raze/source/games/duke/src/actors.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2017-2019 - Nuke.YKT
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
This file is a combination of code from the following sources:
- EDuke 2 by Matt Saettler
- JFDuke by Jonathon Fowler (jf@jonof.id.au),
- DukeGDX and RedneckGDX by Alexander Makarov-[M210] (m210-2007@mail.ru)
- Redneck Rampage reconstructed source by Nuke.YKT
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "names.h"
BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool ceilingspace(int sectnum)
{
if ((sector[sectnum].ceilingstat & 1) && sector[sectnum].ceilingpal == 0)
{
switch (sector[sectnum].ceilingpicnum)
{
case MOONSKY1:
case BIGORBIT1:
return !isRR();
case RR_MOONSKY1:
case RR_BIGORBIT1:
return isRR();
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}
}
return 0;
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool floorspace(int sectnum)
{
if ((sector[sectnum].floorstat & 1) && sector[sectnum].ceilingpal == 0)
{
switch (sector[sectnum].floorpicnum)
{
case MOONSKY1:
case BIGORBIT1:
return !isRR();
case RR_MOONSKY1:
case RR_BIGORBIT1:
return !!isRR();
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void addammo(short weapon, struct player_struct* p, short amount)
{
p->ammo_amount[weapon] += amount;
if (p->ammo_amount[weapon] > max_ammo_amount[weapon])
p->ammo_amount[weapon] = max_ammo_amount[weapon];
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void addweapon(struct player_struct* p, int weapon)
{
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short cw = p->curr_weapon;
if (p->OnMotorcycle || p->OnBoat)
{
p->gotweapon.Set(weapon);
if (weapon == SHRINKER_WEAPON)
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{
p->gotweapon.Set(GROW_WEAPON);
p->ammo_amount[GROW_WEAPON] = 1;
}
else if (weapon == RPG_WEAPON)
{
p->gotweapon.Set(RA16_WEAPON);
}
else if (weapon == RA15_WEAPON)
{
p->ammo_amount[RA15_WEAPON] = 1;
}
return;
}
if (p->gotweapon[weapon] == 0)
{
p->gotweapon.Set(weapon);
if (weapon == SHRINKER_WEAPON)
{
p->gotweapon.Set(GROW_WEAPON);
if (isRRRA()) p->ammo_amount[GROW_WEAPON] = 1;
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}
if (isRRRA())
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{
if (weapon == RPG_WEAPON)
{
p->gotweapon.Set(RA16_WEAPON);
}
if (weapon == RA15_WEAPON)
{
p->ammo_amount[RA15_WEAPON] = 50;
}
}
if (!isRR() || weapon != HANDBOMB_WEAPON)
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cw = weapon;
}
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else
cw = weapon;
if (isRR() && weapon == HANDBOMB_WEAPON)
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p->last_weapon = -1;
p->random_club_frame = 0;
if (p->holster_weapon == 0)
{
p->weapon_pos = -1;
p->last_weapon = p->curr_weapon;
}
else
{
p->weapon_pos = 10;
p->holster_weapon = 0;
p->last_weapon = -1;
}
p->kickback_pic = 0;
#ifdef EDUKE
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if (p->curr_weapon != cw)
{
short snum;
snum = sprite[p->i].yvel;
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SetGameVarID(g_iWeaponVarID, cw, p->i, snum);
if (p->curr_weapon >= 0)
{
SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[weapon][snum], p->i, snum);
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}
else
{
SetGameVarID(g_iWorksLikeVarID, -1, p->i, snum);
}
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_CHANGEWEAPON, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
{
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p->curr_weapon = cw;
}
}
#else
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p->curr_weapon = cw;
#endif
switch (weapon)
{
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case RA15_WEAPON:
case KNEE_WEAPON:
case TRIPBOMB_WEAPON:
case HANDREMOTE_WEAPON:
case HANDBOMB_WEAPON:
break;
case SHOTGUN_WEAPON:
spritesound(SHOTGUN_COCK, p->i);
break;
case PISTOL_WEAPON:
spritesound(INSERT_CLIP, p->i);
break;
default:
spritesound(SELECT_WEAPON, p->i);
break;
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}
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkavailinven(struct player_struct* p)
{
if (p->firstaid_amount > 0)
p->inven_icon = ICON_FIRSTAID;
else if (p->steroids_amount > 0)
p->inven_icon = ICON_STEROIDS;
else if (p->holoduke_amount > 0)
p->inven_icon = ICON_HOLODUKE;
else if (p->jetpack_amount > 0)
p->inven_icon = ICON_JETPACK;
else if (p->heat_amount > 0)
p->inven_icon = ICON_HEATS;
else if (p->scuba_amount > 0)
p->inven_icon = ICON_SCUBA;
else if (p->boot_amount > 0)
p->inven_icon = ICON_BOOTS;
else p->inven_icon = ICON_NONE;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkavailweapon(struct player_struct* p)
{
short i, snum;
int weap;
if (p->wantweaponfire >= 0)
{
weap = p->wantweaponfire;
p->wantweaponfire = -1;
if (weap == p->curr_weapon) return;
else if (p->gotweapon[weap] && p->ammo_amount[weap] > 0)
{
addweapon(p, weap);
return;
}
}
weap = p->curr_weapon;
if (p->gotweapon[weap] && p->ammo_amount[weap] > 0)
return;
snum = sprite[p->i].yvel;
// Note: RedNukem has this restriction, but the original source and RedneckGDX do not.
#if 1 // TRANSITIONAL
int max = ((isRR()) ? DEVISTATOR_WEAPON : FREEZE_WEAPON);
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#else
int max = FREEZE_WEAPON;
#endif
for (i = 0; i < 10; i++)
{
weap = ud.wchoice[snum][i];
if ((g_gameType & GAMEFLAG_SHAREWARE) && weap > 6) continue;
if (weap == 0) weap = max;
else weap--;
if (weap == KNEE_WEAPON || (p->gotweapon[weap] && p->ammo_amount[weap] > 0))
break;
}
if (i == HANDREMOTE_WEAPON) weap = KNEE_WEAPON;
// Found the weapon
p->last_weapon = p->curr_weapon;
p->random_club_frame = 0;
p->curr_weapon = weap;
if (isWW2GI())
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{
SetGameVarID(g_iWeaponVarID, p->curr_weapon, p->i, snum);
if (p->curr_weapon >= 0)
{
SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[p->curr_weapon][snum], p->i, snum);
}
else
{
SetGameVarID(g_iWorksLikeVarID, -1, p->i, snum);
}
OnEvent(EVENT_CHANGEWEAPON, p->i, snum, -1);
}
p->kickback_pic = 0;
if (p->holster_weapon == 1)
{
p->holster_weapon = 0;
p->weapon_pos = 10;
}
else p->weapon_pos = -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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bool ifsquished(int i, int p)
{
if (isRR()) return false; // this function is a no-op in RR's source.
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bool squishme = false;
if (sprite[i].picnum == TILE_APLAYER && ud.clipping)
return false;
auto& sc = sector[sprite[i].sectnum];
int floorceildist = sc.floorz - sc.ceilingz;
if (sc.lotag != ST_23_SWINGING_DOOR)
{
if (sprite[i].pal == 1)
squishme = floorceildist < (32 << 8) && (sc.lotag & 32768) == 0;
else
squishme = floorceildist < (12 << 8);
}
if (squishme)
{
FTA(QUOTE_SQUISHED, &ps[p]);
if (badguy(&sprite[i]))
sprite[i].xvel = 0;
if (sprite[i].pal == 1)
{
hittype[i].picnum = SHOTSPARK1;
hittype[i].extra = 1;
return false;
}
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void clearcamera(player_struct* ps)
{
ps->newowner = -1;
ps->posx = ps->oposx;
ps->posy = ps->oposy;
ps->posz = ps->oposz;
ps->q16ang = ps->oq16ang;
updatesector(ps->posx, ps->posy, &ps->cursectnum);
setpal(ps);
int k = headspritestat[1];
while (k >= 0)
{
if (sprite[k].picnum == CAMERA1)
sprite[k].yvel = 0;
k = nextspritestat[k];
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void hitradius(short i, int r, int hp1, int hp2, int hp3, int hp4)
{
spritetype* s, * sj;
walltype* wal;
int d, q, x1, y1;
int sectcnt, sectend, dasect, startwall, endwall, nextsect;
short j, p, x, nextj, sect;
static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
short tempshort[MAXSECTORS]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64.
s = &sprite[i];
if (s->xrepeat < 11)
{
if (!isRR())
{
if (s->picnum == RPG) goto SKIPWALLCHECK;
}
else
{
if (s->picnum == RR_CROSSBOW || ((isRRRA()) && s->picnum == RR_CHIKENCROSSBOW)) goto SKIPWALLCHECK;
}
}
if ((isRR()) || s->picnum != SHRINKSPARK)
{
tempshort[0] = s->sectnum;
dasect = s->sectnum;
sectcnt = 0; sectend = 1;
do
{
dasect = tempshort[sectcnt++];
if (((sector[dasect].ceilingz - s->z) >> 8) < r)
{
d = abs(wall[sector[dasect].wallptr].x - s->x) + abs(wall[sector[dasect].wallptr].y - s->y);
if (d < r)
checkhitceiling(dasect);
else
{
// ouch...
d = abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].x - s->x) + abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].y - s->y);
if (d < r)
checkhitceiling(dasect);
}
}
startwall = sector[dasect].wallptr;
endwall = startwall + sector[dasect].wallnum;
for (x = startwall, wal = &wall[startwall]; x < endwall; x++, wal++)
if ((abs(wal->x - s->x) + abs(wal->y - s->y)) < r)
{
nextsect = wal->nextsector;
if (nextsect >= 0)
{
for (dasect = sectend - 1; dasect >= 0; dasect--)
if (tempshort[dasect] == nextsect) break;
if (dasect < 0) tempshort[sectend++] = nextsect;
}
x1 = (((wal->x + wall[wal->point2].x) >> 1) + s->x) >> 1;
y1 = (((wal->y + wall[wal->point2].y) >> 1) + s->y) >> 1;
updatesector(x1, y1, &sect);
if (sect >= 0 && cansee(x1, y1, s->z, sect, s->x, s->y, s->z, s->sectnum))
checkhitwall(i, x, wal->x, wal->y, s->z, s->picnum);
}
} while (sectcnt < sectend);
}
SKIPWALLCHECK:
int val = (isRR()) ? 24 : 16;
q = -(val << 8) + (krand() & ((32 << 8) - 1));
for (x = 0; x < 7; x++)
{
j = headspritestat[statlist[x]];
while (j >= 0)
{
nextj = nextspritestat[j];
sj = &sprite[j];
if (isWorldTour())
{
if (sprite[s->owner].picnum == APLAYER && sj->picnum == APLAYER && ud.coop != 0 && ud.ffire == 0 && s->owner != j)
continue;
if (s->picnum == FLAMETHROWERFLAME && ((sprite[s->owner].picnum == FIREFLY && sj->picnum == FIREFLY) || (sprite[s->owner].picnum == BOSS5 && sj->picnum == BOSS5)))
continue;
}
if (x == 0 || x >= 5 || AFLAMABLE(sj->picnum))
{
if ((!isRR() && s->picnum != SHRINKSPARK) || (sj->cstat & 257))
if (dist(s, sj) < r)
{
if (badguy(sj) && !cansee(sj->x, sj->y, sj->z + q, sj->sectnum, s->x, s->y, s->z + q, s->sectnum))
goto BOLT;
checkhitsprite(j, i);
}
}
else if (!isRR())
{
if (sj->extra >= 0 && sj != s && (sj->picnum == TRIPBOMB || badguy(sj) || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL || (sj->cstat & 257) || sj->picnum == DUKELYINGDEAD))
{
if (s->picnum == SHRINKSPARK && sj->picnum != SHARK && (j == s->owner || sj->xrepeat < 24))
{
j = nextj;
continue;
}
if (s->picnum == MORTER && j == s->owner)
{
j = nextj;
continue;
}
if (sj->picnum == APLAYER) sj->z -= PHEIGHT;
d = dist(s, sj);
if (sj->picnum == APLAYER) sj->z += PHEIGHT;
if (d < r && cansee(sj->x, sj->y, sj->z - (8 << 8), sj->sectnum, s->x, s->y, s->z - (12 << 8), s->sectnum))
{
hittype[j].ang = getangle(sj->x - s->x, sj->y - s->y);
if (s->picnum == RPG && sj->extra > 0)
hittype[j].picnum = RPG;
else if (!isWorldTour())
{
if (s->picnum == SHRINKSPARK)
hittype[j].picnum = SHRINKSPARK;
else hittype[j].picnum = RADIUSEXPLOSION;
}
else
{
if (s->picnum == SHRINKSPARK || s->picnum == FLAMETHROWERFLAME)
hittype[j].picnum = s->picnum;
else if (s->picnum != FIREBALL || sprite[s->owner].picnum != APLAYER)
{
if (s->picnum == LAVAPOOL)
hittype[j].picnum = FLAMETHROWERFLAME;
else
hittype[j].picnum = RADIUSEXPLOSION;
}
else
hittype[j].picnum = FLAMETHROWERFLAME;
}
if (s->picnum != SHRINKSPARK && (!isWorldTour() && s->picnum != LAVAPOOL))
{
if (d < r / 3)
{
if (hp4 == hp3) hp4++;
hittype[j].extra = hp3 + (krand() % (hp4 - hp3));
}
else if (d < 2 * r / 3)
{
if (hp3 == hp2) hp3++;
hittype[j].extra = hp2 + (krand() % (hp3 - hp2));
}
else if (d < r)
{
if (hp2 == hp1) hp2++;
hittype[j].extra = hp1 + (krand() % (hp2 - hp1));
}
if (sprite[j].picnum != TANK && sprite[j].picnum != ROTATEGUN && sprite[j].picnum != RECON && sprite[j].picnum != BOSS1 && sprite[j].picnum != BOSS2 && sprite[j].picnum != BOSS3 && sprite[j].picnum != BOSS4)
{
if (sj->xvel < 0) sj->xvel = 0;
sj->xvel += (s->extra << 2);
}
if (sj->picnum == PODFEM1 || sj->picnum == FEM1 ||
sj->picnum == FEM2 || sj->picnum == FEM3 ||
sj->picnum == FEM4 || sj->picnum == FEM5 ||
sj->picnum == FEM6 || sj->picnum == FEM7 ||
sj->picnum == FEM8 || sj->picnum == FEM9 ||
sj->picnum == FEM10 || sj->picnum == STATUE ||
sj->picnum == STATUEFLASH || sj->picnum == SPACEMARINE || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL)
checkhitsprite(j, i);
}
else if (s->extra == 0) hittype[j].extra = 0;
if (sj->picnum != RADIUSEXPLOSION &&
s->owner >= 0 && sprite[s->owner].statnum < MAXSTATUS)
{
if (sj->picnum == APLAYER)
{
p = sj->yvel;
if (isWorldTour() && hittype[j].picnum == FLAMETHROWERFLAME && sprite[s->owner].picnum == APLAYER)
{
ps[p].numloogs = -1 - s->yvel;
}
if (ps[p].newowner >= 0)
{
clearcamera(&ps[p]);
}
}
hittype[j].owner = s->owner;
}
}
}
}
else
{
if (sj->extra >= 0 && sj != s && (badguy(sj) || sj->picnum == RR_QUEBALL || sj->picnum == RR_3440 || sj->picnum == RR_STRIPEBALL || (sj->cstat & 257) || sj->picnum == RR_LNRDLYINGDEAD))
{
if (s->picnum == RR_MORTER && j == s->owner)
{
j = nextj;
continue;
}
if ((isRRRA()) && s->picnum == RR_CHEERBOMB && j == s->owner)
{
j = nextj;
continue;
}
if (sj->picnum == APLAYER) sj->z -= PHEIGHT;
d = dist(s, sj);
if (sj->picnum == APLAYER) sj->z += PHEIGHT;
if (d < r && cansee(sj->x, sj->y, sj->z - (8 << 8), sj->sectnum, s->x, s->y, s->z - (12 << 8), s->sectnum))
{
if ((isRRRA()) && sprite[j].picnum == RR_MINION && sprite[j].pal == 19)
{
j = nextj;
continue;
}
hittype[j].ang = getangle(sj->x - s->x, sj->y - s->y);
if (s->picnum == RR_CROSSBOW && sj->extra > 0)
hittype[j].picnum = RR_CROSSBOW;
else if ((isRRRA()) && s->picnum == RR_CHIKENCROSSBOW && sj->extra > 0)
hittype[j].picnum = RR_CROSSBOW;
else
hittype[j].picnum = RR_RADIUSEXPLOSION;
if (d < r / 3)
{
if (hp4 == hp3) hp4++;
hittype[j].extra = hp3 + (krand() % (hp4 - hp3));
}
else if (d < 2 * r / 3)
{
if (hp3 == hp2) hp3++;
hittype[j].extra = hp2 + (krand() % (hp3 - hp2));
}
else if (d < r)
{
if (hp2 == hp1) hp2++;
hittype[j].extra = hp1 + (krand() % (hp2 - hp1));
}
int pic = sprite[j].picnum;
if ((isRRRA())?
