//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "build.h" #include "names2.h" #include "panel.h" #include "misc.h" #include "tags.h" #include "break.h" #include "network.h" #include "pal.h" #include "ai.h" #include "weapon.h" #include "sprite.h" #include "sector.h" BEGIN_SW_NS ANIMATOR DoSuicide; ANIMATOR DoBloodSpray; void SpawnFlashBombOnActor(DSWActor* actor); ANIMATOR DoPuff, BloodSprayFall; extern STATE s_Puff[]; extern STATE s_FireballFlames[]; extern STATE s_GoreFloorSplash[]; extern STATE s_GoreSplash[]; extern bool GlobalSkipZrange; #define CHEMTICS SEC(40) #define GOREDrip 1562 //2430 #define BLOODSPRAY_RATE 20 STATE s_BloodSpray[] = { {GOREDrip + 0, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[1]}, {GOREDrip + 1, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[2]}, {GOREDrip + 2, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[3]}, {GOREDrip + 3, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[4]}, {GOREDrip + 3, 100, DoSuicide, &s_BloodSpray[0]} }; #define EXP_RATE 2 STATE s_PhosphorExp[] = { {EXP + 0, EXP_RATE, NullAnimator, &s_PhosphorExp[1]}, {EXP + 1, EXP_RATE, NullAnimator, &s_PhosphorExp[2]}, {EXP + 2, EXP_RATE, NullAnimator, &s_PhosphorExp[3]}, {EXP + 3, EXP_RATE, NullAnimator, &s_PhosphorExp[4]}, {EXP + 4, EXP_RATE, NullAnimator, &s_PhosphorExp[5]}, {EXP + 5, EXP_RATE, NullAnimator, &s_PhosphorExp[6]}, {EXP + 6, EXP_RATE, NullAnimator, &s_PhosphorExp[7]}, {EXP + 7, EXP_RATE, NullAnimator, &s_PhosphorExp[8]}, {EXP + 8, EXP_RATE, NullAnimator, &s_PhosphorExp[9]}, {EXP + 9, EXP_RATE, NullAnimator, &s_PhosphorExp[10]}, {EXP + 10, EXP_RATE, NullAnimator, &s_PhosphorExp[11]}, {EXP + 11, EXP_RATE, NullAnimator, &s_PhosphorExp[12]}, {EXP + 12, EXP_RATE, NullAnimator, &s_PhosphorExp[13]}, {EXP + 13, EXP_RATE, NullAnimator, &s_PhosphorExp[14]}, {EXP + 14, EXP_RATE, NullAnimator, &s_PhosphorExp[15]}, {EXP + 15, EXP_RATE, NullAnimator, &s_PhosphorExp[16]}, {EXP + 16, EXP_RATE, NullAnimator, &s_PhosphorExp[17]}, {EXP + 17, EXP_RATE, NullAnimator, &s_PhosphorExp[18]}, {EXP + 18, EXP_RATE, NullAnimator, &s_PhosphorExp[19]}, {EXP + 19, EXP_RATE, NullAnimator, &s_PhosphorExp[20]}, {EXP + 20, 100, DoSuicide, &s_PhosphorExp[0]} }; #define MUSHROOM_RATE 25 STATE s_NukeMushroom[] = { {MUSHROOM_CLOUD + 0, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[1]}, {MUSHROOM_CLOUD + 1, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[2]}, {MUSHROOM_CLOUD + 2, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[3]}, {MUSHROOM_CLOUD + 3, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[4]}, {MUSHROOM_CLOUD + 4, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[5]}, {MUSHROOM_CLOUD + 5, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[6]}, {MUSHROOM_CLOUD + 6, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[7]}, {MUSHROOM_CLOUD + 7, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[8]}, {MUSHROOM_CLOUD + 8, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[9]}, {MUSHROOM_CLOUD + 9, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[10]}, {MUSHROOM_CLOUD + 10, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[11]}, {MUSHROOM_CLOUD + 11, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[12]}, {MUSHROOM_CLOUD + 12, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[13]}, {MUSHROOM_CLOUD + 13, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[14]}, {MUSHROOM_CLOUD + 14, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[15]}, {MUSHROOM_CLOUD + 15, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[16]}, {MUSHROOM_CLOUD + 16, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[17]}, {MUSHROOM_CLOUD + 17, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[18]}, {MUSHROOM_CLOUD + 18, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[19]}, {MUSHROOM_CLOUD + 19, 100, DoSuicide, &s_NukeMushroom[0]}, }; ANIMATOR DoRadiationCloud; #define RADIATION_RATE 16 STATE s_RadiationCloud[] = { {RADIATION_CLOUD + 0, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[1]}, {RADIATION_CLOUD + 1, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[2]}, {RADIATION_CLOUD + 2, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[3]}, {RADIATION_CLOUD + 3, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[4]}, {RADIATION_CLOUD + 4, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[5]}, {RADIATION_CLOUD + 5, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[6]}, {RADIATION_CLOUD + 6, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[7]}, {RADIATION_CLOUD + 7, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[8]}, {RADIATION_CLOUD + 8, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[9]}, {RADIATION_CLOUD + 9, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[10]}, {RADIATION_CLOUD + 10, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[11]}, {RADIATION_CLOUD + 11, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[12]}, {RADIATION_CLOUD + 12, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[13]}, {RADIATION_CLOUD + 13, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[14]}, {RADIATION_CLOUD + 14, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[15]}, {RADIATION_CLOUD + 15, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[16]}, {RADIATION_CLOUD + 16, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[17]}, {RADIATION_CLOUD + 17, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[18]}, {RADIATION_CLOUD + 18, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[19]}, {RADIATION_CLOUD + 19, 100, DoSuicide, &s_RadiationCloud[0]}, }; #define CHEMBOMB_FRAMES 1 #define CHEMBOMB_R0 3038 #define CHEMBOMB_R1 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 1) #define CHEMBOMB_R2 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 2) #define CHEMBOMB_R3 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 3) #define CHEMBOMB_R4 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 4) #define CHEMBOMB CHEMBOMB_R0 #define CHEMBOMB_RATE 8 ANIMATOR DoChemBomb; STATE s_ChemBomb[5] = { {CHEMBOMB_R0 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[1]}, {CHEMBOMB_R1 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[2]}, {CHEMBOMB_R2 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[3]}, {CHEMBOMB_R3 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[4]}, {CHEMBOMB_R4 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[0]}, }; #define CALTROPS_FRAMES 1 #define CALTROPS_R0 CALTROPS-1 #define CALTROPS_RATE 8 ANIMATOR DoCaltrops, DoCaltropsStick; STATE