//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" // Added Ninja Sliced fix // Fixed Ninja sliced dead and rotation // Added s_NinjaDieSlicedHack[] // #include "build.h" #include "names2.h" #include "panel.h" #include "misc.h" #include "tags.h" #include "weapon.h" #include "sprite.h" BEGIN_SW_NS DSWActor swActors[MAXSPRITES]; extern int jump_grav; extern STATE s_DebrisNinja[]; extern STATE s_DebrisRat[]; extern STATE s_DebrisCrab[]; extern STATE s_DebrisStarFish[]; extern STATE s_NinjaDieSliced[]; extern STATE s_NinjaDieSlicedHack[]; extern STATEp sg_NinjaGrabThroat[]; int DoScaleSprite(DSWActor* actor) { auto u = actor->u(); auto sp = &actor->s(); int scale_value; if (u->scale_speed) { u->scale_value += u->scale_speed * ACTORMOVETICS; scale_value = u->scale_value >> 8; if (u->scale_speed > 0) { if (scale_value > u->scale_tgt) u->scale_speed = 0; else sp->xrepeat = sp->yrepeat = scale_value; } else { if (scale_value < u->scale_tgt) u->scale_speed = 0; else sp->xrepeat = sp->yrepeat = scale_value; } } return 0; } int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath) { auto u = actor->u(); auto sp = &actor->s(); change_actor_stat(actor, STAT_DEAD_ACTOR); SET(u->Flags, SPR_DEAD); RESET(u->Flags, SPR_FALLING | SPR_JUMPING); u->floor_dist = Z(40); // test for gibable dead bodies SET(sp->extra, SPRX_BREAKABLE); SET(sp->cstat, CSTAT_SPRITE_BREAKABLE); if (weapActor == nullptr) { // killed by one of these non-sprites switch (meansofdeath) { case WPN_NM_LAVA: ChangeState(actor, u->StateEnd); u->RotNum = 0; break; case WPN_NM_SECTOR_SQUISH: ChangeState(actor, u->StateEnd); u->RotNum = 0; break; } return 0; } if (!weapActor->hasU()) return 0; auto wu = weapActor->u(); auto wp = &weapActor->s(); // killed by one of these sprites switch (wu->ID) { // Coolie actually explodes himself // he is the Sprite AND weapon case COOLIE_RUN_R0: ChangeState(actor, u->StateEnd); u->RotNum = 0; sp->xvel <<= 1; u->ActorActionFunc = nullptr; sp->ang = NORM_ANGLE(sp->ang + 1024); break; case NINJA_RUN_R0: if (u->ID == NINJA_RUN_R0) // Cut in half! { if (wu->WeaponNum != WPN_FIST) { if (sw_ninjahack) SpawnBlood(actor, actor, -1, -1, -1, -1); InitPlasmaFountain(wp, sp); InitPlasmaFountain(wp, sp); PlaySound(DIGI_NINJAINHALF, actor, v3df_none); if (sw_ninjahack) ChangeState(actor, &s_NinjaDieSlicedHack[5]); else ChangeState(actor, &s_NinjaDieSliced[0]); } else { if (RandomRange(1000) > 500) { InitPlasmaFountain(wp, sp); } ChangeState(actor, u->StateEnd); u->RotNum = 0; u->ActorActionFunc = nullptr; sp->xvel = 200 + RandomRange(200); u->jump_speed = -200 - RandomRange(250); DoActorBeginJump(actor); sp->ang = wp->ang; } } else { // test for gibable dead bodies if (RandomRange(1000) > 500) SET(sp->cstat, CSTAT_SPRITE_YFLIP); ChangeState(actor, u->StateEnd); sp->xvel = 0; u->jump_speed = 0; DoActorBeginJump(actor); } u->RotNum = 0; u->ActorActionFunc = nullptr; //u->ActorActionFunc = NullAnimator; if (!sw_ninjahack) sp->ang = wp->ang; break; case COOLG_RUN_R0: case SKEL_RUN_R0: case RIPPER_RUN_R0: case RIPPER2_RUN_R0: case EEL_RUN_R0: case STAR1: case SUMO_RUN_R0: ChangeState(actor, u->StateEnd); u->RotNum = 0; break; case UZI_SMOKE: if (RandomRange(1000) > 500) SET(sp->cstat, CSTAT_SPRITE_YFLIP); ChangeState(actor, u->StateEnd); u->RotNum = 0; // Rippers still gotta jump or they fall off walls weird if (u->ID == RIPPER_RUN_R0 || u->ID == RIPPER2_RUN_R0) { sp->xvel <<= 1; u->jump_speed = -100 - RandomRange(250); DoActorBeginJump(actor); } else { sp->xvel = 0; u->jump_speed = -10 - RandomRange(25); DoActorBeginJump(actor); } u->ActorActionFunc = nullptr; // Get angle to player sp->ang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y) + 1024); break; case UZI_SMOKE+1: // Shotgun if (RandomRange(1000) > 500) SET(sp->cstat, CSTAT_SPRITE_YFLIP); ChangeState(actor, u->StateEnd); u->RotNum = 0; // Rippers still gotta jump or they fall off walls weird if (u->ID == RIPPER_RUN_R0 || u->ID == RIPPER2_RUN_R0) { sp->xvel = 75 + RandomRange(100); u->jump_speed = -100 - RandomRange(150); } else { sp->xvel = 100 + RandomRange(200); u->jump_speed = -100 - RandomRange(250); } DoActorBeginJump(actor); u->ActorActionFunc = nullptr; // Get angle to player sp->ang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y) + 1024); break; default: switch (u->ID) { case SKULL_R0: case BETTY_R0: ChangeState(actor, u->StateEnd); break; default: if (RandomRange(1000) > 700) { InitPlasmaFountain(wp, sp); } if (RandomRange(1000) > 500) SET(sp->cstat, CSTAT_SPRITE_YFLIP); ChangeState(actor, u->StateEnd); u->RotNum = 0; u->ActorActionFunc = nullptr; sp->xvel = 300 + RandomRange(400); u->jump_speed = -300 - RandomRange(350); DoActorBeginJump(actor); sp->ang = wp->ang; break; } break; } // These are too big to flip upside down switch (u->ID) { case RIPPER2_RUN_R0: case COOLIE_RUN_R0: case SUMO_RUN_R0: case ZILLA_RUN_R0: RESET(sp->cstat, CSTAT_SPRITE_YFLIP); break; } u->ID = 0; return 0; } void DoDebrisCurrent(DSWActor* actor) { int nx, ny; USERp u = actor->u(); auto sp = &actor->s(); SECT_USERp sectu = SectUser[sp->sectnum].Data(); //sp->clipdist = (256+128)>>2; nx = MulScale(DIV4(sectu->speed), bcos(sectu->ang), 14); ny = MulScale(DIV4(sectu->speed), bsin(sectu->ang), 14); Collision ret(move_sprite(actor->GetSpriteIndex(), nx, ny, 0, u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS)); // attempt to move away from wall if (ret.type != kHitNone) { short rang = RANDOM_P2(2048); nx = MulScale(DIV4(sectu->speed), bcos(sectu->ang + rang), 14); nx = MulScale(DIV4(sectu->speed), bsin(sectu->ang + rang), 14); move_sprite(actor->GetSpriteIndex(), nx, ny, 0, u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS); } sp->z = u->loz; } int DoActorSectorDamage(DSWActor* actor) { USER* u = actor->u(); SPRITEp sp = &actor->s(); SECT_USERp sectu = SectUser[sp->sectnum].Data(); SECTORp sectp = §or[sp->sectnum]; if (u->Health <= 0) return false; if (sectu && sectu->damage) { if (TEST(sectu->flags, SECTFU_DAMAGE_ABOVE_SECTOR)) { if ((u->DamageTics -= synctics) < 0) { u->DamageTics = 60; u->Health -= sectu->damage; if (u->Health <= 0) { UpdateSinglePlayKills(actor); DoActorDie(actor, nullptr, WPN_NM_LAVA); return true; } } } else if (SPRITEp_BOS(sp) >= sectp->floorz) { if ((u->DamageTics -= synctics) < 0) { u->DamageTics = 60; u->Health -= sectu->damage; if (u->Health <= 0) { UpdateSinglePlayKills(actor); DoActorDie(actor, nullptr, WPN_NM_LAVA); return true; } } } } // note that most squishing is done in vator.c if (u->lo_sectp && u->hi_sectp && labs(u->loz - u->hiz) < DIV2(SPRITEp_SIZE_Z(sp))) //if (u->lo_sectp && u->hi_sectp && labs(u->loz - u->hiz) < SPRITEp_SIZE_Z(sp)) { u->Health = 0; if (SpawnShrap(actor, nullptr, WPN_NM_SECTOR_SQUISH)) { UpdateSinglePlayKills(actor); SetSuicide(actor); } else { ASSERT(true == false); //DoActorDie(actor, nullptr, WPN_NM_SECTOR_SQUISH); } return true; } return false; } bool move_debris(DSWActor* actor, int xchange, int ychange, int zchange) { USERp u = actor->u(); SetCollision(u, move_sprite(actor->GetSpriteIndex(), xchange, ychange, zchange, u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS)); return