//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2017-2019 - Nuke.YKT 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 is a combination of code from the following sources: - EDuke 2 by Matt Saettler - JFDuke by Jonathon Fowler (jf@jonof.id.au), - DukeGDX and RedneckGDX by Alexander Makarov-[M210] (m210-2007@mail.ru) - Redneck Rampage reconstructed source by Nuke.YKT */ //------------------------------------------------------------------------- #include "ns.h" #include "global.h" #include "names.h" BEGIN_DUKE_NS //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool ceilingspace(int sectnum) { if ((sector[sectnum].ceilingstat & 1) && sector[sectnum].ceilingpal == 0) { switch (sector[sectnum].ceilingpicnum) { case MOONSKY1: case BIGORBIT1: return !isRR(); case RR_MOONSKY1: case RR_BIGORBIT1: return isRR(); } } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool floorspace(int sectnum) { if ((sector[sectnum].floorstat & 1) && sector[sectnum].ceilingpal == 0) { switch (sector[sectnum].floorpicnum) { case MOONSKY1: case BIGORBIT1: return !isRR(); case RR_MOONSKY1: case RR_BIGORBIT1: return !!isRR(); } } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void addammo(short weapon, struct player_struct* p, short amount) { p->ammo_amount[weapon] += amount; if (p->ammo_amount[weapon] > max_ammo_amount[weapon]) p->ammo_amount[weapon] = max_ammo_amount[weapon]; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void addweapon(struct player_struct* p, int weapon) { short cw = p->curr_weapon; if (p->OnMotorcycle || p->OnBoat) { p->gotweapon.Set(weapon); if (weapon == SHRINKER_WEAPON) { p->gotweapon.Set(GROW_WEAPON); p->ammo_amount[GROW_WEAPON] = 1; } else if (weapon == RPG_WEAPON) { p->gotweapon.Set(RA16_WEAPON); } else if (weapon == RA15_WEAPON) { p->ammo_amount[RA15_WEAPON] = 1; } return; } if (p->gotweapon[weapon] == 0) { p->gotweapon.Set(weapon); if (weapon == SHRINKER_WEAPON) { p->gotweapon.Set(GROW_WEAPON); if (isRRRA()) p->ammo_amount[GROW_WEAPON] = 1; } if (isRRRA()) { if (weapon == RPG_WEAPON) { p->gotweapon.Set(RA16_WEAPON); } if (weapon == RA15_WEAPON) { p->ammo_amount[RA15_WEAPON] = 50; } } if (!isRR() || weapon != HANDBOMB_WEAPON) cw = weapon; } else cw = weapon; if (isRR() && weapon == HANDBOMB_WEAPON) p->last_weapon = -1; 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->kickback_pic = 0; #ifdef EDUKE if (p->curr_weapon != cw) { short snum; snum = sprite[p->i].yvel; SetGameVarID(g_iWeaponVarID, cw, p->i, snum); if (p->curr_weapon >= 0) { SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[weapon][snum], p->i, snum); } else { SetGameVarID(g_iWorksLikeVarID, -1, p->i, snum); } SetGameVarID(g_iReturnVarID, 0, -1, snum); OnEvent(EVENT_CHANGEWEAPON, p->i, snum, -1); if (GetGameVarID(g_iReturnVarID, -1, snum) == 0) { p->curr_weapon = cw; } } #else p->curr_weapon = cw; #endif switch (weapon) { case RA15_WEAPON: case KNEE_WEAPON: case TRIPBOMB_WEAPON: case HANDREMOTE_WEAPON: case HANDBOMB_WEAPON: break; case SHOTGUN_WEAPON: spritesound(SHOTGUN_COCK, p->i); break; case PISTOL_WEAPON: spritesound(INSERT_CLIP, p->i); break; default: spritesound(SELECT_WEAPON, p->i); break; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void checkavailinven(struct player_struct* p) { if (p->firstaid_amount > 0) p->inven_icon = ICON_FIRSTAID; else if (p->steroids_amount > 0) p->inven_icon = ICON_STEROIDS; else if (p->holoduke_amount > 0) p->inven_icon = ICON_HOLODUKE; else if (p->jetpack_amount > 0) p->inven_icon = ICON_JETPACK; else if (p->heat_amount > 0) p->inven_icon = ICON_HEATS; else if (p->scuba_amount > 0) p->inven_icon = ICON_SCUBA; else if (p->boot_amount > 0) p->inven_icon = ICON_BOOTS; else p->inven_icon = ICON_NONE; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void checkavailweapon(struct player_struct* p) { short i, snum; int weap; if (p->wantweaponfire >= 0) { weap = p->wantweaponfire; p->wantweaponfire = -1; if (weap == p->curr_weapon) return; else if (p->gotweapon[weap] && p->ammo_amount[weap] > 0) { addweapon(p, weap); return; } } weap = p->curr_weapon; if (p->gotweapon[weap] && p->ammo_amount[weap] > 0) return; snum = sprite[p->i].yvel; // Note: RedNukem has this restriction, but the original source and RedneckGDX do not. #if 1 // TRANSITIONAL int max = ((isRR()) ? DEVISTATOR_WEAPON : FREEZE_WEAPON); #else int max = FREEZE_WEAPON; #endif for (i = 0; i < 10; i++) { weap = ud.wchoice[snum][i]; if ((g_gameType & GAMEFLAG_SHAREWARE) && weap > 6) continue; if (weap == 0) weap = max; else weap--; if (weap == KNEE_WEAPON || (p->gotweapon[weap] && p->ammo_amount[weap] > 0)) break; } if (i == HANDREMOTE_WEAPON) weap = KNEE_WEAPON; // Found the weapon p->last_weapon = p->curr_weapon; p->random_club_frame = 0; p->curr_weapon = weap; if (isWW2GI()) { SetGameVarID(g_iWeaponVarID, p->curr_weapon, p->i, snum); if (p->curr_weapon >= 0) { SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[p->curr_weapon][snum], p->i, snum); } else { SetGameVarID(g_iWorksLikeVarID, -1, p->i, snum); } OnEvent(EVENT_CHANGEWEAPON, p->i, snum, -1); } p->kickback_pic = 0; if (p->holster_weapon == 1) { p->holster_weapon = 0; p->weapon_pos = 10; } else p->weapon_pos = -1; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool ifsquished(int i, int p) { if (isRR()) return false; // this function is a no-op in RR's source. bool squishme = false; if (sprite[i].picnum == TILE_APLAYER && ud.clipping) return false; auto& sc = sector[sprite[i].sectnum]; int floorceildist = sc.floorz - sc.ceilingz; if (sc.lotag != ST_23_SWINGING_DOOR) { if (sprite[i].pal == 1) squishme = floorceildist < (32 << 8) && (sc.lotag & 32768) == 0; else squishme = floorceildist < (12 << 8); } if (squishme) { FTA(QUOTE_SQUISHED, &ps[p]); if (badguy(&sprite[i])) sprite[i].xvel = 0; if (sprite[i].pal == 1) { hittype[i].picnum = SHOTSPARK1; hittype[i].extra = 1; return false; } return true; } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void clearcamera(player_struct* ps) { ps->newowner = -1; ps->posx = ps->oposx; ps->posy = ps->oposy; ps->posz = ps->oposz; ps->q16ang = ps->oq16ang; updatesector(ps->posx, ps->posy, &ps->cursectnum); setpal(ps); int k = headspritestat[1]; while (k >= 0) { if (sprite[k].picnum == CAMERA1) sprite[k].yvel = 0; k = nextspritestat[k]; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void hitradius(short i, int r, int hp1, int hp2, int hp3, int hp4) { spritetype* s, * sj; walltype* wal; int d, q, x1, y1; int sectcnt, sectend, dasect, startwall, endwall, nextsect; short j, p, x, nextj, sect; static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC }; short tempshort[MAXSECTORS]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64. s = &sprite[i]; if (s->xrepeat < 11) { if (!isRR()) { if (s->picnum == RPG) goto SKIPWALLCHECK; } else { if (s->picnum == RR_CROSSBOW || ((isRRRA()) && s->picnum == RR_CHIKENCROSSBOW)) goto SKIPWALLCHECK; } } if ((isRR()) || s->picnum != SHRINKSPARK) { tempshort[0] = s->sectnum; dasect = s->sectnum; sectcnt = 0; sectend = 1; do { dasect = tempshort[sectcnt++]; if (((sector[dasect].ceilingz - s->z) >> 8) < r) { d = abs(wall[sector[dasect].wallptr].x - s->x) + abs(wall[sector[dasect].wallptr].y - s->y); if (d < r) checkhitceiling(dasect); else { // ouch... d = abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].x - s->x) + abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].y - s->y); if (d < r) checkhitceiling(dasect); } } startwall = sector[dasect].wallptr; endwall = startwall + sector[dasect].wallnum; for (x = startwall, wal = &wall[startwall]; x < endwall; x++, wal++) if ((abs(wal->x - s->x) + abs(wal->y - s->y)) < r) { nextsect = wal->nextsector; if (nextsect >= 0) { for (dasect = sectend - 1; dasect >= 0; dasect--) if (tempshort[dasect] == nextsect) break; if (dasect < 0) tempshort[sectend++] = nextsect; } x1 = (((wal->x + wall[wal->point2].x) >> 1) + s->x) >> 1; y1 = (((wal->y + wall[wal->point2].y) >> 1) + s->y) >> 1; updatesector(x1, y1, §); if (sect >= 0 && cansee(x1, y1, s->z, sect, s->x, s->y, s->z, s->sectnum)) checkhitwall(i, x, wal->x, wal->y, s->z, s->picnum); } } while (sectcnt < sectend); } SKIPWALLCHECK: int val = (isRR()) ? 