->nWaterPal = waterPal;
|
|
pPlayer->posture = kPostureSwim;
|
|
pPlayer->GetActor()->xspr.burnTime = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
actor->xspr.medium = kMediumNormal;
|
|
if (pPlayer)
|
|
{
|
|
pPlayer->posture = (!(pPlayer->cmd.ucmd.actions & SB_CROUCH)) ? kPostureStand : kPostureCrouch;
|
|
pPlayer->nWaterPal = 0;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
if (actor->spr.statnum == kStatDude && actor->IsDudeActor() && !actor->IsPlayerActor())
|
|
{
|
|
auto pos = actor->xspr.TargetPos;
|
|
auto target = actor->GetTarget();
|
|
|
|
aiInitSprite(actor);
|
|
|
|
if (target != nullptr && target->IsDudeActor())
|
|
{
|
|
actor->xspr.TargetPos = pos;
|
|
actor->SetTarget(target);
|
|
aiActivateDude(actor);
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
if (sourceactor->xspr.data2 == 1)
|
|
{
|
|
if (pPlayer)
|
|
{
|
|
pPlayer->angle.settarget(sourceactor->spr.angle);
|
|
pPlayer->angle.lockinput();
|
|
}
|
|
else if (isDude) sourceactor->xspr.goalAng = actor->spr.angle = sourceactor->spr.angle;
|
|
else actor->spr.__int_angle = sourceactor->spr.angle;
|
|
}
|
|
#endif
|
|
|
|
if (sourceactor->xspr.data3 == 1)
|
|
{
|
|
actor->vel.Zero();
|
|
}
|
|
else if (sourceactor->xspr.data3 > 0)
|
|
{
|
|
// change movement direction according source angle
|
|
if (sourceactor->xspr.data3 & kModernTypeFlag2)
|
|
{
|
|
auto velv = actor->vel.XY();
|
|
auto pt = rotatepoint(actor->spr.pos.XY(), velv, sourceactor->spr.Angles.Yaw - velv.Angle());
|
|
actor->vel.XY() = pt;
|
|
|
|
}
|
|
|
|
if (sourceactor->xspr.data3 & kModernTypeFlag4)
|
|
actor->vel.Z = 0;
|
|
}
|
|
|
|
if (sourceactor->xspr.data2 == 1)
|
|
changeSpriteAngle(actor, sourceactor->spr.Angles.Yaw);
|
|
|
|
viewBackupSpriteLoc(actor);
|
|
|
|
if (sourceactor->xspr.data4 > 0)
|
|
sfxPlay3DSound(sourceactor, sourceactor->xspr.data4, -1, 0);
|
|
|
|
if (pPlayer)
|
|
{
|
|
playerResetInertia(pPlayer);
|
|
if (sourceactor->xspr.data2 == 1)
|
|
pPlayer->zViewVel = pPlayer->zWeaponVel = 0;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void useEffectGen(DBloodActor* sourceactor, DBloodActor* actor)
|
|
{
|
|
if (!actor) actor = sourceactor;
|
|
|
|
int fxId = (sourceactor->xspr.data3 <= 0) ? sourceactor->xspr.data2 : sourceactor->xspr.data2 + Random(sourceactor->xspr.data3 + 1);
|
|
|
|
|
|
if (!actor->hasX()) return;
|
|
else if (fxId >= kEffectGenCallbackBase)
|
|
{
|
|
int length = sizeof(gEffectGenCallbacks) / sizeof(gEffectGenCallbacks[0]);
|
|
if (fxId < kEffectGenCallbackBase + length)
|
|
{
|
|
fxId = gEffectGenCallbacks[fxId - kEffectGenCallbackBase];
|
|
evKillActor(actor, (CALLBACK_ID)fxId);
|
|
evPostActor(actor, 0, (CALLBACK_ID)fxId);
|
|
}
|
|
|
|
}
|
|
else if (valueIsBetween(fxId, 0, kFXMax))
|
|
{
|
|
double pos, top, bottom;
|
|
GetActorExtents(actor, &top, &bottom);
|
|
DBloodActor* pEffect = nullptr;
|
|
|
|
// select where exactly effect should be spawned
|
|
switch (sourceactor->xspr.data4)
|
|
{
|
|
case 1:
|
|
pos = bottom;
|
|
break;
|
|
case 2: // middle
|
|
{
|
|
auto tex = TexMan.GetGameTexture(actor->spr.spritetexture());
|
|
double center = tex->GetDisplayHeight() / 2 + tex->GetDisplayTopOffset();
|
|
pos = actor->spr.pos.Z + center * actor->spr.scale.Y;
|
|
break;
|
|
}
|
|
case 3:
|
|
case 4:
|
|
if (actor->insector())
|
|
{
|
|
if (sourceactor->xspr.data4 == 3)
|
|
pos = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
|
|
else
|
|
pos = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
|
|
break;
|
|
}
|
|
[[fallthrough]];
|
|
default:
|
|
pos = top;
|
|
break;
|
|
}
|
|
|
|
if ((pEffect = gFX.fxSpawnActor((FX_ID)fxId, actor->sector(), DVector3(actor->spr.pos.XY(), pos))) != nullptr)
|
|
{
|
|
pEffect->SetOwner(sourceactor);
|
|
|
|
if (sourceactor->spr.flags & kModernTypeFlag1)
|
|
{
|
|
pEffect->spr.pal = sourceactor->spr.pal;
|
|
pEffect->spr.xoffset = sourceactor->spr.xoffset;
|
|
pEffect->spr.yoffset = sourceactor->spr.yoffset;
|
|
pEffect->spr.scale = sourceactor->spr.scale;
|
|
pEffect->spr.shade = sourceactor->spr.shade;
|
|
}
|
|
|
|
if (sourceactor->spr.flags & kModernTypeFlag2)
|
|
{
|
|
pEffect->spr.cstat = sourceactor->spr.cstat;
|
|
if (pEffect->spr.cstat & CSTAT_SPRITE_INVISIBLE)
|
|
pEffect->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
|
|
}
|
|
|
|
if (sourceactor->spr.flags & kModernTypeFlag4)
|
|
{
|
|
pEffect->spr.Angles.Yaw = sourceactor->spr.Angles.Yaw;
|
|
}
|
|
|
|
if (pEffect->spr.cstat & CSTAT_SPRITE_ONE_SIDE)
|
|
pEffect->spr.cstat &= ~CSTAT_SPRITE_ONE_SIDE;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void useSectorWindGen(DBloodActor* sourceactor, sectortype* pSector)
|
|
{
|
|
XSECTOR* pXSector = nullptr;
|
|
|
|
if (pSector != nullptr)
|
|
{
|
|
pXSector = &pSector->xs();
|
|
}
|
|
else if (sourceactor->sector()->hasX())
|
|
{
|
|
pSector = sourceactor->sector();
|
|
pXSector = &pSector->xs();
|
|
}
|
|
else
|
|
{
|
|
pSector = sourceactor->sector();
|
|
pSector->allocX();
|
|
pXSector = &pSector->xs();
|
|
pXSector->windAlways = 1;
|
|
}
|
|
|
|
int windVel = ClipRange(sourceactor->xspr.data2, 0, 32767);
|
|
if ((sourceactor->xspr.data1 & 0x0001))
|
|
windVel = nnExtRandom(0, windVel);
|
|
|
|
// process vertical wind in nnExtProcessSuperSprites();
|
|
if ((sourceactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR))
|
|
{
|
|
sourceactor->xspr.sysData2 = windVel << 1;
|
|
return;
|
|
}
|
|
|
|
pXSector->windVel = windVel;
|
|
if ((sourceactor->spr.flags & kModernTypeFlag1))
|
|
pXSector->panAlways = pXSector->windAlways = 1;
|
|
|
|
DAngle angle = sourceactor->spr.Angles.Yaw;
|
|
if (sourceactor->xspr.data4 <= 0)
|
|
{
|
|
if ((sourceactor->xspr.data1 & 0x0002))
|
|
{
|
|
while (sourceactor->spr.Angles.Yaw == angle)
|
|
sourceactor->spr.Angles.Yaw = RandomAngle();
|
|
}
|
|
}
|
|
else if (sourceactor->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD) sourceactor->spr.Angles.Yaw += mapangle(sourceactor->xspr.data4);
|
|
else if (sourceactor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE) sourceactor->spr.Angles.Yaw -= mapangle(sourceactor->xspr.data4);
|
|
else if (sourceactor->xspr.sysData1 == 0)
|
|
{
|
|
angle += mapangle(sourceactor->xspr.data4);
|
|
if (angle >= DAngle180) sourceactor->xspr.sysData1 = 1;
|
|
sourceactor->spr.Angles.Yaw = min(angle, DAngle180);
|
|
}
|
|
else
|
|
{
|
|
angle -= mapangle(sourceactor->xspr.data4);
|
|
if (angle <= -DAngle180) sourceactor->xspr.sysData1 = 0;
|
|
sourceactor->spr.Angles.Yaw = max(angle, -DAngle180);
|
|
}
|
|
|
|
pXSector->windAng = sourceactor->spr.Angles.Yaw;
|
|
|
|
if (sourceactor->xspr.data3 > 0 && sourceactor->xspr.data3 < 4)
|
|
{
|
|
switch (sourceactor->xspr.data3)
|
|
{
|
|
case 1:
|
|
pXSector->panFloor = true;
|
|
pXSector->panCeiling = false;
|
|
break;
|
|
case 2:
|
|
pXSector->panFloor = false;
|
|
pXSector->panCeiling = true;
|
|
break;
|
|
case 3:
|
|
pXSector->panFloor = true;
|
|
pXSector->panCeiling = true;
|
|
break;
|
|
}
|
|
if (pXSector->panCeiling)
|
|
{
|
|
StartInterpolation(pSector, Interp_Sect_CeilingPanX);
|
|
StartInterpolation(pSector, Interp_Sect_CeilingPanY);
|
|
}
|
|
if (pXSector->panFloor)
|
|
{
|
|
StartInterpolation(pSector, Interp_Sect_FloorPanX);
|
|
StartInterpolation(pSector, Interp_Sect_FloorPanY);
|
|
}
|
|
|
|
int oldPan = pXSector->panVel;
|
|
pXSector->panAngle = pXSector->windAng;
|
|
pXSector->panVel = pXSector->windVel;
|
|
|
|
// add to panList if panVel was set to 0 previously
|
|
if (oldPan == 0 && pXSector->panVel != 0)
|
|
{
|
|
if (!panList.Contains(pSector))
|
|
panList.Push(pSector);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void useSpriteDamager(DBloodActor* sourceactor, int objType, sectortype* targSect, DBloodActor* targetactor)
|
|
{
|
|
sectortype* pSector = sourceactor->sector();
|
|
|
|
double top, bottom;
|
|
bool floor, ceil, wall, enter;
|
|
|
|
switch (objType)
|
|
{
|
|
case OBJ_SPRITE:
|
|
damageSprites(sourceactor, targetactor);
|
|
break;
|
|
case OBJ_SECTOR:
|
|
{
|
|
GetActorExtents(sourceactor, &top, &bottom);
|
|
floor = (bottom >= pSector->floorz);
|
|
ceil = (top <= pSector->ceilingz);
|
|
wall = (sourceactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL);
|
|
enter = (!floor && !ceil && !wall);
|
|
BloodSectIterator it(targSect);
|
|
while (auto iactor = it.Next())
|
|
{
|
|
auto& hit = iactor->hit;
|
|
|
|
if (!iactor->IsDudeActor() || !iactor->hasX())
|
|
continue;
|
|
else if (enter)
|
|
damageSprites(sourceactor, iactor);
|
|
else if (floor && hit.florhit.type == kHitSector && hit.florhit.hitSector == targSect)
|
|
damageSprites(sourceactor, iactor);
|
|
else if (ceil && hit.ceilhit.type == kHitSector && hit.ceilhit.hitSector == targSect)
|
|
damageSprites(sourceactor, iactor);
|
|
else if (wall && hit.hit.type == kHitWall && hit.hit.hitWall->sectorp() == targSect)
|
|
damageSprites(sourceactor, iactor);
|
|
}
|
|
break;
|
|
}
|
|
case -1:
|
|
{
|
|
BloodStatIterator it(kStatDude);
|
|
while (auto iactor = it.Next())
|
|
{
|
|
if (iactor->spr.statnum != kStatDude) continue;
|
|
switch (sourceactor->xspr.data1)
|
|
{
|
|
case 667:
|
|
if (iactor->IsPlayerActor()) continue;
|
|
damageSprites(sourceactor, iactor);
|
|
break;
|
|
case 668:
|
|
if (iactor->IsPlayerActor()) continue;
|
|
damageSprites(sourceactor, iactor);
|
|
break;
|
|
default:
|
|
damageSprites(sourceactor, iactor);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
void damageSprites(DBloodActor* sourceactor, DBloodActor* actor)
|
|
{
|
|
if (!actor->IsDudeActor() || !actor->hasX() || actor->xspr.health <= 0 || sourceactor->xspr.data3 < 0)
|
|
return;
|
|
|
|
|
|
int health = 0;
|
|
|
|
DBloodPlayer* pPlayer = getPlayerById(actor->spr.type);
|
|
int dmgType = (sourceactor->xspr.data2 >= kDmgFall) ? ClipHigh(sourceactor->xspr.data2, kDmgElectric) : -1;
|
|
int dmg = actor->xspr.health << 4;
|
|
int armor[3];
|
|
|
|
bool godMode = (pPlayer && ((dmgType >= 0 && pPlayer->damageControl[dmgType]) || powerupCheck(pPlayer, kPwUpDeathMask) || pPlayer->godMode)); // kneeling
|
|
|
|
if (godMode || actor->xspr.locked) return;
|
|
else if (sourceactor->xspr.data3)
|
|
{
|
|
if (sourceactor->spr.flags & kModernTypeFlag1) dmg = ClipHigh(sourceactor->xspr.data3 << 1, 65535);
|
|
else if (actor->xspr.sysData2 > 0) dmg = (ClipHigh(actor->xspr.sysData2 << 4, 65535) * sourceactor->xspr.data3) / kPercFull;
|
|
else dmg = ((getDudeInfo(actor->spr.type)->startHealth << 4) * sourceactor->xspr.data3) / kPercFull;
|
|
|
|
health = actor->xspr.health - dmg;
|
|
}
|
|
|
|
if (dmgType >= kDmgFall)
|
|
{
|
|
if (dmg < (int)actor->xspr.health << 4)
|
|
{
|
|
if (!nnExtIsImmune(actor, dmgType, 0))
|
|
{
|
|
if (pPlayer)
|
|
{
|
|
playerDamageArmor(pPlayer, (DAMAGE_TYPE)dmgType, dmg);
|
|
for (int i = 0; i < 3; armor[i] = pPlayer->armor[i], pPlayer->armor[i] = 0, i++);
|
|
actDamageSprite(sourceactor, actor, (DAMAGE_TYPE)dmgType, dmg);
|
|
for (int i = 0; i < 3; pPlayer->armor[i] = armor[i], i++);
|
|
|
|
}
|
|
else
|
|
{
|
|
actDamageSprite(sourceactor, actor, (DAMAGE_TYPE)dmgType, dmg);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//Printf(PRINT_HIGH, "Dude type %d is immune to damage type %d!", actor->spr.type, dmgType);
|
|
}
|
|
}
|
|
else if (!pPlayer) actKillDude(sourceactor, actor, (DAMAGE_TYPE)dmgType, dmg);
|
|
else playerDamageSprite(sourceactor, pPlayer, (DAMAGE_TYPE)dmgType, dmg);
|
|
}
|
|
else if ((actor->xspr.health = ClipLow(health, 1)) > 16);
|
|
else if (!pPlayer) actKillDude(sourceactor, actor, kDamageBullet, dmg);
|
|
else playerDamageSprite(sourceactor, pPlayer, kDamageBullet, dmg);
|
|
|
|
if (actor->xspr.health > 0)
|
|
{
|
|
if (!(sourceactor->spr.flags & kModernTypeFlag8))
|
|
actor->xspr.health = health;
|
|
|
|
bool showEffects = !(sourceactor->spr.flags & kModernTypeFlag2); // show it by default
|
|
bool forceRecoil = (sourceactor->spr.flags & kModernTypeFlag4);
|
|
|
|
if (showEffects)
|
|
{
|
|
switch (dmgType)
|
|
{
|
|
case kDmgBurn:
|
|
if (actor->xspr.burnTime > 0) break;
|
|
actBurnSprite(sourceactor, actor, ClipLow(dmg >> 1, 128));
|
|
evKillActor(actor, kCallbackFXFlameLick);
|
|
evPostActor(actor, 0, kCallbackFXFlameLick); // show flames
|
|
break;
|
|
case kDmgElectric:
|
|
forceRecoil = true; // show tesla recoil animation
|
|
break;
|
|
case kDmgBullet:
|
|
evKillActor(actor, kCallbackFXBloodSpurt);
|
|
for (int i = 1; i < 6; i++)
|
|
{
|
|
if (Chance(0x16000 >> i))
|
|
fxSpawnBlood(actor, dmg << 4);
|
|
}
|
|
break;
|
|
case kDmgChoke:
|
|
if (!pPlayer || !Chance(0x2000)) break;
|
|
else pPlayer->blindEffect += dmg << 2;
|
|
}
|
|
}
|
|
|
|
if (forceRecoil && !pPlayer)
|
|
{
|
|
actor->xspr.data3 = 32767;
|
|
actor->dudeExtra.teslaHit = (dmgType == kDmgElectric) ? 1 : 0;
|
|
if (actor->xspr.aiState->stateType != kAiStateRecoil)
|
|
RecoilDude(actor);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void useSeqSpawnerGen(DBloodActor* sourceactor, int objType, sectortype* pSector, walltype* pWall, DBloodActor* iactor)
|
|
{
|
|
if (sourceactor->xspr.data2 > 0 && !getSequence(sourceactor->xspr.data2))
|
|
{
|
|
Printf(PRINT_HIGH, "Missing sequence #%d", sourceactor->xspr.data2);
|
|
return;
|
|
}
|
|
|
|
switch (objType)
|
|
{
|
|
case OBJ_SECTOR:
|
|
{
|
|
if (sourceactor->xspr.data2 <= 0)
|
|
{
|
|
if (sourceactor->xspr.data3 == 3 || sourceactor->xspr.data3 == 1)
|
|
seqKill(SS_FLOOR, pSector);
|
|
if (sourceactor->xspr.data3 == 3 || sourceactor->xspr.data3 == 2)
|
|
seqKill(SS_CEILING, pSector);
|
|
}
|
|
else
|
|
{
|
|
if (sourceactor->xspr.data3 == 3 || sourceactor->xspr.data3 == 1)
|
|
seqSpawn(sourceactor->xspr.data2, SS_FLOOR, pSector, -1);
|
|
if (sourceactor->xspr.data3 == 3 || sourceactor->xspr.data3 == 2)
|
|
seqSpawn(sourceactor->xspr.data2, SS_CEILING, pSector, -1);
|
|
}
|
|
return;
|
|
}
|
|
case OBJ_WALL:
|
|
{
|
|
if (sourceactor->xspr.data2 <= 0)
|
|
{
|
|
if (sourceactor->xspr.data3 == 3 || sourceactor->xspr.data3 == 1)
|
|
seqKill(SS_WALL, pWall);
|
|
if ((sourceactor->xspr.data3 == 3 || sourceactor->xspr.data3 == 2) && (pWall->cstat & CSTAT_WALL_MASKED))
|
|
seqKill(SS_MASKED, pWall);
|
|
}
|
|
else
|
|
{
|
|
if (sourceactor->xspr.data3 == 3 || sourceactor->xspr.data3 == 1)
|
|
seqSpawn(sourceactor->xspr.data2, SS_WALL, pWall, -1);
|
|
|
|
if (sourceactor->xspr.data3 == 3 || sourceactor->xspr.data3 == 2) {
|
|
|
|
if (!pWall->twoSided()) {
|
|
if (sourceactor->xspr.data3 == 3)
|
|
seqSpawn(sourceactor->xspr.data2, SS_WALL, pWall, -1);
|
|
|
|
}
|
|
else {
|
|
if (!(pWall->cstat & CSTAT_WALL_MASKED))
|
|
pWall->cstat |= CSTAT_WALL_MASKED;
|
|
|
|
seqSpawn(sourceactor->xspr.data2, SS_MASKED, pWall, -1);
|
|
}
|
|
}
|
|
|
|
if (sourceactor->xspr.data4 > 0)
|
|
{
|
|
DVector3 cpos;
|
|
|
|
cpos.XY() = pWall->center();
|
|
auto pMySector = pWall->sectorp();
|
|
double ceilZ, floorZ;
|
|
calcSlope(pSector, cpos, &ceilZ, &floorZ);
|
|
double ceilZ2, floorZ2;
|
|
calcSlope(pWall->nextSector(), cpos, &ceilZ2, &floorZ2);
|
|
ceilZ = max(ceilZ, ceilZ2);
|
|
floorZ = min(floorZ, floorZ2);
|
|
cpos.Z = (ceilZ + floorZ) * 0.5;
|
|
|
|
sfxPlay3DSound(cpos, sourceactor->xspr.data4, pSector);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
case OBJ_SPRITE:
|
|
{
|
|
if (sourceactor->xspr.data2 <= 0) seqKill(iactor);
|
|
else if (iactor->insector())
|
|
{
|
|
if (sourceactor->xspr.data3 > 0)
|
|
{
|
|
auto spawned = InsertSprite(iactor->sector(), kStatDecoration);
|
|
if (spawned != nullptr)
|
|
{
|
|
double top, bottom;
|
|
GetActorExtents(spawned, &top, &bottom);
|
|
DVector3 pos = iactor->spr.pos;
|
|
switch (sourceactor->xspr.data3)
|
|
{
|
|
default:
|
|
break;
|
|
case 2:
|
|
pos.Z = bottom;
|
|
break;
|
|
case 3:
|
|
pos.Z = top;
|
|
break;
|
|
case 4:
|
|
{
|
|
// this had no value shift and no repeat handling, which looks like a bug.
|
|
auto tex = TexMan.GetGameTexture(iactor->spr.spritetexture());
|
|
double center = tex->GetDisplayHeight() / 2 + tex->GetDisplayTopOffset();
|
|
pos.Z += center * iactor->spr.scale.Y;
|
|
break;
|
|
}
|
|
case 5:
|
|
case 6:
|
|
if (!iactor->insector()) pos.Z = top;
|
|
else pos.Z = ((sourceactor->xspr.data3 == 5) ?
|
|
getflorzofslopeptr(spawned->sector(), spawned->spr.pos) :
|
|
getceilzofslopeptr(spawned->sector(), spawned->spr.pos));
|
|
break;
|
|
}
|
|
|
|
spawned->spr.pos = pos;
|
|
|
|
spawned->addX();
|
|
seqSpawn(sourceactor->xspr.data2, spawned, -1);
|
|
if (sourceactor->spr.flags & kModernTypeFlag1)
|
|
{
|
|
spawned->spr.pal = sourceactor->spr.pal;
|
|
spawned->spr.shade = sourceactor->spr.shade;
|
|
spawned->spr.scale = sourceactor->spr.scale;
|
|
spawned->spr.xoffset = sourceactor->spr.xoffset;
|
|
spawned->spr.yoffset = sourceactor->spr.yoffset;
|
|
}
|
|
|
|
if (sourceactor->spr.flags & kModernTypeFlag2)
|
|
{
|
|
spawned->spr.cstat |= sourceactor->spr.cstat;
|
|
}
|
|
|
|
if (sourceactor->spr.flags & kModernTypeFlag4)
|
|
{
|
|
spawned->spr.Angles.Yaw = sourceactor->spr.Angles.Yaw;
|
|
}
|
|
|
|
// should be: the more is seqs, the shorter is timer
|
|
evPostActor(spawned, 1000, kCallbackRemove);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
seqSpawn(sourceactor->xspr.data2, iactor, -1);
|
|
}
|
|
|
|
if (sourceactor->xspr.data4 > 0)
|
|
sfxPlay3DSound(iactor, sourceactor->xspr.data4, -1, 0);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void condPush(DBloodActor* actor, const EventObject& iactor) { actor->condition[0] = iactor; }
|
|
void condPush(DBloodActor* actor, DBloodActor* iactor) { actor->condition[0] = EventObject(iactor); }
|
|
void condPush(DBloodActor* actor, walltype* iactor) { actor->condition[0] = EventObject(iactor); }
|
|
void condPush(DBloodActor* actor, sectortype* iactor) { actor->condition[0] = EventObject(iactor); }
|
|
EventObject condGet(DBloodActor* actor) { return actor->condition[0]; }
|
|
|
|
void condBackup(DBloodActor* actor)
|
|
{
|
|
actor->condition[1] = actor->condition[0];
|
|
}
|
|
|
|
void condRestore(DBloodActor* actor)
|
|
{
|
|
actor->condition[0] = actor->condition[1];
|
|
}
|
|
|
|
// normal comparison
|
|
bool condCmp(int val, int arg1, int arg2, int comOp)
|
|
{
|
|
if (comOp & 0x2000) return (comOp & CSTAT_SPRITE_BLOCK) ? (val > arg1) : (val >= arg1); // blue sprite
|
|
else if (comOp & 0x4000) return (comOp & CSTAT_SPRITE_BLOCK) ? (val < arg1) : (val <= arg1); // green sprite
|
|
else if (comOp & CSTAT_SPRITE_BLOCK)
|
|
{
|
|
if (arg1 > arg2) I_Error("Value of argument #1 (%d) must be less than value of argument #2 (%d)", arg1, arg2);
|
|
return (val >= arg1 && val <= arg2);
|
|
}
|
|
else return (val == arg1);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void condError(DBloodActor* aCond, const char* pzFormat, ...)
|
|
{
|
|
char buffer[256];
|
|
char buffer2[512];
|
|
FString condType = "Unknown";
|
|
for (int i = 0; i < 7; i++)
|
|
{
|
|
if (aCond->xspr.data1 < gCondTypeNames[i].rng1 || aCond->xspr.data1 >= gCondTypeNames[i].rng2) continue;
|
|
condType = gCondTypeNames[i].name;
|
|
condType.ToUpper();
|
|
break;
|
|
}
|
|
|
|
snprintf(buffer, 256, "\n\n%s CONDITION RX: %d, TX: %d, SPRITE: #%d RETURNS:\n", condType.GetChars(), aCond->xspr.rxID, aCond->xspr.txID, aCond->GetIndex());
|
|
va_list args;
|
|
va_start(args, pzFormat);
|
|
vsnprintf(buffer2, 512, pzFormat, args);
|
|
I_Error("%s%s", buffer, buffer2);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool condCheckGame(DBloodActor* aCond, const EVENT& event, int cmpOp, bool PUSH)
|
|
{
|
|
int cond = aCond->xspr.data1;
|
|
int arg1 = aCond->xspr.data2;
|
|
int arg2 = aCond->xspr.data3;
|
|
int arg3 = aCond->xspr.data4;
|
|
|
|
switch (cond) {
|
|
case 1: return condCmp(gFrameCount / (kTicsPerSec * 60), arg1, arg2, cmpOp); // compare level minutes
|
|
case 2: return condCmp((gFrameCount / kTicsPerSec) % 60, arg1, arg2, cmpOp); // compare level seconds
|
|
case 3: return condCmp(((gFrameCount % kTicsPerSec) * 33) / 10, arg1, arg2, cmpOp); // compare level mseconds
|
|
case 4: return condCmp(gFrameCount, arg1, arg2, cmpOp); // compare level time (unsafe)
|
|
case 5: return condCmp(Level.kills.got, arg1, arg2, cmpOp); // compare current global kills counter
|
|
case 6: return condCmp(Level.kills.max, arg1, arg2, cmpOp); // compare total global kills counter
|
|
case 7: return condCmp(Level.secrets.got, arg1, arg2, cmpOp); // compare how many secrets found
|
|
case 8: return condCmp(Level.secrets.max, arg1, arg2, cmpOp); // compare total secrets
|
|
/*----------------------------------------------------------------------------------------------------------------------------------*/
|
|
case 20: return condCmp(gVisibility, arg1, arg2, cmpOp); // compare global visibility value
|
|
/*----------------------------------------------------------------------------------------------------------------------------------*/
|
|
case 30: return Chance((0x10000 * arg3) / kPercFull); // check chance
|
|
case 31: return condCmp(nnExtRandom(arg1, arg2), arg1, arg2, cmpOp);
|
|
/*----------------------------------------------------------------------------------------------------------------------------------*/
|
|
case 47:
|
|
{
|
|
BloodStatIterator it(ClipRange(arg3, 0, kMaxStatus));
|
|
int c = 0;
|
|
while (it.Next()) c++;
|
|
return condCmp(c, arg1, arg2, cmpOp); // compare counter of specific statnum sprites
|
|
}
|
|
case 48: return condCmp(Numsprites, arg1, arg2, cmpOp); // compare counter of total sprites
|
|
}
|
|
|
|
condError(aCond, "Unexpected condition id (%d)!", cond);
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool condCheckMixed(DBloodActor* aCond, const EVENT& event, int cmpOp, bool PUSH)
|
|
{
|
|
//int var = -1;
|
|
int cond = aCond->xspr.data1 - kCondMixedBase; int arg1 = aCond->xspr.data2;
|
|
int arg2 = aCond->xspr.data3; int arg3 = aCond->xspr.data4;
|
|
|
|
auto eob = condGet(aCond);
|
|
|
|
switch (cond)
|
|
{
|
|
case 0: return (eob.isSector());
|
|
case 5: return (eob.isWall());
|
|
case 10: return (eob.isActor() && eob.actor());
|
|
case 15: // x-index is fine?
|
|
if (eob.isWall()) return eob.wall()->hasX();
|
|
if (eob.isSector()) return eob.sector()->hasX();
|
|
if (eob.isActor()) return eob.actor() && eob.actor()->hasX();
|
|
break;
|
|
case 20: // type in a range?