(pic != RR_HULK && pic != RR_MAMAJACKOLOPE && pic != RR_GUITARBILLY && pic != RR_BANJOCOOTER && pic != RR_MAMACLOUD) :
(pic != RR_HULK && pic != RR_SBMOVE))
{
if (sprite[j].xvel < 0) sprite[j].xvel = 0;
sprite[j].xvel += (sprite[j].extra << 2);
}
if (sj->picnum == RR_STATUEFLASH || sj->picnum == RR_QUEBALL ||
sj->picnum == RR_STRIPEBALL || sj->picnum == RR_3440)
checkhitsprite(j, i);
if (sprite[j].picnum != RR_RADIUSEXPLOSION &&
s->owner >= 0 && sprite[s->owner].statnum < MAXSTATUS)
{
if (sprite[j].picnum == APLAYER)
{
p = sprite[j].yvel;
if (ps[p].newowner >= 0)
{
clearcamera(&ps[p]);
}
}
hittype[j].owner = s->owner;
}
}
}
}
BOLT:
j = nextj;
}
}
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int movesprite(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype)
{
int daz, h, oldx, oldy;
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short retval, dasectnum, cd;
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char bg;
bg = badguy(&sprite[spritenum]);
if (sprite[spritenum].statnum == 5 || (bg && sprite[spritenum].xrepeat < 4))
{
sprite[spritenum].x += (xchange * TICSPERFRAME) >> 2;
sprite[spritenum].y += (ychange * TICSPERFRAME) >> 2;
sprite[spritenum].z += (zchange * TICSPERFRAME) >> 2;
if (bg)
setsprite(spritenum, sprite[spritenum].x, sprite[spritenum].y, sprite[spritenum].z);
return 0;
}
dasectnum = sprite[spritenum].sectnum;
daz = sprite[spritenum].z;
h = ((tilesiz[sprite[spritenum].picnum].y * sprite[spritenum].yrepeat) << 1);
daz -= h;
if (bg)
{
oldx = sprite[spritenum].x;
oldy = sprite[spritenum].y;
if (sprite[spritenum].xrepeat > 60)
retval = clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 1024L, (4 << 8), (4 << 8), cliptype);
else
{
if (isRR())
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cd = 192;
else if (sprite[spritenum].picnum == LIZMAN)
cd = 292;
#if 0 // TRANSITIONAL the needed infrastructure for this is too different for now
else if ((actortype[sprite[spritenum].picnum] & 3))
#else
else if (A_CheckSpriteFlags(spritenum, SFLAG_BADGUY))
#endif
cd = sprite[spritenum].clipdist << 2;
else
cd = 192;
retval = clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), cd, (4 << 8), (4 << 8), cliptype);
}
bool rr = (isRR());
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// conditional code from hell...
if (dasectnum < 0 || (dasectnum >= 0 &&
((hittype[spritenum].actorstayput >= 0 && hittype[spritenum].actorstayput != dasectnum) ||
(!rr &&
(
((sprite[spritenum].picnum == BOSS2) && sprite[spritenum].pal == 0 && sector[dasectnum].lotag != 3) ||
((sprite[spritenum].picnum == BOSS1 || sprite[spritenum].picnum == BOSS2) && sector[dasectnum].lotag == ST_1_ABOVE_WATER) ||
(sector[dasectnum].lotag == ST_1_ABOVE_WATER && (sprite[spritenum].picnum == LIZMAN || (sprite[spritenum].picnum == LIZTROOP && sprite[spritenum].zvel == 0)))
)
)
)))
{
sprite[spritenum].x = oldx;
sprite[spritenum].y = oldy;
if (sector[dasectnum].lotag == ST_1_ABOVE_WATER && (rr || sprite[spritenum].picnum == LIZMAN))
sprite[spritenum].ang = (krand() & 2047);
else if ((hittype[spritenum].temp_data[0] & 3) == 1 && (rr || sprite[spritenum].picnum != COMMANDER))
sprite[spritenum].ang = (krand() & 2047);
setsprite(spritenum, oldx, oldy, sprite[spritenum].z);
if (dasectnum < 0) dasectnum = 0;
return (16384 + dasectnum);
}
if ((retval & 49152) >= 32768 && (hittype[spritenum].cgg == 0)) sprite[spritenum].ang += 768;
}
else
{
if (sprite[spritenum].statnum == 4)
retval =
clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 8L, (4 << 8), (4 << 8), cliptype);
else
retval =
clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), (int)(sprite[spritenum].clipdist << 2), (4 << 8), (4 << 8), cliptype);
}
if (dasectnum >= 0)
if ((dasectnum != sprite[spritenum].sectnum))
changespritesect(spritenum, dasectnum);
daz = sprite[spritenum].z + ((zchange * TICSPERFRAME) >> 3);
if ((daz > hittype[spritenum].ceilingz) && (daz <= hittype[spritenum].floorz))
sprite[spritenum].z = daz;
else
if (retval == 0)
return(16384 + dasectnum);
return(retval);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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int ssp(short i, unsigned int cliptype) //The set sprite function
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{
spritetype* s;
int movetype;
s = &sprite[i];
movetype = movesprite(i,
(s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14,
(s->xvel * (sintable[s->ang & 2047])) >> 14, s->zvel,
cliptype);
return (movetype == 0);
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void insertspriteq(int i)
{
if (spriteqamount > 0)
{
if (spriteq[spriteqloc] >= 0)
sprite[spriteq[spriteqloc]].xrepeat = 0;
spriteq[spriteqloc] = i;
spriteqloc = (spriteqloc + 1) % spriteqamount;
}
else sprite[i].xrepeat = sprite[i].yrepeat = 0;
}
//---------------------------------------------------------------------------
//
// consolidation of several nearly identical functions
2020-05-06 13:20:34 +00:00
// lotsofmoney -> MONEY / RR_FEATHERS
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// lotsofmail -> MAIL
// lotsofpaper -> PAPER
//
//---------------------------------------------------------------------------
void lotsofstuff(spritetype* s, short n, int spawntype)
{
short i, j;
for (i = n; i > 0; i--)
{
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short r1 = krand(), r2 = krand(); // using the RANDCORRECT version from RR.
// TRANSITIONAL RedNukem sets the spawner as owner.
j = EGS(s->sectnum, s->x, s->y, s->z - (r2 % (47 << 8)), spawntype, -32, 8, 8, r1 & 2047, 0, 0, 0, 5);
2020-05-06 07:56:13 +00:00
sprite[j].cstat = krand() & 12;
}
}
2020-05-06 07:15:15 +00:00
2020-05-05 13:25:59 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void guts(spritetype* s, short gtype, short n, short p)
{
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int gutz, floorz;
int i=0, j;
int sx, sy;
uint8_t pal;
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if (badguy(s) && s->xrepeat < 16)
sx = sy = 8;
else sx = sy = 32;
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gutz = s->z - (8 << 8);
floorz = getflorzofslope(s->sectnum, s->x, s->y);
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if (gutz > (floorz - (8 << 8)))
gutz = floorz - (8 << 8);
if (!isRR() && s->picnum == COMMANDER)
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gutz -= (24 << 8);
if (badguy(s) && s->pal == 6)
pal = 6;
else
{
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pal = 0;
if (isRRRA())
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{
if (s->picnum == RR_MINION && (s->pal == 8 || s->pal == 19)) pal = s->pal;
}
}
if (isRR())
{
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sx >>= 1;
sy >>= 1;
}
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for (j = 0; j < n; j++)
{
// RANDCORRECT version from RR.
int a = krand() & 2047;
int r1 = krand();
int r2 = krand();
int r3 = krand();
int r4 = krand();
int r5 = krand();
// TRANSITIONAL: owned by a player???
i = EGS(s->sectnum, s->x + (r5 & 255) - 128, s->y + (r4 & 255) - 128, gutz - (r3 & 8191), gtype, -32, sx, sy, a, 48 + (r2 & 31), -512 - (r1 & 2047), ps[p].i, 5);
if (!isRR() && sprite[i].picnum == JIBS2)
{
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sprite[i].xrepeat >>= 2;
sprite[i].yrepeat >>= 2;
}
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if (pal != 0)
sprite[i].pal = pal;
}
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void gutsdir(spritetype* s, short gtype, short n, short p)
{
int gutz, floorz;
short i, j;
char sx, sy;
if (badguy(s) && s->xrepeat < 16)
sx = sy = 8;
else sx = sy = 32;
gutz = s->z - (8 << 8);
floorz = getflorzofslope(s->sectnum, s->x, s->y);
if (gutz > (floorz - (8 << 8)))
gutz = floorz - (8 << 8);
if (!isRR() && s->picnum == COMMANDER)
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gutz -= (24 << 8);
for (j = 0; j < n; j++)
{
int a = krand() & 2047;
int r1 = krand();
int r2 = krand();
// TRANSITIONAL: owned by a player???
i = EGS(s->sectnum, s->x, s->y, gutz, gtype, -32, sx, sy, a, 256 + (r2 & 127), -512 - (r1 & 2047), ps[p].i, 5);
}
}
//---------------------------------------------------------------------------
//
// movesector - why is this in actors.cpp?
