raze/polymer/eduke32/source/actors.c

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//-------------------------------------------------------------------------
/*
Copyright (C) 2016 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#define actors_c_
#include "duke3d.h"
#if KRANDDEBUG
# define ACTOR_STATIC
#else
# define ACTOR_STATIC static
#endif
#define DELETE_SPRITE_AND_CONTINUE(KX) do { A_DeleteSprite(KX); goto next_sprite; } while (0)
extern int32_t g_numEnvSoundsPlaying;
extern int32_t g_noEnemies;
int32_t otherp;
int G_SetInterpolation(int32_t *const posptr)
{
if (g_interpolationCnt >= MAXINTERPOLATIONS)
return 1;
for (bssize_t i = 0; i < g_interpolationCnt; ++i)
if (curipos[i] == posptr)
return 0;
curipos[g_interpolationCnt] = posptr;
oldipos[g_interpolationCnt] = *posptr;
g_interpolationCnt++;
return 0;
}
void G_StopInterpolation(int32_t * const posptr)
{
for (bssize_t i = 0; i < g_interpolationCnt; ++i)
if (curipos[i] == posptr)
{
g_interpolationCnt--;
oldipos[i] = oldipos[g_interpolationCnt];
bakipos[i] = bakipos[g_interpolationCnt];
curipos[i] = curipos[g_interpolationCnt];
}
}
void G_DoInterpolations(int smoothRatio)
{
if (g_interpolationLock++)
return;
int32_t odelta, ndelta = 0;
for (bssize_t i = 0, j = 0; i < g_interpolationCnt; ++i)
{
odelta = ndelta;
bakipos[i] = *curipos[i];
ndelta = (*curipos[i]) - oldipos[i];
if (odelta != ndelta)
j = mulscale16(ndelta, smoothRatio);
*curipos[i] = oldipos[i] + j;
}
}
void G_ClearCameraView(DukePlayer_t *ps)
{
ps->newowner = -1;
ps->pos = ps->opos;
ps->ang = ps->oang;
updatesector(ps->pos.x, ps->pos.y, &ps->cursectnum);
P_UpdateScreenPal(ps);
for (bssize_t SPRITES_OF(STAT_ACTOR, k))
if (sprite[k].picnum==CAMERA1)
sprite[k].yvel = 0;
}
// Manhattan distance between wall-point and sprite.
FORCE_INLINE int32_t G_WallSpriteDist(uwalltype const * const wal, uspritetype const * const spr)
{
return klabs(wal->x - spr->x) + klabs(wal->y - spr->y);
}
void A_RadiusDamage(int spriteNum, int blastRadius, int dmg1, int dmg2, int dmg3, int dmg4)
{
int32_t d, q;
uspritetype const *const pSprite = (uspritetype *)&sprite[spriteNum];
static const int32_t statnumList[] = {
STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE,
STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC
};
// XXX: accesses to 'sectorlist' potentially unaligned
int16_t *const sectorList = (int16_t *)tempbuf;
const int32_t maxSectors = sizeof(tempbuf)/sizeof(int16_t);
if (pSprite->picnum == RPG && pSprite->xrepeat < 11)
goto SKIPWALLCHECK;
if (pSprite->picnum != SHRINKSPARK)
{
int32_t sectorCount = 0;
int32_t numSectors = 1;
sectorList[0] = pSprite->sectnum;
do
{
int const sectorNum = sectorList[sectorCount++];
int const startWall = sector[sectorNum].wallptr;
int const endWall = startWall + sector[sectorNum].wallnum;
int const w2 = wall[startWall].point2;
// Check if "hit" 1st or 3rd wall-point. This mainly makes sense
// for rectangular "ceiling light"-style sectors.
if (G_WallSpriteDist((uwalltype *)&wall[startWall], pSprite) < blastRadius ||
G_WallSpriteDist((uwalltype *)&wall[wall[w2].point2], pSprite) < blastRadius)
{
if (((sector[sectorNum].ceilingz-pSprite->z)>>8) < blastRadius)
Sect_DamageCeilingOrFloor(0, sectorNum);
if (((pSprite->z-sector[sectorNum].floorz)>>8) < blastRadius)
Sect_DamageCeilingOrFloor(1, sectorNum);
}
uwalltype const *pWall;
int w = startWall;
for (pWall=(uwalltype *)&wall[startWall]; w<endWall; w++,pWall++)
{
if (G_WallSpriteDist(pWall, pSprite) < blastRadius)
{
int16_t damageSector = -1;
int const nextSector = pWall->nextsector;
if (nextSector >= 0)
{
int32_t dasect2;
for (dasect2=numSectors-1; dasect2>=0; dasect2--)
if (sectorList[dasect2] == nextSector)
break;
if (dasect2 < 0)
{
if (numSectors == maxSectors)
goto SKIPWALLCHECK; // prevent oob access of 'sectorlist'
sectorList[numSectors++] = nextSector;
}
}
vec2_t const vect = { (((pWall->x + wall[pWall->point2].x) >> 1) + pSprite->x) >> 1,
(((pWall->y + wall[pWall->point2].y) >> 1) + pSprite->y) >> 1 };
updatesector(vect.x, vect.y, &damageSector);
if (damageSector >= 0 && cansee(vect.x, vect.y, pSprite->z, damageSector,
pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
{
vec3_t const tmpvect = { pWall->x, pWall->y, pSprite->z };
A_DamageWall(spriteNum, w, &tmpvect, pSprite->picnum);
}
}
}
}
while (sectorCount < numSectors);
}
SKIPWALLCHECK:
q = -ZOFFSET2 + (krand()&(ZOFFSET5-1));
for (bssize_t stati=0; stati < ARRAY_SSIZE(statnumList); stati++)
{
int32_t otherSprite = headspritestat[statnumList[stati]];
while (otherSprite >= 0)
{
int const nextOther = nextspritestat[otherSprite];
spritetype *const pOther = &sprite[otherSprite];
// DEFAULT, ZOMBIEACTOR, MISC
if (stati == 0 || stati >= 5 || AFLAMABLE(pOther->picnum))
{
if (pSprite->picnum != SHRINKSPARK || (pOther->cstat&257))
if (dist(pSprite, pOther) < blastRadius)
{
if (A_CheckEnemySprite(pOther) && !cansee(pOther->x, pOther->y,pOther->z+q, pOther->sectnum, pSprite->x, pSprite->y, pSprite->z+q, pSprite->sectnum))
goto next_sprite;
A_DamageObject(otherSprite, spriteNum);
}
}
else if (pOther->extra >= 0 && (uspritetype *)pOther != pSprite &&
(pOther->picnum == TRIPBOMB || A_CheckEnemySprite(pOther) || pOther->picnum == QUEBALL ||
pOther->picnum == STRIPEBALL || (pOther->cstat & 257) || pOther->picnum == DUKELYINGDEAD))
{
if ((pSprite->picnum == SHRINKSPARK && pOther->picnum != SHARK &&
(otherSprite == pSprite->owner || pOther->xrepeat < 24)) ||
(pSprite->picnum == MORTER && otherSprite == pSprite->owner))
{
otherSprite = nextOther;
continue;
}
if (pOther->picnum == APLAYER)
pOther->z -= PHEIGHT;
d = dist(pSprite, pOther);
if (pOther->picnum == APLAYER)
pOther->z += PHEIGHT;
if (d < blastRadius && cansee(pOther->x, pOther->y, pOther->z - ZOFFSET3, pOther->sectnum, pSprite->x,
pSprite->y, pSprite->z - ZOFFSET4, pSprite->sectnum))
{
actor[otherSprite].ang = getangle(pOther->x-pSprite->x,pOther->y-pSprite->y);
if (pSprite->picnum == RPG && pOther->extra > 0)
actor[otherSprite].picnum = RPG;
else if (A_CheckSpriteFlags(spriteNum,SFLAG_PROJECTILE) && SpriteProjectile[spriteNum].workslike & PROJECTILE_RADIUS_PICNUM && pOther->extra > 0)
actor[otherSprite].picnum = pSprite->picnum;
else
{
if (pSprite->picnum == SHRINKSPARK)
actor[otherSprite].picnum = SHRINKSPARK;
else actor[otherSprite].picnum = RADIUSEXPLOSION;
}
if (pSprite->picnum != SHRINKSPARK)
{
const int32_t k = blastRadius/3;
if (d < k)
{
if (dmg4 == dmg3) dmg4++;
actor[otherSprite].extra = dmg3 + (krand()%(dmg4-dmg3));
}
else if (d < k*2)
{
if (dmg3 == dmg2) dmg3++;
actor[otherSprite].extra = dmg2 + (krand()%(dmg3-dmg2));
}
else if (d < blastRadius)
{
if (dmg2 == dmg1) dmg2++;
actor[otherSprite].extra = dmg1 + (krand()%(dmg2-dmg1));
}
if (!A_CheckSpriteFlags(otherSprite, SFLAG_NODAMAGEPUSH))
{
if (pOther->xvel < 0) pOther->xvel = 0;
pOther->xvel += (pSprite->extra<<2);
}
if (pOther->picnum == PODFEM1 || pOther->picnum == FEM1 || pOther->picnum == FEM2 ||
pOther->picnum == FEM3 || pOther->picnum == FEM4 || pOther->picnum == FEM5 ||
pOther->picnum == FEM6 || pOther->picnum == FEM7 || pOther->picnum == FEM8 ||
pOther->picnum == FEM9 || pOther->picnum == FEM10 || pOther->picnum == STATUE ||
pOther->picnum == STATUEFLASH || pOther->picnum == SPACEMARINE || pOther->picnum == QUEBALL ||
pOther->picnum == STRIPEBALL)
A_DamageObject(otherSprite, spriteNum);
}
else if (pSprite->extra == 0) actor[otherSprite].extra = 0;
if (pOther->picnum != RADIUSEXPLOSION &&
pSprite->owner >= 0 && sprite[pSprite->owner].statnum < MAXSTATUS)
{
if (pOther->picnum == APLAYER)
{
DukePlayer_t *pPlayer = g_player[P_GetP((uspritetype * const)pOther)].ps;
if (pPlayer->newowner >= 0)
G_ClearCameraView(pPlayer);
}
actor[otherSprite].owner = pSprite->owner;
}
}
}
next_sprite:
otherSprite = nextOther;
}
}
}
// Maybe do a projectile transport via an SE7.
// <spritenum>: the projectile
// <i>: the SE7
// <fromunderp>: below->above change?
static int32_t Proj_MaybeDoTransport(int32_t spriteNum, const uspritetype * const pSEffector, int32_t fromunderp, int32_t daz)
{
if (totalclock <= actor[spriteNum].lasttransport)
return 0;
spritetype *const pSprite = &sprite[spriteNum];
const uspritetype *const otherse = (uspritetype *)&sprite[pSEffector->owner];
actor[spriteNum].lasttransport = totalclock + (TICSPERFRAME << 2);
pSprite->x += (otherse->x - pSEffector->x);
pSprite->y += (otherse->y - pSEffector->y);
// above->below
pSprite->z = (!fromunderp) ? sector[otherse->sectnum].ceilingz - daz + sector[pSEffector->sectnum].floorz
: sector[otherse->sectnum].floorz - daz + sector[pSEffector->sectnum].ceilingz;
// below->above
actor[spriteNum].bpos = *(vec3_t *)&sprite[spriteNum];
changespritesect(spriteNum, otherse->sectnum);
return 1;
}
// Check whether sprite <s> is on/in a non-SE7 water sector.
// <othersectptr>: if not NULL, the sector on the other side.
int A_CheckNoSE7Water(uspritetype const * const pSprite, int sectNum, int sectLotag, int32_t *pOther)
{
if (sectLotag == ST_1_ABOVE_WATER || sectLotag == ST_2_UNDERWATER)
{
int const otherSect =
yax_getneighborsect(pSprite->x, pSprite->y, sectNum, sectLotag == ST_1_ABOVE_WATER ? YAX_FLOOR : YAX_CEILING);
int const otherLotag = (sectLotag == ST_1_ABOVE_WATER) ? ST_2_UNDERWATER : ST_1_ABOVE_WATER;
// If submerging, the lower sector MUST have lotag 2.
// If emerging, the upper sector MUST have lotag 1.
// This way, the x/y coordinates where above/below water
// changes can happen are the same.
if (otherSect >= 0 && sector[otherSect].lotag == otherLotag)
{
if (pOther)
*pOther = otherSect;
return 1;
}
}
return 0;
}
// Check whether to do a z position update of sprite <spritenum>.
// Returns:
// 0 if no.
// 1 if yes, but stayed inside [actor[].ceilingz+1, actor[].floorz].
// <0 if yes, but passed a TROR no-SE7 water boundary. -returnvalue-1 is the
// other-side sector number.
static int32_t A_CheckNeedZUpdate(int32_t spriteNum, int32_t zChange, int32_t *pZcoord)
{
if (zChange == 0)
return 0;
uspritetype const *const pSprite = (uspritetype *)&sprite[spriteNum];
int const newZ = pSprite->z + (zChange >> 1);
*pZcoord = newZ;
if (newZ > actor[spriteNum].ceilingz && newZ <= actor[spriteNum].floorz)
return 1;
#ifdef YAX_ENABLE
int const sectNum = pSprite->sectnum;
int const sectLotag = sector[sectNum].lotag;
int32_t otherSect;
// Non-SE7 water.
// PROJECTILE_CHSECT
if ((zChange < 0 && sectLotag == ST_2_UNDERWATER) || (zChange > 0 && sectLotag == ST_1_ABOVE_WATER))
{
if (A_CheckNoSE7Water(pSprite, sprite[spriteNum].sectnum, sectLotag, &otherSect))
{
A_Spawn(spriteNum, WATERSPLASH2);
// NOTE: Don't tweak its z position afterwards like with
// SE7-induced projectile teleportation. It doesn't look good
// with TROR water.
actor[spriteNum].flags |= SFLAG_DIDNOSE7WATER;
return -otherSect-1;
}
}
#endif
return 0;
}
int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uint32_t clipType, int32_t clipDist)
{
spritetype *const pSprite = &sprite[spriteNum];
int const isEnemy = A_CheckEnemySprite(pSprite);
vec2_t const oldPos = *(vec2_t *)pSprite;
if (pSprite->statnum == STAT_MISC || (isEnemy && pSprite->xrepeat < 4))
{
pSprite->x += change->x;
pSprite->y += change->y;
pSprite->z += change->z;
if (isEnemy)
setsprite(spriteNum, (vec3_t *)pSprite);
return 0;
}
if (clipDist >= 0)
{
// use that value
}
else if (A_CheckSpriteFlags(spriteNum, SFLAG_REALCLIPDIST))
clipDist = pSprite->clipdist<<2;
else if (isEnemy)
{
if (pSprite->xrepeat > 60)
clipDist = 1024;
else if (pSprite->picnum == LIZMAN)
clipDist = 292;
else if (A_CheckSpriteFlags(spriteNum, SFLAG_BADGUY))
clipDist = pSprite->clipdist<<2;
else
clipDist = 192;
}
else
{
if (pSprite->statnum == STAT_PROJECTILE && (SpriteProjectile[spriteNum].workslike & PROJECTILE_REALCLIPDIST) == 0)
clipDist = 8;
else
clipDist = pSprite->clipdist<<2;
}
int16_t newSectnum = pSprite->sectnum;
int const oldSectnum = newSectnum;
int32_t newZ = pSprite->z - 2 * tilesiz[pSprite->picnum].y * pSprite->yrepeat;
int const oldZ = pSprite->z;
// Handle horizontal movement first.
pSprite->z = newZ;
int returnValue =
clipmove((vec3_t *)pSprite, &newSectnum, change->x << 13, change->y << 13, clipDist, ZOFFSET6, ZOFFSET6, clipType);
pSprite->z = oldZ;
if (isEnemy)
{
// Handle potential stayput condition (map-provided or hard-coded).
if (newSectnum < 0 ||
((actor[spriteNum].actorstayput >= 0 && actor[spriteNum].actorstayput != newSectnum) ||
(pSprite->picnum == BOSS2 && pSprite->pal == 0 && sector[newSectnum].lotag != ST_3) ||
((pSprite->picnum == BOSS1 || pSprite->picnum == BOSS2) && sector[newSectnum].lotag == ST_1_ABOVE_WATER) ||
(sector[oldSectnum].lotag != ST_1_ABOVE_WATER && sector[newSectnum].lotag == ST_1_ABOVE_WATER &&
(pSprite->picnum == LIZMAN || (pSprite->picnum == LIZTROOP && pSprite->zvel == 0)))))
{
*(vec2_t *) pSprite = oldPos;
// NOTE: in Duke3D, LIZMAN on water takes on random angle here.
setsprite(spriteNum, (vec3_t *)pSprite);
if (newSectnum < 0)
newSectnum = 0;
return 16384+newSectnum;
}
if ((returnValue&49152) >= 32768 && actor[spriteNum].cgg==0)
pSprite->ang += 768;
}
if (newSectnum == -1)
{
newSectnum = pSprite->sectnum;
// OSD_Printf("%s:%d wtf\n",__FILE__,__LINE__);
}
else if (newSectnum != pSprite->sectnum)
{
changespritesect(spriteNum, newSectnum);
// A_GetZLimits(spritenum);
}
Bassert(newSectnum == pSprite->sectnum);
int doZUpdate = A_CheckNeedZUpdate(spriteNum, change->z, &newZ);
// Update sprite's z positions and (for TROR) maybe the sector number.
if (doZUpdate)
{
pSprite->z = newZ;
#ifdef YAX_ENABLE
if (doZUpdate < 0)
{
// If we passed a TROR no-SE7 water boundary, signal to the outside
// that the ceiling/floor was not hit. However, this is not enough:
// later, code checks for (retval&49152)!=49152
// [i.e. not "was ceiling or floor hit", but "was no sprite hit"]
// and calls G_WeaponHitCeilingOrFloor() then, so we need to set
// actor[].flags |= SFLAG_DIDNOSE7WATER in A_CheckNeedZUpdate()
// previously.
// XXX: Why is this contrived data flow necessary? (If at all.)
changespritesect(spriteNum, -doZUpdate-1);
return 0;
}
if (yax_getbunch(newSectnum, (change->z>0))>=0
&& (SECTORFLD(newSectnum,stat, (change->z>0))&yax_waltosecmask(clipType))==0)
{
setspritez(spriteNum, (vec3_t *)pSprite);
}
#endif
}
else if (change->z != 0 && returnValue == 0)
returnValue = 16384+newSectnum;
if (returnValue == 16384 + newSectnum)
{
if (pSprite->statnum == STAT_PROJECTILE)
{
// Projectile sector changes due to transport SEs (SE7_PROJECTILE).
// PROJECTILE_CHSECT
for (bssize_t SPRITES_OF(STAT_TRANSPORT, otherSpriteNum))
{
if (sprite[otherSpriteNum].sectnum == newSectnum)
{
int const sectLotag = sector[newSectnum].lotag;
if (sectLotag == ST_1_ABOVE_WATER && newZ >= actor[spriteNum].floorz)
if (Proj_MaybeDoTransport(spriteNum, (uspritetype *)&sprite[otherSpriteNum], 0, newZ))
return 0;
if (sectLotag == ST_2_UNDERWATER && newZ <= actor[spriteNum].ceilingz)
if (Proj_MaybeDoTransport(spriteNum, (uspritetype *)&sprite[otherSpriteNum], 1, newZ))
return 0;
}
}
}
}
return returnValue;
}
int32_t block_deletesprite = 0;
#ifdef POLYMER
static void A_DeleteLight(int32_t s)
{
if (actor[s].lightId >= 0)
polymer_deletelight(actor[s].lightId);
actor[s].lightId = -1;
actor[s].lightptr = NULL;
}
void G_Polymer_UnInit(void)
{
int32_t i;
for (i=0; i<MAXSPRITES; i++)
A_DeleteLight(i);
}
#endif
// deletesprite() game wrapper
void A_DeleteSprite(int spriteNum)
{
if (EDUKE32_PREDICT_FALSE(block_deletesprite))
{
OSD_Printf(OSD_ERROR "A_DeleteSprite(): tried to remove sprite %d in EVENT_EGS\n", spriteNum);
return;
}
if (VM_HaveEvent(EVENT_KILLIT))
{
int32_t playerDist;
int playerNum = A_FindPlayer(&sprite[spriteNum], &playerDist);
if (VM_OnEventWithDist_(EVENT_KILLIT, spriteNum, playerNum, playerDist))
return;
}
#ifdef POLYMER
if (actor[spriteNum].lightptr != NULL && getrendermode() == REND_POLYMER)
A_DeleteLight(spriteNum);
#endif
// AMBIENT_SFX_PLAYING
if (sprite[spriteNum].picnum == MUSICANDSFX && actor[spriteNum].t_data[0] == 1)
S_StopEnvSound(sprite[spriteNum].lotag, spriteNum);
// NetAlloc
if (Net_IsRelevantSprite(spriteNum))
{
Net_DeleteSprite(spriteNum);
return;
}
deletesprite(spriteNum);
}
void A_AddToDeleteQueue(int spriteNum)
{
if (g_deleteQueueSize == 0)
{
A_DeleteSprite(spriteNum);
return;
}
if (SpriteDeletionQueue[g_spriteDeleteQueuePos] >= 0)
sprite[SpriteDeletionQueue[g_spriteDeleteQueuePos]].xrepeat = 0;
SpriteDeletionQueue[g_spriteDeleteQueuePos] = spriteNum;
g_spriteDeleteQueuePos = (g_spriteDeleteQueuePos+1)%g_deleteQueueSize;
}
void A_SpawnMultiple(int spriteNum, int tileNum, int spawnCnt)
{
spritetype *pSprite = &sprite[spriteNum];
for (; spawnCnt>0; spawnCnt--)
{
int const j = A_InsertSprite(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z - (krand() % (47 << 8)), tileNum, -32, 8,
8, krand() & 2047, 0, 0, spriteNum, 5);
A_Spawn(-1, j);
sprite[j].cstat = krand()&12;
}
}
void A_DoGuts(int spriteNum, int tileNum, int spawnCnt)
{
uspritetype const *const pSprite = (uspritetype *)&sprite[spriteNum];
vec2_t repeat = { 32, 32 };
if (A_CheckEnemySprite(pSprite) && pSprite->xrepeat < 16)
repeat.x = repeat.y = 8;
int gutZ = pSprite->z - ZOFFSET3;
int floorz = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
if (gutZ > (floorz-ZOFFSET3))
gutZ = floorz-ZOFFSET3;
if (pSprite->picnum == COMMANDER)
gutZ -= (24<<8);
for (bssize_t j=spawnCnt; j>0; j--)
{
int const i = A_InsertSprite(pSprite->sectnum, pSprite->x + (krand() & 255) - 128,
pSprite->y + (krand() & 255) - 128, gutZ - (krand() & 8191), tileNum, -32, repeat.x,
repeat.y, krand() & 2047, 48 + (krand() & 31), -512 - (krand() & 2047), spriteNum, 5);
if (PN(i) == JIBS2)
{
sprite[i].xrepeat >>= 2;
sprite[i].yrepeat >>= 2;
}
sprite[i].pal = pSprite->pal;
}
}
void A_DoGutsDir(int spriteNum, int tileNum, int spawnCnt)
{
uspritetype const * const s = (uspritetype *)&sprite[spriteNum];
vec2_t repeat ={ 32, 32 };
if (A_CheckEnemySprite(s) && s->xrepeat < 16)
repeat.x = repeat.y = 8;
int gutZ = s->z-ZOFFSET3;
int floorZ = getflorzofslope(s->sectnum,s->x,s->y);
if (gutZ > (floorZ-ZOFFSET3))
gutZ = floorZ-ZOFFSET3;
if (s->picnum == COMMANDER)
gutZ -= (24<<8);
for (bssize_t j=spawnCnt; j>0; j--)
{
int const i = A_InsertSprite(s->sectnum, s->x, s->y, gutZ, tileNum, -32, repeat.x, repeat.y, krand() & 2047,
256 + (krand() & 127), -512 - (krand() & 2047), spriteNum, 5);
sprite[i].pal = s->pal;
}
}
LUNATIC_EXTERN int32_t G_ToggleWallInterpolation(int32_t wallNum, int32_t setInterpolation)
{
if (setInterpolation)
{
return G_SetInterpolation(&wall[wallNum].x) || G_SetInterpolation(&wall[wallNum].y);
}
else
{
G_StopInterpolation(&wall[wallNum].x);
G_StopInterpolation(&wall[wallNum].y);
return 0;
}
}
void Sect_ToggleInterpolation(int sectNum, int setInterpolation)
{
for (bssize_t j = sector[sectNum].wallptr, endwall = sector[sectNum].wallptr + sector[sectNum].wallnum; j < endwall; j++)
{
G_ToggleWallInterpolation(j, setInterpolation);
int const nextWall = wall[j].nextwall;
if (nextWall >= 0)
{
G_ToggleWallInterpolation(nextWall, setInterpolation);
G_ToggleWallInterpolation(wall[nextWall].point2, setInterpolation);
}
}
}
static int32_t move_rotfixed_sprite(int32_t spriteNum, int32_t pivotSpriteNum, int32_t pivotAngle)
{
if ((ROTFIXSPR_STATNUMP(sprite[spriteNum].statnum) ||
((sprite[spriteNum].statnum == STAT_ACTOR || sprite[spriteNum].statnum == STAT_ZOMBIEACTOR) &&
A_CheckSpriteFlags(spriteNum, SFLAG_ROTFIXED))) &&
actor[spriteNum].t_data[7] == (ROTFIXSPR_MAGIC | pivotSpriteNum))
{
rotatepoint(zerovec, *(vec2_t *)&actor[spriteNum].t_data[8], pivotAngle & 2047, (vec2_t *)&sprite[spriteNum].x);
sprite[spriteNum].x += sprite[pivotSpriteNum].x;
sprite[spriteNum].y += sprite[pivotSpriteNum].y;
return 0;
}
return 1;
}
void A_MoveSector(int spriteNum)
{
// T1,T2 and T3 are used for all the sector moving stuff!!!
int32_t playerDist;
spritetype *const pSprite = &sprite[spriteNum];
int const playerNum = A_FindPlayer(pSprite, &playerDist);
int const rotateAngle = VM_OnEventWithBoth(EVENT_MOVESECTOR, spriteNum, playerNum, playerDist, T3(spriteNum));
int originIdx = T2(spriteNum);
pSprite->x += (pSprite->xvel * (sintable[(pSprite->ang + 512) & 2047])) >> 14;
pSprite->y += (pSprite->xvel * (sintable[pSprite->ang & 2047])) >> 14;
int const endWall = sector[pSprite->sectnum].wallptr + sector[pSprite->sectnum].wallnum;
for (bssize_t wallNum = sector[pSprite->sectnum].wallptr; wallNum < endWall; wallNum++)
{
vec2_t const origin = g_origins[originIdx];
vec2_t result;
rotatepoint(zerovec, origin, rotateAngle & 2047, &result);
dragpoint(wallNum, pSprite->x + result.x, pSprite->y + result.y, 0);
originIdx++;
}
}
#if !defined LUNATIC
// NOTE: T5 is AC_ACTION_ID
# define LIGHTRAD_PICOFS(i) (T5(i) ? *(apScript + T5(i)) + (*(apScript + T5(i) + 2)) * AC_CURFRAME(actor[i].t_data) : 0)
#else
// startframe + viewtype*[cyclic counter]
# define LIGHTRAD_PICOFS(i) (actor[i].ac.startframe + actor[i].ac.viewtype * AC_CURFRAME(actor[i].t_data))
#endif
// this is the same crap as in game.c's tspr manipulation. puke.
// XXX: may access tilesizy out-of-bounds by bad user code.
#define LIGHTRAD(spriteNum, s) (s->yrepeat * tilesiz[s->picnum + LIGHTRAD_PICOFS(spriteNum)].y)
#define LIGHTRAD2(spriteNum, s) ((s->yrepeat + ((rand() % s->yrepeat)>>2)) * tilesiz[s->picnum + LIGHTRAD_PICOFS(spriteNum)].y)
void G_AddGameLight(int lightRadius, int spriteNum, int zOffset, int lightRange, int lightColor, int lightPrio)
{
#ifdef POLYMER
spritetype *s = &sprite[spriteNum];
if (getrendermode() != REND_POLYMER || pr_lighting != 1)
return;
if (actor[spriteNum].lightptr == NULL)
{
#pragma pack(push, 1)
_prlight mylight;
#pragma pack(pop)
Bmemset(&mylight, 0, sizeof(mylight));
mylight.sector = s->sectnum;
mylight.x = s->x;
mylight.y = s->y;
mylight.z = s->z - zOffset;
mylight.color[0] = lightColor & 255;
mylight.color[1] = (lightColor >> 8) & 255;
mylight.color[2] = (lightColor >> 16) & 255;
mylight.radius = lightRadius;
actor[spriteNum].lightmaxrange = mylight.range = lightRange;
mylight.priority = lightPrio;
mylight.tilenum = 0;
mylight.publicflags.emitshadow = 1;
mylight.publicflags.negative = 0;
actor[spriteNum].lightId = polymer_addlight(&mylight);
if (actor[spriteNum].lightId >= 0)
actor[spriteNum].lightptr = &prlights[actor[spriteNum].lightId];
return;
}
s->z -= zOffset;
if (lightRange<actor[spriteNum].lightmaxrange>> 1)
actor[spriteNum].lightmaxrange = 0;
if (lightRange > actor[spriteNum].lightmaxrange || lightPrio != actor[spriteNum].lightptr->priority ||
Bmemcmp(&sprite[spriteNum], actor[spriteNum].lightptr, sizeof(int32_t) * 3))
{
if (lightRange > actor[spriteNum].lightmaxrange)
actor[spriteNum].lightmaxrange = lightRange;
Bmemcpy(actor[spriteNum].lightptr, &sprite[spriteNum], sizeof(int32_t) * 3);
actor[spriteNum].lightptr->sector = s->sectnum;
actor[spriteNum].lightptr->flags.invalidate = 1;
}
actor[spriteNum].lightptr->priority = lightPrio;
actor[spriteNum].lightptr->range = lightRange;
actor[spriteNum].lightptr->color[0] = lightColor & 255;
actor[spriteNum].lightptr->color[1] = (lightColor >> 8) & 255;
actor[spriteNum].lightptr->color[2] = (lightColor >> 16) & 255;
s->z += zOffset;
#else
UNREFERENCED_PARAMETER(lightRadius);
UNREFERENCED_PARAMETER(spriteNum);
UNREFERENCED_PARAMETER(zOffset);
UNREFERENCED_PARAMETER(lightRange);
UNREFERENCED_PARAMETER(lightColor);
UNREFERENCED_PARAMETER(lightPrio);
#endif
}
ACTOR_STATIC void A_MaybeAwakenBadGuys(int spriteNum)
{
if (sprite[spriteNum].sectnum == MAXSECTORS)
return;
if (A_CheckSpriteFlags(spriteNum, SFLAG_WAKEUPBADGUYS))
{
uspritetype *const pSprite = (uspritetype *)&sprite[spriteNum];
for (bssize_t nextSprite, SPRITES_OF_STAT_SAFE(STAT_ZOMBIEACTOR, spriteNum, nextSprite))
{
if (A_CheckEnemySprite(&sprite[spriteNum]))
{
if (sprite[spriteNum].sectnum == pSprite->sectnum
|| sprite[spriteNum].sectnum == nextsectorneighborz(pSprite->sectnum, sector[pSprite->sectnum].floorz, 1, 1)
|| cansee(pSprite->x, pSprite->y, pSprite->z - PHEIGHT, pSprite->sectnum, sprite[spriteNum].x, sprite[spriteNum].y,
sprite[spriteNum].z - PHEIGHT, sprite[spriteNum].sectnum))
{
actor[spriteNum].timetosleep = 0;
A_PlayAlertSound(spriteNum);
changespritestat(spriteNum, STAT_ACTOR);
if (A_CheckSpriteFlags(spriteNum, SFLAG_WAKEUPBADGUYS))
A_MaybeAwakenBadGuys(spriteNum);
}
}
}
}
}
// sleeping monsters, etc
ACTOR_STATIC void G_MoveZombieActors(void)
{
int spriteNum = headspritestat[STAT_ZOMBIEACTOR], j;
while (spriteNum >= 0)
{
int const nextSprite = nextspritestat[spriteNum];
int32_t playerDist;
spritetype *const pSprite = &sprite[spriteNum];
int const playerNum = A_FindPlayer(pSprite, &playerDist);
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (sprite[pPlayer->i].extra > 0)
{
if (playerDist < 30000)
{
actor[spriteNum].timetosleep++;
if (actor[spriteNum].timetosleep >= (playerDist>>8))
{
if (pPlayer->newowner == -1 && A_CheckEnemySprite(pSprite))
{
vec3_t const p = { pPlayer->pos.x + 64 - (krand() & 127),
pPlayer->pos.y + 64 - (krand() & 127),
pPlayer->pos.z - (krand() % ZOFFSET5) };
int16_t pSectnum = pPlayer->cursectnum;
updatesector(p.x, p.y, &pSectnum);
if (pSectnum == -1)
{
spriteNum = nextSprite;
continue;
}
vec3_t const s = { pSprite->x + 64 - (krand() & 127),
pSprite->y + 64 - (krand() & 127),
pSprite->z - (krand() % (52 << 8)) };
int16_t sectNum = pSprite->sectnum;
updatesector(s.x, s.y, &sectNum);
if (sectNum == -1)
{
spriteNum = nextSprite;
continue;
}
j = cansee(s.x, s.y, s.z, sectNum, p.x, p.y, p.z, pSectnum);
}
else
j = cansee(pSprite->x, pSprite->y, pSprite->z - ((krand() & 31) << 8), pSprite->sectnum, pPlayer->opos.x,
pPlayer->opos.y, pPlayer->opos.z - ((krand() & 31) << 8), pPlayer->cursectnum);
if (j)
{
switch (DYNAMICTILEMAP(pSprite->picnum))
{
case RUBBERCAN__STATIC:
case EXPLODINGBARREL__STATIC:
case WOODENHORSE__STATIC:
case HORSEONSIDE__STATIC:
case CANWITHSOMETHING__STATIC:
case CANWITHSOMETHING2__STATIC:
case CANWITHSOMETHING3__STATIC:
case CANWITHSOMETHING4__STATIC:
case FIREBARREL__STATIC:
case FIREVASE__STATIC:
case NUKEBARREL__STATIC:
case NUKEBARRELDENTED__STATIC:
case NUKEBARRELLEAKED__STATIC:
case TRIPBOMB__STATIC:
pSprite->shade = ((sector[pSprite->sectnum].ceilingstat & 1) && A_CheckSpriteFlags(spriteNum, SFLAG_NOSHADE) == 0)
? sector[pSprite->sectnum].ceilingshade
: sector[pSprite->sectnum].floorshade;
actor[spriteNum].timetosleep = 0;
changespritestat(spriteNum, STAT_STANDABLE);
break;
case RECON__STATIC:
CS(spriteNum) |= 257;
// fall-through
default:
if (A_CheckSpriteFlags(spriteNum, SFLAG_USEACTIVATOR) && sector[sprite[spriteNum].sectnum].lotag & 16384)
break;
actor[spriteNum].timetosleep = 0;
A_PlayAlertSound(spriteNum);
changespritestat(spriteNum, STAT_ACTOR);
if (A_CheckSpriteFlags(spriteNum, SFLAG_WAKEUPBADGUYS))
A_MaybeAwakenBadGuys(spriteNum);
break;
}
}
else
actor[spriteNum].timetosleep = 0;
}
}
if (A_CheckEnemySprite(pSprite) && A_CheckSpriteFlags(spriteNum,SFLAG_NOSHADE) == 0)
{
pSprite->shade = (sector[pSprite->sectnum].ceilingstat & 1)
? sector[pSprite->sectnum].ceilingshade
: sector[pSprite->sectnum].floorshade;
}
}
spriteNum = nextSprite;
}
}
// stupid name, but it's what the function does.
