raze/source/games/sw/src/weapon.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "names2.h"
#include "panel.h"
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#include "misc.h"
#include "interpso.h"
#include "tags.h"
#include "break.h"
#include "network.h"
#include "pal.h"
#include "ai.h"
#include "weapon.h"
#include "sector.h"
#include "sprite.h"
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#include "misc.h"
#include "player.h"
#include "gstrings.h"
BEGIN_SW_NS
int SpawnZombie2(short);
int move_ground_missile(short spritenum, int xchange, int ychange, int ceildist, int flordist, uint32_t cliptype, int numtics);
void DoPlayerBeginDie(PLAYERp);
void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator);
ANIMATOR DoBettyBeginDeath;
ANIMATOR DoSkullBeginDeath;
ANIMATOR DoRipperGrow;
//
// Damage Amounts defined in damage.h
//
#define DAMAGE_TABLE
DAMAGE_DATA DamageData[] =
{
#include "damage.h"
};
#undef DAMAGE_TABLE
short ADJUST=120;
FOOT_TYPE FootMode=WATER_FOOT;
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bool left_foot = false;
int FinishTimer = 0;
// This is how many bullet shells have been spawned since the beginning of the game.
int ShellCount = 0;
//short Zombies = 0;
short StarQueueHead=0;
short StarQueue[MAX_STAR_QUEUE];
short HoleQueueHead=0;
short HoleQueue[MAX_HOLE_QUEUE];
short WallBloodQueueHead=0;
short WallBloodQueue[MAX_WALLBLOOD_QUEUE];
short FloorBloodQueueHead=0;
short FloorBloodQueue[MAX_FLOORBLOOD_QUEUE];
short GenericQueueHead=0;
short GenericQueue[MAX_GENERIC_QUEUE];
short LoWangsQueueHead=0;
short LoWangsQueue[MAX_LOWANGS_QUEUE];
int SpawnBreakStaticFlames(short);
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bool GlobalSkipZrange = false;
int WeaponIsAmmo = BIT(WPN_STAR) | BIT(WPN_SWORD) | BIT(WPN_MINE) | BIT(WPN_FIST);
short target_ang;
ANIMATOR DoStar;
ANIMATOR DoCrossBolt;
ANIMATOR DoSuicide, DoUziSmoke;
ANIMATOR DoShrapJumpFall;
ANIMATOR DoFastShrapJumpFall;
int SpawnSmokePuff(DSWActor* actor);
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bool WarpToUnderwater(short *sectnum, int *x, int *y, int *z);
bool WarpToSurface(short *sectnum, int *x, int *y, int *z);
short ElectroFindClosestEnemy(short SpriteNum);
int InitElectroJump(SPRITEp wp, SPRITEp sp);
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bool TestDontStickSector(short hit_sect);
ANIMATOR SpawnShrapX;
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bool WeaponMoveHit(short SpriteNum);
int HelpMissileLateral(int16_t Weapon, int dist);
void SpawnMidSplash(short SpriteNum);
int SopDamage(SECTOR_OBJECTp sop,short amt);
int SopCheckKill(SECTOR_OBJECTp sop);
int QueueStar(short SpriteNum);
int DoBlurExtend(int16_t Weapon,int16_t interval,int16_t blur_num);
int SpawnDemonFist(short Weapon);
int SpawnTankShellExp(int16_t Weapon);
int SpawnMicroExp(int16_t Weapon);
void SpawnExpZadjust(short Weapon, SPRITEp exp, int upper_zsize, int lower_zsize);
int BulletHitSprite(SPRITEp sp,short hit_sprite,int hit_x,int hit_y,int hit_z,short ID);
int SpawnSplashXY(int hit_x,int hit_y,int hit_z,short);
int SpawnBoatSparks(PLAYERp pp,short hit_sect,short hit_wall,int hit_x,int hit_y,int hit_z,short hit_ang);
short StatDamageList[STAT_DAMAGE_LIST_SIZE] =
{
STAT_SO_SP_CHILD,
STAT_ENEMY,
STAT_ENEMY_SKIP4,
STAT_PLAYER0,
STAT_PLAYER1,
STAT_PLAYER2,
STAT_PLAYER3,
STAT_PLAYER4,
STAT_PLAYER5,
STAT_PLAYER6,
STAT_PLAYER7,
STAT_PLAYER_UNDER0,
STAT_PLAYER_UNDER1,
STAT_PLAYER_UNDER2,
STAT_PLAYER_UNDER3,
STAT_PLAYER_UNDER4,
STAT_PLAYER_UNDER5,
STAT_PLAYER_UNDER6,
STAT_PLAYER_UNDER7,
// MINE MUST BE LAST
STAT_MINE_STUCK
};
//////////////////////
//
// SPECIAL STATES
//
//////////////////////
// state for sprites that are not restored
STATE s_NotRestored[] =
{
{2323, 100, NullAnimator, &s_NotRestored[0]}
};
STATE s_Suicide[] =
{
{1, 100, DoSuicide, &s_Suicide[0]}
};
STATE s_DeadLoWang[] =
{
{1160, 100, NullAnimator, &s_DeadLoWang[0]},
};
//////////////////////
//
// BREAKABLE STATES
//
//////////////////////
ANIMATOR DoDefaultStat;
#define BREAK_LIGHT_RATE 18
STATE s_BreakLight[] =
{
{BREAK_LIGHT_ANIM + 0, BREAK_LIGHT_RATE, NullAnimator, &s_BreakLight[1]},
{BREAK_LIGHT_ANIM + 1, BREAK_LIGHT_RATE, NullAnimator, &s_BreakLight[2]},
{BREAK_LIGHT_ANIM + 2, BREAK_LIGHT_RATE, NullAnimator, &s_BreakLight[3]},
{BREAK_LIGHT_ANIM + 3, BREAK_LIGHT_RATE, NullAnimator, &s_BreakLight[4]},
{BREAK_LIGHT_ANIM + 4, BREAK_LIGHT_RATE, NullAnimator, &s_BreakLight[5]},
{BREAK_LIGHT_ANIM + 5, BREAK_LIGHT_RATE, NullAnimator, &s_BreakLight[5]}
};
#define BREAK_BARREL_RATE 18
STATE s_BreakBarrel[] =
{
{BREAK_BARREL + 4, BREAK_BARREL_RATE, NullAnimator, &s_BreakBarrel[1]},
{BREAK_BARREL + 5, BREAK_BARREL_RATE, NullAnimator, &s_BreakBarrel[2]},
{BREAK_BARREL + 6, BREAK_BARREL_RATE, NullAnimator, &s_BreakBarrel[3]},
{BREAK_BARREL + 7, BREAK_BARREL_RATE, NullAnimator, &s_BreakBarrel[4]},
{BREAK_BARREL + 8, BREAK_BARREL_RATE, NullAnimator, &s_BreakBarrel[5]},
{BREAK_BARREL + 9, BREAK_BARREL_RATE, DoDefaultStat, &s_BreakBarrel[5]},
};
#define BREAK_PEDISTAL_RATE 28
STATE s_BreakPedistal[] =
{
{BREAK_PEDISTAL + 1, BREAK_PEDISTAL_RATE, NullAnimator, &s_BreakPedistal[1]},
{BREAK_PEDISTAL + 2, BREAK_PEDISTAL_RATE, NullAnimator, &s_BreakPedistal[2]},
{BREAK_PEDISTAL + 3, BREAK_PEDISTAL_RATE, NullAnimator, &s_BreakPedistal[3]},
{BREAK_PEDISTAL + 4, BREAK_PEDISTAL_RATE, NullAnimator, &s_BreakPedistal[3]},
};
#define BREAK_BOTTLE1_RATE 18
STATE s_BreakBottle1[] =
{
{BREAK_BOTTLE1 + 1, BREAK_BOTTLE1_RATE, NullAnimator, &s_BreakBottle1[1]},
{BREAK_BOTTLE1 + 2, BREAK_BOTTLE1_RATE, NullAnimator, &s_BreakBottle1[2]},
{BREAK_BOTTLE1 + 3, BREAK_BOTTLE1_RATE, NullAnimator, &s_BreakBottle1[3]},
{BREAK_BOTTLE1 + 4, BREAK_BOTTLE1_RATE, NullAnimator, &s_BreakBottle1[4]},
{BREAK_BOTTLE1 + 5, BREAK_BOTTLE1_RATE, NullAnimator, &s_BreakBottle1[5]},
{BREAK_BOTTLE1 + 6, BREAK_BOTTLE1_RATE, NullAnimator, &s_BreakBottle1[5]},
};
#define BREAK_BOTTLE2_RATE 18
STATE s_BreakBottle2[] =
{
{BREAK_BOTTLE2 + 1, BREAK_BOTTLE2_RATE, NullAnimator, &s_BreakBottle2[1]},
{BREAK_BOTTLE2 + 2, BREAK_BOTTLE2_RATE, NullAnimator, &s_BreakBottle2[2]},
{BREAK_BOTTLE2 + 3, BREAK_BOTTLE2_RATE, NullAnimator, &s_BreakBottle2[3]},
{BREAK_BOTTLE2 + 4, BREAK_BOTTLE2_RATE, NullAnimator, &s_BreakBottle2[4]},
{BREAK_BOTTLE2 + 5, BREAK_BOTTLE2_RATE, NullAnimator, &s_BreakBottle2[5]},
{BREAK_BOTTLE2 + 6, BREAK_BOTTLE2_RATE, NullAnimator, &s_BreakBottle2[5]},
};
#define PUFF_RATE 8
ANIMATOR DoPuff;
STATE s_Puff[] =
{
{PUFF + 0, PUFF_RATE, DoPuff, &s_Puff[1]},
{PUFF + 1, PUFF_RATE, DoPuff, &s_Puff[2]},
{PUFF + 2, PUFF_RATE, DoPuff, &s_Puff[3]},
{PUFF + 3, PUFF_RATE, DoPuff, &s_Puff[4]},
{PUFF + 4, PUFF_RATE, DoPuff, &s_Puff[5]},
{PUFF + 5, PUFF_RATE, DoPuff, &s_Puff[6]},
{PUFF + 5, 100, DoSuicide, &s_Puff[0]}
};
#define RAIL_PUFF_R0 3969
#define RAIL_PUFF_R1 3985
#define RAIL_PUFF_R2 4001
#define RAIL_PUFF_RATE 6
ANIMATOR DoRailPuff;
STATE s_RailPuff[3][17] =
{
{
{RAIL_PUFF_R0 + 0, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][1]},
{RAIL_PUFF_R0 + 1, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][2]},
{RAIL_PUFF_R0 + 2, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][3]},
{RAIL_PUFF_R0 + 3, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][4]},
{RAIL_PUFF_R0 + 4, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][5]},
{RAIL_PUFF_R0 + 5, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][6]},
{RAIL_PUFF_R0 + 6, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][7]},
{RAIL_PUFF_R0 + 7, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][8]},
{RAIL_PUFF_R0 + 8, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][9]},
{RAIL_PUFF_R0 + 9, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][10]},
{RAIL_PUFF_R0 + 10, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][11]},
{RAIL_PUFF_R0 + 11, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][12]},
{RAIL_PUFF_R0 + 12, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][13]},
{RAIL_PUFF_R0 + 13, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][14]},
{RAIL_PUFF_R0 + 14, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][15]},
{RAIL_PUFF_R0 + 15, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][16]},
{RAIL_PUFF_R0 + 15, 100, DoSuicide, &s_RailPuff[0][0]},
},
{
{RAIL_PUFF_R1 + 0, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][1]},
{RAIL_PUFF_R1 + 1, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][2]},
{RAIL_PUFF_R1 + 2, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][3]},
{RAIL_PUFF_R1 + 3, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][4]},
{RAIL_PUFF_R1 + 4, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][5]},
{RAIL_PUFF_R1 + 5, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][6]},
{RAIL_PUFF_R1 + 6, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][7]},
{RAIL_PUFF_R1 + 7, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][8]},
{RAIL_PUFF_R1 + 8, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][9]},
{RAIL_PUFF_R1 + 9, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][10]},
{RAIL_PUFF_R1 + 10, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][11]},
{RAIL_PUFF_R1 + 11, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][12]},
{RAIL_PUFF_R1 + 12, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][13]},
{RAIL_PUFF_R1 + 13, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][14]},
{RAIL_PUFF_R1 + 14, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][15]},
{RAIL_PUFF_R1 + 15, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][16]},
{RAIL_PUFF_R1 + 15, 100, DoSuicide, &s_RailPuff[1][0]},
},
{
{RAIL_PUFF_R2 + 0, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][1]},
{RAIL_PUFF_R2 + 1, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][2]},
{RAIL_PUFF_R2 + 2, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][3]},
{RAIL_PUFF_R2 + 3, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][4]},
{RAIL_PUFF_R2 + 4, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][5]},
{RAIL_PUFF_R2 + 5, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][6]},
{RAIL_PUFF_R2 + 6, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][7]},
{RAIL_PUFF_R2 + 7, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][8]},
{RAIL_PUFF_R2 + 8, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][9]},
{RAIL_PUFF_R2 + 9, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][10]},
{RAIL_PUFF_R2 + 10, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][11]},
{RAIL_PUFF_R2 + 11, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][12]},
{RAIL_PUFF_R2 + 12, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][13]},
{RAIL_PUFF_R2 + 13, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][14]},
{RAIL_PUFF_R2 + 14, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][15]},
{RAIL_PUFF_R2 + 15, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][16]},
{RAIL_PUFF_R2 + 15, 100, DoSuicide, &s_RailPuff[2][0]},
}
};
STATEp sg_RailPuff[] =
{
&s_RailPuff[0][0],
&s_RailPuff[1][0],
&s_RailPuff[2][0],
&s_RailPuff[1][0],
&s_RailPuff[0][0]
};
#define LASER_PUFF 3201
#define LASER_PUFF_RATE 8
STATE s_LaserPuff[] =
{
{LASER_PUFF + 0, LASER_PUFF_RATE, nullptr, &s_LaserPuff[1]},
//{LASER_PUFF + 1, LASER_PUFF_RATE, nullptr, &s_LaserPuff[2]},
//{LASER_PUFF + 2, LASER_PUFF_RATE, nullptr, &s_LaserPuff[3]},
{LASER_PUFF + 0, 100, DoSuicide, &s_LaserPuff[0]}
};
#define TRACER 3201
#define TRACER_RATE 6
ANIMATOR DoTracer;
STATE s_Tracer[] =
{
{TRACER + 0, TRACER_RATE, DoTracer, &s_Tracer[1]},
{TRACER + 1, TRACER_RATE, DoTracer, &s_Tracer[2]},
{TRACER + 2, TRACER_RATE, DoTracer, &s_Tracer[3]},
{TRACER + 3, TRACER_RATE, DoTracer, &s_Tracer[4]},
{TRACER + 4, TRACER_RATE, DoTracer, &s_Tracer[5]},
{TRACER + 5, TRACER_RATE, DoTracer, &s_Tracer[0]}
};
#define EMP 2058
#define EMP_RATE 6
ANIMATOR DoEMP;
STATE s_EMP[] =
{
{EMP + 0, EMP_RATE, DoEMP, &s_EMP[1]},
{EMP + 1, EMP_RATE, DoEMP, &s_EMP[2]},
{EMP + 2, EMP_RATE, DoEMP, &s_EMP[0]}
};
ANIMATOR DoEMPBurst;
STATE s_EMPBurst[] =
{
{EMP + 0, EMP_RATE, DoEMPBurst, &s_EMPBurst[1]},
{EMP + 1, EMP_RATE, DoEMPBurst, &s_EMPBurst[2]},
{EMP + 2, EMP_RATE, DoEMPBurst, &s_EMPBurst[0]}
};
STATE s_EMPShrap[] =
{
{EMP + 0, EMP_RATE, DoFastShrapJumpFall, &s_EMPShrap[1]},
{EMP + 1, EMP_RATE, DoFastShrapJumpFall, &s_EMPShrap[2]},
{EMP + 2, EMP_RATE, DoFastShrapJumpFall, &s_EMPShrap[0]},
};
#define TANK_SHELL 3201
#define TANK_SHELL_RATE 6
ANIMATOR DoTankShell;
STATE s_TankShell[] =
{
{TRACER + 0, 200, DoTankShell, &s_TankShell[0]}
};
ANIMATOR DoVehicleSmoke;
#define VEHICLE_SMOKE_RATE 18
STATE s_VehicleSmoke[] =
{
{PUFF + 0, VEHICLE_SMOKE_RATE, DoVehicleSmoke, &s_VehicleSmoke[1]},
{PUFF + 1, VEHICLE_SMOKE_RATE, DoVehicleSmoke, &s_VehicleSmoke[2]},
{PUFF + 2, VEHICLE_SMOKE_RATE, DoVehicleSmoke, &s_VehicleSmoke[3]},
{PUFF + 3, VEHICLE_SMOKE_RATE, DoVehicleSmoke, &s_VehicleSmoke[4]},
{PUFF + 4, VEHICLE_SMOKE_RATE, DoVehicleSmoke, &s_VehicleSmoke[5]},
{PUFF + 5, VEHICLE_SMOKE_RATE, DoVehicleSmoke, &s_VehicleSmoke[6]},
{PUFF + 5, 100, DoSuicide, &s_VehicleSmoke[6]}
};
ANIMATOR DoWaterSmoke, SpawnWaterSmoke;
#define WATER_SMOKE_RATE 18
STATE s_WaterSmoke[] =
{
{PUFF + 0, WATER_SMOKE_RATE, DoWaterSmoke, &s_WaterSmoke[1]},
{PUFF + 1, WATER_SMOKE_RATE, DoWaterSmoke, &s_WaterSmoke[2]},
{PUFF + 2, WATER_SMOKE_RATE, DoWaterSmoke, &s_WaterSmoke[3]},
{PUFF + 3, WATER_SMOKE_RATE, DoWaterSmoke, &s_WaterSmoke[4]},
{PUFF + 4, WATER_SMOKE_RATE, DoWaterSmoke, &s_WaterSmoke[5]},
{PUFF + 5, WATER_SMOKE_RATE, DoWaterSmoke, &s_WaterSmoke[6]},
{PUFF + 5, 100, DoSuicide, &s_WaterSmoke[6]}
};
#define UZI_SPARK_REPEAT 24
#define UZI_SMOKE_REPEAT 24 // Was 32
#define UZI_SMOKE_RATE 16 // Was 9
STATE s_UziSmoke[] =
{
{UZI_SMOKE + 0, UZI_SMOKE_RATE, DoUziSmoke, &s_UziSmoke[1]},
{UZI_SMOKE + 1, UZI_SMOKE_RATE, DoUziSmoke, &s_UziSmoke[2]},
{UZI_SMOKE + 2, UZI_SMOKE_RATE, DoUziSmoke, &s_UziSmoke[3]},
{UZI_SMOKE + 3, UZI_SMOKE_RATE, DoUziSmoke, &s_UziSmoke[4]},
{UZI_SMOKE + 3, 100, DoSuicide, &s_UziSmoke[0]},
};
#define SHOTGUN_SMOKE_RATE 16
#define SHOTGUN_SMOKE_REPEAT 18 // Was 32
#define SHOTGUN_SMOKE UZI_SMOKE+1
ANIMATOR DoShotgunSmoke;
STATE s_ShotgunSmoke[] =
{
{UZI_SMOKE + 0, SHOTGUN_SMOKE_RATE, DoShotgunSmoke, &s_ShotgunSmoke[1]},
{UZI_SMOKE + 1, SHOTGUN_SMOKE_RATE, DoShotgunSmoke, &s_ShotgunSmoke[2]},
{UZI_SMOKE + 2, SHOTGUN_SMOKE_RATE, DoShotgunSmoke, &s_ShotgunSmoke[3]},
{UZI_SMOKE + 3, SHOTGUN_SMOKE_RATE, DoShotgunSmoke, &s_ShotgunSmoke[4]},
{UZI_SMOKE + 3, 100, DoSuicide, &s_ShotgunSmoke[0]},
};
#define UZI_BULLET_RATE 100
#define UZI_BULLET 717 // actually a bubble
ANIMATOR DoUziBullet;
STATE s_UziBullet[] =
{
{UZI_BULLET + 0, UZI_BULLET_RATE, DoUziBullet, &s_UziBullet[0]},
};
#define UZI_SPARK_RATE 8
STATE s_UziSpark[] =
{
{UZI_SPARK + 0, UZI_SPARK_RATE, NullAnimator, &s_UziSpark[1]},
{UZI_SPARK + 1, UZI_SPARK_RATE, NullAnimator, &s_UziSpark[2]},
{UZI_SPARK + 2, UZI_SPARK_RATE, NullAnimator, &s_UziSpark[3]},
{UZI_SPARK + 3, UZI_SPARK_RATE, NullAnimator, &s_UziSpark[4]},
{UZI_SPARK + 4, UZI_SPARK_RATE, NullAnimator, &s_UziSpark[5]},
{UZI_SPARK + 4, 100, DoSuicide, &s_UziSpark[0]},
};
STATE s_UziPowerSpark[] =
{
{UZI_SPARK + 0, UZI_SPARK_RATE, DoUziSmoke, &s_UziSpark[1]},
{UZI_SPARK + 1, UZI_SPARK_RATE, DoUziSmoke, &s_UziSpark[2]},
{UZI_SPARK + 2, UZI_SPARK_RATE, DoUziSmoke, &s_UziSpark[3]},
{UZI_SPARK + 3, UZI_SPARK_RATE, DoUziSmoke, &s_UziSpark[4]},
{UZI_SPARK + 4, UZI_SPARK_RATE, DoUziSmoke, &s_UziSpark[5]},
{UZI_SPARK + 4, 100, DoSuicide, &s_UziSpark[0]},
};
#define BUBBLE 716
#define BUBBLE_RATE 100
ANIMATOR DoBubble;
STATE s_Bubble[] =
{
{BUBBLE + 0, BUBBLE_RATE, DoBubble, &s_Bubble[0]}
};
//#define SPLASH 2190
#define SPLASH 772
#define SPLASH_RATE 10
STATE s_Splash[] =
{
{SPLASH + 0, SPLASH_RATE, NullAnimator, &s_Splash[1]},
{SPLASH + 1, SPLASH_RATE, NullAnimator, &s_Splash[2]},
{SPLASH + 2, SPLASH_RATE, NullAnimator, &s_Splash[3]},
{SPLASH + 3, SPLASH_RATE, NullAnimator, &s_Splash[4]},
{SPLASH + 4, SPLASH_RATE, NullAnimator, &s_Splash[5]},
{SPLASH + 4, 100, DoSuicide, &s_Splash[0]}
};
#define CROSSBOLT 2230
#define CROSSBOLT_RATE 100
STATE s_CrossBolt[5][1] =
{
{
{CROSSBOLT + 0, CROSSBOLT_RATE, DoCrossBolt, &s_CrossBolt[0][0]},
},
{
{CROSSBOLT + 2, CROSSBOLT_RATE, DoCrossBolt, &s_CrossBolt[1][0]},
},
{
{CROSSBOLT + 3, CROSSBOLT_RATE, DoCrossBolt, &s_CrossBolt[2][0]},
},
{
{CROSSBOLT + 4, CROSSBOLT_RATE, DoCrossBolt, &s_CrossBolt[3][0]},
},
{
{CROSSBOLT + 1, CROSSBOLT_RATE, DoCrossBolt, &s_CrossBolt[4][0]},
}
};
STATEp sg_CrossBolt[] =
{
&s_CrossBolt[0][0],
&s_CrossBolt[1][0],
&s_CrossBolt[2][0],
&s_CrossBolt[3][0],
&s_CrossBolt[4][0]
};
#undef STAR
#define STAR 2102
#define STAR_RATE 6
STATE s_Star[] =
{
{STAR + 0, STAR_RATE, DoStar, &s_Star[1]},
{STAR + 1, STAR_RATE, DoStar, &s_Star[2]},
{STAR + 2, STAR_RATE, DoStar, &s_Star[3]},
{STAR + 3, STAR_RATE, DoStar, &s_Star[0]}
};
STATE s_StarStuck[] =
{
{STAR + 0, STAR_RATE, NullAnimator, &s_StarStuck[0]},
};
#define STAR_DOWN 2066
STATE s_StarDown[] =
{
{STAR_DOWN + 0, STAR_RATE, DoStar, &s_StarDown[1]},
{STAR_DOWN + 1, STAR_RATE, DoStar, &s_StarDown[2]},
{STAR_DOWN + 2, STAR_RATE, DoStar, &s_StarDown[3]},
{STAR_DOWN + 3, STAR_RATE, DoStar, &s_StarDown[0]}
};
STATE s_StarDownStuck[] =
{
{STAR + 0, STAR_RATE, NullAnimator, &s_StarDownStuck[0]},
};
//////////////////////
//
// LAVA BOSS
//
//////////////////////
#define LAVA_BOULDER_RATE 6
ANIMATOR DoLavaBoulder,DoShrapDamage,DoVulcanBoulder;
STATE s_LavaBoulder[] =
{
{LAVA_BOULDER + 1, LAVA_BOULDER_RATE, DoLavaBoulder, &s_LavaBoulder[1]},
{LAVA_BOULDER + 2, LAVA_BOULDER_RATE, DoLavaBoulder, &s_LavaBoulder[2]},
{LAVA_BOULDER + 3, LAVA_BOULDER_RATE, DoLavaBoulder, &s_LavaBoulder[3]},
{LAVA_BOULDER + 4, LAVA_BOULDER_RATE, DoLavaBoulder, &s_LavaBoulder[4]},
{LAVA_BOULDER + 5, LAVA_BOULDER_RATE, DoLavaBoulder, &s_LavaBoulder[5]},
{LAVA_BOULDER + 6, LAVA_BOULDER_RATE, DoLavaBoulder, &s_LavaBoulder[6]},
{LAVA_BOULDER + 7, LAVA_BOULDER_RATE, DoLavaBoulder, &s_LavaBoulder[7]},
{LAVA_BOULDER + 8, LAVA_BOULDER_RATE, DoLavaBoulder, &s_LavaBoulder[0]},
};
#define LAVA_SHARD (LAVA_BOULDER+1)
STATE s_LavaShard[] =
{
{LAVA_BOULDER + 1, LAVA_BOULDER_RATE, DoShrapDamage, &s_LavaShard[1]},
{LAVA_BOULDER + 2, LAVA_BOULDER_RATE, DoShrapDamage, &s_LavaShard[2]},
{LAVA_BOULDER + 3, LAVA_BOULDER_RATE, DoShrapDamage, &s_LavaShard[3]},
{LAVA_BOULDER + 4, LAVA_BOULDER_RATE, DoShrapDamage, &s_LavaShard[4]},
{LAVA_BOULDER + 5, LAVA_BOULDER_RATE, DoShrapDamage, &s_LavaShard[5]},
{LAVA_BOULDER + 6, LAVA_BOULDER_RATE, DoShrapDamage, &s_LavaShard[6]},
{LAVA_BOULDER + 7, LAVA_BOULDER_RATE, DoShrapDamage, &s_LavaShard[7]},
{LAVA_BOULDER + 8, LAVA_BOULDER_RATE, DoShrapDamage, &s_LavaShard[0]},
};
STATE s_VulcanBoulder[] =
{
{LAVA_BOULDER + 1, LAVA_BOULDER_RATE, DoVulcanBoulder, &s_VulcanBoulder[1]},
{LAVA_BOULDER + 2, LAVA_BOULDER_RATE, DoVulcanBoulder, &s_VulcanBoulder[2]},
{LAVA_BOULDER + 3, LAVA_BOULDER_RATE, DoVulcanBoulder, &s_VulcanBoulder[3]},
{LAVA_BOULDER + 4, LAVA_BOULDER_RATE, DoVulcanBoulder, &s_VulcanBoulder[4]},
{LAVA_BOULDER + 5, LAVA_BOULDER_RATE, DoVulcanBoulder, &s_VulcanBoulder[5]},
{LAVA_BOULDER + 6, LAVA_BOULDER_RATE, DoVulcanBoulder, &s_VulcanBoulder[6]},
{LAVA_BOULDER + 7, LAVA_BOULDER_RATE, DoVulcanBoulder, &s_VulcanBoulder[7]},
{LAVA_BOULDER + 8, LAVA_BOULDER_RATE, DoVulcanBoulder, &s_VulcanBoulder[0]},
};
//////////////////////
//
// GRENADE
//
//////////////////////
#if 0
ANIMATOR DoGrenade;
#undef GRENADE
#define GRENADE 5000
#define GRENADE_RATE 8
STATE s_Grenade[] =
{
{FIREBALL + 0, GRENADE_RATE, DoGrenade, &s_Grenade[1]},
{FIREBALL + 1, GRENADE_RATE, DoGrenade, &s_Grenade[2]},
{FIREBALL + 2, GRENADE_RATE, DoGrenade, &s_Grenade[3]},
{FIREBALL + 3, GRENADE_RATE, DoGrenade, &s_Grenade[0]}
};
#else
#define GRENADE_FRAMES 1
#define GRENADE_R0 2110
#define GRENADE_R1 GRENADE_R0 + (GRENADE_FRAMES * 1)
#define GRENADE_R2 GRENADE_R0 + (GRENADE_FRAMES * 2)
#define GRENADE_R3 GRENADE_R0 + (GRENADE_FRAMES * 3)
#define GRENADE_R4 GRENADE_R0 + (GRENADE_FRAMES * 4)
#undef GRENADE
#define GRENADE GRENADE_R0
#define GRENADE_RATE 8
ANIMATOR DoGrenade;
STATE s_Grenade[5][1] =
{
{
{GRENADE_R0 + 0, GRENADE_RATE, DoGrenade, &s_Grenade[0][0]},
},
{
{GRENADE_R1 + 0, GRENADE_RATE, DoGrenade, &s_Grenade[1][0]},
},
{
{GRENADE_R2 + 0, GRENADE_RATE, DoGrenade, &s_Grenade[2][0]},
},
{
{GRENADE_R3 + 0, GRENADE_RATE, DoGrenade, &s_Grenade[3][0]},
},
{
{GRENADE_R4 + 0, GRENADE_RATE, DoGrenade, &s_Grenade[4][0]},
}
};
STATEp sg_Grenade[] =
{
&s_Grenade[0][0],
&s_Grenade[1][0],
&s_Grenade[2][0],
&s_Grenade[3][0],
&s_Grenade[4][0]
};
#endif
//////////////////////
//
// MINE
//
//////////////////////
ANIMATOR DoMine,DoMineStuck;
#undef MINE
#define MINE 2223
#define MINE_SHRAP 5011
#define MINE_RATE 16
STATE s_MineStuck[] =
{
{MINE + 0, MINE_RATE, DoMineStuck, &s_MineStuck[0]},
};
STATE s_Mine[] =
{
{MINE + 0, MINE_RATE, DoMine, &s_Mine[1]},
{MINE + 1, MINE_RATE, DoMine, &s_Mine[0]},
};
ANIMATOR DoMineSpark;
STATE s_MineSpark[] =
{
{UZI_SPARK + 0, UZI_SPARK_RATE, DoMineSpark, &s_MineSpark[1]},
{UZI_SPARK + 1, UZI_SPARK_RATE, DoMineSpark, &s_MineSpark[2]},
{UZI_SPARK + 2, UZI_SPARK_RATE, DoMineSpark, &s_MineSpark[3]},
{UZI_SPARK + 3, UZI_SPARK_RATE, DoMineSpark, &s_MineSpark[4]},
{UZI_SPARK + 4, UZI_SPARK_RATE, DoMineSpark, &s_MineSpark[5]},
{UZI_SPARK + 4, 100, DoSuicide, &s_MineSpark[0]},
};
//////////////////////
//
// METEOR
//
//////////////////////
#define METEOR_R0 2098
#define METEOR_R1 2090
#define METEOR_R2 2094
#define METEOR_R3 2090
#define METEOR_R4 2098
#define METEOR STAR
#define METEOR_RATE 8
ANIMATOR DoMeteor;
STATE s_Meteor[5][4] =
{
{
{METEOR_R0 + 0, METEOR_RATE, DoMeteor, &s_Meteor[0][1]},
{METEOR_R0 + 1, METEOR_RATE, DoMeteor, &s_Meteor[0][2]},
{METEOR_R0 + 2, METEOR_RATE, DoMeteor, &s_Meteor[0][3]},
{METEOR_R0 + 3, METEOR_RATE, DoMeteor, &s_Meteor[0][0]},
},
{
{METEOR_R1 + 0, METEOR_RATE, DoMeteor, &s_Meteor[1][1]},
{METEOR_R1 + 1, METEOR_RATE, DoMeteor, &s_Meteor[1][2]},
{METEOR_R1 + 2, METEOR_RATE, DoMeteor, &s_Meteor[1][3]},
{METEOR_R1 + 3, METEOR_RATE, DoMeteor, &s_Meteor[1][0]},
},
{
{METEOR_R2 + 0, METEOR_RATE, DoMeteor, &s_Meteor[2][1]},
{METEOR_R2 + 1, METEOR_RATE, DoMeteor, &s_Meteor[2][2]},
{METEOR_R2 + 2, METEOR_RATE, DoMeteor, &s_Meteor[2][3]},
{METEOR_R2 + 3, METEOR_RATE, DoMeteor, &s_Meteor[2][0]},
},
{
{METEOR_R3 + 0, METEOR_RATE, DoMeteor, &s_Meteor[3][1]},
{METEOR_R3 + 1, METEOR_RATE, DoMeteor, &s_Meteor[3][2]},
{METEOR_R3 + 2, METEOR_RATE, DoMeteor, &s_Meteor[3][3]},
{METEOR_R3 + 3, METEOR_RATE, DoMeteor, &s_Meteor[3][0]},
},
{
{METEOR_R4 + 0, METEOR_RATE, DoMeteor, &s_Meteor[4][1]},
{METEOR_R4 + 1, METEOR_RATE, DoMeteor, &s_Meteor[4][2]},
{METEOR_R4 + 2, METEOR_RATE, DoMeteor, &s_Meteor[4][3]},
{METEOR_R4 + 3, METEOR_RATE, DoMeteor, &s_Meteor[4][0]},
}
};
STATEp sg_Meteor[] =
{
&s_Meteor[0][0],
&s_Meteor[1][0],
&s_Meteor[2][0],
&s_Meteor[3][0],
&s_Meteor[4][0]
};
#define METEOR_EXP 2115
#define METEOR_EXP_RATE 7
STATE s_MeteorExp[] =
{
{METEOR_EXP + 0, METEOR_EXP_RATE, NullAnimator, &s_MeteorExp[1]},
{METEOR_EXP + 1, METEOR_EXP_RATE, NullAnimator, &s_MeteorExp[2]},
{METEOR_EXP + 2, METEOR_EXP_RATE, NullAnimator, &s_MeteorExp[3]},
{METEOR_EXP + 3, METEOR_EXP_RATE, NullAnimator, &s_MeteorExp[4]},
{METEOR_EXP + 4, METEOR_EXP_RATE, NullAnimator, &s_MeteorExp[5]},
{METEOR_EXP + 5, METEOR_EXP_RATE, NullAnimator, &s_MeteorExp[6]},
{METEOR_EXP + 5, METEOR_EXP_RATE, DoSuicide, &s_MeteorExp[6]}
};
#define MIRV_METEOR METEOR_R0
ANIMATOR DoMirvMissile;
STATE s_MirvMeteor[5][4] =
{
{
{METEOR_R0 + 0, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[0][1]},
{METEOR_R0 + 1, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[0][2]},
{METEOR_R0 + 2, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[0][3]},
{METEOR_R0 + 3, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[0][0]},
},
{
{METEOR_R1 + 0, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[1][1]},
{METEOR_R1 + 1, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[1][2]},
{METEOR_R1 + 2, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[1][3]},
{METEOR_R1 + 3, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[1][0]},
},
{
{METEOR_R2 + 0, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[2][1]},
{METEOR_R2 + 1, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[2][2]},
{METEOR_R2 + 2, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[2][3]},
{METEOR_R2 + 3, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[2][0]},
},
{
{METEOR_R3 + 0, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[3][1]},
{METEOR_R3 + 1, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[3][2]},
{METEOR_R3 + 2, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[3][3]},
{METEOR_R3 + 3, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[3][0]},
},
{
{METEOR_R4 + 0, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[4][1]},
{METEOR_R4 + 1, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[4][2]},
{METEOR_R4 + 2, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[4][3]},
{METEOR_R4 + 3, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[4][0]},
}
};
STATEp sg_MirvMeteor[] =
{
&s_MirvMeteor[0][0],
&s_MirvMeteor[1][0],
&s_MirvMeteor[2][0],
&s_MirvMeteor[3][0],
&s_MirvMeteor[4][0]
};
STATE s_MirvMeteorExp[] =
{
{METEOR_EXP + 0, METEOR_EXP_RATE, NullAnimator, &s_MirvMeteorExp[1]},
{METEOR_EXP + 1, METEOR_EXP_RATE, NullAnimator, &s_MirvMeteorExp[2]},
{METEOR_EXP + 2, METEOR_EXP_RATE, NullAnimator, &s_MirvMeteorExp[3]},
{METEOR_EXP + 3, METEOR_EXP_RATE, NullAnimator, &s_MirvMeteorExp[4]},
{METEOR_EXP + 4, METEOR_EXP_RATE, NullAnimator, &s_MirvMeteorExp[5]},
{METEOR_EXP + 5, METEOR_EXP_RATE, NullAnimator, &s_MirvMeteorExp[6]},
{METEOR_EXP + 5, METEOR_EXP_RATE, DoSuicide, &s_MirvMeteorExp[6]}
};
#define SERP_METEOR METEOR_R0+1
ANIMATOR DoSerpMeteor;
STATE s_SerpMeteor[5][4] =
{
{
{2031 + 0, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[0][1]},
{2031 + 1, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[0][2]},
{2031 + 2, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[0][3]},
{2031 + 3, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[0][0]},
},
{
{2031 + 0, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[1][1]},
{2031 + 1, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[1][2]},
{2031 + 2, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[1][3]},
{2031 + 3, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[1][0]},
},
{
{2031 + 0, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[2][1]},
{2031 + 1, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[2][2]},
{2031 + 2, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[2][3]},
{2031 + 3, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[2][0]},
},
{
{2031 + 0, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[3][1]},
{2031 + 1, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[3][2]},
{2031 + 2, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[3][3]},
{2031 + 3, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[3][0]},
},
{
{2031 + 0, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[4][1]},
{2031 + 1, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[4][2]},
{2031 + 2, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[4][3]},
{2031 + 3, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[4][0]},
}
};
STATEp sg_SerpMeteor[] =
{
&s_SerpMeteor[0][0],
&s_SerpMeteor[1][0],
&s_SerpMeteor[2][0],
&s_SerpMeteor[3][0],
&s_SerpMeteor[4][0]
};
STATE s_SerpMeteorExp[] =
{
{METEOR_EXP + 0, METEOR_EXP_RATE, NullAnimator, &s_SerpMeteorExp[1]},
{METEOR_EXP + 1, METEOR_EXP_RATE, NullAnimator, &s_SerpMeteorExp[2]},
{METEOR_EXP + 2, METEOR_EXP_RATE, NullAnimator, &s_SerpMeteorExp[3]},
{METEOR_EXP + 3, METEOR_EXP_RATE, NullAnimator, &s_SerpMeteorExp[4]},
{METEOR_EXP + 4, METEOR_EXP_RATE, NullAnimator, &s_SerpMeteorExp[5]},
{METEOR_EXP + 5, METEOR_EXP_RATE, NullAnimator, &s_SerpMeteorExp[6]},
{METEOR_EXP + 5, METEOR_EXP_RATE, DoSuicide, &s_SerpMeteorExp[6]}
};
//////////////////////
//
// SPEAR
//
//////////////////////
#define SPEAR_RATE 8
ANIMATOR DoSpear;
STATE s_Spear[5][1] =
{
{
{SPEAR_R0 + 0, SPEAR_RATE, DoSpear, s_Spear[0]},
},
{
{SPEAR_R1 + 0, SPEAR_RATE, DoSpear, s_Spear[1]},
},
{
{SPEAR_R2 + 0, SPEAR_RATE, DoSpear, s_Spear[2]},
},
{
{SPEAR_R3 + 0, SPEAR_RATE, DoSpear, s_Spear[3]},
},
{
{SPEAR_R4 + 0, SPEAR_RATE, DoSpear, s_Spear[4]},
}
};
STATEp sg_Spear[] =
{
s_Spear[0],
s_Spear[1],
s_Spear[2],
s_Spear[3],
s_Spear[4]
};
//////////////////////
//
// ROCKET
//
//////////////////////
#define ROCKET_FRAMES 1
#define ROCKET_R0 2206
#define ROCKET_R1 ROCKET_R0 + (ROCKET_FRAMES * 2)
#define ROCKET_R2 ROCKET_R0 + (ROCKET_FRAMES * 3)
#define ROCKET_R3 ROCKET_R0 + (ROCKET_FRAMES * 4)
#define ROCKET_R4 ROCKET_R0 + (ROCKET_FRAMES * 1)
ANIMATOR DoRocket;
#define ROCKET_RATE 8
STATE s_Rocket[5][1] =
{
{
{ROCKET_R0 + 0, ROCKET_RATE, DoRocket, &s_Rocket[0][0]},
},
{
{ROCKET_R1 + 0, ROCKET_RATE, DoRocket, &s_Rocket[1][0]},
},
{
{ROCKET_R2 + 0, ROCKET_RATE, DoRocket, &s_Rocket[2][0]},
},
{
{ROCKET_R3 + 0, ROCKET_RATE, DoRocket, &s_Rocket[3][0]},
},
{
{ROCKET_R4 + 0, ROCKET_RATE, DoRocket, &s_Rocket[4][0]},
}
};
STATEp sg_Rocket[] =
{
&s_Rocket[0][0],
&s_Rocket[1][0],
&s_Rocket[2][0],
&s_Rocket[3][0],
&s_Rocket[4][0]
};
//////////////////////
//
// BUNNY ROCKET
//
//////////////////////
#define BUNNYROCKET_FRAMES 5
#define BUNNYROCKET_R0 4550
#define BUNNYROCKET_R1 BUNNYROCKET_R0 + (BUNNYROCKET_FRAMES * 1)
#define BUNNYROCKET_R2 BUNNYROCKET_R0 + (BUNNYROCKET_FRAMES * 2)
#define BUNNYROCKET_R3 BUNNYROCKET_R0 + (BUNNYROCKET_FRAMES * 3)
#define BUNNYROCKET_R4 BUNNYROCKET_R0 + (BUNNYROCKET_FRAMES * 4)
ANIMATOR DoRocket;
#define BUNNYROCKET_RATE 8
STATE s_BunnyRocket[5][1] =
{
{
{BUNNYROCKET_R0 + 2, BUNNYROCKET_RATE, DoRocket, &s_BunnyRocket[0][0]},
},
{
{BUNNYROCKET_R1 + 2, BUNNYROCKET_RATE, DoRocket, &s_BunnyRocket[1][0]},
},
{
{BUNNYROCKET_R2 + 2, BUNNYROCKET_RATE, DoRocket, &s_BunnyRocket[2][0]},
},
{
{BUNNYROCKET_R3 + 2, BUNNYROCKET_RATE, DoRocket, &s_BunnyRocket[3][0]},
},
{
{BUNNYROCKET_R4 + 2, BUNNYROCKET_RATE, DoRocket, &s_BunnyRocket[4][0]},
}
};
STATEp sg_BunnyRocket[] =
{
&s_BunnyRocket[0][0],
&s_BunnyRocket[1][0],
&s_BunnyRocket[2][0],
&s_BunnyRocket[3][0],
&s_BunnyRocket[4][0]
};
ANIMATOR DoRail;
#define RAIL_RATE 8
STATE s_Rail[5][1] =
{
{
{ROCKET_R0 + 0, RAIL_RATE, DoRail, &s_Rail[0][0]},
},
{
{ROCKET_R1 + 0, RAIL_RATE, DoRail, &s_Rail[1][0]},
},
{
{ROCKET_R2 + 0, RAIL_RATE, DoRail, &s_Rail[2][0]},
},
{
{ROCKET_R3 + 0, RAIL_RATE, DoRail, &s_Rail[3][0]},
},
{
{ROCKET_R4 + 0, RAIL_RATE, DoRail, &s_Rail[4][0]},
}
};
STATEp sg_Rail[] =
{
&s_Rail[0][0],
&s_Rail[1][0],
&s_Rail[2][0],
&s_Rail[3][0],
&s_Rail[4][0]
};
ANIMATOR DoLaser;
#define LASER_RATE 8
STATE s_Laser[] =
{
{ROCKET_R0 + 0, LASER_RATE, DoLaser, &s_Laser[0]}
};
//////////////////////
//
// MICRO
//
//////////////////////
#define MICRO_FRAMES 1
#define MICRO_R0 2206
#define MICRO_R1 MICRO_R0 + (MICRO_FRAMES * 2)
#define MICRO_R2 MICRO_R0 + (MICRO_FRAMES * 3)
#define MICRO_R3 MICRO_R0 + (MICRO_FRAMES * 4)
#define MICRO_R4 MICRO_R0 + (MICRO_FRAMES * 1)
ANIMATOR DoMicro;
#define MICRO_RATE 8
#if 0
#define PUFF 1748
#define PUFF_RATE 8
ANIMATOR DoMicroPuffSuicide;
STATE s_MicroPuff[] =
{
{PUFF + 0, PUFF_RATE, DoPuff, &s_MicroPuff[1]},
{PUFF + 1, PUFF_RATE, DoPuff, &s_MicroPuff[2]},
{PUFF + 2, PUFF_RATE, DoPuff, &s_MicroPuff[3]},
{PUFF + 3, PUFF_RATE, DoPuff, &s_MicroPuff[4]},
{PUFF + 4, PUFF_RATE, DoPuff, &s_MicroPuff[5]},
{PUFF + 5, PUFF_RATE, DoPuff, &s_MicroPuff[6]},
{PUFF + 5, 100, DoMicroPuffSuicide, &s_MicroPuff[6]}
};
#endif
STATE s_Micro[5][1] =
{
{
{MICRO_R0 + 0, MICRO_RATE, DoMicro, &s_Micro[0][0]},
},
{
{MICRO_R1 + 0, MICRO_RATE, DoMicro, &s_Micro[1][0]},
},
{
{MICRO_R2 + 0, MICRO_RATE, DoMicro, &s_Micro[2][0]},
},
{
{MICRO_R3 + 0, MICRO_RATE, DoMicro, &s_Micro[3][0]},
},
{
{MICRO_R4 + 0, MICRO_RATE, DoMicro, &s_Micro[4][0]},
}
};
STATEp sg_Micro[] =
{
&s_Micro[0][0],
&s_Micro[1][0],
&s_Micro[2][0],
&s_Micro[3][0],
&s_Micro[4][0]
};
ANIMATOR DoMicroMini;
STATE s_MicroMini[5][1] =
{
{
{MICRO_R0 + 0, MICRO_RATE, DoMicroMini, &s_MicroMini[0][0]},
},
{
{MICRO_R1 + 0, MICRO_RATE, DoMicroMini, &s_MicroMini[1][0]},
},
{
{MICRO_R2 + 0, MICRO_RATE, DoMicroMini, &s_MicroMini[2][0]},
},
{
{MICRO_R3 + 0, MICRO_RATE, DoMicroMini, &s_MicroMini[3][0]},
},
{
{MICRO_R4 + 0, MICRO_RATE, DoMicroMini, &s_MicroMini[4][0]},
}
};
STATEp sg_MicroMini[] =
{
&s_MicroMini[0][0],
&s_MicroMini[1][0],
&s_MicroMini[2][0],
&s_MicroMini[3][0],
&s_MicroMini[4][0]
};
//////////////////////
//
// BOLT THINMAN
//
//////////////////////
#define BOLT_THINMAN_RATE 8
ANIMATOR DoBoltThinMan;
STATE s_BoltThinMan[5][1] =
{
{
{BOLT_THINMAN_R0 + 0, BOLT_THINMAN_RATE, DoBoltThinMan, &s_BoltThinMan[0][0]},
},
{
{BOLT_THINMAN_R1 + 0, BOLT_THINMAN_RATE, DoBoltThinMan, &s_BoltThinMan[1][0]},
},
{
{BOLT_THINMAN_R2 + 0, BOLT_THINMAN_RATE, DoBoltThinMan, &s_BoltThinMan[2][0]},
},
{
{BOLT_THINMAN_R3 + 0, BOLT_THINMAN_RATE, DoBoltThinMan, &s_BoltThinMan[3][0]},
},
{
{BOLT_THINMAN_R4 + 0, BOLT_THINMAN_RATE, DoBoltThinMan, &s_BoltThinMan[4][0]},
}
};
STATEp sg_BoltThinMan[] =
{
&s_BoltThinMan[0][0],
&s_BoltThinMan[1][0],
&s_BoltThinMan[2][0],
&s_BoltThinMan[3][0],
&s_BoltThinMan[4][0]
};
#define BOLT_SEEKER_RATE 8
ANIMATOR DoBoltSeeker;
STATE s_BoltSeeker[5][1] =
{
{
{BOLT_THINMAN_R0 + 0, BOLT_SEEKER_RATE, DoBoltSeeker, &s_BoltSeeker[0][0]},
},
{
{BOLT_THINMAN_R1 + 0, BOLT_SEEKER_RATE, DoBoltSeeker, &s_BoltSeeker[1][0]},
},
{
{BOLT_THINMAN_R2 + 0, BOLT_SEEKER_RATE, DoBoltSeeker, &s_BoltSeeker[2][0]},
},
{
{BOLT_THINMAN_R3 + 0, BOLT_SEEKER_RATE, DoBoltSeeker, &s_BoltSeeker[3][0]},
},
{
{BOLT_THINMAN_R4 + 0, BOLT_SEEKER_RATE, DoBoltSeeker, &s_BoltSeeker[4][0]},
}
};
STATEp sg_BoltSeeker[] =
{
&s_BoltSeeker[0][0],
&s_BoltSeeker[1][0],
&s_BoltSeeker[2][0],
&s_BoltSeeker[3][0],
&s_BoltSeeker[4][0]
};
#define BOLT_FATMAN STAR
#define BOLT_FATMAN_RATE 8
ANIMATOR DoBoltFatMan;
STATE s_BoltFatMan[] =
{
{BOLT_FATMAN + 0, BOLT_FATMAN_RATE, DoBoltFatMan, &s_BoltFatMan[1]},
{BOLT_FATMAN + 1, BOLT_FATMAN_RATE, DoBoltFatMan, &s_BoltFatMan[2]},
{BOLT_FATMAN + 2, BOLT_FATMAN_RATE, DoBoltFatMan, &s_BoltFatMan[3]},
{BOLT_FATMAN + 3, BOLT_FATMAN_RATE, DoBoltFatMan, &s_BoltFatMan[0]}
};
#define BOLT_SHRAPNEL STAR
#define BOLT_SHRAPNEL_RATE 8
ANIMATOR DoBoltShrapnel;
STATE s_BoltShrapnel[] =
{
{BOLT_SHRAPNEL + 0, BOLT_SHRAPNEL_RATE, DoBoltShrapnel, &s_BoltShrapnel[1]},
{BOLT_SHRAPNEL + 1, BOLT_SHRAPNEL_RATE, DoBoltShrapnel, &s_BoltShrapnel[2]},
{BOLT_SHRAPNEL + 2, BOLT_SHRAPNEL_RATE, DoBoltShrapnel, &s_BoltShrapnel[3]},
{BOLT_SHRAPNEL + 3, BOLT_SHRAPNEL_RATE, DoBoltShrapnel, &s_BoltShrapnel[0]}
};
#define COOLG_FIRE 2430
//#define COOLG_FIRE 1465
2020-10-11 09:36:26 +00:00
#define COOLG_W_FIRE_RATE 8
ANIMATOR DoCoolgFire;
STATE s_CoolgFire[] =
{
2020-10-11 09:36:26 +00:00
{2031 + 0, COOLG_W_FIRE_RATE, DoCoolgFire, &s_CoolgFire[1]},
{2031 + 1, COOLG_W_FIRE_RATE, DoCoolgFire, &s_CoolgFire[2]},
{2031 + 2, COOLG_W_FIRE_RATE, DoCoolgFire, &s_CoolgFire[3]},
{2031 + 3, COOLG_W_FIRE_RATE, DoCoolgFire, &s_CoolgFire[0]}
};
#define COOLG_FIRE_DONE 2410
//#define COOLG_FIRE_DONE 1466
//#define COOLG_FIRE_DONE_RATE 8
#define COOLG_FIRE_DONE_RATE 3
STATE s_CoolgFireDone[] =
{
{COOLG_FIRE_DONE + 0, COOLG_FIRE_DONE_RATE, NullAnimator, &s_CoolgFireDone[1]},
{COOLG_FIRE_DONE + 1, COOLG_FIRE_DONE_RATE, NullAnimator, &s_CoolgFireDone[2]},
{COOLG_FIRE_DONE + 2, COOLG_FIRE_DONE_RATE, NullAnimator, &s_CoolgFireDone[3]},
{COOLG_FIRE_DONE + 3, COOLG_FIRE_DONE_RATE, NullAnimator, &s_CoolgFireDone[4]},
{COOLG_FIRE_DONE + 4, COOLG_FIRE_DONE_RATE, NullAnimator, &s_CoolgFireDone[5]},
{COOLG_FIRE_DONE + 4, COOLG_FIRE_DONE_RATE, DoSuicide, &s_CoolgFireDone[5]}
};
ANIMATOR DoCoolgDrip;
#define COOLG_DRIP 1720
STATE s_CoolgDrip[] =
{
{COOLG_DRIP + 0, 100, DoCoolgDrip, &s_CoolgDrip[0]}
};
#define GORE_FLOOR_SPLASH_RATE 8
#define GORE_FLOOR_SPLASH 1710
STATE s_GoreFloorSplash[] =
{
{GORE_FLOOR_SPLASH + 0, GORE_FLOOR_SPLASH_RATE, NullAnimator, &s_GoreFloorSplash[1]},
{GORE_FLOOR_SPLASH + 1, GORE_FLOOR_SPLASH_RATE, NullAnimator, &s_GoreFloorSplash[2]},
{GORE_FLOOR_SPLASH + 2, GORE_FLOOR_SPLASH_RATE, NullAnimator, &s_GoreFloorSplash[3]},
{GORE_FLOOR_SPLASH + 3, GORE_FLOOR_SPLASH_RATE, NullAnimator, &s_GoreFloorSplash[4]},
{GORE_FLOOR_SPLASH + 4, GORE_FLOOR_SPLASH_RATE, NullAnimator, &s_GoreFloorSplash[5]},
{GORE_FLOOR_SPLASH + 5, GORE_FLOOR_SPLASH_RATE, NullAnimator, &s_GoreFloorSplash[6]},
{GORE_FLOOR_SPLASH + 5, GORE_FLOOR_SPLASH_RATE, DoSuicide, &s_GoreFloorSplash[6]}
};
#define GORE_SPLASH_RATE 8
#define GORE_SPLASH 2410
STATE s_GoreSplash[] =
{
{GORE_SPLASH + 0, GORE_SPLASH_RATE, NullAnimator, &s_GoreSplash[1]},
{GORE_SPLASH + 1, GORE_SPLASH_RATE, NullAnimator, &s_GoreSplash[2]},
{GORE_SPLASH + 2, GORE_SPLASH_RATE, NullAnimator, &s_GoreSplash[3]},
{GORE_SPLASH + 3, GORE_SPLASH_RATE, NullAnimator, &s_GoreSplash[4]},
{GORE_SPLASH + 4, GORE_SPLASH_RATE, NullAnimator, &s_GoreSplash[5]},
{GORE_SPLASH + 5, GORE_SPLASH_RATE, NullAnimator, &s_GoreSplash[6]},
{GORE_SPLASH + 5, GORE_SPLASH_RATE, DoSuicide, &s_GoreSplash[6]}
};
//////////////////////////////////////////////
//
// HEART ATTACK & PLASMA
//
//////////////////////////////////////////////
#define PLASMA 1562 //2058
#define PLASMA_FOUNTAIN 2058+1
#define PLASMA_RATE 8
#define PLASMA_FOUNTAIN_TIME (3*120);
ANIMATOR DoPlasma;
// regular bolt from heart
STATE s_Plasma[] =
{
{PLASMA + 0, PLASMA_RATE, DoPlasma, &s_Plasma[1]},
{PLASMA + 1, PLASMA_RATE, DoPlasma, &s_Plasma[2]},
{PLASMA + 2, PLASMA_RATE, DoPlasma, &s_Plasma[0]}
};
ANIMATOR DoPlasmaFountain;
// follows actor spewing blood
#define PLASMA_Drip 1562 //2420
STATE s_PlasmaFountain[] =
{
{PLASMA_Drip + 0, PLASMA_RATE, DoPlasmaFountain, &s_PlasmaFountain[1]},
{PLASMA_Drip + 1, PLASMA_RATE, DoPlasmaFountain, &s_PlasmaFountain[2]},
{PLASMA_Drip + 2, PLASMA_RATE, DoPlasmaFountain, &s_PlasmaFountain[3]},
{PLASMA_Drip + 3, PLASMA_RATE, DoPlasmaFountain, &s_PlasmaFountain[0]},
};
#define PLASMA_Drip_RATE 12
STATE s_PlasmaDrip[] =
{
{PLASMA_Drip + 0, PLASMA_Drip_RATE, DoShrapJumpFall, &s_PlasmaDrip[1]},
{PLASMA_Drip + 1, PLASMA_Drip_RATE, DoShrapJumpFall, &s_PlasmaDrip[2]},
{PLASMA_Drip + 2, PLASMA_Drip_RATE, DoShrapJumpFall, &s_PlasmaDrip[3]},
{PLASMA_Drip + 3, PLASMA_Drip_RATE, DoShrapJumpFall, &s_PlasmaDrip[4]},
{PLASMA_Drip + 4, PLASMA_Drip_RATE, DoShrapJumpFall, &s_PlasmaDrip[5]},
{PLASMA_Drip + 5, PLASMA_Drip_RATE, DoShrapJumpFall, &s_PlasmaDrip[6]},
{PLASMA_Drip + 7, PLASMA_Drip_RATE, DoSuicide, &s_PlasmaDrip[6]}
};
#define PLASMA_DONE 2061
#define PLASMA_DONE_RATE 15
ANIMATOR DoPlasmaDone;
STATE s_PlasmaDone[] =
{
{PLASMA + 0, PLASMA_DONE_RATE, DoPlasmaDone, &s_PlasmaDone[1]},
{PLASMA + 2, PLASMA_DONE_RATE, DoPlasmaDone, &s_PlasmaDone[2]},
{PLASMA + 1, PLASMA_DONE_RATE, DoPlasmaDone, &s_PlasmaDone[0]}
};
#define TELEPORT_EFFECT 3240
#define TELEPORT_EFFECT_RATE 6
ANIMATOR DoTeleportEffect;
STATE s_TeleportEffect[] =
{
{TELEPORT_EFFECT + 0, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[1]},
{TELEPORT_EFFECT + 1, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[2]},
{TELEPORT_EFFECT + 2, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[3]},
{TELEPORT_EFFECT + 3, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[4]},
{TELEPORT_EFFECT + 4, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[5]},
{TELEPORT_EFFECT + 5, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[6]},
{TELEPORT_EFFECT + 6, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[7]},
{TELEPORT_EFFECT + 7, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[8]},
{TELEPORT_EFFECT + 8, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[9]},
{TELEPORT_EFFECT + 9, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[10]},
{TELEPORT_EFFECT + 10, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[11]},
{TELEPORT_EFFECT + 11, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[12]},
{TELEPORT_EFFECT + 12, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[13]},
{TELEPORT_EFFECT + 13, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[14]},
{TELEPORT_EFFECT + 14, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[15]},
{TELEPORT_EFFECT + 15, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[16]},
{TELEPORT_EFFECT + 16, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[17]},
{TELEPORT_EFFECT + 17, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[18]},
{TELEPORT_EFFECT + 17, TELEPORT_EFFECT_RATE, DoSuicide, &s_TeleportEffect[18]},
};
// Spawn a RIPPER teleport effect
ANIMATOR DoTeleRipper;
STATE s_TeleportEffect2[] =
{
{TELEPORT_EFFECT + 0, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[1]},
{TELEPORT_EFFECT + 1, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[2]},
{TELEPORT_EFFECT + 2, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[3]},
{TELEPORT_EFFECT + 3, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[4]},
{TELEPORT_EFFECT + 4, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[5]},
{TELEPORT_EFFECT + 5, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[6]},
{TELEPORT_EFFECT + 6, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[7]},
{TELEPORT_EFFECT + 7, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[8]},
{TELEPORT_EFFECT + 8, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[9]},
{TELEPORT_EFFECT + 9, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[10]},
{TELEPORT_EFFECT + 10, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[11]},
{TELEPORT_EFFECT + 11, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[12]},
{TELEPORT_EFFECT + 12, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[13]},
{TELEPORT_EFFECT + 13, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[14]},
{TELEPORT_EFFECT + 14, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[15]},
{TELEPORT_EFFECT + 15, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[16]},
{TELEPORT_EFFECT + 16, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[17]},
{TELEPORT_EFFECT + 17, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[18]},
{TELEPORT_EFFECT + 17, SF_QUICK_CALL, DoTeleRipper, &s_TeleportEffect2[19]},
{TELEPORT_EFFECT + 17, TELEPORT_EFFECT_RATE, DoSuicide, &s_TeleportEffect2[19]},
};
ANIMATOR DoElectro;
#define ELECTRO_SNAKE 2073
#define ELECTRO_PLAYER (ELECTRO)
#define ELECTRO_ENEMY (ELECTRO + 1)
#define ELECTRO_SHARD (ELECTRO + 2)
STATE s_Electro[] =
{
{ELECTRO + 0, 12, DoElectro, &s_Electro[1]},
{ELECTRO + 1, 12, DoElectro, &s_Electro[2]},
{ELECTRO + 2, 12, DoElectro, &s_Electro[3]},
{ELECTRO + 3, 12, DoElectro, &s_Electro[0]}
};
STATE s_ElectroShrap[] =
{
{ELECTRO + 0, 12, DoShrapDamage, &s_ElectroShrap[1]},
{ELECTRO + 1, 12, DoShrapDamage, &s_ElectroShrap[2]},
{ELECTRO + 2, 12, DoShrapDamage, &s_ElectroShrap[3]},
{ELECTRO + 3, 12, DoShrapDamage, &s_ElectroShrap[0]}
};
//////////////////////
//
// EXPS
//
//////////////////////
#define GRENADE_EXP 3121
#define MINE_EXP GRENADE_EXP+1
#define GRENADE_EXP_RATE 6
#if 0
STATE s_GrenadeExp[] =
{
{GRENADE_EXP + 0, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[1]},
{GRENADE_EXP + 1, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[2]},
{GRENADE_EXP + 2, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[3]},
{GRENADE_EXP + 3, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[4]},
{GRENADE_EXP + 4, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[5]},
{GRENADE_EXP + 5, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[6]},
{GRENADE_EXP + 6, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[7]},
{GRENADE_EXP + 7, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[8]},
{GRENADE_EXP + 8, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[9]},
{GRENADE_EXP + 9, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[10]},
{GRENADE_EXP + 10, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[11]},
{GRENADE_EXP + 11, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[12]},
{GRENADE_EXP + 12, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[13]},
{GRENADE_EXP + 13, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[14]},
{GRENADE_EXP + 14, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[15]},
{GRENADE_EXP + 15, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[16]},
{GRENADE_EXP + 16, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[17]},
{GRENADE_EXP + 17, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[18]},
{GRENADE_EXP + 18, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[19]},
{GRENADE_EXP + 19, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[20]},
{GRENADE_EXP + 20, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[21]},
{GRENADE_EXP + 21, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[22]},
{GRENADE_EXP + 21, 100, DoSuicide, &s_GrenadeExp[22]}
};
#else
STATE s_GrenadeSmallExp[] =
{
{GRENADE_EXP + 0, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[1]},
{GRENADE_EXP + 1, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[2]},
{GRENADE_EXP + 2, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[3]},
{GRENADE_EXP + 3, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[4]},
{GRENADE_EXP + 4, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[5]},
{GRENADE_EXP + 5, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[6]},
{GRENADE_EXP + 6, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[7]},
{GRENADE_EXP + 7, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[8]},
{GRENADE_EXP + 8, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[9]},
{GRENADE_EXP + 9, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[10]},
{GRENADE_EXP + 10, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[11]},
{GRENADE_EXP + 11, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[12]},
{GRENADE_EXP + 12, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[13]},
{GRENADE_EXP + 13, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[14]},
{GRENADE_EXP + 14, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[15]},
{GRENADE_EXP + 15, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[16]},
{GRENADE_EXP + 16, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[17]},
{GRENADE_EXP + 17, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[18]},
{GRENADE_EXP + 18, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[19]},
{GRENADE_EXP + 19, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[20]},
{GRENADE_EXP + 20, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[21]},
{GRENADE_EXP + 21, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[22]},
{GRENADE_EXP + 21, 100, DoSuicide, &s_GrenadeSmallExp[22]}
};
ANIMATOR SpawnGrenadeSmallExp;
STATE s_GrenadeExp[] =
{
{GRENADE_EXP + 0, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[1]},
{GRENADE_EXP + 1, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[2]},
{GRENADE_EXP + 2, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[3]},
{GRENADE_EXP + 3, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[4]},
{GRENADE_EXP + 4, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[5]},
{GRENADE_EXP + 5, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[6]},
{GRENADE_EXP + 6, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[7]},
{GRENADE_EXP + 6, SF_QUICK_CALL, SpawnGrenadeSmallExp, &s_GrenadeExp[8]},
{GRENADE_EXP + 7, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[9]},
{GRENADE_EXP + 8, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[10]},
{GRENADE_EXP + 9, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[11]},
{GRENADE_EXP + 10, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[12]},
{GRENADE_EXP + 11, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[13]},
{GRENADE_EXP + 12, SF_QUICK_CALL, SpawnGrenadeSmallExp, &s_GrenadeExp[14]},
{GRENADE_EXP + 12, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[15]},
{GRENADE_EXP + 13, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[16]},
{GRENADE_EXP + 14, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[17]},
{GRENADE_EXP + 15, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[18]},
{GRENADE_EXP + 16, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[19]},
{GRENADE_EXP + 17, SF_QUICK_CALL, SpawnGrenadeSmallExp, &s_GrenadeExp[20]},
{GRENADE_EXP + 17, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[21]},
{GRENADE_EXP + 18, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[22]},
{GRENADE_EXP + 19, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[23]},
{GRENADE_EXP + 20, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[24]},
{GRENADE_EXP + 21, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[25]},
{GRENADE_EXP + 21, 100, DoSuicide, &s_GrenadeExp[25]}
};
#endif
#define MINE_EXP GRENADE_EXP+1
ANIMATOR DoMineExp, DoMineExpMine;
STATE s_MineExp[] =
{
{GRENADE_EXP + 0, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[1]},
{GRENADE_EXP + 1, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[2]},
{GRENADE_EXP + 2, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[3]},
{GRENADE_EXP + 3, 0|SF_QUICK_CALL, DoMineExp, &s_MineExp[4]},
{GRENADE_EXP + 3, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[5]},
{GRENADE_EXP + 4, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[6]},
{GRENADE_EXP + 5, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[7]},
{GRENADE_EXP + 6, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[8]},
{GRENADE_EXP + 7, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[9]},
{GRENADE_EXP + 8, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[10]},
{GRENADE_EXP + 9, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[11]},
{GRENADE_EXP + 10, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[12]},
{GRENADE_EXP + 11, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[13]},
{GRENADE_EXP + 12, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[14]},
{GRENADE_EXP + 13, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[15]},
{GRENADE_EXP + 14, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[16]},
{GRENADE_EXP + 15, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[17]},
{GRENADE_EXP + 16, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[18]},
{GRENADE_EXP + 17, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[19]},
{GRENADE_EXP + 17, 0|SF_QUICK_CALL, DoMineExpMine, &s_MineExp[20]},
{GRENADE_EXP + 18, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[21]},
{GRENADE_EXP + 19, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[22]},
{GRENADE_EXP + 20, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[23]},
{GRENADE_EXP + 21, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[24]},
{GRENADE_EXP + 21, 100, DoSuicide, &s_MineExp[24]}
};
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#define EXP_RATE_W 7
#define BOLT_EXP EXP
#define FIREBALL_EXP EXP+1
#define BASIC_EXP EXP+2
#define SECTOR_EXP EXP+3
#define MICRO_EXP EXP+5
#define TRACER_EXP EXP+6
#define TANK_SHELL_EXP EXP+7
STATE s_BasicExp[] =
{
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{EXP + 0, EXP_RATE_W, NullAnimator, &s_BasicExp[1]},
{EXP + 1, EXP_RATE_W, NullAnimator, &s_BasicExp[2]},
{EXP + 2, EXP_RATE_W, NullAnimator, &s_BasicExp[3]},
{EXP + 3, EXP_RATE_W, NullAnimator, &s_BasicExp[4]},
{EXP + 4, EXP_RATE_W, NullAnimator, &s_BasicExp[5]},
{EXP + 5, EXP_RATE_W, NullAnimator, &s_BasicExp[6]},
{EXP + 6, EXP_RATE_W, NullAnimator, &s_BasicExp[7]},
{EXP + 7, EXP_RATE_W, NullAnimator, &s_BasicExp[8]},
{EXP + 8, EXP_RATE_W, NullAnimator, &s_BasicExp[9]},
{EXP + 9, EXP_RATE_W, NullAnimator, &s_BasicExp[10]},
{EXP + 10, EXP_RATE_W, NullAnimator, &s_BasicExp[11]},
{EXP + 11, EXP_RATE_W, NullAnimator, &s_BasicExp[12]},
{EXP + 12, EXP_RATE_W, NullAnimator, &s_BasicExp[13]},
{EXP + 13, EXP_RATE_W, NullAnimator, &s_BasicExp[14]},
{EXP + 14, EXP_RATE_W, NullAnimator, &s_BasicExp[15]},
{EXP + 15, EXP_RATE_W, NullAnimator, &s_BasicExp[16]},
{EXP + 16, EXP_RATE_W, NullAnimator, &s_BasicExp[17]},
{EXP + 17, EXP_RATE_W, NullAnimator, &s_BasicExp[18]},
{EXP + 18, EXP_RATE_W, NullAnimator, &s_BasicExp[19]},
{EXP + 19, EXP_RATE_W, NullAnimator, &s_BasicExp[20]},
{EXP + 20, 100, DoSuicide, &s_BasicExp[0]}
};
#define MICRO_EXP_RATE 3
ANIMATOR DoExpDamageTest;
STATE s_MicroExp[] =
{
{EXP + 0, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[1]},
{EXP + 0, SF_QUICK_CALL, DoExpDamageTest, &s_MicroExp[2]},
{EXP + 1, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[3]},
{EXP + 2, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[4]},
{EXP + 3, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[5]},
{EXP + 4, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[6]},
{EXP + 5, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[7]},
{EXP + 6, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[8]},
{EXP + 7, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[9]},
{EXP + 8, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[10]},
{EXP + 9, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[11]},
{EXP + 10, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[12]},
{EXP + 11, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[13]},
{EXP + 12, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[14]},
{EXP + 13, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[15]},
{EXP + 14, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[16]},
{EXP + 15, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[17]},
{EXP + 16, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[18]},
{EXP + 17, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[19]},
{EXP + 18, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[20]},
{EXP + 19, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[21]},
{EXP + 20, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[22]},
{EXP + 20, 100, DoSuicide, &s_MicroExp[22]}
};
#define BIG_GUN_FLAME_RATE 15
STATE s_BigGunFlame[] =
{
// first 3 frames
{EXP + 0, BIG_GUN_FLAME_RATE, NullAnimator, &s_BigGunFlame[1]},
{EXP + 1, BIG_GUN_FLAME_RATE, NullAnimator, &s_BigGunFlame[2]},
{EXP + 2, BIG_GUN_FLAME_RATE, NullAnimator, &s_BigGunFlame[3]},
// last 4 frames frames
{EXP + 17, BIG_GUN_FLAME_RATE, NullAnimator, &s_BigGunFlame[4]},
{EXP + 18, BIG_GUN_FLAME_RATE, NullAnimator, &s_BigGunFlame[5]},
{EXP + 19, BIG_GUN_FLAME_RATE, NullAnimator, &s_BigGunFlame[6]},
{EXP + 20, BIG_GUN_FLAME_RATE, NullAnimator, &s_BigGunFlame[7]},
{EXP + 20, 100, DoSuicide, &s_BigGunFlame[0]}
};
STATE s_BoltExp[] =
{