u->coll.type == kHitNone; } // !AIC - Supposed to allow floating of DEBRIS (dead bodies, flotsam, jetsam). Or if water has // current move with the current. int DoActorDebris(DSWActor* actor) { USER* u = actor->u(); SPRITEp sp = &actor->s(); SECTORp sectp = §or[sp->sectnum]; int nx, ny; // This was move from DoActorDie so actor's can't be walked through until they are on the floor RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); // Don't let some actors float switch (u->ID) { case HORNET_RUN_R0: case BUNNY_RUN_R0: KillActor(actor); return 0; case ZILLA_RUN_R0: getzsofslope(sp->sectnum, sp->x, sp->y, &u->hiz, &u->loz); u->lo_sectp = §or[sp->sectnum]; u->hi_sectp = §or[sp->sectnum]; u->lowActor = nullptr; u->highActor = nullptr; break; } if (TEST(sectp->extra, SECTFX_SINK)) { if (TEST(sectp->extra, SECTFX_CURRENT)) { DoDebrisCurrent(actor); } else { //nx = sp->xvel * ACTORMOVETICS * bcos(sp->ang) >> 14; //ny = sp->xvel * ACTORMOVETICS * bsin(sp->ang) >> 14; nx = MulScale(ACTORMOVETICS, bcos(sp->ang), 14); ny = MulScale(ACTORMOVETICS, bsin(sp->ang), 14); //sp->clipdist = (256+128)>>2; if (!move_debris(actor, nx, ny, 0L)) { sp->ang = RANDOM_P2(2048); } } if (SectUser[sp->sectnum].Data() && FixedToInt(SectUser[sp->sectnum]->depth_fixed) > 10) // JBF: added null check { u->WaitTics = (u->WaitTics + (ACTORMOVETICS << 3)) & 1023; //sp->z = Z(2) + u->loz + ((Z(4) * (int) bsin(u->WaitTics)) >> 14); sp->z = u->loz - MulScale(Z(2), bsin(u->WaitTics), 14); } } else { sp->z = u->loz; } return 0; } int DoFireFly(DSWActor* actor) { USER* u = actor->u(); SPRITEp sp = &actor->s(); int nx, ny; nx = 4 * ACTORMOVETICS * bcos(sp->ang) >> 14; ny = 4 * ACTORMOVETICS * bsin(sp->ang) >> 14; sp->clipdist = 256>>2; if (!move_actor(actor, nx, ny, 0L)) { sp->ang = NORM_ANGLE(sp->ang + 1024); } u->WaitTics = (u->WaitTics + (ACTORMOVETICS << 1)) & 2047; sp->z = u->sz + MulScale(Z(32), bsin(u->WaitTics), 14); return 0; } int DoGenerateSewerDebris(DSWActor* actor) { SPRITEp sp = &actor->s(); USERp u = actor->u(); static STATEp Debris[] = { s_DebrisNinja, s_DebrisRat, s_DebrisCrab, s_DebrisStarFish }; u->Tics -= ACTORMOVETICS; if (u->Tics <= 0) { u->Tics = u->WaitTics; auto spawned = SpawnActor(STAT_DEAD_ACTOR, 0, Debris[RANDOM_P2(4<<8)>>8], sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 200); SetOwner(actor, spawned); } return 0; } // !AIC - Tries to keep actors correctly on the floor. More that a bit messy. void KeepActorOnFloor(DSWActor* actor) { USERp u = actor->u(); SPRITEp sp = &actor->s(); SECTORp sectp; int depth; sectp = §or[sp->sectnum]; RESET(sp->cstat, CSTAT_SPRITE_YFLIP); // If upside down, reset it if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) return; if (u->lo_sectp && SectUser[u->lo_sectp - sector].Data()) depth = FixedToInt(SectUser[u->lo_sectp - sector]->depth_fixed); else depth = 0; if (TEST(sectp->extra, SECTFX_SINK) && depth > 35 && u->ActorActionSet && u->ActorActionSet->Swim) { if (TEST(u->Flags, SPR_SWIMMING)) { if (u->Rot != u->ActorActionSet->Run && u->Rot != u->ActorActionSet->Swim && u->Rot != u->ActorActionSet->Stand) { // was swimming but have now stopped RESET(u->Flags, SPR_SWIMMING); RESET(sp->cstat, CSTAT_SPRITE_YCENTER); u->oz = sp->z = u->loz; sp->backupz(); return; } if (u->Rot == u->ActorActionSet->Run) { NewStateGroup(actor, u->ActorActionSet->Swim); } // are swimming u->oz = sp->z = u->loz - Z(depth); sp->backupz(); } else { // only start swimming if you are running