//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2020 - Christoph Oelckers This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms EDuke enhancements integrated: 04/13/2003 - Matt Saettler Note: EDuke source was in transition. Changes are in-progress in the source as it is released. This file contains parts of DukeGDX by Alexander Makarov-[M210] (m210-2007@mail.ru) */ //------------------------------------------------------------------------- #include "ns.h" #include "global.h" #include "names_d.h" #include "serializer.h" #include "dukeactor.h" BEGIN_DUKE_NS //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool ceilingspace_d(sectortype* sectp) { if (sectp && (sectp->ceilingstat & CSTAT_SECTOR_SKY) && sectp->ceilingpal == 0) { switch(sectp->ceilingpicnum) { case MOONSKY1: case BIGORBIT1: return 1; } } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool floorspace_d(sectortype* sectp) { if (sectp && (sectp->floorstat & CSTAT_SECTOR_SKY) && sectp->ceilingpal == 0) { switch(sectp->floorpicnum) { case MOONSKY1: case BIGORBIT1: return 1; } } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void check_fta_sounds_d(DDukeActor* actor) { if (actor->spr.extra > 0) switch (actor->spr.picnum) { case LIZTROOPONTOILET: case LIZTROOPJUSTSIT: case LIZTROOPSHOOT: case LIZTROOPJETPACK: case LIZTROOPDUCKING: case LIZTROOPRUNNING: case LIZTROOP: S_PlayActorSound(PRED_RECOG, actor); break; case LIZMAN: case LIZMANSPITTING: case LIZMANFEEDING: case LIZMANJUMP: S_PlayActorSound(CAPT_RECOG, actor); break; case PIGCOP: case PIGCOPDIVE: S_PlayActorSound(PIG_RECOG, actor); break; case RECON: S_PlayActorSound(RECO_RECOG, actor); break; case DRONE: S_PlayActorSound(DRON_RECOG, actor); break; case COMMANDER: case COMMANDERSTAYPUT: S_PlayActorSound(COMM_RECOG, actor); break; case ORGANTIC: S_PlayActorSound(TURR_RECOG, actor); break; case OCTABRAIN: case OCTABRAINSTAYPUT: S_PlayActorSound(OCTA_RECOG, actor); break; case BOSS1: S_PlaySound(BOS1_RECOG); break; case BOSS2: if (actor->spr.pal == 1) S_PlaySound(BOS2_RECOG); else S_PlaySound(WHIPYOURASS); break; case BOSS3: if (actor->spr.pal == 1) S_PlaySound(BOS3_RECOG); else S_PlaySound(RIPHEADNECK); break; case BOSS4: case BOSS4STAYPUT: if (actor->spr.pal == 1) S_PlaySound(BOS4_RECOG); S_PlaySound(BOSS4_FIRSTSEE); break; case GREENSLIME: S_PlayActorSound(SLIM_RECOG, actor); break; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void addweapon_d(struct player_struct *p, int weapon) { if ( p->gotweapon[weapon] == 0 ) { p->gotweapon[weapon] = true; if (weapon == SHRINKER_WEAPON) p->gotweapon[GROW_WEAPON] = true; } p->random_club_frame = 0; if (p->holster_weapon == 0) { p->weapon_pos = -1; p->last_weapon = p->curr_weapon; } else { p->weapon_pos = 10; p->holster_weapon = 0; p->last_weapon = -1; } p->okickback_pic = p->kickback_pic = 0; p->curr_weapon = weapon; p->wantweaponfire = -1; switch (weapon) { case KNEE_WEAPON: case TRIPBOMB_WEAPON: case HANDREMOTE_WEAPON: case HANDBOMB_WEAPON: break; case SHOTGUN_WEAPON: S_PlayActorSound(SHOTGUN_COCK, p->GetActor()); break; case PISTOL_WEAPON: S_PlayActorSound(INSERT_CLIP, p->GetActor()); break; default: S_PlayActorSound(SELECT_WEAPON, p->GetActor()); break; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool ifsquished(DDukeActor* actor, int p) { if (isRR()) return false; // this function is a no-op in RR's source. bool squishme = false; if (actor->spr.picnum == APLAYER && ud.clipping) return false; auto sectp = actor->spr.sector(); int floorceildist = sectp->floorz - sectp->ceilingz; if (sectp->lotag != ST_23_SWINGING_DOOR) { if (actor->spr.pal == 1) squishme = floorceildist < (32 << 8) && (sectp->lotag & 32768) == 0; else squishme = floorceildist < (12 << 8); } if (squishme) { FTA(QUOTE_SQUISHED, &ps[p]); if (badguy(actor)) actor->spr.xvel = 0; if (actor->spr.pal == 1) { actor->attackertype = SHOTSPARK1; actor->extra = 1; return false; } return true; } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int hp4) { static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC }; if(actor->spr.picnum != SHRINKSPARK && !(actor->spr.picnum == RPG && actor->spr.xrepeat < 11)) { BFSSectorSearch search(actor->spr.sector()); while (auto dasectp = search.GetNext()) { if (((dasectp->ceilingz - actor->spr.pos.Z) >> 8) < r) { auto wal = dasectp->firstWall(); int d = abs(wal->pos.X - actor->spr.pos.X) + abs(wal->pos.Y - actor->spr.pos.Y); if (d < r) fi.checkhitceiling(dasectp); else { auto thirdpoint = wal->point2Wall()->point2Wall(); d = abs(thirdpoint->pos.X - actor->spr.pos.X) + abs(thirdpoint->pos.Y - actor->spr.pos.Y); if (d < r) fi.checkhitceiling(dasectp); } } for (auto& wal : wallsofsector(dasectp)) { if ((abs(wal.pos.X - actor->spr.pos.X) + abs(wal.pos.Y - actor->spr.pos.Y)) < r) { if (wal.twoSided()) { search.Add(wal.nextSector()); } int x1 = (((wal.pos.X + wal.point2Wall()->pos.X) >> 1) + actor->spr.pos.X) >> 1; int y1 = (((wal.pos.Y + wal.point2Wall()->pos.Y) >> 1) + actor->spr.pos.Y) >> 1; sectortype* sect = wal.sectorp(); updatesector(x1, y1, §); if (sect && cansee(x1, y1, actor->spr.pos.Z, sect, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.sector())) fi.checkhitwall(actor, &wal, wal.pos.X, wal.pos.Y, actor->spr.pos.Z, actor->spr.picnum); } } } } int q = -(16 << 8) + (krand() & ((32 << 8) - 1)); auto Owner = actor->GetOwner(); for (int x = 0; x < 7; x++) { DukeStatIterator itj(statlist[x]); while (auto act2 = itj.Next()) { if (isWorldTour() && Owner) { if (Owner->spr.picnum == APLAYER && act2->spr.picnum == APLAYER && ud.coop != 0 && ud.ffire == 0 && Owner != act2) { continue; } if (actor->spr.picnum == FLAMETHROWERFLAME && ((Owner->spr.picnum == FIREFLY && act2->spr.picnum == FIREFLY) || (Owner->spr.picnum == BOSS5 && act2->spr.picnum == BOSS5))) { continue; } } if (x == 0 || x >= 5 || AFLAMABLE(act2->spr.picnum)) { if (actor->spr.picnum != SHRINKSPARK || (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)) if (dist(actor, act2) < r) { if (badguy(act2) && !cansee(act2->spr.pos.X, act2->spr.pos.Y, act2->spr.pos.Z + q, act2->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z + q, actor->spr.sector())) continue; fi.checkhitsprite(act2, actor); } } else if (act2->spr.extra >= 0 && act2 != actor && (act2->spr.picnum == TRIPBOMB || badguy(act2) || act2->spr.picnum == QUEBALL || act2->spr.picnum == STRIPEBALL || (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) || act2->spr.picnum == DUKELYINGDEAD)) { if (actor->spr.picnum == SHRINKSPARK && act2->spr.picnum != SHARK && (act2 == Owner || act2->spr.xrepeat < 24)) { continue; } if (actor->spr.picnum == MORTER && act2 == Owner) { continue; } if (act2->spr.picnum == APLAYER) act2->spr.pos.Z -= gs.playerheight; int d = dist(actor, act2); if (act2->spr.picnum == APLAYER) act2->spr.pos.Z += gs.playerheight; if (d < r && cansee(act2->spr.pos.X, act2->spr.pos.Y, act2->spr.pos.Z - (8 << 8), act2->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - (12 << 8), actor->spr.sector())) { act2->ang = getangle(act2->spr.pos.X - actor->spr.pos.X, act2->spr.pos.Y - actor->spr.pos.Y); if (actor->spr.picnum == RPG && act2->spr.extra > 0) act2->attackertype = RPG; else if (!isWorldTour()) { if (actor->spr.picnum == SHRINKSPARK) act2->attackertype = SHRINKSPARK; else act2->attackertype = RADIUSEXPLOSION; } else { if (actor->spr.picnum == SHRINKSPARK || actor->spr.picnum == FLAMETHROWERFLAME) act2->attackertype = actor->spr.picnum; else if (actor->spr.picnum != FIREBALL || !Owner || Owner->spr.picnum != APLAYER) { if (actor->spr.picnum == LAVAPOOL) act2->attackertype = FLAMETHROWERFLAME; else act2->attackertype = RADIUSEXPLOSION; } else act2->attackertype = FLAMETHROWERFLAME; } if (actor->spr.picnum != SHRINKSPARK && (!isWorldTour() || actor->spr.picnum != LAVAPOOL)) { if (d < r / 3) { if (hp4 == hp3) hp4++; act2->extra = hp3 + (krand() % (hp4 - hp3)); } else if (d < 2 * r / 3) { if (hp3 == hp2) hp3++; act2->extra = hp2 + (krand() % (hp3 - hp2)); } else if (d < r) { if (hp2 == hp1) hp2++; act2->extra = hp1 + (krand() % (hp2 - hp1)); } if (act2->spr.picnum != TANK && act2->spr.picnum != ROTATEGUN && act2->spr.picnum != RECON && !bossguy(act2)) { if (act2->spr.xvel < 0) act2->spr.xvel = 0; act2->spr.xvel += (actor->spr.extra << 2); } if (gs.actorinfo[act2->spr.picnum].flags & SFLAG_HITRADIUSCHECK) fi.checkhitsprite(act2, actor); } else if (actor->spr.extra == 0) act2->extra = 0; if (act2->spr.picnum != RADIUSEXPLOSION && Owner && Owner->spr.statnum < MAXSTATUS) { if (act2->spr.picnum == APLAYER) { int p = act2->spr.yvel; if (isWorldTour() && act2->attackertype == FLAMETHROWERFLAME && Owner->spr.picnum == APLAYER) { ps[p].numloogs = -1 - actor->spr.yvel; } if (ps[p].newOwner != nullptr) { clearcamera(&ps[p]); } } act2->SetHitOwner(actor->GetOwner()); } } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int movesprite_ex_d(DDukeActor* actor, int xchange, int ychange, int zchange, unsigned int cliptype, Collision &result) { int clipdist; int bg = badguy(actor); if (actor->spr.statnum == 5 || (bg && actor->spr.xrepeat < 4)) { actor->spr.pos.X += (xchange * TICSPERFRAME) >> 2; actor->spr.pos.Y += (ychange * TICSPERFRAME) >> 2; actor->spr.pos.Z += (zchange * TICSPERFRAME) >> 2; if (bg) SetActor(actor, actor->spr.pos); return result.setNone(); } auto dasectp = actor->spr.sector(); vec3_t pos = actor->spr.pos; pos.Z -= ((tileHeight(actor->spr.picnum) * actor->spr.yrepeat) << 1); if (bg) { if (actor->spr.xrepeat > 60) clipmove(pos, &dasectp, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 1024, (4 << 8), (4 << 8), cliptype, result); else { if (actor->spr.picnum == LIZMAN) clipdist = 292; else if (actorflag(actor, SFLAG_BADGUY)) clipdist = actor->spr.clipdist << 2; else clipdist = 192; clipmove(pos, &dasectp, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), clipdist, (4 << 8), (4 << 8), cliptype, result); } // conditional code from hell... if (dasectp == nullptr || (dasectp != nullptr && ((actor->actorstayput != nullptr && actor->actorstayput != dasectp) || ((actor->spr.picnum == BOSS2) && actor->spr.pal == 0 && dasectp->lotag != 3) || ((actor->spr.picnum == BOSS1 || actor->spr.picnum == BOSS2) && dasectp->lotag == ST_1_ABOVE_WATER) || (dasectp->lotag == ST_1_ABOVE_WATER && (actor->spr.picnum == LIZMAN || (actor->spr.picnum == LIZTROOP && actor->spr.zvel == 0))) )) ) { if (dasectp && dasectp->lotag == ST_1_ABOVE_WATER && actor->spr.picnum == LIZMAN) actor->spr.ang = (krand()&2047); else if ((actor->temp_data[0]&3) == 1 && actor->spr.picnum != COMMANDER) actor->spr.ang = (krand()&2047); SetActor(actor,actor->spr.pos); if (dasectp == nullptr) dasectp = §or[0]; return result.setSector(dasectp); } if ((result.type == kHitWall || result.type == kHitSprite) && (actor->cgg == 0)) actor->spr.ang += 768; } else { if (actor->spr.statnum == STAT_PROJECTILE) clipmove(pos, &dasectp, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 8, (4 << 8), (4 << 8), cliptype, result); else clipmove(pos, &dasectp, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), (int)(actor->spr.clipdist << 2), (4 << 8), (4 << 8), cliptype, result); } actor->spr.pos.X = pos.X; actor->spr.pos.Y = pos.Y; if (dasectp != nullptr) if (dasectp != actor->spr.sector()) ChangeActorSect(actor, dasectp); int daz = actor->spr.pos.Z + ((zchange * TICSPERFRAME) >> 3); if ((daz > actor->ceilingz) && (daz <= actor->floorz)) actor->spr.pos.Z = daz; else if (result.type == kHitNone) return result.setSector(dasectp); return result.type; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void lotsofmoney_d(DDukeActor *actor, int n) { lotsofstuff(actor, n, MONEY); } void lotsofmail_d(DDukeActor *actor, int n) { lotsofstuff(actor, n, MAIL); } void lotsofpaper_d(DDukeActor *actor, int n) { lotsofstuff(actor, n, PAPER); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void guts_d(DDukeActor* actor, int gtype, int n, int p) { int gutz, floorz; int j; int sx, sy; uint8_t pal; if (badguy(actor) && actor->spr.xrepeat < 16) sx = sy = 8; else sx = sy = 32; gutz = actor->spr.pos.Z - (8 << 8); floorz = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); if (gutz > (floorz - (8 << 8))) gutz = floorz - (8 << 8); gutz += gs.actorinfo[actor->spr.picnum].gutsoffset; if (badguy(actor) && actor->spr.pal == 6) pal = 6; else if (actor->spr.picnum != LIZTROOP) // EDuke32 transfers the palette unconditionally, I'm not sure that's such a good idea. pal = 0; else pal = actor->spr.pal; for (j = 0; j < n; j++) { // RANDCORRECT version from RR. int a = krand() & 2047; int r1 = krand(); int r2 = krand(); int r3 = krand(); int r4 = krand(); int r5 = krand(); // TRANSITIONAL: owned by a player??? auto spawned = EGS(actor->spr.sector(), actor->spr.pos.X + (r5 & 255) - 128, actor->spr.pos.Y + (r4 & 255) - 128, gutz - (r3 & 8191), gtype, -32, sx, sy, a, 48 + (r2 & 31), -512 - (r1 & 2047), ps[p].GetActor(), 5); if (spawned) { if (spawned->spr.picnum == JIBS2) { spawned->spr.xrepeat >>= 2; spawned->spr.yrepeat >>= 2; } if (pal != 0) spawned->spr.pal = pal; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movefta_d(void) { int x, px, py, sx, sy; int p; sectortype* psect, *ssect; int j; DukeStatIterator iti(STAT_ZOMBIEACTOR); while (auto act = iti.Next()) { p = findplayer(act, &x); ssect = psect = act->spr.sector(); auto pa = ps[p].GetActor(); if (pa->spr.extra > 0) { if (x < 30000) { act->timetosleep++; if (act->timetosleep >= (x >> 8)) { if (badguy(act)) { px = ps[p].opos.X + 64 - (krand() & 127); py = ps[p].opos.Y + 64 - (krand() & 127); updatesector(px, py, &psect); if (psect == nullptr) { continue; } sx = act->spr.pos.X + 64 - (krand() & 127); sy = act->spr.pos.Y + 64 - (krand() & 127); updatesector(px, py, &ssect); if (ssect == nullptr) { continue; } int r1 = krand(); int r2 = krand(); j = cansee(sx, sy, act->spr.pos.Z - (r2 % (52 << 8)), act->spr.sector(), px, py, ps[p].opos.Z - (r1 % (32 << 8)), ps[p].cursector); } else { int r1 = krand(); int r2 = krand(); j = cansee(act->spr.pos.X, act->spr.pos.Y, act->spr.pos.Z - ((r2 & 31) << 8), act->spr.sector(), ps[p].opos.X, ps[p].opos.Y, ps[p].opos.Z - ((r1 & 31) << 8), ps[p].cursector); } if (j) switch(act->spr.picnum) { case RUBBERCAN: case EXPLODINGBARREL: case WOODENHORSE: case HORSEONSIDE: case CANWITHSOMETHING: case CANWITHSOMETHING2: case CANWITHSOMETHING3: case CANWITHSOMETHING4: case FIREBARREL: case FIREVASE: case NUKEBARREL: case NUKEBARRELDENTED: case NUKEBARRELLEAKED: case TRIPBOMB: if (act->spr.sector()->ceilingstat & CSTAT_SECTOR_SKY) act->spr.shade = act->spr.sector()->ceilingshade; else act->spr.shade = act->spr.sector()->floorshade; act->timetosleep = 0; ChangeActorStat(act, STAT_STANDABLE); break; default: act->timetosleep = 0; check_fta_sounds_d(act); ChangeActorStat(act, STAT_ACTOR); break; } else act->timetosleep = 0; } } if (badguy(act)) { if (act->spr.sector()->ceilingstat & CSTAT_SECTOR_SKY) act->spr.shade = act->spr.sector()->ceilingshade; else act->spr.shade = act->spr.sector()->floorshade; } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- DDukeActor* ifhitsectors_d(sectortype* sect) { DukeStatIterator it(STAT_MISC); while (auto a1 = it.Next()) { if (a1->spr.picnum == EXPLOSION2 && sect == a1->spr.sector()) return a1; } return nullptr; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int ifhitbyweapon_d(DDukeActor *actor) { int p; auto hitowner = actor->GetHitOwner(); if (actor->extra >= 0) { if (actor->spr.extra >= 0) { if (actor->spr.picnum == APLAYER) { if (ud.god && actor->attackertype != SHRINKSPARK) return -1; p = actor->spr.yvel; if (hitowner && hitowner->spr.picnum == APLAYER && ud.coop == 1 && ud.ffire == 0) return -1; actor->spr.extra -= actor->extra; if (hitowner) { if (actor->spr.extra <= 0 && actor->attackertype != FREEZEBLAST) { actor->spr.extra = 0; ps[p].wackedbyactor = hitowner; if (hitowner->spr.picnum == APLAYER && p != hitowner->PlayerIndex()) { ps[p].frag_ps = hitowner->PlayerIndex(); } actor->SetHitOwner(ps[p].GetActor()); } } switch(actor->attackertype) { case RADIUSEXPLOSION: case RPG: case HYDRENT: case HEAVYHBOMB: case SEENINE: case OOZFILTER: case EXPLODINGBARREL: ps[p].vel.X += actor->extra * bcos(actor->ang, 2); ps[p].posyv += actor->extra * bsin(actor->ang, 2); break; default: ps[p].vel.X += actor->extra * bcos(actor->ang, 1); ps[p].posyv += actor->extra * bsin(actor->ang, 1); break; } } else { if (actor->extra == 0) if (actor->attackertype == SHRINKSPARK && actor->spr.xrepeat < 24) return -1; if (isWorldTour() && actor->attackertype == FIREFLY && actor->spr.xrepeat < 48) { if (actor->attackertype != RADIUSEXPLOSION && actor->attackertype != RPG) return -1; } actor->spr.extra -= actor->extra; auto Owner = actor->GetOwner(); if (actor->spr.picnum != RECON && Owner && Owner->spr.statnum < MAXSTATUS) actor->SetOwner(hitowner); } actor->extra = -1; return actor->attackertype; } } if (ud.multimode < 2 || !isWorldTour() || actor->attackertype != FLAMETHROWERFLAME || actor->extra >= 0 || actor->spr.extra > 0 || actor->spr.picnum != APLAYER || ps[actor->PlayerIndex()].numloogs > 0 || hitowner == nullptr) { actor->extra = -1; return -1; } else { p = actor->PlayerIndex(); actor->spr.extra = 0; ps[p].wackedbyactor = hitowner; if (hitowner->spr.picnum == APLAYER && hitowner != ps[p].GetActor()) ps[p].frag_ps = hitowner->PlayerIndex(); // set the proper player index here - this previously set the sprite index... actor->SetHitOwner(ps[p].GetActor()); actor->extra = -1; return FLAMETHROWERFLAME; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movefallers_d(void) { int j, x; DukeStatIterator iti(STAT_FALLER); while (auto act = iti.Next()) { auto sectp = act->spr.sector(); if (act->temp_data[0] == 0) { act->spr.pos.Z -= (16 << 8); act->temp_data[1] = act->spr.ang; x = act->spr.extra; j = fi.ifhitbyweapon(act); if (j >= 0) { if (j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER) { if (act->spr.extra <= 0) { act->temp_data[0] = 1; DukeStatIterator itj(STAT_FALLER); while (auto a2 = itj.Next()) { if (a2->spr.hitag == act->spr.hitag) { a2->temp_data[0] = 1; a2->spr.cstat &= ~CSTAT_SPRITE_ONE_SIDE; if (a2->spr.picnum == CEILINGSTEAM || a2->spr.picnum == STEAM) a2->spr.cstat |= CSTAT_SPRITE_INVISIBLE; } } } } else { act->extra = 0; act->spr.extra = x; } } act->spr.ang = act->temp_data[1]; act->spr.pos.Z += (16 << 8); } else if (act->temp_data[0] == 1) { if (act->spr.lotag > 0) { act->spr.lotag-=3; if (act->spr.lotag <= 0) { act->spr.xvel = (32 + (krand() & 63)); act->spr.zvel = -(1024 + (krand() & 1023)); } } else { if (act->spr.xvel > 0) { act->spr.xvel -= 8; ssp(act, CLIPMASK0); } if (fi.floorspace(act->spr.sector())) x = 0; else { if (fi.ceilingspace(act->spr.sector())) x = gs.gravity / 6; else x = gs.gravity; } if (act->spr.pos.Z < (sectp->floorz - FOURSLEIGHT)) { act->spr.zvel += x; if (act->spr.zvel > 6144) act->spr.zvel = 6144; act->spr.pos.Z += act->spr.zvel; } if ((sectp->floorz - act->spr.pos.Z) < (16 << 8)) { j = 1 + (krand() & 7); for (x = 0; x < j; x++) RANDOMSCRAP(act); deletesprite(act); } } } } } //--------------------------------------------------------------------------- // // split out of movestandables // //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- // // Duke only // //--------------------------------------------------------------------------- static void movetripbomb(DDukeActor *actor) { int j, x; int lTripBombControl = GetGameVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, nullptr, -1).safeValue(); if (lTripBombControl & TRIPBOMB_TIMER) { // we're on a timer.... if (actor->spr.extra >= 0) { actor->spr.extra--; if (actor->spr.extra == 0) { actor->temp_data[2] = 16; S_PlayActorSound(LASERTRIP_ARMING, actor); } } } if (actor->temp_data[2] > 0) { actor->temp_data[2]--; if (actor->temp_data[2] == 8) { S_PlayActorSound(LASERTRIP_EXPLODE, actor); for (j = 0; j < 5; j++) RANDOMSCRAP(actor); x = actor->spr.extra; fi.hitradius(actor, gs.tripbombblastradius, x >> 2, x >> 1, x - (x >> 2), x); auto spawned = spawn(actor, EXPLOSION2); if (spawned) { spawned->spr.ang = actor->spr.ang; spawned->spr.xvel = 348; ssp(spawned, CLIPMASK0); } DukeStatIterator