//
//---------------------------------------------------------------------------
void ms(short i)
{
//T1,T2 and T3 are used for all the sector moving stuff!!!
short startwall, endwall, x;
int tx, ty;
spritetype* s;
s = &sprite[i];
s->x += (s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14;
s->y += (s->xvel * (sintable[s->ang & 2047])) >> 14;
int j = hittype[i].temp_data[1];
int k = hittype[i].temp_data[2];
startwall = sector[s->sectnum].wallptr;
endwall = startwall + sector[s->sectnum].wallnum;
for (x = startwall; x < endwall; x++)
{
rotatepoint(
0, 0,
msx[j], msy[j],
k & 2047, &tx, &ty);
dragpoint(x, s->x + tx, s->y + ty);
j++;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movefta(void)
{
int x, px, py, sx, sy;
short i, j, p, psect, ssect, nexti;
spritetype* s;
i = headspritestat[STAT_ZOMBIEACTOR];
while (i >= 0)
{
nexti = nextspritestat[i];
s = &sprite[i];
p = findplayer(s, &x);
ssect = psect = s->sectnum;
if (sprite[ps[p].i].extra > 0)
{
if (x < 30000)
{
hittype[i].timetosleep++;
if (hittype[i].timetosleep >= (x >> 8))
{
if (badguy(s))
{
px = ps[p].oposx + 64 - (krand() & 127);
py = ps[p].oposy + 64 - (krand() & 127);
updatesector(px, py, &psect);
if (psect == -1)
{
i = nexti;
continue;
}
sx = s->x + 64 - (krand() & 127);
sy = s->y + 64 - (krand() & 127);
updatesector(px, py, &ssect);
if (ssect == -1)
{
i = nexti;
continue;
}
if (!isRR() || s->pal == 33 || s->type == RR_VIXEN ||
((isRRRA()) && isIn(s->type, RR_COOT, RR_COOTSTAYPUT, RR_BIKERSTAND, RR_BIKERRIDE,
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RR_BIKERRIDEDAISY, RR_MINIONAIRBOAT, RR_HULKAIRBOAT,
RR_DAISYAIRBOAT, RR_JACKOLOPE, RR_BANJOCOOTER,
RR_GUITARBILLY, RR_MAMAJACKOLOPE, RR_BIKERBV,
RR_MAKEOUT, RR_CHEER, RR_CHEERSTAYPUT)) ||
(sintable[(s->ang + 512) & 2047] * (px - sx) + sintable[s->ang & 2047] * (py - sy) >= 0))
{
int r1 = krand();
int r2 = krand();
j = cansee(sx, sy, s->z - (r2 % (52 << 8)), s->sectnum, px, py, ps[p].oposz - (r1 % (32 << 8)), ps[p].cursectnum);
}
}
else
{
int r1 = krand();
int r2 = krand();
j = cansee(s->x, s->y, s->z - ((r2 & 31) << 8), s->sectnum, ps[p].oposx, ps[p].oposy, ps[p].oposz - ((r1 & 31) << 8), ps[p].cursectnum);
}
if (j)
{
bool res = (!isRR()) ?
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isIn(s->picnum,
RUBBERCAN,
EXPLODINGBARREL,
WOODENHORSE,
HORSEONSIDE,
CANWITHSOMETHING,
CANWITHSOMETHING2,
CANWITHSOMETHING3,
CANWITHSOMETHING4,
FIREBARREL,
FIREVASE,
NUKEBARREL,
NUKEBARRELDENTED,
NUKEBARRELLEAKED,
TRIPBOMB) :
isIn(s->picnum,
RR_1251,
RR_1268,
RR_1187,
RR_1304,
RR_1305,
RR_1306,
RR_1309,
RR_1315,
RR_1317,
RR_1388);
if (res)
{
if (sector[s->sectnum].ceilingstat & 1)
s->shade = sector[s->sectnum].ceilingshade;
else s->shade = sector[s->sectnum].floorshade;
hittype[i].timetosleep = 0;
changespritestat(i, STAT_STANDABLE);
}
else
{
#if 0
// TRANSITIONAL: RedNukem has this here. Needed?
if (A_CheckSpriteFlags(spriteNum, SFLAG_USEACTIVATOR) && sector[sprite[spriteNum].sectnum].lotag & 16384) break;
#endif
hittype[i].timetosleep = 0;
check_fta_sounds(i);
changespritestat(i, STAT_ACTOR);
}
}
else hittype[i].timetosleep = 0;
}
}
if ((!isRR() || !j) && badguy(s))
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{
if (sector[s->sectnum].ceilingstat & 1)
s->shade = sector[s->sectnum].ceilingshade;
else s->shade = sector[s->sectnum].floorshade;
if (s->picnum != RR_HEN || s->picnum != RR_COW || s->picnum != RR_PIG || s->picnum != RR_DOGRUN || ((isRRRA()) && s->picnum != RR_JACKOLOPE))
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if (wakeup(i, p))
{
hittype[i].timetosleep = 0;
check_fta_sounds(i);
changespritestat(i, STAT_ACTOR);
}
}
}
i = nexti;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ifhitsectors(int sectnum)
{
int i = headspritestat[STAT_MISC];
if (!isRR())
{
while (i >= 0)
{
if (sprite[i].picnum == EXPLOSION2 && sectnum == sprite[i].sectnum)
return i;
i = nextspritestat[i];
}
}
else
{
while (i >= 0)
{
if (sprite[i].picnum == RR_EXPLOSION2 || (sprite[i].picnum == RR_EXPLOSION3 && sectnum == sprite[i].sectnum))
return i;
i = nextspritestat[i];
}
}
return -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ifhitbyweapon(int sn)
{
short j, p;
spritetype* npc;
if (hittype[sn].extra >= 0)
{
if (sprite[sn].extra >= 0)
{
npc = &sprite[sn];
if (npc->picnum == APLAYER)
{
if (ud.god && (isRR() || hittype[sn].picnum != SHRINKSPARK)) return -1;
p = npc->yvel;
j = hittype[sn].owner;
if (j >= 0 &&
sprite[j].picnum == APLAYER &&
ud.coop == 1 &&
ud.ffire == 0)
return -1;
npc->extra -= hittype[sn].extra;
if (j >= 0)
{
if (npc->extra <= 0 && hittype[sn].picnum != (isRR()? RR_ALIENBLAST : FREEZEBLAST))
{
npc->extra = 0;
ps[p].wackedbyactor = j;
if (sprite[hittype[sn].owner].picnum == APLAYER && p != sprite[hittype[sn].owner].yvel)
{
// yvel contains player ID
ps[p].frag_ps = sprite[j].yvel;
}
hittype[sn].owner = ps[p].i;
}
}
bool res = !isRR() ?
isIn(hittype[sn].picnum, RADIUSEXPLOSION, RPG, HYDRENT, HEAVYHBOMB, SEENINE, OOZFILTER, EXPLODINGBARREL) :
(isIn(hittype[sn].picnum, RR_DYNAMITE, RR_POWDERKEGSPRITE, RR_1228, RR_1273, RR_1315, RR_SEENINE, RR_RADIUSEXPLOSION, RR_CROSSBOW) ||
(isRRRA() && hittype[sn].picnum == RR_CHIKENCROSSBOW));
int shift = res ? 2 : 1;
ps[p].posxv += hittype[sn].extra * (sintable[(hittype[sn].ang + 512) & 2047]) << shift;
ps[p].posyv += hittype[sn].extra * (sintable[hittype[sn].ang & 2047]) << shift;
}
else
{
if (hittype[sn].extra == 0)
if ((isRR() || hittype[sn].picnum == SHRINKSPARK) && npc->xrepeat < 24)
return -1;
if (isWorldTour() && hittype[sn].picnum == FIREFLY && npc->xrepeat < 48)
{
if (hittype[sn].picnum != RADIUSEXPLOSION && hittype[sn].picnum != RPG)
return -1;
}
npc->extra -= hittype[sn].extra;
if (npc->picnum != (isRR()? RR_4989 : RECON) && npc->owner >= 0 && sprite[npc->owner].statnum < MAXSTATUS)
npc->owner = hittype[sn].owner;
}
hittype[sn].extra = -1;
return hittype[sn].picnum;
}
}
if (ud.multimode < 2 || !isWorldTour()
|| hittype[sn].picnum != FLAMETHROWERFLAME
|| hittype[sn].extra >= 0
|| sprite[sn].extra > 0
|| sprite[sn].picnum != APLAYER
|| ps[sprite[sn].yvel].numloogs > 0
|| hittype[sn].owner < 0)
{
hittype[sn].extra = -1;
return -1;
}
else
{
p = sprite[sn].yvel;
sprite[sn].extra = 0;
ps[p].wackedbyactor = (short)hittype[sn].owner;
if (sprite[hittype[sn].owner].picnum == APLAYER && p != hittype[sn].owner)
ps[p].frag_ps = (short)hittype[sn].owner;
hittype[sn].owner = ps[p].i;
hittype[sn].extra = -1;
return FLAMETHROWERFLAME;
}
hittype[sn].extra = -1;
return -1;
}
2020-05-06 19:11:36 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movecyclers(void)
{
short q, j, x, t, s, * c;
walltype* wal;
char cshade;
for (q = numcyclers - 1; q >= 0; q--)
{
c = &cyclers[q][0];
s = c[0];
t = c[3];
j = t + (sintable[c[1] & 2047] >> 10);
cshade = c[2];
if (j < cshade) j = cshade;
else if (j > t) j = t;
c[1] += sector[s].extra;
if (c[5])
{
wal = &wall[sector[s].wallptr];
for (x = sector[s].wallnum; x > 0; x--, wal++)
if (wal->hitag != 1)
{
wal->shade = j;
if ((wal->cstat & 2) && wal->nextwall >= 0)
wall[wal->nextwall].shade = j;
}
sector[s].floorshade = sector[s].ceilingshade = j;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movedummyplayers(void)
{
short i, p, nexti;
i = headspritestat[STAT_DUMMYPLAYER];
while (i >= 0)
{
nexti = nextspritestat[i];
p = sprite[sprite[i].owner].yvel;
if ((!isRR() && ps[p].on_crane >= 0) || sector[ps[p].cursectnum].lotag != 1 || sprite[ps[p].i].extra <= 0)
{
ps[p].dummyplayersprite = -1;
deletesprite(i);
i = nexti;
continue;
}
else
{
if (ps[p].on_ground && ps[p].on_warping_sector == 1 && sector[ps[p].cursectnum].lotag == 1)
{
sprite[i].cstat = 257;
sprite[i].z = sector[sprite[i].sectnum].ceilingz + (27 << 8);
sprite[i].ang = ps[p].q16ang >> FRACBITS;
if (hittype[i].temp_data[0] == 8)
hittype[i].temp_data[0] = 0;
else hittype[i].temp_data[0]++;
}
else
{
if (sector[sprite[i].sectnum].lotag != 2) sprite[i].z = sector[sprite[i].sectnum].floorz;
sprite[i].cstat = (short)32768;
}
}
sprite[i].x += (ps[p].posx - ps[p].oposx);
sprite[i].y += (ps[p].posy - ps[p].oposy);
setsprite(i, sprite[i].x, sprite[i].y, sprite[i].z);
i = nexti;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int otherp;
void moveplayers(void) //Players
{
short i, nexti;
int otherx;
spritetype* s;
struct player_struct* p;
i = headspritestat[STAT_PLAYER];
while (i >= 0)
{
nexti = nextspritestat[i];
s = &sprite[i];
p = &ps[s->yvel];
if (s->owner >= 0)
{
if (p->newowner >= 0) //Looking thru the camera
{
s->x = p->oposx;
s->y = p->oposy;
hittype[i].bposz = s->z = p->oposz + PHEIGHT;
s->ang = p->oq16ang >> FRACBITS;
setsprite(i, s->x, s->y, s->z);
}
else
{
if (ud.multimode > 1)
otherp = findotherplayer(s->yvel, &otherx);
else
{
otherp = s->yvel;
otherx = 0;
}
execute(i, s->yvel, otherx);
if (ud.multimode > 1)
if (sprite[ps[otherp].i].extra > 0)
{
if (s->yrepeat > 32 && sprite[ps[otherp].i].yrepeat < 32)
{
if (otherx < 1400 && p->knee_incs == 0)
{
p->knee_incs = 1;
p->weapon_pos = -1;
p->actorsqu = ps[otherp].i;
}
}
}
if (ud.god)
{
s->extra = p->max_player_health;
s->cstat = 257;
if (!isWW2GI() && !isRR())
p->jetpack_amount = 1599;
}
if (s->extra > 0)
{
// currently alive...