FORCE_INLINE int G_FindExplosionInSector(int sectnum)
{
for (bssize_t SPRITES_OF(STAT_MISC, i))
if (PN(i) == EXPLOSION2 && sectnum == SECT(i))
return i;
return -1;
}
FORCE_INLINE void P_Nudge(int playerNum, int spriteNum, int shiftLeft)
{
g_player[playerNum].ps->vel.x += actor[spriteNum].extra * (sintable[(actor[spriteNum].ang + 512) & 2047]) << shiftLeft;
g_player[playerNum].ps->vel.y += actor[spriteNum].extra * (sintable[actor[spriteNum].ang & 2047]) << shiftLeft;
}
int A_IncurDamage(int spriteNum)
{
spritetype *const pSprite = &sprite[spriteNum];
actor_t *const pActor = &actor[spriteNum];
// dmg->picnum check: safety, since it might have been set to <0 from CON.
if (pActor->extra < 0 || pSprite->extra < 0 || pActor->picnum < 0)
{
pActor->extra = -1;
return -1;
}
if (pSprite->picnum == APLAYER)
{
if (ud.god && pActor->picnum != SHRINKSPARK)
return -1;
int const playerNum = P_GetP(pSprite);
if (pActor->owner >= 0 && ud.ffire == 0 && sprite[pActor->owner].picnum == APLAYER &&
(g_gametypeFlags[ud.coop] & GAMETYPE_PLAYERSFRIENDLY ||
(g_gametypeFlags[ud.coop] & GAMETYPE_TDM && g_player[playerNum].ps->team == g_player[P_Get(pActor->owner)].ps->team)))
return -1;
pSprite->extra -= pActor->extra;
if (pActor->owner >= 0 && pSprite->extra <= 0 && pActor->picnum != FREEZEBLAST)
{
int const damageOwner = pActor->owner;
pSprite->extra = 0;
g_player[playerNum].ps->wackedbyactor = damageOwner;
if (sprite[damageOwner].picnum == APLAYER && playerNum != P_Get(damageOwner))
g_player[playerNum].ps->frag_ps = P_Get(damageOwner);
pActor->owner = g_player[playerNum].ps->i;
}
switch (DYNAMICTILEMAP(pActor->picnum))
{
case RADIUSEXPLOSION__STATIC:
case RPG__STATIC:
case HYDRENT__STATIC:
case HEAVYHBOMB__STATIC:
case SEENINE__STATIC:
case OOZFILTER__STATIC:
case EXPLODINGBARREL__STATIC:
P_Nudge(playerNum, spriteNum, 2);
break;
default:
P_Nudge(playerNum, spriteNum, (A_CheckSpriteFlags(pActor->owner, SFLAG_PROJECTILE) &&
(SpriteProjectile[pActor->owner].workslike & PROJECTILE_RPG))
? 2
: 1);
break;
}
pActor->extra = -1;
return pActor->picnum;
}
if (pActor->extra == 0 && pActor->picnum == SHRINKSPARK && pSprite->xrepeat < 24)
return -1;
pSprite->extra -= pActor->extra;
if (pSprite->picnum != RECON && pSprite->owner >= 0 && sprite[pSprite->owner].statnum < MAXSTATUS)
pSprite->owner = pActor->owner;
pActor->extra = -1;
return pActor->picnum;
}
void A_MoveCyclers(void)
{
for (bssize_t i=g_cyclerCnt-1; i>=0; i--)
{
int16_t *const pCycler = g_cyclers[i];
int const sectNum = pCycler[0];
int spriteShade = pCycler[2];
int const floorShade = pCycler[3];
int sectorShade = clamp(floorShade + (sintable[pCycler[1] & 2047] >> 10), spriteShade, floorShade);
pCycler[1] += sector[sectNum].extra;
if (pCycler[5]) // angle 1536...
{
walltype *pWall = &wall[sector[sectNum].wallptr];
for (bssize_t wallsLeft = sector[sectNum].wallnum; wallsLeft > 0; wallsLeft--, pWall++)
{
if (pWall->hitag != 1)
{
pWall->shade = sectorShade;
if ((pWall->cstat&2) && pWall->nextwall >= 0)
wall[pWall->nextwall].shade = sectorShade;
}
}
sector[sectNum].floorshade = sector[sectNum].ceilingshade = sectorShade;
}
}
}
void A_MoveDummyPlayers(void)
{
int32_t spriteNum = headspritestat[STAT_DUMMYPLAYER];
while (spriteNum >= 0)
{
int const playerNum = P_Get(OW(spriteNum));
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
int const nextSprite = nextspritestat[spriteNum];
int const playerSectnum = pPlayer->cursectnum;
if (pPlayer->on_crane >= 0 || (playerSectnum >= 0 && sector[playerSectnum].lotag != ST_1_ABOVE_WATER) || sprite[pPlayer->i].extra <= 0)
{
pPlayer->dummyplayersprite = -1;
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
else
{
if (pPlayer->on_ground && pPlayer->on_warping_sector == 1 && playerSectnum >= 0 && sector[playerSectnum].lotag == ST_1_ABOVE_WATER)
{
CS(spriteNum) = 257;
SZ(spriteNum) = sector[SECT(spriteNum)].ceilingz+(27<<8);
SA(spriteNum) = pPlayer->ang;
if (T1(spriteNum) == 8)
T1(spriteNum) = 0;
else T1(spriteNum)++;
}
else
{
if (sector[SECT(spriteNum)].lotag != ST_2_UNDERWATER) SZ(spriteNum) = sector[SECT(spriteNum)].floorz;
CS(spriteNum) = 32768;
}
}
SX(spriteNum) += (pPlayer->pos.x-pPlayer->opos.x);
SY(spriteNum) += (pPlayer->pos.y-pPlayer->opos.y);
setsprite(spriteNum, (vec3_t *)&sprite[spriteNum]);
next_sprite:
spriteNum = nextSprite;
}
}
static int32_t P_Submerge(int32_t j, int32_t p, DukePlayer_t *ps, int32_t sect, int32_t othersect);
static int32_t P_Emerge(int32_t j, int32_t p, DukePlayer_t *ps, int32_t sect, int32_t othersect);
static void P_FinishWaterChange(int32_t j, DukePlayer_t *ps, int32_t sectlotag, int32_t ow, int32_t newsectnum);
ACTOR_STATIC void G_MovePlayers(void)
{
int32_t spriteNum = headspritestat[STAT_PLAYER];
while (spriteNum >= 0)
{
int const nextSprite = nextspritestat[spriteNum];
spritetype *const pSprite = &sprite[spriteNum];
DukePlayer_t *const pPlayer = g_player[P_GetP(pSprite)].ps;
if (pSprite->owner >= 0)
{
if (pPlayer->newowner >= 0) //Looking thru the camera
{
pSprite->x = pPlayer->opos.x;
pSprite->y = pPlayer->opos.y;
pSprite->z = pPlayer->opos.z + PHEIGHT;
actor[spriteNum].bpos.z = pSprite->z;
pSprite->ang = pPlayer->oang;
setsprite(spriteNum, (vec3_t *)pSprite);
}
else
{
int32_t otherx;
#ifdef YAX_ENABLE
// TROR water submerge/emerge
int const playerSectnum = pSprite->sectnum;
int const sectorLotag = sector[playerSectnum].lotag;
int32_t otherSector;
if (A_CheckNoSE7Water((uspritetype const *)pSprite, playerSectnum, sectorLotag, &otherSector))
{
int32_t k = 0;
// NOTE: Compare with G_MoveTransports().
pPlayer->on_warping_sector = 1;
if (sectorLotag==ST_1_ABOVE_WATER)
k = P_Submerge(spriteNum, P_GetP(pSprite), pPlayer, playerSectnum, otherSector);
else
k = P_Emerge(spriteNum, P_GetP(pSprite), pPlayer, playerSectnum, otherSector);
if (k == 1)
P_FinishWaterChange(spriteNum, pPlayer, sectorLotag, -1, otherSector);
}
#endif
if (g_netServer || ud.multimode > 1)
otherp = P_FindOtherPlayer(P_GetP(pSprite), &otherx);
else
{
otherp = P_GetP(pSprite);
otherx = 0;
}
if (G_HaveActor(sprite[spriteNum].picnum))
A_Execute(spriteNum, P_GetP(pSprite), otherx);
if (g_netServer || ud.multimode > 1)
{
if (sprite[g_player[otherp].ps->i].extra > 0)
{
if (pSprite->yrepeat > 32 && sprite[g_player[otherp].ps->i].yrepeat < 32)
{
if (otherx < 1400 && pPlayer->knee_incs == 0)
{
pPlayer->knee_incs = 1;
pPlayer->weapon_pos = -1;
pPlayer->actorsqu = g_player[otherp].ps->i;
}
}
}
}
if (ud.god)
{
pSprite->extra = pPlayer->max_player_health;
pSprite->cstat = 257;
if (!WW2GI)
pPlayer->inv_amount[GET_JETPACK] = 1599;
}
if (pSprite->extra > 0)
{
actor[spriteNum].owner = spriteNum;
if (ud.god == 0)
if (G_CheckForSpaceCeiling(pSprite->sectnum) || G_CheckForSpaceFloor(pSprite->sectnum))
P_QuickKill(pPlayer);
}
else
{
pPlayer->pos.x = pSprite->x;
pPlayer->pos.y = pSprite->y;
pPlayer->pos.z = pSprite->z-(20<<8);
pPlayer->newowner = -1;
if (pPlayer->wackedbyactor >= 0 && sprite[pPlayer->wackedbyactor].statnum < MAXSTATUS)
{
pPlayer->ang += G_GetAngleDelta(pPlayer->ang,getangle(sprite[pPlayer->wackedbyactor].x-pPlayer->pos.x,sprite[pPlayer->wackedbyactor].y-pPlayer->pos.y))>>1;
pPlayer->ang &= 2047;
}
}
pSprite->ang = pPlayer->ang;
}
}
else
{
if (pPlayer->holoduke_on == -1)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
Bmemcpy(&actor[spriteNum].bpos, pSprite, sizeof(vec3_t));
pSprite->cstat = 0;
if (pSprite->xrepeat < 42)
{
pSprite->xrepeat += 4;
pSprite->cstat |= 2;
}
else pSprite->xrepeat = 42;
if (pSprite->yrepeat < 36)
pSprite->yrepeat += 4;
else
{
pSprite->yrepeat = 36;
if (sector[pSprite->sectnum].lotag != ST_2_UNDERWATER)
A_Fall(spriteNum);
if (pSprite->zvel == 0 && sector[pSprite->sectnum].lotag == ST_1_ABOVE_WATER)
pSprite->z += ZOFFSET5;
}
if (pSprite->extra < 8)
{
pSprite->xvel = 128;
pSprite->ang = pPlayer->ang;
pSprite->extra++;
A_SetSprite(spriteNum,CLIPMASK0);
}
else
{
pSprite->ang = 2047-pPlayer->ang;
setsprite(spriteNum,(vec3_t *)pSprite);
}
}
pSprite->shade =
logapproach(pSprite->shade, (sector[pSprite->sectnum].ceilingstat & 1) ? sector[pSprite->sectnum].ceilingshade
: sector[pSprite->sectnum].floorshade);
next_sprite:
spriteNum = nextSprite;
}
}
ACTOR_STATIC void G_MoveFX(void)
{
int spriteNum = headspritestat[STAT_FX];
while (spriteNum >= 0)
{
spritetype *const pSprite = &sprite[spriteNum];
int const nextSprite = nextspritestat[spriteNum];
switch (DYNAMICTILEMAP(pSprite->picnum))
{
case RESPAWN__STATIC:
if (pSprite->extra == 66)
{
/*int32_t j =*/ A_Spawn(spriteNum,SHT(spriteNum));
// sprite[j].pal = sprite[i].pal;
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
else if (pSprite->extra > (66-13))
sprite[spriteNum].extra++;
break;
case MUSICANDSFX__STATIC:
{
int const spriteHitag = pSprite->hitag;
DukePlayer_t *const pPlayer = g_player[screenpeek].ps;
if (T2(spriteNum) != ud.config.SoundToggle)
{
// If sound playback was toggled, restart.
T2(spriteNum) = ud.config.SoundToggle;
T1(spriteNum) = 0;
}
if (pSprite->lotag >= 1000 && pSprite->lotag < 2000)
{
int32_t x = ldist(&sprite[pPlayer->i],pSprite);
#ifdef SPLITSCREEN_MOD_HACKS
if (g_fakeMultiMode==2)
{
// HACK for splitscreen mod
int32_t otherdist = ldist(&sprite[g_player[1].ps->i],pSprite);
x = min(x, otherdist);
}
#endif
if (x < spriteHitag && T1(spriteNum) == 0)
{
FX_SetReverb(pSprite->lotag - 1000);
T1(spriteNum) = 1;
}
if (x >= spriteHitag && T1(spriteNum) == 1)
{
FX_SetReverb(0);
FX_SetReverbDelay(0);
T1(spriteNum) = 0;
}
}
else if (pSprite->lotag < 999 && (unsigned)sector[pSprite->sectnum].lotag < 9 && // ST_9_SLIDING_ST_DOOR
ud.config.AmbienceToggle && sector[SECT(spriteNum)].floorz != sector[SECT(spriteNum)].ceilingz)
{
if (g_sounds[pSprite->lotag].m & SF_MSFX)
{
int32_t playerDist = dist(&sprite[pPlayer->i], pSprite);
#ifdef SPLITSCREEN_MOD_HACKS
if (g_fakeMultiMode==2)
{
// HACK for splitscreen mod
int32_t otherdist = dist(&sprite[g_player[1].ps->i],pSprite);
playerDist = min(playerDist, otherdist);
}
#endif
if (playerDist < spriteHitag && T1(spriteNum) == 0 && FX_VoiceAvailable(g_sounds[pSprite->lotag].pr-1))
{
// Start playing an ambience sound.
char om = g_sounds[pSprite->lotag].m;
if (g_numEnvSoundsPlaying == ud.config.NumVoices)
{
int32_t j;
for (SPRITES_OF(STAT_FX, j))
if (j != spriteNum && S_IsAmbientSFX(j) && actor[j].t_data[0] == 1 &&
dist(&sprite[j], &sprite[pPlayer->i]) > playerDist)
{
S_StopEnvSound(sprite[j].lotag,j);
break;
}
if (j == -1)
goto next_sprite;
}
g_sounds[pSprite->lotag].m |= SF_LOOP;
A_PlaySound(pSprite->lotag,spriteNum);
g_sounds[pSprite->lotag].m = om;
T1(spriteNum) = 1; // AMBIENT_SFX_PLAYING
}
else if (playerDist >= spriteHitag && T1(spriteNum) == 1)
{
// Stop playing ambience sound because we're out of its range.
// T1 will be reset in sounds.c: CLEAR_SOUND_T0
// T1 = 0;
S_StopEnvSound(pSprite->lotag,spriteNum);
}
}
if (g_sounds[pSprite->lotag].m & SF_GLOBAL)
{
// Randomly playing global sounds (flyby of planes, screams, ...)
if (T5(spriteNum) > 0)
T5(spriteNum)--;
else
{
int32_t p;
for (TRAVERSE_CONNECT(p))
if (p == myconnectindex && g_player[p].ps->cursectnum == pSprite->sectnum)
{
S_PlaySound(pSprite->lotag + (unsigned)g_globalRandom % (pSprite->hitag+1));
T5(spriteNum) = GAMETICSPERSEC*40 + g_globalRandom%(GAMETICSPERSEC*40);
}
}
}
}
break;
}
}
next_sprite:
spriteNum = nextSprite;
}
}
ACTOR_STATIC void G_MoveFallers(void)
{
int32_t spriteNum = headspritestat[STAT_FALLER];
while (spriteNum >= 0)
{
int const nextSprite = nextspritestat[spriteNum];
spritetype *const pSprite = &sprite[spriteNum];
int const sectNum = pSprite->sectnum;
if (T1(spriteNum) == 0)
{
const int32_t oextra = pSprite->extra;
int j;
pSprite->z -= ZOFFSET2;
T2(spriteNum) = pSprite->ang;
if ((j = A_IncurDamage(spriteNum)) >= 0)
{
if (j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER)
{
if (pSprite->extra <= 0)
{
T1(spriteNum) = 1;
for (bssize_t SPRITES_OF(STAT_FALLER, j))
{
if (sprite[j].hitag == SHT(spriteNum))
{
actor[j].t_data[0] = 1;
sprite[j].cstat &= (65535-64);
if (sprite[j].picnum == CEILINGSTEAM || sprite[j].picnum == STEAM)
sprite[j].cstat |= 32768;
}
}
}
}
else
{
actor[spriteNum].extra = 0;
pSprite->extra = oextra;
}
}
pSprite->ang = T2(spriteNum);
pSprite->z += ZOFFSET2;
}
else if (T1(spriteNum) == 1)
{
if ((int16_t)pSprite->lotag > 0)
{
pSprite->lotag-=3;
if ((int16_t)pSprite->lotag <= 0)
{
pSprite->xvel = (32+(krand()&63));
pSprite->zvel = -(1024+(krand()&1023));
}
}
else
{
int32_t x;
if (pSprite->xvel > 0)
{
pSprite->xvel -= 8;
A_SetSprite(spriteNum,CLIPMASK0);
}
if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceFloor(pSprite->sectnum)))
x = 0;
else
{
if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceCeiling(pSprite->sectnum)))
x = g_spriteGravity/6;
else
x = g_spriteGravity;
}
if (pSprite->z < (sector[sectNum].floorz-ZOFFSET))
{
pSprite->zvel += x;
if (pSprite->zvel > 6144)
pSprite->zvel = 6144;
pSprite->z += pSprite->zvel;
}
if ((sector[sectNum].floorz-pSprite->z) < ZOFFSET2)
{
int32_t j = 1+(krand()&7);
for (x=0; x<j; x++) RANDOMSCRAP(pSprite, spriteNum);
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
}
}
next_sprite:
spriteNum = nextSprite;
}
}
ACTOR_STATIC void G_MoveStandables(void)
{
int32_t spriteNum = headspritestat[STAT_STANDABLE], j, switchPic;
int32_t l=0, x;
while (spriteNum >= 0)
{
const int32_t nextSprite = nextspritestat[spriteNum];
int32_t *const pData = &actor[spriteNum].t_data[0];
spritetype *const pSprite = &sprite[spriteNum];
const int32_t sectNum = pSprite->sectnum;
if (sectNum < 0)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
// Rotation-fixed sprites in rotating sectors already have bpos* updated.
if ((pData[7]&(0xffff0000))!=ROTFIXSPR_MAGIC)
Bmemcpy(&actor[spriteNum].bpos, pSprite, sizeof(vec3_t));
if (PN(spriteNum) >= CRANE && PN(spriteNum) <= CRANE+3)
{
int32_t nextj;
//t[0] = state
//t[1] = checking sector number
if (pSprite->xvel) A_GetZLimits(spriteNum);
if (pData[0] == 0) //Waiting to check the sector
{
for (SPRITES_OF_SECT_SAFE(pData[1], j, nextj))
{
switch (sprite[j].statnum)
{
case STAT_ACTOR:
case STAT_ZOMBIEACTOR:
case STAT_STANDABLE:
case STAT_PLAYER:
{
vec3_t vect = { g_origins[pData[4]+1].x, g_origins[pData[4]+1].y, sprite[j].z };
pSprite->ang = getangle(vect.x-pSprite->x, vect.y-pSprite->y);
setsprite(j, &vect);
pData[0]++;
goto next_sprite;
}
}
}
}
else if (pData[0]==1)
{
if (pSprite->xvel < 184)
{
pSprite->picnum = CRANE+1;
pSprite->xvel += 8;
}
A_SetSprite(spriteNum,CLIPMASK0);
if (sectNum == pData[1])
pData[0]++;
}
else if (pData[0]==2 || pData[0]==7)
{
pSprite->z += (1024+512);
if (pData[0]==2)
{
if (sector[sectNum].floorz - pSprite->z < (64<<8))
if (pSprite->picnum > CRANE) pSprite->picnum--;
if (sector[sectNum].floorz - pSprite->z < 4096+1024)
pData[0]++;
}
if (pData[0]==7)
{
if (sector[sectNum].floorz - pSprite->z < (64<<8))
{
if (pSprite->picnum > CRANE) pSprite->picnum--;
else
{
if (pSprite->owner==-2)
{
int32_t p = A_FindPlayer(pSprite, NULL);
A_PlaySound(DUKE_GRUNT,g_player[p].ps->i);
if (g_player[p].ps->on_crane == spriteNum)
g_player[p].ps->on_crane = -1;
}
pData[0]++;
pSprite->owner = -1;
}
}
}
}
else if (pData[0]==3)
{
pSprite->picnum++;
if (pSprite->picnum == CRANE+2)
{
int32_t p = G_CheckPlayerInSector(pData[1]);
if (p >= 0 && g_player[p].ps->on_ground)
{
pSprite->owner = -2;
g_player[p].ps->on_crane = spriteNum;
A_PlaySound(DUKE_GRUNT,g_player[p].ps->i);
g_player[p].ps->ang = pSprite->ang+1024;
}
else
{
for (SPRITES_OF_SECT(pData[1], j))
{
switch (sprite[j].statnum)
{
case STAT_ACTOR:
case STAT_STANDABLE:
pSprite->owner = j;
break;
}
}
}
pData[0]++;//Grabbed the sprite
pData[2]=0;
goto next_sprite;
}
}
else if (pData[0]==4) //Delay before going up
{
pData[2]++;
if (pData[2] > 10)
pData[0]++;
}
else if (pData[0]==5 || pData[0] == 8)
{
if (pData[0]==8 && pSprite->picnum < (CRANE+2))
if ((sector[sectNum].floorz-pSprite->z) > 8192)
pSprite->picnum++;
if (pSprite->z < g_origins[pData[4]+2].x)
{
pData[0]++;
pSprite->xvel = 0;
}
else
pSprite->z -= (1024+512);
}
else if (pData[0]==6)
{
if (pSprite->xvel < 192)
pSprite->xvel += 8;
pSprite->ang = getangle(g_origins[pData[4]].x - pSprite->x, g_origins[pData[4]].y - pSprite->y);
A_SetSprite(spriteNum,CLIPMASK0);
if (((pSprite->x-g_origins[pData[4]].x)*(pSprite->x-g_origins[pData[4]].x)+(pSprite->y-g_origins[pData[4]].y)*(pSprite->y-g_origins[pData[4]].y)) < (128*128))
pData[0]++;
}
else if (pData[0]==9)
pData[0] = 0;
{
vec3_t vect;
Bmemcpy(&vect,pSprite,sizeof(vec3_t));
vect.z -= (34<<8);
setsprite(g_origins[pData[4]+2].y, &vect);
}
if (pSprite->owner != -1)
{
int32_t p = A_FindPlayer(pSprite, NULL);
if (A_IncurDamage(spriteNum) >= 0)
{
if (pSprite->owner == -2)
if (g_player[p].ps->on_crane == spriteNum)
g_player[p].ps->on_crane = -1;
pSprite->owner = -1;
pSprite->picnum = CRANE;
goto next_sprite;
}
if (pSprite->owner >= 0)
{
setsprite(pSprite->owner,(vec3_t *)pSprite);
Bmemcpy(&actor[pSprite->owner].bpos, pSprite, sizeof(vec3_t));
pSprite->zvel = 0;
}
else if (pSprite->owner == -2)
{
DukePlayer_t *const ps = g_player[p].ps;
ps->opos.x = ps->pos.x = pSprite->x-(sintable[(ps->ang+512)&2047]>>6);
ps->opos.y = ps->pos.y = pSprite->y-(sintable[ps->ang&2047]>>6);
ps->opos.z = ps->pos.z = pSprite->z+(2<<8);
setsprite(ps->i, (vec3_t *)ps);
ps->cursectnum = sprite[ps->i].sectnum;
}
}
goto next_sprite;
}
else if (PN(spriteNum) >= WATERFOUNTAIN && PN(spriteNum) <= WATERFOUNTAIN+3)
{
if (pData[0] > 0)
{
if (pData[0] < 20)
{
pData[0]++;
pSprite->picnum++;
if (pSprite->picnum == (WATERFOUNTAIN+3))
pSprite->picnum = WATERFOUNTAIN+1;
}
else
{
A_FindPlayer(pSprite,&x);
if (x > 512)
{
pData[0] = 0;
pSprite->picnum = WATERFOUNTAIN;
}
else pData[0] = 1;
}
}
goto next_sprite;
}
else if (AFLAMABLE(pSprite->picnum))
{
if (T1(spriteNum) == 1)
{
if ((++T2(spriteNum)&3) > 0) goto next_sprite;
if (pSprite->picnum == TIRE && T2(spriteNum) == 32)
{
pSprite->cstat = 0;
j = A_Spawn(spriteNum,BLOODPOOL);
sprite[j].shade = 127;
}
else
{
if (pSprite->shade < 64) pSprite->shade++;
else DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
j = pSprite->xrepeat-(krand()&7);
if (j < 10)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
pSprite->xrepeat = j;
j = pSprite->yrepeat-(krand()&7);
if (j < 4)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
pSprite->yrepeat = j;
}
if (pSprite->picnum == BOX)
{
A_Fall(spriteNum);
actor[spriteNum].ceilingz = sector[pSprite->sectnum].ceilingz;
}
goto next_sprite;
}
else if (pSprite->picnum == TRIPBOMB)
{
// TIMER_CONTROL
if (actor[spriteNum].t_data[6] == 1)
{
if (actor[spriteNum].t_data[7] >= 1)
{
actor[spriteNum].t_data[7]--;
}
if (actor[spriteNum].t_data[7] <= 0)
{
T3(spriteNum)=16;
actor[spriteNum].t_data[6]=3;
A_PlaySound(LASERTRIP_ARMING,spriteNum);
}
// we're on a timer....