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{EXP + 0, EXP_RATE_W, NullAnimator, &s_BoltExp[1]},
{EXP + 0, SF_QUICK_CALL, NullAnimator, &s_BoltExp[2]},
{EXP + 0, SF_QUICK_CALL, SpawnShrapX, &s_BoltExp[3]},
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{EXP + 1, EXP_RATE_W, NullAnimator, &s_BoltExp[4]},
{EXP + 2, EXP_RATE_W, NullAnimator, &s_BoltExp[5]},
{EXP + 3, EXP_RATE_W, NullAnimator, &s_BoltExp[6]},
{EXP + 4, EXP_RATE_W, NullAnimator, &s_BoltExp[7]},
{EXP + 5, EXP_RATE_W, NullAnimator, &s_BoltExp[8]},
{EXP + 6, EXP_RATE_W, NullAnimator, &s_BoltExp[9]},
{EXP + 7, EXP_RATE_W, NullAnimator, &s_BoltExp[10]},
{EXP + 7, SF_QUICK_CALL, SpawnShrapX, &s_BoltExp[11]},
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{EXP + 8, EXP_RATE_W, NullAnimator, &s_BoltExp[12]},
{EXP + 9, EXP_RATE_W, NullAnimator, &s_BoltExp[13]},
{EXP + 10, EXP_RATE_W, NullAnimator, &s_BoltExp[14]},
{EXP + 11, EXP_RATE_W, NullAnimator, &s_BoltExp[15]},
{EXP + 12, EXP_RATE_W, NullAnimator, &s_BoltExp[16]},
{EXP + 13, EXP_RATE_W, NullAnimator, &s_BoltExp[17]},
{EXP + 14, EXP_RATE_W, NullAnimator, &s_BoltExp[18]},
{EXP + 15, EXP_RATE_W, NullAnimator, &s_BoltExp[19]},
{EXP + 16, EXP_RATE_W, NullAnimator, &s_BoltExp[20]},
{EXP + 17, EXP_RATE_W, NullAnimator, &s_BoltExp[21]},
{EXP + 18, EXP_RATE_W, NullAnimator, &s_BoltExp[22]},
{EXP + 19, EXP_RATE_W, NullAnimator, &s_BoltExp[23]},
{EXP + 20, EXP_RATE_W, NullAnimator, &s_BoltExp[24]},
{EXP + 20, 100, DoSuicide, &s_BoltExp[0]}
};
STATE s_TankShellExp[] =
{
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{EXP + 0, EXP_RATE_W, NullAnimator, &s_TankShellExp[1]},
{EXP + 0, SF_QUICK_CALL, NullAnimator, &s_TankShellExp[2]},
{EXP + 0, SF_QUICK_CALL, SpawnShrapX, &s_TankShellExp[3]},
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{EXP + 1, EXP_RATE_W, NullAnimator, &s_TankShellExp[4]},
{EXP + 2, EXP_RATE_W, NullAnimator, &s_TankShellExp[5]},
{EXP + 3, EXP_RATE_W, NullAnimator, &s_TankShellExp[6]},
{EXP + 4, EXP_RATE_W, NullAnimator, &s_TankShellExp[7]},
{EXP + 5, EXP_RATE_W, NullAnimator, &s_TankShellExp[8]},
{EXP + 6, EXP_RATE_W, NullAnimator, &s_TankShellExp[9]},
{EXP + 7, EXP_RATE_W, NullAnimator, &s_TankShellExp[10]},
{EXP + 7, SF_QUICK_CALL, SpawnShrapX, &s_TankShellExp[11]},
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{EXP + 8, EXP_RATE_W, NullAnimator, &s_TankShellExp[12]},
{EXP + 9, EXP_RATE_W, NullAnimator, &s_TankShellExp[13]},
{EXP + 10, EXP_RATE_W, NullAnimator, &s_TankShellExp[14]},
{EXP + 11, EXP_RATE_W, NullAnimator, &s_TankShellExp[15]},
{EXP + 12, EXP_RATE_W, NullAnimator, &s_TankShellExp[16]},
{EXP + 13, EXP_RATE_W, NullAnimator, &s_TankShellExp[17]},
{EXP + 14, EXP_RATE_W, NullAnimator, &s_TankShellExp[18]},
{EXP + 15, EXP_RATE_W, NullAnimator, &s_TankShellExp[19]},
{EXP + 16, EXP_RATE_W, NullAnimator, &s_TankShellExp[20]},
{EXP + 17, EXP_RATE_W, NullAnimator, &s_TankShellExp[21]},
{EXP + 18, EXP_RATE_W, NullAnimator, &s_TankShellExp[22]},
{EXP + 19, EXP_RATE_W, NullAnimator, &s_TankShellExp[23]},
{EXP + 20, EXP_RATE_W, NullAnimator, &s_TankShellExp[24]},
{EXP + 20, 100, DoSuicide, &s_TankShellExp[0]}
};
#define TRACER_EXP_RATE 4
STATE s_TracerExp[] =
{
{EXP + 0, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[1]},
{EXP + 0, SF_QUICK_CALL, NullAnimator, &s_TracerExp[2]},
{EXP + 0, SF_QUICK_CALL, NullAnimator, &s_TracerExp[3]},
{EXP + 1, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[4]},
{EXP + 2, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[5]},
{EXP + 3, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[6]},
{EXP + 4, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[7]},
{EXP + 5, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[8]},
{EXP + 6, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[9]},
{EXP + 7, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[10]},
{EXP + 7, SF_QUICK_CALL, NullAnimator, &s_TracerExp[11]},
{EXP + 8, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[12]},
{EXP + 9, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[13]},
{EXP + 10, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[14]},
{EXP + 11, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[15]},
{EXP + 12, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[16]},
{EXP + 13, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[17]},
{EXP + 14, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[18]},
{EXP + 15, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[19]},
{EXP + 16, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[20]},
{EXP + 17, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[21]},
{EXP + 18, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[22]},
{EXP + 19, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[23]},
{EXP + 20, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[24]},
{EXP + 20, 100, DoSuicide, &s_TracerExp[0]}
};
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#define EXP_RATE_W 7
ANIMATOR DoSectorExp;
STATE s_SectorExp[] =
{
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{EXP + 0, EXP_RATE_W, DoSectorExp, &s_SectorExp[1]},
{EXP + 0, SF_QUICK_CALL, SpawnShrapX, &s_SectorExp[2]},
{EXP + 0, SF_QUICK_CALL, DoSectorExp, &s_SectorExp[3]},
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{EXP + 1, EXP_RATE_W, DoSectorExp, &s_SectorExp[4]},
{EXP + 2, EXP_RATE_W, DoSectorExp, &s_SectorExp[5]},
{EXP + 3, EXP_RATE_W, DoSectorExp, &s_SectorExp[6]},
{EXP + 4, EXP_RATE_W, DoSectorExp, &s_SectorExp[7]},
{EXP + 5, EXP_RATE_W, DoSectorExp, &s_SectorExp[8]},
{EXP + 6, EXP_RATE_W, DoSectorExp, &s_SectorExp[9]},
{EXP + 7, EXP_RATE_W, DoSectorExp, &s_SectorExp[10]},
{EXP + 7, SF_QUICK_CALL, DoSectorExp, &s_SectorExp[11]},
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{EXP + 8, EXP_RATE_W, DoSectorExp, &s_SectorExp[12]},
{EXP + 9, EXP_RATE_W, DoSectorExp, &s_SectorExp[13]},
{EXP + 10, EXP_RATE_W, DoSectorExp, &s_SectorExp[14]},
{EXP + 11, EXP_RATE_W, DoSectorExp, &s_SectorExp[15]},
{EXP + 12, EXP_RATE_W, DoSectorExp, &s_SectorExp[16]},
{EXP + 13, EXP_RATE_W, DoSectorExp, &s_SectorExp[17]},
{EXP + 14, EXP_RATE_W, DoSectorExp, &s_SectorExp[18]},
{EXP + 15, EXP_RATE_W, DoSectorExp, &s_SectorExp[19]},
{EXP + 16, EXP_RATE_W, DoSectorExp, &s_SectorExp[20]},
{EXP + 17, EXP_RATE_W, DoSectorExp, &s_SectorExp[21]},
{EXP + 18, EXP_RATE_W, DoSectorExp, &s_SectorExp[22]},
{EXP + 19, EXP_RATE_W, DoSectorExp, &s_SectorExp[23]},
{EXP + 20, EXP_RATE_W, DoSectorExp, &s_SectorExp[24]},
{EXP + 20, 100, DoSuicide, &s_SectorExp[0]}
};
#define FIREBALL_DISS 3196
#define FIREBALL_DISS_RATE 8
STATE s_FireballExp[] =
{
{FIREBALL_DISS + 0, FIREBALL_DISS_RATE, NullAnimator, &s_FireballExp[1]},
{FIREBALL_DISS + 1, FIREBALL_DISS_RATE, NullAnimator, &s_FireballExp[2]},
{FIREBALL_DISS + 2, FIREBALL_DISS_RATE, NullAnimator, &s_FireballExp[3]},
{FIREBALL_DISS + 3, FIREBALL_DISS_RATE, NullAnimator, &s_FireballExp[4]},
{FIREBALL_DISS + 4, FIREBALL_DISS_RATE, NullAnimator, &s_FireballExp[5]},
{FIREBALL_DISS + 4, 100, DoSuicide, &s_FireballExp[0]}
};
#define NAP_EXP (3072)
#define NAP_EXP_RATE 6
STATE s_NapExp[] =
{
{NAP_EXP + 0, NAP_EXP_RATE, NullAnimator, &s_NapExp[1]},
{NAP_EXP + 0, 0 | SF_QUICK_CALL, DoDamageTest, &s_NapExp[2]},
{NAP_EXP + 1, NAP_EXP_RATE, NullAnimator, &s_NapExp[3]},
{NAP_EXP + 2, NAP_EXP_RATE, NullAnimator, &s_NapExp[4]},
{NAP_EXP + 3, NAP_EXP_RATE, NullAnimator, &s_NapExp[5]},
{NAP_EXP + 4, NAP_EXP_RATE, NullAnimator, &s_NapExp[6]},
{NAP_EXP + 5, NAP_EXP_RATE, NullAnimator, &s_NapExp[7]},
{NAP_EXP + 6, NAP_EXP_RATE, NullAnimator, &s_NapExp[8]},
{NAP_EXP + 7, NAP_EXP_RATE, NullAnimator, &s_NapExp[9]},
{NAP_EXP + 8, NAP_EXP_RATE, NullAnimator, &s_NapExp[10]},
{NAP_EXP + 9, NAP_EXP_RATE, NullAnimator, &s_NapExp[11]},
{NAP_EXP + 10, NAP_EXP_RATE, NullAnimator, &s_NapExp[12]},
{NAP_EXP + 11, NAP_EXP_RATE, NullAnimator, &s_NapExp[13]},
{NAP_EXP + 12, NAP_EXP_RATE, NullAnimator, &s_NapExp[14]},
{NAP_EXP + 13, NAP_EXP_RATE, NullAnimator, &s_NapExp[15]},
{NAP_EXP + 14, NAP_EXP_RATE, NullAnimator, &s_NapExp[16]},
{NAP_EXP + 15, NAP_EXP_RATE-2, NullAnimator, &s_NapExp[17]},
{NAP_EXP + 16, NAP_EXP_RATE-2, NullAnimator, &s_NapExp[18]},
{NAP_EXP + 17, NAP_EXP_RATE-2, NullAnimator, &s_NapExp[19]},
{NAP_EXP + 18, NAP_EXP_RATE-2, NullAnimator, &s_NapExp[20]},
{NAP_EXP + 19, NAP_EXP_RATE-2, NullAnimator, &s_NapExp[21]},
{NAP_EXP + 20, NAP_EXP_RATE-2, NullAnimator, &s_NapExp[22]},
{NAP_EXP + 21, NAP_EXP_RATE-2, NullAnimator, &s_NapExp[23]},
{NAP_EXP + 21, NAP_EXP_RATE-2, DoSuicide, &s_NapExp[23]}
};
ANIMATOR DoFireballFlames;
#define FLAME_RATE 6
STATE s_FireballFlames[] =
{
{FIREBALL_FLAMES + 0, FLAME_RATE, DoFireballFlames, &s_FireballFlames[1]},
{FIREBALL_FLAMES + 1, FLAME_RATE, DoFireballFlames, &s_FireballFlames[2]},
{FIREBALL_FLAMES + 2, FLAME_RATE, DoFireballFlames, &s_FireballFlames[3]},
{FIREBALL_FLAMES + 3, FLAME_RATE, DoFireballFlames, &s_FireballFlames[4]},
{FIREBALL_FLAMES + 4, FLAME_RATE, DoFireballFlames, &s_FireballFlames[5]},
{FIREBALL_FLAMES + 5, FLAME_RATE, DoFireballFlames, &s_FireballFlames[6]},
{FIREBALL_FLAMES + 6, FLAME_RATE, DoFireballFlames, &s_FireballFlames[7]},
{FIREBALL_FLAMES + 7, FLAME_RATE, DoFireballFlames, &s_FireballFlames[8]},
{FIREBALL_FLAMES + 8, FLAME_RATE, DoFireballFlames, &s_FireballFlames[9]},
{FIREBALL_FLAMES + 9, FLAME_RATE, DoFireballFlames, &s_FireballFlames[10]},
{FIREBALL_FLAMES +10, FLAME_RATE, DoFireballFlames, &s_FireballFlames[11]},
{FIREBALL_FLAMES +11, FLAME_RATE, DoFireballFlames, &s_FireballFlames[12]},
{FIREBALL_FLAMES +12, FLAME_RATE, DoFireballFlames, &s_FireballFlames[13]},
{FIREBALL_FLAMES +13, FLAME_RATE, DoFireballFlames, &s_FireballFlames[0]},
};
ANIMATOR DoBreakFlames;
#define FLAME_RATE 6
STATE s_BreakFlames[] =
{
{FIREBALL_FLAMES + 0, FLAME_RATE, DoBreakFlames, &s_BreakFlames[1]},
{FIREBALL_FLAMES + 1, FLAME_RATE, DoBreakFlames, &s_BreakFlames[2]},
{FIREBALL_FLAMES + 2, FLAME_RATE, DoBreakFlames, &s_BreakFlames[3]},
{FIREBALL_FLAMES + 3, FLAME_RATE, DoBreakFlames, &s_BreakFlames[4]},
{FIREBALL_FLAMES + 4, FLAME_RATE, DoBreakFlames, &s_BreakFlames[5]},
{FIREBALL_FLAMES + 5, FLAME_RATE, DoBreakFlames, &s_BreakFlames[6]},
{FIREBALL_FLAMES + 6, FLAME_RATE, DoBreakFlames, &s_BreakFlames[7]},
{FIREBALL_FLAMES + 7, FLAME_RATE, DoBreakFlames, &s_BreakFlames[8]},
{FIREBALL_FLAMES + 8, FLAME_RATE, DoBreakFlames, &s_BreakFlames[9]},
{FIREBALL_FLAMES + 9, FLAME_RATE, DoBreakFlames, &s_BreakFlames[10]},
{FIREBALL_FLAMES +10, FLAME_RATE, DoBreakFlames, &s_BreakFlames[11]},
{FIREBALL_FLAMES +11, FLAME_RATE, DoBreakFlames, &s_BreakFlames[12]},
{FIREBALL_FLAMES +12, FLAME_RATE, DoBreakFlames, &s_BreakFlames[13]},
{FIREBALL_FLAMES +13, FLAME_RATE, DoBreakFlames, &s_BreakFlames[0]},
};
//////////////////////
//
// FIREBALL
//
//////////////////////
#if 1
ANIMATOR DoFireball;
#define FIREBALL_RATE 8
#define GORO_FIREBALL FIREBALL+1
STATE s_Fireball[] =
{
{FIREBALL + 0, 12, DoFireball, &s_Fireball[1]},
{FIREBALL + 1, 12, DoFireball, &s_Fireball[2]},
{FIREBALL + 2, 12, DoFireball, &s_Fireball[3]},
{FIREBALL + 3, 12, DoFireball, &s_Fireball[0]}
};
#else
#define GORO_FIREBALL FIREBALL_R0
#define FIREBALL_RATE 6
ANIMATOR DoFireball;
STATE s_Fireball[5][4] =
{
{
{FIREBALL_R0 + 0, FIREBALL_RATE, DoFireball, &s_Fireball[0][1]},
{FIREBALL_R0 + 1, FIREBALL_RATE, DoFireball, &s_Fireball[0][2]},
{FIREBALL_R0 + 2, FIREBALL_RATE, DoFireball, &s_Fireball[0][3]},
{FIREBALL_R0 + 3, FIREBALL_RATE, DoFireball, &s_Fireball[0][0]},
},
{
{FIREBALL_R1 + 0, FIREBALL_RATE, DoFireball, &s_Fireball[1][1]},
{FIREBALL_R1 + 1, FIREBALL_RATE, DoFireball, &s_Fireball[1][2]},
{FIREBALL_R1 + 2, FIREBALL_RATE, DoFireball, &s_Fireball[1][3]},
{FIREBALL_R1 + 3, FIREBALL_RATE, DoFireball, &s_Fireball[1][0]},
},
{
{FIREBALL_R2 + 0, FIREBALL_RATE, DoFireball, &s_Fireball[2][1]},
{FIREBALL_R2 + 1, FIREBALL_RATE, DoFireball, &s_Fireball[2][2]},
{FIREBALL_R2 + 2, FIREBALL_RATE, DoFireball, &s_Fireball[2][3]},
{FIREBALL_R2 + 3, FIREBALL_RATE, DoFireball, &s_Fireball[2][0]},
},
{
{FIREBALL_R3 + 0, FIREBALL_RATE, DoFireball, &s_Fireball[3][1]},
{FIREBALL_R3 + 1, FIREBALL_RATE, DoFireball, &s_Fireball[3][2]},
{FIREBALL_R3 + 2, FIREBALL_RATE, DoFireball, &s_Fireball[3][3]},
{FIREBALL_R3 + 3, FIREBALL_RATE, DoFireball, &s_Fireball[3][0]},
},
{
{FIREBALL_R4 + 0, FIREBALL_RATE, DoFireball, &s_Fireball[4][1]},
{FIREBALL_R4 + 1, FIREBALL_RATE, DoFireball, &s_Fireball[4][2]},
{FIREBALL_R4 + 2, FIREBALL_RATE, DoFireball, &s_Fireball[4][3]},
{FIREBALL_R4 + 3, FIREBALL_RATE, DoFireball, &s_Fireball[4][0]},
}
};
STATEp sg_Fireball[] =
{
s_Fireball[0],
s_Fireball[1],
s_Fireball[2],
s_Fireball[3],
s_Fireball[4]
};
#endif
#if 0
ANIMATOR DoRing;
STATE s_Ring[5][4] =
{
{
{FIREBALL_R0 + 0, FIREBALL_RATE, DoRing, &s_Ring[0][1]},
{FIREBALL_R0 + 1, FIREBALL_RATE, DoRing, &s_Ring[0][2]},
{FIREBALL_R0 + 2, FIREBALL_RATE, DoRing, &s_Ring[0][3]},
{FIREBALL_R0 + 3, FIREBALL_RATE, DoRing, &s_Ring[0][0]},
},
{
{FIREBALL_R1 + 0, FIREBALL_RATE, DoRing, &s_Ring[1][1]},
{FIREBALL_R1 + 1, FIREBALL_RATE, DoRing, &s_Ring[1][2]},
{FIREBALL_R1 + 2, FIREBALL_RATE, DoRing, &s_Ring[1][3]},
{FIREBALL_R1 + 3, FIREBALL_RATE, DoRing, &s_Ring[1][0]},
},
{
{FIREBALL_R2 + 0, FIREBALL_RATE, DoRing, &s_Ring[2][1]},
{FIREBALL_R2 + 1, FIREBALL_RATE, DoRing, &s_Ring[2][2]},
{FIREBALL_R2 + 2, FIREBALL_RATE, DoRing, &s_Ring[2][3]},
{FIREBALL_R2 + 3, FIREBALL_RATE, DoRing, &s_Ring[2][0]},
},
{
{FIREBALL_R3 + 0, FIREBALL_RATE, DoRing, &s_Ring[3][1]},
{FIREBALL_R3 + 1, FIREBALL_RATE, DoRing, &s_Ring[3][2]},
{FIREBALL_R3 + 2, FIREBALL_RATE, DoRing, &s_Ring[3][3]},
{FIREBALL_R3 + 3, FIREBALL_RATE, DoRing, &s_Ring[3][0]},
},
{
{FIREBALL_R4 + 0, FIREBALL_RATE, DoRing, &s_Ring[4][1]},
{FIREBALL_R4 + 1, FIREBALL_RATE, DoRing, &s_Ring[4][2]},
{FIREBALL_R4 + 2, FIREBALL_RATE, DoRing, &s_Ring[4][3]},
{FIREBALL_R4 + 3, FIREBALL_RATE, DoRing, &s_Ring[4][0]},
}
};
STATEp sg_Ring[] =
{
s_Ring[0],
s_Ring[1],
s_Ring[2],
s_Ring[3],
s_Ring[4]
};
#else
ANIMATOR DoRing;
STATE s_Ring[] =
{
{FIREBALL + 0, 12, DoRing, &s_Ring[1]},
{FIREBALL + 1, 12, DoRing, &s_Ring[2]},
{FIREBALL + 2, 12, DoRing, &s_Ring[3]},
{FIREBALL + 3, 12, DoRing, &s_Ring[0]}
};
#endif
STATE s_Ring2[] =
{
{2031 + 0, 12, DoRing, &s_Ring2[1]},
{2031 + 1, 12, DoRing, &s_Ring2[2]},
{2031 + 2, 12, DoRing, &s_Ring2[3]},
{2031 + 3, 12, DoRing, &s_Ring2[0]}
};
ANIMATOR DoNapalm;
STATE s_Napalm[] =
{
{FIREBALL + 0, 12, DoNapalm, &s_Napalm[1]},
{FIREBALL + 1, 12, DoNapalm, &s_Napalm[2]},
{FIREBALL + 2, 12, DoNapalm, &s_Napalm[3]},
{FIREBALL + 3, 12, DoNapalm, &s_Napalm[0]}
};
ANIMATOR DoBloodWorm;
#if 1
#define BLOOD_WORM 2106
STATE s_BloodWorm[] =
{
{BLOOD_WORM + 0, 12, DoBloodWorm, &s_BloodWorm[1]},
{BLOOD_WORM + 1, 12, DoBloodWorm, &s_BloodWorm[2]},
{BLOOD_WORM + 2, 12, DoBloodWorm, &s_BloodWorm[3]},
{BLOOD_WORM + 3, 12, DoBloodWorm, &s_BloodWorm[4]},
{BLOOD_WORM + 2, 12, DoBloodWorm, &s_BloodWorm[5]},
{BLOOD_WORM + 1, 12, DoBloodWorm, &s_BloodWorm[0]}
};
#else
#define BLOOD_WORM FIREBALL+5
STATE s_BloodWorm[] =
{
{FIREBALL + 0, 12, DoBloodWorm, &s_BloodWorm[1]},
{FIREBALL + 1, 12, DoBloodWorm, &s_BloodWorm[2]},
{FIREBALL + 2, 12, DoBloodWorm, &s_BloodWorm[3]},
{FIREBALL + 3, 12, DoBloodWorm, &s_BloodWorm[0]}
};
#endif
#if 1
#define PLASMA_EXP BLOOD_WORM+1
#define PLASMA_EXP_RATE 8
STATE s_PlasmaExp[] =
{
{BLOOD_WORM + 0, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[1]},
{BLOOD_WORM + 1, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[2]},
{BLOOD_WORM + 2, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[3]},
{BLOOD_WORM + 3, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[4]},
{BLOOD_WORM + 2, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[5]},
{BLOOD_WORM + 1, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[6]},
{BLOOD_WORM + 0, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[7]},
{BLOOD_WORM + 1, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[8]},
{BLOOD_WORM + 2, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[9]},
{BLOOD_WORM + 3, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[10]},
{BLOOD_WORM + 2, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[11]},
{BLOOD_WORM + 1, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[12]},
{BLOOD_WORM + 0, PLASMA_EXP_RATE, DoSuicide, &s_PlasmaExp[12]},
};
#else
#define PLASMA_EXP (NAP_EXP+1)
#define PLASMA_EXP_RATE 4
STATE s_PlasmaExp[] =
{
{PLASMA_EXP + 0, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[1]},
{PLASMA_EXP + 0, 0 | SF_QUICK_CALL, DoDamageTest, &s_PlasmaExp[2]},
{PLASMA_EXP + 1, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[3]},
{PLASMA_EXP + 2, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[4]},
{PLASMA_EXP + 3, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[5]},
{PLASMA_EXP + 4, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[6]},
{PLASMA_EXP + 5, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[7]},
{PLASMA_EXP + 6, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[8]},
{PLASMA_EXP + 7, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[9]},
{PLASMA_EXP + 8, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[10]},
{PLASMA_EXP + 9, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[11]},
{PLASMA_EXP + 10, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[12]},
{PLASMA_EXP + 11, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[13]},
{PLASMA_EXP + 9, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[14]},
{PLASMA_EXP + 8, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[15]},
{PLASMA_EXP + 7, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[16]},
{PLASMA_EXP + 6, PLASMA_EXP_RATE-2, NullAnimator, &s_PlasmaExp[17]},
{PLASMA_EXP + 5, PLASMA_EXP_RATE-2, NullAnimator, &s_PlasmaExp[18]},
{PLASMA_EXP + 4, PLASMA_EXP_RATE-2, NullAnimator, &s_PlasmaExp[19]},
{PLASMA_EXP + 3, PLASMA_EXP_RATE-2, NullAnimator, &s_PlasmaExp[20]},
{PLASMA_EXP + 2, PLASMA_EXP_RATE-2, NullAnimator, &s_PlasmaExp[21]},
{PLASMA_EXP + 1, PLASMA_EXP_RATE-2, NullAnimator, &s_PlasmaExp[22]},
{PLASMA_EXP + 1, PLASMA_EXP_RATE-2, NullAnimator, &s_PlasmaExp[23]},
{PLASMA_EXP + 1, PLASMA_EXP_RATE-2, DoSuicide, &s_PlasmaExp[23]}
};
#endif
ANIMATOR DoMirv;
STATE s_Mirv[] =
{
{FIREBALL + 0, 12, DoMirv, &s_Mirv[1]},
{FIREBALL + 1, 12, DoMirv, &s_Mirv[2]},
{FIREBALL + 2, 12, DoMirv, &s_Mirv[3]},
{FIREBALL + 3, 12, DoMirv, &s_Mirv[0]}
};
ANIMATOR DoMirvMissile;
STATE s_MirvMissile[] =
{
{FIREBALL + 0, 12, DoMirvMissile, &s_MirvMissile[1]},
{FIREBALL + 1, 12, DoMirvMissile, &s_MirvMissile[2]},
{FIREBALL + 2, 12, DoMirvMissile, &s_MirvMissile[3]},
{FIREBALL + 3, 12, DoMirvMissile, &s_MirvMissile[0]}
};
//#define Vomit1 1740
//#define Vomit2 1741
#define Vomit1 1719
#define Vomit2 1721
//#define VomitSplash 1742
#define VomitSplash 1711
#define Vomit_RATE 16
ANIMATOR DoVomit,DoVomitSplash;
STATE s_Vomit1[] =
{
{Vomit1 + 0, Vomit_RATE, DoVomit, &s_Vomit1[0]}
};
STATE s_Vomit2[] =
{
{Vomit2 + 0, Vomit_RATE, DoVomit, &s_Vomit2[0]}
};
STATE s_VomitSplash[] =
{
{VomitSplash + 0, Vomit_RATE, DoVomitSplash, &s_VomitSplash[0]}
};
#define GORE_Head 1670
#define GORE_Head_RATE 16
STATE s_GoreHead[] =
{
{GORE_Head + 0, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[1]},
{GORE_Head + 1, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[2]},
{GORE_Head + 2, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[3]},
{GORE_Head + 3, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[4]},
{GORE_Head + 4, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[5]},
{GORE_Head + 5, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[6]},
{GORE_Head + 6, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[7]},
{GORE_Head + 7, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[8]},
{GORE_Head + 8, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[9]},
{GORE_Head + 9, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[10]},
{GORE_Head + 10, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[11]},
{GORE_Head + 11, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[0]},
};
#define GORE_Leg 1689
#define GORE_Leg_RATE 16
STATE s_GoreLeg[] =
{
{GORE_Leg + 0, GORE_Leg_RATE, DoShrapJumpFall, &s_GoreLeg[1]},
{GORE_Leg + 1, GORE_Leg_RATE, DoShrapJumpFall, &s_GoreLeg[2]},
{GORE_Leg + 2, GORE_Leg_RATE, DoShrapJumpFall, &s_GoreLeg[0]},
};
#define GORE_Eye 1692
#define GORE_Eye_RATE 16
STATE s_GoreEye[] =
{
{GORE_Eye + 0, GORE_Eye_RATE, DoShrapJumpFall, &s_GoreEye[1]},
{GORE_Eye + 1, GORE_Eye_RATE, DoShrapJumpFall, &s_GoreEye[2]},
{GORE_Eye + 2, GORE_Eye_RATE, DoShrapJumpFall, &s_GoreEye[3]},
{GORE_Eye + 3, GORE_Eye_RATE, DoShrapJumpFall, &s_GoreEye[0]},
};
#define GORE_Torso 1696
#define GORE_Torso_RATE 16
STATE s_GoreTorso[] =
{
{GORE_Torso + 0, GORE_Torso_RATE, DoShrapJumpFall, &s_GoreTorso[1]},
{GORE_Torso + 1, GORE_Torso_RATE, DoShrapJumpFall, &s_GoreTorso[2]},
{GORE_Torso + 2, GORE_Torso_RATE, DoShrapJumpFall, &s_GoreTorso[3]},
{GORE_Torso + 3, GORE_Torso_RATE, DoShrapJumpFall, &s_GoreTorso[4]},
{GORE_Torso + 4, GORE_Torso_RATE, DoShrapJumpFall, &s_GoreTorso[5]},
{GORE_Torso + 5, GORE_Torso_RATE, DoShrapJumpFall, &s_GoreTorso[6]},
{GORE_Torso + 6, GORE_Torso_RATE, DoShrapJumpFall, &s_GoreTorso[7]},
{GORE_Torso + 7, GORE_Torso_RATE, DoShrapJumpFall, &s_GoreTorso[0]},
};
#define GORE_Arm 1550
#define GORE_Arm_RATE 16
STATE s_GoreArm[] =
{
{GORE_Arm + 0, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[1]},
{GORE_Arm + 1, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[2]},
{GORE_Arm + 2, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[3]},
{GORE_Arm + 3, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[4]},
{GORE_Arm + 4, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[5]},
{GORE_Arm + 5, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[6]},
{GORE_Arm + 6, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[7]},
{GORE_Arm + 7, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[8]},
{GORE_Arm + 8, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[9]},
{GORE_Arm + 9, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[10]},
{GORE_Arm + 10, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[11]},
{GORE_Arm + 11, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[0]},
};
#define GORE_Lung 903
#define GORE_Lung_RATE 16
STATE s_GoreLung[] =
{
{GORE_Lung + 0, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[1]},
{GORE_Lung + 1, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[2]},
{GORE_Lung + 2, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[3]},
{GORE_Lung + 3, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[4]},
{GORE_Lung + 4, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[5]},
{GORE_Lung + 5, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[6]},
{GORE_Lung + 6, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[7]},
{GORE_Lung + 7, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[8]},
{GORE_Lung + 8, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[9]},
{GORE_Lung + 9, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[10]},
{GORE_Lung + 10, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[11]},
{GORE_Lung + 11, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[0]},
};
#define GORE_Liver 918
#define GORE_Liver_RATE 16
STATE s_GoreLiver[] =
{
{GORE_Liver + 0, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[1]},
{GORE_Liver + 1, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[2]},
{GORE_Liver + 2, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[3]},
{GORE_Liver + 3, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[4]},
{GORE_Liver + 4, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[5]},
{GORE_Liver + 5, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[6]},
{GORE_Liver + 6, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[7]},
{GORE_Liver + 7, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[8]},
{GORE_Liver + 8, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[9]},
{GORE_Liver + 9, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[10]},
{GORE_Liver + 10, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[11]},
{GORE_Liver + 11, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[0]},
};
#define GORE_SkullCap 933
#define GORE_SkullCap_RATE 16
STATE s_GoreSkullCap[] =
{
{GORE_SkullCap + 0, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[1]},
{GORE_SkullCap + 1, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[2]},
{GORE_SkullCap + 2, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[3]},
{GORE_SkullCap + 3, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[4]},
{GORE_SkullCap + 4, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[5]},
{GORE_SkullCap + 5, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[6]},
{GORE_SkullCap + 6, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[7]},
{GORE_SkullCap + 7, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[8]},
{GORE_SkullCap + 8, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[9]},
{GORE_SkullCap + 9, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[10]},
{GORE_SkullCap + 10, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[11]},
{GORE_SkullCap + 11, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[0]},
};
#define GORE_ChunkS 2430
#define GORE_ChunkS_RATE 16
STATE s_GoreChunkS[] =
{
{GORE_ChunkS + 0, GORE_ChunkS_RATE, DoShrapJumpFall, &s_GoreChunkS[1]},
{GORE_ChunkS + 1, GORE_ChunkS_RATE, DoShrapJumpFall, &s_GoreChunkS[2]},
{GORE_ChunkS + 2, GORE_ChunkS_RATE, DoShrapJumpFall, &s_GoreChunkS[3]},
{GORE_ChunkS + 3, GORE_ChunkS_RATE, DoShrapJumpFall, &s_GoreChunkS[0]},
};
#define GORE_Drip 1562 //2430
#define GORE_Drip_RATE 16
STATE s_GoreDrip[] =
{
{GORE_Drip + 0, GORE_Drip_RATE, DoShrapJumpFall, &s_GoreDrip[1]},
{GORE_Drip + 1, GORE_Drip_RATE, DoShrapJumpFall, &s_GoreDrip[2]},
{GORE_Drip + 2, GORE_Drip_RATE, DoShrapJumpFall, &s_GoreDrip[3]},
{GORE_Drip + 3, GORE_Drip_RATE, DoShrapJumpFall, &s_GoreDrip[0]},
};
STATE s_FastGoreDrip[] =
{
{GORE_Drip + 0, GORE_Drip_RATE, DoFastShrapJumpFall, &s_FastGoreDrip[1]},
{GORE_Drip + 1, GORE_Drip_RATE, DoFastShrapJumpFall, &s_FastGoreDrip[2]},
{GORE_Drip + 2, GORE_Drip_RATE, DoFastShrapJumpFall, &s_FastGoreDrip[3]},
{GORE_Drip + 3, GORE_Drip_RATE, DoFastShrapJumpFall, &s_FastGoreDrip[0]},
};
///////////////////////////////////////////////
//
// This GORE mostly for the Accursed Heads
//
///////////////////////////////////////////////
#define GORE_Flame 847
#define GORE_Flame_RATE 8
STATE s_GoreFlame[] =
{
{GORE_Flame + 0, GORE_Flame_RATE, DoFastShrapJumpFall, &s_GoreFlame[1]},
{GORE_Flame + 1, GORE_Flame_RATE, DoFastShrapJumpFall, &s_GoreFlame[2]},
{GORE_Flame + 2, GORE_Flame_RATE, DoFastShrapJumpFall, &s_GoreFlame[3]},
{GORE_Flame + 3, GORE_Flame_RATE, DoFastShrapJumpFall, &s_GoreFlame[4]},
{GORE_Flame + 4, GORE_Flame_RATE, DoFastShrapJumpFall, &s_GoreFlame[5]},
{GORE_Flame + 5, GORE_Flame_RATE, DoFastShrapJumpFall, &s_GoreFlame[6]},
{GORE_Flame + 6, GORE_Flame_RATE, DoFastShrapJumpFall, &s_GoreFlame[7]},
{GORE_Flame + 7, GORE_Flame_RATE, DoFastShrapJumpFall, &s_GoreFlame[0]},
};
ANIMATOR DoTracerShrap;
STATE s_TracerShrap[] =
{
{GORE_Flame + 0, GORE_Flame_RATE, DoTracerShrap, &s_TracerShrap[1]},
{GORE_Flame + 1, GORE_Flame_RATE, DoTracerShrap, &s_TracerShrap[2]},
{GORE_Flame + 2, GORE_Flame_RATE, DoTracerShrap, &s_TracerShrap[3]},
{GORE_Flame + 3, GORE_Flame_RATE, DoTracerShrap, &s_TracerShrap[4]},
{GORE_Flame + 4, GORE_Flame_RATE, DoTracerShrap, &s_TracerShrap[5]},
{GORE_Flame + 5, GORE_Flame_RATE, DoTracerShrap, &s_TracerShrap[6]},
{GORE_Flame + 6, GORE_Flame_RATE, DoTracerShrap, &s_TracerShrap[7]},
{GORE_Flame + 7, GORE_Flame_RATE, DoTracerShrap, &s_TracerShrap[0]},
};
#define UZI_SHELL 2152
#define UZISHELL_RATE 8
//ANIMATOR DoShellShrap;
STATE s_UziShellShrap[] =
{
{UZI_SHELL + 0, UZISHELL_RATE, DoShrapJumpFall, &s_UziShellShrap[1]},
{UZI_SHELL + 1, UZISHELL_RATE, DoShrapJumpFall, &s_UziShellShrap[2]},
{UZI_SHELL + 2, UZISHELL_RATE, DoShrapJumpFall, &s_UziShellShrap[3]},
{UZI_SHELL + 3, UZISHELL_RATE, DoShrapJumpFall, &s_UziShellShrap[4]},
{UZI_SHELL + 4, UZISHELL_RATE, DoShrapJumpFall, &s_UziShellShrap[5]},
{UZI_SHELL + 5, UZISHELL_RATE, DoShrapJumpFall, &s_UziShellShrap[0]},
};
STATE s_UziShellShrapStill1[] =
{
{UZI_SHELL + 0, UZISHELL_RATE, NullAnimator, &s_UziShellShrapStill1[0]}
};
STATE s_UziShellShrapStill2[] =
{
{UZI_SHELL + 1, UZISHELL_RATE, NullAnimator, &s_UziShellShrapStill2[0]}
};
STATE s_UziShellShrapStill3[] =
{
{UZI_SHELL + 2, UZISHELL_RATE, NullAnimator, &s_UziShellShrapStill3[0]}
};
STATE s_UziShellShrapStill4[] =
{
{UZI_SHELL + 3, UZISHELL_RATE, NullAnimator, &s_UziShellShrapStill4[0]}
};
STATE s_UziShellShrapStill5[] =
{
{UZI_SHELL + 4, UZISHELL_RATE, NullAnimator, &s_UziShellShrapStill5[0]}
};
STATE s_UziShellShrapStill6[] =
{
{UZI_SHELL + 5, UZISHELL_RATE, NullAnimator, &s_UziShellShrapStill6[0]}
};
#define SHOT_SHELL 2180
#define SHOTSHELL_RATE 8
STATE s_ShotgunShellShrap[] =
{
{SHOT_SHELL + 0, SHOTSHELL_RATE, DoShrapJumpFall, &s_ShotgunShellShrap[1]},
{SHOT_SHELL + 1, SHOTSHELL_RATE, DoShrapJumpFall, &s_ShotgunShellShrap[2]},
{SHOT_SHELL + 2, SHOTSHELL_RATE, DoShrapJumpFall, &s_ShotgunShellShrap[3]},
{SHOT_SHELL + 3, SHOTSHELL_RATE, DoShrapJumpFall, &s_ShotgunShellShrap[4]},
{SHOT_SHELL + 4, SHOTSHELL_RATE, DoShrapJumpFall, &s_ShotgunShellShrap[5]},
{SHOT_SHELL + 5, SHOTSHELL_RATE, DoShrapJumpFall, &s_ShotgunShellShrap[6]},
{SHOT_SHELL + 6, SHOTSHELL_RATE, DoShrapJumpFall, &s_ShotgunShellShrap[7]},
{SHOT_SHELL + 7, SHOTSHELL_RATE, DoShrapJumpFall, &s_ShotgunShellShrap[0]},
};
STATE s_ShotgunShellShrapStill1[] =
{
{SHOT_SHELL + 1, SHOTSHELL_RATE, NullAnimator, &s_ShotgunShellShrapStill1[0]}
};
STATE s_ShotgunShellShrapStill2[] =
{
{SHOT_SHELL + 3, SHOTSHELL_RATE, NullAnimator, &s_ShotgunShellShrapStill2[0]}
};
STATE s_ShotgunShellShrapStill3[] =
{
{SHOT_SHELL + 7, SHOTSHELL_RATE, NullAnimator, &s_ShotgunShellShrapStill3[0]}
};
#define GORE_FlameChunkA 839
#define GORE_FlameChunkA_RATE 8
STATE s_GoreFlameChunkA[] =
{
{GORE_FlameChunkA + 0, GORE_FlameChunkA_RATE, DoShrapJumpFall, &s_GoreFlameChunkA[1]},
{GORE_FlameChunkA + 1, GORE_FlameChunkA_RATE, DoShrapJumpFall, &s_GoreFlameChunkA[2]},
{GORE_FlameChunkA + 2, GORE_FlameChunkA_RATE, DoShrapJumpFall, &s_GoreFlameChunkA[3]},
{GORE_FlameChunkA + 3, GORE_FlameChunkA_RATE, DoShrapJumpFall, &s_GoreFlameChunkA[0]},
};
#define GORE_FlameChunkB 843
#define GORE_FlameChunkB_RATE 8
STATE s_GoreFlameChunkB[] =
{
{GORE_FlameChunkB + 0, GORE_FlameChunkB_RATE, DoShrapJumpFall, &s_GoreFlameChunkB[1]},
{GORE_FlameChunkB + 1, GORE_FlameChunkB_RATE, DoShrapJumpFall, &s_GoreFlameChunkB[2]},
{GORE_FlameChunkB + 2, GORE_FlameChunkB_RATE, DoShrapJumpFall, &s_GoreFlameChunkB[3]},
{GORE_FlameChunkB + 3, GORE_FlameChunkB_RATE, DoShrapJumpFall, &s_GoreFlameChunkB[0]},
};
/////////////////////////////////////////////////////////////////////
//
// General Breaking Shrapnel
//
/////////////////////////////////////////////////////////////////////
#define COIN_SHRAP 2530
#define CoinShrap_RATE 12
STATE s_CoinShrap[] =
{
{COIN_SHRAP + 0, CoinShrap_RATE, DoShrapJumpFall, &s_CoinShrap[1]},
{COIN_SHRAP + 1, CoinShrap_RATE, DoShrapJumpFall, &s_CoinShrap[2]},
{COIN_SHRAP + 2, CoinShrap_RATE, DoShrapJumpFall, &s_CoinShrap[3]},
{COIN_SHRAP + 3, CoinShrap_RATE, DoShrapJumpFall, &s_CoinShrap[0]},
};
#define MARBEL 5096
#define Marbel_RATE 12
STATE s_Marbel[] =
{
{MARBEL, Marbel_RATE, DoShrapJumpFall, &s_Marbel[0]},
};
//
// Glass
//
#define GLASS_SHRAP_A 3864
#define GlassShrapA_RATE 12
STATE s_GlassShrapA[] =
{
{GLASS_SHRAP_A + 0, GlassShrapA_RATE, DoShrapJumpFall, &s_GlassShrapA[1]},
{GLASS_SHRAP_A + 1, GlassShrapA_RATE, DoShrapJumpFall, &s_GlassShrapA[2]},
{GLASS_SHRAP_A + 2, GlassShrapA_RATE, DoShrapJumpFall, &s_GlassShrapA[3]},
{GLASS_SHRAP_A + 3, GlassShrapA_RATE, DoShrapJumpFall, &s_GlassShrapA[4]},
{GLASS_SHRAP_A + 4, GlassShrapA_RATE, DoShrapJumpFall, &s_GlassShrapA[5]},
{GLASS_SHRAP_A + 5, GlassShrapA_RATE, DoShrapJumpFall, &s_GlassShrapA[6]},
{GLASS_SHRAP_A + 6, GlassShrapA_RATE, DoShrapJumpFall, &s_GlassShrapA[7]},
{GLASS_SHRAP_A + 7, GlassShrapA_RATE, DoShrapJumpFall, &s_GlassShrapA[0]},
};
#define GLASS_SHRAP_B 3872
#define GlassShrapB_RATE 12
STATE s_GlassShrapB[] =
{
{GLASS_SHRAP_B + 0, GlassShrapB_RATE, DoShrapJumpFall, &s_GlassShrapB[1]},
{GLASS_SHRAP_B + 1, GlassShrapB_RATE, DoShrapJumpFall, &s_GlassShrapB[2]},
{GLASS_SHRAP_B + 2, GlassShrapB_RATE, DoShrapJumpFall, &s_GlassShrapB[3]},
{GLASS_SHRAP_B + 3, GlassShrapB_RATE, DoShrapJumpFall, &s_GlassShrapB[4]},
{GLASS_SHRAP_B + 4, GlassShrapB_RATE, DoShrapJumpFall, &s_GlassShrapB[5]},
{GLASS_SHRAP_B + 5, GlassShrapB_RATE, DoShrapJumpFall, &s_GlassShrapB[6]},
{GLASS_SHRAP_B + 6, GlassShrapB_RATE, DoShrapJumpFall, &s_GlassShrapB[7]},
{GLASS_SHRAP_B + 7, GlassShrapB_RATE, DoShrapJumpFall, &s_GlassShrapB[0]},
};
#define GLASS_SHRAP_C 3880
#define GlassShrapC_RATE 12
STATE s_GlassShrapC[] =
{
{GLASS_SHRAP_C + 0, GlassShrapC_RATE, DoShrapJumpFall, &s_GlassShrapC[1]},
{GLASS_SHRAP_C + 1, GlassShrapC_RATE, DoShrapJumpFall, &s_GlassShrapC[2]},
{GLASS_SHRAP_C + 2, GlassShrapC_RATE, DoShrapJumpFall, &s_GlassShrapC[3]},
{GLASS_SHRAP_C + 3, GlassShrapC_RATE, DoShrapJumpFall, &s_GlassShrapC[4]},
{GLASS_SHRAP_C + 4, GlassShrapC_RATE, DoShrapJumpFall, &s_GlassShrapC[5]},
{GLASS_SHRAP_C + 5, GlassShrapC_RATE, DoShrapJumpFall, &s_GlassShrapC[6]},
{GLASS_SHRAP_C + 6, GlassShrapC_RATE, DoShrapJumpFall, &s_GlassShrapC[7]},
{GLASS_SHRAP_C + 7, GlassShrapC_RATE, DoShrapJumpFall, &s_GlassShrapC[0]},
};
//
// Wood
//
#define WOOD_SHRAP_A 3924
#define WoodShrapA_RATE 12
STATE s_WoodShrapA[] =
{
{WOOD_SHRAP_A + 0, WoodShrapA_RATE, DoShrapJumpFall, &s_WoodShrapA[1]},
{WOOD_SHRAP_A + 1, WoodShrapA_RATE, DoShrapJumpFall, &s_WoodShrapA[2]},
{WOOD_SHRAP_A + 2, WoodShrapA_RATE, DoShrapJumpFall, &s_WoodShrapA[3]},
{WOOD_SHRAP_A + 3, WoodShrapA_RATE, DoShrapJumpFall, &s_WoodShrapA[4]},
{WOOD_SHRAP_A + 4, WoodShrapA_RATE, DoShrapJumpFall, &s_WoodShrapA[5]},
{WOOD_SHRAP_A + 5, WoodShrapA_RATE, DoShrapJumpFall, &s_WoodShrapA[6]},
{WOOD_SHRAP_A + 6, WoodShrapA_RATE, DoShrapJumpFall, &s_WoodShrapA[7]},
{WOOD_SHRAP_A + 7, WoodShrapA_RATE, DoShrapJumpFall, &s_WoodShrapA[0]},
};
#define WOOD_SHRAP_B 3932
#define WoodShrapB_RATE 12
STATE s_WoodShrapB[] =
{
{WOOD_SHRAP_B + 0, WoodShrapB_RATE, DoShrapJumpFall, &s_WoodShrapB[1]},
{WOOD_SHRAP_B + 1, WoodShrapB_RATE, DoShrapJumpFall, &s_WoodShrapB[2]},
{WOOD_SHRAP_B + 2, WoodShrapB_RATE, DoShrapJumpFall, &s_WoodShrapB[3]},
{WOOD_SHRAP_B + 3, WoodShrapB_RATE, DoShrapJumpFall, &s_WoodShrapB[4]},
{WOOD_SHRAP_B + 4, WoodShrapB_RATE, DoShrapJumpFall, &s_WoodShrapB[5]},
{WOOD_SHRAP_B + 5, WoodShrapB_RATE, DoShrapJumpFall, &s_WoodShrapB[6]},
{WOOD_SHRAP_B + 6, WoodShrapB_RATE, DoShrapJumpFall, &s_WoodShrapB[7]},
{WOOD_SHRAP_B + 7, WoodShrapB_RATE, DoShrapJumpFall, &s_WoodShrapB[0]},
};
#define WOOD_SHRAP_C 3941
#define WoodShrapC_RATE 12
STATE s_WoodShrapC[] =
{
{WOOD_SHRAP_C + 0, WoodShrapC_RATE, DoShrapJumpFall, &s_WoodShrapC[1]},
{WOOD_SHRAP_C + 1, WoodShrapC_RATE, DoShrapJumpFall, &s_WoodShrapC[2]},
{WOOD_SHRAP_C + 2, WoodShrapC_RATE, DoShrapJumpFall, &s_WoodShrapC[3]},
{WOOD_SHRAP_C + 3, WoodShrapC_RATE, DoShrapJumpFall, &s_WoodShrapC[4]},
{WOOD_SHRAP_C + 4, WoodShrapC_RATE, DoShrapJumpFall, &s_WoodShrapC[5]},
{WOOD_SHRAP_C + 5, WoodShrapC_RATE, DoShrapJumpFall, &s_WoodShrapC[6]},
{WOOD_SHRAP_C + 6, WoodShrapC_RATE, DoShrapJumpFall, &s_WoodShrapC[7]},
{WOOD_SHRAP_C + 7, WoodShrapC_RATE, DoShrapJumpFall, &s_WoodShrapC[0]},
};
//
// Stone
//
#define STONE_SHRAP_A 3840
#define StoneShrapA_RATE 12
STATE s_StoneShrapA[] =
{
{STONE_SHRAP_A + 0, StoneShrapA_RATE, DoShrapJumpFall, &s_StoneShrapA[1]},
{STONE_SHRAP_A + 1, StoneShrapA_RATE, DoShrapJumpFall, &s_StoneShrapA[2]},
{STONE_SHRAP_A + 2, StoneShrapA_RATE, DoShrapJumpFall, &s_StoneShrapA[3]},
{STONE_SHRAP_A + 3, StoneShrapA_RATE, DoShrapJumpFall, &s_StoneShrapA[4]},
{STONE_SHRAP_A + 4, StoneShrapA_RATE, DoShrapJumpFall, &s_StoneShrapA[5]},
{STONE_SHRAP_A + 5, StoneShrapA_RATE, DoShrapJumpFall, &s_StoneShrapA[6]},
{STONE_SHRAP_A + 6, StoneShrapA_RATE, DoShrapJumpFall, &s_StoneShrapA[7]},
{STONE_SHRAP_A + 7, StoneShrapA_RATE, DoShrapJumpFall, &s_StoneShrapA[0]},
};
#define STONE_SHRAP_B 3848
#define StoneShrapB_RATE 12
STATE s_StoneShrapB[] =
{
{STONE_SHRAP_B + 0, StoneShrapB_RATE, DoShrapJumpFall, &s_StoneShrapB[1]},
{STONE_SHRAP_B + 1, StoneShrapB_RATE, DoShrapJumpFall, &s_StoneShrapB[2]},
{STONE_SHRAP_B + 2, StoneShrapB_RATE, DoShrapJumpFall, &s_StoneShrapB[3]},
{STONE_SHRAP_B + 3, StoneShrapB_RATE, DoShrapJumpFall, &s_StoneShrapB[4]},
{STONE_SHRAP_B + 4, StoneShrapB_RATE, DoShrapJumpFall, &s_StoneShrapB[5]},
{STONE_SHRAP_B + 5, StoneShrapB_RATE, DoShrapJumpFall, &s_StoneShrapB[6]},
{STONE_SHRAP_B + 6, StoneShrapB_RATE, DoShrapJumpFall, &s_StoneShrapB[7]},
{STONE_SHRAP_B + 7, StoneShrapB_RATE, DoShrapJumpFall, &s_StoneShrapB[0]},
};
#define STONE_SHRAP_C 3856
#define StoneShrapC_RATE 12
STATE s_StoneShrapC[] =
{
{STONE_SHRAP_C + 0, StoneShrapC_RATE, DoShrapJumpFall, &s_StoneShrapC[1]},
{STONE_SHRAP_C + 1, StoneShrapC_RATE, DoShrapJumpFall, &s_StoneShrapC[2]},
{STONE_SHRAP_C + 2, StoneShrapC_RATE, DoShrapJumpFall, &s_StoneShrapC[3]},
{STONE_SHRAP_C + 3, StoneShrapC_RATE, DoShrapJumpFall, &s_StoneShrapC[4]},
{STONE_SHRAP_C + 4, StoneShrapC_RATE, DoShrapJumpFall, &s_StoneShrapC[5]},
{STONE_SHRAP_C + 5, StoneShrapC_RATE, DoShrapJumpFall, &s_StoneShrapC[6]},
{STONE_SHRAP_C + 6, StoneShrapC_RATE, DoShrapJumpFall, &s_StoneShrapC[7]},
{STONE_SHRAP_C + 7, StoneShrapC_RATE, DoShrapJumpFall, &s_StoneShrapC[0]},
};
//
// Metal
//
#define METAL_SHRAP_A 3888
#define MetalShrapA_RATE 12
STATE s_MetalShrapA[] =
{
{METAL_SHRAP_A + 0, MetalShrapA_RATE, DoShrapJumpFall, &s_MetalShrapA[1]},
{METAL_SHRAP_A + 1, MetalShrapA_RATE, DoShrapJumpFall, &s_MetalShrapA[2]},
{METAL_SHRAP_A + 2, MetalShrapA_RATE, DoShrapJumpFall, &s_MetalShrapA[3]},
{METAL_SHRAP_A + 3, MetalShrapA_RATE, DoShrapJumpFall, &s_MetalShrapA[4]},
{METAL_SHRAP_A + 4, MetalShrapA_RATE, DoShrapJumpFall, &s_MetalShrapA[5]},
{METAL_SHRAP_A + 5, MetalShrapA_RATE, DoShrapJumpFall, &s_MetalShrapA[6]},
{METAL_SHRAP_A + 6, MetalShrapA_RATE, DoShrapJumpFall, &s_MetalShrapA[7]},
{METAL_SHRAP_A + 7, MetalShrapA_RATE, DoShrapJumpFall, &s_MetalShrapA[0]},
};
#define METAL_SHRAP_B 3896
#define MetalShrapB_RATE 12
STATE s_MetalShrapB[] =
{
{METAL_SHRAP_B + 0, MetalShrapB_RATE, DoShrapJumpFall, &s_MetalShrapB[1]},
{METAL_SHRAP_B + 1, MetalShrapB_RATE, DoShrapJumpFall, &s_MetalShrapB[2]},
{METAL_SHRAP_B + 2, MetalShrapB_RATE, DoShrapJumpFall, &s_MetalShrapB[3]},
{METAL_SHRAP_B + 3, MetalShrapB_RATE, DoShrapJumpFall, &s_MetalShrapB[4]},
{METAL_SHRAP_B + 4, MetalShrapB_RATE, DoShrapJumpFall, &s_MetalShrapB[5]},
{METAL_SHRAP_B + 5, MetalShrapB_RATE, DoShrapJumpFall, &s_MetalShrapB[6]},
{METAL_SHRAP_B + 6, MetalShrapB_RATE, DoShrapJumpFall, &s_MetalShrapB[7]},
{METAL_SHRAP_B + 7, MetalShrapB_RATE, DoShrapJumpFall, &s_MetalShrapB[0]},
};
#define METAL_SHRAP_C 3904
#define MetalShrapC_RATE 12
STATE s_MetalShrapC[] =
{
{METAL_SHRAP_C + 0, MetalShrapC_RATE, DoShrapJumpFall, &s_MetalShrapC[1]},
{METAL_SHRAP_C + 1, MetalShrapC_RATE, DoShrapJumpFall, &s_MetalShrapC[2]},
{METAL_SHRAP_C + 2, MetalShrapC_RATE, DoShrapJumpFall, &s_MetalShrapC[3]},
{METAL_SHRAP_C + 3, MetalShrapC_RATE, DoShrapJumpFall, &s_MetalShrapC[4]},
{METAL_SHRAP_C + 4, MetalShrapC_RATE, DoShrapJumpFall, &s_MetalShrapC[5]},
{METAL_SHRAP_C + 5, MetalShrapC_RATE, DoShrapJumpFall, &s_MetalShrapC[6]},
{METAL_SHRAP_C + 6, MetalShrapC_RATE, DoShrapJumpFall, &s_MetalShrapC[7]},
{METAL_SHRAP_C + 7, MetalShrapC_RATE, DoShrapJumpFall, &s_MetalShrapC[0]},
};
//
// Paper
//
#define PAPER_SHRAP_A 3924
#define PaperShrapA_RATE 12
STATE s_PaperShrapA[] =
{
{PAPER_SHRAP_A + 0, PaperShrapA_RATE, DoShrapJumpFall, &s_PaperShrapA[1]},
{PAPER_SHRAP_A + 1, PaperShrapA_RATE, DoShrapJumpFall, &s_PaperShrapA[2]},
{PAPER_SHRAP_A + 2, PaperShrapA_RATE, DoShrapJumpFall, &s_PaperShrapA[3]},
{PAPER_SHRAP_A + 3, PaperShrapA_RATE, DoShrapJumpFall, &s_PaperShrapA[0]},
};
#define PAPER_SHRAP_B 3932
#define PaperShrapB_RATE 12
STATE s_PaperShrapB[] =
{
{PAPER_SHRAP_B + 0, PaperShrapB_RATE, DoShrapJumpFall, &s_PaperShrapB[1]},
{PAPER_SHRAP_B + 1, PaperShrapB_RATE, DoShrapJumpFall, &s_PaperShrapB[2]},
{PAPER_SHRAP_B + 2, PaperShrapB_RATE, DoShrapJumpFall, &s_PaperShrapB[3]},
{PAPER_SHRAP_B + 3, PaperShrapB_RATE, DoShrapJumpFall, &s_PaperShrapB[0]},
};
#define PAPER_SHRAP_C 3941
#define PaperShrapC_RATE 12
STATE s_PaperShrapC[] =
{
{PAPER_SHRAP_C + 0, PaperShrapC_RATE, DoShrapJumpFall, &s_PaperShrapC[1]},
{PAPER_SHRAP_C + 1, PaperShrapC_RATE, DoShrapJumpFall, &s_PaperShrapC[2]},
{PAPER_SHRAP_C + 2, PaperShrapC_RATE, DoShrapJumpFall, &s_PaperShrapC[3]},
{PAPER_SHRAP_C + 3, PaperShrapC_RATE, DoShrapJumpFall, &s_PaperShrapC[0]},
};
#if 1
2020-09-09 18:32:24 +00:00
bool MissileHitMatch(short Weapon, short WeaponNum, short hit_sprite)
{
SPRITEp hsp = &sprite[hit_sprite];
if (WeaponNum <= -1)
{
ASSERT(Weapon >= 0);
USERp wu = User[Weapon].Data();
WeaponNum = wu->WeaponNum;
// can be hit by SO only
if (SP_TAG7(hsp) == 4)
{
if (TEST(wu->Flags2, SPR2_SO_MISSILE))
{
DoMatchEverything(nullptr, hsp->hitag, -1);
return true;
}
else
{
return false;
}
}
}
if (SP_TAG7(hsp) == 0)
{
switch (WeaponNum)
{
case WPN_RAIL:
case WPN_MICRO:
case WPN_NAPALM:
case WPN_ROCKET:
DoMatchEverything(nullptr, hsp->hitag, -1);
return true;
}
}
else if (SP_TAG7(hsp) == 1)
{
switch (WeaponNum)
{
case WPN_MICRO:
case WPN_RAIL:
case WPN_HOTHEAD:
case WPN_NAPALM:
case WPN_ROCKET:
DoMatchEverything(nullptr, hsp->hitag, -1);
return true;
}
}
else if (SP_TAG7(hsp) == 2)
{
switch (WeaponNum)
{
case WPN_MICRO:
case WPN_RAIL:
case WPN_HOTHEAD:
case WPN_NAPALM:
case WPN_ROCKET:
case WPN_UZI:
case WPN_SHOTGUN:
DoMatchEverything(nullptr, hsp->hitag, -1);
return true;
}
}
else if (SP_TAG7(hsp) == 3)
{
switch (WeaponNum)
{
case WPN_STAR:
case WPN_SWORD:
case WPN_FIST:
case WPN_MICRO:
case WPN_RAIL:
case WPN_HOTHEAD:
case WPN_NAPALM:
case WPN_ROCKET:
case WPN_UZI:
case WPN_SHOTGUN:
DoMatchEverything(nullptr, hsp->hitag, -1);
return true;
}
}
return false;
#if 0
WPN_STAR
WPN_UZI
WPN_SHOTGUN
WPN_MICRO
WPN_GRENADE
WPN_MINE
WPN_RAIL
WPN_HEART
WPN_HOTHEAD
WPN_NAPALM
WPN_RING
WPN_ROCKET
WPN_SWORD
WPN_FIST
#endif
}
#endif
int SpawnShrapX(DSWActor* actor)
{
USER* u = actor->u();
//For shrap that has no Weapon to send over
SpawnShrap(u->SpriteNum, -1);
return 0;
}
int DoLavaErupt(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
2020-10-15 15:45:07 +00:00
short i,pnum;
PLAYERp pp;
SPRITEp tsp;
2020-09-09 18:32:24 +00:00
bool found = false;
if (TEST_BOOL1(sp))
{
TRAVERSE_CONNECT(pnum)
{
pp = Player + pnum;
if (pp->cursectnum >= 0 && TEST(sector[pp->cursectnum].extra, SECTFX_TRIGGER))
{
2020-10-15 15:40:22 +00:00
SectIterator it(pp->cursectnum);
while ((i = it.NextIndex()) >= 0)
{
tsp = &sprite[i];
if (tsp->statnum == STAT_TRIGGER && SP_TAG7(tsp) == 0 && SP_TAG5(tsp) == 1)
{
found = true;
break;
}
}
if (found)
break;
}
}
if (!found)
return 0;
}
if (!TEST(u->Flags, SPR_ACTIVE))
{
// inactive
if ((u->WaitTics -= synctics) <= 0)
{
SET(u->Flags, SPR_ACTIVE);
u->Counter = 0;
u->WaitTics = SP_TAG9(sp) * 120L;
}
}
else
{
// active
if ((u->WaitTics -= synctics) <= 0)
{
// Stop for this long
RESET(u->Flags, SPR_ACTIVE);
u->Counter = 0;
u->WaitTics = SP_TAG10(sp) * 120L;
}
// Counter controls the volume of lava erupting
// starts out slow and increases to a max
u->Counter += synctics;
if (u->Counter > SP_TAG2(sp))
u->Counter = SP_TAG2(sp);
if ((RANDOM_P2(1024<<6)>>6) < u->Counter)
{
switch (SP_TAG3(sp))
{
case 0:
SpawnShrapX(actor);
break;
case 1:
InitVulcanBoulder(actor);
break;
}
}
}
return 0;
}
#if 0
STATEp UserStateSetup(short base_tile, short num_tiles)
{
STATEp base_state, stp;
short tile;
#define USER_PIC 0
#define USER_RATE 12
base_state = CallocMem(sizeof(STATE) * num_tiles, 1);
for (stp = base_state, tile = 0; stp->state || tile < num_tiles; stp++, tile++)
{
stp->Pic = base_tile + tile;
stp->Tics = USER_RATE;
stp->Animator = DoShrapJumpFall;
// if last tile
if (tile == num_tiles - 1)
stp->NextState = base_state;
else
stp->NextState = stp + 1;
}
return base_state;
}
#endif
int
SpawnShrap(short ParentNum, short Secondary)
{
SPRITEp parent = &sprite[ParentNum];
SPRITEp sp;
USERp u, pu = User[ParentNum].Data();
short SpriteNum;
short i;
/////////////////////////////////////////
//
// BREAK shrap types
//
/////////////////////////////////////////
// Individual shraps can be copied to this and then values can be changed
static SHRAP CustomShrap[20];
static SHRAP CoinShrap[] =
{
{s_CoinShrap, COIN_SHRAP, 5, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapA, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapB, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapC, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP GlassShrap[] =
{
{s_GlassShrapA, GLASS_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_GlassShrapB, GLASS_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_GlassShrapC, GLASS_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP WoodShrap[] =
{
{s_WoodShrapA, WOOD_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_WoodShrapB, WOOD_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_WoodShrapC, WOOD_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP StoneShrap[] =
{
{s_StoneShrapA, STONE_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_StoneShrapB, STONE_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_StoneShrapC, STONE_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP PaperShrap[] =
{
{s_PaperShrapA, PAPER_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_PaperShrapB, PAPER_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_PaperShrapC, PAPER_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP MetalShrap[] =
{
{s_MetalShrapA, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapB, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapC, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP MetalMix[] =
{
{s_GlassShrapA, GLASS_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_GlassShrapB, GLASS_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_GlassShrapC, GLASS_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapA, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapB, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapC, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP WoodMix[] =
{
{s_WoodShrapA, WOOD_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_WoodShrapB, WOOD_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_WoodShrapC, WOOD_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapA, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapB, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapC, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP PaperMix[] =
{
{s_WoodShrapA, WOOD_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_WoodShrapB, WOOD_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_WoodShrapC, WOOD_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_PaperShrapA, PAPER_SHRAP_A, 2, Z_MID, 200, 600, 100, 500, true, 2048},
{s_PaperShrapB, PAPER_SHRAP_A, 2, Z_MID, 200, 600, 100, 500, true, 2048},
{s_PaperShrapC, PAPER_SHRAP_A, 2, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP Marbels[] =
{
{s_Marbel, MARBEL, 5, Z_MID, 200, 600, 100, 500, true, 2048},
{s_GlassShrapA, GLASS_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_GlassShrapB, GLASS_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_GlassShrapC, GLASS_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#if 0
static SHRAP BloodShrap[] =
{
{s_BloodShrap, BLOOD_SHRAP, 8, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr},
};
#endif
////
// END - BREAK shrap types
////
static SHRAP EMPShrap[] =
{
{s_EMPShrap, EMP, 1, Z_MID, 500, 1100, 300, 600, false, 128},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP StdShrap[] =
{
{s_GoreHead, GORE_Head, 1, Z_TOP, 400, 700, 20, 40, true, 2048},
{s_GoreLung, GORE_Lung, 2, Z_TOP, 500, 800, 100, 300, true, 2048},
{s_GoreLiver, GORE_Liver, 1, Z_MID, 300, 500, 100, 150, true, 2048},
{s_GoreArm, GORE_Arm, 1, Z_MID, 300, 500, 250, 500, true, 2048},
{s_GoreSkullCap, GORE_SkullCap, 1, Z_TOP, 300, 500, 250, 500, true, 2048},
{s_FastGoreDrip, GORE_Drip, 8, Z_BOT, 600, 800, 50, 70, false, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP HeartAttackShrap[] = // fewer gibs because of the plasma fountain sprites
{
{s_GoreLung, GORE_Lung, 2, Z_TOP, 500, 1100, 300, 600, true, 2048},
{s_GoreLiver, GORE_Liver, 1, Z_MID, 500, 1100, 300, 500, true, 2048},
{s_GoreArm, GORE_Arm, 2, Z_MID, 500, 1100, 350, 600, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP SkelGore[] =
{
{s_GoreHead, GORE_Head, 1, Z_TOP, 400, 700, 20, 40, true, 2048},
{s_GoreLung, GORE_Lung, 2, Z_TOP, 500, 800, 100, 300, true, 2048},
{s_GoreLiver, GORE_Liver, 1, Z_MID, 300, 500, 100, 150, true, 2048},
{s_GoreSkullCap, GORE_SkullCap, 1, Z_TOP, 300, 500, 100, 150, true, 2048},
{s_GoreArm, GORE_Arm, 1, Z_MID, 300, 500, 250, 500, true, 2048},
{s_GoreLeg, GORE_Leg, 2, Z_BOT, 200, 400, 250, 500, true, 2048},
{s_GoreChunkS, GORE_ChunkS, 4, Z_BOT, 200, 400, 250, 400, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP UpperGore[] =
{
{s_GoreHead, GORE_Head, 1, Z_TOP, 400, 700, 20, 40, true, 2048},
{s_GoreLung, GORE_Lung, 2, Z_TOP, 500, 800, 100, 300, true, 2048},
{s_GoreLiver, GORE_Liver, 1, Z_MID, 300, 500, 100, 150, true, 2048},
{s_GoreSkullCap, GORE_SkullCap, 1, Z_TOP, 300, 500, 100, 150, true, 2048},
{s_GoreArm, GORE_Arm, 1, Z_MID, 300, 500, 250, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#if 0
static SHRAP LowerGore[] =
{
{s_GoreLeg, GORE_Leg, 4, Z_BOT, 300, 500, 100, 200, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#endif
static SHRAP SmallGore[] =
{
{s_GoreDrip, GORE_Drip, 3, Z_TOP, 600, 800, 50, 70, false, 2048},
{s_FastGoreDrip, GORE_Drip, 3, Z_BOT, 600, 800, 70, 100, false, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP FlamingGore[] =
{
{s_GoreFlame, GORE_Drip, 2, Z_TOP, 600, 800, 100, 200, false, 2048},
{s_GoreFlameChunkB, GORE_Drip, 4, Z_MID, 300, 500, 100, 200, false, 2048},
{s_GoreFlame, GORE_Drip, 2, Z_BOT, 100, 200, 100, 200, false, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#if 0
static SHRAP BoltExpShrap[] =
{
{s_GoreFlame, GORE_Drip, 4, Z_MID, 300, 700, 300, 600, true, 2048},
{s_GoreFlame, GORE_Drip, 4, Z_BOT, 300, 700, 300, 600, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP TracerExpShrap[] =
{
{s_TracerShrap, GORE_Drip, 3, Z_MID, 300, 700, 300, 600, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP FireballExpShrap1[] =
{
{s_GoreFlame, GORE_Drip, 1, Z_MID, 100, 300, 100, 200, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP FireballExpShrap2[] =
{
{s_GoreFlame, GORE_Drip, 2, Z_MID, 100, 300, 100, 200, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAPp FireballExpShrap[] =
{
FireballExpShrap1,
FireballExpShrap2
};
#endif
// state, id, num, zlevel, min_jspeed, max_jspeed, min_vel, max_vel,
// random_disperse, ang_range;
static SHRAP ElectroShrap[] =
{
{s_ElectroShrap, ELECTRO_SHARD, 12, Z_TOP, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
// state, id, num, zlevel, min_jspeed, max_jspeed, min_vel, max_vel,
// random_disperse, ang_range;
static SHRAP LavaShrap1[] =
{
{s_GoreFlame, GORE_Drip, 1, Z_TOP, 400, 1400, 100, 400, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP LavaShrap2[] =
{
{s_GoreFlameChunkB, GORE_Drip, 1, Z_TOP, 400, 1400, 100, 400, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP *LavaShrapTable[] =
{
LavaShrap1,
LavaShrap2
};
static SHRAP LavaBoulderShrap[] =
{
{s_LavaShard, LAVA_SHARD, 16, Z_MID, 400, 900, 200, 600, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#if 0
static SHRAP SectorSquishGore[] =
{
{s_FastGoreDrip, GORE_Drip, 24, Z_MID, -400, -200, 600, 800, false, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#endif
//
// PLAYER SHRAP
//
// state, id, num, zlevel, min_jspeed, max_jspeed, min_vel, max_vel,
// random_disperse, ang_range;
static SHRAP PlayerGoreFall[] =
{
{s_GoreSkullCap,GORE_SkullCap, 1, Z_TOP, 200, 300, 100, 200, true, 2048},
{s_GoreLiver, GORE_Liver, 1, Z_MID, 200, 300, 100, 200, true, 2048},
{s_GoreLung, GORE_Lung, 1, Z_MID, 200, 300, 100, 200, true, 2048},
{s_GoreDrip, GORE_Drip, 10, Z_MID, 200, 300, 100, 200, false, 2048},
{s_GoreArm, GORE_Arm, 1, Z_MID, 200, 300, 100, 200, true, 2048},
{s_FastGoreDrip, GORE_Drip, 10, Z_BOT, 200, 300, 100, 200, false, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP PlayerGoreFly[] =
{
{s_GoreSkullCap,GORE_SkullCap, 1, Z_TOP, 500, 1100, 300, 600, true, 2048},
{s_GoreTorso, GORE_Torso, 1, Z_MID, 500, 1100, 300, 500, true, 2048},
{s_GoreLiver, GORE_Liver, 1, Z_MID, 200, 300, 100, 200, true, 2048},
{s_GoreArm, GORE_Arm, 1, Z_MID, 500, 1100, 350, 600, true, 2048},
{s_FastGoreDrip, GORE_Drip, 16, Z_MID, 500, 1100, 350, 600, false, 2048},
{s_FastGoreDrip, GORE_Drip, 16, Z_BOT, 500, 1100, 350, 600, false, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP PlayerDeadHead[] =
{
{s_GoreDrip, GORE_Drip, 2, Z_TOP, 150, 400, 40, 80, true, 2048},
{s_GoreDrip, GORE_Drip, 2, Z_MID, 150, 400, 40, 80, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
// state, id, num, zlevel, min_jspeed, max_jspeed, min_vel, max_vel,
// random_disperse, ang_range;
static SHRAP PlayerHeadHurl1[] =
{
{s_Vomit1, Vomit1, 1, Z_BOT, 250, 400, 100, 200, true, 256},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#define WALL_FLOOR_SHRAP 4097
ANIMATOR DoShrapWallFloor;
#if 0
static SHRAP SectorExpShrap[] =
{
{nullptr, WALL_FLOOR_SHRAP, 1, Z_BOT, 550, 800, 200, 400, true, 512},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#endif
int hz[3];
short dang = 0;
//SHRAPp p = StdShrap;
SHRAPp p = SmallGore;
short shrap_shade = -15;
short shrap_xsize = 48, shrap_ysize = 48;
short retval = true;
short shrap_pal = PALETTE_DEFAULT;
int shrap_floor_dist = Z(2);
int shrap_ceiling_dist = Z(2);
int nx,ny;
short jump_grav = ACTOR_GRAVITY;
short start_ang = 0;
short shrap_owner = -1;
int shrap_bounce = false;
short WaitTics = 64; // for FastShrap
short shrap_type;
int shrap_rand_zamt = 0;
short shrap_ang = parent->ang;
short shrap_delta_size = 0;
short shrap_amt = 0;
extern BREAK_INFOp GlobBreakInfo;
if (Prediction)
return 0;
// Don't spawn shrapnel in invalid sectors gosh dern it!
