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nnexts.cpp
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nnexts.cpp
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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
Copyright (C) NoOne
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////
// This file provides modern features for mappers.
// For full documentation please visit http://cruo.bloodgame.ru/xxsystem
///////////////////////////////////////////////////////////////////
#include "ns.h"
#ifdef NOONE_EXTENSIONS
#include <random>
#include "blood.h"
#include "savegamehelp.h"
BEGIN_BLD_NS
inline int mulscale8(int a, int b) { return MulScale(a, b, 8); }
bool gAllowTrueRandom = false;
bool gEventRedirectsUsed = false;
CVARD(Bool, nnext_showconditionsprites, false, 0, "makes kModernCondition sprites visable")
short gEffectGenCallbacks[] = {
kCallbackFXFlameLick,
kCallbackFXFlareSpark,
kCallbackFXFlareSparkLite,
kCallbackFXZombieSpurt,
kCallbackFXBloodSpurt,
kCallbackFXArcSpark,
kCallbackFXTeslaAlt,
};
TRPLAYERCTRL gPlayerCtrl[kMaxPlayers];
TRCONDITION gCondition[kMaxTrackingConditions];
int gTrackingCondsCount;
std::default_random_engine gStdRandom;
const VECTORINFO_EXTRA gVectorInfoExtra[] = {
1207,1207, 1001,1001, 4001,4002,
431,431, 1002,1002, 359,359,
521,521, 513,513, 499,499,
9012,9014, 1101,1101, 1207,1207,
499,495, 495,496, 9013,499,
1307,1308, 499,499, 499,499,
499,499, 499,499, 351,351,
0,0, 357,499
};
const MISSILEINFO_EXTRA gMissileInfoExtra[] = {
1207, 1207, false, false, false, false, false, true, false, true,
420, 420, false, true, true, false, false, false, false, true,
471, 471, false, false, false, false, false, false, true, false,
421, 421, false, true, false, true, false, false, false, false,
1309, 351, false, true, false, false, false, false, false, true,
480, 480, false, true, false, true, false, false, false, false,
470, 470, false, false, false, false, false, false, true, true,
489, 490, false, false, false, false, false, true, false, true,
462, 351, false, true, false, false, false, false, false, true,
1203, 172, false, false, true, false, false, false, false, true,
0,0, false, false, true, false, false, false, false, true,
1457, 249, false, false, false, false, false, true, false, true,
480, 489, false, true, false, true, false, false, false, false,
480, 489, false, false, false, true, false, false, false, false,
480, 489, false, false, false, true, false, false, false, false,
491, 491, true, true, true, true, true, true, true, true,
520, 520, false, false, false, false, false, true, false, true,
520, 520, false, false, false, false, false, true, false, true,
};
const THINGINFO_EXTRA gThingInfoExtra[] = {
true, true, true, false, false,
false, false, false, false, false,
false, false, false, false, false,
true, false, false, true, true,
true, true, false, false, false,
false, false, true, true, true,
true, true, true, true, true,
true,
};
const DUDEINFO_EXTRA gDudeInfoExtra[] = {
{ false, false, -1, -1, -1, -1, -1, -1 }, // 200
{ false, false, 0, 9, 13, 13, 17, 14 }, // 201
{ false, false, 0, 9, 13, 13, 17, 14 }, // 202
{ false, true, 0, 8, 0, 8, -1, -1 }, // 203
{ false, false, 0, 8, 0, 8, -1, -1 }, // 204
{ false, true, 1, -1, -1, -1, -1, -1 }, // 205
{ true, true, 0, 0, 0, 0, -1, -1 }, // 206
{ true, false, 0, 0, 0, 0, -1, -1 }, // 207
{ true, false, 1, -1, -1, -1, -1, -1 }, // 208
{ true, false, 1, -1, -1, -1, -1, -1 }, // 209
{ true, true, 0, 0, 0, 0, -1, -1 }, // 210
{ false, true, 0, 8, 0, 8, -1, -1 }, // 211
{ false, true, 0, 6, 0, 6, -1, -1 }, // 212
{ false, true, 0, 7, 0, 7, -1, -1 }, // 213
{ false, true, 0, 7, 0, 7, -1, -1 }, // 214
{ false, true, 0, 7, 0, 7, -1, -1 }, // 215
{ false, true, 0, 7, 0, 7, -1, -1 }, // 216
{ false, true, 0, 9, 10, 10, -1, -1 }, // 217
{ false, true, 0, 0, 0, 0, -1, -1 }, // 218
{ true, false, 7, 7, 7, 7, -1, -1 }, // 219
{ false, true, 0, 7, 0, 7, -1, -1 }, // 220