}
if (T3(spriteNum) > 0 && actor[spriteNum].t_data[6] == 3)
{
T3(spriteNum)--;
if (T3(spriteNum) == 8)
{
for (j=0; j<5; j++) RANDOMSCRAP(pSprite, spriteNum);
x = pSprite->extra;
A_RadiusDamage(spriteNum, g_tripbombRadius, x>>2,x>>1,x-(x>>2),x);
j = A_Spawn(spriteNum,EXPLOSION2);
A_PlaySound(LASERTRIP_EXPLODE,j);
sprite[j].ang = pSprite->ang;
sprite[j].xvel = 348;
A_SetSprite(j,CLIPMASK0);
for (SPRITES_OF(STAT_MISC, j))
{
if (sprite[j].picnum == LASERLINE && pSprite->hitag == sprite[j].hitag)
sprite[j].xrepeat = sprite[j].yrepeat = 0;
}
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
goto next_sprite;
}
else
{
const int32_t oextra = pSprite->extra;
pSprite->extra = 1;
l = pSprite->ang;
if (A_IncurDamage(spriteNum) >= 0)
{
actor[spriteNum].t_data[6] = 3;
T3(spriteNum) = 16;
}
pSprite->extra = oextra;
pSprite->ang = l;
}
switch (T1(spriteNum))
{
default:
A_FindPlayer(pSprite,&x);
if (x > 768 || T1(spriteNum) > 16) T1(spriteNum)++;
break;
case 32:
{
int16_t m;
l = pSprite->ang;
pSprite->ang = T6(spriteNum);
T4(spriteNum) = pSprite->x;
T5(spriteNum) = pSprite->y;
pSprite->x += sintable[(T6(spriteNum)+512)&2047]>>9;
pSprite->y += sintable[(T6(spriteNum))&2047]>>9;
pSprite->z -= (3<<8);
setsprite(spriteNum,(vec3_t *)pSprite);
x = A_CheckHitSprite(spriteNum, &m);
actor[spriteNum].lastvx = x;
pSprite->ang = l;
// if(lTripBombControl & TRIPBOMB_TRIPWIRE)
if (actor[spriteNum].t_data[6] != 1)
{
// we're on a trip wire
int16_t cursectnum;
while (x > 0)
{
j = A_Spawn(spriteNum,LASERLINE);
setsprite(j,(vec3_t *)&sprite[j]);
sprite[j].hitag = pSprite->hitag;
actor[j].t_data[1] = sprite[j].z;
pSprite->x += sintable[(T6(spriteNum)+512)&2047]>>4;
pSprite->y += sintable[(T6(spriteNum))&2047]>>4;
if (x < 1024)
{
sprite[j].xrepeat = x>>5;
break;
}
x -= 1024;
cursectnum = pSprite->sectnum;
updatesector(pSprite->x, pSprite->y, &cursectnum);
if (cursectnum < 0)
break;
}
}
T1(spriteNum)++;
pSprite->x = T4(spriteNum);
pSprite->y = T5(spriteNum);
pSprite->z += (3<<8);
setsprite(spriteNum,(vec3_t *)pSprite);
T4(spriteNum) = T3(spriteNum) = 0;
if (m >= 0 && actor[spriteNum].t_data[6] != 1)
{
actor[spriteNum].t_data[6] = 3;
T3(spriteNum) = 13;
A_PlaySound(LASERTRIP_ARMING,spriteNum);
}
break;
}
case 33:
T2(spriteNum)++;
T4(spriteNum) = pSprite->x;
T5(spriteNum) = pSprite->y;
pSprite->x += sintable[(T6(spriteNum)+512)&2047]>>9;
pSprite->y += sintable[(T6(spriteNum))&2047]>>9;
pSprite->z -= (3<<8);
setsprite(spriteNum,(vec3_t *)pSprite);
x = A_CheckHitSprite(spriteNum, NULL);
pSprite->x = T4(spriteNum);
pSprite->y = T5(spriteNum);
pSprite->z += (3<<8);
setsprite(spriteNum,(vec3_t *)pSprite);
// if( Actor[i].lastvx != x && lTripBombControl & TRIPBOMB_TRIPWIRE)
if (actor[spriteNum].lastvx != x && actor[spriteNum].t_data[6] != 1)
{
actor[spriteNum].t_data[6] = 3;
T3(spriteNum) = 13;
A_PlaySound(LASERTRIP_ARMING,spriteNum);
}
break;
}
goto next_sprite;
}
else if (pSprite->picnum >= CRACK1 && pSprite->picnum <= CRACK4)
{
if (pSprite->hitag > 0)
{
pData[0] = pSprite->cstat;
pData[1] = pSprite->ang;
int const dmgTile = A_IncurDamage(spriteNum);
if (dmgTile < 0)
goto crack_default;
switch (DYNAMICTILEMAP(dmgTile))
{
case FIREEXT__STATIC:
case RPG__STATIC:
case RADIUSEXPLOSION__STATIC:
case SEENINE__STATIC:
case OOZFILTER__STATIC:
for (SPRITES_OF(STAT_STANDABLE, j))
{
if (pSprite->hitag == sprite[j].hitag &&
(sprite[j].picnum == OOZFILTER || sprite[j].picnum == SEENINE))
if (sprite[j].shade != -32)
sprite[j].shade = -32;
}
goto DETONATE;
crack_default:
default:
pSprite->cstat = pData[0];
pSprite->ang = pData[1];
pSprite->extra = 0;
goto next_sprite;
}
}
goto next_sprite;
}
else if (pSprite->picnum == FIREEXT)
{
int32_t k;
if (A_IncurDamage(spriteNum) < 0)
goto next_sprite;
for (k=0; k<16; k++)
{
j = A_InsertSprite(SECT(spriteNum),SX(spriteNum),SY(spriteNum),SZ(spriteNum)-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[spriteNum].zvel>>2),spriteNum,5);
sprite[j].pal = 2;
}
j = A_Spawn(spriteNum,EXPLOSION2);
A_PlaySound(PIPEBOMB_EXPLODE,j);
A_PlaySound(GLASS_HEAVYBREAK,j);
if ((int16_t)pSprite->hitag > 0)
{
for (SPRITES_OF(STAT_STANDABLE, j))
{
// XXX: This block seems to be CODEDUP'd a lot of times.
if (pSprite->hitag == sprite[j].hitag && (sprite[j].picnum == OOZFILTER || sprite[j].picnum == SEENINE))
if (sprite[j].shade != -32)
sprite[j].shade = -32;
}
x = pSprite->extra;
A_RadiusDamage(spriteNum, g_pipebombRadius,x>>2, x-(x>>1),x-(x>>2), x);
j = A_Spawn(spriteNum,EXPLOSION2);
A_PlaySound(PIPEBOMB_EXPLODE,j);
goto DETONATE;
}
else
{
A_RadiusDamage(spriteNum,g_seenineRadius,10,15,20,25);
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
goto next_sprite;
}
else if (pSprite->picnum == OOZFILTER || pSprite->picnum == SEENINE || pSprite->picnum == SEENINEDEAD || pSprite->picnum == SEENINEDEAD+1)
{
if (pSprite->shade != -32 && pSprite->shade != -33)
{
if (pSprite->xrepeat)
j = (A_IncurDamage(spriteNum) >= 0);
else
j = 0;
if (j || pSprite->shade == -31)
{
if (j) pSprite->lotag = 0;
pData[3] = 1;
for (SPRITES_OF(STAT_STANDABLE, j))
{
if (pSprite->hitag == sprite[j].hitag && (sprite[j].picnum == SEENINE || sprite[j].picnum == OOZFILTER))
sprite[j].shade = -32;
}
}
}
else
{
if (pSprite->shade == -32)
{
if ((int16_t)pSprite->lotag > 0)
{
pSprite->lotag -= 3;
if ((int16_t)pSprite->lotag <= 0)
pSprite->lotag = (uint16_t)(-99);
}
else
pSprite->shade = -33;
}
else
{
if (pSprite->xrepeat > 0)
{
T3(spriteNum)++;
if (T3(spriteNum) == 3)
{
if (pSprite->picnum == OOZFILTER)
{
T3(spriteNum) = 0;
goto DETONATE;
}
if (pSprite->picnum != (SEENINEDEAD+1))
{
T3(spriteNum) = 0;
if (pSprite->picnum == SEENINEDEAD)
pSprite->picnum++;
else if (pSprite->picnum == SEENINE)
pSprite->picnum = SEENINEDEAD;
}
else goto DETONATE;
}
goto next_sprite;
}
DETONATE:
g_earthquakeTime = 16;
for (SPRITES_OF(STAT_EFFECTOR, j))
{
if (pSprite->hitag == sprite[j].hitag)
{
if (sprite[j].lotag == SE_13_EXPLOSIVE)
{
if (actor[j].t_data[2] == 0)
actor[j].t_data[2] = 1;
}
else if (sprite[j].lotag == SE_8_UP_OPEN_DOOR_LIGHTS)
actor[j].t_data[4] = 1;
else if (sprite[j].lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL)
{
if (actor[j].t_data[0] == 0)
actor[j].t_data[0] = 1;
}
else if (sprite[j].lotag == SE_21_DROP_FLOOR)
actor[j].t_data[0] = 1;
}
}
pSprite->z -= ZOFFSET5;
if (pSprite->xrepeat)
for (x=0; x<8; x++) RANDOMSCRAP(pSprite, spriteNum);
if ((pData[3] == 1 && pSprite->xrepeat) || (int16_t)pSprite->lotag == -99)
{
int32_t j = A_Spawn(spriteNum,EXPLOSION2);
x = pSprite->extra;
A_RadiusDamage(spriteNum,g_seenineRadius,x>>2, x-(x>>1),x-(x>>2), x);
A_PlaySound(PIPEBOMB_EXPLODE,j);
}
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
}
goto next_sprite;
}
else if (pSprite->picnum == MASTERSWITCH)
{
if (pSprite->yvel == 1)
{
pSprite->hitag--;
if ((int16_t)pSprite->hitag <= 0)
{
G_OperateSectors(sectNum,spriteNum);
for (SPRITES_OF_SECT(sectNum, j))
{
if (sprite[j].statnum == STAT_EFFECTOR)
{
switch (sprite[j].lotag)
{
case SE_2_EARTHQUAKE:
case SE_21_DROP_FLOOR:
case SE_31_FLOOR_RISE_FALL:
case SE_32_CEILING_RISE_FALL:
case SE_36_PROJ_SHOOTER:
actor[j].t_data[0] = 1;
break;
case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT:
actor[j].t_data[4] = 1;
break;
}
}
else if (sprite[j].statnum == STAT_STANDABLE)
{
switch (DYNAMICTILEMAP(sprite[j].picnum))
{
case SEENINE__STATIC:
case OOZFILTER__STATIC:
sprite[j].shade = -31;
break;
}
}
}
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
}
goto next_sprite;
}
else
{
switchPic = pSprite->picnum;
if (switchPic > SIDEBOLT1 && switchPic <= SIDEBOLT1 + 3)
switchPic = SIDEBOLT1;
else if (switchPic > BOLT1 && switchPic <= BOLT1 + 3)
switchPic = BOLT1;
switch (DYNAMICTILEMAP(switchPic))
{
case VIEWSCREEN__STATIC:
case VIEWSCREEN2__STATIC:
if (pSprite->xrepeat == 0)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
{
const int32_t p = A_FindPlayer(pSprite, &x);
const DukePlayer_t *const ps = g_player[p].ps;
if (dist(&sprite[ps->i], pSprite) < VIEWSCREEN_ACTIVE_DISTANCE)
{
#if 0
if (sprite[i].yvel == 1) // VIEWSCREEN_YVEL
g_curViewscreen = i;
#endif
}
else if (g_curViewscreen == spriteNum /*&& T1 == 1*/)
{
g_curViewscreen = -1;
sprite[spriteNum].yvel = 0; // VIEWSCREEN_YVEL
T1(spriteNum) = 0;
for (bssize_t ii = 0; ii < VIEWSCREENFACTOR; ii++) walock[TILE_VIEWSCR - ii] = 199;
}
}
goto next_sprite;
case TRASH__STATIC:
if (pSprite->xvel == 0)
pSprite->xvel = 1;
if (A_SetSprite(spriteNum, CLIPMASK0))
{
A_Fall(spriteNum);
if (krand() & 1)
pSprite->zvel -= 256;
if ((pSprite->xvel) < 48)
pSprite->xvel += (krand() & 3);
}
else
DELETE_SPRITE_AND_CONTINUE(spriteNum);
break;
case SIDEBOLT1__STATIC:
// case SIDEBOLT1+1:
// case SIDEBOLT1+2:
// case SIDEBOLT1+3:
A_FindPlayer(pSprite, &x);
if (x > 20480)
goto next_sprite;
CLEAR_THE_BOLT2:
if (pData[2])
{
pData[2]--;
goto next_sprite;
}
if ((pSprite->xrepeat | pSprite->yrepeat) == 0)
{
pSprite->xrepeat = pData[0];
pSprite->yrepeat = pData[1];
}
if ((krand() & 8) == 0)
{
pData[0] = pSprite->xrepeat;
pData[1] = pSprite->yrepeat;
pData[2] = g_globalRandom & 4;
pSprite->xrepeat = pSprite->yrepeat = 0;
goto CLEAR_THE_BOLT2;
}
pSprite->picnum++;
// NOTE: Um, this 'l' was assigned to last at the beginning of this function.
// SIDEBOLT1 never gets translucent as a consequence, unlike BOLT1.
if (l & 1)
pSprite->cstat ^= 2;
if ((krand() & 1) && sector[sectNum].floorpicnum == HURTRAIL)
A_PlaySound(SHORT_CIRCUIT, spriteNum);
if (pSprite->picnum == SIDEBOLT1 + 4)
pSprite->picnum = SIDEBOLT1;
goto next_sprite;
case BOLT1__STATIC:
// case BOLT1+1:
// case BOLT1+2:
// case BOLT1+3:
A_FindPlayer(pSprite, &x);
if (x > 20480)
goto next_sprite;
if (pData[3] == 0)
pData[3] = sector[sectNum].floorshade;
CLEAR_THE_BOLT:
if (pData[2])
{
pData[2]--;
sector[sectNum].floorshade = 20;
sector[sectNum].ceilingshade = 20;
goto next_sprite;
}
if ((pSprite->xrepeat | pSprite->yrepeat) == 0)
{
pSprite->xrepeat = pData[0];
pSprite->yrepeat = pData[1];
}
else if ((krand() & 8) == 0)
{
pData[0] = pSprite->xrepeat;
pData[1] = pSprite->yrepeat;
pData[2] = g_globalRandom & 4;
pSprite->xrepeat = pSprite->yrepeat = 0;
goto CLEAR_THE_BOLT;
}
pSprite->picnum++;
l = g_globalRandom & 7;
pSprite->xrepeat = l + 8;
if (l & 1)
pSprite->cstat ^= 2;
if (pSprite->picnum == (BOLT1 + 1) && (krand() & 7) == 0 && sector[sectNum].floorpicnum == HURTRAIL)
A_PlaySound(SHORT_CIRCUIT, spriteNum);
if (pSprite->picnum == BOLT1 + 4)
pSprite->picnum = BOLT1;
if (pSprite->picnum & 1)
{
sector[sectNum].floorshade = 0;
sector[sectNum].ceilingshade = 0;
}
else
{
sector[sectNum].floorshade = 20;
sector[sectNum].ceilingshade = 20;
}
goto next_sprite;
case WATERDRIP__STATIC:
if (pData[1])
{
if (--pData[1] == 0)
pSprite->cstat &= 32767;
}
else
{
A_Fall(spriteNum);
A_SetSprite(spriteNum, CLIPMASK0);
if (pSprite->xvel > 0)
pSprite->xvel -= 2;
if (pSprite->zvel == 0)
{
pSprite->cstat |= 32768;
if (pSprite->pal != 2 && pSprite->hitag == 0)
A_PlaySound(SOMETHING_DRIPPING, spriteNum);
if (sprite[pSprite->owner].picnum != WATERDRIP)
{
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
else
{
actor[spriteNum].bpos.z = pSprite->z = pData[0];
pData[1] = 48 + (krand() & 31);
}
}
}
goto next_sprite;
case DOORSHOCK__STATIC:
j = klabs(sector[sectNum].ceilingz - sector[sectNum].floorz) >> 9;
pSprite->yrepeat = j + 4;
pSprite->xrepeat = 16;
pSprite->z = sector[sectNum].floorz;
goto next_sprite;
case TOUCHPLATE__STATIC:
if (pData[1] == 1 && (int16_t)pSprite->hitag >= 0) // Move the sector floor
{
x = sector[sectNum].floorz;
if (pData[3] == 1)
{
if (x >= pData[2])
{
sector[sectNum].floorz = x;
pData[1] = 0;
}
else
{
int32_t p;
sector[sectNum].floorz += sector[sectNum].extra;
p = G_CheckPlayerInSector(sectNum);
if (p >= 0)
g_player[p].ps->pos.z += sector[sectNum].extra;
}
}
else
{
if (x <= pSprite->z)
{
sector[sectNum].floorz = pSprite->z;
pData[1] = 0;
}
else
{
int32_t p;
sector[sectNum].floorz -= sector[sectNum].extra;
p = G_CheckPlayerInSector(sectNum);
if (p >= 0)
g_player[p].ps->pos.z -= sector[sectNum].extra;
}
}
goto next_sprite;
}
if (pData[5] == 1)
goto next_sprite;
{
int32_t p = G_CheckPlayerInSector(sectNum);
if (p >= 0 && (g_player[p].ps->on_ground || pSprite->ang == 512))
{
if (pData[0] == 0 && !G_CheckActivatorMotion(pSprite->lotag))
{
pData[0] = 1;
pData[1] = 1;
pData[3] = !pData[3];
G_OperateMasterSwitches(pSprite->lotag);
G_OperateActivators(pSprite->lotag, p);
if ((int16_t)pSprite->hitag > 0)
{
pSprite->hitag--;
if (pSprite->hitag == 0)
pData[5] = 1;
}
}
}
else
pData[0] = 0;
}
if (pData[1] == 1)
{
for (SPRITES_OF(STAT_STANDABLE, j))
{
if (j != spriteNum && sprite[j].picnum == TOUCHPLATE && sprite[j].lotag == pSprite->lotag)
{
actor[j].t_data[1] = 1;
actor[j].t_data[3] = pData[3];
}
}
}
goto next_sprite;
case CANWITHSOMETHING__STATIC:
case CANWITHSOMETHING2__STATIC:
case CANWITHSOMETHING3__STATIC:
case CANWITHSOMETHING4__STATIC:
A_Fall(spriteNum);
if (A_IncurDamage(spriteNum) >= 0)
{
A_PlaySound(VENT_BUST, spriteNum);
for (j = 9; j >= 0; j--) RANDOMSCRAP(pSprite, spriteNum);
if (pSprite->lotag)
A_Spawn(spriteNum, pSprite->lotag);
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
goto next_sprite;
case FLOORFLAME__STATIC:
case FIREBARREL__STATIC:
case FIREVASE__STATIC:
case EXPLODINGBARREL__STATIC:
case WOODENHORSE__STATIC:
case HORSEONSIDE__STATIC:
case NUKEBARREL__STATIC:
case NUKEBARRELDENTED__STATIC:
case NUKEBARRELLEAKED__STATIC:
case TOILETWATER__STATIC:
case RUBBERCAN__STATIC:
case STEAM__STATIC:
case CEILINGSTEAM__STATIC:
case WATERBUBBLEMAKER__STATIC:
if (!G_HaveActor(sprite[spriteNum].picnum))
goto next_sprite;
{
int32_t p = A_FindPlayer(pSprite, &x);
A_Execute(spriteNum, p, x);
}
goto next_sprite;
}
}
next_sprite:
spriteNum = nextSprite;
}
}
ACTOR_STATIC void A_DoProjectileBounce(int32_t i)
{
spritetype * const pSprite = &sprite[i];
int32_t const hitSectnum = pSprite->sectnum;
int const firstWall = sector[hitSectnum].wallptr;
int const secondWall = wall[firstWall].point2;
int const wallAngle = getangle(wall[secondWall].x - wall[firstWall].x, wall[secondWall].y - wall[firstWall].y);
vec3_t vect = { mulscale10(pSprite->xvel, sintable[(pSprite->ang + 512) & 2047]),
mulscale10(pSprite->xvel, sintable[pSprite->ang & 2047]), pSprite->zvel };
int k = (pSprite->z<(actor[i].floorz + actor[i].ceilingz)>> 1) ? sector[hitSectnum].ceilingheinum
: sector[hitSectnum].floorheinum;
vec3_t const da = { mulscale14(k, sintable[(wallAngle)&2047]),
mulscale14(k, sintable[(wallAngle + 1536) & 2047]), 4096 };
k = vect.x * da.x + vect.y * da.y + vect.z * da.z;
int l = da.x * da.x + da.y * da.y + da.z * da.z;
if ((klabs(k) >> 14) < l)
{
k = divscale17(k, l);
vect.x -= mulscale16(da.x, k);
vect.y -= mulscale16(da.y, k);
vect.z -= mulscale16(da.z, k);
}
pSprite->zvel = vect.z;
pSprite->xvel = ksqrt(dmulscale8(vect.x, vect.x, vect.y, vect.y));
pSprite->ang = getangle(vect.x, vect.y);
}
ACTOR_STATIC void P_HandleBeingSpitOn(DukePlayer_t * const ps)
{
ps->horiz += 32;
ps->return_to_center = 8;
if (ps->loogcnt)
return;
if (!A_CheckSoundPlaying(ps->i, DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN,ps->i);
int j = 3+(krand()&3);
ps->numloogs = j;
ps->loogcnt = 24*4;
for (bssize_t x=0; x < j; x++)
{
ps->loogiex[x] = krand()%xdim;
ps->loogiey[x] = krand()%ydim;
}
}
static void A_DoProjectileEffects(int spriteNum, const vec3_t *davect, int radiusDamage)
{
const projectile_t *pProj = &SpriteProjectile[spriteNum];
if (pProj->spawns >= 0)
{
int const k = A_Spawn(spriteNum,pProj->spawns);
if (davect)
Bmemcpy(&sprite[k],davect,sizeof(vec3_t));
if (pProj->sxrepeat > 4)
sprite[k].xrepeat=pProj->sxrepeat;
if (pProj->syrepeat > 4)
sprite[k].yrepeat=pProj->syrepeat;
}
if (pProj->isound >= 0)
A_PlaySound(pProj->isound,spriteNum);
if (!radiusDamage)
return;
spritetype *const pSprite = &sprite[spriteNum];
pSprite->extra = Proj_GetDamage(pProj);
int const x = pSprite->extra;
A_RadiusDamage(spriteNum, pProj->hitradius, x >> 2, x >> 1, x - (x >> 2), x);
}
static void G_WeaponHitCeilingOrFloor(int32_t i, spritetype *s, int32_t *j)
{
if (actor[i].flags & SFLAG_DIDNOSE7WATER)
{
actor[i].flags &= ~SFLAG_DIDNOSE7WATER;
return;
}
if (s->z < actor[i].ceilingz)
{
*j = 16384|s->sectnum;
s->zvel = -1;
}
else if (s->z > actor[i].floorz + ZOFFSET2*(sector[s->sectnum].lotag == ST_1_ABOVE_WATER))
{
*j = 16384|s->sectnum;
if (sector[s->sectnum].lotag != ST_1_ABOVE_WATER)
s->zvel = 1;
}
}
static void Proj_BounceOffWall(spritetype *s, int j)
{
int k = getangle(
wall[wall[j].point2].x-wall[j].x,
wall[wall[j].point2].y-wall[j].y);
s->ang = ((k<<1) - s->ang)&2047;
}
#define PROJ_DECAYVELOCITY(s) s->xvel >>= 1, s->zvel >>= 1
// Maybe damage a ceiling or floor as the consequence of projectile impact.
// Returns 1 if sprite <s> should be killed.
// NOTE: Compare with Proj_MaybeDamageCF2() in sector.c
static int Proj_MaybeDamageCF(uspritetype const * const s)
{
if (s->zvel < 0)
{
if ((sector[s->sectnum].ceilingstat&1) && sector[s->sectnum].ceilingpal == 0)
return 1;
Sect_DamageCeilingOrFloor(0, s->sectnum);
}
else if (s->zvel > 0)
{
if ((sector[s->sectnum].floorstat&1) && sector[s->sectnum].floorpal == 0)
{
// Keep original Duke3D behavior: pass projectiles through
// parallaxed ceilings, but NOT through such floors.
return 0;
}
Sect_DamageCeilingOrFloor(1, s->sectnum);
}
return 0;
}
ACTOR_STATIC void Proj_MoveCustom(int spriteNum)
{
int const projectileMoved = SpriteProjectile[spriteNum].workslike & PROJECTILE_MOVED;
SpriteProjectile[spriteNum].workslike |= PROJECTILE_MOVED;
const projectile_t *const pProj = &SpriteProjectile[spriteNum];
spritetype *const pSprite = &sprite[spriteNum];
vec3_t davect;
int otherSprite = 0;
switch (pProj->workslike & PROJECTILE_TYPE_MASK)
{
case PROJECTILE_HITSCAN:
{
if (!G_HaveActor(sprite[spriteNum].picnum))
return;
int32_t playerDist;
int const playerNum = A_FindPlayer(pSprite, &playerDist);
A_Execute(spriteNum, playerNum, playerDist);
return;
}
case PROJECTILE_KNEE:
case PROJECTILE_BLOOD: A_DeleteSprite(spriteNum); return;
default:
case PROJECTILE_RPG:
{
davect = *(vec3_t *) pSprite;
VM_UpdateAnim(spriteNum, &actor[spriteNum].t_data[0]);
if (pProj->flashcolor)
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat * tilesiz[pSprite->picnum].y) << 1), 2048, pProj->flashcolor,
PR_LIGHT_PRIO_LOW_GAME);
if ((pProj->workslike & (PROJECTILE_BOUNCESOFFWALLS | PROJECTILE_EXPLODEONTIMER)) == PROJECTILE_BOUNCESOFFWALLS
&& pSprite->yvel < 1)
{
A_DoProjectileEffects(spriteNum, &davect, 1);
A_DeleteSprite(spriteNum);
return;
}
if (pProj->workslike & PROJECTILE_COOLEXPLOSION1 && ++pSprite->shade >= 40)
{
A_DeleteSprite(spriteNum);
return;
}
pSprite->zvel -= pProj->drop;
if (pProj->workslike & PROJECTILE_SPIT && pSprite->zvel < 6144)
pSprite->zvel += g_spriteGravity - 112;
A_GetZLimits(spriteNum);
if (pProj->trail >= 0)
{
for (bssize_t cnt = 0; cnt <= pProj->tnum; cnt++)
{
otherSprite = A_Spawn(spriteNum, pProj->trail);
sprite[otherSprite].z += (pProj->toffset << 8);
if (pProj->txrepeat >= 0)
sprite[otherSprite].xrepeat = pProj->txrepeat;
if (pProj->tyrepeat >= 0)
sprite[otherSprite].yrepeat = pProj->tyrepeat;
}
}
int projMoveCnt = pProj->movecnt;
int projVel = pSprite->xvel;
int projZvel = pSprite->zvel;
if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER)
{
projVel >>= 1;
projZvel >>= 1;
}
uint16_t backupCstat = 0;
if (!projectileMoved && (unsigned)pSprite->owner < MAXSPRITES)
{
backupCstat = sprite[pSprite->owner].cstat;
sprite[pSprite->owner].cstat &= (uint16_t)~CSTAT_SPRITE_BLOCK;
}
do
{
vec3_t tmpvect = { (projVel * (sintable[(pSprite->ang + 512) & 2047])) >> 14,
(projVel * (sintable[pSprite->ang & 2047])) >> 14, projZvel };
Bmemcpy(&davect, pSprite, sizeof(vec3_t));
otherSprite = A_MoveSprite(spriteNum, &tmpvect, (A_CheckSpriteFlags(spriteNum, SFLAG_NOCLIP) ? 0 : CLIPMASK1));
}
while (!otherSprite && --projMoveCnt > 0);
if (backupCstat)
sprite[pSprite->owner].cstat = backupCstat;
if (!(pProj->workslike & PROJECTILE_BOUNCESOFFWALLS) && // NOT_BOUNCESOFFWALLS_YVEL
(unsigned)pSprite->yvel < MAXSPRITES
&& sprite[pSprite->yvel].sectnum != MAXSECTORS)
if (FindDistance2D(pSprite->x - sprite[pSprite->yvel].x, pSprite->y - sprite[pSprite->yvel].y) < 256)
otherSprite = 49152 | pSprite->yvel;
actor[spriteNum].movflag = otherSprite;
if (pSprite->sectnum < 0)
{
A_DeleteSprite(spriteNum);
return;
}
if (pProj->workslike & PROJECTILE_TIMED && pProj->range > 0)
{
if (++actor[spriteNum].t_data[8] > pProj->range)
{
if (pProj->workslike & PROJECTILE_EXPLODEONTIMER)
A_DoProjectileEffects(spriteNum, &davect, 1);
A_DeleteSprite(spriteNum);
return;
}
}
if ((otherSprite & 49152) != 49152 && !(pProj->workslike & PROJECTILE_BOUNCESOFFWALLS))
G_WeaponHitCeilingOrFloor(spriteNum, pSprite, &otherSprite);
if (pProj->workslike & PROJECTILE_WATERBUBBLES && sector[pSprite->sectnum].lotag == ST_2_UNDERWATER && rnd(140))
A_Spawn(spriteNum, WATERBUBBLE);
if (otherSprite != 0)
{
if (pProj->workslike & PROJECTILE_COOLEXPLOSION1)
{
pSprite->xvel = 0;
pSprite->zvel = 0;
}
switch (otherSprite & 49152)
{
case 49152:
otherSprite &= (MAXSPRITES - 1);
if (pProj->workslike & PROJECTILE_BOUNCESOFFSPRITES)
{
pSprite->yvel--;
int const projAngle = getangle(sprite[otherSprite].x - pSprite->x, sprite[otherSprite].y - pSprite->y)
+ (sprite[otherSprite].cstat & 16 ? 0 : 512);
pSprite->ang = ((projAngle << 1) - pSprite->ang) & 2047;
if (pProj->bsound >= 0)
A_PlaySound(pProj->bsound, spriteNum);
if (pProj->workslike & PROJECTILE_LOSESVELOCITY)
PROJ_DECAYVELOCITY(pSprite);
if (!(pProj->workslike & PROJECTILE_FORCEIMPACT))
return;
}
A_DamageObject(otherSprite, spriteNum);
if (sprite[otherSprite].picnum == APLAYER)
{
int playerNum = P_Get(otherSprite);
A_PlaySound(PISTOL_BODYHIT, otherSprite);
if (pProj->workslike & PROJECTILE_SPIT)
P_HandleBeingSpitOn(g_player[playerNum].ps);
}
if (pProj->workslike & PROJECTILE_RPG_IMPACT)
{
actor[otherSprite].owner = pSprite->owner;
actor[otherSprite].picnum = pSprite->picnum;
actor[otherSprite].extra += pProj->extra;
A_DoProjectileEffects(spriteNum, &davect, 0);
if (!(pProj->workslike & PROJECTILE_FORCEIMPACT))
{
A_DeleteSprite(spriteNum);
return;
}
}
if (pProj->workslike & PROJECTILE_FORCEIMPACT)
return;
break;
case 32768:
otherSprite &= (MAXWALLS - 1);
if (pProj->workslike & PROJECTILE_BOUNCESOFFMIRRORS
&& (wall[otherSprite].overpicnum == MIRROR || wall[otherSprite].picnum == MIRROR))
{
Proj_BounceOffWall(pSprite, otherSprite);
pSprite->owner = spriteNum;
A_Spawn(spriteNum, TRANSPORTERSTAR);
return;
}
else
{
setsprite(spriteNum, &davect);
A_DamageWall(spriteNum, otherSprite, (vec3_t *)pSprite, pSprite->picnum);
if (pProj->workslike & PROJECTILE_BOUNCESOFFWALLS)
{
if (wall[otherSprite].overpicnum != MIRROR && wall[otherSprite].picnum != MIRROR)
pSprite->yvel--;
Proj_BounceOffWall(pSprite, otherSprite);
if (pProj->bsound >= 0)
A_PlaySound(pProj->bsound, spriteNum);
if (pProj->workslike & PROJECTILE_LOSESVELOCITY)
PROJ_DECAYVELOCITY(pSprite);
return;
}
}
break;
case 16384:
setsprite(spriteNum, &davect);
if (Proj_MaybeDamageCF((uspritetype *)pSprite))
{
A_DeleteSprite(spriteNum);
return;
}
if (pProj->workslike & PROJECTILE_BOUNCESOFFWALLS)
{
A_DoProjectileBounce(spriteNum);
A_SetSprite(spriteNum, CLIPMASK1);
pSprite->yvel--;
if (pProj->bsound >= 0)
A_PlaySound(pProj->bsound, spriteNum);
if (pProj->workslike & PROJECTILE_LOSESVELOCITY)
PROJ_DECAYVELOCITY(pSprite);
return;
}
break;
}
A_DoProjectileEffects(spriteNum, &davect, 1);
A_DeleteSprite(spriteNum);
return;
}
return;
}
}
}
ACTOR_STATIC void G_MoveWeapons(void)
{
int spriteNum = headspritestat[STAT_PROJECTILE];
while (spriteNum >= 0)
{
int const nextSprite = nextspritestat[spriteNum];
spritetype *const pSprite = &sprite[spriteNum];
vec3_t davect;
if (pSprite->sectnum < 0)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
actor[spriteNum].bpos = *(vec3_t *)pSprite;
/* Custom projectiles */
if (A_CheckSpriteFlags(spriteNum, SFLAG_PROJECTILE))
{
Proj_MoveCustom(spriteNum);
goto next_sprite;
}
// hard coded projectiles
switch (DYNAMICTILEMAP(pSprite->picnum))
{
case SHOTSPARK1__STATIC:
{
if (!G_HaveActor(sprite[spriteNum].picnum))
goto next_sprite;
int32_t playerDist;
int const playerNum = A_FindPlayer(pSprite, &playerDist);
A_Execute(spriteNum, playerNum, playerDist);
goto next_sprite;
}
case RADIUSEXPLOSION__STATIC:
case KNEE__STATIC: DELETE_SPRITE_AND_CONTINUE(spriteNum);
case FREEZEBLAST__STATIC:
if (pSprite->yvel < 1 || pSprite->extra < 2 || (pSprite->xvel | pSprite->zvel) == 0)
{
int const newSprite = A_Spawn(spriteNum, TRANSPORTERSTAR);
sprite[newSprite].pal = 1;
sprite[newSprite].xrepeat = 32;
sprite[newSprite].yrepeat = 32;
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
case SHRINKSPARK__STATIC:
case RPG__STATIC:
case FIRELASER__STATIC:
case SPIT__STATIC:
case COOLEXPLOSION1__STATIC:
{
if (pSprite->picnum == COOLEXPLOSION1)
if (!S_CheckSoundPlaying(spriteNum, WIERDSHOT_FLY))
A_PlaySound(WIERDSHOT_FLY, spriteNum);
int spriteXvel = pSprite->xvel;
int spriteZvel = pSprite->zvel;
if (pSprite->picnum == RPG && sector[pSprite->sectnum].lotag == ST_2_UNDERWATER)
{
spriteXvel >>= 1;
spriteZvel >>= 1;
}
davect = *(vec3_t *) pSprite;
A_GetZLimits(spriteNum);
if (pSprite->picnum == RPG && actor[spriteNum].picnum != BOSS2 && pSprite->xrepeat >= 10
&& sector[pSprite->sectnum].lotag != ST_2_UNDERWATER
&& g_scriptVersion >= 13)
{
int const newSprite = A_Spawn(spriteNum, SMALLSMOKE);
sprite[newSprite].z += (1 << 8);
}
vec3_t const tmpvect ={ (spriteXvel * (sintable[(pSprite->ang + 512) & 2047])) >> 14,
(spriteXvel * (sintable[pSprite->ang & 2047])) >> 14, spriteZvel };
int moveSprite = A_MoveSprite(spriteNum, &tmpvect, (A_CheckSpriteFlags(spriteNum, SFLAG_NOCLIP) ? 0 : CLIPMASK1));
if (pSprite->picnum == RPG && (unsigned) pSprite->yvel < MAXSPRITES) // RPG_YVEL
if (FindDistance2D(pSprite->x - sprite[pSprite->yvel].x, pSprite->y - sprite[pSprite->yvel].y) < 256)
moveSprite = 49152 | pSprite->yvel;
actor[spriteNum].movflag = moveSprite;
if (pSprite->sectnum < 0)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
if ((moveSprite & 49152) != 49152 && pSprite->picnum != FREEZEBLAST)
G_WeaponHitCeilingOrFloor(spriteNum, pSprite, &moveSprite);
if (pSprite->picnum == FIRELASER)
{
for (bssize_t k = -3; k < 2; k++)
{
int const newSprite
= A_InsertSprite(pSprite->sectnum, pSprite->x + ((k * sintable[(pSprite->ang + 512) & 2047]) >> 9),
pSprite->y + ((k * sintable[pSprite->ang & 2047]) >> 9),
pSprite->z + ((k * ksgn(pSprite->zvel)) * klabs(pSprite->zvel / 24)), FIRELASER, -40 + (k << 2),
pSprite->xrepeat, pSprite->yrepeat, 0, 0, 0, pSprite->owner, 5);
sprite[newSprite].cstat = 128;
sprite[newSprite].pal = pSprite->pal;
}
}
else if (pSprite->picnum == SPIT)
if (pSprite->zvel < 6144)
pSprite->zvel += g_spriteGravity - 112;
if (moveSprite != 0)
{
if (pSprite->picnum == COOLEXPLOSION1)
{
if ((moveSprite & 49152) == 49152 && sprite[moveSprite & (MAXSPRITES - 1)].picnum != APLAYER)
goto COOLEXPLOSION;
pSprite->xvel = 0;
pSprite->zvel = 0;
}
switch (moveSprite & 49152)
{
case 49152:
moveSprite &= (MAXSPRITES - 1);
if (pSprite->picnum == FREEZEBLAST && sprite[moveSprite].pal == 1)
if (A_CheckEnemySprite(&sprite[moveSprite]) || sprite[moveSprite].picnum == APLAYER)
{
int const newSprite = A_Spawn(spriteNum, TRANSPORTERSTAR);
sprite[newSprite].pal = 1;
sprite[newSprite].xrepeat = 32;
sprite[newSprite].yrepeat = 32;
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
A_DamageObject(moveSprite, spriteNum);
if (sprite[moveSprite].picnum == APLAYER)
{
int const playerNum = P_Get(moveSprite);
A_PlaySound(PISTOL_BODYHIT, moveSprite);
if (pSprite->picnum == SPIT)
P_HandleBeingSpitOn(g_player[playerNum].ps);
}
break;
case 32768:
moveSprite &= (MAXWALLS - 1);
if (pSprite->picnum != RPG && pSprite->picnum != FREEZEBLAST && pSprite->picnum != SPIT
&& (wall[moveSprite].overpicnum == MIRROR || wall[moveSprite].picnum == MIRROR))
{
Proj_BounceOffWall(pSprite, moveSprite);
pSprite->owner = spriteNum;
A_Spawn(spriteNum, TRANSPORTERSTAR);
goto next_sprite;
}
else
{
setsprite(spriteNum, &davect);
A_DamageWall(spriteNum, moveSprite, (vec3_t *)pSprite, pSprite->picnum);
if (pSprite->picnum == FREEZEBLAST)
{
if (wall[moveSprite].overpicnum != MIRROR && wall[moveSprite].picnum != MIRROR)
{
pSprite->extra >>= 1;
pSprite->yvel--;
}
Proj_BounceOffWall(pSprite, moveSprite);
goto next_sprite;
}
}
break;
case 16384:
setsprite(spriteNum, &davect);
if (Proj_MaybeDamageCF((uspritetype *)pSprite))
DELETE_SPRITE_AND_CONTINUE(spriteNum);
if (pSprite->picnum == FREEZEBLAST)
{
A_DoProjectileBounce(spriteNum);
A_SetSprite(spriteNum, CLIPMASK1);
pSprite->extra >>= 1;
pSprite->yvel--;
if (pSprite->xrepeat > 8)
{
pSprite->xrepeat -= 2;
if (pSprite->yrepeat > 8)
pSprite->yrepeat -= 2;
}
goto next_sprite;
}
break;
default: break;
}
switch (DYNAMICTILEMAP(pSprite->picnum))
{
case SPIT__STATIC:
case COOLEXPLOSION1__STATIC:
case FREEZEBLAST__STATIC:
case FIRELASER__STATIC: break;
case RPG__STATIC:
{
int const newSprite = A_Spawn(spriteNum, EXPLOSION2);
A_PlaySound(RPG_EXPLODE, newSprite);
Bmemcpy(&sprite[newSprite], &davect, sizeof(vec3_t));
if (pSprite->xrepeat < 10)
{
sprite[newSprite].xrepeat = 6;
sprite[newSprite].yrepeat = 6;
}
else if ((moveSprite & 49152) == 16384)
{
if (pSprite->zvel > 0)
A_Spawn(spriteNum, EXPLOSION2BOT);
else
{
sprite[newSprite].cstat |= 8;
sprite[newSprite].z += (48 << 8);
}
}
if (pSprite->xrepeat >= 10)
{
int const x = pSprite->extra;
A_RadiusDamage(spriteNum, g_rpgRadius, x >> 2, x >> 1, x - (x >> 2), x);
}
else
{
int const x = pSprite->extra + (g_globalRandom & 3);
A_RadiusDamage(spriteNum, (g_rpgRadius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
}
break;
}
case SHRINKSPARK__STATIC:
A_Spawn(spriteNum, SHRINKEREXPLOSION);
A_PlaySound(SHRINKER_HIT, spriteNum);
A_RadiusDamage(spriteNum, g_shrinkerRadius, 0, 0, 0, 0);
break;
default:
{
int const newSprite = A_Spawn(spriteNum, EXPLOSION2);
sprite[newSprite].xrepeat = sprite[newSprite].yrepeat = pSprite->xrepeat >> 1;
if ((moveSprite & 49152) == 16384)
{
if (pSprite->zvel < 0)
{
sprite[newSprite].cstat |= 8;
sprite[newSprite].z += (72 << 8);
}
}
break;
}
}
if (pSprite->picnum != COOLEXPLOSION1)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
if (pSprite->picnum == COOLEXPLOSION1)
{
COOLEXPLOSION:
pSprite->shade++;
if (pSprite->shade >= 40)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
else if (pSprite->picnum == RPG && sector[pSprite->sectnum].lotag == ST_2_UNDERWATER && pSprite->xrepeat >= 10 && rnd(140))
A_Spawn(spriteNum, WATERBUBBLE);
goto next_sprite;
}
}
next_sprite:
spriteNum = nextSprite;
}
}
static int P_Submerge(int spriteNum, int playerNum, DukePlayer_t *pPlayer, int sectNum, int otherSect)
{
if (pPlayer->on_ground && pPlayer->pos.z >= sector[sectNum].floorz
&& (TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_CROUCH) || pPlayer->vel.z > 2048))
// if( onfloorz && sectlotag == 1 && ps->pos.z > (sector[sect].floorz-(6<<8)) )
{
if (screenpeek == playerNum)
{
FX_StopAllSounds();
S_ClearSoundLocks();
}
if (sprite[pPlayer->i].extra > 0)
A_PlaySound(DUKE_UNDERWATER, spriteNum);
pPlayer->opos.z = pPlayer->pos.z = sector[otherSect].ceilingz;
if (TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_CROUCH))
pPlayer->vel.z += 512;
return 1;
}
return 0;
}
static int P_Emerge(int spriteNum, int playerNum, DukePlayer_t *pPlayer, int sectNum, int otherSect)
{
// r1449-:
if (pPlayer->pos.z < (sector[sectNum].ceilingz+1080) && pPlayer->vel.z == 0)
// r1450+, breaks submergible slime in bobsp2:
// if (onfloorz && sectlotag == 2 && ps->pos.z <= sector[sect].ceilingz /*&& ps->vel.z == 0*/)
{
// if( sprite[j].extra <= 0) break;
if (screenpeek == playerNum)
{
FX_StopAllSounds();
S_ClearSoundLocks();
}
A_PlaySound(DUKE_GASP, spriteNum);
pPlayer->opos.z = pPlayer->pos.z = sector[otherSect].floorz;
pPlayer->vel.z = 0;
// ps->vel.z += 1024;
pPlayer->jumping_toggle = 1;
pPlayer->jumping_counter = 0;
return 1;
}
return 0;
}
static void P_FinishWaterChange(int playerNum, DukePlayer_t *pPlayer, int sectLotag, int spriteOwner, int newSector)
{
pPlayer->bobpos.x = pPlayer->opos.x = pPlayer->pos.x;
pPlayer->bobpos.y = pPlayer->opos.y = pPlayer->pos.y;
if (spriteOwner < 0 || sprite[spriteOwner].owner != spriteOwner)
pPlayer->transporter_hold = -2;
pPlayer->cursectnum = newSector;
changespritesect(playerNum, newSector);
vec3_t vect = pPlayer->pos;
vect.z += PHEIGHT;
setsprite(pPlayer->i, &vect);
P_UpdateScreenPal(pPlayer);
if ((krand()&255) < 32)
A_Spawn(playerNum, WATERSPLASH2);
if (sectLotag == ST_1_ABOVE_WATER)
{
for (bssize_t l = 0; l < 9; l++)
sprite[A_Spawn(pPlayer->i, WATERBUBBLE)].z += krand() & 16383;
}
}
// Check prevention of teleportation *when alive*. For example, commanders and
// octabrains would be transported by SE7 (both water and normal) only if dead.
static int A_CheckNonTeleporting(int spriteNum)
{
int const tileNum = sprite[spriteNum].picnum;
return !!(A_CheckSpriteFlags(spriteNum, SFLAG_NOTELEPORT) || tileNum == SHARK || tileNum == COMMANDER || tileNum == OCTABRAIN
|| (tileNum >= GREENSLIME && tileNum <= GREENSLIME + 7));
}
ACTOR_STATIC void G_MoveTransports(void)
{
int spriteNum = headspritestat[STAT_TRANSPORT];
while (spriteNum >= 0)
{
int const nextSprite = nextspritestat[spriteNum];
if (OW(spriteNum) == spriteNum)
{
spriteNum = nextSprite;
continue;
}
int const sectNum = SECT(spriteNum);
int const sectLotag = sector[sectNum].lotag;
int const onFloor = T5(spriteNum); // ONFLOORZ
if (T1(spriteNum) > 0)
T1(spriteNum)--;
int sectSprite = headspritesect[sectNum];
while (sectSprite >= 0)
{
int const nextSectSprite = nextspritesect[sectSprite];
switch (sprite[sectSprite].statnum)
{
case STAT_PLAYER:
if (sprite[sectSprite].owner != -1)
{
int const playerNum = P_Get(sectSprite);
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
pPlayer->on_warping_sector = 1;
if (pPlayer->transporter_hold == 0 && pPlayer->jumping_counter == 0)
{
if (pPlayer->on_ground && sectLotag == 0 && onFloor && pPlayer->jetpack_on == 0)
{
if (sprite[spriteNum].pal == 0)
{
A_Spawn(spriteNum, TRANSPORTERBEAM);
A_PlaySound(TELEPORTER, spriteNum);
}
for (int TRAVERSE_CONNECT(otherPlayer))
{
if (g_player[otherPlayer].ps->cursectnum == sprite[OW(spriteNum)].sectnum)
{
g_player[otherPlayer].ps->frag_ps = playerNum;
sprite[g_player[otherPlayer].ps->i].extra = 0;
}
}
pPlayer->ang = sprite[OW(spriteNum)].ang;
if (sprite[OW(spriteNum)].owner != OW(spriteNum))
{
T1(spriteNum) = 13;
actor[OW(spriteNum)].t_data[0] = 13;
pPlayer->transporter_hold = 13;
}
pPlayer->pos = *(vec3_t *)&sprite[OW(spriteNum)];
pPlayer->pos.z -= PHEIGHT;
pPlayer->opos = pPlayer->pos;
pPlayer->bobpos = *(vec2_t *)&pPlayer->pos;
changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum);
pPlayer->cursectnum = sprite[sectSprite].sectnum;
if (sprite[spriteNum].pal == 0)
{
int const newSprite = A_Spawn(OW(spriteNum), TRANSPORTERBEAM);
A_PlaySound(TELEPORTER, newSprite);
}
break;
}
if (onFloor == 0 && klabs(SZ(spriteNum) - pPlayer->pos.z) < 6144)
if (!pPlayer->jetpack_on || TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_JUMP)
|| TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_CROUCH))
{
pPlayer->pos.x += sprite[OW(spriteNum)].x - SX(spriteNum);
pPlayer->pos.y += sprite[OW(spriteNum)].y - SY(spriteNum);
pPlayer->pos.z = (pPlayer->jetpack_on && (TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_JUMP)
|| pPlayer->jetpack_on < 11))
? sprite[OW(spriteNum)].z - 6144
: sprite[OW(spriteNum)].z + 6144;
actor[pPlayer->i].bpos = pPlayer->pos;
pPlayer->opos = pPlayer->pos;
pPlayer->bobpos = *(vec2_t *)&pPlayer->pos;
changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum);
pPlayer->cursectnum = sprite[OW(spriteNum)].sectnum;
break;
}
int doWater = 0;
if (onFloor)
{
if (sectLotag == ST_1_ABOVE_WATER)
doWater = P_Submerge(sectSprite, playerNum, pPlayer, sectNum, sprite[OW(spriteNum)].sectnum);
else if (sectLotag == ST_2_UNDERWATER)
doWater = P_Emerge(sectSprite, playerNum, pPlayer, sectNum, sprite[OW(spriteNum)].sectnum);
}
if (doWater == 1)
{
pPlayer->pos.x += sprite[OW(spriteNum)].x - SX(spriteNum);
pPlayer->pos.y += sprite[OW(spriteNum)].y - SY(spriteNum);
P_FinishWaterChange(sectSprite, pPlayer, sectLotag, OW(spriteNum), sprite[OW(spriteNum)].sectnum);
}
}
else if (!(sectLotag == ST_1_ABOVE_WATER && pPlayer->on_ground == 1))
break;
}
break;
////////// Non-player teleportation //////////
case STAT_PROJECTILE:
// SE7_PROJECTILE, PROJECTILE_CHSECT.
// comment out to make RPGs pass through water: (r1450 breaks this)
// if (sectlotag != 0) goto JBOLT;
case STAT_ACTOR:
if (sprite[sectSprite].extra > 0 && A_CheckNonTeleporting(sectSprite))
goto JBOLT;
case STAT_MISC:
case STAT_FALLER:
case STAT_DUMMYPLAYER:
{
if (totalclock > actor[sectSprite].lasttransport)
{
int const zvel = sprite[sectSprite].zvel;
int const absZvel = klabs(zvel);
int doWarp = 0;
if (absZvel != 0)
{
if (sectLotag == ST_2_UNDERWATER && sprite[sectSprite].z < (sector[sectNum].ceilingz + absZvel) && zvel < 0)
doWarp = 1;
if (sectLotag == ST_1_ABOVE_WATER && sprite[sectSprite].z > (sector[sectNum].floorz - absZvel) && zvel > 0)
doWarp = 1;
}
if (sectLotag == 0 && (onFloor || klabs(sprite[sectSprite].z - SZ(spriteNum)) < 4096))
{
if (sprite[OW(spriteNum)].owner != OW(spriteNum) && onFloor && T1(spriteNum) > 0
&& sprite[sectSprite].statnum != STAT_MISC)
{
T1(spriteNum)++;
goto next_sprite;
}
doWarp = 1;
}
if (doWarp)
{
if (A_CheckSpriteFlags(sectSprite, SFLAG_DECAL))
goto JBOLT;
switch (DYNAMICTILEMAP(sprite[sectSprite].picnum))
{
case TRANSPORTERSTAR__STATIC:
case TRANSPORTERBEAM__STATIC:
case TRIPBOMB__STATIC:
case BULLETHOLE__STATIC:
case WATERSPLASH2__STATIC:
case BURNING__STATIC:
case BURNING2__STATIC:
case FIRE__STATIC:
case FIRE2__STATIC:
case TOILETWATER__STATIC:
case LASERLINE__STATIC: goto JBOLT;
case PLAYERONWATER__STATIC:
if (sectLotag == ST_2_UNDERWATER)
{
sprite[sectSprite].cstat &= 32768;
break;
}
// fall-through
default:
if (sprite[sectSprite].statnum == STAT_MISC && !(sectLotag == ST_1_ABOVE_WATER || sectLotag == ST_2_UNDERWATER))
break;
// fall-through
case WATERBUBBLE__STATIC:
// if( rnd(192) && sprite[j].picnum == WATERBUBBLE)
// break;
if (sectLotag > 0)
{
// Water SE7 teleportation.
int const osect = sprite[OW(spriteNum)].sectnum;
Bassert(sectLotag == ST_1_ABOVE_WATER || sectLotag == ST_2_UNDERWATER);
int const newSprite = A_Spawn(sectSprite, WATERSPLASH2);
if (sectLotag == ST_1_ABOVE_WATER && sprite[sectSprite].statnum == STAT_PROJECTILE)
{
sprite[newSprite].xvel = sprite[sectSprite].xvel >> 1;
sprite[newSprite].ang = sprite[sectSprite].ang;
A_SetSprite(newSprite, CLIPMASK0);
}
actor[sectSprite].lasttransport = totalclock + (TICSPERFRAME << 2);
sprite[sectSprite].x += sprite[OW(spriteNum)].x - SX(spriteNum);
sprite[sectSprite].y += sprite[OW(spriteNum)].y - SY(spriteNum);
sprite[sectSprite].z = (sectLotag == ST_1_ABOVE_WATER) ? sector[osect].ceilingz : sector[osect].floorz;
actor[sectSprite].bpos = *(vec3_t *)&sprite[sectSprite];
changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum);
}
else if (Bassert(sectLotag == 0), 1)
{
// Non-water SE7 teleportation.
if (onFloor)
{
if (sprite[sectSprite].statnum == STAT_PROJECTILE
|| (G_CheckPlayerInSector(sectNum) == -1
&& G_CheckPlayerInSector(sprite[OW(spriteNum)].sectnum) == -1))
{
sprite[sectSprite].x += (sprite[OW(spriteNum)].x - SX(spriteNum));
sprite[sectSprite].y += (sprite[OW(spriteNum)].y - SY(spriteNum));
sprite[sectSprite].z -= SZ(spriteNum) - sector[sprite[OW(spriteNum)].sectnum].floorz;
sprite[sectSprite].ang = sprite[OW(spriteNum)].ang;
actor[sectSprite].bpos = *(vec3_t *)&sprite[sectSprite];
if (sprite[spriteNum].pal == 0)
{
int newSprite = A_Spawn(spriteNum, TRANSPORTERBEAM);
A_PlaySound(TELEPORTER, newSprite);
newSprite = A_Spawn(OW(spriteNum), TRANSPORTERBEAM);
A_PlaySound(TELEPORTER, newSprite);
}
if (sprite[OW(spriteNum)].owner != OW(spriteNum))
{
T1(spriteNum) = 13;
actor[OW(spriteNum)].t_data[0] = 13;
}
changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum);
}
}
else
{
sprite[sectSprite].x += (sprite[OW(spriteNum)].x - SX(spriteNum));
sprite[sectSprite].y += (sprite[OW(spriteNum)].y - SY(spriteNum));
sprite[sectSprite].z = sprite[OW(spriteNum)].z + 4096;
actor[sectSprite].bpos = *(vec3_t *)&sprite[sectSprite];
changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum);
}
}
break;
} // switch (DYNAMICTILEMAP(sprite[j].picnum))
} // if (doWarp)
} // if (totalclock > actor[j].lasttransport)
break;
} // five cases
} // switch (sprite[j].statnum)
JBOLT:
sectSprite = nextSectSprite;
}
next_sprite:
spriteNum = nextSprite;
}
}
static int A_FindLocator(int tag, int sectNum)
{
for (bssize_t SPRITES_OF(STAT_LOCATOR, spriteNum))
{
if ((sectNum == -1 || sectNum == SECT(spriteNum)) && tag == SLT(spriteNum))
return spriteNum;
}
return -1;
}
ACTOR_STATIC void G_MoveActors(void)
{
int spriteNum = headspritestat[STAT_ACTOR];
while (spriteNum >= 0)
{
int const nextSprite = nextspritestat[spriteNum];
spritetype *const pSprite = &sprite[spriteNum];
int const sectNum = pSprite->sectnum;
int32_t *const pData = actor[spriteNum].t_data;
int switchPic;
if (pSprite->xrepeat == 0 || sectNum < 0 || sectNum >= MAXSECTORS)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
Bmemcpy(&actor[spriteNum].bpos, pSprite, sizeof(vec3_t));
switchPic = pSprite->picnum;
if (pSprite->picnum > GREENSLIME && pSprite->picnum <= GREENSLIME+7)
switchPic = GREENSLIME;
switch (DYNAMICTILEMAP(switchPic))
{
case DUCK__STATIC:
case TARGET__STATIC:
if (pSprite->cstat&32)
{
pData[0]++;
if (pData[0] > 60)
{
pData[0] = 0;
pSprite->cstat = 128+257+16;
pSprite->extra = 1;
}
}
else
{
if (A_IncurDamage(spriteNum) >= 0)
{
int doEffects = 1;
pSprite->cstat = 32+128;
for (bssize_t SPRITES_OF(STAT_ACTOR, actorNum))
{
if ((sprite[actorNum].lotag == pSprite->lotag && sprite[actorNum].picnum == pSprite->picnum)
&& ((sprite[actorNum].hitag != 0) ^ ((sprite[actorNum].cstat & 32) != 0)))
{
doEffects = 0;
break;
}
}
if (doEffects == 1)
{
G_OperateActivators(pSprite->lotag, -1);
G_OperateForceFields(spriteNum, pSprite->lotag);
G_OperateMasterSwitches(pSprite->lotag);
}
}
}
goto next_sprite;
case RESPAWNMARKERRED__STATIC:
case RESPAWNMARKERYELLOW__STATIC:
case RESPAWNMARKERGREEN__STATIC:
if (++T1(spriteNum) > g_itemRespawnTime)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
if (T1(spriteNum) >= (g_itemRespawnTime>>1) && T1(spriteNum) < ((g_itemRespawnTime>>1)+(g_itemRespawnTime>>2)))
PN(spriteNum) = RESPAWNMARKERYELLOW;
else if (T1(spriteNum) > ((g_itemRespawnTime>>1)+(g_itemRespawnTime>>2)))
PN(spriteNum) = RESPAWNMARKERGREEN;
A_Fall(spriteNum);
break;
case HELECOPT__STATIC:
case DUKECAR__STATIC:
pSprite->z += pSprite->zvel;
pData[0]++;
if (pData[0] == 4)
A_PlaySound(WAR_AMBIENCE2,spriteNum);
if (pData[0] > (GAMETICSPERSEC*8))
{
g_earthquakeTime = 16;
S_PlaySound(RPG_EXPLODE);
for (bssize_t j = 0; j < 32; j++)
RANDOMSCRAP(pSprite, spriteNum);
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
else if ((pData[0]&3) == 0)
A_Spawn(spriteNum,EXPLOSION2);
A_SetSprite(spriteNum,CLIPMASK0);
break;
case RAT__STATIC:
A_Fall(spriteNum);
if (A_SetSprite(spriteNum, CLIPMASK0))
{
if ((krand()&255) < 3) A_PlaySound(RATTY,spriteNum);
pSprite->ang += (krand()&31)-15+(sintable[(pData[0]<<8)&2047]>>11);
}
else
{
T1(spriteNum)++;
if (T1(spriteNum) > 1)
{
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
else pSprite->ang = (krand()&2047);
}
if (pSprite->xvel < 128)
pSprite->xvel+=2;
pSprite->ang += (krand()&3)-6;
break;
case QUEBALL__STATIC:
case STRIPEBALL__STATIC:
if (pSprite->xvel)
{
for (bssize_t SPRITES_OF(STAT_DEFAULT, hitObject))
if (sprite[hitObject].picnum == POCKET && ldist(&sprite[hitObject],pSprite) < 52)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
int hitObject = clipmove((vec3_t *)pSprite, &pSprite->sectnum,
(((pSprite->xvel * (sintable[(pSprite->ang + 512) & 2047])) >> 14) * TICSPERFRAME) << 11,
(((pSprite->xvel * (sintable[pSprite->ang & 2047])) >> 14) * TICSPERFRAME) << 11, 24L, ZOFFSET6,
ZOFFSET6, CLIPMASK1);
if (hitObject & 49152)
{
if ((hitObject & 49152) == 32768)
{
hitObject &= (MAXWALLS - 1);
Proj_BounceOffWall(pSprite, hitObject);
}
else if ((hitObject & 49152) == 49152)
{
hitObject &= (MAXSPRITES - 1);
A_DamageObject(spriteNum, hitObject);
}
}
if (--pSprite->xvel < 0)
pSprite->xvel = 0;
if (pSprite->picnum == STRIPEBALL)
{
pSprite->cstat = 257;
pSprite->cstat |= (4 & pSprite->xvel) | (8 & pSprite->xvel);
}
}
else
{
int32_t playerDist;
int const playerNum = A_FindPlayer(pSprite,&playerDist);
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
// I'm 50/50 on this being either a typo or a stupid hack
if (playerDist < 1596)
{
int const angDiff = G_GetAngleDelta(pPlayer->ang,getangle(pSprite->x-pPlayer->pos.x,pSprite->y-pPlayer->pos.y));
if (angDiff > -64 && angDiff < 64 && TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_OPEN)
&& pPlayer->toggle_key_flag == 1)
{
int ballSprite;
for (SPRITES_OF(STAT_ACTOR, ballSprite))
{
if (sprite[ballSprite].picnum == QUEBALL || sprite[ballSprite].picnum == STRIPEBALL)
{
int const angDiff2 = G_GetAngleDelta(
pPlayer->ang, getangle(sprite[ballSprite].x - pPlayer->pos.x, sprite[ballSprite].y - pPlayer->pos.y));
if (angDiff2 > -64 && angDiff2 < 64)
{
int32_t ballDist;
A_FindPlayer(&sprite[ballSprite], &ballDist);
if (playerDist > ballDist)
break;
}
}
}
if (ballSprite == -1)
{
pSprite->xvel = (pSprite->pal == 12) ? 164 : 140;
pSprite->ang = pPlayer->ang;
pPlayer->toggle_key_flag = 2;
}
}
}
if (playerDist < 512 && pSprite->sectnum == pPlayer->cursectnum)
{
pSprite->ang = getangle(pSprite->x-pPlayer->pos.x,pSprite->y-pPlayer->pos.y);
pSprite->xvel = 48;
}
}
break;
case FORCESPHERE__STATIC:
if (pSprite->yvel == 0)
{
pSprite->yvel = 1;
for (bssize_t l = 512; l < (2048 - 512); l += 128)
{
for (bssize_t j = 0; j < 2048; j += 128)
{
int const newSprite = A_Spawn(spriteNum, FORCESPHERE);
sprite[newSprite].cstat = 257 + 128;
sprite[newSprite].clipdist = 64;
sprite[newSprite].ang = j;
sprite[newSprite].zvel = sintable[l & 2047] >> 5;
sprite[newSprite].xvel = sintable[(l + 512) & 2047] >> 9;
sprite[newSprite].owner = spriteNum;
}
}
}
if (pData[3] > 0)
{
if (pSprite->zvel < 6144)
pSprite->zvel += 192;
pSprite->z += pSprite->zvel;
if (pSprite->z > sector[sectNum].floorz)
pSprite->z = sector[sectNum].floorz;
if (--pData[3] == 0)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
else if (pData[2] > 10)
{
for (bssize_t SPRITES_OF(STAT_MISC, miscSprite))
{
if (sprite[miscSprite].owner == spriteNum && sprite[miscSprite].picnum == FORCESPHERE)
actor[miscSprite].t_data[1] = 1 + (krand() & 63);
}
pData[3] = 64;
}
goto next_sprite;
case RECON__STATIC:
{
int playerNum;
DukePlayer_t *pPlayer;
A_GetZLimits(spriteNum);
pSprite->shade += (sector[pSprite->sectnum].ceilingstat & 1) ? (sector[pSprite->sectnum].ceilingshade - pSprite->shade) >> 1
: (sector[pSprite->sectnum].floorshade - pSprite->shade) >> 1;
if (pSprite->z < sector[sectNum].ceilingz + ZOFFSET5)
pSprite->z = sector[sectNum].ceilingz + ZOFFSET5;
#if 0 //def POLYMER
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = s->y;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].z = s->z + 10248;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].range = 8192;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].angle = s->ang;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].horiz = 100;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = 256;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].faderadius = 200;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = 255;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = 255;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = 255;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_MAX_GAME;
if (gamelightcount < PR_MAXLIGHTS)
gamelightcount++;
#endif
if (!g_netServer && ud.multimode < 2)
{
if (g_noEnemies == 1)
{
pSprite->cstat = 32768;
goto next_sprite;
}
else if (g_noEnemies == 2) pSprite->cstat = 257;
}
if (A_IncurDamage(spriteNum) >= 0)
{
if (pSprite->extra < 0 && pData[0] != -1)
{
pData[0] = -1;
pSprite->extra = 0;
}
A_PlaySound(RECO_PAIN,spriteNum);
RANDOMSCRAP(pSprite, spriteNum);
}
if (pData[0] == -1)
{
pSprite->z += 1024;
pData[2]++;
if ((pData[2]&3) == 0)
A_Spawn(spriteNum,EXPLOSION2);
A_GetZLimits(spriteNum);
pSprite->ang += 96;
pSprite->xvel = 128;
if (!A_SetSprite(spriteNum, CLIPMASK0) || pSprite->z > actor[spriteNum].floorz)
{
for (bssize_t l = 0; l < 16; l++)
RANDOMSCRAP(pSprite, spriteNum);
int const newSprite = A_Spawn(spriteNum, EXPLOSION2);