hittype[i].owner = i;
if (ud.god == 0)
if (ceilingspace(s->sectnum) || floorspace(s->sectnum))
quickkill(p);
}
else
{
p->posx = s->x;
p->posy = s->y;
p->posz = s->z - (20 << 8);
p->newowner = -1;
if (p->wackedbyactor >= 0 && sprite[p->wackedbyactor].statnum < MAXSTATUS)
{
int ang = p->q16ang >> FRACBITS;
ang += getincangle(ang, getangle(sprite[p->wackedbyactor].x - p->posx, sprite[p->wackedbyactor].y - p->posy)) >> 1;
ang &= 2047;
p->q16ang = ang << FRACBITS;
}
}
s->ang = p->q16ang >> FRACBITS;
}
}
else
{
if (p->holoduke_on == -1)
{
deletesprite(i);
i = nexti;
continue;
}
hittype[i].bposx = s->x;
hittype[i].bposy = s->y;
hittype[i].bposz = s->z;
s->cstat = 0;
if (s->xrepeat < 42)
{
s->xrepeat += 4;
s->cstat |= 2;
}
else s->xrepeat = 42;
if (s->yrepeat < 36)
s->yrepeat += 4;
else
{
s->yrepeat = 36;
if (sector[s->sectnum].lotag != ST_2_UNDERWATER)
makeitfall(i);
if (s->zvel == 0 && sector[s->sectnum].lotag == ST_1_ABOVE_WATER)
s->z += (32 << 8);
}
if (s->extra < 8)
{
s->xvel = 128;
s->ang = p->q16ang >> FRACBITS;
s->extra++;
//IFMOVING; // JBF 20040825: is really "if (ssp(i,CLIPMASK0)) ;" which is probably
ssp(i, CLIPMASK0); // not the safest of ideas because a zealous optimiser probably sees
// it as redundant, so I'll call the "ssp(i,CLIPMASK0)" explicitly.
}
else
{
s->ang = 2047 - (p->q16ang >> FRACBITS);
setsprite(i, s->x, s->y, s->z);
}
}
if (sector[s->sectnum].ceilingstat & 1)
s->shade += (sector[s->sectnum].ceilingshade - s->shade) >> 1;
else
s->shade += (sector[s->sectnum].floorshade - s->shade) >> 1;
i = nexti;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movefx(void)
{
short i, j, nexti, p;
int x, ht;
spritetype* s;
i = headspritestat[STAT_FX];
while (i >= 0)
{
s = &sprite[i];
nexti = nextspritestat[i];
switch (s->picnum)
{
case RESPAWN:
if (sprite[i].extra == 66)
{
j = spawn(i, sprite[i].hitag);
if (isRRRA())
{
sprite[j].pal = sprite[i].pal;
if (sprite[j].picnum == RR_MAMAJACKOLOPE)
{
if (sprite[j].pal == 30)
{
sprite[j].xrepeat = 26;
sprite[j].yrepeat = 26;
sprite[j].clipdist = 75;
}
else if (sprite[j].pal == 31)
{
sprite[j].xrepeat = 36;
sprite[j].yrepeat = 36;
sprite[j].clipdist = 100;
}
else if (sprite[j].pal == 32)
{
sprite[j].xrepeat = 50;
sprite[j].yrepeat = 50;
sprite[j].clipdist = 100;
}
else
{
sprite[j].xrepeat = 50;
sprite[j].yrepeat = 50;
sprite[j].clipdist = 100;
}
}
if (sprite[j].pal == 8)
{
sprite[j].cstat |= 2;
}
if (sprite[j].pal != 6)
{
deletesprite(i);
i = nexti;
continue;
}
sprite[i].extra = (66 - 13);
sprite[j].pal = 0;
}
else
{
deletesprite(i);
i = nexti;
continue;
}
}
else if (sprite[i].extra > (66 - 13))
sprite[i].extra++;
break;
case MUSICANDSFX:
ht = s->hitag;
if (hittype[i].temp_data[1] != (int)SoundEnabled())
{
hittype[i].temp_data[1] = SoundEnabled();
hittype[i].temp_data[0] = 0;
}
if (s->lotag >= 1000 && s->lotag < 2000)
{
x = ldist(&sprite[ps[screenpeek].i], s);
if (x < ht && hittype[i].temp_data[0] == 0)
{
FX_SetReverb(s->lotag - 1000);
hittype[i].temp_data[0] = 1;
}
if (x >= ht && hittype[i].temp_data[0] == 1)
{
FX_SetReverb(0);
FX_SetReverbDelay(0);
hittype[i].temp_data[0] = 0;
}
}
else if (s->lotag < 999 && (unsigned)sector[s->sectnum].lotag < ST_9_SLIDING_ST_DOOR && snd_ambience && sector[sprite[i].sectnum].floorz != sector[sprite[i].sectnum].ceilingz)
{
auto flags = S_GetUserFlags(s->lotag);
if (flags & SF_MSFX)
{
int x = dist(&sprite[ps[screenpeek].i], s);
if (x < ht && hittype[i].temp_data[0] == 0)
{
// Start playing an ambience sound.
A_PlaySound(s->lotag, i, CHAN_AUTO, CHANF_LOOP);
hittype[i].temp_data[0] = 1; // AMBIENT_SFX_PLAYING
}
else if (x >= ht && hittype[i].temp_data[0] == 1)
{
// Stop playing ambience sound because we're out of its range.
S_StopEnvSound(s->lotag, i);
}
}
if ((flags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL)
{
if (hittype[i].temp_data[4] > 0) hittype[i].temp_data[4]--;
else for (p = connecthead; p >= 0; p = connectpoint2[p])
if (p == myconnectindex && ps[p].cursectnum == s->sectnum)
{
S_PlaySound(s->lotag + (unsigned)global_random % (s->hitag + 1));
hittype[i].temp_data[4] = 26 * 40 + (global_random % (26 * 40));
}
}
}
break;
}
i = nexti;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movefallers(void)
{
short i, nexti, sect, j;
spritetype* s;
int x;
i = headspritestat[STAT_FALLER];
while (i >= 0)
{
nexti = nextspritestat[i];
s = &sprite[i];
sect = s->sectnum;
if (hittype[i].temp_data[0] == 0)
{
s->z -= (16 << 8);
hittype[i].temp_data[1] = s->ang;
x = s->extra;
j = ifhitbyweapon(i);
if (j >= 0)
{
bool res = !isRR() ?