{ false, false, -1, -1, -1, -1, -1, -1 }, // 221
{ false, true, -1, -1, -1, -1, -1, -1 }, // 222
{ false, false, -1, -1, -1, -1, -1, -1 }, // 223
{ false, true, -1, -1, -1, -1, -1, -1 }, // 224
{ false, false, -1, -1, -1, -1, -1, -1 }, // 225
{ false, false, -1, -1, -1, -1, -1, -1 }, // 226
{ false, false, 0, 7, 0, 7, -1, -1 }, // 227
{ false, false, 0, 7, 0, 7, -1, -1 }, // 228
{ false, false, 0, 8, 0, 8, -1, -1 }, // 229
{ false, false, 0, 9, 13, 13, 17, 14 }, // 230
{ false, false, -1, -1, -1, -1, -1, -1 }, // 231
{ false, false, -1, -1, -1, -1, -1, -1 }, // 232
{ false, false, -1, -1, -1, -1, -1, -1 }, // 233
{ false, false, -1, -1, -1, -1, -1, -1 }, // 234
{ false, false, -1, -1, -1, -1, -1, -1 }, // 235
{ false, false, -1, -1, -1, -1, -1, -1 }, // 236
{ false, false, -1, -1, -1, -1, -1, -1 }, // 237
{ false, false, -1, -1, -1, -1, -1, -1 }, // 238
{ false, false, -1, -1, -1, -1, -1, -1 }, // 239
{ false, false, -1, -1, -1, -1, -1, -1 }, // 240
{ false, false, -1, -1, -1, -1, -1, -1 }, // 241
{ false, false, -1, -1, -1, -1, -1, -1 }, // 242
{ false, false, -1, -1, -1, -1, -1, -1 }, // 243
{ false, true, -1, -1, -1, -1, -1, -1 }, // 244
{ false, true, 0, 6, 0, 6, -1, -1 }, // 245
{ false, false, 0, 9, 13, 13, 17, 14 }, // 246
{ false, false, 0, 9, 13, 13, 14, 14 }, // 247
{ false, false, 0, 9, 13, 13, 14, 14 }, // 248
{ false, false, 0, 9, 13, 13, 17, 14 }, // 249
{ false, true, 0, 6, 8, 8, 10, 9 }, // 250
{ false, true, 0, 8, 9, 9, 11, 10 }, // 251
{ false, false, -1, -1, -1, -1, -1, -1 }, // 252
{ false, false, -1, -1, -1, -1, -1, -1 }, // 253
{ false, false, 0, 9, 17, 13, 17, 14 }, // 254
{ false, false, -1, -1, -1, -1, -1, -1 }, // 255
};
AISTATE genPatrolStates[] = {
//-------------------------------------------------------------------------------
{ kAiStatePatrolWaitL, 0, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitL, 7, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolMoveL, 9, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveL, 8, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveL, 0, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveL, 6, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveL, 7, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolTurnL, 9, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnL, 8, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnL, 0, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnL, 6, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnL, 7, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
//-------------------------------------------------------------------------------
{ kAiStatePatrolWaitW, 0, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitW, 10, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitW, 13, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitW, 17, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitW, 8, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitW, 9, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 0, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 10, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 13, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 8, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 9, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 7, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveW, 6, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 0, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 10, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 13, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 8, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 9, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 7, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnW, 6, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
//-------------------------------------------------------------------------------