it(STAT_MISC); while (auto a1 = it.Next()) { if (a1->spr.picnum == LASERLINE && actor->spr.hitag == a1->spr.hitag) a1->spr.xrepeat = a1->spr.yrepeat = 0; } deletesprite(actor); } return; } else { x = actor->spr.extra; actor->spr.extra = 1; int16_t l = actor->spr.ang; j = fi.ifhitbyweapon(actor); if (j >= 0) { actor->temp_data[2] = 16; } actor->spr.extra = x; actor->spr.ang = l; } if (actor->temp_data[0] < 32) { findplayer(actor, &x); if (x > 768) actor->temp_data[0]++; else if (actor->temp_data[0] > 16) actor->temp_data[0]++; } if (actor->temp_data[0] == 32) { int16_t l = actor->spr.ang; actor->spr.ang = actor->temp_data[5]; actor->temp_data[3] = actor->spr.pos.X; actor->temp_data[4] = actor->spr.pos.Y; actor->spr.pos.X += bcos(actor->temp_data[5], -9); actor->spr.pos.Y += bsin(actor->temp_data[5], -9); actor->spr.pos.Z -= (3 << 8); // Laser fix from EDuke32. auto const oldSect = actor->spr.sector(); auto curSect = actor->spr.sector(); updatesectorneighbor(actor->spr.pos.X, actor->spr.pos.Y, &curSect, 2048); ChangeActorSect(actor, curSect); DDukeActor* hit; x = hitasprite(actor, &hit); actor->lastvx = x; actor->spr.ang = l; if (lTripBombControl & TRIPBOMB_TRIPWIRE) { // we're on a trip wire while (x > 0) { auto spawned = spawn(actor, LASERLINE); if (spawned) { SetActor(spawned, spawned->spr.pos); spawned->spr.hitag = actor->spr.hitag; spawned->temp_data[1] = spawned->spr.pos.Z; if (x < 1024) { spawned->spr.xrepeat = x >> 5; break; } x -= 1024; actor->spr.pos.X += bcos(actor->temp_data[5], -4); actor->spr.pos.Y += bsin(actor->temp_data[5], -4); updatesectorneighbor(actor->spr.pos.X, actor->spr.pos.Y, &curSect, 2048); if (curSect == nullptr) break; ChangeActorSect(actor, curSect); // this is a hack to work around the LASERLINE sprite's art tile offset ChangeActorSect(spawned, curSect); } } } actor->temp_data[0]++; actor->spr.pos.X = actor->temp_data[3]; actor->spr.pos.Y = actor->temp_data[4]; actor->spr.pos.Z += (3 << 8); ChangeActorSect(actor, oldSect); actor->temp_data[3] = 0; if (hit && lTripBombControl & TRIPBOMB_TRIPWIRE) { actor->temp_data[2] = 13; S_PlayActorSound(LASERTRIP_ARMING, actor); } else actor->temp_data[2] = 0; } if (actor->temp_data[0] == 33) { actor->temp_data[1]++; actor->temp_data[3] = actor->spr.pos.X; actor->temp_data[4] = actor->spr.pos.Y; actor->spr.pos.X += bcos(actor->temp_data[5], -9); actor->spr.pos.Y += bsin(actor->temp_data[5], -9); actor->spr.pos.Z -= (3 << 8); SetActor(actor, actor->spr.pos); x = hitasprite(actor, nullptr); actor->spr.pos.X = actor->temp_data[3]; actor->spr.pos.Y = actor->temp_data[4]; actor->spr.pos.Z += (3 << 8); SetActor(actor, actor->spr.pos); if (actor->lastvx != x && lTripBombControl & TRIPBOMB_TRIPWIRE) { actor->temp_data[2] = 13; S_PlayActorSound(LASERTRIP_ARMING, actor); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movecrack(DDukeActor* actor) { if (actor->spr.hitag > 0) { actor->temp_data[0] = actor->spr.cstat; actor->temp_data[1] = actor->spr.ang; int j = fi.ifhitbyweapon(actor); if (j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER) { DukeStatIterator it(STAT_STANDABLE); while (auto a1 = it.Next()) { if (actor->spr.hitag == a1->spr.hitag && (a1->spr.picnum == OOZFILTER || a1->spr.picnum == SEENINE)) if (a1->spr.shade != -32) a1->spr.shade = -32; } detonate(actor, EXPLOSION2); } else { actor->spr.cstat = ESpriteFlags::FromInt(actor->temp_data[0]); actor->spr.ang = actor->temp_data[1]; actor->spr.extra = 0; } } } //--------------------------------------------------------------------------- // // Duke only // //--------------------------------------------------------------------------- static void movefireext(DDukeActor* actor) { int j = fi.ifhitbyweapon(actor); if (j == -1) return; for (int k = 0; k < 16; k++) { auto spawned = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->spr.zvel >> 2), actor, 5); if(spawned) spawned->spr.pal = 2; } spawn(actor, EXPLOSION2); S_PlayActorSound(PIPEBOMB_EXPLODE, actor); S_PlayActorSound(GLASS_HEAVYBREAK, actor); if (actor->spr.hitag > 0) { DukeStatIterator it(STAT_STANDABLE); while (auto a1 = it.Next()) { if (actor->spr.hitag == a1->spr.hitag && (a1->spr.picnum == OOZFILTER || a1->spr.picnum == SEENINE)) if (a1->spr.shade != -32) a1->spr.shade = -32; } int x = actor->spr.extra; spawn(actor, EXPLOSION2); fi.hitradius(actor, gs.pipebombblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x); S_PlayActorSound(PIPEBOMB_EXPLODE, actor); detonate(actor, EXPLOSION2); } else { fi.hitradius(actor, gs.seenineblastradius, 10, 15, 20, 25); deletesprite(actor); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void moveviewscreen(DDukeActor* actor) { const int VIEWSCR_DIST = 8192; // was originally 2048, was increased to this by EDuke32 and RedNukem. if (actor->spr.xrepeat == 0) deletesprite(actor); else { int x; int p = findplayer(actor, &x); x = dist(actor, ps[p].GetActor()); // the result from findplayer is not really useful. if (x >= VIEWSCR_DIST && camsprite == actor) { camsprite = nullptr; actor->spr.yvel = 0; actor->temp_data[0] = 0; } } } //--------------------------------------------------------------------------- // // Duke only // //--------------------------------------------------------------------------- static void movesidebolt(DDukeActor* actor) { int x; auto sectp = actor->spr.sector(); findplayer(actor, &x); if (x > 20480) return; CLEAR_THE_BOLT2: if (actor->temp_data[2]) { actor->temp_data[2]--; return; } if ((actor->spr.xrepeat | actor->spr.yrepeat) == 0) { actor->spr.xrepeat = actor->temp_data[0]; actor->spr.yrepeat = actor->temp_data[1]; } if ((krand() & 8) == 0) { actor->temp_data[0] = actor->spr.xrepeat; actor->temp_data[1] = actor->spr.yrepeat; actor->temp_data[2] = global_random & 4; actor->spr.xrepeat = actor->spr.yrepeat = 0; goto CLEAR_THE_BOLT2; } actor->spr.picnum++; if ((krand() & 1) && sectp->floorpicnum == HURTRAIL) S_PlayActorSound(SHORT_CIRCUIT, actor); if (actor->spr.picnum == SIDEBOLT1 + 4) actor->spr.picnum = SIDEBOLT1; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movebolt(DDukeActor *actor) { int x; auto sectp = actor->spr.sector(); findplayer(actor, &x); if (x > 20480) return; if (actor->temp_data[3] == 0) actor->temp_data[3] = sectp->floorshade; CLEAR_THE_BOLT: if (actor->temp_data[2]) { actor->temp_data[2]--; sectp->floorshade = 20; sectp->ceilingshade = 20; return; } if ((actor->spr.xrepeat | actor->spr.yrepeat) == 0) { actor->spr.xrepeat = actor->temp_data[0]; actor->spr.yrepeat = actor->temp_data[1]; } else if ((krand() & 8) == 0) { actor->temp_data[0] = actor->spr.xrepeat; actor->temp_data[1] = actor->spr.yrepeat; actor->temp_data[2] = global_random & 4; actor->spr.xrepeat = actor->spr.yrepeat = 0; goto CLEAR_THE_BOLT; } actor->spr.picnum++; int l = global_random & 7; actor->spr.xrepeat = l + 8; if (l & 1) actor->spr.cstat ^= CSTAT_SPRITE_TRANSLUCENT; if (actor->spr.picnum == (BOLT1+1) && (krand()&7) == 0 && sectp->floorpicnum == HURTRAIL) S_PlayActorSound(SHORT_CIRCUIT,actor); if (actor->spr.picnum==BOLT1+4) actor->spr.picnum=BOLT1; if (actor->spr.picnum & 1) { sectp->floorshade = 0; sectp->ceilingshade = 0; } else { sectp->floorshade = 20; sectp->ceilingshade = 20; } } //--------------------------------------------------------------------------- // // this has been broken up into lots of smaller subfunctions // //--------------------------------------------------------------------------- void movestandables_d(void) { DukeStatIterator it(STAT_STANDABLE); while (auto act = it.Next()) { int picnum = act->spr.picnum; if (!act->insector()) { deletesprite(act); continue; } if (picnum >= CRANE && picnum <= CRANE +3) { movecrane(act, CRANE); } else if (picnum >= WATERFOUNTAIN && picnum <= WATERFOUNTAIN + 3) { movefountain(act, WATERFOUNTAIN); } else if (AFLAMABLE(picnum)) { moveflammable(act, TIRE, BOX, BLOODPOOL); } else if (picnum == TRIPBOMB) { movetripbomb(act); } else if (picnum >= CRACK1 && picnum <= CRACK1 + 3) { movecrack(act); } else if (picnum == FIREEXT) { movefireext(act); } else if (picnum == OOZFILTER || picnum == SEENINE || picnum == SEENINEDEAD || picnum == (SEENINEDEAD + 1)) { moveooz(act, SEENINE, SEENINEDEAD, OOZFILTER, EXPLOSION2); } else if (picnum == MASTERSWITCH) { movemasterswitch(act, SEENINE, OOZFILTER); } else if (picnum == VIEWSCREEN || picnum == VIEWSCREEN2) { moveviewscreen(act); } else if (picnum == TRASH) { movetrash(act); } else if (picnum >= SIDEBOLT1 && picnum <= SIDEBOLT1 + 3) { movesidebolt(act); } else if (picnum >= BOLT1 && picnum <= BOLT1 + 3) { movebolt(act); } else if (picnum == WATERDRIP) { movewaterdrip(act, WATERDRIP); } else if (picnum == DOORSHOCK) { movedoorshock(act); } else if (picnum == TOUCHPLATE) { movetouchplate(act, TOUCHPLATE); } else if (isIn(picnum, CANWITHSOMETHING, CANWITHSOMETHING2, CANWITHSOMETHING3, CANWITHSOMETHING4)) { movecanwithsomething(act); } else if (isIn(picnum, EXPLODINGBARREL, WOODENHORSE, HORSEONSIDE, FLOORFLAME, FIREBARREL, FIREVASE, NUKEBARREL, NUKEBARRELDENTED, NUKEBARRELLEAKED, TOILETWATER, RUBBERCAN, STEAM, CEILINGSTEAM, WATERBUBBLEMAKER)) { int x; int p = findplayer(act, &x); execute(act, p, x); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static bool movefireball(DDukeActor* actor) { auto Owner = actor->GetOwner(); if (actor->spr.sector()->lotag == 2) { deletesprite(actor); return true; } if (!Owner || Owner->spr.picnum != FIREBALL) { if (actor->temp_data[0] >= 1 && actor->temp_data[0] < 6) { float siz = 1.0f - (actor->temp_data[0] * 0.2f); DDukeActor* trail = actor->temp_actor; auto ball = spawn(actor, FIREBALL); if (ball) { actor->temp_actor = ball; ball->spr.xvel = actor->spr.xvel; ball->spr.yvel = actor->spr.yvel; ball->spr.zvel = actor->spr.zvel; if (actor->temp_data[0] > 1) { if (trail) { FireProj* proj = &trail->fproj; ball->spr.pos.X = proj->x; ball->spr.pos.Y = proj->y; ball->spr.pos.Z = proj->z; ball->spr.xvel = proj->xv; ball->spr.yvel = proj->yv; ball->spr.zvel = proj->zv; } } ball->spr.yrepeat = ball->spr.xrepeat = (uint8_t)(actor->spr.xrepeat * siz); ball->spr.cstat = actor->spr.cstat; ball->spr.extra = 0; ball->fproj = { ball->spr.pos.X, ball->spr.pos.Y, ball->spr.pos.Z, ball->spr.xvel, ball->spr.yvel, ball->spr.zvel }; ChangeActorStat(ball, STAT_PROJECTILE); } } actor->temp_data[0]++; } if (actor->spr.zvel < 15000) actor->spr.zvel += 200; return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static bool weaponhitsprite(DDukeActor* proj, DDukeActor *targ, bool fireball) { if (proj->spr.picnum == FREEZEBLAST && targ->spr.pal == 1) if (badguy(targ) || targ->spr.picnum == APLAYER) { auto spawned = spawn(targ, TRANSPORTERSTAR); if (spawned) { spawned->spr.pal = 1; spawned->spr.xrepeat = 32; spawned->spr.yrepeat = 32; } deletesprite(proj); return true; } if (!isWorldTour() || proj->spr.picnum != FIREBALL || fireball) fi.checkhitsprite(targ, proj); if (targ->spr.picnum == APLAYER) { int p = targ->spr.yvel; auto Owner = proj->GetOwner(); if (ud.multimode >= 2 && fireball && Owner && Owner->spr.picnum == APLAYER) { ps[p].numloogs = -1 - proj->spr.yvel; } S_PlayActorSound(PISTOL_BODYHIT, targ); if (proj->spr.picnum == SPIT) { ps[p].horizon.addadjustment(32); ps[p].sync.actions |= SB_CENTERVIEW; if (ps[p].loogcnt == 0) { if (!S_CheckActorSoundPlaying(ps[p].GetActor(), DUKE_LONGTERM_PAIN)) S_PlayActorSound(DUKE_LONGTERM_PAIN, ps[p].GetActor()); int j = 3 + (krand() & 3); ps[p].numloogs = j; ps[p].loogcnt = 24 * 4; for (int x = 0; x < j; x++) { ps[p].loogiex[x] = krand() % 320; ps[p].loogiey[x] = krand() % 200; } } } } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static bool weaponhitwall(DDukeActor *proj, walltype* wal, const vec3_t &oldpos) { if (proj->spr.picnum != RPG && proj->spr.picnum != FREEZEBLAST && proj->spr.picnum != SPIT && (!isWorldTour() || proj->spr.picnum != FIREBALL) && (wal->overpicnum == MIRROR || wal->picnum == MIRROR)) { int k = getangle(wal->delta()); proj->spr.ang = ((k << 1) - proj->spr.ang) & 2047; proj->SetOwner(proj); spawn(proj, TRANSPORTERSTAR); return true; } else { SetActor(proj, oldpos); fi.checkhitwall(proj, wal, proj->spr.pos.X, proj->spr.pos.Y, proj->spr.pos.Z, proj->spr.picnum); if (proj->spr.picnum == FREEZEBLAST) { if (wal->overpicnum != MIRROR && wal->picnum != MIRROR) { proj->spr.extra >>= 1; proj->spr.yvel--; } int k = getangle(wal->delta()); proj->spr.ang = ((k << 1) - proj->spr.ang) & 2047; return true; } } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static bool weaponhitsector(DDukeActor* proj, const vec3_t& oldpos, bool fireball) { SetActor(proj, oldpos); if (proj->spr.zvel < 0) { if (proj->spr.sector()->ceilingstat & CSTAT_SECTOR_SKY) if (proj->spr.sector()->ceilingpal == 0) { deletesprite(proj); return true; } fi.checkhitceiling(proj->spr.sector()); } else if (fireball) { auto spawned = spawn(proj, LAVAPOOL); if (spawned) { spawned->SetOwner(proj); spawned->SetHitOwner(proj); spawned->spr.yvel = proj->spr.yvel; } deletesprite(proj); return true; } if (proj->spr.picnum == FREEZEBLAST) { bounce(proj); ssp(proj, CLIPMASK1); proj->spr.extra >>= 1; if (proj->spr.xrepeat > 8) proj->spr.xrepeat -= 2; if (proj->spr.yrepeat > 8) proj->spr.yrepeat -= 2; proj->spr.yvel--; return true; } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void weaponcommon_d(DDukeActor* proj) { if (proj->spr.picnum == COOLEXPLOSION1) if (!S_CheckActorSoundPlaying(proj, WIERDSHOT_FLY)) S_PlayActorSound(WIERDSHOT_FLY, proj); int k, ll; vec3_t oldpos = proj->spr.pos; if (proj->spr.picnum == RPG && proj->spr.sector()->lotag == 2) { k = proj->spr.xvel >> 1; ll = proj->spr.zvel >> 1; } else { k = proj->spr.xvel; ll = proj->spr.zvel; } getglobalz(proj); switch (proj->spr.picnum) { case RPG: if (proj->attackertype != BOSS2 && proj->spr.xrepeat >= 10 && proj->spr.sector()->lotag != 2) { auto spawned = spawn(proj, SMALLSMOKE); if (spawned) spawned->spr.pos.Z += (1 << 8); } break; case FIREBALL: if (movefireball(proj)) return; break; } Collision coll; movesprite_ex(proj, MulScale(k, bcos(proj->spr.ang), 14), MulScale(k, bsin(proj->spr.ang), 14), ll, CLIPMASK1, coll); if (proj->spr.picnum == RPG && proj->temp_actor != nullptr) if (FindDistance2D(proj->spr.pos.vec2 - proj->temp_actor->spr.pos.vec2) < 256) coll.setSprite(proj->temp_actor); if (!proj->spr.insector()) { deletesprite(proj); return; } if (coll.type != kHitSprite && proj->spr.picnum != FREEZEBLAST) { if (proj->spr.pos.Z < proj->ceilingz) { coll.setSector(proj->spr.sector()); proj->spr.zvel = -1; } else if ((proj->spr.pos.Z > proj->floorz && proj->spr.sector()->lotag != 1) || (proj->spr.pos.Z > proj->floorz + (16 << 8) && proj->spr.sector()->lotag == 1)) { coll.setSector(proj->spr.sector()); if (proj->spr.sector()->lotag != 1) proj->spr.zvel = 1; } } if (proj->spr.picnum == FIRELASER) { for (k = -3; k < 2; k++) { auto spawned = EGS(proj->spr.sector(), proj->spr.pos.X + MulScale(k, bcos(proj->spr.ang), 9), proj->spr.pos.Y + MulScale(k, bsin(proj->spr.ang), 9), proj->spr.pos.Z + ((k * Sgn(proj->spr.zvel)) * abs(proj->spr.zvel / 24)), FIRELASER, -40 + (k << 2), proj->spr.xrepeat, proj->spr.yrepeat, 0, 0, 0, proj->GetOwner(), 5); if (spawned) { spawned->spr.cstat = CSTAT_SPRITE_YCENTER; spawned->spr.pal = proj->spr.pal; } } } else if (proj->spr.picnum == SPIT) if (proj->spr.zvel < 6144) proj->spr.zvel += gs.gravity - 112; if (coll.type != 0) { if (proj->spr.picnum == COOLEXPLOSION1) { if (coll.type == kHitSprite && coll.actor()->spr.picnum != APLAYER) { return; } proj->spr.xvel = 0; proj->spr.zvel = 0; } bool fireball = (isWorldTour() && proj->spr.picnum == FIREBALL && (!proj->GetOwner() || proj->GetOwner()->spr.picnum != FIREBALL)); if (coll.type == kHitSprite) { if (weaponhitsprite(proj, coll.actor(), fireball)) return; } else if (coll.type == kHitWall) { if (weaponhitwall(proj, coll.hitWall, oldpos)) return; } else if (coll.type == kHitSector) { if (weaponhitsector(proj, oldpos, fireball)) return; } if (proj->spr.picnum != SPIT) { if (proj->spr.picnum == RPG) { // j is only needed for the hit type mask. rpgexplode(proj, coll.type, oldpos, EXPLOSION2, EXPLOSION2BOT, -1, RPG_EXPLODE); } else if (proj->spr.picnum == SHRINKSPARK) { spawn(proj, SHRINKEREXPLOSION); S_PlayActorSound(SHRINKER_HIT, proj); fi.hitradius(proj, gs.shrinkerblastradius, 0, 0, 0, 0); } else if (proj->spr.picnum != COOLEXPLOSION1 && proj->spr.picnum != FREEZEBLAST && proj->spr.picnum != FIRELASER && (!isWorldTour() || proj->spr.picnum != FIREBALL)) { auto spawned = spawn(proj, EXPLOSION2); if (spawned) { spawned->spr.xrepeat = spawned->spr.yrepeat = proj->spr.xrepeat >> 1; if (coll.type == kHitSector) { if (proj->spr.zvel < 0) { spawned->spr.cstat |= CSTAT_SPRITE_YFLIP; spawned->spr.pos.Z += (72 << 8); } } } } if (fireball) { auto spawned = spawn(proj, EXPLOSION2); if (spawned) spawned->spr.xrepeat = spawned->spr.yrepeat = (short)(proj->spr.xrepeat >> 1); } } if (proj->spr.picnum != COOLEXPLOSION1) { deletesprite(proj); return; } } if (proj->spr.picnum == COOLEXPLOSION1) { proj->spr.shade++; if (proj->spr.shade >= 40) { deletesprite(proj); return; } } else if (proj->spr.picnum == RPG && proj->spr.sector()->lotag == 2 && proj->spr.xrepeat >= 10 && rnd(140)) spawn(proj, WATERBUBBLE); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveweapons_d(void) { DukeStatIterator it(STAT_PROJECTILE); while (auto act = it.Next()) { if (!act->insector()) { deletesprite(act); continue; } switch(act->spr.picnum) { case RADIUSEXPLOSION: case KNEE: deletesprite(act); continue; case TONGUE: movetongue(act, TONGUE, INNERJAW); continue; case FREEZEBLAST: if (act->spr.yvel < 1 || act->spr.extra < 2 || (act->spr.xvel|act->spr.zvel) == 0) { auto spawned = spawn(act,TRANSPORTERSTAR); if (spawned) { spawned->spr.pal = 1; spawned->spr.xrepeat = 32; spawned->spr.yrepeat = 32; } deletesprite(act); continue; } [[fallthrough]]; case FIREBALL: // Twentieth Anniversary World Tour if (act->spr.picnum == FIREBALL && !isWorldTour()) break; [[fallthrough]]; case SHRINKSPARK: case RPG: case FIRELASER: case SPIT: case COOLEXPLOSION1: weaponcommon_d(act); break; case SHOTSPARK1: { int x; int p = findplayer(act, &x); execute(act, p, x); break; } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movetransports_d(void) { int warpspriteto; int ll; DukeStatIterator iti(STAT_TRANSPORT); while (auto act = iti.Next()) { auto Owner = act->GetOwner(); if (Owner == act) { continue; } auto sectp = act->spr.sector(); int sectlotag = sectp->lotag; int onfloorz = act->temp_data[4]; if (act->temp_data[0] > 0) act->temp_data[0]--; DukeSectIterator itj(act->sector()); while (auto act2 = itj.Next()) { switch (act2->spr.statnum) { case STAT_PLAYER: if (act2->GetOwner()) { int p = act2->PlayerIndex(); ps[p].on_warping_sector = 1; if (ps[p].transporter_hold == 0 && ps[p].jumping_counter == 0) { if (ps[p].on_ground && sectlotag == 0 && onfloorz && ps[p].jetpack_on == 0) { if (act->spr.pal == 0) { spawn(act, TRANSPORTERBEAM); S_PlayActorSound(TELEPORTER, act); } for (int k = connecthead; k >= 0; k = connectpoint2[k]) if (ps[k].cursector == Owner->sector()) { ps[k].frag_ps = p; ps[k].GetActor()->spr.extra = 0; } ps[p].angle.ang = buildang(Owner->spr.ang); if (Owner->GetOwner() != Owner) { act->temp_data[0] = 13; Owner->temp_data[0] = 13; ps[p].transporter_hold = 13; } ps[p].bobposx = ps[p].opos.X = ps[p].pos.X = Owner->spr.pos.X; ps[p].bobposy = ps[p].opos.Y = ps[p].pos.Y = Owner->spr.pos.Y; ps[p].opos.Z = ps[p].pos.Z = Owner->spr.pos.Z - gs.playerheight; ChangeActorSect(act2, Owner->sector()); ps[p].setCursector(act2->spr.sector()); if (act->spr.pal == 0) { auto k = spawn(Owner, TRANSPORTERBEAM); if (k) S_PlayActorSound(TELEPORTER, k); } break; } } else if (!