isIn(j, FIREEXT, RPG, RADIUSEXPLOSION, SEENINE, OOZFILTER) :
(isIn(j, RR_CROSSBOW, RR_RADIUSEXPLOSION, RR_SEENINE, RR_OOZFILTER) || (isRRRA() && j == RR_CHIKENCROSSBOW));
if (res)
{
if (s->extra <= 0)
{
hittype[i].temp_data[0] = 1;
j = headspritestat[12];
while (j >= 0)
{
if (sprite[j].hitag == sprite[i].hitag)
{
hittype[j].temp_data[0] = 1;
sprite[j].cstat &= (65535 - 64);
if (!isRR() ? isIn(j, CEILINGSTEAM, STEAM) : isIn(j, RR_CEILINGSTEAM, RR_STEAM))
sprite[j].cstat |= 32768;
}
j = nextspritestat[j];
}
}
}
else
{
hittype[i].extra = 0;
s->extra = x;
}
}
s->ang = hittype[i].temp_data[1];
s->z += (16 << 8);
}
else if (hittype[i].temp_data[0] == 1)
{
if (s->lotag > 0)
{
s->lotag -= 3;
if (isRR())
{
s->xvel = (64 + krand()) & 127;
s->zvel = -(1024 + (krand() & 1023));
}
else if (s->lotag <= 0)
{
s->xvel = (32 + (krand() & 63));
s->zvel = -(1024 + (krand() & 1023));
}
}
else
{
if (s->xvel > 0)
{
s->xvel -= isRR()? 2 : 8;
ssp(i, CLIPMASK0);
}
if (floorspace(s->sectnum)) x = 0;
else
{
if (ceilingspace(s->sectnum))
x = gc / 6;
else
x = gc;
}
if (s->z < (sector[sect].floorz - FOURSLEIGHT))
{
s->zvel += x;
if (s->zvel > 6144)
s->zvel = 6144;
s->z += s->zvel;
}
if ((sector[sect].floorz - s->z) < (16 << 8))
{
j = 1 + (krand() & 7);
for (x = 0; x < j; x++) RANDOMSCRAP(s, i);
deletesprite(i);
}
}
}
i = nexti;
}
}
//---------------------------------------------------------------------------
//
// split out of movestandables
//
//---------------------------------------------------------------------------
static void movecrane(int i)
{
auto t = &hittype[i].temp_data[0];
auto s = &sprite[i];
int sect = s->sectnum;
int x;
int crane = pPick(CRANE);
//t[0] = state
//t[1] = checking sector number
if (s->xvel) getglobalz(i);
if (t[0] == 0) //Waiting to check the sector
{
int j = headspritesect[t[1]];
while (j >= 0)
{
int nextj = nextspritesect[j];
switch (sprite[j].statnum)
{
case STAT_ACTOR:
case STAT_ZOMBIEACTOR:
case STAT_STANDABLE:
case STAT_PLAYER:
s->ang = getangle(msx[t[4] + 1] - s->x, msy[t[4] + 1] - s->y);
setsprite(j, msx[t[4] + 1], msy[t[4] + 1], sprite[j].z);
t[0]++;
deletesprite(i);
return;
}
j = nextj;
}
}
else if (t[0] == 1)
{
if (s->xvel < 184)
{
s->picnum = crane + 1;
s->xvel += 8;
}
//IFMOVING; // JBF 20040825: see my rant above about this
ssp(i, CLIPMASK0);
if (sect == t[1])
t[0]++;
}
else if (t[0] == 2 || t[0] == 7)
{
s->z += (1024 + 512);
if (t[0] == 2)
{
if ((sector[sect].floorz - s->z) < (64 << 8))
if (s->picnum > crane) s->picnum--;
if ((sector[sect].floorz - s->z) < (4096 + 1024))
t[0]++;
}
if (t[0] == 7)
{
if ((sector[sect].floorz - s->z) < (64 << 8))
{
if (s->picnum > crane) s->picnum--;
else
{
if (s->owner == -2)
{
auto p = findplayer(s, &x);
spritesound(isRR() ? 390 : DUKE_GRUNT, ps[p].i);
if (ps[p].on_crane == i)
ps[p].on_crane = -1;
}
t[0]++;
s->owner = -1;
}
}
}
}
else if (t[0] == 3)
{
s->picnum++;
if (s->picnum == (crane + 2))
{
auto p = checkcursectnums(t[1]);
if (p >= 0 && ps[p].on_ground)
{
s->owner = -2;
ps[p].on_crane = i;
spritesound(isRR() ? 390 : DUKE_GRUNT, ps[p].i);
ps[p].q16ang = (s->ang + 1024) << FRACBITS;
}
else
{
int j = headspritesect[t[1]];
while (j >= 0)
{
switch (sprite[j].statnum)
{
case 1:
case 6:
s->owner = j;
break;
}
j = nextspritesect[j];
}
}
t[0]++;//Grabbed the sprite
t[2] = 0;
return;
}
}
else if (t[0] == 4) //Delay before going up
{
t[2]++;
if (t[2] > 10)
t[0]++;
}
else if (t[0] == 5 || t[0] == 8)
{
if (t[0] == 8 && s->picnum < (crane + 2))
if ((sector[sect].floorz - s->z) > 8192)
s->picnum++;
if (s->z < msx[t[4] + 2])
{
t[0]++;
s->xvel = 0;
}
else
s->z -= (1024 + 512);
}
else if (t[0] == 6)
{
if (s->xvel < 192)
s->xvel += 8;
s->ang = getangle(msx[t[4]] - s->x, msy[t[4]] - s->y);
//IFMOVING; // JBF 20040825: see my rant above about this
ssp(i, CLIPMASK0);
if (((s->x - msx[t[4]]) * (s->x - msx[t[4]]) + (s->y - msy[t[4]]) * (s->y - msy[t[4]])) < (128 * 128))
t[0]++;
}
else if (t[0] == 9)
t[0] = 0;
setsprite(msy[t[4] + 2], s->x, s->y, s->z - (34 << 8));
if (s->owner != -1)
{
auto p = findplayer(s, &x);
int j = ifhitbyweapon(i);
if (j >= 0)
{
if (s->owner == -2)
if (ps[p].on_crane == i)
ps[p].on_crane = -1;
s->owner = -1;
s->picnum = crane;
return;
}
if (s->owner >= 0)
{
setsprite(s->owner, s->x, s->y, s->z);
hittype[s->owner].bposx = s->x;
hittype[s->owner].bposy = s->y;
hittype[s->owner].bposz = s->z;
s->zvel = 0;
}
else if (s->owner == -2)
{
auto ang = ps[p].q16ang >> FRACBITS;
ps[p].oposx = ps[p].posx = s->x - (sintable[(ang + 512) & 2047] >> 6);
ps[p].oposy = ps[p].posy = s->y - (sintable[ang & 2047] >> 6);
ps[p].oposz = ps[p].posz = s->z + (2 << 8);
setsprite(ps[p].i, ps[p].posx, ps[p].posy, ps[p].posz);
ps[p].cursectnum = sprite[ps[p].i].sectnum;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movefountain(int i)
{
auto t = &hittype[i].temp_data[0];
auto s = &sprite[i];
int x;
if (t[0] > 0)
{
if (t[0] < 20)
{
t[0]++;
s->picnum++;
if (s->picnum == (pPick(WATERFOUNTAIN) + 3))
s->picnum = pPick(WATERFOUNTAIN) + 1;
}
else
{
findplayer(s, &x);
if (x > 512)
{
t[0] = 0;
s->picnum = pPick(WATERFOUNTAIN);
}
else t[0] = 1;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void moveflammable(int i)
{
auto s = &sprite[i];
int j;
if (hittype[i].temp_data[0] == 1)
{
hittype[i].temp_data[1]++;
if ((hittype[i].temp_data[1] & 3) > 0) return;
if (!isRR() && s->picnum == TIRE && hittype[i].temp_data[1] == 32)
{
s->cstat = 0;
j = spawn(i, BLOODPOOL);
sprite[j].shade = 127;
}
else
{
if (s->shade < 64) s->shade++;
else
{
deletesprite(i);
return;
}
}
j = s->xrepeat - (krand() & 7);
if (j < 10)
{
deletesprite(i);
return;
}
s->xrepeat = j;
j = s->yrepeat - (krand() & 7);
if (j < 4)
{
deletesprite(i);
return;
}
s->yrepeat = j;
}
if (!isRR() && s->picnum == BOX)
{
makeitfall(i);
hittype[i].ceilingz = sector[s->sectnum].ceilingz;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movetripbomb(int i)
{
auto s = &sprite[i];
int j, x;
int lTripBombControl = GetGameVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, -1, -1);
if (lTripBombControl & TRIPBOMB_TIMER)
{
// we're on a timer....