24 : 16; q = -(val << 8) + (krand() & ((32 << 8) - 1)); for (x = 0; x < 7; x++) { j = headspritestat[statlist[x]]; while (j >= 0) { nextj = nextspritestat[j]; sj = &sprite[j]; if (isWorldTour()) { if (sprite[s->owner].picnum == APLAYER && sj->picnum == APLAYER && ud.coop != 0 && ud.ffire == 0 && s->owner != j) continue; if (s->picnum == FLAMETHROWERFLAME && ((sprite[s->owner].picnum == FIREFLY && sj->picnum == FIREFLY) || (sprite[s->owner].picnum == BOSS5 && sj->picnum == BOSS5))) continue; } if (x == 0 || x >= 5 || AFLAMABLE(sj->picnum)) { if ((!isRR() && s->picnum != SHRINKSPARK) || (sj->cstat & 257)) if (dist(s, sj) < r) { if (badguy(sj) && !cansee(sj->x, sj->y, sj->z + q, sj->sectnum, s->x, s->y, s->z + q, s->sectnum)) goto BOLT; checkhitsprite(j, i); } } else if (!isRR()) { if (sj->extra >= 0 && sj != s && (sj->picnum == TRIPBOMB || badguy(sj) || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL || (sj->cstat & 257) || sj->picnum == DUKELYINGDEAD)) { if (s->picnum == SHRINKSPARK && sj->picnum != SHARK && (j == s->owner || sj->xrepeat < 24)) { j = nextj; continue; } if (s->picnum == MORTER && j == s->owner) { j = nextj; continue; } if (sj->picnum == APLAYER) sj->z -= PHEIGHT; d = dist(s, sj); if (sj->picnum == APLAYER) sj->z += PHEIGHT; if (d < r && cansee(sj->x, sj->y, sj->z - (8 << 8), sj->sectnum, s->x, s->y, s->z - (12 << 8), s->sectnum)) { hittype[j].ang = getangle(sj->x - s->x, sj->y - s->y); if (s->picnum == RPG && sj->extra > 0) hittype[j].picnum = RPG; else if (!isWorldTour()) { if (s->picnum == SHRINKSPARK) hittype[j].picnum = SHRINKSPARK; else hittype[j].picnum = RADIUSEXPLOSION; } else { if (s->picnum == SHRINKSPARK || s->picnum == FLAMETHROWERFLAME) hittype[j].picnum = s->picnum; else if (s->picnum != FIREBALL || sprite[s->owner].picnum != APLAYER) { if (s->picnum == LAVAPOOL) hittype[j].picnum = FLAMETHROWERFLAME; else hittype[j].picnum = RADIUSEXPLOSION; } else hittype[j].picnum = FLAMETHROWERFLAME; } if (s->picnum != SHRINKSPARK && (!isWorldTour() && s->picnum != LAVAPOOL)) { if (d < r / 3) { if (hp4 == hp3) hp4++; hittype[j].extra = hp3 + (krand() % (hp4 - hp3)); } else if (d < 2 * r / 3) { if (hp3 == hp2) hp3++; hittype[j].extra = hp2 + (krand() % (hp3 - hp2)); } else if (d < r) { if (hp2 == hp1) hp2++; hittype[j].extra = hp1 + (krand() % (hp2 - hp1)); } if (sprite[j].picnum != TANK && sprite[j].picnum != ROTATEGUN && sprite[j].picnum != RECON && sprite[j].picnum != BOSS1 && sprite[j].picnum != BOSS2 && sprite[j].picnum != BOSS3 && sprite[j].picnum != BOSS4) { if (sj->xvel < 0) sj->xvel = 0; sj->xvel += (s->extra << 2); } if (sj->picnum == PODFEM1 || sj->picnum == FEM1 || sj->picnum == FEM2 || sj->picnum == FEM3 || sj->picnum == FEM4 || sj->picnum == FEM5 || sj->picnum == FEM6 || sj->picnum == FEM7 || sj->picnum == FEM8 || sj->picnum == FEM9 || sj->picnum == FEM10 || sj->picnum == STATUE || sj->picnum == STATUEFLASH || sj->picnum == SPACEMARINE || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL) checkhitsprite(j, i); } else if (s->extra == 0) hittype[j].extra = 0; if (sj->picnum != RADIUSEXPLOSION && s->owner >= 0 && sprite[s->owner].statnum < MAXSTATUS) { if (sj->picnum == APLAYER) { p = sj->yvel; if (isWorldTour() && hittype[j].picnum == FLAMETHROWERFLAME && sprite[s->owner].picnum == APLAYER) { ps[p].numloogs = -1 - s->yvel; } if (ps[p].newowner >= 0) { clearcamera(&ps[p]); } } hittype[j].owner = s->owner; } } } } else { if (sj->extra >= 0 && sj != s && (badguy(sj) || sj->picnum == RR_QUEBALL || sj->picnum == RR_3440 || sj->picnum == RR_STRIPEBALL || (sj->cstat & 257) || sj->picnum == RR_LNRDLYINGDEAD)) { if (s->picnum == RR_MORTER && j == s->owner) { j = nextj; continue; } if ((isRRRA()) && s->picnum == RR_CHEERBOMB && j == s->owner) { j = nextj; continue; } if (sj->picnum == APLAYER) sj->z -= PHEIGHT; d = dist(s, sj); if (sj->picnum == APLAYER) sj->z += PHEIGHT; if (d < r && cansee(sj->x, sj->y, sj->z - (8 << 8), sj->sectnum, s->x, s->y, s->z - (12 << 8), s->sectnum)) { if ((isRRRA()) && sprite[j].picnum == RR_MINION && sprite[j].pal == 19) { j = nextj; continue; } hittype[j].ang = getangle(sj->x - s->x, sj->y - s->y); if (s->picnum == RR_CROSSBOW && sj->extra > 0) hittype[j].picnum = RR_CROSSBOW; else if ((isRRRA()) && s->picnum == RR_CHIKENCROSSBOW && sj->extra > 0) hittype[j].picnum = RR_CROSSBOW; else hittype[j].picnum = RR_RADIUSEXPLOSION; if (d < r / 3) { if (hp4 == hp3) hp4++; hittype[j].extra = hp3 + (krand() % (hp4 - hp3)); } else if (d < 2 * r / 3) { if (hp3 == hp2) hp3++; hittype[j].extra = hp2 + (krand() % (hp3 - hp2)); } else if (d < r) { if (hp2 == hp1) hp2++; hittype[j].extra = hp1 + (krand() % (hp2 - hp1)); } int pic = sprite[j].picnum; if ((isRRRA())? (pic != RR_HULK && pic != RR_MAMAJACKOLOPE && pic != RR_GUITARBILLY && pic != RR_BANJOCOOTER && pic != RR_MAMACLOUD) : (pic != RR_HULK && pic != RR_SBMOVE)) { if (sprite[j].xvel < 