|
|
if (eob.isWall()) return condCmp(eob.wall()->type, arg1, arg2, cmpOp);
|
|
if (eob.isSector()) return condCmp(eob.sector()->type, arg1, arg2, cmpOp);
|
|
if (eob.isActor()) return eob.actor() && condCmp(eob.actor()->spr.type, arg1, arg2, cmpOp);
|
|
break;
|
|
case 24:
|
|
case 25: case 26: case 27:
|
|
case 28: case 29: case 30:
|
|
case 31: case 32: case 33:
|
|
if (eob.isWall())
|
|
{
|
|
walltype* pObj = eob.wall();
|
|
switch (cond)
|
|
{
|
|
case 24: return condCmp(GetExtInfo(pObj->walltexture).surftype, arg1, arg2, cmpOp);
|
|
case 25: return condCmp(legacyTileNum(pObj->walltexture), arg1, arg2, cmpOp);
|
|
case 26: return condCmp(pObj->pal, arg1, arg2, cmpOp);
|
|
case 27: return condCmp(pObj->shade, arg1, arg2, cmpOp);
|
|
case 28: return (arg3) ? condCmp((pObj->cstat & EWallFlags::FromInt(arg3)), arg1, arg2, cmpOp) : (pObj->cstat & EWallFlags::FromInt(arg1));
|
|
case 29: return (arg3) ? condCmp((pObj->hitag & arg3), arg1, arg2, cmpOp) : (pObj->hitag & arg1);
|
|
case 30: return condCmp(pObj->xrepeat, arg1, arg2, cmpOp);
|
|
case 31: return condCmp(pObj->xpan(), arg1, arg2, cmpOp);
|
|
case 32: return condCmp(pObj->yrepeat, arg1, arg2, cmpOp);
|
|
case 33: return condCmp(pObj->ypan(), arg1, arg2, cmpOp);
|
|
}
|
|
}
|
|
else if (eob.isActor())
|
|
{
|
|
auto actor = eob.actor();
|
|
if (!actor) break;
|
|
switch (cond)
|
|
{
|
|
case 24: return condCmp(GetExtInfo(actor->spr.spritetexture()).surftype, arg1, arg2, cmpOp);
|
|
case 25: return condCmp(legacyTileNum(actor->spr.spritetexture()), arg1, arg2, cmpOp);
|
|
case 26: return condCmp(actor->spr.pal, arg1, arg2, cmpOp);
|
|
case 27: return condCmp(actor->spr.shade, arg1, arg2, cmpOp);
|
|
case 28: return (arg3) ? condCmp((actor->spr.cstat & ESpriteFlags::FromInt(arg3)), arg1, arg2, cmpOp) : (actor->spr.cstat & ESpriteFlags::FromInt(arg1));
|
|
case 29: return (arg3) ? condCmp((actor->spr.hitag & arg3), arg1, arg2, cmpOp) : (actor->spr.hitag & arg1);
|
|
case 30: return condCmp(int(actor->spr.scale.X * INV_REPEAT_SCALE), arg1, arg2, cmpOp);
|
|
case 31: return condCmp(actor->spr.xoffset, arg1, arg2, cmpOp);
|
|
case 32: return condCmp(int(actor->spr.scale.Y * INV_REPEAT_SCALE), arg1, arg2, cmpOp);
|
|
case 33: return condCmp(actor->spr.yoffset, arg1, arg2, cmpOp);
|
|
}
|
|
}
|
|
else if (eob.sector())
|
|
{
|
|
sectortype* pObj = eob.sector();
|
|
switch (cond)
|
|
{
|
|
case 24:
|
|
switch (arg3)
|
|
{
|
|
default: return (condCmp(GetExtInfo(pObj->floortexture).surftype, arg1, arg2, cmpOp) || condCmp(GetExtInfo(pObj->ceilingtexture).surftype, arg1, arg2, cmpOp));
|
|
case 1: return condCmp(GetExtInfo(pObj->floortexture).surftype, arg1, arg2, cmpOp);
|
|
case 2: return condCmp(GetExtInfo(pObj->ceilingtexture).surftype, arg1, arg2, cmpOp);
|
|
}
|
|
break;
|
|
case 25:
|
|
switch (arg3)
|
|
{
|
|
default: return (condCmp(legacyTileNum(pObj->floortexture), arg1, arg2, cmpOp) || condCmp(legacyTileNum(pObj->ceilingtexture), arg1, arg2, cmpOp));
|
|
case 1: return condCmp(legacyTileNum(pObj->floortexture), arg1, arg2, cmpOp);
|
|
case 2: return condCmp(legacyTileNum(pObj->ceilingtexture), arg1, arg2, cmpOp);
|
|
}
|
|
break;
|
|
case 26:
|
|
switch (arg3)
|
|
{
|
|
default: return (condCmp(pObj->floorpal, arg1, arg2, cmpOp) || condCmp(pObj->ceilingpal, arg1, arg2, cmpOp));
|
|
case 1: return condCmp(pObj->floorpal, arg1, arg2, cmpOp);
|
|
case 2: return condCmp(pObj->ceilingpal, arg1, arg2, cmpOp);
|
|
}
|
|
break;
|
|
case 27:
|
|
switch (arg3)
|
|
{
|
|
default: return (condCmp(pObj->floorshade, arg1, arg2, cmpOp) || condCmp(pObj->ceilingshade, arg1, arg2, cmpOp));
|
|
case 1: return condCmp(pObj->floorshade, arg1, arg2, cmpOp);
|
|
case 2: return condCmp(pObj->ceilingshade, arg1, arg2, cmpOp);
|
|
}
|
|
break;
|
|
case 28:
|
|
{
|
|
auto a = ESectorFlags::FromInt(arg1);
|
|
switch (arg3)
|
|
{
|
|
default: return ((pObj->floorstat & a) || (pObj->ceilingstat & a));
|
|
case 1: return (pObj->floorstat & a);
|
|
case 2: return (pObj->ceilingstat & a);
|
|
}
|
|
break;
|
|
}
|
|
case 29: return (arg3) ? condCmp((pObj->hitag & arg3), arg1, arg2, cmpOp) : (pObj->hitag & arg1);
|
|
case 30: return condCmp(pObj->floorxpan(), arg1, arg2, cmpOp);
|
|
case 31: return condCmp(pObj->ceilingxpan(), arg1, arg2, cmpOp);
|
|
case 32: return condCmp(pObj->floorypan(), arg1, arg2, cmpOp);
|
|
case 33: return condCmp(pObj->ceilingypan(), arg1, arg2, cmpOp);
|
|
}
|
|
}
|
|
break;
|
|
case 41: case 42: case 43:
|
|
case 44: case 50: case 51:
|
|
case 52: case 53: case 54:
|
|
case 55: case 56: case 57:
|
|
case 58: case 59: case 70:
|
|
case 71:
|
|
if (eob.isWall())
|
|
{
|
|
auto pObj = eob.wall();
|
|
if (!pObj->hasX())
|
|
return condCmp(0, arg1, arg2, cmpOp);
|
|
|
|
XWALL* pXObj = &pObj->xw();
|
|
switch (cond)
|
|
{
|
|
case 41: return condCmp(pXObj->data, arg1, arg2, cmpOp);
|
|
case 50: return condCmp(pXObj->rxID, arg1, arg2, cmpOp);
|
|
case 51: return condCmp(pXObj->txID, arg1, arg2, cmpOp);
|
|
case 52: return pXObj->locked;
|
|
case 53: return pXObj->triggerOn;
|
|
case 54: return pXObj->triggerOff;
|
|
case 55: return pXObj->triggerOnce;
|
|
case 56: return pXObj->isTriggered;
|
|
case 57: return pXObj->state;
|
|
case 58: return condCmp((kPercFull * pXObj->busy) / 65536, arg1, arg2, cmpOp);
|
|
case 59: return pXObj->dudeLockout;
|
|
case 70:
|
|
switch (arg3)
|
|
{
|
|
default: return (condCmp(seqGetID(SS_WALL, pObj), arg1, arg2, cmpOp) || condCmp(seqGetID(SS_MASKED, pObj), arg1, arg2, cmpOp));
|
|
case 1: return condCmp(seqGetID(SS_WALL, pObj), arg1, arg2, cmpOp);
|
|
case 2: return condCmp(seqGetID(SS_MASKED, pObj), arg1, arg2, cmpOp);
|
|
}
|
|
break;
|
|
case 71:
|
|
switch (arg3)
|
|
{
|
|
default: return (condCmp(seqGetStatus(SS_WALL, pObj), arg1, arg2, cmpOp) || condCmp(seqGetStatus(SS_MASKED, pObj), arg1, arg2, cmpOp));
|
|
case 1: return condCmp(seqGetStatus(SS_WALL, pObj), arg1, arg2, cmpOp);
|
|
case 2: return condCmp(seqGetStatus(SS_MASKED, pObj), arg1, arg2, cmpOp);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
else if (eob.isActor())
|
|
{
|
|
auto objActor = eob.actor();
|
|
if (!objActor) break;
|
|
if (!objActor->hasX())
|
|
return condCmp(0, arg1, arg2, cmpOp);
|
|
|
|
switch (cond)
|
|
{
|
|
case 41: case 42:
|
|
case 43: case 44:
|
|
return condCmp(getDataFieldOfObject(eob, 1 + cond - 41), arg1, arg2, cmpOp);
|
|
case 50: return condCmp(objActor->xspr.rxID, arg1, arg2, cmpOp);
|
|
case 51: return condCmp(objActor->xspr.txID, arg1, arg2, cmpOp);
|
|
case 52: return objActor->xspr.locked;
|
|
case 53: return objActor->xspr.triggerOn;
|
|
case 54: return objActor->xspr.triggerOff;
|
|
case 55: return objActor->xspr.triggerOnce;
|
|
case 56: return objActor->xspr.isTriggered;
|
|
case 57: return objActor->xspr.state;
|
|
case 58: return condCmp((kPercFull * objActor->xspr.busy) / 65536, arg1, arg2, cmpOp);
|
|
case 59: return objActor->xspr.DudeLockout;
|
|
case 70: return condCmp(seqGetID(objActor), arg1, arg2, cmpOp);
|
|
case 71: return condCmp(seqGetStatus(objActor), arg1, arg2, cmpOp);
|
|
}
|
|
}
|
|
else if (eob.isSector())
|
|
{
|
|
auto pObj = eob.sector();
|
|
if (!pObj->hasX())
|
|
return condCmp(0, arg1, arg2, cmpOp);
|
|
|
|
XSECTOR* pXObj = &pObj->xs();
|
|
switch (cond) {
|
|
case 41: return condCmp(pXObj->data, arg1, arg2, cmpOp);
|
|
case 50: return condCmp(pXObj->rxID, arg1, arg2, cmpOp);
|
|
case 51: return condCmp(pXObj->txID, arg1, arg2, cmpOp);
|
|
case 52: return pXObj->locked;
|
|
case 53: return pXObj->triggerOn;
|
|
case 54: return pXObj->triggerOff;
|
|
case 55: return pXObj->triggerOnce;
|
|
case 56: return pXObj->isTriggered;
|
|
case 57: return pXObj->state;
|
|
case 58: return condCmp((kPercFull * pXObj->busy) / 65536, arg1, arg2, cmpOp);
|
|
case 59: return pXObj->dudeLockout;
|
|
case 70:
|
|
// wall???
|
|
switch (arg3)
|
|
{
|
|
default: return (condCmp(seqGetID(SS_CEILING, pObj), arg1, arg2, cmpOp) || condCmp(seqGetID(SS_FLOOR, pObj), arg1, arg2, cmpOp));
|
|
case 1: return condCmp(seqGetID(SS_CEILING, pObj), arg1, arg2, cmpOp);
|
|
case 2: return condCmp(seqGetID(SS_FLOOR, pObj), arg1, arg2, cmpOp);
|
|
}
|
|
break;
|
|
case 71:
|
|
switch (arg3)
|
|
{
|
|
default: return (condCmp(seqGetStatus(SS_CEILING, pObj), arg1, arg2, cmpOp) || condCmp(seqGetStatus(SS_FLOOR, pObj), arg1, arg2, cmpOp));
|
|
case 1: return condCmp(seqGetStatus(SS_CEILING, pObj), arg1, arg2, cmpOp);
|
|
case 2: return condCmp(seqGetStatus(SS_FLOOR, pObj), arg1, arg2, cmpOp);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case 99: return condCmp(event.cmd, arg1, arg2, cmpOp); // this codition received specified command?
|
|
}
|
|
|
|
condError(aCond, "Unexpected condition id (%d)!", cond);
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool condCheckSector(DBloodActor* aCond, int cmpOp, bool PUSH)
|
|
{
|
|
int cond = aCond->xspr.data1 - kCondSectorBase;
|
|
int arg1 = aCond->xspr.data2;
|
|
int arg2 = aCond->xspr.data3; //int arg3 = aCond->xspr.data4;
|
|
|
|
auto eob = condGet(aCond);
|
|
|
|
if (!eob.isSector())
|
|
condError(aCond, "Sector expected, got %s", eob.description().GetChars());
|
|
|
|
sectortype* pSect = eob.sector();
|
|
XSECTOR* pXSect = pSect->hasX() ? &pSect->xs() : nullptr;
|
|
|
|
if (cond < (kCondRange >> 1))
|
|
{
|
|
switch (cond)
|
|
{
|
|
default: break;
|
|
case 0: return condCmp(pSect->visibility, arg1, arg2, cmpOp);
|
|
case 5: return condCmp(pSect->floorheinum, arg1, arg2, cmpOp);
|
|
case 6: return condCmp(pSect->ceilingheinum, arg1, arg2, cmpOp);
|
|
case 10: // required sprite type is in current sector?
|
|
BloodSectIterator it(pSect);
|
|
while (auto iactor = it.Next())
|
|
{
|
|
if (!condCmp(iactor->spr.type, arg1, arg2, cmpOp)) continue;
|
|
else if (PUSH) condPush(aCond, iactor);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
else if (pXSect)
|
|
{
|
|
switch (cond)
|
|
{
|
|
default: break;
|
|
case 50: return pXSect->Underwater;
|
|
case 51: return condCmp(pXSect->Depth, arg1, arg2, cmpOp);
|
|
case 55: // compare floor height (in %)
|
|
case 56: { // compare ceil height (in %)
|
|
double h = 0, curH = 0;
|
|
switch (pSect->type)
|
|
{
|
|
case kSectorZMotion:
|
|
case kSectorRotate:
|
|
case kSectorSlide:
|
|
if (cond == 55)// 60)
|
|
{
|
|
h = max(abs(pXSect->onFloorZ - pXSect->offFloorZ), 1 / 256.);
|
|
curH = abs(pSect->floorz - pXSect->offFloorZ);
|
|
}
|
|
else
|
|
{
|
|
h = max(abs(pXSect->onCeilZ - pXSect->offCeilZ), 1 / 256.);
|
|
curH = abs(pSect->ceilingz - pXSect->offCeilZ);
|
|
}
|
|
return condCmp(int((kPercFull * curH) / h), arg1, arg2, cmpOp);
|
|
default:
|
|
condError(aCond, "Usupported sector type %d", pSect->type);
|
|
return false;
|
|
}
|
|
}
|
|
case 57: // this sector in movement?
|
|
return !pXSect->unused1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (cond)
|
|
{
|
|
default: return false;
|
|
case 55:
|
|
case 56:
|
|
return condCmp(0, arg1, arg2, cmpOp);
|
|
}
|
|
}
|
|
|
|
condError(aCond, "Unexpected condition id (%d)!", cond);
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool condCheckWall(DBloodActor* aCond, int cmpOp, bool PUSH)
|
|
{
|
|
int var = -1;
|
|
int cond = aCond->xspr.data1 - kCondWallBase; int arg1 = aCond->xspr.data2;
|
|
int arg2 = aCond->xspr.data3; //int arg3 = aCond->xspr.data4;
|
|
|
|
auto eob = condGet(aCond);
|
|
if (!eob.isWall())
|
|
condError(aCond, "Wall expected, got %s", eob.description().GetChars());
|
|
|
|
walltype* pWall = eob.wall();
|
|
|
|
if (cond < (kCondRange >> 1))
|
|
{
|
|
switch (cond)
|
|
{
|
|
default: break;
|
|
case 0:
|
|
return condCmp(legacyTileNum(pWall->overtexture), arg1, arg2, cmpOp);
|
|
case 5:
|
|
if (PUSH) condPush(aCond, pWall->sectorp());
|
|
return true;
|
|
case 10: // this wall is a mirror? // must be as constants here
|
|
return (pWall->portalflags == PORTAL_WALL_MIRROR);
|
|
case 15:
|
|
if (!pWall->twoSided()) return false;
|
|
else if (PUSH) condPush(aCond, pWall->nextSector());
|
|
return true;
|
|
case 20:
|
|
if (!pWall->twoSided()) return false;
|
|
else if (PUSH) condPush(aCond, pWall->nextWall());
|
|
return true;
|
|
case 25: // next wall belongs to sector? (Note: This was 'sector of next wall' which is same as case 15 because we do not allow bad links!)
|
|
if (!pWall->twoSided()) return false;
|
|
else if (PUSH) condPush(aCond, pWall->nextSector());
|
|
return true;
|
|
}
|
|
}
|
|
|
|
condError(aCond, "Unexpected condition id (%d)!", cond);
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool condCheckPlayer(DBloodActor* aCond, int cmpOp, bool PUSH)
|
|
{
|
|
int var = -1;
|
|
DBloodPlayer* pPlayer = NULL;
|
|
int cond = aCond->xspr.data1 - kCondPlayerBase;
|
|
int arg1 = aCond->xspr.data2;
|
|
int arg2 = aCond->xspr.data3;
|
|
int arg3 = aCond->xspr.data4;
|
|
|
|
auto eob = condGet(aCond);
|
|
|
|
if (!eob.isActor() || !eob.actor())
|
|
condError(aCond, "Sprite expected, got %s", eob.description().GetChars());
|
|
|
|
auto objActor = eob.actor();
|
|
for (int i = 0; i < kMaxPlayers; i++)
|
|
{
|
|
if (objActor != getPlayer(i)->GetActor()) continue;
|
|
pPlayer = getPlayer(i);
|
|
break;
|
|
}
|
|
|
|
if (!pPlayer)
|
|
{
|
|
condError(aCond, "Player expected, got %s", eob.description().GetChars());
|
|
return false;
|
|
}
|
|
|
|
switch (cond) {
|
|
case 0: // check if this player is connected
|
|
if (!condCmp(pPlayer->pnum + 1, arg1, arg2, cmpOp) || pPlayer->GetActor() == nullptr) return false;
|
|
else if (PUSH) condPush(aCond, pPlayer->GetActor());
|
|
return true;
|
|
case 1: return condCmp((gGameOptions.nGameType != 3) ? 0 : pPlayer->teamId + 1, arg1, arg2, cmpOp); // compare team
|
|
case 2: return (arg1 > 0 && arg1 < 8 && pPlayer->hasKey[arg1 - 1]);
|
|
case 3: return (arg1 > 0 && arg1 < 15 && pPlayer->hasWeapon[arg1 - 1]);
|
|
case 4: return condCmp(pPlayer->curWeapon, arg1, arg2, cmpOp);
|
|
case 5: return (arg1 > 0 && arg1 < 6 && condCmp(pPlayer->packSlots[arg1 - 1].curAmount, arg2, arg3, cmpOp));
|
|
case 6: return (arg1 > 0 && arg1 < 6 && pPlayer->packSlots[arg1 - 1].isActive);
|
|
case 7: return condCmp(pPlayer->packItemId + 1, arg1, arg2, cmpOp);
|
|
case 8: // check for powerup amount in seconds
|
|
if (arg3 > 0 && arg3 <= (kMaxAllowedPowerup - (kMinAllowedPowerup << 1) + 1)) {
|
|
var = (kMinAllowedPowerup + arg3) - 1; // allowable powerups
|
|
return condCmp(pPlayer->pwUpTime[var] / 100, arg1, arg2, cmpOp);
|
|
}
|
|
condError(aCond, "Unexpected powerup #%d", arg3);
|
|
return false;
|
|
case 9:
|
|
if (!pPlayer->fragger) return false;
|
|
else if (PUSH) condPush(aCond, pPlayer->fragger);
|
|
return true;
|
|
case 10: // check keys pressed
|
|
switch (arg1) {
|
|
case 1: return (pPlayer->cmd.ucmd.vel.X > 0); // forward
|
|
case 2: return (pPlayer->cmd.ucmd.vel.X < 0); // backward
|
|
case 3: return (pPlayer->cmd.ucmd.vel.Y < 0); // left
|
|
case 4: return (pPlayer->cmd.ucmd.vel.Y > 0); // right
|
|
case 5: return !!(pPlayer->cmd.ucmd.actions & SB_JUMP); // jump
|
|
case 6: return !!(pPlayer->cmd.ucmd.actions & SB_CROUCH); // crouch
|
|
case 7: return !!(pPlayer->cmd.ucmd.actions & SB_FIRE); // normal fire weapon
|
|
case 8: return !!(pPlayer->cmd.ucmd.actions & SB_ALTFIRE); // alt fire weapon
|
|
case 9: return !!(pPlayer->cmd.ucmd.actions & SB_OPEN); // use
|
|
default:
|
|
condError(aCond, "Specify a correct key!");
|
|
break;
|
|
}
|
|
return false;
|
|
case 11: return (pPlayer->isRunning);
|
|
case 12: return (pPlayer->fallScream); // falling in abyss?
|
|
case 13: return condCmp(pPlayer->lifeMode + 1, arg1, arg2, cmpOp);
|
|
case 14: return condCmp(pPlayer->posture + 1, arg1, arg2, cmpOp);
|
|
case 46: return condCmp(pPlayer->sceneQav, arg1, arg2, cmpOp);
|
|
case 47: return (pPlayer->godMode || powerupCheck(pPlayer, kPwUpDeathMask));
|
|
case 48: return isShrunk(pPlayer->GetActor());
|
|
case 49: return isGrown(pPlayer->GetActor());
|
|
}
|
|
|
|
condError(aCond, "Unexpected condition #%d!", cond);
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool condCheckDude(DBloodActor* aCond, int cmpOp, bool PUSH)
|
|
{
|
|
int var = -1;
|
|
int cond = aCond->xspr.data1 - kCondDudeBase;
|
|
int arg1 = aCond->xspr.data2;
|
|
int arg2 = aCond->xspr.data3;
|
|
int arg3 = aCond->xspr.data4;
|
|
|
|
auto eob = condGet(aCond);
|
|
|
|
if (!eob.isActor() || !eob.actor())
|
|
condError(aCond, "Sprite expected, got %s", eob.description().GetChars());
|
|
|
|
auto objActor = eob.actor();
|
|
|
|
if (!objActor->hasX() || objActor->spr.type == kThingBloodChunks)
|
|
condError(aCond, "Sprite #%d is dead!", objActor->GetIndex());
|
|
|
|
if (!objActor->IsDudeActor() || objActor->IsPlayerActor())
|
|
condError(aCond, "Object #%d is not an enemy!", objActor->GetIndex());
|
|
|
|
auto targ = objActor->GetTarget();
|
|
switch (cond)
|
|
{
|
|
default: break;
|
|
case 0: // dude have any targets?
|
|
if (!targ) return false;
|
|
else if (!targ->IsDudeActor() && targ->spr.type != kMarkerPath) return false;
|
|
else if (PUSH) condPush(aCond, targ);
|
|
return true;
|
|
|
|
case 1: return aiFightDudeIsAffected(objActor); // dude affected by ai fight?
|
|
case 2: // distance to the target in a range?
|
|
case 3: // is the target visible?
|
|
case 4: // is the target visible with periphery?
|
|
{
|
|
|
|
if (!targ)
|
|
condError(aCond, "Dude #%d has no target!", objActor->GetIndex());
|
|
|
|
DUDEINFO* pInfo = getDudeInfo(objActor->spr.type);
|
|
double height = (pInfo->eyeHeight * objActor->spr.scale.Y);
|
|
|
|
auto delta = targ->spr.pos.XY() - objActor->spr.pos.XY();
|
|
|
|
switch (cond)
|
|
{
|
|
case 2:
|
|
var = condCmp(int(delta.Length() * 16), arg1 * 512, arg2 * 512, cmpOp);
|
|
break;
|
|
case 3:
|
|
case 4:
|
|
var = cansee(objActor->spr.pos, objActor->sector(), targ->spr.pos.plusZ(-height), targ->sector());
|
|
if (cond == 4 && var > 0)
|
|
{
|
|
DAngle absang = absangle(delta.Angle(), objActor->spr.Angles.Yaw);
|
|
var = absang < (arg1 <= 0 ? pInfo->Periphery() : min(mapangle(arg1), DAngle360));
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (var <= 0) return false;
|
|
else if (PUSH) condPush(aCond, targ);
|
|
return true;
|
|
|
|
}
|
|
case 5: return objActor->xspr.dudeFlag4;
|
|
case 6: return objActor->xspr.dudeDeaf;
|
|
case 7: return objActor->xspr.dudeGuard;
|
|
case 8: return objActor->xspr.dudeAmbush;
|
|
case 9: return (objActor->xspr.unused1 & kDudeFlagStealth);
|
|
case 10: // check if the marker is busy with another dude
|
|
case 11: // check if the marker is reached
|
|
if (!objActor->xspr.dudeFlag4 || !targ || targ->spr.type != kMarkerPath) return false;
|
|
switch (cond) {
|
|
case 10:
|
|
{
|
|
auto check = aiPatrolMarkerBusy(objActor, targ);
|
|
if (!check) return false;
|
|
else if (PUSH) condPush(aCond, check);
|
|
break;
|
|
}
|
|
case 11:
|
|
if (!aiPatrolMarkerReached(objActor)) return false;
|
|
else if (PUSH) condPush(aCond, targ);
|
|
break;
|
|
}
|
|
return true;
|
|
case 12: // compare spot progress value in %
|
|
if (!objActor->xspr.dudeFlag4 || !targ || targ->spr.type != kMarkerPath) var = 0;
|
|
else if (!(objActor->xspr.unused1 & kDudeFlagStealth) || objActor->xspr.data3 < 0 || objActor->xspr.data3 > kMaxPatrolSpotValue) var = 0;
|
|
else var = (kPercFull * objActor->xspr.data3) / kMaxPatrolSpotValue;
|
|
return condCmp(var, arg1, arg2, cmpOp);
|
|
case 15: return getDudeInfo(objActor->spr.type)->lockOut; // dude allowed to interact with objects?
|
|
case 16: return condCmp(objActor->xspr.aiState->stateType, arg1, arg2, cmpOp);
|
|
case 17: return condCmp(objActor->xspr.stateTimer, arg1, arg2, cmpOp);
|
|
case 20: // kDudeModernCustom conditions
|
|
case 21:
|
|
case 22:
|
|
case 23:
|
|
case 24:
|
|
switch (objActor->spr.type)
|
|
{
|
|
case kDudeModernCustom:
|
|
case kDudeModernCustomBurning:
|
|
switch (cond) {
|
|
case 20: // life leech is thrown?
|
|
{
|
|
DBloodActor* act = objActor->genDudeExtra.pLifeLeech;
|
|
if (!act) return false;
|
|
else if (PUSH) condPush(aCond, act);
|
|
return true;
|
|
}
|
|
|
|
case 21: // life leech is destroyed?
|
|
{
|
|
DBloodActor* act = objActor->genDudeExtra.pLifeLeech;
|
|
if (!act) return false;
|
|
if (objActor->GetSpecialOwner()) return true;
|
|
else if (PUSH) condPush(aCond, act);
|
|
return false;
|
|
}
|
|
|
|
case 22: // are required amount of dudes is summoned?
|
|
return condCmp(objActor->genDudeExtra.slaveCount, arg1, arg2, cmpOp);
|
|
|
|
case 23: // check if dude can...
|
|
switch (arg3)
|
|
{
|
|
case 1: return objActor->genDudeExtra.canAttack;
|
|
case 2: return objActor->genDudeExtra.canBurn;
|
|
case 3: return objActor->genDudeExtra.canDuck;
|
|
case 4: return objActor->genDudeExtra.canElectrocute;
|
|
case 5: return objActor->genDudeExtra.canFly;
|
|
case 6: return objActor->genDudeExtra.canRecoil;
|
|
case 7: return objActor->genDudeExtra.canSwim;
|
|
case 8: return objActor->genDudeExtra.canWalk;
|
|
default: condError(aCond, "Invalid argument %d", arg3); break;
|
|
}
|
|
break;
|
|
case 24: // compare weapon dispersion
|
|
return condCmp(objActor->genDudeExtra.baseDispersion, arg1, arg2, cmpOp);
|
|
}
|
|
break;
|
|
default:
|
|
condError(aCond, "Dude #%d is not a Custom Dude!", objActor->GetIndex());
|
|
return false;
|
|
}
|
|
}
|
|
|
|
condError(aCond, "Unexpected condition #%d!", cond);
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH)
|
|
{
|
|
int var = -1, var2 = -1, var3 = -1; DBloodPlayer* pPlayer = NULL; bool retn = false;
|
|
int cond = aCond->xspr.data1 - kCondSpriteBase; int arg1 = aCond->xspr.data2;
|
|
int arg2 = aCond->xspr.data3; int arg3 = aCond->xspr.data4;
|
|
|
|
auto eob = condGet(aCond);
|
|
|
|
if (!eob.isActor() || !eob.actor())
|
|
condError(aCond, "Sprite expected, got %s", eob.description().GetChars());
|
|
|
|
auto objActor = eob.actor();
|
|
|
|
if (cond < (kCondRange >> 1))
|
|
{
|
|
switch (cond)
|
|
{
|
|
default: break;
|
|
case 0: return condCmp((arg3 == 0) ? (objActor->spr.Angles.Yaw.Normalized360().Buildang()) : objActor->spr.Angles.Yaw.Buildang(), arg1, arg2, cmpOp);
|
|
case 5: return condCmp(objActor->spr.statnum, arg1, arg2, cmpOp);
|
|
case 6: return ((objActor->spr.flags & kHitagRespawn) || objActor->spr.statnum == kStatRespawn);
|
|
case 7: return condCmp(spriteGetSlope(objActor), arg1, arg2, cmpOp);
|
|
case 10: return condCmp(int(objActor->clipdist * 4), arg1, arg2, cmpOp);
|
|
case 15:
|
|
if (!objActor->GetOwner()) return false;
|
|
else if (PUSH) condPush(aCond, objActor->GetOwner());
|
|
return true;
|
|
case 20: // stays in a sector?