if (parent->sectnum < 0 || parent->sectnum >= MAXSECTORS)
{
//DSPRINTF(ds,"SpawnShrap: Invalid sector %d, picnum=%d\n",parent->sectnum,parent->picnum);
MONO_PRINT(ds);
return 0;
}
if (GlobBreakInfo)
{
shrap_type = GlobBreakInfo->shrap_type;
shrap_amt = GlobBreakInfo->shrap_amt;
GlobBreakInfo = nullptr;
goto AutoShrap;
}
else if (TEST(parent->extra, SPRX_BREAKABLE))
{
// if no user
2021-05-12 14:50:20 +00:00
if (!User[short(parent - sprite)].Data())
{
// Jump to shrap type
shrap_type = SP_TAG8(parent);
goto UserShrap;
}
else
{
// has a user - is programmed
2021-05-12 14:50:20 +00:00
change_sprite_stat(short(parent - sprite), STAT_MISC);
RESET(parent->extra, SPRX_BREAKABLE);
RESET(parent->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
}
}
ASSERT(pu);
switch (pu->ID)
{
case ST1:
switch (parent->hitag)
{
case SPAWN_SPOT:
{
if (pu->LastDamage)
shrap_type = SP_TAG3(parent);
else
shrap_type = SP_TAG6(parent);
UserShrap:
shrap_delta_size = (signed char)SP_TAG10(parent);
shrap_rand_zamt = SP_TAG9(parent);
// Hey, better limit this in case mappers go crazy, like I did. :)
// Kills frame rate!
shrap_amt = SP_TAG8(parent);
if (shrap_amt > 5)
shrap_amt = 5;
AutoShrap:
switch (shrap_type)
{
case SHRAP_NONE:
return false;
case SHRAP_GLASS:
PlaySound(DIGI_BREAKGLASS,parent,v3df_dontpan|v3df_doppler);
p = GlassShrap;
//BreakShrapSetup(GlassShrap, sizeof(GlassShrap), CustomShrap, shrap_amt);
if (shrap_amt)
{
memcpy(CustomShrap, GlassShrap, sizeof(GlassShrap));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
shrap_bounce = true;
break;
case SHRAP_GENERIC:
case SHRAP_STONE:
PlaySound(DIGI_BREAKSTONES,parent,v3df_dontpan|v3df_doppler);
p = StoneShrap;
if (shrap_amt)
{
memcpy(CustomShrap, StoneShrap, sizeof(StoneShrap));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 8 + shrap_delta_size;
shrap_bounce = true;
break;
case SHRAP_WOOD:
PlaySound(DIGI_BREAKINGWOOD,parent,v3df_dontpan|v3df_doppler);
p = WoodShrap;
if (shrap_amt)
{
memcpy(CustomShrap, WoodShrap, sizeof(WoodShrap));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
shrap_bounce = true;
break;
case SHRAP_BLOOD:
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
break;
case SHRAP_GIBS:
PlaySound(DIGI_GIBS1,parent,v3df_dontpan|v3df_doppler);
p = SmallGore;
shrap_xsize = shrap_ysize = 34;
shrap_bounce = false;
break;
case SHRAP_TREE_BARK:
PlaySound(DIGI_BREAKINGWOOD,parent,v3df_dontpan|v3df_doppler);
p = WoodShrap;
if (shrap_amt)
{
memcpy(CustomShrap, WoodShrap, sizeof(WoodShrap));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
shrap_bounce = true;
break;
case SHRAP_PAPER:
p = PaperShrap;
if (shrap_amt)
{
memcpy(CustomShrap, PaperShrap, sizeof(PaperShrap));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
break;
case SHRAP_METAL:
PlaySound(DIGI_BREAKMETAL,parent,v3df_dontpan|v3df_doppler);
p = MetalShrap;
if (shrap_amt)
{
memcpy(CustomShrap, MetalShrap, sizeof(MetalShrap));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
shrap_bounce = true;
break;
case SHRAP_COIN:
PlaySound(DIGI_COINS,parent,v3df_dontpan|v3df_doppler);
p = CoinShrap;
if (shrap_amt)
{
memcpy(CustomShrap, CoinShrap, sizeof(CoinShrap));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
shrap_bounce = true;
break;
case SHRAP_METALMIX:
PlaySound(DIGI_BREAKMETAL,parent,v3df_dontpan|v3df_doppler);
p = MetalMix;
if (shrap_amt)
{
memcpy(CustomShrap, MetalMix, sizeof(MetalMix));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
shrap_bounce = true;
break;
case SHRAP_MARBELS:
{
#if 0
short spnum;
short size;
SPRITEp ep;
USERp eu;
int SpawnLittleExp(int16_t Weapon);
spnum = SpawnLittleExp(ParentNum);
ASSERT(spnum >= 0);
ep = &sprite[spnum];
eu = User[spnum];
//eu->xchange = MOVEx(92, ep->ang);
//eu->ychange = MOVEy(92, ep->ang);
size = ep->xrepeat/2;
ep->xrepeat = ep->yrepeat = size + shrap_delta_size;
#endif
//PlaySound(DIGI_BREAKMARBELS,parent,v3df_dontpan|v3df_doppler);
p = Marbels;
if (shrap_amt)
{
memcpy(CustomShrap, Marbels, sizeof(Marbels));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 10 + shrap_delta_size;
shrap_bounce = true;
}
break;
case SHRAP_WOODMIX:
PlaySound(DIGI_BREAKINGWOOD,parent,v3df_dontpan|v3df_doppler);
p = WoodMix;
if (shrap_amt)
{
memcpy(CustomShrap, WoodMix, sizeof(WoodMix));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
shrap_bounce = true;
break;
case SHRAP_PAPERMIX:
PlaySound(DIGI_BREAKINGWOOD,parent,v3df_dontpan|v3df_doppler);
p = PaperMix;
if (shrap_amt)
{
memcpy(CustomShrap, PaperMix, sizeof(PaperMix));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
shrap_bounce = false;
break;
case SHRAP_SO_SMOKE:
return false;
case SHRAP_EXPLOSION:
{
short spnum;
short size;
SPRITEp ep;
// USERp eu;
spnum = SpawnLargeExp(ParentNum);
ASSERT(spnum >= 0);
//spnum = SpawnSectorExp(ParentNum);
ep = &sprite[spnum];
// eu = User[spnum];
//eu->xchange = MOVEx(92, ep->ang);
//eu->ychange = MOVEy(92, ep->ang);
size = ep->xrepeat;
ep->xrepeat = ep->yrepeat = size + shrap_delta_size;
return false;
}
case SHRAP_LARGE_EXPLOSION:
{
short spnum;
short size;
SPRITEp ep;
// USERp eu;
//spnum = SpawnSectorExp(ParentNum);
spnum = SpawnLargeExp(ParentNum);
ASSERT(spnum >= 0);
ep = &sprite[spnum];
// eu = User[spnum];
//eu->xchange = MOVEx(92, ep->ang);
//eu->ychange = MOVEy(92, ep->ang);
size = ep->xrepeat;
ep->xrepeat = ep->yrepeat = size + shrap_delta_size;
InitPhosphorus(spnum);
return false;
}
default:
{
return false;
}
}
break;
}
default:
p = LavaShrapTable[RANDOM_P2(2<<8)>>8];
}
break;
case BREAK_BARREL:
PlaySound(DIGI_BREAKDEBRIS,parent,v3df_dontpan|v3df_doppler);
p = WoodShrap;
shrap_xsize = shrap_ysize = 24;
shrap_bounce = true;
2021-05-12 14:50:20 +00:00
ChangeState(short(parent - sprite), s_BreakBarrel);
break;
case BREAK_LIGHT:
PlaySound(DIGI_BREAKGLASS,parent,v3df_dontpan|v3df_doppler);
p = GlassShrap;
shrap_xsize = shrap_ysize = 24;
shrap_bounce = true;
2021-05-12 14:50:20 +00:00
ChangeState(short(parent - sprite), s_BreakLight);
break;
case BREAK_PEDISTAL:
PlaySound(DIGI_BREAKSTONES,parent,v3df_dontpan|v3df_doppler);
p = StoneShrap;
shrap_xsize = shrap_ysize = 24;
shrap_bounce = true;
2021-05-12 14:50:20 +00:00
ChangeState(short(parent - sprite), s_BreakPedistal);
break;
case BREAK_BOTTLE1:
PlaySound(DIGI_BREAKGLASS,parent,v3df_dontpan|v3df_doppler);
p = GlassShrap;
shrap_xsize = shrap_ysize = 8;
shrap_bounce = true;
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ChangeState(short(parent - sprite), s_BreakBottle1);
break;
case BREAK_BOTTLE2:
PlaySound(DIGI_BREAKGLASS,parent,v3df_dontpan|v3df_doppler);
p = GlassShrap;
shrap_xsize = shrap_ysize = 8;
shrap_bounce = true;
2021-05-12 14:50:20 +00:00
ChangeState(short(parent - sprite), s_BreakBottle2);
break;
case BREAK_MUSHROOM:
PlaySound(DIGI_BREAKDEBRIS,parent,v3df_dontpan|v3df_doppler);
p = StoneShrap;
shrap_xsize = shrap_ysize = 4;
shrap_bounce = true;
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SetSuicide(short(parent - sprite)); // kill next iteration
break;
case BOLT_EXP:
return false;
// p = BoltExpShrap;
// break;
case TANK_SHELL_EXP:
return false;
// p = BoltExpShrap;
// break;
case TRACER_EXP:
return false;
// p = TracerExpShrap;
// shrap_xsize = shrap_ysize = 20;
// WaitTics = 10;
// break;
case BOLT_THINMAN_R1:
p = MetalShrap;
if (shrap_amt)
{
memcpy(CustomShrap, MetalShrap, sizeof(MetalShrap));
CustomShrap->num = 1;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 10;
break;
case LAVA_BOULDER:
PlaySound(DIGI_BREAKSTONES,parent,v3df_dontpan|v3df_doppler);
p = LavaBoulderShrap;
shrap_owner = parent->owner;
shrap_xsize = shrap_ysize = 24;
shrap_bounce = true;
break;
case SECTOR_EXP:
//p = SectorExpShrap;
//break;
return false;
case GRENADE_EXP:
//p = SectorExpShrap;
//break;
return false;
case FIREBALL_EXP:
return false;
// p = FireballExpShrap[RANDOM_P2(2<<8)>>8];
// shrap_pal = pu->spal;
break;
case ELECTRO_PLAYER:
case ELECTRO_ENEMY:
shrap_owner = parent->owner;
p = ElectroShrap;
shrap_xsize = shrap_ysize = 20;
break;
case COOLIE_RUN_R0:
if (Secondary == WPN_NM_SECTOR_SQUISH)
break;
// return (false);
break;
case NINJA_DEAD:
return false;
break;
case NINJA_Head_R0:
{
extern STATEp sg_PlayerHeadHurl[];
if (pu->Rot == sg_PlayerHeadHurl)
{
p = PlayerHeadHurl1;
}
else
{
p = PlayerDeadHead;
shrap_xsize = shrap_ysize = 16+8;
shrap_bounce = true;
}
break;
}
case GIRLNINJA_RUN_R0:
p = StdShrap;
break;
case NINJA_RUN_R0:
{
p = StdShrap;
if (pu->PlayerP)
{
PLAYERp pp = pu->PlayerP;
if (pp->DeathType == PLAYER_DEATH_CRUMBLE)
p = PlayerGoreFall;
else
p = PlayerGoreFly;
}
break;
}
case GORO_RUN_R0:
p = StdShrap;
shrap_xsize = shrap_ysize = 64;
break;
case COOLG_RUN_R0:
p = UpperGore;
break;
case RIPPER_RUN_R0:
p = StdShrap;
if (pu->spal != 0)
shrap_xsize = shrap_ysize = 64;
else
shrap_xsize = shrap_ysize = 32;
break;
case RIPPER2_RUN_R0:
p = StdShrap;
if (pu->spal != 0)
shrap_xsize = shrap_ysize = 64;
else
shrap_xsize = shrap_ysize = 32;
break;
case SERP_RUN_R0:
p = StdShrap;
//return (false);
break;
case SUMO_RUN_R0:
p = StdShrap;
break;
case SKEL_RUN_R0:
p = SkelGore;
shrap_pal = PALETTE_SKEL_GORE;
break;
case HORNET_RUN_R0:
p = SmallGore;
shrap_pal = PALETTE_SKEL_GORE;
break;
case SKULL_R0:
case SKULL_R0 + 1:
p = FlamingGore;
break;
case SKULL_SERP:
return false;
case BETTY_R0:
case TRASHCAN:
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
PlaySound(DIGI_BREAKGLASS,parent,v3df_dontpan|v3df_doppler);
p = MetalShrap;
shrap_xsize = shrap_ysize = 10;
break;
case ZILLA_RUN_R0:
p = MetalShrap;
shrap_xsize = shrap_ysize = 10;
break;
case EMP:
p = EMPShrap;
shrap_xsize = shrap_ysize = 8;
shrap_bounce = false;
break;
}
// second sprite involved
// most of the time is is the weapon
if (Secondary >= 0)
{
USERp wu = User[Secondary].Data();
if (wu->PlayerP && wu->PlayerP->sop_control)
{
p = StdShrap;
}
else
switch (wu->ID)
{
case PLASMA_FOUNTAIN:
p = HeartAttackShrap;
break;
}
}
hz[Z_TOP] = SPRITEp_TOS(parent); // top
hz[Z_BOT] = SPRITEp_BOS(parent); // bottom
hz[Z_MID] = DIV2(hz[0] + hz[2]); // mid
for (; p->id; p++)
{
if (!p->random_disperse)
{
//dang = (2048 / p->num);
start_ang = NORM_ANGLE(shrap_ang - DIV2(p->ang_range));
dang = (p->ang_range / p->num);
}
for (i = 0; i < p->num; i++)
{
SpriteNum = SpawnSprite(STAT_SKIP4, p->id, p->state, parent->sectnum,
parent->x, parent->y, hz[p->zlevel], shrap_ang, 512);
sp = &sprite[SpriteNum];
u = User[SpriteNum].Data();
if (p->random_disperse)
{
sp->ang = shrap_ang + (RANDOM_P2(p->ang_range<<5)>>5) - DIV2(p->ang_range);
sp->ang = NORM_ANGLE(sp->ang);
}
else
{
sp->ang = start_ang + (i * dang);
sp->ang = NORM_ANGLE(sp->ang);
}
// for FastShrap
u->zchange = labs(u->jump_speed*4) - RandomRange(labs(u->jump_speed)*8)*2;
u->WaitTics = WaitTics + RandomRange(WaitTics/2);
switch (u->ID)
{
case GORE_Drip:
shrap_bounce = false;
break;
case GORE_Lung:
shrap_xsize = 20;
shrap_ysize = 20;
shrap_bounce = false;
break;
case GORE_Liver:
shrap_xsize = 20;
shrap_ysize = 20;
shrap_bounce = false;
break;
case GORE_SkullCap:
shrap_xsize = 24;
shrap_ysize = 24;
shrap_bounce = true;
break;
case GORE_Arm:
shrap_xsize = 21;
shrap_ysize = 21;
shrap_bounce = false;
break;
case GORE_Head:
shrap_xsize = 26;
shrap_ysize = 30;
shrap_bounce = true;
break;
case Vomit1:
shrap_bounce = false;
sp->z -= Z(4);
shrap_xsize = u->sx = 12 + (RANDOM_P2(32<<8)>>8);
shrap_ysize = u->sy = 12 + (RANDOM_P2(32<<8)>>8);
u->Counter = (RANDOM_P2(2048<<5)>>5);
nx = bcos(sp->ang, -6);
ny = bsin(sp->ang, -6);
move_missile(SpriteNum, nx, ny, 0, Z(8), Z(8), CLIPMASK_MISSILE, MISSILEMOVETICS);
if (RANDOM_P2(1024)<700)
u->ID = 0;
break;
case EMP:
shrap_bounce = false;
sp->z -= Z(4);
//sp->ang = NORM_ANGLE(sp->ang + 1024);
shrap_xsize = u->sx = 5 + (RANDOM_P2(4<<8)>>8);
shrap_ysize = u->sy = 5 + (RANDOM_P2(4<<8)>>8);
break;
}
2021-05-12 14:50:20 +00:00
sp->shade = int8_t(shrap_shade);
sp->xrepeat = uint8_t(shrap_xsize);
sp->yrepeat = uint8_t(shrap_ysize);
sp->clipdist = 16 >> 2;
if (shrap_owner >= 0)
{
SetOwner(shrap_owner, SpriteNum);
}
if (shrap_rand_zamt)
{
sp->z += Z(RandomRange(shrap_rand_zamt) - (shrap_rand_zamt/2));
}
2021-05-12 14:50:20 +00:00
sp->pal = u->spal = uint8_t(shrap_pal);
sp->xvel = p->min_vel*2;
sp->xvel += RandomRange(p->max_vel - p->min_vel);
u->floor_dist = shrap_floor_dist;
u->ceiling_dist = shrap_ceiling_dist;
u->jump_speed = p->min_jspeed;
u->jump_speed += RandomRange(p->max_jspeed - p->min_jspeed);
u->jump_speed = -u->jump_speed;
DoBeginJump(SpriteNum);
u->jump_grav = jump_grav;
u->xchange = MOVEx(sp->xvel, sp->ang);
u->ychange = MOVEy(sp->xvel, sp->ang);
if (!shrap_bounce)
SET(u->Flags, SPR_BOUNCE);
}
}
return retval;
}
int
DoShrapMove(int16_t SpriteNum)
{
USERp u = User[SpriteNum].Data();
u->ret = move_missile(SpriteNum, u->xchange, u->ychange, 0, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS*2);
return 0;
}
#if 1
int
DoVomit(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
u->Counter = NORM_ANGLE(u->Counter + (30*MISSILEMOVETICS));
sp->xrepeat = u->sx + MulScale(12, bcos(u->Counter), 14);
sp->yrepeat = u->sy + MulScale(12, bsin(u->Counter), 14);
if (TEST(u->Flags, SPR_JUMPING))
{
DoJump(SpriteNum);
DoJump(SpriteNum);
DoShrapMove(SpriteNum);
}
else if (TEST(u->Flags, SPR_FALLING))
{
DoFall(SpriteNum);
DoFall(SpriteNum);
DoShrapMove(SpriteNum);
}
else
{
ChangeState(SpriteNum, s_VomitSplash);
DoFindGroundPoint(SpriteNum);
MissileWaterAdjust(SpriteNum);
sp->z = u->loz;
u->WaitTics = 60;
u->sx = sp->xrepeat;
u->sy = sp->yrepeat;
return 0;
}
if (TEST(u->ret, HIT_MASK) == HIT_SPRITE)
{
short hit_sprite = NORM_SPRITE(u->ret);
if (TEST(sprite[hit_sprite].extra, SPRX_PLAYER_OR_ENEMY))
{
DoDamage(hit_sprite, SpriteNum);
//KillSprite(SpriteNum);
return 0;
}
}
//if (u->ID)
// DoDamageTest(SpriteNum);
return 0;
}
#endif
int
DoVomitSplash(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
if ((u->WaitTics-=MISSILEMOVETICS) < 0)
{
KillSprite(SpriteNum);
return 0;
}
return 0;
}
int
DoFastShrapJumpFall(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
sp->x += u->xchange*2;
sp->y += u->ychange*2;
sp->z += u->zchange*2;
u->WaitTics -= MISSILEMOVETICS;
if (u->WaitTics <= 0)
KillSprite(SpriteNum);
return 0;
}
int
DoTracerShrap(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
sp->x += u->xchange;
sp->y += u->ychange;
sp->z += u->zchange;
u->WaitTics -= MISSILEMOVETICS;
if (u->WaitTics <= 0)
KillSprite(SpriteNum);
return 0;
}
//#define ShrapKillSprite(num) _Shrap_Kill_Sprite(num, __FILE__, __LINE__) //#define DoShrapVelocity(num) _Do_Shrap_Velocity(num, __FILE__, __LINE__)
int
DoShrapJumpFall(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
if (TEST(u->Flags, SPR_JUMPING))
{
DoShrapVelocity(SpriteNum);
}
else if (TEST(u->Flags, SPR_FALLING))
{
DoShrapVelocity(SpriteNum);
}
else
{
if (!TEST(u->Flags, SPR_BOUNCE))
{
DoShrapVelocity(SpriteNum);
return 0;
}
if (u->ID == GORE_Drip)
ChangeState(SpriteNum, s_GoreFloorSplash);
else
ShrapKillSprite(SpriteNum);
}
return 0;
}
int
DoShrapDamage(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
if (TEST(u->Flags, SPR_JUMPING))
{
DoJump(SpriteNum);
DoShrapMove(SpriteNum);
}
else if (TEST(u->Flags, SPR_FALLING))
{
DoFall(SpriteNum);
DoShrapMove(SpriteNum);
}
else
{
if (!TEST(u->Flags, SPR_BOUNCE))
{
SET(u->Flags, SPR_BOUNCE);
u->jump_speed = -300;
sp->xvel >>= 2;
DoBeginJump(SpriteNum);
return 0;
}
KillSprite(SpriteNum);
return 0;
}
if (u->ret)
{
switch (TEST(u->ret, HIT_MASK))
{
case HIT_SPRITE:
{
WeaponMoveHit(SpriteNum);
KillSprite(SpriteNum);
return 0;
}
}
}
return 0;
}
int
SpawnBlood(short SpriteNum, short Weapon, short hit_ang, int hit_x, int hit_y, int hit_z)
{
SPRITEp sp = &sprite[SpriteNum];
SPRITEp np;
USERp nu, u;
short i,New;
// state, id, num, zlevel, min_jspeed, max_jspeed, min_vel, max_vel,
// random_disperse, ang_range;
static SHRAP UziBlood[] =
{
{s_GoreDrip, GORE_Drip, 1, Z_MID, 100, 250, 10, 20, true, 512}, // 70,200 vels
//{s_GoreSplash, PLASMA_Drip, 1, Z_BOT, 0, 0, 0, 0, false, 512},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP SmallBlood[] =
{
{s_GoreDrip, GORE_Drip, 1, Z_TOP, 100, 250, 10, 20, true, 512},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP PlasmaFountainBlood[] =
{
{s_PlasmaDrip, PLASMA_Drip, 1, Z_TOP, 200, 500, 100, 300, true, 16},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP SomeBlood[] =
{
{s_GoreDrip, GORE_Drip, 1, Z_TOP, 100, 250, 10, 20, true, 512},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#if 0
static SHRAP MoreBlood[] =
{
{s_GoreDrip, GORE_Drip, 2, Z_TOP, 100, 250, 10, 20, true, 512},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#endif
static SHRAP ExtraBlood[] =
{
{s_GoreDrip, GORE_Drip, 4, Z_TOP, 100, 250, 10, 20, true, 512},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP HariKariBlood[] =
{
{s_FastGoreDrip, GORE_Drip, 32, Z_TOP, 200, 650, 70, 100, true, 1024},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#if 0
static SHRAP SwordPowerup[] =
{
{s_ElectroShrap, ELECTRO_SHARD, 16, Z_TOP, 75, 200, 70, 150, true, 512},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#endif
short dang = 0;
SHRAPp p = UziBlood;
short shrap_shade = -15;
short shrap_xsize = 20, shrap_ysize = 20;
short retval = true;
short shrap_pal = PALETTE_DEFAULT;
short start_ang = 0;
u = User[SpriteNum].Data();
switch (u->ID)
{
case TRASHCAN:
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case ZILLA_RUN_R0:
return 0; // Don't put blood on trashcan
}
// second sprite involved
// most of the time is the weapon
if (Weapon >= 0)
{
SPRITEp wp = &sprite[Weapon];
USERp wu = User[Weapon].Data();
switch (wu->ID)
{
case NINJA_RUN_R0: //sword
// if sprite and weapon are the same it must be HARIII-KARIII
if (sp == wp)
{
p = HariKariBlood;
hit_ang = sp->ang;
hit_x = sp->x;
hit_y = sp->y;
hit_z = SPRITEp_TOS(wp) + DIV16(SPRITEp_SIZE_Z(wp));
}
else
{
p = ExtraBlood;
hit_ang = NORM_ANGLE(wp->ang + 1024);
hit_x = sp->x;
hit_y = sp->y;
hit_z = SPRITEp_TOS(wp) + DIV4(SPRITEp_SIZE_Z(wp));
//ASSERT(wu->PlayerP);
}
break;
case SERP_RUN_R0:
p = ExtraBlood;
hit_ang = NORM_ANGLE(wp->ang + 1024);
hit_x = sp->x;
hit_y = sp->y;
hit_z = SPRITEp_TOS(sp) + DIV4(SPRITEp_SIZE_Z(sp));
break;
case BLADE1:
case BLADE2:
case BLADE3:
case 5011:
p = SmallBlood;
hit_ang = NORM_ANGLE(ANG2SPRITE(sp, wp) + 1024);
hit_x = sp->x;
hit_y = sp->y;
hit_z = wp->z - DIV2(SPRITEp_SIZE_Z(wp));
break;
case STAR1:
case CROSSBOLT:
p = SomeBlood;
hit_ang = NORM_ANGLE(wp->ang + 1024);
hit_x = sp->x;
hit_y = sp->y;
hit_z = wp->z;
break;
case PLASMA_FOUNTAIN:
p = PlasmaFountainBlood;
hit_ang = wp->ang;
hit_x = sp->x;
hit_y = sp->y;
hit_z = SPRITEp_TOS(sp) + DIV4(SPRITEp_SIZE_Z(sp));
break;
default:
p = SomeBlood;
hit_ang = NORM_ANGLE(wp->ang + 1024);
hit_x = sp->x;
hit_y = sp->y;
hit_z = SPRITEp_TOS(wp) + DIV4(SPRITEp_SIZE_Z(wp));
break;
}
}
else
{
hit_ang = NORM_ANGLE(hit_ang + 1024);
}
for (; p->state; p++)
{
if (!p->random_disperse)
{
start_ang = NORM_ANGLE(hit_ang - DIV2(p->ang_range)+1024);
dang = (p->ang_range / p->num);
}
for (i = 0; i < p->num; i++)
{
New = SpawnSprite(STAT_SKIP4, p->id, p->state, sp->sectnum,
hit_x, hit_y, hit_z, hit_ang, 0);
np = &sprite[New];
nu = User[New].Data();
switch (nu->ID)
{
case ELECTRO_SHARD:
shrap_xsize = 7;
shrap_ysize = 7;
break;
case PLASMA_Drip:
// Don't do central blood splats for every hitscan
if (RANDOM_P2(1024) < 950)
{
np->xrepeat = np->yrepeat = 0;
}
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_XFLIP);
//shrap_xsize = 96;
//shrap_ysize = 75;
//shrap_xsize = 10;
//shrap_ysize = 10;
break;
}
if (p->random_disperse)
{
np->ang = hit_ang + (RANDOM_P2(p->ang_range<<5)>>5) - DIV2(p->ang_range);
np->ang = NORM_ANGLE(np->ang);
}
else
{
np->ang = start_ang + (i * dang);
np->ang = NORM_ANGLE(np->ang);
}
SET(nu->Flags, SPR_BOUNCE);
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np->shade = int8_t(shrap_shade);
np->xrepeat = uint8_t(shrap_xsize);
np->yrepeat = uint8_t(shrap_ysize);
np->clipdist = 16 >> 2;
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np->pal = nu->spal = uint8_t(shrap_pal);
np->xvel = p->min_vel;
np->xvel += RandomRange(p->max_vel - p->min_vel);
// special case
// blood coming off of actors should have the acceleration of the actor
// so add it in
np->xvel += sp->xvel;
nu->ceiling_dist = nu->floor_dist = Z(2);
nu->jump_speed = p->min_jspeed;
nu->jump_speed += RandomRange(p->max_jspeed - p->min_jspeed);
nu->jump_speed = -nu->jump_speed;
nu->xchange = MOVEx(np->xvel, np->ang);
nu->ychange = MOVEy(np->xvel, np->ang);
// for FastShrap
nu->zchange = labs(nu->jump_speed*4) - RandomRange(labs(nu->jump_speed)*8);
nu->WaitTics = 64 + RANDOM_P2(32);
SET(u->Flags, SPR_BOUNCE);
DoBeginJump(New);
}
}
return retval;
}
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bool
VehicleMoveHit(short SpriteNum)
{
USERp u = User[SpriteNum].Data();
SPRITEp cp;
SECTOR_OBJECTp sop;
SECTOR_OBJECTp hsop;
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bool TestKillSectorObject(SECTOR_OBJECTp);
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int controller;
if (!u->ret)
return false;
sop = u->sop_parent;
// sprite controlling sop
cp = sop->controller;
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controller = int(cp - sprite);
switch (TEST(u->ret, HIT_MASK))
{
case HIT_SECTOR:
{
short hit_sect = NORM_SECTOR(u->ret);
SECTORp sectp = &sector[hit_sect];
if (TEST(sectp->extra, SECTFX_SECTOR_OBJECT))
{
// shouldn't ever really happen
}
return true;
}
case HIT_SPRITE:
{
short hit_sprite = NORM_SPRITE(u->ret);
SPRITEp hsp = &sprite[hit_sprite];
if (TEST(hsp->extra, SPRX_BREAKABLE))
{
HitBreakSprite(hit_sprite, u->ID);
return true;
}
if (TEST(hsp->extra, SPRX_PLAYER_OR_ENEMY))
{
if (hit_sprite != cp->owner)
{
DoDamage(hit_sprite, controller);
return true;
}
}
else
{
if (hsp->statnum == STAT_MINE_STUCK)
{
DoDamage(hit_sprite, SpriteNum);
return true;
}
}
return true;
}
case HIT_WALL:
{
short hit_wall = NORM_WALL(u->ret);
WALLp wph = &wall[hit_wall];
if (TEST(wph->extra, WALLFX_SECTOR_OBJECT))
{
// sector object collision
if ((hsop = DetectSectorObjectByWall(wph)))
{
#if 1
SopDamage(hsop, sop->ram_damage);
if (hsop->max_damage <= 0)
SopCheckKill(hsop);
else
DoSpawnSpotsForDamage(hsop->match_event);
#else
// drivable damage is DIE_HARD type
if (hsop->max_damage != -9999 && sop->ram_damage)
{
hsop->max_damage -= sop->ram_damage;
if (hsop->max_damage <= 0)
{
TestKillSectorObject(hsop);
}
else
{
DoSpawnSpotsForDamage(hsop->match_event);
}
}
#endif
}
}
return true;
}
}
return false;
}
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bool
WeaponMoveHit(short SpriteNum)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = User[SpriteNum]->SpriteP;
if (!u->ret)
return false;
switch (TEST(u->ret, HIT_MASK))
{
case HIT_PLAX_WALL:
SetSuicide(SpriteNum);
return true;
case HIT_SECTOR:
{
short hit_sect;
SECTORp sectp;
SECTOR_OBJECTp sop;
hit_sect = NORM_SECTOR(u->ret);
sectp = &sector[hit_sect];
ASSERT(sectp->extra != -1);
// hit floor - closer to floor than ceiling
if (sp->z > DIV2(u->hiz + u->loz))
{
// hit a floor sprite
if (u->lo_sp)
{
if (u->lo_sp->lotag == TAG_SPRITE_HIT_MATCH)
{
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if (MissileHitMatch(SpriteNum, -1, short(u->lo_sp - sprite)))
return true;
//DoMatchEverything(nullptr, u->lo_sp->hitag, -1);
//return(true);
}
return true;
}
if (SectUser[hit_sect].Data() && FixedToInt(SectUser[hit_sect]->depth_fixed) > 0)
{
SpawnSplash(SpriteNum);
//SetSuicide(SpriteNum);
return true;
}
}
// hit ceiling
else
{
// hit a floor sprite
if (u->hi_sp)
{
if (u->hi_sp->lotag == TAG_SPRITE_HIT_MATCH)
{
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if (MissileHitMatch(SpriteNum, -1, short(u->hi_sp - sprite)))
return true;
//DoMatchEverything(nullptr, u->hi_sp->hitag, -1);
//return(true);
}
}
}
if (TEST(sectp->extra, SECTFX_SECTOR_OBJECT))
{
if ((sop = DetectSectorObject(sectp)))
{
//if (sop->max_damage != -9999)
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DoDamage(short(sop->sp_child - sprite), SpriteNum);
return true;
}
}
if (TEST(sectp->ceilingstat, CEILING_STAT_PLAX) && sectp->ceilingpicnum != FAF_MIRROR_PIC)
{
if (labs(sp->z - sectp->ceilingz) < SPRITEp_SIZE_Z(sp))
{
SetSuicide(SpriteNum);
return true;
}
}
return true;
}
case HIT_SPRITE:
{
SPRITEp hsp;
USERp hu;
short hit_sprite;
hit_sprite = NORM_SPRITE(u->ret);
hsp = &sprite[hit_sprite];
hu = User[hit_sprite].Data();
if (hsp->statnum == STAT_ENEMY)
{
////DSPRINTF(ds, "Bullet Hit Monster %d, stat %d ", hsp-sprite, (short)hsp->statnum);
//MONO_PRINT(ds);
}
ASSERT(hsp->extra != -1);
if (TEST(hsp->extra, SPRX_BREAKABLE))
{
HitBreakSprite(hit_sprite, u->ID);
return true;
}
if (TEST(hsp->extra, SPRX_PLAYER_OR_ENEMY))
{
// make sure you didn't hit the owner of the missile
//if (sp->owner != -1 && hit_sprite != sp->owner)
if (hit_sprite != sp->owner)
{
if (u->ID == STAR1)
{
extern STATE s_TrashCanPain[];
switch (hu->ID)
{
case TRASHCAN:
PlaySound(DIGI_TRASHLID, sp, v3df_none);
PlaySound(DIGI_STARCLINK, sp, v3df_none);
if (hu->WaitTics <= 0)
{
hu->WaitTics = SEC(2);
ChangeState(hit_sprite,s_TrashCanPain);
}
break;
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case ZILLA_RUN_R0:
case 623:
{
PlaySound(DIGI_STARCLINK, sp, v3df_none);
}
break;
}
}
DoDamage(hit_sprite, SpriteNum);
return true;
}
}
else
{
if (hsp->statnum == STAT_MINE_STUCK)
{
DoDamage(hit_sprite, SpriteNum);
return true;
}
}
if (hsp->lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(SpriteNum, -1, hit_sprite))
return true;
//DoMatchEverything(nullptr, hsp->hitag, -1);
//return(true);
}
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
{
if (hsp->lotag || hsp->hitag)
{
ShootableSwitch(hit_sprite);
return true;
}
}
return true;
}
case HIT_WALL:
{
hitdata_t hitinfo = { { 0, 0, 0 }, -2, (int16_t)NORM_WALL(u->ret), -2 };
WALLp wph = &wall[hitinfo.wall];
SECTOR_OBJECTp sop;
ASSERT(wph->extra != -1);
if (TEST(wph->extra, WALLFX_SECTOR_OBJECT))
{
if ((sop = DetectSectorObjectByWall(wph)))
{
if (sop->max_damage != -999)
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DoDamage(short(sop->sp_child - sprite), SpriteNum);
return true;
}
}
if (wph->lotag == TAG_WALL_BREAK)
{
HitBreakWall(&wall[hitinfo.wall], sp->x, sp->y, sp->z, sp->ang, u->ID);
u->ret = 0;
return true;
}
// clipmove does not correctly return the sprite for WALL sprites
// on walls, so look with hitscan
hitscan(&sp->pos, sp->sectnum, // Start position
bcos(sp->ang), // X vector of 3D ang
bsin(sp->ang), // Y vector of 3D ang
sp->zvel, // Z vector of 3D ang
&hitinfo, CLIPMASK_MISSILE);
if (hitinfo.sect < 0)
{
return false;
}
if (hitinfo.sprite >= 0)
{
SPRITEp hsp = &sprite[hitinfo.sprite];
if (hsp->lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(SpriteNum, -1, hitinfo.sprite))
return true;
}
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
{
if (hsp->lotag || hsp->hitag)
{
ShootableSwitch(hitinfo.sprite);
return true;
}
}
}
return true;
}
}
return false;
}
int
DoUziSmoke(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
//if (sp->picnum != nullptr)
// DoDamageTest(SpriteNum);
sp->z -= 200; // !JIM! Make them float up
return 0;
}
int
DoShotgunSmoke(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
//if (sp->picnum != nullptr)
// DoDamageTest(SpriteNum);
sp->z -= 200; // !JIM! Make them float up
return 0;
}
int
DoMineSpark(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
if (sp->picnum != 0)
{
DoDamageTest(actor);
}
return 0;
}
int
DoFireballFlames(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum],ap;
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bool jumping = false;
// if no owner then stay where you are
if (u->Attach >= 0)
{
ap = &sprite[u->Attach];
sp->x = ap->x;
sp->y = ap->y;
sp->z = DIV2(SPRITEp_TOS(ap) + SPRITEp_BOS(ap));
if (TEST(ap->extra, SPRX_BURNABLE))
{
if (MOD2(u->Counter2) == 0)
{
ap->shade++;
if (ap->shade > 10)
ap->shade = 10;
}
}
}
else
{
if (TEST(u->Flags, SPR_JUMPING))
{
DoJump(SpriteNum);
jumping = true;
//u->ret = move_missile(SpriteNum, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, MISSILEMOVETICS);
}
else if (TEST(u->Flags, SPR_FALLING))
{
DoFall(SpriteNum);
jumping = true;
//u->ret = move_missile(SpriteNum, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, MISSILEMOVETICS);
}
else
{
if (SectUser[sp->sectnum].Data() && FixedToInt(SectUser[sp->sectnum]->depth_fixed) > 0)
{
if (labs(sector[sp->sectnum].floorz - sp->z) <= Z(4))
{
KillSprite(SpriteNum);
return 0;
}
}
if (TestDontStickSector(sp->sectnum))
{
KillSprite(SpriteNum);
return 0;
}
}
}
if (!jumping)
{
if ((u->WaitTics += MISSILEMOVETICS) > 4 * 120)
{
// shrink and go away
sp->xrepeat--;
sp->yrepeat--;
if (((signed char)sp->xrepeat) == 0)
{
if (u->Attach >= 0)
User[u->Attach]->flame = -1;
KillSprite(SpriteNum);
return 0;
}
}
else
{
// grow until the right size
if (sp->xrepeat <= u->Counter)
{
sp->xrepeat += 3;
sp->yrepeat += 3;
}
}
}
u->Counter2++;
if (u->Counter2 > 9)
{
u->Counter2 = 0;
DoFlamesDamageTest(SpriteNum);
}
return 0;
}
int
DoBreakFlames(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
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bool jumping = false;
if (TEST(u->Flags, SPR_JUMPING))
{
DoJump(SpriteNum);
jumping = true;
}
else if (TEST(u->Flags, SPR_FALLING))
{
DoFall(SpriteNum);
jumping = true;
}
else
{
if (SectUser[sp->sectnum].Data() && FixedToInt(SectUser[sp->sectnum]->depth_fixed) > 0)
{
if (labs(sector[sp->sectnum].floorz - sp->z) <= Z(4))
{
KillSprite(SpriteNum);
return 0;
}
}
if (TestDontStickSector(sp->sectnum))
{
KillSprite(SpriteNum);
return 0;
}
}
if (!jumping)
{
if ((u->WaitTics += MISSILEMOVETICS) > 4 * 120)
{
// shrink and go away
sp->xrepeat--;
sp->yrepeat--;
if (((signed char)sp->xrepeat) == 0)
{
if (u->Attach >= 0)
User[u->Attach]->flame = -1;
KillSprite(SpriteNum);
return 0;
}
}
else
{
// grow until the right size
if (sp->xrepeat <= u->Counter)
{
sp->xrepeat += 3;
sp->yrepeat += 3;
}
if (u->WaitTics + MISSILEMOVETICS > 4 * 120)
{
SpawnBreakStaticFlames(SpriteNum);
}
}
}
u->Counter2++;
if (u->Counter2 > 9)
{
u->Counter2 = 0;
DoFlamesDamageTest(SpriteNum);
}
return 0;
}
int
SetSuicide(short SpriteNum)
{
USERp u = User[SpriteNum].Data();
if (u != nullptr)
{
SET(u->Flags, SPR_SUICIDE);
u->RotNum = 0;
}
ChangeState(SpriteNum, s_Suicide);
return 0;
}
int
DoActorScale(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
u->scale_speed = 70;
u->scale_value = sp->xrepeat << 8;
u->scale_tgt = sp->xrepeat + 25;
if (u->scale_tgt > 256)
{
u->scale_speed = 0;
u->scale_tgt = 256;
}
return 0;
}
int
DoRipperGrow(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
u->scale_speed = 70;
u->scale_value = sp->xrepeat << 8;
u->scale_tgt = sp->xrepeat + 20;
if (u->scale_tgt > 128)
{
u->scale_speed = 0;
u->scale_tgt = 128;
}
return 0;
}
void UpdateSinglePlayKills(short SpriteNum)
{
// single play and coop kill count
if (gNet.MultiGameType != MULTI_GAME_COMMBAT)
{
ASSERT(User[SpriteNum].Data());
if (TEST(User[SpriteNum]->Flags, SPR_SUICIDE))
{
return;
}
switch (User[SpriteNum]->ID)
{
case COOLIE_RUN_R0:
case NINJA_RUN_R0:
case NINJA_CRAWL_R0:
case GORO_RUN_R0:
case 1441:
case COOLG_RUN_R0:
case EEL_RUN_R0:
case SUMO_RUN_R0:
case ZILLA_RUN_R0:
//case TOILETGIRL_R0:
//case WASHGIRL_R0:
//case BUNNY_RUN_R0:
case RIPPER_RUN_R0:
case RIPPER2_RUN_R0:
case SERP_RUN_R0:
case LAVA_RUN_R0:
case SKEL_RUN_R0:
case HORNET_RUN_R0:
case GIRLNINJA_RUN_R0:
case SKULL_R0:
case BETTY_R0:
// always give kills to the first player
Player->Kills++;
break;
}
}
}
int
ActorChooseDeath(short SpriteNum, short Weapon)
{
auto actor = &swActors[SpriteNum];
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SPRITEp sp = &actor->s();
USERp u = actor->u();
auto weapActor = &swActors[Weapon];
SPRITEp wp = &weapActor->s();
USERp wu = weapActor->u();
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if (u == nullptr || u->Health > 0)
return false;
UpdateSinglePlayKills(SpriteNum);
if (u->Attrib)
PlaySpriteSound(SpriteNum,attr_die,v3df_follow);
switch (u->ID)
{
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case TOILETGIRL_R0:
case WASHGIRL_R0:
case CARGIRL_R0:
case MECHANICGIRL_R0:
case SAILORGIRL_R0:
case PRUNEGIRL_R0:
case TRASHCAN:
case GORO_RUN_R0:
case RIPPER2_RUN_R0:
break;
case BUNNY_RUN_R0:
{
extern short Bunny_Count;
Bunny_Count--; // Bunny died, decrease the population
}
break;
default:
ActorCoughItem(SpriteNum);
//UpdateSinglePlayKills(SpriteNum);
break;
}
switch (u->ID)
{
case BETTY_R0:
{
DoBettyBeginDeath(actor);
break;
}
case SKULL_R0:
{
DoSkullBeginDeath(actor);
break;
}
case TOILETGIRL_R0:
case WASHGIRL_R0:
case CARGIRL_R0:
case MECHANICGIRL_R0:
case SAILORGIRL_R0:
case PRUNEGIRL_R0:
case TRASHCAN:
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
{
if ((u->ID == TOILETGIRL_R0 ||
u->ID == CARGIRL_R0 || u->ID == MECHANICGIRL_R0 || u->ID == SAILORGIRL_R0 || u->ID == PRUNEGIRL_R0 ||
u->ID == WASHGIRL_R0) && wu->ID == NINJA_RUN_R0 && wu->PlayerP)
{
PLAYERp pp = wu->PlayerP;
if (pp && !TEST(pp->Flags, PF_DIVING)) // JBF: added null test
pp->Bloody = true;
PlaySound(DIGI_TOILETGIRLSCREAM, sp, v3df_none);
}
if (SpawnShrap(SpriteNum, Weapon))
SetSuicide(SpriteNum);
break;
}
// These are player zombies
case ZOMBIE_RUN_R0:
InitBloodSpray(SpriteNum,true,105);
InitBloodSpray(SpriteNum,true,105);
if (SpawnShrap(SpriteNum, Weapon))
SetSuicide(SpriteNum);
break;
default:
switch (wu->ID)
{
case NINJA_RUN_R0: //sword
if (wu->PlayerP)
{
PLAYERp pp = wu->PlayerP;
if (wu->WeaponNum == WPN_FIST && STD_RANDOM_RANGE(1000)>500 && pp == Player+myconnectindex)
{
char choosesnd = 0;
choosesnd=STD_RANDOM_RANGE(6);
if (choosesnd == 0)
PlayerSound(DIGI_KUNGFU, v3df_follow|v3df_dontpan,pp);
else if (choosesnd == 1)
PlayerSound(DIGI_PAYINGATTENTION, v3df_follow|v3df_dontpan,pp);
else if (choosesnd == 2)
PlayerSound(DIGI_EATTHIS, v3df_follow|v3df_dontpan,pp);
else if (choosesnd == 3)
PlayerSound(DIGI_TAUNTAI4, v3df_follow|v3df_dontpan,pp);
else if (choosesnd == 4)
PlayerSound(DIGI_TAUNTAI5, v3df_follow|v3df_dontpan,pp);
else if (choosesnd == 5)
PlayerSound(DIGI_HOWYOULIKEMOVE, v3df_follow|v3df_dontpan,pp);
//PlayerSound(TauntAIVocs[choosesnd],&pp->posx,
// &pp->posy,&pp->posy,v3df_dontpan|v3df_follow,pp);
}
else if (wu->WeaponNum == WPN_SWORD && STD_RANDOM_RANGE(1000)>500 && pp == Player+myconnectindex)
{
short choose_snd;
choose_snd = STD_RANDOM_RANGE(1000);
if (choose_snd > 750)
PlayerSound(DIGI_SWORDGOTU1, v3df_follow|v3df_dontpan,pp);
else if (choose_snd > 575)
PlayerSound(DIGI_SWORDGOTU2, v3df_follow|v3df_dontpan,pp);
else if (choose_snd > 250)
PlayerSound(DIGI_SWORDGOTU3, v3df_follow|v3df_dontpan,pp);
else
PlayerSound(DIGI_CANBEONLYONE, v3df_follow|v3df_dontpan,pp);
}
if (!TEST(pp->Flags, PF_DIVING))
pp->Bloody = true;
}
if (u->WeaponNum == WPN_FIST)
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DoActorDie(actor, weapActor, 0);
else if (u->ID == NINJA_RUN_R0 || RandomRange(1000) < 500)
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DoActorDie(actor, weapActor, 0);
else
{
// Can't gib bosses!
if (u->ID == SERP_RUN_R0 || u->ID == SUMO_RUN_R0 || u->ID == ZILLA_RUN_R0)
{
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DoActorDie(actor, weapActor, 0);
break;
}
// Gib out the ones you can't cut in half
// Blood fountains
InitBloodSpray(SpriteNum,true,-1);
if (SpawnShrap(SpriteNum, Weapon))
{
SetSuicide(SpriteNum);
}
else
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DoActorDie(actor, weapActor, 0);
}
break;
#if 0
case PLASMA_FOUNTAIN:
if (SpawnShrap(SpriteNum, Weapon))
SetSuicide(SpriteNum);
else
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DoActorDie(actor, weapActor, 0);
break;
#endif
case BOLT_THINMAN_R0:
case BOLT_THINMAN_R1:
case BOLT_THINMAN_R2:
case NAP_EXP:
case BOLT_EXP:
case TANK_SHELL_EXP:
case SECTOR_EXP:
case FIREBALL_EXP:
case GRENADE_EXP:
case MINE_EXP:
case SKULL_R0:
case BETTY_R0:
#if 0
if (RANDOM_P2(1024) < 256 && wu->Radius != NUKE_RADIUS)
{
if (wu->ID == BOLT_THINMAN_R1 && wu->Radius == RAIL_RADIUS)
{
SpawnShrapX(wu); // Do rail gun shrap
}
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DoActorDie(actor, weapActor, 0);
}
else
#endif
{
int choosesnd = 0;
// For the Nuke, do residual radiation if he gibs
if (wu->Radius == NUKE_RADIUS)
SpawnFireballFlames(SpriteNum, -1);
// Random chance of taunting the AI's here
if (RandomRange(1000) > 400)
{
PLAYERp pp;
if (wp && wp->owner >= 0)
{
if (User[wp->owner]->PlayerP)
{
pp = User[wp->owner]->PlayerP;
ASSERT(pp >= Player && pp <= Player+MAX_SW_PLAYERS);
choosesnd=STD_RANDOM_RANGE(MAX_TAUNTAI<<8)>>8;
if (pp && pp == Player+myconnectindex)
PlayerSound(TauntAIVocs[choosesnd],v3df_dontpan|v3df_follow,pp);
}
}
}
// These guys cough items only if gibbed
if (u->ID == GORO_RUN_R0 || u->ID == RIPPER2_RUN_R0)
ActorCoughItem(SpriteNum);
// Blood fountains
InitBloodSpray(SpriteNum,true,-1);
// Bosses do not gib
if (u->ID == SERP_RUN_R0 || u->ID == SUMO_RUN_R0 || u->ID == ZILLA_RUN_R0)
{
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DoActorDie(actor, weapActor, 0);
return true;
}
if (SpawnShrap(SpriteNum, Weapon))
{
SetSuicide(SpriteNum);
}
else
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DoActorDie(actor, weapActor, 0);
}
break;
default:
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DoActorDie(actor, weapActor, 0);
break;
}
break;
}
return true;
}
int
ActorHealth(short SpriteNum, short amt)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum].Data();
extern int FinishAnim;
if (u->ID == TRASHCAN && amt > -75)
{
u->LastDamage = 100;
return true;
}
SET(u->Flags, SPR_ATTACKED);
u->Health += amt;
if (u->ID == SERP_RUN_R0 && sp->pal != 16 && (currentLevel->gameflags & LEVEL_SW_DEATHEXIT_SERPENT))
{
if (u->Health < u->MaxHealth/2)
{
FinishAnim = ANIM_SERP;
// Hack for Last Warrior which apparently needs to continue with the next level here.
if (!(currentLevel->gameflags & LEVEL_SW_DEATHEXIT_SERPENT_NEXT))
{
ChangeLevel(nullptr, g_nextskill, true);
return true;
}
else FinishTimer = 1;
}
}
if (u->ID == SUMO_RUN_R0 && (currentLevel->gameflags & LEVEL_SW_DEATHEXIT_SUMO))
{
if (u->Health <= 0)
{
FinishTimer = 7*120;
FinishAnim = ANIM_SUMO;
}
}
if (u->ID == ZILLA_RUN_R0 && (currentLevel->gameflags & LEVEL_SW_DEATHEXIT_ZILLA))
{
if (u->Health <= 0)
//if (u->Health < u->MaxHealth)
{
FinishTimer = 15*120;
FinishAnim = ANIM_ZILLA;
}
}
if (u->Attrib && RANDOM_P2(1024) > 850)
PlaySpriteSound(SpriteNum,attr_pain,v3df_follow|v3df_dontpan);
// keep track of the last damage
if (amt < 0)
u->LastDamage = -amt;
// Do alternate Death2 if it exists
if (u->ActorActionSet && u->ActorActionSet->Death2) // JBF: added null check
{
#define DEATH2_HEALTH_VALUE 15
if (u->Health <= DEATH2_HEALTH_VALUE)
{
// If he's dead, possibly choose a special death type
#if 1 // Problematic code, REMOVED.
switch (u->ID)
{
case NINJA_RUN_R0:
{
extern STATEp sg_NinjaGrabThroat[];
extern STATEp sg_NinjaHariKari[];
if (TEST(u->Flags2, SPR2_DYING)) return true;
if (TEST(u->Flags, SPR_FALLING | SPR_JUMPING | SPR_CLIMBING)) return true;
if (!TEST(u->Flags2, SPR2_DYING))
{
short rnd;
rnd = RANDOM_P2(1024<<4)>>4;
if (rnd < 950)
return true;
SET(u->Flags2, SPR2_DYING); // Only let it check this once!
u->WaitTics = SEC(1) + SEC(RandomRange(2));
u->Health = 60;
PlaySound(DIGI_NINJACHOKE, sp, v3df_follow);
InitPlasmaFountain(nullptr, sp);
InitBloodSpray(SpriteNum,false,105);
sp->ang = NORM_ANGLE(getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y) + 1024);
RESET(sp->cstat, CSTAT_SPRITE_YFLIP);
if (sw_ninjahack)
NewStateGroup(SpriteNum, sg_NinjaHariKari);
else
NewStateGroup(SpriteNum, sg_NinjaGrabThroat);
}
break;
}
}
#endif
}
}
return true;
}
int
SopDamage(SECTOR_OBJECTp sop, short amt)
{
SPRITEp sp = sop->sp_child;
USERp u = User[sp - sprite].Data();
// does not have damage
if (sop->max_damage == -9999)
return false;
sop->max_damage += amt;
// keep track of the last damage
if (amt < 0)
u->LastDamage = -amt;
return true;
}
int
SopCheckKill(SECTOR_OBJECTp sop)
{
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bool killed = false;
if (TEST(sop->flags, SOBJ_BROKEN))
return false;
// does not have damage
if (sop->max_damage == -9999)
return killed;
if (sop->max_damage <= 0)
{
// returns whether so was collapsed(killed)
killed = TestKillSectorObject(sop);
if (!killed)
{
VehicleSetSmoke(sop, SpawnVehicleSmoke);
SET(sop->flags, SOBJ_BROKEN);
}
}
return killed;
}
int
ActorPain(short SpriteNum)
{
USERp u = User[SpriteNum].Data();
//if (u->LastDamage < u->PainThreshold) // This doesn't work well at all because of
// uzi/shotgun damages
switch (u->ID)
{
case TOILETGIRL_R0:
case WASHGIRL_R0:
case CARGIRL_R0:
case MECHANICGIRL_R0:
case SAILORGIRL_R0:
case PRUNEGIRL_R0:
u->FlagOwner = 1;
break;
}
if (RandomRange(1000) < 875 || u->WaitTics > 0)
return false;
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (u->ActorActionSet && u->ActorActionSet->Pain)
{
ActorLeaveTrack(SpriteNum);
u->WaitTics = 60;
NewStateGroup(SpriteNum, u->ActorActionSet->Pain);
return true;
}
}
return false;
}
int
ActorPainPlasma(short SpriteNum)
{
auto actor = &swActors[SpriteNum];
USERp u = User[SpriteNum].Data();
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_ELECTRO_TOLERANT))
{
if (u->ActorActionSet && u->ActorActionSet->Pain)
{
u->WaitTics = PLASMA_FOUNTAIN_TIME;
NewStateGroup(SpriteNum, u->ActorActionSet->Pain);
return true;
}
else
{
u->Vis = PLASMA_FOUNTAIN_TIME;
InitActorPause(actor);
}
}
return false;
}
int
ActorStdMissile(short SpriteNum, short Weapon)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum].Data();
SPRITEp wp = &sprite[Weapon];
USERp wu = User[Weapon].Data();
ASSERT(Weapon >= 0);
// Attack the player that is attacking you
// Only if hes still alive
if (wp->owner >= 0)
{
// Commented out line will make actors attack each other, it's been removed as feature
// if (User[wp->owner]->PlayerP || User[wp->owner]->SpriteP)
if (User[wp->owner]->PlayerP && sp->owner != wp->owner)
{
u->tgt_sp = &sprite[wp->owner];
}
}
// Reset the weapons target before dying
if (wu->WpnGoal >= 0)
{
// attempt to see if it was killed
ASSERT(sprite[wu->WpnGoal].sectnum >= 0);
ASSERT(User[Weapon].Data());
// what if the target has been killed? This will crash!
RESET(User[wu->WpnGoal]->Flags, SPR_TARGETED);
}
return 0;
}
int
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ActorDamageSlide(int SpriteNum, int damage, int ang)
{
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auto actor = &swActors[SpriteNum];
USERp u = actor->u();
int slide_vel,slide_dec;
if (TEST(u->Flags, SPR_CLIMBING))
return false;
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damage = abs(damage);
if (!damage)
return false;
if (damage <= 10)
{
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DoActorBeginSlide(actor, ang, 64, 5);
return true;
}
else if (damage <= 20)
{
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DoActorBeginSlide(actor, ang, 128, 5);
return true;
}
else
{
slide_vel = (damage * 6) - (u->MaxHealth);
//DSPRINTF(ds,"slide_vel = %ld",slide_vel);
MONO_PRINT(ds);
if (slide_vel < -1000) slide_vel = -1000;
slide_dec = 5;
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DoActorBeginSlide(actor, ang, slide_vel, slide_dec);
return true;
}
}
int
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PlayerDamageSlide(PLAYERp pp, int damage, short ang)
{
int slide_vel;
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damage = abs(damage);
if (!damage)
return false;
if (damage <= 5)
{
//nudge
//pp->slide_xvect = MOVEx(4, ang)<<15;
//pp->slide_yvect = MOVEy(4, ang)<<15;
//return(true);
return false;
}
else if (damage <= 10)
{
//nudge
pp->slide_xvect = MOVEx(16, ang)<<15;
pp->slide_yvect = MOVEy(16, ang)<<15;
return true;
}
else if (damage <= 20)
{
//bigger nudge
pp->slide_xvect = MOVEx(64, ang)<<15;
pp->slide_yvect = MOVEy(64, ang)<<15;
return true;
}
else
{
slide_vel = (damage * 6);
pp->slide_xvect = MOVEx(slide_vel, ang)<<15;
pp->slide_yvect = MOVEy(slide_vel, ang)<<15;
return true;
}
}
int
GetDamage(short SpriteNum, short Weapon, short DamageNdx)
{
DAMAGE_DATAp d = &DamageData[DamageNdx];
ASSERT(SpriteNum >= 0 && Weapon >= 0);
// if ndx does radius
if (d->radius > 0)
{
SPRITEp sp = &sprite[SpriteNum];
SPRITEp wp = &sprite[Weapon];
int dist,a,b,c;
int damage_per_pixel, damage_force, damage_amt;
DISTANCE(wp->x,wp->y,sp->x,sp->y,dist,a,b,c);
// take off the box around the player or else you'll never get
// the max_damage;
dist -= ((int)sp->clipdist)<<(2);
if (dist < 0) dist = 0;
if ((unsigned)dist < d->radius)
{
damage_per_pixel = IntToFixed(d->damage_hi)/d->radius;
//the closer your distance is to 0 the more damage
damage_force = (d->radius - dist);
damage_amt = -FixedToInt(damage_force * damage_per_pixel);
//return(damage_amt);
// formula: damage_amt = 75% + random(25%)
return DIV2(damage_amt) + DIV4(damage_amt) + RandomRange(DIV4(damage_amt));
}
else
{
return 0;
}
}
return -(d->damage_lo + RandomRange(d->damage_hi - d->damage_lo));
}
int
RadiusGetDamage(short SpriteNum, short Weapon, int max_damage)
{
SPRITEp sp = &sprite[SpriteNum];
SPRITEp wp = &sprite[Weapon];
USERp wu = User[Weapon].Data();
int dist,a,b,c;
int damage_per_pixel, damage_force, damage_amt;
max_damage = labs(max_damage);
DISTANCE(wp->x,wp->y,sp->x,sp->y,dist,a,b,c);
// take off the box around the player or else you'll never get
// the max_damage;
dist -= ((int)sp->clipdist)<<(2);
if (dist < 0) dist = 0;
if ((unsigned)dist < wu->Radius)
{
damage_per_pixel = IntToFixed(max_damage)/wu->Radius;
//the closer your distance is to 0 the more damage
damage_force = (wu->Radius - dist);
// fudge factor
//damage_force += 400;
damage_amt = -FixedToInt(damage_force * damage_per_pixel);
}
else
{
damage_amt = 0;
}
return damage_amt;
}
int
PlayerCheckDeath(PLAYERp pp, short Weapon)
{
SPRITEp sp = pp->SpriteP;
USERp u = User[pp->PlayerSprite].Data();
int SpawnZombie(PLAYERp pp, short);
// Store off what player was struck by
pp->HitBy = Weapon;
if (u->Health <= 0 && !TEST(pp->Flags, PF_DEAD))
{
// pick a death type
if (u->LastDamage >= PLAYER_DEATH_EXPLODE_DAMMAGE_AMT)
pp->DeathType = PLAYER_DEATH_EXPLODE;
else if (u->LastDamage >= PLAYER_DEATH_CRUMBLE_DAMMAGE_AMT)
pp->DeathType = PLAYER_DEATH_CRUMBLE;
else
pp->DeathType = PLAYER_DEATH_FLIP;
if (Weapon < 0)
{
pp->Killer = -1;
DoPlayerBeginDie(pp);
return true;
}
SPRITEp wp = &sprite[Weapon];
USERp wu = User[Weapon].Data();
if (Weapon > -1 && (wu->ID == RIPPER_RUN_R0 || wu->ID == RIPPER2_RUN_R0))
pp->DeathType = PLAYER_DEATH_RIPPER;
if (Weapon > -1 && wu->ID == CALTROPS)
pp->DeathType = PLAYER_DEATH_FLIP;
if (Weapon > -1 && wu->ID == NINJA_RUN_R0 && wu->PlayerP)
{
pp->DeathType = PLAYER_DEATH_FLIP;
wu->PlayerP->Bloody = true;
}
// keep track of who killed you for death purposes
// need to check all Killer variables when an enemy dies
if (pp->Killer < 0)
{
if (wp->owner >= 0)
pp->Killer = wp->owner;
else if (TEST(wp->extra, SPRX_PLAYER_OR_ENEMY))
pp->Killer = Weapon;
}
// start the death process
DoPlayerBeginDie(pp);
// for death direction
//u->slide_ang = wp->ang;
u->slide_ang = getangle(sp->x - wp->x, sp->y - wp->y);
// for death velocity
u->slide_vel = u->LastDamage * 5;
return true;
}
return false;
}
2020-09-09 18:32:24 +00:00
bool
PlayerTakeDamage(PLAYERp pp, short Weapon)
{
if (Weapon < 0)
return true;
USERp u = User[pp->PlayerSprite].Data();
SPRITEp wp = &sprite[Weapon];
USERp wu = User[Weapon].Data();
if (gNet.MultiGameType == MULTI_GAME_NONE)
{
// ZOMBIE special case for single play
if (wu->ID == ZOMBIE_RUN_R0)
{
// if weapons owner the player
if (wp->owner == pp->PlayerSprite)
return false;
}
return true;
}
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
{
// everything hurts you
if (gNet.HurtTeammate)
return true;
// if weapon IS the YOURSELF take damage
if (wu->PlayerP == pp)
return true;
// if the weapons owner is YOURSELF take damage
if (wp->owner >= 0 && User[wp->owner].Data() && User[wp->owner]->PlayerP && User[wp->owner]->PlayerP == pp)
return true;
// if weapon IS the player no damage
if (wu->PlayerP)
return false;
// if the weapons owner is a player
if (wp->owner >= 0 && User[wp->owner].Data() && User[wp->owner]->PlayerP)
return false;
}
else if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.TeamPlay)
{
// everything hurts you
if (gNet.HurtTeammate)
return true;
// if weapon IS the YOURSELF take damage
if (wu->PlayerP == pp)
return true;
// if the weapons owner is YOURSELF take damage
if (wp->owner >= 0 && User[wp->owner].Data() && User[wp->owner]->PlayerP && User[wp->owner]->PlayerP == pp)
return true;
if (wu->PlayerP)
{
// if both on the same team then no damage
if (wu->spal == u->spal)
return false;
}
// if the weapons owner is a player
if (wp->owner >= 0 && User[wp->owner].Data() && User[wp->owner]->PlayerP)
{
// if both on the same team then no damage
if (User[wp->owner]->spal == u->spal)
return false;
}
}
return true;
}
int
StarBlood(short SpriteNum, short Weapon)
{
USERp u = User[SpriteNum].Data();
short blood_num = 1;
short i;
if (u->Health <= 0)
blood_num = 4;
for (i = 0; i < blood_num; i++)
SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
return 0;
}
/*
!AIC KEY - This is where damage is assesed when missiles hit actors and other
objects.
*/
int
DoDamage(short SpriteNum, short Weapon)
{
auto actor = &swActors[SpriteNum];
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum].Data();
SPRITEp wp;
USERp wu;
int damage=0;
ASSERT(u);
// don't hit a dead player
if (u->PlayerP && TEST(u->PlayerP->Flags, PF_DEAD))
{
SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
return 0;
}
if (TEST(u->Flags, SPR_SUICIDE))
return 0;
auto weapActor = &swActors[Weapon];
wp = &sprite[Weapon];
wu = User[Weapon].Data();
ASSERT(wu);
if (TEST(wu->Flags, SPR_SUICIDE))
return 0;
ASSERT(u);
if (u->Attrib && RANDOM_P2(1024) > 850)
PlaySpriteSound(SpriteNum,attr_pain,v3df_follow);
if (TEST(u->Flags, SPR_DEAD))
{
SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
return 0;
}
// special case for shooting mines
if (sp->statnum == STAT_MINE_STUCK)
{
SpawnMineExp(SpriteNum);
KillSprite(SpriteNum);
return 0;
}
// weapon is drivable object manned by player
if (wu->PlayerP && wu->PlayerP->sop)
{
switch (wu->PlayerP->sop->track)
{
case SO_VEHICLE:
damage = -200;
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
PLAYERp pp = Player + screenpeek;
ActorHealth(SpriteNum, damage);
if (u->Health <= 0)
{
int choosesnd=0;
// Random chance of taunting the AI's here
if (STD_RANDOM_RANGE(1024) > 512 && pp == Player+myconnectindex)
{
choosesnd=RandomRange(MAX_TAUNTAI);
PlayerSound(TauntAIVocs[choosesnd],v3df_dontpan|v3df_follow,pp);
}
SpawnShrap(SpriteNum, Weapon);
SetSuicide(SpriteNum);
return 0;
}
}
break;
#if 0
case SO_SPEED_BOAT:
damage = -100;
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorChooseDeath(SpriteNum, Weapon);
}
SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
break;
#endif
}
}
if (Player[0].PlayerSprite == Weapon)
{
//DSPRINTF(ds,"got here 4, %d", User[Player[0].PlayerSprite]->ID);
MONO_PRINT(ds);
}
// weapon is the actor - no missile used - example swords, axes, etc
switch (wu->ID)
{
case NINJA_RUN_R0:
ASSERT(wu->PlayerP);
if (wu->WeaponNum == WPN_SWORD)
damage = GetDamage(SpriteNum, Weapon, WPN_SWORD);
else
{
damage = GetDamage(SpriteNum, Weapon, WPN_FIST);
// Add damage for stronger attacks!
switch (wu->PlayerP->WpnKungFuMove)
{
case 1:
damage -= 2 - RandomRange(7);
break;
case 2:
damage -= 5 - RandomRange(10);
break;
}
PlaySound(DIGI_CGTHIGHBONE,wp,v3df_follow|v3df_dontpan);
}
////DSPRINTF(ds,"got here 3, %d",damage);
//MONO_PRINT(ds);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
// Is the player blocking?
if (u->PlayerP->WpnKungFuMove == 3)
damage /= 3;
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
if (u->PlayerP->Armor)
PlaySound(DIGI_ARMORHIT,u->PlayerP,v3df_dontpan|v3df_follow|v3df_doppler);
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorChooseDeath(SpriteNum, Weapon);
}
SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
break;
case SKEL_RUN_R0:
case COOLG_RUN_R0:
case GORO_RUN_R0:
damage = GetDamage(SpriteNum, Weapon, DMG_SKEL_SLASH);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
// Is the player blocking?
if (u->PlayerP->WpnKungFuMove == 3)
damage /= 3;
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorChooseDeath(SpriteNum, Weapon);
}
SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
break;
case HORNET_RUN_R0:
PlaySound(DIGI_HORNETSTING, sp, v3df_follow|v3df_dontpan);
damage = GetDamage(SpriteNum, Weapon, DMG_HORNET_STING);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
// Is the player blocking?
if (u->PlayerP->WpnKungFuMove == 3)
damage /= 3;
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorChooseDeath(SpriteNum, Weapon);
}
//SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
break;
case EEL_RUN_R0:
damage = GetDamage(SpriteNum, Weapon, DMG_RIPPER_SLASH);
damage /= 3;
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
// Is the player blocking?
if (u->PlayerP->WpnKungFuMove == 3)
damage /= 3;
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorChooseDeath(SpriteNum, Weapon);
}
SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
break;
case RIPPER_RUN_R0:
damage = GetDamage(SpriteNum, Weapon, DMG_RIPPER_SLASH);
damage /= 3; // Little rippers aren't as tough.