{ kAiStatePatrolWaitC, 17, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitC, 11, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitC, 10, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolWaitC, 14, -1, 0, NULL, NULL, aiPatrolThink, NULL },
{ kAiStatePatrolMoveC, 14, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveC, 10, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolMoveC, 9, -1, 0, NULL, aiPatrolMove, aiPatrolThink, NULL },
{ kAiStatePatrolTurnC, 14, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnC, 10, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
{ kAiStatePatrolTurnC, 9, -1, 0, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, NULL },
//-------------------------------------------------------------------------------
};
CONDITION_TYPE_NAMES gCondTypeNames[7] = {
{kCondGameBase, kCondGameMax, "Game"},
{kCondMixedBase, kCondMixedMax, "Mixed"},
{kCondWallBase, kCondWallMax, "Wall"},
{kCondSectorBase, kCondSectorMax, "Sector"},
{kCondPlayerBase, kCondPlayerMax, "Player"},
{kCondDudeBase, kCondDudeMax, "Enemy"},
{kCondSpriteBase, kCondSpriteMax, "Sprite"},
};
// for actor.cpp
//-------------------------------------------------------------------------
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static DBloodActor* nnExtSpawnDude(DBloodActor* sourceactor, DBloodActor* origin, int nType, int a3, int a4)
{
DBloodActor* pDudeActor = nullptr;
if (nType < kDudeBase || nType >= kDudeMax || (pDudeActor = actSpawnSprite(origin, kStatDude)) == NULL)
return NULL;
int angle = origin->spr.ang;
int x, y, z = a4 + origin->spr.pos.Z;
if (a3 < 0)
{
x = origin->spr.pos.X;
y = origin->spr.pos.Y;
}
else
{
x = origin->spr.pos.X + mulscale30r(Cos(angle), a3);
y = origin->spr.pos.Y + mulscale30r(Sin(angle), a3);
}
vec3_t pos = { x, y, z };
SetActor(pDudeActor, &pos);
pDudeActor->spr.type = nType;
pDudeActor->spr.ang = angle;
pDudeActor->spr.cstat |= CSTAT_SPRITE_BLOOD_BIT1 | CSTAT_SPRITE_BLOCK_ALL;
pDudeActor->spr.clipdist = getDudeInfo(nType)->clipdist;
pDudeActor->xspr.respawn = 1;
pDudeActor->xspr.health = getDudeInfo(nType)->startHealth << 4;
if (fileSystem.FindResource(getDudeInfo(nType)->seqStartID, "SEQ"))
seqSpawn(getDudeInfo(nType)->seqStartID, pDudeActor, -1);
// add a way to inherit some values of spawner by dude.
if (sourceactor->spr.flags & kModernTypeFlag1) {
//inherit pal?
if (pDudeActor->spr.pal <= 0)
pDudeActor->spr.pal = sourceactor->spr.pal;
// inherit spawn sprite trigger settings, so designer can count monsters.
pDudeActor->xspr.txID = sourceactor->xspr.txID;
pDudeActor->xspr.command = sourceactor->xspr.command;
pDudeActor->xspr.triggerOn = sourceactor->xspr.triggerOn;
pDudeActor->xspr.triggerOff = sourceactor->xspr.triggerOff;
// inherit drop items
pDudeActor->xspr.dropMsg = sourceactor->xspr.dropMsg;
// inherit dude flags
pDudeActor->xspr.dudeDeaf = sourceactor->xspr.dudeDeaf;
pDudeActor->xspr.dudeGuard = sourceactor->xspr.dudeGuard;
pDudeActor->xspr.dudeAmbush = sourceactor->xspr.dudeAmbush;
pDudeActor->xspr.dudeFlag4 = sourceactor->xspr.dudeFlag4;
pDudeActor->xspr.unused1 = sourceactor->xspr.unused1;
}
aiInitSprite(pDudeActor);
gKillMgr.AddKill(pDudeActor);
bool burning = IsBurningDude(pDudeActor);
if (burning) {
pDudeActor->xspr.burnTime = 10;
pDudeActor->SetTarget(nullptr);
}
if ((burning || (sourceactor->spr.flags & kModernTypeFlag3)) && !pDudeActor->xspr.dudeFlag4)
aiActivateDude(pDudeActor);
return pDudeActor;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool nnExtIsImmune(DBloodActor* actor, int dmgType, int minScale)
{
if (dmgType >= kDmgFall && dmgType < kDmgMax && actor->hasX() && actor->xspr.locked != 1)
{
if (actor->spr.type >= kThingBase && actor->spr.type < kThingMax)
{
return (thingInfo[actor->spr.type - kThingBase].dmgControl[dmgType] <= minScale);
}
else if (actor->IsDudeActor())
{
if (actor->IsPlayerActor()) return (gPlayer[actor->spr.type - kDudePlayer1].damageControl[dmgType]);
else if (actor->spr.type == kDudeModernCustom) return (actor->genDudeExtra.dmgControl[dmgType] <= minScale);