|
|
if (!objActor->insector()) return false;
|
|
else if (PUSH) condPush(aCond, objActor->sector());
|
|
return true;
|
|
case 25:
|
|
if (arg3 == 1)
|
|
{
|
|
if (arg1 == 0)
|
|
{
|
|
if ((var = condCmp(FloatToFixed(objActor->vel.X), arg1, arg2, cmpOp)) == true) return var;
|
|
if ((var = condCmp(FloatToFixed(objActor->vel.Y), arg1, arg2, cmpOp)) == true) return var;
|
|
if ((var = condCmp(FloatToFixed(objActor->vel.Z), arg1, arg2, cmpOp)) == true) return var;
|
|
}
|
|
else if (arg1 == 1) return condCmp(FloatToFixed(objActor->vel.X), arg1, arg2, cmpOp);
|
|
else if (arg1 == 2) return condCmp(FloatToFixed(objActor->vel.Y), arg1, arg2, cmpOp);
|
|
else if (arg1 == 3) return condCmp(FloatToFixed(objActor->vel.Z), arg1, arg2, cmpOp);
|
|
}
|
|
else if (arg1 == 0) return (!objActor->vel.isZero());
|
|
else if (arg1 == 1) return (FloatToFixed(objActor->vel.X));
|
|
else if (arg1 == 2) return (FloatToFixed(objActor->vel.Y));
|
|
else if (arg1 == 3) return (FloatToFixed(objActor->vel.Z));
|
|
break;
|
|
case 30:
|
|
if (!spriteIsUnderwater(objActor) && !spriteIsUnderwater(objActor, true)) return false;
|
|
else if (PUSH) condPush(aCond, objActor->sector());
|
|
return true;
|
|
case 31:
|
|
if (arg1 == -1)
|
|
{
|
|
for (var = 0; var < kDmgMax; var++)
|
|
{
|
|
if (!nnExtIsImmune(objActor, arg1, 0))
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
return nnExtIsImmune(objActor, arg1, 0);
|
|
|
|
case 35: // hitscan: ceil?
|
|
case 36: // hitscan: floor?
|
|
case 37: // hitscan: wall?
|
|
case 38: // hitscan: sprite?
|
|
{
|
|
switch (arg1)
|
|
{
|
|
case 0: arg1 = CLIPMASK0 | CLIPMASK1; break;
|
|
case 1: arg1 = CLIPMASK0; break;
|
|
case 2: arg1 = CLIPMASK1; break;
|
|
}
|
|
|
|
double range = arg3 * 2;
|
|
if ((pPlayer = getPlayerById(objActor->spr.type)) != NULL)
|
|
var = HitScan(objActor, pPlayer->zWeapon, pPlayer->aim, arg1, range);
|
|
else if (objActor->IsDudeActor())
|
|
var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.Angles.Yaw.ToVector(), (!objActor->hasX()) ? 0 : objActor->dudeSlope), arg1, range);
|
|
else if ((objActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR)
|
|
{
|
|
var3 = (objActor->spr.cstat & CSTAT_SPRITE_YFLIP) ? 8 : -8; // was 0x20000 - HitScan uses Q28.4 for dz!
|
|
var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.Angles.Yaw.ToVector(), var3), arg1, range);
|
|
}
|
|
else
|
|
{
|
|
var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.Angles.Yaw.ToVector(), 0), arg1, range);
|
|
}
|
|
|
|
if (var < 0)
|
|
return false;
|
|
|
|
switch (cond) {
|
|
case 35:
|
|
if (var != 1) return false;
|
|
else if (PUSH) condPush(aCond, gHitInfo.hitSector);
|
|
return true;
|
|
case 36:
|
|
if (var != 2) return false;
|
|
else if (PUSH) condPush(aCond, gHitInfo.hitSector);
|
|
return true;
|
|
case 37:
|
|
if (var != 0 && var != 4) return false;
|
|
else if (PUSH) condPush(aCond, gHitInfo.hitWall);
|
|
return true;
|
|
case 38:
|
|
if (var != 3) return false;
|
|
else if (PUSH) condPush(aCond, gHitInfo.actor());
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
case 45: // this sprite is a target of some dude?
|
|
BloodStatIterator it(kStatDude);
|
|
while (auto iactor = it.Next())
|
|
{
|
|
if (objActor == iactor) continue;
|
|
|
|
if (iactor->IsDudeActor() && iactor->hasX())
|
|
{
|
|
if (iactor->xspr.health <= 0 || iactor->GetTarget() != objActor) continue;
|
|
else if (PUSH) condPush(aCond, iactor);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
else if (objActor->hasX())
|
|
{
|
|
switch (cond)
|
|
{
|
|
default: break;
|
|
case 50: // compare hp (in %)
|
|
if (objActor->IsDudeActor()) var = (objActor->xspr.sysData2 > 0) ? ClipRange(objActor->xspr.sysData2 << 4, 1, 65535) : getDudeInfo(objActor->spr.type)->startHealth << 4;
|
|
else if (objActor->spr.type == kThingBloodChunks) return condCmp(0, arg1, arg2, cmpOp);
|
|
else if (objActor->spr.type >= kThingBase && objActor->spr.type < kThingMax) var = thingInfo[objActor->spr.type - kThingBase].startHealth << 4;
|
|
return condCmp((kPercFull * objActor->xspr.health) / ClipLow(var, 1), arg1, arg2, cmpOp);
|
|
case 55: // touching ceil of sector?
|
|
if (objActor->hit.ceilhit.type != kHitSector) return false;
|
|
else if (PUSH) condPush(aCond, objActor->hit.ceilhit.hitSector);
|
|
return true;
|
|
case 56: // touching floor of sector?
|
|
if (objActor->hit.florhit.type != kHitSector) return false;
|
|
else if (PUSH) condPush(aCond, objActor->hit.florhit.hitSector);
|
|
return true;
|
|
case 57: // touching walls of sector?
|
|
if (objActor->hit.hit.type != kHitWall) return false;
|
|
else if (PUSH) condPush(aCond, objActor->hit.hit.hitWall);
|
|
return true;
|
|
case 58: // touching another sprite?
|
|
{
|
|
DBloodActor* actorvar = nullptr;
|
|
// Caution: The hit pointers here may be stale, so be careful with them.
|
|
switch (arg3)
|
|
{
|
|
case 0:
|
|
case 1:
|
|
if (objActor->hit.florhit.type == kHitSprite) actorvar = objActor->hit.florhit.safeActor();
|
|
if (arg3 || var >= 0) break;
|
|
[[fallthrough]];
|
|
case 2:
|
|
if (objActor->hit.hit.type == kHitSprite) actorvar = objActor->hit.hit.safeActor();
|
|
if (arg3 || var >= 0) break;
|
|
[[fallthrough]];
|
|
case 3:
|
|
if (objActor->hit.ceilhit.type == kHitSprite) actorvar = objActor->hit.ceilhit.safeActor();
|
|
break;
|
|
}
|
|
if (actorvar == nullptr && objActor->insector())
|
|
{
|
|
// check if something is touching this sprite
|
|
BloodSectIterator it(objActor->sector());
|
|
while (auto iactor = it.Next())
|
|
{
|
|
if (iactor->spr.flags & kHitagRespawn) continue;
|
|
auto& hit = iactor->hit;
|
|
switch (arg3)
|
|
{
|
|
case 0:
|
|
case 1:
|
|
if (hit.ceilhit.type == kHitSprite && hit.ceilhit.safeActor() == objActor) actorvar = iactor;
|
|
if (arg3 || actorvar) break;
|
|
[[fallthrough]];
|
|
case 2:
|
|
if (hit.hit.type == kHitSprite && hit.hit.safeActor() == objActor) actorvar = iactor;
|
|
if (arg3 || actorvar) break;
|
|
[[fallthrough]];
|
|
case 3:
|
|
if (hit.florhit.type == kHitSprite && hit.florhit.safeActor() == objActor) actorvar = iactor;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (actorvar == nullptr) return false;
|
|
else if (PUSH) condPush(aCond, actorvar);
|
|
return true;
|
|
}
|
|
|
|
case 65: // compare burn time (in %)
|
|
var = (objActor->IsDudeActor()) ? 2400 : 1200;
|
|
if (!condCmp((kPercFull * objActor->xspr.burnTime) / var, arg1, arg2, cmpOp)) return false;
|
|
else if (PUSH && objActor->GetBurnSource()) condPush(aCond, objActor->GetBurnSource());
|
|
return true;
|
|
|
|
case 66: // any flares stuck in this sprite?
|
|
{
|
|
BloodStatIterator it(kStatFlare);
|
|
while (auto flareactor = it.Next())
|
|
{
|
|
if (!flareactor->hasX() || (flareactor->spr.flags & kHitagFree))
|
|
continue;
|
|
|
|
if (flareactor->GetTarget() != objActor) continue;
|
|
else if (PUSH) condPush(aCond, flareactor);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
case 70:
|
|
return condCmp(getSpriteMassBySize(objActor), arg1, arg2, cmpOp); // mass of the sprite in a range?
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (cond)
|
|
{
|
|
default: return false;
|
|
case 50:
|
|
case 65:
|
|
case 70:
|
|
return condCmp(0, arg1, arg2, cmpOp);
|
|
}
|
|
}
|
|
|
|
condError(aCond, "Unexpected condition id (%d)!", cond);
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// this updates index of object in all conditions
|
|
// only used when spawning players
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void conditionsUpdateIndex(DBloodActor* oldActor, DBloodActor* newActor)
|
|
{
|
|
// update index in tracking conditions first
|
|
for (unsigned i = 0; i < gConditions.Size(); i++)
|
|
{
|
|
TRCONDITION* pCond = &gConditions[i];
|
|
for (unsigned k = 0; k < pCond->objects.Size(); k++)
|
|
{
|
|
if (!pCond->objects[k].obj.isActor() || pCond->objects[k].obj.actor() != oldActor) continue;
|
|
pCond->objects[k].obj = EventObject(newActor);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// puke...
|
|
auto oldSerial = EventObject(oldActor);
|
|
auto newSerial = EventObject(newActor);
|
|
|
|
// then update serials
|
|
BloodStatIterator it(kStatModernCondition);
|
|
while (auto iActor = it.Next())
|
|
{
|
|
if (iActor->condition[0] == oldSerial) iActor->condition[0] = newSerial;
|
|
if (iActor->condition[1] == oldSerial) iActor->condition[1] = newSerial;
|
|
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool modernTypeSetSpriteState(DBloodActor* actor, int nState, DBloodActor* initiator)
|
|
{
|
|
if ((actor->xspr.busy & 0xffff) == 0 && actor->xspr.state == nState)
|
|
return false;
|
|
|
|
actor->xspr.busy = IntToFixed(nState);
|
|
actor->xspr.state = nState;
|
|
|
|
evKillActor(actor, initiator);
|
|
if (actor->xspr.restState != nState && actor->xspr.waitTime > 0)
|
|
evPostActor(actor, (actor->xspr.waitTime * 120) / 10, actor->xspr.restState ? kCmdOn : kCmdOff, initiator);
|
|
|
|
if (actor->xspr.txID != 0 && ((actor->xspr.triggerOn && actor->xspr.state) || (actor->xspr.triggerOff && !actor->xspr.state)))
|
|
modernTypeSendCommand(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
|
|
|
|
return true;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void modernTypeSendCommand(DBloodActor* actor, int destChannel, COMMAND_ID command, DBloodActor* initiator)
|
|
{
|
|
switch (command)
|
|
{
|
|
case kCmdLink:
|
|
evSendActor(actor, destChannel, kCmdModernUse, initiator); // just send command to change properties
|
|
return;
|
|
case kCmdUnlock:
|
|
evSendActor(actor, destChannel, command, initiator); // send normal command first
|
|
evSendActor(actor, destChannel, kCmdModernUse, initiator); // then send command to change properties
|
|
return;
|
|
default:
|
|
evSendActor(actor, destChannel, kCmdModernUse, initiator); // send first command to change properties
|
|
evSendActor(actor, destChannel, command, initiator); // then send normal command
|
|
return;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// this function used by various new modern types.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void modernTypeTrigger(int destObjType, sectortype* destSect, walltype* destWall, DBloodActor* destactor, EVENT& event)
|
|
{
|
|
if (!event.isActor()) return;
|
|
auto sourceactor = event.getActor();
|
|
if (!sourceactor || !sourceactor->hasX()) return;
|
|
|
|
switch (destObjType) {
|
|
case OBJ_SECTOR:
|
|
if (!destSect || !destSect->hasX()) return;
|
|
break;
|
|
case OBJ_WALL:
|
|
if (!destWall || !destWall->hasX()) return;
|
|
break;
|
|
case OBJ_SPRITE:
|
|
{
|
|
if (!destactor) return;
|
|
if (destactor->spr.flags & kHitagFree) return;
|
|
|
|
// allow redirect events received from some modern types.
|
|
// example: it allows to spawn FX effect if event was received from kModernEffectGen
|
|
// on many TX channels instead of just one.
|
|
DBloodActor* initiator = event.initiator;
|
|
switch (destactor->spr.type)
|
|
{
|
|
case kModernRandomTX:
|
|
case kModernSequentialTX:
|
|
if (destactor->xspr.command != kCmdLink || destactor->xspr.locked) break; // no redirect mode detected
|
|
switch (destactor->spr.type)
|
|
{
|
|
case kModernRandomTX:
|
|
useRandomTx(destactor, (COMMAND_ID)sourceactor->xspr.command, false, initiator); // set random TX id
|
|
break;
|
|
case kModernSequentialTX:
|
|
if (destactor->spr.flags & kModernTypeFlag1)
|
|
{
|
|
seqTxSendCmdAll(destactor, sourceactor, (COMMAND_ID)sourceactor->xspr.command, true, initiator);
|
|
return;
|
|
}
|
|
useSequentialTx(destactor, (COMMAND_ID)sourceactor->xspr.command, false, initiator); // set next TX id
|
|
break;
|
|
}
|
|
if (destactor->xspr.txID <= 0 || destactor->xspr.txID >= kChannelUserMax) return;
|
|
modernTypeSendCommand(sourceactor, destactor->xspr.txID, (COMMAND_ID)sourceactor->xspr.command, initiator);
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
return;
|
|
}
|
|
|
|
switch (sourceactor->spr.type)
|
|
{
|
|
// allows teleport any sprite from any location to the source destination
|
|
case kMarkerWarpDest:
|
|
if (destObjType != OBJ_SPRITE) break;
|
|
useTeleportTarget(sourceactor, destactor);
|
|
break;
|
|
// changes slope of sprite or sector
|
|
case kModernSlopeChanger:
|
|
switch (destObjType)
|
|
{
|
|
case OBJ_SPRITE:
|
|
case OBJ_SECTOR:
|
|
useSlopeChanger(sourceactor, destObjType, destSect, destactor);
|
|
break;
|
|
}
|
|
break;
|
|
case kModernSpriteDamager:
|
|
// damages xsprite via TX ID or xsprites in a sector
|
|
switch (destObjType)
|
|
{
|
|
case OBJ_SPRITE:
|
|
case OBJ_SECTOR:
|
|
useSpriteDamager(sourceactor, destObjType, destSect, destactor);
|
|
break;
|
|
}
|
|
break;
|
|
// can spawn any effect passed in data2 on it's or txID sprite
|
|
case kModernEffectSpawner:
|
|
if (destObjType != OBJ_SPRITE) break;
|
|
useEffectGen(sourceactor, destactor);
|
|
break;
|
|
// takes data2 as SEQ ID and spawns it on it's or TX ID object
|
|
case kModernSeqSpawner:
|
|
useSeqSpawnerGen(sourceactor, destObjType, destSect, destWall, destactor);
|
|
break;
|
|
// creates wind on TX ID sector
|
|
case kModernWindGenerator:
|
|
if (destObjType != OBJ_SECTOR || sourceactor->xspr.data2 < 0) break;
|
|
useSectorWindGen(sourceactor, destSect);
|
|
break;
|
|
// size and pan changer of sprite/wall/sector via TX ID
|
|
case kModernObjSizeChanger:
|
|
useObjResizer(sourceactor, destObjType, destSect, destWall, destactor);
|
|
break;
|
|
// iterate data filed value of destination object
|
|
case kModernObjDataAccumulator:
|
|
useIncDecGen(sourceactor, destObjType, destSect, destWall, destactor);
|
|
break;
|
|
// change data field value of destination object
|
|
case kModernObjDataChanger:
|
|
useDataChanger(sourceactor, destObjType, destSect, destWall, destactor);
|
|
break;
|
|
// change sector lighting dynamically
|
|
case kModernSectorFXChanger:
|
|
if (destObjType != OBJ_SECTOR) break;
|
|
useSectorLightChanger(sourceactor, destSect);
|
|
break;
|
|
// change target of dudes and make it fight
|
|
case kModernDudeTargetChanger:
|
|
if (destObjType != OBJ_SPRITE) break;
|
|
useTargetChanger(sourceactor, destactor);
|
|
break;
|
|
// change picture and palette of TX ID object
|
|
case kModernObjPicnumChanger:
|
|
usePictureChanger(sourceactor, destObjType, destSect, destWall, destactor);
|
|
break;
|
|
// change various properties
|
|
case kModernObjPropertiesChanger:
|
|
usePropertiesChanger(sourceactor, destObjType, destSect, destWall, destactor);
|
|
break;
|
|
// updated vanilla sound gen that now allows to play sounds on TX ID sprites
|
|
// change velocity of the sprite
|
|
case kModernVelocityChanger:
|
|
switch (destObjType) {
|
|
case OBJ_SPRITE:
|
|
case OBJ_SECTOR:
|
|
useVelocityChanger(sourceactor, destSect, event.initiator, destactor);
|
|
break;
|
|
}
|
|
break;
|
|
case kGenModernSound:
|
|
if (destObjType != OBJ_SPRITE) break;
|
|
useSoundGen(sourceactor, destactor);
|
|
break;
|
|
// updated ecto skull gen that allows to fire missile from TX ID sprites
|
|
case kGenModernMissileUniversal:
|
|
if (destObjType != OBJ_SPRITE) break;
|
|
useUniMissileGen(sourceactor, destactor);
|
|
break;
|
|
// spawn enemies on TX ID sprites
|
|
case kMarkerDudeSpawn:
|
|
if (destObjType != OBJ_SPRITE) break;
|
|
useDudeSpawn(sourceactor, destactor);
|
|
break;
|
|
// spawn custom dude on TX ID sprites
|
|
case kModernCustomDudeSpawn:
|
|
if (destObjType != OBJ_SPRITE) break;
|
|
useCustomDudeSpawn(sourceactor, destactor);
|
|
break;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// the following functions required for kModernDudeTargetChanger
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DBloodActor* aiFightGetTargetInRange(DBloodActor* actor, int minDist, int maxDist, int data, int teamMode)
|
|
{
|
|
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
|
|
|
BloodStatIterator it(kStatDude);
|
|
while (auto targactor = it.Next())
|
|
{
|
|
if (!aiFightDudeCanSeeTarget(actor, pDudeInfo, targactor)) continue;
|
|
|
|
int dist = aiFightGetTargetDist(actor, pDudeInfo, targactor);
|
|
if (dist < minDist || dist > maxDist) continue;
|
|
else if (actor->GetTarget() == targactor) return targactor;
|
|
else if (!targactor->IsDudeActor() || targactor == actor || targactor->IsPlayerActor()) continue;
|
|
else if (IsBurningDude(targactor) || !IsKillableDude(targactor) || targactor->GetOwner() == actor) continue;
|
|
else if ((teamMode == 1 && actor->xspr.rxID == targactor->xspr.rxID) || aiFightMatesHaveSameTarget(actor, targactor, 1)) continue;
|
|
else if (data == 666 || targactor->xspr.data1 == data)
|
|
{
|
|
if (actor->GetTarget())
|
|
{
|
|
double fineDist1 = aiFightGetFineTargetDist(actor, actor->GetTarget());
|
|
double fineDist2 = aiFightGetFineTargetDist(actor, targactor);
|
|
if (fineDist1 < fineDist2)
|
|
continue;
|
|
}
|
|
return targactor;
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DBloodActor* aiFightTargetIsPlayer(DBloodActor* actor)
|
|
{
|
|
auto targ = actor->GetTarget();
|
|
if (targ && targ->IsPlayerActor()) return targ;
|
|
return nullptr;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DBloodActor* aiFightGetMateTargets(DBloodActor* actor)
|
|
{
|
|
int rx = actor->xspr.rxID;
|
|
|
|
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++)
|
|
{
|
|
if (rxBucket[i].isActor())
|
|
{
|
|
auto mate = rxBucket[i].actor();
|
|
if (!mate || !mate->hasX() || mate == actor || !mate->IsDudeActor())
|
|
continue;
|
|
|
|
if (mate->GetTarget())
|
|
{
|
|
if (!mate->GetTarget()->IsPlayerActor())
|
|
return mate->GetTarget();
|
|
}
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool aiFightMatesHaveSameTarget(DBloodActor* leaderactor, DBloodActor* targetactor, int allow)
|
|
{
|
|
int rx = leaderactor->xspr.rxID;
|
|
|
|
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++)
|
|
{
|
|
if (!rxBucket[i].isActor()) continue;
|
|
auto mate = rxBucket[i].actor();
|
|
|
|
if (!mate || !mate->hasX() || mate == leaderactor || !mate->IsDudeActor())
|
|
continue;
|
|
|
|
if (mate->GetTarget() == targetactor && allow-- <= 0)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool aiFightDudeCanSeeTarget(DBloodActor* dudeactor, DUDEINFO* pDudeInfo, DBloodActor* targetactor)
|
|
{
|
|
auto dv = targetactor->spr.pos.XY() - dudeactor->spr.pos.XY();
|
|
|
|
// check target
|
|
if (dv.Length() < pDudeInfo->SeeDist())
|
|
{
|
|
double height = (pDudeInfo->eyeHeight * dudeactor->spr.scale.Y);
|
|
|
|
// is there a line of sight to the target?
|
|
if (cansee(dudeactor->spr.pos, dudeactor->sector(), targetactor->spr.pos.plusZ(-height), targetactor->sector()))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// this function required if monsters in genIdle ai state. It wakes up monsters
|
|
// when kModernDudeTargetChanger goes to off state, so they won't ignore the world.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void aiFightActivateDudes(int rx)
|
|
{
|
|
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++)
|
|
{
|
|
if (!rxBucket[i].isActor()) continue;
|
|
auto dudeactor = rxBucket[i].actor();
|
|
|
|
if (!dudeactor || !dudeactor->hasX() || !dudeactor->IsDudeActor() || dudeactor->xspr.aiState->stateType != kAiStateGenIdle) continue;
|
|
aiInitSprite(dudeactor);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// this function sets target to -1 for all dudes that hunting for nSprite
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void aiFightFreeTargets(DBloodActor* actor)
|
|
{
|
|
BloodStatIterator it(kStatDude);
|
|
while (auto targetactor = it.Next())
|
|
{
|
|
if (!targetactor->IsDudeActor() || !targetactor->hasX()) continue;
|
|
else if (targetactor->GetTarget() == actor)
|
|
aiSetTarget(targetactor, targetactor->spr.pos);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// this function sets target to -1 for all targets that hunting for dudes affected by selected kModernDudeTargetChanger
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void aiFightFreeAllTargets(DBloodActor* sourceactor)
|
|
{
|
|
auto txID = sourceactor->xspr.txID;
|
|
if (txID <= 0) return;
|
|
for (int i = bucketHead[txID]; i < bucketHead[txID + 1]; i++)
|
|
{
|
|
if (!rxBucket[i].isActor()) continue;
|
|
auto actor = rxBucket[i].actor();
|
|
|
|
if (actor && actor->hasX())
|
|
aiFightFreeTargets(actor);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool aiFightDudeIsAffected(DBloodActor* dudeactor)
|
|
{
|
|
if (dudeactor->xspr.rxID <= 0 || dudeactor->xspr.locked == 1) return false;
|
|
BloodStatIterator it(kStatModernDudeTargetChanger);
|
|
while (auto actor = it.Next())
|
|
{
|
|
if (!actor->hasX()) continue;
|
|
if (actor->xspr.txID <= 0 || actor->xspr.state != 1) continue;
|
|
for (int i = bucketHead[actor->xspr.txID]; i < bucketHead[actor->xspr.txID + 1]; i++)
|
|
{
|
|
if (!rxBucket[i].isActor()) continue;
|
|
auto rxactor = rxBucket[i].actor();
|
|
|
|
if (!rxactor || !rxactor->hasX() || !rxactor->IsDudeActor()) continue;
|
|
else if (rxactor == dudeactor) return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// this function tells if there any dude found for kModernDudeTargetChanger
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool aiFightGetDudesForBattle(DBloodActor* actor)
|
|
{
|
|
auto txID = actor->xspr.txID;
|
|
for (int i = bucketHead[txID]; i < bucketHead[txID + 1]; i++)
|
|
{
|
|
if (!rxBucket[i].isActor()) continue;
|
|
auto rxactor = rxBucket[i].actor();
|
|
if (!rxactor || !rxactor->hasX() || !rxactor->IsDudeActor()) continue;
|
|
if (rxactor->xspr.health > 0) return true;
|
|
}
|
|
|
|
// check redirected TX buckets
|
|
int rx = -1;
|
|
DBloodActor* pXRedir = nullptr;
|
|
while ((pXRedir = evrListRedirectors(OBJ_SPRITE, nullptr, nullptr, actor, pXRedir, &rx)) != nullptr)
|
|
{
|
|
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++)
|
|
{
|
|
if (!rxBucket[i].isActor()) continue;
|
|
auto rxactor = rxBucket[i].actor();
|
|
if (!rxactor || !rxactor->hasX() || !rxactor->IsDudeActor()) continue;
|
|
if (rxactor->xspr.health > 0) return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void aiFightAlarmDudesInSight(DBloodActor* actor, int max)
|
|
{
|
|
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
|
|
|
BloodStatIterator it(kStatDude);
|
|
while (auto dudeactor = it.Next())
|
|
{
|
|
if (dudeactor == actor || !dudeactor->IsDudeActor() || !dudeactor->hasX())
|
|
continue;
|
|
|
|
if (aiFightDudeCanSeeTarget(actor, pDudeInfo, dudeactor))
|
|
{
|
|
if (dudeactor->GetTarget() != nullptr || dudeactor->xspr.rxID > 0)
|
|
continue;
|
|
|
|
aiSetTarget(dudeactor, dudeactor->spr.pos);
|
|
aiActivateDude(dudeactor);
|
|
if (max-- < 1)
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool aiFightUnitCanFly(DBloodActor* dude)
|
|
{
|
|
return (dude->IsDudeActor() && gDudeInfoExtra[dude->spr.type - kDudeBase].flying);
|
|
}
|
|
|
|
bool aiFightIsMeleeUnit(DBloodActor* dude)
|
|
{
|
|
if (dude->spr.type == kDudeModernCustom) return (dude->hasX() && dudeIsMelee(dude));
|
|
else return (dude->IsDudeActor() && gDudeInfoExtra[dude->spr.type - kDudeBase].melee);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int aiFightGetTargetDist(DBloodActor* actor, DUDEINFO* pDudeInfo, DBloodActor* target)
|
|
{
|
|
auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
|
|
double dist = dvec.Length();
|
|
|
|
if (dist <= pDudeInfo->MeleeDist()) return 0;
|
|
double seeDist = pDudeInfo->SeeDist();
|
|
if (dist >= seeDist) return 13;
|
|
if (dist <= seeDist / 12) return 1;
|
|
if (dist <= seeDist / 11) return 2;
|
|
if (dist <= seeDist / 10) return 3;
|
|
if (dist <= seeDist / 9) return 4;
|
|
if (dist <= seeDist / 8) return 5;
|
|
if (dist <= seeDist / 7) return 6;
|
|
if (dist <= seeDist / 6) return 7;
|
|
if (dist <= seeDist / 5) return 8;
|
|
if (dist <= seeDist / 4) return 9;
|
|
if (dist <= seeDist / 3) return 10;
|
|
if (dist <= seeDist / 2) return 11;
|
|
return 12;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
double aiFightGetFineTargetDist(DBloodActor* actor, DBloodActor* target)
|
|
{
|
|
auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
|
|
return (dvec).LengthSquared();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void sectorKillSounds(sectortype* pSector)
|
|
{
|
|
BloodSectIterator it(pSector);
|
|
while (auto actor = it.Next())
|
|
{
|
|
if (actor->spr.type != kSoundSector) continue;
|
|
sfxKill3DSound(actor);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void sectorPauseMotion(sectortype* pSector, DBloodActor* initiator)
|
|
{
|
|
if (!pSector->hasX()) return;
|
|
XSECTOR* pXSector = &pSector->xs();
|
|
pXSector->unused1 = 1;
|
|
|
|
evKillSector(pSector, initiator);
|
|
|
|
sectorKillSounds(pSector);
|
|
if ((pXSector->busy == 0 && !pXSector->state) || (pXSector->busy == 65536 && pXSector->state))
|
|
SectorEndSound(pSector, pXSector->state);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void sectorContinueMotion(sectortype* pSector, EVENT event)
|
|
{
|
|
if (!pSector->hasX()) return;
|
|
|
|
XSECTOR* pXSector = &pSector->xs();
|
|
pXSector->unused1 = 0;
|
|
|
|
int busyTimeA = pXSector->busyTimeA;
|
|
int waitTimeA = pXSector->waitTimeA;
|
|
int busyTimeB = pXSector->busyTimeB;
|
|
int waitTimeB = pXSector->waitTimeB;
|
|
if (pSector->type == kSectorPath)
|
|
{
|
|
if (!pXSector->marker0) return;
|
|
busyTimeA = busyTimeB = pXSector->marker0->xspr.busyTime;
|
|
waitTimeA = waitTimeB = pXSector->marker0->xspr.waitTime;
|
|
}
|
|
|
|
if (!pXSector->interruptable && event.cmd != kCmdSectorMotionContinue
|
|
&& ((!pXSector->state && pXSector->busy) || (pXSector->state && pXSector->busy != 65536)))
|
|
{
|
|
event.cmd = kCmdSectorMotionContinue;
|
|
}
|
|
else if (event.cmd == kCmdToggle)
|
|
{
|
|
event.cmd = (pXSector->state) ? kCmdOn : kCmdOff;
|
|
}
|
|
|
|
int nDelta = 1;
|
|
switch (event.cmd)
|
|
{
|
|
case kCmdOff:
|
|
if (pXSector->busy == 0)
|
|
{
|
|
if (pXSector->reTriggerB && waitTimeB) evPostSector(pSector, (waitTimeB * 120) / 10, kCmdOff, event.initiator);
|
|
return;
|
|
}
|
|
pXSector->state = 1;
|
|
nDelta = 65536 / ClipLow((busyTimeB * 120) / 10, 1);
|
|
break;
|
|
|
|
case kCmdOn:
|
|
if (pXSector->busy == 65536)
|
|
{
|
|
if (pXSector->reTriggerA && waitTimeA) evPostSector(pSector, (waitTimeA * 120) / 10, kCmdOn, event.initiator);
|
|
return;
|
|
}
|
|
pXSector->state = 0;
|
|
nDelta = 65536 / ClipLow((busyTimeA * 120) / 10, 1);
|
|
break;
|
|
|
|
case kCmdSectorMotionContinue:
|
|
nDelta = 65536 / ClipLow((((pXSector->state) ? busyTimeB : busyTimeA) * 120) / 10, 1);
|
|
break;
|
|
}
|
|
|
|
//bool crush = pXSector->Crush;
|
|
int busyFunc = BUSYID_0;
|
|
switch (pSector->type)
|
|
{
|
|
case kSectorZMotion:
|
|
busyFunc = BUSYID_2;
|
|
break;
|
|
case kSectorZMotionSprite:
|
|
busyFunc = BUSYID_1;
|
|
break;
|
|
case kSectorSlideMarked:
|
|
case kSectorSlide:
|
|
busyFunc = BUSYID_3;
|
|
break;
|
|
case kSectorRotateMarked:
|
|
case kSectorRotate:
|
|
busyFunc = BUSYID_4;
|
|
break;
|
|
case kSectorRotateStep:
|
|
busyFunc = BUSYID_5;
|
|
break;
|
|
case kSectorPath:
|
|
busyFunc = BUSYID_7;
|
|
break;
|
|
default:
|
|
I_Error("Unsupported sector type %d", pSector->type);
|
|
break;
|
|
}
|
|
|
|
SectorStartSound(pSector, pXSector->state);
|
|
nDelta = (pXSector->state) ? -nDelta : nDelta;
|
|
BUSY b = { pSector, nDelta, (int)pXSector->busy, (BUSYID)busyFunc };
|
|
gBusy.Push(b);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool modernTypeOperateSector(sectortype* pSector, const EVENT& event)
|
|
{
|
|
auto pXSector = &pSector->xs();
|
|
if (event.cmd >= kCmdLock && event.cmd <= kCmdToggleLock)
|
|
{
|
|
switch (event.cmd)
|
|
{
|
|
case kCmdLock:
|
|
pXSector->locked = 1;
|
|
break;
|
|
case kCmdUnlock:
|
|
pXSector->locked = 0;
|
|
break;
|
|
case kCmdToggleLock:
|
|
pXSector->locked = pXSector->locked ^ 1;
|
|
break;
|
|
}
|
|
|
|
switch (pSector->type)
|
|
{
|
|
case kSectorCounter:
|
|
if (pXSector->locked != 1) break;
|
|
SetSectorState(pSector, 0, event.initiator.Get());
|
|
evPostSector(pSector, 0, kCallbackCounterCheck);
|
|
break;
|
|
}
|
|
return true;
|
|
|
|
// continue motion of the paused sector
|
|
}
|
|
else if (pXSector->unused1)
|
|
{
|
|
switch (event.cmd)
|
|
{
|
|
case kCmdOff:
|
|
case kCmdOn:
|
|
case kCmdToggle:
|
|
case kCmdSectorMotionContinue:
|
|
sectorContinueMotion(pSector, event);
|
|
return true;
|
|
}
|
|
|
|
// pause motion of the sector
|
|
}
|
|
else if (event.cmd == kCmdSectorMotionPause)
|
|
{
|
|
sectorPauseMotion(pSector, event.initiator.Get());
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void useCustomDudeSpawn(DBloodActor* pSource, DBloodActor* pActor)
|
|
{
|
|
genDudeSpawn(pSource, pActor, pActor->clipdist * 0.5);
|
|
}
|
|
|
|
void useDudeSpawn(DBloodActor* pSource, DBloodActor* pActor)
|
|
{
|
|
if (randomSpawnDude(pSource, pActor, pActor->clipdist * 0.5, 0) == nullptr)
|
|
nnExtSpawnDude(pSource, pActor, pActor->xspr.data1, pActor->clipdist * 0.5, 0);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool modernTypeOperateSprite(DBloodActor* actor, EVENT& event)
|
|
{
|
|
DBloodActor* initiator = event.initiator;
|
|
if (event.cmd >= kCmdLock && event.cmd <= kCmdToggleLock)
|
|
{
|
|
switch (event.cmd)
|
|
{
|
|
case kCmdLock:
|
|
actor->xspr.locked = 1;
|
|
break;
|
|
case kCmdUnlock:
|
|
actor->xspr.locked = 0;
|
|
break;
|
|
case kCmdToggleLock:
|
|
actor->xspr.locked = actor->xspr.locked ^ 1;
|
|
break;
|
|
}
|
|
|
|
switch (actor->spr.type)
|
|
{
|
|
case kModernCondition:
|
|
case kModernConditionFalse:
|
|
actor->xspr.restState = 0;
|
|
if (actor->xspr.busyTime <= 0) break;
|
|
else if (!actor->xspr.locked) actor->xspr.busy = 0;
|
|
break;
|
|
}
|
|
return true;
|
|
}
|
|
else if (event.cmd == kCmdDudeFlagsSet)
|
|
{
|
|
if (!event.isActor())
|
|
{
|
|
viewSetSystemMessage("Only sprites can use command #%d", event.cmd);
|
|
return true;
|
|
|
|
}
|
|
else
|
|
{
|
|
auto pEvActor = event.getActor();
|
|
if (pEvActor && pEvActor->hasX())
|
|
{
|
|
|
|
// copy dude flags from the source to destination sprite
|
|
aiPatrolFlagsMgr(pEvActor, actor, true, false);
|
|
}
|
|
|
|
}
|
|
}
|
|
if (actor->spr.statnum == kStatDude && actor->IsDudeActor())
|
|
{
|
|
switch (event.cmd)
|
|
{
|
|
case kCmdOff:
|
|
if (actor->xspr.state) SetSpriteState(actor, 0, initiator);
|
|
break;
|
|
case kCmdOn:
|
|
if (!actor->xspr.state) SetSpriteState(actor, 1, initiator);
|
|
if (!actor->IsDudeActor() || actor->IsPlayerActor() || actor->xspr.health <= 0) break;
|
|
else if (actor->xspr.aiState->stateType >= kAiStatePatrolBase && actor->xspr.aiState->stateType < kAiStatePatrolMax)
|
|
break;
|
|
|
|
switch (actor->xspr.aiState->stateType)
|
|
{
|
|
case kAiStateIdle:
|
|
case kAiStateGenIdle:
|
|
aiActivateDude(actor);
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case kCmdDudeFlagsSet:
|
|
if (event.isActor())
|
|
{
|
|
auto pEvActor = event.getActor();
|
|
if (!pEvActor || !pEvActor->hasX()) break;
|
|
else aiPatrolFlagsMgr(pEvActor, actor, false, true); // initialize patrol dude with possible new flags
|
|
}
|
|
break;
|
|
|
|
default:
|
|
if (!actor->xspr.state) evPostActor(actor, 0, kCmdOn, initiator);
|
|
else evPostActor(actor, 0, kCmdOff, initiator);
|
|
break;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
switch (actor->spr.type)
|
|
{
|
|
default:
|
|
return false; // no modern type found to work with, go normal OperateSprite();
|
|
case kThingBloodBits:
|
|
case kThingBloodChunks:
|
|
// dude to thing morphing causing a lot of problems since it continues receiving commands after dude is dead.