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
// Is the player blocking?
if (u->PlayerP->WpnKungFuMove == 3)
damage /= 3;
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
if (PlayerCheckDeath(u->PlayerP, Weapon))
{
PlaySound(DIGI_RIPPERHEARTOUT,u->PlayerP,v3df_dontpan|v3df_doppler);
DoRipperRipHeart(Weapon);
}
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorChooseDeath(SpriteNum, Weapon);
}
SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
break;
case RIPPER2_RUN_R0:
damage = GetDamage(SpriteNum, Weapon, DMG_RIPPER_SLASH);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
// Is the player blocking?
if (u->PlayerP->WpnKungFuMove == 3)
damage /= 3;
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
if (PlayerCheckDeath(u->PlayerP, Weapon))
{
PlaySound(DIGI_RIPPERHEARTOUT,u->PlayerP,v3df_dontpan|v3df_doppler);
DoRipper2RipHeart(Weapon);
}
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorChooseDeath(SpriteNum, Weapon);
}
SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
break;
case BUNNY_RUN_R0:
damage = GetDamage(SpriteNum, Weapon, DMG_RIPPER_SLASH);
damage /= 3;
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
// Is the player blocking?
if (u->PlayerP->WpnKungFuMove == 3)
damage /= 3;
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
if (PlayerCheckDeath(u->PlayerP, Weapon))
{
DoBunnyRipHeart(weapActor);
}
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorChooseDeath(SpriteNum, Weapon);
}
SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
break;
case SERP_RUN_R0:
damage = GetDamage(SpriteNum, Weapon, DMG_SERP_SLASH);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
if (u->PlayerP->WpnKungFuMove == 3)
damage /= 3;
PlayerDamageSlide(u->PlayerP, damage/4, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorChooseDeath(SpriteNum, Weapon);
}
SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
break;
case BLADE1:
case BLADE2:
case BLADE3:
case 5011:
if (wu->ID == 5011)
damage = -(3 + (RandomRange(4<<8)>>8));
else
damage = GetDamage(SpriteNum, Weapon, DMG_BLADE);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
if (u->PlayerP->WpnKungFuMove == 3)
damage /= 3;
if ((u->BladeDamageTics -= synctics) < 0)
{
u->BladeDamageTics = DAMAGE_BLADE_TIME;
PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
}
else
{
if ((u->BladeDamageTics -= ACTORMOVETICS) < 0)
{
u->BladeDamageTics = DAMAGE_BLADE_TIME;
ActorHealth(SpriteNum, damage);
}
ActorChooseDeath(SpriteNum, Weapon);
}
SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
break;
case STAR1:
case CROSSBOLT:
damage = GetDamage(SpriteNum, Weapon, WPN_STAR);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
MONO_PRINT("Stat Hit Actor");
// Is the player blocking?
if (u->PlayerP->WpnKungFuMove == 3)
damage /= 3;
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
if (u->PlayerP->Armor)
PlaySound(DIGI_ARMORHIT,u->PlayerP,v3df_dontpan|v3df_follow|v3df_doppler);
}
else
{
MONO_PRINT("Star Hit Actor");
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorStdMissile(SpriteNum, Weapon);
ActorDamageSlide(SpriteNum, damage, wp->ang);
ActorChooseDeath(SpriteNum, Weapon);
}
StarBlood(SpriteNum, Weapon);
wu->ID = 0;
SetSuicide(Weapon);
break;
case SPEAR_R0:
damage = GetDamage(SpriteNum, Weapon, DMG_SPEAR_TRAP);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
if (u->PlayerP->Armor)
PlaySound(DIGI_ARMORHIT,u->PlayerP,v3df_dontpan|v3df_follow|v3df_doppler);
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorStdMissile(SpriteNum, Weapon);
ActorDamageSlide(SpriteNum, damage, wp->ang);
ActorChooseDeath(SpriteNum, Weapon);
}
SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
wu->ID = 0;
SetSuicide(Weapon);
break;
case LAVA_BOULDER:
damage = GetDamage(SpriteNum, Weapon, DMG_LAVA_BOULDER);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorStdMissile(SpriteNum, Weapon);
ActorDamageSlide(SpriteNum, damage, wp->ang);
ActorChooseDeath(SpriteNum, Weapon);
}
SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
wu->ID = 0;
SetSuicide(Weapon);
break;
case LAVA_SHARD:
damage = GetDamage(SpriteNum, Weapon, DMG_LAVA_SHARD);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorStdMissile(SpriteNum, Weapon);
ActorDamageSlide(SpriteNum, damage, wp->ang);
ActorChooseDeath(SpriteNum, Weapon);
}
SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
wu->ID = 0;
SetSuicide(Weapon);
break;
case UZI_SMOKE:
case UZI_SMOKE+2:
if (wu->ID == UZI_SMOKE)
damage = GetDamage(SpriteNum, Weapon, WPN_UZI);
else
damage = GetDamage(SpriteNum, Weapon, WPN_UZI)/3; // Enemy Uzi, 1/3 damage
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
//PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
PlayerDamageSlide(u->PlayerP, damage/2, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
if (u->PlayerP->Armor)
PlaySound(DIGI_ARMORHIT,u->PlayerP,v3df_dontpan|v3df_follow|v3df_doppler);
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorStdMissile(SpriteNum, Weapon);
ActorDamageSlide(SpriteNum, damage, wp->ang);
ActorChooseDeath(SpriteNum, Weapon);
switch (u->ID)
{
case TRASHCAN:
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case ZILLA_RUN_R0:
break;
default:
if (RandomRange(1000) > 900)
InitBloodSpray(SpriteNum,false,105);
if (RandomRange(1000) > 900)
SpawnMidSplash(SpriteNum);
break;
}
}
//SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
// reset id so no more damage is taken
wu->ID = 0;
break;
case SHOTGUN_SMOKE:
damage = GetDamage(SpriteNum, Weapon, WPN_SHOTGUN);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
if (u->PlayerP->Armor)
PlaySound(DIGI_ARMORHIT,u->PlayerP,v3df_dontpan|v3df_follow|v3df_doppler);
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorStdMissile(SpriteNum, Weapon);
ActorDamageSlide(SpriteNum, damage, wp->ang);
ActorChooseDeath(SpriteNum, Weapon);
}
//SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
switch (u->ID)
{
case TRASHCAN:
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case ZILLA_RUN_R0:
break;
default:
if (RandomRange(1000) > 950)
SpawnMidSplash(SpriteNum);
break;
}
// reset id so no more damage is taken
wu->ID = 0;
break;
case MIRV_METEOR:
//damage = -DAMAGE_MIRV_METEOR;
damage = GetDamage(SpriteNum, Weapon, DMG_MIRV_METEOR);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorStdMissile(SpriteNum, Weapon);
}
SetSuicide(Weapon);
break;
case SERP_METEOR:
//damage = -DAMAGE_SERP_METEOR;
damage = GetDamage(SpriteNum, Weapon, DMG_SERP_METEOR);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorStdMissile(SpriteNum, Weapon);
}
SetSuicide(Weapon);
break;
case BOLT_THINMAN_R0:
damage = GetDamage(SpriteNum, Weapon, WPN_ROCKET);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorStdMissile(SpriteNum, Weapon);
}
if (wu->Radius == NUKE_RADIUS)
SpawnNuclearExp(Weapon);
else
SpawnBoltExp(Weapon);
SetSuicide(Weapon);
break;
case BOLT_THINMAN_R1:
//damage = -(2000 + (65 + RandomRange(40))); // -2000 makes armor not count
damage = -(65 + RandomRange(40));
if (u->sop_parent)
{
if (TEST(u->sop_parent->flags, SOBJ_DIE_HARD))
break;
SopDamage(u->sop_parent, damage);
SopCheckKill(u->sop_parent);
break;
}
else if (u->PlayerP)
{
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
if (u->PlayerP->Armor)
PlaySound(DIGI_ARMORHIT,u->PlayerP,v3df_dontpan|v3df_follow|v3df_doppler);
}
else
{
// this is special code to prevent the Zombie from taking out the Bosses to quick
// if rail gun weapon owner is not player
if (wp->owner >= 0 && User[wp->owner].Data() && !User[wp->owner]->PlayerP)
{
// if actor is a boss
if (u->ID == ZILLA_RUN_R0 || u->ID == SERP_RUN_R0 || u->ID == SUMO_RUN_R0)
damage /= 2;
}
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorStdMissile(SpriteNum, Weapon);
ActorDamageSlide(SpriteNum, damage>>1, wp->ang);
ActorChooseDeath(SpriteNum, Weapon);
}
wu->ID = 0; // No more damage
SpawnTracerExp(Weapon);
SetSuicide(Weapon);
break;
case BOLT_THINMAN_R2:
damage = (GetDamage(SpriteNum, Weapon, WPN_ROCKET)/2);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorStdMissile(SpriteNum, Weapon);
}
if (wu->Radius == NUKE_RADIUS)
SpawnNuclearExp(Weapon);
else
SpawnBoltExp(Weapon);
SetSuicide(Weapon);
break;
case BOLT_THINMAN_R4:
damage = GetDamage(SpriteNum, Weapon, DMG_GRENADE_EXP);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorDamageSlide(SpriteNum, damage, ANG2SPRITE(sp, wp));
ActorChooseDeath(SpriteNum, Weapon);
}
SpawnBunnyExp(Weapon);
//InitBloodSpray(Weapon,true,-1);
//InitBloodSpray(Weapon,true,-1);
//InitBloodSpray(Weapon,true,-1);
SetSuicide(Weapon);
break;
case SUMO_RUN_R0:
damage = GetDamage(SpriteNum, Weapon, DMG_FLASHBOMB);
damage /= 3;
if (u->sop_parent)
{
if (TEST(u->sop_parent->flags, SOBJ_DIE_HARD))
break;
SopDamage(u->sop_parent, damage);
SopCheckKill(u->sop_parent);
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorDamageSlide(SpriteNum, damage, ANG2SPRITE(sp, wp));
ActorChooseDeath(SpriteNum, Weapon);
}
break;
case BOLT_EXP:
damage = GetDamage(SpriteNum, Weapon, DMG_BOLT_EXP);
// //DSPRINTF(ds,"Damage Bolt: %d\n",damage);
// MONO_PRINT(ds);
if (u->sop_parent)
{
if (TEST(u->sop_parent->flags, SOBJ_DIE_HARD))
break;
SopDamage(u->sop_parent, damage);
SopCheckKill(u->sop_parent);
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorDamageSlide(SpriteNum, damage, ANG2SPRITE(sp, wp));
ActorChooseDeath(SpriteNum, Weapon);
}
break;
case BLOOD_WORM:
// Don't hurt blood worm zombies!
if (u->ID == ZOMBIE_RUN_R0)
break;
damage = GetDamage(SpriteNum, Weapon, WPN_HEART);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
//PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
if (PlayerCheckDeath(u->PlayerP, Weapon))
{
// degrade blood worm life
wu->Counter3 += (4*120)/MISSILEMOVETICS;
}
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorDamageSlide(SpriteNum, damage, ANG2SPRITE(sp, wp));
ActorChooseDeath(SpriteNum, Weapon);
}
// degrade blood worm life
wu->Counter3 += (2*120)/MISSILEMOVETICS;
break;
case TANK_SHELL_EXP:
damage = GetDamage(SpriteNum, Weapon, DMG_TANK_SHELL_EXP);
if (u->sop_parent)
{
if (TEST(u->sop_parent->flags, SOBJ_DIE_HARD))
break;
SopDamage(u->sop_parent, damage);
SopCheckKill(u->sop_parent);
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorDamageSlide(SpriteNum, damage, ANG2SPRITE(sp, wp));
ActorChooseDeath(SpriteNum, Weapon);
}
break;
case MUSHROOM_CLOUD:
case GRENADE_EXP:
if (wu->Radius == NUKE_RADIUS) // Special Nuke stuff
damage = (GetDamage(SpriteNum, Weapon, DMG_NUCLEAR_EXP));
else
damage = GetDamage(SpriteNum, Weapon, DMG_GRENADE_EXP);
//DSPRINTF(ds,"MUSHROOM: damage = %d, wu->radius = %d\n",damage,wu->Radius);
MONO_PRINT(ds);
if (u->sop_parent)
{
if (TEST(u->sop_parent->flags, SOBJ_DIE_HARD))
break;
SopDamage(u->sop_parent, damage);
SopCheckKill(u->sop_parent);
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
// Don't let it hurt the SUMO
if (wp->owner >=0 && User[wp->owner].Data() && User[wp->owner]->ID == SUMO_RUN_R0) break; // JBF: added sanity check for wp->owner and User[wp->owner]
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorDamageSlide(SpriteNum, damage, ANG2SPRITE(sp, wp));
ActorChooseDeath(SpriteNum, Weapon);
}
break;
case MICRO_EXP:
damage = GetDamage(SpriteNum, Weapon, DMG_MINE_EXP);
// //DSPRINTF(ds,"Damage Micro: %d\n",damage);
// MONO_PRINT(ds);
if (u->sop_parent)
{
if (TEST(u->sop_parent->flags, SOBJ_DIE_HARD))
break;
SopDamage(u->sop_parent, damage);
SopCheckKill(u->sop_parent);
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorDamageSlide(SpriteNum, damage, ANG2SPRITE(sp, wp));
ActorChooseDeath(SpriteNum, Weapon);
}
break;
case MINE_EXP:
damage = GetDamage(SpriteNum, Weapon, DMG_MINE_EXP);
if (wp->owner >= 0 && User[wp->owner].Data() && User[wp->owner]->ID == SERP_RUN_R0)
{
damage /= 6;
}
if (u->sop_parent)
{
if (TEST(u->sop_parent->flags, SOBJ_DIE_HARD))
break;
SopDamage(u->sop_parent, damage);
SopCheckKill(u->sop_parent);
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
if (wp->owner >= 0)
{
// Don't let serp skulls hurt the Serpent God
if (User[wp->owner]->ID == SERP_RUN_R0) break;
// Don't let it hurt the SUMO
if (User[wp->owner]->ID == SUMO_RUN_R0) break;
}
if (u->ID == TRASHCAN)
ActorHealth(SpriteNum, -500);
else
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorDamageSlide(SpriteNum, damage, ANG2SPRITE(sp, wp));
ActorChooseDeath(SpriteNum, Weapon);
}
// reset id so no more damage is taken
wu->ID = 0;
break;
#if 0
case MINE_SHRAP:
damage = GetDamage(SpriteNum, Weapon, DMG_MINE_SHRAP);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorStdMissile(SpriteNum, Weapon);
ActorDamageSlide(SpriteNum, damage, wp->ang);
ActorChooseDeath(SpriteNum, Weapon);
}
// reset id so no more damage is taken
wu->ID = 0;
break;
#endif
case NAP_EXP:
damage = GetDamage(SpriteNum, Weapon, DMG_NAPALM_EXP);
// Sumo Nap does less
if (wp->owner >= 0 && User[wp->owner].Data() && User[wp->owner]->ID == SUMO_RUN_R0)
damage /= 4;
if (u->sop_parent)
{
if (TEST(u->sop_parent->flags, SOBJ_DIE_HARD))
break;
SopDamage(u->sop_parent, damage);
SopCheckKill(u->sop_parent);
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
// Don't let it hurt the SUMO
if (User[wp->owner]->ID == SUMO_RUN_R0) break;
ActorHealth(SpriteNum, damage);
ActorChooseDeath(SpriteNum, Weapon);
}
SetSuicide(Weapon);
break;
case Vomit1:
case Vomit2:
damage = GetDamage(SpriteNum, Weapon, DMG_VOMIT);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorChooseDeath(SpriteNum, Weapon);
}
SetSuicide(Weapon);
break;
case COOLG_FIRE:
damage = GetDamage(SpriteNum, Weapon, DMG_COOLG_FIRE);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorChooseDeath(SpriteNum, Weapon);
}
// u->ID = 0;
SetSuicide(Weapon);
break;
// Skull Exp
case SKULL_R0:
case BETTY_R0:
damage = GetDamage(SpriteNum, Weapon, DMG_SKULL_EXP);
if (u->sop_parent)
{
if (TEST(u->sop_parent->flags, SOBJ_DIE_HARD))
break;
SopDamage(u->sop_parent, damage);
SopCheckKill(u->sop_parent);
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorDamageSlide(SpriteNum, damage, ANG2SPRITE(sp, wp));
ActorChooseDeath(SpriteNum, Weapon);
}
break;
// Serp ring of skull
case SKULL_SERP:
//DoSkullBeginDeath(Weapon);
break;
case FIREBALL1:
ASSERT(SpriteNum >= 0 && Weapon >= 0);
damage = GetDamage(SpriteNum, Weapon, WPN_HOTHEAD);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorStdMissile(SpriteNum, Weapon);
ActorDamageSlide(SpriteNum, damage, wp->ang);
ActorChooseDeath(SpriteNum, Weapon);
}
if (wp->owner >= 0) // For SerpGod Ring
User[wp->owner]->Counter--;
SpawnFireballFlames(Weapon, SpriteNum);
SetSuicide(Weapon);
break;
case FIREBALL:
case GORO_FIREBALL:
ASSERT(SpriteNum >= 0 && Weapon >= 0);
damage = GetDamage(SpriteNum, Weapon, DMG_GORO_FIREBALL);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
if (u->PlayerP->Armor)
PlaySound(DIGI_ARMORHIT,u->PlayerP,v3df_dontpan|v3df_follow|v3df_doppler);
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorStdMissile(SpriteNum, Weapon);
ActorDamageSlide(SpriteNum, damage, wp->ang);
ActorChooseDeath(SpriteNum, Weapon);
}
SpawnGoroFireballExp(Weapon);
SetSuicide(Weapon);
break;
case FIREBALL_FLAMES:
damage = -DamageData[DMG_FIREBALL_FLAMES].damage_lo;
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorChooseDeath(SpriteNum, Weapon);
}
//SpawnFireballFlames(Weapon, SpriteNum);
break;
case RADIATION_CLOUD:
damage = GetDamage(SpriteNum, Weapon, DMG_RADIATION_CLOUD);
// //DSPRINTF(ds,"Radiation damage = %d\n",damage);
// MONO_PRINT(ds);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
PLAYERp pp = u->PlayerP;
PlayerSound(DIGI_GASHURT, v3df_dontpan|v3df_follow|v3df_doppler,pp);
PlayerUpdateHealth(u->PlayerP, damage-1000);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
// Don't let it hurt the SUMO
if (wp->owner >= 0 && User[wp->owner]->ID == SUMO_RUN_R0) break; // JBF: added owner check
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorChooseDeath(SpriteNum, Weapon);
}
// u->ID = 0;
wu->ID = 0;
break;
case PLASMA:
//damage = GetDamage(SpriteNum, Weapon, WPN_HEART);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
//PlayerUpdateHealth(u->PlayerP, damage);
//PlayerCheckDeath(u->PlayerP, Weapon);
}
else
{
if (u->ID == SKULL_R0 || u->ID == BETTY_R0)
{
ActorHealth(SpriteNum, damage);
ActorStdMissile(SpriteNum, Weapon);
ActorChooseDeath(SpriteNum, Weapon);
SetSuicide(Weapon);
break;
}
else if (u->ID == RIPPER_RUN_R0)
{
DoRipperGrow(actor);
break;
}
ActorPainPlasma(SpriteNum);
}
InitPlasmaFountain(wp, sp);
SetSuicide(Weapon);
break;
case CALTROPS:
ASSERT(SpriteNum >= 0 && Weapon >= 0);
damage = GetDamage(SpriteNum, Weapon, DMG_MINE_SHRAP);
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
if (PlayerTakeDamage(u->PlayerP, Weapon))
{
if (RANDOM_P2(1024<<4)>>4 < 800)
PlayerSound(DIGI_STEPONCALTROPS, v3df_follow|v3df_dontpan, u->PlayerP);
PlayerUpdateHealth(u->PlayerP, damage);
PlayerCheckDeath(u->PlayerP, Weapon);
}
}
else
{
ActorHealth(SpriteNum, damage);
ActorPain(SpriteNum);
ActorStdMissile(SpriteNum, Weapon);
ActorChooseDeath(SpriteNum, Weapon);
}
SetSuicide(Weapon);
break;
#if 0
case PLASMA_FOUNTAIN:
//damage = GetDamage(SpriteNum, Weapon, WPN_HEART);
damage = -300;
if (u->sop_parent)
{
break;
}
else if (u->PlayerP)
{
PlayerUpdateHealth(u->PlayerP, damage);
#if 0
if (PlayerCheckDeath(u->PlayerP, Weapon))
{
// Spawn a couple of rippers
RipperHatch(Weapon);
}
#endif
}
else
{
ActorHealth(SpriteNum, damage);
ActorStdMissile(SpriteNum, Weapon);
#if 0
if (ActorChooseDeath(SpriteNum, Weapon))
{
RipperHatch(Weapon);
}
#endif
}
break;
#endif
}
// If player take alot of damage, make him yell
if (u && u->PlayerP)
{
if (damage <= -40 && RandomRange(1000) > 700)
PlayerSound(DIGI_SONOFABITCH, v3df_dontpan|v3df_follow, u->PlayerP);
else if (damage <= -40 && RandomRange(1000) > 700)
PlayerSound(DIGI_PAINFORWEAK, v3df_dontpan|v3df_follow, u->PlayerP);
else if (damage <= -10)
PlayerSound(PlayerPainVocs[RandomRange(MAX_PAIN)], v3df_dontpan|v3df_follow, u->PlayerP);
}
return 0;
}
#if 1
// Select death text based on ID
const char *DeathString(short SpriteNum)
{
USERp ku = User[SpriteNum].Data();
switch (ku->ID)
{
case NINJA_RUN_R0:
return " ";
case ZOMBIE_RUN_R0:
return GStrings("Zombie");
case BLOOD_WORM:
return GStrings("Blood Worm");
case SKEL_RUN_R0:
return GStrings("Skeletor Priest");
case COOLG_RUN_R0:
return GStrings("Coolie Ghost");
case GORO_RUN_R0:
return GStrings("Guardian");
case HORNET_RUN_R0:
return GStrings("Hornet");
case RIPPER_RUN_R0:
return GStrings("Ripper Hatchling");
case RIPPER2_RUN_R0:
return GStrings("Ripper");
case BUNNY_RUN_R0:
return GStrings("Killer Rabbit");
case SERP_RUN_R0:
return GStrings("Serpent god");
case GIRLNINJA_RUN_R0:
return GStrings("Girl Ninja");
case BLADE1:
case BLADE2:
case BLADE3:
case 5011:
return GStrings("blade");
case STAR1:
if (sw_darts) return GStrings("dart");
else return GStrings("shuriken");
case CROSSBOLT:
return GStrings("crossbow bolt");
case SPEAR_R0:
return GStrings("spear");
case LAVA_BOULDER:
case LAVA_SHARD:
return GStrings("lava boulder");
case UZI_SMOKE:
return GStrings("Uzi");
case UZI_SMOKE+2:
return GStrings("Evil Ninja Uzi");
case SHOTGUN_SMOKE:
return GStrings("shotgun");
case MIRV_METEOR:
case SERP_METEOR:
return GStrings("meteor");
case BOLT_THINMAN_R0:
return GStrings("rocket");
case BOLT_THINMAN_R1:
return GStrings("rail gun");
case BOLT_THINMAN_R2:
return GStrings("enemy rocket");
case BOLT_THINMAN_R4: // BunnyRocket
return GStrings("bunny rocket");
case BOLT_EXP:
return GStrings("explosion");
case TANK_SHELL_EXP:
return GStrings("tank shell");
case MUSHROOM_CLOUD:
return GStrings("nuclear bomb");
case GRENADE_EXP:
return GStrings("40mm grenade");
case MICRO_EXP:
return GStrings("micro missile");
case MINE_EXP:
//case MINE_SHRAP:
return GStrings("sticky bomb");
case NAP_EXP:
return GStrings("napalm");
case Vomit1:
case Vomit2:
return GStrings("vomit");
case COOLG_FIRE:
return GStrings("Coolie Ghost phlem");
case SKULL_R0:
return GStrings("Accursed Head");
case BETTY_R0:
return GStrings("Bouncing Betty");
case SKULL_SERP:
return GStrings("Serpent god Protector");
case FIREBALL1:
case FIREBALL:
case GORO_FIREBALL:
case FIREBALL_FLAMES:
return GStrings("flames");
case RADIATION_CLOUD:
return GStrings("radiation");
case CALTROPS:
return GStrings("useitem 7");
}
return "";
}
#endif
int
DoDamageTest(DSWActor* actor)
{
auto wu = actor->u();
int Weapon = wu->SpriteNum;
SPRITEp wp = &actor->s();
USERp u;
SPRITEp sp;
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int i;
unsigned stat;
int dist, tx, ty;
int tmin;
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
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StatIterator it(StatDamageList[stat]);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
u = User[i].Data();
DISTANCE(sp->x, sp->y, wp->x, wp->y, dist, tx, ty, tmin);
if ((unsigned)dist > wu->Radius + u->Radius)
continue;
if (sp == wp)
continue;
if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK))
continue;
// !JIM! Put in a cansee so that you don't take damage through walls and such
// For speed's sake, try limiting check only to radius weapons!
if (wu->Radius > 200)
{
if (!FAFcansee(sp->x,sp->y, SPRITEp_UPPER(sp), sp->sectnum,wp->x,wp->y,wp->z,wp->sectnum))
continue;
}
if (wp->owner != i && SpriteOverlap(Weapon, i))
{
DoDamage(i, Weapon);
}
}
}
return 0;
}
static int DoHitscanDamage(short Weapon, uint16_t hit_sprite)
{
if (hit_sprite >= MAXSPRITES)
return 0;
unsigned stat;
// this routine needs some sort of sprite generated from the hitscan
// such as a smoke or spark sprite - reason is because of DoDamage()
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
if (sprite[hit_sprite].statnum == StatDamageList[stat])
{
DoDamage(hit_sprite, Weapon);
break;
}
}
return 0;
}
int
DoFlamesDamageTest(short Weapon)
{
SPRITEp wp = &sprite[Weapon];
USERp wu = User[Weapon].Data();
USERp u;
SPRITEp sp;
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int i;
unsigned stat;
int dist, tx, ty;
int tmin;
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
2020-10-15 15:40:22 +00:00
StatIterator it(StatDamageList[stat]);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
u = User[i].Data();
switch (u->ID)
{
case TRASHCAN:
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
continue;
}
DISTANCE(sp->x, sp->y, wp->x, wp->y, dist, tx, ty, tmin);
// //DSPRINTF(ds,"radius = %ld, distance = %ld",wu->Radius+u->Radius,dist);
// MONO_PRINT(ds);
if ((unsigned)dist > wu->Radius + u->Radius)
continue;
if (sp == wp)
continue;
if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN))
continue;
if (TEST(wp->cstat, CSTAT_SPRITE_INVISIBLE))
continue;
if (wu->Radius > 200) // Note: No weaps have bigger radius than 200 cept explosion stuff
{
if (FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,wp->x,wp->y,SPRITEp_MID(wp),wp->sectnum))
{
DoDamage(i, Weapon);
}
}
else if (SpriteOverlap(Weapon, i))
{
DoDamage(i, Weapon);
}
}
}
return 0;
}
short PrevWall(short wall_num)
{
short start_wall,prev_wall;
start_wall = wall_num;
do
{
prev_wall = wall_num;
wall_num = wall[wall_num].point2;
}
while (wall_num != start_wall);
return prev_wall;
}
short StatBreakList[] =
{
STAT_DEFAULT,
STAT_BREAKABLE,
STAT_NO_STATE,
STAT_DEAD_ACTOR,
};
void TraverseBreakableWalls(short start_sect, int x, int y, int z, short ang, int radius)
{
int j, k;
int sect, startwall, endwall, nextsector;
unsigned sectlistplc, sectliststart;
int xmid,ymid;
int dist;
short break_count;
int sectnum;
short wall_ang;
int hit_x,hit_y,hit_z;
sectliststart = sectlistplc = GlobalSectorList.Size();
GlobalSectorList.Push(start_sect);
// limit radius
if (radius > 2000)
radius = 2000;
break_count = 0;
while (sectlistplc < GlobalSectorList.Size())
{
sect = GlobalSectorList[sectlistplc++];
startwall = sector[sect].wallptr;
endwall = startwall + sector[sect].wallnum;
for (j = startwall; j < endwall - 1; j++)
{
// see if this wall should be broken
if (wall[j].lotag == TAG_WALL_BREAK)
{
// find midpoint
xmid = (wall[j].x + wall[j+1].x) >> 1;
ymid = (wall[j].y + wall[j+1].y) >> 1;
// don't need to go further if wall is too far out
dist = Distance(xmid, ymid, x, y);
if (dist > radius)
continue;
if (WallBreakPosition(j, &sectnum, &hit_x, &hit_y, &hit_z, &wall_ang))
{
if (hit_x != INT32_MAX && sectnum >= 0 && FAFcansee(x, y, z, start_sect, hit_x, hit_y, hit_z, sectnum))
{
//HitBreakWall(&wall[j], x, y, z, ang, 0);
HitBreakWall(&wall[j], INT32_MAX, INT32_MAX, INT32_MAX, ang, 0);
break_count++;
if (break_count > 4)
{
GlobalSectorList.Resize(sectliststart);
return;
}
}
}
}
nextsector = wall[j].nextsector;
if (nextsector < 0)
continue;
// make sure its not on the list
for (k = GlobalSectorList.Size() - 1; k >= (int)sectliststart; k--)
{
if (GlobalSectorList[k] == nextsector)
break;
}
// if its not on the list add it to the end
if (k < 0)
{
GlobalSectorList.Push(nextsector);
}
}
}
GlobalSectorList.Resize(sectliststart);
}
int DoExpDamageTest(DSWActor* actor)
{
auto wu = actor->u();
int Weapon = wu->SpriteNum;
SPRITEp wp = &sprite[Weapon];
USERp u;
SPRITEp sp;
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short i, stat;
int dist, tx, ty;
int tmin;
int max_stat;
short break_count;
SPRITEp found_sp = nullptr;
int found_dist = 999999;
int DoWallMoveMatch(short match);
// crack sprites
if (wu->ID != MUSHROOM_CLOUD)
WeaponExplodeSectorInRange(Weapon);
// Just like DoDamageTest() except that it doesn't care about the owner
max_stat = SIZ(StatDamageList);
// don't check for mines if the weapon is a mine
if (wp->statnum == STAT_MINE_STUCK)
max_stat--;
for (stat = 0; stat < max_stat; stat++)
{
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StatIterator it(StatDamageList[stat]);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
u = User[i].Data();
DISTANCE(sp->x, sp->y, wp->x, wp->y, dist, tx, ty, tmin);
if ((unsigned)dist > wu->Radius + u->Radius)
continue;
if (sp == wp)
continue;
if (StatDamageList[stat] == STAT_SO_SP_CHILD)
{
DoDamage(i, Weapon);
}
else
{
if ((unsigned)FindDistance3D(sp->x - wp->x, sp->y - wp->y, sp->z - wp->z) > wu->Radius + u->Radius)
continue;
// added hitscan block because mines no long clip against actors/players
if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN))
continue;
// Second parameter MUST have blocking bits set or cansee won't work
// added second check for FAF water - hitscans were hitting ceiling
if (!FAFcansee(wp->x, wp->y, wp->z, wp->sectnum, sp->x, sp->y, SPRITEp_UPPER(sp), sp->sectnum) &&
!FAFcansee(wp->x, wp->y, wp->z, wp->sectnum, sp->x, sp->y, SPRITEp_LOWER(sp), sp->sectnum))
continue;
DoDamage(i, Weapon);
}
}
}
if (wu->ID == MUSHROOM_CLOUD) return 0; // Central Nuke doesn't break stuff
// Only secondaries do that
TraverseBreakableWalls(wp->sectnum, wp->x, wp->y, wp->z, wp->ang, wu->Radius);
break_count = 0;
max_stat = SIZ(StatBreakList);
// Breakable stuff
for (stat = 0; stat < max_stat; stat++)
{
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StatIterator it(StatBreakList[stat]);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
u = User[i].Data();
DISTANCE(sp->x, sp->y, wp->x, wp->y, dist, tx, ty, tmin);
if ((unsigned)dist > wu->Radius)
continue;
dist = FindDistance3D(sp->x - wp->x, sp->y - wp->y, SPRITEp_MID(sp) - wp->z);
if ((unsigned)dist > wu->Radius)
continue;
if (!FAFcansee(sp->x, sp->y, SPRITEp_MID(sp), sp->sectnum, wp->x, wp->y, wp->z, wp->sectnum))
continue;
if (TEST(sp->extra, SPRX_BREAKABLE))
{
HitBreakSprite(i, wu->ID);
break_count++;
if (break_count > 6)
break;
}
}
}
if (wu->ID == BLOOD_WORM)
return 0;
// wall damaging
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StatIterator it(STAT_WALL_MOVE);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
DISTANCE(sp->x, sp->y, wp->x, wp->y, dist, tx, ty, tmin);
if ((unsigned)dist > wu->Radius/4)
continue;
if (TEST_BOOL1(sp))
continue;
if (!CanSeeWallMove(wp, SP_TAG2(sp)))
continue;
if (dist < found_dist)
{
found_dist = dist;
found_sp = sp;
}
}
if (found_sp)
{
if (SP_TAG2(found_sp) == 0)
{
// just do one
DoWallMove(found_sp);
}
else
{
if (DoWallMoveMatch(SP_TAG2(found_sp)))
{
DoSpawnSpotsForDamage(SP_TAG2(found_sp));
}
}
}
return 0;
}
int DoMineExpMine(DSWActor* actor)
{
auto wu = actor->u();
int Weapon = wu->SpriteNum;
SPRITEp wp = &sprite[Weapon];
USERp u;
SPRITEp sp;
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int i;
int dist, tx, ty;
int tmin;
int zdist;
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StatIterator it(STAT_MINE_STUCK);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
u = User[i].Data();
DISTANCE(sp->x, sp->y, wp->x, wp->y, dist, tx, ty, tmin);
if ((unsigned)dist > wu->Radius + u->Radius)
continue;
if (sp == wp)
continue;
//if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK))
// continue;
if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK_HITSCAN))
continue;
// Explosions are spherical, not planes, so let's check that way, well cylindrical at least.
zdist = abs(sp->z - wp->z)>>4;
if (SpriteOverlap(Weapon, i) || (unsigned)zdist < wu->Radius + u->Radius)
{
DoDamage(i, Weapon);
// only explode one mine at a time
break;
}
}
return 0;
}
int
DoStar(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
USERp su;
int vel;
// if (!TEST(u->Flags, SPR_BOUNCE))
// DoBlurExtend(Weapon, 0, 2);
if (TEST(u->Flags, SPR_UNDERWATER))
{
u->motion_blur_num = 0;
ScaleSpriteVector(Weapon, 54000);
vel = ksqrt(SQ(u->xchange) + SQ(u->ychange));
if (vel > 100)
{
if ((RANDOM_P2(1024 << 4) >> 4) < 128)
SpawnBubble(Weapon);
}
sp->z += 128 * MISSILEMOVETICS;
DoActorZrange(Weapon);
MissileWaterAdjust(Weapon);
if (sp->z > u->loz)
{
KillSprite(Weapon);
return true;
}
}
else
{
vel = ksqrt(SQ(u->xchange) + SQ(u->ychange));
if (vel < 800)
{
u->Counter += 50;
u->zchange += u->Counter;
}
}
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
//DoDamageTest(Weapon);
if (u->ret && !TEST(u->Flags, SPR_UNDERWATER))
{
switch (TEST(u->ret, HIT_MASK))
{
case HIT_PLAX_WALL:
break;
case HIT_WALL:
{
short hit_wall,nw,wall_ang;
WALLp wph;
hit_wall = NORM_WALL(u->ret);
wph = &wall[hit_wall];
#define STAR_STICK_RNUM 400
#define STAR_BOUNCE_RNUM 600
if (wph->lotag == TAG_WALL_BREAK)
{
HitBreakWall(&wall[hit_wall], sp->x, sp->y, sp->z, sp->ang, u->ID);
u->ret = 0;
break;
}
// special case with MissileSetPos - don't queue star
// from this routine
if (TEST(u->Flags, SPR_SET_POS_DONT_KILL))
break;
// chance of sticking
if (!TEST(u->Flags, SPR_BOUNCE) && RANDOM_P2(1024) < STAR_STICK_RNUM)
{
u->motion_blur_num = 0;
ChangeState(Weapon, s_StarStuck);
sp->xrepeat -= 16;
sp->yrepeat -= 16;
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
//RESET(sp->cstat, CSTAT_SPRITE_BLOCK_HITSCAN);
//SET(sp->cstat, CSTAT_SPRITE_BLOCK);
sp->clipdist = 16L >> 2;
u->ceiling_dist = Z(2);
u->floor_dist = Z(2);
// treat this just like a KillSprite but don't kill
QueueStar(Weapon);
return 0;
}
// chance of bouncing
if (RANDOM_P2(1024) < STAR_BOUNCE_RNUM)
break;
nw = wall[hit_wall].point2;
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y)+512);
WallBounce(Weapon, wall_ang);
ScaleSpriteVector(Weapon, 36000);
SET(u->Flags, SPR_BOUNCE);
u->motion_blur_num = 0;
u->ret = 0;
break;
}
case HIT_SECTOR:
{
2020-09-09 18:32:24 +00:00
bool did_hit_wall;
short hit_sect = NORM_SECTOR(u->ret);
if (sp->z > DIV2(u->hiz + u->loz))
{
if (SectUser[hit_sect].Data() && FixedToInt(SectUser[hit_sect]->depth_fixed) > 0)
{
SpawnSplash(Weapon);
KillSprite(Weapon);
return true;
// hit water - will be taken care of in WeaponMoveHit
//break;
}
}
if (u->lo_sp)
if (u->lo_sp->lotag == TAG_SPRITE_HIT_MATCH)
break;
if (u->hi_sp)
if (u->hi_sp->lotag == TAG_SPRITE_HIT_MATCH)
break;
ScaleSpriteVector(Weapon, 58000);
vel = ksqrt(SQ(u->xchange) + SQ(u->ychange));
if (vel < 500)
break; // will be killed below - u->ret != 0
// 32000 to 96000
u->xchange = MulScale(u->xchange, 64000 + (RandomRange(64000) - 32000), 16);
u->ychange = MulScale(u->ychange, 64000 + (RandomRange(64000) - 32000), 16);
if (sp->z > DIV2(u->hiz + u->loz))
u->zchange = MulScale(u->zchange, 50000, 16); // floor
else
u->zchange = MulScale(u->zchange, 40000, 16); // ceiling
if (SlopeBounce(Weapon, &did_hit_wall))
{
if (did_hit_wall)
{
// chance of sticking
if (RANDOM_P2(1024) < STAR_STICK_RNUM)
break;
// chance of bouncing
if (RANDOM_P2(1024) < STAR_BOUNCE_RNUM)
break;
SET(u->Flags, SPR_BOUNCE);
u->motion_blur_num = 0;
u->ret = 0;
}
else
{
// hit a sloped sector < 45 degrees
SET(u->Flags, SPR_BOUNCE);
u->motion_blur_num = 0;
u->ret = 0;
}
// BREAK HERE - LOOOK !!!!!!!!!!!!!!!!!!!!!!!!
break; // hit a slope
}
SET(u->Flags, SPR_BOUNCE);
u->motion_blur_num = 0;
u->ret = 0;
u->zchange = -u->zchange;
// 32000 to 96000
u->xchange = MulScale(u->xchange, 64000 + (RandomRange(64000) - 32000), 16);
u->ychange = MulScale(u->ychange, 64000 + (RandomRange(64000) - 32000), 16);
if (sp->z > DIV2(u->hiz + u->loz))
u->zchange = MulScale(u->zchange, 50000, 16); // floor
else
u->zchange = MulScale(u->zchange, 40000, 16); // ceiling
break;
}
}
}
if (u->ret)
{
short hit_sprite = NORM_SPRITE(u->ret);
if (hit_sprite != -1)
{
su = User[hit_sprite].Data();
if (su && (su->ID == TRASHCAN || su->ID == ZILLA_RUN_R0)) // JBF: added null test
PlaySound(DIGI_STARCLINK, sp, v3df_none);
}
if (TEST(u->ret, HIT_MASK) != HIT_SPRITE) // Don't clank on sprites
PlaySound(DIGI_STARCLINK, sp, v3df_none);
if (WeaponMoveHit(Weapon))
{
KillSprite(Weapon);
return true;
}
}
return false;
}
int
DoCrossBolt(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
ASSERT(Weapon >= 0);
DoBlurExtend(Weapon, 0, 2);
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, Z(16), Z(16), CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
switch (TEST(u->ret, HIT_MASK))
{
case HIT_SPRITE:
{
break;
}
}
KillSprite(Weapon);
return true;
}
}
return false;
}
int
DoPlasmaDone(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
sp->xrepeat += u->Counter;
sp->yrepeat -= 4;
u->Counter += 2;
if (sp->yrepeat < 6)
{
KillSprite(Weapon);
return 0;
}
return 0;
}
int PickEnemyTarget(SPRITEp sp, short aware_range)
{
TARGET_SORTp ts;
DoPickTarget(sp, aware_range, false);
for (ts = TargetSort; ts < &TargetSort[TargetSortCount]; ts++)
{
if (ts->sprite_num >= 0)
{
if (ts->sprite_num == sp->owner || sprite[ts->sprite_num].owner == sp->owner)
continue;
return ts->sprite_num;
}
}
return -1;
}
int
MissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range/*, int16_t dang_shift, int16_t turn_limit, int16_t z_limit*/)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
int zh;
short ang2tgt, delta_ang;
SPRITEp hp;
if (u->WaitTics <= delay_tics)
u->WaitTics += MISSILEMOVETICS;
if (u->WpnGoal == -1)
{
if (u->WaitTics > delay_tics)
{
short hit_sprite;
if (TEST(u->Flags2, SPR2_DONT_TARGET_OWNER))
{
if ((hit_sprite = PickEnemyTarget(sp, aware_range)) != -1)
{
USERp hu = User[hit_sprite].Data();
u->WpnGoal = hit_sprite;
SET(hu->Flags, SPR_TARGETED);
SET(hu->Flags, SPR_ATTACKED);
}
}
else if ((hit_sprite = DoPickTarget(sp, aware_range, false)) != -1)
{
USERp hu = User[hit_sprite].Data();
u->WpnGoal = hit_sprite;
SET(hu->Flags, SPR_TARGETED);
SET(hu->Flags, SPR_ATTACKED);
}
}
}
if (u->WpnGoal >= 0)
{
hp = &sprite[User[Weapon]->WpnGoal];
// move to correct angle
ang2tgt = getangle(hp->x - sp->x, hp->y - sp->y);
delta_ang = getincangle(ang2tgt, sp->ang);
if (labs(delta_ang) > 32)
{
if (delta_ang > 0)
delta_ang = 32;
else
delta_ang = -32;
}
sp->ang -= delta_ang;
zh = SPRITEp_TOS(hp) + DIV4(SPRITEp_SIZE_Z(hp));
delta_ang = (zh - sp->z)>>1;
if (labs(delta_ang) > Z(16))
{
if (delta_ang > 0)
delta_ang = Z(16);
else
delta_ang = -Z(16);
}
sp->zvel = delta_ang;
u->xchange = MOVEx(sp->xvel, sp->ang);
u->ychange = MOVEy(sp->xvel, sp->ang);
u->zchange = sp->zvel;
}
return 0;
}
// combination of vector manipulation
int
ComboMissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range/*, int16_t dang_shift, int16_t turn_limit, int16_t z_limit*/)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
int dist;
int zh;
short ang2tgt, delta_ang;
SPRITEp hp;
if (u->WaitTics <= delay_tics)
u->WaitTics += MISSILEMOVETICS;
if (u->WpnGoal == -1)
{
if (u->WaitTics > delay_tics)
{
short hit_sprite;
if ((hit_sprite = DoPickTarget(sp, aware_range, false)) != -1)
{
USERp hu = User[hit_sprite].Data();
u->WpnGoal = hit_sprite;
SET(hu->Flags, SPR_TARGETED);
SET(hu->Flags, SPR_ATTACKED);
}
}
}
if (u->WpnGoal >= 0)
{
int oz;
hp = &sprite[User[Weapon]->WpnGoal];
// move to correct angle
ang2tgt = getangle(hp->x - sp->x, hp->y - sp->y);
delta_ang = getincangle(ang2tgt, sp->ang);
if (labs(delta_ang) > 32)
{
if (delta_ang > 0)
delta_ang = 32;
else
delta_ang = -32;
}
sp->ang -= delta_ang;
u->xchange = MOVEx(sp->xvel, sp->ang);
u->ychange = MOVEy(sp->xvel, sp->ang);
zh = SPRITEp_TOS(hp) + DIV4(SPRITEp_SIZE_Z(hp));
dist = ksqrt(SQ(sp->x - hp->x) + SQ(sp->y - hp->y) + (SQ(sp->z - zh)>>8));
oz = u->zchange;
u->zchange = Scale(sp->xvel, zh - sp->z, dist);
u->zchange = (u->zchange + oz*15)/16;
}
return 0;
}
// completely vector manipulation
int
VectorMissileSeek(int16_t Weapon, int16_t delay_tics, int16_t turn_speed, int16_t aware_range1, int16_t aware_range2)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
int dist;
int zh;
SPRITEp hp;
if (u->WaitTics <= delay_tics)
u->WaitTics += MISSILEMOVETICS;
if (u->WpnGoal == -1)
{
if (u->WaitTics > delay_tics)
{
short hit_sprite;
if (TEST(u->Flags2, SPR2_DONT_TARGET_OWNER))
{
if ((hit_sprite = PickEnemyTarget(sp, aware_range1)) != -1)
{
USERp hu = User[hit_sprite].Data();
u->WpnGoal = hit_sprite;
SET(hu->Flags, SPR_TARGETED);
SET(hu->Flags, SPR_ATTACKED);
}
else if ((hit_sprite = PickEnemyTarget(sp, aware_range2)) != -1)
{
USERp hu = User[hit_sprite].Data();
u->WpnGoal = hit_sprite;
SET(hu->Flags, SPR_TARGETED);
SET(hu->Flags, SPR_ATTACKED);
}
}
else
{
if ((hit_sprite = DoPickTarget(sp, aware_range1, false)) != -1)
{
USERp hu = User[hit_sprite].Data();
u->WpnGoal = hit_sprite;
SET(hu->Flags, SPR_TARGETED);
SET(hu->Flags, SPR_ATTACKED);
}
else if ((hit_sprite = DoPickTarget(sp, aware_range2, false)) != -1)
{
USERp hu = User[hit_sprite].Data();
u->WpnGoal = hit_sprite;
SET(hu->Flags, SPR_TARGETED);
SET(hu->Flags, SPR_ATTACKED);
}
}
}
}
if (u->WpnGoal >= 0)
{
int ox,oy,oz;
hp = &sprite[User[Weapon]->WpnGoal];
if (!hp) return 0;
zh = SPRITEp_TOS(hp) + DIV4(SPRITEp_SIZE_Z(hp));
dist = ksqrt(SQ(sp->x - hp->x) + SQ(sp->y - hp->y) + (SQ(sp->z - zh)>>8));
ox = u->xchange;
oy = u->ychange;
oz = u->zchange;
u->xchange = Scale(sp->xvel, hp->x - sp->x, dist);
u->ychange = Scale(sp->xvel, hp->y - sp->y, dist);
u->zchange = Scale(sp->xvel, zh - sp->z, dist);
// the large turn_speed is the slower the turn
u->xchange = (u->xchange + ox*(turn_speed-1))/turn_speed;
u->ychange = (u->ychange + oy*(turn_speed-1))/turn_speed;
u->zchange = (u->zchange + oz*(turn_speed-1))/turn_speed;
sp->ang = getangle(u->xchange, u->ychange);
}
return 0;
}
// completely vector manipulation
int
VectorWormSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range1, int16_t aware_range2)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
int dist;
int zh;
SPRITEp hp;
if (u->WaitTics <= delay_tics)
u->WaitTics += MISSILEMOVETICS;
if (u->WpnGoal == -1)
{
if (u->WaitTics > delay_tics)
{
short hit_sprite;
if ((hit_sprite = DoPickTarget(sp, aware_range1, false)) != -1)
{
USERp hu = User[hit_sprite].Data();
u->WpnGoal = hit_sprite;
SET(hu->Flags, SPR_TARGETED);
SET(hu->Flags, SPR_ATTACKED);
}
else if ((hit_sprite = DoPickTarget(sp, aware_range2, false)) != -1)
{
USERp hu = User[hit_sprite].Data();
u->WpnGoal = hit_sprite;
SET(hu->Flags, SPR_TARGETED);
SET(hu->Flags, SPR_ATTACKED);
}
}
}
if (u->WpnGoal >= 0)
{
int ox,oy,oz;
hp = &sprite[User[Weapon]->WpnGoal];
zh = SPRITEp_TOS(hp) + DIV4(SPRITEp_SIZE_Z(hp));
dist = ksqrt(SQ(sp->x - hp->x) + SQ(sp->y - hp->y) + (SQ(sp->z - zh)>>8));
ox = u->xchange;
oy = u->ychange;
oz = u->zchange;
u->xchange = Scale(sp->xvel, hp->x - sp->x, dist);
u->ychange = Scale(sp->xvel, hp->y - sp->y, dist);
u->zchange = Scale(sp->xvel, zh - sp->z, dist);
u->xchange = (u->xchange + ox*7)/8;
u->ychange = (u->ychange + oy*7)/8;
u->zchange = (u->zchange + oz*7)/8;
sp->ang = getangle(u->xchange, u->ychange);
}
return 0;
}
int
DoBlurExtend(int16_t Weapon, int16_t interval, int16_t blur_num)
{
USERp u = User[Weapon].Data();
if (u->motion_blur_num >= blur_num)
return 0;
u->Counter2++;
if (u->Counter2 > interval)
u->Counter2 = 0;
if (!u->Counter2)
{
u->motion_blur_num++;
if (u->motion_blur_num > blur_num)
u->motion_blur_num = blur_num;
}
return 0;
}
int
InitPlasmaFountain(SPRITEp wp, SPRITEp sp)
{
SPRITEp np;
USERp nu;
short SpriteNum;
SpriteNum = SpawnSprite(STAT_MISSILE, PLASMA_FOUNTAIN, s_PlasmaFountain, sp->sectnum,
sp->x, sp->y, SPRITEp_BOS(sp), sp->ang, 0);
np = &sprite[SpriteNum];
nu = User[SpriteNum].Data();
np->shade = -40;
if (wp)
SetOwner(wp->owner, SpriteNum);
2021-05-12 14:50:20 +00:00
SetAttach(short(sp - sprite), SpriteNum);
np->yrepeat = 0;
np->clipdist = 8>>2;
// start off on a random frame
//nu->WaitTics = PLASMA_FOUNTAIN_TIME;
nu->WaitTics = 120+60;
nu->Radius = 50;
return 0;
}
int
DoPlasmaFountain(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
SPRITEp ap;
short bak_cstat;
// if no owner then die
if (u->Attach < 0)
{
KillSprite(Weapon);
return 0;
}
else
{
ap = &sprite[u->Attach];
// move with sprite
setspritez(Weapon, &ap->pos);
sp->ang = ap->ang;
u->Counter++;
if (u->Counter > 3)
u->Counter = 0;
if (!u->Counter)
{
2021-05-12 14:50:20 +00:00
SpawnBlood(short(ap-sprite), Weapon, 0, 0, 0, 0);
if (RandomRange(1000) > 600)
2021-05-12 14:50:20 +00:00
InitBloodSpray(short(ap-sprite), false, 105);
}
}
// kill the fountain
if ((u->WaitTics-=MISSILEMOVETICS) <= 0)
{
u->WaitTics = 0;
bak_cstat = sp->cstat;
RESET(sp->cstat, CSTAT_SPRITE_BLOCK);
//DoDamageTest(Weapon); // fountain not doing the damage an more
sp->cstat = bak_cstat;
KillSprite(Weapon);
}
return 0;
}
int
DoPlasma(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
int32_t dax, day, daz;
int ox,oy,oz;
ox = sp->x;
oy = sp->y;
oz = sp->z;
//MissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range/*, int16_t dang_shift, int16_t turn_limit, int16_t z_limit*/)
//MissileSeek(Weapon, 20, 1024/*, 6, 80, 6*/);
DoBlurExtend(Weapon, 0, 4);
dax = MOVEx(sp->xvel, sp->ang);
day = MOVEy(sp->xvel, sp->ang);
daz = sp->zvel;
u->ret = move_missile(Weapon, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, MISSILEMOVETICS);
if (u->ret)
{
// this sprite is supposed to go through players/enemys
// if hit a player/enemy back up and do it again with blocking reset
if (TEST(u->ret, HIT_MASK) == HIT_SPRITE)
{
short hit_sprite = NORM_SPRITE(u->ret);
SPRITEp hsp = &sprite[hit_sprite];
USERp hu = User[hit_sprite].Data();
if (TEST(hsp->cstat, CSTAT_SPRITE_BLOCK) && !TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
{
short hcstat = hsp->cstat;
if (hu && hit_sprite != u->WpnGoal)
{
sp->x = ox;
sp->y = oy;
sp->z = oz;
RESET(hsp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
u->ret = move_missile(Weapon, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, MISSILEMOVETICS);
hsp->cstat = hcstat;
}
}
}
}
MissileHitDiveArea(Weapon);
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(Weapon);
//DoDamageTest(Weapon);
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
if (TEST(u->Flags, SPR_SUICIDE))
{
KillSprite(Weapon);
return true;
}
else
{
u->Counter = 4;
ChangeState(Weapon, s_PlasmaDone);
}
return true;
}
}
return false;
}
int
DoCoolgFire(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(Weapon);
// !JIM! //!FRANK WHY???
//DoDamageTest(Weapon);
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
PlaySound(DIGI_CGMAGICHIT, sp, v3df_follow);
ChangeState(Weapon, s_CoolgFireDone);
if (sp->owner >= 0 && User[sp->owner].Data() && User[sp->owner]->ID != RIPPER_RUN_R0) // JBF: added range check
SpawnDemonFist(Weapon); // Just a red magic circle flash
return true;
}
}
return false;
}
int
DoEelFire(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(Weapon);
//DoDamageTest(Weapon);
return false;
}
void ScaleSpriteVector(short SpriteNum, int scale)
{
USERp u = User[SpriteNum].Data();
u->xchange = MulScale(u->xchange, scale, 16);
u->ychange = MulScale(u->ychange, scale, 16);
u->zchange = MulScale(u->zchange, scale, 16);
}
void WallBounce(short SpriteNum, short ang)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = u->SpriteP;
int old_ang;
//short hit_wall;
//short nextwall;
int k,l;
//short ang;
int dax, day;
//hit_wall = NORM_WALL(u->ret);
//nextwall = wall[hit_wall].point2;
//ang = getangle(wall[nextwall].x - wall[hit_wall].x, wall[nextwall].y - wall[hit_wall].y)+512;
u->bounce++;
//k = cos(ang) * sin(ang) * 2
k = MulScale(bcos(ang), bsin(ang), 13);
//l = cos(ang * 2)
l = bcos(ang << 1);
dax = -u->xchange;
day = -u->ychange;
u->xchange = DMulScale(day, k, dax, l, 14);
u->ychange = DMulScale(dax, k, -day, l, 14);
old_ang = sp->ang;
sp->ang = getangle(u->xchange, u->ychange);
// hack to prevent missile from sticking to a wall
//
if (old_ang == sp->ang)
{
u->xchange = -u->xchange;
u->ychange = -u->ychange;
sp->ang = getangle(u->xchange, u->ychange);
}
}
2020-09-09 18:32:24 +00:00
bool SlopeBounce(short SpriteNum, bool *hit_wall)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = u->SpriteP;
int k,l;
int hiz,loz;
int slope;
int dax,day,daz;
short hit_sector;
short daang;
hit_sector = NORM_SECTOR(u->ret);
getzsofslope(hit_sector, sp->x, sp->y, &hiz, &loz);
// detect the ceiling and the hit_wall
if (sp->z < DIV2(hiz+loz))
{
if (!TEST(sector[hit_sector].ceilingstat, CEILING_STAT_SLOPE))
slope = 0;
else
slope = sector[hit_sector].ceilingheinum;
}
else
{
if (!TEST(sector[hit_sector].floorstat, FLOOR_STAT_SLOPE))
slope = 0;
else
slope = sector[hit_sector].floorheinum;
}
if (!slope)
return false;
// if greater than a 45 degree angle
if (labs(slope) > 4096)
*hit_wall = true;
else
*hit_wall = false;
// get angle of the first wall of the sector
k = sector[hit_sector].wallptr;
l = wall[k].point2;
daang = getangle(wall[l].x - wall[k].x, wall[l].y - wall[k].y);
// k is now the slope of the ceiling or floor
// normal vector of the slope
dax = MulScale(slope, bsin(daang), 14);
day = MulScale(slope, -bcos(daang), 14);
daz = 4096; // 4096 = 45 degrees
// reflection code
k = ((u->xchange*dax) + (u->ychange*day)) + MulScale(u->zchange, daz, 4);
l = (dax*dax) + (day*day) + (daz*daz);
// make sure divscale doesn't overflow
if ((abs(k)>>14) < l)
{
k = DivScale(k, l, 17);
u->xchange -= MulScale(dax, k, 16);
u->ychange -= MulScale(day, k, 16);
u->zchange -= MulScale(daz, k, 12);
sp->ang = getangle(u->xchange, u->ychange);
}
return true;
}
extern STATE s_Phosphorus[];
int
DoGrenade(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
short i;
if (TEST(u->Flags, SPR_UNDERWATER))
{
ScaleSpriteVector(Weapon, 50000);
u->Counter += 20;
u->zchange += u->Counter;
}
else
{
u->Counter += 20;
u->zchange += u->Counter;
}
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange,
u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(Weapon);
////DSPRINTF(ds, "dist %d, u->ret %d", FindDistance3D(u->xchange, u->ychange, u->zchange), u->ret);
//MONO_PRINT(ds);
if (u->ret)
{
switch (TEST(u->ret, HIT_MASK))
{
case HIT_PLAX_WALL:
KillSprite(Weapon);
return true;
case HIT_SPRITE:
{
short wall_ang;
short hit_sprite = -2;
SPRITEp hsp;
PlaySound(DIGI_40MMBNCE, sp, v3df_dontpan);
hit_sprite = NORM_SPRITE(u->ret);
hsp = &sprite[hit_sprite];
// special case so grenade can ring gong
if (hsp->lotag == TAG_SPRITE_HIT_MATCH)
{
if (TEST(SP_TAG8(hsp), BIT(3)))
DoMatchEverything(nullptr, hsp->hitag, -1);
}
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
{
wall_ang = NORM_ANGLE(hsp->ang);
WallBounce(Weapon, wall_ang);
ScaleSpriteVector(Weapon, 32000);
}
else
{
if (u->Counter2 == 1) // It's a phosphorus grenade!
{
for (i=0; i<5; i++)
{
sp->ang = NORM_ANGLE(RandomRange(2048));
InitPhosphorus(Weapon);
}
}
SpawnGrenadeExp(Weapon);
KillSprite((short) Weapon);
return true;
}
break;
}
case HIT_WALL:
{
short hit_wall,nw,wall_ang;
WALLp wph;
hit_wall = NORM_WALL(u->ret);
wph = &wall[hit_wall];
if (wph->lotag == TAG_WALL_BREAK)
{
HitBreakWall(wph, sp->x, sp->y, sp->z, sp->ang, u->ID);
u->ret = 0;
break;
}
PlaySound(DIGI_40MMBNCE, sp, v3df_dontpan);
nw = wall[hit_wall].point2;
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y)+512);
//sp->ang = NORM_ANGLE(sp->ang + 1);
WallBounce(Weapon, wall_ang);
ScaleSpriteVector(Weapon, 22000);
break;
}
case HIT_SECTOR:
{
2020-09-09 18:32:24 +00:00
bool did_hit_wall;
if (SlopeBounce(Weapon, &did_hit_wall))
{
if (did_hit_wall)
{
// hit a wall
ScaleSpriteVector(Weapon, 22000); // 28000
u->ret = 0;
u->Counter = 0;
}
else
{
// hit a sector
if (sp->z > DIV2(u->hiz + u->loz))
{
// hit a floor
if (!TEST(u->Flags, SPR_BOUNCE))
{
SET(u->Flags, SPR_BOUNCE);
ScaleSpriteVector(Weapon, 40000); // 18000
u->ret = 0;
u->zchange /= 4;
u->Counter = 0;
}
else
{
if (u->Counter2 == 1) // It's a phosphorus grenade!
{
for (i=0; i<5; i++)
{
sp->ang = NORM_ANGLE(RandomRange(2048));
InitPhosphorus(Weapon);
}
}
SpawnGrenadeExp(Weapon);
KillSprite((short) Weapon);
return true;
}
}
else
{
// hit a ceiling
ScaleSpriteVector(Weapon, 22000);
}
}
}
else
{
// hit floor
if (sp->z > DIV2(u->hiz + u->loz))
{
if (TEST(u->Flags, SPR_UNDERWATER))
SET(u->Flags, SPR_BOUNCE); // no bouncing underwater
if (u->lo_sectp && SectUser[sp->sectnum].Data() && FixedToInt(SectUser[sp->sectnum]->depth_fixed))
SET(u->Flags, SPR_BOUNCE); // no bouncing on shallow water
if (!TEST(u->Flags, SPR_BOUNCE))
{
SET(u->Flags, SPR_BOUNCE);
u->ret = 0;
u->Counter = 0;
u->zchange = -u->zchange;
ScaleSpriteVector(Weapon, 40000); // 18000
u->zchange /= 4;
PlaySound(DIGI_40MMBNCE, sp, v3df_dontpan);
}
else
{
if (u->Counter2 == 1) // It's a phosphorus grenade!
{
for (i=0; i<5; i++)
{
sp->ang = NORM_ANGLE(RandomRange(2048));
InitPhosphorus(Weapon);
}
}
//WeaponMoveHit(Weapon);
SpawnGrenadeExp(Weapon);
KillSprite((short) Weapon);
return true;
}
}
else
// hit something above
{
u->zchange = -u->zchange;
ScaleSpriteVector(Weapon, 22000);
PlaySound(DIGI_40MMBNCE, sp, v3df_dontpan);
}
}
break;
}
}
}
if (u->bounce > 10)
{
SpawnGrenadeExp(Weapon);
KillSprite(Weapon);
return true;
}
// if you haven't bounced or your going slow do some puffs
if (!TEST(u->Flags, SPR_BOUNCE|SPR_UNDERWATER))
{
SPRITEp np;
USERp nu;
short New;
New = SpawnSprite(STAT_MISSILE, PUFF, s_Puff, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 100);
np = &sprite[New];
nu = User[New].Data();
SetOwner(Weapon, New);
np->shade = -40;
np->xrepeat = 40;
np->yrepeat = 40;
np->opos = sp->opos;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
nu->xchange = u->xchange;
nu->ychange = u->ychange;
nu->zchange = u->zchange;
ScaleSpriteVector(New, 22000);
if (TEST(u->Flags, SPR_UNDERWATER))
SET(nu->Flags, SPR_UNDERWATER);
}
return false;
}
int
DoVulcanBoulder(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
u->Counter += 40;
u->zchange += u->Counter;
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange,
u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
int32_t const vel = ksqrt(SQ(u->xchange) + SQ(u->ychange));
if (vel < 30)
{
SpawnLittleExp(Weapon);
KillSprite(Weapon);
return true;
}
if (u->ret)
{
switch (TEST(u->ret, HIT_MASK))
{
case HIT_PLAX_WALL:
KillSprite(Weapon);
return true;
case HIT_SPRITE:
{
short wall_ang;
short hit_sprite = -2;
SPRITEp hsp;
// PlaySound(DIGI_DHCLUNK, sp, v3df_dontpan);
hit_sprite = NORM_SPRITE(u->ret);
hsp = &sprite[hit_sprite];
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
{
wall_ang = NORM_ANGLE(hsp->ang);
WallBounce(Weapon, wall_ang);
ScaleSpriteVector(Weapon, 40000);
}
else
{
// hit an actor
SpawnLittleExp(Weapon);
KillSprite((short) Weapon);
return true;
}
break;
}
case HIT_WALL:
{
short hit_wall,nw,wall_ang;
WALLp wph;
hit_wall = NORM_WALL(u->ret);
wph = &wall[hit_wall];
if (wph->lotag == TAG_WALL_BREAK)
{
HitBreakWall(wph, sp->x, sp->y, sp->z, sp->ang, u->ID);
u->ret = 0;
break;
}
// PlaySound(DIGI_DHCLUNK, sp, v3df_dontpan);
nw = wall[hit_wall].point2;
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y)+512);
WallBounce(Weapon, wall_ang);
ScaleSpriteVector(Weapon, 40000);
break;
}
case HIT_SECTOR:
{
2020-09-09 18:32:24 +00:00
bool did_hit_wall;
if (SlopeBounce(Weapon, &did_hit_wall))
{
if (did_hit_wall)
{
// hit a sloped sector - treated as a wall because of large slope
ScaleSpriteVector(Weapon, 30000);
u->ret = 0;
u->Counter = 0;
}
else
{
// hit a sloped sector
if (sp->z > DIV2(u->hiz + u->loz))
{
// hit a floor
u->xchange = MulScale(u->xchange, 30000, 16);
u->ychange = MulScale(u->ychange, 30000, 16);
u->zchange = MulScale(u->zchange, 12000, 16);
u->ret = 0;
u->Counter = 0;
// limit to a reasonable bounce value
if (u->zchange > Z(32))
u->zchange = Z(32);
}
else
{
// hit a sloped ceiling
u->ret = 0;
u->Counter = 0;
ScaleSpriteVector(Weapon, 30000);
}
}
}
else
{
// hit unsloped floor
if (sp->z > DIV2(u->hiz + u->loz))
{
u->ret = 0;
u->Counter = 0;
u->xchange = MulScale(u->xchange, 20000, 16);
u->ychange = MulScale(u->ychange, 20000, 16);
u->zchange = MulScale(u->zchange, 32000, 16);
// limit to a reasonable bounce value
if (u->zchange > Z(24))
u->zchange = Z(24);
u->zchange = -u->zchange;
}
else
// hit unsloped ceiling
{
u->zchange = -u->zchange;
ScaleSpriteVector(Weapon, 30000);
}
}
break;
}
}
}
return false;
}
2020-09-09 18:32:24 +00:00
bool
OwnerIsPlayer(short Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data(),uo;
if (!u || !sp || (unsigned)sp->owner >= (unsigned)MAXSPRITES) return false;
uo = User[sp->owner].Data();
if (uo && uo->PlayerP) return true;
return false;
}
int
DoMineRangeTest(short Weapon, short range)
{
SPRITEp wp = &sprite[Weapon];
USERp u;
SPRITEp sp;
2020-10-15 15:45:07 +00:00
int i;
unsigned stat;
int dist, tx, ty;
int tmin;
2020-09-09 18:32:24 +00:00
bool ownerisplayer = false;
ownerisplayer = OwnerIsPlayer(Weapon);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
2020-10-15 15:40:22 +00:00
StatIterator it(StatDamageList[stat]);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
u = User[i].Data();
// don't detect the owner or the owners bottom half
//if (wp->owner == i || (u->PlayerP && (wp->owner == u->PlayerP->PlayerSprite)))
// continue;
DISTANCE(sp->x, sp->y, wp->x, wp->y, dist, tx, ty, tmin);
if (dist > range)
continue;
if (sp == wp)
continue;
if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK))
continue;
if (!TEST(sp->extra, SPRX_PLAYER_OR_ENEMY))
continue;
if (u->ID == GIRLNINJA_RUN_R0 && !ownerisplayer)
continue;
dist = FindDistance3D(wp->x - sp->x, wp->y - sp->y, wp->z - sp->z);
if (dist > range)
continue;
if (!FAFcansee(sp->x,sp->y,SPRITEp_UPPER(sp),sp->sectnum,wp->x,wp->y,wp->z,wp->sectnum))
continue;
return true;
}
}
return false;
}
int
DoMineStuck(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
#define MINE_DETONATE_STATE 99
// if no owner then die
if (u->Attach >= 0)
{
SPRITEp ap = &sprite[u->Attach];
USERp au = User[u->Attach].Data();
ASSERT(au);
// Is it attached to a dead actor? Blow it up if so.