else return (getDudeInfo(actor->spr.type)->damageVal[dmgType] <= minScale);
}
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool nnExtEraseModernStuff(DBloodActor* actor)
{
bool erased = false;
switch (actor->spr.type) {
// erase all modern types if the map is not extended
case kModernSpriteDamager:
case kModernCustomDudeSpawn:
case kModernRandomTX:
case kModernSequentialTX:
case kModernSeqSpawner:
case kModernObjPropertiesChanger:
case kModernObjPicnumChanger:
case kModernObjSizeChanger:
case kModernDudeTargetChanger:
case kModernSectorFXChanger:
case kModernObjDataChanger:
case kModernObjDataAccumulator:
case kModernEffectSpawner:
case kModernWindGenerator:
case kModernPlayerControl:
case kModernCondition:
case kModernConditionFalse:
case kModernSlopeChanger:
case kModernStealthRegion:
actor->spr.type = kSpriteDecoration;
erased = true;
break;
case kItemModernMapLevel:
case kDudeModernCustom:
case kDudeModernCustomBurning:
case kModernThingTNTProx:
case kModernThingEnemyLifeLeech:
actor->spr.type = kSpriteDecoration;
ChangeActorStat(actor, kStatDecoration);
erased = true;
break;
// also erase some modernized vanilla types which was not active
case kMarkerWarpDest:
if (actor->spr.statnum == kStatMarker) break;
actor->spr.type = kSpriteDecoration;
erased = true;
break;
}
if (actor->xspr.Sight)
{
actor->xspr.Sight = false; // it does not work in vanilla at all
erased = true;
}
if (actor->xspr.Proximity)
{
// proximity works only for things and dudes in vanilla
switch (actor->spr.statnum)
{
case kStatThing:
case kStatDude:
break;
default:
actor->xspr.Proximity = false;
erased = true;
break;
}
}
return erased;
}
//---------------------------------------------------------------------------
//
//
//---------------------------------------------------------------------------
void nnExtTriggerObject(EventObject& eob, int command)
{
if (eob.isSector())
{
trTriggerSector(eob.sector(), command);
}
else if (eob.isWall())
{
trTriggerWall(eob.wall(), command);
}
else if (eob.isActor())
{
auto objActor = eob.actor();
if (!objActor || !objActor->hasX()) return;
trTriggerSprite(objActor, command);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void nnExtResetGlobals()
{
gAllowTrueRandom = gEventRedirectsUsed = false;
// reset counters
gProxySpritesCount = gSightSpritesCount = gPhysSpritesCount = gImpactSpritesCount = 0;
// fill arrays with negative values to avoid index 0 situation
memset(gSightSpritesList, 0, sizeof(gSightSpritesList));
memset(gProxySpritesList, 0, sizeof(gProxySpritesList));
memset(gPhysSpritesList, 0, sizeof(gPhysSpritesList));
memset(gImpactSpritesList, 0, sizeof(gImpactSpritesList));
// reset tracking conditions, if any
for (size_t i = 0; i < countof(gCondition); i++)
{
TRCONDITION* pCond = &gCondition[i];
for (unsigned k = 0; k < kMaxTracedObjects; k++)
{
pCond->obj[k].obj = EventObject(nullptr);
}
pCond->actor = nullptr;
pCond->length = 0;
}
gTrackingCondsCount = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
CCMD(nnext_ifshow)
{
if (!isBlood()) return;
BloodSpriteIterator it;
int cnt = 0;
while (auto actor = it.Next())
{
if (actor->spr.type == kModernCondition || actor->spr.type == kModernConditionFalse)
{
if (actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)
{
actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
cnt++;
}
}
}
if (cnt <= 0)
Printf("No condition sprites found!\n");
Printf("%d sprites are visible now.\n", cnt);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void nnExtInitModernStuff(TArray<DBloodActor*>& actors)
{
nnExtResetGlobals();
// use true random only for single player mode, otherwise use Blood's default one.
if (gGameOptions.nGameType == 0 && !VanillaMode())
{
gStdRandom.seed(std::random_device()());
// since true random is not working if compiled with old mingw versions, we should
// check if it works in game and if not - switch to using in-game random function.