|
|
// this leads to weird stuff like exploding with gargoyle gib or corpse disappearing immediately.
|
|
// let's allow only specific commands here to avoid this.
|
|
if (actor->spr.inittype < kDudeBase || actor->spr.inittype >= kDudeMax) return false;
|
|
else if (event.cmd != kCmdToggle && event.cmd != kCmdOff && event.cmd != kCmdSpriteImpact) return true;
|
|
DudeToGibCallback1(0, actor); // set proper gib type just in case DATAs was changed from the outside.
|
|
return false;
|
|
|
|
case kModernCondition:
|
|
case kModernConditionFalse:
|
|
if (!actor->xspr.isTriggered) useCondition(actor, event);
|
|
return true;
|
|
|
|
// add spawn random dude feature - works only if at least 2 data fields are not empty.
|
|
case kMarkerDudeSpawn:
|
|
if (!gGameOptions.nMonsterSettings) return true;
|
|
else if (!(actor->spr.flags & kModernTypeFlag4)) useDudeSpawn(actor, actor);
|
|
else if (actor->xspr.txID) evSendActor(actor, actor->xspr.txID, kCmdModernUse, initiator);
|
|
return true;
|
|
|
|
case kModernCustomDudeSpawn:
|
|
if (!gGameOptions.nMonsterSettings) return true;
|
|
else if (!(actor->spr.flags & kModernTypeFlag4)) useCustomDudeSpawn(actor, actor);
|
|
else if (actor->xspr.txID) evSendActor(actor, actor->xspr.txID, kCmdModernUse, initiator);
|
|
return true;
|
|
|
|
case kModernRandomTX: // random Event Switch takes random data field and uses it as TX ID
|
|
case kModernSequentialTX: // sequential Switch takes values from data fields starting from data1 and uses it as TX ID
|
|
if (actor->xspr.command == kCmdLink) return true; // work as event redirector
|
|
switch (actor->spr.type)
|
|
{
|
|
case kModernRandomTX:
|
|
useRandomTx(actor, (COMMAND_ID)actor->xspr.command, true, initiator);
|
|
break;
|
|
|
|
case kModernSequentialTX:
|
|
if (!(actor->spr.flags & kModernTypeFlag1)) useSequentialTx(actor, (COMMAND_ID)actor->xspr.command, true, initiator);
|
|
else seqTxSendCmdAll(actor, actor, (COMMAND_ID)actor->xspr.command, false, initiator);
|
|
break;
|
|
}
|
|
return true;
|
|
|
|
case kModernSpriteDamager:
|
|
switch (event.cmd)
|
|
{
|
|
case kCmdOff:
|
|
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
|
|
break;
|
|
case kCmdOn:
|
|
evKillActor(actor); // queue overflow protect
|
|
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
|
|
[[fallthrough]];
|
|
case kCmdRepeat:
|
|
if (actor->xspr.txID > 0) modernTypeSendCommand(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
|
|
else if (actor->xspr.data1 == 0 && actor->insector()) useSpriteDamager(actor, OBJ_SECTOR, actor->sector(), nullptr);
|
|
else if (actor->xspr.data1 >= 666 && actor->xspr.data1 < 669) useSpriteDamager(actor, -1, nullptr, nullptr);
|
|
else
|
|
{
|
|
DBloodPlayer* pPlayer = getPlayerById(actor->xspr.data1);
|
|
if (pPlayer != NULL)
|
|
useSpriteDamager(actor, OBJ_SPRITE, 0, pPlayer->GetActor());
|
|
}
|
|
|
|
if (actor->xspr.busyTime > 0)
|
|
evPostActor(actor, actor->xspr.busyTime, kCmdRepeat, initiator);
|
|
break;
|
|
|
|
default:
|
|
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
|
|
else evPostActor(actor, 0, kCmdOff, initiator);
|
|
break;
|
|
}
|
|
return true;
|
|
|
|
case kMarkerWarpDest:
|
|
if (actor->xspr.txID <= 0)
|
|
{
|
|
DBloodPlayer* pPlayer = getPlayerById(actor->xspr.data1);
|
|
if (pPlayer != NULL && SetSpriteState(actor, actor->xspr.state ^ 1, initiator) == 1)
|
|
useTeleportTarget(actor, pPlayer->GetActor());
|
|
return true;
|
|
}
|
|
[[fallthrough]];
|
|
case kModernObjPropertiesChanger:
|
|
if (actor->xspr.txID <= 0)
|
|
{
|
|
if (SetSpriteState(actor, actor->xspr.state ^ 1, initiator) == 1)
|
|
usePropertiesChanger(actor, -1, nullptr, nullptr, nullptr);
|
|
return true;
|
|
}
|
|
[[fallthrough]];
|
|
case kModernSlopeChanger:
|
|
case kModernObjSizeChanger:
|
|
case kModernObjPicnumChanger:
|
|
case kModernSectorFXChanger:
|
|
case kModernObjDataChanger:
|
|
modernTypeSetSpriteState(actor, actor->xspr.state ^ 1, initiator);
|
|
return true;
|
|
|
|
case kModernSeqSpawner:
|
|
case kModernEffectSpawner:
|
|
switch (event.cmd)
|
|
{
|
|
case kCmdOff:
|
|
if (actor->xspr.state == 1)
|
|
{
|
|
SetSpriteState(actor, 0, initiator);
|
|
if (actor->spr.type == kModernEffectSpawner)
|
|
killEffectGenCallbacks(actor);
|
|
}
|
|
break;
|
|
case kCmdOn:
|
|
evKillActor(actor, initiator); // queue overflow protect
|
|
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
|
|
if (actor->spr.type == kModernSeqSpawner) seqSpawnerOffSameTx(actor);
|
|
[[fallthrough]];
|
|
case kCmdRepeat:
|
|
if (actor->xspr.txID > 0) modernTypeSendCommand(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
|
|
else if (actor->spr.type == kModernSeqSpawner) useSeqSpawnerGen(actor, OBJ_SPRITE, nullptr, nullptr, actor);
|
|
else useEffectGen(actor, nullptr);
|
|
|
|
if (actor->xspr.busyTime > 0)
|
|
evPostActor(actor, ClipLow((int(actor->xspr.busyTime) + Random2(actor->xspr.data1)) * 120 / 10, 0), kCmdRepeat, initiator);
|
|
break;
|
|
default:
|
|
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
|
|
else evPostActor(actor, 0, kCmdOff, initiator);
|
|
break;
|
|
}
|
|
return true;
|
|
|
|
case kModernWindGenerator:
|
|
switch (event.cmd)
|
|
{
|
|
case kCmdOff:
|
|
windGenStopWindOnSectors(actor);
|
|
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
|
|
break;
|
|
case kCmdOn:
|
|
evKillActor(actor, initiator); // queue overflow protect
|
|
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
|
|
[[fallthrough]];
|
|
case kCmdRepeat:
|
|
if (actor->xspr.txID > 0) modernTypeSendCommand(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
|
|
else useSectorWindGen(actor, nullptr);
|
|
if (actor->xspr.busyTime > 0) evPostActor(actor, actor->xspr.busyTime, kCmdRepeat, initiator);
|
|
break;
|
|
default:
|
|
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
|
|
else evPostActor(actor, 0, kCmdOff, initiator);
|
|
break;
|
|
}
|
|
return true;
|
|
|
|
case kModernVelocityChanger:
|
|
switch (event.cmd)
|
|
{
|
|
case kCmdOff:
|
|
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
|
|
break;
|
|
case kCmdOn:
|
|
evKillActor(actor, initiator); // queue overflow protect
|
|
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
|
|
[[fallthrough]];
|
|
case kCmdRepeat:
|
|
if (actor->xspr.txID > 0) modernTypeSendCommand(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
|
|
else useVelocityChanger(actor, actor->sector(), initiator, nullptr);
|
|
if (actor->xspr.busyTime > 0) evPostActor(actor, actor->xspr.busyTime, kCmdRepeat, initiator);
|
|
break;
|
|
default:
|
|
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
|
|
else evPostActor(actor, 0, kCmdOff, initiator);
|
|
break;
|
|
}
|
|
return true;
|
|
|
|
case kModernDudeTargetChanger:
|
|
|
|
// this one is required if data4 of generator was dynamically changed
|
|
// it turns monsters in normal idle state instead of genIdle, so they not ignore the world.
|
|
if (actor->xspr.dropMsg == 3 && 3 != actor->xspr.data4)
|
|
aiFightActivateDudes(actor->xspr.txID);
|
|
|
|
switch (event.cmd)
|
|
{
|
|
case kCmdOff:
|
|
if (actor->xspr.data4 == 3) aiFightActivateDudes(actor->xspr.txID);
|
|
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
|
|
break;
|
|
case kCmdOn:
|
|
evKillActor(actor, initiator); // queue overflow protect
|
|
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
|
|
[[fallthrough]];
|
|
case kCmdRepeat:
|
|
if (actor->xspr.txID <= 0 || !aiFightGetDudesForBattle(actor))
|
|
{
|
|
aiFightFreeAllTargets(actor);
|
|
evPostActor(actor, 0, kCmdOff, initiator);
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
modernTypeSendCommand(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
|
|
}
|
|
|
|
if (actor->xspr.busyTime > 0) evPostActor(actor, actor->xspr.busyTime, kCmdRepeat, initiator);
|
|
break;
|
|
default:
|
|
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
|
|
else evPostActor(actor, 0, kCmdOff, initiator);
|
|
break;
|
|
}
|
|
actor->xspr.dropMsg = uint8_t(actor->xspr.data4);
|
|
return true;
|
|
|
|
case kGenTrigger:
|
|
if (!(actor->spr.flags & kModernTypeFlag1)) return false; // work as vanilla generator
|
|
switch (event.cmd) { // work as fast generator
|
|
case kCmdOff:
|
|
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
|
|
break;
|
|
case kCmdOn:
|
|
evKillActor(actor, initiator); // queue overflow protect
|
|
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
|
|
[[fallthrough]];
|
|
case kCmdRepeat:
|
|
if (actor->xspr.txID)
|
|
evSendActor(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
|
|
if (actor->xspr.busyTime > 0) evPostActor(actor, actor->xspr.busyTime, kCmdRepeat, initiator);
|
|
break;
|
|
default:
|
|
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
|
|
else evPostActor(actor, 0, kCmdOff, initiator);
|
|
break;
|
|
}
|
|
return true;
|
|
|
|
case kModernObjDataAccumulator:
|
|
switch (event.cmd) {
|
|
case kCmdOff:
|
|
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
|
|
break;
|
|
case kCmdOn:
|
|
evKillActor(actor, initiator); // queue overflow protect
|
|
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
|
|
[[fallthrough]];
|
|
case kCmdRepeat:
|
|
// force OFF after *all* TX objects reach the goal value
|
|
if (actor->spr.flags == kModernTypeFlag0 && incDecGoalValueIsReached(actor))
|
|
{
|
|
evPostActor(actor, 0, kCmdOff, initiator);
|
|
break;
|
|
}
|
|
|
|
modernTypeSendCommand(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
|
|
if (actor->xspr.busyTime > 0) evPostActor(actor, actor->xspr.busyTime, kCmdRepeat, initiator);
|
|
break;
|
|
default:
|
|
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
|
|
else evPostActor(actor, 0, kCmdOff, initiator);
|
|
break;
|
|
}
|
|
return true;
|
|
case kModernRandom:
|
|
case kModernRandom2:
|
|
switch (event.cmd)
|
|
{
|
|
case kCmdOff:
|
|
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
|
|
break;
|
|
case kCmdOn:
|
|
evKillActor(actor, initiator); // queue overflow protect
|
|
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
|
|
[[fallthrough]];
|
|
case kCmdRepeat:
|
|
useRandomItemGen(actor);
|
|
if (actor->xspr.busyTime > 0)
|
|
evPostActor(actor, (120 * actor->xspr.busyTime) / 10, kCmdRepeat, initiator);
|
|
break;
|
|
default:
|
|
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
|
|
else evPostActor(actor, 0, kCmdOff, initiator);
|
|
break;
|
|
}
|
|
return true;
|
|
|
|
case kModernThingTNTProx:
|
|
if (actor->spr.statnum != kStatRespawn)
|
|
{
|
|
switch (event.cmd)
|
|
{
|
|
case kCmdSpriteProximity:
|
|
if (actor->xspr.state) break;
|
|
sfxPlay3DSound(actor, 452, 0, 0);
|
|
evPostActor(actor, 30, kCmdOff, nullptr);
|
|
actor->xspr.state = 1;
|
|
[[fallthrough]];
|
|
case kCmdOn:
|
|
sfxPlay3DSound(actor, 451, 0, 0);
|
|
actor->xspr.Proximity = 1;
|
|
break;
|
|
default:
|
|
actExplodeSprite(actor);
|
|
break;
|
|
}
|
|
}
|
|
return true;
|
|
case kModernThingEnemyLifeLeech:
|
|
dudeLeechOperate(actor, event);
|
|
return true;
|
|
case kModernPlayerControl:
|
|
{ // WIP
|
|
DBloodPlayer* pPlayer = NULL;
|
|
int cmd = (event.cmd >= kCmdNumberic) ? event.cmd : actor->xspr.command;
|
|
|
|
|
|
int playerID;
|
|
if ((actor->xspr.txID == kChannelEventCauser || actor->xspr.data1 == 0) && initiator && initiator->IsPlayerActor())
|
|
playerID = initiator->spr.type;
|
|
else
|
|
playerID = actor->xspr.data1;
|
|
|
|
if ((pPlayer = getPlayerById(playerID)) == NULL
|
|
|| ((cmd < 67 || cmd > 68) && !modernTypeSetSpriteState(actor, actor->xspr.state ^ 1, initiator)))
|
|
return true;
|
|
|
|
TRPLAYERCTRL* pCtrl = &gPlayerCtrl[pPlayer->pnum];
|
|
|
|
/// !!! COMMANDS OF THE CURRENT SPRITE, NOT OF THE EVENT !!! ///
|
|
if ((cmd -= kCmdNumberic) < 0) return true;
|
|
else if (pPlayer->GetActor()->xspr.health <= 0)
|
|
{
|
|
|
|
switch (cmd) {
|
|
case 36:
|
|
actHealDude(pPlayer->GetActor(), ((actor->xspr.data2 > 0) ? ClipHigh(actor->xspr.data2, 200) : getDudeInfo(pPlayer->GetActor()->spr.type)->startHealth), 200);
|
|
pPlayer->curWeapon = kWeapPitchFork;
|
|
break;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
switch (cmd)
|
|
{
|
|
case 0: // 64 (player life form)
|
|
if (actor->xspr.data2 < kModeHuman || actor->xspr.data2 > kModeHumanGrown) break;
|
|
else trPlayerCtrlSetRace(actor->xspr.data2, pPlayer);
|
|
break;
|
|
case 1: // 65 (move speed and jump height)
|
|
// player movement speed (for all races and postures)
|
|
if (valueIsBetween(actor->xspr.data2, -1, 32767))
|
|
trPlayerCtrlSetMoveSpeed(actor->xspr.data2, pPlayer);
|
|
|
|
// player jump height (for all races and stand posture only)
|
|
if (valueIsBetween(actor->xspr.data3, -1, 32767))
|
|
trPlayerCtrlSetJumpHeight(actor->xspr.data3, pPlayer);
|
|
break;
|
|
case 2: // 66 (player screen effects)
|
|
if (actor->xspr.data3 < 0) break;
|
|
else trPlayerCtrlSetScreenEffect(actor->xspr.data2, actor->xspr.data3, pPlayer);
|
|
break;
|
|
case 3: // 67 (start playing qav scene)
|
|
trPlayerCtrlStartScene(actor, pPlayer, (actor->xspr.data4 == 1) ? true : false);
|
|
break;
|
|
case 4: // 68 (stop playing qav scene)
|
|
if (actor->xspr.data2 > 0 && actor->xspr.data2 != pPlayer->sceneQav) break;
|
|
else trPlayerCtrlStopScene(pPlayer);
|
|
break;
|
|
case 5: // 69 (set player look angle, TO-DO: if tx > 0, take a look on TX ID sprite)
|
|
//data4 is reserved
|
|
if (actor->xspr.data4 != 0) break;
|
|
else if (valueIsBetween(actor->xspr.data2, -128, 128))
|
|
trPlayerCtrlSetLookAngle(actor->xspr.data2, pPlayer);
|
|
break;
|
|
case 6: // 70 (erase player stuff...)
|
|
if (actor->xspr.data2 < 0) break;
|
|
else trPlayerCtrlEraseStuff(actor->xspr.data2, pPlayer);
|
|
break;
|
|
case 7: // 71 (give something to player...)
|
|
if (actor->xspr.data2 <= 0) break;
|
|
else trPlayerCtrlGiveStuff(actor->xspr.data2, actor->xspr.data3, actor->xspr.data4, pPlayer, pCtrl);
|
|
break;
|
|
case 8: // 72 (use inventory item)
|
|
if (actor->xspr.data2 < 1 || actor->xspr.data2 > 5) break;
|
|
else trPlayerCtrlUsePackItem(actor->xspr.data2, actor->xspr.data3, actor->xspr.data4, pPlayer, event.cmd);
|
|
break;
|
|
case 9: // 73 (set player's sprite angle, TO-DO: if tx > 0, take a look on TX ID sprite)
|
|
//data4 is reserved
|
|
if (actor->xspr.data4 != 0) break;
|
|
else if (actor->spr.flags & kModernTypeFlag1)
|
|
{
|
|
gameInput.ForceInputSync(pPlayer->pnum);
|
|
pPlayer->GetActor()->spr.Angles.Yaw = actor->spr.Angles.Yaw;
|
|
}
|
|
else if (valueIsBetween(actor->xspr.data2, -kAng360, kAng360))
|
|
{
|
|
gameInput.ForceInputSync(pPlayer->pnum);
|
|
pPlayer->GetActor()->spr.Angles.Yaw = mapangle(actor->xspr.data2);
|
|
}
|
|
break;
|
|
case 10: // 74 (de)activate powerup
|
|
if (actor->xspr.data2 <= 0 || actor->xspr.data2 > (kMaxAllowedPowerup - (kMinAllowedPowerup << 1) + 1)) break;
|
|
trPlayerCtrlUsePowerup(actor, pPlayer, event.cmd);
|
|
break;
|
|
// case 11: // 75 (print the book)
|
|
// data2: RFF TXT id
|
|
// data3: background tile
|
|
// data4: font base tile
|
|
// pal: font / background palette
|
|
// hitag:
|
|
// d1: 0: print whole text at a time, 1: print line by line, 2: word by word, 3: letter by letter
|
|
// d2: 1: force pause the game (sp only)
|
|
// d3: 1: inherit palette for font, 2: inherit palette for background, 3: both
|
|
// busyTime: speed of word/letter/line printing
|
|
// waitTime: if TX ID > 0 and TX ID object is book reader, trigger it?
|
|
//break;
|
|
|
|
}
|
|
}
|
|
return true;
|
|
|
|
case kGenModernSound:
|
|
switch (event.cmd) {
|
|
case kCmdOff:
|
|
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
|
|
break;
|
|
case kCmdOn:
|
|
evKillActor(actor, initiator); // queue overflow protect
|
|
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
|
|
[[fallthrough]];
|
|
case kCmdRepeat:
|
|
if (actor->xspr.txID) modernTypeSendCommand(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
|
|
else useSoundGen(actor, actor);
|
|
|
|
if (actor->xspr.busyTime > 0)
|
|
evPostActor(actor, (120 * actor->xspr.busyTime) / 10, kCmdRepeat, initiator);
|
|
break;
|
|
default:
|
|
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
|
|
else evPostActor(actor, 0, kCmdOff, initiator);
|
|
break;
|
|
}
|
|
return true;
|
|
case kGenModernMissileUniversal:
|
|
switch (event.cmd)
|
|
{
|
|
case kCmdOff:
|
|
if (actor->xspr.state == 1) SetSpriteState(actor, 0, initiator);
|
|
break;
|
|
case kCmdOn:
|
|
evKillActor(actor, initiator); // queue overflow protect
|
|
if (actor->xspr.state == 0) SetSpriteState(actor, 1, initiator);
|
|
[[fallthrough]];
|
|
case kCmdRepeat:
|
|
if (actor->xspr.txID) modernTypeSendCommand(actor, actor->xspr.txID, (COMMAND_ID)actor->xspr.command, initiator);
|
|
else useUniMissileGen(actor, actor);
|
|
|
|
if (actor->xspr.busyTime > 0)
|
|
evPostActor(actor, (120 * actor->xspr.busyTime) / 10, kCmdRepeat, initiator);
|
|
|
|
break;
|
|
default:
|
|
if (actor->xspr.state == 0) evPostActor(actor, 0, kCmdOn, initiator);
|
|
else evPostActor(actor, 0, kCmdOff, initiator);
|
|
break;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool modernTypeOperateWall(walltype* pWall, const EVENT& event)
|
|
{
|
|
DBloodActor* initiator = event.initiator.Get();
|
|
switch (pWall->type)
|
|
{
|
|
case kSwitchOneWay:
|
|
switch (event.cmd) {
|
|
case kCmdOff:
|
|
SetWallState(pWall, 0, initiator);
|
|
break;
|
|
case kCmdOn:
|
|
SetWallState(pWall, 1, initiator);
|
|
break;
|
|
default:
|
|
SetWallState(pWall, pWall->xw().restState ^ 1, initiator);
|
|
break;
|
|
}
|
|
return true;
|
|
default:
|
|
return false; // no modern type found to work with, go normal OperateWall();
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool txIsRanged(DBloodActor* sourceactor)
|
|
{
|
|
if (!sourceactor->hasX()) return false;
|
|
if (sourceactor->xspr.data1 > 0 && sourceactor->xspr.data2 <= 0 && sourceactor->xspr.data3 <= 0 && sourceactor->xspr.data4 > 0)
|
|
{
|
|
if (sourceactor->xspr.data1 > sourceactor->xspr.data4)
|
|
{
|
|
// data1 must be less than data4
|
|
int tmp = sourceactor->xspr.data1; sourceactor->xspr.data1 = sourceactor->xspr.data4;
|
|
sourceactor->xspr.data4 = tmp;
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void seqTxSendCmdAll(DBloodActor* sourceactor, DBloodActor* actor, COMMAND_ID cmd, bool modernSend, DBloodActor* initiator)
|
|
{
|
|
bool ranged = txIsRanged(sourceactor);
|
|
if (ranged)
|
|
{
|
|
for (sourceactor->xspr.txID = sourceactor->xspr.data1; sourceactor->xspr.txID <= sourceactor->xspr.data4; sourceactor->xspr.txID++)
|
|
{
|
|
if (sourceactor->xspr.txID <= 0 || sourceactor->xspr.txID >= kChannelUserMax) continue;
|
|
else if (!modernSend) evSendActor(actor, sourceactor->xspr.txID, cmd, initiator);
|
|
else modernTypeSendCommand(actor, sourceactor->xspr.txID, cmd, initiator);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i <= 3; i++)
|
|
{
|
|
sourceactor->xspr.txID = GetDataVal(sourceactor, i);
|
|
if (sourceactor->xspr.txID <= 0 || sourceactor->xspr.txID >= kChannelUserMax) continue;
|
|
else if (!modernSend) evSendActor(actor, sourceactor->xspr.txID, cmd, initiator);
|
|
else modernTypeSendCommand(actor, sourceactor->xspr.txID, cmd, initiator);
|
|
}
|
|
}
|
|
sourceactor->xspr.txID = sourceactor->xspr.sysData1 = 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void useRandomTx(DBloodActor* sourceactor, COMMAND_ID cmd, bool setState, DBloodActor* initiator)
|
|
{
|
|
int tx = 0; int maxRetries = kMaxRandomizeRetries;
|
|
|
|
if (txIsRanged(sourceactor))
|
|
{
|
|
while (maxRetries-- >= 0)
|
|
{
|
|
if ((tx = nnExtRandom(sourceactor->xspr.data1, sourceactor->xspr.data4)) != sourceactor->xspr.txID)
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (maxRetries-- >= 0)
|
|
{
|
|
if ((tx = randomGetDataValue(sourceactor, kRandomizeTX)) > 0 && tx != sourceactor->xspr.txID)
|
|
break;
|
|
}
|
|
}
|
|
|
|
sourceactor->xspr.txID = (tx > 0 && tx < kChannelUserMax) ? tx : 0;
|
|
if (setState)
|
|
SetSpriteState(sourceactor, sourceactor->xspr.state ^ 1, initiator);
|
|
//evSendActor(sourceactor->spr.index, sourceactor->xspr.txID, (COMMAND_ID)sourceactor->xspr.command);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void useSequentialTx(DBloodActor* sourceactor, COMMAND_ID cmd, bool setState, DBloodActor* initiator)
|
|
{
|
|
bool range = txIsRanged(sourceactor); int cnt = 3; int tx = 0;
|
|
|
|
if (range)
|
|
{
|
|
// make sure sysData is correct as we store current index of TX ID here.