if (s->extra >= 0)
{
s->extra--;
if (s->extra == 0)
{
hittype[i].temp_data[2] = 16;
spritesound(LASERTRIP_ARMING, i);
}
}
}
if (hittype[i].temp_data[2] > 0)
{
hittype[i].temp_data[2]--;
if (hittype[i].temp_data[2] == 8)
{
spritesound(LASERTRIP_EXPLODE, i);
for (j = 0; j < 5; j++) RANDOMSCRAP(s, i);
x = s->extra;
hitradius(i, tripbombblastradius, x >> 2, x >> 1, x - (x >> 2), x);
j = spawn(i, EXPLOSION2);
sprite[j].ang = s->ang;
sprite[j].xvel = 348;
ssp(j, CLIPMASK0);
j = headspritestat[5];
while (j >= 0)
{
if (sprite[j].picnum == LASERLINE && s->hitag == sprite[j].hitag)
sprite[j].xrepeat = sprite[j].yrepeat = 0;
j = nextspritestat[j];
}
deletesprite(i);
}
return;
}
else
{
x = s->extra;
s->extra = 1;
int16_t l = s->ang;
j = ifhitbyweapon(i);
if (j >= 0)
{
hittype[i].temp_data[2] = 16;
}
s->extra = x;
s->ang = l;
}
if (hittype[i].temp_data[0] < 32)
{
findplayer(s, &x);
if (x > 768) hittype[i].temp_data[0]++;
else if (hittype[i].temp_data[0] > 16) hittype[i].temp_data[0]++;
}
if (hittype[i].temp_data[0] == 32)
{
int16_t l = s->ang;
s->ang = hittype[i].temp_data[5];
hittype[i].temp_data[3] = s->x; hittype[i].temp_data[4] = s->y;
s->x += sintable[(hittype[i].temp_data[5] + 512) & 2047] >> 9;
s->y += sintable[(hittype[i].temp_data[5]) & 2047] >> 9;
s->z -= (3 << 8);
setsprite(i, s->x, s->y, s->z);
int16_t m;
x = hitasprite(i, &m);
hittype[i].lastvx = x;
s->ang = l;
int k = 0;
if (lTripBombControl & TRIPBOMB_TRIPWIRE)
{
// we're on a trip wire
while (x > 0)
{
j = spawn(i, LASERLINE);
setsprite(j, sprite[j].x, sprite[j].y, sprite[j].z);
sprite[j].hitag = s->hitag;
hittype[j].temp_data[1] = sprite[j].z;
s->x += sintable[(hittype[i].temp_data[5] + 512) & 2047] >> 4;
s->y += sintable[(hittype[i].temp_data[5]) & 2047] >> 4;
if (x < 1024)
{
sprite[j].xrepeat = x >> 5;
break;
}
x -= 1024;
}
}
hittype[i].temp_data[0]++;
s->x = hittype[i].temp_data[3]; s->y = hittype[i].temp_data[4];
s->z += (3 << 8);
setsprite(i, s->x, s->y, s->z);
hittype[i].temp_data[3] = 0;
if (m >= 0 && lTripBombControl & TRIPBOMB_TRIPWIRE)
{
hittype[i].temp_data[2] = 13;
spritesound(LASERTRIP_ARMING, i);
}
else hittype[i].temp_data[2] = 0;
}
if (hittype[i].temp_data[0] == 33)
{
hittype[i].temp_data[1]++;
hittype[i].temp_data[3] = s->x; hittype[i].temp_data[4] = s->y;
s->x += sintable[(hittype[i].temp_data[5] + 512) & 2047] >> 9;
s->y += sintable[(hittype[i].temp_data[5]) & 2047] >> 9;
s->z -= (3 << 8);
setsprite(i, s->x, s->y, s->z);
int16_t m;
x = hitasprite(i, &m);
s->x = hittype[i].temp_data[3]; s->y = hittype[i].temp_data[4];
s->z += (3 << 8);
setsprite(i, s->x, s->y, s->z);
if (hittype[i].lastvx != x && lTripBombControl & TRIPBOMB_TRIPWIRE)
{
hittype[i].temp_data[2] = 13;
spritesound(LASERTRIP_ARMING, i);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void detonate(int i)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
earthquaketime = 16;
int j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if (s->hitag == sprite[j].hitag)
{
if (sprite[j].lotag == SE_13_EXPLOSIVE)
{
if (hittype[j].temp_data[2] == 0)
hittype[j].temp_data[2] = 1;
}
else if (sprite[j].lotag == SE_8_UP_OPEN_DOOR_LIGHTS)
hittype[j].temp_data[4] = 1;
else if (sprite[j].lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL)
{
if (hittype[j].temp_data[0] == 0)
hittype[j].temp_data[0] = 1;
}
else if (sprite[j].lotag == SE_21_DROP_FLOOR)
hittype[j].temp_data[0] = 1;
}
j = nextspritestat[j];
}
s->z -= (32 << 8);
if ((t[3] == 1 && s->xrepeat) || s->lotag == -99)
{
int x = s->extra;
spawn(i, EXPLOSION2);
hitradius(i, seenineblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
spritesound(PIPEBOMB_EXPLODE, i);
}
if (s->xrepeat)
for (int x = 0; x < 8; x++) RANDOMSCRAP(s, i);
deletesprite(i);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movecrack(int i)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
if (s->hitag > 0)
{
t[0] = s->cstat;
t[1] = s->ang;
int j = ifhitbyweapon(i);
bool res = !isRR() ?
isIn(j, FIREEXT, RPG, RADIUSEXPLOSION, SEENINE, OOZFILTER) :
(isIn(j, RR_CROSSBOW, RR_RADIUSEXPLOSION, RR_SEENINE, RR_OOZFILTER) || (isRRRA() && j == RR_CHIKENCROSSBOW));
if (res)
{
j = headspritestat[STAT_STANDABLE];
while (j >= 0)
{
if (s->hitag == sprite[j].hitag && (isRR() ? isIn(sprite[j].picnum, RR_OOZFILTER, RR_SEENINE) : isIn(sprite[j].picnum, OOZFILTER, SEENINE)))
if (sprite[j].shade != -32)
sprite[j].shade = -32;
j = nextspritestat[j];
}
detonate(i);
}
else
{
s->cstat = t[0];
s->ang = t[1];
s->extra = 0;
}
}
}
//---------------------------------------------------------------------------
//
// Duke only
//
//---------------------------------------------------------------------------
static void movefireext(int i)
{
int j = ifhitbyweapon(i);
if (j == -1) return;
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
for (int k = 0; k < 16; k++)
{
j = EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sprite[i].z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[i].zvel >> 2), i, 5);
sprite[j].pal = 2;
}
spawn(i, EXPLOSION2);
spritesound(PIPEBOMB_EXPLODE, i);
spritesound(GLASS_HEAVYBREAK, i);
if (s->hitag > 0)
{
j = headspritestat[6];
while (j >= 0)
{
if (s->hitag == sprite[j].hitag && (sprite[j].picnum == OOZFILTER || sprite[j].picnum == SEENINE))
if (sprite[j].shade != -32)
sprite[j].shade = -32;
j = nextspritestat[j];
}
int x = s->extra;
spawn(i, EXPLOSION2);
hitradius(i, pipebombblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
spritesound(PIPEBOMB_EXPLODE, i);
detonate(i);
}
else
{
hitradius(i, seenineblastradius, 10, 15, 20, 25);
deletesprite(i);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void moveooz(int i)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int j;
if (s->shade != -32 && s->shade != -33)
{
if (s->xrepeat)
j = (ifhitbyweapon(i) >= 0);
else
j = 0;
if (j || s->shade == -31)
{
if (j) s->lotag = 0;
t[3] = 1;
j = headspritestat[STAT_STANDABLE];
while (j >= 0)
{
if (s->hitag == sprite[j].hitag && (sprite[j].picnum == pPick(SEENINE) || sprite[j].picnum == pPick(OOZFILTER)))
sprite[j].shade = -32;
j = nextspritestat[j];
}
}
}
else
{
if (s->shade == -32)
{
if (s->lotag > 0)
{
s->lotag -= 3;
if (s->lotag <= 0) s->lotag = -99;
}
else
s->shade = -33;
}
else
{
if (s->xrepeat > 0)
{
hittype[i].temp_data[2]++;
if (hittype[i].temp_data[2] == 3)
{
if (s->picnum == pPick(OOZFILTER))
{
hittype[i].temp_data[2] = 0;
detonate(i);
return;
}
if (s->picnum != (pPick(SEENINEDEAD) + 1))
{
hittype[i].temp_data[2] = 0;
if (s->picnum == pPick(SEENINEDEAD)) s->picnum++;
else if (s->picnum == pPick(SEENINE))
s->picnum = pPick(SEENINEDEAD);
}
else
{
detonate(i);
return;
}
}
return;
}
detonate(i);
return;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movemasterswitch(int i)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
if (s->yvel == 1)
{
s->hitag--;
if (s->hitag <= 0)
{
operatesectors(s->sectnum, i);
int j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].statnum == 3)
{
switch (sprite[j].lotag)
{
case SE_2_EARTHQUAKE:
case SE_21_DROP_FLOOR:
case SE_31_FLOOR_RISE_FALL:
case SE_32_CEILING_RISE_FALL:
case SE_36_PROJ_SHOOTER:
hittype[j].temp_data[0] = 1;
break;
case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT:
hittype[j].temp_data[4] = 1;
break;
}
}
else if (sprite[j].statnum == 6)
{
if (sprite[j].picnum == pPick(SEENINE) || sprite[j].picnum == pPick(OOZFILTER))
{
sprite[j].shade = -31;
}
}
j = nextspritesect[j];
}
deletesprite(i);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void moveviewscreen(int i)
{
auto s = &sprite[i];
if (s->xrepeat == 0) deletesprite(i);
else
{
int x;
findplayer(s, &x);
if (x < 2048)
{
#if 0
if (SP == 1)
camsprite = i;
#endif
}
else if (camsprite != -1 && hittype[i].temp_data[0] == 1)
{
camsprite = -1;
s->yvel = 0;
hittype[i].temp_data[0] = 0;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movetrash(int i)
{
auto s = &sprite[i];
if (s->xvel == 0) s->xvel = 1;
if (ssp(i, CLIPMASK0))
{
makeitfall(i);
if (krand() & 1) s->zvel -= 256;
if (klabs(s->xvel) < 48)
s->xvel += (krand() & 3);
}
else deletesprite(i);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movesidebolt(int i)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int x;
int sect = s->sectnum;
auto p = findplayer(s, &x);
if (x > 20480) return;
CLEAR_THE_BOLT2:
if (t[2])
{
t[2]--;
return;
}
if ((s->xrepeat | s->yrepeat) == 0)
{
s->xrepeat = t[0];
s->yrepeat = t[1];
}
if ((krand() & 8) == 0)
{
t[0] = s->xrepeat;
t[1] = s->yrepeat;
t[2] = global_random & 4;
s->xrepeat = s->yrepeat = 0;
goto CLEAR_THE_BOLT2;
}
s->picnum++;
#if 0
// content of l was undefined.