s_Caltrops[] = { {CALTROPS_R0 + 0, CALTROPS_RATE, DoCaltrops, &s_Caltrops[1]}, {CALTROPS_R0 + 1, CALTROPS_RATE, DoCaltrops, &s_Caltrops[2]}, {CALTROPS_R0 + 2, CALTROPS_RATE, DoCaltrops, &s_Caltrops[0]}, }; STATE s_CaltropsStick[] = { {CALTROPS_R0 + 2, CALTROPS_RATE, DoCaltropsStick, &s_CaltropsStick[0]}, }; ////////////////////// // // CAPTURE FLAG // ////////////////////// ANIMATOR DoFlag, DoCarryFlag, DoCarryFlagNoDet; #undef FLAG #define FLAG 2520 #define FLAG_RATE 16 STATE s_CarryFlag[] = { {FLAG + 0, FLAG_RATE, DoCarryFlag, &s_CarryFlag[1]}, {FLAG + 1, FLAG_RATE, DoCarryFlag, &s_CarryFlag[2]}, {FLAG + 2, FLAG_RATE, DoCarryFlag, &s_CarryFlag[0]} }; STATE s_CarryFlagNoDet[] = { {FLAG + 0, FLAG_RATE, DoCarryFlagNoDet, &s_CarryFlagNoDet[1]}, {FLAG + 1, FLAG_RATE, DoCarryFlagNoDet, &s_CarryFlagNoDet[2]}, {FLAG + 2, FLAG_RATE, DoCarryFlagNoDet, &s_CarryFlagNoDet[0]} }; STATE s_Flag[] = { {FLAG + 0, FLAG_RATE, DoFlag, &s_Flag[1]}, {FLAG + 1, FLAG_RATE, DoFlag, &s_Flag[2]}, {FLAG + 2, FLAG_RATE, DoFlag, &s_Flag[0]} }; #define PHOSPHORUS_RATE 8 ANIMATOR DoPhosphorus; STATE s_Phosphorus[] = { {PHOSPHORUS + 0, PHOSPHORUS_RATE, DoPhosphorus, &s_Phosphorus[1]}, {PHOSPHORUS + 1, PHOSPHORUS_RATE, DoPhosphorus, &s_Phosphorus[0]}, }; ANIMATOR DoBloodSpray; #define CHUNK1 1685 STATE s_BloodSprayChunk[] = { {CHUNK1 + 0, 8, DoBloodSpray, &s_BloodSprayChunk[1]}, {CHUNK1 + 1, 8, DoBloodSpray, &s_BloodSprayChunk[2]}, {CHUNK1 + 2, 8, DoBloodSpray, &s_BloodSprayChunk[3]}, {CHUNK1 + 3, 8, DoBloodSpray, &s_BloodSprayChunk[4]}, {CHUNK1 + 4, 8, DoBloodSpray, &s_BloodSprayChunk[5]}, {CHUNK1 + 5, 8, DoBloodSpray, &s_BloodSprayChunk[0]}, }; ANIMATOR DoWallBloodDrip; #define DRIP 1566 STATE s_BloodSprayDrip[] = { {DRIP + 0, PHOSPHORUS_RATE, DoWallBloodDrip, &s_BloodSprayDrip[1]}, {DRIP + 1, PHOSPHORUS_RATE, DoWallBloodDrip, &s_BloodSprayDrip[2]}, {DRIP + 2, PHOSPHORUS_RATE, DoWallBloodDrip, &s_BloodSprayDrip[0]}, }; ///////////////////////////////////////////////////////////////////////////////////////////// int DoWallBloodDrip(DSWActor* actor) { USER* u = actor->u(); SPRITEp sp = &actor->s(); //sp->z += (300+RandomRange(2300)) >> 1; // sy & sz are the ceiling and floor of the sector you are sliding down if (u->sz != u->sy) { // if you are between the ceiling and floor fall fast if (sp->z > u->sy && sp->z < u->sz) { sp->zvel += 300; sp->z += sp->zvel; } else { sp->zvel = (300+RandomRange(2300)) >> 1; sp->z += sp->zvel; } } else { sp->zvel = (300+RandomRange(2300)) >> 1; sp->z += sp->zvel; } if (sp->z >= u->loz) { sp->z = u->loz; SpawnFloorSplash(actor); KillActor(actor); return 0; } return 0; } void SpawnMidSplash(DSWActor* actor) { SPRITEp sp = &actor->s(); USERp u = actor->u(); SPRITEp np; USERp nu; auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreSplash, sp->sectnum, sp->x, sp->y, SPRITEp_MID(sp), sp->ang, 0); np = &actorNew->s(); nu = actorNew->u(); np->shade = -12; np->xrepeat = 70-RandomRange(20); np->yrepeat = 70-RandomRange(20); np->opos = sp->opos; SET(np->cstat, CSTAT_SPRITE_YCENTER); RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) < 512) SET(np->cstat, CSTAT_SPRITE_XFLIP); nu->xchange = 0; nu->ychange = 0; nu->zchange = 0; if (TEST(u->Flags, SPR_UNDERWATER)) SET(nu->Flags, SPR_UNDERWATER); } void SpawnFloorSplash(DSWActor* actor) { SPRITEp sp = &actor->s(); USERp u = actor->u(); SPRITEp np; USERp nu; auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreFloorSplash, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 0); np = &actorNew->s(); nu = actorNew->u(); np->shade = -12; np->xrepeat = 70-RandomRange(20); np->yrepeat = 70-RandomRange(20); np->opos = sp->opos; SET(np->cstat, CSTAT_SPRITE_YCENTER); RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) < 512) SET(np->cstat, CSTAT_SPRITE_XFLIP); nu->xchange = 0; nu->ychange = 0; nu->zchange = 0; if (TEST(u->Flags, SPR_UNDERWATER)) SET(nu->Flags, SPR_UNDERWATER); } int DoBloodSpray(DSWActor* actor) { USER* u = actor->u(); SPRITEp sp = &actor->s(); int cz,fz; if (TEST(u->Flags, SPR_UNDERWATER)) { ScaleSpriteVector(actor, 50000); u->Counter += 20; // These are STAT_SKIIP4 now, so * 2 u->zchange += u->Counter; } else { u->Counter += 20; u->zchange += u->Counter; } if (sp->xvel <= 2) { // special stuff for blood worm sp->z += (u->zchange >> 1); getzsofslope(sp->sectnum, sp->x, sp->y, &cz, &fz); // pretend like we hit a sector if (sp->z >= fz) { sp->z = fz; SpawnFloorSplash(actor); KillActor(actor); return true; } } else { SetCollision(u, move_missile(actor->GetSpriteIndex(), u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS)); } MissileHitDiveArea(actor); { switch (u->coll.type) { case kHitSky: KillActor(actor); return true; case kHitSprite: { short wall_ang; auto hitActor = u->coll.actor; SPRITEp hsp = &hitActor->s(); if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL)) { wall_ang = NORM_ANGLE(hsp->ang); SpawnMidSplash(actor); QueueWallBlood(actor, hsp->ang); WallBounce(actor, wall_ang); ScaleSpriteVector(actor, 32000); } else { u->xchange = u->ychange = 0; SpawnMidSplash(actor); QueueWallBlood(actor, hsp->ang); KillActor(actor); return true; } break; } case kHitWall: { short hit_wall, nw, wall_ang; WALLp wph; short wb; hit_wall = u->coll.index; wph = &wall[hit_wall]; if (wph->lotag == TAG_WALL_BREAK) { HitBreakWall(wph, sp->x, sp->y, sp->z, sp->ang, u->ID); SetCollision(u, 0); break; } nw = wall[hit_wall].point2; wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y) + 512); SpawnMidSplash(actor); auto bldActor = QueueWallBlood(actor, NORM_ANGLE(wall_ang+1024)); if (bldActor== nullptr) { KillActor(actor); return 0; } else { auto bsp = &bldActor->s(); if (FAF_Sector(bsp->sectnum) || FAF_ConnectArea(bsp->sectnum)) { KillActor(actor); return 0; } sp->xvel = sp->yvel = u->xchange = u->ychange = 0; sp->xrepeat = sp->yrepeat = 70 - RandomRange(25); sp->x = bsp->x; sp->y = bsp->y; // !FRANK! bit of a hack // yvel is the hit_wall if (bsp->yvel >= 0) { short wallnum = bsp->yvel; // sy & sz are the ceiling and floor of the sector you are sliding down if (wall[wallnum].nextsector >= 0) getzsofslope(wall[wallnum].nextsector, sp->x, sp->y, &u->sy, &u->sz); else u->sy = u->sz; // ceiling and floor are equal - white wall } RESET(sp->cstat,CSTAT_SPRITE_INVISIBLE); ChangeState(actor, s_BloodSprayDrip); } break; } case kHitSector: { // hit floor if (sp->z > DIV2(u->hiz + u->loz)) { if (TEST(u->Flags, SPR_UNDERWATER)) SET(u->Flags, SPR_BOUNCE); // no bouncing // underwater if (u->lo_sectp && SectUser[sp->sectnum].Data() && FixedToInt(SectUser[sp->sectnum]->depth_fixed)) SET(u->Flags, SPR_BOUNCE); // no bouncing on // shallow water #if 0 if (!TEST(u->Flags, SPR_BOUNCE)) { SpawnFloorSplash(actor); SET(u->Flags, SPR_BOUNCE); SetCollision(u, 0); u->Counter = 0; u->zchange = -u->zchange; ScaleSpriteVector(actor, 32000); // Was 18000 u->zchange /= 6; } else #endif { u->xchange = u->ychange = 0; SpawnFloorSplash(actor); KillActor(actor); return true; } } else // hit something above { u->zchange = -u->zchange; ScaleSpriteVector(actor, 32000); // was 22000 } break; } } } // if you haven't bounced or your going slow do some puffs if (!TEST(u->Flags, SPR_BOUNCE | SPR_UNDERWATER)) { auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_BloodSpray, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 100); auto np = &actorNew->s(); auto nu = actorNew->u(); SetOwner(actor, actorNew); np->shade = -12; np->xrepeat = 40-RandomRange(30); np->yrepeat = 40-RandomRange(30); np->opos = sp->opos; SET(np->cstat, CSTAT_SPRITE_YCENTER); RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) < 512) SET(np->cstat, CSTAT_SPRITE_XFLIP); if (RANDOM_P2(1024) < 512) SET(np->cstat, CSTAT_SPRITE_YFLIP); nu->xchange = u->xchange; nu->ychange = u->ychange; nu->zchange = u->zchange; ScaleSpriteVector(actorNew, 20000); if (TEST(u->Flags, SPR_UNDERWATER)) SET(nu->Flags, SPR_UNDERWATER); } return false; } int DoPhosphorus(DSWActor* actor) { USER* u = actor->u(); SPRITEp sp = &actor->s(); if (TEST(u->Flags, SPR_UNDERWATER)) { ScaleSpriteVector(actor, 50000); u->Counter += 20*2; u->zchange += u->Counter; } else { u->Counter += 20*2; u->zchange += u->Counter; } SetCollision(u, move_missile(actor->GetSpriteIndex(), u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS*2)); MissileHitDiveArea(actor); if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); { switch (u->coll.type) { case kHitSky: KillActor(actor); return true; case kHitSprite: { short wall_ang; SPRITEp hsp; USERp hu; auto hitActor = u->coll.actor; hsp = &hitActor->s(); hu = hitActor->u(); if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL)) { wall_ang = NORM_ANGLE(hsp->ang); WallBounce(actor, wall_ang); ScaleSpriteVector(actor, 32000); } else { if (TEST(hsp->extra, SPRX_BURNABLE)) { if (!hu) hu = SpawnUser(hitActor, hsp->picnum, nullptr); SpawnFireballExp(actor); if (hu) SpawnFireballFlames(actor->GetSpriteIndex(), hitActor->GetSpriteIndex()); DoFlamesDamageTest(actor->GetSpriteIndex()); } u->xchange = u->ychange = 0; KillActor(actor); return true; } break; } case kHitWall: { short hit_wall, nw, wall_ang; WALLp wph; hit_wall = u->coll.index; wph = &wall[hit_wall]; if (wph->lotag == TAG_WALL_BREAK) { HitBreakWall(wph, sp->x, sp->y, sp->z, sp->ang, u->ID); SetCollision(u, 0); break; } nw = wall[hit_wall].point2; wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y) + 512); WallBounce(actor, wall_ang); ScaleSpriteVector(actor, 32000); break; } case kHitSector: { bool did_hit_wall; if (SlopeBounce(actor, &did_hit_wall)) { if (did_hit_wall) { // hit a wall ScaleSpriteVector(actor, 28000); SetCollision(u, 0); u->Counter = 0; } else { // hit a sector if (sp->z > DIV2(u->hiz + u->loz)) { // hit a floor if (!TEST(u->Flags, SPR_BOUNCE)) { SET(u->Flags, SPR_BOUNCE); ScaleSpriteVector(actor, 32000); // was 18000 u->zchange /= 6; SetCollision(u, 0); u->Counter = 0; } else { u->xchange = u->ychange = 0; SpawnFireballExp(actor); KillActor(actor); return true; } } else { // hit a ceiling ScaleSpriteVector(actor, 32000); // was 22000 } } } else { // hit floor if (sp->z > DIV2(u->hiz + u->loz)) { if (TEST(u->Flags, SPR_UNDERWATER)) SET(u->Flags, SPR_BOUNCE); // no bouncing // underwater if (u->lo_sectp && SectUser[sp->sectnum].Data() && FixedToInt(SectUser[sp->sectnum]->depth_fixed)) SET(u->Flags, SPR_BOUNCE); // no bouncing on // shallow water if (!TEST(u->Flags, SPR_BOUNCE)) { SET(u->Flags, SPR_BOUNCE); SetCollision(u, 0); u->Counter = 0; u->zchange = -u->zchange; ScaleSpriteVector(actor, 32000); // Was 18000 u->zchange /= 6; } else { u->xchange = u->ychange = 0; SpawnFireballExp(actor); KillActor(actor); return true; } } else // hit something above { u->zchange = -u->zchange; ScaleSpriteVector(actor, 32000); // was 22000 } } break; } } } // if you haven't bounced or your going slow do some puffs if (!TEST(u->Flags, SPR_BOUNCE | SPR_UNDERWATER) && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE)) { auto actorNew = SpawnActor(STAT_SKIP4, PUFF, s_PhosphorExp, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 100); auto np = &actorNew->s(); auto nu = actorNew->u(); np->hitag = LUMINOUS; // Always full brightness SetOwner(actor, actorNew); np->shade = -40; np->xrepeat = 12 + RandomRange(10); np->yrepeat = 12 + RandomRange(10); np->opos = sp->opos; SET(np->cstat, CSTAT_SPRITE_YCENTER); RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); if (RANDOM_P2(1024) < 512) SET(np->cstat, CSTAT_SPRITE_XFLIP); if (RANDOM_P2(1024) < 512) SET(np->cstat, CSTAT_SPRITE_YFLIP); nu->xchange = u->xchange; nu->ychange = u->ychange; nu->zchange = u->zchange; nu->spal = np->pal = PALETTE_PLAYER3; // RED ScaleSpriteVector(actorNew, 20000); if (TEST(u->Flags, SPR_UNDERWATER)) SET(nu->Flags, SPR_UNDERWATER); } return false; } int DoChemBomb(DSWActor* actor) { USER* u = actor->u(); SPRITEp sp = &actor->s(); if (TEST(u->Flags, SPR_UNDERWATER)) { ScaleSpriteVector(actor, 50000); u->Counter += 20; u->zchange += u->Counter; } else { u->Counter += 20; u->zchange += u->Counter; } SetCollision(u, move_missile(actor->GetSpriteIndex(), u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS)); MissileHitDiveArea(actor); if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256) SpawnBubble(actor); { switch (u->coll.type) { case kHitSky: KillActor(actor); return true; case kHitSprite: { short wall_ang; SPRITEp hsp; if (!TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE)) PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan); hsp = &actor->s(); if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL)) { wall_ang = NORM_ANGLE(hsp->ang); WallBounce(actor, wall_ang); ScaleSpriteVector(actor, 32000); } else { // Canister pops when first smoke starts out if (u->WaitTics == CHEMTICS && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE)) { PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler); PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler); } u->xchange = u->ychange = 0; u->WaitTics -= (MISSILEMOVETICS * 2); if (u->WaitTics <= 0) KillActor(actor); return true; } break; } case kHitWall: { short hit_wall, nw, wall_ang; WALLp wph; hit_wall = u->coll.index; wph = &wall[hit_wall]; if (wph->lotag == TAG_WALL_BREAK) { HitBreakWall(wph, sp->x, sp->y, sp->z, sp->ang, u->ID); SetCollision(u, 0); break; } if (!TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE)) PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan); nw = wall[hit_wall].point2; wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y) + 512); WallBounce(actor, wall_ang); ScaleSpriteVector(actor, 32000); break; } case kHitSector: { bool did_hit_wall; if (SlopeBounce(actor, &did_hit_wall)) { if (did_hit_wall) { // hit a wall ScaleSpriteVector(actor, 28000); SetCollision(u, 0); u->Counter = 0; } else { // hit a sector if (sp->z > DIV2(u->hiz + u->loz)) { // hit a floor if (!TEST(u->Flags, SPR_BOUNCE)) { if (!TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE)) PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan); SET(u->Flags, SPR_BOUNCE); ScaleSpriteVector(actor, 32000); // was 18000 u->zchange /= 6; SetCollision(u, 0); u->Counter = 0; } else { // Canister pops when first smoke starts out if (u->WaitTics == CHEMTICS && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE)) { PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler); PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler); } SpawnRadiationCloud(actor); u->xchange = u->ychange = 0; u->WaitTics -= (MISSILEMOVETICS * 2); if (u->WaitTics <= 0) KillActor(actor); return true; } } else { // hit a ceiling ScaleSpriteVector(actor, 32000); // was 22000 } } } else { // hit floor if (sp->z > DIV2(u->hiz + u->loz)) { if (TEST(u->Flags, SPR_UNDERWATER)) SET(u->Flags, SPR_BOUNCE); // no bouncing // underwater if (u->lo_sectp && SectUser[sp->sectnum].Data() && FixedToInt(SectUser[sp->sectnum]->depth_fixed)) SET(u->Flags, SPR_BOUNCE); // no bouncing on // shallow water if (!TEST(u->Flags, SPR_BOUNCE)) { if (!TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE)) PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan); SET(u->Flags, SPR_BOUNCE); SetCollision(u, 0); u->Counter = 0; u->zchange = -u->zchange; ScaleSpriteVector(actor, 32000); // Was 18000 u->zchange /= 6; } else { // Canister pops when first smoke starts out if (u->WaitTics == CHEMTICS && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE)) { PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler); PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler); } SpawnRadiationCloud(actor); u->xchange = u->ychange = 0; u->WaitTics -= (MISSILEMOVETICS * 2); if (u->WaitTics <= 0) KillActor(actor); return true; } } else // hit something above { u->zchange = -u->zchange; ScaleSpriteVector(actor, 32000); // was 22000 } } break; } } } // if you haven't bounced or your going slow do some puffs if (!TEST(u->Flags, SPR_BOUNCE | SPR_UNDERWATER) && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE)) { auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 100); auto np = &actorNew->s(); auto nu = actorNew->u(); SetOwner(actor, actorNew); np->shade = -40; np->xrepeat = 40; np->yrepeat = 40; np->opos = sp->opos; // !Frank - dont do translucent SET(np->cstat, CSTAT_SPRITE_YCENTER); // SET(np->cstat, CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_TRANSLUCENT); RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); nu->xchange = u->xchange; nu->ychange = u->ychange; nu->zchange = u->zchange; nu->spal = np->pal = PALETTE_PLAYER6; ScaleSpriteVector(actorNew, 20000); if (TEST(u->Flags, SPR_UNDERWATER)) SET(nu->Flags, SPR_UNDERWATER); } return false; } int DoCaltropsStick(DSWActor* actor) { USER* u = actor->u(); u->Counter = !u->Counter; if (u->Counter) DoFlamesDamageTest(actor->GetSpriteIndex()); return 0; } int DoCaltrops(DSWActor* actor) { USER* u = actor->u(); SPRITEp sp = &actor->s(); if (TEST(u->Flags, SPR_UNDERWATER)) { ScaleSpriteVector(actor, 50000); u->Counter += 20; u->zchange += u->Counter; } else { u->Counter += 70; u->zchange += u->Counter; } SetCollision(u, move_missile(actor->GetSpriteIndex(), u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS)); MissileHitDiveArea(actor); { switch (u->coll.type) { case kHitSky: KillActor(actor); return true; case kHitSprite: { short wall_ang; PlaySound(DIGI_CALTROPS, actor, v3df_dontpan); auto hitActor = u->coll.actor; auto hsp = &hitActor->s(); if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL)) { wall_ang = NORM_ANGLE(hsp->ang); WallBounce(actor, wall_ang); ScaleSpriteVector(actor, 10000); } else { // fall to the ground u->xchange = u->ychange = 0; } break; } case kHitWall: { int hit_wall = u->coll.index; auto wph = &wall[hit_wall]; if (wph->lotag == TAG_WALL_BREAK) { HitBreakWall(wph, sp->x, sp->y, sp->z, sp->ang, u->ID); SetCollision(u, 0); break; } PlaySound(DIGI_CALTROPS, actor, v3df_dontpan); int nw = wall[hit_wall].point2; int wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y) + 512); WallBounce(actor, wall_ang); ScaleSpriteVector(actor, 1000); break; } case kHitSector: { bool did_hit_wall; if (SlopeBounce(actor, &did_hit_wall)) { if (did_hit_wall) { // hit a wall ScaleSpriteVector(actor, 1000); SetCollision(u, 0); u->Counter = 0; } else { // hit a sector if (sp->z > DIV2(u->hiz + u->loz)) { // hit a floor if (!TEST(u->Flags, SPR_BOUNCE)) { PlaySound(DIGI_CALTROPS, actor, v3df_dontpan); SET(u->Flags, SPR_BOUNCE); ScaleSpriteVector(actor, 1000); // was 18000 SetCollision(u, 0); u->Counter = 0; } else { u->xchange = u->ychange = 0; SET(sp->extra, SPRX_BREAKABLE); SET(sp->cstat,CSTAT_SPRITE_BREAKABLE); ChangeState(actor, s_CaltropsStick); return true; } } else { // hit a ceiling ScaleSpriteVector(actor, 1000); // was 22000 } } } else { // hit floor if (sp->z > DIV2(u->hiz + u->loz)) { if (TEST(u->Flags, SPR_UNDERWATER)) SET(u->Flags, SPR_BOUNCE); // no bouncing // underwater if (u->lo_sectp && SectUser[sp->sectnum].Data() && FixedToInt(SectUser[sp->sectnum]->depth_fixed)) SET(u->Flags, SPR_BOUNCE); // no bouncing on // shallow water if (!TEST(u->Flags, SPR_BOUNCE)) { PlaySound(DIGI_CALTROPS, actor, v3df_dontpan); SET(u->Flags, SPR_BOUNCE); SetCollision(u, 0); u->Counter = 0; u->zchange = -u->zchange; ScaleSpriteVector(actor, 1000); // Was 18000 } else { u->xchange = u->ychange = 0; SET(sp->extra, SPRX_BREAKABLE); SET(sp->cstat,CSTAT_SPRITE_BREAKABLE); ChangeState(actor, s_CaltropsStick); return true; } } else // hit something