|
|
if (sourceactor->xspr.sysData1 < sourceactor->xspr.data1) sourceactor->xspr.sysData1 = sourceactor->xspr.data1;
|
|
else if (sourceactor->xspr.sysData1 > sourceactor->xspr.data4) sourceactor->xspr.sysData1 = sourceactor->xspr.data4;
|
|
|
|
}
|
|
else
|
|
{
|
|
// make sure sysData is correct as we store current index of data field here.
|
|
if (sourceactor->xspr.sysData1 > 3) sourceactor->xspr.sysData1 = 0;
|
|
else if (sourceactor->xspr.sysData1 < 0) sourceactor->xspr.sysData1 = 3;
|
|
}
|
|
|
|
switch (cmd)
|
|
{
|
|
case kCmdOff:
|
|
if (!range)
|
|
{
|
|
while (cnt-- >= 0) // skip empty data fields
|
|
{
|
|
if (sourceactor->xspr.sysData1-- < 0) sourceactor->xspr.sysData1 = 3;
|
|
if ((tx = GetDataVal(sourceactor, sourceactor->xspr.sysData1)) <= 0) continue;
|
|
else break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (--sourceactor->xspr.sysData1 < sourceactor->xspr.data1) sourceactor->xspr.sysData1 = sourceactor->xspr.data4;
|
|
tx = sourceactor->xspr.sysData1;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
if (!range)
|
|
{
|
|
while (cnt-- >= 0) // skip empty data fields
|
|
{
|
|
if (sourceactor->xspr.sysData1 > 3) sourceactor->xspr.sysData1 = 0;
|
|
if ((tx = GetDataVal(sourceactor, sourceactor->xspr.sysData1++)) <= 0) continue;
|
|
else break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
tx = sourceactor->xspr.sysData1;
|
|
if (sourceactor->xspr.sysData1 >= sourceactor->xspr.data4)
|
|
{
|
|
sourceactor->xspr.sysData1 = sourceactor->xspr.data1;
|
|
break;
|
|
}
|
|
sourceactor->xspr.sysData1++;
|
|
}
|
|
break;
|
|
}
|
|
|
|
sourceactor->xspr.txID = (tx > 0 && tx < kChannelUserMax) ? tx : 0;
|
|
if (setState)
|
|
SetSpriteState(sourceactor, sourceactor->xspr.state ^ 1, initiator);
|
|
//evSendActor(sourceactor->spr.index, sourceactor->xspr.txID, (COMMAND_ID)sourceactor->xspr.command);
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int useCondition(DBloodActor* sourceactor, EVENT& event)
|
|
{
|
|
bool srcIsCondition = false;
|
|
|
|
auto const pActor = event.isActor() ? event.getActor() : nullptr;
|
|
|
|
if (event.isActor() && pActor == nullptr) return -1;
|
|
if (event.isActor() && pActor != sourceactor)
|
|
srcIsCondition = (pActor->spr.type == kModernCondition || pActor->spr.type == kModernConditionFalse);
|
|
|
|
// if it's a tracking condition, it must ignore all the commands sent from objects
|
|
if (sourceactor->xspr.busyTime > 0 && event.funcID != kCallbackMax) return -1;
|
|
else if (!srcIsCondition) // save object serials in the stack and make copy of initial object
|
|
{
|
|
condPush(sourceactor, event.target);
|
|
condBackup(sourceactor);
|
|
}
|
|
else // or grab serials of objects from previous conditions
|
|
{
|
|
sourceactor->condition[0] = pActor->condition[0];
|
|
sourceactor->condition[1] = pActor->condition[1];
|
|
|
|
}
|
|
|
|
int cond = sourceactor->xspr.data1;
|
|
bool ok = false;
|
|
bool RVRS = (sourceactor->spr.type == kModernConditionFalse);
|
|
bool RSET = (sourceactor->xspr.command == kCmdNumberic + 36);
|
|
bool PUSH = (sourceactor->xspr.command == kCmdNumberic);
|
|
int comOp = sourceactor->spr.cstat; // comparison operator
|
|
|
|
if (sourceactor->xspr.restState == 0)
|
|
{
|
|
if (cond == 0) ok = true; // dummy
|
|
else if (cond >= kCondGameBase && cond < kCondGameMax) ok = condCheckGame(sourceactor, event, comOp, PUSH);
|
|
else if (cond >= kCondMixedBase && cond < kCondMixedMax) ok = condCheckMixed(sourceactor, event, comOp, PUSH);
|
|
else if (cond >= kCondWallBase && cond < kCondWallMax) ok = condCheckWall(sourceactor, comOp, PUSH);
|
|
else if (cond >= kCondSectorBase && cond < kCondSectorMax) ok = condCheckSector(sourceactor, comOp, PUSH);
|
|
else if (cond >= kCondPlayerBase && cond < kCondPlayerMax) ok = condCheckPlayer(sourceactor, comOp, PUSH);
|
|
else if (cond >= kCondDudeBase && cond < kCondDudeMax) ok = condCheckDude(sourceactor, comOp, PUSH);
|
|
else if (cond >= kCondSpriteBase && cond < kCondSpriteMax) ok = condCheckSprite(sourceactor, comOp, PUSH);
|
|
else condError(sourceactor, "Unexpected condition id %d!", cond);
|
|
|
|
sourceactor->xspr.state = (ok ^ RVRS);
|
|
|
|
if (sourceactor->xspr.waitTime > 0 && sourceactor->xspr.state > 0)
|
|
{
|
|
sourceactor->xspr.restState = 1;
|
|
evKillActor(sourceactor);
|
|
evPostActor(sourceactor, (sourceactor->xspr.waitTime * 120) / 10, kCmdRepeat, event.initiator);
|
|
return -1;
|
|
}
|
|
}
|
|
else if (event.cmd == kCmdRepeat)
|
|
{
|
|
sourceactor->xspr.restState = 0;
|
|
}
|
|
else
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
int retn = sourceactor->xspr.state;
|
|
if (retn)
|
|
{
|
|
sourceactor->xspr.isTriggered = sourceactor->xspr.triggerOnce;
|
|
|
|
if (RSET)
|
|
condRestore(sourceactor); // reset focus to the initial object
|
|
|
|
// send command to rx bucket
|
|
if (sourceactor->xspr.txID)
|
|
{
|
|
evSendActor(sourceactor, sourceactor->xspr.txID, (COMMAND_ID)sourceactor->xspr.command, sourceactor->condition[0].isActor()? sourceactor->condition[0].actor() : nullptr);
|
|
}
|
|
|
|
if (sourceactor->spr.flags) {
|
|
|
|
// send it for object currently in the focus
|
|
if (sourceactor->spr.flags & kModernTypeFlag1)
|
|
{
|
|
nnExtTriggerObject(event.target, sourceactor->xspr.command, sourceactor);
|
|
}
|
|
|
|
// send it for initial object
|
|
if ((sourceactor->spr.flags & kModernTypeFlag2) && (sourceactor->condition[0] != sourceactor->condition[1] || !(sourceactor->spr.hitag & kModernTypeFlag1)))
|
|
{
|
|
auto co = condGet(sourceactor);
|
|
nnExtTriggerObject(co, sourceactor->xspr.command, sourceactor);
|
|
}
|
|
}
|
|
}
|
|
return retn;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void useRandomItemGen(DBloodActor* actor)
|
|
{
|
|
// let's first search for previously dropped items and remove it
|
|
if (actor->xspr.dropMsg > 0)
|
|
{
|
|
BloodStatIterator it(kStatItem);
|
|
while (auto iactor = it.Next())
|
|
{
|
|
if ((unsigned int)iactor->spr.type == actor->xspr.dropMsg && iactor->spr.pos == actor->spr.pos)
|
|
{
|
|
gFX.fxSpawnActor((FX_ID)29, actor->sector(), actor->spr.pos);
|
|
iactor->spr.type = kSpriteDecoration;
|
|
actPostSprite(iactor, kStatFree);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// then drop item
|
|
auto dropactor = randomDropPickupObject(actor, actor->xspr.dropMsg);
|
|
|
|
if (dropactor != nullptr)
|
|
{
|
|
clampSprite(dropactor);
|
|
|
|
// check if generator affected by physics
|
|
if (debrisGetIndex(actor) != -1)
|
|
{
|
|
dropactor->addX();
|
|
int nIndex = debrisGetFreeIndex();
|
|
if (nIndex >= 0)
|
|
{
|
|
dropactor->xspr.physAttr |= kPhysMove | kPhysGravity | kPhysFalling; // must fall always
|
|
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
|
|
|
|
gPhysSpritesList[nIndex] = dropactor;
|
|
if (nIndex >= gPhysSpritesCount) gPhysSpritesCount++;
|
|
getSpriteMassBySize(dropactor); // create mass cache
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void useUniMissileGen(DBloodActor* sourceactor, DBloodActor* actor)
|
|
{
|
|
if (actor == nullptr) actor = sourceactor;
|
|
DVector3 dv(0, 0, 0);
|
|
|
|
if (sourceactor->xspr.data1 < kMissileBase || sourceactor->xspr.data1 >= kMissileMax)
|
|
return;
|
|
|
|
if (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)
|
|
{
|
|
if (actor->spr.cstat & CSTAT_SPRITE_YFLIP) dv.Z = 1;
|
|
else dv.Z = -1;
|
|
}
|
|
else
|
|
{
|
|
dv.XY() = actor->spr.Angles.Yaw.ToVector();
|
|
dv.Z = clamp(sourceactor->xspr.data3 / 256., -4., 4.); // add slope controlling
|
|
}
|
|
|
|
auto missileactor = actFireMissile(actor, 0, 0, dv, actor->xspr.data1);
|
|
if (missileactor)
|
|
{
|
|
int from; // inherit some properties of the generator
|
|
if ((from = (sourceactor->spr.flags & kModernTypeFlag3)) > 0)
|
|
{
|
|
int canInherit = 0xF;
|
|
if (missileactor->hasX() && seqGetStatus(missileactor) >= 0)
|
|
{
|
|
canInherit &= ~0x8;
|
|
|
|
SEQINST* pInst = GetInstance(missileactor);
|
|
Seq* pSeq = pInst->pSequence;
|
|
for (int i = 0; i < pSeq->nFrames; i++)
|
|
{
|
|
if ((canInherit & 0x4) && pSeq->frames[i].palette != 0) canInherit &= ~0x4;
|
|
if ((canInherit & 0x2) && pSeq->frames[i].scalex != 0) canInherit &= ~0x2;
|
|
if ((canInherit & 0x1) && pSeq->frames[i].scaley != 0) canInherit &= ~0x1;
|
|
}
|
|
}
|
|
|
|
if (canInherit != 0)
|
|
{
|
|
if (canInherit & 0x2)
|
|
missileactor->spr.scale.X = ((from == kModernTypeFlag1) ? sourceactor->spr.scale.X : actor->spr.scale.X);
|
|
|
|
if (canInherit & 0x1)
|
|
missileactor->spr.scale.Y = ((from == kModernTypeFlag1) ? sourceactor->spr.scale.Y : actor->spr.scale.Y);
|
|
|
|
if (canInherit & 0x4)
|
|
missileactor->spr.pal = (from == kModernTypeFlag1) ? sourceactor->spr.pal : actor->spr.pal;
|
|
|
|
if (canInherit & 0x8)
|
|
missileactor->spr.shade = (from == kModernTypeFlag1) ? sourceactor->spr.shade : actor->spr.shade;
|
|
}
|
|
}
|
|
|
|
// add velocity controlling
|
|
if (sourceactor->xspr.data2 > 0)
|
|
{
|
|
missileactor->vel = dv * sourceactor->xspr.data2 / 16.;
|
|
}
|
|
|
|
// add bursting for missiles
|
|
if (missileactor->spr.type != kMissileFlareAlt && sourceactor->xspr.data4 > 0)
|
|
evPostActor(missileactor, ClipHigh(sourceactor->xspr.data4, 500), kCallbackMissileBurst);
|
|
}
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void useSoundGen(DBloodActor* sourceactor, DBloodActor* actor)
|
|
{
|
|
int pitch = sourceactor->xspr.data4 << 1;
|
|
if (pitch < 2000) pitch = 0;
|
|
sfxPlay3DSoundVolume(actor, sourceactor->xspr.data2, -1, 0, pitch, sourceactor->xspr.data3);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void useIncDecGen(DBloodActor* sourceactor, int objType, sectortype* destSect, walltype* destWall, DBloodActor* objactor)
|
|
{
|
|
char buffer[7];
|
|
int data = -65535;
|
|
short tmp = 0;
|
|
int dataIndex = 0;
|
|
snprintf(buffer, 7, "%d", abs(sourceactor->xspr.data1));
|
|
int len = int(strlen(buffer));
|
|
|
|
for (int i = 0; i < len; i++)
|
|
{
|
|
dataIndex = (buffer[i] - 52) + 4;
|
|
if ((data = getDataFieldOfObject(objType, destSect, destWall, objactor, dataIndex)) == -65535)
|
|
{
|
|
Printf(PRINT_HIGH, "\nWrong index of data (%c) for IncDec Gen! Only 1, 2, 3 and 4 indexes allowed!\n", buffer[i]);
|
|
continue;
|
|
}
|
|
|
|
if (sourceactor->xspr.data2 < sourceactor->xspr.data3)
|
|
{
|
|
data = ClipRange(data, sourceactor->xspr.data2, sourceactor->xspr.data3);
|
|
if ((data += sourceactor->xspr.data4) >= sourceactor->xspr.data3)
|
|
{
|
|
switch (sourceactor->spr.flags)
|
|
{
|
|
case kModernTypeFlag0:
|
|
case kModernTypeFlag1:
|
|
if (data > sourceactor->xspr.data3) data = sourceactor->xspr.data3;
|
|
break;
|
|
case kModernTypeFlag2:
|
|
if (data > sourceactor->xspr.data3) data = sourceactor->xspr.data3;
|
|
if (!incDecGoalValueIsReached(sourceactor)) break;
|
|
tmp = sourceactor->xspr.data3;
|
|
sourceactor->xspr.data3 = sourceactor->xspr.data2;
|
|
sourceactor->xspr.data2 = tmp;
|
|
break;
|
|
case kModernTypeFlag3:
|
|
if (data > sourceactor->xspr.data3) data = sourceactor->xspr.data2;
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
else if (sourceactor->xspr.data2 > sourceactor->xspr.data3)
|
|
{
|
|
data = ClipRange(data, sourceactor->xspr.data3, sourceactor->xspr.data2);
|
|
if ((data -= sourceactor->xspr.data4) <= sourceactor->xspr.data3)
|
|
{
|
|
switch (sourceactor->spr.flags)
|
|
{
|
|
case kModernTypeFlag0:
|
|
case kModernTypeFlag1:
|
|
if (data < sourceactor->xspr.data3) data = sourceactor->xspr.data3;
|
|
break;
|
|
case kModernTypeFlag2:
|
|
if (data < sourceactor->xspr.data3) data = sourceactor->xspr.data3;
|
|
if (!incDecGoalValueIsReached(sourceactor)) break;
|
|
tmp = sourceactor->xspr.data3;
|
|
sourceactor->xspr.data3 = sourceactor->xspr.data2;
|
|
sourceactor->xspr.data2 = tmp;
|
|
break;
|
|
case kModernTypeFlag3:
|
|
if (data < sourceactor->xspr.data3) data = sourceactor->xspr.data2;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
sourceactor->xspr.sysData1 = data;
|
|
setDataValueOfObject(objType, destSect, destWall, objactor, dataIndex, data);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void sprite2sectorSlope(DBloodActor* actor, sectortype* pSector, int rel, bool forcez)
|
|
{
|
|
int slope = 0;
|
|
double z = 0;
|
|
switch (rel) {
|
|
default:
|
|
z = getflorzofslopeptr(actor->sector(), actor->spr.pos);
|
|
if ((actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) && actor->hasX() && actor->xspr.Touch) z--;
|
|
slope = pSector->floorheinum;
|
|
break;
|
|
case 1:
|
|
z = getceilzofslopeptr(actor->sector(), actor->spr.pos);
|
|
if ((actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) && actor->hasX() && actor->xspr.Touch) z++;
|
|
slope = pSector->ceilingheinum;
|
|
break;
|
|
}
|
|
|
|
spriteSetSlope(actor, slope);
|
|
if (forcez) actor->spr.pos.Z = z;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, DBloodActor* objActor)
|
|
{
|
|
int slope, oslope;
|
|
bool flag2 = (sourceactor->spr.flags & kModernTypeFlag2);
|
|
|
|
if (sourceactor->spr.flags & kModernTypeFlag1) slope = ClipRange(sourceactor->xspr.data2, -32767, 32767);
|
|
else slope = (32767 / kPercFull) * ClipRange(sourceactor->xspr.data2, -kPercFull, kPercFull);
|
|
|
|
if (objType == OBJ_SECTOR)
|
|
{
|
|
switch (sourceactor->xspr.data1)
|
|
{
|
|
case 2:
|
|
case 0:
|
|
|
|
// just set floor slope
|
|
if (flag2)
|
|
{
|
|
pSect->setfloorslope(slope);
|
|
}
|
|
else
|
|
{
|
|
// force closest floor aligned sprites to inherit slope of the sector's floor
|
|
oslope = pSect->floorheinum;
|
|
BloodSectIterator it(pSect);
|
|
while (auto iactor = it.Next())
|
|
{
|
|
if (!(iactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue;
|
|
else if (getflorzofslopeptr(pSect, iactor->spr.pos) - kSlopeDist <= iactor->spr.pos.Z)
|
|
{
|
|
sprite2sectorSlope(iactor, pSect, 0, true);
|
|
|
|
// set temporary slope of floor
|
|
pSect->floorheinum = slope;
|
|
|
|
// force sloped sprites to be on floor slope z
|
|
sprite2sectorSlope(iactor, pSect, 0, true);
|
|
|
|
// restore old slope for next sprite
|
|
pSect->floorheinum = oslope;
|
|
}
|
|
}
|
|
|
|
// finally set new slope of floor
|
|
pSect->setfloorslope(slope);
|
|
|
|
}
|
|
|
|
if (sourceactor->xspr.data1 == 0) break;
|
|
[[fallthrough]];
|
|
case 1:
|
|
|
|
// just set ceiling slope
|
|
if (flag2)
|
|
{
|
|
pSect->setceilingslope(slope);
|
|
}
|
|
else
|
|
{
|
|
oslope = pSect->ceilingheinum;
|
|
BloodSectIterator it(pSect);
|
|
while (auto iactor = it.Next())
|
|
{
|
|
if (!(iactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue;
|
|
else if (getceilzofslopeptr(pSect, iactor->spr.pos) + kSlopeDist >= iactor->spr.pos.Z)
|
|
{
|
|
sprite2sectorSlope(iactor, pSect, 1, true);
|
|
|
|
// set new slope of ceiling
|
|
pSect->ceilingheinum = slope;
|
|
|
|
// force sloped sprites to be on ceiling slope z
|
|
sprite2sectorSlope(iactor, pSect, 1, true);
|
|
|
|
// restore old slope for next sprite
|
|
pSect->ceilingheinum = oslope;
|
|
}
|
|
}
|
|
|
|
// finally set new slope of ceiling
|
|
pSect->setceilingslope(slope);
|
|
|
|
}
|
|
break;
|
|
}
|
|
|
|
// let's give a little impulse to the physics sprites...
|
|
BloodSectIterator it(pSect);
|
|
while (auto iactor = it.Next())
|
|
{
|
|
if (iactor->hasX() && iactor->xspr.physAttr > 0)
|
|
{
|
|
iactor->xspr.physAttr |= kPhysFalling;
|
|
iactor->vel.Z += FixedToFloat(1);
|
|
}
|
|
else if ((iactor->spr.statnum == kStatThing || iactor->spr.statnum == kStatDude) && (iactor->spr.flags & kPhysGravity))
|
|
{
|
|
iactor->spr.flags |= kPhysFalling;
|
|
iactor->vel.Z += FixedToFloat(1);
|
|
}
|
|
}
|
|
}
|
|
else if (objType == OBJ_SPRITE)
|
|
{
|
|
if (!(objActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) objActor->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_FLOOR;
|
|
if ((objActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_SLOPE) != CSTAT_SPRITE_ALIGNMENT_SLOPE)
|
|
objActor->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_SLOPE;
|
|
|
|
switch (sourceactor->xspr.data4)
|
|
{
|
|
case 1:
|
|
case 2:
|
|
case 3:
|
|
if (!objActor->insector()) break;
|
|
switch (sourceactor->xspr.data4)
|
|
{
|
|
case 1: sprite2sectorSlope(objActor, objActor->sector(), 0, flag2); break;
|
|
case 2: sprite2sectorSlope(objActor, objActor->sector(), 1, flag2); break;
|
|
case 3:
|
|
if (getflorzofslopeptr(objActor->sector(), objActor->spr.pos) - kSlopeDist <= objActor->spr.pos.Z) sprite2sectorSlope(objActor, objActor->sector(), 0, flag2);
|
|
if (getceilzofslopeptr(objActor->sector(), objActor->spr.pos) + kSlopeDist >= objActor->spr.pos.Z) sprite2sectorSlope(objActor, objActor->sector(), 1, flag2);
|
|
break;
|
|
}
|
|
break;
|
|
default:
|
|
spriteSetSlope(objActor, slope);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void useDataChanger(DBloodActor* sourceactor, int objType, sectortype* pSector, walltype* pWall, DBloodActor* objActor)
|
|
{
|
|
bool flag1 = (sourceactor->spr.flags & kModernTypeFlag1);
|
|
switch (objType) {
|
|
case OBJ_SECTOR:
|
|
if (flag1 || valueIsBetween(sourceactor->xspr.data1, -1, 32767)) setDataValueOfObject(objType, pSector, pWall, nullptr, 1, sourceactor->xspr.data1);
|
|
break;
|
|
case OBJ_SPRITE:
|
|
if (flag1 || valueIsBetween(sourceactor->xspr.data1, -1, 32767)) setDataValueOfObject(objType, pSector, pWall, objActor, 1, sourceactor->xspr.data1);
|
|
if (flag1 || valueIsBetween(sourceactor->xspr.data2, -1, 32767)) setDataValueOfObject(objType, pSector, pWall, objActor, 2, sourceactor->xspr.data1);
|
|
if (flag1 || valueIsBetween(sourceactor->xspr.data3, -1, 32767)) setDataValueOfObject(objType, pSector, pWall, objActor, 3, sourceactor->xspr.data1);
|
|
if (flag1 || valueIsBetween(sourceactor->xspr.data4, -1, 65535)) setDataValueOfObject(objType, pSector, pWall, objActor, 4, sourceactor->xspr.data1);
|
|
break;
|
|
case OBJ_WALL:
|
|
if (flag1 || valueIsBetween(sourceactor->xspr.data1, -1, 32767)) setDataValueOfObject(objType, pSector, pWall, nullptr, 1, sourceactor->xspr.data1);
|
|
break;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
void useSectorLightChanger(DBloodActor* sourceactor, sectortype* pSector)
|
|
{
|
|
bool relative = (sourceactor->spr.flags & kModernTypeFlag16);
|
|
auto pXSector = &pSector->xs();
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data1, -1, 32767))
|
|
{
|
|
if (relative)
|
|
pXSector->wave = ClipHigh(pXSector->wave + sourceactor->xspr.data1, 11);
|
|
else
|
|
pXSector->wave = ClipHigh(sourceactor->xspr.data1, 11);
|
|
}
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data2, -128, 128))
|
|
{
|
|
if (relative)
|
|
pXSector->amplitude = ClipRange(pXSector->amplitude + sourceactor->xspr.data2, -127, 127);
|
|
else
|
|
pXSector->amplitude = (int8_t)sourceactor->xspr.data2;
|
|
}
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data3, -1, 32767))
|
|
{
|
|
if (relative)
|
|
pXSector->freq = ClipHigh(pXSector->freq + sourceactor->xspr.data3, 255);
|
|
else
|
|
pXSector->freq = ClipHigh(sourceactor->xspr.data3, 255);
|
|
}
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data4, -1, 65535))
|
|
{
|
|
if (relative)
|
|
pXSector->phase = ClipHigh(pXSector->phase + sourceactor->xspr.data4, 255);
|
|
else
|
|
pXSector->phase = ClipHigh(sourceactor->xspr.data4, 255);
|
|
}
|
|
|
|
if (sourceactor->spr.flags)
|
|
{
|
|
if (sourceactor->spr.flags != kModernTypeFlag1)
|
|
{
|
|
pXSector->shadeAlways = (sourceactor->spr.flags & kModernTypeFlag1) ? true : false;
|
|
pXSector->shadeFloor = (sourceactor->spr.flags & kModernTypeFlag2) ? true : false;
|
|
pXSector->shadeCeiling = (sourceactor->spr.flags & kModernTypeFlag4) ? true : false;
|
|
pXSector->shadeWalls = (sourceactor->spr.flags & kModernTypeFlag8) ? true : false;
|
|
pXSector->color = (sourceactor->spr.pal) ? true : false;
|
|
|
|
auto cstat = sourceactor->spr.cstat;
|
|
if ((cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR)
|
|
{
|
|
// !!! xsector pal bits must be extended
|
|
if (cstat & CSTAT_SPRITE_ONE_SIDE)
|
|
{
|
|
if (cstat & CSTAT_SPRITE_YFLIP)
|
|
pXSector->ceilpal = sourceactor->spr.pal;
|
|
else
|
|
pXSector->floorpal = sourceactor->spr.pal;
|
|
}
|
|
else
|
|
{
|
|
pXSector->floorpal = sourceactor->spr.pal;
|
|
pXSector->ceilpal = sourceactor->spr.pal;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pXSector->shadeAlways = true;
|
|
}
|
|
}
|
|
|
|
// add to shadeList
|
|
if (!shadeList.Contains(pSector))
|
|
shadeList.Push(pSector);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor)
|
|
{
|
|
if (!actor->IsDudeActor() || actor->spr.statnum != kStatDude)
|
|
{
|
|
switch (actor->spr.type) // can be dead dude turned in gib
|
|
{
|
|
// make current target and all other dudes not attack this dude anymore
|
|
case kThingBloodBits:
|
|
case kThingBloodChunks:
|
|
aiFightFreeTargets(actor);
|
|
return;
|
|
default:
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
int receiveHp = 33 + Random(33);
|
|
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
|
int matesPerEnemy = 1;
|
|
|
|
// dude is burning?
|
|
if (actor->xspr.burnTime > 0 && actor->GetBurnSource())
|
|
{
|
|
if (IsBurningDude(actor)) return;
|
|
else
|
|
{
|
|
auto burnactor = actor->GetBurnSource();
|
|
if (burnactor->hasX())
|
|
{
|
|
if (sourceactor->xspr.data2 == 1 && actor->xspr.rxID == burnactor->xspr.rxID)
|
|
{
|
|
actor->xspr.burnTime = 0;
|
|
|
|
// heal dude a bit in case of friendly fire
|
|
int startHp = (actor->xspr.sysData2 > 0) ? ClipRange(actor->xspr.sysData2 << 4, 1, 65535) : pDudeInfo->startHealth << 4;
|
|
if (actor->xspr.health < (unsigned)startHp) actHealDude(actor, receiveHp, startHp);
|
|
}
|
|
else if (burnactor->xspr.health <= 0)
|
|
{
|
|
actor->xspr.burnTime = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
auto playeractor = aiFightTargetIsPlayer(actor);
|
|
// special handling for player(s) if target changer data4 > 2.
|
|
if (playeractor != nullptr)
|
|
{
|
|
auto actLeech = leechIsDropped(actor);
|
|
if (sourceactor->xspr.data4 == 3)
|
|
{
|
|
aiSetTarget(actor, actor->spr.pos);
|
|
aiSetGenIdleState(actor);
|
|
if (actor->spr.type == kDudeModernCustom && actLeech)
|
|
removeLeech(actLeech);
|
|
}
|
|
else if (sourceactor->xspr.data4 == 4)
|
|
{
|
|
aiSetTarget(actor, playeractor->spr.pos);
|
|
if (actor->spr.type == kDudeModernCustom && actLeech)
|
|
removeLeech(actLeech);
|
|
}
|
|
}
|
|
|
|
int maxAlarmDudes = 8 + Random(8);
|
|
auto targetactor = actor->GetTarget();
|
|
if (targetactor && targetactor->hasX() && playeractor == nullptr)
|
|
{
|
|
if (aiFightUnitCanFly(actor) && aiFightIsMeleeUnit(targetactor) && !aiFightUnitCanFly(targetactor))
|
|
actor->spr.flags |= 0x0002;
|
|
else if (aiFightUnitCanFly(actor))
|
|
actor->spr.flags &= ~0x0002;
|
|
|
|
if (!targetactor->IsDudeActor() || targetactor->xspr.health < 1 || !aiFightDudeCanSeeTarget(actor, pDudeInfo, targetactor))
|
|
{
|
|
aiSetTarget(actor, actor->spr.pos);
|
|
}
|
|
// dude attack or attacked by target that does not fit by data id?