if (TEST(au->Flags, SPR_DEAD) && u->Counter2 < MINE_DETONATE_STATE)
{
u->Counter2 = MINE_DETONATE_STATE;
u->WaitTics = SEC(1)/2;
}
setspritez_old(Weapon, ap->x, ap->y, ap->z - u->sz);
sp->z = ap->z - DIV2(SPRITEp_SIZE_Z(ap));
}
// not activated yet
if (!TEST(u->Flags, SPR_ACTIVE))
{
if ((u->WaitTics -= (MISSILEMOVETICS*2)) > 0)
return false;
// activate it
//u->WaitTics = 65536;
u->WaitTics = 32767;
u->Counter2 = 0;
SET(u->Flags, SPR_ACTIVE);
}
// limit the number of times DoMineRangeTest is called
u->Counter++;
if (u->Counter > 1)
u->Counter = 0;
if (u->Counter2 != MINE_DETONATE_STATE)
{
if ((u->Counter2++) > 30)
{
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
u->WaitTics = 32767; // Keep reseting tics to make it stay forever
u->Counter2 = 0;
}
}
if (!u->Counter)
{
// not already in detonate state
if (u->Counter2 < MINE_DETONATE_STATE)
{
// if something came into range - detonate
if (DoMineRangeTest(Weapon, 3000))
{
// move directly to detonate state
u->Counter2 = MINE_DETONATE_STATE;
u->WaitTics = SEC(1)/2;
}
}
}
u->WaitTics -= (MISSILEMOVETICS * 2);
// start beeping with pauses
// quick and dirty beep countdown code
switch (u->Counter2)
{
#if 0
case 0:
if (u->WaitTics < SEC(45))
{
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
u->Counter2++;
}
break;
case 1:
if (u->WaitTics < SEC(38))
{
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
u->Counter2++;
}
break;
case 2:
if (u->WaitTics < SEC(30))
{
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
u->Counter2++;
}
break;
case 3:
if (u->WaitTics < SEC(20))
{
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
u->Counter2++;
}
break;
case 4:
if (u->WaitTics < SEC(15))
{
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
u->Counter2++;
}
break;
case 5:
if (u->WaitTics < SEC(12))
{
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
u->Counter2++;
}
break;
case 6:
if (u->WaitTics < SEC(10))
{
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
u->Counter2++;
}
break;
case 7:
if (u->WaitTics < SEC(8))
{
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
u->Counter2++;
}
break;
#endif
case 30:
if (u->WaitTics < SEC(6))
{
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
u->Counter2 = MINE_DETONATE_STATE;
}
break;
// case MINE_DETONATE_STATE:
// if (u->WaitTics < SEC(5))
// {
// start frantic beeping
// PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
// u->Counter2++;
// }
// break;
case MINE_DETONATE_STATE:
if (u->WaitTics < 0)
{
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
SpawnMineExp(Weapon);
KillSprite(Weapon);
return false;
}
break;
}
return false;
}
int
SetMineStuck(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
// stuck
SET(u->Flags, SPR_BOUNCE);
// not yet active for 1 sec
RESET(u->Flags, SPR_ACTIVE);
u->WaitTics = SEC(3);
//SET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
SET(sp->cstat, CSTAT_SPRITE_BLOCK_HITSCAN);
u->Counter = 0;
change_sprite_stat(Weapon, STAT_MINE_STUCK);
ChangeState(Weapon, s_MineStuck);
return 0;
}
int
DoMine(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
if (TEST(u->Flags, SPR_UNDERWATER))
{
// decrease velocity
ScaleSpriteVector(Weapon, 50000);
u->Counter += 20;
u->zchange += u->Counter;
}
else
{
//u->Counter += 75;
u->Counter += 40;
u->zchange += u->Counter;
}
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange,
u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(Weapon);
if (u->ret)
{
// check to see if you hit a sprite
switch (TEST(u->ret, HIT_MASK))
{
case HIT_PLAX_WALL:
KillSprite(Weapon);
return 0;
case HIT_SPRITE:
{
short hit_sprite = NORM_SPRITE(u->ret);
SPRITEp hsp = &sprite[hit_sprite];
USERp hu = User[hit_sprite].Data();
SetMineStuck(Weapon);
// Set the Z position
sp->z = hsp->z - DIV2(SPRITEp_SIZE_Z(hsp));
// If it's not alive, don't stick it
if (hu && hu->Health <= 0) return false; // JBF: added null check
// check to see if sprite is player or enemy
if (TEST(hsp->extra, SPRX_PLAYER_OR_ENEMY))
{
USERp uo;
PLAYERp pp;
// attach weapon to sprite
SetAttach(hit_sprite, Weapon);
u->sz = sprite[hit_sprite].z - sp->z;
if (sp->owner >= 0)
{
uo = User[sp->owner].Data();
if (uo && uo->PlayerP)
{
pp = uo->PlayerP;
if (RandomRange(1000) > 800)
PlayerSound(DIGI_STICKYGOTU1, v3df_follow|v3df_dontpan,pp);
else if (RandomRange(1000) > 800)
PlayerSound(DIGI_STICKYGOTU2, v3df_follow|v3df_dontpan,pp);
else if (RandomRange(1000) > 800)
PlayerSound(DIGI_STICKYGOTU3, v3df_follow|v3df_dontpan,pp);
else if (RandomRange(1000) > 800)
PlayerSound(DIGI_STICKYGOTU4, v3df_follow|v3df_dontpan,pp);
}
}
}
else
{
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
{
SET(u->Flags2, SPR2_ATTACH_WALL);
}
else if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR))
{
// hit floor
if (sp->z > DIV2(u->hiz + u->loz))
SET(u->Flags2, SPR2_ATTACH_FLOOR);
else
SET(u->Flags2, SPR2_ATTACH_CEILING);
}
else
{
SpawnMineExp(Weapon);
KillSprite(Weapon);
return false;
}
}
break;
}
case HIT_WALL:
{
short hit_wall = NORM_WALL(u->ret);
if (wall[hit_wall].lotag == TAG_WALL_BREAK)
{
HitBreakWall(&wall[hit_wall], sp->x, sp->y, sp->z, sp->ang, u->ID);
u->ret = 0;
break;
}
SetMineStuck(Weapon);
SET(u->Flags2, SPR2_ATTACH_WALL);
if (TEST(wall[hit_wall].extra, WALLFX_SECTOR_OBJECT))
{
}
if (TEST(wall[hit_wall].extra, WALLFX_DONT_STICK))
{
SpawnMineExp(Weapon);
KillSprite(Weapon);
return false;
}
break;
}
case HIT_SECTOR:
{
short hit_sect = NORM_SECTOR(u->ret);
SetMineStuck(Weapon);
// hit floor
if (sp->z > DIV2(u->hiz + u->loz))
SET(u->Flags2, SPR2_ATTACH_FLOOR);
else
SET(u->Flags2, SPR2_ATTACH_CEILING);
if (TEST(sector[hit_sect].extra, SECTFX_SECTOR_OBJECT))
{
SpawnMineExp(Weapon);
KillSprite(Weapon);
return false;
}
break;
}
}
u->ret = 0;
}
return false;
}
int
DoPuff(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
sp->x += u->xchange;
sp->y += u->ychange;
sp->z += u->zchange;
return 0;
}
int
DoRailPuff(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
sp->xrepeat += 4;
sp->yrepeat += 4;
return 0;
}
int
DoBoltThinMan(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
int32_t dax, day, daz;
DoBlurExtend(Weapon, 0, 4);
dax = MOVEx(sp->xvel, sp->ang);
day = MOVEy(sp->xvel, sp->ang);
daz = sp->zvel;
u->ret = move_missile(Weapon, dax, day, daz, CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(Weapon);
//DoDamageTest(Weapon);
if (TEST(u->Flags, SPR_SUICIDE))
return true;
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
SpawnBoltExp(Weapon);
KillSprite(Weapon);
return true;
}
}
return false;
}
int
DoTracer(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
short i;
for (i = 0; i < 4; i++)
{
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
KillSprite(Weapon);
return true;
}
}
}
RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
return false;
}
int
DoEMP(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
short i;
for (i = 0; i < 4; i++)
{
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (RandomRange(1000) > 500)
{
sp->xrepeat = 52;
sp->yrepeat = 10;
}
else
{
sp->xrepeat = 8;
sp->yrepeat = 38;
}
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
KillSprite(Weapon);
return true;
}
}
}
RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
return false;
}
int
DoEMPBurst(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
if (u->Attach >= 0)
{
SPRITEp ap = &sprite[u->Attach];
USERp au = User[u->Attach].Data();
ASSERT(au);
setspritez_old(Weapon, ap->x, ap->y, ap->z - u->sz);
sp->ang = NORM_ANGLE(ap->ang+1024);
}
// not activated yet
if (!TEST(u->Flags, SPR_ACTIVE))
{
// activate it
u->WaitTics = SEC(7);
SET(u->Flags, SPR_ACTIVE);
}
if (RandomRange(1000) > 500)
{
sp->xrepeat = 52;
sp->yrepeat = 10;
}
else
{
sp->xrepeat = 8;
sp->yrepeat = 38;
}
if ((RANDOM_P2(1024<<6)>>6) < 700)
{
SpawnShrapX(actor);
}
u->WaitTics -= (MISSILEMOVETICS * 2);
if (u->WaitTics < 0)
{
//SpawnMineExp(Weapon);
// Spawn a big radius burst of sparks here and check for final damage amount
KillSprite(Weapon);
return false;
}
return false;
}
int
DoTankShell(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
short i;
for (i = 0; i < 4; i++)
{
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
SpawnTankShellExp(Weapon);
//SetExpQuake(exp);
KillSprite(Weapon);
return true;
}
}
}
return false;
}
int
DoTracerStart(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange,
u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
KillSprite(Weapon);
return true;
}
}
return false;
}
int
DoLaser(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
SPRITEp np;
USERp nu;
short New;
short spawn_count = 0;
if (SW_SHAREWARE) return false; // JBF: verify
while (true)
{
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
SpawnBoltExp(Weapon);
KillSprite((short) Weapon);
return true;
}
}
spawn_count++;
if (spawn_count < 256)
{
New = SpawnSprite(STAT_MISSILE, PUFF, s_LaserPuff, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
np = &sprite[New];
nu = User[New].Data();
np->shade = -40;
np->xrepeat = 16;
np->yrepeat = 16;
np->pal = nu->spal = PALETTE_RED_LIGHTING;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
nu->xchange = nu->ychange = nu->zchange = 0;
}
}
}
int
DoLaserStart(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
if (SW_SHAREWARE) return false; // JBF: verify
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
SpawnBoltExp(Weapon);
KillSprite((short) Weapon);
return true;
}
}
return 0;
}
int
DoRail(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
SPRITEp np;
USERp nu;
short New;
short spawn_count = 0;
if (SW_SHAREWARE) return false; // JBF: verify
while (true)
{
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (u->ret)
{
if (WeaponMoveHit(Weapon) && u->ret)
{
if (TEST(u->ret, HIT_MASK) == HIT_SPRITE)
{
short hit_sprite;
hit_sprite = NORM_SPRITE(u->ret);
if (TEST(sprite[hit_sprite].extra, SPRX_PLAYER_OR_ENEMY))
{
short cstat_save = sprite[hit_sprite].cstat;
RESET(sprite[hit_sprite].cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE);
DoRail(actor);
sprite[hit_sprite].cstat = cstat_save;
return true;
}
else
{
SpawnTracerExp(Weapon);
SpawnShrapX(actor);
KillSprite((short) Weapon);
return true;
}
}
else
{
SpawnTracerExp(Weapon);
SpawnShrapX(actor);
KillSprite((short) Weapon);
return true;
}
}
}
spawn_count++;
if (spawn_count < 128)
{
New = SpawnSprite(STAT_MISSILE, PUFF, &s_RailPuff[0][0], sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 20);
np = &sprite[New];
nu = User[New].Data();
np->xvel += (RandomRange(140)-RandomRange(140));
np->yvel += (RandomRange(140)-RandomRange(140));
np->zvel += (RandomRange(140)-RandomRange(140));
nu->RotNum = 5;
NewStateGroup(New, sg_RailPuff);
np->shade = -40;
np->xrepeat = 10;
np->yrepeat = 10;
np->opos = sp->opos;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
nu->xchange = u->xchange;
nu->ychange = u->ychange;
nu->zchange = u->zchange;
ScaleSpriteVector(New, 1500);
if (TEST(u->Flags, SPR_UNDERWATER))
SET(nu->Flags, SPR_UNDERWATER);
}
}
}
int
DoRailStart(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
if (SW_SHAREWARE) return false; // JBF: verify
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
SpawnTracerExp(Weapon);
SpawnShrapX(actor);
KillSprite((short) Weapon);
return true;
}
}
return 0;
}
int
DoRocket(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
int dist,a,b,c;
auto pos = sp->pos;
if ((u->FlagOwner -= ACTORMOVETICS)<=0 && u->spal == 20)
{
DISTANCE(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y, dist, a, b, c);
u->FlagOwner = dist>>6;
// Special warn sound attached to each seeker spawned
PlaySound(DIGI_MINEBEEP, sp, v3df_follow);
}
if (TEST(u->Flags, SPR_FIND_PLAYER))
{
//MissileSeek(Weapon, 10, 768/*, 3, 48, 6*/);
VectorMissileSeek(Weapon, 30, 16, 128, 768);
}
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(Weapon);
//DoDamageTest(Weapon);
if (TEST(u->Flags, SPR_SUICIDE))
return true;
if (u->ret)
{
if (WeaponMoveHit(Weapon) && u->ret)
{
if (u->ID == BOLT_THINMAN_R4)
{
SpawnBunnyExp(Weapon);
}
else if (u->Radius == NUKE_RADIUS)
SpawnNuclearExp(Weapon);
else
SpawnBoltExp(Weapon);
KillSprite((short) Weapon);
return true;
}
}
if (!u->Counter)
{
SPRITEp np;
USERp nu;
short New;
New = SpawnSprite(STAT_MISSILE, PUFF, s_Puff, sp->sectnum,
pos.x, pos.y, pos.z, sp->ang, 100);
np = &sprite[New];
nu = User[New].Data();
SetOwner(Weapon, New);
np->shade = -40;
np->xrepeat = 40;
np->yrepeat = 40;
np->opos = sp->opos;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
nu->xchange = u->xchange;
nu->ychange = u->ychange;
nu->zchange = u->zchange;
ScaleSpriteVector(New, 20000);
//nu->zchange -= Z(8);
if (TEST(u->Flags, SPR_UNDERWATER))
SET(nu->Flags, SPR_UNDERWATER);
}
return false;
}
int
DoMicroMini(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
short i;
for (i = 0; i < 3; i++)
{
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
SpawnMicroExp(Weapon);
KillSprite((short) Weapon);
return true;
}
}
}
return false;
}
int
SpawnExtraMicroMini(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
SPRITEp wp;
USERp wu;
short w;
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, &s_Micro[0][0], sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, sp->xvel);
wp = &sprite[w];
wu = User[w].Data();
SetOwner(sp->owner, w);
wp->yrepeat = wp->xrepeat = sp->xrepeat;
//wp->xrepeat = 64;
wp->shade = sp->shade;
wp->clipdist = sp->clipdist;
wu->RotNum = 5;
NewStateGroup(w, &sg_MicroMini[0]);
wu->WeaponNum = u->WeaponNum;
wu->Radius = u->Radius;
wu->ceiling_dist = u->ceiling_dist;
wu->floor_dist = u->floor_dist;
wp->cstat = sp->cstat;
wp->ang = NORM_ANGLE(wp->ang + RandomRange(64) - 32);
wp->zvel = sp->zvel;
wp->zvel += RandomRange(Z(16)) - Z(8);
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
return 0;
}
int
DoMicro(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
short New;
if (SW_SHAREWARE) return false; // JBF: verify
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange,
u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(Weapon);
//DoDamageTest(Weapon);
if (!u->Counter)
{
SPRITEp np;
USERp nu;
New = SpawnSprite(STAT_MISSILE, PUFF, s_Puff, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 100);
np = &sprite[New];
nu = User[New].Data();
SetOwner(sp->owner, New);
np->shade = -40;
np->xrepeat = 20;
np->yrepeat = 20;
np->opos = sp->opos;
np->zvel = sp->zvel;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
nu->xchange = u->xchange;
nu->ychange = u->ychange;
nu->zchange = u->zchange;
ScaleSpriteVector(New, 20000);
if (TEST(u->Flags, SPR_UNDERWATER))
SET(nu->Flags, SPR_UNDERWATER);
// last smoke
if ((u->WaitTics -= MISSILEMOVETICS) <= 0)
{
setspritez(New, &np->pos);
NewStateGroup(Weapon, &sg_MicroMini[0]);
sp->xrepeat = sp->yrepeat = 10;
RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
SpawnExtraMicroMini(actor);
return true;
}
}
// hit something
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
SpawnMicroExp(Weapon);
KillSprite(Weapon);
return true;
}
}
return false;
}
int
DoUziBullet(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
int32_t dax, day, daz;
int sx,sy;
short i;
// call move_sprite twice for each movement
// otherwize the moves are in too big an increment
for (i = 0; i < 2; i++)
{
dax = MOVEx((sp->xvel >> 1), sp->ang);
day = MOVEy((sp->xvel >> 1), sp->ang);
daz = sp->zvel >> 1;
sx = sp->x;
sy = sp->y;
u->ret = move_missile(Weapon, dax, day, daz, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
u->Dist += Distance(sx, sy, sp->x, sp->y);
MissileHitDiveArea(Weapon);
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 128)
SpawnBubble(Weapon);
if (u->ret)
{
SPRITEp wp;
short j;
WeaponMoveHit(Weapon);
j = SpawnSprite(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 0);
wp = &sprite[j];
wp->shade = -40;
wp->xrepeat = UZI_SMOKE_REPEAT;
wp->yrepeat = UZI_SMOKE_REPEAT;
SetOwner(sp->owner, j);
wp->ang = sp->ang;
wp->clipdist = 128 >> 2;
SET(wp->cstat, CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
if (!TEST(u->Flags, SPR_UNDERWATER))
{
j = SpawnSprite(STAT_MISSILE, UZI_SPARK, s_UziSpark, wp->sectnum, wp->x, wp->y, wp->z, 0, 0);
wp = &sprite[j];
wp->shade = -40;
wp->xrepeat = UZI_SPARK_REPEAT;
wp->yrepeat = UZI_SPARK_REPEAT;
//wp->owner = sp->owner;
SetOwner(sp->owner, j);
wp->ang = sp->ang;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
}
KillSprite(Weapon);
return true;
}
else if (u->Dist > 8000)
{
KillSprite((short) Weapon);
return 0;
}
}
return false;
}
int
DoBoltSeeker(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
int32_t dax, day, daz;
MissileSeek(Weapon, 30, 768/*, 4, 48, 6*/);
DoBlurExtend(Weapon, 0, 4);
dax = MOVEx(sp->xvel, sp->ang);
day = MOVEy(sp->xvel, sp->ang);
daz = sp->zvel;
u->ret = move_missile(Weapon, dax, day, daz, CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(Weapon);
//DoDamageTest(Weapon);
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
SpawnBoltExp(Weapon);
KillSprite((short) Weapon);
return true;
}
}
return false;
}
int
DoBoltShrapnel(DSWActor* actor)
{
return 0;
}
int
DoBoltFatMan(DSWActor* actor)
{
return 0;
}
int
DoElectro(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
int32_t dax, day, daz;
DoBlurExtend(Weapon, 0, 4);
// only seek on Electro's after a hit on an actor
if (u->Counter > 0)
MissileSeek(Weapon, 30, 512/*, 3, 52, 2*/);
dax = MOVEx(sp->xvel, sp->ang);
day = MOVEy(sp->xvel, sp->ang);
daz = sp->zvel;
u->ret = move_missile(Weapon, dax, day, daz, CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(Weapon);
//DoDamageTest(Weapon);
if (TEST(u->Flags, SPR_SUICIDE))
return true;
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
switch (TEST(u->ret, HIT_MASK))
{
case HIT_SPRITE:
{
SPRITEp hsp = &sprite[NORM_SPRITE(u->ret)];
USERp hu = User[NORM_SPRITE(u->ret)].Data();
if (!TEST(hsp->extra, SPRX_PLAYER_OR_ENEMY) || hu->ID == SKULL_R0 || hu->ID == BETTY_R0)
SpawnShrap(Weapon, -1);
break;
}
default:
SpawnShrap(Weapon, -1);
break;
}
//SpawnShrap(Weapon, -1);
KillSprite(Weapon);
return true;
}
}
return false;
}
int
DoLavaBoulder(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange,
u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(Weapon);
//DoDamageTest(Weapon);
if (TEST(u->Flags, SPR_SUICIDE))
return true;
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
SpawnShrap(Weapon, -1);
KillSprite(Weapon);
return true;
}
}
return false;
}
int
DoSpear(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange,
u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(Weapon);
//DoDamageTest(Weapon);
if (TEST(u->Flags, SPR_SUICIDE))
return true;
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
//SpawnShrap(Weapon, -1);
KillSprite(Weapon);
return true;
}
}
return false;
}
int SpawnCoolieExp(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
USERp eu;
SPRITEp sp = &sprite[SpriteNum];
short explosion;
SPRITEp exp;
int zh,nx,ny;
ASSERT(u);
u->Counter = RandomRange(120); // This is the wait til birth time!
zh = sp->z - SPRITEp_SIZE_Z(sp) + DIV4(SPRITEp_SIZE_Z(sp));
nx = sp->x + MOVEx(64, sp->ang+1024);
ny = sp->y + MOVEy(64, sp->ang+1024);
PlaySound(DIGI_COOLIEEXPLODE, sp, v3df_none);
explosion = SpawnSprite(STAT_MISSILE, BOLT_EXP, s_BoltExp, sp->sectnum,
nx, ny, zh, sp->ang, 0);
auto expActor = &swActors[explosion];
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
SetOwner(SpriteNum, explosion);
exp->shade = -40;
exp->pal = eu->spal = u->spal;
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
eu->Radius = DamageData[DMG_BOLT_EXP].radius;
DoExpDamageTest(expActor);
return explosion;
}
int
SpawnBasicExp(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp exp;
USERp eu;
short explosion;
ASSERT(u);
if (TEST(u->Flags, SPR_SUICIDE))
return -1;
PlaySound(DIGI_MEDIUMEXP, sp, v3df_none);
explosion = SpawnSprite(STAT_MISSILE, BASIC_EXP, s_BasicExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
auto expActor = &swActors[explosion];
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
exp->xrepeat = 24;
exp->yrepeat = 24;
SetOwner(sp->owner, explosion);
exp->shade = -40;
exp->pal = eu->spal = u->spal;
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
eu->Radius = DamageData[DMG_BASIC_EXP].radius;
//
// All this stuff assures that explosions do not go into floors &
// ceilings
//
SpawnExpZadjust(Weapon, exp, Z(15), Z(15));
DoExpDamageTest(expActor);
SpawnVis(-1, exp->sectnum, exp->x, exp->y, exp->z, 16);
return explosion;
}
int
SpawnFireballFlames(int16_t SpriteNum, int16_t enemy)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum].Data();
SPRITEp ep;
USERp eu;
SPRITEp np;
USERp nu;
short New;
if (TEST(u->Flags, SPR_UNDERWATER))
return -1;
if (enemy >= 0)
{
ep = &sprite[enemy];
eu = User[enemy].Data();
// test for already burned
if (TEST(ep->extra, SPRX_BURNABLE) && ep->shade > 40)
return -1;
if (!eu)
{
ASSERT(true == false);
return -1;
}
if (eu->flame >= 0)
{
int sizez = SPRITEp_SIZE_Z(ep) + DIV4(SPRITEp_SIZE_Z(ep));
np = &sprite[eu->flame];
nu = User[eu->flame].Data();
if (TEST(ep->extra, SPRX_BURNABLE))
return eu->flame;
if (nu->Counter >= SPRITEp_SIZE_Z_2_YREPEAT(np, sizez))
{
// keep flame only slightly bigger than the enemy itself
nu->Counter = SPRITEp_SIZE_Z_2_YREPEAT(np, sizez);
}
else
{
//increase max size
nu->Counter += SPRITEp_SIZE_Z_2_YREPEAT(np, 8<<8);
}
// Counter is max size
if (nu->Counter >= 230)
{
// this is far too big
nu->Counter = 230;
}
if (nu->WaitTics < 2*120)
nu->WaitTics = 2*120; // allow it to grow again
return eu->flame;
}
else
{
if (eu->PlayerP)
{
void SpawnOnFire(PLAYERp pp);
//SpawnOnFire(eu->PlayerP); //Nobody likes the panel fire
}
}
}
New = SpawnSprite(STAT_MISSILE, FIREBALL_FLAMES, s_FireballFlames, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
np = &sprite[New];
nu = User[New].Data();
np->hitag = LUMINOUS; //Always full brightness
if (enemy >= 0)
eu->flame = New;
np->xrepeat = 16;
np->yrepeat = 16;
if (enemy >= 0)
{
// large flame for trees and such
if (TEST(ep->extra, SPRX_BURNABLE))
{
int sizez = SPRITEp_SIZE_Z(ep) + DIV4(SPRITEp_SIZE_Z(ep));
nu->Counter = SPRITEp_SIZE_Z_2_YREPEAT(np, sizez);
}
else
{
nu->Counter = SPRITEp_SIZE_Z_2_YREPEAT(np, SPRITEp_SIZE_Z(ep)>>1);
}
}
else
{
nu->Counter = 48; // max flame size
}
SetOwner(sp->owner, New);
np->shade = -40;
np->pal = nu->spal = u->spal;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
//nu->Radius = DamageData[DMG_FIREBALL_FLAMES].radius;
nu->Radius = 200;
if (enemy >= 0)
{
SetAttach(enemy, New);
}
else
{
if (TestDontStickSector(np->sectnum))
{
KillSprite(New);
return -1;
}
nu->floor_dist = nu->ceiling_dist = 0;
DoFindGround(New);
nu->jump_speed = 0;
DoBeginJump(New);
}
PlaySound(DIGI_FIRE1,np,v3df_dontpan|v3df_doppler);
Set3DSoundOwner(New);
return New;
}
int
SpawnBreakFlames(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum].Data();
SPRITEp np;
USERp nu;
short New;
New = SpawnSprite(STAT_MISSILE, FIREBALL_FLAMES+1, s_BreakFlames, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
np = &sprite[New];
nu = User[New].Data();
np->hitag = LUMINOUS; //Always full brightness
np->xrepeat = 16;
np->yrepeat = 16;
nu->Counter = 48; // max flame size
//SetOwner(sp->owner, New);
np->shade = -40;
if (u)
np->pal = nu->spal = u->spal;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
nu->Radius = 200;
nu->floor_dist = nu->ceiling_dist = 0;
DoFindGround(New);
nu->jump_speed = 0;
DoBeginJump(New);
PlaySound(DIGI_FIRE1,np,v3df_dontpan|v3df_doppler);
Set3DSoundOwner(New);
return New;
}
int
SpawnBreakStaticFlames(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum].Data();
SPRITEp np;
USERp nu;
short New;
New = SpawnSprite(STAT_STATIC_FIRE, FIREBALL_FLAMES, nullptr, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
np = &sprite[New];
nu = User[New].Data();
if (RandomRange(1000) > 500)
np->picnum = 3143;
else
np->picnum = 3157;
np->hitag = LUMINOUS; //Always full brightness
//np->xrepeat = 64;
//np->yrepeat = 64;
np->xrepeat = 32;
np->yrepeat = 32;
//nu->Counter = 48; // max flame size
//SetOwner(sp->owner, New);
np->shade = -40;
np->pal = nu->spal = u->spal;
//SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
nu->Radius = 200;
nu->floor_dist = nu->ceiling_dist = 0;
np->z = getflorzofslope(np->sectnum,np->x,np->y);
//DoFindGround(New);
//nu->jump_speed = 0;
//DoBeginJump(New);
PlaySound(DIGI_FIRE1,np,v3df_dontpan|v3df_doppler);
Set3DSoundOwner(New);
return New;
}
int
SpawnFireballExp(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp exp;
USERp eu;
short explosion;
ASSERT(u);
if (TEST(u->Flags, SPR_SUICIDE))
return -1;
PlaySound(DIGI_SMALLEXP, sp, v3df_none);
explosion = SpawnSprite(STAT_MISSILE, FIREBALL_EXP, s_FireballExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
exp->xrepeat = 52;
exp->yrepeat = 52;
SetOwner(sp->owner, explosion);
exp->shade = -40;
exp->pal = eu->spal = u->spal;
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
SET(eu->Flags, TEST(u->Flags,SPR_UNDERWATER));
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
//
// All this stuff assures that explosions do not go into floors &
// ceilings
//
SpawnExpZadjust(Weapon, exp, Z(15), Z(15));
if (RANDOM_P2(1024) < 150)
SpawnFireballFlames(explosion,-1);
return explosion;
}
int
SpawnGoroFireballExp(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp exp;
USERp eu;
short explosion;
ASSERT(u);
if (TEST(u->Flags, SPR_SUICIDE))
return -1;
PlaySound(DIGI_MEDIUMEXP, sp, v3df_none);
explosion = SpawnSprite(STAT_MISSILE, 0, s_FireballExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
exp->xrepeat = 16;
exp->yrepeat = 16;
SetOwner(sp->owner, explosion);
exp->shade = -40;
exp->pal = eu->spal = u->spal;
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
//
// All this stuff assures that explosions do not go into floors &
// ceilings
//
SpawnExpZadjust(Weapon, exp, Z(15), Z(15));
return explosion;
}
int
SpawnBoltExp(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp exp;
USERp eu;
short explosion;
ASSERT(u);
if (u && TEST(u->Flags, SPR_SUICIDE))
return -1;
PlaySound(DIGI_BOLTEXPLODE, sp, v3df_none);
explosion = SpawnSprite(STAT_MISSILE, BOLT_EXP, s_BoltExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
auto expActor = &swActors[explosion];
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
SetOwner(sp->owner, explosion);
exp->shade = -40;
exp->xrepeat = 76;
exp->yrepeat = 76;
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) > 512)
SET(exp->cstat, CSTAT_SPRITE_XFLIP);
eu->Radius = DamageData[DMG_BOLT_EXP].radius;
SpawnExpZadjust(Weapon, exp, Z(40), Z(40));
DoExpDamageTest(expActor);
SetExpQuake(explosion); // !JIM! made rocket launcher shake things
SpawnVis(-1, exp->sectnum, exp->x, exp->y, exp->z, 16);
return explosion;
}
int
SpawnBunnyExp(int16_t Weapon)
{
auto actor = &swActors[Weapon];
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
ASSERT(u);
if (u && TEST(u->Flags, SPR_SUICIDE))
return -1;
PlaySound(DIGI_BUNNYDIE3, sp, v3df_none);
u->ID = BOLT_EXP; // Change id
InitBloodSpray(Weapon,true,-1);
InitBloodSpray(Weapon,true,-1);
InitBloodSpray(Weapon,true,-1);
DoExpDamageTest(actor);
return 0;
}
int
SpawnTankShellExp(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp exp;
USERp eu;
short explosion;
ASSERT(u);
if (u && TEST(u->Flags, SPR_SUICIDE))
return -1;
PlaySound(DIGI_BOLTEXPLODE, sp, v3df_none);
explosion = SpawnSprite(STAT_MISSILE, TANK_SHELL_EXP, s_TankShellExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
auto expActor = &swActors[explosion];
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
SetOwner(sp->owner, explosion);
exp->shade = -40;
exp->xrepeat = 64+32;
exp->yrepeat = 64+32;
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) > 512)
SET(exp->cstat, CSTAT_SPRITE_XFLIP);
eu->Radius = DamageData[DMG_TANK_SHELL_EXP].radius;
SpawnExpZadjust(Weapon, exp, Z(40), Z(40));
DoExpDamageTest(expActor);
SpawnVis(-1, exp->sectnum, exp->x, exp->y, exp->z, 16);
return explosion;
}
int
SpawnNuclearSecondaryExp(int16_t Weapon, short ang)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp exp;
USERp eu;
short explosion;
ASSERT(u);
explosion = SpawnSprite(STAT_MISSILE, GRENADE_EXP, s_GrenadeExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 512);
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
SetOwner(sp->owner, explosion);
exp->shade = -128;
exp->xrepeat = 218;
exp->yrepeat = 152;
exp->clipdist = sp->clipdist;
eu->ceiling_dist = Z(16);
eu->floor_dist = Z(16);
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
//ang = RANDOM_P2(2048);
int32_t const vel = (2048+128) + RandomRange(2048);
eu->xchange = MOVEx(vel, ang);
eu->ychange = MOVEy(vel, ang);
eu->Radius = 200; // was NUKE_RADIUS
eu->ret = move_missile(explosion, eu->xchange, eu->ychange, 0,
eu->ceiling_dist, eu->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
if (FindDistance3D(exp->x - sp->x, exp->y - sp->y, exp->z - sp->z) < 1024)
{
KillSprite(explosion);
return -1;
}
SpawnExpZadjust(Weapon, exp, Z(50), Z(10));
InitChemBomb(explosion);
return explosion;
}
int
SpawnNuclearExp(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp exp;
USERp eu;
short explosion,ang=0;
PLAYERp pp = nullptr;
short rnd_rng;
ASSERT(u);
if (u && TEST(u->Flags, SPR_SUICIDE))
return -1;
PlaySound(DIGI_NUCLEAREXP, sp, v3df_dontpan | v3df_doppler);
if (sp->owner)
{
pp = User[sp->owner]->PlayerP;
rnd_rng = RandomRange(1000);
if (rnd_rng > 990)
PlayerSound(DIGI_LIKEHIROSHIMA, v3df_follow|v3df_dontpan,pp);
else if (rnd_rng > 980)
PlayerSound(DIGI_LIKENAGASAKI, v3df_follow|v3df_dontpan,pp);
else if (rnd_rng > 970)
PlayerSound(DIGI_LIKEPEARL, v3df_follow|v3df_dontpan,pp);
}
// Spawn big mushroom cloud
explosion = SpawnSprite(STAT_MISSILE, MUSHROOM_CLOUD, s_NukeMushroom, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
SetOwner(sp->owner, explosion);
exp->shade = -128;
exp->xrepeat = 255;
exp->yrepeat = 255;
exp->clipdist = sp->clipdist;
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
eu->spal = exp->pal = PALETTE_PLAYER1; // Set nuke puff to gray
InitChemBomb(explosion);
// Do central explosion
explosion = SpawnSprite(STAT_MISSILE, MUSHROOM_CLOUD, s_GrenadeExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
auto expActor = &swActors[explosion];
exp = &sprite[explosion];
eu = User[explosion].Data();
SetOwner(sp->owner, explosion);
exp->shade = -128;
exp->xrepeat = 218;
exp->yrepeat = 152;
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) > 512)
SET(exp->cstat, CSTAT_SPRITE_XFLIP);
eu->Radius = NUKE_RADIUS;
SpawnExpZadjust(Weapon, exp, Z(30), Z(30));
DoExpDamageTest(expActor);
// Nuclear effects
SetNuclearQuake(explosion);
// if (pp->NightVision)
// {
// SetFadeAmt(pp, -300, 1); // Idiot had night vision on in nuke flash
// PlayerUpdateHealth(pp,-25); // Just burned your eyes out of their sockets!
// }
// else
SetFadeAmt(pp, -80, 1); // Nuclear flash
// Secondary blasts
ang = RANDOM_P2(2048);
SpawnNuclearSecondaryExp(explosion, ang);
ang = ang + 512 + RANDOM_P2(256);
SpawnNuclearSecondaryExp(explosion, ang);
ang = ang + 512 + RANDOM_P2(256);
SpawnNuclearSecondaryExp(explosion, ang);
ang = ang + 512 + RANDOM_P2(256);
SpawnNuclearSecondaryExp(explosion, ang);
return explosion;
}
int
SpawnTracerExp(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp exp;
USERp eu;
short explosion;
ASSERT(u);
if (u && TEST(u->Flags, SPR_SUICIDE))
return -1;
if (u->ID == BOLT_THINMAN_R1)
explosion = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R1, s_TracerExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
else
explosion = SpawnSprite(STAT_MISSILE, TRACER_EXP, s_TracerExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
auto expActor = &swActors[explosion];
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
SetOwner(sp->owner, explosion);
exp->shade = -40;
exp->xrepeat = 4;
exp->yrepeat = 4;
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) > 512)
SET(exp->cstat, CSTAT_SPRITE_XFLIP);
if (u->ID == BOLT_THINMAN_R1)
{
eu->Radius = DamageData[DMG_BASIC_EXP].radius;
DoExpDamageTest(expActor);
}
else
eu->Radius = DamageData[DMG_BOLT_EXP].radius;
return explosion;
}
int
SpawnMicroExp(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp exp;
USERp eu;
short explosion;
ASSERT(u);
if (u && TEST(u->Flags, SPR_SUICIDE))
return -1;
// PlaySound(DIGI_MISSLEXP, sp, v3df_none);
explosion = SpawnSprite(STAT_MISSILE, MICRO_EXP, s_MicroExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
SetOwner(sp->owner, explosion);
exp->shade = -40;
exp->xrepeat = 32;
exp->yrepeat = 32;
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) > 512)
SET(exp->cstat, CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) > 512)
SET(exp->cstat, CSTAT_SPRITE_YFLIP);
eu->Radius = DamageData[DMG_BOLT_EXP].radius;
//
// All this stuff assures that explosions do not go into floors &
// ceilings
//
SpawnExpZadjust(Weapon, exp, Z(20), Z(20));
SpawnVis(-1, exp->sectnum, exp->x, exp->y, exp->z, 16);
return explosion;
}
int
AddSpriteToSectorObject(short SpriteNum, SECTOR_OBJECTp sop)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum].Data();
unsigned sn;
// make sure it has a user
if (!u)
{
u = SpawnUser(SpriteNum, 0, nullptr);
}
// find a free place on this list
for (sn = 0; sn < SIZ(sop->sp_num); sn++)
{
if (sop->sp_num[sn] == -1)
break;
}
ASSERT(sn < SIZ(sop->sp_num) - 1);
sop->sp_num[sn] = SpriteNum;
so_setspriteinterpolation(sop, sp);
SET(u->Flags, SPR_ON_SO_SECTOR|SPR_SO_ATTACHED);
u->sx = sop->xmid - sp->x;
u->sy = sop->ymid - sp->y;
u->sz = sector[sop->mid_sector].floorz - sp->z;
u->sang = sp->ang;
return 0;
}
int
SpawnBigGunFlames(int16_t Weapon, int16_t Operator, SECTOR_OBJECTp sop)
{
SPRITEp sp;
USERp u;
SPRITEp exp;
USERp eu;
short explosion;
unsigned sn;
2020-09-09 18:32:24 +00:00
bool smallflames = false;
if (Weapon < 0)
{
Weapon = abs(Weapon);
smallflames = true;
}
sp = &sprite[Weapon];
u = User[Weapon].Data();
explosion = SpawnSprite(STAT_MISSILE, MICRO_EXP, s_BigGunFlame, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
SetOwner(Operator, explosion);
exp->shade = -40;
if (smallflames)
{
exp->xrepeat = 12;
exp->yrepeat = 12;
}
else
{
exp->xrepeat = 34;
exp->yrepeat = 34;
}
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) > 512)
SET(exp->cstat, CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) > 512)
SET(exp->cstat, CSTAT_SPRITE_YFLIP);
// place all sprites on list
for (sn = 0; sn < SIZ(sop->sp_num); sn++)
{
if (sop->sp_num[sn] == -1)
break;
}
ASSERT(sn < SIZ(sop->sp_num) - 1);
sop->sp_num[sn] = explosion;
so_setspriteinterpolation(sop, exp);
SET(eu->Flags, TEST(u->Flags, SPR_ON_SO_SECTOR|SPR_SO_ATTACHED));
if (TEST(u->Flags, SPR_ON_SO_SECTOR))
{
// move with sector its on
exp->z = sector[sp->sectnum].floorz - u->sz;
exp->backupz();
}
else
{
// move with the mid sector
exp->z = sector[sop->mid_sector].floorz - u->sz;
exp->backupz();
}
eu->sx = u->sx;
eu->sy = u->sy;
eu->sz = u->sz;
return explosion;
}
int
SpawnGrenadeSecondaryExp(int16_t Weapon, short ang)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp exp;
USERp eu;
short explosion;
int vel;
ASSERT(u);
explosion = SpawnSprite(STAT_MISSILE, GRENADE_EXP, s_GrenadeSmallExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 1024);
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
SetOwner(sp->owner, explosion);
exp->shade = -40;
exp->xrepeat = 32;
exp->yrepeat = 32;
exp->clipdist = sp->clipdist;
eu->ceiling_dist = Z(16);
eu->floor_dist = Z(16);
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
//ang = RANDOM_P2(2048);
vel = (1024+512) + RandomRange(1024);
eu->xchange = MOVEx(vel, ang);
eu->ychange = MOVEy(vel, ang);
eu->ret = move_missile(explosion, eu->xchange, eu->ychange, 0,
eu->ceiling_dist, eu->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
if (FindDistance3D(exp->x - sp->x, exp->y - sp->y, exp->z - sp->z) < 1024)
{
KillSprite(explosion);
return -1;
}
SpawnExpZadjust(Weapon, exp, Z(50), Z(10));
exp->backuppos();
return explosion;
}
int
SpawnGrenadeSmallExp(DSWActor* actor)
{
USER* u = actor->u();
short ang;
ang = RANDOM_P2(2048);
SpawnGrenadeSecondaryExp(u->SpriteNum, ang);
return 0;
}
int
SpawnGrenadeExp(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp exp;
USERp eu;
short explosion;
int dx,dy,dz;
ASSERT(u);
if (u && TEST(u->Flags, SPR_SUICIDE))
return -1;
PlaySound(DIGI_30MMEXPLODE, sp, v3df_none);
if (RandomRange(1000) > 990)
{
if (sp->owner >= 0 && User[sp->owner].Data() && User[sp->owner]->PlayerP)
{
PLAYERp pp = User[sp->owner]->PlayerP;
PlayerSound(DIGI_LIKEFIREWORKS, v3df_follow|v3df_dontpan,pp);
}
}
dx = sp->x;
dy = sp->y;
dz = sp->z;
if (u->ID == ZILLA_RUN_R0)
{
dx += RandomRange(1000)-RandomRange(1000);
dy += RandomRange(1000)-RandomRange(1000);
dz = SPRITEp_MID(sp) + RandomRange(1000)-RandomRange(1000);
}
explosion = SpawnSprite(STAT_MISSILE, GRENADE_EXP, s_GrenadeExp, sp->sectnum,
dx, dy, dz, sp->ang, 0);
auto expActor = &swActors[explosion];
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
SetOwner(sp->owner, explosion);
exp->shade = -40;
exp->xrepeat = 64 + 32;
exp->yrepeat = 64 + 32;
exp->clipdist = sp->clipdist;
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
eu->Radius = DamageData[DMG_GRENADE_EXP].radius;
//
// All this stuff assures that explosions do not go into floors &
// ceilings
//
SpawnExpZadjust(Weapon, exp, Z(100), Z(30));
DoExpDamageTest(expActor);
SetExpQuake(explosion);
SpawnVis(-1, exp->sectnum, exp->x, exp->y, exp->z, 0);
#if 0
short ang;
ang = RANDOM_P2(2048);
SpawnGrenadeSecondaryExp(explosion, ang);
ang = ang + 512 + RANDOM_P2(256);
SpawnGrenadeSecondaryExp(explosion, ang);
ang = ang + 512 + RANDOM_P2(256);
SpawnGrenadeSecondaryExp(explosion, ang);
ang = ang + 512 + RANDOM_P2(256);
SpawnGrenadeSecondaryExp(explosion, ang);
#endif
return explosion;
}
void SpawnExpZadjust(short Weapon, SPRITEp exp, int upper_zsize, int lower_zsize)
{
USERp u = User[Weapon].Data();
USERp eu = User[exp - sprite].Data();
int tos_z, bos_z;
ASSERT(eu);
if (u)
{
tos_z = exp->z - upper_zsize;
bos_z = exp->z + lower_zsize;
if (tos_z <= u->hiz + Z(4))
{
exp->z = u->hiz + upper_zsize;
SET(exp->cstat, CSTAT_SPRITE_YFLIP);
}
else if (bos_z > u->loz)
{
exp->z = u->loz - lower_zsize;
}
}
else
{
int cz,fz;
getzsofslope(exp->sectnum, exp->x, exp->y, &cz, &fz);
tos_z = exp->z - upper_zsize;
bos_z = exp->z + lower_zsize;
if (tos_z <= cz + Z(4))
{
exp->z = cz + upper_zsize;
SET(exp->cstat, CSTAT_SPRITE_YFLIP);
}
else if (bos_z > fz)
{
exp->z = fz - lower_zsize;
}
}
exp->backupz();
}
int
SpawnMineExp(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp exp;
USERp eu;
short explosion;
ASSERT(u);
if (u && TEST(u->Flags, SPR_SUICIDE))
return -1;
change_sprite_stat(Weapon, STAT_MISSILE);
PlaySound(DIGI_MINEBLOW, sp, v3df_none);
explosion = SpawnSprite(STAT_MISSILE, MINE_EXP, s_MineExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
SetOwner(sp->owner, explosion);
exp->shade = -40;
exp->xrepeat = 64 + 44;
exp->yrepeat = 64 + 44;
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
eu->Radius = DamageData[DMG_MINE_EXP].radius;
//
// All this stuff assures that explosions do not go into floors &
// ceilings
//
SpawnExpZadjust(Weapon, exp, Z(100), Z(20));
SpawnVis(-1, exp->sectnum, exp->x, exp->y, exp->z, 16);
SetExpQuake(explosion);
//DoExpDamageTest(expActor);
return explosion;
}
int DoMineExp(DSWActor* actor)
{
DoExpDamageTest(actor);
return 0;
}
int
DoSectorExp(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &sprite[u->SpriteNum];
sp->x += u->xchange;
sp->y += u->ychange;
return 0;
}
int
SpawnSectorExp(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp exp;
USERp eu;
short explosion;
ASSERT(u);
if (TEST(u->Flags, SPR_SUICIDE))
return -1;
PlaySound(DIGI_30MMEXPLODE, sp, v3df_none);
explosion = SpawnSprite(STAT_MISSILE, GRENADE_EXP, s_SectorExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
auto expActor = &swActors[explosion];
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
exp->owner = -1;
exp->shade = -40;
exp->xrepeat = 90; // was 40,40
exp->yrepeat = 90;
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
eu->Radius = DamageData[DMG_SECTOR_EXP].radius;
DoExpDamageTest(expActor);
SetExpQuake(explosion);
SpawnVis(-1, exp->sectnum, exp->x, exp->y, exp->z, 16);
return explosion;
}
// called from SpawnShrap
int
SpawnLargeExp(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
SPRITEp exp;
USERp eu;
short explosion;
PlaySound(DIGI_30MMEXPLODE, sp, v3df_none);
explosion = SpawnSprite(STAT_MISSILE, GRENADE_EXP, s_SectorExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
auto expActor = &swActors[explosion];
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
exp->owner = -1;
exp->shade = -40;
exp->xrepeat = 90; // was 40,40
exp->yrepeat = 90;
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
eu->Radius = DamageData[DMG_SECTOR_EXP].radius;
SpawnExpZadjust(Weapon, exp, Z(50), Z(50));
// Should not cause other sectors to explode
DoExpDamageTest(expActor);
SetExpQuake(explosion);
SpawnVis(-1, exp->sectnum, exp->x, exp->y, exp->z, 16);
return explosion;
}
int
SpawnMeteorExp(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp exp;
USERp eu;
short explosion;
ASSERT(u);
if (TEST(u->Flags, SPR_SUICIDE))
return -1;
if (u->spal == 25) // Serp ball
{
explosion = SpawnSprite(STAT_MISSILE, METEOR_EXP, s_TeleportEffect2, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
}
else
{
PlaySound(DIGI_MEDIUMEXP, sp, v3df_none);
explosion = SpawnSprite(STAT_MISSILE, METEOR_EXP, s_MeteorExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
}
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
exp->owner = -1;
exp->shade = -40;
if (sp->yrepeat < 64)
{
// small
exp->xrepeat = 64;
exp->yrepeat = 64;
}
else
{
// large - boss
exp->xrepeat = 80;
exp->yrepeat = 80;
}
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
eu->Radius = DamageData[DMG_BASIC_EXP].radius;
return explosion;
}
int
SpawnLittleExp(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
SPRITEp exp;
USERp eu;
short explosion;
PlaySound(DIGI_HEADSHOTHIT, sp, v3df_none);
explosion = SpawnSprite(STAT_MISSILE, BOLT_EXP, s_SectorExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
auto expActor = &swActors[explosion];
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
exp->owner = -1;
exp->shade = -127;
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
eu->Radius = DamageData[DMG_BASIC_EXP].radius;
DoExpDamageTest(expActor);
SpawnVis(-1, exp->sectnum, exp->x, exp->y, exp->z, 16);
return explosion;
}
int
DoFireball(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
u = User[Weapon].Data();
ASSERT(Weapon >= 0);
if (TEST(u->Flags, SPR_UNDERWATER))
{
sp->xrepeat = sp->yrepeat -= 1;
if (sp->xrepeat <= 37)
{
SpawnSmokePuff(actor);
KillSprite(Weapon);
return true;
}
}
#if 0
ox = sp->x;
oy = sp->y;
oz = sp->z;
os = sp->sectnum
#endif
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
#if 0
if (u->ret)
{
u->ret = 0;
xv = u->xchange/2;
yv = u->ychange/2;
zv = u->zchange/2;
u->ret = move_missile(Weapon, xv, yv, zv, Z(16), Z(16), CLIPMASK_MISSILE, MISSILEMOVETICS);
}
#endif
MissileHitDiveArea(Weapon);
if (u->ret)
{
char hit_burn = 0;
if (WeaponMoveHit(Weapon))
{
switch (TEST(u->ret, HIT_MASK))
{
case HIT_SPRITE:
{
SPRITEp hsp;
USERp hu;
hsp = &sprite[NORM_SPRITE(u->ret)];
hu = User[NORM_SPRITE(u->ret)].Data();
if (TEST(hsp->extra, SPRX_BURNABLE))
{
if (!hu)
hu = SpawnUser(short(sp - sprite), hsp->picnum, nullptr);
2021-05-12 14:50:20 +00:00
SpawnFireballFlames(Weapon, short(hsp - sprite));
hit_burn = true;
}
break;
}
}
if (!hit_burn)
{
if (u->ID == GORO_FIREBALL)
SpawnGoroFireballExp(Weapon);
else
SpawnFireballExp(Weapon);
}
KillSprite(Weapon);
return true;
}
}
return false;
}
int
DoFindGround(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum], hsp;
USERp u = User[SpriteNum].Data();
int ceilhit, florhit;
short save_cstat;
short bak_cstat;
// recursive routine to find the ground - either sector or floor sprite
// skips over enemy and other types of sprites
save_cstat = sp->cstat;
RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
FAFgetzrange(sp->pos, sp->sectnum, &u->hiz, &ceilhit, &u->loz, &florhit, (((int) sp->clipdist) << 2) - GETZRANGE_CLIP_ADJ, CLIPMASK_PLAYER);
sp->cstat = save_cstat;
ASSERT(TEST(florhit, HIT_SPRITE | HIT_SECTOR));
switch (TEST(florhit, HIT_MASK))
{
case HIT_SPRITE:
{
hsp = &sprite[NORM_SPRITE(florhit)];
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR))
{
// found a sprite floor
u->lo_sp = hsp;
u->lo_sectp = nullptr;
return true;
}
else
{
// reset the blocking bit of what you hit and try again -
// recursive
bak_cstat = hsp->cstat;
RESET(hsp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
DoFindGround(SpriteNum);
hsp->cstat = bak_cstat;
}
return false;
}
case HIT_SECTOR:
{
u->lo_sectp = &sector[NORM_SECTOR(florhit)];
u->lo_sp = nullptr;
return true;
}
default:
ASSERT(true == false);
break;
}
return false;
}
int
DoFindGroundPoint(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum], hsp;
USERp u = User[SpriteNum].Data();
int ceilhit, florhit;
short save_cstat;
short bak_cstat;
// recursive routine to find the ground - either sector or floor sprite
// skips over enemy and other types of sprites
save_cstat = sp->cstat;
RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
FAFgetzrangepoint(sp->x, sp->y, sp->z, sp->sectnum, &u->hiz, &ceilhit, &u->loz, &florhit);
sp->cstat = save_cstat;
ASSERT(TEST(florhit, HIT_SPRITE | HIT_SECTOR));
switch (TEST(florhit, HIT_MASK))
{
case HIT_SPRITE:
{
hsp = &sprite[NORM_SPRITE(florhit)];
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR))
{
// found a sprite floor
u->lo_sp = hsp;
u->lo_sectp = nullptr;
return true;
}
else
{
// reset the blocking bit of what you hit and try again -
// recursive
bak_cstat = hsp->cstat;
RESET(hsp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
DoFindGroundPoint(SpriteNum);
hsp->cstat = bak_cstat;
}
return false;
}
case HIT_SECTOR:
{
u->lo_sectp = &sector[NORM_SECTOR(florhit)];
u->lo_sp = nullptr;
return true;
}
default:
ASSERT(true == false);
break;
}
return false;
}
int
DoNapalm(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon], exp;
short explosion;
int ox, oy, oz;
DoBlurExtend(Weapon, 1, 7);
u = User[Weapon].Data();
if (TEST(u->Flags, SPR_UNDERWATER))
{
sp->xrepeat = sp->yrepeat -= 1;
if (sp->xrepeat <= 30)
{
SpawnSmokePuff(actor);
KillSprite(Weapon);
return true;
}
}
ox = sp->x;
oy = sp->y;
oz = sp->z;
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(Weapon);
if (u->ret)
{
// this sprite is suPlayerosed to go through players/enemys
// if hit a player/enemy back up and do it again with blocking reset
if (TEST(u->ret, HIT_MASK) == HIT_SPRITE)
{
SPRITEp hsp = &sprite[NORM_SPRITE(u->ret)];
if (TEST(hsp->cstat, CSTAT_SPRITE_BLOCK) && !TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
{
short hcstat = hsp->cstat;
sp->x = ox;
sp->y = oy;
sp->z = oz;
RESET(hsp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
hsp->cstat = hcstat;
}
}
}
u->Counter++;
if (u->Counter > 2)
u->Counter = 0;
if (!u->Counter)
{
USERp eu;
PlaySound(DIGI_NAPPUFF, sp, v3df_none);
explosion = SpawnSprite(STAT_MISSILE, NAP_EXP, s_NapExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
//exp->owner = sp->owner;
SetOwner(sp->owner, explosion);
exp->shade = -40;
exp->cstat = sp->cstat;
exp->xrepeat = 48;
exp->yrepeat = 64;
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
if (RANDOM_P2(1024) < 512)
SET(exp->cstat, CSTAT_SPRITE_XFLIP);
RESET(exp->cstat, CSTAT_SPRITE_TRANSLUCENT);
eu->Radius = 1500;
DoFindGroundPoint(explosion);
MissileWaterAdjust(explosion);
exp->z = eu->loz;
exp->backupz();
if (TEST(u->Flags, SPR_UNDERWATER))
SET(eu->Flags, SPR_UNDERWATER);
ASSERT(exp->picnum == 3072);
ASSERT(eu->Tics == 0);
}
// DoDamageTest(Weapon);
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
KillSprite((short) Weapon);
return true;
}
}
return false;
}
#define WORM 1
#if WORM == 1
int
DoBloodWorm(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
short ang;
int xvect,yvect;
int bx,by;
int amt;
int sectnum;
u = User[Weapon].Data();
u->ret = move_ground_missile(Weapon, u->xchange, u->ychange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
if (u->ret)
{
u->xchange = -u->xchange;
u->ychange = -u->ychange;
u->ret = 0;
sp->ang = NORM_ANGLE(sp->ang + 1024);
return true;
}
MissileHitDiveArea(Weapon);
if (!u->z_tgt)
{
// stay alive for 10 seconds
if (++u->Counter3 > 3)
{
SPRITEp tsp;
USERp tu;
2020-10-15 15:45:07 +00:00
int i;
InitBloodSpray(Weapon, false, 1);
InitBloodSpray(Weapon, false, 1);
InitBloodSpray(Weapon, false, 1);
// Kill any old zombies you own
2020-10-15 15:30:55 +00:00
StatIterator it(STAT_ENEMY);
while ((i = it.NextIndex()) >= 0)
{
tsp = &sprite[i];
tu = User[i].Data();
ASSERT(tu);
if (tu->ID == ZOMBIE_RUN_R0 && tsp->owner == sp->owner)
{
InitBloodSpray(i,true,105);
InitBloodSpray(i,true,105);
SetSuicide(i);
break;
}
}
SpawnZombie2(Weapon);
KillSprite(Weapon);
return true;
}
}
ang = NORM_ANGLE(sp->ang + 512);
xvect = bcos(ang);
yvect = bsin(ang);
bx = sp->x;
by = sp->y;
amt = RANDOM_P2(2048) - 1024;
sp->x += MulScale(amt,xvect, 15);
sp->y += MulScale(amt,yvect, 15);
sectnum = sp->sectnum;
updatesectorz(sp->x, sp->y, sp->z, &sectnum);
if (sectnum >= 0)
{
GlobalSkipZrange = true;
InitBloodSpray(Weapon, false, 1);
GlobalSkipZrange = false;
}
sp->x = bx;
sp->y = by;
return false;
}
#endif
int
DoMeteor(DSWActor* actor)
{
return false;
}
int
DoSerpMeteor(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
int ox, oy, oz;
ox = sp->x;
oy = sp->y;
oz = sp->z;
sp->xrepeat += MISSILEMOVETICS * 2;
if (sp->xrepeat > 80)
sp->xrepeat = 80;
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
if (u->ret)
{
// this sprite is supposed to go through players/enemys
// if hit a player/enemy back up and do it again with blocking reset
if (TEST(u->ret, HIT_MASK) == HIT_SPRITE)
{
SPRITEp hsp = &sprite[NORM_SPRITE(u->ret)];
USERp hu = User[NORM_SPRITE(u->ret)].Data();
if (hu && hu->ID >= SKULL_R0 && hu->ID <= SKULL_SERP)
{
short hcstat = hsp->cstat;
sp->x = ox;
sp->y = oy;
sp->z = oz;
RESET(hsp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
hsp->cstat = hcstat;
}
}
}
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
SpawnMeteorExp(Weapon);
KillSprite((short) Weapon);
return true;
}
}
return false;
}
int
DoMirvMissile(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
sp->xrepeat += MISSILEMOVETICS * 2;
if (sp->xrepeat > 80)
sp->xrepeat = 80;
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(Weapon);
if (u->ret)
{
if (WeaponMoveHit(Weapon))
{
SpawnMeteorExp(Weapon);
KillSprite((short) Weapon);
return true;
}
}
return false;
}
int
DoMirv(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon], np;
USERp nu;
short New;
// int ox, oy, oz;
// ox = sp->x;
// oy = sp->y;
// oz = sp->z;
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(Weapon);
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(Weapon);
#if 0
if (u->ret)
{
// this sprite is supposed to go through players/enemys
// if hit a player/enemy back up and do it again with blocking reset
if (TEST(u->ret, HIT_MASK) == HIT_SPRITE)
{
SPRITEp hsp = &sprite[NORM_SPRITE(u->ret)];
if (TEST(hsp->cstat, CSTAT_SPRITE_BLOCK) && !TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
{
short hcstat = hsp->cstat;
sp->x = ox;
sp->y = oy;
sp->z = oz;
RESET(hsp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
hsp->cstat = hcstat;
}
}
}
#endif
u->Counter++;
u->Counter &= 1;
if (!u->Counter)
{
int i;
static short angs[] =
{
512,
-512
};
for (i = 0; i < 2; i++)
{
New = SpawnSprite(STAT_MISSILE, MIRV_METEOR, &sg_MirvMeteor[0][0], sp->sectnum,
sp->x, sp->y, sp->z, NORM_ANGLE(sp->ang + angs[i]), 800);
np = &sprite[New];
nu = User[New].Data();
nu->RotNum = 5;
NewStateGroup(New, &sg_MirvMeteor[0]);
nu->StateEnd = s_MirvMeteorExp;
//np->owner = Weapon;
SetOwner(Weapon, New);
np->shade = -40;
np->xrepeat = 40;
np->yrepeat = 40;
np->clipdist = 32L >> 2;
np->zvel = 0;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
nu->ceiling_dist = Z(16);
nu->floor_dist = Z(16);
nu->Dist = 200;
//nu->Dist = 0;
nu->xchange = MOVEx(np->xvel, np->ang);
nu->ychange = MOVEy(np->xvel, np->ang);
nu->zchange = np->zvel;
if (TEST(u->Flags, SPR_UNDERWATER))
SET(nu->Flags, SPR_UNDERWATER);
}
}
if (u->ret)
{
SpawnMeteorExp(Weapon);
//SpawnBasicExp(Weapon);
KillSprite((short) Weapon);
return true;
}
return false;
}
2020-09-09 18:32:24 +00:00
bool
MissileSetPos(short Weapon, ANIMATORp DoWeapon, int dist)
{
SPRITEp wp = &sprite[Weapon];
auto actor = &swActors[Weapon];
USERp wu = User[Weapon].Data();
int oldvel, oldzvel;
int oldxc, oldyc, oldzc;
bool retval = false;
// backup values
oldxc = wu->xchange;
oldyc = wu->ychange;
oldzc = wu->zchange;
oldvel = wp->xvel;
oldzvel = wp->zvel;
// make missile move in smaller increments
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wp->xvel = short((dist * 6) / MISSILEMOVETICS);
//wp->zvel = (wp->zvel*4) / MISSILEMOVETICS;
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wp->zvel = short((wp->zvel*6) / MISSILEMOVETICS);
// some Weapon Animators use this
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
SET(wu->Flags, SPR_SET_POS_DONT_KILL);
if ((*DoWeapon)(actor))
retval = true;
RESET(wu->Flags, SPR_SET_POS_DONT_KILL);
// reset values
wu->xchange = oldxc;
wu->ychange = oldyc;
wu->zchange = oldzc;
wp->xvel = oldvel;
wp->zvel = oldzvel;
// update for interpolation
wp->backuppos();
return retval;
}
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bool
TestMissileSetPos(short Weapon, ANIMATORp DoWeapon, int dist, int zvel)
{
auto actor = &swActors[Weapon];
SPRITEp wp = &sprite[Weapon];
USERp wu = User[Weapon].Data();
int oldvel, oldzvel;
int oldxc, oldyc, oldzc;
bool retval = false;
// backup values
oldxc = wu->xchange;
oldyc = wu->ychange;
oldzc = wu->zchange;
oldvel = wp->xvel;
oldzvel = wp->zvel;
// make missile move in smaller increments
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wp->xvel = short((dist * 6) / MISSILEMOVETICS);
//wp->zvel = (wp->zvel*4) / MISSILEMOVETICS;
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zvel = short((zvel*6) / MISSILEMOVETICS);
// some Weapon Animators use this
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = zvel;
SET(wu->Flags, SPR_SET_POS_DONT_KILL);
if ((*DoWeapon)(actor))
retval = true;
RESET(wu->Flags, SPR_SET_POS_DONT_KILL);
// reset values
wu->xchange = oldxc;
wu->ychange = oldyc;
wu->zchange = oldzc;
wp->xvel = oldvel;
wp->zvel = oldzvel;
// update for interpolation
wp->backuppos();
return retval;
}
int
DoRing(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
PLAYERp pp = User[sp->owner]->PlayerP;
SPRITEp so = &sprite[sp->owner];
int cz,fz;
#define RINGMOVETICS (MISSILEMOVETICS * 2)
#define RING_OUTER_DIST 3200
#define RING_INNER_DIST 800
ASSERT(sp->owner != -1);
if (TEST(u->Flags, SPR_UNDERWATER))
{
sp->xrepeat = sp->yrepeat -= 1;
if (sp->xrepeat <= 30)
{
SpawnSmokePuff(actor);
KillSprite(Weapon);
return true;
}
}
// move the center with the player
sp->x = sprite[sp->owner].x;
sp->y = sprite[sp->owner].y;
if (User[sp->owner]->PlayerP)
sp->z = pp->posz + Z(20);
else
sp->z = SPRITEp_MID(so) + Z(30);
// go out until its time to come back in
if (u->Counter2 == false)
{
u->Dist += 8 * RINGMOVETICS;
if (u->Dist > RING_OUTER_DIST)
{
u->Counter2 = true;
}
}
else
{
u->Dist -= 8 * RINGMOVETICS;
if (u->Dist <= RING_INNER_DIST)
{
if (!User[sp->owner]->PlayerP)
User[sp->owner]->Counter--;
KillSprite(Weapon);
return 0;
}
}
//sp->ang = NORM_ANGLE(sp->ang - 512);
// rotate the ring
sp->ang = NORM_ANGLE(sp->ang + (4 * RINGMOVETICS) + RINGMOVETICS);
// put it out there
sp->x += MulScale(u->Dist, bcos(sp->ang), 14);
sp->y += MulScale(u->Dist, bsin(sp->ang), 14);
if (User[sp->owner]->PlayerP)
sp->z += (u->Dist * (-pp->horizon.horiz.asq16() >> 9)) >> 9;
//sp->ang = NORM_ANGLE(sp->ang + 512);
//updatesector(sp->x, sp->y);
setsprite(Weapon, &sp->pos);
ASSERT(sp->sectnum >= 0);
getzsofslope(sp->sectnum, sp->x, sp->y, &cz, &fz);
// bound the sprite by the sectors ceiling and floor
if (sp->z > fz)
{
sp->z = fz;
}
if (sp->z < cz + SPRITEp_SIZE_Z(sp))
{
sp->z = cz + SPRITEp_SIZE_Z(sp);
}
// Done last - check for damage
DoDamageTest(actor);
return 0;
}
void
InitSpellRing(PLAYERp pp)
{
short ang, ang_diff, ang_start, SpriteNum, missiles;
SPRITEp sp;
USERp u;
short max_missiles = 16;
short ammo;
ammo = NAPALM_MIN_AMMO;
if (pp->WpnAmmo[WPN_HOTHEAD] < ammo)
return;
else
PlayerUpdateAmmo(pp, WPN_HOTHEAD, -ammo);
ang_diff = 2048 / max_missiles;
ang_start = NORM_ANGLE(pp->angle.ang.asbuild() - DIV2(2048));
if (!SW_SHAREWARE)
PlaySound(DIGI_RFWIZ, pp, v3df_none);
if (pp->cursectnum < 0)
return;
for (missiles = 0, ang = ang_start; missiles < max_missiles; ang += ang_diff, missiles++)
{
SpriteNum = SpawnSprite(STAT_MISSILE_SKIP4, FIREBALL1, s_Ring, pp->cursectnum, pp->posx, pp->posy, pp->posz, ang, 0);
sp = &sprite[SpriteNum];
sp->hitag = LUMINOUS; //Always full brightness
sp->xvel = 500;
//sp->owner = pp->SpriteP - sprite;
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SetOwner(short(pp->SpriteP - sprite), SpriteNum);
sp->shade = -40;
sp->xrepeat = 32;
sp->yrepeat = 32;
sp->zvel = 0;
u = User[SpriteNum].Data();
u->sz = Z(20);
u->Dist = RING_INNER_DIST;
u->Counter = max_missiles;
u->Counter2 = 0;
u->ceiling_dist = Z(10);
u->floor_dist = Z(10);
//u->RotNum = 5;
//NewStateGroup(SpriteNum, &sg_Ring);
//SET(u->Flags, SPR_XFLIP_TOGGLE);
// put it out there
sp->x += MulScale(u->Dist, bcos(sp->ang), 14);
sp->y += MulScale(u->Dist, bsin(sp->ang), 14);
sp->z = pp->posz + Z(20) + ((u->Dist * (-pp->horizon.horiz.asq16() >> 9)) >> 9);
sp->ang = NORM_ANGLE(sp->ang + 512);
sp->backuppos();
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(sp))
SET(u->Flags, SPR_UNDERWATER);
}
}
int
DoSerpRing(DSWActor* actor)
{
USER* u = actor->u();
int Weapon = u->SpriteNum;
SPRITEp sp = &sprite[Weapon];
USERp ou = User[sp->owner].Data();
int dist,a,b,c;
int cz,fz;
// if owner does not exist or he's dead on the floor
// kill off all of his skull children
if (sp->owner == -1 || ou->RotNum < 5)
{
UpdateSinglePlayKills(Weapon);
DoSkullBeginDeath(actor);
// +2 does not spawn shrapnel
u->ID = SKULL_SERP;
return 0;
}
// move the center with the player
sp->x = sprite[sp->owner].x;
sp->y = sprite[sp->owner].y;
sp->z += sp->zvel;
if (sp->z > sprite[sp->owner].z - u->sz)
sp->z = sprite[sp->owner].z - u->sz;
// go out until its time to come back in
if (u->Counter2 == false)
{
u->Dist += 8 * RINGMOVETICS;
if (u->Dist > u->TargetDist)
u->Counter2 = true;
}
// rotate the ring
u->slide_ang = NORM_ANGLE(u->slide_ang + sp->yvel);
// rotate the heads
if (TEST(u->Flags, SPR_BOUNCE))
sp->ang = NORM_ANGLE(sp->ang + (28 * RINGMOVETICS));
else
sp->ang = NORM_ANGLE(sp->ang - (28 * RINGMOVETICS));
// put it out there
sp->x += MulScale(u->Dist, bcos(u->slide_ang), 14);
sp->y += MulScale(u->Dist, bsin(u->slide_ang), 14);
setsprite(Weapon, &sp->pos);
ASSERT(sp->sectnum >= 0);
getzsofslope(sp->sectnum, sp->x, sp->y, &cz, &fz);
// bound the sprite by the sectors ceiling and floor
if (sp->z > fz)
{
sp->z = fz;
}
if (sp->z < cz + SPRITEp_SIZE_Z(sp))
{
sp->z = cz + SPRITEp_SIZE_Z(sp);
}
if (u->Counter2 > 0)
{
if (!User[ou->tgt_sp-sprite].Data() ||
!User[ou->tgt_sp-sprite]->PlayerP ||
!TEST(User[ou->tgt_sp-sprite]->PlayerP->Flags, PF_DEAD))
{
u->tgt_sp = ou->tgt_sp;
DISTANCE(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y, dist, a,b,c);
// if ((dist ok and random ok) OR very few skulls left)
if ((dist < 18000 && (RANDOM_P2(2048<<5)>>5) < 16) || User[sp->owner]->Counter < 4)
{
int sectnum = sp->sectnum;
updatesector(sp->x,sp->y,&sectnum);
// if (valid sector and can see target)
if (sectnum != -1 && CanSeePlayer(Weapon))
{
extern STATEp sg_SkullJump[];
u->ID = SKULL_R0;
sp->ang = getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y);
sp->xvel = dist>>5;
sp->xvel += DIV2(sp->xvel);
sp->xvel += (RANDOM_P2(128<<8)>>8);
u->jump_speed = -800;
change_sprite_stat(Weapon, STAT_ENEMY);
NewStateGroup(Weapon, sg_SkullJump);
DoBeginJump(Weapon);
// tell owner that one is gone
// User[sp->owner]->Counter--;
return 0;
}
}
}
}
// Done last - check for damage
//DoDamageTest(Weapon);