above { u->zchange = -u->zchange; ScaleSpriteVector(actor, 1000); // was 22000 } } break; } } } return false; } ///////////////////////////// // // Deadly green gas clouds // ///////////////////////////// int SpawnRadiationCloud(DSWActor* actor) { SPRITEp sp = &actor->s(), np; USERp u = actor->u(), nu; if (!MoveSkip4) return false; // This basically works like a MoveSkip8, if one existed // u->Counter2 = !u->Counter2; if (u->ID == MUSHROOM_CLOUD || u->ID == 3121) { if ((u->Counter2++) > 16) u->Counter2 = 0; if (u->Counter2) return false; } else { if ((u->Counter2++) > 2) u->Counter2 = 0; if (u->Counter2) return false; } if (TEST(u->Flags, SPR_UNDERWATER)) return -1; auto actorNew = SpawnActor(STAT_MISSILE, RADIATION_CLOUD, s_RadiationCloud, sp->sectnum, sp->x, sp->y, sp->z - RANDOM_P2(Z(8)), sp->ang, 0); np = &actorNew->s(); nu = actorNew->u(); SetOwner(GetOwner(actor), actorNew); nu->WaitTics = 1 * 120; np->shade = -40; np->xrepeat = 32; np->yrepeat = 32; np->clipdist = sp->clipdist; SET(np->cstat, CSTAT_SPRITE_YCENTER); RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); nu->spal = np->pal = PALETTE_PLAYER6; // Won't take floor palettes np->hitag = SECTFU_DONT_COPY_PALETTE; if (RANDOM_P2(1024) < 512) SET(np->cstat, CSTAT_SPRITE_XFLIP); //if (RANDOM_P2(1024) < 512) //SET(np->cstat, CSTAT_SPRITE_YFLIP); np->ang = RANDOM_P2(2048); np->xvel = RANDOM_P2(32); nu->Counter = 0; nu->Counter2 = 0; if (u->ID == MUSHROOM_CLOUD || u->ID == 3121) { nu->Radius = 2000; nu->xchange = (MOVEx(np->xvel>>2, np->ang)); nu->ychange = (MOVEy(np->xvel>>2, np->ang)); np->zvel = Z(1) + RANDOM_P2(Z(2)); } else { nu->xchange = MOVEx(np->xvel, np->ang); nu->ychange = MOVEy(np->xvel, np->ang); np->zvel = Z(4) + RANDOM_P2(Z(4)); nu->Radius = 4000; } return false; } int DoRadiationCloud(DSWActor* actor) { USER* u = actor->u(); SPRITEp sp = &actor->s(); sp->z -= sp->zvel; sp->x += u->xchange; sp->y += u->ychange; if (u->ID) { DoFlamesDamageTest(actor->GetSpriteIndex()); } return false; } ////////////////////////////////////////////// // // Inventory Chemical Bombs // ////////////////////////////////////////////// int PlayerInitChemBomb(PLAYERp pp) { USERp u = pp->Actor()->u(); USERp wu; SPRITEp wp; int nx, ny, nz; short oclipdist; PlaySound(DIGI_THROW, pp, v3df_dontpan | v3df_doppler); if (pp->cursectnum < 0) return 0; nx = pp->posx; ny = pp->posy; nz = pp->posz + pp->bob_z + Z(8); // Spawn a shot // Inserting and setting up variables auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, pp->cursectnum, nx, ny, nz, pp->angle.ang.asbuild(), CHEMBOMB_VELOCITY); wp = &actorNew->s(); wu = actorNew->u(); // don't throw it as far if crawling if (TEST(pp->Flags, PF_CRAWLING)) { wp->xvel -= DIV4(wp->xvel); } // wu->RotNum = 5; SET(wu->Flags, SPR_XFLIP_TOGGLE); SetOwner(pp->Actor(), actorNew); wp->yrepeat = 32; wp->xrepeat = 32; wp->shade = -15; wu->WeaponNum = u->WeaponNum; wu->Radius = 200; wu->ceiling_dist = Z(3); wu->floor_dist = Z(3); wu->Counter = 0; SET(wp->cstat, CSTAT_SPRITE_YCENTER); SET(wp->cstat, CSTAT_SPRITE_BLOCK); if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp)) SET(wu->Flags, SPR_UNDERWATER); wp->zvel = -pp->horizon.horiz.asq16() >> 9; // //DSPRINTF(ds,"horiz %d, ho %d, ho+ho %d", pp->horizon.horiz.asbuild(), pp->horizon.horizoff.asbuild(), // pp->horizon.horizoff.asbuild() + pp->horizon.horiz.asbuild()); // MONO_PRINT(ds); auto psp = &pp->Actor()->s(); oclipdist = psp->clipdist; psp->clipdist = 0; wp->clipdist = 0; // wp->ang = NORM_ANGLE(wp->ang - 512); // HelpMissileLateral(actorNew, 800); // wp->ang = NORM_ANGLE(wp->ang + 512); MissileSetPos(actorNew, DoChemBomb, 1000); psp->clipdist = uint8_t(oclipdist); wp->clipdist = 80L >> 2; wu->xchange = MOVEx(wp->xvel, wp->ang); wu->ychange = MOVEy(wp->xvel, wp->ang); wu->zchange = wp->zvel >> 1; // adjust xvel according to player velocity wu->xchange += pp->xvect >> 14; wu->ychange += pp->yvect >> 14; // Smoke will come out for this many seconds wu->WaitTics = CHEMTICS; return 0; } int InitSpriteChemBomb(DSWActor* actor) { USERp u = actor->u(); USERp wu; SPRITEp sp = &actor->s(), wp; int nx, ny, nz; PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler); nx = sp->x; ny = sp->y; nz = sp->z; // Spawn a shot // Inserting and setting up variables auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, sp->sectnum, nx, ny, nz, sp->ang, CHEMBOMB_VELOCITY); wp = &actorNew->s(); wu = actorNew->u(); SET(wu->Flags, SPR_XFLIP_TOGGLE); SetOwner(actor, actorNew); wp->yrepeat = 32; wp->xrepeat = 32; wp->shade = -15; wu->WeaponNum = u->WeaponNum; wu->Radius = 200; wu->ceiling_dist = Z(3); wu->floor_dist = Z(3); wu->Counter = 0; SET(wp->cstat, CSTAT_SPRITE_YCENTER); SET(wp->cstat, CSTAT_SPRITE_BLOCK); wp->zvel = short(-RandomRange(100) * HORIZ_MULT); wp->clipdist = 80L >> 2; wu->xchange = MOVEx(wp->xvel, wp->ang); wu->ychange = MOVEy(wp->xvel, wp->ang); wu->zchange = wp->zvel >> 1; // Smoke will come out for this many seconds wu->WaitTics = CHEMTICS; return 0; } int InitChemBomb(DSWActor* actor) { SPRITEp sp = &actor->s(); USERp u = actor->u(); USERp wu; SPRITEp wp; int nx, ny, nz; // Need to make it take away from inventory weapon list // PlayerUpdateAmmo(pp, u->WeaponNum, -1); nx = sp->x; ny = sp->y; nz = sp->z; // Spawn a shot // Inserting and setting up variables auto actorNew = SpawnActor(STAT_MISSILE, MUSHROOM_CLOUD, s_ChemBomb, sp->sectnum, nx, ny, nz, sp->ang, CHEMBOMB_VELOCITY); wp = &actorNew->s(); wu = actorNew->u(); SET(wu->Flags, SPR_XFLIP_TOGGLE); SetOwner(GetOwner(actor), actorNew); wp->yrepeat = 32; wp->xrepeat = 32; wp->shade = -15; wu->Radius = 200; wu->ceiling_dist = Z(3); wu->floor_dist = Z(3); wu->Counter = 0; SET(wp->cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE); // Make nuke radiation // invis. RESET(wp->cstat, CSTAT_SPRITE_BLOCK); if (SpriteInUnderwaterArea(wp)) SET(wu->Flags, SPR_UNDERWATER); wp->zvel = short(-RandomRange(100) * HORIZ_MULT); wp->clipdist = 0; if (u->ID == MUSHROOM_CLOUD || u->ID == 3121 || u->ID == SUMO_RUN_R0) // 3121 == GRENADE_EXP { wu->xchange = 0; wu->ychange = 0; wu->zchange = 0; wp->xvel = wp->yvel = wp->zvel = 0; // Smoke will come out for this many seconds wu->WaitTics = 40*120; } else { wu->xchange = MOVEx(wp->xvel, wp->ang); wu->ychange = MOVEy(wp->xvel, wp->ang); wu->zchange = wp->zvel >> 1; // Smoke will come out for this many seconds wu->WaitTics = 3*120; } return 0; } ////////////////////////////////////////////// // // Inventory