if (u->Rot == u->ActorActionSet->Run || u->Rot == u->ActorActionSet->Swim) { NewStateGroup(actor, u->ActorActionSet->Swim); u->oz = sp->z = u->loz - Z(depth); sp->backupz(); SET(u->Flags, SPR_SWIMMING); SET(sp->cstat, CSTAT_SPRITE_YCENTER); } else { RESET(u->Flags, SPR_SWIMMING); RESET(sp->cstat, CSTAT_SPRITE_YCENTER); u->oz = sp->z = u->loz; sp->backupz(); } } return; } // NOT in a swimming situation RESET(u->Flags, SPR_SWIMMING); RESET(sp->cstat, CSTAT_SPRITE_YCENTER); #if 1 if (TEST(u->Flags, SPR_MOVED)) { u->oz = sp->z = u->loz; sp->backupz(); } else { int ceilz,ceilhit,florz,florhit; FAFgetzrangepoint(sp->x, sp->y, sp->z, sp->sectnum, &ceilz, &ceilhit, &florz, &florhit); u->oz = sp->z = florz; sp->backupz(); } #endif } int DoActorBeginSlide(DSWActor* actor, short ang, short vel, short dec) { USERp u = actor->u(); SET(u->Flags, SPR_SLIDING); u->slide_ang = ang; u->slide_vel = vel; u->slide_dec = dec; //DoActorSlide(actor); return 0; } // !AIC - Sliding can occur in different directions from movement of the actor. // Has its own set of variables int DoActorSlide(DSWActor* actor) { USER* u = actor->u(); int nx, ny; nx = MulScale(u->slide_vel, bcos(u->slide_ang), 14); ny = MulScale(u->slide_vel, bsin(u->slide_ang), 14); if (!move_actor(actor, nx, ny, 0L)) { RESET(u->Flags, SPR_SLIDING); return false; } u->slide_vel -= u->slide_dec * ACTORMOVETICS; if (u->slide_vel < 20) { RESET(u->Flags, SPR_SLIDING); } return true; } // !AIC - Actor jumping and falling int DoActorBeginJump(DSWActor* actor) { USER* u = actor->u(); SET(u->Flags, SPR_JUMPING); RESET(u->Flags, SPR_FALLING); // u->jump_speed = should be set before calling // set up individual actor jump gravity u->jump_grav = ACTOR_GRAVITY; // Change sprites state to jumping if (u->ActorActionSet) { if (TEST(u->Flags, SPR_DEAD)) NewStateGroup(actor, u->ActorActionSet->DeathJump); else NewStateGroup(actor, u->ActorActionSet->Jump); } u->StateFallOverride = nullptr; //DO NOT CALL DoActorJump! DoActorStopFall can cause an infinite loop and //stack overflow if it is called. //DoActorJump(actor); return 0; } int DoActorJump(DSWActor* actor) { USER* u = actor->u(); SPRITEp sp = &actor->s(); int jump_adj; // precalculate jump value to adjust jump speed by jump_adj = u->jump_grav * ACTORMOVETICS; // adjust jump speed by gravity - if jump speed greater than 0 player // have started falling if ((u->jump_speed += jump_adj) > 0) { //DSPRINTF(ds,"Actor Jump Height %d", labs(sp->z - sector[sp->sectnum].floorz)>>8 ); MONO_PRINT(ds); // Start falling DoActorBeginFall(actor); return 0; } // adjust height by jump speed sp->z += u->jump_speed * ACTORMOVETICS; // if player gets to close the ceiling while jumping if (sp->z < u->hiz + Z(PIC_SIZY(sp))) { // put player at the ceiling sp->z = u->hiz + Z(PIC_SIZY(sp)); // reverse your speed to falling u->jump_speed = -u->jump_speed; // Change sprites state to falling DoActorBeginFall(actor); } return 0; } int DoActorBeginFall(DSWActor* actor) { USER* u = actor->u(); SET(u->Flags, SPR_FALLING); RESET(u->Flags, SPR_JUMPING); u->jump_grav = ACTOR_GRAVITY; // Change sprites state to falling if (u->ActorActionSet) { if (TEST(u->Flags, SPR_DEAD)) { NewStateGroup(actor, u->ActorActionSet->DeathFall); } else NewStateGroup(actor, u->ActorActionSet->Fall); if (u->StateFallOverride) { NewStateGroup(actor, u->StateFallOverride); } } DoActorFall(actor); return 0; } int DoActorFall(DSWActor* actor) { USER* u = actor->u(); SPRITEp sp = &actor->s(); // adjust jump speed by gravity u->jump_speed += u->jump_grav * ACTORMOVETICS; // adjust player height by jump speed sp->z += u->jump_speed * ACTORMOVETICS; // Stick like glue when you hit the ground if (sp->z > u->loz) { DoActorStopFall(actor); } return 0; } int DoActorStopFall(DSWActor* actor) { USER* u = actor->u(); SPRITEp sp = &actor->s(); sp->z = u->loz; RESET(u->Flags, SPR_FALLING | SPR_JUMPING); RESET(sp->cstat, CSTAT_SPRITE_YFLIP); // don't stand on face or wall sprites - jump again if (u->lowActor && !TEST(u->lowActor->s().cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR)) { //sp->ang = NORM_ANGLE(sp->ang + (RANDOM_P2(64<<8)>>8) - 32); sp->ang = NORM_ANGLE(sp->ang + 1024 + (RANDOM_P2(512<<8)>>8)); u->jump_speed = -350; DoActorBeginJump(actor); return 0; } // Change sprites state to running if (u->ActorActionSet) { if (TEST(u->Flags, SPR_DEAD)) { NewStateGroup(actor, u->ActorActionSet->Dead); PlaySound(DIGI_ACTORBODYFALL1, actor, v3df_none); } else { PlaySound(DIGI_ACTORHITGROUND, actor, v3df_none); NewStateGroup(actor, u->ActorActionSet->Run); if ((u->track >= 0) && (u->jump_speed) > 800 && (u->ActorActionSet->Sit)) { u->WaitTics = 80; NewStateGroup(actor, u->ActorActionSet->Sit); } } } return 0; } int DoActorDeathMove(DSWActor* actor) { USER* u = actor->u(); SPRITEp sp = &actor->s(); int nx, ny; if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { if (TEST(u->Flags, SPR_JUMPING)) DoActorJump(actor); else DoActorFall(actor); } nx = MulScale(sp->xvel, bcos(sp->ang), 14); ny = MulScale(sp->xvel, bsin(sp->ang), 14); sp->clipdist = (128+64)>>2; move_actor(actor, nx, ny, 0); // only fall on top of floor sprite or sector DoFindGroundPoint(actor); return 0; } // !AIC - Jumping a falling for shrapnel and other stuff, not actors. int DoBeginJump(DSWActor* actor) { USERp u = actor->u(); SET(u->Flags, SPR_JUMPING); RESET(u->Flags, SPR_FALLING); // set up individual actor jump gravity u->jump_grav = ACTOR_GRAVITY; DoJump(actor); return 0; } int DoJump(DSWActor* actor) { USERp u = actor->u(); SPRITEp sp = &actor->s(); int jump_adj; // precalculate jump value to adjust jump speed by jump_adj = u->jump_grav * ACTORMOVETICS; // adjust jump speed by gravity - if jump speed greater than 0 player // have started falling if ((u->jump_speed += jump_adj) > 0) { // Start falling DoBeginFall(actor); return 0; } // adjust height by jump speed sp->z += u->jump_speed * ACTORMOVETICS; // if player gets to close the ceiling while jumping if (sp->z < u->hiz + Z(PIC_SIZY(sp))) { // put player at the ceiling sp->z = u->hiz + Z(PIC_SIZY(sp)); // reverse your speed to falling u->jump_speed = -u->jump_speed; // Change sprites state to falling DoBeginFall(actor); } return 0; } int DoBeginFall(DSWActor* actor) { USERp u = actor->u(); SET(u->Flags, SPR_FALLING); RESET(u->Flags, SPR_JUMPING); u->jump_grav = ACTOR_GRAVITY; DoFall(actor); return 0; } int DoFall(DSWActor* actor) { USERp u = actor->u(); SPRITEp sp = &actor->s(); // adjust jump speed by gravity u->jump_speed += u->jump_grav * ACTORMOVETICS; // adjust player height by jump speed sp->z += u->jump_speed * ACTORMOVETICS; // Stick like glue when you hit the ground if (sp->z > u->loz - u->floor_dist) { sp->z = u->loz - u->floor_dist; RESET(u->Flags, SPR_FALLING); } return 0; } #include "saveable.h" static saveable_code saveable_actor_code[] = { SAVE_CODE(DoActorDebris), SAVE_CODE(DoFireFly), SAVE_CODE(DoGenerateSewerDebris), SAVE_CODE(DoActorDeathMove), }; saveable_module saveable_actor = { // code saveable_actor_code, SIZ(saveable_actor_code), // data nullptr,0 }; END_SW_NS