for (int i = kMaxRandomizeRetries; i >= 0; i--)
{
std::uniform_int_distribution<int> dist_a_b(0, 100);
if (gAllowTrueRandom || i <= 0) break;
else if (dist_a_b(gStdRandom) != 0)
gAllowTrueRandom = true;
}
}
for (auto actor : actors)
{
if (!actor->exists() || !actor->hasX()) continue;
switch (actor->spr.type) {
case kModernRandomTX:
case kModernSequentialTX:
if (actor->xspr.command == kCmdLink) gEventRedirectsUsed = true;
break;
case kDudeModernCustom:
case kDudeModernCustomBurning:
getSpriteMassBySize(actor); // create mass cache
break;
case kModernCondition:
case kModernConditionFalse:
if (!actor->xspr.rxID && actor->xspr.data1 > kCondGameMax) condError(actor, "\nThe condition must have RX ID!\nSPRITE #%d", actor->GetIndex());
else if (!actor->xspr.txID && !actor->spr.flags)
{
Printf(PRINT_HIGH, "The condition must have TX ID or hitag to be set: RX ID %d, SPRITE #%d", actor->xspr.rxID, actor->GetIndex());
}
break;
}
// auto set going On and going Off if both are empty
if (actor->xspr.txID && !actor->xspr.triggerOn && !actor->xspr.triggerOff)
actor->xspr.triggerOn = actor->xspr.triggerOff = true;
// copy custom start health to avoid overwrite by kThingBloodChunks
if (actor->IsDudeActor())
actor->xspr.sysData2 = actor->xspr.data4;
// check reserved statnums
if (actor->spr.statnum >= kStatModernBase && actor->spr.statnum < kStatModernMax)
{
bool sysStat = true;
switch (actor->spr.statnum)
{
case kStatModernStealthRegion:
sysStat = (actor->spr.type != kModernStealthRegion);
break;
case kStatModernDudeTargetChanger:
sysStat = (actor->spr.type != kModernDudeTargetChanger);
break;
case kStatModernCondition:
sysStat = (actor->spr.type != kModernCondition && actor->spr.type != kModernConditionFalse);
break;
case kStatModernEventRedirector:
sysStat = (actor->spr.type != kModernRandomTX && actor->spr.type != kModernSequentialTX);
break;
case kStatModernWindGen:
sysStat = (actor->spr.type != kModernWindGenerator);
break;
case kStatModernPlayerLinker:
case kStatModernQavScene:
sysStat = (actor->spr.type != kModernPlayerControl);
break;
}
if (sysStat)
I_Error("Sprite statnum %d on sprite #%d is in a range of reserved (%d - %d)!", actor->spr.statnum, actor->GetIndex(), kStatModernBase, kStatModernMax);
}
switch (actor->spr.type)
{
case kModernRandomTX:
case kModernSequentialTX:
if (actor->xspr.command != kCmdLink) break;
// add statnum for faster redirects search
ChangeActorStat(actor, kStatModernEventRedirector);
break;
case kModernWindGenerator:
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
ChangeActorStat(actor, kStatModernWindGen);
break;
case kModernDudeTargetChanger:
case kModernObjDataAccumulator:
case kModernRandom:
case kModernRandom2:
case kModernStealthRegion:
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
switch (actor->spr.type)
{
// stealth regions for patrolling enemies
case kModernStealthRegion:
ChangeActorStat(actor, kStatModernStealthRegion);
break;
// add statnum for faster dude searching
case kModernDudeTargetChanger:
ChangeActorStat(actor, kStatModernDudeTargetChanger);
if (actor->xspr.busyTime <= 0) actor->xspr.busyTime = 5;
actor->xspr.command = kCmdLink;
break;
// remove kStatItem status from random item generators
case kModernRandom:
case kModernRandom2:
ChangeActorStat(actor, kStatDecoration);
actor->xspr.sysData1 = actor->xspr.command; // save the command so spawned item can inherit it
actor->xspr.command = kCmdLink; // generator itself can't send commands
break;
}
break;
case kModernThingTNTProx:
actor->xspr.Proximity = true;
break;
case kDudeModernCustom:
{
if (actor->xspr.txID <= 0) break;
int found = 0;
BloodStatIterator it(kStatDude);
while (DBloodActor* iactor = it.Next())
{
if (iactor->xspr.rxID != actor->xspr.txID) continue;
else if (found) I_Error("\nCustom dude (TX ID %d):\nOnly one incarnation allowed per channel!", actor->xspr.txID);
ChangeActorStat(iactor, kStatInactive);