Flash Bombs // ////////////////////////////////////////////// int PlayerInitFlashBomb(PLAYERp pp) { unsigned int stat; int dist, tx, ty, tmin; short damage; SPRITEp sp = &pp->Actor()->s(), hp; USERp hu; PlaySound(DIGI_GASPOP, pp, v3df_dontpan | v3df_doppler); // Set it just a little to let player know what he just did SetFadeAmt(pp, -30, 1); // White flash for (stat = 0; stat < SIZ(StatDamageList); stat++) { SWStatIterator it(StatDamageList[stat]); while (auto itActor = it.Next()) { hp = &itActor->s(); hu = itActor->u(); if (itActor == pp->Actor()) break; DISTANCE(hp->x, hp->y, sp->x, sp->y, dist, tx, ty, tmin); if (dist > 16384) // Flash radius continue; if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK)) continue; if (!FAFcansee(hp->x, hp->y, hp->z, hp->sectnum, sp->x, sp->y, sp->z - SPRITEp_SIZE_Z(sp), sp->sectnum)) continue; damage = GetDamage(itActor->GetSpriteIndex(), pp->PlayerSprite, DMG_FLASHBOMB); if (hu->sop_parent) { break; } else if (hu->PlayerP) { // if(hu->PlayerP->NightVision) // { // SetFadeAmt(hu->PlayerP, -200, 1); // Got him with night vision on! // PlayerUpdateHealth(hu->PlayerP, -15); // Hurt eyes // }else if (damage < -70) { int choosesnd = 0; choosesnd = RandomRange(MAX_PAIN); PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp); } SetFadeAmt(hu->PlayerP, damage, 1); // White flash } else { ActorPain(itActor->GetSpriteIndex()); SpawnFlashBombOnActor(itActor); } } } return 0; } int InitFlashBomb(DSWActor* actor) { SPRITEp sp = &actor->s(); int i; unsigned int stat; int dist, tx, ty, tmin; short damage; SPRITEp hp; USERp hu; PLAYERp pp = Player + screenpeek; PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler); for (stat = 0; stat < SIZ(StatDamageList); stat++) { SWStatIterator it(StatDamageList[stat]); while (auto itActor = it.Next()) { hp = &itActor->s(); hu = itActor->u(); DISTANCE(hp->x, hp->y, sp->x, sp->y, dist, tx, ty, tmin); if (dist > 16384) // Flash radius continue; if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK)) continue; if (!FAFcansee(hp->x, hp->y, hp->z, hp->sectnum, sp->x, sp->y, sp->z - SPRITEp_SIZE_Z(sp), sp->sectnum)) continue; damage = GetDamage(itActor->GetSpriteIndex(), actor->GetSpriteIndex(), DMG_FLASHBOMB); if (hu->sop_parent) { break; } else if (hu->PlayerP) { if (damage < -70) { int choosesnd = 0; choosesnd = RandomRange(MAX_PAIN); PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp); } SetFadeAmt(hu->PlayerP, damage, 1); // White flash } else { if (itActor != actor) { ActorPain(itActor->GetSpriteIndex()); SpawnFlashBombOnActor(itActor); } } } } return 0; } // This is a sneaky function to make actors look blinded by flashbomb while using flaming code void SpawnFlashBombOnActor(DSWActor* actor) { if (!actor->hasU()) return; SPRITEp sp = &actor->s(); USERp u = actor->u(); // Forget about burnable sprites if (TEST(sp->extra, SPRX_BURNABLE)) return; if (actor != nullptr) { if (u->flameActor != nullptr) { int sizez = (SPRITEp_SIZE_Z(sp) * 5) >> 2; auto np = &u->flameActor->s(); auto nu = u->flameActor->u(); if (nu->Counter >= SPRITEp_SIZE_Z_2_YREPEAT(np, sizez)) { // keep flame only slightly bigger than the enemy itself nu->Counter = SPRITEp_SIZE_Z_2_YREPEAT(np, sizez) * 2; } else { // increase max size nu->Counter += SPRITEp_SIZE_Z_2_YREPEAT(np, 8 << 8) * 2; } // Counter is max size if (nu->Counter >= 230) { // this is far too big nu->Counter = 230; } if (nu->WaitTics < 2 * 120) nu->WaitTics = 2 * 120; // allow it to grow again return; } } auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_FLAMES, s_FireballFlames, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 0); auto np = &actorNew->s(); auto nu = actor->u(); if (u->flameActor != nullptr) u->flameActor = actorNew; np->xrepeat = 16; np->yrepeat = 16; if (u->flameActor != nullptr) { nu->Counter = SPRITEp_SIZE_Z_2_YREPEAT(np, SPRITEp_SIZE_Z(sp) >> 1) * 4; } else nu->Counter = 0; // max flame size np->shade = -40; SET(np->cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE); RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); nu->Radius = 200; if (u->flameActor != nullptr) { SetAttach(actor, actorNew); } return; } ////////////////////////////////////////////// // // Inventory Caltrops // ////////////////////////////////////////////// int PlayerInitCaltrops(PLAYERp pp) { USERp u = pp->Actor()->u(); USERp wu; SPRITEp wp; int nx, ny, nz; short oclipdist; PlaySound(DIGI_THROW, pp, v3df_dontpan | v3df_doppler); if (pp->cursectnum < 0) return 0; nx = pp->posx; ny = pp->posy; nz = pp->posz + pp->bob_z + Z(8); auto spawnedActor = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursectnum, nx, ny, nz, pp->angle.ang.asbuild(), (CHEMBOMB_VELOCITY + RandomRange(CHEMBOMB_VELOCITY)) / 2); wp = &spawnedActor->s(); wu = spawnedActor->u(); // don't throw it as far if crawling if (TEST(pp->Flags, PF_CRAWLING)) { wp->xvel -= DIV4(wp->xvel); } SET(wu->Flags, SPR_XFLIP_TOGGLE); SetOwner(pp->Actor(), spawnedActor); wp->yrepeat = 64; wp->xrepeat = 64; wp->shade = -15; wu->WeaponNum = u->WeaponNum; wu->Radius = 200; wu->ceiling_dist = Z(3); wu->floor_dist = Z(3); wu->Counter = 0; // SET(wp->cstat, CSTAT_SPRITE_BLOCK); if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp)) SET(wu->Flags, SPR_UNDERWATER); // They go out at different angles // wp->ang = NORM_ANGLE(pp->angle.ang.asbuild() + (RandomRange(50) - 25)); wp->zvel = -pp->horizon.horiz.asq16() >> 9; auto psp = &pp->Actor()->s(); oclipdist = psp->clipdist; psp->clipdist = 0; wp->clipdist = 0; MissileSetPos(spawnedActor, DoCaltrops, 1000); psp->clipdist = uint8_t(oclipdist); wp->clipdist = 80L >> 2; wu->xchange = MOVEx(wp->xvel, wp->ang); wu->ychange = MOVEy(wp->xvel, wp->ang); wu->zchange = wp->zvel >> 1; // adjust xvel according to player velocity wu->xchange += pp->xvect >> 14; wu->ychange += pp->yvect >> 14; SetupSpriteForBreak(spawnedActor); // Put Caltrops in the break queue return 0; } int InitCaltrops(DSWActor* actor) { SPRITEp sp = &actor->s(); USERp u = actor->u(); USERp wu; SPRITEp wp; int nx, ny, nz; PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler); nx = sp->x; ny = sp->y; nz = sp->z; // Spawn a shot // Inserting and setting up variables auto spawnedActor = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, sp->sectnum, nx, ny, nz, sp->ang, CHEMBOMB_VELOCITY / 2); wp = &spawnedActor->s(); wu = spawnedActor->u(); SET(wu->Flags, SPR_XFLIP_TOGGLE); SetOwner(actor, spawnedActor); wp->yrepeat = 64; wp->xrepeat = 64; wp->shade = -15; // !FRANK - clipbox must be <= weapon otherwise can clip thru walls wp->clipdist = sp->clipdist; wu->WeaponNum = u->WeaponNum; wu->Radius = 200; wu->ceiling_dist = Z(3); wu->floor_dist = Z(3); wu->Counter = 0; wp->zvel = short(-RandomRange(100) * HORIZ_MULT); // wp->clipdist = 80L>>2; wu->xchange = MOVEx(wp->xvel, wp->ang); wu->ychange = MOVEy(wp->xvel, wp->ang); wu->zchange = wp->zvel >> 1; SetupSpriteForBreak(spawnedActor); // Put Caltrops in the break queue return 0; } int InitPhosphorus(DSWActor* actor) { SPRITEp sp = &actor->s(); USERp u = actor->u(); USERp wu; SPRITEp wp; int nx, ny, nz; short daang; PlaySound(DIGI_FIREBALL1, actor, v3df_follow); nx = sp->x; ny = sp->y; nz = sp->z; daang = NORM_ANGLE(RandomRange(2048)); // Spawn a shot // Inserting and setting up variables auto actorNew = SpawnActor(STAT_SKIP4, FIREBALL1, s_Phosphorus, sp->sectnum, nx, ny, nz, daang, CHEMBOMB_VELOCITY/3); wp = &actorNew->s(); wu = actorNew->u(); wp->hitag = LUMINOUS; // Always full brightness SET(wu->Flags, SPR_XFLIP_TOGGLE); // !Frank - don't do translucent SET(wp->cstat, CSTAT_SPRITE_YCENTER); // SET(wp->cstat, CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_YCENTER); wp->shade = -128; wp->yrepeat = 64; wp->xrepeat = 64; wp->shade = -15; // !FRANK - clipbox must be <= weapon otherwise can clip thru walls if (sp->clipdist > 0) wp->clipdist = sp->clipdist-1; else wp->clipdist = sp->clipdist; wu->WeaponNum = u->WeaponNum; wu->Radius = 600; wu->ceiling_dist = Z(3); wu->floor_dist = Z(3); wu->Counter = 0; wp->zvel = short(-RandomRange(100) * HORIZ_MULT); wu->xchange = MOVEx(wp->xvel, wp->ang); wu->ychange = MOVEy(wp->xvel, wp->ang); wu->zchange = (wp->zvel >> 1); return 0; } int InitBloodSpray(DSWActor* actor, bool dogib, short velocity) { SPRITEp sp = &actor->s(); USERp u = actor->u(); USERp wu; SPRITEp wp; int nx, ny, nz; short i, cnt, ang, vel, rnd; if (dogib) cnt = RandomRange(3)+1; else cnt = 1; //if(dogib) // { rnd = RandomRange(1000); if (rnd > 650) PlaySound(DIGI_GIBS1, actor, v3df_none); else if (rnd > 350) PlaySound(DIGI_GIBS2, actor, v3df_none); else PlaySound(DIGI_GIBS3, actor, v3df_none); // } ang = sp->ang; vel = velocity; for (i=0; ix; ny = sp->y; nz = SPRITEp_TOS(sp)-20; // Spawn a shot auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_BloodSprayChunk, sp->sectnum, nx, ny, nz, ang, vel*2); wp = &actorNew->s(); wu = actorNew->u(); SET(wu->Flags, SPR_XFLIP_TOGGLE); if (dogib) SET(wp->cstat, CSTAT_SPRITE_YCENTER); else SET(wp->cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE); wp->shade = -12; SetOwner(actor, actorNew); wp->yrepeat = 64-RandomRange(35); wp->xrepeat = 64-RandomRange(35); wp->shade = -15; wp->clipdist = sp->clipdist; wu->WeaponNum = u->WeaponNum; wu->Radius = 600; wu->ceiling_dist = Z(3); wu->floor_dist = Z(3); wu->Counter = 0; wp->zvel = short((-10 - RandomRange(50)) * HORIZ_MULT); wu->xchange = MOVEx(wp->xvel, wp->ang); wu->ychange = MOVEy(wp->xvel, wp->ang); wu->zchange = wp->zvel >> 1; if (!GlobalSkipZrange) DoActorZrange(actorNew); } return 0; } int BloodSprayFall(DSWActor* actor) { actor->s().z += 1500; return 0; } ////////////////// DEATHFLAG! //////////////////////////////////////////////////////////////// // Rules: Run to an enemy flag, run over it an it will stick to you. // The goal is to run the enemy's flag back to your startpoint. // If an enemy flag touches a friendly start sector, then the opposing team explodes and // your team wins and the level restarts. // Once you pick up a flag, you have 30 seconds to score, otherwise, the flag detonates // an explosion, killing you and anyone in the vicinity, and you don't score. ////////////////////////////////////////////////////////////////////////////////////////////// // Update the scoreboard for team color that just scored. void DoFlagScore(int16_t pal) { SPRITEp sp; SWStatIterator it(STAT_DEFAULT); while (auto actor = it.Next()) { sp = &actor->s(); if (sp->picnum < 1900 || sp->picnum > 1999) continue; if (sp->pal == pal) sp->picnum++; // Increment the counter if (sp->picnum > 1999) sp->picnum = 1900; // Roll it over if you must } } DSWActor* DoFlagRangeTest(DSWActor* actor, int range) { SPRITEp wp = &actor->s(); SPRITEp sp; unsigned int stat; int dist, tx, ty; int tmin; for (stat = 0; stat < SIZ(StatDamageList); stat++) { SWStatIterator it(StatDamageList[stat]); while (auto itActor = it.Next()) { sp = &itActor->s(); DISTANCE(sp->x, sp->y, wp->x, wp->y, dist, tx, ty, tmin); if (dist > range) continue; if (actor == itActor) continue; if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK)) continue; if (!TEST(sp->extra, SPRX_PLAYER_OR_ENEMY)) continue; if (!FAFcansee(sp->x, sp->y, sp->z, sp->sectnum, wp->x, wp->y, wp->z, wp->sectnum)) continue; dist = FindDistance3D(wp->x - sp->x, wp->y - sp->y, wp->z - sp->z); if (dist > range) continue; return itActor; } } return nullptr; } int DoCarryFlag(DSWActor* actor) { USER* u = actor->u(); SPRITEp sp = &actor->s(); const int FLAG_DETONATE_STATE = 99; auto fown = u->flagOwnerActor; if (!fown) return 0; SPRITEp fp = &fown->s(); USERp fu = fown->u(); // if no Owner then die if (u->attachActor != nullptr) { SPRITEp ap = &u->attachActor->s(); vec3_t pos = { ap->x, ap->y, SPRITEp_MID(ap) }; SetActorZ(actor, &pos); sp->ang = NORM_ANGLE(ap->ang + 1536); } // not activated yet if (!TEST(u->Flags, SPR_ACTIVE)) { if ((u->WaitTics -= (MISSILEMOVETICS * 2)) > 0) return false; // activate it u->WaitTics = SEC(30); // You have 30 seconds to get it to // scorebox u->Counter2 = 0; SET(u->Flags, SPR_ACTIVE); } // limit the number of times DoFlagRangeTest is called u->Counter++; if (u->Counter > 1) u->Counter = 0; if (!u->Counter) { // not already in detonate state if (u->Counter2 < FLAG_DETONATE_STATE) { SPRITEp ap = &u->attachActor->s(); USERp au = u->attachActor->u(); if (!au || au->Health <= 0) { u->Counter2 = FLAG_DETONATE_STATE; u->WaitTics = SEC(1) / 2; } // if in score box, score. if (sector[ap->sectnum].hitag == 9000 && sector[ap->sectnum].lotag == ap->pal && ap->pal != sp->pal) { if (fown != nullptr) { if (fp->lotag) // Trigger everything if there is a lotag DoMatchEverything(nullptr, fp->lotag, ON); } if (!TEST_BOOL1(fp)) { PlaySound(DIGI_BIGITEM, u->attachActor, v3df_none); DoFlagScore(ap->pal); if (SP_TAG5(fp) > 0) { fu->filler++; if (fu->filler >= SP_TAG5(fp)) { fu->filler = 0; DoMatchEverything(nullptr, SP_TAG6(fp), ON); } } } SetSuicide(actor); // Kill the flag, you scored! } } else { // Time's up! Move directly to detonate state u->Counter2 = FLAG_DETONATE_STATE; u->WaitTics = SEC(1) / 2; } } u->WaitTics -= (MISSILEMOVETICS * 2); switch (u->Counter2) { case 0: if (u->WaitTics < SEC(30)) { PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan); u->Counter2++; } break; case 1: if (u->WaitTics < SEC(20)) { PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan); u->Counter2++; } break; case 2: if (u->WaitTics < SEC(10)) { PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan); u->Counter2++; } break; case 3: if (u->WaitTics < SEC(5)) { PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan); u->Counter2++; } break; case 4: if (u->WaitTics < SEC(4)) { PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan); u->Counter2++; } break; case 5: if (u->WaitTics < SEC(3)) { PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan); u->Counter2++; } break; case 6: if (u->WaitTics < SEC(2)) { PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan); u->Counter2 = FLAG_DETONATE_STATE; } break; case FLAG_DETONATE_STATE: // start frantic beeping PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan); u->Counter2++; break; case FLAG_DETONATE_STATE + 1: SpawnGrenadeExp(actor->GetSpriteIndex()); SetSuicide(actor); return false; break; } return false; } int DoCarryFlagNoDet(DSWActor* actor) { USER* u = actor->u(); SPRITEp sp = &actor->s(); SPRITEp ap = &u->attachActor->s(); USERp au = u->attachActor->u(); auto fown = u->flagOwnerActor; if (!fown) return 0; SPRITEp fp = &fown->s(); USERp fu = fown->u(); if (u->flagOwnerActor != nullptr) fu->WaitTics = 30 * 120; // Keep setting respawn tics so it won't respawn // if no Owner then die if (u->attachActor != nullptr) { SPRITEp ap = &u->attachActor->s(); vec3_t pos = { ap->x, ap->y, SPRITEp_MID(ap) }; SetActorZ(actor, &pos); sp->ang = NORM_ANGLE(ap->ang + 1536); sp->z = ap->z - DIV2(SPRITEp_SIZE_Z(ap)); } if (!au || au->Health <= 0) { if (u->flagOwnerActor != nullptr) fu->WaitTics = 0; // Tell it to respawn SetSuicide(actor); return false; } // if in score box, score. if (sector[ap->sectnum].hitag == 9000 && sector[ap->sectnum].lotag == ap->pal && ap->pal != sp->pal) { if (u->flagOwnerActor != nullptr) { if (fp->lotag) // Trigger everything if there is a lotag DoMatchEverything(nullptr, fp->lotag, ON); fu->WaitTics = 0; // Tell it to respawn } if (!TEST_BOOL1(fp)) { PlaySound(DIGI_BIGITEM, u->attachActor, v3df_none); DoFlagScore(ap->pal); if (SP_TAG5(fp) > 0) { fu->filler++; if (fu->filler >= SP_TAG5(fp)) { fu->filler = 0; DoMatchEverything(nullptr, SP_TAG6(fp), ON); } } } SetSuicide(actor); // Kill the flag, you scored! } return false; } int SetCarryFlag(DSWActor* actor) { SPRITEp sp = &actor->s(); USERp u = actor->u(); // stuck SET(u->Flags, SPR_BOUNCE); // not yet active for 1 sec // RESET(u->Flags, SPR_ACTIVE); // u->WaitTics = SEC(3); SET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); u->Counter = 0; change_actor_stat(actor, STAT_ITEM); if (sp->hitag == 1) ChangeState(actor, s_CarryFlagNoDet); else ChangeState(actor, s_CarryFlag); return false; } int DoFlag(DSWActor* actor) { USER* u = actor->u(); SPRITEp sp = &actor->s(); auto hitActor = DoFlagRangeTest(actor, 1000); if (hitActor) { SPRITEp hsp = &hitActor->s(); SetCarryFlag(actor); // check to see if sprite is player or enemy if (TEST(hsp->extra, SPRX_PLAYER_OR_ENEMY)) { // attach weapon to sprite RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); SetAttach(hitActor, actor); u->sz = hsp->z - DIV2(SPRITEp_SIZE_Z(hsp)); } } return false; } int SpawnShell(DSWActor* actor, int ShellNum) { USERp u = actor->u(); USERp wu; SPRITEp sp = &actor->s(), wp; int nx, ny, nz; short id=0,velocity=0; STATEp p=nullptr; extern STATE s_UziShellShrap[]; extern STATE s_ShotgunShellShrap[]; nx = sp->x; ny = sp->y; nz = DIV2(SPRITEp_TOS(sp)+ SPRITEp_BOS(sp)); switch (ShellNum) { case -2: case -3: id = UZI_SHELL; p = s_UziShellShrap; velocity = 1500 + RandomRange(1000); break; case -4: id = SHOT_SHELL; p = s_ShotgunShellShrap; velocity = 2000 + RandomRange(1000); break; } auto actorNew = SpawnActor(STAT_SKIP4, id, p, sp->sectnum, nx, ny, nz, sp->ang, 64); wp = &actorNew->s(); wu = actorNew->u(); wp->zvel = -(velocity); if (u->PlayerP) { wp->z += xs_CRoundToInt(-MulScaleF(u->PlayerP->horizon.horiz.asq16(), HORIZ_MULT / 3., 16)); } switch (wu->ID) { case UZI_SHELL: wp->z -= Z(13); if (ShellNum == -3) { wp->ang = sp->ang; HelpMissileLateral(actorNew,2500); wp->ang = NORM_ANGLE(wp->ang-512); HelpMissileLateral(actorNew,1000); // Was 1500 wp->ang = NORM_ANGLE(wp->ang+712); } else { wp->ang = sp->ang; HelpMissileLateral(actorNew,2500); wp->ang = NORM_ANGLE(wp->ang+512); HelpMissileLateral(actorNew,1500); wp->ang = NORM_ANGLE(wp->ang-128); } wp->ang += (RANDOM_P2(128<<5)>>5) - DIV2(128); wp->ang = NORM_ANGLE(wp->ang); // Set the shell number wu->ShellNum = ShellCount; wp->yrepeat = wp->xrepeat = 13; break; case SHOT_SHELL: wp->z -= Z(13); wp->ang = sp->ang; HelpMissileLateral(actorNew,2500); wp->ang = NORM_ANGLE(wp->ang+512); HelpMissileLateral(actorNew,1300); wp->ang = NORM_ANGLE(wp->ang-128-64); wp->ang += (RANDOM_P2(128<<5)>>5) - DIV2(128); wp->ang = NORM_ANGLE(wp->ang); // Set the shell number wu->ShellNum = ShellCount; wp->yrepeat = wp->xrepeat = 18; break; } SetOwner(actor, actorNew); wp->shade = -15; wu->ceiling_dist = Z(1); wu->floor_dist = Z(1); wu->Counter = 0; SET(wp->cstat, CSTAT_SPRITE_YCENTER); RESET(wp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); RESET(wu->Flags, SPR_BOUNCE|SPR_UNDERWATER); // Make em' bounce wu->xchange = MOVEx(wp->xvel, wp->ang); wu->ychange = MOVEy(wp->xvel, wp->ang); wu->zchange = wp->zvel; //if (TEST(u->PlayerP->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp)) // SET(wu->Flags, SPR_UNDERWATER); wu->jump_speed = 200; wu->jump_speed += RandomRange(400); wu->jump_speed = -wu->jump_speed; DoBeginJump(actor); wu->jump_grav = ACTOR_GRAVITY; return 0; } #include "saveable.h" static saveable_data saveable_jweapon_data[] = { SAVE_DATA(s_BloodSpray), SAVE_DATA(s_PhosphorExp), SAVE_DATA(s_NukeMushroom), SAVE_DATA(s_RadiationCloud), SAVE_DATA(s_ChemBomb), SAVE_DATA(s_Caltrops), SAVE_DATA(s_CaltropsStick), SAVE_DATA(s_CarryFlag), SAVE_DATA(s_CarryFlagNoDet), SAVE_DATA(s_Flag), SAVE_DATA(s_Phosphorus), SAVE_DATA(s_BloodSprayChunk), SAVE_DATA(s_BloodSprayDrip), }; saveable_module saveable_jweapon = { // code nullptr,0, // data saveable_jweapon_data, SIZ(saveable_jweapon_data) }; END_SW_NS