0) sprite[j].xvel = 0; sprite[j].xvel += (sprite[j].extra << 2); } if (sj->picnum == RR_STATUEFLASH || sj->picnum == RR_QUEBALL || sj->picnum == RR_STRIPEBALL || sj->picnum == RR_3440) checkhitsprite(j, i); if (sprite[j].picnum != RR_RADIUSEXPLOSION && s->owner >= 0 && sprite[s->owner].statnum < MAXSTATUS) { if (sprite[j].picnum == APLAYER) { p = sprite[j].yvel; if (ps[p].newowner >= 0) { clearcamera(&ps[p]); } } hittype[j].owner = s->owner; } } } } BOLT: j = nextj; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int movesprite(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype) { int daz, h, oldx, oldy; short retval, dasectnum, cd; char bg; bg = badguy(&sprite[spritenum]); if (sprite[spritenum].statnum == 5 || (bg && sprite[spritenum].xrepeat < 4)) { sprite[spritenum].x += (xchange * TICSPERFRAME) >> 2; sprite[spritenum].y += (ychange * TICSPERFRAME) >> 2; sprite[spritenum].z += (zchange * TICSPERFRAME) >> 2; if (bg) setsprite(spritenum, sprite[spritenum].x, sprite[spritenum].y, sprite[spritenum].z); return 0; } dasectnum = sprite[spritenum].sectnum; daz = sprite[spritenum].z; h = ((tilesiz[sprite[spritenum].picnum].y * sprite[spritenum].yrepeat) << 1); daz -= h; if (bg) { oldx = sprite[spritenum].x; oldy = sprite[spritenum].y; if (sprite[spritenum].xrepeat > 60) retval = clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 1024L, (4 << 8), (4 << 8), cliptype); else { if (isRR()) cd = 192; else if (sprite[spritenum].picnum == LIZMAN) cd = 292; #if 0 // TRANSITIONAL the needed infrastructure for this is too different for now else if ((actortype[sprite[spritenum].picnum] & 3)) #else else if (A_CheckSpriteFlags(spritenum, SFLAG_BADGUY)) #endif cd = sprite[spritenum].clipdist << 2; else cd = 192; retval = clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), cd, (4 << 8), (4 << 8), cliptype); } bool rr = (isRR()); // conditional code from hell... if (dasectnum < 0 || (dasectnum >= 0 && ((hittype[spritenum].actorstayput >= 0 && hittype[spritenum].actorstayput != dasectnum) || (!rr && ( ((sprite[spritenum].picnum == BOSS2) && sprite[spritenum].pal == 0 && sector[dasectnum].lotag != 3) || ((sprite[spritenum].picnum == BOSS1 || sprite[spritenum].picnum == BOSS2) && sector[dasectnum].lotag == ST_1_ABOVE_WATER) || (sector[dasectnum].lotag == ST_1_ABOVE_WATER && (sprite[spritenum].picnum == LIZMAN || (sprite[spritenum].picnum == LIZTROOP && sprite[spritenum].zvel == 0))) ) ) ))) { sprite[spritenum].x = oldx; sprite[spritenum].y = oldy; if (sector[dasectnum].lotag == ST_1_ABOVE_WATER && (rr || sprite[spritenum].picnum == LIZMAN)) sprite[spritenum].ang = (krand() & 2047); else if ((hittype[spritenum].temp_data[0] & 3) == 1 && (rr || sprite[spritenum].picnum != COMMANDER)) sprite[spritenum].ang = (krand() & 2047); setsprite(spritenum, oldx, oldy, sprite[spritenum].z); if (dasectnum < 0) dasectnum = 0; return (16384 + dasectnum); } if ((retval & 49152) >= 32768 && (hittype[spritenum].cgg == 0)) sprite[spritenum].ang += 768; } else { if (sprite[spritenum].statnum == 4) retval = clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 8L, (4 << 8), (4 << 8), cliptype); else retval = clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), (int)(sprite[spritenum].clipdist << 2), (4 << 8), (4 << 8), cliptype); } if (dasectnum >= 0) if ((dasectnum != sprite[spritenum].sectnum)) changespritesect(spritenum, dasectnum); daz = sprite[spritenum].z + ((zchange * TICSPERFRAME) >> 3); if ((daz > hittype[spritenum].ceilingz) && (daz <= hittype[spritenum].floorz)) sprite[spritenum].z = daz; else if (retval == 0) return(16384 + dasectnum); return(retval); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int ssp(short i, unsigned int cliptype) //The set sprite function { spritetype* s; int movetype; s = &sprite[i]; movetype = movesprite(i, (s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14, (s->xvel * (sintable[s->ang & 2047])) >> 14, s->zvel, cliptype); return (movetype == 0); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void insertspriteq(int i) { if (spriteqamount > 0) { if (spriteq[spriteqloc] >= 0) sprite[spriteq[spriteqloc]].xrepeat = 0; spriteq[spriteqloc] = i; spriteqloc = (spriteqloc + 1) % spriteqamount; } else sprite[i].xrepeat = sprite[i].yrepeat = 0; } //--------------------------------------------------------------------------- // // consolidation