A_PlaySound(LASERTRIP_EXPLODE, newSprite);
A_Spawn(spriteNum, PIGCOP);
g_player[myconnectindex].ps->actors_killed++;
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
goto next_sprite;
}
else
{
if (pSprite->z > actor[spriteNum].floorz-(48<<8))
pSprite->z = actor[spriteNum].floorz-(48<<8);
}
int32_t playerDist;
playerNum = A_FindPlayer(pSprite, &playerDist);
pPlayer = g_player[playerNum].ps;
int const spriteOwner = pSprite->owner;
// 3 = findplayerz, 4 = shoot
if (pData[0] >= 4)
{
if ((++pData[2] & 15) == 0)
{
int const saveAng = pSprite->ang;
pSprite->ang = actor[spriteNum].tempang;
A_PlaySound(RECO_ATTACK, spriteNum);
A_Shoot(spriteNum, FIRELASER);
pSprite->ang = saveAng;
}
if (pData[2] > (GAMETICSPERSEC * 3)
|| !cansee(pSprite->x, pSprite->y, pSprite->z - ZOFFSET2, pSprite->sectnum, pPlayer->pos.x, pPlayer->pos.y,
pPlayer->pos.z, pPlayer->cursectnum))
{
pData[0] = 0;
pData[2] = 0;
}
else actor[spriteNum].tempang += G_GetAngleDelta(actor[spriteNum].tempang,
getangle(pPlayer->pos.x - pSprite->x,
pPlayer->pos.y - pSprite->y)) / 3;
}
else if (pData[0] == 2 || pData[0] == 3)
{
pData[3] = 0;
pSprite->xvel = (pSprite->xvel > 0) ? pSprite->xvel - 16 : 0;
if (pData[0] == 2)
{
int const zDiff = pPlayer->pos.z - pSprite->z;
if (klabs(zDiff) < (48 << 8))
pData[0] = 3;
else
pSprite->z += ksgn(pPlayer->pos.z - pSprite->z) << 10;
}
else
{
pData[2]++;
if (pData[2] > (GAMETICSPERSEC*3) ||
!cansee(pSprite->x,pSprite->y,pSprite->z-ZOFFSET2,pSprite->sectnum, pPlayer->pos.x,pPlayer->pos.y,pPlayer->pos.z,pPlayer->cursectnum))
{
pData[0] = 1;
pData[2] = 0;
}
else if ((pData[2]&15) == 0)
{
A_PlaySound(RECO_ATTACK,spriteNum);
A_Shoot(spriteNum,FIRELASER);
}
}
pSprite->ang += G_GetAngleDelta(pSprite->ang, getangle(pPlayer->pos.x - pSprite->x, pPlayer->pos.y - pSprite->y)) >> 2;
}
if (pData[0] != 2 && pData[0] != 3)
{
int newAngle;
int locatorDist = ldist(&sprite[spriteOwner], pSprite);
if (locatorDist <= 1524)
{
newAngle = pSprite->ang;
pSprite->xvel >>= 1;
}
else newAngle = getangle(sprite[spriteOwner].x - pSprite->x, sprite[spriteOwner].y - pSprite->y);
if (pData[0] == 1 || pData[0] == 4) // Found a locator and going with it
{
locatorDist = dist(&sprite[spriteOwner], pSprite);
if (locatorDist <= 1524)
{
pData[0] = (pData[0] == 1) ? 0 : 5;
}
else
{
// Control speed here
if (locatorDist > 1524)
{
if (pSprite->xvel < 256) pSprite->xvel += 32;
}
else
{
pSprite->xvel = (pSprite->xvel > 0) ? pSprite->xvel - 16 : 0;
}
}
if (pData[0] < 2) pData[2]++;
if (playerDist < 6144 && pData[0] < 2 && pData[2] > (GAMETICSPERSEC*4))
{
pData[0] = 2+(krand()&2);
pData[2] = 0;
actor[spriteNum].tempang = pSprite->ang;
}
}
int locatorSprite = pSprite->owner;
if (pData[0] == 0 || pData[0] == 5)
{
pData[0] = (pData[0] == 0) ? 1 : 4;
pSprite->owner = A_FindLocator(pSprite->hitag, -1);
locatorSprite = pSprite->owner;
if (locatorSprite == -1)
{
locatorSprite = actor[spriteNum].t_data[5];
pSprite->hitag = locatorSprite;
pSprite->owner = A_FindLocator(locatorSprite, -1);
locatorSprite = pSprite->owner;
if (locatorSprite == -1)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
else pSprite->hitag++;
}
// RECON_T4
pData[3] = G_GetAngleDelta(pSprite->ang,newAngle);
pSprite->ang += pData[3]>>3;
if (pSprite->z < sprite[locatorSprite].z - 512)
pSprite->z += 512;
else if (pSprite->z > sprite[locatorSprite].z + 512)
pSprite->z -= 512;
else
pSprite->z = sprite[locatorSprite].z;
}
if (!A_CheckSoundPlaying(spriteNum,RECO_ROAM))
A_PlaySound(RECO_ROAM,spriteNum);
A_SetSprite(spriteNum,CLIPMASK0);
goto next_sprite;
}
case OOZ__STATIC:
case OOZ2__STATIC:
{
A_GetZLimits(spriteNum);
int const yrepeat = clamp((actor[spriteNum].floorz - actor[spriteNum].ceilingz) >> 9, 8, 255);
int const xrepeat = clamp(25 - (yrepeat >> 1), 8, 48);
pSprite->yrepeat = yrepeat;
pSprite->xrepeat = xrepeat;
pSprite->z = actor[spriteNum].floorz;
goto next_sprite;
}
case GREENSLIME__STATIC:
{
// #ifndef VOLUMEONE
if (!g_netServer && ud.multimode < 2)
{
if (g_noEnemies == 1)
{
pSprite->cstat = 32768;
goto next_sprite;
}
else if (g_noEnemies == 2) pSprite->cstat = 257;
}
// #endif
pData[1]+=128;
if (sector[sectNum].floorstat&1)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
int32_t playerDist;
int const playerNum = A_FindPlayer(pSprite, &playerDist);
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (playerDist > 20480)
{
if (++actor[spriteNum].timetosleep > SLEEPTIME)
{
actor[spriteNum].timetosleep = 0;
changespritestat(spriteNum, STAT_ZOMBIEACTOR);
goto next_sprite;
}
}
if (pData[0] == -5) // FROZEN
{
pData[3]++;
if (pData[3] > 280)
{
pSprite->pal = 0;
pData[0] = 0;
goto next_sprite;
}
A_Fall(spriteNum);
pSprite->cstat = 257;
pSprite->picnum = GREENSLIME + 2;
pSprite->extra = 1;
pSprite->pal = 1;
int const damageTile = A_IncurDamage(spriteNum);
if (damageTile >= 0)
{
if (damageTile == FREEZEBLAST)
goto next_sprite;
pPlayer->actors_killed++;
for (bssize_t j = 16; j >= 0; --j)
{
int32_t newSprite = A_InsertSprite(SECT(spriteNum), SX(spriteNum), SY(spriteNum), SZ(spriteNum),
GLASSPIECES + (j % 3), -32, 36, 36, krand() & 2047, 32 + (krand() & 63),
1024 - (krand() & 1023), spriteNum, 5);
sprite[newSprite].pal = 1;
}
A_PlaySound(GLASS_BREAKING, spriteNum);
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
else if (playerDist < 1024 && pPlayer->quick_kick == 0)
{
int const angDiff = G_GetAngleDelta(pPlayer->ang, getangle(SX(spriteNum) - pPlayer->pos.x,
SY(spriteNum) - pPlayer->pos.y));
if (angDiff > -128 && angDiff < 128)
pPlayer->quick_kick = 14;
}
goto next_sprite;
}
pSprite->cstat = (playerDist < 1596) ? 0 : 257;
if (pData[0] == -4) //On the player
{
if (sprite[pPlayer->i].extra < 1)
{
pData[0] = 0;
goto next_sprite;
}
setsprite(spriteNum,(vec3_t *)pSprite);
pSprite->ang = pPlayer->ang;
if ((TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_FIRE) || (pPlayer->quick_kick > 0)) && sprite[pPlayer->i].extra > 0)
if (pPlayer->quick_kick > 0 ||
(PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != HANDREMOTE_WEAPON && PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != HANDBOMB_WEAPON &&
PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != TRIPBOMB_WEAPON && pPlayer->ammo_amount[pPlayer->curr_weapon] >= 0))
{
for (bssize_t x = 0; x < 8; ++x)
{
int const j
= A_InsertSprite(sectNum, pSprite->x, pSprite->y, pSprite->z - ZOFFSET3, SCRAP3 + (krand() & 3), -8, 48, 48,
krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (pSprite->zvel >> 2), spriteNum, 5);
sprite[j].pal = 6;
}
A_PlaySound(SLIM_DYING,spriteNum);
A_PlaySound(SQUISHED,spriteNum);
if ((krand()&255) < 32)
{
int const j = A_Spawn(spriteNum,BLOODPOOL);
sprite[j].pal = 0;
}
pPlayer->actors_killed++;
pData[0] = -3;
if (pPlayer->somethingonplayer == spriteNum)
pPlayer->somethingonplayer = -1;
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
pSprite->z = pPlayer->pos.z + pPlayer->pyoff - pData[2] + ZOFFSET3 + ((100 - pPlayer->horiz) << 4);
if (pData[2] > 512)
pData[2] -= 128;
if (pData[2] < 348)
pData[2] += 128;
if (pPlayer->newowner >= 0)
G_ClearCameraView(pPlayer);
if (pData[3] > 0)
{
static const char slimeFrames[] = { 5, 5, 6, 6, 7, 7, 6, 5 };
pSprite->picnum = GREENSLIME + slimeFrames[pData[3]];
if (pData[3] == 5)
{
sprite[pPlayer->i].extra += -(5 + (krand() & 3));
A_PlaySound(SLIM_ATTACK, spriteNum);
}
if (pData[3] < 7)
pData[3]++;
else
pData[3] = 0;
}
else
{
pSprite->picnum = GREENSLIME + 5;
if (rnd(32))
pData[3] = 1;
}
pSprite->xrepeat = 20 + (sintable[pData[1] & 2047] >> 13);
pSprite->yrepeat = 15 + (sintable[pData[1] & 2047] >> 13);
pSprite->x = pPlayer->pos.x + (sintable[(pPlayer->ang + 512) & 2047] >> 7);
pSprite->y = pPlayer->pos.y + (sintable[pPlayer->ang & 2047] >> 7);
goto next_sprite;
}
else if (pSprite->xvel < 64 && playerDist < 768)
{
if (pPlayer->somethingonplayer == -1)
{
pPlayer->somethingonplayer = spriteNum;
if (pData[0] == 3 || pData[0] == 2) // Falling downward
pData[2] = (12 << 8);
else
pData[2] = -(13 << 8); // Climbing up player
pData[0] = -4;
}
}
int const damageTile = A_IncurDamage(spriteNum);
if (damageTile >= 0)
{
A_PlaySound(SLIM_DYING,spriteNum);
if (pPlayer->somethingonplayer == spriteNum)
pPlayer->somethingonplayer = -1;
if (damageTile == FREEZEBLAST)
{
A_PlaySound(SOMETHINGFROZE, spriteNum);
pData[0] = -5;
pData[3] = 0;
goto next_sprite;
}
pPlayer->actors_killed++;
if ((krand()&255) < 32)
{
int const j = A_Spawn(spriteNum,BLOODPOOL);
sprite[j].pal = 0;
}
for (bssize_t x=0; x<8; x++)
{
int const j = A_InsertSprite(sectNum, pSprite->x, pSprite->y, pSprite->z - ZOFFSET3, SCRAP3 + (krand() & 3), -8,
48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (pSprite->zvel >> 2),
spriteNum, 5);
sprite[j].pal = 6;
}
pData[0] = -3;
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
// All weap
if (pData[0] == -1) //Shrinking down
{
A_Fall(spriteNum);
pSprite->cstat &= 65535-8;
pSprite->picnum = GREENSLIME+4;
// if(s->yrepeat > 62)
// A_DoGuts(s,JIBS6,5,myconnectindex);
if (pSprite->xrepeat > 32) pSprite->xrepeat -= krand()&7;
if (pSprite->yrepeat > 16) pSprite->yrepeat -= krand()&7;
else
{
pSprite->xrepeat = 40;
pSprite->yrepeat = 16;
pData[5] = -1;
pData[0] = 0;
}
goto next_sprite;
}
else if (pData[0] != -2) A_GetZLimits(spriteNum);
if (pData[0] == -2) //On top of somebody
{
A_Fall(spriteNum);
sprite[pData[5]].xvel = 0;
int const ang = sprite[pData[5]].ang;
pSprite->x = sprite[pData[5]].x + (sintable[(ang + 512) & 2047] >> 11);
pSprite->y = sprite[pData[5]].y + (sintable[ang & 2047] >> 11);
pSprite->z = sprite[pData[5]].z;
pSprite->picnum = GREENSLIME + 2 + (g_globalRandom & 1);
if (pSprite->yrepeat < 64)
pSprite->yrepeat += 2;
else
{
if (pSprite->xrepeat < 32)
pSprite->xrepeat += 4;
else
{
pData[0] = -1;
playerDist = ldist(pSprite, &sprite[pData[5]]);
if (playerDist < 768)
{
sprite[pData[5]].xrepeat = 0;
// JBF 20041129: a slimer eating another enemy really ought
// to decrease the maximum kill count by one.
if (sprite[pData[5]].extra > 0)
g_player[myconnectindex].ps->max_actors_killed--;
}
}
}
goto next_sprite;
}
//Check randomly to see of there is an actor near
if (rnd(32))
{
for (bssize_t SPRITES_OF_SECT(sectNum, j))
{
if (A_CheckSpriteFlags(j, SFLAG_GREENSLIMEFOOD))
{
if (ldist(pSprite, &sprite[j]) < 768 && (klabs(pSprite->z - sprite[j].z) < 8192)) // Gulp them
{
pData[5] = j;
pData[0] = -2;
pData[1] = 0;
goto next_sprite;
}
}
}
}
//Moving on the ground or ceiling
if (pData[0] == 0 || pData[0] == 2)
{
pSprite->picnum = GREENSLIME;
if ((krand()&511) == 0)
A_PlaySound(SLIM_ROAM,spriteNum);
if (pData[0]==2)
{
pSprite->zvel = 0;
pSprite->cstat &= (65535-8);
if ((sector[sectNum].ceilingstat&1) || (actor[spriteNum].ceilingz+6144) < pSprite->z)
{
pSprite->z += 2048;
pData[0] = 3;
goto next_sprite;
}
}
else
{
pSprite->cstat |= 8;
A_Fall(spriteNum);
}
if (everyothertime&1) A_SetSprite(spriteNum,CLIPMASK0);
if (pSprite->xvel > 96)
{
pSprite->xvel -= 2;
goto next_sprite;
}
else
{
if (pSprite->xvel < 32) pSprite->xvel += 4;
pSprite->xvel = 64 - (sintable[(pData[1]+512)&2047]>>9);
pSprite->ang += G_GetAngleDelta(pSprite->ang,
getangle(pPlayer->pos.x-pSprite->x,pPlayer->pos.y-pSprite->y))>>3;
// TJR
}
pSprite->xrepeat = 36 + (sintable[(pData[1]+512)&2047]>>11);
pSprite->yrepeat = 16 + (sintable[pData[1]&2047]>>13);
if (rnd(4) && (sector[sectNum].ceilingstat&1) == 0 &&
klabs(actor[spriteNum].floorz-actor[spriteNum].ceilingz)
< (192<<8))
{
pSprite->zvel = 0;
pData[0]++;
}
}
if (pData[0]==1)
{
pSprite->picnum = GREENSLIME;
if (pSprite->yrepeat < 40) pSprite->yrepeat+=8;
if (pSprite->xrepeat > 8) pSprite->xrepeat-=4;
if (pSprite->zvel > -(2048+1024))
pSprite->zvel -= 348;
pSprite->z += pSprite->zvel;
if (pSprite->z < actor[spriteNum].ceilingz+4096)
{
pSprite->z = actor[spriteNum].ceilingz+4096;
pSprite->xvel = 0;
pData[0] = 2;
}
}
if (pData[0]==3)
{
pSprite->picnum = GREENSLIME+1;
A_Fall(spriteNum);
if (pSprite->z > actor[spriteNum].floorz-ZOFFSET3)
{
pSprite->yrepeat-=4;
pSprite->xrepeat+=2;
}
else
{
if (pSprite->yrepeat < (40-4)) pSprite->yrepeat+=8;
if (pSprite->xrepeat > 8) pSprite->xrepeat-=4;
}
if (pSprite->z > actor[spriteNum].floorz-2048)
{
pSprite->z = actor[spriteNum].floorz-2048;
pData[0] = 0;
pSprite->xvel = 0;
}
}
goto next_sprite;
}
case BOUNCEMINE__STATIC:
if (pSprite->xvel != 0)
case MORTER__STATIC:
{
int const j = A_Spawn(spriteNum, (PLUTOPAK ? FRAMEEFFECT1 : FRAMEEFFECT1_13));
actor[j].t_data[0] = 3;
}
/* fall-through */
case HEAVYHBOMB__STATIC:
{
int playerNum;
DukePlayer_t *pPlayer;
int detonatePlayer;
if ((pSprite->cstat&32768))
{
if (--pData[2] <= 0)
{
A_PlaySound(TELEPORTER, spriteNum);
A_Spawn(spriteNum, TRANSPORTERSTAR);
pSprite->cstat = 257;
}
goto next_sprite;
}
int32_t playerDist;
playerNum = A_FindPlayer(pSprite, &playerDist);
pPlayer = g_player[playerNum].ps;
if (playerDist < 1220)
pSprite->cstat &= ~257;
else
pSprite->cstat |= 257;
if (pData[3] == 0)
{
if (A_IncurDamage(spriteNum) >= 0)
{
pData[3] = 1;
pData[2] = 0;
detonatePlayer = 0;
pSprite->xvel = 0;
goto DETONATEB;
}
}
if (pSprite->picnum != BOUNCEMINE)
{
A_Fall(spriteNum);
if ((sector[sectNum].lotag != ST_1_ABOVE_WATER || actor[spriteNum].floorz != sector[sectNum].floorz) && pSprite->z >= actor[spriteNum].floorz-(ZOFFSET) && pSprite->yvel < 3)
{
if (pSprite->yvel > 0 || (pSprite->yvel == 0 && actor[spriteNum].floorz == sector[sectNum].floorz))
A_PlaySound(PIPEBOMB_BOUNCE,spriteNum);
pSprite->zvel = -((4-pSprite->yvel)<<8);
if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER)
pSprite->zvel >>= 2;
pSprite->yvel++;
}
if (pSprite->z < actor[spriteNum].ceilingz) // && sector[sect].lotag != ST_2_UNDERWATER )
{
pSprite->z = actor[spriteNum].ceilingz+(3<<8);
pSprite->zvel = 0;
}
}
// can't initialize this because of the goto above
vec3_t tmpvect;
tmpvect.x = (pSprite->xvel * (sintable[(pSprite->ang + 512) & 2047])) >> 14;
tmpvect.y = (pSprite->xvel * (sintable[pSprite->ang & 2047])) >> 14;
tmpvect.z = pSprite->zvel;
int moveSprite;
moveSprite = A_MoveSprite(spriteNum, &tmpvect, CLIPMASK0);
actor[spriteNum].movflag = moveSprite;
if (sector[SECT(spriteNum)].lotag == ST_1_ABOVE_WATER && pSprite->zvel == 0 && actor[spriteNum].floorz == sector[sectNum].floorz)
{
pSprite->z += ZOFFSET5;
if (pData[5] == 0)
{
pData[5] = 1;
A_Spawn(spriteNum,WATERSPLASH2);
}
}
else pData[5] = 0;
if (pData[3] == 0 && (pSprite->picnum == BOUNCEMINE || pSprite->picnum == MORTER) && (moveSprite || playerDist < 844))
{
pData[3] = 1;
pData[2] = 0;
detonatePlayer = 0;
pSprite->xvel = 0;
goto DETONATEB;
}
if (sprite[pSprite->owner].picnum == APLAYER)
detonatePlayer = P_Get(pSprite->owner);
else detonatePlayer = -1;
if (pSprite->xvel > 0)
{
pSprite->xvel -= 5;
if (sector[sectNum].lotag == ST_2_UNDERWATER)
pSprite->xvel -= 10;
if (pSprite->xvel < 0)
pSprite->xvel = 0;
if (pSprite->xvel&8) pSprite->cstat ^= 4;
}
if ((moveSprite&49152) == 32768)
{
vec3_t davect = *(vec3_t *)pSprite;
moveSprite &= (MAXWALLS - 1);
A_DamageWall(spriteNum, moveSprite, &davect, pSprite->picnum);
Proj_BounceOffWall(pSprite, moveSprite);
pSprite->xvel >>= 1;
}
DETONATEB:
// Pipebomb control set to timer? (see player.c)
// TIMER_CONTROL
if (pSprite->picnum == HEAVYHBOMB && pData[6] == 1)
{
if (pData[7] >= 1)
pData[7]--;
if (pData[7] <= 0)
pData[6] = 3;
}
if ((detonatePlayer >= 0 && g_player[detonatePlayer].ps->hbomb_on == 0 && pData[6] == 2) || pData[3] == 1)
pData[6] = 3;
if (pData[6] == 3)
{
pData[2]++;
if (pData[2] == 2)
{
int const x = pSprite->extra;
int radius = 0;
switch (DYNAMICTILEMAP(pSprite->picnum))
{
case HEAVYHBOMB__STATIC: radius = g_pipebombRadius; break;
case MORTER__STATIC: radius = g_morterRadius; break;
case BOUNCEMINE__STATIC: radius = g_bouncemineRadius; break;
}
A_RadiusDamage(spriteNum, radius, x >> 2, x >> 1, x - (x >> 2), x);
int const j = A_Spawn(spriteNum, EXPLOSION2);
A_PlaySound(PIPEBOMB_EXPLODE, j);
if (pSprite->zvel == 0)
A_Spawn(spriteNum,EXPLOSION2BOT);
for (bssize_t x = 0; x < 8; ++x)
RANDOMSCRAP(pSprite, spriteNum);
}
if (pSprite->yrepeat)
{
pSprite->yrepeat = 0;
goto next_sprite;
}
if (pData[2] > 20)
{
if (pSprite->owner != spriteNum || ud.respawn_items == 0)
{
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
else
{
pData[2] = g_itemRespawnTime;
A_Spawn(spriteNum,RESPAWNMARKERRED);
pSprite->cstat = 32768;
pSprite->yrepeat = 9;
goto next_sprite;
}
}
}
else if (pSprite->picnum == HEAVYHBOMB && playerDist < 788 && pData[0] > 7 && pSprite->xvel == 0)
{
if (cansee(pSprite->x, pSprite->y, pSprite->z - ZOFFSET3, pSprite->sectnum,
pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z, pPlayer->cursectnum))
{
if (pPlayer->ammo_amount[HANDBOMB_WEAPON] < pPlayer->max_ammo_amount[HANDBOMB_WEAPON])
{
if ((g_gametypeFlags[ud.coop] & GAMETYPE_WEAPSTAY) && pSprite->owner == spriteNum)
{
for (bssize_t j = 0; j < pPlayer->weapreccnt; j++)
{
if (pPlayer->weaprecs[j] == pSprite->picnum)
goto next_sprite;
}
if (pPlayer->weapreccnt < MAX_WEAPONS)
pPlayer->weaprecs[pPlayer->weapreccnt++] = pSprite->picnum;
}
P_AddAmmo(pPlayer, HANDBOMB_WEAPON, 1);
A_PlaySound(DUKE_GET, pPlayer->i);
if ((pPlayer->gotweapon & (1<<HANDBOMB_WEAPON)) == 0 || pSprite->owner == pPlayer->i)
{
int doSwitch = ((pPlayer->weaponswitch & 1) ||
PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDREMOTE_WEAPON);
P_AddWeapon(pPlayer, HANDBOMB_WEAPON, doSwitch);
}
if (sprite[pSprite->owner].picnum != APLAYER)
P_PalFrom(pPlayer, 32, 0, 32, 0);
if (pSprite->owner != spriteNum || ud.respawn_items == 0)
{
if (pSprite->owner == spriteNum && (g_gametypeFlags[ud.coop] & GAMETYPE_WEAPSTAY))
goto next_sprite;
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
else
{
pData[2] = g_itemRespawnTime;
A_Spawn(spriteNum, RESPAWNMARKERRED);
pSprite->cstat = 32768;
}
}
}
}
if (pData[0] < 8)
pData[0]++;
goto next_sprite;
}
case REACTORBURNT__STATIC:
case REACTOR2BURNT__STATIC:
goto next_sprite;
case REACTOR__STATIC:
case REACTOR2__STATIC:
{
if (pData[4] == 1)
{
for (bssize_t SPRITES_OF_SECT(sectNum, j))
{
switch (DYNAMICTILEMAP(sprite[j].picnum))
{
case SECTOREFFECTOR__STATIC:
if (sprite[j].lotag == 1)
{
sprite[j].lotag = 65535;
sprite[j].hitag = 65535;
}
break;
case REACTOR__STATIC:
sprite[j].picnum = REACTORBURNT;
break;
case REACTOR2__STATIC:
sprite[j].picnum = REACTOR2BURNT;
break;
case REACTORSPARK__STATIC:
case REACTOR2SPARK__STATIC:
sprite[j].cstat = 32768;
break;
}
}
goto next_sprite;
}
if (pData[1] >= 20)
{
pData[4] = 1;
goto next_sprite;
}
int32_t playerDist;
int playerNum = A_FindPlayer(pSprite, &playerDist);
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (++pData[2] == 4)
pData[2] = 0;
if (playerDist < 4096)
{
if ((krand() & 255) < 16)
{
if (!A_CheckSoundPlaying(pPlayer->i, DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i);
A_PlaySound(SHORT_CIRCUIT, spriteNum);
sprite[pPlayer->i].extra--;
P_PalFrom(pPlayer, 32, 32, 0, 0);
}
pData[0] += 128;
if (pData[3] == 0)
pData[3] = 1;
}
else pData[3] = 0;
if (pData[1])
{
pData[1]++;
pData[4] = pSprite->z;
pSprite->z = sector[sectNum].floorz - (krand() % (sector[sectNum].floorz - sector[sectNum].ceilingz));
switch (pData[1])
{
case 3:
// Turn on all of those flashing sectoreffector.
A_RadiusDamage(spriteNum, 4096, g_impactDamage << 2, g_impactDamage << 2, g_impactDamage << 2, g_impactDamage << 2);
for (bssize_t SPRITES_OF(STAT_STANDABLE, j))
{
if (sprite[j].picnum == MASTERSWITCH && sprite[j].hitag == pSprite->hitag && sprite[j].yvel == 0)
sprite[j].yvel = 1;
}
break;
case 4:
case 7:
case 10:
case 15:
for (bssize_t SPRITES_OF_SECT(sectNum, j))
{
if (j != spriteNum)
{
A_DeleteSprite(j);
break;
}
}
break;
}
for (bssize_t x = 0; x < 16; x++)
RANDOMSCRAP(pSprite, spriteNum);
pSprite->z = pData[4];
pData[4] = 0;
}
else if (A_IncurDamage(spriteNum) >= 0)
{
for (bssize_t x = 0; x < 32; x++)
RANDOMSCRAP(pSprite, spriteNum);
if (pSprite->extra < 0)
pData[1] = 1;
}
goto next_sprite;
}
case CAMERA1__STATIC:
if (pData[0] == 0)
{
pData[1]+=8;
if (g_damageCameras)
{
if (A_IncurDamage(spriteNum) >= 0)
{
pData[0] = 1; // static
pSprite->cstat = 32768;
for (bssize_t x = 0; x < 5; x++)
RANDOMSCRAP(pSprite, spriteNum);
goto next_sprite;
}
}
if (pSprite->hitag > 0)
{
if (pData[1] < pSprite->hitag) pSprite->ang += 8;
else if (pData[1] < pSprite->hitag * 3) pSprite->ang -= 8;
else if (pData[1] < (pSprite->hitag << 2)) pSprite->ang += 8;
else
{
pData[1] = 8;
pSprite->ang += 16;
}
}
}
goto next_sprite;
}
if (!g_netServer && ud.multimode < 2 && A_CheckEnemySprite(pSprite))
{
if (g_noEnemies == 1)
{
pSprite->cstat = 32768;
goto next_sprite;
}
else if (g_noEnemies == 2)
{
pSprite->cstat = 0;
if (pSprite->extra)
pSprite->cstat = 257;
}
}
if (G_HaveActor(sprite[spriteNum].picnum))
{
int32_t playerDist;
int playerNum = A_FindPlayer(pSprite, &playerDist);
A_Execute(spriteNum, playerNum, playerDist);
}
next_sprite:
A_MaybeAwakenBadGuys(spriteNum);
spriteNum = nextSprite;
}
}
ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
{
int spriteNum = headspritestat[STAT_MISC];
while (spriteNum >= 0)
{
int const nextSprite = nextspritestat[spriteNum];
int32_t playerDist;
int32_t *const pData = actor[spriteNum].t_data;
spritetype *const pSprite = &sprite[spriteNum];
int sectNum = pSprite->sectnum; // XXX: not const
int switchPic;
if (sectNum < 0 || pSprite->xrepeat == 0)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
Bmemcpy(&actor[spriteNum].bpos, pSprite, sizeof(vec3_t));
switchPic = pSprite->picnum;
if (pSprite->picnum > NUKEBUTTON && pSprite->picnum <= NUKEBUTTON+3)
switchPic = NUKEBUTTON;
if (pSprite->picnum > GLASSPIECES && pSprite->picnum <= GLASSPIECES+2)
switchPic = GLASSPIECES;
if (pSprite->picnum == INNERJAW+1)
switchPic--;
if ((pSprite->picnum == MONEY+1) || (pSprite->picnum == MAIL+1) || (pSprite->picnum == PAPER+1))
actor[spriteNum].floorz = pSprite->z = getflorzofslope(pSprite->sectnum,pSprite->x,pSprite->y);
else switch (DYNAMICTILEMAP(switchPic))
{
case APLAYER__STATIC: pSprite->cstat = 32768; goto next_sprite;
case NEON1__STATIC:
case NEON2__STATIC:
case NEON3__STATIC:
case NEON4__STATIC:
case NEON5__STATIC:
case NEON6__STATIC:
pSprite->shade = ((tabledivide32_noinline(g_globalRandom, pSprite->lotag + 1) & 31) > 4) ? -127 : 127;
goto next_sprite;
case BLOODSPLAT1__STATIC:
case BLOODSPLAT2__STATIC:
case BLOODSPLAT3__STATIC:
case BLOODSPLAT4__STATIC:
if (pData[0] == 3 * GAMETICSPERSEC)
goto next_sprite;
actor[spriteNum].bpos.z -= pSprite->z;
if ((++pData[0] % 9) == 0)
{
pSprite->yrepeat++;
pSprite->z += (tilesiz[pSprite->picnum].y * pSprite->yrepeat) >> 2;
}
else
pSprite->z += 16 + (krand() & 15);
actor[spriteNum].bpos.z += pSprite->z;
goto next_sprite;
case NUKEBUTTON__STATIC:
// case NUKEBUTTON+1:
// case NUKEBUTTON+2:
// case NUKEBUTTON+3:
if (pData[0])
{
pData[0]++;
if (pData[0] == 8)
pSprite->picnum = NUKEBUTTON + 1;
else if (pData[0] == 16)
{
pSprite->picnum = NUKEBUTTON + 2;
g_player[P_Get(pSprite->owner)].ps->fist_incs = 1;
}
if (g_player[P_Get(pSprite->owner)].ps->fist_incs == GAMETICSPERSEC)
pSprite->picnum = NUKEBUTTON + 3;
}
goto next_sprite;
case FORCESPHERE__STATIC:
{
int forceRepeat = pSprite->xrepeat;
if (pData[1] > 0)
{
pData[1]--;
if (pData[1] == 0)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
if (actor[pSprite->owner].t_data[1] == 0)
{
if (pData[0] < 64)
{
pData[0]++;
forceRepeat += 3;
}
}
else if (pData[0] > 64)
{
pData[0]--;
forceRepeat -= 3;
}
*(vec3_t *)pSprite = *(vec3_t *)&sprite[pSprite->owner];
pSprite->ang += actor[pSprite->owner].t_data[0];
forceRepeat = clamp2(forceRepeat, 1, 64);
pSprite->xrepeat = forceRepeat;
pSprite->yrepeat = forceRepeat;
pSprite->shade = (forceRepeat >> 1) - 48;
for (bsize_t j = pData[0]; j > 0; j--)
A_SetSprite(spriteNum, CLIPMASK0);
goto next_sprite;
}
case WATERSPLASH2__STATIC:
pData[0]++;
if (pData[0] == 1)
{
if (sector[sectNum].lotag != ST_1_ABOVE_WATER && sector[sectNum].lotag != ST_2_UNDERWATER)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
/*
else
{
l = getflorzofslope(sect,s->x,s->y)-s->z;
if( l > ZOFFSET2 ) KILLIT(i);
}
else
*/
if (!S_CheckSoundPlaying(spriteNum,ITEM_SPLASH))
A_PlaySound(ITEM_SPLASH,spriteNum);
}
if (pData[0] == 3)
{
pData[0] = 0;
pData[1]++; // WATERSPLASH_T2
}
if (pData[1] == 5)
A_DeleteSprite(spriteNum);
goto next_sprite;
case FRAMEEFFECT1_13__STATIC:
if (PLUTOPAK) goto next_sprite; // JBF: ideally this should never happen...