|
|
else if (sourceactor->xspr.data1 != 666 && targetactor->xspr.data1 != sourceactor->xspr.data1)
|
|
{
|
|
if (aiFightDudeIsAffected(targetactor))
|
|
{
|
|
// force stop attack target
|
|
aiSetTarget(actor, actor->spr.pos);
|
|
if (actor->GetBurnSource() == targetactor)
|
|
{
|
|
actor->xspr.burnTime = 0;
|
|
actor->SetBurnSource(nullptr);
|
|
}
|
|
|
|
// force stop attack dude
|
|
aiSetTarget(targetactor, targetactor->spr.pos);
|
|
if (targetactor->GetBurnSource() == actor)
|
|
{
|
|
targetactor->xspr.burnTime = 0;
|
|
targetactor->SetBurnSource(nullptr);
|
|
}
|
|
}
|
|
}
|
|
else if (sourceactor->xspr.data2 == 1 && actor->xspr.rxID == targetactor->xspr.rxID)
|
|
{
|
|
auto mateactor = targetactor;
|
|
|
|
// heal dude
|
|
int startHp = (actor->xspr.sysData2 > 0) ? ClipRange(actor->xspr.sysData2 << 4, 1, 65535) : pDudeInfo->startHealth << 4;
|
|
if (actor->xspr.health < (unsigned)startHp) actHealDude(actor, receiveHp, startHp);
|
|
|
|
// heal mate
|
|
startHp = (mateactor->xspr.sysData2 > 0) ? ClipRange(mateactor->xspr.sysData2 << 4, 1, 65535) : getDudeInfo(mateactor->spr.type)->startHealth << 4;
|
|
if (mateactor->xspr.health < (unsigned)startHp) actHealDude(mateactor, receiveHp, startHp);
|
|
|
|
auto matetarget = mateactor->GetTarget();
|
|
if (matetarget != nullptr && matetarget->hasX())
|
|
{
|
|
// force mate stop attack dude, if he does
|
|
if (matetarget == actor)
|
|
{
|
|
aiSetTarget(mateactor, mateactor->spr.pos);
|
|
}
|
|
else if (actor->xspr.rxID != matetarget->xspr.rxID)
|
|
{
|
|
// force dude to attack same target that mate have
|
|
aiSetTarget(actor, matetarget);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// force mate to stop attack another mate
|
|
aiSetTarget(mateactor, mateactor->spr.pos);
|
|
}
|
|
}
|
|
|
|
// force dude stop attack mate, if target was not changed previously
|
|
if (actor == mateactor)
|
|
aiSetTarget(actor, actor->spr.pos);
|
|
|
|
|
|
}
|
|
// check if targets aims player then force this target to fight with dude
|
|
else if (aiFightTargetIsPlayer(actor) != nullptr)
|
|
{
|
|
aiSetTarget(targetactor, actor);
|
|
}
|
|
|
|
int mDist = 3;
|
|
if (aiFightIsMeleeUnit(actor)) mDist = 2;
|
|
|
|
if (targetactor != nullptr && aiFightGetTargetDist(actor, pDudeInfo, targetactor) < mDist)
|
|
{
|
|
if (!isActive(actor)) aiActivateDude(actor);
|
|
return;
|
|
}
|
|
// lets try to look for target that fits better by distance
|
|
else if ((PlayClock & 256) != 0 && (targetactor == nullptr || aiFightGetTargetDist(actor, pDudeInfo, targetactor) >= mDist))
|
|
{
|
|
auto newtargactor = aiFightGetTargetInRange(actor, 0, mDist, sourceactor->xspr.data1, sourceactor->xspr.data2);
|
|
if (newtargactor != nullptr)
|
|
{
|
|
// Make prev target not aim in dude
|
|
if (targetactor)
|
|
{
|
|
aiSetTarget(targetactor, targetactor->spr.pos);
|
|
if (!isActive(newtargactor))
|
|
aiActivateDude(newtargactor);
|
|
}
|
|
|
|
// Change target for dude
|
|
aiSetTarget(actor, newtargactor);
|
|
if (!isActive(actor))
|
|
aiActivateDude(actor);
|
|
|
|
// ...and change target of target to dude to force it fight
|
|
if (sourceactor->xspr.data3 > 0 && newtargactor->GetTarget() != actor)
|
|
{
|
|
aiSetTarget(newtargactor, actor);
|
|
if (!isActive(newtargactor))
|
|
aiActivateDude(newtargactor);
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((targetactor == nullptr || playeractor != nullptr) && (PlayClock & 32) != 0)
|
|
{
|
|
// try find first target that dude can see
|
|
BloodStatIterator it(kStatDude);
|
|
while (auto newtargactor = it.Next())
|
|
{
|
|
if (newtargactor->GetTarget() == actor)
|
|
{
|
|
aiSetTarget(actor, newtargactor);
|
|
return;
|
|
}
|
|
|
|
// skip non-dudes and players
|
|
if (!newtargactor->IsDudeActor() || (newtargactor->IsPlayerActor() && sourceactor->xspr.data4 > 0) || newtargactor->GetOwner() == actor) continue;
|
|
// avoid self aiming, those who dude can't see, and those who dude own
|
|
else if (!aiFightDudeCanSeeTarget(actor, pDudeInfo, newtargactor) || actor == newtargactor) continue;
|
|
// if Target Changer have data1 = 666, everyone can be target, except AI team mates.
|
|
else if (sourceactor->xspr.data1 != 666 && sourceactor->xspr.data1 != newtargactor->xspr.data1) continue;
|
|
// don't attack immortal, burning dudes and mates
|
|
if (IsBurningDude(newtargactor) || !IsKillableDude(newtargactor) || (sourceactor->xspr.data2 == 1 && actor->xspr.rxID == newtargactor->xspr.rxID))
|
|
continue;
|
|
|
|
if (sourceactor->xspr.data2 == 0 || (sourceactor->xspr.data2 == 1 && !aiFightMatesHaveSameTarget(actor, newtargactor, matesPerEnemy)))
|
|
{
|
|
// Change target for dude
|
|
aiSetTarget(actor, newtargactor);
|
|
if (!isActive(actor))
|
|
aiActivateDude(actor);
|
|
|
|
// ...and change target of target to dude to force it fight
|
|
if (sourceactor->xspr.data3 > 0 && newtargactor->GetTarget() != actor)
|
|
{
|
|
aiSetTarget(newtargactor, actor);
|
|
if (playeractor == nullptr && !isActive(newtargactor))
|
|
aiActivateDude(newtargactor);
|
|
|
|
if (sourceactor->xspr.data3 == 2)
|
|
aiFightAlarmDudesInSight(newtargactor, maxAlarmDudes);
|
|
}
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// got no target - let's ask mates if they have targets
|
|
if ((actor->GetTarget() == nullptr || playeractor != nullptr) && sourceactor->xspr.data2 == 1 && (PlayClock & 64) != 0)
|
|
{
|
|
DBloodActor* pMateTargetActor = aiFightGetMateTargets(actor);
|
|
if (pMateTargetActor != nullptr && pMateTargetActor->hasX())
|
|
{
|
|
|
|
if (aiFightDudeCanSeeTarget(actor, pDudeInfo, pMateTargetActor))
|
|
{
|
|
if (pMateTargetActor->GetTarget() == nullptr)
|
|
{
|
|
aiSetTarget(pMateTargetActor, actor);
|
|
if (pMateTargetActor->IsDudeActor() && !isActive(pMateTargetActor))
|
|
aiActivateDude(pMateTargetActor);
|
|
}
|
|
|
|
aiSetTarget(actor, pMateTargetActor);
|
|
if (!isActive(actor))
|
|
aiActivateDude(actor);
|
|
return;
|
|
|
|
// try walk in mate direction in case if not see the target
|
|
}
|
|
else if (pMateTargetActor->GetTarget() && aiFightDudeCanSeeTarget(actor, pDudeInfo, pMateTargetActor->GetTarget()))
|
|
{
|
|
actor->SetTarget(pMateTargetActor);
|
|
auto pMate = pMateTargetActor->GetTarget();
|
|
actor->xspr.TargetPos = pMate->spr.pos;
|
|
if (!isActive(actor))
|
|
aiActivateDude(actor);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void usePictureChanger(DBloodActor* sourceactor, int objType, sectortype* targSect, walltype* targWall, DBloodActor* objActor)
|
|
{
|
|
switch (objType) {
|
|
case OBJ_SECTOR:
|
|
if (valueIsBetween(sourceactor->xspr.data1, -1, 32767))
|
|
targSect->setfloortexture(tileGetTextureID(sourceactor->xspr.data1));
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data2, -1, 32767))
|
|
targSect->setceilingtexture(tileGetTextureID(sourceactor->xspr.data2));
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data3, -1, 32767))
|
|
targSect->floorpal = uint8_t(sourceactor->xspr.data3);
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data4, -1, 65535))
|
|
targSect->ceilingpal = uint8_t(sourceactor->xspr.data4);
|
|
break;
|
|
case OBJ_SPRITE:
|
|
if (valueIsBetween(sourceactor->xspr.data1, -1, 32767))
|
|
objActor->spr.setspritetexture(tileGetTextureID(sourceactor->xspr.data1));
|
|
|
|
if (sourceactor->xspr.data2 >= 0) objActor->spr.shade = (sourceactor->xspr.data2 > 127) ? 127 : sourceactor->xspr.data2;
|
|
else if (sourceactor->xspr.data2 < -1) objActor->spr.shade = (sourceactor->xspr.data2 < -127) ? -127 : sourceactor->xspr.data2;
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data3, -1, 32767))
|
|
objActor->spr.pal = uint8_t(sourceactor->xspr.data3);
|
|
break;
|
|
case OBJ_WALL:
|
|
if (valueIsBetween(sourceactor->xspr.data1, -1, 32767))
|
|
targWall->setwalltexture(tileGetTextureID(sourceactor->xspr.data1));
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data2, -1, 32767))
|
|
targWall->setovertexture(tileGetTextureID(sourceactor->xspr.data2));
|
|
|
|
if (valueIsBetween(sourceactor->xspr.data3, -1, 32767))
|
|
targWall->pal = uint8_t(sourceactor->xspr.data3);
|
|
break;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
QAV* playerQavSceneLoad(int qavId)
|
|
{
|
|
QAV* pQav = getQAV(qavId);
|
|
if (!pQav) viewSetSystemMessage("Failed to load QAV animation #%d", qavId);
|
|
return pQav;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void playerQavSceneProcess(DBloodPlayer* pPlayer, QAVSCENE* pQavScene)
|
|
{
|
|
auto initiator = pQavScene->initiator;
|
|
if (initiator->hasX())
|
|
{
|
|
if (initiator->xspr.waitTime > 0 && --initiator->xspr.sysData1 <= 0)
|
|
{
|
|
if (initiator->xspr.txID >= kChannelUser)
|
|
{
|
|
for (int i = bucketHead[initiator->xspr.txID]; i < bucketHead[initiator->xspr.txID + 1]; i++)
|
|
{
|
|
if (rxBucket[i].isActor())
|
|
{
|
|
auto rxactor = rxBucket[i].actor();
|
|
if (!rxactor || !rxactor->hasX() || rxactor == initiator) continue;
|
|
|
|
if (rxactor->spr.type == kModernPlayerControl && rxactor->xspr.command == 67)
|
|
{
|
|
if (rxactor->xspr.data2 == initiator->xspr.data2 || rxactor->xspr.locked) continue;
|
|
else trPlayerCtrlStartScene(rxactor, pPlayer, true);
|
|
return;
|
|
}
|
|
|
|
}
|
|
nnExtTriggerObject(rxBucket[i], initiator->xspr.command, pPlayer->GetActor());
|
|
|
|
}
|
|
}
|
|
trPlayerCtrlStopScene(pPlayer);
|
|
}
|
|
else
|
|
{
|
|
playerQavScenePlay(pPlayer);
|
|
pPlayer->weaponTimer = ClipLow(pPlayer->weaponTimer -= 4, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
|
|
pQavScene->initiator = nullptr;
|
|
pPlayer->sceneQav = -1;
|
|
pQavScene->qavResrc = NULL;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void playerQavSceneDraw(DBloodPlayer* pPlayer, int shade, double xpos, double ypos, int palnum, DAngle angle)
|
|
{
|
|
if (pPlayer == NULL || pPlayer->sceneQav == -1) return;
|
|
|
|
QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->pnum].qavScene;
|
|
auto actor = pQavScene->initiator;
|
|
|
|
if (pQavScene->qavResrc != NULL)
|
|
{
|
|
QAV* pQAV = pQavScene->qavResrc;
|
|
int duration;
|
|
double interpfrac;
|
|
|
|
qavProcessTimer(pPlayer, pQAV, &duration, &interpfrac);
|
|
|
|
int flags = 2; int nInv = powerupCheck(pPlayer, kPwUpShadowCloak);
|
|
if (nInv >= 120 * 8 || (nInv != 0 && (PlayClock & 32)))
|
|
{
|
|
shade = -128; flags |= 1;
|
|
}
|
|
|
|
// draw as weapon
|
|
if (!(actor->spr.flags & kModernTypeFlag1))
|
|
{
|
|
pQAV->x = xpos; pQAV->y = ypos;
|
|
pQAV->Draw(duration, flags, shade, palnum, true, interpfrac, angle);
|
|
|
|
// draw fullscreen (currently 4:3 only)
|
|
}
|
|
else
|
|
{
|
|
// What an awful hack. This throws proper ordering out of the window, but there is no way to reproduce this better with strict layering of elements.
|
|
// From the above commit it seems to be incomplete anyway...
|
|
pQAV->Draw(duration, flags, shade, palnum, false, interpfrac, angle);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void playerQavScenePlay(DBloodPlayer* pPlayer)
|
|
{
|
|
if (pPlayer == NULL) return;
|
|
|
|
QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->pnum].qavScene;
|
|
if (pPlayer->sceneQav == -1 && pQavScene->initiator != nullptr)
|
|
pPlayer->sceneQav = pQavScene->initiator->xspr.data2;
|
|
|
|
if (pQavScene->qavResrc != NULL)
|
|
{
|
|
QAV* pQAV = pQavScene->qavResrc;
|
|
int nTicks = pQAV->duration - pPlayer->weaponTimer;
|
|
pQAV->Play(nTicks - 4, nTicks, pPlayer->qavCallback, pPlayer);
|
|
}
|
|
}
|
|
|
|
void playerQavSceneReset(DBloodPlayer* pPlayer)
|
|
{
|
|
QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->pnum].qavScene;
|
|
pQavScene->initiator = nullptr;
|
|
pQavScene->dummy = pPlayer->sceneQav = -1;
|
|
pQavScene->qavResrc = NULL;
|
|
}
|
|
|
|
bool playerSizeShrink(DBloodPlayer* pPlayer, int divider)
|
|
{
|
|
pPlayer->GetActor()->xspr.scale = 256 / divider;
|
|
playerSetRace(pPlayer, kModeHumanShrink);
|
|
return true;
|
|
}
|
|
|
|
bool playerSizeGrow(DBloodPlayer* pPlayer, int multiplier)
|
|
{
|
|
pPlayer->GetActor()->xspr.scale = 256 * multiplier;
|
|
playerSetRace(pPlayer, kModeHumanGrown);
|
|
return true;
|
|
}
|
|
|
|
bool playerSizeReset(DBloodPlayer* pPlayer)
|
|
{
|
|
playerSetRace(pPlayer, kModeHuman);
|
|
pPlayer->GetActor()->xspr.scale = 0;
|
|
return true;
|
|
}
|
|
|
|
void playerDeactivateShrooms(DBloodPlayer* pPlayer)
|
|
{
|
|
powerupDeactivate(pPlayer, kPwUpGrowShroom);
|
|
pPlayer->pwUpTime[kPwUpGrowShroom] = 0;
|
|
|
|
powerupDeactivate(pPlayer, kPwUpShrinkShroom);
|
|
pPlayer->pwUpTime[kPwUpShrinkShroom] = 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DBloodPlayer* getPlayerById(int id)
|
|
{
|
|
// relative to connected players
|
|
if (id >= 1 && id <= kMaxPlayers)
|
|
{
|
|
id = id - 1;
|
|
for (int i = connecthead; i >= 0; i = connectpoint2[i])
|
|
{
|
|
if (id == getPlayer(i)->pnum)
|
|
return getPlayer(i);
|
|
}
|
|
|
|
// absolute sprite type
|
|
}
|
|
else if (id >= kDudePlayer1 && id <= kDudePlayer8)
|
|
{
|
|
for (int i = connecthead; i >= 0; i = connectpoint2[i])
|
|
{
|
|
if (id == getPlayer(i)->GetActor()->spr.type)
|
|
return getPlayer(i);
|
|
}
|
|
}
|
|
|
|
//viewSetSystemMessage("There is no player id #%d", id);
|
|
return NULL;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool IsBurningDude(DBloodActor* actor)
|
|
{
|
|
if (actor == NULL) return false;
|
|
switch (actor->spr.type)
|
|
{
|
|
case kDudeBurningInnocent:
|
|
case kDudeBurningCultist:
|
|
case kDudeBurningZombieAxe:
|
|
case kDudeBurningZombieButcher:
|
|
case kDudeBurningTinyCaleb:
|
|
case kDudeBurningBeast:
|
|
case kDudeModernCustomBurning:
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool IsKillableDude(DBloodActor* actor)
|
|
{
|
|
switch (actor->spr.type)
|
|
{
|
|
case kDudeGargoyleStatueFlesh:
|
|
case kDudeGargoyleStatueStone:
|
|
return false;
|
|
default:
|
|
if (!actor->IsDudeActor() || actor->xspr.locked == 1) return false;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
bool isGrown(DBloodActor* actor)
|
|
{
|
|
if (powerupCheck(getPlayer(actor->spr.type - kDudePlayer1), kPwUpGrowShroom) > 0) return true;
|
|
else if (actor->hasX() && actor->xspr.scale >= 512) return true;
|
|
else return false;
|
|
}
|
|
|
|
bool isShrunk(DBloodActor* actor)
|
|
{
|
|
if (powerupCheck(getPlayer(actor->spr.type - kDudePlayer1), kPwUpShrinkShroom) > 0) return true;
|
|
else if (actor->hasX() && actor->xspr.scale > 0 && actor->xspr.scale <= 128) return true;
|
|
else return false;
|
|
}
|
|
|
|
bool isActive(DBloodActor* actor)
|
|
{
|
|
if (!actor->hasX())
|
|
return false;
|
|
|
|
switch (actor->xspr.aiState->stateType)
|
|
{
|
|
case kAiStateIdle:
|
|
case kAiStateGenIdle:
|
|
case kAiStateSearch:
|
|
case kAiStateMove:
|
|
case kAiStateOther:
|
|
return false;
|
|
default:
|
|
return true;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int getDataFieldOfObject(EventObject& eob, int dataIndex)
|
|
{
|
|
int data = -65535;
|
|
|
|
if (eob.isActor())
|
|
{
|
|
auto actor = eob.actor();
|
|
if (actor)
|
|
{
|
|
switch (dataIndex)
|
|
{
|
|
case 1: return actor->xspr.data1;
|
|
case 2: return actor->xspr.data2;
|
|
case 3:
|
|
switch (actor->spr.type)
|
|
{
|
|
case kDudeModernCustom: return actor->xspr.sysData1;
|
|
default: return actor->xspr.data3;
|
|
}
|
|
case 4: return actor->xspr.data4;
|
|
default: return data;
|
|
}
|
|
}
|
|
}
|
|
else if (eob.isSector())
|
|
{
|
|
return eob.sector()->xs().data;
|
|
}
|
|
else if (eob.isWall())
|
|
{
|
|
return eob.wall()->xw().data;
|
|
}
|
|
return data;
|
|
}
|
|
|
|
int getDataFieldOfObject(int objType, sectortype* sect, walltype* wal, DBloodActor* actor, int dataIndex)
|
|
{
|
|
int data = -65535;
|
|
switch (objType)
|
|
{
|
|
case OBJ_SPRITE:
|
|
switch (dataIndex)
|
|
{
|
|
case 1: return actor->xspr.data1;
|
|
case 2: return actor->xspr.data2;
|
|
case 3:
|
|
switch (actor->spr.type)
|
|
{
|
|
case kDudeModernCustom: return actor->xspr.sysData1;
|
|
default: return actor->xspr.data3;
|
|
}
|
|
case 4: return actor->xspr.data4;
|
|
default: return data;
|
|
}
|
|
case OBJ_SECTOR: return sect->xs().data;
|
|
case OBJ_WALL: return wal->xw().data;
|
|
default: return data;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool setDataValueOfObject(int objType, sectortype* sect, walltype* wal, DBloodActor* objActor, int dataIndex, int value)
|
|
{
|
|
switch (objType)
|
|
{
|
|
case OBJ_SPRITE:
|
|
{
|
|
int type = objActor->spr.type;
|
|
|
|
// exceptions
|
|
if (objActor->IsDudeActor() && objActor->xspr.health <= 0) return true;
|
|
switch (type)
|
|
{
|
|
case kThingBloodBits:
|
|
case kThingBloodChunks:
|
|
case kThingZombieHead:
|
|
return true;
|
|
break;
|
|
}
|
|
|
|
switch (dataIndex)
|
|
{
|
|
case 1:
|
|
objActor->xspr.data1 = value;
|
|
switch (type)
|
|
{
|
|
case kSwitchCombo:
|
|
if (value == objActor->xspr.data2) SetSpriteState(objActor, 1, nullptr);
|
|
else SetSpriteState(objActor, 0, nullptr);
|
|
break;
|
|
case kDudeModernCustom:
|
|
case kDudeModernCustomBurning:
|
|
objActor->genDudeExtra.updReq[kGenDudePropertyWeapon] = true;
|
|
objActor->genDudeExtra.updReq[kGenDudePropertyDmgScale] = true;
|
|
evPostActor(objActor, kGenDudeUpdTimeRate, kCallbackGenDudeUpdate);
|
|
break;
|
|
}
|
|
return true;
|
|
case 2:
|
|
objActor->xspr.data2 = value;
|
|
switch (type)
|
|
{
|
|
case kDudeModernCustom:
|
|
case kDudeModernCustomBurning:
|
|
objActor->genDudeExtra.updReq[kGenDudePropertySpriteSize] = true;
|
|
objActor->genDudeExtra.updReq[kGenDudePropertyMass] = true;
|
|
objActor->genDudeExtra.updReq[kGenDudePropertyDmgScale] = true;
|
|
objActor->genDudeExtra.updReq[kGenDudePropertyStates] = true;
|
|
objActor->genDudeExtra.updReq[kGenDudePropertyAttack] = true;
|
|
evPostActor(objActor, kGenDudeUpdTimeRate, kCallbackGenDudeUpdate);
|
|
break;
|
|
}
|
|
return true;
|
|
case 3:
|
|
objActor->xspr.data3 = value;
|
|
switch (type)
|
|
{
|
|
case kDudeModernCustom:
|
|
case kDudeModernCustomBurning:
|
|
objActor->xspr.sysData1 = value;
|
|
break;
|
|
}
|
|
return true;
|
|
case 4:
|
|
objActor->xspr.data4 = value;
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
case OBJ_SECTOR:
|
|
sect->xs().data = value;
|
|
return true;
|
|
case OBJ_WALL:
|
|
wal->xw().data = value;
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// a replacement of vanilla CanMove for patrol dudes
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool nnExtCanMove(DBloodActor* actor, DBloodActor* target, DAngle nAngle, double nRange)
|
|
{
|
|
DVector3 pos = actor->spr.pos;
|
|
DVector3 nAngVect(nAngle.ToVector(), 0);
|
|
|
|
auto pSector = actor->sector();
|
|
HitScan(actor, pos.Z, nAngVect, CLIPMASK0, nRange);
|
|
double nDist = (actor->spr.pos.XY() - gHitInfo.hitpos.XY()).Length();
|
|
|
|
if (target != nullptr && nDist - actor->clipdist < nRange)
|
|
return (target == gHitInfo.actor());
|
|
|
|
pos += nAngVect * nRange;
|
|
updatesectorz(pos, &pSector);
|
|
if (!pSector) return false;
|
|
|
|
if (pSector->hasX()) {
|
|
|
|
XSECTOR* pXSector = &pSector->xs();
|
|
return !((pSector->type == kSectorDamage || pXSector->damageType > 0) && pXSector->state && !nnExtIsImmune(actor, pXSector->damageType, 16));
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// a replacement of vanilla aiChooseDirection for patrol dudes
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void nnExtAiSetDirection(DBloodActor* actor, DAngle direction)
|
|
{
|
|
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
|
|
|
DAngle vc = deltaangle(actor->spr.Angles.Yaw, direction);
|
|
DAngle v8 = vc > nullAngle ? DAngle180 / 3 : -DAngle180 / 3;
|
|
double range = actor->vel.XY().dot(actor->spr.Angles.Yaw.ToVector()) * 120;
|
|
|
|
if (nnExtCanMove(actor, actor->GetTarget(), actor->spr.Angles.Yaw + vc, range))
|
|
actor->xspr.goalAng = actor->spr.Angles.Yaw + vc;
|
|
else if (nnExtCanMove(actor, actor->GetTarget(), actor->spr.Angles.Yaw + vc / 2, range))
|
|
actor->xspr.goalAng = actor->spr.Angles.Yaw + vc / 2;
|
|
else if (nnExtCanMove(actor, actor->GetTarget(), actor->spr.Angles.Yaw - vc / 2, range))
|
|
actor->xspr.goalAng = actor->spr.Angles.Yaw - vc / 2;
|
|
else if (nnExtCanMove(actor, actor->GetTarget(), actor->spr.Angles.Yaw + v8, range))
|
|
actor->xspr.goalAng = actor->spr.Angles.Yaw + v8;
|
|
else if (nnExtCanMove(actor, actor->GetTarget(), actor->spr.Angles.Yaw, range))
|
|
actor->xspr.goalAng = actor->spr.Angles.Yaw;
|
|
else if (nnExtCanMove(actor, actor->GetTarget(), actor->spr.Angles.Yaw - v8, range))
|
|
actor->xspr.goalAng = actor->spr.Angles.Yaw - v8;
|
|
else
|
|
actor->xspr.goalAng = actor->spr.Angles.Yaw + DAngle180 / 3;
|
|
|
|
if (actor->xspr.dodgeDir)
|
|
{
|
|
if (!nnExtCanMove(actor, actor->GetTarget(), actor->spr.Angles.Yaw + DAngle90 * actor->xspr.dodgeDir, 512))
|
|
{
|
|
actor->xspr.dodgeDir = -actor->xspr.dodgeDir;
|
|
if (!nnExtCanMove(actor, actor->GetTarget(), actor->spr.Angles.Yaw + DAngle90 * actor->xspr.dodgeDir, 512))
|
|
actor->xspr.dodgeDir = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
/// patrol functions
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void aiPatrolState(DBloodActor* actor, int state)
|
|
{
|
|
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax&& actor->hasX());
|
|
assert(actor->GetTarget());
|
|
|
|
auto markeractor = actor->GetTarget();
|
|
assert(markeractor->spr.type == kMarkerPath);
|
|
|
|
bool nSeqOverride = false, crouch = false;
|
|
int i, seq = -1, start = 0, end = kPatrolStateSize;
|
|
|
|
const DUDEINFO_EXTRA* pExtra = &gDudeInfoExtra[actor->spr.type - kDudeBase];
|
|
|
|
switch (state) {
|
|
case kAiStatePatrolWaitL:
|
|
seq = pExtra->idlgseqofs;
|
|
start = 0; end = 2;
|
|
break;
|
|
case kAiStatePatrolMoveL:
|
|
seq = pExtra->mvegseqofs;
|
|
start = 2, end = 7;
|
|
break;
|
|
case kAiStatePatrolTurnL:
|
|
seq = pExtra->mvegseqofs;
|
|
start = 7, end = 12;
|
|
break;
|
|
case kAiStatePatrolWaitW:
|
|
seq = pExtra->idlwseqofs;
|
|
start = 12; end = 18;
|
|
break;
|
|
case kAiStatePatrolMoveW:
|
|
seq = pExtra->mvewseqofs;
|
|
start = 18; end = 25;
|
|
break;
|
|
case kAiStatePatrolTurnW:
|
|
seq = pExtra->mvewseqofs;
|
|
start = 25; end = 32;
|
|
break;
|
|
case kAiStatePatrolWaitC:
|
|
seq = pExtra->idlcseqofs;
|
|
start = 32; end = 36;
|
|
crouch = true;
|
|
break;
|
|
case kAiStatePatrolMoveC:
|
|
seq = pExtra->mvecseqofs;
|
|
start = 36; end = 39;
|
|
crouch = true;
|
|
break;
|
|
case kAiStatePatrolTurnC:
|
|
seq = pExtra->mvecseqofs;
|
|
start = 39; end = kPatrolStateSize;
|
|
crouch = true;
|
|
break;
|
|
}
|
|
|
|
|
|
if (markeractor->xspr.data4 > 0) seq = markeractor->xspr.data4, nSeqOverride = true;
|
|
else if (!nSeqOverride && state == kAiStatePatrolWaitC && (actor->spr.type == kDudeCultistTesla || actor->spr.type == kDudeCultistTNT))
|
|
seq = 11537, nSeqOverride = true; // these don't have idle crouch seq for some reason...
|
|
|
|
if (seq < 0)
|
|
return aiPatrolStop(actor, nullptr);
|
|
|
|
for (i = start; i < end; i++)
|
|
{
|
|
AISTATE* newState = &genPatrolStates[i];
|
|
if (newState->stateType != state || (!nSeqOverride && seq != newState->seqId))
|
|
continue;
|
|
|
|
if (actor->spr.type == kDudeModernCustom) aiGenDudeNewState(actor, newState);
|
|
else aiNewState(actor, newState);
|
|
|
|
if (crouch) actor->xspr.unused1 |= kDudeFlagCrouch;
|
|
else actor->xspr.unused1 &= ~kDudeFlagCrouch;
|
|
|
|
if (nSeqOverride)
|
|
seqSpawn(seq, actor);
|
|
|
|
return;
|
|
}
|
|
|
|
if (i == end)
|
|
{
|
|
viewSetSystemMessage("No patrol state #%d found for dude #%d (type = %d)", state, actor->GetIndex(), actor->spr.type);
|
|
aiPatrolStop(actor, nullptr);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// check if some dude already follows the given marker
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DBloodActor* aiPatrolMarkerBusy(DBloodActor* except, DBloodActor* marker)
|
|
{
|
|
BloodStatIterator it(kStatDude);
|
|
while (auto actor = it.Next())
|
|
{
|
|
if (!actor->IsDudeActor() || actor == except || !actor->hasX())
|
|
continue;
|
|
|
|
auto targ = actor->GetTarget();
|
|
if (actor->xspr.health > 0 && targ != nullptr && targ->spr.type == kMarkerPath && targ == marker)
|
|
return actor;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// check if some dude already follows the given marker
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool aiPatrolMarkerReached(DBloodActor* actor)
|
|
{
|
|
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
|
|
|
const DUDEINFO_EXTRA* pExtra = &gDudeInfoExtra[actor->spr.type - kDudeBase];
|
|
auto markeractor = actor->GetTarget();
|
|
if (markeractor && markeractor->spr.type == kMarkerPath)
|
|
{
|
|
double okDist = max(markeractor->clipdist * 8, 4.);
|
|
auto ov = markeractor->spr.pos.XY() - actor->spr.pos.XY(); // this was already shifted right by 4 in the old code.