of several nearly identical functions // lotsofmoney -> MONEY / RR_FEATHERS // lotsofmail -> MAIL // lotsofpaper -> PAPER // //--------------------------------------------------------------------------- void lotsofstuff(spritetype* s, short n, int spawntype) { short i, j; for (i = n; i > 0; i--) { short r1 = krand(), r2 = krand(); // using the RANDCORRECT version from RR. // TRANSITIONAL RedNukem sets the spawner as owner. j = EGS(s->sectnum, s->x, s->y, s->z - (r2 % (47 << 8)), spawntype, -32, 8, 8, r1 & 2047, 0, 0, 0, 5); sprite[j].cstat = krand() & 12; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void guts(spritetype* s, short gtype, short n, short p) { int gutz, floorz; int i=0, j; int sx, sy; uint8_t pal; if (badguy(s) && s->xrepeat < 16) sx = sy = 8; else sx = sy = 32; gutz = s->z - (8 << 8); floorz = getflorzofslope(s->sectnum, s->x, s->y); if (gutz > (floorz - (8 << 8))) gutz = floorz - (8 << 8); if (!isRR() && s->picnum == COMMANDER) gutz -= (24 << 8); if (badguy(s) && s->pal == 6) pal = 6; else { pal = 0; if (isRRRA()) { if (s->picnum == RR_MINION && (s->pal == 8 || s->pal == 19)) pal = s->pal; } } if (isRR()) { sx >>= 1; sy >>= 1; } 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??? i = EGS(s->sectnum, s->x + (r5 & 255) - 128, s->y + (r4 & 255) - 128, gutz - (r3 & 8191), gtype, -32, sx, sy, a, 48 + (r2 & 31), -512 - (r1 & 2047), ps[p].i, 5); if (!isRR() && sprite[i].picnum == JIBS2) { sprite[i].xrepeat >>= 2; sprite[i].yrepeat >>= 2; } if (pal != 0) sprite[i].pal = pal; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void gutsdir(spritetype* s, short gtype, short n, short p) { int gutz, floorz; short i, j; char sx, sy; if (badguy(s) && s->xrepeat < 16) sx = sy = 8; else sx = sy = 32; gutz = s->z - (8 << 8); floorz = getflorzofslope(s->sectnum, s->x, s->y); if (gutz > (floorz - (8 << 8))) gutz = floorz - (8 << 8); if (!isRR() && s->picnum == COMMANDER) gutz -= (24 << 8); for (j = 0; j < n; j++) { int a = krand() & 2047; int r1 = krand(); int r2 = krand(); // TRANSITIONAL: owned by a player??? i = EGS(s->sectnum, s->x, s->y, gutz, gtype, -32, sx, sy, a, 256 + (r2 & 127), -512 - (r1 & 2047), ps[p].i, 5); } } //--------------------------------------------------------------------------- // // movesector - why is this in actors.cpp? // //--------------------------------------------------------------------------- void ms(short i) { //T1,T2 and T3 are used for all the sector moving stuff!!! short startwall, endwall, x; int tx, ty; spritetype* s; s = &sprite[i]; s->x += (s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14; s->y += (s->xvel * (sintable[s->ang & 2047])) >> 14; int j = hittype[i].temp_data[1]; int k = hittype[i].temp_data[2]; startwall = sector[s->sectnum].wallptr; endwall = startwall + sector[s->sectnum].wallnum; for (x = startwall; x < endwall; x++) { rotatepoint( 0, 0, msx[j], msy[j], k & 2047, &tx, &ty); dragpoint(x, s->x + tx, s->y + ty); j++; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movefta(void) { int x, px, py, sx, sy; short i, j, p, psect, ssect, nexti; spritetype* s; i = headspritestat[STAT_ZOMBIEACTOR]; while (i >= 0) { nexti = nextspritestat[i]; s = &sprite[i]; p = findplayer(s, &x); ssect = psect = s->sectnum; if (sprite[ps[p].i].extra > 0) { if (x < 30000) { hittype[i].timetosleep++; if (hittype[i].timetosleep >= (x >> 8)) { if (badguy(s)) { px = ps[p].oposx + 64 - (krand() & 127); py = ps[p].oposy + 64 - (krand() & 127); updatesector(px, py, &psect); if (psect == -1) { i = nexti; continue; } sx = s->x + 64 - (krand() & 127); sy = s->y + 64 - (krand() & 127); updatesector(px, py, &ssect); if (ssect == -1) { i = nexti; continue; } if (!isRR() || s->pal == 33 || s->type == RR_VIXEN || ((isRRRA()) && isIn(s->type, RR_COOT, RR_COOTSTAYPUT, RR_BIKERSTAND, RR_BIKERRIDE, RR_BIKERRIDEDAISY, RR_MINIONAIRBOAT, RR_HULKAIRBOAT, RR_DAISYAIRBOAT, RR_JACKOLOPE, RR_BANJOCOOTER, RR_GUITARBILLY, RR_MAMAJACKOLOPE, RR_BIKERBV, RR_MAKEOUT, RR_CHEER, RR_CHEERSTAYPUT)) || (sintable[(s->ang + 512) & 2047] * (px - sx) + sintable[s->ang & 2047] * (py - sy) >= 0)) { int r1 = krand(); int r2 = krand(); j = cansee(sx, sy, s->z - (r2 % (52 << 8)), s->sectnum, px, py, ps[p].oposz - (r1 % (32 << 8)), ps[p].cursectnum); } } else { int r1 = krand(); int r2 = krand(); j = cansee(s->x, s->y, s->z - ((r2 & 31) << 