if (l & 1) s->cstat ^= 2;
#endif
if ((krand() & 1) && sector[sect].floorpicnum == HURTRAIL)
spritesound(SHORT_CIRCUIT, i);
if (s->picnum == SIDEBOLT1 + 4) s->picnum = SIDEBOLT1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movebolt(int i)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int x;
int sect = s->sectnum;
auto p = findplayer(s, &x);
if (x > 20480) return;
if (t[3] == 0)
t[3] = sector[sect].floorshade;
CLEAR_THE_BOLT:
if (t[2])
{
t[2]--;
sector[sect].floorshade = 20;
sector[sect].ceilingshade = 20;
return;
}
if ((s->xrepeat | s->yrepeat) == 0)
{
s->xrepeat = t[0];
s->yrepeat = t[1];
}
else if ((krand() & 8) == 0)
{
t[0] = s->xrepeat;
t[1] = s->yrepeat;
t[2] = global_random & 4;
s->xrepeat = s->yrepeat = 0;
goto CLEAR_THE_BOLT;
}
s->picnum++;
int l = global_random & 7;
s->xrepeat = l + 8;
if (l & 1) s->cstat ^= 2;
auto bolt1 = pPick(BOLT1);
if (s->picnum == (bolt1 + 1) && (isRR() ? (krand() & 1) != 0 : (krand() & 7) == 0) && sector[sect].floorpicnum == pPick(HURTRAIL) )
spritesound(SHORT_CIRCUIT, i);
if (s->picnum == bolt1 + 4) s->picnum = bolt1;
if (s->picnum & 1)
{
sector[sect].floorshade = 0;
sector[sect].ceilingshade = 0;
}
else
{
sector[sect].floorshade = 20;
sector[sect].ceilingshade = 20;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movewaterdrip(int i)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int sect = s->sectnum;
if (t[1])
{
t[1]--;
if (t[1] == 0)
s->cstat &= 32767;
}
else
{
makeitfall(i);
ssp(i, CLIPMASK0);
if (s->xvel > 0) s->xvel -= 2;
if (s->zvel == 0)
{
s->cstat |= 32768;
if (s->pal != 2 && (isRR() || s->hitag == 0))
spritesound(SOMETHING_DRIPPING, i);
if (sprite[s->owner].picnum != pPick(WATERDRIP))
{
deletesprite(i);
}
else
{
hittype[i].bposz = s->z = t[0];
t[1] = 48 + (krand() & 31);
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movedoorshock(int i)
{
auto s = &sprite[i];
int sect = s->sectnum;
int j = abs(sector[sect].ceilingz - sector[sect].floorz) >> 9;
s->yrepeat = j + 4;
s->xrepeat = 16;
s->z = sector[sect].floorz;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movetouchplate(int i)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int sect = s->sectnum;
int x;
int p;
if (t[1] == 1 && s->hitag >= 0) //Move the sector floor
{
x = sector[sect].floorz;
if (t[3] == 1)
{
if (x >= t[2])
{
sector[sect].floorz = x;
t[1] = 0;
}
else
{
sector[sect].floorz += sector[sect].extra;
p = checkcursectnums(sect);
if (p >= 0) ps[p].posz += sector[sect].extra;
}
}
else
{
if (x <= s->z)
{
sector[sect].floorz = s->z;
t[1] = 0;
}
else
{
sector[sect].floorz -= sector[sect].extra;
p = checkcursectnums(sect);
if (p >= 0)
ps[p].posz -= sector[sect].extra;
}
}
return;
}
if (t[5] == 1) return;
p = checkcursectnums(sect);
if (p >= 0 && (ps[p].on_ground || s->ang == 512))
{
if (t[0] == 0 && !check_activator_motion(s->lotag))
{
t[0] = 1;
t[1] = 1;
t[3] = !t[3];
operatemasterswitches(s->lotag);
operateactivators(s->lotag, p);
if (s->hitag > 0)
{
s->hitag--;
if (s->hitag == 0) t[5] = 1;
}
}
}
else t[0] = 0;
if (t[1] == 1)
{
int j = headspritestat[STAT_STANDABLE];
while (j >= 0)
{
if (j != i && sprite[j].picnum == TOUCHPLATE && sprite[j].lotag == s->lotag)
{
hittype[j].temp_data[1] = 1;
hittype[j].temp_data[3] = t[3];
}
j = nextspritestat[j];
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movecanwithsomething(int i)
{
auto s = &sprite[i];
makeitfall(i);
int j = ifhitbyweapon(i);
if (j >= 0)
{
spritesound(VENT_BUST, i);
for (j = 0; j < 10; j++)
RANDOMSCRAP(s, i);
if (s->lotag) spawn(i, s->lotag);
deletesprite(i);
}
}
//---------------------------------------------------------------------------
//
// this has been broken up into lots of smaller subfunctions
//
//---------------------------------------------------------------------------
void movestandables(void)
{
int nexti;
for (int i = headspritestat[STAT_STANDABLE]; i >= 0; i = nexti)
{
nexti = nextspritestat[i];
auto s = &sprite[i];
if (s->sectnum < 0)
{
deletesprite(i);
continue;
}
hittype[i].bposx = s->x;
hittype[i].bposy = s->y;
hittype[i].bposz = s->z;
if (s->picnum >= pPick(CRANE) && s->picnum <= pPick(CRANE) +3)
{
movecrane(i);
}
else if (s->picnum >= pPick(WATERFOUNTAIN) && s->picnum <= pPick(WATERFOUNTAIN) + 3)
{
movefountain(i);
}
else if (AFLAMABLE(s->picnum))
{
moveflammable(i);
}
else if (!isRR() && s->picnum == TRIPBOMB)
{
movetripbomb(i);
}
else if (s->picnum >= pPick(CRACK1) && s->picnum <= pPick(CRACK1)+3)
{
movecrack(i);
}
else if (!isRR() && s->picnum == FIREEXT)
{
movefireext(i);
}
else if (s->picnum == pPick(OOZFILTER) || s->picnum == pPick(SEENINE) || s->picnum == pPick(SEENINEDEAD) || s->picnum == (pPick(SEENINEDEAD) + 1))
{
moveooz(i);
}
else if (s->picnum == MASTERSWITCH)
{
movemasterswitch(i);
}
else if (!isRR() && (s->picnum == VIEWSCREEN || s->picnum == VIEWSCREEN2))
{
moveviewscreen(i);
}
else if (s->picnum == pPick(TRASH))
{
movetrash(i);
}
else if (!isRR() && s->picnum >= SIDEBOLT1 && s->picnum <= SIDEBOLT1 + 3)
{
movesidebolt(i);
}
else if (s->picnum >= pPick(BOLT1) && s->picnum <= pPick(BOLT1) + 3)
{
movebolt(i);
}
else if (s->picnum == pPick(WATERDRIP))
{
movewaterdrip(i);
}
else if (s->picnum == pPick(DOORSHOCK))
{
movedoorshock(i);
}
else if (s->picnum == TOUCHPLATE)
{
movetouchplate(i);
}
else if (isRR() ? s->picnum == RR_CANWITHSOMETHING : isIn(s->picnum, CANWITHSOMETHING, CANWITHSOMETHING2, CANWITHSOMETHING3, CANWITHSOMETHING4))
{
movecanwithsomething(i);
}
else if (!isRR() ?
isIn(s->picnum,
EXPLODINGBARREL,
WOODENHORSE,
HORSEONSIDE,
FLOORFLAME,
FIREBARREL,
FIREVASE,
NUKEBARREL,
NUKEBARRELDENTED,
NUKEBARRELLEAKED,
TOILETWATER,
RUBBERCAN,
STEAM,
CEILINGSTEAM,
WATERBUBBLEMAKER) :
isIn(s->picnum,
RR_1187,
RR_1196,
RR_1251,
RR_1268,
RR_1304,
RR_1305,
RR_1306,
RR_1315,
RR_1317,
RR_1388,
RR_STEAM,
RR_CEILINGSTEAM,
RR_WATERBUBBLEMAKER)
)
{
int x;
int p = findplayer(s, &x);
execute(i, p, x);
}
}
}
2020-05-06 19:11:36 +00:00
END_DUKE_NS