(sectlotag == 1 && ps[p].on_ground == 1)) break; if (onfloorz == 0 && abs(act->spr.pos.Z - ps[p].pos.Z) < 6144) if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP))) || (ps[p].jetpack_on && PlayerInput(p, SB_CROUCH))) { ps[p].opos.X = ps[p].pos.X += Owner->spr.pos.X - act->spr.pos.X; ps[p].opos.Y = ps[p].pos.Y += Owner->spr.pos.Y - act->spr.pos.Y; if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11)) ps[p].pos.Z = Owner->spr.pos.Z - 6144; else ps[p].pos.Z = Owner->spr.pos.Z + 6144; ps[p].opos.Z = ps[p].pos.Z; auto pa = ps[p].GetActor(); pa->spr.opos = ps[p].pos; ChangeActorSect(act2, Owner->sector()); ps[p].setCursector(Owner->sector()); break; } int k = 0; if (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].on_ground && ps[p].pos.Z > (sectp->floorz - (16 << 8)) && (PlayerInput(p, SB_CROUCH) || ps[p].poszv > 2048)) // if( onfloorz && sectlotag == 1 && ps[p].pos.z > (sectp->floorz-(6<<8)) ) { k = 1; if (screenpeek == p) { FX_StopAllSounds(); } if (ps[p].GetActor()->spr.extra > 0) S_PlayActorSound(DUKE_UNDERWATER, act2); ps[p].opos.Z = ps[p].pos.Z = Owner->sector()->ceilingz + (7 << 8); ps[p].vel.X = 4096 - (krand() & 8192); ps[p].posyv = 4096 - (krand() & 8192); } if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].pos.Z < (sectp->ceilingz + (6 << 8))) { k = 1; // if( act2->spr.extra <= 0) break; if (screenpeek == p) { FX_StopAllSounds(); } S_PlayActorSound(DUKE_GASP, act2); ps[p].opos.Z = ps[p].pos.Z = Owner->sector()->floorz - (7 << 8); ps[p].jumping_toggle = 1; ps[p].jumping_counter = 0; } if (k == 1) { ps[p].opos.X = ps[p].pos.X += Owner->spr.pos.X - act->spr.pos.X; ps[p].opos.Y = ps[p].pos.Y += Owner->spr.pos.Y - act->spr.pos.Y; if (!Owner || Owner->GetOwner() != Owner) ps[p].transporter_hold = -2; ps[p].setCursector(Owner->sector()); ChangeActorSect(act2, Owner->sector()); SetActor(ps[p].GetActor(), { ps[p].pos.X, ps[p].pos.Y, ps[p].pos.Z + gs.playerheight }); if ((krand() & 255) < 32) spawn(act2, WATERSPLASH2); if (sectlotag == 1) for (int l = 0; l < 9; l++) { auto q = spawn(ps[p].GetActor(), WATERBUBBLE); if (q) q->spr.pos.Z += krand() & 16383; } } } break; case STAT_ACTOR: switch (act2->spr.picnum) { case SHARK: case COMMANDER: case OCTABRAIN: case GREENSLIME: case GREENSLIME + 1: case GREENSLIME + 2: case GREENSLIME + 3: case GREENSLIME + 4: case GREENSLIME + 5: case GREENSLIME + 6: case GREENSLIME + 7: if (act2->spr.extra > 0) continue; } [[fallthrough]]; case STAT_PROJECTILE: case STAT_MISC: case STAT_FALLER: case STAT_DUMMYPLAYER: ll = abs(act2->spr.zvel); { warpspriteto = 0; if (ll && sectlotag == 2 && act2->spr.pos.Z < (sectp->ceilingz + ll)) warpspriteto = 1; if (ll && sectlotag == 1 && act2->spr.pos.Z > (sectp->floorz - ll)) warpspriteto = 1; if (sectlotag == 0 && (onfloorz || abs(act2->spr.pos.Z - act->spr.pos.Z) < 4096)) { if ((!Owner || Owner->GetOwner() != Owner) && onfloorz && act->temp_data[0] > 0 && act2->spr.statnum != STAT_MISC) { act->temp_data[0]++; goto BOLT; } warpspriteto = 1; } if (warpspriteto) switch (act2->spr.picnum) { case TRANSPORTERSTAR: case TRANSPORTERBEAM: case TRIPBOMB: case BULLETHOLE: case WATERSPLASH2: case BURNING: case BURNING2: case FIRE: case FIRE2: case TOILETWATER: case LASERLINE: continue; case PLAYERONWATER: if (sectlotag == 2) { act2->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; break; } [[fallthrough]]; default: if (act2->spr.statnum == 5 && !(sectlotag == 1 || sectlotag == 2)) break; [[fallthrough]]; case WATERBUBBLE: //if( rnd(192) && a2->s.picnum == WATERBUBBLE) // break; if (sectlotag > 0) { auto k = spawn(act2, WATERSPLASH2); if (k && sectlotag == 1 && act2->spr.statnum == 4) { k->spr.xvel = act2->spr.xvel >> 1; k->spr.ang = act2->spr.ang; ssp(k, CLIPMASK0); } } switch (sectlotag) { case 0: if (onfloorz) { if (act2->spr.statnum == STAT_PROJECTILE || (checkcursectnums(act->spr.sector()) == -1 && checkcursectnums(Owner->spr.sector()) == -1)) { act2->spr.pos.X += (Owner->spr.pos.X - act->spr.pos.X); act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y); act2->spr.pos.Z -= act->spr.pos.Z - Owner->sector()->floorz; act2->spr.ang = Owner->spr.ang; act2->spr.backupang(); if (act->spr.pal == 0) { auto k = spawn(act, TRANSPORTERBEAM); if (k) S_PlayActorSound(TELEPORTER, k); k = spawn(Owner, TRANSPORTERBEAM); if (k) S_PlayActorSound(TELEPORTER, k); } if (Owner && Owner->GetOwner() == Owner) { act->temp_data[0] = 13; Owner->temp_data[0] = 13; } ChangeActorSect(act2, Owner->sector()); } } else { act2->spr.pos.X += (Owner->spr.pos.X - act->spr.pos.X); act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y); act2->spr.pos.Z = Owner->spr.pos.Z + 4096; act2->spr.backupz(); ChangeActorSect(act2, Owner->sector()); } break; case 1: act2->spr.pos.X += (Owner->spr.pos.X - act->spr.pos.X); act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y); act2->spr.pos.Z = Owner->sector()->ceilingz + ll; act2->spr.backupz(); ChangeActorSect(act2, Owner->sector()); break; case 2: act2->spr.pos.X += (Owner->spr.pos.X - act->spr.pos.X); act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y); act2->spr.pos.Z = Owner->sector()->floorz - ll; act2->spr.backupz(); ChangeActorSect(act2, Owner->sector()); break; } break; } } break; } } BOLT:; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void greenslime(DDukeActor *actor) { auto sectp = actor->spr.sector(); int j; // #ifndef isShareware() if (ud.multimode < 2) { if (actor_tog == 1) { actor->spr.cstat = CSTAT_SPRITE_INVISIBLE; return; } else if (actor_tog == 2) actor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; } // #endif actor->temp_data[1] += 128; if (sectp->floorstat & CSTAT_SECTOR_SKY) { deletesprite(actor); return; } int x; int p = findplayer(actor, &x); if (x > 20480) { actor->timetosleep++; if (actor->timetosleep > SLEEPTIME) { actor->timetosleep = 0; ChangeActorStat(actor, 2); return; } } if (actor->temp_data[0] == -5) // FROZEN { actor->temp_data[3]++; if (actor->temp_data[3] > 280) { actor->spr.pal = 0; actor->temp_data[0] = 0; return; } makeitfall(actor); actor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; actor->spr.picnum = GREENSLIME + 2; actor->spr.extra = 1; actor->spr.pal = 1; j = fi.ifhitbyweapon(actor); if (j >= 0) { if (j == FREEZEBLAST) return; for (j = 16; j >= 0; j--) { auto k = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, GLASSPIECES + (j % 3), -32, 36, 36, krand() & 2047, 32 + (krand() & 63), 1024 - (krand() & 1023), actor, 5); k->spr.pal = 1; } ps[p].actors_killed++; S_PlayActorSound(GLASS_BREAKING, actor); deletesprite(actor); } else if (x < 1024 && ps[p].quick_kick == 0) { j = getincangle(ps[p].angle.ang.asbuild(), getangle(actor->spr.pos.X - ps[p].pos.X, actor->spr.pos.Y - ps[p].pos.Y)); if (j > -128 && j < 128) ps[p].quick_kick = 14; } return; } if (x < 1596) actor->spr.cstat = 0; else actor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; if (actor->temp_data[0] == -4) //On the player { if (ps[p].GetActor()->spr.extra < 1) { actor->temp_data[0] = 0; return; } SetActor(actor, actor->spr.pos); actor->spr.ang = ps[p].angle.ang.asbuild(); if ((PlayerInput(p, SB_FIRE) || (ps[p].quick_kick > 0)) && ps[p].GetActor()->spr.extra > 0) if (ps[p].quick_kick > 0 || (ps[p].curr_weapon != HANDREMOTE_WEAPON && ps[p].curr_weapon != HANDBOMB_WEAPON && ps[p].curr_weapon != TRIPBOMB_WEAPON && ps[p].ammo_amount[ps[p].curr_weapon] >= 0)) { for (x = 0; x < 8; x++) { auto spawned = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->spr.zvel >> 2), actor, 5); spawned->spr.pal = 6; } S_PlayActorSound(SLIM_DYING, actor); S_PlayActorSound(SQUISHED, actor); if ((krand() & 255) < 32) { auto spawned = spawn(actor, BLOODPOOL); if (spawned) spawned->spr.pal = 0; } ps[p].actors_killed++; actor->temp_data[0] = -3; if (ps[p].somethingonplayer == actor) ps[p].somethingonplayer = nullptr; deletesprite(actor); return; } actor->spr.pos.Z = ps[p].pos.Z + ps[p].pyoff - actor->temp_data[2] + (8 << 8); actor->spr.pos.Z += -ps[p].horizon.horiz.asq16() >> 12; if (actor->temp_data[2] > 512) actor->temp_data[2] -= 128; if (actor->temp_data[2] < 348) actor->temp_data[2] += 128; if (ps[p].newOwner != nullptr) { ps[p].newOwner = nullptr; ps[p].pos.X = ps[p].opos.X; ps[p].pos.Y = ps[p].opos.Y; ps[p].pos.Z = ps[p].opos.Z; ps[p].angle.restore(); updatesector(ps[p].pos.X, ps[p].pos.Y, &ps[p].cursector); DukeStatIterator it(STAT_ACTOR); while (auto ac = it.Next()) { if (ac->spr.picnum == CAMERA1) ac->spr.yvel = 0; } } if (actor->temp_data[3] > 0) { static const uint8_t frames[] = { 5,5,6,6,7,7,6,5 }; actor->spr.picnum = GREENSLIME + frames[actor->temp_data[3]]; if (actor->temp_data[3] == 5) { auto psp = ps[p].GetActor(); psp->spr.extra += -(5 + (krand() & 3)); S_PlayActorSound(SLIM_ATTACK, actor); } if (actor->temp_data[3] < 7) actor->temp_data[3]++; else actor->temp_data[3] = 0; } else { actor->spr.picnum = GREENSLIME + 5; if (rnd(32)) actor->temp_data[3] = 1; } actor->spr.xrepeat = 20 + bsin(actor->temp_data[1], -13); actor->spr.yrepeat = 15 + bsin(actor->temp_data[1], -13); actor->spr.pos.X = ps[p].pos.X + ps[p].angle.ang.bcos(-7); actor->spr.pos.Y = ps[p].pos.Y + ps[p].angle.ang.bsin(-7); return; } else if (actor->spr.xvel < 64 && x < 768) { if (ps[p].somethingonplayer == nullptr) { ps[p].somethingonplayer = actor; if (actor->temp_data[0] == 3 || actor->temp_data[0] == 2) //Falling downward actor->temp_data[2] = (12 << 8); else actor->temp_data[2] = -(13 << 8); //Climbing up duke actor->temp_data[0] = -4; } } j = fi.ifhitbyweapon(actor); if (j >= 0) { S_PlayActorSound(SLIM_DYING, actor); if (ps[p].somethingonplayer == actor) ps[p].somethingonplayer = nullptr; if (j == FREEZEBLAST) { S_PlayActorSound(SOMETHINGFROZE, actor); actor->temp_data[0] = -5; actor->temp_data[3] = 0; return; } ps[p].actors_killed++; if ((krand() & 255) < 32) { auto spawned = spawn(actor, BLOODPOOL); if (spawned) spawned->spr.pal = 0; } for (x = 0; x < 8; x++) { auto spawned = EGS(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->spr.zvel >> 2), actor, 5); if (spawned) spawned->spr.pal = 6; } actor->temp_data[0] = -3; deletesprite(actor); return; } // All weap if (actor->temp_data[0] == -1) //Shrinking down { makeitfall(actor); actor->spr.cstat &= ~CSTAT_SPRITE_YFLIP; actor->spr.picnum = GREENSLIME + 4; if (actor->spr.xrepeat > 32) actor->spr.xrepeat -= krand() & 7; if (actor->spr.yrepeat > 16) actor->spr.yrepeat -= krand() & 7; else { actor->spr.xrepeat = 40; actor->spr.yrepeat = 16; actor->temp_actor = nullptr; actor->temp_data[0] = 0; } return; } else if (actor->temp_data[0] != -2) getglobalz(actor); if (actor->temp_data[0] == -2) //On top of somebody (an enemy) { DDukeActor* s5 = actor->temp_actor; makeitfall(actor); if (s5) { s5->spr.xvel = 0; int l = s5->spr.ang; actor->spr.pos.Z = s5->spr.pos.Z; actor->spr.pos.X = s5->spr.pos.X + bcos(l, -11); actor->spr.pos.Y = s5->spr.pos.Y + bsin(l, -11); actor->spr.picnum = GREENSLIME + 2 + (global_random & 1); if (actor->spr.yrepeat < 64) actor->spr.yrepeat += 2; else { if (actor->spr.xrepeat < 32) actor->spr.xrepeat += 4; else { actor->temp_data[0] = -1; x = ldist(actor, s5); if (x < 768) { s5->spr.xrepeat = 0; } } } } return; } //Check randomly to see of there is an actor near if (rnd(32)) { DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) { if (gs.actorinfo[a2->spr.picnum].flags & SFLAG_GREENSLIMEFOOD) { if (ldist(actor, a2) < 768 && (abs(actor->spr.pos.Z - a2->spr.pos.Z) < 8192)) //Gulp them { actor->temp_actor = a2; actor->temp_data[0] = -2; actor->temp_data[1] = 0; return; } } } } //Moving on the ground or ceiling if (actor->temp_data[0] == 0 || actor->temp_data[0] == 2) { actor->spr.picnum = GREENSLIME; if ((krand() & 511) == 0) S_PlayActorSound(SLIM_ROAM, actor); if (actor->temp_data[0] == 2) { actor->spr.zvel = 0; actor->spr.cstat &= ~CSTAT_SPRITE_YFLIP; if ((sectp->ceilingstat & CSTAT_SECTOR_SKY) || (actor->ceilingz + 6144) < actor->spr.pos.Z) { actor->spr.pos.Z += 2048; actor->temp_data[0] = 3; return; } } else { actor->spr.cstat |= CSTAT_SPRITE_YFLIP; makeitfall(actor); } if (everyothertime & 1) ssp(actor, CLIPMASK0); if (actor->spr.xvel > 96) { actor->spr.xvel -= 2; return; } else { if (actor->spr.xvel < 32) actor->spr.xvel += 4; actor->spr.xvel = 64 - bcos(actor->temp_data[1], -9); actor->spr.ang += getincangle(actor->spr.ang, getangle(ps[p].pos.X - actor->spr.pos.X, ps[p].pos.Y - actor->spr.pos.Y)) >> 3; // TJR } actor->spr.xrepeat = 36 + bcos(actor->temp_data[1], -11); actor->spr.yrepeat = 16 + bsin(actor->temp_data[1], -13); if (rnd(4) && (sectp->ceilingstat & CSTAT_SECTOR_SKY) == 0 && abs(actor->floorz - actor->ceilingz) < (192 << 8)) { actor->spr.zvel = 0; actor->temp_data[0]++; } } if (actor->temp_data[0] == 1) { actor->spr.picnum = GREENSLIME; if (actor->spr.yrepeat < 40) actor->spr.yrepeat += 8; if (actor->spr.xrepeat > 8) actor->spr.xrepeat -= 4; if (actor->spr.zvel > -(2048 + 1024)) actor->spr.zvel -= 348; actor->spr.pos.Z += actor->spr.zvel; if (actor->spr.pos.Z < actor->ceilingz + 4096) { actor->spr.pos.Z = actor->ceilingz + 4096; actor->spr.xvel = 0; actor->temp_data[0] = 2; } } if (actor->temp_data[0] == 3) { actor->spr.picnum = GREENSLIME + 1; makeitfall(actor); if (actor->spr.pos.Z > actor->floorz - (8 << 8)) { actor->spr.yrepeat -= 4; actor->spr.xrepeat += 2; } else { if (actor->spr.yrepeat < (40 - 4)) actor->spr.yrepeat += 8; if (actor->spr.xrepeat > 8) actor->spr.xrepeat -= 4; } if (actor->spr.pos.Z > actor->floorz - 2048) { actor->spr.pos.Z = actor->floorz - 2048; actor->temp_data[0] = 0; actor->spr.xvel = 0; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void flamethrowerflame(DDukeActor *actor) { auto sectp = actor->spr.sector(); int x; int p = findplayer(actor, &x); execute(actor, p, x); actor->temp_data[0]++; if (sectp->lotag == 2) { spawn(actor, EXPLOSION2)->spr.shade = 127; deletesprite(actor); return; } int dax = actor->spr.pos.X; int day = actor->spr.pos.Y; int daz = actor->spr.pos.Z; int xvel = actor->spr.xvel; getglobalz(actor); int ds = actor->temp_data[0] / 6; if (actor->spr.xrepeat < 80) actor->spr.yrepeat = actor->spr.xrepeat += ds; actor->spr.clipdist += ds; if (actor->temp_data[0] <= 2) actor->temp_data[3] = krand() % 10; if (actor->temp_data[0] > 30) { spawn(actor, EXPLOSION2)->spr.shade = 127; deletesprite(actor); return; } Collision coll; movesprite_ex(actor, MulScale(xvel, bcos(actor->spr.ang), 14), MulScale(xvel, bsin(actor->spr.ang), 14), actor->spr.zvel, CLIPMASK1, coll); if (!actor->spr.insector()) { deletesprite(actor); return; } if (coll.type != kHitSprite) { if (actor->spr.pos.Z < actor->ceilingz) { coll.setSector(actor->spr.sector()); actor->spr.zvel = -1; } else if ((actor->spr.pos.Z > actor->floorz && actor->spr.sector()->lotag != 1) || (actor->spr.pos.Z > actor->floorz + (16 << 8) && actor->spr.sector()->lotag == 1)) { coll.setSector(actor->spr.sector()); if (actor->spr.sector()->lotag != 1) actor->spr.zvel = 1; } } if (coll.type != 0) { actor->spr.xvel = actor->spr.yvel = actor->spr.zvel = 0; if (coll.type == kHitSprite) { fi.checkhitsprite(coll.actor(), actor); if (coll.actor()->spr.picnum == APLAYER) S_PlayActorSound(PISTOL_BODYHIT, coll.actor()); } else if (coll.type == kHitWall) { SetActor(actor, { dax, day, daz }); fi.checkhitwall(actor, coll.hitWall, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.picnum); } else if (coll.type == kHitSector) { SetActor(actor, { dax, day, daz }); if (actor->spr.zvel < 0) fi.checkhitceiling(actor->spr.sector()); } if (actor->spr.xrepeat >= 10) { x = actor->spr.extra; fi.hitradius(actor, gs.rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x); } else { x = actor->spr.extra + (global_random & 3); fi.hitradius(actor, (gs.rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void heavyhbomb(DDukeActor *actor) { auto Owner = actor->GetOwner(); auto sectp = actor->spr.sector(); int x, l; if ((actor->spr.cstat & CSTAT_SPRITE_INVISIBLE)) { actor->temp_data[2]--; if (actor->temp_data[2] <= 0) { S_PlayActorSound(TELEPORTER, actor); spawn(actor, TRANSPORTERSTAR); actor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; } return; } int p = findplayer(actor, &x); if (x < 1220) actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; else actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL; if (actor->temp_data[3] == 0) { int j = fi.ifhitbyweapon(actor); if (j >= 0) { actor->temp_data[3] = 1; actor->temp_data[4] = 0; l = 0; actor->spr.xvel = 0; goto DETONATEB; } } if (actor->spr.picnum != BOUNCEMINE) { makeitfall(actor); if (sectp->lotag != 1 && actor->spr.pos.Z >= actor->floorz - (FOURSLEIGHT) && actor->spr.yvel < 3) { if (actor->spr.yvel > 0 || (actor->spr.yvel == 0 && actor->floorz == sectp->floorz)) S_PlayActorSound(PIPEBOMB_BOUNCE, actor); actor->spr.zvel = -((4 - actor->spr.yvel) << 8); if (actor->spr.sector()->lotag == 2) actor->spr.zvel >>= 2; actor->spr.yvel++; } if (actor->spr.pos.Z < actor->ceilingz) // && sectp->lotag != 2 ) { actor->spr.pos.Z = actor->ceilingz + (3 << 8); actor->spr.zvel = 0; } } Collision coll; movesprite_ex(actor, MulScale(actor->spr.xvel, bcos(actor->spr.ang), 14), MulScale(actor->spr.xvel, bsin(actor->spr.ang), 14), actor->spr.zvel, CLIPMASK0, coll); if (actor->spr.sector()->lotag == 1 && actor->spr.zvel == 0) { actor->spr.pos.Z += (32 << 8); if (actor->temp_data[5] == 0) { actor->temp_data[5] = 1; spawn(actor, WATERSPLASH2); } } else actor->temp_data[5] = 0; if (actor->temp_data[3] == 0 && (actor->spr.picnum == BOUNCEMINE || actor->spr.picnum == MORTER) && (coll.type || x < 844)) { actor->temp_data[3] = 1; actor->temp_data[4] = 0; l = 0; actor->spr.xvel = 0; goto DETONATEB; } if ( Owner && Owner->spr.picnum == APLAYER) l = Owner->PlayerIndex(); else l = -1; if (actor->spr.xvel > 0) { actor->spr.xvel -= 5; if (sectp->lotag == 2) actor->spr.xvel -= 10; if (actor->spr.xvel < 0) actor->spr.xvel = 0; if (actor->spr.xvel & 8) actor->spr.cstat ^= CSTAT_SPRITE_XFLIP; } if (coll.type== kHitWall) { auto wal = coll.hitWall; fi.checkhitwall(actor, wal, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.picnum); int k = getangle(wal->delta()); actor->spr.ang = ((k << 1) - actor->spr.ang) & 2047; actor->spr.xvel >>= 1; } DETONATEB: bool bBoom = false; if ((l >= 0 && ps[l].hbomb_on == 0) || actor->temp_data[3] == 1) bBoom = true; if (isNamWW2GI() && actor->spr.picnum == HEAVYHBOMB) { actor->spr.extra--; if (actor->spr.extra <= 0) bBoom = true; } if (bBoom) { actor->temp_data[4]++; if (actor->temp_data[4] == 2) { x = actor->spr.extra; int m = 0; switch (actor->spr.picnum) { case HEAVYHBOMB: m = gs.pipebombblastradius; break; case MORTER: m = gs.morterblastradius; break; case BOUNCEMINE: m = gs.bouncemineblastradius; break; } fi.hitradius(actor, m, x >> 2, x >> 1, x - (x >> 2), x); spawn(actor, EXPLOSION2); if (actor->spr.zvel == 0) spawn(actor, EXPLOSION2BOT); S_PlayActorSound(PIPEBOMB_EXPLODE, actor); for (x = 0; x < 8; x++) RANDOMSCRAP(actor); } if (actor->spr.yrepeat) { actor->spr.yrepeat = 0; return; } if (actor->temp_data[4] > 20) { if (Owner != actor || ud.respawn_items == 0) { deletesprite(actor); return; } else { actor->temp_data[2] = gs.respawnitemtime; spawn(actor, RESPAWNMARKERRED); actor->spr.cstat = CSTAT_SPRITE_INVISIBLE; actor->spr.yrepeat = 9; return; } } } else if (actor->spr.picnum == HEAVYHBOMB && x < 788 && actor->temp_data[0] > 7 && actor->spr.xvel == 0) if (cansee(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - (8 << 8), actor->spr.sector(), ps[p].pos.X, ps[p].pos.Y, ps[p].pos.Z, ps[p].cursector)) if (ps[p].ammo_amount[HANDBOMB_WEAPON] < gs.max_ammo_amount[HANDBOMB_WEAPON]) { if (ud.coop >= 1 && Owner == actor) { for (int j = 0; j < ps[p].weapreccnt; j++) if (ps[p].weaprecs[j] == actor->spr.picnum) continue; if (ps[p].weapreccnt < 255) // DukeGDX has 16 here. ps[p].weaprecs[ps[p].weapreccnt++] = actor->spr.picnum; } addammo(HANDBOMB_WEAPON, &ps[p], 1); S_PlayActorSound(DUKE_GET, ps[p].GetActor()); if (ps[p].gotweapon[HANDBOMB_WEAPON] == 0 || Owner == ps[p].GetActor()) fi.addweapon(&ps[p], HANDBOMB_WEAPON); if (!Owner || Owner->spr.picnum != APLAYER) { SetPlayerPal(&ps[p], PalEntry(32, 0, 32, 0)); } if (Owner != actor || ud.respawn_items == 0) { if (Owner == actor && ud.coop >= 1) return; deletesprite(actor); return; } else { actor->temp_data[2] = gs.respawnitemtime; spawn(actor, RESPAWNMARKERRED); actor->spr.cstat = CSTAT_SPRITE_INVISIBLE; } } if (actor->temp_data[0] < 8) actor->temp_data[0]++; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveactors_d(void) { int x; int p; unsigned int k; DukeStatIterator it(STAT_ACTOR); while (auto act = it.Next()) { auto sectp = act->spr.sector(); if (act->spr.xrepeat == 0 || sectp == nullptr) { deletesprite(act); continue; } int *t = &act->temp_data[0]; switch (act->spr.picnum) { case FLAMETHROWERFLAME: if (isWorldTour()) flamethrowerflame(act); continue; case DUCK: case TARGET: if (act->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) { act->temp_data[0]++; if (act->temp_data[0] > 60) { act->temp_data[0] = 0; act->spr.cstat = CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_ALIGNMENT_WALL; act->spr.extra = 1; } } else { int j = fi.ifhitbyweapon(act); if (j >= 0) { act->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_YCENTER; k = 1; DukeStatIterator itr(STAT_ACTOR); while (auto act2 = itr.Next()) { if (act2->spr.lotag == act->spr.lotag && act2->spr.picnum == act->spr.picnum) { if ((act2->spr.hitag && !