// if its exploded
#if 0
if (u->RotNum == 0)
{
// tell owner that one is gone
User[sp->owner]->Counter--;
}
#endif
return 0;
}
int
InitLavaFlame(DSWActor* actor)
{
return 0;
}
int
InitLavaThrow(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum], wp;
USERp wu;
int nx, ny, nz, dist, nang;
short w;
//PlaySound(DIGI_NINJAROCKETATTACK, sp, v3df_none);
// get angle to player and also face player when attacking
sp->ang = nang = getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y);
nx = sp->x;
ny = sp->y;
nz = SPRITEp_TOS(sp) + DIV4(SPRITEp_SIZE_Z(sp));
// Spawn a shot
w = SpawnSprite(STAT_MISSILE, LAVA_BOULDER, s_LavaBoulder, sp->sectnum,
nx, ny, nz, nang, NINJA_BOLT_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
SetOwner(SpriteNum, w);
wp->hitag = LUMINOUS; //Always full brightness
wp->yrepeat = 72;
wp->xrepeat = 72;
wp->shade = -15;
wp->zvel = 0;
wp->ang = nang;
if (RANDOM_P2(1024) > 512)
SET(wp->cstat, CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) > 512)
SET(wp->cstat, CSTAT_SPRITE_YFLIP);
wu->Radius = 200;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
wp->clipdist = 256>>2;
wu->ceiling_dist = Z(14);
wu->floor_dist = Z(14);
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
MissileSetPos(w, DoLavaBoulder, 1200);
// find the distance to the target (player)
dist = Distance(wp->x, wp->y, u->tgt_sp->x, u->tgt_sp->y);
if (dist != 0)
wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp) - wp->z)) / dist;
return w;
}
int
InitVulcanBoulder(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum], wp;
USERp wu;
int nx, ny, nz, nang;
short w;
int zsize;
int zvel, zvel_rand;
short delta;
short vel;
nx = sp->x;
ny = sp->y;
nz = sp->z - Z(40);
if (SP_TAG7(sp))
{
delta = SP_TAG5(sp);
nang = sp->ang + (RandomRange(delta) - DIV2(delta));
nang = NORM_ANGLE(nang);
}
else
{
nang = RANDOM_P2(2048);
}
if (SP_TAG6(sp))
vel = SP_TAG6(sp);
else
vel = 800;
// Spawn a shot
w = SpawnSprite(STAT_MISSILE, LAVA_BOULDER, s_VulcanBoulder, sp->sectnum,
nx, ny, nz, nang, (vel/2 + vel/4) + RandomRange(vel/4));
wp = &sprite[w];
wu = User[w].Data();
SetOwner(SpriteNum, w);
wp->xrepeat = wp->yrepeat = 8 + RandomRange(72);
wp->shade = -40;
wp->ang = nang;
wu->Counter = 0;
zsize = SPRITEp_SIZE_Z(wp);
wu->Radius = 200;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
wp->clipdist = 256>>2;
wu->ceiling_dist = zsize/2;
wu->floor_dist = zsize/2;
if (RANDOM_P2(1024) > 512)
SET(wp->cstat, CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) > 512)
SET(wp->cstat, CSTAT_SPRITE_YFLIP);
if (SP_TAG7(sp))
{
zvel = SP_TAG7(sp);
zvel_rand = SP_TAG8(sp);
}
else
{
zvel = 50;
zvel_rand = 40;
}
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = -Z(zvel) + -Z(RandomRange(zvel_rand));
return w;
}
int
InitSerpRing(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP, np;
USERp nu;
short ang, ang_diff, ang_start, missiles, New;
short max_missiles;
#define SERP_RING_DIST 2800 // Was 3500
extern STATE s_SkullExplode[];
extern STATE s_SkullRing[5][1];
extern STATEp sg_SkullRing[];
max_missiles = 12;
u->Counter = max_missiles;
ang_diff = 2048 / max_missiles;
ang_start = NORM_ANGLE(sp->ang - DIV2(2048));
PlaySound(DIGI_SERPSUMMONHEADS, sp, v3df_none);
for (missiles = 0, ang = ang_start; missiles < max_missiles; ang += ang_diff, missiles++)
{
New = SpawnSprite(STAT_SKIP4, SKULL_SERP, &s_SkullRing[0][0], sp->sectnum, sp->x, sp->y, sp->z, ang, 0);
np = &sprite[New];
nu = User[New].Data();
np->xvel = 500;
//np->owner = SpriteNum;
SetOwner(SpriteNum, New);
np->shade = -20;
np->xrepeat = 64;
np->yrepeat = 64;
np->yvel = 2*RINGMOVETICS;
np->zvel = Z(3);
np->pal = 0;
np->z = SPRITEp_TOS(sp) - Z(20);
nu->sz = Z(50);
// ang around the serp is now slide_ang
nu->slide_ang = np->ang;
// randomize the head turning angle
np->ang = RANDOM_P2(2048<<5)>>5;
// control direction of spinning
FLIP(u->Flags, SPR_BOUNCE);
SET(nu->Flags, TEST(u->Flags, SPR_BOUNCE));
nu->Dist = 600;
nu->TargetDist = SERP_RING_DIST;
nu->Counter2 = 0;
nu->StateEnd = s_SkullExplode;
nu->Rot = sg_SkullRing;
// defaults do change the statnum
EnemyDefaults(New, nullptr, nullptr);
change_sprite_stat(New, STAT_SKIP4);
RESET(np->extra, SPRX_PLAYER_OR_ENEMY);
np->clipdist = (128+64) >> 2;
SET(nu->Flags, SPR_XFLIP_TOGGLE);
SET(np->cstat, CSTAT_SPRITE_YCENTER);
nu->Radius = 400;
}
return 0;
}
void
InitSpellNapalm(PLAYERp pp)
{
short SpriteNum;
SPRITEp sp;
USERp u;
unsigned i;
short ammo;
typedef struct
{
int dist_over, dist_out;
short ang;
} MISSILE_PLACEMENT;
static MISSILE_PLACEMENT mp[] =
{
{600 * 6, 400, 512},
{0, 1100, 0},
{600 * 6, 400, -512},
};
ammo = NAPALM_MIN_AMMO;
if (pp->WpnAmmo[WPN_HOTHEAD] < ammo)
return;
else
PlayerUpdateAmmo(pp, WPN_HOTHEAD, -ammo);
PlaySound(DIGI_NAPFIRE, pp, v3df_none);
if (pp->cursectnum < 0)
return;
for (i = 0; i < SIZ(mp); i++)
{
SpriteNum = SpawnSprite(STAT_MISSILE, FIREBALL1, s_Napalm, pp->cursectnum,
pp->posx, pp->posy, pp->posz + Z(12), pp->angle.ang.asbuild(), NAPALM_VELOCITY*2);
sp = &sprite[SpriteNum];
u = User[SpriteNum].Data();
sp->hitag = LUMINOUS; //Always full brightness
if (i==0) // Only attach sound to first projectile
{
PlaySound(DIGI_NAPWIZ, sp, v3df_follow);
Set3DSoundOwner(SpriteNum);
}
//sp->owner = pp->SpriteP - sprite;
2021-05-12 14:50:20 +00:00
SetOwner(short(pp->SpriteP - sprite), SpriteNum);
sp->shade = -40;
sp->xrepeat = 32;
sp->yrepeat = 32;
sp->clipdist = 0;
sp->zvel = -pp->horizon.horiz.asq16() >> 9;
SET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
SET(u->Flags2, SPR2_BLUR_TAPER_FAST);
u->floor_dist = Z(1);
u->ceiling_dist = Z(1);
u->Dist = 200;
2021-05-12 14:50:20 +00:00
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 1;
if (mp[i].dist_over != 0)
{
sp->ang = NORM_ANGLE(sp->ang + mp[i].ang);
HelpMissileLateral(SpriteNum, mp[i].dist_over);
sp->ang = NORM_ANGLE(sp->ang - mp[i].ang);
}
u->xchange = MOVEx(sp->xvel, sp->ang);
u->ychange = MOVEy(sp->xvel, sp->ang);
u->zchange = sp->zvel;
if (MissileSetPos(SpriteNum, DoNapalm, mp[i].dist_out))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(SpriteNum);
continue;
}
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(sp))
SET(u->Flags, SPR_UNDERWATER);
pp->SpriteP->clipdist = oclipdist;
u->Counter = 0;
}
}
int
InitEnemyNapalm(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
short w;
SPRITEp sp = &sprite[SpriteNum], wp;
USERp wu;
short dist;
unsigned i;
typedef struct
{
int dist_over, dist_out;
short ang;
} MISSILE_PLACEMENT;
static MISSILE_PLACEMENT mp[] =
{
{600 * 6, 400, 512},
{0, 1100, 0},
{600 * 6, 400, -512},
};
PlaySound(DIGI_NAPFIRE, sp, v3df_none);
for (i = 0; i < SIZ(mp); i++)
{
w = SpawnSprite(STAT_MISSILE, FIREBALL1, s_Napalm, sp->sectnum,
sp->x, sp->y, SPRITEp_TOS(sp) + DIV4(SPRITEp_SIZE_Z(sp)), sp->ang, NAPALM_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
wp->hitag = LUMINOUS; //Always full brightness
if (i==0) // Only attach sound to first projectile
{
PlaySound(DIGI_NAPWIZ, wp, v3df_follow);
Set3DSoundOwner(w);
}
if (u->ID == ZOMBIE_RUN_R0)
SetOwner(sp->owner, w);
else
SetOwner(SpriteNum, w);
wp->shade = -40;
wp->xrepeat = 32;
wp->yrepeat = 32;
wp->clipdist = 0;
SET(wp->cstat, CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
RESET(wp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
SET(wu->Flags2, SPR2_BLUR_TAPER_FAST);
wu->floor_dist = Z(1);
wu->ceiling_dist = Z(1);
wu->Dist = 200;
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auto oclipdist = sp->clipdist;
sp->clipdist = 1;
if (mp[i].dist_over != 0)
{
wp->ang = NORM_ANGLE(wp->ang + mp[i].ang);
HelpMissileLateral(w, mp[i].dist_over);
wp->ang = NORM_ANGLE(wp->ang - mp[i].ang);
}
// find the distance to the target (player)
dist = Distance(wp->x, wp->y, u->tgt_sp->x, u->tgt_sp->y);
if (dist != 0)
wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp) - wp->z)) / dist;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
MissileSetPos(w, DoNapalm, mp[i].dist_out);
sp->clipdist = oclipdist;
u->Counter = 0;
}
return 0;
}
int
InitSpellMirv(PLAYERp pp)
{
short SpriteNum;
SPRITEp sp;
USERp u;
PlaySound(DIGI_MIRVFIRE, pp, v3df_none);
if (pp->cursectnum < 0)
return 0;
SpriteNum = SpawnSprite(STAT_MISSILE, FIREBALL1, s_Mirv, pp->cursectnum,
pp->posx, pp->posy, pp->posz + Z(12), pp->angle.ang.asbuild(), MIRV_VELOCITY);
sp = &sprite[SpriteNum];
u = User[SpriteNum].Data();
PlaySound(DIGI_MIRVWIZ, sp, v3df_follow);
Set3DSoundOwner(SpriteNum);
//sp->owner = pp->SpriteP - sprite;
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SetOwner(short(pp->SpriteP - sprite), SpriteNum);
sp->shade = -40;
sp->xrepeat = 72;
sp->yrepeat = 72;
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sp->clipdist = 32 >> 2;
sp->zvel = -pp->horizon.horiz.asq16() >> 9;
SET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
u->floor_dist = Z(16);
u->ceiling_dist = Z(16);
u->Dist = 200;
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auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
u->xchange = MOVEx(sp->xvel, sp->ang);
u->ychange = MOVEy(sp->xvel, sp->ang);
u->zchange = sp->zvel;
MissileSetPos(SpriteNum, DoMirv, 600);
pp->SpriteP->clipdist = oclipdist;
u->Counter = 0;
return 0;
}
int
InitEnemyMirv(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum], wp;
USERp wu;
short w;
int dist;
PlaySound(DIGI_MIRVFIRE, sp, v3df_none);
w = SpawnSprite(STAT_MISSILE, MIRV_METEOR, s_Mirv, sp->sectnum,
sp->x, sp->y, SPRITEp_TOS(sp) + DIV4(SPRITEp_SIZE_Z(sp)), sp->ang, MIRV_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
PlaySound(DIGI_MIRVWIZ, wp, v3df_follow);
Set3DSoundOwner(w);
SetOwner(SpriteNum, w);
wp->shade = -40;
wp->xrepeat = 72;
wp->yrepeat = 72;
wp->clipdist = 32L >> 2;
SET(wp->cstat, CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
RESET(wp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
wu->floor_dist = Z(16);
wu->ceiling_dist = Z(16);
wu->Dist = 200;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
MissileSetPos(w, DoMirv, 600);
// find the distance to the target (player)
dist = Distance(wp->x, wp->y, u->tgt_sp->x, u->tgt_sp->y);
if (dist != 0)
wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp) - wp->z)) / dist;
return 0;
}
int
InitSwordAttack(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data(),tu;
SPRITEp sp = nullptr;
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int i;
unsigned stat;
int dist;
short reach,face;
PlaySound(DIGI_SWORDSWOOSH, pp, v3df_dontpan|v3df_doppler);
if (TEST(pp->Flags, PF_DIVING))
{
short bubble;
SPRITEp bp;
int nx,ny;
short random_amt;
static int16_t dangs[] =
{
-256, -128, 0, 128, 256
};
for (i = 0; i < (int)SIZ(dangs); i++)
{
if (RandomRange(1000) < 500) continue; // Don't spawn bubbles every time
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bubble = SpawnBubble(short(pp->SpriteP - sprite));
if (bubble >= 0)
{
bp = &sprite[bubble];
bp->ang = pp->angle.ang.asbuild();
random_amt = (RANDOM_P2(32<<8)>>8) - 16;
// back it up a bit to get it out of your face
nx = MOVEx((1024+256)*3, NORM_ANGLE(bp->ang + dangs[i] + random_amt));
ny = MOVEy((1024+256)*3, NORM_ANGLE(bp->ang + dangs[i] + random_amt));
move_missile(bubble, nx, ny, 0L, u->ceiling_dist, u->floor_dist, CLIPMASK_PLAYER, 1);
}
}
}
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
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StatIterator it(StatDamageList[stat]);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
//if (pp->SpriteP == sp) // UnderSprite was getting hit
// break;
if (User[i]->PlayerP == pp)
break;
if (!TEST(sp->extra, SPRX_PLAYER_OR_ENEMY))
continue;
dist = Distance(pp->posx, pp->posy, sp->x, sp->y);
reach = 1000; // !JIM! was 800
face = 200;
if (dist < CLOSE_RANGE_DIST_FUDGE(sp, pp->SpriteP, reach) && PLAYER_FACING_RANGE(pp, sp, face))
{
if (SpriteOverlapZ(pp->PlayerSprite, i, Z(20)))
{
if (FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,pp->SpriteP->x,pp->SpriteP->y,SPRITEp_MID(pp->SpriteP),pp->SpriteP->sectnum))
DoDamage(i, pp->PlayerSprite);
}
}
}
}
// all this is to break glass
{
hitdata_t hitinfo;
short daang;
int daz;
daang = pp->angle.ang.asbuild();
daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16) + (RandomRange(24000) - 12000);
FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursectnum, // Start position
bcos(daang), // X vector of 3D ang
bsin(daang), // Y vector of 3D ang
daz, // Z vector of 3D ang
&hitinfo, CLIPMASK_MISSILE);
if (hitinfo.sect < 0)
return 0;
if (FindDistance3D(pp->posx - hitinfo.pos.x, pp->posy - hitinfo.pos.y, pp->posz - hitinfo.pos.z) < 700)
{
if (hitinfo.sprite >= 0)
{
extern STATE s_TrashCanPain[];
SPRITEp hsp = &sprite[hitinfo.sprite];
tu = User[hitinfo.sprite].Data();
if (tu) // JBF: added null check
switch (tu->ID)
{
case ZILLA_RUN_R0:
SpawnSwordSparks(pp, hitinfo.sect, -1, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang);
PlaySound(DIGI_SWORDCLANK, &hitinfo.pos, v3df_none);
break;
case TRASHCAN:
if (tu->WaitTics <= 0)
{
tu->WaitTics = SEC(2);
ChangeState(hitinfo.sprite,s_TrashCanPain);
}
SpawnSwordSparks(pp, hitinfo.sect, -1, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang);
PlaySound(DIGI_SWORDCLANK, &hitinfo.pos, v3df_none);
PlaySound(DIGI_TRASHLID, sp, v3df_none);
break;
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
SpawnSwordSparks(pp, hitinfo.sect, -1, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang);
PlaySound(DIGI_SWORDCLANK, &hitinfo.pos, v3df_none);
break;
}
if (sprite[hitinfo.sprite].lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(-1, WPN_STAR, hitinfo.sprite))
return 0;
}
if (TEST(hsp->extra, SPRX_BREAKABLE))
{
HitBreakSprite(hitinfo.sprite,0);
}
// hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{
ShootableSwitch(hitinfo.sprite);
}
}
if (hitinfo.wall >= 0)
{
if (wall[hitinfo.wall].nextsector >= 0)
{
if (TEST(sector[wall[hitinfo.wall].nextsector].ceilingstat, CEILING_STAT_PLAX))
{
if (hitinfo.pos.z < sector[wall[hitinfo.wall].nextsector].ceilingz)
{
return 0;
}
}
}
if (wall[hitinfo.wall].lotag == TAG_WALL_BREAK)
{
HitBreakWall(&wall[hitinfo.wall], hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang, u->ID);
}
// hit non breakable wall - do sound and puff
else
{
SpawnSwordSparks(pp, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang);
PlaySound(DIGI_SWORDCLANK, &hitinfo.pos, v3df_none);
}
}
}
}
return 0;
}
int
InitFistAttack(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data(),tu;
SPRITEp sp = nullptr;
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int i;
unsigned stat;
int dist;
short reach,face;
PlaySound(DIGI_STAR, pp, v3df_dontpan|v3df_doppler);
if (TEST(pp->Flags, PF_DIVING))
{
short bubble;
SPRITEp bp;
int nx,ny;
short random_amt;
static int16_t dangs[] =
{
-128,128
};
for (i = 0; i < (int)SIZ(dangs); i++)
{
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bubble = SpawnBubble(short(pp->SpriteP - sprite));
if (bubble >= 0)
{
bp = &sprite[bubble];
bp->ang = pp->angle.ang.asbuild();
random_amt = (RANDOM_P2(32<<8)>>8) - 16;
// back it up a bit to get it out of your face
nx = MOVEx((1024+256)*3, NORM_ANGLE(bp->ang + dangs[i] + random_amt));
ny = MOVEy((1024+256)*3, NORM_ANGLE(bp->ang + dangs[i] + random_amt));
move_missile(bubble, nx, ny, 0L, u->ceiling_dist, u->floor_dist, CLIPMASK_PLAYER, 1);
}
}
}
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
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StatIterator it(StatDamageList[stat]);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
//if (pp->SpriteP == sp) // UnderSprite was getting hit
// break;
if (User[i]->PlayerP == pp)
break;
if (!TEST(sp->extra, SPRX_PLAYER_OR_ENEMY))
continue;
dist = Distance(pp->posx, pp->posy, sp->x, sp->y);
if (pp->InventoryActive[2]) // Shadow Bombs give you demon fist
{
face = 190;
reach = 2300;
}
else
{
reach = 1000;
face = 200;
}
if (dist < CLOSE_RANGE_DIST_FUDGE(sp, pp->SpriteP, reach) && PLAYER_FACING_RANGE(pp, sp, face))
{
if (SpriteOverlapZ(pp->PlayerSprite, i, Z(20)) || face == 190)
{
if (FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,pp->SpriteP->x,pp->SpriteP->y,SPRITEp_MID(pp->SpriteP),pp->SpriteP->sectnum))
DoDamage(i, pp->PlayerSprite);
if (face == 190)
{
SpawnDemonFist(i);
}
}
}
}
}
// all this is to break glass
{
hitdata_t hitinfo;
short daang;
int daz;
daang = pp->angle.ang.asbuild();
daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16) + (RandomRange(24000) - 12000);
FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursectnum, // Start position
bcos(daang), // X vector of 3D ang
bsin(daang), // Y vector of 3D ang
daz, // Z vector of 3D ang
&hitinfo, CLIPMASK_MISSILE);
if (hitinfo.sect < 0)
return 0;
if (FindDistance3D(pp->posx - hitinfo.pos.x, pp->posy - hitinfo.pos.y, pp->posz - hitinfo.pos.z) < 700)
{
if (hitinfo.sprite >= 0)
{
extern STATE s_TrashCanPain[];
SPRITEp hsp = &sprite[hitinfo.sprite];
tu = User[hitinfo.sprite].Data();
if (tu) // JBF: added null check
switch (tu->ID)
{
case ZILLA_RUN_R0:
SpawnSwordSparks(pp, hitinfo.sect, -1, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang);
PlaySound(DIGI_ARMORHIT, &hitinfo.pos, v3df_none);
break;
case TRASHCAN:
if (tu->WaitTics <= 0)
{
tu->WaitTics = SEC(2);
ChangeState(hitinfo.sprite,s_TrashCanPain);
}
SpawnSwordSparks(pp, hitinfo.sect, -1, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang);
PlaySound(DIGI_ARMORHIT, &hitinfo.pos, v3df_none);
PlaySound(DIGI_TRASHLID, sp, v3df_none);
break;
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
SpawnSwordSparks(pp, hitinfo.sect, -1, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang);
PlaySound(DIGI_ARMORHIT, &hitinfo.pos, v3df_none);
break;
}
if (sprite[hitinfo.sprite].lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(-1, WPN_STAR, hitinfo.sprite))
return 0;
}
if (TEST(hsp->extra, SPRX_BREAKABLE))
{
HitBreakSprite(hitinfo.sprite,0);
}
// hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{
ShootableSwitch(hitinfo.sprite);
}
switch (hsp->picnum)
{
case 5062:
case 5063:
case 4947:
SpawnSwordSparks(pp, hitinfo.sect, -1, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang);
PlaySound(DIGI_ARMORHIT, &hitinfo.pos, v3df_none);
if (RandomRange(1000) > 700)
PlayerUpdateHealth(pp,1); // Give some health
SET(hsp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
break;
}
}
if (hitinfo.wall >= 0)
{
if (wall[hitinfo.wall].nextsector >= 0)
{
if (TEST(sector[wall[hitinfo.wall].nextsector].ceilingstat, CEILING_STAT_PLAX))
{
if (hitinfo.pos.z < sector[wall[hitinfo.wall].nextsector].ceilingz)
{
return 0;
}
}
}
if (wall[hitinfo.wall].lotag == TAG_WALL_BREAK)
{
HitBreakWall(&wall[hitinfo.wall], hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang, u->ID);
}
// hit non breakable wall - do sound and puff
else
{
SpawnSwordSparks(pp, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang);
PlaySound(DIGI_ARMORHIT, &hitinfo.pos, v3df_none);
if (PlayerTakeDamage(pp, -1))
{
PlayerUpdateHealth(pp, -(RandomRange(2<<8)>>8));
PlayerCheckDeath(pp, -1);
}
}
}
}
return 0;
}
}
int
InitSumoNapalm(short SpriteNum)
{
short w;
SPRITEp sp = &sprite[SpriteNum], wp;
USERp u = User[SpriteNum].Data(), wu;
short dist;
short i,j,ang;
typedef struct
{
int dist_over, dist_out;
short ang;
} MISSILE_PLACEMENT;
static MISSILE_PLACEMENT mp[] =
{
{0, 1100, 0},
};
PlaySound(DIGI_NAPFIRE, sp, v3df_none);
ang = sp->ang;
for (j=0; j<4; j++)
{
for (i = 0; i < (int)SIZ(mp); i++)
{
w = SpawnSprite(STAT_MISSILE, FIREBALL1, s_Napalm, sp->sectnum,
sp->x, sp->y, SPRITEp_TOS(sp), ang, NAPALM_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
wp->hitag = LUMINOUS; //Always full brightness
if (i==0) // Only attach sound to first projectile
{
PlaySound(DIGI_NAPWIZ, wp, v3df_follow);
Set3DSoundOwner(w);
}
SetOwner(SpriteNum, w);
wp->shade = -40;
wp->xrepeat = 32;
wp->yrepeat = 32;
wp->clipdist = 0;
SET(wp->cstat, CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
RESET(wp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
SET(wu->Flags2, SPR2_BLUR_TAPER_FAST);
wu->floor_dist = Z(1);
wu->ceiling_dist = Z(1);
wu->Dist = 200;
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auto oclipdist = sp->clipdist;
sp->clipdist = 1;
if (mp[i].dist_over != 0)
{
wp->ang = NORM_ANGLE(wp->ang + mp[i].ang);
HelpMissileLateral(w, mp[i].dist_over);
wp->ang = NORM_ANGLE(wp->ang - mp[i].ang);
}
// find the distance to the target (player)
dist = Distance(wp->x, wp->y, u->tgt_sp->x, u->tgt_sp->y);
if (dist != 0)
wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp) - wp->z)) / dist;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
MissileSetPos(w, DoNapalm, mp[i].dist_out);
sp->clipdist = oclipdist;
u->Counter = 0;
}
ang += 512;
}
return 0;
}
int
InitSumoSkull(short SpriteNum)
{
SPRITEp sp = User[SpriteNum]->SpriteP, np;
USERp u = User[SpriteNum].Data(), nu;
short New;
extern STATE s_SkullExplode[];
extern STATE s_SkullWait[5][1];
extern STATEp sg_SkullWait[];
extern ATTRIBUTE SkullAttrib;
PlaySound(DIGI_SERPSUMMONHEADS, sp, v3df_none);
New = SpawnSprite(STAT_ENEMY, SKULL_R0, &s_SkullWait[0][0], sp->sectnum, sp->x, sp->y, SPRITEp_MID(sp), sp->ang, 0);
np = &sprite[New];
nu = User[New].Data();
np->xvel = 500;
SetOwner(SpriteNum, New);
np->shade = -20;
np->xrepeat = 64;
np->yrepeat = 64;
np->pal = 0;
// randomize the head turning angle
np->ang = RANDOM_P2(2048<<5)>>5;
// control direction of spinning
FLIP(u->Flags, SPR_BOUNCE);
SET(nu->Flags, TEST(u->Flags, SPR_BOUNCE));
nu->StateEnd = s_SkullExplode;
nu->Rot = sg_SkullWait;
nu->Attrib = &SkullAttrib;
DoActorSetSpeed(SpriteNum, NORM_SPEED);
nu->Counter = RANDOM_P2(2048);
nu->sz = np->z;
nu->Health = 100;
// defaults do change the statnum
EnemyDefaults(New, nullptr, nullptr);
//change_sprite_stat(New, STAT_SKIP4);
SET(np->extra, SPRX_PLAYER_OR_ENEMY);
np->clipdist = (128+64) >> 2;
SET(nu->Flags, SPR_XFLIP_TOGGLE);
SET(np->cstat, CSTAT_SPRITE_YCENTER);
nu->Radius = 400;
return 0;
}
int
InitSumoStompAttack(short SpriteNum)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = &sprite[SpriteNum],tsp;
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int i;
unsigned stat;
int dist;
short reach;
PlaySound(DIGI_30MMEXPLODE, sp, v3df_dontpan|v3df_doppler);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
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StatIterator it(StatDamageList[stat]);
while ((i = it.NextIndex()) >= 0)
{
tsp = &sprite[i];
if (tsp != u->tgt_sp)
break;
if (!TEST(tsp->extra, SPRX_PLAYER_OR_ENEMY))
continue;
dist = Distance(sp->x, sp->y, tsp->x, tsp->y);
reach = 16384;
if (dist < CLOSE_RANGE_DIST_FUDGE(tsp, sp, reach))
{
if (FAFcansee(tsp->x,tsp->y,SPRITEp_MID(tsp),tsp->sectnum,sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum))
DoDamage(i, SpriteNum);
}
}
}
return 0;
}
int
InitMiniSumoClap(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum].Data();
int dist;
short reach;
if (!u->tgt_sp) return 0;
dist = Distance(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y);
reach = 10000;
if (dist < CLOSE_RANGE_DIST_FUDGE(u->tgt_sp, sp, 1000))
{
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if (SpriteOverlapZ(SpriteNum, short(u->tgt_sp - sprite), Z(20)))
{
if (FAFcansee(u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum,sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum))
{
PlaySound(DIGI_CGTHIGHBONE, sp, v3df_follow|v3df_dontpan);
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DoDamage(short(u->tgt_sp - sprite), SpriteNum);
}
}
}
else if (dist < CLOSE_RANGE_DIST_FUDGE(u->tgt_sp, sp, reach))
{
if (FAFcansee(u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum,sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum))
{
PlaySound(DIGI_30MMEXPLODE, sp, v3df_none);
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SpawnFireballFlames(SpriteNum, short(u->tgt_sp - sprite));
}
}
return 0;
}
int
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WeaponAutoAim(SPRITEp sp, short Missile, short ang, bool test)
{
USERp wu = User[Missile].Data();
USERp u = User[sp - sprite].Data();
SPRITEp wp = &sprite[Missile];
short hit_sprite = -1;
int dist;
int zh;
//return(-1);
#if 0
//formula for leading a player
dist = Distance(sp->x, sp->y, hp->x, hp->y);
time_to_target = dist/wp->xvel;
lead_dist = time_to_target*hp->vel;
#endif
if (u && u->PlayerP)
{
if (Autoaim(u->PlayerP->pnum) != 1)
{
return -1;
}
}
if ((hit_sprite = DoPickTarget(sp, ang, test)) != -1)
{
SPRITEp hp = &sprite[hit_sprite];
USERp hu = User[hit_sprite].Data();
wu->WpnGoal = hit_sprite;
SET(hu->Flags, SPR_TARGETED);
SET(hu->Flags, SPR_ATTACKED);
wp->ang = NORM_ANGLE(getangle(hp->x - wp->x, hp->y - wp->y));
//dist = FindDistance2D(wp->x, wp->y, hp->x, hp->y);
dist = FindDistance2D(wp->x - hp->x, wp->y - hp->y);
if (dist != 0)
{
#if 1
int tos, diff, siz;
tos = SPRITEp_TOS(hp);
diff = wp->z - tos;
siz = SPRITEp_SIZE_Z(hp);
// hit_sprite is below
if (diff < -Z(50))
zh = tos + DIV2(siz);
else
// hit_sprite is above
if (diff > Z(50))
zh = tos + DIV8(siz);
else
zh = tos + DIV4(siz);
wp->zvel = (wp->xvel * (zh - wp->z)) / dist;
#else
zh = SPRITEp_TOS(hp) + DIV4(SPRITEp_SIZE_Z(hp));
wp->zvel = (wp->xvel * (zh - wp->z)) / dist;
#endif
}
}
return hit_sprite;
}
int
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WeaponAutoAimZvel(SPRITEp sp, short Missile, int *zvel, short ang, bool test)
{
USERp wu = User[Missile].Data();
USERp u = User[sp - sprite].Data();
SPRITEp wp = &sprite[Missile];
short hit_sprite = -1;
int dist;
int zh;
//return(-1);
#if 0
//formula for leading a player
dist = Distance(sp->x, sp->y, hp->x, hp->y);
time_to_target = dist/wp->xvel;
lead_dist = time_to_target*hp->vel;
#endif
if (u && u->PlayerP)
{
if (!Autoaim(u->PlayerP->pnum))
{
return -1;
}
}
if ((hit_sprite = DoPickTarget(sp, ang, test)) != -1)
{
SPRITEp hp = &sprite[hit_sprite];
USERp hu = User[hit_sprite].Data();
wu->WpnGoal = hit_sprite;
SET(hu->Flags, SPR_TARGETED);
SET(hu->Flags, SPR_ATTACKED);
wp->ang = NORM_ANGLE(getangle(hp->x - wp->x, hp->y - wp->y));
//dist = FindDistance2D(wp->x, wp->y, hp->x, hp->y);
dist = FindDistance2D(wp->x - hp->x, wp->y - hp->y);
if (dist != 0)
{
#if 1
int tos, diff, siz;
tos = SPRITEp_TOS(hp);
diff = wp->z - tos;
siz = SPRITEp_SIZE_Z(hp);
// hit_sprite is below
if (diff < -Z(50))
zh = tos + DIV2(siz);
else
// hit_sprite is above
if (diff > Z(50))
zh = tos + DIV8(siz);
else
zh = tos + DIV4(siz);
*zvel = (wp->xvel * (zh - wp->z)) / dist;
#else
zh = SPRITEp_TOS(hp) + DIV4(SPRITEp_SIZE_Z(hp));
wp->zvel = (wp->xvel * (zh - wp->z)) / dist;
#endif
}
}
return hit_sprite;
}
int
AimHitscanToTarget(SPRITEp sp, int *z, short *ang, int z_ratio)
{
USERp u = User[sp - sprite].Data();
short hit_sprite = -1;
int dist;
int zh;
int xvect;
int yvect;
SPRITEp hp;
USERp hu;
if (!u->tgt_sp)
return -1;
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hit_sprite = short(u->tgt_sp - sprite);
hp = &sprite[hit_sprite];
hu = User[hit_sprite].Data();
SET(hu->Flags, SPR_TARGETED);
SET(hu->Flags, SPR_ATTACKED);
// Global set by DoPickTarget
*ang = getangle(hp->x - sp->x, hp->y - sp->y);
// find the distance to the target
dist = ksqrt(SQ(sp->x - hp->x) + SQ(sp->y - hp->y));
if (dist != 0)
{
zh = SPRITEp_UPPER(hp);
xvect = bcos(*ang);
yvect = bsin(*ang);
if (hp->x - sp->x != 0)
//*z = xvect * ((zh - *z)/(hp->x - sp->x));
*z = Scale(xvect,zh - *z,hp->x - sp->x);
else if (hp->y - sp->y != 0)
//*z = yvect * ((zh - *z)/(hp->y - sp->y));
*z = Scale(yvect,zh - *z,hp->y - sp->y);
else
*z = 0;
// so actors won't shoot straight up at you
// need to be a bit of a distance away
// before they have a valid shot
if (labs(*z / dist) > z_ratio)
{
return -1;
}
}
return hit_sprite;
}
int
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WeaponAutoAimHitscan(SPRITEp sp, int *z, short *ang, bool test)
{
USERp u = User[sp - sprite].Data();
short hit_sprite = -1;
int dist;
int zh;
int xvect;
int yvect;
if (u && u->PlayerP)
{
if (!Autoaim(u->PlayerP->pnum))
{
return -1;
}
}
if ((hit_sprite = DoPickTarget(sp, *ang, test)) != -1)
{
SPRITEp hp = &sprite[hit_sprite];
USERp hu = User[hit_sprite].Data();
SET(hu->Flags, SPR_TARGETED);
SET(hu->Flags, SPR_ATTACKED);
// Global set by DoPickTarget
//*ang = target_ang;
*ang = NORM_ANGLE(getangle(hp->x - sp->x, hp->y - sp->y));
// find the distance to the target
dist = ksqrt(SQ(sp->x - hp->x) + SQ(sp->y - hp->y));
if (dist != 0)
{
zh = SPRITEp_TOS(hp) + DIV4(SPRITEp_SIZE_Z(hp));
xvect = bcos(*ang);
yvect = bsin(*ang);
if (hp->x - sp->x != 0)
//*z = xvect * ((zh - *z)/(hp->x - sp->x));
*z = Scale(xvect,zh - *z,hp->x - sp->x);
else if (hp->y - sp->y != 0)
//*z = yvect * ((zh - *z)/(hp->y - sp->y));
*z = Scale(yvect,zh - *z,hp->y - sp->y);
else
*z = 0;
}
}
return hit_sprite;
}
void
WeaponHitscanShootFeet(SPRITEp sp, SPRITEp hp, int *zvect)
{
int dist;
int zh;
int xvect;
int yvect;
int z;
short ang;
// Global set by DoPickTarget
//*ang = target_ang;
ang = NORM_ANGLE(getangle(hp->x - sp->x, hp->y - sp->y));
// find the distance to the target
dist = ksqrt(SQ(sp->x - hp->x) + SQ(sp->y - hp->y));
if (dist != 0)
{
zh = SPRITEp_BOS(hp) + Z(20);
z = sp->z;
xvect = bcos(ang);
yvect = bsin(ang);
if (hp->x - sp->x != 0)
//*z = xvect * ((zh - *z)/(hp->x - sp->x));
*zvect = Scale(xvect,zh - z, hp->x - sp->x);
else if (hp->y - sp->y != 0)
//*z = yvect * ((zh - *z)/(hp->y - sp->y));
*zvect = Scale(yvect,zh - z, hp->y - sp->y);
else
*zvect = 0;
}
}
int
InitStar(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
int zvel;
static short dang[] = {-12, 12};
// static short dang[] = {-0, 0};
unsigned char i;
SPRITEp np;
USERp nu;
short nw;
#define STAR_REPEAT 26
#define STAR_HORIZ_ADJ 100L
//#define STAR_HORIZ_ADJ 0
PlayerUpdateAmmo(pp, u->WeaponNum, -3);
PlaySound(DIGI_STAR, pp, v3df_dontpan|v3df_doppler);
if (pp->cursectnum < 0)
return 0;
nx = pp->posx;
ny = pp->posy;
nz = pp->posz + pp->bob_z + Z(8);
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, STAR1, s_Star, pp->cursectnum, nx, ny, nz, pp->angle.ang.asbuild(), STAR_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
//SET(wp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
SetOwner(pp->PlayerSprite, w);
wp->yrepeat = wp->xrepeat = STAR_REPEAT;
wp->shade = -25;
wp->clipdist = 32L >> 2;
// wp->zvel was overflowing with this calculation - had to move to a local
// long var
zvel = -MulScale(pp->horizon.horiz.asq16(), HORIZ_MULT+STAR_HORIZ_ADJ, 16);
wu->ceiling_dist = Z(1);
wu->floor_dist = Z(1);
wu->WeaponNum = u->WeaponNum;
wu->Radius = 100;
wu->Counter = 0;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
//SET(wu->Flags2, SPR2_BLUR_TAPER_SLOW);
// zvel had to be tweaked alot for this weapon
// MissileSetPos seemed to be pushing the sprite too far up or down when
// the horizon was tilted. Never figured out why.
wp->zvel = zvel >> 1;
if (MissileSetPos(w, DoStar, 1000))
{
KillSprite(w);
return 0;
}
if (WeaponAutoAim(pp->SpriteP, w, 32, false) != -1)
{
zvel = wp->zvel;
}
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = zvel;
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
wp->backuppos();
for (i = 0; i < (int)SIZ(dang); i++)
{
nw = SpawnSprite(STAT_MISSILE, STAR1, s_Star, pp->cursectnum, nx, ny, nz, NORM_ANGLE(wp->ang + dang[i]), wp->xvel);
np = &sprite[nw];
nu = User[nw].Data();
SetOwner(wp->owner, nw);
np->yrepeat = np->xrepeat = STAR_REPEAT;
np->shade = wp->shade;
np->extra = wp->extra;
np->clipdist = wp->clipdist;
nu->WeaponNum = wu->WeaponNum;
nu->Radius = wu->Radius;
nu->ceiling_dist = wu->ceiling_dist;
nu->floor_dist = wu->floor_dist;
nu->Flags2 = wu->Flags2;
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(np))
SET(nu->Flags, SPR_UNDERWATER);
zvel = -MulScale(pp->horizon.horiz.asq16(), HORIZ_MULT+STAR_HORIZ_ADJ, 16);
np->zvel = zvel >> 1;
if (MissileSetPos(nw, DoStar, 1000))
{
KillSprite(nw);
return 0;
}
// move the same as middle star
zvel = wu->zchange;
nu->xchange = MOVEx(np->xvel, np->ang);
nu->ychange = MOVEy(np->xvel, np->ang);
nu->zchange = zvel;
np->backuppos();
}
return 0;
}
#if WORM == 1
void
InitHeartAttack(PLAYERp pp)
{
short SpriteNum;
SPRITEp sp;
USERp u;
short i = 0;
typedef struct
{
int dist_over, dist_out;
short ang;
} MISSILE_PLACEMENT;
static MISSILE_PLACEMENT mp[] =
{
{0, 1100, 0},
};
PlayerUpdateAmmo(pp, WPN_HEART, -1);
if (pp->cursectnum < 0)
return;
SpriteNum = SpawnSprite(STAT_MISSILE_SKIP4, BLOOD_WORM, s_BloodWorm, pp->cursectnum,
pp->posx, pp->posy, pp->posz + Z(12), pp->angle.ang.asbuild(), BLOOD_WORM_VELOCITY*2);
sp = &sprite[SpriteNum];
u = User[SpriteNum].Data();
sp->hitag = LUMINOUS; //Always full brightness
//sp->owner = pp->SpriteP - sprite;
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SetOwner(short(pp->SpriteP - sprite), SpriteNum);
sp->shade = -10;
sp->xrepeat = 52;
sp->yrepeat = 52;
sp->clipdist = 0;
sp->zvel = -pp->horizon.horiz.asq16() >> 9;
RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
SET(u->Flags2, SPR2_DONT_TARGET_OWNER);
SET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
u->floor_dist = Z(1);
u->ceiling_dist = Z(1);
u->Dist = 200;
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auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 1;
u->xchange = MOVEx(sp->xvel, sp->ang);
u->ychange = MOVEy(sp->xvel, sp->ang);
u->zchange = sp->zvel;
#if 0
if (MissileSetPos(SpriteNum, DoBloodWorm, mp[i].dist_out))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(SpriteNum);
continue;
}
#endif
MissileSetPos(SpriteNum, DoBloodWorm, mp[i].dist_out);
pp->SpriteP->clipdist = oclipdist;
u->Counter = 0;
u->Counter2 = 0;
u->Counter3 = 0;
u->WaitTics = 0;
}
#endif
#if WORM == 2
void
InitHeartAttack(PLAYERp pp)
{
short SpriteNum;
SPRITEp sp;
USERp u;
short i = 0;
USERp pu = User[pp->PlayerSprite].Data();
typedef struct
{
int dist_over, dist_out;
short ang;
} MISSILE_PLACEMENT;
static MISSILE_PLACEMENT mp[] =
{
{0, 1100, 0},
};
PlayerUpdateAmmo(pp, WPN_HEART, -1);
if (pp->cursectnum < 0)
return;
SpriteNum = SpawnSprite(STAT_MISSILE_SKIP4, BLOOD_WORM, s_BloodWorm, pp->cursectnum,
pp->posx, pp->posy, pp->posz + Z(12), pp->angle.ang.asbuild(), BLOOD_WORM_VELOCITY*2);
sp = &sprite[SpriteNum];
u = User[SpriteNum].Data();
sp->hitag = LUMINOUS; //Always full brightness
//sp->owner = pp->SpriteP - sprite;
SetOwner(pp->SpriteP - sprite, SpriteNum);
sp->shade = -10;
sp->xrepeat = 52;
sp->yrepeat = 52;
sp->clipdist = (256) >> 2; // same size a zombie
sp->zvel = 0;
RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
SET(u->Flags2, SPR2_DONT_TARGET_OWNER);
SET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
u->floor_dist = Z(1);
u->ceiling_dist = Z(1);
u->Dist = 200;
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auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 1;
u->xchange = MOVEx(sp->xvel, sp->ang);
u->ychange = MOVEy(sp->xvel, sp->ang);
u->zchange = sp->zvel;
MissileSetPos(SpriteNum, DoBloodWorm, 1100);
pp->SpriteP->clipdist = oclipdist;
u->Counter = 0;
u->Counter2 = 0;
u->Counter3 = 0;
u->WaitTics = 0;
}
#endif
int ContinueHitscan(PLAYERp pp, short sectnum, int x, int y, int z, short ang, int xvect, int yvect, int zvect)
{
short j;
hitdata_t hitinfo;
USERp u = User[pp->PlayerSprite].Data();
FAFhitscan(x, y, z, sectnum,
xvect, yvect, zvect,
&hitinfo, CLIPMASK_MISSILE);
if (hitinfo.sect < 0)
return 0;
if (hitinfo.sprite < 0 && hitinfo.wall < 0)
{
if (labs(hitinfo.pos.z - sector[hitinfo.sect].ceilingz) <= Z(1))
{
hitinfo.pos.z += Z(16);
if (TEST(sector[hitinfo.sect].ceilingstat, CEILING_STAT_PLAX))
return 0;
}
else if (labs(hitinfo.pos.z - sector[hitinfo.sect].floorz) <= Z(1))
{
}
}
if (hitinfo.wall >= 0)
{
if (wall[hitinfo.wall].nextsector >= 0)
{
if (TEST(sector[wall[hitinfo.wall].nextsector].ceilingstat, CEILING_STAT_PLAX))
{
if (hitinfo.pos.z < sector[wall[hitinfo.wall].nextsector].ceilingz)
{
return 0;
}
}
}
if (wall[hitinfo.wall].lotag == TAG_WALL_BREAK)
{
HitBreakWall(&wall[hitinfo.wall], hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, ang, u->ID);
return 0;
}
QueueHole(hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
}
// hit a sprite?
if (hitinfo.sprite >= 0)
{
SPRITEp hsp = &sprite[hitinfo.sprite];
if (hsp->lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(-1, WPN_SHOTGUN, hitinfo.sprite))
return 0;
}
if (TEST(hsp->extra, SPRX_BREAKABLE))
{
HitBreakSprite(hitinfo.sprite,0);
return 0;
}
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
return 0;
// hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{
ShootableSwitch(hitinfo.sprite);
}
}
j = SpawnShotgunSparks(pp, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, ang);
DoHitscanDamage(j, hitinfo.sprite);
return 0;
}
int
InitShotgun(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
short daang,ndaang, i, j;
hitdata_t hitinfo;
short nsect;
int daz, ndaz;
int nx,ny,nz;
int xvect,yvect,zvect;
short cstat = 0;
SPRITEp sp;
PlayerUpdateAmmo(pp, u->WeaponNum, -1);
PlaySound(DIGI_RIOTFIRE2, pp, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
u->Vis = 128;
if (pp->WpnShotgunAuto)
{
switch (pp->WpnShotgunType)
{
case 1:
pp->WpnShotgunAuto--;
}
}
nx = pp->posx;
ny = pp->posy;
daz = nz = pp->posz + pp->bob_z;
nsect = pp->cursectnum;
sp = pp->SpriteP;
daang = 64;
if (WeaponAutoAimHitscan(sp, &daz, &daang, false) != -1)
{
}
else
{
daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16);
daang = pp->angle.ang.asbuild();
}
for (i = 0; i < 12; i++)
{
if (pp->WpnShotgunType == 0)
{
ndaz = daz + (RandomRange(Z(120)) - Z(45));
ndaang = NORM_ANGLE(daang + (RandomRange(30) - 15));
}
else
{
ndaz = daz + (RandomRange(Z(200)) - Z(65));
ndaang = NORM_ANGLE(daang + (RandomRange(70) - 30));
}
xvect = bcos(ndaang);
yvect = bsin(ndaang);
zvect = ndaz;
FAFhitscan(nx, ny, nz, nsect, // Start position
xvect, yvect, zvect,
&hitinfo, CLIPMASK_MISSILE);
if (hitinfo.sect < 0)
{
////DSPRINTF(ds,"PROBLEM! - FAFhitscan returned a bad hitinfo.sect");
//MONO_PRINT(ds);
continue;
}
if (hitinfo.sprite < 0 && hitinfo.wall < 0)
{
if (labs(hitinfo.pos.z - sector[hitinfo.sect].ceilingz) <= Z(1))
{
hitinfo.pos.z += Z(16);
SET(cstat, CSTAT_SPRITE_YFLIP);
if (TEST(sector[hitinfo.sect].ceilingstat, CEILING_STAT_PLAX))
continue;
if (SectorIsUnderwaterArea(hitinfo.sect))
{
WarpToSurface(&hitinfo.sect, &hitinfo.pos.x, &hitinfo.pos.y, &hitinfo.pos.z);
ContinueHitscan(pp, hitinfo.sect, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, ndaang, xvect, yvect, zvect);
continue;
}
}
else if (labs(hitinfo.pos.z - sector[hitinfo.sect].floorz) <= Z(1))
{
if (TEST(sector[hitinfo.sect].extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)
{
SpawnSplashXY(hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z,hitinfo.sect);
if (SectorIsDiveArea(hitinfo.sect))
{
WarpToUnderwater(&hitinfo.sect, &hitinfo.pos.x, &hitinfo.pos.y, &hitinfo.pos.z);
ContinueHitscan(pp, hitinfo.sect, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, ndaang, xvect, yvect, zvect);
}
continue;
}
}
}
if (hitinfo.wall >= 0)
{
if (wall[hitinfo.wall].nextsector >= 0)
{
if (TEST(sector[wall[hitinfo.wall].nextsector].ceilingstat, CEILING_STAT_PLAX))
{
if (hitinfo.pos.z < sector[wall[hitinfo.wall].nextsector].ceilingz)
{
continue;
}
}
}
if (wall[hitinfo.wall].lotag == TAG_WALL_BREAK)
{
HitBreakWall(&wall[hitinfo.wall], hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, ndaang, u->ID);
continue;
}
QueueHole(hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
}
// hit a sprite?
if (hitinfo.sprite >= 0)
{
SPRITEp hsp = &sprite[hitinfo.sprite];
USERp hu = User[hitinfo.sprite].Data();
if (hu && hu->ID == TRASHCAN) // JBF: added null check
{
extern STATE s_TrashCanPain[];
PlaySound(DIGI_TRASHLID, sp, v3df_none);
if (hu->WaitTics <= 0)
{
hu->WaitTics = SEC(2);
ChangeState(hitinfo.sprite,s_TrashCanPain);
}
}
if (hsp->lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(-1, WPN_SHOTGUN, hitinfo.sprite))
continue;
}
if (TEST(hsp->extra, SPRX_BREAKABLE))
{
HitBreakSprite(hitinfo.sprite,0);
continue;
}
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, SHOTGUN_SMOKE))
continue;
// hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{
ShootableSwitch(hitinfo.sprite);
}
}
j = SpawnShotgunSparks(pp, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, ndaang);
DoHitscanDamage(j, hitinfo.sprite);
}
DoPlayerBeginRecoil(pp, SHOTGUN_RECOIL_AMT);
return 0;
}
int
InitLaser(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
DoPlayerBeginRecoil(pp, RAIL_RECOIL_AMT);
PlayerUpdateAmmo(pp, u->WeaponNum, -1);
PlaySound(DIGI_RIOTFIRE, pp, v3df_dontpan|v3df_doppler);
if (pp->cursectnum < 0)
return 0;
nx = pp->posx;
ny = pp->posy;
nz = pp->posz + pp->bob_z + Z(8);
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursectnum,
nx, ny, nz, pp->angle.ang.asbuild(), 300);
wp = &sprite[w];
wu = User[w].Data();
wp->hitag = LUMINOUS; //Always full brightness
SetOwner(pp->PlayerSprite, w);
wp->yrepeat = 52;
wp->xrepeat = 52;
wp->shade = -15;
wp->clipdist = 64L>>2;
// the slower the missile travels the less of a zvel it needs
wp->zvel = -pp->horizon.horiz.asq16() >> 11;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 200;
wu->ceiling_dist = Z(1);
wu->floor_dist = Z(1);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
2021-05-12 14:50:20 +00:00
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
wp->ang = NORM_ANGLE(wp->ang + 512);
HelpMissileLateral(w, 900);
wp->ang = NORM_ANGLE(wp->ang - 512);
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
// the slower the missile travels the less of a zvel it needs
// move it 1200 dist in increments - works better
if (MissileSetPos(w, DoLaserStart, 300))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
return 0;
}
if (MissileSetPos(w, DoLaserStart, 300))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
return 0;
}
if (MissileSetPos(w, DoLaserStart, 300))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
return 0;
}
if (MissileSetPos(w, DoLaserStart, 300))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
return 0;
}
pp->SpriteP->clipdist = oclipdist;
if (WeaponAutoAim(pp->SpriteP, w, 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang - 5);
}
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
return 0;
}
int
InitRail(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
int zvel;
if (SW_SHAREWARE) return false; // JBF: verify
DoPlayerBeginRecoil(pp, RAIL_RECOIL_AMT);
PlayerUpdateAmmo(pp, u->WeaponNum, -1);
PlaySound(DIGI_RAILFIRE, pp, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
u->Vis = 128;
if (pp->cursectnum < 0)
return 0;
nx = pp->posx;
ny = pp->posy;
nz = pp->posz + pp->bob_z + Z(11);
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursectnum,
nx, ny, nz, pp->angle.ang.asbuild(), 1200);
wp = &sprite[w];
wu = User[w].Data();
SetOwner(pp->PlayerSprite, w);
wp->yrepeat = 52;
wp->xrepeat = 52;
wp->shade = -15;
zvel = -MulScale(pp->horizon.horiz.asq16(), HORIZ_MULT + 17, 16);
wu->RotNum = 5;
NewStateGroup(w, &sg_Rail[0]);
wu->WeaponNum = u->WeaponNum;
wu->Radius = RAIL_RADIUS;
wu->ceiling_dist = Z(1);
wu->floor_dist = Z(1);
SET(wp->cstat, CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_INVISIBLE);
SET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
// at certain angles the clipping box was big enough to block the
// initial positioning
2021-05-12 14:50:20 +00:00
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
wp->clipdist = 32L>>2;
wp->ang = NORM_ANGLE(wp->ang + 512);
HelpMissileLateral(w, 700);
wp->ang = NORM_ANGLE(wp->ang - 512);
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
if (TestMissileSetPos(w, DoRailStart, 1200, zvel))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
return 0;
}
pp->SpriteP->clipdist = oclipdist;
wp->zvel = zvel >> 1;
if (WeaponAutoAim(pp->SpriteP, w, 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang - 4);
}
else
zvel = wp->zvel; // Let autoaiming set zvel now
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = zvel;
return 0;
}
int
InitZillaRail(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
int zvel;
if (SW_SHAREWARE) return false; // JBF: verify
PlaySound(DIGI_RAILFIRE, sp, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
u->Vis = 128;
nx = sp->x;
ny = sp->y;
nz = SPRITEp_TOS(sp);
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], sp->sectnum,
nx, ny, nz, sp->ang, 1200);
wp = &sprite[w];
wu = User[w].Data();
SetOwner(SpriteNum, w);
wp->yrepeat = 52;
wp->xrepeat = 52;
wp->shade = -15;
zvel = (100 * (HORIZ_MULT+17));
wu->RotNum = 5;
NewStateGroup(w, &sg_Rail[0]);
wu->WeaponNum = u->WeaponNum;
wu->Radius = RAIL_RADIUS;
wu->ceiling_dist = Z(1);
wu->floor_dist = Z(1);
SET(wp->cstat, CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_INVISIBLE);
SET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
// at certain angles the clipping box was big enough to block the
// initial positioning
2021-05-12 14:50:20 +00:00
auto oclipdist = sp->clipdist;
sp->clipdist = 0;
wp->clipdist = 32L>>2;
wp->ang = NORM_ANGLE(wp->ang + 512);
HelpMissileLateral(w, 700);
wp->ang = NORM_ANGLE(wp->ang - 512);
if (SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
if (TestMissileSetPos(w, DoRailStart, 1200, zvel))
{
sp->clipdist = oclipdist;
KillSprite(w);
return 0;
}
sp->clipdist = oclipdist;
wp->zvel = zvel >> 1;
if (WeaponAutoAim(sp, w, 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang - 4);
}
else
zvel = wp->zvel; // Let autoaiming set zvel now
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = zvel;
return 0;
}
int
InitRocket(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
int zvel;
#if 0
static short lat_dist[3] =
{
//800,1000,600
600,900,300
};
static short z_off[3] =
{
//Z(8), Z(14), Z(14)
Z(6), Z(12), Z(12)
};
#endif
DoPlayerBeginRecoil(pp, ROCKET_RECOIL_AMT);
PlayerUpdateAmmo(pp, u->WeaponNum, -1);
auto const WpnRocketHeat = pp->WpnRocketHeat;
if (WpnRocketHeat)
{
switch (pp->WpnRocketType)
{
case 1:
pp->WpnRocketHeat--;
break;
}
}
PlaySound(DIGI_RIOTFIRE, pp, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
u->Vis = 128;
if (pp->cursectnum < 0)
return 0;
nx = pp->posx;
ny = pp->posy;
// Spawn a shot
// Inserting and setting up variables
//nz = pp->posz + pp->bob_z + Z(12);
nz = pp->posz + pp->bob_z + Z(8);
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursectnum,
nx, ny, nz, pp->angle.ang.asbuild(), ROCKET_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
//wp->owner = pp->PlayerSprite;
SetOwner(pp->PlayerSprite, w);
wp->yrepeat = 90;
wp->xrepeat = 90;
wp->shade = -15;
zvel = -MulScale(pp->horizon.horiz.asq16(), HORIZ_MULT + 35, 16);
wp->clipdist = 64L>>2;
wu->RotNum = 5;
NewStateGroup(w, &sg_Rocket[0]);
wu->WeaponNum = u->WeaponNum;
wu->Radius = 2000;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
// Set default palette
wp->pal = wu->spal = 17; // White
if (WpnRocketHeat)
{
switch (pp->WpnRocketType)
{
case 1:
SET(wu->Flags, SPR_FIND_PLAYER);
wp->pal = wu->spal = 20; // Yellow
break;
}
}
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
2021-05-12 14:50:20 +00:00
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
wp->ang = NORM_ANGLE(wp->ang + 512);
HelpMissileLateral(w, 900);
wp->ang = NORM_ANGLE(wp->ang - 512);
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
// cancel smoke trail
wu->Counter = 1;
if (TestMissileSetPos(w, DoRocket, 1200, zvel))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
return 0;
}
// inable smoke trail
wu->Counter = 0;
pp->SpriteP->clipdist = oclipdist;
wp->zvel = zvel >> 1;
if (WeaponAutoAim(pp->SpriteP, w, 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang - 5);
}
else
zvel = wp->zvel; // Let autoaiming set zvel now
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = zvel;
return 0;
}
int
InitBunnyRocket(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
int zvel;
#if 0
static short lat_dist[3] =
{
//800,1000,600
600,900,300
};
static short z_off[3] =
{
//Z(8), Z(14), Z(14)
Z(6), Z(12), Z(12)
};
#endif
DoPlayerBeginRecoil(pp, ROCKET_RECOIL_AMT);
PlayerUpdateAmmo(pp, u->WeaponNum, -1);
auto const WpnRocketHeat = pp->WpnRocketHeat;
if (WpnRocketHeat)
{
switch (pp->WpnRocketType)
{
case 1:
pp->WpnRocketHeat--;
break;
}
}
PlaySound(DIGI_BUNNYATTACK, pp, v3df_dontpan|v3df_doppler);
if (pp->cursectnum < 0)
return 0;
nx = pp->posx;
ny = pp->posy;
// Spawn a shot
// Inserting and setting up variables
//nz = pp->posz + pp->bob_z + Z(12);
nz = pp->posz + pp->bob_z + Z(8);
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R4, &s_BunnyRocket[0][0], pp->cursectnum,
nx, ny, nz, pp->angle.ang.asbuild(), ROCKET_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
//wp->owner = pp->PlayerSprite;
SetOwner(pp->PlayerSprite, w);
wp->yrepeat = 64;
wp->xrepeat = 64;
wp->shade = -15;
zvel = -MulScale(pp->horizon.horiz.asq16(), HORIZ_MULT + 35, 16);
wp->clipdist = 64L>>2;
wu->RotNum = 5;
NewStateGroup(w, &sg_BunnyRocket[0]);
wu->WeaponNum = u->WeaponNum;
wu->Radius = 2000;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
SET(wu->Flags, SPR_XFLIP_TOGGLE);
if (WpnRocketHeat)
{
switch (pp->WpnRocketType)
{
case 1:
SET(wu->Flags, SPR_FIND_PLAYER);
break;
}
}
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
2021-05-12 14:50:20 +00:00
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
wp->ang = NORM_ANGLE(wp->ang + 512);
HelpMissileLateral(w, 900);
wp->ang = NORM_ANGLE(wp->ang - 512);
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
// cancel smoke trail
wu->Counter = 1;
if (TestMissileSetPos(w, DoRocket, 1200, zvel))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
return 0;
}
// inable smoke trail
wu->Counter = 0;
pp->SpriteP->clipdist = oclipdist;
wp->zvel = zvel >> 1;
if (WeaponAutoAim(pp->SpriteP, w, 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang - 5);
}
else
zvel = wp->zvel; // Let autoaiming set zvel now
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = zvel;
wu->spal = wp->pal = PALETTE_PLAYER1;
return 0;
}
int
InitNuke(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
int zvel;
// PlayerUpdateAmmo(pp, u->WeaponNum, -1);
if (pp->WpnRocketNuke > 0)
pp->WpnRocketNuke = 0; // Bye Bye little nukie.
else
return 0;
DoPlayerBeginRecoil(pp, ROCKET_RECOIL_AMT*12);
PlaySound(DIGI_RIOTFIRE, pp, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
u->Vis = 128;
if (pp->cursectnum < 0)
return 0;
nx = pp->posx;
ny = pp->posy;
// Spawn a shot
// Inserting and setting up variables
//nz = pp->posz + pp->bob_z + Z(12);
nz = pp->posz + pp->bob_z + Z(8);
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursectnum,
nx, ny, nz, pp->angle.ang.asbuild(), 700);
wp = &sprite[w];
wu = User[w].Data();
//wp->owner = pp->PlayerSprite;
SetOwner(pp->PlayerSprite, w);
wp->yrepeat = 128;
wp->xrepeat = 128;
wp->shade = -15;
zvel = -MulScale(pp->horizon.horiz.asq16(), HORIZ_MULT + 36, 16);
wp->clipdist = 64L>>2;
// Set to red palette
wp->pal = wu->spal = 19;
wu->RotNum = 5;
NewStateGroup(w, &sg_Rocket[0]);
wu->WeaponNum = u->WeaponNum;
wu->Radius = NUKE_RADIUS;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
2021-05-12 14:50:20 +00:00
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
wp->ang = NORM_ANGLE(wp->ang + 512);
HelpMissileLateral(w, 900);
wp->ang = NORM_ANGLE(wp->ang - 512);
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
// cancel smoke trail
wu->Counter = 1;
if (TestMissileSetPos(w, DoRocket, 1200, zvel))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
return 0;
}
// inable smoke trail
wu->Counter = 0;
pp->SpriteP->clipdist = oclipdist;
wp->zvel = zvel >> 1;
if (WeaponAutoAim(pp->SpriteP, w, 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang - 5);
}
else
zvel = wp->zvel; // Let autoaiming set zvel now
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = zvel;
PlayerDamageSlide(pp, -40, NORM_ANGLE(pp->angle.ang.asbuild()+1024)); // Recoil slide
return 0;
}
int
InitEnemyNuke(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
int zvel;
PlaySound(DIGI_RIOTFIRE, sp, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
u->Vis = 128;
nx = sp->x;
ny = sp->y;
// Spawn a shot
// Inserting and setting up variables
//nz = pp->posz + pp->bob_z + Z(12);
nz = sp->z + Z(40);
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], sp->sectnum,
nx, ny, nz, sp->ang, 700);
wp = &sprite[w];
wu = User[w].Data();
if (u->ID == ZOMBIE_RUN_R0)
SetOwner(sp->owner, w);
else
SetOwner(SpriteNum, w);
wp->yrepeat = 128;
wp->xrepeat = 128;
wp->shade = -15;
zvel = (100 * (HORIZ_MULT-36));
wp->clipdist = 64L>>2;
// Set to red palette
wp->pal = wu->spal = 19;
wu->RotNum = 5;
NewStateGroup(w, &sg_Rocket[0]);
wu->WeaponNum = u->WeaponNum;
wu->Radius = NUKE_RADIUS;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
wp->ang = NORM_ANGLE(wp->ang + 512);
HelpMissileLateral(w, 500);
wp->ang = NORM_ANGLE(wp->ang - 512);
if (SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
// cancel smoke trail
wu->Counter = 1;
if (TestMissileSetPos(w, DoRocket, 1200, zvel))
{
KillSprite(w);
return 0;
}
// enable smoke trail
wu->Counter = 0;
wp->zvel = zvel >> 1;
if (WeaponAutoAim(sp, w, 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang - 5);
}
else
zvel = wp->zvel; // Let autoaiming set zvel now
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = zvel;
return 0;
}
int
InitMicro(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
USERp wu,hu;
SPRITEp wp,hp;
int nx, ny, nz, dist;
short w;
short i,ang;
TARGET_SORTp ts = TargetSort;
//DoPlayerBeginRecoil(pp, MICRO_RECOIL_AMT);
//PlayerUpdateAmmo(pp, u->WeaponNum, -1);
nx = pp->posx;
ny = pp->posy;
#define MAX_MICRO 1
DoPickTarget(pp->SpriteP, 256, false);
if (TargetSortCount > MAX_MICRO)
TargetSortCount = MAX_MICRO;
if (pp->cursectnum < 0)
return 0;
for (i = 0; i < MAX_MICRO; i++)
{
if (ts < &TargetSort[TargetSortCount] && ts->sprite_num >= 0)
{
hp = &sprite[ts->sprite_num];
hu = User[ts->sprite_num].Data();
ang = getangle(hp->x - nx, hp->y - ny);
ts++;
}
else
{
hp = nullptr;
hu = nullptr;
ang = pp->angle.ang.asbuild();
}
nz = pp->posz + pp->bob_z + Z(14);
nz += Z(RandomRange(20)) - Z(10);
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, &s_Micro[0][0], pp->cursectnum,
nx, ny, nz, ang, 1200);
wp = &sprite[w];
wu = User[w].Data();
SetOwner(pp->PlayerSprite, w);
wp->yrepeat = 24;
wp->xrepeat = 24;
wp->shade = -15;
wp->zvel = -pp->horizon.horiz.asq16() >> 9;
wp->clipdist = 64L>>2;
// randomize zvelocity
wp->zvel += RandomRange(Z(8)) - Z(5);
wu->RotNum = 5;
NewStateGroup(w, &sg_Micro[0]);
wu->WeaponNum = u->WeaponNum;
wu->Radius = 200;
wu->ceiling_dist = Z(2);
wu->floor_dist = Z(2);
RESET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_INVISIBLE);
wu->WaitTics = 10 + RandomRange(40);
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
2021-05-12 14:50:20 +00:00
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
wp->ang = NORM_ANGLE(wp->ang + 512);
#define MICRO_LATERAL 5000
HelpMissileLateral(w, 1000 + (RandomRange(MICRO_LATERAL) - DIV2(MICRO_LATERAL)));
wp->ang = NORM_ANGLE(wp->ang - 512);
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
// cancel smoke trail
wu->Counter = 1;
if (MissileSetPos(w, DoMicro, 700))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
continue;
}
// inable smoke trail
wu->Counter = 0;
pp->SpriteP->clipdist = oclipdist;
#define MICRO_ANG 400
if (hp)
{
dist = Distance(wp->x, wp->y, hp->x, hp->y);
if (dist != 0)
{
int zh;
zh = SPRITEp_TOS(hp) + DIV4(SPRITEp_SIZE_Z(hp));
wp->zvel = (wp->xvel * (zh - wp->z)) / dist;
}
wu->WpnGoal = ts->sprite_num;
SET(hu->Flags, SPR_TARGETED);
SET(hu->Flags, SPR_ATTACKED);
}
else
{
wp->ang = NORM_ANGLE(wp->ang + (RandomRange(MICRO_ANG) - DIV2(MICRO_ANG)) - 16);
}
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
}
return 0;
}
int
InitRipperSlash(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
USERp hu;
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp hp;
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int i;
unsigned stat;
int dist, a, b, c;
PlaySound(DIGI_RIPPER2ATTACK, sp, v3df_none);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
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StatIterator it(StatDamageList[stat]);
while ((i = it.NextIndex()) >= 0)
{
hp = &sprite[i];
hu = User[i].Data();
if (i == SpriteNum)
break;
if ((unsigned)FindDistance3D(sp->x - hp->x, sp->y - hp->y, sp->z - hp->z) > hu->Radius + u->Radius)
continue;
DISTANCE(hp->x, hp->y, sp->x, sp->y, dist, a, b, c);
if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 600) && FACING_RANGE(hp, sp, 150))
{
// PlaySound(PlayerPainVocs[RandomRange(MAX_PAIN)], sp, v3df_none);
DoDamage(i, SpriteNum);
}
}
}
return 0;
}
int
InitBunnySlash(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp hp;
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int i;
unsigned stat;
int dist, a, b, c;
PlaySound(DIGI_BUNNYATTACK, sp, v3df_none);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
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StatIterator it(StatDamageList[stat]);
while ((i = it.NextIndex()) >= 0)
{
hp = &sprite[i];
if (i == SpriteNum)
break;
DISTANCE(hp->x, hp->y, sp->x, sp->y, dist, a, b, c);
if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 600) && FACING_RANGE(hp, sp, 150))
{
DoDamage(i, SpriteNum);
}
}
}
return 0;
}
int
InitSerpSlash(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp hp;
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int i;
unsigned stat;
int dist, a, b, c;
PlaySound(DIGI_SERPSWORDATTACK, sp, v3df_none);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
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StatIterator it(StatDamageList[stat]);
while ((i = it.NextIndex()) >= 0)
{
hp = &sprite[i];
if (i == SpriteNum)
break;
DISTANCE(hp->x, hp->y, sp->x, sp->y, dist, a, b, c);
if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 800) && FACING_RANGE(hp, sp, 150))
{
// PlaySound(PlayerPainVocs[RandomRange(MAX_PAIN)], sp, v3df_none);
DoDamage(i, SpriteNum);
}
}
}
return 0;
}
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bool
WallSpriteInsideSprite(SPRITEp wsp, SPRITEp sp)
{
int x1, y1, x2, y2;
int xoff;
int dax, day;
int xsiz, mid_dist;
x1 = wsp->x;
y1 = wsp->y;
xoff = (int) tileLeftOffset(wsp->picnum) + (int) wsp->xoffset;
if (TEST(wsp->cstat, CSTAT_SPRITE_XFLIP))
xoff = -xoff;
// x delta
dax = bsin(wsp->ang) * wsp->xrepeat;
// y delta
day = -bcos(wsp->ang) * wsp->xrepeat;
xsiz = tileWidth(wsp->picnum);
mid_dist = DIV2(xsiz) + xoff;
// starting from the center find the first point
x1 -= MulScale(dax, mid_dist, 16);
// starting from the first point find the end point
x2 = x1 + MulScale(dax, xsiz, 16);
y1 -= MulScale(day, mid_dist, 16);
y2 = y1 + MulScale(day, xsiz, 16);
return !!clipinsideboxline(sp->x, sp->y, x1, y1, x2, y2, ((int) sp->clipdist) << 2);
}
int
DoBladeDamage(short SpriteNum)
{
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp hp;
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int i;
unsigned stat;
int dist, a, b, c;
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
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StatIterator it(StatDamageList[stat]);
while ((i = it.NextIndex()) >= 0)
{
hp = &sprite[i];
if (i == SpriteNum)
break;
if (!TEST(hp->extra, SPRX_PLAYER_OR_ENEMY))
continue;
DISTANCE(hp->x, hp->y, sp->x, sp->y, dist, a, b, c);
if (dist > 2000)
continue;
dist = FindDistance3D(sp->x - hp->x, sp->y - hp->y, sp->z - hp->z);
if (dist > 2000)
continue;
if (WallSpriteInsideSprite(sp, hp))
{
DoDamage(i, SpriteNum);
// PlaySound(PlayerPainVocs[RandomRange(MAX_PAIN)], sp, v3df_none);
}
}
}
return 0;
}
int
DoStaticFlamesDamage(short SpriteNum)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp hp;
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int i;
unsigned stat;
int dist, a, b, c;
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
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StatIterator it(StatDamageList[stat]);
while ((i = it.NextIndex()) >= 0)
{
hp = &sprite[i];
if (i == SpriteNum)
break;
if (!TEST(hp->extra, SPRX_PLAYER_OR_ENEMY))
continue;
DISTANCE(hp->x, hp->y, sp->x, sp->y, dist, a, b, c);
if (dist > 2000)
continue;
dist = FindDistance3D(sp->x - hp->x, sp->y - hp->y, sp->z - hp->z);
if (dist > 2000)
continue;
if (SpriteOverlap(SpriteNum, i)) // If sprites are overlapping, cansee will fail!