|
|
|
|
if (ov.Length() <= okDist)
|
|
{
|
|
if (spriteIsUnderwater(actor) || pExtra->flying)
|
|
{
|
|
okDist = markeractor->clipdist * 16;
|
|
double ztop, zbot, ztop2, zbot2;
|
|
GetActorExtents(actor, &ztop, &zbot);
|
|
GetActorExtents(markeractor, &ztop2, &zbot2);
|
|
|
|
double oZ1 = abs(zbot - ztop2);
|
|
double oZ2 = abs(ztop - zbot2);
|
|
if (oZ1 > okDist && oZ2 > okDist)
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DBloodActor* findNextMarker(DBloodActor* mark, bool back)
|
|
{
|
|
BloodStatIterator it(kStatPathMarker);
|
|
while (auto next = it.Next())
|
|
{
|
|
if (!next->hasX() || next == mark) continue;
|
|
|
|
if ((next->xspr.locked || next->xspr.isTriggered || next->xspr.DudeLockout) || (back && next->xspr.data2 != mark->xspr.data1) || (!back && next->xspr.data1 != mark->xspr.data2))
|
|
continue;
|
|
|
|
return next;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool markerIsNode(DBloodActor* mark, bool back)
|
|
{
|
|
int cnt = 0;
|
|
|
|
BloodStatIterator it(kStatPathMarker);
|
|
while (auto next = it.Next())
|
|
{
|
|
if (!next->hasX() || next == mark) continue;
|
|
|
|
if ((next->xspr.locked || next->xspr.isTriggered || next->xspr.DudeLockout) || (back && next->xspr.data2 != mark->xspr.data1) || (!back && next->xspr.data1 != mark->xspr.data2))
|
|
continue;
|
|
|
|
if (++cnt > 1)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void aiPatrolSetMarker(DBloodActor* actor)
|
|
{
|
|
auto targetactor = actor->GetTarget();
|
|
|
|
DBloodActor* selected = nullptr;
|
|
double closest = DBL_MAX;
|
|
|
|
// select closest marker that dude can see
|
|
if (targetactor == nullptr)
|
|
{
|
|
double zt1, zb1, zt2, zb2;
|
|
double dist;
|
|
GetActorExtents(actor, &zt2, &zb2);
|
|
|
|
BloodStatIterator it(kStatPathMarker);
|
|
while (auto nextactor = it.Next())
|
|
{
|
|
if (!nextactor->hasX()) continue;
|
|
|
|
if (nextactor->xspr.locked || nextactor->xspr.isTriggered || nextactor->xspr.DudeLockout || (dist = (nextactor->spr.pos.XY() - actor->spr.pos.XY()).LengthSquared()) > closest)
|
|
continue;
|
|
|
|
GetActorExtents(nextactor, &zt1, &zb1);
|
|
if (cansee(DVector3(nextactor->spr.pos.XY(), zt1), nextactor->sector(), DVector3(actor->spr.pos.XY(), zt2), actor->sector()))
|
|
{
|
|
closest = dist;
|
|
selected = nextactor;
|
|
}
|
|
}
|
|
}
|
|
// set next marker
|
|
else if (targetactor->spr.type == kMarkerPath && targetactor->hasX())
|
|
{
|
|
// idea: which one of next (allowed) markers are closer to the potential target?
|
|
// idea: -3 select random next marker that dude can see in radius of reached marker
|
|
// if reached marker is in radius of another marker with -3, but greater radius, use that marker
|
|
// idea: for nodes only flag32 = specify if enemy must return back to node or allowed to select
|
|
// another marker which belongs that node?
|
|
DBloodActor* prevactor = nullptr;
|
|
|
|
DBloodActor* firstFinePath = nullptr;
|
|
int next;
|
|
|
|
int breakChance = 0;
|
|
if (actor->prevmarker)
|
|
{
|
|
prevactor = actor->prevmarker;
|
|
}
|
|
|
|
bool node = markerIsNode(targetactor, false);
|
|
actor->xspr.unused2 = aiPatrolGetPathDir(actor, targetactor); // decide if it should go back or forward
|
|
if (actor->xspr.unused2 == kPatrolMoveBackward && Chance(0x8000) && node)
|
|
actor->xspr.unused2 = kPatrolMoveForward;
|
|
|
|
bool back = (actor->xspr.unused2 == kPatrolMoveBackward); next = (back) ? targetactor->xspr.data1 : targetactor->xspr.data2;
|
|
BloodStatIterator it(kStatPathMarker);
|
|
while (auto nextactor = it.Next())
|
|
{
|
|
if (nextactor == targetactor || !nextactor->hasX()) continue;
|
|
else if (actor->xspr.TargetPos.X >= 0 && nextactor == prevactor && node)
|
|
{
|
|
if (targetactor->xspr.data2 == prevactor->xspr.data1)
|
|
continue;
|
|
}
|
|
|
|
if ((nextactor->xspr.locked || nextactor->xspr.isTriggered || nextactor->xspr.DudeLockout) || (back && nextactor->xspr.data2 != next) || (!back && nextactor->xspr.data1 != next))
|
|
continue;
|
|
|
|
if (firstFinePath == nullptr) firstFinePath = nextactor;
|
|
if (aiPatrolMarkerBusy(actor, nextactor) && !Chance(0x0010)) continue;
|
|
else selected = nextactor;
|
|
|
|
breakChance += nnExtRandom(1, 5);
|
|
if (breakChance >= 5)
|
|
break;
|
|
|
|
}
|
|
|
|
if (firstFinePath == nullptr)
|
|
{
|
|
viewSetSystemMessage("No markers with id #%d found for dude #%d! (back = %d)", next, actor->GetIndex(), back);
|
|
return;
|
|
}
|
|
|
|
if (selected == nullptr)
|
|
selected = firstFinePath;
|
|
}
|
|
|
|
if (!selected)
|
|
return;
|
|
|
|
actor->SetTarget(selected);
|
|
selected->SetOwner(actor);
|
|
actor->prevmarker = targetactor; // keep previous marker index here, use actual sprite coords when selecting direction
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void aiPatrolStop(DBloodActor* actor, DBloodActor* targetactor, bool alarm)
|
|
{
|
|
if (actor->hasX())
|
|
{
|
|
actor->xspr.data3 = 0; // reset spot progress
|
|
actor->xspr.unused1 &= ~kDudeFlagCrouch; // reset the crouch status
|
|
actor->xspr.unused2 = kPatrolMoveForward; // reset path direction
|
|
actor->prevmarker = nullptr;
|
|
actor->xspr.TargetPos.X = -1; // reset the previous marker index
|
|
if (actor->xspr.health <= 0)
|
|
return;
|
|
|
|
auto mytarget = actor->GetTarget();
|
|
|
|
if (mytarget && mytarget->spr.type == kMarkerPath)
|
|
{
|
|
if (targetactor == nullptr) actor->spr.Angles.Yaw = mytarget->spr.Angles.Yaw;
|
|
actor->SetTarget(nullptr);
|
|
}
|
|
|
|
bool patrol = actor->xspr.dudeFlag4;
|
|
actor->xspr.dudeFlag4 = 0;
|
|
if (targetactor && targetactor->hasX() && targetactor->IsDudeActor())
|
|
{
|
|
aiSetTarget(actor, targetactor);
|
|
aiActivateDude(actor);
|
|
|
|
// alarm only when in non-recoil state?
|
|
//if (((actor->xspr.unused1 & kDudeFlagStealth) && stype != kAiStateRecoil) || !(actor->xspr.unused1 & kDudeFlagStealth)) {
|
|
//if (alarm) aiPatrolAlarmFull(actor, targetactor, Chance(0x0100));
|
|
if (alarm) aiPatrolAlarmLite(actor, targetactor);
|
|
//}
|
|
|
|
}
|
|
else
|
|
{
|
|
aiInitSprite(actor);
|
|
aiSetTarget(actor, actor->xspr.TargetPos);
|
|
}
|
|
|
|
actor->xspr.dudeFlag4 = patrol; // this must be kept so enemy can patrol after respawn again
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void aiPatrolRandGoalAng(DBloodActor* actor)
|
|
{
|
|
DAngle goal = DAngle90;
|
|
if (Chance(0x4000))
|
|
goal = DAngle360 / 3;
|
|
|
|
if (Chance(0x4000))
|
|
goal = DAngle180;
|
|
|
|
if (Chance(0x8000))
|
|
goal = -goal;
|
|
|
|
actor->xspr.goalAng = (actor->spr.Angles.Yaw + goal).Normalized360();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void aiPatrolTurn(DBloodActor* actor)
|
|
{
|
|
DAngle nTurnRange = mapangle((getDudeInfo(actor->spr.type)->angSpeed << 1) >> 4);
|
|
DAngle nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng);
|
|
actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange);
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void aiPatrolMove(DBloodActor* actor)
|
|
{
|
|
auto targetactor = actor->GetTarget();
|
|
|
|
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax) || !targetactor)
|
|
return;
|
|
|
|
|
|
int dudeIdx = actor->spr.type - kDudeBase;
|
|
switch (actor->spr.type)
|
|
{
|
|
case kDudeCultistShotgunProne:
|
|
dudeIdx = kDudeCultistShotgun - kDudeBase;
|
|
break;
|
|
case kDudeCultistTommyProne:
|
|
dudeIdx = kDudeCultistTommy - kDudeBase;
|
|
break;
|
|
}
|
|
|
|
DUDEINFO* pDudeInfo = &dudeInfo[dudeIdx];
|
|
const DUDEINFO_EXTRA* pExtra = &gDudeInfoExtra[dudeIdx];
|
|
|
|
DVector3 dv = targetactor->spr.pos - actor->spr.pos.plusZ(-pDudeInfo->eyeHeight); // eyeHeight is in map units!
|
|
|
|
DAngle goalAng = DAngle180 / 3;
|
|
|
|
if (pExtra->flying || spriteIsUnderwater(actor))
|
|
{
|
|
goalAng *= 0.5;
|
|
actor->vel.Z = dv.Z * 6;
|
|
if (actor->spr.flags & kPhysGravity)
|
|
actor->spr.flags &= ~kPhysGravity;
|
|
}
|
|
else if (!pExtra->flying)
|
|
{
|
|
actor->spr.flags |= kPhysGravity | kPhysFalling;
|
|
}
|
|
|
|
DAngle nTurnRange = pDudeInfo->TurnRange() / 64;
|
|
DAngle nAng = deltaangle(actor->spr.Angles.Yaw, actor->xspr.goalAng);
|
|
actor->spr.Angles.Yaw += clamp(nAng, -nTurnRange, nTurnRange);
|
|
|
|
|
|
if (abs(nAng) > goalAng || ((targetactor->xspr.waitTime > 0 || targetactor->xspr.data1 == targetactor->xspr.data2) && aiPatrolMarkerReached(actor)))
|
|
{
|
|
actor->vel.XY().Zero();
|
|
return;
|
|
}
|
|
|
|
if (actor->hit.hit.type == kHitSprite)
|
|
{
|
|
actor->xspr.dodgeDir = Chance(0x5000) ? 1 : -1;
|
|
auto hitactor = actor->hit.hit.actor();
|
|
if (hitactor)
|
|
{
|
|
if (xsprIsFine(hitactor) && hitactor->xspr.health)
|
|
{
|
|
hitactor->xspr.dodgeDir = (actor->xspr.dodgeDir > 0) ? -1 : 1;
|
|
if (!hitactor->vel.XY().isZero())
|
|
aiMoveDodge(hitactor);
|
|
}
|
|
}
|
|
aiMoveDodge(actor);
|
|
}
|
|
else
|
|
{
|
|
int frontSpeed = pDudeInfo->frontSpeed;
|
|
switch (actor->spr.type)
|
|
{
|
|
case kDudeModernCustom:
|
|
case kDudeModernCustomBurning:
|
|
frontSpeed = actor->genDudeExtra.moveSpeed;
|
|
break;
|
|
}
|
|
|
|
frontSpeed = aiPatrolGetVelocity(pDudeInfo->frontSpeed, targetactor->xspr.busyTime);
|
|
actor->vel += actor->spr.Angles.Yaw.ToVector() * FixedToFloat(frontSpeed);
|
|
}
|
|
|
|
double vel = (actor->xspr.unused1 & kDudeFlagCrouch) ? kMaxPatrolCrouchVelocity : kMaxPatrolVelocity;
|
|
|
|
vel *= dv.XY().Length() / 1024; // was: MulScale16 with length << 6, effectively resulting in >> 10.
|
|
actor->vel.X = clamp(actor->vel.X, -vel, vel);
|
|
actor->vel.Y = clamp(actor->vel.Y, -vel, vel);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void aiPatrolAlarmLite(DBloodActor* actor, DBloodActor* targetactor)
|
|
{
|
|
if (!xsprIsFine(actor) || !actor->IsDudeActor())
|
|
return;
|
|
|
|
if (actor->xspr.health <= 0)
|
|
return;
|
|
|
|
double zt1, zb1, zt2, zb2;
|
|
GetActorExtents(actor, &zt1, &zb1);
|
|
GetActorExtents(targetactor, &zt2, &zb2);
|
|
|
|
BloodStatIterator it(kStatDude);
|
|
while (auto dudeactor = it.Next())
|
|
{
|
|
if (dudeactor == actor || !dudeactor->IsDudeActor() || dudeactor->IsPlayerActor() || !dudeactor->hasX())
|
|
continue;
|
|
|
|
if (dudeactor->xspr.health <= 0)
|
|
continue;
|
|
|
|
double eaz2 = (getDudeInfo(targetactor->spr.type)->eyeHeight * targetactor->spr.scale.Y);
|
|
double nDist = (dudeactor->spr.pos.XY() - actor->spr.pos.XY()).LengthSquared();
|
|
if (nDist >= kPatrolAlarmSeeDistSq || !cansee(DVector3(actor->spr.pos.XY(), zt1), actor->sector(), dudeactor->spr.pos.plusZ(-eaz2), dudeactor->sector()))
|
|
{
|
|
nDist = (dudeactor->spr.pos.XY() - targetactor->spr.pos.XY()).LengthSquared();
|
|
if (nDist >= kPatrolAlarmSeeDistSq || !cansee(DVector3(targetactor->spr.pos.XY(), zt2), targetactor->sector(), dudeactor->spr.pos.plusZ(-eaz2), dudeactor->sector()))
|
|
continue;
|
|
}
|
|
|
|
if (aiInPatrolState(dudeactor->xspr.aiState)) aiPatrolStop(dudeactor, dudeactor->GetTarget());
|
|
if (dudeactor->GetTarget() && dudeactor->GetTarget() == actor->GetTarget())
|
|
continue;
|
|
|
|
aiSetTarget(dudeactor, targetactor);
|
|
aiActivateDude(dudeactor);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void aiPatrolAlarmFull(DBloodActor* actor, DBloodActor* targetactor, bool chain)
|
|
{
|
|
if (!xsprIsFine(actor) || !actor->IsDudeActor())
|
|
return;
|
|
|
|
if (actor->xspr.health <= 0)
|
|
return;
|
|
|
|
double eaz2 = (getDudeInfo(actor->spr.type)->eyeHeight * actor->spr.scale.Y);
|
|
auto pos2 = actor->spr.pos.plusZ(-eaz2);
|
|
|
|
auto pSect2 = actor->sector();
|
|
|
|
double tzt, tzb;
|
|
GetActorExtents(targetactor, &tzt, &tzb);
|
|
DVector3 pos3(targetactor->spr.pos.XY(), tzt);
|
|
|
|
auto pSect3 = targetactor->sector();
|
|
|
|
BloodStatIterator it(kStatDude);
|
|
while (auto dudeactor = it.Next())
|
|
{
|
|
if (dudeactor == actor || !dudeactor->IsDudeActor() || dudeactor->IsPlayerActor() || !dudeactor->hasX())
|
|
continue;
|
|
|
|
if (dudeactor->xspr.health <= 0)
|
|
continue;
|
|
|
|
double eaz1 = (getDudeInfo(dudeactor->spr.type)->eyeHeight * dudeactor->spr.scale.Y);
|
|
auto pos1 = dudeactor->spr.pos.plusZ(-eaz1);
|
|
|
|
auto pSect1 = dudeactor->sector();
|
|
|
|
double nDist1 = (pos1 - pos2).Length();
|
|
double nDist2 = (pos1 - pos3).Length();
|
|
|
|
//double hdist = (dudeactor->xspr.dudeDeaf) ? 0 : getDudeInfo(dudeactor->spr.type)->HearDist() / 4;
|
|
double sdist = (dudeactor->xspr.dudeGuard) ? 0 : getDudeInfo(dudeactor->spr.type)->SeeDist() / 2;
|
|
|
|
if (//(nDist1 < hdist || nDist2 < hdist) ||
|
|
((nDist1 < sdist && cansee(pos1, pSect1, pos2, pSect2)) || (nDist2 < sdist && cansee(pos1, pSect1, pos3, pSect3))))
|
|
{
|
|
|
|
if (aiInPatrolState(dudeactor->xspr.aiState)) aiPatrolStop(dudeactor, dudeactor->GetTarget());
|
|
if (dudeactor->GetTarget() && dudeactor->GetTarget() == actor->GetTarget())
|
|
continue;
|
|
|
|
if (actor->GetTarget()) aiSetTarget(dudeactor, actor->GetTarget());
|
|
else aiSetTarget(dudeactor, actor->spr.pos);
|
|
aiActivateDude(dudeactor);
|
|
|
|
if (chain)
|
|
aiPatrolAlarmFull(dudeactor, targetactor, Chance(0x0010));
|
|
//Printf("Dude #%d alarms dude #%d", actor->GetIndex(), dudeactor->spr.index);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool spritesTouching(DBloodActor* actor1, DBloodActor* actor2)
|
|
{
|
|
if (!actor1->hasX() || !actor2->hasX())
|
|
return false;
|
|
|
|
auto hit = &actor1->hit;
|
|
DBloodActor* hitactor = nullptr;
|
|
if (hit->hit.type == kHitSprite) hitactor = hit->hit.actor();
|
|
else if (hit->florhit.type == kHitSprite) hitactor = hit->florhit.actor();
|
|
else if (hit->ceilhit.type == kHitSprite) hitactor = hit->ceilhit.actor();
|
|
else return false;
|
|
return hitactor->hasX() && hitactor == actor2;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool aiCanCrouch(DBloodActor* actor)
|
|
{
|
|
if (actor->spr.type >= kDudeBase && actor->spr.type < kDudeVanillaMax)
|
|
return (gDudeInfoExtra[actor->spr.type - kDudeBase].idlcseqofs >= 0 && gDudeInfoExtra[actor->spr.type - kDudeBase].mvecseqofs >= 0);
|
|
else if (actor->spr.type == kDudeModernCustom || actor->spr.type == kDudeModernCustomBurning)
|
|
return actor->genDudeExtra.canDuck;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool readyForCrit(DBloodActor* hunter, DBloodActor* victim)
|
|
{
|
|
if (!(hunter->spr.type >= kDudeBase && hunter->spr.type < kDudeMax) || !(victim->spr.type >= kDudeBase && victim->spr.type < kDudeMax))
|
|
return false;
|
|
|
|
auto dvect = victim->spr.pos.XY() - hunter->spr.pos.XY();
|
|
if (dvect.Length() >= (437.5 / max(gGameOptions.nDifficulty >> 1, 1)))
|
|
return false;
|
|
|
|
return absangle(victim->spr.Angles.Yaw, dvect.Angle()) <= DAngle45;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DBloodActor* aiPatrolSearchTargets(DBloodActor* actor)
|
|
{
|
|
enum { kMaxPatrolFoundSounds = 256 }; // should be the maximum amount of sound channels the engine can play at the same time.
|
|
PATROL_FOUND_SOUNDS patrolBonkles[kMaxPatrolFoundSounds];
|
|
|
|
assert(actor->IsDudeActor());
|
|
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type - kDudeBase); DBloodPlayer* pPlayer = NULL;
|
|
|
|
for (int i = 0; i < kMaxPatrolFoundSounds; i++)
|
|
{
|
|
patrolBonkles[i].snd = NO_SOUND;
|
|
patrolBonkles[i].cur = 0;
|
|
patrolBonkles[i].max = ClipLow((gGameOptions.nDifficulty + 1) >> 1, 1);
|
|
}
|
|
|
|
int i, mod, sndCnt = 0, seeChance, hearChance;
|
|
bool stealth = (actor->xspr.unused1 & kDudeFlagStealth);
|
|
bool blind = (actor->xspr.dudeGuard);
|
|
bool deaf = (actor->xspr.dudeDeaf);
|
|
int nRandomSkill = Random(gGameOptions.nDifficulty);
|
|
|
|
DBloodActor* newtarget = nullptr;
|
|
// search for player targets
|
|
for (i = connecthead; i != -1; i = connectpoint2[i])
|
|
{
|
|
pPlayer = getPlayer(i);
|
|
if (!xsprIsFine(pPlayer->GetActor())) continue;
|
|
|
|
auto plActor = pPlayer->GetActor();
|
|
if (plActor->xspr.health <= 0)
|
|
continue;
|
|
|
|
newtarget = nullptr;
|
|
seeChance = hearChance = 0x0000;
|
|
auto pos = plActor->spr.pos;
|
|
auto dv = pos.XY() - actor->spr.pos.XY();
|
|
double nDistf = dv.Length();
|
|
double seeDistf = (stealth) ? pDudeInfo->SeeDist() / 3 : pDudeInfo->SeeDist() / 4;
|
|
double hearDistf = pDudeInfo->HearDist();
|
|
double feelDistf = hearDistf / 2;
|
|
|
|
// TO-DO: is there any dudes that sees this patrol dude and sees target?
|
|
|
|
|
|
if (nDistf <= seeDistf)
|
|
{
|
|
double scratch;
|
|
double eyeAboveZ = (pDudeInfo->eyeHeight * actor->spr.scale.Y);
|
|
if (nDistf < seeDistf / 8) GetActorExtents(pPlayer->GetActor(), &pos.Z, &scratch); //use ztop of the target sprite
|
|
if (!cansee(pos, plActor->sector(), actor->spr.pos - eyeAboveZ, actor->sector()))
|
|
continue;
|
|
}
|
|
else
|
|
continue;
|
|
|
|
bool invisible = (powerupCheck(pPlayer, kPwUpShadowCloak) > 0);
|
|
if (spritesTouching(actor, pPlayer->GetActor()) || spritesTouching(pPlayer->GetActor(), actor))
|
|
{
|
|
DPrintf(DMSG_SPAMMY, "Patrol dude #%d spot the Player #%d via touch.", actor->GetIndex(), pPlayer->pnum + 1);
|
|
if (invisible) pPlayer->pwUpTime[kPwUpShadowCloak] = 0;
|
|
newtarget = pPlayer->GetActor();
|
|
break;
|
|
}
|
|
|
|
if (!deaf)
|
|
{
|
|
|
|
soundEngine->EnumerateChannels([&](FSoundChan* chan)
|
|
{
|
|
DVector2 sndv;
|
|
sectortype* searchsect = nullptr;
|
|
if (chan->SourceType == SOURCE_Actor)
|
|
{
|
|
auto emitterActor = (DBloodActor*)chan->Source;
|
|
if (emitterActor == nullptr) return false; // not a valid source.
|
|
sndv = emitterActor->spr.pos.XY();
|
|
|
|
// sound attached to the sprite
|
|
if (pPlayer->GetActor() != emitterActor && emitterActor->GetOwner() != actor)
|
|
{
|
|
|
|
if (!emitterActor->insector()) return false;
|
|
searchsect = emitterActor->sector();
|
|
}
|
|
}
|
|
else if (chan->SourceType == SOURCE_Unattached)
|
|
{
|
|
if (chan->UserData < 0 || !validSectorIndex(chan->UserData)) return false; // not a vaild sector sound.
|
|
sndv.X = chan->Point[0];
|
|
sndv.Y = -chan->Point[1];
|
|
searchsect = §or[chan->UserData];
|
|
}
|
|
if (searchsect == nullptr) return false;
|
|
double nsDist = (sndv - actor->spr.pos.XY()).Length();
|
|
if (nsDist > hearDistf) return false;
|
|
|
|
|
|
auto sndnum = chan->OrgID;
|
|
|
|
// N same sounds per single enemy
|
|
for (int f = 0; f < sndCnt; f++)
|
|
{
|
|
if (patrolBonkles[f].snd != sndnum) continue;
|
|
else if (++patrolBonkles[f].cur >= patrolBonkles[f].max)
|
|
return false;
|
|
}
|
|
if (sndCnt < kMaxPatrolFoundSounds - 1)
|
|
patrolBonkles[sndCnt++].snd = sndnum;
|
|
|
|
bool found = false;
|
|
BloodSectIterator it(searchsect);
|
|
while (auto act = it.Next())
|
|
{
|
|
if (act->GetOwner() == pPlayer->GetActor())
|
|
{
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!found) return false;
|
|
|
|
int f = max(int((hearDistf - nsDist) * 16), 0);
|
|
int sndvol = int(chan->Volume * (80.f / 0.8f));
|
|
hearChance += sndvol * f + nRandomSkill;
|
|
return (hearChance >= kMaxPatrolSpotValue);
|
|
});
|
|
/*
|
|
if (invisible && hearChance >= kMaxPatrolSpotValue >> 2)
|
|
{
|
|
newtarget = pPlayer->actor;
|
|
pPlayer->pwUpTime[kPwUpShadowCloak] = 0;
|
|
invisible = false;
|
|
break;
|
|
}
|
|
*/
|
|
}
|
|
|
|
if (!invisible && (!deaf || !blind))
|
|
{
|
|
if (stealth)
|
|
{
|
|
switch (pPlayer->lifeMode)
|
|
{
|
|
case kModeHuman:
|
|
case kModeHumanShrink:
|
|
if (pPlayer->lifeMode == kModeHumanShrink)
|
|
{
|
|
seeDistf *= 92. / 256;
|
|
feelDistf *= 92. / 256;
|
|
}
|
|
if (pPlayer->posture == kPostureCrouch)
|
|
{
|
|
seeDistf *= 0.75;
|
|
feelDistf *= 0.5;
|
|
}
|
|
break;
|
|
case kModeHumanGrown:
|
|
if (pPlayer->posture != kPostureCrouch)
|
|
{
|
|
seeDistf *= 328. / 256;
|
|
feelDistf *= 320. / 256;
|
|
}
|
|
else
|
|
{
|
|
seeDistf *= 304. / 256;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool itCanHear = false;
|
|
bool itCanSee = false;
|
|
feelDistf = max(feelDistf, 0.);
|
|
seeDistf = max(seeDistf, 0.);
|
|
|
|
if (hearDistf)
|
|
{
|
|
DBloodActor* act = pPlayer->GetActor();
|
|
itCanHear = (!deaf && (nDistf < hearDistf || hearChance > 0));
|
|
if (act && itCanHear && nDistf < feelDistf && (!act->vel.isZero()))
|
|
hearChance += (int)max(((feelDistf - nDistf) + act->vel.Sum() * 64, 0.) / 256, 0.);
|
|
|
|
}
|
|
|
|
if (seeDistf)
|
|
{
|
|
DAngle periphery = max(pDudeInfo->Periphery(), DAngle60);
|
|
DAngle nDeltaAngle = absangle(actor->spr.Angles.Yaw, dv.Angle());
|
|
if ((itCanSee = (!blind && nDistf < seeDistf && nDeltaAngle < periphery)) == true)
|
|
{
|
|
int base = 100 + ((20 * gGameOptions.nDifficulty) - (nDeltaAngle.Buildang() / 5));
|
|
//seeChance = base - MulScale(ClipRange(5 - gGameOptions.nDifficulty, 1, 4), nDist >> 1, 16);
|
|
//scale(0x40000, a6, dist2);
|
|
int d = int(nDistf * 4);
|
|
int m = DivScale(d, 0x2000, 8);
|
|
int t = MulScale(d, m, 8);
|
|
seeChance = ClipRange(DivScale(base, t, 8), 0, kMaxPatrolSpotValue >> 1);
|
|
}
|
|
}
|
|
|
|
if (!itCanSee && !itCanHear)
|
|
continue;
|
|
|
|
if (stealth)
|
|
{
|
|
// search in stealth regions to modify spot chances
|
|
BloodStatIterator it(kStatModernStealthRegion);
|
|
while (auto steal = it.Next())
|
|
{
|
|
if (!steal->hasX())
|
|
continue;
|
|
|
|
if (steal->xspr.locked) // ignore locked regions
|
|
continue;
|
|
|
|
bool fixd = (steal->spr.flags & kModernTypeFlag1); // fixed percent value
|
|
bool both = (steal->spr.flags & kModernTypeFlag4); // target AND dude must be in this region
|
|
bool dude = (both || (steal->spr.flags & kModernTypeFlag2)); // dude must be in this region
|
|
bool trgt = (both || !dude); // target must be in this region
|
|
bool crouch = (steal->spr.flags & kModernTypeFlag8); // target must crouch
|
|
//bool floor = (iactor->spr.cstat & CSTAT_SPRITE_BLOCK); // target (or dude?) must touch floor of the sector
|
|
if (trgt)
|
|
{
|
|
|
|
if (steal->xspr.data1 > 0)
|
|
{
|
|
if ((steal->spr.pos.XY() - plActor->spr.pos.XY()).Length() >= steal->xspr.data1)
|
|
continue;
|
|
|
|
}
|
|
else if (plActor->sector() != steal->sector())
|
|
continue;
|
|
|
|
if (crouch && pPlayer->posture == kPostureStand)
|
|
continue;
|
|
}
|
|
|
|
if (dude)
|
|
{
|
|
if (steal->xspr.data1 > 0)
|
|
{
|
|
if ((steal->spr.pos.XY() - plActor->spr.pos.XY()).Length() >= steal->xspr.data1)
|
|
continue;
|
|
|
|
}
|
|
else if (plActor->sector() != steal->sector())
|
|
continue;
|
|
}
|
|
|
|
if (itCanHear)
|
|
{
|
|
if (fixd)
|
|
hearChance = ClipLow(hearChance, steal->xspr.data2);
|
|
|
|
mod = (hearChance * steal->xspr.data2) / kPercFull;
|
|
if (fixd) hearChance = mod; else hearChance += mod;
|
|
|
|
hearChance = ClipRange(hearChance, -kMaxPatrolSpotValue, kMaxPatrolSpotValue);
|
|
}
|
|
|
|
if (itCanSee)
|
|
{
|
|
if (fixd)
|
|
seeChance = ClipLow(seeChance, steal->xspr.data3);
|
|
|
|
mod = (seeChance * steal->xspr.data3) / kPercFull;
|
|
if (fixd) seeChance = mod; else seeChance += mod;
|
|
|
|
seeChance = ClipRange(seeChance, -kMaxPatrolSpotValue, kMaxPatrolSpotValue);
|
|
}
|
|
|
|
// trigger this region if target gonna be spot
|
|
if (steal->xspr.txID && actor->xspr.data3 + hearChance + seeChance >= kMaxPatrolSpotValue)
|
|
trTriggerSprite(steal, kCmdToggle, pPlayer->GetActor());
|
|
|
|
// continue search another stealth regions to affect chances
|
|
}
|
|
}
|
|
|
|
if (itCanHear && hearChance > 0)
|
|
{
|
|
DPrintf(DMSG_SPAMMY, "Patrol dude #%d hearing the Player #%d.", actor->GetIndex(), pPlayer->pnum + 1);
|
|
actor->xspr.data3 = ClipRange(actor->xspr.data3 + hearChance, -kMaxPatrolSpotValue, kMaxPatrolSpotValue);
|
|
if (!stealth)
|
|
{
|
|
newtarget = pPlayer->GetActor();
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (itCanSee && seeChance > 0)
|
|
{
|
|
//DPrintf(DMSG_SPAMMY, "Patrol dude #%d seeing the Player #%d.", actor->GetIndex(), pPlayer->nPlayer + 1);
|
|
//actor->xspr.data3 += seeChance;
|
|
actor->xspr.data3 = ClipRange(actor->xspr.data3 + seeChance, -kMaxPatrolSpotValue, kMaxPatrolSpotValue);
|
|
if (!stealth)
|
|
{
|
|
newtarget = pPlayer->GetActor();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// add check for corpses?