case FRAMEEFFECT1__STATIC:
if (pSprite->owner >= 0)
{
pData[0]++;
if (pData[0] > 7)
{
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
else if (pData[0] > 4)
pSprite->cstat |= 512+2;
else if (pData[0] > 2)
pSprite->cstat |= 2;
pSprite->xoffset = sprite[pSprite->owner].xoffset;
pSprite->yoffset = sprite[pSprite->owner].yoffset;
}
goto next_sprite;
case INNERJAW__STATIC:
{
// case INNERJAW+1:
int32_t playerDist, playerNum = A_FindPlayer(pSprite,&playerDist);
if (playerDist < 512)
{
P_PalFrom(g_player[playerNum].ps, 32, 32,0,0);
sprite[g_player[playerNum].ps->i].extra -= 4;
}
}
case FIRELASER__STATIC:
if (pSprite->extra != 5)
pSprite->extra = 5;
else DELETE_SPRITE_AND_CONTINUE(spriteNum);
break;
case TONGUE__STATIC:
DELETE_SPRITE_AND_CONTINUE(spriteNum);
case MONEY__STATIC:
case MAIL__STATIC:
case PAPER__STATIC:
{
pSprite->xvel = (krand()&7)+(sintable[T1(spriteNum)&2047]>>9);
T1(spriteNum) += (krand()&63);
if ((T1(spriteNum)&2047) > 512 && (T1(spriteNum)&2047) < 1596)
{
if (sector[sectNum].lotag == ST_2_UNDERWATER)
{
if (pSprite->zvel < 64)
pSprite->zvel += (g_spriteGravity>>5)+(krand()&7);
}
else if (pSprite->zvel < 144)
pSprite->zvel += (g_spriteGravity>>5)+(krand()&7);
}
A_SetSprite(spriteNum, CLIPMASK0);
if ((krand()&3) == 0)
setsprite(spriteNum, (vec3_t *) pSprite);
if (pSprite->sectnum == -1)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
int const floorZ = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
if (pSprite->z > floorZ)
{
pSprite->z = floorZ;
A_AddToDeleteQueue(spriteNum);
PN(spriteNum)++;
for (bssize_t SPRITES_OF(STAT_MISC, j))
{
if (sprite[j].picnum == BLOODPOOL && ldist(pSprite, &sprite[j]) < 348)
{
pSprite->pal = 2;
break;
}
}
}
break;
}
case JIBS1__STATIC:
case JIBS2__STATIC:
case JIBS3__STATIC:
case JIBS4__STATIC:
case JIBS5__STATIC:
case JIBS6__STATIC:
case HEADJIB1__STATIC:
case ARMJIB1__STATIC:
case LEGJIB1__STATIC:
case LIZMANHEAD1__STATIC:
case LIZMANARM1__STATIC:
case LIZMANLEG1__STATIC:
case DUKETORSO__STATIC:
case DUKEGUN__STATIC:
case DUKELEG__STATIC:
{
pSprite->xvel = (pSprite->xvel > 0) ? pSprite->xvel - 1 : 0;
if (++pData[5] == (30*10))
DELETE_SPRITE_AND_CONTINUE(spriteNum);
if (pSprite->zvel > 1024 && pSprite->zvel < 1280)
{
setsprite(spriteNum, (vec3_t *) pSprite);
sectNum = pSprite->sectnum;
}
int32_t floorZ, ceilZ;
getzsofslope(sectNum, pSprite->x, pSprite->y, &ceilZ, &floorZ);
if (ceilZ == floorZ || sectNum < 0 || sectNum >= MAXSECTORS)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
if (pSprite->z < floorZ-(2<<8))
{
if (pData[1] < 2) pData[1]++;
else if (sector[sectNum].lotag != ST_2_UNDERWATER)
{
pData[1] = 0;
if (pSprite->picnum == DUKELEG || pSprite->picnum == DUKETORSO || pSprite->picnum == DUKEGUN)
{
pData[0] = (pData[0] > 6) ? 0 : pData[0] + 1;
}
else
{
pData[0] = (pData[0] > 2) ? 0 : pData[0] + 1;
}
}
if (pSprite->zvel < 6144)
{
if (sector[sectNum].lotag == ST_2_UNDERWATER)
{
if (pSprite->zvel < 1024)
pSprite->zvel += 48;
else pSprite->zvel = 1024;
}
else pSprite->zvel += g_spriteGravity-50;
}
pSprite->x += (pSprite->xvel*sintable[(pSprite->ang+512)&2047])>>14;
pSprite->y += (pSprite->xvel*sintable[pSprite->ang&2047])>>14;
pSprite->z += pSprite->zvel;
}
else
{
if (pData[2] == 0)
{
if (pSprite->sectnum == -1)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
if ((sector[pSprite->sectnum].floorstat&2))
DELETE_SPRITE_AND_CONTINUE(spriteNum);
pData[2]++;
}
floorZ = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
pSprite->z = floorZ - (2 << 8);
pSprite->xvel = 0;
if (pSprite->picnum == JIBS6)
{
pData[1]++;
if ((pData[1]&3) == 0 && pData[0] < 7)
pData[0]++;
if (pData[1] > 20)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
else
{
pSprite->picnum = JIBS6;
pData[0] = 0;
pData[1] = 0;
}
}
goto next_sprite;
}
case BLOODPOOL__STATIC:
case PUKE__STATIC:
{
if (pData[0] == 0)
{
pData[0] = 1;
if (sector[sectNum].floorstat&2)
{
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
else A_AddToDeleteQueue(spriteNum);
}
A_Fall(spriteNum);
int32_t playerDist;
int const playerNum = A_FindPlayer(pSprite, &playerDist);
pSprite->z = actor[spriteNum].floorz - 1;
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (pData[2] < 32)
{
pData[2]++;
if (actor[spriteNum].picnum == TIRE)
{
if (pSprite->xrepeat < 64 && pSprite->yrepeat < 64)
{
pSprite->xrepeat += krand()&3;
pSprite->yrepeat += krand()&3;
}
}
else
{
if (pSprite->xrepeat < 32 && pSprite->yrepeat < 32)
{
pSprite->xrepeat += krand()&3;
pSprite->yrepeat += krand()&3;
}
}
}
if (playerDist < 844 && pSprite->xrepeat > 6 && pSprite->yrepeat > 6)
{
if (pSprite->pal == 0 && pSprite->picnum != PUKE && (krand()&255) < 16)
{
if (pPlayer->inv_amount[GET_BOOTS] > 0)
pPlayer->inv_amount[GET_BOOTS]--;
else
{
if (!A_CheckSoundPlaying(pPlayer->i,DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN,pPlayer->i);
sprite[pPlayer->i].extra --;
P_PalFrom(pPlayer, 32, 16,0,0);
}
}
if (pData[1] == 1) goto next_sprite;
pData[1] = 1;
pPlayer->footprintcount = (actor[spriteNum].picnum == TIRE) ? 10 : 3;
pPlayer->footprintpal = pSprite->pal;
pPlayer->footprintshade = pSprite->shade;
if (pData[2] == 32)
{
pSprite->xrepeat -= 6;
pSprite->yrepeat -= 6;
}
}
else pData[1] = 0;
goto next_sprite;
}
case BURNING__STATIC:
case BURNING2__STATIC:
case FECES__STATIC:
case WATERBUBBLE__STATIC:
case SMALLSMOKE__STATIC:
case EXPLOSION2__STATIC:
case SHRINKEREXPLOSION__STATIC:
case EXPLOSION2BOT__STATIC:
case BLOOD__STATIC:
case LASERSITE__STATIC:
case FORCERIPPLE__STATIC:
case TRANSPORTERSTAR__STATIC:
case TRANSPORTERBEAM__STATIC:
{
if (!G_HaveActor(sprite[spriteNum].picnum))
goto next_sprite;
int const playerNum = A_FindPlayer(pSprite, &playerDist);
A_Execute(spriteNum, playerNum, playerDist);
goto next_sprite;
}
case SHELL__STATIC:
case SHOTGUNSHELL__STATIC:
A_SetSprite(spriteNum,CLIPMASK0);
if (sectNum < 0 || (sector[sectNum].floorz + 256) < pSprite->z)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
if (sector[sectNum].lotag == ST_2_UNDERWATER)
{
pData[1]++;
if (pData[1] > 8)
{
pData[1] = 0;
pData[0]++;
pData[0] &= 3;
}
if (pSprite->zvel < 128) pSprite->zvel += (g_spriteGravity/13); // 8
else pSprite->zvel -= 64;
if (pSprite->xvel > 0)
pSprite->xvel -= 4;
else pSprite->xvel = 0;
}
else
{
pData[1]++;
if (pData[1] > 3)
{
pData[1] = 0;
pData[0]++;
pData[0] &= 3;
}
if (pSprite->zvel < 512) pSprite->zvel += (g_spriteGravity/3); // 52;
if (pSprite->xvel > 0)
pSprite->xvel --;
// else KILLIT(i);
}
goto next_sprite;
case GLASSPIECES__STATIC:
// case GLASSPIECES+1:
// case GLASSPIECES+2:
A_Fall(spriteNum);
if (pSprite->zvel > 4096) pSprite->zvel = 4096;
if (sectNum < 0)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
if (pSprite->z == actor[spriteNum].floorz-(ZOFFSET) && pData[0] < 3)
{
pSprite->zvel = -((3-pData[0])<<8)-(krand()&511);
if (sector[sectNum].lotag == ST_2_UNDERWATER)
pSprite->zvel >>= 1;
pSprite->xrepeat >>= 1;
pSprite->yrepeat >>= 1;
if (rnd(96))
setsprite(spriteNum,(vec3_t *)pSprite);
pData[0]++;//Number of bounces
}
else if (pData[0] == 3)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
if (pSprite->xvel > 0)
{
pSprite->xvel -= 2;
pSprite->cstat = ((pSprite->xvel&3)<<2);
}
else pSprite->xvel = 0;
A_SetSprite(spriteNum,CLIPMASK0);
goto next_sprite;
}
if (PN(spriteNum) >= SCRAP6 && PN(spriteNum) <= SCRAP5+3)
{
if (pSprite->xvel > 0)
pSprite->xvel--;
else pSprite->xvel = 0;
if (pSprite->zvel > 1024 && pSprite->zvel < 1280)
{
setsprite(spriteNum,(vec3_t *)pSprite);
sectNum = pSprite->sectnum;
}
if (pSprite->z < sector[sectNum].floorz-(2<<8))
{
if (pData[1] < 1) pData[1]++;
else
{
pData[1] = 0;
if (pSprite->picnum < SCRAP6 + 8)
pData[0] = (pData[0] > 6) ? 0 : pData[0] + 1;
else
pData[0] = (pData[0] > 2) ? 0 : pData[0] + 1;
}
if (pSprite->zvel < 4096)
pSprite->zvel += g_spriteGravity - 50;
pSprite->x += (pSprite->xvel*sintable[(pSprite->ang+512)&2047])>>14;
pSprite->y += (pSprite->xvel*sintable[pSprite->ang&2047])>>14;
pSprite->z += pSprite->zvel;
}
else
{
if (pSprite->picnum == SCRAP1 && pSprite->yvel > 0 && pSprite->yvel < MAXUSERTILES)
{
int32_t j = A_Spawn(spriteNum, pSprite->yvel);
setsprite(j,(vec3_t *)pSprite);
A_GetZLimits(j);
sprite[j].hitag = sprite[j].lotag = 0;
}
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
goto next_sprite;
}
next_sprite:
spriteNum = nextSprite;
}
}
// i: SE spritenum
static void HandleSE31(int spriteNum, int setFloorZ, int spriteZ, int SEdir, int zDifference)
{
const spritetype *pSprite = &sprite[spriteNum];
sectortype *const pSector = &sector[sprite[spriteNum].sectnum];
int32_t *const pData = actor[spriteNum].t_data;
if (klabs(pSector->floorz - spriteZ) < SP(spriteNum))
{
if (setFloorZ)
pSector->floorz = spriteZ;
pData[2] = SEdir;
pData[0] = 0;
pData[3] = pSprite->hitag;
A_CallSound(pSprite->sectnum, spriteNum);
}
else
{
int const zChange = ksgn(zDifference) * SP(spriteNum);
pSector->floorz += zChange;
for (bssize_t SPRITES_OF_SECT(pSprite->sectnum, j))
{
if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
{
int const playerNum = P_Get(j);
if (g_player[playerNum].ps->on_ground == 1)
g_player[playerNum].ps->pos.z += zChange;
}
if (sprite[j].zvel == 0 && sprite[j].statnum != STAT_EFFECTOR && sprite[j].statnum != STAT_PROJECTILE)
{
actor[j].bpos.z = sprite[j].z += zChange;
actor[j].floorz = pSector->floorz;
}
}
}
}
// s: SE sprite
static void MaybeTrainKillPlayer(const spritetype *pSprite, int setOPos)
{
for (bssize_t TRAVERSE_CONNECT(playerNum))
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (sprite[pPlayer->i].extra > 0)
{
int16_t playerSectnum = pPlayer->cursectnum;
updatesector(pPlayer->pos.x, pPlayer->pos.y, &playerSectnum);
if ((playerSectnum == -1 && ud.noclip == 0) || (playerSectnum == pSprite->sectnum && pPlayer->cursectnum != pSprite->sectnum))
{
*(vec2_t *)pPlayer = *(vec2_t const *)pSprite;
if (setOPos)
*(vec2_t *)&pPlayer->opos = *(vec2_t *)pPlayer;
pPlayer->cursectnum = pSprite->sectnum;
setsprite(pPlayer->i, (vec3_t const *)pSprite);
P_QuickKill(pPlayer);
}
}
}
}
// i: SE spritenum
static void MaybeTrainKillEnemies(int spriteNum, int numGuts)
{
int findSprite = headspritesect[sprite[OW(spriteNum)].sectnum];
while (findSprite >= 0)
{
int const nextSprite = nextspritesect[findSprite];
if (sprite[findSprite].extra >= 0 && sprite[findSprite].statnum == STAT_ACTOR && A_CheckEnemySprite(&sprite[findSprite]))
{
int16_t sectNum = sprite[findSprite].sectnum;
updatesector(sprite[findSprite].x,sprite[findSprite].y,&sectNum);
if (sectNum == sprite[spriteNum].sectnum)
{
A_DoGutsDir(findSprite, JIBS6, numGuts);
A_PlaySound(SQUISHED, findSprite);
A_DeleteSprite(findSprite);
}
}
findSprite = nextSprite;
}
}
ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
{
int32_t q = 0, j, k, l, m, x;
int spriteNum = headspritestat[STAT_EFFECTOR];
while (spriteNum >= 0)
{
int const nextSprite = nextspritestat[spriteNum];
spritetype *const pSprite = &sprite[spriteNum];
int32_t playerDist;
int playerNum = A_FindPlayer(pSprite, &playerDist);
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (VM_OnEventWithBoth(EVENT_MOVEEFFECTORS, spriteNum, playerNum, playerDist, 0))
{
spriteNum = nextSprite;
continue;
}
sectortype *const pSector = &sector[pSprite->sectnum];
int const sectorLotag = pSprite->lotag;
int const sectorHitag = pSprite->hitag;
int32_t *const pData = &actor[spriteNum].t_data[0];
switch (sectorLotag)
{
case SE_0_ROTATING_SECTOR:
{
int32_t zchange = 0;
j = pSprite->owner;
if (sprite[j].lotag == UINT16_MAX)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
q = pSector->extra>>3;
l = 0;
if (pSector->lotag == ST_30_ROTATE_RISE_BRIDGE)
{
q >>= 2;
if (sprite[spriteNum].extra == 1)
{
if (actor[spriteNum].tempang < 256)
{
actor[spriteNum].tempang += 4;
if (actor[spriteNum].tempang >= 256)
A_CallSound(pSprite->sectnum,spriteNum);
if (pSprite->clipdist) l = 1;
else l = -1;
}
else actor[spriteNum].tempang = 256;
if (pSector->floorz > pSprite->z) //z's are touching
{
pSector->floorz -= 512;
zchange = -512;
if (pSector->floorz < pSprite->z)
pSector->floorz = pSprite->z;
}
else if (pSector->floorz < pSprite->z) //z's are touching
{
pSector->floorz += 512;
zchange = 512;
if (pSector->floorz > pSprite->z)
pSector->floorz = pSprite->z;
}
}
else if (sprite[spriteNum].extra == 3)
{
if (actor[spriteNum].tempang > 0)
{
actor[spriteNum].tempang -= 4;
if (actor[spriteNum].tempang <= 0)
A_CallSound(pSprite->sectnum,spriteNum);
if (pSprite->clipdist) l = -1;
else l = 1;
}
else actor[spriteNum].tempang = 0;
if (pSector->floorz > T4(spriteNum)) //z's are touching
{
pSector->floorz -= 512;
zchange = -512;
if (pSector->floorz < T4(spriteNum))
pSector->floorz = T4(spriteNum);
}
else if (pSector->floorz < T4(spriteNum)) //z's are touching
{
pSector->floorz += 512;
zchange = 512;
if (pSector->floorz > T4(spriteNum))
pSector->floorz = T4(spriteNum);
}
}
}
else
{
if (actor[j].t_data[0] == 0) break;
if (actor[j].t_data[0] == 2) DELETE_SPRITE_AND_CONTINUE(spriteNum);
if (sprite[j].ang > 1024)
l = -1;
else l = 1;
if (pData[3] == 0)
pData[3] = ldist(pSprite,&sprite[j]);
pSprite->xvel = pData[3];
pSprite->x = sprite[j].x;
pSprite->y = sprite[j].y;
}
pSprite->ang += (l*q);
pData[2] += (l*q);
if (l && (pSector->floorstat&64))
{
for (TRAVERSE_CONNECT(playerNum))
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (pPlayer->cursectnum == pSprite->sectnum && pPlayer->on_ground == 1)
{
pPlayer->ang += (l*q);
pPlayer->ang &= 2047;
pPlayer->pos.z += zchange;
vec2_t r;
rotatepoint(*(vec2_t *)&sprite[j],*(vec2_t *)&pPlayer->pos,(q*l),&r);
pPlayer->bobpos.x += r.x-pPlayer->pos.x;
pPlayer->bobpos.y += r.y-pPlayer->pos.y;
*(vec2_t *)&pPlayer->pos = r;
if (sprite[pPlayer->i].extra <= 0)
*(vec2_t *)&sprite[pPlayer->i] = r;
}
}
for (bssize_t SPRITES_OF_SECT(pSprite->sectnum, p))
{
// KEEPINSYNC1
if (sprite[p].statnum != STAT_EFFECTOR && sprite[p].statnum != STAT_PROJECTILE)
if (sprite[p].picnum != LASERLINE)
{
if (sprite[p].picnum == APLAYER && sprite[p].owner >= 0)
continue;
sprite[p].ang += (l*q);
sprite[p].ang &= 2047;
sprite[p].z += zchange;
// interpolation fix
actor[p].bpos.x = sprite[p].x;
actor[p].bpos.y = sprite[p].y;
if (move_rotfixed_sprite(p, j, pData[2]))
rotatepoint(*(vec2_t *)&sprite[j], *(vec2_t *)&sprite[p], (q * l), (vec2_t *)&sprite[p].x);
}
}
}
else if (l==0 && (pSector->floorstat&64))
{
// fix for jittering of sprites in halted rotating sectors
for (bssize_t SPRITES_OF_SECT(pSprite->sectnum, p))
{
// KEEPINSYNC1
if (sprite[p].statnum != STAT_EFFECTOR && sprite[p].statnum != STAT_PROJECTILE)
if (sprite[p].picnum != LASERLINE)
{
if (sprite[p].picnum == APLAYER && sprite[p].owner >= 0)
continue;
actor[p].bpos.x = sprite[p].x;
actor[p].bpos.y = sprite[p].y;
}
}
}
A_MoveSector(spriteNum);
}
break;
case SE_1_PIVOT: //Nothing for now used as the pivot
if (pSprite->owner == -1) //Init
{
pSprite->owner = spriteNum;
for (SPRITES_OF(STAT_EFFECTOR, j))
{
if (sprite[j].lotag == SE_19_EXPLOSION_LOWERS_CEILING && sprite[j].hitag == sectorHitag)
{
pData[0] = 0;
break;
}
}
}
break;
case 6:
k = pSector->extra;
if (pData[4] > 0)
{
pData[4]--;
if (pData[4] >= (k-(k>>3)))
pSprite->xvel -= (k>>5);
if (pData[4] > ((k>>1)-1) && pData[4] < (k-(k>>3)))
pSprite->xvel = 0;
if (pData[4] < (k>>1))
pSprite->xvel += (k>>5);
if (pData[4] < ((k>>1)-(k>>3)))
{
pData[4] = 0;
pSprite->xvel = k;
}
}
else pSprite->xvel = k;
for (SPRITES_OF(STAT_EFFECTOR, j))
{
if (sprite[j].lotag == SE_14_SUBWAY_CAR && sectorHitag == sprite[j].hitag && actor[j].t_data[0] == pData[0])
{
sprite[j].xvel = pSprite->xvel;
// if( t[4] == 1 )
{
if (actor[j].t_data[5] == 0)
actor[j].t_data[5] = dist(&sprite[j],pSprite);
x = ksgn(dist(&sprite[j],pSprite)-actor[j].t_data[5]);
if (sprite[j].extra)
x = -x;
pSprite->xvel += x;
}
actor[j].t_data[4] = pData[4];
}
}
x = 0; // XXX: This assignment is dead?
case SE_14_SUBWAY_CAR:
if (pSprite->owner==-1)
pSprite->owner = A_FindLocator((int16_t)pData[3],(int16_t)pData[0]);
if (pSprite->owner == -1)
{
// debugging subway cars (mapping-wise) is freakin annoying
// let's at least have a helpful message...
Bsprintf(tempbuf,"Could not find any locators in sector %d"
" for SE# 6 or 14 with hitag %d.\n", (int)pData[0], (int)pData[3]);
G_GameExit(tempbuf);
}
j = ldist(&sprite[pSprite->owner],pSprite);
if (j < 1024L)
{
if (sectorLotag==SE_6_SUBWAY)
if (sprite[pSprite->owner].hitag&1)
pData[4]=pSector->extra; //Slow it down
pData[3]++;
pSprite->owner = A_FindLocator(pData[3],pData[0]);
if (pSprite->owner==-1)
{
pData[3]=0;
pSprite->owner = A_FindLocator(0,pData[0]);
}
}
if (pSprite->xvel)
{
#ifdef YAX_ENABLE
int32_t firstrun = 1;
#endif
x = getangle(sprite[pSprite->owner].x-pSprite->x,sprite[pSprite->owner].y-pSprite->y);
q = G_GetAngleDelta(pSprite->ang,x)>>3;
pData[2] += q;
pSprite->ang += q;
if (pSprite->xvel == pSector->extra)
{
if ((pSector->floorstat&1) == 0 && (pSector->ceilingstat&1) == 0)
{
if (!S_CheckSoundPlaying(spriteNum,actor[spriteNum].lastvx))
A_PlaySound(actor[spriteNum].lastvx,spriteNum);
}
else if (ud.monsters_off == 0 && pSector->floorpal == 0 && (pSector->floorstat&1) && rnd(8))
{
if (playerDist < 20480)
{
j = pSprite->ang;
pSprite->ang = getangle(pSprite->x-g_player[playerNum].ps->pos.x,pSprite->y-g_player[playerNum].ps->pos.y);
A_Shoot(spriteNum,RPG);
pSprite->ang = j;
}
}
}
if (pSprite->xvel <= 64 && (pSector->floorstat&1) == 0 && (pSector->ceilingstat&1) == 0)
S_StopEnvSound(actor[spriteNum].lastvx,spriteNum);
if ((pSector->floorz-pSector->ceilingz) < (108<<8))
{
if (ud.noclip == 0 && pSprite->xvel >= 192)
MaybeTrainKillPlayer(pSprite, 0);
}
m = (pSprite->xvel*sintable[(pSprite->ang+512)&2047])>>14;
x = (pSprite->xvel*sintable[pSprite->ang&2047])>>14;
for (TRAVERSE_CONNECT(playerNum))
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (pPlayer->cursectnum < 0)
{
// might happen when squished into void space
// initprintf("cursectnum < 0!\n");
break;
}
if (sector[pPlayer->cursectnum].lotag != ST_2_UNDERWATER)
{
if (g_playerSpawnPoints[playerNum].sect == pSprite->sectnum)
{
g_playerSpawnPoints[playerNum].pos.x += m;
g_playerSpawnPoints[playerNum].pos.y += x;
}
if (pSprite->sectnum == sprite[pPlayer->i].sectnum
#ifdef YAX_ENABLE
|| (pData[9]>=0 && pData[9] == sprite[pPlayer->i].sectnum)
#endif
)
{
rotatepoint(*(vec2_t *)pSprite, *(vec2_t *)&pPlayer->pos, q, (vec2_t *)&pPlayer->pos);
pPlayer->pos.x += m;
pPlayer->pos.y += x;
pPlayer->bobpos.x += m;
pPlayer->bobpos.y += x;
pPlayer->ang += q;
pPlayer->ang &= 2047;
if (g_netServer || numplayers > 1)
{
pPlayer->opos.x = pPlayer->pos.x;
pPlayer->opos.y = pPlayer->pos.y;
}
if (sprite[pPlayer->i].extra <= 0)
{
sprite[pPlayer->i].x = pPlayer->pos.x;
sprite[pPlayer->i].y = pPlayer->pos.y;
}
}
}
}
// NOTE: special loop handling
j = headspritesect[pSprite->sectnum];
while (j >= 0)
{
// KEEPINSYNC2
// XXX: underwater check?
if (sprite[j].statnum != STAT_PLAYER && sector[sprite[j].sectnum].lotag != ST_2_UNDERWATER &&
(sprite[j].picnum != SECTOREFFECTOR || (sprite[j].lotag == SE_49_POINT_LIGHT||sprite[j].lotag == SE_50_SPOT_LIGHT))
&& sprite[j].picnum != LOCATORS)
{
// fix interpolation
if (numplayers < 2 && !g_netServer)
{
actor[j].bpos.x = sprite[j].x;
actor[j].bpos.y = sprite[j].y;
}
if (move_rotfixed_sprite(j, pSprite-sprite, pData[2]))
rotatepoint(*(vec2_t *)pSprite,*(vec2_t *)&sprite[j],q,(vec2_t *)&sprite[j].x);
sprite[j].x+= m;
sprite[j].y+= x;
sprite[j].ang+=q;
if (g_netServer || numplayers > 1)
{
actor[j].bpos.x = sprite[j].x;
actor[j].bpos.y = sprite[j].y;
}
}
j = nextspritesect[j];
#ifdef YAX_ENABLE
if (j < 0)
{
if (pData[9]>=0 && firstrun)
{
firstrun = 0;
j = headspritesect[pData[9]];
}
}
#endif
}
A_MoveSector(spriteNum);
setsprite(spriteNum,(vec3_t *)pSprite);
if ((pSector->floorz-pSector->ceilingz) < (108<<8))
{
if (ud.noclip == 0 && pSprite->xvel >= 192)
MaybeTrainKillPlayer(pSprite, 1);
MaybeTrainKillEnemies(spriteNum, 72);
}
}
else
{
// fix for jittering of sprites in halted subways
for (SPRITES_OF_SECT(pSprite->sectnum, j))
{
// KEEPINSYNC2
if (sprite[j].statnum != STAT_PLAYER && sector[sprite[j].sectnum].lotag != ST_2_UNDERWATER &&
(sprite[j].picnum != SECTOREFFECTOR || (sprite[j].lotag == SE_49_POINT_LIGHT||sprite[j].lotag == SE_50_SPOT_LIGHT))
&& sprite[j].picnum != LOCATORS)
{
actor[j].bpos.x = sprite[j].x;
actor[j].bpos.y = sprite[j].y;
}
}
}
break;
case SE_30_TWO_WAY_TRAIN:
if (pSprite->owner == -1)
{
pData[3] = !pData[3];
pSprite->owner = A_FindLocator(pData[3],pData[0]);
}
else
{
if (pData[4] == 1) // Starting to go
{
if (ldist(&sprite[pSprite->owner],pSprite) < (2048-128))
pData[4] = 2;
else
{
if (pSprite->xvel == 0)
G_OperateActivators(pSprite->hitag+(!pData[3]),-1);
if (pSprite->xvel < 256)
pSprite->xvel += 16;
}
}
if (pData[4] == 2)
{
l = FindDistance2D(sprite[pSprite->owner].x-pSprite->x,sprite[pSprite->owner].y-pSprite->y);
if (l <= 128)
pSprite->xvel = 0;
if (pSprite->xvel > 0)
pSprite->xvel -= 16;
else
{
pSprite->xvel = 0;
G_OperateActivators(pSprite->hitag+(int16_t)pData[3],-1);
pSprite->owner = -1;
pSprite->ang += 1024;
pData[4] = 0;
G_OperateForceFields(spriteNum,pSprite->hitag);
for (SPRITES_OF_SECT(pSprite->sectnum, j))
{
if (sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS)
{
actor[j].bpos.x = sprite[j].x;
actor[j].bpos.y = sprite[j].y;
}
}
}
}
}
if (pSprite->xvel)
{
int32_t playerNum;
l = (pSprite->xvel*sintable[(pSprite->ang+512)&2047])>>14;
x = (pSprite->xvel*sintable[pSprite->ang&2047])>>14;
if ((pSector->floorz-pSector->ceilingz) < (108<<8))
if (ud.noclip == 0)
MaybeTrainKillPlayer(pSprite, 0);
for (TRAVERSE_CONNECT(playerNum))
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (sprite[pPlayer->i].sectnum == pSprite->sectnum)
{
pPlayer->pos.x += l;
pPlayer->pos.y += x;
if (g_netServer || numplayers > 1)
{
pPlayer->opos.x = pPlayer->pos.x;
pPlayer->opos.y = pPlayer->pos.y;
}
pPlayer->bobpos.x += l;
pPlayer->bobpos.y += x;
}
if (g_playerSpawnPoints[playerNum].sect == pSprite->sectnum)
{
g_playerSpawnPoints[playerNum].pos.x += l;
g_playerSpawnPoints[playerNum].pos.y += x;
}
}
for (SPRITES_OF_SECT(pSprite->sectnum, j))
{
// TODO: replace some checks for SE 49/50 with statnum LIGHT instead?