found++;
}
break;
}
case kDudePodMother:
case kDudeTentacleMother:
actor->xspr.state = 1;
break;
case kModernPlayerControl:
switch (actor->xspr.command)
{
case kCmdLink:
{
if (actor->xspr.data1 < 1 || actor->xspr.data1 > kMaxPlayers)
I_Error("\nPlayer Control (SPRITE #%d):\nPlayer out of a range (data1 = %d)", actor->GetIndex(), actor->xspr.data1);
//if (numplayers < actor->xspr.data1)
//I_Error("\nPlayer Control (SPRITE #%d):\n There is no player #%d", actor->GetIndex(), actor->xspr.data1);
if (actor->xspr.rxID && actor->xspr.rxID != kChannelLevelStart)
I_Error("\nPlayer Control (SPRITE #%d) with Link command should have no RX ID!", actor->GetIndex());
if (actor->xspr.txID && actor->xspr.txID < kChannelUser)
I_Error("\nPlayer Control (SPRITE #%d):\nTX ID should be in range of %d and %d!", actor->GetIndex(), kChannelUser, kChannelMax);
// only one linker per player allowed
BloodStatIterator it(kStatModernPlayerLinker);
while (auto iactor = it.Next())
{
if (actor->xspr.data1 == iactor->xspr.data1)
I_Error("\nPlayer Control (SPRITE #%d):\nPlayer %d already linked with different player control sprite #%d!", actor->GetIndex(), actor->xspr.data1, iactor->GetIndex());
}
actor->xspr.sysData1 = -1;
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
ChangeActorStat(actor, kStatModernPlayerLinker);
break;
}
case 67: // play qav animation
if (actor->xspr.txID && !actor->xspr.waitTime) actor->xspr.waitTime = 1;
ChangeActorStat(actor, kStatModernQavScene);
break;
}
break;
case kModernCondition:
case kModernConditionFalse:
if (actor->xspr.busyTime > 0)
{
if (actor->xspr.waitTime > 0)
{
actor->xspr.busyTime += ClipHigh(((actor->xspr.waitTime * 120) / 10), 4095); actor->xspr.waitTime = 0;
Printf(PRINT_HIGH, "Summing busyTime and waitTime for tracking condition #%d, RX ID %d. Result = %d ticks", actor->GetIndex(), actor->xspr.rxID, actor->xspr.busyTime);
}
actor->xspr.busy = actor->xspr.busyTime;
}
if (actor->xspr.waitTime && actor->xspr.command >= kCmdNumberic)
condError(actor, "Delay is not available when using numberic commands (%d - %d)", kCmdNumberic, 255);
actor->xspr.Decoupled = false; // must go through operateSprite always
actor->xspr.Sight = actor->xspr.Impact = actor->xspr.Touch = actor->xspr.triggerOff = false;
actor->xspr.Proximity = actor->xspr.Push = actor->xspr.Vector = actor->xspr.triggerOn = false;
actor->xspr.state = actor->xspr.restState = 0;
actor->xspr.TargetPos.X = actor->xspr.TargetPos.Y = actor->xspr.TargetPos.Z = 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 floorz / 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--;
else if (actor->spr.pos.Z == actor->sector()->ceilingz) actor->spr.pos.Z++;
}
// 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 kStatPathMarker: 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 kStatPathMarker: 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 kStatPathMarker: case kStatModernPlayerLinker:
break;
default:
gImpactSpritesList[gImpactSpritesCount++] = actor;
if (gImpactSpritesCount == kMaxSuperXSprites)
I_Error("Max (%d) *additional* Impact sprites reached!", kMaxSuperXSprites);
break;
}
}
}
// collect objects for tracking conditions
BloodStatIterator it2(kStatModernCondition);
while (auto iactor = it2.Next())
{
if (iactor->xspr.busyTime <= 0 || iactor->xspr.isTriggered) continue;
else if (gTrackingCondsCount >= kMaxTrackingConditions)
I_Error("\nMax (%d) tracking conditions reached!", kMaxTrackingConditions);
int count = 0;
TRCONDITION* pCond = &gCondition[gTrackingCondsCount];
for (auto iactor2 : actors)
{
if (!iactor->exists() || !iactor2->hasX() || iactor2->xspr.txID != iactor->xspr.rxID || iactor2 == iactor)
continue;
switch (iactor2->spr.type)
{
case kSwitchToggle: // exceptions
case kSwitchOneWay: // exceptions
continue;
}
if (iactor2->spr.type == kModernCondition || iactor2->spr.type == kModernConditionFalse)