|
|
|
|
if ((actor->xspr.data3 = ClipRange(actor->xspr.data3, 0, kMaxPatrolSpotValue)) == kMaxPatrolSpotValue)
|
|
{
|
|
newtarget = pPlayer->GetActor();
|
|
break;
|
|
}
|
|
|
|
//int perc = (100 * ClipHigh(actor->xspr.data3, kMaxPatrolSpotValue)) / kMaxPatrolSpotValue;
|
|
//viewSetSystemMessage("%d / %d / %d / %d", hearChance, seeDist, seeChance, perc);
|
|
|
|
}
|
|
|
|
if (newtarget) return newtarget;
|
|
actor->xspr.data3 -= ClipLow(((kPercFull * actor->xspr.data3) / kMaxPatrolSpotValue) >> 2, 3);
|
|
return nullptr;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void aiPatrolFlagsMgr(DBloodActor* sourceactor, DBloodActor* destactor, bool copy, bool init)
|
|
{
|
|
// copy flags
|
|
if (copy)
|
|
{
|
|
destactor->xspr.dudeFlag4 = sourceactor->xspr.dudeFlag4;
|
|
destactor->xspr.dudeAmbush = sourceactor->xspr.dudeAmbush;
|
|
destactor->xspr.dudeGuard = sourceactor->xspr.dudeGuard;
|
|
destactor->xspr.dudeDeaf = sourceactor->xspr.dudeDeaf;
|
|
destactor->xspr.unused1 = sourceactor->xspr.unused1;
|
|
|
|
if (sourceactor->xspr.unused1 & kDudeFlagStealth) destactor->xspr.unused1 |= kDudeFlagStealth;
|
|
else destactor->xspr.unused1 &= ~kDudeFlagStealth;
|
|
}
|
|
|
|
// do init
|
|
if (init && destactor->IsDudeActor() && !destactor->IsPlayerActor())
|
|
{
|
|
if (!destactor->xspr.dudeFlag4)
|
|
{
|
|
if (aiInPatrolState(destactor->xspr.aiState))
|
|
aiPatrolStop(destactor, nullptr);
|
|
}
|
|
else
|
|
{
|
|
if (aiInPatrolState(destactor->xspr.aiState))
|
|
return;
|
|
|
|
destactor->SetTarget(nullptr);
|
|
destactor->xspr.stateTimer = 0;
|
|
|
|
aiPatrolSetMarker(destactor);
|
|
if (spriteIsUnderwater(destactor)) aiPatrolState(destactor, kAiStatePatrolWaitW);
|
|
else aiPatrolState(destactor, kAiStatePatrolWaitL);
|
|
destactor->xspr.data3 = 0; // reset the spot progress
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool aiPatrolGetPathDir(DBloodActor* actor, DBloodActor* marker)
|
|
{
|
|
if (actor->xspr.unused2 == kPatrolMoveForward) return (marker->xspr.data2 == -2) ? (bool)kPatrolMoveBackward : (bool)kPatrolMoveForward;
|
|
else return (findNextMarker(marker, kPatrolMoveBackward) != nullptr) ? (bool)kPatrolMoveBackward : (bool)kPatrolMoveForward;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void aiPatrolThink(DBloodActor* actor)
|
|
{
|
|
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
|
|
|
DBloodActor* targetactor;
|
|
unsigned int stateTimer;
|
|
auto markeractor = actor->GetTarget();
|
|
if ((targetactor = aiPatrolSearchTargets(actor)) != nullptr)
|
|
{
|
|
aiPatrolStop(actor, targetactor, actor->xspr.dudeAmbush);
|
|
return;
|
|
}
|
|
|
|
|
|
bool crouch = (actor->xspr.unused1 & kDudeFlagCrouch), uwater = spriteIsUnderwater(actor);
|
|
if (markeractor == nullptr || (actor->spr.type == kDudeModernCustom && ((uwater && !canSwim(actor)) || !canWalk(actor))))
|
|
{
|
|
aiPatrolStop(actor, nullptr);
|
|
return;
|
|
}
|
|
|
|
const DUDEINFO_EXTRA* pExtra = &gDudeInfoExtra[actor->spr.type - kDudeBase];
|
|
bool isFinal = ((!actor->xspr.unused2 && markeractor->xspr.data2 == -1) || (actor->xspr.unused2 && markeractor->xspr.data1 == -1));
|
|
bool reached = false;
|
|
|
|
if (aiPatrolWaiting(actor->xspr.aiState))
|
|
{
|
|
//viewSetSystemMessage("WAIT %d / %d", actor->xspr.targetY, actor->xspr.stateTimer);
|
|
|
|
if (actor->xspr.stateTimer > 0 || markeractor->xspr.data1 == markeractor->xspr.data2)
|
|
{
|
|
if (pExtra->flying)
|
|
actor->vel.Z = Random2F(0x8000);
|
|
|
|
// turn while waiting
|
|
if (markeractor->spr.flags & kModernTypeFlag16)
|
|
{
|
|
stateTimer = actor->xspr.stateTimer;
|
|
|
|
if (--actor->xspr.unused4 <= 0)
|
|
{
|
|
if (uwater) aiPatrolState(actor, kAiStatePatrolTurnW);
|
|
else if (crouch) aiPatrolState(actor, kAiStatePatrolTurnC);
|
|
else aiPatrolState(actor, kAiStatePatrolTurnL);
|
|
actor->xspr.unused4 = kMinPatrolTurnDelay + Random(kPatrolTurnDelayRange);
|
|
}
|
|
|
|
// must restore stateTimer for waiting
|
|
actor->xspr.stateTimer = stateTimer;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// trigger at departure
|
|
if (markeractor->xspr.triggerOff)
|
|
{
|
|
// send command
|
|
if (markeractor->xspr.txID)
|
|
{
|
|
evSendActor(markeractor, markeractor->xspr.txID, (COMMAND_ID)markeractor->xspr.command, actor);
|
|
|
|
// copy dude flags for current dude
|
|
}
|
|
else if (markeractor->xspr.command == kCmdDudeFlagsSet)
|
|
{
|
|
aiPatrolFlagsMgr(markeractor, actor, true, true);
|
|
if (!actor->xspr.dudeFlag4) // this dude is not in patrol anymore
|
|
return;
|
|
}
|
|
}
|
|
|
|
// release the enemy
|
|
if (isFinal)
|
|
{
|
|
aiPatrolStop(actor, nullptr);
|
|
return;
|
|
}
|
|
|
|
// move next marker
|
|
aiPatrolSetMarker(actor);
|
|
|
|
}
|
|
else if (aiPatrolTurning(actor->xspr.aiState))
|
|
{
|
|
//viewSetSystemMessage("TURN");
|
|
if (absangle(actor->spr.Angles.Yaw, actor->xspr.goalAng) < minAngle)
|
|
{
|
|
// save imer for waiting
|
|
stateTimer = actor->xspr.stateTimer;
|
|
|
|
if (uwater) aiPatrolState(actor, kAiStatePatrolWaitW);
|
|
else if (crouch) aiPatrolState(actor, kAiStatePatrolWaitC);
|
|
else aiPatrolState(actor, kAiStatePatrolWaitL);
|
|
|
|
// must restore it
|
|
actor->xspr.stateTimer = stateTimer;
|
|
}
|
|
return;
|
|
|
|
}
|
|
else if ((reached = aiPatrolMarkerReached(actor)) == true)
|
|
{
|
|
markeractor->xspr.isTriggered = markeractor->xspr.triggerOnce; // can't select this marker for path anymore if true
|
|
|
|
if (markeractor->spr.flags > 0)
|
|
{
|
|
if ((markeractor->spr.flags & kModernTypeFlag2) && (markeractor->spr.flags & kModernTypeFlag1)) crouch = !crouch;
|
|
else if (markeractor->spr.flags & kModernTypeFlag2) crouch = false;
|
|
else if ((markeractor->spr.flags & kModernTypeFlag1) && aiCanCrouch(actor)) crouch = true;
|
|
}
|
|
|
|
if (markeractor->xspr.waitTime > 0 || markeractor->xspr.data1 == markeractor->xspr.data2)
|
|
{
|
|
// take marker's angle
|
|
if (!(markeractor->spr.flags & kModernTypeFlag4))
|
|
{
|
|
actor->xspr.goalAng = ((!(markeractor->spr.flags & kModernTypeFlag8) && actor->xspr.unused2) ? markeractor->spr.Angles.Yaw+ DAngle180 : markeractor->spr.Angles.Yaw).Normalized360();
|
|
if (absangle(actor->spr.Angles.Yaw, actor->xspr.goalAng) > minAngle) // let the enemy play move animation while turning
|
|
return;
|
|
}
|
|
|
|
if (markeractor->GetOwner() == actor)
|
|
markeractor->SetOwner(aiPatrolMarkerBusy(actor, markeractor));
|
|
|
|
// trigger at arrival
|
|
if (markeractor->xspr.triggerOn)
|
|
{
|
|
// send command
|
|
if (markeractor->xspr.txID)
|
|
{
|
|
evSendActor(markeractor, markeractor->xspr.txID, (COMMAND_ID)markeractor->xspr.command, actor);
|
|
}
|
|
else if (markeractor->xspr.command == kCmdDudeFlagsSet)
|
|
{
|
|
// copy dude flags for current dude
|
|
aiPatrolFlagsMgr(markeractor, actor, true, true);
|
|
if (!actor->xspr.dudeFlag4) // this dude is not in patrol anymore
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (uwater) aiPatrolState(actor, kAiStatePatrolWaitW);
|
|
else if (crouch) aiPatrolState(actor, kAiStatePatrolWaitC);
|
|
else aiPatrolState(actor, kAiStatePatrolWaitL);
|
|
|
|
if (markeractor->xspr.waitTime)
|
|
actor->xspr.stateTimer = (markeractor->xspr.waitTime * 120) / 10;
|
|
|
|
if (markeractor->spr.flags & kModernTypeFlag16)
|
|
actor->xspr.unused4 = kMinPatrolTurnDelay + Random(kPatrolTurnDelayRange);
|
|
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (markeractor->GetOwner() == actor)
|
|
markeractor->SetOwner(aiPatrolMarkerBusy(actor, markeractor));
|
|
|
|
if (markeractor->xspr.triggerOn || markeractor->xspr.triggerOff)
|
|
{
|
|
if (markeractor->xspr.txID)
|
|
{
|
|
// send command at arrival
|
|
if (markeractor->xspr.triggerOn)
|
|
evSendActor(markeractor, markeractor->xspr.txID, (COMMAND_ID)markeractor->xspr.command, actor);
|
|
|
|
// send command at departure
|
|
if (markeractor->xspr.triggerOff)
|
|
evSendActor(markeractor, markeractor->xspr.txID, (COMMAND_ID)markeractor->xspr.command, actor);
|
|
|
|
// copy dude flags for current dude
|
|
}
|
|
else if (markeractor->xspr.command == kCmdDudeFlagsSet)
|
|
{
|
|
aiPatrolFlagsMgr(markeractor, actor, true, true);
|
|
if (!actor->xspr.dudeFlag4) // this dude is not in patrol anymore
|
|
return;
|
|
}
|
|
}
|
|
|
|
// release the enemy
|
|
if (isFinal)
|
|
{
|
|
aiPatrolStop(actor, nullptr);
|
|
return;
|
|
}
|
|
|
|
// move the next marker
|
|
aiPatrolSetMarker(actor);
|
|
}
|
|
}
|
|
|
|
nnExtAiSetDirection(actor, (markeractor->spr.pos - actor->spr.pos).Angle());
|
|
|
|
if (aiPatrolMoving(actor->xspr.aiState) && !reached) return;
|
|
else if (uwater) aiPatrolState(actor, kAiStatePatrolMoveW);
|
|
else if (crouch) aiPatrolState(actor, kAiStatePatrolMoveC);
|
|
else aiPatrolState(actor, kAiStatePatrolMoveL);
|
|
return;
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int listTx(DBloodActor* actor, int tx)
|
|
{
|
|
if (txIsRanged(actor))
|
|
{
|
|
if (tx == -1) tx = actor->xspr.data1;
|
|
else if (tx < actor->xspr.data4) tx++;
|
|
else tx = -1;
|
|
}
|
|
else
|
|
{
|
|
if (tx == -1)
|
|
{
|
|
for (int i = 0; i <= 3; i++)
|
|
{
|
|
if ((tx = GetDataVal(actor, i)) <= 0) continue;
|
|
else return tx;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int saved = tx; bool savedFound = false;
|
|
for (int i = 0; i <= 3; i++)
|
|
{
|
|
tx = GetDataVal(actor, i);
|
|
if (savedFound && tx > 0) return tx;
|
|
else if (tx != saved) continue;
|
|
else savedFound = true;
|
|
}
|
|
}
|
|
tx = -1;
|
|
}
|
|
return tx;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DBloodActor* evrIsRedirector(DBloodActor* actor)
|
|
{
|
|
if (actor)
|
|
{
|
|
switch (actor->spr.type)
|
|
{
|
|
case kModernRandomTX:
|
|
case kModernSequentialTX:
|
|
if (actor->hasX() && actor->xspr.command == kCmdLink && !actor->xspr.locked) return actor;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DBloodActor* evrListRedirectors(int objType, sectortype* pSector, walltype* pWall, DBloodActor* objActor, DBloodActor* pXRedir, int* tx)
|
|
{
|
|
if (!gEventRedirectsUsed) return nullptr;
|
|
else if (pXRedir && (*tx = listTx(pXRedir, *tx)) != -1)
|
|
return pXRedir;
|
|
|
|
int id = 0;
|
|
switch (objType)
|
|
{
|
|
case OBJ_SECTOR:
|
|
{
|
|
if (!pSector->hasX()) return nullptr;
|
|
id = pSector->xs().txID;
|
|
break;
|
|
}
|
|
case OBJ_SPRITE:
|
|
if (!objActor) return nullptr;
|
|
id = objActor->xspr.txID;
|
|
break;
|
|
case OBJ_WALL:
|
|
{
|
|
if (!pWall->hasX()) return nullptr;
|
|
id = pWall->xw().txID;
|
|
break;
|
|
}
|
|
default:
|
|
return nullptr;
|
|
}
|
|
|
|
bool prevFound = false;
|
|
for (int i = bucketHead[id]; i < bucketHead[id + 1]; i++)
|
|
{
|
|
if (!rxBucket[i].isActor()) continue;
|
|
auto rxactor = rxBucket[i].actor();
|
|
|
|
auto pXSpr = evrIsRedirector(rxactor);
|
|
if (!pXSpr) continue;
|
|
else if (prevFound || pXRedir == nullptr)
|
|
{
|
|
*tx = listTx(pXSpr, *tx);
|
|
return pXSpr;
|
|
}
|
|
else if (pXRedir != pXSpr) continue;
|
|
else prevFound = true;
|
|
}
|
|
|
|
*tx = -1;
|
|
return NULL;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// this function checks if all TX objects have the same value
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool incDecGoalValueIsReached(DBloodActor* actor)
|
|
{
|
|
if (actor->xspr.data3 != actor->xspr.sysData1) return false;
|
|
char buffer[7];
|
|
snprintf(buffer, 7, "%d", abs(actor->xspr.data1));
|
|
int len = int(strlen(buffer));
|
|
int rx = -1;
|
|
|
|
for (int i = bucketHead[actor->xspr.txID]; i < bucketHead[actor->xspr.txID + 1]; i++)
|
|
{
|
|
if (!rxBucket[i].isActor()) continue;
|
|
auto rxactor = rxBucket[i].actor();
|
|
|
|
if (evrIsRedirector(rxactor)) continue;
|
|
for (int a = 0; a < len; a++)
|
|
{
|
|
if (getDataFieldOfObject(rxBucket[i], (buffer[a] - 52) + 4) != actor->xspr.data3)
|
|
return false;
|
|
}
|
|
}
|
|
|
|
DBloodActor* pXRedir = nullptr; // check redirected TX buckets
|
|
while ((pXRedir = evrListRedirectors(OBJ_SPRITE, nullptr, nullptr, actor, pXRedir, &rx)) != nullptr)
|
|
{
|
|
for (int i = bucketHead[rx]; i < bucketHead[rx + 1]; i++)
|
|
{
|
|
for (int a = 0; a < len; a++)
|
|
{
|
|
if (getDataFieldOfObject(rxBucket[i], (buffer[a] - 52) + 4) != actor->xspr.data3)
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void seqSpawnerOffSameTx(DBloodActor* actor)
|
|
{
|
|
for (auto§ : sector)
|
|
{
|
|
BloodSectIterator it(§);
|
|
while (auto iactor = it.Next())
|
|
{
|
|
if (iactor->spr.type != kModernSeqSpawner || !iactor->hasX() || iactor == actor) continue;
|
|
if (/*iactor->xspr.txID == actor->xspr.txID &&*/ iactor->xspr.state == 1)
|
|
{
|
|
evKillActor(iactor);
|
|
iactor->xspr.state = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// this function can be called via sending numbered command to TX kChannelModernEndLevelCustom
|
|
// it allows to set custom next level instead of taking it from INI file.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void levelEndLevelCustom(int nLevel)
|
|
{
|
|
gGameOptions.uGameFlags |= GF_AdvanceLevel;
|
|
gNextLevel = FindMapByIndex(currentLevel->cluster, nLevel + 1);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void callbackUniMissileBurst(DBloodActor* actor, sectortype*) // 22
|
|
{
|
|
if (!actor) return;
|
|
if (actor->spr.statnum != kStatProjectile) return;
|
|
auto nAngVec = actor->vel.XY().Angle().ToVector();
|
|
double nRadius = FixedToFloat(0x55555);
|
|
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
auto burstactor = actSpawnSprite(actor, 5);
|
|
if (!burstactor) break;
|
|
|
|
burstactor->spr.type = actor->spr.type;
|
|
burstactor->spr.shade = actor->spr.shade;
|
|
burstactor->spr.setspritetexture(actor->spr.spritetexture());
|
|
|
|
|
|
burstactor->spr.cstat = actor->spr.cstat;
|
|
if ((burstactor->spr.cstat & CSTAT_SPRITE_BLOCK))
|
|
{
|
|
burstactor->spr.cstat &= ~CSTAT_SPRITE_BLOCK; // we don't want missiles impact each other
|
|
evPostActor(burstactor, 100, kCallbackMissileSpriteBlock); // so set blocking flag a bit later
|
|
}
|
|
|
|
burstactor->spr.pal = actor->spr.pal;
|
|
burstactor->clipdist = actor->clipdist * 0.25;
|
|
burstactor->spr.flags = actor->spr.flags;
|
|
burstactor->spr.scale = actor->spr.scale;
|
|
burstactor->spr.scale *= 0.5;
|
|
|
|
burstactor->spr.Angles.Yaw = actor->spr.Angles.Yaw + mapangle(missileInfo[actor->spr.type - kMissileBase].angleOfs);
|
|
burstactor->SetOwner(actor);
|
|
|
|
actBuildMissile(burstactor, actor);
|
|
|
|
auto spAngVec = DAngle::fromBam(i << 29).ToVector().Rotated90CW() * nRadius;
|
|
if (i & 1) spAngVec *= 0.5;
|
|
burstactor->vel += DVector3(DVector2(0, spAngVec.X).Rotated(nAngVec.X, nAngVec.Y), spAngVec.Y);
|
|
evPostActor(burstactor, 960, kCallbackRemove);
|
|
}
|
|
evPostActor(actor, 0, kCallbackRemove);
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void callbackMakeMissileBlocking(DBloodActor* actor, sectortype*) // 23
|
|
{
|
|
if (!actor || actor->spr.statnum != kStatProjectile) return;
|
|
actor->spr.cstat |= CSTAT_SPRITE_BLOCK;
|
|
}
|
|
|
|
void callbackGenDudeUpdate(DBloodActor* actor, sectortype*) // 24
|
|
{
|
|
if (actor)
|
|
genDudeUpdate(actor);
|
|
}
|
|
|
|
void clampSprite(DBloodActor* actor, int which)
|
|
{
|
|
double zTop, zBot;
|
|
if (actor->insector())
|
|
{
|
|
GetActorExtents(actor, &zTop, &zBot);
|
|
if (which & 0x01)
|
|
actor->spr.pos.Z += min(getflorzofslopeptr(actor->sector(), actor->spr.pos) - zBot, 0.);
|
|
if (which & 0x02)
|
|
actor->spr.pos.Z += max(getceilzofslopeptr(actor->sector(), actor->spr.pos) - zTop, 0.);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void killEvents(int nRx, int nCmd)
|
|
{
|
|
for (int i = bucketHead[nRx]; i < bucketHead[nRx + 1]; i++)
|
|
{
|
|
if (nCmd == kCmdEventKillFull)
|
|
evKill_(rxBucket[i]);
|
|
}
|
|
}
|
|
|
|
void triggerTouchSprite(DBloodActor* actor, DBloodActor* hActor)
|
|
{
|
|
if (hActor && hActor->hasX())
|
|
{
|
|
if (hActor->xspr.Touch && !hActor->xspr.isTriggered && (!hActor->xspr.DudeLockout || actor->IsPlayerActor()))
|
|
trTriggerSprite(hActor, kCmdSpriteTouch, actor);
|
|
|
|
// enough to reset gSpriteHit values
|
|
actor->vel.X += FixedToFloat(5);
|
|
}
|
|
}
|
|
|
|
void triggerTouchWall(DBloodActor* actor, walltype* pHWall)
|
|
{
|
|
if (pHWall && pHWall->hasX())
|
|
{
|
|
if (pHWall->xw().triggerTouch && !pHWall->xw().isTriggered && (!pHWall->xw().dudeLockout || actor->IsPlayerActor()))
|
|
trTriggerWall(pHWall, kCmdWallTouch, actor);
|
|
|
|
// enough to reset gSpriteHit values
|
|
actor->vel.X += FixedToFloat(5);
|
|
}
|
|
}
|
|
|
|
void changeSpriteAngle(DBloodActor* pSpr, DAngle nAng)
|
|
{
|
|
if (!pSpr->IsDudeActor())
|
|
pSpr->spr.Angles.Yaw = nAng;
|
|
else
|
|
{
|
|
DBloodPlayer* pPlayer = getPlayerById(pSpr->spr.type);
|
|
if (pPlayer)
|
|
pPlayer->GetActor()->spr.Angles.Yaw = nAng;
|
|
else
|
|
{
|
|
pSpr->spr.Angles.Yaw = nAng;
|
|
if (xsprIsFine(pSpr))
|
|
pSpr->xspr.goalAng = pSpr->spr.Angles.Yaw;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void dokillEffectGenCallbacks(DBloodActor* actor)
|
|
{
|
|
int l = sizeof(gEffectGenCallbacks) / sizeof(gEffectGenCallbacks[0]);
|
|
while (--l >= 0)
|
|
evKillActor(actor, (CALLBACK_ID)gEffectGenCallbacks[l]);
|
|
}
|
|
|
|
void killEffectGenCallbacks(DBloodActor* actor)
|
|
{
|
|
int i;
|
|
if (actor->xspr.data2 < kEffectGenCallbackBase)
|
|
return;
|
|
|
|
switch (actor->xspr.txID)
|
|
{
|
|
case kChannelZero: // self
|
|
dokillEffectGenCallbacks(actor);
|
|
break;
|
|
case kChannelAllPlayers: // player sprites
|
|
for (i = connecthead; i >= 0; i = connectpoint2[i])
|
|
{
|
|
if (getPlayer(i)->GetActor() != nullptr)
|
|
dokillEffectGenCallbacks(getPlayer(i)->GetActor());
|
|
}
|
|
break;
|
|
case kChannelEventCauser: // worst case...
|
|
for(auto& sec : sector)
|
|
{
|
|
BloodSectIterator it(&sec);
|
|
while (auto act = it.Next())
|
|
dokillEffectGenCallbacks(act);
|
|
}
|
|
break;
|
|
default:
|
|
if (actor->xspr.txID >= kChannelUser) // TX ID scope
|
|
{
|
|
for (i = bucketHead[actor->xspr.txID]; i < bucketHead[actor->xspr.txID + 1]; i++)
|
|
{
|
|
if (rxBucket[i].isActor())
|
|
dokillEffectGenCallbacks(rxBucket[i].actor());
|
|
}
|
|
}
|
|
else if (actor->xspr.txID >= kChannelPlayer0 && actor->xspr.txID < kChannelPlayer0 + kMaxPlayers)
|
|
{
|
|
// player sprites
|
|
DBloodPlayer* pPlayer = getPlayerById(actor->xspr.txID - kChannelPlayer0);
|
|
if (pPlayer && pPlayer->GetActor() != nullptr)
|
|
dokillEffectGenCallbacks(pPlayer->GetActor());
|
|
}
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool xsprIsFine(DBloodActor* pSpr)
|
|
{
|
|
if (pSpr && pSpr->hasX() && !(pSpr->spr.flags & kHitagFree))
|
|
{
|
|
if (!(pSpr->spr.flags & kHitagRespawn) || (pSpr->spr.statnum != kStatThing && pSpr->spr.statnum != kStatDude))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, GENDUDEEXTRA& w, GENDUDEEXTRA* def)
|
|
{
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc ("clipdist", w.clipdist)
|
|
.Array("availdeaths", w.availDeaths, kDamageMax)
|
|
("movespeed", w.moveSpeed)
|
|
("firedist", w.fireDist)
|
|
("throwdist", w.throwDist)
|
|
("curweapon", w.curWeapon)
|
|
("weapontype", w.weaponType)
|
|
("basedispersion", w.baseDispersion)
|
|
("slavecount", w.slaveCount)
|
|
("lifeleech", w.pLifeLeech)
|
|
.Array("slaves", w.slave, w.slaveCount)
|
|
.Array("dmgcontrol", w.dmgControl, kDamageMax)
|
|
.Array("updreq", w.updReq, kGenDudePropertyMax)
|
|
("flags", w.flags)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, SPRITEMASS& w, SPRITEMASS* def)
|
|
{
|
|
static SPRITEMASS nul;
|
|
if (arc.isReading()) w = {};
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("seq", w.seqId, &nul.seqId)
|
|
("texid", w.texid, &nul.texid)
|
|
("scale", w.scale, &nul.scale)
|
|
("clipdist", w.clipDist)
|
|
("mass", w.mass)
|
|
("airvel", w.airVel)
|
|
("fraction", w.fraction)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, OBJECTS_TO_TRACK& w, OBJECTS_TO_TRACK* def)
|
|
{
|
|
static OBJECTS_TO_TRACK nul;
|
|
if (arc.isReading()) w = {};
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("obj", w.obj, &nul.obj)
|
|
("cmd", w.cmd, &nul.cmd)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, TRCONDITION& w, TRCONDITION* def)
|
|
{
|
|
static TRCONDITION nul;
|
|
if (arc.isReading()) w = {};
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("xindex", w.actor, &nul.actor)
|
|
("obj", w.objects)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
void SerializeNNExts(FSerializer& arc)
|
|
{
|
|
if (arc.BeginObject("nnexts"))
|
|
{
|
|
arc("proxyspritescount", gProxySpritesCount)
|
|
.Array("proxyspriteslist", gProxySpritesList, gProxySpritesCount)
|
|
("sightspritescount", gSightSpritesCount)
|
|
.Array("sightspriteslist", gSightSpritesList, gSightSpritesCount)
|
|
("physspritescount", gPhysSpritesCount)
|
|
.Array("physspriteslist", gPhysSpritesList, gPhysSpritesCount)
|
|
("impactspritescount", gImpactSpritesCount)
|
|
.Array("impactspriteslist", gImpactSpritesList, gImpactSpritesCount)
|
|
("eventredirects", gEventRedirectsUsed)
|
|
("trcondition", gConditions);
|
|
gSprNSect.Serialize(arc);
|
|
arc.EndObject();
|
|
}
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
// This file provides modern features for mappers.
|
|
// For full documentation please visit http://cruo.bloodgame.ru/xxsystem
|
|
///////////////////////////////////////////////////////////////////
|
|
END_BLD_NS
|
|
|
|
#endif
|