(act2->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) || (!act2->spr.hitag && (act2->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) ) { k = 0; break; } } } if (k == 1) { operateactivators(act->spr.lotag, -1); fi.operateforcefields(act, act->spr.lotag); operatemasterswitches(act->spr.lotag); } } } continue; case RESPAWNMARKERRED: case RESPAWNMARKERYELLOW: case RESPAWNMARKERGREEN: if (!respawnmarker(act, RESPAWNMARKERYELLOW, RESPAWNMARKERGREEN)) continue; break; case HELECOPT: case DUKECAR: act->spr.pos.Z += act->spr.zvel; act->temp_data[0]++; if (act->temp_data[0] == 4) S_PlayActorSound(WAR_AMBIENCE2, act); if (act->temp_data[0] > (26 * 8)) { S_PlaySound(RPG_EXPLODE); for (int j = 0; j < 32; j++) RANDOMSCRAP(act); earthquaketime = 16; deletesprite(act); continue; } else if ((act->temp_data[0] & 3) == 0) spawn(act, EXPLOSION2); ssp(act, CLIPMASK0); break; case RAT: if (!rat(act, true)) continue; break; case QUEBALL: case STRIPEBALL: if (!queball(act, POCKET, QUEBALL, STRIPEBALL)) continue; break; case FORCESPHERE: forcesphere(act, FORCESPHERE); continue; case RECON: recon(act, EXPLOSION2, FIRELASER, RECO_ATTACK, RECO_PAIN, RECO_ROAM, 10, [](DDukeActor* i)->int { return PIGCOP; }); continue; case OOZ: case OOZ2: ooz(act); continue; case GREENSLIME: case GREENSLIME + 1: case GREENSLIME + 2: case GREENSLIME + 3: case GREENSLIME + 4: case GREENSLIME + 5: case GREENSLIME + 6: case GREENSLIME + 7: greenslime(act); continue; case BOUNCEMINE: case MORTER: spawn(act, FRAMEEFFECT1)->temp_data[0] = 3; [[fallthrough]]; case HEAVYHBOMB: heavyhbomb(act); continue; case REACTORBURNT: case REACTOR2BURNT: continue; case REACTOR: case REACTOR2: reactor(act, REACTOR, REACTOR2, REACTORBURNT, REACTOR2BURNT, REACTORSPARK, REACTOR2SPARK); continue; case CAMERA1: camera(act); continue; } // #ifndef VOLOMEONE if (ud.multimode < 2 && badguy(act)) { if (actor_tog == 1) { act->spr.cstat = CSTAT_SPRITE_INVISIBLE; continue; } else if (actor_tog == 2) act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; } // #endif p = findplayer(act, &x); execute(act, p, x); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void fireflyflyingeffect(DDukeActor *actor) { int x, p = findplayer(actor, &x); execute(actor, p, x); auto Owner = actor->GetOwner(); if (!Owner || Owner->spr.picnum != FIREFLY) { deletesprite(actor); return; } if (Owner->spr.xrepeat >= 24 || Owner->spr.pal == 1) actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE; else actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; double dx = Owner->spr.pos.X - ps[p].GetActor()->spr.pos.X; double dy = Owner->spr.pos.Y - ps[p].GetActor()->spr.pos.Y; double dist = sqrt(dx * dx + dy * dy); if (dist != 0.0) { dx /= dist; dy /= dist; } actor->spr.pos.X = (int) (Owner->spr.pos.X - (dx * -10.0)); actor->spr.pos.Y = (int) (Owner->spr.pos.Y - (dy * -10.0)); actor->spr.pos.Z = Owner->spr.pos.Z + 2048; if (Owner->spr.extra <= 0) { deletesprite(actor); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveexplosions_d(void) // STATNUM 5 { int p; int x; DukeStatIterator it(STAT_MISC); while (auto act = it.Next()) { if (!act->spr.insector() || act->spr.xrepeat == 0) { deletesprite(act); continue; } auto sectp = act->spr.sector(); switch (act->spr.picnum) { case FIREFLYFLYINGEFFECT: if (isWorldTour()) fireflyflyingeffect(act); continue; case NEON1: case NEON2: case NEON3: case NEON4: case NEON5: case NEON6: if ((global_random / (act->spr.lotag + 1) & 31) > 4) act->spr.shade = -127; else act->spr.shade = 127; continue; case BLOODSPLAT1: case BLOODSPLAT2: case BLOODSPLAT3: case BLOODSPLAT4: if (act->temp_data[0] == 7 * 26) continue; act->spr.pos.Z += 16 + (krand() & 15); act->temp_data[0]++; if ((act->temp_data[0] % 9) == 0) act->spr.yrepeat++; continue; case NUKEBUTTON: case NUKEBUTTON + 1: case NUKEBUTTON + 2: case NUKEBUTTON + 3: if (act->temp_data[0]) { act->temp_data[0]++; auto Owner = act->GetOwner(); if (act->temp_data[0] == 8) act->spr.picnum = NUKEBUTTON + 1; else if (act->temp_data[0] == 16 && Owner) { act->spr.picnum = NUKEBUTTON + 2; ps[Owner->PlayerIndex()].fist_incs = 1; } if (Owner && ps[Owner->PlayerIndex()].fist_incs == 26) act->spr.picnum = NUKEBUTTON + 3; } continue; case FORCESPHERE: forcesphereexplode(act); continue; case WATERSPLASH2: watersplash2(act); continue; case FRAMEEFFECT1: frameeffect1(act); continue; case INNERJAW: case INNERJAW + 1: p = findplayer(act, &x); if (x < 512) { SetPlayerPal(&ps[p], PalEntry(32, 32, 0, 0)); ps[p].GetActor()->spr.extra -= 4; } [[fallthrough]]; case FIRELASER: if (act->spr.extra != 999) act->spr.extra = 999; else { deletesprite(act); continue; } break; case TONGUE: deletesprite(act); continue; case MONEY + 1: case MAIL + 1: case PAPER + 1: act->floorz = act->spr.pos.Z = getflorzofslopeptr(act->spr.sector(), act->spr.pos.X, act->spr.pos.Y); break; case MONEY: case MAIL: case PAPER: money(act, BLOODPOOL); break; case JIBS1: case JIBS2: case JIBS3: case JIBS4: case JIBS5: case JIBS6: case HEADJIB1: case ARMJIB1: case LEGJIB1: case LIZMANHEAD1: case LIZMANARM1: case LIZMANLEG1: case DUKETORSO: case DUKEGUN: case DUKELEG: jibs(act, JIBS6, true, false, false, act->spr.picnum == DUKELEG || act->spr.picnum == DUKETORSO || act->spr.picnum == DUKEGUN, false); continue; case BLOODPOOL: case PUKE: bloodpool(act, act->spr.picnum == PUKE, TIRE); continue; case LAVAPOOL: case ONFIRE: case ONFIRESMOKE: case BURNEDCORPSE: case LAVAPOOLBUBBLE: case WHISPYSMOKE: if (!isWorldTour()) continue; [[fallthrough]]; case BURNING: case BURNING2: case FECES: case WATERBUBBLE: case SMALLSMOKE: case EXPLOSION2: case SHRINKEREXPLOSION: case EXPLOSION2BOT: case BLOOD: case LASERSITE: case FORCERIPPLE: case TRANSPORTERSTAR: case TRANSPORTERBEAM: p = findplayer(act, &x); execute(act, p, x); continue; case SHELL: case SHOTGUNSHELL: shell(act, (sectp->floorz + (24 << 8)) < act->spr.pos.Z); continue; case GLASSPIECES: case GLASSPIECES + 1: case GLASSPIECES + 2: glasspieces(act); continue; } if (act->spr.picnum >= SCRAP6 && act->spr.picnum <= SCRAP5 + 3) { scrap(act, SCRAP1, SCRAP6); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se06_d(DDukeActor* actor) { auto sc = actor->sector(); int sh = actor->spr.hitag; int k = sc->extra; if (actor->temp_data[4] > 0) { actor->temp_data[4]--; if (actor->temp_data[4] >= (k - (k >> 3))) actor->spr.xvel -= (k >> 5); if (actor->temp_data[4] > ((k >> 1) - 1) && actor->temp_data[4] < (k - (k >> 3))) actor->spr.xvel = 0; if (actor->temp_data[4] < (k >> 1)) actor->spr.xvel += (k >> 5); if (actor->temp_data[4] < ((k >> 1) - (k >> 3))) { actor->temp_data[4] = 0; actor->spr.xvel = k; } } else actor->spr.xvel = k; DukeStatIterator it(STAT_EFFECTOR); while (auto act2 = it.Next()) { if ((act2->spr.lotag == 14) && (sh == act2->spr.hitag) && (act2->temp_data[0] == actor->temp_data[0])) { act2->spr.xvel = actor->spr.xvel; //if( actor->temp_data[4] == 1 ) { if (act2->temp_data[5] == 0) act2->temp_data[5] = dist(act2, actor); int x = Sgn(dist(act2, actor) - act2->temp_data[5]); if (act2->spr.extra) x = -x; actor->spr.xvel += x; } act2->temp_data[4] = actor->temp_data[4]; } } handle_se14(actor, true, RPG, JIBS6); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void handle_se28(DDukeActor* actor) { if (actor->temp_data[5] > 0) { actor->temp_data[5]--; return; } if (actor->temp_data[0] == 0) { int x; findplayer(actor, &x); if (x > 15500) return; actor->temp_data[0] = 1; actor->temp_data[1] = 64 + (krand() & 511); actor->temp_data[2] = 0; } else { actor->temp_data[2]++; if (actor->temp_data[2] > actor->temp_data[1]) { actor->temp_data[0] = 0; ps[screenpeek].visibility = ud.const_visibility; return; } else if (actor->temp_data[2] == (actor->temp_data[1] >> 1)) S_PlayActorSound(THUNDER, actor); else if (actor->temp_data[2] == (actor->temp_data[1] >> 3)) S_PlayActorSound(LIGHTNING_SLAP, actor); else if (actor->temp_data[2] == (actor->temp_data[1] >> 2)) { DukeStatIterator it(STAT_DEFAULT); while (auto act2 = it.Next()) { if (act2->spr.picnum == NATURALLIGHTNING && act2->spr.hitag == actor->spr.hitag) act2->spr.cstat |= CSTAT_SPRITE_INVISIBLE; } } else if (actor->temp_data[2] > (actor->temp_data[1] >> 3) && actor->temp_data[2] < (actor->temp_data[1] >> 2)) { int j = !!cansee(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.sector(), ps[screenpeek].pos.X, ps[screenpeek].pos.Y, ps[screenpeek].pos.Z, ps[screenpeek].cursector); if (rnd(192) && (actor->temp_data[2] & 1)) { if (j) ps[screenpeek].visibility = 0; } else if (j) ps[screenpeek].visibility = ud.const_visibility; DukeStatIterator it(STAT_DEFAULT); while (auto act2 = it.Next()) { if (act2->spr.picnum == NATURALLIGHTNING && act2->spr.hitag == actor->spr.hitag) { if (rnd(32) && (actor->temp_data[2] & 1)) { act2->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; spawn(act2, SMALLSMOKE); int x; int p = findplayer(actor, &x); auto psa = ps[p].GetActor(); x = ldist(psa, act2); if (x < 768) { if (S_CheckActorSoundPlaying(psa, DUKE_LONGTERM_PAIN) < 1) S_PlayActorSound(DUKE_LONGTERM_PAIN, psa); S_PlayActorSound(SHORT_CIRCUIT, psa); psa->spr.extra -= 8 + (krand() & 7); SetPlayerPal(&ps[p], PalEntry(32, 16, 0, 0)); } return; } else act2->spr.cstat |= CSTAT_SPRITE_INVISIBLE; } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveeffectors_d(void) //STATNUM 