DoDamage(i, SpriteNum);
else if (u->Radius > 200)
{
if (FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,hp->x,hp->y,SPRITEp_MID(hp),hp->sectnum))
DoDamage(i, SpriteNum);
}
}
}
return 0;
}
int
InitCoolgBash(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp hp;
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int i;
unsigned stat;
int dist, a, b, c;
PlaySound(DIGI_CGTHIGHBONE, sp, v3df_none);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
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StatIterator it(StatDamageList[stat]);
while ((i = it.NextIndex()) >= 0)
{
hp = &sprite[i];
if (i == SpriteNum)
break;
// don't set off mine
if (!TEST(hp->extra, SPRX_PLAYER_OR_ENEMY))
continue;
DISTANCE(hp->x, hp->y, sp->x, sp->y, dist, a, b, c);
if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 600) && FACING_RANGE(hp, sp, 150))
{
// PlaySound(PlayerPainVocs[RandomRange(MAX_PAIN)], sp, v3df_none);
DoDamage(i, SpriteNum);
}
}
}
return 0;
}
int
InitSkelSlash(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp hp;
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int i;
unsigned stat;
int dist, a, b, c;
PlaySound(DIGI_SPBLADE, sp, v3df_none);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
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StatIterator it(StatDamageList[stat]);
while ((i = it.NextIndex()) >= 0)
{
hp = &sprite[i];
if (i == SpriteNum)
break;
DISTANCE(hp->x, hp->y, sp->x, sp->y, dist, a, b, c);
if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 600) && FACING_RANGE(hp, sp, 150))
{
// PlaySound(PlayerPainVocs[RandomRange(MAX_PAIN)], sp, v3df_none);
DoDamage(i, SpriteNum);
}
}
}
return 0;
}
int
InitGoroChop(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp hp;
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int i;
unsigned stat;
int dist, a, b, c;
PlaySound(DIGI_GRDSWINGAXE, sp, v3df_none);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
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StatIterator it(StatDamageList[stat]);
while ((i = it.NextIndex()) >= 0)
{
hp = &sprite[i];
if (i == SpriteNum)
break;
DISTANCE(hp->x, hp->y, sp->x, sp->y, dist, a, b, c);
if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 700) && FACING_RANGE(hp, sp, 150))
{
PlaySound(DIGI_GRDAXEHIT, sp, v3df_none);
DoDamage(i, SpriteNum);
}
}
}
return 0;
}
int
InitHornetSting(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
short HitSprite = NORM_SPRITE(u->ret);
DoDamage(HitSprite, SpriteNum);
InitActorReposition(actor);
return 0;
}
int
InitSerpSpell(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum], np;
USERp nu;
int dist;
short New, i;
static short lat_ang[] =
{
512, -512
};
static short delta_ang[] =
{
-10, 10
};
for (i = 0; i < 2; i++)
{
sp->ang = getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y);
New = SpawnSprite(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 1500);
np = &sprite[New];
nu = User[New].Data();
np->z = SPRITEp_TOS(sp);
nu->RotNum = 5;
NewStateGroup(New, &sg_SerpMeteor[0]);
nu->StateEnd = s_MirvMeteorExp;
//np->owner = SpriteNum;
SetOwner(SpriteNum, New);
np->shade = -40;
PlaySound(DIGI_SERPMAGICLAUNCH, sp, v3df_none);
nu->spal = np->pal = 27; // Bright Green
np->xrepeat = 64;
np->yrepeat = 64;
np->clipdist = 32L >> 2;
np->zvel = 0;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
nu->ceiling_dist = Z(16);
nu->floor_dist = Z(16);
nu->Dist = 200;
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auto oclipdist = sp->clipdist;
sp->clipdist = 1;
np->ang = NORM_ANGLE(np->ang + lat_ang[i]);
HelpMissileLateral(New, 4200L);
np->ang = NORM_ANGLE(np->ang - lat_ang[i]);
// find the distance to the target (player)
dist = Distance(np->x, np->y, u->tgt_sp->x, u->tgt_sp->y);
if (dist != 0)
np->zvel = (np->xvel * (SPRITEp_UPPER(u->tgt_sp) - np->z)) / dist;
np->ang = NORM_ANGLE(np->ang + delta_ang[i]);
nu->xchange = MOVEx(np->xvel, np->ang);
nu->ychange = MOVEy(np->xvel, np->ang);
nu->zchange = np->zvel;
MissileSetPos(New, DoMirvMissile, 400);
sp->clipdist = oclipdist;
if (TEST(u->Flags, SPR_UNDERWATER))
SET(nu->Flags, SPR_UNDERWATER);
}
return 0;
}
int
SpawnDemonFist(int16_t Weapon)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp exp;
USERp eu;
short explosion;
ASSERT(u);
if (TEST(u->Flags, SPR_SUICIDE))
return -1;
//PlaySound(DIGI_ITEM_SPAWN, sp, v3df_none);
explosion = SpawnSprite(STAT_MISSILE, 0, s_TeleportEffect, sp->sectnum,
sp->x, sp->y, SPRITEp_MID(sp), sp->ang, 0);
exp = &sprite[explosion];
eu = User[explosion].Data();
exp->hitag = LUMINOUS; //Always full brightness
exp->owner = -1;
exp->shade = -40;
exp->xrepeat = 32;
exp->yrepeat = 32;
eu->spal = exp->pal = 25;
SET(exp->cstat, CSTAT_SPRITE_YCENTER);
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
eu->Radius = DamageData[DMG_BASIC_EXP].radius;
if (RANDOM_P2(1024<<8)>>8 > 600)
SET(exp->cstat, CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024<<8)>>8 > 600)
SET(exp->cstat, CSTAT_SPRITE_YFLIP);
return explosion;
}
int
InitSerpMonstSpell(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum], np;
USERp nu;
int dist;
short New, i;
static short lat_ang[] =
{
512, -512
};
static short delta_ang[] =
{
-10, 10
};
PlaySound(DIGI_MISSLFIRE, sp, v3df_none);
for (i = 0; i < 1; i++)
{
sp->ang = getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y);
New = SpawnSprite(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 500);
np = &sprite[New];
nu = User[New].Data();
nu->spal = np->pal = 25; // Bright Red
np->z = SPRITEp_TOS(sp);
nu->RotNum = 5;
NewStateGroup(New, &sg_SerpMeteor[0]);
//nu->StateEnd = s_MirvMeteorExp;
nu->StateEnd = s_TeleportEffect2;
SetOwner(SpriteNum, New);
np->shade = -40;
np->xrepeat = 122;
np->yrepeat = 116;
np->clipdist = 32L >> 2;
np->zvel = 0;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
nu->ceiling_dist = Z(16);
nu->floor_dist = Z(16);
nu->Dist = 200;
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auto oclipdist = sp->clipdist;
sp->clipdist = 1;
np->ang = NORM_ANGLE(np->ang + lat_ang[i]);
HelpMissileLateral(New, 4200L);
np->ang = NORM_ANGLE(np->ang - lat_ang[i]);
// find the distance to the target (player)
dist = Distance(np->x, np->y, u->tgt_sp->x, u->tgt_sp->y);
if (dist != 0)
np->zvel = (np->xvel * (SPRITEp_UPPER(u->tgt_sp) - np->z)) / dist;
np->ang = NORM_ANGLE(np->ang + delta_ang[i]);
nu->xchange = MOVEx(np->xvel, np->ang);
nu->ychange = MOVEy(np->xvel, np->ang);
nu->zchange = np->zvel;
MissileSetPos(New, DoMirvMissile, 400);
sp->clipdist = oclipdist;
if (TEST(u->Flags, SPR_UNDERWATER))
SET(nu->Flags, SPR_UNDERWATER);
}
return 0;
}
int
DoTeleRipper(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
extern void Ripper2Hatch(short Weapon);
PlaySound(DIGI_ITEM_SPAWN, sp, v3df_none);
Ripper2Hatch(SpriteNum);
return 0;
}
int
InitEnemyRocket(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum], wp;
USERp wu;
int nx, ny, nz, dist, nang;
short w;
PlaySound(DIGI_NINJARIOTATTACK, sp, v3df_none);
// get angle to player and also face player when attacking
sp->ang = nang = getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y);
nx = sp->x;
ny = sp->y;
nz = sp->z - DIV2(SPRITEp_SIZE_Z(sp))-Z(8);
// Spawn a shot
// wp = &sprite[w = SpawnSprite(STAT_MISSILE, STAR1, s_Star, sp->sectnum,
// nx, ny, nz, u->tgt_sp->ang, 250)];
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R2, &s_Rocket[0][0], sp->sectnum,
nx, ny, nz-Z(8), u->tgt_sp->ang, NINJA_BOLT_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
// Set default palette
wp->pal = wu->spal = 17; // White
if (u->ID == ZOMBIE_RUN_R0)
SetOwner(sp->owner, w);
else
SetOwner(SpriteNum, w);
wp->yrepeat = 28;
wp->xrepeat = 28;
wp->shade = -15;
wp->zvel = 0;
wp->ang = nang;
wp->clipdist = 64L>>2;
wu->RotNum = 5;
NewStateGroup(w, &sg_Rocket[0]);
wu->Radius = 200;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
if (u->spal == PAL_XLAT_LT_TAN)
{
SET(wu->Flags, SPR_FIND_PLAYER);
wp->pal = wu->spal = 20; // Yellow
}
MissileSetPos(w, DoBoltThinMan, 400);
// find the distance to the target (player)
dist = Distance(wp->x, wp->y, u->tgt_sp->x, u->tgt_sp->y);
if (dist != 0)
wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp) - wp->z)) / dist;
return w;
}
int
InitEnemyRail(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = u->SpriteP;
USERp wu;
SPRITEp wp;
int nx, ny, nz, dist, nang;
short w;
short pnum=0;
if (SW_SHAREWARE) return false; // JBF: verify
// if co-op don't hurt teammate
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE && u->ID == ZOMBIE_RUN_R0)
{
PLAYERp pp;
SPRITEp psp;
// Check all players
TRAVERSE_CONNECT(pnum)
{
pp = &Player[pnum];
psp = &sprite[pp->PlayerSprite];
if (u->tgt_sp == psp)
return 0;
}
}
PlaySound(DIGI_RAILFIRE, sp, v3df_dontpan|v3df_doppler);
// get angle to player and also face player when attacking
sp->ang = nang = getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y);
// add a bit of randomness
if (RANDOM_P2(1024) < 512)
sp->ang = NORM_ANGLE(sp->ang + RANDOM_P2(128) - 64);
nx = sp->x;
ny = sp->y;
nz = sp->z - DIV2(SPRITEp_SIZE_Z(sp))-Z(8);
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], sp->sectnum,
nx, ny, nz, sp->ang, 1200);
wp = &sprite[w];
wu = User[w].Data();
if (u->ID == ZOMBIE_RUN_R0)
SetOwner(sp->owner, w);
else
SetOwner(SpriteNum, w);
wp->yrepeat = 52;
wp->xrepeat = 52;
wp->shade = -15;
wp->zvel = 0;
wu->RotNum = 5;
NewStateGroup(w, &sg_Rail[0]);
wu->Radius = 200;
wu->ceiling_dist = Z(1);
wu->floor_dist = Z(1);
SET(wu->Flags2, SPR2_SO_MISSILE);
SET(wp->cstat, CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_INVISIBLE);
SET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
wp->clipdist = 64L>>2;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
if (TestMissileSetPos(w, DoRailStart, 600, wp->zvel))
{
//sprite->clipdist = oclipdist;
KillSprite(w);
return 0;
}
// find the distance to the target (player)
dist = Distance(wp->x, wp->y, u->tgt_sp->x, u->tgt_sp->y);
if (dist != 0)
wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp) - wp->z)) / dist;
return w;
}
int
InitZillaRocket(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum], wp;
USERp wu;
int nx, ny, nz, dist, nang;
short w, i;
typedef struct
{
int dist_over, dist_out;
short ang;
} MISSILE_PLACEMENT;
static MISSILE_PLACEMENT mp[] =
{
{600 * 6, 400, 512},
{900 * 6, 400, 512},
{1100 * 6, 400, 512},
{600 * 6, 400, -512},
{900 * 6, 400, -512},
{1100 * 6, 400, -512},
};
PlaySound(DIGI_NINJARIOTATTACK, sp, v3df_none);
// get angle to player and also face player when attacking
sp->ang = nang = getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y);
for (i = 0; i < (int)SIZ(mp); i++)
{
nx = sp->x;
ny = sp->y;
nz = sp->z - DIV2(SPRITEp_SIZE_Z(sp))-Z(8);
// Spawn a shot
// wp = &sprite[w = SpawnSprite(STAT_MISSILE, STAR1, s_Star, sp->sectnum,
// nx, ny, nz, u->tgt_sp->ang, 250)];
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R2, &s_Rocket[0][0], sp->sectnum,
nx, ny, nz-Z(8), u->tgt_sp->ang, NINJA_BOLT_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
SetOwner(SpriteNum, w);
wp->yrepeat = 28;
wp->xrepeat = 28;
wp->shade = -15;
wp->zvel = 0;
wp->ang = nang;
wp->clipdist = 64L>>2;
wu->RotNum = 5;
NewStateGroup(w, &sg_Rocket[0]);
wu->Radius = 200;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
// Zilla has seekers!
if (i != 1 && i != 4)
wp->pal = wu->spal = 17; // White
else
{
SET(wu->Flags, SPR_FIND_PLAYER);
wp->pal = wu->spal = 20; // Yellow
}
if (mp[i].dist_over != 0)
{
wp->ang = NORM_ANGLE(wp->ang + mp[i].ang);
HelpMissileLateral(w, mp[i].dist_over);
wp->ang = NORM_ANGLE(wp->ang - mp[i].ang);
}
MissileSetPos(w, DoBoltThinMan, mp[i].dist_out);
// find the distance to the target (player)
dist = Distance(wp->x, wp->y, u->tgt_sp->x, u->tgt_sp->y);
if (dist != 0)
wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp) - wp->z)) / dist;
}
return w;
}
int
InitEnemyStar(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum], wp;
USERp wu;
int nx, ny, nz, dist, nang;
short w;
// get angle to player and also face player when attacking
sp->ang = nang = NORM_ANGLE(getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y));
nx = sp->x;
ny = sp->y;
nz = SPRITEp_MID(sp);
// Spawn a shot
wp = &sprite[w = SpawnSprite(STAT_MISSILE, STAR1, s_Star, sp->sectnum,
nx, ny, nz, u->tgt_sp->ang, NINJA_STAR_VELOCITY)];
wu = User[w].Data();
//wp->owner = SpriteNum;
SetOwner(SpriteNum, w);
wp->yrepeat = 16;
wp->xrepeat = 16;
wp->shade = -25;
wp->zvel = 0;
wp->ang = nang;
wp->clipdist = 64L>>2;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
MissileSetPos(w, DoStar, 400);
// find the distance to the target (player)
dist = Distance(wp->x, wp->y, u->tgt_sp->x, u->tgt_sp->y);
if (dist != 0)
wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp) - wp->z)) / dist;
//
// Star Power Up Code
//
#if 0
if (sp->pal == PALETTE_PLAYER0)
{
static short dang[] = {-28, 28};
char i;
SPRITEp np;
USERp nu;
short sn;
PlaySound(DIGI_STAR, sp, v3df_none);
for (i = 0; i < SIZ(dang); i++)
{
sn = SpawnSprite(STAT_MISSILE, STAR1, s_Star, sp->sectnum, wp->x, wp->y, wp->z, NORM_ANGLE(wp->ang + dang[i]), wp->xvel);
np = &sprite[sn];
nu = User[sn];
SetOwner(wp->owner, sn);
np->yrepeat = wp->yrepeat;
np->xrepeat = wp->xrepeat;
np->shade = wp->shade;
nu->WeaponNum = wu->WeaponNum;
nu->Radius = wu->Radius;
nu->xchange = wu->xchange;
nu->ychange = wu->ychange;
nu->zchange = 0;
np->zvel = 0;
MissileSetPos(sn, DoStar, 400);
nu->zchange = wu->zchange;
np->zvel = wp->zvel;
}
}
else
#endif
PlaySound(DIGI_STAR, sp, v3df_none);
return w;
}
int
InitEnemyCrossbow(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum], wp;
USERp wu;
int nx, ny, nz, dist, nang;
short w;
// get angle to player and also face player when attacking
sp->ang = nang = NORM_ANGLE(getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y));
nx = sp->x;
ny = sp->y;
nz = SPRITEp_MID(sp)-Z(14);
// Spawn a shot
wp = &sprite[w = SpawnSprite(STAT_MISSILE, CROSSBOLT, &s_CrossBolt[0][0], sp->sectnum,
nx, ny, nz, u->tgt_sp->ang, 800)];
wu = User[w].Data();
//wp->owner = SpriteNum;
SetOwner(SpriteNum, w);
wp->xrepeat = 16;
wp->yrepeat = 26;
wp->shade = -25;
wp->zvel = 0;
wp->ang = nang;
wp->clipdist = 64L>>2;
wu->RotNum = 5;
NewStateGroup(w, &sg_CrossBolt[0]);
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
SET(wu->Flags, SPR_XFLIP_TOGGLE);
MissileSetPos(w, DoStar, 400);
// find the distance to the target (player)
dist = Distance(wp->x, wp->y, u->tgt_sp->x, u->tgt_sp->y);
if (dist != 0)
wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp) - wp->z)) / dist;
//
// Star Power Up Code
//
#if 0
if (sp->pal == PALETTE_PLAYER0)
{
static short dang[] = {-28, 28};
char i;
SPRITEp np;
USERp nu;
short sn;
PlaySound(DIGI_STAR, sp, v3df_none);
for (i = 0; i < SIZ(dang); i++)
{
sn = SpawnSprite(STAT_MISSILE, CROSSBOLT, s_CrossBolt, sp->sectnum, wp->x, wp->y, wp->z, NORM_ANGLE(wp->ang + dang[i]), wp->xvel);
np = &sprite[sn];
nu = User[sn];
SetOwner(wp->owner, sn);
np->yrepeat = wp->yrepeat;
np->xrepeat = wp->xrepeat;
np->shade = wp->shade;
nu->WeaponNum = wu->WeaponNum;
nu->Radius = wu->Radius;
nu->xchange = wu->xchange;
nu->ychange = wu->ychange;
nu->zchange = 0;
np->zvel = 0;
MissileSetPos(sn, DoStar, 400);
nu->zchange = wu->zchange;
np->zvel = wp->zvel;
}
}
else
#endif
PlaySound(DIGI_STAR, sp, v3df_none);
return w;
}
int
InitSkelSpell(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum], wp;
USERp wu;
int nx, ny, nz, dist, nang;
short w;
PlaySound(DIGI_SPELEC, sp, v3df_none);
// get angle to player and also face player when attacking
sp->ang = nang = NORM_ANGLE(getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y));
nx = sp->x;
ny = sp->y;
nz = sp->z - DIV2(SPRITEp_SIZE_Z(sp));
// Spawn a shot
w = SpawnSprite(STAT_MISSILE, ELECTRO_ENEMY, s_Electro, sp->sectnum,
nx, ny, nz, u->tgt_sp->ang, SKEL_ELECTRO_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
//wp->owner = SpriteNum;
SetOwner(SpriteNum, w);
wp->xrepeat -= 20;
wp->yrepeat -= 20;
wp->shade = -40;
wp->zvel = 0;
wp->ang = nang;
wp->clipdist = 64L>>2;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
// find the distance to the target (player)
dist = Distance(nx, ny, u->tgt_sp->x, u->tgt_sp->y);
if (dist != 0)
wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp) - nz)) / dist;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
MissileSetPos(w, DoElectro, 400);
return w;
}
int
InitCoolgFire(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum], wp;
USERp wu;
int nx, ny, nz, dist, nang;
short w;
// get angle to player and also face player when attacking
sp->ang = nang = NORM_ANGLE(getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y));
nx = sp->x;
ny = sp->y;
nz = sp->z - Z(16);
// Spawn a shot
// Inserting and setting up variables
PlaySound(DIGI_CGMAGIC, sp, v3df_follow);
w = SpawnSprite(STAT_MISSILE, COOLG_FIRE, s_CoolgFire, sp->sectnum,
nx, ny, nz, u->tgt_sp->ang, COOLG_FIRE_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
//wp->owner = SpriteNum;
SetOwner(SpriteNum, w);
wp->hitag = LUMINOUS;
wp->yrepeat = 18;
wp->xrepeat = 18;
wp->shade = -40;
wp->zvel = 0;
wp->ang = nang;
wp->clipdist = 32L>>2;
wu->ceiling_dist = Z(4);
wu->floor_dist = Z(4);
if (u->ID == RIPPER_RUN_R0)
wu->spal = wp->pal = 27; // Bright Green
else
wu->spal = wp->pal = 25; // Bright Red
PlaySound(DIGI_MAGIC1, wp, v3df_follow|v3df_doppler);
// find the distance to the target (player)
dist = Distance(nx, ny, u->tgt_sp->x, u->tgt_sp->y);
if (dist != 0)
// (velocity * difference between the target and the throwing star) /
// distance
wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp) - nz)) / dist;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
nx = MulScale(728, bcos(nang), 14);
ny = MulScale(728, bsin(nang), 14);
move_missile(w, nx, ny, 0L, wu->ceiling_dist, wu->floor_dist, 0, 3L);
return w;
}
int DoCoolgDrip(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
u->Counter += 220;
sp->z += u->Counter;
if (sp->z > u->loz - u->floor_dist)
{
sp->z = u->loz - u->floor_dist;
sp->yrepeat = sp->xrepeat = 32;
ChangeState(SpriteNum, s_GoreFloorSplash);
if (u->spal == PALETTE_BLUE_LIGHTING)
PlaySound(DIGI_DRIP, sp, v3df_none);
}
return 0;
}
int
InitCoolgDrip(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum], wp;
USERp wu;
int nx, ny, nz;
short w;
nx = sp->x;
ny = sp->y;
nz = sp->z;
w = SpawnSprite(STAT_MISSILE, COOLG_DRIP, s_CoolgDrip, sp->sectnum,
nx, ny, nz, sp->ang, 0);
wp = &sprite[w];
wu = User[w].Data();
//wp->owner = SpriteNum;
SetOwner(SpriteNum, w);
wp->yrepeat = wp->xrepeat = 20;
wp->shade = -5;
wp->zvel = 0;
wp->clipdist = 16L>>2;
wu->ceiling_dist = Z(4);
wu->floor_dist = Z(4);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
DoFindGroundPoint(SpriteNum);
return w;
}
int
GenerateDrips(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum], wp;
USERp wu;
int nx, ny, nz;
short w = 0;
if ((u->WaitTics-=ACTORMOVETICS) <= 0)
{
if (sp->lotag == 0)
u->WaitTics = RANDOM_P2(256<<8)>>8;
else
u->WaitTics = (sp->lotag * 120) + SEC(RandomRange(3<<8)>>8);
if (TEST_BOOL2(sp))
{
w = SpawnBubble(SpriteNum);
return w;
}
nx = sp->x;
ny = sp->y;
nz = sp->z;
w = SpawnSprite(STAT_SHRAP, COOLG_DRIP, s_CoolgDrip, sp->sectnum,
nx, ny, nz, sp->ang, 0);
wp = &sprite[w];
wu = User[w].Data();
//wp->owner = SpriteNum;
SetOwner(SpriteNum, w);
wp->yrepeat = wp->xrepeat = 20;
wp->shade = -10;
wp->zvel = 0;
wp->clipdist = 16L>>2;
wu->ceiling_dist = Z(4);
wu->floor_dist = Z(4);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
if (TEST_BOOL1(sp))
wu->spal = wp->pal = PALETTE_BLUE_LIGHTING;
DoFindGroundPoint(SpriteNum);
}
return w;
}
int
InitEelFire(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
USERp hu;
SPRITEp sp = User[SpriteNum]->SpriteP;
SPRITEp hp;
2020-10-15 15:45:07 +00:00
int i;
unsigned stat;
int dist, a, b, c;
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
2020-10-15 15:40:22 +00:00
StatIterator it(StatDamageList[stat]);
while ((i = it.NextIndex()) >= 0)
{
hp = &sprite[i];
hu = User[i].Data();
if (i == SpriteNum)
continue;
if (hp != u->tgt_sp)
continue;
if ((unsigned)FindDistance3D(sp->x - hp->x, sp->y - hp->y, sp->z - hp->z) > hu->Radius + u->Radius)
continue;
DISTANCE(hp->x, hp->y, sp->x, sp->y, dist, a, b, c);
if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 600) && FACING_RANGE(hp, sp, 150))
{
PlaySound(DIGI_GIBS1, sp, v3df_none);
DoDamage(i, SpriteNum);
}
else
InitActorReposition(actor);
}
}
return 0;
}
int
InitFireballTrap(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum], wp;
USERp wu;
int nx, ny, nz;
short w;
PlaySound(DIGI_FIREBALL1, sp, v3df_none);
nx = sp->x;
ny = sp->y;
nz = sp->z - SPRITEp_SIZE_Z(sp);
// Spawn a shot
w = SpawnSprite(STAT_MISSILE, FIREBALL, s_Fireball, sp->sectnum, nx, ny, nz,
sp->ang, FIREBALL_TRAP_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
//wp->owner = SpriteNum;
wp->hitag = LUMINOUS; //Always full brightness
SetOwner(SpriteNum, w);
wp->xrepeat -= 20;
wp->yrepeat -= 20;
wp->shade = -40;
wp->clipdist = 32>>2;
wp->zvel = 0;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
wu->WeaponNum = WPN_HOTHEAD;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
return w;
}
int
InitBoltTrap(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum], wp;
USERp wu;
int nx, ny, nz;
short w;
PlaySound(DIGI_RIOTFIRE, sp, v3df_none);
nx = sp->x;
ny = sp->y;
nz = sp->z - SPRITEp_SIZE_Z(sp);
// Spawn a shot
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], sp->sectnum, nx, ny, nz,
sp->ang, BOLT_TRAP_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
//wp->owner = SpriteNum;
SetOwner(SpriteNum, w);
wp->yrepeat = 32;
wp->xrepeat = 32;
wp->shade = -15;
wp->zvel = 0;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
wu->RotNum = 5;
NewStateGroup(w, &sg_Rocket[0]);
wu->Radius = 200;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
return w;
}
int
InitSpearTrap(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum], wp;
USERp wu;
//USERp u = User[SpriteNum].Data();
int nx, ny, nz;
short w;
//short nang;
nx = sp->x;
ny = sp->y;
nz = SPRITEp_MID(sp);
// Spawn a shot
w = SpawnSprite(STAT_MISSILE, CROSSBOLT, &s_CrossBolt[0][0], sp->sectnum, nx, ny, nz, sp->ang, 750);
wp = &sprite[w];
wu = User[w].Data();
//wp->owner = SpriteNum;
SetOwner(SpriteNum, w);
wp->xrepeat = 16;
wp->yrepeat = 26;
wp->shade = -25;
//wp->zvel = 0;
//wp->ang = nang;
wp->clipdist = 64L>>2;
wu->RotNum = 5;
NewStateGroup(w, &sg_CrossBolt[0]);
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
SET(wu->Flags, SPR_XFLIP_TOGGLE);
//MissileSetPos(w, DoStar, 400);
// find the distance to the target (player)
//int dist = Distance(wp->x, wp->y, u->tgt_sp->x, u->tgt_sp->y);
//if (dist != 0)
//wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp) - wp->z)) / dist;
PlaySound(DIGI_STAR, sp, v3df_none);
return w;
}
int
DoSuicide(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
KillSprite(SpriteNum);
return 0;
}
int
DoDefaultStat(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
change_sprite_stat(SpriteNum, STAT_DEFAULT);
return 0;
}
int
InitTracerUzi(PLAYERp pp)
{
if (pp->cursectnum < 0)
return 0;
USERp u = User[pp->PlayerSprite].Data();
SPRITEp wp;
USERp wu;
int nx, ny, nz;
short w;
int oclipdist;
short lat_dist[] = {800,-800};
nx = pp->posx;
ny = pp->posy;
//nz = pp->posz + pp->bob_z + Z(8);
//nz = pp->posz + pp->bob_z + Z(8) + -MulScale(pp->horizon.horiz.asq16(), 72, 16);
nz = pp->posz + Z(8) + -MulScale(pp->horizon.horiz.asq16(), 72, 16);
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, 0, s_Tracer, pp->cursectnum,
nx, ny, nz, pp->angle.ang.asbuild(), TRACER_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
wp->hitag = LUMINOUS; //Always full brightness
//wp->owner = pp->PlayerSprite;
SetOwner(pp->PlayerSprite, w);
wp->yrepeat = 10;
wp->xrepeat = 10;
wp->shade = -40;
wp->zvel = 0;
//wp->zvel = -pp->horizon.horiz.asq16() >> 9;
wp->clipdist = 32 >> 2;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 50;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_INVISIBLE);
oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
wp->ang = NORM_ANGLE(wp->ang + 512);
if (TEST(pp->Flags, PF_TWO_UZI) && pp->WpnUziType == 0)
HelpMissileLateral(w, lat_dist[RANDOM_P2(2<<8)>>8]);
else
HelpMissileLateral(w, lat_dist[0]);
wp->ang = NORM_ANGLE(wp->ang - 512);
if (MissileSetPos(w, DoTracerStart, 800))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
return 0;
}
wp->zvel = xs_CRoundToInt(-MulScaleF(pp->horizon.horiz.asq16(), wp->xvel / 8., 16));
pp->SpriteP->clipdist = oclipdist;
WeaponAutoAim(pp->SpriteP, w, 32, false);
// a bit of randomness
wp->ang = NORM_ANGLE(wp->ang + RandomRange(30) - 15);
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
return 0;
}
int
InitTracerTurret(short SpriteNum, short Operator, fixed_t q16horiz)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = u->SpriteP;
SPRITEp wp;
USERp wu;
int nx, ny, nz;
short w;
nx = sp->x;
ny = sp->y;
nz = sp->z + -MulScale(q16horiz, 72, 16);
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, 0, s_Tracer, sp->sectnum,
nx, ny, nz, sp->ang, TRACER_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
wp->hitag = LUMINOUS; //Always full brightness
if (Operator >= 0)
SetOwner(Operator, w);
wp->yrepeat = 10;
wp->xrepeat = 10;
wp->shade = -40;
wp->zvel = 0;
wp->clipdist = 8 >> 2;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 50;
wu->ceiling_dist = Z(1);
wu->floor_dist = Z(1);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_INVISIBLE);
wp->zvel = xs_CRoundToInt(-MulScaleF(q16horiz, wp->xvel / 8., 16));
WeaponAutoAim(sp, w, 32, false);
// a bit of randomness
wp->ang = NORM_ANGLE(wp->ang + RandomRange(30) - 15);
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
if (SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
return 0;
}
#if 1
int
InitTracerAutoTurret(short SpriteNum, short Operator, int xchange, int ychange, int zchange)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = u->SpriteP;
SPRITEp wp;
USERp wu;
int nx, ny, nz;
short w;
nx = sp->x;
ny = sp->y;
nz = sp->z;
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, 0, s_Tracer, sp->sectnum,
nx, ny, nz, sp->ang, TRACER_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
wp->hitag = LUMINOUS; //Always full brightness
if (Operator >= 0)
SetOwner(Operator, w);
wp->yrepeat = 10;
wp->xrepeat = 10;
wp->shade = -40;
wp->zvel = 0;
wp->clipdist = 8 >> 2;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 50;
wu->ceiling_dist = Z(1);
wu->floor_dist = Z(1);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_INVISIBLE);
wu->xchange = xchange;
wu->ychange = ychange;
wu->zchange = zchange;
if (SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
return 0;
}
#endif
int
BulletHitSprite(SPRITEp sp, short hit_sprite, int hit_x, int hit_y, int hit_z, short ID)
{
vec3_t hit_pos = { hit_x, hit_y, hit_z };
auto actor = &swActors[hit_sprite];
SPRITEp hsp = &sprite[hit_sprite];
USERp hu = User[hit_sprite].Data();
SPRITEp wp;
// USERp wu;
short New;
short id;
// hit a NPC or PC?
if (TEST(hsp->extra, SPRX_PLAYER_OR_ENEMY))
{
// spawn a red splotch
// !FRANK! this if was incorrect - its not who is HIT, its who is SHOOTING
//if(!hu->PlayerP)
if (User[sp - sprite]->PlayerP)
id = UZI_SMOKE;
else if (TEST(User[sp - sprite]->Flags, SPR_SO_ATTACHED))
id = UZI_SMOKE;
else // Spawn NPC uzi with less damage
id = UZI_SMOKE+2;
if (ID>0) id = ID;
New = SpawnSprite(STAT_MISSILE, id, s_UziSmoke, 0, hit_x, hit_y, hit_z, sp->ang, 0);
wp = &sprite[New];
// wu = User[New];
wp->shade = -40;
if (hu->PlayerP)
SET(wp->cstat, CSTAT_SPRITE_INVISIBLE);
switch (hu->ID)
{
case TRASHCAN:
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case ZILLA_RUN_R0:
wp->xrepeat = UZI_SMOKE_REPEAT;
wp->yrepeat = UZI_SMOKE_REPEAT;
if (RANDOM_P2(1024) > 800)
SpawnShrapX(actor);
break;
default:
wp->xrepeat = UZI_SMOKE_REPEAT/3;
wp->yrepeat = UZI_SMOKE_REPEAT/3;
SET(wp->cstat, CSTAT_SPRITE_INVISIBLE);
//wu->spal = wp->pal = PALETTE_RED_LIGHTING;
break;
}
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SetOwner(short(sp - sprite), New);
wp->ang = sp->ang;
setspritez(New, &hit_pos);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
RESET(wp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if ((RANDOM_P2(1024<<5)>>5) < 512+128)
{
if (!hu->PlayerP)
SpawnBlood(hit_sprite, -1, sp->ang, hit_x, hit_y, hit_z);
else
SpawnBlood(hit_sprite, -1, sp->ang, hit_x, hit_y, hit_z+Z(20));
// blood comes out the other side?
if ((RANDOM_P2(1024<<5)>>5) < 256)
{
if (!hu->PlayerP)
SpawnBlood(hit_sprite, -1, NORM_ANGLE(sp->ang+1024),hit_x, hit_y, hit_z);
if (hu->ID != TRASHCAN && hu->ID != ZILLA_RUN_R0)
QueueWallBlood(hit_sprite, sp->ang); //QueueWallBlood needs bullet angle.
}
}
DoHitscanDamage(New, hit_sprite);
return true;
}
return false;
}
int SpawnWallHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z)
{
short w,nw,wall_ang;
short SpriteNum;
SPRITEp sp;
SpriteNum = COVERinsertsprite(hit_sect, STAT_DEFAULT);
sp = &sprite[SpriteNum];
sp->owner = -1;
sp->xrepeat = sp->yrepeat = 16;
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sp->cstat = 0;
sp->pal = 0;
sp->shade = 0;
sp->extra = 0;
sp->clipdist = 0;
sp->xoffset = sp->yoffset = 0;
sp->x = hit_x;
sp->y = hit_y;
sp->z = hit_z;
sp->picnum = 2151;
//SET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_ALIGNMENT_WALL);
SET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
SET(sp->cstat, CSTAT_SPRITE_ONE_SIDED);
w = hit_wall;
nw = wall[w].point2;
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wall[w].x, wall[nw].y - wall[w].y)-512);
sp->ang = NORM_ANGLE(wall_ang + 1024);
//int nx,ny;
//nx = Player[0].angle.ang.bcos(-7);
//ny = Player[0].angle.ang.bsin(-7);
//sp->x -= nx;
//sp->y -= ny;
return SpriteNum;
}
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bool
HitscanSpriteAdjust(short SpriteNum, short hit_wall)
{
SPRITEp sp = &sprite[SpriteNum];
int16_t ang;
int xvect,yvect;
int sectnum;
#if 1
if (hit_wall >= 0)
{
uint16_t const w = hit_wall;
uint16_t const nw = wall[hit_wall].point2;
int16_t const wall_ang = NORM_ANGLE(getangle(wall[nw].x - wall[w].x, wall[nw].y - wall[w].y));
ang = sp->ang = NORM_ANGLE(wall_ang + 512);
}
else
ang = sp->ang;
#endif
#if 0
xvect = bcos(ang, -7);
yvect = bsin(ang, -7);
move_missile(SpriteNum, xvect, yvect, 0L, CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, 4L);
#else
xvect = bcos(ang, 4);
yvect = bsin(ang, 4);
// must have this
sectnum = sp->sectnum;
clipmove(&sp->pos, &sectnum, xvect, yvect, 4L, 4L<<8, 4L<<8, CLIPMASK_MISSILE, 1);
if (sp->sectnum != sectnum)
changespritesect(SpriteNum, sectnum);
#endif
return true;
}
int
InitUzi(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
SPRITEp wp, hsp;
USERp wu;
short daang, j;
hitdata_t hitinfo;
int daz, nz;
int xvect,yvect,zvect;
short cstat = 0;
uint8_t pal = 0;
//static char alternate=0;
static int uziclock=0;
int clockdiff=0;
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bool FireSnd = false;
#define UZIFIRE_WAIT 20
void InitUziShell(PLAYERp);
PlayerUpdateAmmo(pp, u->WeaponNum, -1);
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if (uziclock > PlayClock)
{
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uziclock = PlayClock;
FireSnd = true;
}
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clockdiff = PlayClock - uziclock;
if (clockdiff > UZIFIRE_WAIT)
{
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uziclock = PlayClock;
FireSnd = true;
}
if (FireSnd)
PlaySound(DIGI_UZIFIRE, pp, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
u->Vis = 128;
if (RANDOM_P2(1024) < 400)
InitTracerUzi(pp);
nz = pp->posz + pp->bob_z;
daz = pp->posz + pp->bob_z;
daang = 32;
if (WeaponAutoAimHitscan(pp->SpriteP, &daz, &daang, false) != -1)
{
daang += RandomRange(24) - 12;
daang = NORM_ANGLE(daang);
daz += RandomRange(10000) - 5000;
}
else
{
//daang = NORM_ANGLE(pp->angle.ang.asbuild() + (RandomRange(50) - 25));
daang = NORM_ANGLE(pp->angle.ang.asbuild() + (RandomRange(24) - 12));
daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16) + (RandomRange(24000) - 12000);
}
xvect = bcos(daang);
yvect = bsin(daang);
zvect = daz;
FAFhitscan(pp->posx, pp->posy, nz, pp->cursectnum, // Start position
xvect,yvect,zvect,
&hitinfo, CLIPMASK_MISSILE);
if (hitinfo.sect < 0)
{
return 0;
}
SetVisHigh();
// check to see what you hit
if (hitinfo.sprite < 0 && hitinfo.wall < 0)
{
if (labs(hitinfo.pos.z - sector[hitinfo.sect].ceilingz) <= Z(1))
{
hitinfo.pos.z += Z(16);
SET(cstat, CSTAT_SPRITE_YFLIP);
if (TEST(sector[hitinfo.sect].ceilingstat, CEILING_STAT_PLAX))
return 0;
if (SectorIsUnderwaterArea(hitinfo.sect))
{
WarpToSurface(&hitinfo.sect, &hitinfo.pos.x, &hitinfo.pos.y, &hitinfo.pos.z);
ContinueHitscan(pp, hitinfo.sect, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang, xvect, yvect, zvect);
return 0;
}
}
else if (labs(hitinfo.pos.z - sector[hitinfo.sect].floorz) <= Z(1))
{
if (TEST(sector[hitinfo.sect].extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)
{
SpawnSplashXY(hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z,hitinfo.sect);
if (SectorIsDiveArea(hitinfo.sect))
{
WarpToUnderwater(&hitinfo.sect, &hitinfo.pos.x, &hitinfo.pos.y, &hitinfo.pos.z);
ContinueHitscan(pp, hitinfo.sect, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang, xvect, yvect, zvect);
return 0;
}
return 0;
}
}
}
if (hitinfo.wall >= 0)
{
if (wall[hitinfo.wall].nextsector >= 0)
{
if (TEST(sector[wall[hitinfo.wall].nextsector].ceilingstat, CEILING_STAT_PLAX))
{
if (hitinfo.pos.z < sector[wall[hitinfo.wall].nextsector].ceilingz)
{
return 0;
}
}
}
if (wall[hitinfo.wall].lotag == TAG_WALL_BREAK)
{
HitBreakWall(&wall[hitinfo.wall], hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang, u->ID);
return 0;
}
QueueHole(hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
}
// hit a sprite?
if (hitinfo.sprite >= 0)
{
USERp hu = User[hitinfo.sprite].Data();
hsp = &sprite[hitinfo.sprite];
if (hu) // JBF: added null check
if (hu->ID == TRASHCAN)
{
extern STATE s_TrashCanPain[];
PlaySound(DIGI_TRASHLID, hsp, v3df_none);
if (hu->WaitTics <= 0)
{
hu->WaitTics = SEC(2);
ChangeState(hitinfo.sprite,s_TrashCanPain);
}
}
if (hsp->lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(-1, WPN_UZI, hitinfo.sprite))
return 0;
}
if (TEST(hsp->extra, SPRX_BREAKABLE) && HitBreakSprite(hitinfo.sprite,0))
{
return 0;
}
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
return 0;
// hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{
ShootableSwitch(hitinfo.sprite);
}
}
j = SpawnSprite(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hitinfo.sect, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang, 0);
wp = &sprite[j];
wp->shade = -40;
wp->xrepeat = UZI_SMOKE_REPEAT;
wp->yrepeat = UZI_SMOKE_REPEAT;
SetOwner(pp->PlayerSprite, j);
//SET(wp->cstat, cstat | CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
SET(wp->cstat, cstat | CSTAT_SPRITE_YCENTER);
wp->clipdist = 8 >> 2;
HitscanSpriteAdjust(j, hitinfo.wall);
DoHitscanDamage(j, hitinfo.sprite);
j = SpawnSprite(STAT_MISSILE, UZI_SPARK, s_UziSpark, hitinfo.sect, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang, 0);
wp = &sprite[j];
wu = User[j].Data();
wp->shade = -40;
wp->xrepeat = UZI_SPARK_REPEAT;
wp->yrepeat = UZI_SPARK_REPEAT;
SetOwner(pp->PlayerSprite, j);
wu->spal = wp->pal = pal;
SET(wp->cstat, cstat | CSTAT_SPRITE_YCENTER);
wp->clipdist = 8 >> 2;
HitscanSpriteAdjust(j, hitinfo.wall);
if (RANDOM_P2(1024) < 100)
{
PlaySound(DIGI_RICHOCHET1,wp, v3df_none);
}
else if (RANDOM_P2(1024) < 100)
PlaySound(DIGI_RICHOCHET2,wp, v3df_none);
return 0;
}
// Electro Magnetic Pulse gun
int
InitEMP(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
SPRITEp wp, hsp=nullptr;
USERp wu;
short daang, j;
hitdata_t hitinfo;
int daz, nz;
short cstat = 0;
if (SW_SHAREWARE) return false; // JBF: verify
PlayerUpdateAmmo(pp, u->WeaponNum, -1);
PlaySound(DIGI_RAILFIRE, pp, v3df_dontpan|v3df_doppler);
InitTracerUzi(pp);
//daz = nz = pp->posz + Z(8) + -MulScale(pp->horizon.horiz.asq16(), 72, 16);
//daang = NORM_ANGLE(pp->angle.ang.asbuild() + (RandomRange(50) - 25));
daz = nz = pp->posz + pp->bob_z;
daang = 64;
if (WeaponAutoAimHitscan(pp->SpriteP, &daz, &daang, false) != -1)
{
}
else
{
daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16);
daang = pp->angle.ang.asbuild();
}
FAFhitscan(pp->posx, pp->posy, nz, pp->cursectnum, // Start position
bcos(daang), // X vector of 3D ang
bsin(daang), // Y vector of 3D ang
daz, // Z vector of 3D ang
&hitinfo, CLIPMASK_MISSILE);
j = SpawnSprite(STAT_MISSILE, EMP, s_EMPBurst, hitinfo.sect, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang, 0);
wp = &sprite[j];
wu = User[j].Data();
wu->WaitTics = SEC(7);
wp->shade = -127;
SetOwner(pp->PlayerSprite, j);
SET(wp->cstat, cstat | CSTAT_SPRITE_YCENTER);
wp->clipdist = 8 >> 2;
if (hitinfo.sect < 0)
{
////DSPRINTF(ds,"PROBLEM! - FAFhitscan returned a bad hitinfo.sect");
//MONO_PRINT(ds);
return 0;
}
#if 0
if (TEST(pp->Flags, PF_DIVING) ||
(hitinfo.wall < 0 && hitinfo.sprite < 0 && SectorIsDiveArea(hitinfo.sect))
)
{
InitUziBullet(pp);
return 0;
}
#endif
SetVisHigh();
// check to see what you hit
if (hitinfo.sprite < 0 && hitinfo.wall < 0)
{
if (labs(hitinfo.pos.z - sector[hitinfo.sect].ceilingz) <= Z(1))
{
hitinfo.pos.z += Z(16);
SET(cstat, CSTAT_SPRITE_YFLIP);
if (TEST(sector[hitinfo.sect].ceilingstat, CEILING_STAT_PLAX))
return 0;
}
else if (labs(hitinfo.pos.z - sector[hitinfo.sect].floorz) <= Z(1))
{
if (TEST(sector[hitinfo.sect].extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)
{
SpawnSplashXY(hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z,hitinfo.sect);
return 0;
}
}
}
if (hitinfo.wall >= 0)
{
if (wall[hitinfo.wall].nextsector >= 0)
{
if (TEST(sector[wall[hitinfo.wall].nextsector].ceilingstat, CEILING_STAT_PLAX))
{
if (hitinfo.pos.z < sector[wall[hitinfo.wall].nextsector].ceilingz)
{
return 0;
}
}
}
HitscanSpriteAdjust(j, hitinfo.wall);
if (wall[hitinfo.wall].lotag == TAG_WALL_BREAK)
{
HitBreakWall(&wall[hitinfo.wall], hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang, u->ID);
return 0;
}
}
// hit a sprite?
if (hitinfo.sprite >= 0)
{
hsp = &sprite[hitinfo.sprite];
if (hsp->lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(-1, WPN_UZI, hitinfo.sprite))
return 0;
}
if (TEST(hsp->extra, SPRX_BREAKABLE))
{
HitBreakSprite(hitinfo.sprite,0);
//return(0);
}
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z,0))
//return(0);
// hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{
ShootableSwitch(hitinfo.sprite);
}
if (TEST(hsp->extra, SPRX_PLAYER_OR_ENEMY))
{
// attach weapon to sprite
SetAttach(hitinfo.sprite, j);
wu->sz = sprite[hitinfo.sprite].z - wp->z;
if (RandomRange(1000) > 500)
PlayerSound(DIGI_YOULOOKSTUPID, v3df_follow|v3df_dontpan,pp);
}
else
{
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
{
SET(wu->Flags2, SPR2_ATTACH_WALL);
}
else if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR))
{
// hit floor
if (wp->z > DIV2(wu->hiz + wu->loz))
SET(wu->Flags2, SPR2_ATTACH_FLOOR);
else
SET(wu->Flags2, SPR2_ATTACH_CEILING);
}
else
{
KillSprite(j);
return false;
}
}
}
return 0;
}
int
InitTankShell(short SpriteNum, PLAYERp pp)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = u->SpriteP;
SPRITEp wp;
USERp wu;
short w;
if (!SW_SHAREWARE)
PlaySound(DIGI_CANNON, pp, v3df_dontpan|v3df_doppler);
w = SpawnSprite(STAT_MISSILE, 0, s_TankShell, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, TANK_SHELL_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
SetOwner(pp->PlayerSprite, w);
wp->yrepeat = 8;
wp->xrepeat = 8;
wp->shade = -40;
wp->zvel = 0;
wp->clipdist = 32 >> 2;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 50;
wu->ceiling_dist = Z(4);
wu->floor_dist = Z(4);
SET(wu->Flags2, SPR2_SO_MISSILE);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_INVISIBLE);
wp->zvel = xs_CRoundToInt(-MulScaleF(pp->horizon.horiz.asq16(), wp->xvel / 8., 16));
WeaponAutoAim(sp, w, 64, false);
// a bit of randomness
wp->ang += RandomRange(30) - 15;
wp->ang = NORM_ANGLE(wp->ang);
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
if (SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
return 0;
}
int
InitTurretMicro(short SpriteNum, PLAYERp pp)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = u->SpriteP;
USERp pu = User[pp->PlayerSprite].Data();
USERp wu,hu;
SPRITEp wp,hp;
int nx, ny, nz, dist;
short w;
short i,ang;
TARGET_SORTp ts = TargetSort;
if (SW_SHAREWARE) return false; // JBF: verify
nx = sp->x;
ny = sp->y;
#define MAX_TURRET_MICRO 10
DoPickTarget(pp->SpriteP, 256, false);
if (TargetSortCount > MAX_TURRET_MICRO)
TargetSortCount = MAX_TURRET_MICRO;
for (i = 0; i < MAX_TURRET_MICRO; i++)
{
if (ts < &TargetSort[TargetSortCount] && ts->sprite_num >= 0)
{
hp = &sprite[ts->sprite_num];
hu = User[ts->sprite_num].Data();
ang = getangle(hp->x - nx, hp->y - ny);
ts++;
}
else
{
hp = nullptr;
hu = nullptr;
ang = sp->ang;
}
nz = sp->z;
nz += Z(RandomRange(20)) - Z(10);
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, &s_Micro[0][0], sp->sectnum,
nx, ny, nz, ang, 1200);
wp = &sprite[w];
wu = User[w].Data();
SetOwner(pp->PlayerSprite, w);
wp->yrepeat = 24;
wp->xrepeat = 24;
wp->shade = -15;
wp->zvel = -pp->horizon.horiz.asq16() >> 9;
wp->clipdist = 64L>>2;
// randomize zvelocity
wp->zvel += RandomRange(Z(8)) - Z(5);
wu->RotNum = 5;
NewStateGroup(w, &sg_Micro[0]);
wu->WeaponNum = pu->WeaponNum;
wu->Radius = 200;
wu->ceiling_dist = Z(2);
wu->floor_dist = Z(2);
RESET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_INVISIBLE);
wu->WaitTics = 10 + RandomRange(40);
#define MICRO_ANG 400
if (hp)
{
dist = Distance(wp->x, wp->y, hp->x, hp->y);
if (dist != 0)
{
int zh;
zh = SPRITEp_TOS(hp) + DIV4(SPRITEp_SIZE_Z(hp));
wp->zvel = (wp->xvel * (zh - wp->z)) / dist;
}
wu->WpnGoal = ts->sprite_num;
SET(hu->Flags, SPR_TARGETED);
SET(hu->Flags, SPR_ATTACKED);
}
else
{
wp->ang = NORM_ANGLE(wp->ang + (RandomRange(MICRO_ANG) - DIV2(MICRO_ANG)) - 16);
}
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
}
return 0;
}
int
InitTurretRocket(short SpriteNum, PLAYERp pp)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = u->SpriteP;
SPRITEp wp;
USERp wu;
short w;
if (SW_SHAREWARE) return false; // JBF: verify
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, ROCKET_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
SetOwner(pp->PlayerSprite, w);
wp->yrepeat = 40;
wp->xrepeat = 40;
wp->shade = -40;
wp->zvel = 0;
wp->clipdist = 32 >> 2;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 50;
wu->ceiling_dist = Z(4);
wu->floor_dist = Z(4);
SET(wu->Flags2, SPR2_SO_MISSILE);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
wp->zvel = xs_CRoundToInt(-MulScaleF(pp->horizon.horiz.asq16(), wp->xvel / 8., 16));
WeaponAutoAim(sp, w, 64, false);
// a bit of randomness
//wp->ang += RandomRange(30) - 15;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
if (SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
return 0;
}
int
InitTurretFireball(short SpriteNum, PLAYERp pp)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = u->SpriteP;
SPRITEp wp;
USERp wu;
short w;
if (SW_SHAREWARE) return false; // JBF: verify
w = SpawnSprite(STAT_MISSILE, FIREBALL, s_Fireball, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, FIREBALL_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
SetOwner(pp->PlayerSprite, w);
wp->yrepeat = 40;
wp->xrepeat = 40;
wp->shade = -40;
wp->zvel = 0;
wp->clipdist = 32 >> 2;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 50;
wu->ceiling_dist = Z(4);
wu->floor_dist = Z(4);
SET(wu->Flags2, SPR2_SO_MISSILE);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
wp->zvel = xs_CRoundToInt(-MulScaleF(pp->horizon.horiz.asq16(), wp->xvel / 8., 16));
WeaponAutoAim(sp, w, 64, false);
// a bit of randomness
wp->ang += RandomRange(30) - 15;
wp->ang = NORM_ANGLE(wp->ang);
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
if (SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
return 0;
}
int
InitTurretRail(short SpriteNum, PLAYERp pp)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = u->SpriteP;
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
if (SW_SHAREWARE) return false; // JBF: verify
if (pp->cursectnum < 0)
return 0;
nx = sp->x;
ny = sp->y;
nz = sp->z;
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursectnum,
nx, ny, nz, sp->ang, 1200);
wp = &sprite[w];
wu = User[w].Data();
SetOwner(pp->PlayerSprite, w);
wp->yrepeat = 52;
wp->xrepeat = 52;
wp->shade = -15;
wp->zvel = -pp->horizon.horiz.asq16() >> 9;
wu->RotNum = 5;
NewStateGroup(w, &sg_Rail[0]);
wu->Radius = 200;
wu->ceiling_dist = Z(1);
wu->floor_dist = Z(1);
SET(wu->Flags2, SPR2_SO_MISSILE);
SET(wp->cstat, CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_INVISIBLE);
SET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
wp->clipdist = 64L>>2;
if (WeaponAutoAim(pp->SpriteP, w, 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang);
}
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
return 0;
}
int
InitTurretLaser(short SpriteNum, PLAYERp pp)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = u->SpriteP;
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
if (SW_SHAREWARE) return false; // JBF: verify
if (pp->cursectnum < 0)
return 0;
nx = sp->x;
ny = sp->y;
nz = sp->z;
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursectnum,
nx, ny, nz, sp->ang, 300);
wp = &sprite[w];
wu = User[w].Data();
SetOwner(pp->PlayerSprite, w);
wp->yrepeat = 52;
wp->xrepeat = 52;
wp->shade = -15;
// the slower the missile travels the less of a zvel it needs
wp->zvel = -pp->horizon.horiz.asq16() >> 11;
wu->Radius = 200;
wu->ceiling_dist = Z(1);
wu->floor_dist = Z(1);
SET(wu->Flags2, SPR2_SO_MISSILE);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
wp->clipdist = 64L>>2;
if (WeaponAutoAim(sp, w, 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang);
}
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
return 0;
}
int
InitSobjMachineGun(short SpriteNum, PLAYERp pp)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = u->SpriteP;
short daang;
hitdata_t hitinfo;
short nsect;
int daz;
int nx,ny,nz;
short cstat = 0;
short spark;
//static sound = 0;
//sound = (++sound)&1;
//if (sound == 0)
PlaySound(DIGI_BOATFIRE, pp, v3df_dontpan|v3df_doppler);
nx = sp->x;
ny = sp->y;
daz = nz = sp->z;
nsect = sp->sectnum;
if (RANDOM_P2(1024) < 200)
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InitTracerTurret(short(sp - sprite), pp->PlayerSprite, pp->horizon.horiz.asq16());
daang = 64;
if (WeaponAutoAimHitscan(sp, &daz, &daang, false) != -1)
{
daz += RandomRange(Z(30)) - Z(15);
//daz += 0;
}
else
{
fixed_t q16horiz = pp->horizon.horiz.asq16();
fixed_t horizmin = IntToFixed(-25);
if (q16horiz < horizmin)
q16horiz = horizmin;
daz = -MulScale(q16horiz, 2000, 16) + (RandomRange(Z(80)) - Z(40));
daang = sp->ang;
}
FAFhitscan(nx, ny, nz, nsect, // Start position
bcos(daang), // X vector of 3D ang
bsin(daang), // Y vector of 3D ang
daz, // Z vector of 3D ang
&hitinfo, CLIPMASK_MISSILE);
if (hitinfo.sect < 0)
{
//DSPRINTF(ds,"PROBLEM! - FAFhitscan returned a bad hitinfo.sect");
MONO_PRINT(ds);
return 0;
}
if (hitinfo.sprite < 0 && hitinfo.wall < 0)
{
if (labs(hitinfo.pos.z - sector[hitinfo.sect].ceilingz) <= Z(1))
{
hitinfo.pos.z += Z(16);
SET(cstat, CSTAT_SPRITE_YFLIP);
if (TEST(sector[hitinfo.sect].ceilingstat, CEILING_STAT_PLAX))
return 0;
}
else if (labs(hitinfo.pos.z - sector[hitinfo.sect].floorz) <= Z(1))
{
if (TEST(sector[hitinfo.sect].extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)
{
SpawnSplashXY(hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z,hitinfo.sect);
return 0;
}
}
}
// hit a sprite?
if (hitinfo.sprite >= 0)
{
SPRITEp hsp = &sprite[hitinfo.sprite];
if (sprite[hitinfo.sprite].lotag == TAG_SPRITE_HIT_MATCH)
{
// spawn sparks here and pass the sprite as SO_MISSILE
spark = SpawnBoatSparks(pp, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang);
SET(User[spark]->Flags2, SPR2_SO_MISSILE);
if (MissileHitMatch(spark, -1, hitinfo.sprite))
return 0;
return 0;
}
if (TEST(hsp->extra, SPRX_BREAKABLE))
{
HitBreakSprite(hitinfo.sprite,0);
return 0;
}
if (BulletHitSprite(pp->SpriteP, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
return 0;
// hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{
ShootableSwitch(hitinfo.sprite);
}
}
spark = SpawnBoatSparks(pp, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang);
DoHitscanDamage(spark, hitinfo.sprite);
return 0;
}
int
InitSobjGun(PLAYERp pp)
{
short i;
SPRITEp sp;
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bool first = false;
for (i = 0; pp->sop->sp_num[i] != -1; i++)
{
if (sprite[pp->sop->sp_num[i]].statnum == STAT_SO_SHOOT_POINT)
{
sp = &sprite[pp->sop->sp_num[i]];
// match when firing
if (SP_TAG2(sp))
{
DoMatchEverything(pp, SP_TAG2(sp), -1);
if (TEST_BOOL1(sp))
{
SP_TAG2(sp) = 0;
}
}
// inert shoot point
if ((uint8_t)SP_TAG3(sp) == 255)
return 0;
if (!first)
{
first = true;
if (SP_TAG6(sp))
DoSoundSpotMatch(SP_TAG6(sp), 1, SOUND_OBJECT_TYPE);
}
switch (SP_TAG3(sp))
{
case 32:
case 0:
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SpawnVis(short(sp - sprite), -1, -1, -1, -1, 8);
SpawnBigGunFlames(short(sp - sprite), pp->PlayerSprite, pp->sop);
SetGunQuake(short(sp - sprite));
InitTankShell(short(sp - sprite), pp);
if (!SP_TAG5(sp))
pp->FirePause = 80;
else
pp->FirePause = SP_TAG5(sp);
break;
case 1:
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SpawnVis(short(sp - sprite), -1, -1, -1, -1, 32);
SpawnBigGunFlames(-short(sp - sprite), pp->PlayerSprite, pp->sop);
InitSobjMachineGun(short(sp - sprite), pp);
if (!SP_TAG5(sp))
pp->FirePause = 10;
else
pp->FirePause = SP_TAG5(sp);
break;
case 2:
if (SW_SHAREWARE) break;
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SpawnVis(short(sp - sprite), -1, -1, -1, -1, 32);
InitTurretLaser(short(sp - sprite), pp);
if (!SP_TAG5(sp))
pp->FirePause = 120;
else
pp->FirePause = SP_TAG5(sp);
break;
case 3:
if (SW_SHAREWARE) break;
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SpawnVis(short(sp - sprite), -1, -1, -1, -1, 32);
InitTurretRail(short(sp - sprite), pp);
if (!SP_TAG5(sp))
pp->FirePause = 120;
else
pp->FirePause = SP_TAG5(sp);
break;
case 4:
if (SW_SHAREWARE) break;
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SpawnVis(short(sp - sprite), -1, -1, -1, -1, 32);
InitTurretFireball(short(sp - sprite), pp);
if (!SP_TAG5(sp))
pp->FirePause = 20;
else
pp->FirePause = SP_TAG5(sp);
break;
case 5:
if (SW_SHAREWARE) break;
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SpawnVis(short(sp - sprite), -1, -1, -1, -1, 32);
InitTurretRocket(short(sp - sprite), pp);
if (!SP_TAG5(sp))
pp->FirePause = 100;
else
pp->FirePause = SP_TAG5(sp);
break;
case 6:
if (SW_SHAREWARE) break;
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SpawnVis(short(sp - sprite), -1, -1, -1, -1, 32);
InitTurretMicro(short(sp - sprite), pp);
if (!SP_TAG5(sp))
pp->FirePause = 100;
else
pp->FirePause = SP_TAG5(sp);
break;
}
}
}
return 0;
}
int
SpawnBoatSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang)
{
short j;
SPRITEp wp;
USERp wu;
j = SpawnSprite(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit_sect, hit_x, hit_y, hit_z, hit_ang, 0);
wp = &sprite[j];
wp->shade = -40;
wp->xrepeat = UZI_SMOKE_REPEAT + 12;
wp->yrepeat = UZI_SMOKE_REPEAT + 12;
SetOwner(pp->PlayerSprite, j);
SET(wp->cstat, CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
wp->hitag = LUMINOUS; //Always full brightness
// Sprite starts out with center exactly on wall.
// This moves it back enough to see it at all angles.
wp->clipdist = 32 >> 2;
HitscanSpriteAdjust(j, hit_wall);
j = SpawnSprite(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hit_x, hit_y, hit_z, hit_ang, 0);
wp = &sprite[j];
wu = User[j].Data();
wp->shade = -40;
wp->xrepeat = UZI_SPARK_REPEAT + 10;
wp->yrepeat = UZI_SPARK_REPEAT + 10;
SetOwner(pp->PlayerSprite, j);
wu->spal = wp->pal = PALETTE_DEFAULT;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
wp->clipdist = 32 >> 2;
HitscanSpriteAdjust(j, hit_wall);
if (RANDOM_P2(1024) < 100)
PlaySound(DIGI_RICHOCHET1,wp, v3df_none);
return j;
}
int
SpawnSwordSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang)
{
USERp u = User[pp->PlayerSprite].Data();
short j;
SPRITEp wp;
USERp wu;
j = SpawnSprite(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit_sect, hit_x, hit_y, hit_z, hit_ang, 0);
wp = &sprite[j];
wp->shade = -40;
wp->xrepeat = wp->yrepeat = 20;
SetOwner(pp->PlayerSprite, j);
SET(wp->cstat, CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
wp->hitag = LUMINOUS; //Always full brightness
// Sprite starts out with center exactly on wall.
// This moves it back enough to see it at all angles.
wp->clipdist = 32 >> 2;
if (hit_wall != -1)
HitscanSpriteAdjust(j, hit_wall);
j = SpawnSprite(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hit_x, hit_y, hit_z, hit_ang, 0);
wp = &sprite[j];
wu = User[j].Data();
wp->shade = -40;
wp->xrepeat = wp->yrepeat = 20;
SetOwner(pp->PlayerSprite, j);
wu->spal = wp->pal = PALETTE_DEFAULT;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
if (u->WeaponNum == WPN_FIST)
SET(wp->cstat, CSTAT_SPRITE_INVISIBLE);
wp->clipdist = 32 >> 2;
if (hit_wall != -1)
HitscanSpriteAdjust(j, hit_wall);
return 0;
}
int
SpawnTurretSparks(/*SPRITEp sp, */short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang)
{
//USERp u = User[sp - sprite];
short j;
SPRITEp wp;
USERp wu;
j = SpawnSprite(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit_sect, hit_x, hit_y, hit_z, hit_ang, 0);
wp = &sprite[j];
wp->shade = -40;
wp->xrepeat = UZI_SMOKE_REPEAT + 12;
wp->yrepeat = UZI_SMOKE_REPEAT + 12;
SET(wp->cstat, CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
wp->hitag = LUMINOUS; //Always full brightness
// Sprite starts out with center exactly on wall.
// This moves it back enough to see it at all angles.
wp->clipdist = 32 >> 2;
HitscanSpriteAdjust(j, hit_wall);
j = SpawnSprite(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hit_x, hit_y, hit_z, hit_ang, 0);
wp = &sprite[j];
wu = User[j].Data();
wp->shade = -40;
wp->xrepeat = UZI_SPARK_REPEAT + 10;
wp->yrepeat = UZI_SPARK_REPEAT + 10;
wu->spal = wp->pal = PALETTE_DEFAULT;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
wp->clipdist = 32 >> 2;
HitscanSpriteAdjust(j, hit_wall);
if (RANDOM_P2(1024) < 100)
PlaySound(DIGI_RICHOCHET1, wp, v3df_none);
return j;
}
int
SpawnShotgunSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang)
{
short j;
SPRITEp wp;
USERp wu;
j = SpawnSprite(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hit_x, hit_y, hit_z, hit_ang, 0);
wp = &sprite[j];
wu = User[j].Data();
wp->shade = -40;
wp->xrepeat = UZI_SPARK_REPEAT;
wp->yrepeat = UZI_SPARK_REPEAT;
SetOwner(pp->PlayerSprite, j);
wu->spal = wp->pal = PALETTE_DEFAULT;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
wp->clipdist = 32 >> 2;
HitscanSpriteAdjust(j, hit_wall);
j = SpawnSprite(STAT_MISSILE, SHOTGUN_SMOKE, s_ShotgunSmoke, hit_sect, hit_x, hit_y, hit_z, hit_ang, 0);
wp = &sprite[j];
wp->shade = -40;
wp->xrepeat = SHOTGUN_SMOKE_REPEAT;
wp->yrepeat = SHOTGUN_SMOKE_REPEAT;
SetOwner(pp->PlayerSprite, j);
SET(wp->cstat, CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
wp->hitag = LUMINOUS; //Always full brightness
// Sprite starts out with center exactly on wall.
// This moves it back enough to see it at all angles.
wp->clipdist = 32 >> 2;
HitscanSpriteAdjust(j, hit_wall);
return j;
}
int
InitTurretMgun(SECTOR_OBJECTp sop)
{
SPRITEp hsp;
short daang, i, j;
hitdata_t hitinfo;
short nsect;
int daz;
int nx,ny,nz;
short cstat = 0;
short delta;
SPRITEp sp;
int xvect,yvect,zvect;
PlaySound(DIGI_BOATFIRE, &sop->pmid, v3df_dontpan|v3df_doppler);
for (i = 0; sop->sp_num[i] != -1; i++)
{
if (sprite[sop->sp_num[i]].statnum == STAT_SO_SHOOT_POINT)
{
sp = &sprite[sop->sp_num[i]];
nx = sp->x;
ny = sp->y;
daz = nz = sp->z;
nsect = sp->sectnum;
// if its not operated by a player
if (sop->Animator)
{
// only auto aim for Z
daang = 512;
if ((hitinfo.sprite = WeaponAutoAimHitscan(sp, &daz, &daang, false)) != -1)
{
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delta = short(abs(getincangle(sp->ang, daang)));
if (delta > 128)
{
// don't shoot if greater than 128
return 0;
}
else if (delta > 24)
{
// always shoot the ground when tracking
// and not close
WeaponHitscanShootFeet(sp, &sprite[hitinfo.sprite], &daz);
daang = sp->ang;
daang = NORM_ANGLE(daang + RANDOM_P2(32) - 16);
}
else
{
// randomize the z for shots
daz += RandomRange(Z(120)) - Z(60);
// never auto aim the angle
daang = sp->ang;
daang = NORM_ANGLE(daang + RANDOM_P2(64) - 32);
}
}
}
else
{
daang = 64;
if (WeaponAutoAimHitscan(sp, &daz, &daang, false) != -1)
{
daz += RandomRange(Z(30)) - Z(15);
}
}
xvect = bcos(daang);
yvect = bsin(daang);
zvect = daz;
FAFhitscan(nx, ny, nz, nsect, // Start position
xvect, yvect, zvect,
&hitinfo, CLIPMASK_MISSILE);
if (RANDOM_P2(1024) < 400)
{
InitTracerAutoTurret(sop->sp_num[i], -1,
xvect>>4, yvect>>4, zvect>>4);
}
if (hitinfo.sect < 0)
continue;
if (hitinfo.sprite < 0 && hitinfo.wall < 0)
{
if (labs(hitinfo.pos.z - sector[hitinfo.sect].ceilingz) <= Z(1))
{
hitinfo.pos.z += Z(16);
SET(cstat, CSTAT_SPRITE_YFLIP);
if (TEST(sector[hitinfo.sect].ceilingstat, CEILING_STAT_PLAX))
continue;
}
else if (labs(hitinfo.pos.z - sector[hitinfo.sect].floorz) <= Z(1))
{
if (TEST(sector[hitinfo.sect].extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)
{
SpawnSplashXY(hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z,hitinfo.sect);
continue;
}
}
}
if (hitinfo.wall >= 0)
{
if (wall[hitinfo.wall].nextsector >= 0)
{
if (TEST(sector[wall[hitinfo.wall].nextsector].ceilingstat, CEILING_STAT_PLAX))
{
if (hitinfo.pos.z < sector[wall[hitinfo.wall].nextsector].ceilingz)
{
return 0;
}
}
}
if (wall[hitinfo.wall].lotag == TAG_WALL_BREAK)
{
HitBreakWall(&wall[hitinfo.wall], hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang, 0);
continue;
}
QueueHole(hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
}
// hit a sprite?
if (hitinfo.sprite >= 0)
{
hsp = &sprite[hitinfo.sprite];
if (hsp->lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(-1, WPN_UZI, hitinfo.sprite))
continue;
}
if (TEST(hsp->extra, SPRX_BREAKABLE))
{
HitBreakSprite(hitinfo.sprite,0);
continue;
}
if (BulletHitSprite(sp, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
continue;
// hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{
ShootableSwitch(hitinfo.sprite);
}
}
j = SpawnTurretSparks(/*sp, */hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang);
DoHitscanDamage(j, hitinfo.sprite);
}
}
return 0;
}
int
InitEnemyUzi(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP,wp;
USERp wu;
short daang, j;
hitdata_t hitinfo = { { -2, -2, -2 }, -2, -2, -2 };
int daz;
int zh;
void InitUziShell(PLAYERp);
static short alternate;
// Make sprite shade brighter
u->Vis = 128;
setspritez(SpriteNum, &sp->pos);
if (u->ID == ZILLA_RUN_R0)
{
zh = SPRITEp_TOS(sp);
zh += Z(20);
}
else
{
zh = SPRITEp_SIZE_Z(sp);
zh -= DIV4(zh);
}
daz = sp->z - zh;
if (AimHitscanToTarget(sp, &daz, &daang, 200) != -1)
{
// set angle to player and also face player when attacking
sp->ang = daang;
daang += RandomRange(24) - 12;
daang = NORM_ANGLE(daang);
daz += RandomRange(Z(40)) - Z(20);
}
else
{
// couldn't shoot target for some reason
// don't bother wasting processing 50% of the time
if (RANDOM_P2(1024) < 512)
return 0;
daz = 0;
daang = NORM_ANGLE(sp->ang + (RANDOM_P2(128)) - 64);
}
FAFhitscan(sp->x, sp->y, sp->z - zh, sp->sectnum, // Start position
bcos(daang), // X vector of 3D ang
bsin(daang), // Y vector of 3D ang
daz, // Z vector of 3D ang
&hitinfo, CLIPMASK_MISSILE);
if (hitinfo.sect < 0)
return 0;
if (RANDOM_P2(1024<<4)>>4 > 700)
{
if (u->ID == TOILETGIRL_R0 || u->ID == WASHGIRL_R0 || u->ID == CARGIRL_R0)
SpawnShell(SpriteNum,-3);
else
SpawnShell(SpriteNum,-2); // Enemy Uzi shell
}
if ((alternate++)>2) alternate = 0;
if (!alternate)
{
if (sp->pal == PALETTE_PLAYER3 || sp->pal == PALETTE_PLAYER5 ||
sp->pal == PAL_XLAT_LT_GREY || sp->pal == PAL_XLAT_LT_TAN)
PlaySound(DIGI_M60, sp, v3df_none);
else
PlaySound(DIGI_NINJAUZIATTACK, sp, v3df_none);
}
if (hitinfo.wall >= 0)
{
if (wall[hitinfo.wall].nextsector >= 0)
{
if (TEST(sector[wall[hitinfo.wall].nextsector].ceilingstat, CEILING_STAT_PLAX))
{
if (hitinfo.pos.z < sector[wall[hitinfo.wall].nextsector].ceilingz)
{
return 0;
}
}
}
if (wall[hitinfo.wall].lotag == TAG_WALL_BREAK)
{
HitBreakWall(&wall[hitinfo.wall], hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang, u->ID);
return 0;
}
QueueHole(hitinfo.sect,hitinfo.wall,hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z);
}
if (hitinfo.sprite >= 0)
{
if (BulletHitSprite(sp, hitinfo.sprite, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, 0))
return 0;
}
j = SpawnSprite(STAT_MISSILE, UZI_SMOKE+2, s_UziSmoke, hitinfo.sect, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang, 0);
wp = &sprite[j];
wp->shade = -40;
wp->xrepeat = UZI_SMOKE_REPEAT;
wp->yrepeat = UZI_SMOKE_REPEAT;
if (u->ID == ZOMBIE_RUN_R0)
SetOwner(sp->owner, j);
else
SetOwner(SpriteNum, j);
User[j]->WaitTics = 63;
//SET(wp->cstat, CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
wp->clipdist = 32L >> 2;
//HitscanSpriteAdjust(j, hitinfo.wall);
j = SpawnSprite(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hitinfo.sect, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang, 0);
wp = &sprite[j];
wp->shade = -40;
wp->xrepeat = UZI_SMOKE_REPEAT;
wp->yrepeat = UZI_SMOKE_REPEAT;
SetOwner(SpriteNum, j);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
wp->clipdist = 8 >> 2;
HitscanSpriteAdjust(j, hitinfo.wall);
DoHitscanDamage(j, hitinfo.sprite);
j = SpawnSprite(STAT_MISSILE, UZI_SPARK, s_UziSpark, hitinfo.sect, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang, 0);
wp = &sprite[j];
wu = User[j].Data();
wp->shade = -40;
wp->xrepeat = UZI_SPARK_REPEAT;
wp->yrepeat = UZI_SPARK_REPEAT;
SetOwner(SpriteNum, j);
wu->spal = wp->pal;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
wp->clipdist = 8 >> 2;
HitscanSpriteAdjust(j, hitinfo.wall);
if (RANDOM_P2(1024) < 100)
{
PlaySound(DIGI_RICHOCHET1,wp, v3df_none);
}
else if (RANDOM_P2(1024) < 100)
PlaySound(DIGI_RICHOCHET2,wp, v3df_none);
return 0;
}
int
InitGrenade(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
int zvel;
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bool auto_aim = false;
DoPlayerBeginRecoil(pp, GRENADE_RECOIL_AMT);
PlayerUpdateAmmo(pp, u->WeaponNum, -1);
PlaySound(DIGI_30MMFIRE, pp, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
u->Vis = 128;
if (pp->cursectnum < 0)
return 0;
nx = pp->posx;
ny = pp->posy;
nz = pp->posz + pp->bob_z + Z(8);
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, GRENADE, &s_Grenade[0][0], pp->cursectnum,
nx, ny, nz, pp->angle.ang.asbuild(), GRENADE_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
// don't throw it as far if crawling
if (TEST(pp->Flags, PF_CRAWLING))
{
wp->xvel -= DIV4(wp->xvel);
}
wu->RotNum = 5;
NewStateGroup(w, &sg_Grenade[0]);
SET(wu->Flags, SPR_XFLIP_TOGGLE);
SetOwner(pp->PlayerSprite, w);
wp->yrepeat = 32;
wp->xrepeat = 32;
wp->shade = -15;
//wp->clipdist = 80L>>2;
wp->clipdist = 32L>>2;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 200;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
wu->Counter = 0;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_BLOCK);
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
wp->zvel = -pp->horizon.horiz.asq16() >> 9;
////DSPRINTF(ds,"horiz %d, ho %d, ho+ho %d", pp->horizon.horiz.asbuild()), pp->horizon.horizoff.asbuild()), pp->horizon.horizoff.asbuild() + pp->horizon.horiz.asbuild());
//MONO_PRINT(ds);
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auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
wp->ang = NORM_ANGLE(wp->ang + 512);
HelpMissileLateral(w, 800);
wp->ang = NORM_ANGLE(wp->ang - 512);
// don't do smoke for this movement
SET(wu->Flags, SPR_BOUNCE);
MissileSetPos(w, DoGrenade, 1000);
RESET(wu->Flags, SPR_BOUNCE);
pp->SpriteP->clipdist = oclipdist;
// int dist;
//dist = FindDistance2D(pp->xvect, pp->yvect)>>12;
//dist = dist - (dist/2);
zvel = wp->zvel;
if (WeaponAutoAim(pp->SpriteP, w, 32, false) >= 0)
{
auto_aim = true;
}
wp->zvel = zvel;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
if (!auto_aim)
{
// adjust xvel according to player velocity
wu->xchange += pp->xvect>>14;
wu->ychange += pp->yvect>>14;
}
wu->Counter2 = true; // Phosphorus Grenade
return 0;
}
int
InitSpriteGrenade(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
PlaySound(DIGI_30MMFIRE, sp, v3df_dontpan|v3df_doppler);
nx = sp->x;
ny = sp->y;
nz = sp->z - Z(40);
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, GRENADE, &s_Grenade[0][0], sp->sectnum,
nx, ny, nz, sp->ang, GRENADE_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
wu->RotNum = 5;
NewStateGroup(w, &sg_Grenade[0]);
SET(wu->Flags, SPR_XFLIP_TOGGLE);
if (u->ID == ZOMBIE_RUN_R0)
SetOwner(sp->owner, w);
else
SetOwner(SpriteNum, w);
wp->yrepeat = 32;
wp->xrepeat = 32;
wp->shade = -15;
//wp->clipdist = 80L>>2;
wp->clipdist = 32L>>2;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 200;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
wu->Counter = 0;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_BLOCK);
//wp->zvel = (-RandomRange(100) * HORIZ_MULT);
wp->zvel = -2000;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
wp->ang = NORM_ANGLE(wp->ang + 512);
HelpMissileLateral(w, 800);
wp->ang = NORM_ANGLE(wp->ang - 512);
// don't do smoke for this movement
SET(wu->Flags, SPR_BOUNCE);
MissileSetPos(w, DoGrenade, 400);
RESET(wu->Flags, SPR_BOUNCE);
return 0;
}
int
InitMine(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
int dot;
PlayerUpdateAmmo(pp, u->WeaponNum, -1);
PlaySound(DIGI_MINETHROW, pp, v3df_dontpan|v3df_doppler);
if (pp->cursectnum < 0)
return 0;
nx = pp->posx;
ny = pp->posy;
nz = pp->posz + pp->bob_z + Z(8);
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, MINE, s_Mine, pp->cursectnum,
nx, ny, nz, pp->angle.ang.asbuild(), MINE_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
SetOwner(pp->PlayerSprite, w);
wp->yrepeat = 32;
wp->xrepeat = 32;
wp->shade = -15;
wp->clipdist = 128L>>2;
wp->zvel = -pp->horizon.horiz.asq16() >> 9;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 200;
wu->ceiling_dist = Z(5);
wu->floor_dist = Z(5);
wu->Counter = 0;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
RESET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
wu->spal = wp->pal = User[pp->PlayerSprite]->spal; // Set sticky color
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
//wp->zvel = -pp->horizon.horiz.asq16() >> 9;
MissileSetPos(w, DoMine, 800);
wu->zchange = wp->zvel>>1;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
dot = DOT_PRODUCT_2D(pp->xvect, pp->yvect, pp->angle.ang.bcos(), pp->angle.ang.bsin());
// don't adjust for strafing
if (labs(dot) > 10000)
{
// adjust xvel according to player velocity
wu->xchange += pp->xvect>>13;
wu->ychange += pp->yvect>>13;
}
return 0;
}
int
InitEnemyMine(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
PlaySound(DIGI_MINETHROW, sp, v3df_dontpan|v3df_doppler);
nx = sp->x;
ny = sp->y;
nz = sp->z - Z(40);
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, MINE, s_Mine, sp->sectnum,
nx, ny, nz, sp->ang, MINE_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
SetOwner(SpriteNum, w);
wp->yrepeat = 32;
wp->xrepeat = 32;
wp->shade = -15;
wp->clipdist = 128L>>2;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 200;
wu->ceiling_dist = Z(5);
wu->floor_dist = Z(5);
wu->Counter = 0;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
RESET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
wu->spal = wp->pal = User[SpriteNum]->spal; // Set sticky color
if (SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
MissileSetPos(w, DoMine, 300);
wp->ang = NORM_ANGLE(wp->ang-512);
MissileSetPos(w, DoMine, 300);
wp->ang = NORM_ANGLE(wp->ang+512);
wu->zchange = -5000;
//CON_Message("change = %ld",wu->zchange);
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
return 0;
}
int
HelpMissileLateral(int16_t Weapon, int dist)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
int xchange, ychange;
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auto old_xvel = sp->xvel;
auto old_clipdist = sp->clipdist;
sp->xvel = dist;
xchange = MOVEx(sp->xvel, sp->ang);
ychange = MOVEy(sp->xvel, sp->ang);
sp->clipdist = 32L >> 2;
//u->ret = move_missile(Weapon, xchange, ychange, 0, Z(16), Z(16), CLIPMASK_MISSILE, 1);
u->ret = move_missile(Weapon, xchange, ychange, 0, Z(16), Z(16), 0, 1);
// !JIM! Should this be fatal, it seems to fail check alot, but doesn't crash game or anything
// when I commented it out.