condError(iactor, "Tracking condition always must be first in condition sequence!");
if (count >= kMaxTracedObjects)
condError(iactor, "Max(%d) objects to track reached for condition #%d, RXID: %d!");
pCond->obj[count].obj = EventObject(iactor2);
pCond->obj[count++].cmd = (uint8_t)iactor2->xspr.command;
}
for (auto& sect : sector)
{
if (!sect.hasX() || sect.xs().txID != iactor->xspr.rxID) continue;
else if (count >= kMaxTracedObjects)
condError(iactor, "Max(%d) objects to track reached for condition #%d, RXID: %d!");
pCond->obj[count].obj = EventObject(§);
pCond->obj[count++].cmd = sect.xs().command;
}
for (auto& wal : wall)
{
if (!wal.hasX() || wal.xw().txID != iactor->xspr.rxID)
continue;
switch (wal.type) {
case kSwitchToggle: // exceptions
case kSwitchOneWay: // exceptions
continue;
}
if (count >= kMaxTracedObjects)
condError(iactor, "Max(%d) objects to track reached for condition #%d, RXID: %d!");
pCond->obj[count].obj = EventObject(&wal);
pCond->obj[count++].cmd = wal.xw().command;
}
if (iactor->xspr.data1 > kCondGameMax && count == 0)
Printf(PRINT_HIGH, "No objects to track found for condition #%d, RXID: %d!", iactor->GetIndex(), iactor->xspr.rxID);
pCond->length = count;
pCond->actor = iactor;
gTrackingCondsCount++;
}
}
// The following functions required for random event features
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int nnExtRandom(int a, int b)
{
if (!gAllowTrueRandom) return Random(((b + 1) - a)) + a;
// used for better randomness in single player
std::uniform_int_distribution<int> dist_a_b(a, b);
return dist_a_b(gStdRandom);
}
static int GetDataVal(DBloodActor* actor, int data)
{
if (!actor->hasX()) return -1;
switch (data) {
case 0: return actor->xspr.data1;
case 1: return actor->xspr.data2;
case 2: return actor->xspr.data3;
case 3: return actor->xspr.data4;
}
return -1;
}
//---------------------------------------------------------------------------
//
// tries to get random data field of sprite
//
//---------------------------------------------------------------------------
static int randomGetDataValue(DBloodActor* actor, int randType)
{
if (actor == NULL || !actor->hasX()) return -1;
int random = 0; int bad = 0; int maxRetries = kMaxRandomizeRetries;
int rData[4];
rData[0] = actor->xspr.data1; rData[2] = actor->xspr.data3;
rData[1] = actor->xspr.data2; rData[3] = actor->xspr.data4;
// randomize only in case if at least 2 data fields fits.
for (int i = 0; i < 4; i++)
{
switch (randType) {
case kRandomizeItem:
if (rData[i] >= kItemWeaponBase && rData[i] < kItemMax) break;
else bad++;
break;
case kRandomizeDude:
if (rData[i] >= kDudeBase && rData[i] < kDudeMax) break;
else bad++;
break;
case kRandomizeTX:
if (rData[i] > kChannelZero && rData[i] < kChannelUserMax) break;
else bad++;
break;
default:
bad++;
break;
}
}
if (bad < 3)
{
// try randomize few times
while (maxRetries > 0)
{
random = nnExtRandom(0, 3);
if (rData[random] > 0) return rData[random];
else maxRetries--;
}
}
return -1;
}
//---------------------------------------------------------------------------
//
// this function drops random item using random pickup generator(s)
//
//---------------------------------------------------------------------------
static DBloodActor* randomDropPickupObject(DBloodActor* sourceactor, int prevItem)
{
DBloodActor* spawned = nullptr;
int selected = -1;
int maxRetries = 9;
if (sourceactor->hasX())
{
while ((selected = randomGetDataValue(sourceactor, kRandomizeItem)) == prevItem) if (maxRetries-- <= 0) break;
if (selected > 0)
{
spawned = actDropObject(sourceactor, selected);
if (spawned)
{
sourceactor->xspr.dropMsg = uint8_t(spawned->spr.type); // store dropped item type in dropMsg
spawned->spr.pos.X = sourceactor->spr.pos.X;
spawned->spr.pos.Y = sourceactor->spr.pos.Y;
spawned->spr.pos.Z = sourceactor->spr.pos.Z;
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;