3 { int l; clearfriction(); DukeStatIterator it(STAT_EFFECTOR); while (auto act = it.Next()) { auto sc = act->sector(); switch (act->spr.lotag) { case SE_0_ROTATING_SECTOR: handle_se00(act, LASERLINE); break; case SE_1_PIVOT: //Nothing for now used as the pivot handle_se01(act); break; case SE_6_SUBWAY: handle_se06_d(act); break; case SE_14_SUBWAY_CAR: handle_se14(act, true, RPG, JIBS6); break; case SE_30_TWO_WAY_TRAIN: handle_se30(act, JIBS6); break; case SE_2_EARTHQUAKE: handle_se02(act); break; //Flashing sector lights after reactor EXPLOSION2 case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT: handle_se03(act); break; case SE_4_RANDOM_LIGHTS: handle_se04(act); break; //BOSS case SE_5_BOSS: handle_se05(act, FIRELASER); break; case SE_8_UP_OPEN_DOOR_LIGHTS: case SE_9_DOWN_OPEN_DOOR_LIGHTS: handle_se08(act, false); break; case SE_10_DOOR_AUTO_CLOSE: { static const int tags[] = { 20, 21, 22, 26, 0}; handle_se10(act, tags); break; } case SE_11_SWINGING_DOOR: handle_se11(act); break; case SE_12_LIGHT_SWITCH: handle_se12(act); break; case SE_13_EXPLOSIVE: handle_se13(act); break; case SE_15_SLIDING_DOOR: handle_se15(act); break; case SE_16_REACTOR: handle_se16(act, REACTOR, REACTOR2); break; case SE_17_WARP_ELEVATOR: handle_se17(act); break; case SE_18_INCREMENTAL_SECTOR_RISE_FALL: handle_se18(act, true); break; case SE_19_EXPLOSION_LOWERS_CEILING: handle_se19(act, BIGFORCE); break; case SE_20_STRETCH_BRIDGE: handle_se20(act); break; case SE_21_DROP_FLOOR: handle_se21(act); break; case SE_22_TEETH_DOOR: handle_se22(act); break; case SE_24_CONVEYOR: case SE_34: { static const int16_t list1[] = { BLOODPOOL, PUKE, FOOTPRINTS, FOOTPRINTS2, FOOTPRINTS3, FOOTPRINTS4, BULLETHOLE, BLOODSPLAT1, BLOODSPLAT2, BLOODSPLAT3, BLOODSPLAT4, -1 }; static const int16_t list2[] = { BOLT1, BOLT1 + 1,BOLT1 + 2, BOLT1 + 3, SIDEBOLT1, SIDEBOLT1 + 1, SIDEBOLT1 + 2, SIDEBOLT1 + 3, -1 }; handle_se24(act, list1, list2, true, TRIPBOMB, LASERLINE, CRANE, 2); break; } case SE_35: handle_se35(act, SMALLSMOKE, EXPLOSION2); break; case SE_25_PISTON: //PISTONS if (act->temp_data[4] == 0) break; handle_se25(act, 3, -1, -1); break; case SE_26: handle_se26(act); break; case SE_27_DEMO_CAM: handle_se27(act); break; case SE_28_LIGHTNING: handle_se28(act); break; case SE_29_WAVES: act->spr.hitag += 64; l = MulScale(act->spr.yvel, bsin(act->spr.hitag), 12); sc->setfloorz(act->spr.pos.Z + l); break; case SE_31_FLOOR_RISE_FALL: // True Drop Floor handle_se31(act, true); break; case SE_32_CEILING_RISE_FALL: // True Drop Ceiling handle_se32(act); break; case SE_33_QUAKE_DEBRIS: if (earthquaketime > 0 && (krand() & 7) == 0) RANDOMSCRAP(act); break; case SE_36_PROJ_SHOOTER: if (act->temp_data[0]) { if (act->temp_data[0] == 1) fi.shoot(act, sc->extra); else if (act->temp_data[0] == 26 * 5) act->temp_data[0] = 0; act->temp_data[0]++; } break; case SE_128_GLASS_BREAKING: handle_se128(act); break; case 130: handle_se130(act, 80, EXPLOSION2); break; case 131: handle_se130(act, 40, EXPLOSION2); break; } } //Sloped sin-wave floors! it.Reset(STAT_EFFECTOR); while (auto act = it.Next()) { if (act->spr.lotag != SE_29_WAVES) continue; auto sc = act->sector(); if (sc->wallnum != 4) continue; auto wal = sc->firstWall() + 2; alignflorslope(act->spr.sector(), wal->pos.X, wal->pos.Y, wal->nextSector()->floorz); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void move_d(DDukeActor *actor, int playernum, int xvel) { int l; int goalang, angdif; int daxvel; int a = actor->spr.hitag; if (a == -1) a = 0; actor->temp_data[0]++; if (a & face_player) { if (ps[playernum].newOwner != nullptr) goalang = getangle(ps[playernum].opos.X - actor->spr.pos.X, ps[playernum].opos.Y - actor->spr.pos.Y); else goalang = getangle(ps[playernum].pos.X - actor->spr.pos.X, ps[playernum].pos.Y - actor->spr.pos.Y); angdif = getincangle(actor->spr.ang, goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; actor->spr.ang += angdif; } if (a & spin) actor->spr.ang += bsin(actor->temp_data[0] << 3, -6); if (a & face_player_slow) { if (ps[playernum].newOwner != nullptr) goalang = getangle(ps[playernum].opos.X - actor->spr.pos.X, ps[playernum].opos.Y - actor->spr.pos.Y); else goalang = getangle(ps[playernum].pos.X - actor->spr.pos.X, ps[playernum].pos.Y - actor->spr.pos.Y); angdif = Sgn(getincangle(actor->spr.ang, goalang)) << 5; if (angdif > -32 && angdif < 0) { angdif = 0; actor->spr.ang = goalang; } actor->spr.ang += angdif; } if ((a & jumptoplayer) == jumptoplayer) { if (actor->temp_data[0] < 16) actor->spr.zvel -= bcos(actor->temp_data[0] << 4, -5); } if (a & face_player_smart) { int newx, newy; newx = ps[playernum].pos.X + (ps[playernum].vel.X / 768); newy = ps[playernum].pos.Y + (ps[playernum].posyv / 768); goalang = getangle(newx - actor->spr.pos.X, newy - actor->spr.pos.Y); angdif = getincangle(actor->spr.ang, goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; actor->spr.ang += angdif; } if (actor->temp_data[1] == 0 || a == 0) { if ((badguy(actor) && actor->spr.extra <= 0) || (actor->spr.opos.X != actor->spr.pos.X) || (actor->spr.opos.Y != actor->spr.pos.Y)) { actor->spr.backupvec2(); SetActor(actor, actor->spr.pos); } return; } auto moveptr = &ScriptCode[actor->temp_data[1]]; if (a & geth) actor->spr.xvel += (*moveptr - actor->spr.xvel) >> 1; if (a & getv) actor->spr.zvel += ((*(moveptr + 1) << 4) - actor->spr.zvel) >> 1; if (a & dodgebullet) dodge(actor); if (actor->spr.picnum != APLAYER) alterang(a, actor, playernum); if (actor->spr.xvel > -6 && actor->spr.xvel < 6) actor->spr.xvel = 0; a = badguy(actor); if (actor->spr.xvel || actor->spr.zvel) { if (a && actor->spr.picnum != ROTATEGUN) { if ((actor->spr.picnum == DRONE || actor->spr.picnum == COMMANDER) && actor->spr.extra > 0) { if (actor->spr.picnum == COMMANDER) { actor->floorz = l = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); if (actor->spr.pos.Z > (l - (8 << 8))) { if (actor->spr.pos.Z > (l - (8 << 8))) actor->spr.pos.Z = l - (8 << 8); actor->spr.zvel = 0; } actor->ceilingz = l = getceilzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); if ((actor->spr.pos.Z - l) < (80 << 8)) { actor->spr.pos.Z = l + (80 << 8); actor->spr.zvel = 0; } } else { if (actor->spr.zvel > 0) { actor->floorz = l = getflorzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); if (actor->spr.pos.Z > (l - (30 << 8))) actor->spr.pos.Z = l - (30 << 8); } else { actor->ceilingz = l = getceilzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); if ((actor->spr.pos.Z - l) < (50 << 8)) { actor->spr.pos.Z = l + (50 << 8); actor->spr.zvel = 0; } } } } else if (actor->spr.picnum != ORGANTIC) { if (actor->spr.zvel > 0 && actor->floorz < actor->spr.pos.Z) actor->spr.pos.Z = actor->floorz; if (actor->spr.zvel < 0) { l = getceilzofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y); if ((actor->spr.pos.Z - l) < (66 << 8)) { actor->spr.pos.Z = l + (66 << 8); actor->spr.zvel >>= 1; } } } } else if (actor->spr.picnum == APLAYER) if ((actor->spr.pos.Z - actor->ceilingz) < (32 << 8)) actor->spr.pos.Z = actor->ceilingz + (32 << 8); daxvel = actor->spr.xvel; angdif = actor->spr.ang; if (a && actor->spr.picnum != ROTATEGUN) { if (xvel < 960 && actor->spr.xrepeat > 16) { daxvel = -(1024 - xvel); angdif = getangle(ps[playernum].pos.X - actor->spr.pos.X, ps[playernum].pos.Y - actor->spr.pos.Y); if (xvel < 512) { ps[playernum].vel.X = 0; ps[playernum].posyv = 0; } else { ps[playernum].vel.X = MulScale(ps[playernum].vel.X, gs.playerfriction - 0x2000, 16); ps[playernum].posyv = MulScale(ps[playernum].posyv, gs.playerfriction - 0x2000, 16); } } else if (actor->spr.picnum != DRONE && actor->spr.picnum != SHARK && actor->spr.picnum != COMMANDER) { if (actor->spr.opos.Z != actor->spr.pos.Z || (ud.multimode < 2 && ud.player_skill < 2)) { if ((actor->temp_data[0] & 1) || ps[playernum].actorsqu == actor) return; else daxvel <<= 1; } else { if ((actor->temp_data[0] & 3) || ps[playernum].actorsqu == actor) return; else daxvel <<= 2; } } } Collision coll; actor->movflag = movesprite_ex(actor, MulScale(daxvel, bcos(angdif), 14), MulScale(daxvel, bsin(angdif), 14), actor->spr.zvel, CLIPMASK0, coll); } if (a) { if (actor->spr.sector()->ceilingstat & CSTAT_SECTOR_SKY) actor->spr.shade += (actor->spr.sector()->ceilingshade - actor->spr.shade) >> 1; else actor->spr.shade += (actor->spr.sector()->floorshade - actor->spr.shade) >> 1; if (actor->spr.sector()->floorpicnum == MIRROR) deletesprite(actor); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void fall_d(DDukeActor *actor, int g_p) { fall_common(actor, g_p, JIBS6, DRONE, BLOODPOOL, SHOTSPARK1, SQUISHED, THUD, nullptr); } bool spawnweapondebris_d(int picnum, int dnum) { return picnum == BLIMP && dnum == SCRAP1; } void respawnhitag_d(DDukeActor* actor) { switch (actor->spr.picnum) { case FEM1: case FEM2: case FEM3: case FEM4: case FEM5: case FEM6: case FEM7: case FEM8: case FEM9: case FEM10: case PODFEM1: case NAKED1: case STATUE: if (actor->spr.yvel) fi.operaterespawns(actor->spr.yvel); break; default: if (actor->spr.hitag >= 0) fi.operaterespawns(actor->spr.hitag); break; } } void checktimetosleep_d(DDukeActor *actor) { if (actor->spr.statnum == STAT_STANDABLE) { switch (actor->spr.picnum) { case RUBBERCAN: case EXPLODINGBARREL: case WOODENHORSE: case HORSEONSIDE: case CANWITHSOMETHING: case FIREBARREL: case NUKEBARREL: case NUKEBARRELDENTED: case NUKEBARRELLEAKED: case TRIPBOMB: case EGG: if (actor->timetosleep > 1) actor->timetosleep--; else if (actor->timetosleep == 1) ChangeActorStat(actor, STAT_ZOMBIEACTOR); break; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void think_d(void) { thinktime.Reset(); thinktime.Clock(); recordoldspritepos(); movefta_d(); //ST 2 moveweapons_d(); //ST 4 movetransports_d(); //ST 9 moveplayers(); //ST 10 movefallers_d(); //ST 12 moveexplosions_d(); //ST 5 actortime.Reset(); actortime.Clock(); moveactors_d(); //ST 1 actortime.Unclock(); moveeffectors_d(); //ST 3 movestandables_d(); //ST 6 doanimations(); movefx(); //ST 11 thinktime.Unclock(); } END_DUKE_NS