// ASSERT(!u->ret);
sp->xvel = old_xvel;
sp->clipdist = old_clipdist;
sp->backuppos();
return 0;
}
int
InitFireball(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
SPRITEp wp;
int nx = 0, ny = 0, nz;
short w;
USERp wu;
int zvel;
PlayerUpdateAmmo(pp, WPN_HOTHEAD, -1);
PlaySound(DIGI_HEADFIRE, pp, v3df_none);
// Make sprite shade brighter
u->Vis = 128;
if (pp->cursectnum < 0)
return 0;
nx += pp->posx;
ny += pp->posy;
nz = pp->posz + pp->bob_z + Z(15);
w = SpawnSprite(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursectnum, nx, ny, nz, pp->angle.ang.asbuild(), FIREBALL_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
wp->hitag = LUMINOUS; //Always full brightness
wp->xrepeat = 40;
wp->yrepeat = 40;
wp->shade = -40;
wp->clipdist = 32>>2;
SetOwner(pp->PlayerSprite, w);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
wu->Radius = 100;
wu->ceiling_dist = Z(6);
wu->floor_dist = Z(6);
//zvel = -MulScale(pp->horizon.horiz.asq16(), 100 + ADJUST, 16);
zvel = -MulScale(pp->horizon.horiz.asq16(), 240, 16);
//wu->RotNum = 5;
//NewStateGroup(w, &sg_Fireball);
//SET(wu->Flags, SPR_XFLIP_TOGGLE);
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
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auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
wp->ang = NORM_ANGLE(wp->ang + 512);
HelpMissileLateral(w, 2100);
wp->ang = NORM_ANGLE(wp->ang - 512);
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
if (TestMissileSetPos(w, DoFireball, 1200, MulScale(zvel,44000, 16)))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
return 0;
}
pp->SpriteP->clipdist = oclipdist;
wp->zvel = zvel >> 1;
if (WeaponAutoAimZvel(pp->SpriteP, w, &zvel, 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang - 9);
}
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = zvel;
return 0;
}
int
InitEnemyFireball(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = User[SpriteNum]->SpriteP, fp = nullptr;
SPRITEp wp;
int nz, dist;
int size_z;
short w;
USERp wu;
SPRITEp tsp;
int i, targ_z, xchange, ychange;
static short lat_ang[] =
{
512, -512
};
ASSERT(SpriteNum >= 0);
tsp = u->tgt_sp;
PlaySound(DIGI_FIREBALL1, sp, v3df_none);
// get angle to player and also face player when attacking
sp->ang = NORM_ANGLE(getangle(tsp->x - sp->x, tsp->y - sp->y));
size_z = Z(SPRITEp_SIZE_Y(sp));
//nz = sp->z - size_z + DIV4(size_z) + DIV8(size_z);
nz = sp->z - size_z + DIV4(size_z) + DIV8(size_z) + Z(4);
xchange = MOVEx(GORO_FIREBALL_VELOCITY, sp->ang);
ychange = MOVEy(GORO_FIREBALL_VELOCITY, sp->ang);
for (i = 0; i < 2; i++)
{
w = SpawnSprite(STAT_MISSILE, GORO_FIREBALL, s_Fireball, sp->sectnum,
sp->x, sp->y, nz, sp->ang, GORO_FIREBALL_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
wp->hitag = LUMINOUS; //Always full brightness
wp->xrepeat = 20;
wp->yrepeat = 20;
wp->shade = -40;
//wp->owner = SpriteNum;
SetOwner(SpriteNum, w);
wp->zvel = 0;
wp->clipdist = 16>>2;
wp->ang = NORM_ANGLE(wp->ang + lat_ang[i]);
HelpMissileLateral(w, 500L);
wp->ang = NORM_ANGLE(wp->ang - lat_ang[i]);
wu->xchange = xchange;
wu->ychange = ychange;
//MissileSetPos(w, DoFireball, 700);
MissileSetPos(w, DoFireball, 700);
if (i == 0)
{
// back up first one
fp = wp;
// find the distance to the target (player)
dist = ksqrt(SQ(wp->x - tsp->x) + SQ(wp->y - tsp->y));
//dist = Distance(wp->x, wp->y, tsp->x, tsp->y);
// Determine target Z value
//targ_z = tsp->z - Z(SPRITEp_SIZE_Y(sp)) + Z(DIV2(SPRITEp_SIZE_Y(sp)));
//targ_z = tsp->z;
targ_z = tsp->z - DIV2(Z(SPRITEp_SIZE_Y(sp)));
// (velocity * difference between the target and the throwing star) /
// distance
if (dist != 0)
wu->zchange = wp->zvel = (GORO_FIREBALL_VELOCITY * (targ_z - wp->z)) / dist;
}
else
{
// use the first calculations so the balls stay together
wu->zchange = wp->zvel = fp->zvel;
}
}
return 0;
}
///////////////////////////////////////////////////////////////////////////////
// for hitscans or other uses
///////////////////////////////////////////////////////////////////////////////
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bool
WarpToUnderwater(short *sectnum, int *x, int *y, int *z)
{
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int i;
SECT_USERp sectu = SectUser[*sectnum].Data();
SPRITEp under_sp = nullptr, over_sp = nullptr;
bool Found = false;
short over, under;
int sx, sy;
// 0 not valid for water match tags
if (sectu->number == 0)
return false;
// search for DIVE_AREA "over" sprite for reference point
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StatIterator it(STAT_DIVE_AREA);
while ((i = it.NextIndex()) >= 0)
{
over_sp = &sprite[i];
if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
SectUser[over_sp->sectnum].Data() &&
SectUser[over_sp->sectnum]->number == sectu->number)
{
Found = true;
break;
}
}
ASSERT(Found);
Found = false;
// search for UNDERWATER "under" sprite for reference point
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it.Reset(STAT_UNDERWATER);
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while ((i = it.NextIndex()) >= 0)
{
under_sp = &sprite[i];
if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
SectUser[under_sp->sectnum].Data() &&
SectUser[under_sp->sectnum]->number == sectu->number)
{
Found = true;
break;
}
}
ASSERT(Found);
// get the offset from the sprite
sx = over_sp->x - *x;
sy = over_sp->y - *y;
// update to the new x y position
*x = under_sp->x - sx;
*y = under_sp->y - sy;
over = over_sp->sectnum;
under = under_sp->sectnum;
if (GetOverlapSector(*x, *y, &over, &under) == 2)
{
*sectnum = under;
}
else
{
*sectnum = under;
}
*z = sector[under_sp->sectnum].ceilingz + Z(1);
return true;
}
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bool
WarpToSurface(short *sectnum, int *x, int *y, int *z)
{
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int i;
SECT_USERp sectu = SectUser[*sectnum].Data();
short over, under;
int sx, sy;
SPRITEp under_sp = nullptr, over_sp = nullptr;
bool Found = false;
// 0 not valid for water match tags
if (sectu->number == 0)
return false;
// search for UNDERWATER "under" sprite for reference point
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StatIterator it(STAT_UNDERWATER);
while ((i = it.NextIndex()) >= 0)
{
under_sp = &sprite[i];
if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
SectUser[under_sp->sectnum].Data() &&
SectUser[under_sp->sectnum]->number == sectu->number)
{
Found = true;
break;
}
}
ASSERT(Found);
Found = false;
// search for DIVE_AREA "over" sprite for reference point
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it.Reset(STAT_DIVE_AREA);
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while ((i = it.NextIndex()) >= 0)
{
over_sp = &sprite[i];
if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
SectUser[over_sp->sectnum].Data() &&
SectUser[over_sp->sectnum]->number == sectu->number)
{
Found = true;
break;
}
}
ASSERT(Found);
// get the offset from the under sprite
sx = under_sp->x - *x;
sy = under_sp->y - *y;
// update to the new x y position
*x = over_sp->x - sx;
*y = over_sp->y - sy;
over = over_sp->sectnum;
under = under_sp->sectnum;
if (GetOverlapSector(*x, *y, &over, &under))
{
*sectnum = over;
}
*z = sector[over_sp->sectnum].floorz - Z(2);
//MissileWaterAdjust(sp - sprite);
return true;
}
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bool
SpriteWarpToUnderwater(SPRITEp sp)
{
USERp u = User[sp - sprite].Data();
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int i;
SECT_USERp sectu = SectUser[sp->sectnum].Data();
SPRITEp under_sp = nullptr, over_sp = nullptr;
bool Found = false;
short over, under;
int sx, sy;
// 0 not valid for water match tags
if (sectu->number == 0)
return false;
// search for DIVE_AREA "over" sprite for reference point
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StatIterator it(STAT_DIVE_AREA);
while ((i = it.NextIndex()) >= 0)
{
over_sp = &sprite[i];
if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
SectUser[over_sp->sectnum].Data() &&
SectUser[over_sp->sectnum]->number == sectu->number)
{
Found = true;
break;
}
}
ASSERT(Found);
Found = false;
// search for UNDERWATER "under" sprite for reference point
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it.Reset(STAT_UNDERWATER);
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while ((i = it.NextIndex()) >= 0)
{
under_sp = &sprite[i];
if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
SectUser[under_sp->sectnum].Data() &&
SectUser[under_sp->sectnum]->number == sectu->number)
{
Found = true;
break;
}
}
ASSERT(Found);
// get the offset from the sprite
sx = over_sp->x - sp->x;
sy = over_sp->y - sp->y;
// update to the new x y position
sp->x = under_sp->x - sx;
sp->y = under_sp->y - sy;
over = over_sp->sectnum;
under = under_sp->sectnum;
if (GetOverlapSector(sp->x, sp->y, &over, &under) == 2)
{
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changespritesect(short(sp - sprite), under);
}
else
{
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changespritesect(short(sp - sprite), over);
}
//sp->z = sector[under_sp->sectnum].ceilingz + Z(6);
sp->z = sector[under_sp->sectnum].ceilingz + u->ceiling_dist+Z(1);
sp->backuppos();
return true;
}
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bool
SpriteWarpToSurface(SPRITEp sp)
{
USERp u = User[sp - sprite].Data();
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int i;
SECT_USERp sectu = SectUser[sp->sectnum].Data();
short over, under;
int sx, sy;
SPRITEp under_sp = nullptr, over_sp = nullptr;
bool Found = false;
// 0 not valid for water match tags
if (sectu->number == 0)
return false;
// search for UNDERWATER "under" sprite for reference point
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StatIterator it(STAT_UNDERWATER);
while ((i = it.NextIndex()) >= 0)
{
under_sp = &sprite[i];
if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
SectUser[under_sp->sectnum].Data() &&
SectUser[under_sp->sectnum]->number == sectu->number)
{
Found = true;
break;
}
}
ASSERT(Found);
if (under_sp->lotag == 0)
return false;
Found = false;
// search for DIVE_AREA "over" sprite for reference point
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it.Reset(STAT_DIVE_AREA);
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while ((i = it.NextIndex()) >= 0)
{
over_sp = &sprite[i];
if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
SectUser[over_sp->sectnum].Data() &&
SectUser[over_sp->sectnum]->number == sectu->number)
{
Found = true;
break;
}
}
ASSERT(Found);
// get the offset from the under sprite
sx = under_sp->x - sp->x;
sy = under_sp->y - sp->y;
// update to the new x y position
sp->x = over_sp->x - sx;
sp->y = over_sp->y - sy;
over = over_sp->sectnum;
under = under_sp->sectnum;
if (GetOverlapSector(sp->x, sp->y, &over, &under))
{
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changespritesect(short(sp - sprite), over);
}
sp->z = sector[over_sp->sectnum].floorz - Z(2);
// set z range and wade depth so we know how high to set view
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DoActorZrange(short(sp - sprite));
MissileWaterAdjust(short(sp - sprite));
sp->backuppos();
return true;
}
int
SpawnSplash(short SpriteNum)
{
USERp u = User[SpriteNum].Data(), wu;
SPRITEp sp = User[SpriteNum]->SpriteP, wp;
short w;
SECT_USERp sectu = SectUser[sp->sectnum].Data();
SECTORp sectp = &sector[sp->sectnum];
if (Prediction)
return 0;
if (sectu && (TEST(sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_NONE))
return 0;
if (sectu && TEST(sectp->floorstat, FLOOR_STAT_PLAX))
return 0;
PlaySound(DIGI_SPLASH1, sp, v3df_none);
DoActorZrange(SpriteNum);
MissileWaterAdjust(SpriteNum);
w = SpawnSprite(STAT_MISSILE, SPLASH, s_Splash, sp->sectnum, sp->x, sp->y, u->loz, sp->ang, 0);
wp = &sprite[w];
wu = User[w].Data();
if (sectu && TEST(sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
wu->spal = wp->pal = PALETTE_RED_LIGHTING;
wp->xrepeat = 45;
wp->yrepeat = 42;
wp->shade = sector[sp->sectnum].floorshade - 10;
return 0;
}
int
SpawnSplashXY(int hit_x, int hit_y, int hit_z, short sectnum)
{
USERp wu;
SPRITEp wp;
short w;
//short sectnum=0;
SECT_USERp sectu;
SECTORp sectp;
if (Prediction)
return 0;
sectu = SectUser[sectnum].Data();
sectp = &sector[sectnum];
if (sectu && (TEST(sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_NONE))
return 0;
if (sectu && TEST(sectp->floorstat, FLOOR_STAT_PLAX))
return 0;
w = SpawnSprite(STAT_MISSILE, SPLASH, s_Splash, sectnum, hit_x, hit_y, hit_z, 0, 0);
wp = &sprite[w];
wu = User[w].Data();
if (sectu && TEST(sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
wu->spal = wp->pal = PALETTE_RED_LIGHTING;
wp->xrepeat = 45;
wp->yrepeat = 42;
wp->shade = sector[wp->sectnum].floorshade - 10;
return 0;
}
int
SpawnUnderSplash(short SpriteNum)
{
USERp u = User[SpriteNum].Data(), wu;
SPRITEp sp = User[SpriteNum]->SpriteP, wp;
short w;
SECT_USERp sectu = SectUser[sp->sectnum].Data();
SECTORp sectp = &sector[sp->sectnum];
return 0;
if (Prediction)
return 0;
if (sectu && (TEST(sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_NONE))
return 0;
DoActorZrange(SpriteNum);
MissileWaterAdjust(SpriteNum);
w = SpawnSprite(STAT_MISSILE, SPLASH, s_Splash, sp->sectnum, sp->x, sp->y, u->hiz, sp->ang, 0);
wp = &sprite[w];
wu = User[w].Data();
if (sectu && TEST(sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
wu->spal = wp->pal = PALETTE_RED_LIGHTING;
wp->xrepeat = 72;
wp->yrepeat = 90;
wp->shade = sector[sp->sectnum].floorshade - 10;
SET(wp->cstat, CSTAT_SPRITE_YFLIP);
return 0;
}
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bool
MissileHitDiveArea(short SpriteNum)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = User[SpriteNum]->SpriteP;
// correctly set underwater bit for missiles
// in Stacked water areas.
if (FAF_ConnectArea(sp->sectnum))
{
if (SectorIsUnderwaterArea(sp->sectnum))
SET(u->Flags, SPR_UNDERWATER);
else
RESET(u->Flags, SPR_UNDERWATER);
}
if (!u->ret)
return false;
switch (TEST(u->ret, HIT_MASK))
{
case HIT_SECTOR:
{
short hit_sect = NORM_SECTOR(u->ret);
if (SpriteInDiveArea(sp))
{
// make sure you are close to the floor
if (sp->z < DIV2(u->hiz + u->loz))
return false;
// Check added by Jim because of sprite bridge over water
if (sp->z < (sector[hit_sect].floorz-Z(20)))
return false;
SET(u->Flags, SPR_UNDERWATER);
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SpawnSplash(short(sp - sprite));
SpriteWarpToUnderwater(sp);
//SpawnUnderSplash(sp - sprite);
u->ret = 0;
PlaySound(DIGI_PROJECTILEWATERHIT, sp, v3df_none);
return true;
}
else if (SpriteInUnderwaterArea(sp))
{
// make sure you are close to the ceiling
if (sp->z > DIV2(u->hiz + u->loz))
return false;
RESET(u->Flags, SPR_UNDERWATER);
if (!SpriteWarpToSurface(sp))
{
return false;
}
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SpawnSplash(short(sp - sprite));
u->ret = 0;
return true;
}
break;
}
}
return false;
}
int
SpawnBubble(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum], bp;
USERp bu;
short b;
if (Prediction)
return -1;
b = SpawnSprite(STAT_MISSILE, BUBBLE, s_Bubble, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 0);
bp = &sprite[b];
bu = User[b].Data();
//PlaySound(DIGI_BUBBLES, sp, v3df_none);
bp->xrepeat = 8 + (RANDOM_P2(8 << 8) >> 8);
bp->yrepeat = bp->xrepeat;
bu->sx = bp->xrepeat;
bu->sy = bp->yrepeat;
bu->ceiling_dist = Z(1);
bu->floor_dist = Z(1);
bp->shade = sector[sp->sectnum].floorshade - 10;
bu->WaitTics = 120 * 120;
bp->zvel = 512;
bp->clipdist = 12 >> 2;
SET(bp->cstat, CSTAT_SPRITE_YCENTER);
SET(bu->Flags, SPR_UNDERWATER);
bp->shade = -60; // Make em brighter
return b;
}
int
DoVehicleSmoke(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
sp->z -= sp->zvel;
sp->x += u->xchange;
sp->y += u->ychange;
return false;
}
int
DoWaterSmoke(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
sp->z -= sp->zvel;
return false;
}
int
SpawnVehicleSmoke(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum],np;
USERp nu;
short New;
if (MoveSkip2 != 0)
return false;
New = SpawnSprite(STAT_MISSILE, PUFF, s_VehicleSmoke, sp->sectnum,
sp->x, sp->y, sp->z - RANDOM_P2(Z(8)), sp->ang, 0);
np = &sprite[New];
nu = User[New].Data();
nu->WaitTics = 1*120;
np->shade = -40;
np->xrepeat = 64;
np->yrepeat = 64;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_YFLIP);
np->ang = RANDOM_P2(2048);
np->xvel = RANDOM_P2(32);
nu->xchange = MOVEx(np->xvel, np->ang);
nu->ychange = MOVEy(np->xvel, np->ang);
np->zvel = Z(4) + RANDOM_P2(Z(4));
return false;
}
int
SpawnSmokePuff(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum],np;
USERp nu;
short New;
New = SpawnSprite(STAT_MISSILE, PUFF, s_WaterSmoke, sp->sectnum,
sp->x, sp->y, sp->z - RANDOM_P2(Z(8)), sp->ang, 0);
np = &sprite[New];
nu = User[New].Data();
nu->WaitTics = 1*120;
np->shade = -40;
np->xrepeat = 64;
np->yrepeat = 64;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_YFLIP);
np->ang = RANDOM_P2(2048);
np->xvel = RANDOM_P2(32);
nu->xchange = MOVEx(np->xvel, np->ang);
nu->ychange = MOVEy(np->xvel, np->ang);
//np->zvel = Z(4) + RANDOM_P2(Z(4));
np->zvel = Z(1) + RANDOM_P2(Z(2));
return false;
}
int
DoBubble(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
sp->z -= sp->zvel;
sp->zvel += 32;
if (sp->zvel > 768)
sp->zvel = 768;
u->sx += 1;
u->sy += 1;
if (u->sx > 32)
{
u->sx = 32;
u->sy = 32;
}
sp->xrepeat = u->sx + (RANDOM_P2(8 << 8) >> 8) - 4;
sp->yrepeat = u->sy + (RANDOM_P2(8 << 8) >> 8) - 4;
if (sp->z < sector[sp->sectnum].ceilingz)
{
if (SectorIsUnderwaterArea(u->hi_sectp - sector))
{
if (!SpriteWarpToSurface(sp))
{
KillSprite(SpriteNum);
return true;
}
RESET(u->Flags, SPR_UNDERWATER);
// stick around above water for this long
u->WaitTics = (RANDOM_P2(64 << 8) >> 8);
}
else
{
KillSprite(SpriteNum);
return true;
}
}
if (!TEST(u->Flags, SPR_UNDERWATER))
{
if ((u->WaitTics -= MISSILEMOVETICS) <= 0)
{
KillSprite(SpriteNum);
return true;
}
}
else
// just in case its stuck somewhere kill it after a while
{
if ((u->WaitTics -= MISSILEMOVETICS) <= 0)
{
KillSprite(SpriteNum);
return true;
}
}
return false;
}
// this needs to be called before killsprite
// whenever killing a sprite that you aren't completely sure what it is, like
// with the drivables, copy sectors, break sprites, etc
void
SpriteQueueDelete(short SpriteNum)
{
int i;
for (i = 0; i < MAX_STAR_QUEUE; i++)
if (StarQueue[i] == SpriteNum)
StarQueue[i] = -1;
for (i = 0; i < MAX_HOLE_QUEUE; i++)
if (HoleQueue[i] == SpriteNum)
HoleQueue[i] = -1;
for (i = 0; i < MAX_WALLBLOOD_QUEUE; i++)
if (WallBloodQueue[i] == SpriteNum)
WallBloodQueue[i] = -1;
for (i = 0; i < MAX_FLOORBLOOD_QUEUE; i++)
if (FloorBloodQueue[i] == SpriteNum)
FloorBloodQueue[i] = -1;
for (i = 0; i < MAX_GENERIC_QUEUE; i++)
if (GenericQueue[i] == SpriteNum)
GenericQueue[i] = -1;
for (i = 0; i < MAX_LOWANGS_QUEUE; i++)
if (LoWangsQueue[i] == SpriteNum)
LoWangsQueue[i] = -1;
}
void QueueReset(void)
{
short i;
StarQueueHead=0;
HoleQueueHead=0;
WallBloodQueueHead=0;
FloorBloodQueueHead=0;
GenericQueueHead=0;
LoWangsQueueHead=0;
for (i = 0; i < MAX_STAR_QUEUE; i++)
StarQueue[i] = -1;
for (i = 0; i < MAX_HOLE_QUEUE; i++)
HoleQueue[i] = -1;
for (i = 0; i < MAX_WALLBLOOD_QUEUE; i++)
WallBloodQueue[i] = -1;
for (i = 0; i < MAX_FLOORBLOOD_QUEUE; i++)
FloorBloodQueue[i] = -1;
for (i = 0; i < MAX_GENERIC_QUEUE; i++)
GenericQueue[i] = -1;
for (i = 0; i < MAX_LOWANGS_QUEUE; i++)
LoWangsQueue[i] = -1;
}
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bool TestDontStick(short SpriteNum, short hit_wall)
{
WALLp wp;
if (hit_wall < 0)
{
ASSERT(SpriteNum>=0);
USERp u = User[SpriteNum].Data();
hit_wall = NORM_WALL(u->ret);
}
wp = &wall[hit_wall];
if (TEST(wp->extra, WALLFX_DONT_STICK))
return true;
// if blocking red wallo
if (TEST(wp->cstat, CSTAT_WALL_BLOCK) && validWallIndex(wp->nextwall))
return true;
return false;
}
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bool TestDontStickSector(short hit_sect)
{
if (TEST(sector[hit_sect].extra, SECTFX_DYNAMIC_AREA|SECTFX_SECTOR_OBJECT))
return true;
return false;
}
int QueueStar(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
SPRITEp osp;
if (TestDontStick(SpriteNum, -1))
{
KillSprite(SpriteNum);
return -1;
}
// can and should kill the user portion of the star
if (StarQueue[StarQueueHead] == -1)
{
// new star
User[SpriteNum].Clear();
change_sprite_stat(SpriteNum, STAT_STAR_QUEUE);
StarQueue[StarQueueHead] = SpriteNum;
}
else
{
// move old star to new stars place
osp = &sprite[StarQueue[StarQueueHead]];
osp->x = sp->x;
osp->y = sp->y;
osp->z = sp->z;
changespritesect(StarQueue[StarQueueHead], sp->sectnum);
KillSprite(SpriteNum);
SpriteNum = StarQueue[StarQueueHead];
ASSERT(sprite[SpriteNum].statnum != MAXSTATUS);
}
StarQueueHead = (StarQueueHead+1) & (MAX_STAR_QUEUE-1);
return SpriteNum;
}
int QueueHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z)
{
short w,nw,wall_ang;
short SpriteNum;
int nx,ny;
SPRITEp sp;
int sectnum;
if (TestDontStick(-1,hit_wall))
return -1;
if (HoleQueue[HoleQueueHead] == -1)
HoleQueue[HoleQueueHead] = SpriteNum = COVERinsertsprite(hit_sect, STAT_HOLE_QUEUE);
else
SpriteNum = HoleQueue[HoleQueueHead];
HoleQueueHead = (HoleQueueHead+1) & (MAX_HOLE_QUEUE-1);
sp = &sprite[SpriteNum];
sp->owner = -1;
sp->xrepeat = sp->yrepeat = 16;
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sp->cstat = 0;
sp->pal = 0;
sp->shade = 0;
sp->extra = 0;
sp->clipdist = 0;
sp->xoffset = sp->yoffset = 0;
sp->x = hit_x;
sp->y = hit_y;
sp->z = hit_z;
sp->picnum = 2151;
changespritesect(SpriteNum, hit_sect);
ASSERT(sp->statnum != MAXSTATUS);
SET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
SET(sp->cstat, CSTAT_SPRITE_ONE_SIDED);
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
w = hit_wall;
nw = wall[w].point2;
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wall[w].x, wall[nw].y - wall[w].y)+512);
sp->ang = wall_ang;
// move it back some
nx = bcos(sp->ang, 4);
ny = bsin(sp->ang, 4);
sectnum = sp->sectnum;
clipmove(&sp->pos, &sectnum, nx, ny, 0L, 0L, 0L, CLIPMASK_MISSILE, 1);
if (sp->sectnum != sectnum)
changespritesect(SpriteNum, sectnum);
return SpriteNum;
}
#define FLOORBLOOD_RATE 30
ANIMATOR DoFloorBlood;
STATE s_FloorBlood1[] =
{
{FLOORBLOOD1, SF_QUICK_CALL, DoFloorBlood, &s_FloorBlood1[1]},
{FLOORBLOOD1, FLOORBLOOD_RATE, NullAnimator, &s_FloorBlood1[0]},
};
int QueueFloorBlood(DSWActor* actor)
{
USER* u = actor->u();
int hit_sprite = u->SpriteNum;
SPRITEp hsp = &sprite[hit_sprite];
short SpriteNum;
SPRITEp sp;
SECTORp sectp = &sector[hsp->sectnum];
if (TEST(sectp->extra, SECTFX_SINK)||TEST(sectp->extra, SECTFX_CURRENT))
return -1; // No blood in water or current areas
if (TEST(u->Flags, SPR_UNDERWATER) || SpriteInUnderwaterArea(hsp) || SpriteInDiveArea(hsp))
return -1; // No blood underwater!
if (TEST(sector[hsp->sectnum].extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_WATER)
return -1; // No prints liquid areas!
if (TEST(sector[hsp->sectnum].extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
return -1; // Not in lave either
if (TestDontStickSector(hsp->sectnum))
return -1; // Not on special sectors you don't
if (FloorBloodQueue[FloorBloodQueueHead] != -1)
KillSprite(FloorBloodQueue[FloorBloodQueueHead]);
FloorBloodQueue[FloorBloodQueueHead] = SpriteNum =
SpawnSprite(STAT_SKIP4, FLOORBLOOD1, s_FloorBlood1, hsp->sectnum, hsp->x, hsp->y, hsp->z, hsp->ang, 0);
FloorBloodQueueHead = (FloorBloodQueueHead+1) & (MAX_FLOORBLOOD_QUEUE-1);
sp = &sprite[SpriteNum];
sp->owner = -1;
// Stupid hack to fix the blood under the skull to not show through
// x,y repeat of floor blood MUST be smaller than the sprite above it or clipping probs.
if (u->ID == GORE_Head)
sp->hitag = 9995;
else
sp->hitag = 0;
sp->xrepeat = sp->yrepeat = 8;
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sp->cstat = 0;
sp->pal = 0;
sp->shade = 0;
sp->extra = 0;
sp->clipdist = 0;
sp->xoffset = sp->yoffset = 0;
sp->x = hsp->x;
sp->y = hsp->y;
sp->z = hsp->z + Z(1);
sp->ang = RANDOM_P2(2048); // Just make it any old angle
sp->shade -= 5; // Brighten it up just a bit
SET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR);
SET(sp->cstat, CSTAT_SPRITE_ONE_SIDED);
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
RESET(u->Flags, SPR_SHADOW);
return SpriteNum;
}
#define FOOTPRINT1 2490
#define FOOTPRINT2 2491
#define FOOTPRINT3 2492
#define FOOTPRINT_RATE 30
ANIMATOR DoFootPrint;
STATE s_FootPrint1[] =
{
{FOOTPRINT1, FOOTPRINT_RATE, NullAnimator, &s_FootPrint1[0]},
};
STATE s_FootPrint2[] =
{
{FOOTPRINT2, FOOTPRINT_RATE, NullAnimator, &s_FootPrint2[0]},
};
STATE s_FootPrint3[] =
{
{FOOTPRINT3, FOOTPRINT_RATE, NullAnimator, &s_FootPrint3[0]},
};
int QueueFootPrint(short hit_sprite)
{
SPRITEp hsp = &sprite[hit_sprite];
short SpriteNum;
SPRITEp sp;
USERp u = User[hit_sprite].Data();
USERp nu;
short rnd_num=0;
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bool Found=false;
SECTORp sectp = &sector[hsp->sectnum];
if (TEST(sectp->extra, SECTFX_SINK)||TEST(sectp->extra, SECTFX_CURRENT))
return -1; // No blood in water or current areas
if (u->PlayerP)
{
if (TEST(u->PlayerP->Flags, PF_DIVING))
Found = true;
// Stupid masked floor stuff! Damn your weirdness!
if (TEST(sector[u->PlayerP->cursectnum].ceilingstat, CEILING_STAT_PLAX))
Found = true;
if (TEST(sector[u->PlayerP->cursectnum].floorstat, CEILING_STAT_PLAX))
Found = true;
}
if (TEST(u->Flags, SPR_UNDERWATER) || SpriteInUnderwaterArea(hsp) || Found || SpriteInDiveArea(hsp))
return -1; // No prints underwater!
if (TEST(sector[hsp->sectnum].extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_WATER)
return -1; // No prints liquid areas!
if (TEST(sector[hsp->sectnum].extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
return -1; // Not in lave either
if (TestDontStickSector(hsp->sectnum))
return -1; // Not on special sectors you don't
// So, are we like, done checking now!?
if (FloorBloodQueue[FloorBloodQueueHead] != -1)
KillSprite(FloorBloodQueue[FloorBloodQueueHead]);
rnd_num = RandomRange(1024);
if (rnd_num > 683)
FloorBloodQueue[FloorBloodQueueHead] = SpriteNum =
SpawnSprite(STAT_WALLBLOOD_QUEUE, FOOTPRINT1, s_FootPrint1, hsp->sectnum, hsp->x, hsp->y, hsp->z, hsp->ang, 0);
else if (rnd_num > 342)
FloorBloodQueue[FloorBloodQueueHead] = SpriteNum =
SpawnSprite(STAT_WALLBLOOD_QUEUE, FOOTPRINT2, s_FootPrint2, hsp->sectnum, hsp->x, hsp->y, hsp->z, hsp->ang, 0);
else
FloorBloodQueue[FloorBloodQueueHead] = SpriteNum =
SpawnSprite(STAT_WALLBLOOD_QUEUE, FOOTPRINT3, s_FootPrint3, hsp->sectnum, hsp->x, hsp->y, hsp->z, hsp->ang, 0);
FloorBloodQueueHead = (FloorBloodQueueHead+1) & (MAX_FLOORBLOOD_QUEUE-1);
// Decrease footprint count
if (u->PlayerP)
u->PlayerP->NumFootPrints--;
sp = &sprite[SpriteNum];
nu = User[SpriteNum].Data();
sp->hitag = 0;
sp->owner = -1;
sp->xrepeat = 48;
sp->yrepeat = 54;
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sp->cstat = 0;
sp->pal = 0;
sp->shade = 0;
sp->extra = 0;
sp->clipdist = 0;
sp->xoffset = sp->yoffset = 0;
sp->x = hsp->x;
sp->y = hsp->y;
sp->z = hsp->z;
sp->ang = hsp->ang;
RESET(nu->Flags, SPR_SHADOW);
switch (FootMode)
{
case BLOOD_FOOT:
nu->spal = sp->pal = PALETTE_PLAYER3; // Turn blue to blood red
break;
default:
nu->spal = sp->pal = PALETTE_PLAYER1; // Gray water
break;
}
// Alternate the feet
left_foot = !left_foot;
if (left_foot)
SET(sp->cstat, CSTAT_SPRITE_XFLIP);
SET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR);
SET(sp->cstat, CSTAT_SPRITE_ONE_SIDED);
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
return SpriteNum;
}
#define WALLBLOOD1 2500
#define WALLBLOOD2 2501
#define WALLBLOOD3 2502
#define WALLBLOOD4 2503
#define WALLBLOOD_RATE 30
ANIMATOR DoWallBlood;
STATE s_WallBlood1[] =
{
{WALLBLOOD1, SF_QUICK_CALL, DoWallBlood, &s_WallBlood1[1]},
{WALLBLOOD1, WALLBLOOD_RATE, NullAnimator, &s_WallBlood1[0]},
};
STATE s_WallBlood2[] =
{
{WALLBLOOD2, SF_QUICK_CALL, DoWallBlood, &s_WallBlood2[1]},
{WALLBLOOD2, WALLBLOOD_RATE, NullAnimator, &s_WallBlood2[0]},
};
STATE s_WallBlood3[] =
{
{WALLBLOOD3, SF_QUICK_CALL, DoWallBlood, &s_WallBlood3[1]},
{WALLBLOOD3, WALLBLOOD_RATE, NullAnimator, &s_WallBlood3[0]},
};
STATE s_WallBlood4[] =
{
{WALLBLOOD4, SF_QUICK_CALL, DoWallBlood, &s_WallBlood4[1]},
{WALLBLOOD4, WALLBLOOD_RATE, NullAnimator, &s_WallBlood4[0]},
};
int QueueWallBlood(short hit_sprite, short ang)
{
SPRITEp hsp = &sprite[hit_sprite];
short w,nw,wall_ang,dang;
short SpriteNum;
int nx,ny;
SPRITEp sp;
int sectnum;
short rndnum;
int daz;
hitdata_t hitinfo;
USERp u = User[hit_sprite].Data();
if (TEST(u->Flags, SPR_UNDERWATER) || SpriteInUnderwaterArea(hsp) || SpriteInDiveArea(hsp))
return -1; // No blood underwater!
daz = Z(RANDOM_P2(128))<<3;
daz -= DIV2(Z(128)<<3);
dang = (ang+(RANDOM_P2(128<<5) >> 5)) - DIV2(128);
FAFhitscan(hsp->x, hsp->y, hsp->z - Z(30), hsp->sectnum, // Start position
bcos(dang), // X vector of 3D ang
bsin(dang), // Y vector of 3D ang
daz, // Z vector of 3D ang
&hitinfo, CLIPMASK_MISSILE);
if (hitinfo.sect < 0)
return -1;
#define WALLBLOOD_DIST_MAX 2500
if (Distance(hitinfo.pos.x, hitinfo.pos.y, hsp->x, hsp->y) > WALLBLOOD_DIST_MAX)
return -1;
// hit a sprite?
if (hitinfo.sprite >= 0)
return -1; // Don't try to put blood on a sprite
if (hitinfo.wall >= 0) // Don't check if blood didn't hit a wall, otherwise the ASSERT fails!
{
if (TestDontStick(-1, hitinfo.wall))
return -1;
}
else
return -1;
if (WallBloodQueue[WallBloodQueueHead] != -1)
KillSprite(WallBloodQueue[WallBloodQueueHead]);
// Randomly choose a wall blood sprite
rndnum = RandomRange(1024);
if (rndnum > 768)
{
WallBloodQueue[WallBloodQueueHead] = SpriteNum =
SpawnSprite(STAT_WALLBLOOD_QUEUE, WALLBLOOD1, s_WallBlood1, hitinfo.sect, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, ang, 0);
}
else if (rndnum > 512)
{
WallBloodQueue[WallBloodQueueHead] = SpriteNum =
SpawnSprite(STAT_WALLBLOOD_QUEUE, WALLBLOOD2, s_WallBlood2, hitinfo.sect, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, ang, 0);
}
else if (rndnum > 128)
{
WallBloodQueue[WallBloodQueueHead] = SpriteNum =
SpawnSprite(STAT_WALLBLOOD_QUEUE, WALLBLOOD3, s_WallBlood3, hitinfo.sect, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, ang, 0);
}
else
{
WallBloodQueue[WallBloodQueueHead] = SpriteNum =
SpawnSprite(STAT_WALLBLOOD_QUEUE, WALLBLOOD4, s_WallBlood4, hitinfo.sect, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, ang, 0);
}
WallBloodQueueHead = (WallBloodQueueHead+1) & (MAX_WALLBLOOD_QUEUE-1);
sp = &sprite[SpriteNum];
sp->owner = -1;
sp->xrepeat = 30;
sp->yrepeat = 40; // yrepeat will grow towards 64, it's default size
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sp->cstat = 0;
sp->pal = 0;
sp->shade = 0;
sp->extra = 0;
sp->clipdist = 0;
sp->xoffset = sp->yoffset = 0;
sp->x = hitinfo.pos.x;
sp->y = hitinfo.pos.y;
sp->z = hitinfo.pos.z;
sp->shade -= 5; // Brighten it up just a bit
sp->yvel = hitinfo.wall; // pass hitinfo.wall in yvel
SET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
SET(sp->cstat, CSTAT_SPRITE_ONE_SIDED);
SET(sp->cstat, CSTAT_SPRITE_YCENTER);
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
w = hitinfo.wall;
nw = wall[w].point2;
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wall[w].x, wall[nw].y - wall[w].y)+512);
sp->ang = wall_ang;
// move it back some
nx = bcos(sp->ang, 4);
ny = bsin(sp->ang, 4);
sectnum = sp->sectnum;
clipmove(&sp->pos, &sectnum, nx, ny, 0L, 0L, 0L, CLIPMASK_MISSILE, 1);
if (sp->sectnum != sectnum)
changespritesect(SpriteNum, sectnum);
return SpriteNum;
}
#define FEET_IN_BLOOD_DIST 300
int
DoFloorBlood(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
SPRITEp psp = User[SpriteNum]->SpriteP;
int dist, near_dist = FEET_IN_BLOOD_DIST, a,b,c;
short pnum;
PLAYERp pp;
short xsiz,ysiz;
if (sp->hitag == 9995)
{
xsiz = 12;
ysiz = 12;
}
else
{
xsiz = 40;
ysiz = 40;
}
// Make pool of blood seem to grow
if (sp->xrepeat < xsiz && sp->xrepeat != 4)
{
sp->xrepeat++;
}
if (sp->yrepeat < ysiz && sp->xrepeat != xsiz && sp->xrepeat != 4)
{
sp->yrepeat++;
}
// See if any players stepped in blood
if (sp->xrepeat != 4 && sp->yrepeat > 4)
{
TRAVERSE_CONNECT(pnum)
{
pp = &Player[pnum];
DISTANCE(psp->x, psp->y, pp->posx, pp->posy, dist, a, b, c);
// //DSPRINTF(ds,"dist = %ld\n",dist);
// MONO_PRINT(ds);
if (dist < near_dist)
{
if (pp->NumFootPrints <= 0 || FootMode != BLOOD_FOOT)
{
pp->NumFootPrints = RandomRange(10)+3;
FootMode = BLOOD_FOOT;
}
// If blood has already grown to max size, we can shrink it
if (sp->xrepeat == 40 && sp->yrepeat > 10)
{
sp->yrepeat -= 10;
if (sp->yrepeat <= 10) // Shrink it down and don't use it anymore
sp->xrepeat = sp->yrepeat = 4;
}
// //DSPRINTF(ds,"pp->NumFootPrints = %d\n",pp->NumFootPrints);
// MONO_PRINT(ds);
}
}
}
return 0;
}
int
DoWallBlood(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
// Make blood drip down the wall
if (sp->yrepeat < 80)
{
sp->yrepeat++;
sp->z += 128;
}
return 0;
}
// This is the FAST queue, it doesn't call any animator functions or states
int QueueGeneric(short SpriteNum, short pic)
{
SPRITEp sp = &sprite[SpriteNum];
SPRITEp osp;
if (TEST(sector[sp->sectnum].extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_WATER)
{
KillSprite(SpriteNum);
return -1;
}
if (TEST(sector[sp->sectnum].extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
{
KillSprite(SpriteNum);
return -1;
}
if (TestDontStickSector(sp->sectnum))
{
KillSprite(SpriteNum);
return -1;
}
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auto xrepeat = sp->xrepeat;
auto yrepeat = sp->yrepeat;
// can and should kill the user portion
if (GenericQueue[GenericQueueHead] == -1)
{
User[SpriteNum].Clear();
change_sprite_stat(SpriteNum, STAT_GENERIC_QUEUE);
GenericQueue[GenericQueueHead] = SpriteNum;
}
else
{
// move old sprite to new sprite's place
osp = &sprite[GenericQueue[GenericQueueHead]];
//setspritez(GenericQueue[GenericQueueHead], &sp->pos);
osp->x = sp->x;
osp->y = sp->y;
osp->z = sp->z;
changespritesect(GenericQueue[GenericQueueHead], sp->sectnum);
KillSprite(SpriteNum);
SpriteNum = GenericQueue[GenericQueueHead];
ASSERT(sprite[SpriteNum].statnum != MAXSTATUS);
}
sp = &sprite[SpriteNum];
ASSERT(sp);
sp->picnum = pic;
sp->xrepeat = xrepeat;
sp->yrepeat = yrepeat;
sp->cstat = 0;
switch (sp->picnum)
{
case 900:
case 901:
case 902:
case 915:
case 916:
case 917:
case 930:
case 931:
case 932:
case GORE_Head:
change_sprite_stat(SpriteNum,STAT_DEFAULT); // Breakable
SET(sp->cstat, CSTAT_SPRITE_BREAKABLE);
SET(sp->extra, SPRX_BREAKABLE);
break;
default:
RESET(sp->cstat, CSTAT_SPRITE_BREAKABLE);
RESET(sp->extra, SPRX_BREAKABLE);
break;
}
GenericQueueHead = (GenericQueueHead+1) & (MAX_GENERIC_QUEUE-1);
return SpriteNum;
}
#if 0
int
DoShellShrap(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum].Data();
// If the shell doesn't fall in the allowable range, kill it.
if (u->ShellNum < (ShellCount-MAXSHELLS))
{
KillSprite(SpriteNum);
return 0;
}
// Get rid of shell if they fall in non-divable liquid areas
if (TEST(sector[sp->sectnum].extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_WATER)
{
KillSprite(SpriteNum);
return 0;
}
if (TEST(sector[sp->sectnum].extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
{
KillSprite(SpriteNum);
return 0;
}
return 0;
}
#endif
int
SpawnShell(short SpriteNum, short ShellNum)
{
extern int InitShell(int16_t SpriteNum, int16_t ShellNum);
//ShellCount++;
//SpawnShrap(SpriteNum,ShellNum); // -2 signifies right Uzi shell
// -3 is left Uzi
// -4 is Shotgun shell
InitShell(SpriteNum, ShellNum);
return true;
}
int
DoShrapVelocity(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum].Data();
if (TEST(u->Flags, SPR_UNDERWATER) || SpriteInUnderwaterArea(sp))
{
ScaleSpriteVector(SpriteNum, 20000);
u->Counter += 8*4; // These are MoveSkip4 now
u->zchange += u->Counter;
}
else
{
u->Counter += 60*4;
u->zchange += u->Counter;
}
u->ret = move_missile(SpriteNum, u->xchange, u->ychange, u->zchange,
u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS*2);
MissileHitDiveArea(SpriteNum);
if (u->ret)
{
switch (TEST(u->ret, HIT_MASK))
{
case HIT_PLAX_WALL:
KillSprite(SpriteNum);
return true;
case HIT_SPRITE:
{
short wall_ang;
short hit_sprite = -2;
SPRITEp hsp;
// PlaySound(DIGI_DHCLUNK, sp, v3df_dontpan);
hit_sprite = NORM_SPRITE(u->ret);
hsp = &sprite[hit_sprite];
wall_ang = NORM_ANGLE(hsp->ang);
WallBounce(SpriteNum, wall_ang);
ScaleSpriteVector(SpriteNum, 32000);
break;
}
case HIT_WALL:
{
short hit_wall,nw,wall_ang;
WALLp wph;
hit_wall = NORM_WALL(u->ret);
wph = &wall[hit_wall];
// PlaySound(DIGI_DHCLUNK, sp, v3df_dontpan);
nw = wall[hit_wall].point2;
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y)+512);
WallBounce(SpriteNum, wall_ang);
ScaleSpriteVector(SpriteNum, 32000);
break;
}
case HIT_SECTOR:
{
2020-09-09 18:32:24 +00:00
bool did_hit_wall;
if (SlopeBounce(SpriteNum, &did_hit_wall))
{
if (did_hit_wall)
{
// hit a wall
ScaleSpriteVector(SpriteNum, 28000);
u->ret = 0;
u->Counter = 0;
}
else
{
// hit a sector
if (sp->z > DIV2(u->hiz + u->loz))
{
// hit a floor
if (!TEST(u->Flags, SPR_BOUNCE))
{
SET(u->Flags, SPR_BOUNCE);
ScaleSpriteVector(SpriteNum, 18000);
u->ret = 0;
u->Counter = 0;
}
else
{
if (u->ID == GORE_Drip)
ChangeState(SpriteNum, s_GoreFloorSplash);
else
ShrapKillSprite(SpriteNum);
return true;
}
}
else
{
// hit a ceiling
ScaleSpriteVector(SpriteNum, 22000);
}
}
}
else
{
// hit floor
if (sp->z > DIV2(u->hiz + u->loz))
{
sp->z = u->loz;
if (TEST(u->Flags, SPR_UNDERWATER))
SET(u->Flags, SPR_BOUNCE); // no bouncing underwater
if (u->lo_sectp && SectUser[sp->sectnum].Data() && FixedToInt(SectUser[sp->sectnum]->depth_fixed))
SET(u->Flags, SPR_BOUNCE); // no bouncing on shallow water
if (!TEST(u->Flags, SPR_BOUNCE))
{
SET(u->Flags, SPR_BOUNCE);
u->ret = 0;
u->Counter = 0;
u->zchange = -u->zchange;
ScaleSpriteVector(SpriteNum, 18000);
switch (u->ID)
{
case UZI_SHELL:
PlaySound(DIGI_SHELL, sp, v3df_none);
break;
case SHOT_SHELL:
PlaySound(DIGI_SHOTSHELLSPENT, sp, v3df_none);
break;
}
}
else
{
if (u->ID == GORE_Drip)
ChangeState(SpriteNum, s_GoreFloorSplash);
else
ShrapKillSprite(SpriteNum);
return true;
}
}
else
// hit something above
{
u->zchange = -u->zchange;
ScaleSpriteVector(SpriteNum, 22000);
}
}
break;
}
}
}
// just outright kill it if its boucing around alot
if (u->bounce > 10)
{
KillSprite(SpriteNum);
return true;
}
return false;
}
int
ShrapKillSprite(short SpriteNum)
{
auto actor = &swActors[SpriteNum];
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum].Data();
short rnd_num;
rnd_num = RandomRange(1024);
ASSERT(u);
switch (u->ID)
{
case UZI_SHELL:
if (rnd_num > 854)
{
QueueGeneric(SpriteNum,UZI_SHELL + 0);
}
else if (rnd_num > 684)
{
QueueGeneric(SpriteNum,UZI_SHELL + 1);
}
else if (rnd_num > 514)
{
QueueGeneric(SpriteNum,UZI_SHELL + 2);
}
else if (rnd_num > 344)
{
QueueGeneric(SpriteNum,UZI_SHELL + 3);
}
else if (rnd_num > 174)
{
QueueGeneric(SpriteNum,UZI_SHELL + 4);
}
else
{
QueueGeneric(SpriteNum,UZI_SHELL + 5);
}
return 0;
break;
case SHOT_SHELL:
if (rnd_num > 683)
{
QueueGeneric(SpriteNum,SHOT_SHELL + 1);
}
else if (rnd_num > 342)
{
QueueGeneric(SpriteNum,SHOT_SHELL + 3);
}
else
{
QueueGeneric(SpriteNum,SHOT_SHELL + 7);
}
return 0;
break;
case GORE_Lung:
if (RandomRange(1000) > 500) break;
sp->clipdist = SPRITEp_SIZE_X(sp);
SpawnFloorSplash(SpriteNum);
if (RandomRange(1000) < 500)
PlaySound(DIGI_GIBS1, sp, v3df_none);
else
PlaySound(DIGI_GIBS2, sp, v3df_none);
if (rnd_num > 683)
{
QueueGeneric(SpriteNum,900);
}
else if (rnd_num > 342)
{
QueueGeneric(SpriteNum,901);
}
else
{
QueueGeneric(SpriteNum,902);
}
return 0;
break;
case GORE_Liver:
if (RandomRange(1000) > 500) break;
sp->clipdist = SPRITEp_SIZE_X(sp);
SpawnFloorSplash(SpriteNum);
if (RandomRange(1000) < 500)
PlaySound(DIGI_GIBS1, sp, v3df_none);
else
PlaySound(DIGI_GIBS2, sp, v3df_none);
if (rnd_num > 683)
{
QueueGeneric(SpriteNum,915);
}
else if (rnd_num > 342)
{
QueueGeneric(SpriteNum,916);
}
else
{
QueueGeneric(SpriteNum,917);
}
return 0;
break;
case GORE_SkullCap:
if (RandomRange(1000) > 500) break;
sp->clipdist = SPRITEp_SIZE_X(sp);
SpawnFloorSplash(SpriteNum);
if (rnd_num > 683)
{
QueueGeneric(SpriteNum,930);
}
else if (rnd_num > 342)
{
QueueGeneric(SpriteNum,931);
}
else
{
QueueGeneric(SpriteNum,932);
}
return 0;
break;
case GORE_Head:
if (RandomRange(1000) > 500) break;
sp->clipdist = SPRITEp_SIZE_X(sp);
QueueFloorBlood(actor);
QueueGeneric(SpriteNum,GORE_Head);
return 0;
break;
}
// If it wasn't in the switch statement, kill it.
KillSprite(SpriteNum);
return 0;
}
2020-09-09 18:32:24 +00:00
bool CheckBreakToughness(BREAK_INFOp break_info, short ID)
{
////DSPRINTF(ds,"CheckBreakToughness called with %d",ID);
//CON_Message(ds);
//MONO_PRINT(ds);
if (TEST(break_info->flags, BF_TOUGH))
{
switch (ID)
{
case LAVA_BOULDER:
case MIRV_METEOR:
case SERP_METEOR:
case BOLT_THINMAN_R0:
case BOLT_THINMAN_R1:
case BOLT_THINMAN_R2:
case BOLT_EXP:
case TANK_SHELL_EXP:
case GRENADE_EXP:
case MICRO_EXP:
case MINE_EXP:
case NAP_EXP:
case SKULL_R0:
case BETTY_R0:
case SKULL_SERP:
case FIREBALL1:
case GORO_FIREBALL:
return true; // All the above stuff will break tough things
}
return false; // False means it won't break with current weapon
}
return true; // It wasn't tough, go ahead and break it
}
int
DoItemFly(int16_t SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum].Data();
if (TEST(u->Flags, SPR_UNDERWATER))
{
ScaleSpriteVector(SpriteNum, 50000);
u->Counter += 20*2;
u->zchange += u->Counter;
}
else
{
u->Counter += 60*2;
u->zchange += u->Counter;
}
u->ret = move_missile(SpriteNum, u->xchange, u->ychange, u->zchange,
u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS*2);
MissileHitDiveArea(SpriteNum);
if (u->ret)
{
switch (TEST(u->ret, HIT_MASK))
{
case HIT_SPRITE:
{
short wall_ang;
short hit_sprite = -2;
SPRITEp hsp;
hit_sprite = NORM_SPRITE(u->ret);
hsp = &sprite[hit_sprite];
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
{
wall_ang = NORM_ANGLE(hsp->ang);
WallBounce(SpriteNum, wall_ang);
ScaleSpriteVector(SpriteNum, 32000);
}
else
{
u->xchange = -u->xchange;
u->ychange = -u->ychange;
}
break;
}
case HIT_WALL:
{
short hit_wall,nw,wall_ang;
WALLp wph;
hit_wall = NORM_WALL(u->ret);
wph = &wall[hit_wall];
nw = wall[hit_wall].point2;
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y)+512);
WallBounce(SpriteNum, wall_ang);
ScaleSpriteVector(SpriteNum, 32000);
break;
}
case HIT_SECTOR:
{
// hit floor
if (sp->z > DIV2(u->hiz + u->loz))
{
sp->z = u->loz;
u->Counter = 0;
sp->xvel = 0;
u->zchange = u->xchange = u->ychange = 0;
return false;
}
else
// hit something above
{
u->zchange = -u->zchange;
ScaleSpriteVector(SpriteNum, 22000);
}
break;
}
}
}
return true;
}
// This is the FAST queue, it doesn't call any animator functions or states
int QueueLoWangs(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum],ps;
USERp u;
short NewSprite;
if (TEST(sector[sp->sectnum].extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_WATER)
{
return -1;
}
if (TEST(sector[sp->sectnum].extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
{
return -1;
}
if (TestDontStickSector(sp->sectnum))
{
return -1;
}
if (LoWangsQueue[LoWangsQueueHead] == -1)
{
LoWangsQueue[LoWangsQueueHead] = NewSprite =
SpawnSprite(STAT_GENERIC_QUEUE, sp->picnum, s_DeadLoWang, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
}
else
{
// move old sprite to new sprite's place
setspritez(LoWangsQueue[LoWangsQueueHead], &sp->pos);
NewSprite = LoWangsQueue[LoWangsQueueHead];
ASSERT(sprite[NewSprite].statnum != MAXSTATUS);
}
// Point passed in sprite to ps
ps = sp;
sp = &sprite[NewSprite];
u = User[NewSprite].Data();
ASSERT(sp);
sp->owner = -1;
sp->cstat = 0;
sp->xrepeat = ps->xrepeat;
sp->yrepeat = ps->yrepeat;
sp->shade = ps->shade;
u->spal = sp->pal = ps->pal;
change_sprite_stat(NewSprite,STAT_DEFAULT); // Breakable
SET(sp->cstat, CSTAT_SPRITE_BREAKABLE);
SET(sp->extra, SPRX_BREAKABLE);
SET(sp->cstat, CSTAT_SPRITE_BLOCK_HITSCAN);
LoWangsQueueHead = (LoWangsQueueHead+1) & (MAX_LOWANGS_QUEUE-1);
return SpriteNum;
}
#include "saveable.h"
static saveable_code saveable_weapon_code[] =
{
SAVE_CODE(SpawnShrapX),
SAVE_CODE(DoLavaErupt),
SAVE_CODE(DoVomit),
SAVE_CODE(DoVomitSplash),
SAVE_CODE(DoFastShrapJumpFall),
SAVE_CODE(DoTracerShrap),
SAVE_CODE(DoShrapJumpFall),
SAVE_CODE(DoShrapDamage),
SAVE_CODE(DoUziSmoke),
SAVE_CODE(DoShotgunSmoke),
SAVE_CODE(DoMineSpark),
SAVE_CODE(DoFireballFlames),
SAVE_CODE(DoBreakFlames),
SAVE_CODE(DoActorScale),
SAVE_CODE(DoRipperGrow),
SAVE_CODE(DoDamageTest),
SAVE_CODE(DoStar),
SAVE_CODE(DoCrossBolt),
SAVE_CODE(DoPlasmaDone),
SAVE_CODE(DoPlasmaFountain),
SAVE_CODE(DoPlasma),
SAVE_CODE(DoCoolgFire),
SAVE_CODE(DoEelFire),
SAVE_CODE(DoGrenade),
SAVE_CODE(DoVulcanBoulder),
SAVE_CODE(DoMineStuck),
SAVE_CODE(DoMine),
SAVE_CODE(DoPuff),
SAVE_CODE(DoRailPuff),
SAVE_CODE(DoBoltThinMan),
SAVE_CODE(DoTracer),
SAVE_CODE(DoEMP),
SAVE_CODE(DoEMPBurst),
SAVE_CODE(DoTankShell),
SAVE_CODE(DoTracerStart),
SAVE_CODE(DoLaser),
SAVE_CODE(DoLaserStart),
SAVE_CODE(DoRail),
SAVE_CODE(DoRailStart),
SAVE_CODE(DoRocket),
SAVE_CODE(DoMicroMini),
SAVE_CODE(SpawnExtraMicroMini),
SAVE_CODE(DoMicro),
SAVE_CODE(DoUziBullet),
SAVE_CODE(DoBoltSeeker),
SAVE_CODE(DoBoltShrapnel),
SAVE_CODE(DoBoltFatMan),
SAVE_CODE(DoElectro),
SAVE_CODE(DoLavaBoulder),
SAVE_CODE(DoSpear),
SAVE_CODE(SpawnGrenadeSmallExp),
SAVE_CODE(SpawnGrenadeExp),
SAVE_CODE(SpawnMineExp),
SAVE_CODE(DoSectorExp),
SAVE_CODE(SpawnSectorExp),
SAVE_CODE(SpawnLargeExp),
SAVE_CODE(SpawnMeteorExp),
SAVE_CODE(SpawnLittleExp),
SAVE_CODE(DoFireball),
SAVE_CODE(DoFindGround),
SAVE_CODE(DoFindGroundPoint),
SAVE_CODE(DoNapalm),
SAVE_CODE(DoBloodWorm),
SAVE_CODE(DoMeteor),
SAVE_CODE(DoSerpMeteor),
SAVE_CODE(DoMirvMissile),
SAVE_CODE(DoMirv),
SAVE_CODE(DoRing),
SAVE_CODE(DoSerpRing),
SAVE_CODE(InitLavaFlame),
SAVE_CODE(InitLavaThrow),
SAVE_CODE(InitVulcanBoulder),
SAVE_CODE(InitSerpRing),
SAVE_CODE(InitSerpRing),
SAVE_CODE(InitSpellNapalm),
SAVE_CODE(InitEnemyNapalm),
SAVE_CODE(InitSpellMirv),
SAVE_CODE(InitEnemyMirv),
SAVE_CODE(InitSwordAttack),
SAVE_CODE(InitFistAttack),
SAVE_CODE(InitSumoNapalm),
SAVE_CODE(InitSumoSkull),
SAVE_CODE(InitSumoStompAttack),
SAVE_CODE(InitMiniSumoClap),
SAVE_CODE(InitZillaRail),
SAVE_CODE(InitEnemyNuke),
SAVE_CODE(InitRipperSlash),
SAVE_CODE(InitBunnySlash),
SAVE_CODE(InitSerpSlash),
SAVE_CODE(InitCoolgBash),
SAVE_CODE(InitSkelSlash),
SAVE_CODE(InitGoroChop),
SAVE_CODE(InitHornetSting),
SAVE_CODE(InitSerpSpell),
SAVE_CODE(InitSerpMonstSpell),
SAVE_CODE(DoTeleRipper),
SAVE_CODE(InitEnemyRocket),
SAVE_CODE(InitEnemyRail),
SAVE_CODE(InitZillaRocket),
SAVE_CODE(InitEnemyStar),
SAVE_CODE(InitEnemyCrossbow),
SAVE_CODE(InitSkelSpell),
SAVE_CODE(InitCoolgFire),
SAVE_CODE(InitCoolgDrip),
SAVE_CODE(GenerateDrips),
SAVE_CODE(InitEelFire),
SAVE_CODE(InitFireballTrap),
SAVE_CODE(InitBoltTrap),
SAVE_CODE(InitEnemyCrossbow),
SAVE_CODE(InitSpearTrap),
SAVE_CODE(DoSuicide),
SAVE_CODE(DoDefaultStat),
SAVE_CODE(InitEnemyUzi),
SAVE_CODE(InitSpriteGrenade),
SAVE_CODE(InitEnemyMine),
SAVE_CODE(InitEnemyFireball),
SAVE_CODE(DoVehicleSmoke),
SAVE_CODE(DoWaterSmoke),
SAVE_CODE(SpawnVehicleSmoke),
SAVE_CODE(SpawnSmokePuff),
SAVE_CODE(DoBubble),
SAVE_CODE(DoFloorBlood),
SAVE_CODE(DoWallBlood),
SAVE_CODE(DoItemFly),
};
static saveable_data saveable_weapon_data[] =
{
SAVE_DATA(s_NotRestored),
SAVE_DATA(s_Suicide),
SAVE_DATA(s_DeadLoWang),
SAVE_DATA(s_BreakLight),
SAVE_DATA(s_BreakBarrel),
SAVE_DATA(s_BreakPedistal),
SAVE_DATA(s_BreakBottle1),
SAVE_DATA(s_BreakBottle2),
SAVE_DATA(s_Puff),
SAVE_DATA(s_RailPuff),
SAVE_DATA(sg_RailPuff),
SAVE_DATA(s_LaserPuff),
SAVE_DATA(s_Tracer),
SAVE_DATA(s_EMP),
SAVE_DATA(s_EMPBurst),
SAVE_DATA(s_EMPShrap),
SAVE_DATA(s_TankShell),
SAVE_DATA(s_VehicleSmoke),
SAVE_DATA(s_WaterSmoke),
SAVE_DATA(s_UziSmoke),
SAVE_DATA(s_ShotgunSmoke),
SAVE_DATA(s_UziBullet),
SAVE_DATA(s_UziSpark),
SAVE_DATA(s_UziPowerSpark),
SAVE_DATA(s_Bubble),
SAVE_DATA(s_Splash),
SAVE_DATA(s_CrossBolt),
SAVE_DATA(sg_CrossBolt),
SAVE_DATA(s_Star),
SAVE_DATA(s_StarStuck),
SAVE_DATA(s_StarDown),
SAVE_DATA(s_StarDownStuck),
SAVE_DATA(s_LavaBoulder),
SAVE_DATA(s_LavaShard),
SAVE_DATA(s_VulcanBoulder),
SAVE_DATA(s_Grenade),
SAVE_DATA(s_Grenade),
SAVE_DATA(sg_Grenade),
SAVE_DATA(s_MineStuck),
SAVE_DATA(s_Mine),
SAVE_DATA(s_MineSpark),
SAVE_DATA(s_Meteor),
SAVE_DATA(sg_Meteor),
SAVE_DATA(s_MeteorExp),
SAVE_DATA(s_MirvMeteor),
SAVE_DATA(sg_MirvMeteor),
SAVE_DATA(s_MirvMeteorExp),
SAVE_DATA(s_SerpMeteor),
SAVE_DATA(sg_SerpMeteor),
SAVE_DATA(s_SerpMeteorExp),
SAVE_DATA(s_Spear),
SAVE_DATA(sg_Spear),
SAVE_DATA(s_Rocket),
SAVE_DATA(sg_Rocket),
SAVE_DATA(s_BunnyRocket),
SAVE_DATA(sg_BunnyRocket),
SAVE_DATA(s_Rail),
SAVE_DATA(sg_Rail),
SAVE_DATA(s_Laser),
//SAVE_DATA(s_MicroPuff),
SAVE_DATA(s_Micro),
SAVE_DATA(sg_Micro),
SAVE_DATA(s_MicroMini),
SAVE_DATA(sg_MicroMini),
SAVE_DATA(s_BoltThinMan),
SAVE_DATA(sg_BoltThinMan),
SAVE_DATA(s_BoltSeeker),
SAVE_DATA(sg_BoltSeeker),
SAVE_DATA(s_BoltFatMan),
SAVE_DATA(s_BoltShrapnel),
SAVE_DATA(s_CoolgFire),
SAVE_DATA(s_CoolgFireDone),
SAVE_DATA(s_CoolgDrip),
SAVE_DATA(s_GoreFloorSplash),
SAVE_DATA(s_GoreSplash),
SAVE_DATA(s_Plasma),
SAVE_DATA(s_PlasmaFountain),
SAVE_DATA(s_PlasmaDrip),
SAVE_DATA(s_PlasmaDone),
SAVE_DATA(s_TeleportEffect),
SAVE_DATA(s_TeleportEffect2),
SAVE_DATA(s_Electro),
SAVE_DATA(s_ElectroShrap),
SAVE_DATA(s_GrenadeExp),
SAVE_DATA(s_GrenadeSmallExp),
SAVE_DATA(s_GrenadeExp),
SAVE_DATA(s_MineExp),
SAVE_DATA(s_BasicExp),
SAVE_DATA(s_MicroExp),
SAVE_DATA(s_BigGunFlame),
SAVE_DATA(s_BoltExp),
SAVE_DATA(s_TankShellExp),
SAVE_DATA(s_TracerExp),
SAVE_DATA(s_SectorExp),
SAVE_DATA(s_FireballExp),
SAVE_DATA(s_NapExp),
SAVE_DATA(s_FireballFlames),
SAVE_DATA(s_BreakFlames),
SAVE_DATA(s_Fireball),
SAVE_DATA(s_Fireball),
//SAVE_DATA(sg_Fireball),
SAVE_DATA(s_Ring),
//SAVE_DATA(sg_Ring),
SAVE_DATA(s_Ring),
SAVE_DATA(s_Ring2),
SAVE_DATA(s_Napalm),
SAVE_DATA(s_BloodWorm),
SAVE_DATA(s_BloodWorm),
SAVE_DATA(s_PlasmaExp),
SAVE_DATA(s_PlasmaExp),
SAVE_DATA(s_Mirv),
SAVE_DATA(s_MirvMissile),
SAVE_DATA(s_Vomit1),
SAVE_DATA(s_Vomit2),
SAVE_DATA(s_VomitSplash),
SAVE_DATA(s_GoreHead),
SAVE_DATA(s_GoreLeg),
SAVE_DATA(s_GoreEye),
SAVE_DATA(s_GoreTorso),
SAVE_DATA(s_GoreArm),
SAVE_DATA(s_GoreLung),
SAVE_DATA(s_GoreLiver),
SAVE_DATA(s_GoreSkullCap),
SAVE_DATA(s_GoreChunkS),
SAVE_DATA(s_GoreDrip),
SAVE_DATA(s_FastGoreDrip),
SAVE_DATA(s_GoreFlame),
SAVE_DATA(s_TracerShrap),
SAVE_DATA(s_UziShellShrap),
SAVE_DATA(s_UziShellShrapStill1),
SAVE_DATA(s_UziShellShrapStill2),
SAVE_DATA(s_UziShellShrapStill3),
SAVE_DATA(s_UziShellShrapStill4),
SAVE_DATA(s_UziShellShrapStill5),
SAVE_DATA(s_UziShellShrapStill6),
SAVE_DATA(s_ShotgunShellShrap),
SAVE_DATA(s_ShotgunShellShrapStill1),
SAVE_DATA(s_ShotgunShellShrapStill2),
SAVE_DATA(s_ShotgunShellShrapStill3),
SAVE_DATA(s_GoreFlameChunkA),
SAVE_DATA(s_GoreFlameChunkB),
SAVE_DATA(s_CoinShrap),
SAVE_DATA(s_Marbel),
SAVE_DATA(s_GlassShrapA),
SAVE_DATA(s_GlassShrapB),
SAVE_DATA(s_GlassShrapC),
SAVE_DATA(s_WoodShrapA),
SAVE_DATA(s_WoodShrapB),
SAVE_DATA(s_WoodShrapC),
SAVE_DATA(s_StoneShrapA),
SAVE_DATA(s_StoneShrapB),
SAVE_DATA(s_StoneShrapC),
SAVE_DATA(s_MetalShrapA),
SAVE_DATA(s_MetalShrapB),
SAVE_DATA(s_MetalShrapC),
SAVE_DATA(s_PaperShrapA),
SAVE_DATA(s_PaperShrapB),
SAVE_DATA(s_PaperShrapC),
SAVE_DATA(s_FloorBlood1),
SAVE_DATA(s_FootPrint1),
SAVE_DATA(s_FootPrint2),
SAVE_DATA(s_FootPrint3),
SAVE_DATA(s_WallBlood1),
SAVE_DATA(s_WallBlood2),
SAVE_DATA(s_WallBlood3),
SAVE_DATA(s_WallBlood4),
};
saveable_module saveable_weapon =
{
// code
saveable_weapon_code,
SIZ(saveable_weapon_code),
// data
saveable_weapon_data,
SIZ(saveable_weapon_data)
};
END_SW_NS