if ((sprite[j].picnum != SECTOREFFECTOR || sprite[j].lotag==SE_49_POINT_LIGHT || sprite[j].lotag==SE_50_SPOT_LIGHT)
&& sprite[j].picnum != LOCATORS)
{
if (numplayers < 2 && !g_netServer)
{
actor[j].bpos.x = sprite[j].x;
actor[j].bpos.y = sprite[j].y;
}
sprite[j].x += l;
sprite[j].y += x;
if (g_netServer || numplayers > 1)
{
actor[j].bpos.x = sprite[j].x;
actor[j].bpos.y = sprite[j].y;
}
}
}
A_MoveSector(spriteNum);
setsprite(spriteNum,(vec3_t *)pSprite);
if (pSector->floorz-pSector->ceilingz < (108<<8))
{
if (ud.noclip == 0)
MaybeTrainKillPlayer(pSprite, 1);
MaybeTrainKillEnemies(spriteNum, 24);
}
}
break;
case SE_2_EARTHQUAKE://Quakes
if (pData[4] > 0 && pData[0] == 0)
{
if (pData[4] < sectorHitag)
pData[4]++;
else pData[0] = 1;
}
if (pData[0] > 0)
{
pData[0]++;
pSprite->xvel = 3;
if (pData[0] > 96)
{
pData[0] = -1; //Stop the quake
pData[4] = -1;
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
else
{
if ((pData[0]&31) == 8)
{
g_earthquakeTime = 48;
A_PlaySound(EARTHQUAKE,g_player[screenpeek].ps->i);
}
pSector->floorheinum = (klabs(pSector->floorheinum - pData[5]) < 8)
? pData[5]
: pSector->floorheinum + (ksgn(pData[5] - pSector->floorheinum) << 4);
}
vec2_t const vect = { (pSprite->xvel * sintable[(pSprite->ang + 512) & 2047]) >> 14,
(pSprite->xvel * sintable[pSprite->ang & 2047]) >> 14 };
for (TRAVERSE_CONNECT(playerNum))
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (pPlayer->cursectnum == pSprite->sectnum && pPlayer->on_ground)
{
pPlayer->pos.x += vect.x;
pPlayer->pos.y += vect.y;
pPlayer->bobpos.x += vect.x;
pPlayer->bobpos.y += vect.y;
}
}
for (bssize_t nextSprite, SPRITES_OF_SECT_SAFE(pSprite->sectnum, sectSprite, nextSprite))
{
if (sprite[sectSprite].picnum != SECTOREFFECTOR)
{
sprite[sectSprite].x+=vect.x;
sprite[sectSprite].y+=vect.y;
setsprite(sectSprite,(vec3_t *)&sprite[sectSprite]);
}
}
A_MoveSector(spriteNum);
setsprite(spriteNum,(vec3_t *)pSprite);
}
break;
//Flashing sector lights after reactor EXPLOSION2
case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT:
{
if (pData[4] == 0) break;
// if(t[5] > 0) { t[5]--; break; }
if ((tabledivide32_noinline(g_globalRandom, sectorHitag+1)&31) < 4 && !pData[2])
{
// t[5] = 4+(g_globalRandom&7);
pSector->ceilingpal = pSprite->owner >> 8;
pSector->floorpal = pSprite->owner & 0xff;
pData[0] = pSprite->shade + (g_globalRandom & 15);
}
else
{
// t[5] = 4+(g_globalRandom&3);
pSector->ceilingpal = pSprite->pal;
pSector->floorpal = pSprite->pal;
pData[0] = pData[3];
}
pSector->ceilingshade = pData[0];
pSector->floorshade = pData[0];
walltype *pWall = &wall[pSector->wallptr];
for (x=pSector->wallnum; x > 0; x--,pWall++)
{
if (pWall->hitag != 1)
{
pWall->shade = pData[0];
if ((pWall->cstat & 2) && pWall->nextwall >= 0)
wall[pWall->nextwall].shade = pWall->shade;
}
}
break;
}
case SE_4_RANDOM_LIGHTS:
{
// See A_Spawn():
// s->owner: original ((ceilingpal<<8) | floorpal)
// t[2]: original floor shade
// t[3]: max wall shade
int lightFlag;
if ((tabledivide32_noinline(g_globalRandom, sectorHitag+1)&31) < 4)
{
pData[1] = pSprite->shade + (g_globalRandom & 15); // Got really bright
pData[0] = pSprite->shade + (g_globalRandom & 15);
pSector->ceilingpal = pSprite->owner >> 8;
pSector->floorpal = pSprite->owner & 0xff;
lightFlag = 1;
}
else
{
pData[1] = pData[2];
pData[0] = pData[3];
pSector->ceilingpal = pSprite->pal;
pSector->floorpal = pSprite->pal;
lightFlag = 0;
}
pSector->floorshade = pData[1];
pSector->ceilingshade = pData[1];
walltype *pWall = &wall[pSector->wallptr];
for (x=pSector->wallnum; x > 0; x--,pWall++)
{
if (lightFlag) pWall->pal = (pSprite->owner&0xff);
else pWall->pal = pSprite->pal;
if (pWall->hitag != 1)
{
pWall->shade = pData[0];
if ((pWall->cstat&2) && pWall->nextwall >= 0)
wall[pWall->nextwall].shade = pWall->shade;
}
}
for (bssize_t SPRITES_OF_SECT(SECT(spriteNum), sectSprite))
{
if (sprite[sectSprite].cstat&16 && A_CheckSpriteFlags(sectSprite,SFLAG_NOSHADE) == 0)
sprite[sectSprite].shade = (pSector->ceilingstat & 1) ? pSector->ceilingshade : pSector->floorshade;
}
if (pData[4])
DELETE_SPRITE_AND_CONTINUE(spriteNum);
break;
}
//BOSS
case SE_5:
{
if (playerDist < 8192)
{
int const saveAng = pSprite->ang;
pSprite->ang = getangle(pSprite->x - pPlayer->pos.x, pSprite->y - pPlayer->pos.y);
A_Shoot(spriteNum, FIRELASER);
pSprite->ang = saveAng;
}
if (pSprite->owner==-1) //Start search
{
pData[4] = 0;
int closestLocatorDist = INT32_MAX;
int closestLocator = pSprite->owner;
//Find the shortest dist
do
{
pSprite->owner = A_FindLocator((int16_t)pData[4], -1); // t[0] hold sectnum
if (pSprite->owner == -1)
break;
int const locatorDist = ldist(&sprite[pPlayer->i],&sprite[pSprite->owner]);
if (closestLocatorDist > locatorDist)
{
closestLocator = pSprite->owner;
closestLocatorDist = locatorDist;
}
pData[4]++;
}
while (1);
pSprite->owner = closestLocator;
pSprite->zvel = ksgn(sprite[closestLocator].z - pSprite->z) << 4;
}
if (ldist(&sprite[pSprite->owner],pSprite) < 1024)
{
int const saveAng = pSprite->ang;
pSprite->ang = getangle(pPlayer->pos.x - pSprite->x, pPlayer->pos.y - pSprite->y);
pSprite->ang = saveAng;
pSprite->owner = -1;
goto next_sprite;
}
else pSprite->xvel=256;
int const angInc = G_GetAngleDelta(pSprite->ang, getangle(sprite[pSprite->owner].x-pSprite->x,
sprite[pSprite->owner].y-pSprite->y))>>3;
pSprite->ang += angInc;
if (rnd(32))
{
pData[2] += angInc;
pSector->ceilingshade = 127;
}
else
{
pData[2] += G_GetAngleDelta(pData[2] + 512, getangle(pPlayer->pos.x - pSprite->x, pPlayer->pos.y - pSprite->y)) >> 2;
pSector->ceilingshade = 0;
}
if (A_IncurDamage(spriteNum) >= 0)
{
if (++pData[3] == 5)
{
pSprite->zvel += 1024;
P_DoQuote(QUOTE_WASTED, g_player[myconnectindex].ps);
}
}
pSprite->z += pSprite->zvel;
pSector->ceilingz += pSprite->zvel;
sector[pData[0]].ceilingz += pSprite->zvel;
A_MoveSector(spriteNum);
setsprite(spriteNum, (vec3_t *)pSprite);
break;
}
case SE_8_UP_OPEN_DOOR_LIGHTS:
case SE_9_DOWN_OPEN_DOOR_LIGHTS:
{
// work only if its moving
int animGoal = -1;
if (actor[spriteNum].t_data[4])
{
if (++actor[spriteNum].t_data[4] > 8)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
animGoal = 1;
}
else animGoal = GetAnimationGoal(&pSector->ceilingz);
if (animGoal >= 0)
{
int shadeInc = ((pSector->lotag & 0x8000) || actor[spriteNum].t_data[4]) ? -pData[3] : pData[3];
if (sectorLotag == SE_9_DOWN_OPEN_DOOR_LIGHTS)
shadeInc = -shadeInc;
for (bssize_t SPRITES_OF(STAT_EFFECTOR, sectorEffector))
{
if (sprite[sectorEffector].lotag == sectorLotag && sprite[sectorEffector].hitag == sectorHitag)
{
int const sectNum = sprite[sectorEffector].sectnum;
int const spriteShade = sprite[sectorEffector].shade;
walltype *pWall = &wall[sector[sectNum].wallptr];
for (bsize_t l=sector[sectNum].wallnum; l>0; l--, pWall++)
{
if (pWall->hitag == 1)
continue;
pWall->shade += shadeInc;
if (pWall->shade < spriteShade)
pWall->shade = spriteShade;
else if (pWall->shade > actor[sectorEffector].t_data[2])
pWall->shade = actor[sectorEffector].t_data[2];
if (pWall->nextwall >= 0 && wall[pWall->nextwall].hitag != 1)
wall[pWall->nextwall].shade = pWall->shade;
}
sector[sectNum].floorshade += shadeInc;
sector[sectNum].ceilingshade += shadeInc;
if (sector[sectNum].floorshade < spriteShade)
sector[sectNum].floorshade = spriteShade;
else if (sector[sectNum].floorshade > actor[sectorEffector].t_data[0])
sector[sectNum].floorshade = actor[sectorEffector].t_data[0];
if (sector[sectNum].ceilingshade < spriteShade)
sector[sectNum].ceilingshade = spriteShade;
else if (sector[sectNum].ceilingshade > actor[sectorEffector].t_data[1])
sector[sectNum].ceilingshade = actor[sectorEffector].t_data[1];
}
}
}
break;
}
case SE_10_DOOR_AUTO_CLOSE:
// XXX: 32791, what the hell?
if ((pSector->lotag&0xff) == ST_27_STRETCH_BRIDGE || (pSector->floorz > pSector->ceilingz && (pSector->lotag&0xff) != ST_23_SWINGING_DOOR) || pSector->lotag == 32791)
{
j = 1;
if ((pSector->lotag&0xff) != ST_27_STRETCH_BRIDGE)
for (bssize_t TRAVERSE_CONNECT(playerNum))
if (pSector->lotag != ST_30_ROTATE_RISE_BRIDGE && pSector->lotag != ST_31_TWO_WAY_TRAIN && pSector->lotag != 0
&& pSprite->sectnum == sprite[g_player[playerNum].ps->i].sectnum)
j = 0;
if (j == 1)
{
if (pData[0] > sectorHitag)
switch (sector[pSprite->sectnum].lotag)
{
case ST_20_CEILING_DOOR:
case ST_21_FLOOR_DOOR:
case ST_22_SPLITTING_DOOR:
case ST_26_SPLITTING_ST_DOOR:
if (GetAnimationGoal(&sector[pSprite->sectnum].ceilingz) >= 0)
break;
default:
G_ActivateBySector(pSprite->sectnum,spriteNum);
pData[0] = 0;
break;
}
else pData[0]++;
}
}
else pData[0]=0;
break;
case SE_11_SWINGING_DOOR: //Swingdoor
if (pData[5] > 0)
{
pData[5]--;
break;
}
if (pData[4])
{
int const endWall = pSector->wallptr+pSector->wallnum;
for (j=pSector->wallptr; j<endWall; j++)
{
for (SPRITES_OF(STAT_ACTOR, k))
{
if (sprite[k].extra > 0 && A_CheckEnemySprite(&sprite[k])
&& clipinsidebox((vec2_t *)&sprite[k], j, 256) == 1)
goto next_sprite;
}
for (SPRITES_OF(STAT_PLAYER, k))
{
if (sprite[k].owner >= 0 && clipinsidebox((vec2_t *)&sprite[k], j, 144) == 1)
{
pData[5] = 8; // Delay
k = (SP(spriteNum) >> 3) * pData[3];
pData[2] -= k;
pData[4] -= k;
A_MoveSector(spriteNum);
setsprite(spriteNum, (vec3_t *)pSprite);
goto next_sprite;
}
}
}
k = (SP(spriteNum) >> 3) * pData[3];
pData[2] += k;
pData[4] += k;
A_MoveSector(spriteNum);
setsprite(spriteNum, (vec3_t *)pSprite);
if (pData[4] <= -511 || pData[4] >= 512)
{
pData[4] = 0;
pData[2] &= 0xffffff00;
A_MoveSector(spriteNum);
setsprite(spriteNum, (vec3_t *) pSprite);
break;
}
}
break;
case SE_12_LIGHT_SWITCH:
if (pData[0] == 3 || pData[3] == 1) //Lights going off
{
pSector->floorpal = 0;
pSector->ceilingpal = 0;
walltype *pWall = &wall[pSector->wallptr];
for (j = pSector->wallnum; j > 0; j--, pWall++)
{
if (pWall->hitag != 1)
{
pWall->shade = pData[1];
pWall->pal = 0;
}
}
pSector->floorshade = pData[1];
pSector->ceilingshade = pData[2];
pData[0] = 0;
for (SPRITES_OF_SECT(SECT(spriteNum), j))
{
if ((sprite[j].cstat & 16) && (A_CheckSpriteFlags(j, SFLAG_NOSHADE) == 0))
sprite[j].shade = (pSector->ceilingstat & 1) ? pSector->ceilingshade : pSector->floorshade;
}
if (pData[3] == 1)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
if (pData[0] == 1) //Lights flickering on
{
if (pSector->floorshade > pSprite->shade)
{
pSector->floorpal = pSprite->pal;
pSector->ceilingpal = pSprite->pal;
pSector->floorshade -= 2;
pSector->ceilingshade -= 2;
walltype *pWall = &wall[pSector->wallptr];
for (j = pSector->wallnum; j > 0; j--, pWall++)
{
if (pWall->hitag != 1)
{
pWall->pal = pSprite->pal;
pWall->shade -= 2;
}
}
}
else pData[0] = 2;
for (SPRITES_OF_SECT(SECT(spriteNum), j))
{
if (sprite[j].cstat&16)
{
if ((sprite[j].cstat & 16) && (A_CheckSpriteFlags(j, SFLAG_NOSHADE) == 0))
sprite[j].shade = (pSector->ceilingstat & 1) ? pSector->ceilingshade : pSector->floorshade;
}
}
}
break;
case SE_13_EXPLOSIVE:
if (pData[2])
{
// t[0]: ceiling z
// t[1]: floor z
// s->owner: 1 if affect ceiling, 0 if affect floor
// t[3]: 1 if ceiling was parallaxed at premap, 0 else
j = (SP(spriteNum)<<5)|1;
if (pSprite->ang == 512)
{
if (pSprite->owner)
{
pSector->ceilingz = (klabs(pData[0] - pSector->ceilingz) >= j)
? pSector->ceilingz + ksgn(pData[0] - pSector->ceilingz) * j
: pData[0];
}
else
{
pSector->floorz = (klabs(pData[1] - pSector->floorz) >= j)
? pSector->floorz + ksgn(pData[1] - pSector->floorz) * j
: pData[1];
}
}
else
{
pSector->floorz = (klabs(pData[1] - pSector->floorz) >= j)
? pSector->floorz + ksgn(pData[1] - pSector->floorz) * j
: pData[1];
pSector->ceilingz = (klabs(pData[0] - pSector->ceilingz) >= j)
? pSector->ceilingz + ksgn(pData[0] - pSector->ceilingz) * j
: pData[0];
}
#ifdef YAX_ENABLE
if (pSprite->ang == 512)
{
int16_t cf=!pSprite->owner, bn=yax_getbunch(pSector-sector, cf);
int32_t jj, daz=SECTORFLD(pSector-sector,z, cf);
if (bn >= 0)
{
for (SECTORS_OF_BUNCH(bn, cf, jj))
{
SECTORFLD(jj,z, cf) = daz;
SECTORFLD(jj,stat, cf) &= ~(128+256 + 512+2048);
}
for (SECTORS_OF_BUNCH(bn, !cf, jj))
{
SECTORFLD(jj,z, !cf) = daz;
SECTORFLD(jj,stat, !cf) &= ~(128+256 + 512+2048);
}
}
}
#endif
if (pData[3] == 1)
{
//Change the shades
pData[3]++;
pSector->ceilingstat ^= 1;
if (pSprite->ang == 512)
{
walltype *pWall = &wall[pSector->wallptr];
for (j = pSector->wallnum; j > 0; j--, pWall++)
pWall->shade = pSprite->shade;
pSector->floorshade = pSprite->shade;
if (g_player[0].ps->one_parallax_sectnum >= 0)
{
pSector->ceilingpicnum = sector[g_player[0].ps->one_parallax_sectnum].ceilingpicnum;
pSector->ceilingshade = sector[g_player[0].ps->one_parallax_sectnum].ceilingshade;
}
}
}
if (++pData[2] > 256)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
if (pData[2] == 4 && pSprite->ang != 512)
for (x=0; x<7; x++) RANDOMSCRAP(pSprite, spriteNum);
break;
case SE_15_SLIDING_DOOR:
if (pData[4])
{
pSprite->xvel = 16;
if (pData[4] == 1) //Opening
{
if (pData[3] >= (SP(spriteNum)>>3))
{
pData[4] = 0; //Turn off the sliders
A_CallSound(pSprite->sectnum,spriteNum);
break;
}
pData[3]++;
}
else if (pData[4] == 2)
{
if (pData[3]<1)
{
pData[4] = 0;
A_CallSound(pSprite->sectnum,spriteNum);
break;
}
pData[3]--;
}
A_MoveSector(spriteNum);
setsprite(spriteNum,(vec3_t *)pSprite);
}
break;
case SE_16_REACTOR: //Reactor
pData[2]+=32;
if (pSector->floorz < pSector->ceilingz)
pSprite->shade = 0;
else if (pSector->ceilingz < pData[3])
{
//The following code check to see if
//there is any other sprites in the sector.
//If there isn't, then kill this sectoreffector
//itself.....
for (SPRITES_OF_SECT(pSprite->sectnum, j))
{
if (sprite[j].picnum == REACTOR || sprite[j].picnum == REACTOR2)
break;
}
if (j == -1)
DELETE_SPRITE_AND_CONTINUE(spriteNum);
pSprite->shade = 1;
}
pSector->ceilingz = (pSprite->shade)
? pSector->ceilingz + 1024
: pSector->ceilingz - 512;
A_MoveSector(spriteNum);
setsprite(spriteNum,(vec3_t *)pSprite);
break;
case SE_17_WARP_ELEVATOR:
{
int32_t nextk;
q = pData[0]*(SP(spriteNum)<<2);
pSector->ceilingz += q;
pSector->floorz += q;
for (SPRITES_OF_SECT(pSprite->sectnum, j))
{
if (sprite[j].statnum == STAT_PLAYER && sprite[j].owner >= 0)
{
int const warpPlayer = P_Get(j);
DukePlayer_t *const pPlayer = g_player[warpPlayer].ps;
if (numplayers < 2 && !g_netServer)
pPlayer->opos.z = pPlayer->pos.z;
pPlayer->pos.z += q;
pPlayer->truefz += q;
pPlayer->truecz += q;
if (g_netServer || numplayers > 1)
pPlayer->opos.z = pPlayer->pos.z;
}
if (sprite[j].statnum != STAT_EFFECTOR)
{
actor[j].bpos.z = sprite[j].z;
sprite[j].z += q;
}
actor[j].floorz = pSector->floorz;
actor[j].ceilingz = pSector->ceilingz;
}
if (pData[0]) //If in motion
{
if (klabs(pSector->floorz-pData[2]) <= SP(spriteNum))
{
G_ActivateWarpElevators(spriteNum,0);
break;
}
// If we still see the opening, we can't yet teleport.
if (pData[0]==-1)
{
if (pSector->floorz > pData[3])
break;
}
else if (pSector->ceilingz < pData[4]) break;
if (pData[1] == 0) break;
pData[1] = 0;
for (SPRITES_OF(STAT_EFFECTOR, j))
{
if (spriteNum != j && sprite[j].lotag == SE_17_WARP_ELEVATOR)
if (pSector->hitag-pData[0] == sector[sprite[j].sectnum].hitag
&& sectorHitag == sprite[j].hitag)
break;
}
if (j == -1) break;
for (SPRITES_OF_SECT_SAFE(pSprite->sectnum, k, nextk))
{
if (sprite[k].statnum == STAT_PLAYER && sprite[k].owner >= 0)
{
int const warpPlayer = P_Get(k);
DukePlayer_t *const pPlayer = g_player[warpPlayer].ps;
pPlayer->pos.x += sprite[j].x - pSprite->x;
pPlayer->pos.y += sprite[j].y - pSprite->y;
pPlayer->opos.z -= pPlayer->pos.z;
pPlayer->pos.z = sector[sprite[j].sectnum].floorz - (pSector->floorz - pPlayer->pos.z);
pPlayer->opos.z += pPlayer->pos.z;
actor[k].floorz = sector[sprite[j].sectnum].floorz;
actor[k].ceilingz = sector[sprite[j].sectnum].ceilingz;
*(vec2_t *)&pPlayer->opos = *(vec2_t *)pPlayer;
*(vec2_t *)&pPlayer->bobpos = *(vec2_t *)pPlayer;
pPlayer->truefz = actor[k].floorz;
pPlayer->truecz = actor[k].ceilingz;
pPlayer->bobcounter = 0;
changespritesect(k, sprite[j].sectnum);
pPlayer->cursectnum = sprite[j].sectnum;
}
else if (sprite[k].statnum != STAT_EFFECTOR)
{
sprite[k].x += sprite[j].x-pSprite->x;
sprite[k].y += sprite[j].y-pSprite->y;
Bmemcpy(&actor[k].bpos, &sprite[k], sizeof(vec2_t));
actor[k].bpos.z -= sprite[k].z;
sprite[k].z = sector[sprite[j].sectnum].floorz - (pSector->floorz - sprite[k].z);
actor[k].bpos.z += sprite[k].z;
changespritesect(k,sprite[j].sectnum);
setsprite(k,(vec3_t *)&sprite[k]);
actor[k].floorz = sector[sprite[j].sectnum].floorz;
actor[k].ceilingz = sector[sprite[j].sectnum].ceilingz;
}
}
}
break;
}
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
if (pData[0])
{
if (pSprite->pal)
{
if (pSprite->ang == 512)
{
pSector->ceilingz -= pSector->extra;
if (pSector->ceilingz <= pData[1])
{
pSector->ceilingz = pData[1];
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
}
else
{
pSector->floorz += pSector->extra;
for (bssize_t SPRITES_OF_SECT(pSprite->sectnum, sectSprite))
{
if (sprite[sectSprite].picnum == APLAYER && sprite[sectSprite].owner >= 0 && g_player[P_Get(sectSprite)].ps->on_ground == 1)
g_player[P_Get(sectSprite)].ps->pos.z += pSector->extra;
if (sprite[sectSprite].zvel == 0 && sprite[sectSprite].statnum != STAT_EFFECTOR && sprite[sectSprite].statnum != STAT_PROJECTILE)
{
actor[sectSprite].bpos.z = sprite[sectSprite].z += pSector->extra;
actor[sectSprite].floorz = pSector->floorz;
}
}
if (pSector->floorz >= pData[1])
{
pSector->floorz = pData[1];
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
}
}
else
{
if (pSprite->ang == 512)
{
pSector->ceilingz += pSector->extra;
if (pSector->ceilingz >= pSprite->z)
{
pSector->ceilingz = pSprite->z;
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
}
else
{
pSector->floorz -= pSector->extra;
for (bssize_t SPRITES_OF_SECT(pSprite->sectnum, sectSprite))
{
if (sprite[sectSprite].picnum == APLAYER && sprite[sectSprite].owner >= 0 &&g_player[P_Get(sectSprite)].ps->on_ground == 1)
g_player[P_Get(sectSprite)].ps->pos.z -= pSector->extra;
if (sprite[sectSprite].zvel == 0 && sprite[sectSprite].statnum != STAT_EFFECTOR && sprite[sectSprite].statnum != STAT_PROJECTILE)
{
actor[sectSprite].bpos.z = sprite[sectSprite].z -= pSector->extra;
actor[sectSprite].floorz = pSector->floorz;
}
}
if (pSector->floorz <= pSprite->z)
{
pSector->floorz = pSprite->z;
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
}
}
if (++pData[2] >= pSprite->hitag)
{
pData[2] = 0;
pData[0] = 0;
}
}
break;
case SE_19_EXPLOSION_LOWERS_CEILING: //Battlestar galactia shields
if (pData[0])
{
if (pData[0] == 1)
{
pData[0]++;
x = pSector->wallptr;
q = x+pSector->wallnum;
for (j=x; j<q; j++)
{
if (wall[j].overpicnum == BIGFORCE)
{
wall[j].cstat &= (128+32+8+4+2);
wall[j].overpicnum = 0;
if (wall[j].nextwall >= 0)
{
wall[wall[j].nextwall].overpicnum = 0;
wall[wall[j].nextwall].cstat &= (128+32+8+4+2);
}
}
}
}
if (pSector->ceilingz < pSector->floorz)
pSector->ceilingz += SP(spriteNum);
else
{
pSector->ceilingz = pSector->floorz;
for (SPRITES_OF(STAT_EFFECTOR, j))
{
if (sprite[j].lotag == SE_0_ROTATING_SECTOR && sprite[j].hitag==sectorHitag)
{
sectortype *const pSector = &sector[sprite[j].sectnum];
int const ownerSector = sprite[sprite[j].owner].sectnum;
pSector->ceilingpal = sector[ownerSector].floorpal;
pSector->floorpal = pSector->ceilingpal;
pSector->ceilingshade = sector[ownerSector].floorshade;
pSector->floorshade = pSector->ceilingshade;
actor[sprite[j].owner].t_data[0] = 2;
}
}
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
}
else //Not hit yet
{
if (G_FindExplosionInSector(pSprite->sectnum) >= 0)
{
P_DoQuote(QUOTE_UNLOCKED, g_player[myconnectindex].ps);
for (SPRITES_OF(STAT_EFFECTOR, l))
{
switch (sprite[l].lotag & 0x7fff)
{
case SE_0_ROTATING_SECTOR:
if (sprite[l].hitag == sectorHitag)
{
int const spriteOwner = sprite[l].owner;
int const sectNum = sprite[l].sectnum;
sector[sectNum].ceilingshade = sprite[spriteOwner].shade;
sector[sectNum].floorshade = sector[sectNum].ceilingshade;
sector[sectNum].ceilingpal = sprite[spriteOwner].pal;
sector[sectNum].floorpal = sector[sectNum].ceilingpal;
}
break;
case SE_1_PIVOT:
case SE_12_LIGHT_SWITCH:
// case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
case SE_19_EXPLOSION_LOWERS_CEILING:
if (sectorHitag == sprite[l].hitag)
if (actor[l].t_data[0] == 0)
{
actor[l].t_data[0] = 1; // Shut them all on
sprite[l].owner = spriteNum;
}
break;
}
}
}
}
break;
case SE_20_STRETCH_BRIDGE: //Extend-o-bridge
if (pData[0] == 0) break;
pSprite->xvel = (pData[0] == 1) ? 8 : -8;
if (pSprite->xvel) //Moving
{
vec2_t const vect = { (pSprite->xvel * sintable[(pSprite->ang + 512) & 2047]) >> 14,
(pSprite->xvel * sintable[pSprite->ang & 2047]) >> 14 };
pData[3] += pSprite->xvel;
pSprite->x += vect.x;
pSprite->y += vect.y;
if (pData[3] <= 0 || (pData[3] >> 6) >= (SP(spriteNum) >> 6))
{
pSprite->x -= vect.x;
pSprite->y -= vect.y;
pData[0] = 0;
A_CallSound(pSprite->sectnum, spriteNum);
break;
}
for (bssize_t nextSprite, SPRITES_OF_SECT_SAFE(pSprite->sectnum, sectSprite, nextSprite))
{
if (sprite[sectSprite].statnum != STAT_EFFECTOR && sprite[sectSprite].zvel == 0)
{
sprite[sectSprite].x += vect.x;
sprite[sectSprite].y += vect.y;
setsprite(sectSprite, (vec3_t *)&sprite[sectSprite]);
if (sector[sprite[sectSprite].sectnum].floorstat & 2 && sprite[sectSprite].statnum == STAT_ZOMBIEACTOR)
A_Fall(sectSprite);
}
}
dragpoint((int16_t)pData[1], wall[pData[1]].x + vect.x, wall[pData[1]].y + vect.y, 0);
dragpoint((int16_t)pData[2], wall[pData[2]].x + vect.x, wall[pData[2]].y + vect.y, 0);
for (bssize_t TRAVERSE_CONNECT(playerNum))
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (pPlayer->cursectnum == pSprite->sectnum && pPlayer->on_ground)
{
pPlayer->pos.x += vect.x;
pPlayer->pos.y += vect.y;
pPlayer->opos.x = pPlayer->pos.x;
pPlayer->opos.y = pPlayer->pos.y;
pPlayer->pos.z += PHEIGHT;
setsprite(pPlayer->i, (vec3_t *)pPlayer);
pPlayer->pos.z -= PHEIGHT;
}
}
pSector->floorxpanning -= vect.x >> 3;
pSector->floorypanning -= vect.y >> 3;
pSector->ceilingxpanning -= vect.x >> 3;
pSector->ceilingypanning -= vect.y >> 3;
}
break;
case SE_21_DROP_FLOOR: // Cascading effect
{
if (pData[0] == 0) break;
int32_t *zptr = (pSprite->ang == 1536) ? &pSector->ceilingz : &pSector->floorz;
if (pData[0] == 1) //Decide if the s->sectnum should go up or down
{
pSprite->zvel = ksgn(pSprite->z-*zptr) * (SP(spriteNum)<<4);
pData[0]++;
}
if (pSector->extra == 0)
{
*zptr += pSprite->zvel;
if (klabs(*zptr-pSprite->z) < 1024)
{
*zptr = pSprite->z;
DELETE_SPRITE_AND_CONTINUE(spriteNum); //All done // SE_21_KILLIT, see sector.c
}
}
else pSector->extra--;
break;
}
case SE_22_TEETH_DOOR:
if (pData[1])
{
if (GetAnimationGoal(&sector[pData[0]].ceilingz) >= 0)
pSector->ceilingz += pSector->extra*9;
else pData[1] = 0;
}
break;
case SE_24_CONVEYOR:
case SE_34:
{
if (pData[4])
break;
vec2_t const vect = { (SP(spriteNum) * sintable[(pSprite->ang + 512) & 2047]) >> 18,
(SP(spriteNum) * sintable[pSprite->ang & 2047]) >> 18 };
k = 0;
for (bssize_t nextSprite, SPRITES_OF_SECT_SAFE(pSprite->sectnum, sectSprite, nextSprite))
{
if (sprite[sectSprite].zvel < 0)
continue;
switch (sprite[sectSprite].statnum)
{
case STAT_MISC:
switch (DYNAMICTILEMAP(sprite[sectSprite].picnum))
{
case BLOODPOOL__STATIC:
case PUKE__STATIC:
case FOOTPRINTS__STATIC:
case FOOTPRINTS2__STATIC:
case FOOTPRINTS3__STATIC:
case FOOTPRINTS4__STATIC:
case BULLETHOLE__STATIC:
case BLOODSPLAT1__STATIC:
case BLOODSPLAT2__STATIC:
case BLOODSPLAT3__STATIC:
case BLOODSPLAT4__STATIC: sprite[sectSprite].xrepeat = sprite[sectSprite].yrepeat = 0; continue;
case LASERLINE__STATIC: continue;
}
// fall-through
case STAT_STANDABLE:
if (sprite[sectSprite].picnum == TRIPBOMB)
break;
// else, fall-through
case STAT_ACTOR:
case STAT_DEFAULT:
if (sprite[sectSprite].picnum == BOLT1
|| sprite[sectSprite].picnum == BOLT1 + 1
|| sprite[sectSprite].picnum == BOLT1 + 2
|| sprite[sectSprite].picnum == BOLT1 + 3
|| sprite[sectSprite].picnum == SIDEBOLT1
|| sprite[sectSprite].picnum == SIDEBOLT1 + 1
|| sprite[sectSprite].picnum == SIDEBOLT1 + 2
|| sprite[sectSprite].picnum == SIDEBOLT1 + 3
|| A_CheckSwitchTile(sectSprite))
break;
if (!(sprite[sectSprite].picnum >= CRANE && sprite[sectSprite].picnum <= CRANE + 3))
{
if (sprite[sectSprite].z > actor[sectSprite].floorz - ZOFFSET2)
{
actor[sectSprite].bpos.x = sprite[sectSprite].x;
actor[sectSprite].bpos.y = sprite[sectSprite].y;
sprite[sectSprite].x += vect.x >> 2;
sprite[sectSprite].y += vect.y >> 2;
setsprite(sectSprite, (vec3_t *)&sprite[sectSprite]);
if (sector[sprite[sectSprite].sectnum].floorstat & 2)
if (sprite[sectSprite].statnum == STAT_ZOMBIEACTOR)
A_Fall(sectSprite);
}
}
break;
}
}
for (bssize_t TRAVERSE_CONNECT(playerNum))
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
if (pPlayer->cursectnum == pSprite->sectnum && pPlayer->on_ground)
{
if (klabs(pPlayer->pos.z - pPlayer->truefz) < PHEIGHT + (9 << 8))
{
pPlayer->fric.x += vect.x << 3;
pPlayer->fric.y += vect.y << 3;
}
}
}
pSector->floorxpanning += SP(spriteNum)>>7;
break;
}
case SE_35:
if (pSector->ceilingz > pSprite->z)
{
for (j = 0; j < 8; j++)
{
pSprite->ang += krand()&511;
k = A_Spawn(spriteNum, SMALLSMOKE);
sprite[k].xvel = 96+(krand()&127);
A_SetSprite(k, CLIPMASK0);
setsprite(k, (vec3_t *) &sprite[k]);
if (rnd(16))
A_Spawn(spriteNum, EXPLOSION2);
}
}
switch (pData[0])
{
case 0:
pSector->ceilingz += pSprite->yvel;
if (pSector->ceilingz > pSector->floorz)
pSector->floorz = pSector->ceilingz;
if (pSector->ceilingz > pSprite->z+ZOFFSET5)
pData[0]++;
break;
case 1:
pSector->ceilingz-=(pSprite->yvel<<2);
if (pSector->ceilingz < pData[4])
{
pSector->ceilingz = pData[4];
pData[0] = 0;
}
break;
}
break;
case SE_25_PISTON: //PISTONS
if (pData[4] == 0) break;
if (pSector->floorz <= pSector->ceilingz)
pSprite->shade = 0;
else if (pSector->ceilingz <= pData[3])
pSprite->shade = 1;
if (pSprite->shade)
{
pSector->ceilingz += SP(spriteNum)<<4;
if (pSector->ceilingz > pSector->floorz)
pSector->ceilingz = pSector->floorz;
}
else
{
pSector->ceilingz -= SP(spriteNum)<<4;
if (pSector->ceilingz < pData[3])
pSector->ceilingz = pData[3];
}
break;
case SE_26:
{
int32_t p, nextj;
pSprite->xvel = pSector->extra != 0 ? pSector->extra : 32;
l = (pSprite->xvel*sintable[(pSprite->ang+512)&2047])>>14;
x = (pSprite->xvel*sintable[pSprite->ang&2047])>>14;
pSprite->shade++;
if (pSprite->shade > 7)
{
pSprite->x = pData[3];
pSprite->y = pData[4];
pSector->floorz -= ((pSprite->zvel*pSprite->shade)-pSprite->zvel);
pSprite->shade = 0;
}
else
pSector->floorz += pSprite->zvel;
for (SPRITES_OF_SECT_SAFE(pSprite->sectnum, j, nextj))
{
if (sprite[j].statnum != STAT_EFFECTOR && sprite[j].statnum != STAT_PLAYER)
{
actor[j].bpos.x = sprite[j].x;
actor[j].bpos.y = sprite[j].y;
sprite[j].x += l;
sprite[j].y += x;
sprite[j].z += pSprite->zvel;
setsprite(j,(vec3_t *)&sprite[j]);
}
}
for (TRAVERSE_CONNECT(p))
{
DukePlayer_t *const ps = g_player[p].ps;
if (sprite[ps->i].sectnum == pSprite->sectnum && ps->on_ground)
{
ps->fric.x += l<<5;
ps->fric.y += x<<5;
ps->pos.z += pSprite->zvel;
}
}
A_MoveSector(spriteNum);
setsprite(spriteNum,(vec3_t *)pSprite);
break;
}
case SE_27_DEMO_CAM:
{
if (ud.recstat == 0 || !ud.democams) break;
actor[spriteNum].tempang = pSprite->ang;
int const p = A_FindPlayer(pSprite,&x);
DukePlayer_t * const ps = g_player[p].ps;
if (sprite[ps->i].extra > 0 && myconnectindex == screenpeek)
{
if (pData[0] < 0)
{
ud.camerasprite = spriteNum;
pData[0]++;
}
else if (ud.recstat == 2 && ps->newowner == -1)
{
if (cansee(pSprite->x,pSprite->y,pSprite->z,SECT(spriteNum),ps->pos.x,ps->pos.y,ps->pos.z,ps->cursectnum))
{
if (x < (int32_t)((unsigned)sectorHitag))
{
ud.camerasprite = spriteNum;
pData[0] = 999;
pSprite->ang += G_GetAngleDelta(pSprite->ang,getangle(ps->pos.x-pSprite->x,ps->pos.y-pSprite->y))>>3;
SP(spriteNum) = 100+((pSprite->z-ps->pos.z)/257);
}
else if (pData[0] == 999)
{
if (ud.camerasprite == spriteNum)
pData[0] = 0;
else pData[0] = -10;
ud.camerasprite = spriteNum;
}
}
else
{
pSprite->ang = getangle(ps->pos.x-pSprite->x,ps->pos.y-pSprite->y);
if (pData[0] == 999)
{
if (ud.camerasprite == spriteNum)
pData[0] = 0;
else pData[0] = -20;
ud.camerasprite = spriteNum;
}
}
}
}
break;
}
case SE_28_LIGHTNING:
{
if (pData[5] > 0)
{
pData[5]--;
break;
}
if (T1(spriteNum) == 0)
{
A_FindPlayer(pSprite,&x);
if (x > 15500)
break;
T1(spriteNum) = 1;
T2(spriteNum) = 64 + (krand()&511);
T3(spriteNum) = 0;
}
else
{
T3(spriteNum)++;
if (T3(spriteNum) > T2(spriteNum))
{
T1(spriteNum) = 0;
g_player[screenpeek].ps->visibility = ud.const_visibility;
break;
}
else if (T3(spriteNum) == (T2(spriteNum)>>1))
A_PlaySound(THUNDER,spriteNum);
else if (T3(spriteNum) == (T2(spriteNum)>>3))
A_PlaySound(LIGHTNING_SLAP,spriteNum);
else if (T3(spriteNum) == (T2(spriteNum)>>2))
{
for (SPRITES_OF(STAT_DEFAULT, j))
if (sprite[j].picnum == NATURALLIGHTNING && sprite[j].hitag == pSprite->hitag)
sprite[j].cstat |= 32768;
}
else if (T3(spriteNum) > (T2(spriteNum)>>3) && T3(spriteNum) < (T2(spriteNum)>>2))
{
if (cansee(pSprite->x,pSprite->y,pSprite->z,pSprite->sectnum,g_player[screenpeek].ps->pos.x,g_player[screenpeek].ps->pos.y,g_player[screenpeek].ps->pos.z,g_player[screenpeek].ps->cursectnum))
j = 1;
else j = 0;
if (rnd(192) && (T3(spriteNum)&1))
{
if (j)
g_player[screenpeek].ps->visibility = 0;
}
else if (j)
g_player[screenpeek].ps->visibility = ud.const_visibility;
for (SPRITES_OF(STAT_DEFAULT, j))
{
if (sprite[j].picnum == NATURALLIGHTNING && sprite[j].hitag == pSprite->hitag)
{
if (rnd(32) && (T3(spriteNum)&1))
{
int32_t p;
DukePlayer_t *ps;
sprite[j].cstat &= 32767;
A_Spawn(j,SMALLSMOKE);
p = A_FindPlayer(pSprite, NULL);
ps = g_player[p].ps;
x = ldist(&sprite[ps->i], &sprite[j]);
if (x < 768)
{
if (!A_CheckSoundPlaying(ps->i,DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN,ps->i);
A_PlaySound(SHORT_CIRCUIT,ps->i);
sprite[ps->i].extra -= 8+(krand()&7);
P_PalFrom(ps, 32, 16,0,0);
}
break;
}
else sprite[j].cstat |= 32768;
}
}
}
}
break;
}
case SE_29_WAVES:
pSprite->hitag += 64;
l = mulscale12((int32_t)pSprite->yvel,sintable[pSprite->hitag&2047]);
pSector->floorz = pSprite->z + l;
break;
case SE_31_FLOOR_RISE_FALL: // True Drop Floor
if (pData[0] == 1)
{
// Choose dir
if (pData[3] > 0)
{
pData[3]--;
break;
}
if (pData[2] == 1) // Retract
{
if (SA(spriteNum) != 1536)
HandleSE31(spriteNum, 1, pSprite->z, 0, pSprite->z-pSector->floorz);
else
HandleSE31(spriteNum, 1, pData[1], 0, pData[1]-pSector->floorz);
Yax_SetBunchZs(pSector-sector, YAX_FLOOR, pSector->floorz);
break;
}
if ((pSprite->ang&2047) == 1536)
HandleSE31(spriteNum, 0, pSprite->z, 1, pSprite->z-pSector->floorz);
else
HandleSE31(spriteNum, 0, pData[1], 1, pData[1]-pSprite->z);
Yax_SetBunchZs(pSector-sector, YAX_FLOOR, pSector->floorz);
}
break;
case SE_32_CEILING_RISE_FALL: // True Drop Ceiling
if (pData[0] == 1)
{
// Choose dir
if (pData[2] == 1) // Retract
{
if (SA(spriteNum) != 1536)
{
if (klabs(pSector->ceilingz - pSprite->z) < (SP(spriteNum)<<1))
{
pSector->ceilingz = pSprite->z;
A_CallSound(pSprite->sectnum,spriteNum);
pData[2] = 0;
pData[0] = 0;
}
else pSector->ceilingz += ksgn(pSprite->z-pSector->ceilingz)*SP(spriteNum);
}
else
{
if (klabs(pSector->ceilingz - pData[1]) < (SP(spriteNum)<<1))
{
pSector->ceilingz = pData[1];
A_CallSound(pSprite->sectnum,spriteNum);
pData[2] = 0;
pData[0] = 0;
}
else pSector->ceilingz += ksgn(pData[1]-pSector->ceilingz)*SP(spriteNum);
}
Yax_SetBunchZs(pSector-sector, YAX_CEILING, pSector->ceilingz);
break;
}
if ((pSprite->ang&2047) == 1536)
{
if (klabs(pSector->ceilingz-pSprite->z) < (SP(spriteNum)<<1))
{
pData[0] = 0;
pData[2] = !pData[2];
A_CallSound(pSprite->sectnum,spriteNum);
pSector->ceilingz = pSprite->z;
}
else pSector->ceilingz += ksgn(pSprite->z-pSector->ceilingz)*SP(spriteNum);
}
else
{
if (klabs(pSector->ceilingz-pData[1]) < (SP(spriteNum)<<1))
{
pData[0] = 0;
pData[2] = !pData[2];
A_CallSound(pSprite->sectnum,spriteNum);
}
else pSector->ceilingz -= ksgn(pSprite->z-pData[1])*SP(spriteNum);
}
Yax_SetBunchZs(pSector-sector, YAX_CEILING, pSector->ceilingz);
}
break;
case SE_33_QUAKE_DEBRIS:
if (g_earthquakeTime > 0 && (krand()&7) == 0)
RANDOMSCRAP(pSprite, spriteNum);
break;
case SE_36_PROJ_SHOOTER:
if (pData[0])
{
if (pData[0] == 1)
A_Shoot(spriteNum,pSector->extra);
else if (pData[0] == GAMETICSPERSEC*5)
pData[0] = 0;
pData[0]++;
}
break;
case 128: //SE to control glass breakage
{
walltype *pWall = &wall[pData[2]];
if (pWall->cstat|32)
{
pWall->cstat &= (255-32);
pWall->cstat |= 16;
if (pWall->nextwall >= 0)
{
wall[pWall->nextwall].cstat &= (255-32);
wall[pWall->nextwall].cstat |= 16;
}
}
else break;
pWall->overpicnum++;
if (pWall->nextwall >= 0)
wall[pWall->nextwall].overpicnum++;
if (pData[0] < pData[1]) pData[0]++;
else
{
pWall->cstat &= (128+32+8+4+2);
if (pWall->nextwall >= 0)
wall[pWall->nextwall].cstat &= (128+32+8+4+2);
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
}
break;
case SE_130:
if (pData[0] > 80)
{
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
else pData[0]++;
x = pSector->floorz-pSector->ceilingz;
if (rnd(64))
{
k = A_Spawn(spriteNum,EXPLOSION2);
sprite[k].xrepeat = sprite[k].yrepeat = 2+(krand()&7);
sprite[k].z = pSector->floorz-(krand()%x);
sprite[k].ang += 256-(krand()%511);
sprite[k].xvel = krand()&127;
A_SetSprite(k,CLIPMASK0);
}
break;
case SE_131:
if (pData[0] > 40)
{
DELETE_SPRITE_AND_CONTINUE(spriteNum);
}
else pData[0]++;
x = pSector->floorz-pSector->ceilingz;
if (rnd(32))
{
k = A_Spawn(spriteNum,EXPLOSION2);
sprite[k].xrepeat = sprite[k].yrepeat = 2+(krand()&3);
sprite[k].z = pSector->floorz-(krand()%x);
sprite[k].ang += 256-(krand()%511);
sprite[k].xvel = krand()&127;
A_SetSprite(k,CLIPMASK0);
}
break;
case SE_49_POINT_LIGHT:
case SE_50_SPOT_LIGHT:
changespritestat(spriteNum, STAT_LIGHT);
break;
}
next_sprite:
spriteNum = nextSprite;
}
//Sloped sin-wave floors!
for (SPRITES_OF(STAT_EFFECTOR, spriteNum))
{
const spritetype *s = &sprite[spriteNum];
if (s->lotag == SE_29_WAVES)
{
usectortype const *const sc = (usectortype *)&sector[s->sectnum];
if (sc->wallnum == 4)
{
walltype *const pWall = &wall[sc->wallptr+2];
if (pWall->nextsector >= 0)
alignflorslope(s->sectnum, pWall->x,pWall->y, sector[pWall->nextsector].floorz);
}
}
}
}
static void G_DoEffectorLights(void) // STATNUM 14
{
int32_t i;
for (SPRITES_OF(STAT_LIGHT, i))
{
switch (sprite[i].lotag)
{
#ifdef POLYMER
case SE_49_POINT_LIGHT:
{
if (!A_CheckSpriteFlags(i, SFLAG_NOLIGHT) && getrendermode() == REND_POLYMER &&
!(A_CheckSpriteFlags(i, SFLAG_USEACTIVATOR) && sector[sprite[i].sectnum].lotag & 16384))
{
if (actor[i].lightptr == NULL)
{
#pragma pack(push,1)
_prlight mylight;
#pragma pack(pop)
mylight.sector = SECT(i);
Bmemcpy(&mylight, &sprite[i], sizeof(int32_t) * 3);
mylight.range = SHT(i);
mylight.color[0] = sprite[i].xvel;
mylight.color[1] = sprite[i].yvel;
mylight.color[2] = sprite[i].zvel;
mylight.radius = 0;
mylight.angle = SA(i);
mylight.horiz = SH(i);
mylight.minshade = sprite[i].xoffset;
mylight.maxshade = sprite[i].yoffset;
mylight.tilenum = 0;
mylight.publicflags.emitshadow = 0;
mylight.publicflags.negative = !!(CS(i) & 128);
if (CS(i) & 2)
{
if (CS(i) & 512)
mylight.priority = PR_LIGHT_PRIO_LOW;
else
mylight.priority = PR_LIGHT_PRIO_HIGH;
}
else
mylight.priority = PR_LIGHT_PRIO_MAX;
actor[i].lightId = polymer_addlight(&mylight);
if (actor[i].lightId >= 0)
actor[i].lightptr = &prlights[actor[i].lightId];
break;
}
if (Bmemcmp(&sprite[i], actor[i].lightptr, sizeof(int32_t) * 3))
{
Bmemcpy(actor[i].lightptr, &sprite[i], sizeof(int32_t) * 3);
actor[i].lightptr->sector = sprite[i].sectnum;
actor[i].lightptr->flags.invalidate = 1;
}
if (SHT(i) != actor[i].lightptr->range)
{
actor[i].lightptr->range = SHT(i);
actor[i].lightptr->flags.invalidate = 1;
}
if ((sprite[i].xvel != actor[i].lightptr->color[0]) ||
(sprite[i].yvel != actor[i].lightptr->color[1]) ||
(sprite[i].zvel != actor[i].lightptr->color[2]))
{
actor[i].lightptr->color[0] = sprite[i].xvel;
actor[i].lightptr->color[1] = sprite[i].yvel;
actor[i].lightptr->color[2] = sprite[i].zvel;
}
if ((int)!!(CS(i) & 128) != actor[i].lightptr->publicflags.negative) {
actor[i].lightptr->publicflags.negative = !!(CS(i) & 128);
}
}
break;
}
case SE_50_SPOT_LIGHT:
{
if (!A_CheckSpriteFlags(i, SFLAG_NOLIGHT) && getrendermode() == REND_POLYMER &&
!(A_CheckSpriteFlags(i, SFLAG_USEACTIVATOR) && sector[sprite[i].sectnum].lotag & 16384))
{
if (actor[i].lightptr == NULL)
{
#pragma pack(push,1)
_prlight mylight;
#pragma pack(pop)
mylight.sector = SECT(i);
Bmemcpy(&mylight, &sprite[i], sizeof(int32_t) * 3);
mylight.range = SHT(i);
mylight.color[0] = sprite[i].xvel;
mylight.color[1] = sprite[i].yvel;
mylight.color[2] = sprite[i].zvel;
mylight.radius = (256-(SS(i)+128))<<1;
mylight.faderadius = (int16_t)(mylight.radius * 0.75f);
mylight.angle = SA(i);
mylight.horiz = SH(i);
mylight.minshade = sprite[i].xoffset;
mylight.maxshade = sprite[i].yoffset;
mylight.tilenum = actor[i].picnum;
mylight.publicflags.emitshadow = !(CS(i) & 64);
mylight.publicflags.negative = !!(CS(i) & 128);
if (CS(i) & 2)
{
if (CS(i) & 512)
mylight.priority = PR_LIGHT_PRIO_LOW;
else
mylight.priority = PR_LIGHT_PRIO_HIGH;
}
else
mylight.priority = PR_LIGHT_PRIO_MAX;
actor[i].lightId = polymer_addlight(&mylight);
if (actor[i].lightId >= 0)
{
actor[i].lightptr = &prlights[actor[i].lightId];
// Hack in case polymer_addlight tweaked the horiz value
if (actor[i].lightptr->horiz != SH(i))
SH(i) = actor[i].lightptr->horiz;
}
break;
}
if (Bmemcmp(&sprite[i], actor[i].lightptr, sizeof(int32_t) * 3))
{
Bmemcpy(actor[i].lightptr, &sprite[i], sizeof(int32_t) * 3);
actor[i].lightptr->sector = sprite[i].sectnum;
actor[i].lightptr->flags.invalidate = 1;
}
if (SHT(i) != actor[i].lightptr->range)
{
actor[i].lightptr->range = SHT(i);
actor[i].lightptr->flags.invalidate = 1;
}
if ((sprite[i].xvel != actor[i].lightptr->color[0]) ||
(sprite[i].yvel != actor[i].lightptr->color[1]) ||
(sprite[i].zvel != actor[i].lightptr->color[2]))
{
actor[i].lightptr->color[0] = sprite[i].xvel;
actor[i].lightptr->color[1] = sprite[i].yvel;
actor[i].lightptr->color[2] = sprite[i].zvel;
}
if (((256-(SS(i)+128))<<1) != actor[i].lightptr->radius)
{
actor[i].lightptr->radius = (256-(SS(i)+128))<<1;
actor[i].lightptr->faderadius = (int16_t)(actor[i].lightptr->radius * 0.75f);
actor[i].lightptr->flags.invalidate = 1;
}
if (SA(i) != actor[i].lightptr->angle)
{
actor[i].lightptr->angle = SA(i);
actor[i].lightptr->flags.invalidate = 1;
}
if (SH(i) != actor[i].lightptr->horiz)
{
actor[i].lightptr->horiz = SH(i);
actor[i].lightptr->flags.invalidate = 1;
}
if ((int)!(CS(i) & 64) != actor[i].lightptr->publicflags.emitshadow) {
actor[i].lightptr->publicflags.emitshadow = !(CS(i) & 64);
}
if ((int)!!(CS(i) & 128) != actor[i].lightptr->publicflags.negative) {
actor[i].lightptr->publicflags.negative = !!(CS(i) & 128);
}
actor[i].lightptr->tilenum = actor[i].picnum;
}
break;
}
#endif // POLYMER
}
}
}
#ifdef POLYMER
static void A_DoLight(int spriteNum)
{
spritetype *const pSprite = &sprite[spriteNum];
int savedFires = 0;
if (((sector[pSprite->sectnum].floorz - sector[pSprite->sectnum].ceilingz) < 16) || pSprite->z > sector[pSprite->sectnum].floorz || pSprite->z > actor[spriteNum].floorz ||
(pSprite->picnum != SECTOREFFECTOR && ((pSprite->cstat & 32768) || pSprite->yrepeat < 4)) ||
A_CheckSpriteFlags(spriteNum, SFLAG_NOLIGHT) || (A_CheckSpriteFlags(spriteNum, SFLAG_USEACTIVATOR) && sector[pSprite->sectnum].lotag & 16384))
{
if (actor[spriteNum].lightptr != NULL)
A_DeleteLight(spriteNum);
}
else
{
if (actor[spriteNum].lightptr != NULL && actor[spriteNum].lightcount)
{
if (!(--actor[spriteNum].lightcount))
A_DeleteLight(spriteNum);
}
if (pr_lighting != 1)
return;
for (bsize_t ii=0; ii<2; ii++)
{
if (pSprite->picnum <= 0) // oob safety
break;
switch (DYNAMICTILEMAP(pSprite->picnum-1+ii))
{
case DIPSWITCH__STATIC:
case DIPSWITCH2__STATIC:
case DIPSWITCH3__STATIC:
case PULLSWITCH__STATIC:
case SLOTDOOR__STATIC:
case LIGHTSWITCH__STATIC:
case SPACELIGHTSWITCH__STATIC:
case SPACEDOORSWITCH__STATIC:
case FRANKENSTINESWITCH__STATIC:
case POWERSWITCH1__STATIC:
case LOCKSWITCH1__STATIC:
case POWERSWITCH2__STATIC:
case TECHSWITCH__STATIC:
case ACCESSSWITCH__STATIC:
case ACCESSSWITCH2__STATIC:
{
if ((pSprite->cstat & 32768) || A_CheckSpriteFlags(spriteNum, SFLAG_NOLIGHT))
{
if (actor[spriteNum].lightptr != NULL)
A_DeleteLight(spriteNum);
break;
}
vec2_t const d = { sintable[(pSprite->ang+512)&2047]>>7, sintable[(pSprite->ang)&2047]>>7 };
pSprite->x += d.x;
pSprite->y += d.y;
int16_t sectnum = pSprite->sectnum;
updatesector(pSprite->x, pSprite->y, &sectnum);
if ((unsigned) sectnum >= MAXSECTORS || pSprite->z > sector[sectnum].floorz || pSprite->z < sector[sectnum].ceilingz)
goto POOP;
G_AddGameLight(0, spriteNum, (pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1, 512-ii*128,
ii==0 ? (172+(200<<8)+(104<<16)) : 216+(52<<8)+(20<<16), PR_LIGHT_PRIO_LOW);
POOP:
pSprite->x -= d.x;
pSprite->y -= d.y;
}
break;
}
}
switch (DYNAMICTILEMAP(pSprite->picnum))
{
case ATOMICHEALTH__STATIC:
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD2(spriteNum, pSprite), 128+(128<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME);
break;
case FIRE__STATIC:
case FIRE2__STATIC:
case BURNING__STATIC:
case BURNING2__STATIC:
{
uint32_t color;
int32_t jj;
static int32_t savedfires[32][4]; // sectnum x y z
/*
if (Actor[i].floorz - Actor[i].ceilingz < 128) break;
if (s->z > Actor[i].floorz+2048) break;
*/
switch (pSprite->pal)
{
case 1: color = 128+(128<<8)+(255<<16); break;
case 2: color = 255+(48<<8)+(48<<16); break;
case 8: color = 48+(255<<8)+(48<<16); break;
default: color = 240+(160<<8)+(80<<16); break;
}
for (jj=savedFires-1; jj>=0; jj--)
if (savedfires[jj][0]==pSprite->sectnum && savedfires[jj][1]==(pSprite->x>>3) &&
savedfires[jj][2]==(pSprite->y>>3) && savedfires[jj][3]==(pSprite->z>>7))
break;
if (jj==-1 && savedFires<32)
{
jj = savedFires;
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD2(spriteNum, pSprite), color, PR_LIGHT_PRIO_HIGH_GAME);
savedfires[jj][0] = pSprite->sectnum;
savedfires[jj][1] = pSprite->x>>3;
savedfires[jj][2] = pSprite->y>>3;
savedfires[jj][3] = pSprite->z>>7;
savedFires++;
}
}
break;
case OOZFILTER__STATIC:
if (pSprite->xrepeat > 4)
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 4096, 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME);
break;
case FLOORFLAME__STATIC:
case FIREBARREL__STATIC:
case FIREVASE__STATIC:
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<2), LIGHTRAD2(spriteNum, pSprite)>>1, 255+(95<<8),PR_LIGHT_PRIO_HIGH_GAME);
break;
case EXPLOSION2__STATIC:
if (!actor[spriteNum].lightcount)
{
// XXX: This block gets CODEDUP'd too much.
int32_t x = ((sintable[(pSprite->ang+512)&2047])>>6);
int32_t y = ((sintable[(pSprite->ang)&2047])>>6);
pSprite->x -= x;
pSprite->y -= y;
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite), 240+(160<<8)+(80<<16),
pSprite->yrepeat > 32 ? PR_LIGHT_PRIO_HIGH_GAME : PR_LIGHT_PRIO_LOW_GAME);
pSprite->x += x;
pSprite->y += y;
}
break;
case FORCERIPPLE__STATIC:
case TRANSPORTERBEAM__STATIC:
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite), 80+(80<<8)+(255<<16),PR_LIGHT_PRIO_LOW_GAME);
break;
case GROWSPARK__STATIC:
{
int32_t x = ((sintable[(pSprite->ang+512)&2047])>>6);
int32_t y = ((sintable[(pSprite->ang)&2047])>>6);
pSprite->x -= x;
pSprite->y -= y;
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 1024, 216+(52<<8)+(20<<16),PR_LIGHT_PRIO_HIGH_GAME);
pSprite->x += x;
pSprite->y += y;
}
break;
case SHRINKEREXPLOSION__STATIC:
{
int32_t x = ((sintable[(pSprite->ang+512)&2047])>>6);
int32_t y = ((sintable[(pSprite->ang)&2047])>>6);
pSprite->x -= x;
pSprite->y -= y;
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 2048, 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME);
pSprite->x += x;
pSprite->y += y;
}
break;
case FREEZEBLAST__STATIC:
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite)<<2, 72+(88<<8)+(140<<16),PR_LIGHT_PRIO_HIGH_GAME);
break;
case COOLEXPLOSION1__STATIC:
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite)<<2, 128+(0<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME);
break;
case SHRINKSPARK__STATIC:
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite), 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME);
break;
case FIRELASER__STATIC:
if (pSprite->statnum == STAT_PROJECTILE)
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 64 * pSprite->yrepeat, 255+(95<<8),PR_LIGHT_PRIO_LOW_GAME);
break;
case RPG__STATIC:
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 128 * pSprite->yrepeat, 255+(95<<8),PR_LIGHT_PRIO_LOW_GAME);
break;
case SHOTSPARK1__STATIC:
if (actor[spriteNum].t_data[2] == 0) // check for first frame of action
{
int32_t x = ((sintable[(pSprite->ang+512)&2047])>>7);
int32_t y = ((sintable[(pSprite->ang)&2047])>>7);
pSprite->x -= x;
pSprite->y -= y;
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 8 * pSprite->yrepeat, 240+(160<<8)+(80<<16),PR_LIGHT_PRIO_LOW_GAME);
actor[spriteNum].lightcount = 1;
pSprite->x += x;
pSprite->y += y;
}
break;
}
}
}
#endif // POLYMER
void A_PlayAlertSound(int spriteNum)
{
if (sprite[spriteNum].extra > 0)
{
switch (DYNAMICTILEMAP(PN(spriteNum)))
{
case LIZTROOPONTOILET__STATIC:
case LIZTROOPJUSTSIT__STATIC:
case LIZTROOPSHOOT__STATIC:
case LIZTROOPJETPACK__STATIC:
case LIZTROOPDUCKING__STATIC:
case LIZTROOPRUNNING__STATIC:
case LIZTROOP__STATIC: A_PlaySound(PRED_RECOG, spriteNum); break;
case LIZMAN__STATIC:
case LIZMANSPITTING__STATIC:
case LIZMANFEEDING__STATIC:
case LIZMANJUMP__STATIC: A_PlaySound(CAPT_RECOG, spriteNum); break;
case PIGCOP__STATIC:
case PIGCOPDIVE__STATIC: A_PlaySound(PIG_RECOG, spriteNum); break;
case RECON__STATIC: A_PlaySound(RECO_RECOG, spriteNum); break;
case DRONE__STATIC: A_PlaySound(DRON_RECOG, spriteNum); break;
case COMMANDER__STATIC:
case COMMANDERSTAYPUT__STATIC: A_PlaySound(COMM_RECOG, spriteNum); break;
case ORGANTIC__STATIC: A_PlaySound(TURR_RECOG, spriteNum); break;
case OCTABRAIN__STATIC:
case OCTABRAINSTAYPUT__STATIC: A_PlaySound(OCTA_RECOG, spriteNum); break;
case BOSS1__STATIC:
case BOSS1STAYPUT__STATIC: S_PlaySound(BOS1_RECOG); break;
case BOSS2__STATIC: S_PlaySound((sprite[spriteNum].pal != 0) ? BOS2_RECOG : WHIPYOURASS); break;
case BOSS3__STATIC: S_PlaySound((sprite[spriteNum].pal != 0) ? BOS3_RECOG : RIPHEADNECK); break;
case BOSS4__STATIC:
case BOSS4STAYPUT__STATIC: S_PlaySound((sprite[spriteNum].pal != 0) ? BOS4_RECOG : BOSS4_FIRSTSEE); break;
case GREENSLIME__STATIC: A_PlaySound(SLIM_RECOG, spriteNum); break;
}
}
}
int A_CheckSwitchTile(int spriteNum)
{
// picnum 0 would oob in the switch below,
if (PN(spriteNum) <= 0)
return 0;
// MULTISWITCH has 4 states so deal with it separately,
// ACCESSSWITCH and ACCESSSWITCH2 are only active in one state so deal with
// them separately.
if ((PN(spriteNum) >= MULTISWITCH && PN(spriteNum) <= MULTISWITCH + 3) || (PN(spriteNum) == ACCESSSWITCH || PN(spriteNum) == ACCESSSWITCH2))
return 1;
// Loop to catch both states of switches.
for (bssize_t j=1; j>=0; j--)
{
switch (DYNAMICTILEMAP(PN(spriteNum)-j))
{
case HANDPRINTSWITCH__STATIC:
case ALIENSWITCH__STATIC:
case MULTISWITCH__STATIC:
case PULLSWITCH__STATIC:
case HANDSWITCH__STATIC:
case SLOTDOOR__STATIC:
case LIGHTSWITCH__STATIC:
case SPACELIGHTSWITCH__STATIC:
case SPACEDOORSWITCH__STATIC:
case FRANKENSTINESWITCH__STATIC:
case LIGHTSWITCH2__STATIC:
case POWERSWITCH1__STATIC:
case LOCKSWITCH1__STATIC:
case POWERSWITCH2__STATIC:
case DIPSWITCH__STATIC:
case DIPSWITCH2__STATIC:
case TECHSWITCH__STATIC:
case DIPSWITCH3__STATIC:
return 1;
}
}
return 0;
}
void G_RefreshLights(void)
{
#ifdef POLYMER
if (Numsprites && getrendermode() == REND_POLYMER)
{
int statNum = 0;
do
{
int spriteNum = headspritestat[statNum++];
while (spriteNum >= 0)
{
A_DoLight(spriteNum);
spriteNum = nextspritestat[spriteNum];
}
}
while (statNum < MAXSTATUS);
}
#endif
}
void G_MoveWorld(void)
{
extern double g_moveActorsTime;
VM_OnEvent(EVENT_PREWORLD, -1, -1);
if (VM_HaveEvent(EVENT_PREGAME))
{
int statNum = 0;
do
{
int spriteNum = headspritestat[statNum++];
while (spriteNum >= 0)
{
int const nextSprite = nextspritestat[spriteNum];
if (A_CheckSpriteFlags(spriteNum, SFLAG_NOEVENTCODE))
{
spriteNum = nextSprite;
continue;
}
int32_t playerDist;
int const playerNum = A_FindPlayer(&sprite[spriteNum], &playerDist);
VM_OnEventWithDist_(EVENT_PREGAME, spriteNum, playerNum, playerDist);
spriteNum = nextSprite;
}
}
while (statNum < MAXSTATUS);
}
G_MoveZombieActors(); //ST 2
G_MoveWeapons(); //ST 4
G_MoveTransports(); //ST 9
G_MovePlayers(); //ST 10
G_MoveFallers(); //ST 12
G_MoveMisc(); //ST 5
double t = gethiticks();
G_MoveActors(); //ST 1
g_moveActorsTime = (1-0.033)*g_moveActorsTime + 0.033*(gethiticks()-t);
// XXX: Has to be before effectors, in particular movers?
// TODO: lights in moving sectors ought to be interpolated
G_DoEffectorLights();
G_MoveEffectors(); //ST 3
G_MoveStandables(); //ST 6
VM_OnEvent(EVENT_WORLD, -1, -1);
if (VM_HaveEvent(EVENT_GAME))
{
int statNum = 0;
do
{
int spriteNum = headspritestat[statNum++];
while (spriteNum >= 0)
{
if (A_CheckSpriteFlags(spriteNum, SFLAG_NOEVENTCODE))
{
spriteNum = nextspritestat[spriteNum];
continue;
}
int32_t playerDist;
int const nextSprite = nextspritestat[spriteNum];
int const playerNum = A_FindPlayer(&sprite[spriteNum], &playerDist);
VM_OnEventWithDist_(EVENT_GAME, spriteNum, playerNum, playerDist);
spriteNum = nextSprite;
}
}
while (statNum < MAXSTATUS);
}
G_RefreshLights();
G_DoSectorAnimations();
G_MoveFX(); //ST 11
}