8), s->sectnum, ps[p].oposx, ps[p].oposy, ps[p].oposz - ((r1 & 31) << 8), ps[p].cursectnum); } if (j) { bool res = (!isRR()) ? isIn(s->picnum, RUBBERCAN, EXPLODINGBARREL, WOODENHORSE, HORSEONSIDE, CANWITHSOMETHING, CANWITHSOMETHING2, CANWITHSOMETHING3, CANWITHSOMETHING4, FIREBARREL, FIREVASE, NUKEBARREL, NUKEBARRELDENTED, NUKEBARRELLEAKED, TRIPBOMB) : isIn(s->picnum, RR_1251, RR_1268, RR_1187, RR_1304, RR_1305, RR_1306, RR_1309, RR_1315, RR_1317, RR_1388); if (res) { if (sector[s->sectnum].ceilingstat & 1) s->shade = sector[s->sectnum].ceilingshade; else s->shade = sector[s->sectnum].floorshade; hittype[i].timetosleep = 0; changespritestat(i, STAT_STANDABLE); } else { #if 0 // TRANSITIONAL: RedNukem has this here. Needed? if (A_CheckSpriteFlags(spriteNum, SFLAG_USEACTIVATOR) && sector[sprite[spriteNum].sectnum].lotag & 16384) break; #endif hittype[i].timetosleep = 0; check_fta_sounds(i); changespritestat(i, STAT_ACTOR); } } else hittype[i].timetosleep = 0; } } if ((!isRR() || !j) && badguy(s)) { if (sector[s->sectnum].ceilingstat & 1) s->shade = sector[s->sectnum].ceilingshade; else s->shade = sector[s->sectnum].floorshade; if (s->picnum != RR_HEN || s->picnum != RR_COW || s->picnum != RR_PIG || s->picnum != RR_DOGRUN || ((isRRRA()) && s->picnum != RR_JACKOLOPE)) if (wakeup(i, p)) { hittype[i].timetosleep = 0; check_fta_sounds(i); changespritestat(i, STAT_ACTOR); } } } i = nexti; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int ifhitsectors(int sectnum) { int i = headspritestat[STAT_MISC]; if (!isRR()) { while (i >= 0) { if (sprite[i].picnum == EXPLOSION2 && sectnum == sprite[i].sectnum) return i; i = nextspritestat[i]; } } else { while (i >= 0) { if (sprite[i].picnum == RR_EXPLOSION2 || (sprite[i].picnum == RR_EXPLOSION3 && sectnum == sprite[i].sectnum)) return i; i = nextspritestat[i]; } } return -1; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int ifhitbyweapon(int sn) { short j, p; spritetype* npc; if (hittype[sn].extra >= 0) { if (sprite[sn].extra >= 0) { npc = &sprite[sn]; if (npc->picnum == APLAYER) { if (ud.god && (isRR() || hittype[sn].picnum != SHRINKSPARK)) return -1; p = npc->yvel; j = hittype[sn].owner; if (j >= 0 && sprite[j].picnum == APLAYER && ud.coop == 1 && ud.ffire == 0) return -1; npc->extra -= hittype[sn].extra; if (j >= 0) { if (npc->extra <= 0 && hittype[sn].picnum != (isRR()? RR_ALIENBLAST : FREEZEBLAST)) { npc->extra = 0; ps[p].wackedbyactor = j; if (sprite[hittype[sn].owner].picnum == APLAYER && p != sprite[hittype[sn].owner].yvel) { // yvel contains player ID ps[p].frag_ps = sprite[j].yvel; } hittype[sn].owner = ps[p].i; } } bool res = !isRR() ? isIn(hittype[sn].picnum, RADIUSEXPLOSION, RPG, HYDRENT, HEAVYHBOMB, SEENINE, OOZFILTER, EXPLODINGBARREL) : (isIn(hittype[sn].picnum, RR_DYNAMITE, RR_POWDERKEGSPRITE, RR_1228, RR_1273, RR_1315, RR_SEENINE, RR_RADIUSEXPLOSION, RR_CROSSBOW) || (isRRRA() && hittype[sn].picnum == RR_CHIKENCROSSBOW)); int shift = res ? 2 : 1; ps[p].posxv += hittype[sn].extra * (sintable[(hittype[sn].ang + 512) & 2047]) << shift; ps[p].posyv += hittype[sn].extra * (sintable[hittype[sn].ang & 2047]) << shift; } else { if (hittype[sn].extra == 0) if ((isRR() || hittype[sn].picnum == SHRINKSPARK) && npc->xrepeat < 24) return -1; if (isWorldTour() && hittype[sn].picnum == FIREFLY && npc->xrepeat < 48) { if (hittype[sn].picnum != RADIUSEXPLOSION && hittype[sn].picnum != RPG) return -1; } npc->extra -= hittype[sn].extra; if (npc->picnum != (isRR()? RR_4989 : RECON) && npc->owner >= 0 && sprite[npc->owner].statnum < MAXSTATUS) npc->owner = hittype[sn].owner; } hittype[sn].extra = -1; return hittype[sn].picnum; } } if (ud.multimode < 2 || !isWorldTour() || hittype[sn].picnum != FLAMETHROWERFLAME || hittype[sn].extra >= 0 || sprite[sn].extra > 0 || sprite[sn].picnum != APLAYER || ps[sprite[sn].yvel].numloogs > 0 || hittype[sn].owner < 0) { hittype[sn].extra = -1; return -1; } else { p = sprite[sn].yvel; sprite[sn].extra = 0; ps[p].wackedbyactor = (short)hittype[sn].owner; if (sprite[hittype[sn].owner].picnum == APLAYER && p != hittype[sn].owner) ps[p].frag_ps = (short)hittype[sn].owner; hittype[sn].owner = ps[p].i; hittype[sn].extra = -1; return FLAMETHROWERFLAME; } hittype[sn].extra = -1; return -1; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movecyclers(void) { short q, j, x, t, s, * c; walltype* wal; char cshade; for (q = numcyclers - 1; q >= 0; q--) { c = &cyclers[q][0]; s = c[0]; t = c[3]; j = t + (sintable[c[1] & 2047] >> 10); cshade = c[2]; if (j < cshade) j = cshade; else if (j > t) j = t; c[1] += sector[s].extra; if (c[5]) { wal = &wall[sector[s].wallptr]; for (x = sector[s].wallnum; x > 0; x--, wal++) if (wal->hitag != 1) { wal->shade = j; if ((wal->cstat & 2) && wal->nextwall >= 0) wall[wal->nextwall].shade = j; } sector[s].floorshade = sector[s].ceilingshade = j; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movedummyplayers(void) { short i, p, nexti; i = headspritestat[STAT_DUMMYPLAYER]; while (i >= 0) { nexti = nextspritestat[i]; p = sprite[sprite[i].owner].yvel; if ((!isRR() && ps[p].on_crane >= 0) || sector[ps[p].cursectnum].lotag != 1 || sprite[ps[p].i].extra <= 0) { ps[p].dummyplayersprite = -1; deletesprite(i); i = nexti; continue; } else { if (ps[p].on_ground && ps[p].on_warping_sector == 1 && sector[ps[p].cursectnum].lotag == 1) { sprite[i].cstat = 257; sprite[i].z = sector[sprite[i].sectnum].ceilingz + (27 << 8); sprite[i].ang = ps[p].q16ang >> FRACBITS; if (hittype[i].temp_data[0] == 8) hittype[i].temp_data[0] = 0; else hittype[i].temp_data[0]++; } else { if (sector[sprite[i].sectnum].lotag != 2) sprite[i].z = sector[sprite[i].sectnum].floorz; sprite[i].cstat = (short)32768; } } sprite[i].x += (ps[p].posx - ps[p].oposx); sprite[i].y += (ps[p].posy - ps[p].oposy); setsprite(i, sprite[i].x, sprite[i].y, sprite[i].z); i = nexti; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int otherp; void moveplayers(void) //Players { short i, nexti; int otherx; spritetype* s; struct player_struct* p; i = headspritestat[STAT_PLAYER]; while (i >= 0) { nexti = nextspritestat[i]; s = &sprite[i]; p = &ps[s->yvel]; if (s->owner >= 0) { if (p->newowner >= 0) //Looking thru the camera { s->x = p->oposx; s->y = p->oposy; hittype[i].bposz = s->z = p->oposz + PHEIGHT; s->ang = p->oq16ang >> FRACBITS; setsprite(i, s->x, s->y, s->z); } else { if (ud.multimode > 1) otherp = findotherplayer(s->yvel, &otherx); else { otherp = s->yvel; otherx = 0; } execute(i, s->yvel, otherx); p->oq16ang = p->q16ang; if (ud.multimode > 1) if (sprite[ps[otherp].i].extra > 0) { if (s->yrepeat > 32 && sprite[ps[otherp].i].yrepeat < 32) { if (otherx < 1400 && p->knee_incs == 0) { p->knee_incs = 1; p->weapon_pos = -1; p->actorsqu = ps[otherp].i; } } } if (ud.god) { s->extra = p->max_player_health; s->cstat = 257; if (!isWW2GI() && !isRR()) p->jetpack_amount = 1599; } if (s->extra > 0) { // currently alive... hittype[i].owner = i; if (ud.god == 0) if (ceilingspace(s->sectnum) || floorspace(s->sectnum)) quickkill(p); } else { p->posx = s->x; p->posy = s->y; p->posz = s->z - (20 << 8); p->newowner = -1; if (p->wackedbyactor >= 0 && sprite[p->wackedbyactor].statnum < MAXSTATUS) { int ang = p->q16ang >> FRACBITS; ang += getincangle(ang, getangle(sprite[p->wackedbyactor].x - p->posx, sprite[p->wackedbyactor].y - p->posy)) >> 1; ang &= 2047; p->q16ang = ang << FRACBITS; } } s->ang = p->q16ang >> FRACBITS; } } else { if (p->holoduke_on == -1) { deletesprite(i); i = nexti; continue; } hittype[i].bposx = s->x; hittype[i].bposy = s->y; hittype[i].bposz = s->z; s->cstat = 0; if (s->xrepeat < 42) { s->xrepeat += 4; s->cstat |= 2; } else s->xrepeat = 42; if (s->yrepeat < 36) s->yrepeat += 4; else { s->yrepeat = 36; if (sector[s->sectnum].lotag != ST_2_UNDERWATER) makeitfall(i); if (s->zvel == 0 && sector[s->sectnum].lotag == ST_1_ABOVE_WATER) s->z += (32 << 8); } if (s->extra < 8) { s->xvel = 128; s->ang = p->q16ang >> FRACBITS; s->extra++; //IFMOVING; // JBF 20040825: is really "if (ssp(i,CLIPMASK0)) ;" which is probably ssp(i, CLIPMASK0); // not the safest of ideas because a zealous optimiser probably sees // it as redundant, so I'll call the "ssp(i,CLIPMASK0)" explicitly. } else { s->ang = 2047 - (p->q16ang >> FRACBITS); setsprite(i, s->x, s->y, s->z); } } if (sector[s->sectnum].ceilingstat & 1) s->shade += (sector[s->sectnum].ceilingshade - s->shade) >> 1; else s->shade += (sector[s->sectnum].floorshade - s->shade) >> 1; i = nexti; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movefx(void) { short i, j, nexti, p; int x, ht; spritetype* s; i = headspritestat[STAT_FX]; while (i >= 0) { s = &sprite[i]; nexti = nextspritestat[i]; switch (s->picnum) { case RESPAWN: if (sprite[i].extra == 66) { j = spawn(i, sprite[i].hitag); if (isRRRA()) { sprite[j].pal = sprite[i].pal; if (sprite[j].picnum == RR_MAMAJACKOLOPE) { if (sprite[j].pal == 30) { sprite[j].xrepeat = 26; sprite[j].yrepeat = 26; sprite[j].clipdist = 75; } else if (sprite[j].pal == 31) { sprite[j].xrepeat = 36; sprite[j].yrepeat = 36; sprite[j].clipdist = 100; } else if (sprite[j].pal == 32) { sprite[j].xrepeat = 50; sprite[j].yrepeat = 50; sprite[j].clipdist = 100; } else { sprite[j].xrepeat = 50; sprite[j].yrepeat = 50; sprite[j].clipdist = 100; } } if (sprite[j].pal == 8) { sprite[j].cstat |= 2; } if (sprite[j].pal != 6) { deletesprite(i); i = nexti; continue; } sprite[i].extra = (66 - 13); sprite[j].pal = 0; } else { deletesprite(i); i = nexti; continue; } } else if (sprite[i].extra > (66 - 13)) sprite[i].extra++; break; case MUSICANDSFX: ht = s->hitag; if (hittype[i].temp_data[1] != (int)SoundEnabled()) { hittype[i].temp_data[1] = SoundEnabled(); hittype[i].temp_data[0] = 0; } if (s->lotag >= 1000 && s->lotag < 2000) { x = ldist(&sprite[ps[screenpeek].i], s); if (x < ht && hittype[i].temp_data[0] == 0) { FX_SetReverb(s->lotag - 1000); hittype[i].temp_data[0] = 1; } if (x >= ht && hittype[i].temp_data[0] == 1) { FX_SetReverb(0); FX_SetReverbDelay(0); hittype[i].temp_data[0] = 0; } } else if (s->lotag < 999 && (unsigned)sector[s->sectnum].lotag < ST_9_SLIDING_ST_DOOR && snd_ambience && sector[sprite[i].sectnum].floorz != sector[sprite[i].sectnum].ceilingz) { auto flags = S_GetUserFlags(s->lotag); if (flags & SF_MSFX) { int x = dist(&sprite[ps[screenpeek].i], s); if (x < ht && hittype[i].temp_data[0] == 0) { // Start playing an ambience sound. A_PlaySound(s->lotag, i, CHAN_AUTO, CHANF_LOOP); hittype[i].temp_data[0] = 1; // AMBIENT_SFX_PLAYING } else if (x >= ht && hittype[i].temp_data[0] == 1) { // Stop playing ambience sound because we're out of its range. S_StopEnvSound(s->lotag, i); } } if ((flags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL) { if (hittype[i].temp_data[4] > 0) hittype[i].temp_data[4]--; else for (p = connecthead; p >= 0; p = connectpoint2[p]) if (p == myconnectindex && ps[p].cursectnum == s->sectnum) { S_PlaySound(s->lotag + (unsigned)global_random % (s->hitag + 1)); hittype[i].temp_data[4] = 26 * 40 + (global_random % (26 * 40)); } } } break; } i = nexti; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movefallers(void) { short i, nexti, sect, j; spritetype* s; int x; i = headspritestat[STAT_FALLER]; while (i >= 0) { nexti = nextspritestat[i]; s = &sprite[i]; sect = s->sectnum; if (hittype[i].temp_data[0] == 0) { s->z -= (16 << 8); hittype[i].temp_data[1] = s->ang; x = s->extra; j = ifhitbyweapon(i); if (j >= 0) { bool res = !isRR() ? isIn(j, FIREEXT, RPG, RADIUSEXPLOSION, SEENINE, OOZFILTER) : (isIn(j, RR_CROSSBOW, RR_RADIUSEXPLOSION, RR_SEENINE, RR_OOZFILTER) || (isRRRA() && j == RR_CHIKENCROSSBOW)); if (res) { if (s->extra <= 0) { hittype[i].temp_data[0] = 1; j = headspritestat[12]; while (j >= 0) { if (sprite[j].hitag == sprite[i].hitag) { hittype[j].temp_data[0] = 1; sprite[j].cstat &= (65535 - 64); if (!isRR() ? isIn(j, CEILINGSTEAM, STEAM) : isIn(j, RR_CEILINGSTEAM, RR_STEAM)) sprite[j].cstat |= 32768; } j = nextspritestat[j]; } } } else { hittype[i].extra = 0; s->extra = x; } } s->ang = hittype[i].temp_data[1]; s->z += (16 << 8); } else if (hittype[i].temp_data[0] == 1) { if (s->lotag > 0) { s->lotag -= 3; if (isRR()) { s->xvel = (64 + krand()) & 127; s->zvel = -(1024 + (krand() & 1023)); } else if (s->lotag <= 0) { s->xvel = (32 + (krand() & 63)); s->zvel = -(1024 + (krand() & 1023)); } } else { if (s->xvel > 0) { s->xvel -= isRR()? 2 : 8; ssp(i, CLIPMASK0); } if (floorspace(s->sectnum)) x = 0; else { if (ceilingspace(s->sectnum)) x = gc / 6; else x = gc; } if (s->z < (sector[sect].floorz - FOURSLEIGHT)) { s->zvel += x; if (s->zvel > 6144) s->zvel = 6144; s->z += s->zvel; } if ((sector[sect].floorz - s->z) < (16 << 8)) { j = 1 + (krand() & 7); for (x = 0; x < j; x++) RANDOMSCRAP(s, i); deletesprite(i); } } } i = nexti; } } //--------------------------------------------------------------------------- // // split out of movestandables // //--------------------------------------------------------------------------- static void movecrane(int i) { auto t = &hittype[i].temp_data[0]; auto s = &sprite[i]; int sect = s->sectnum; int x; int crane = pPick(CRANE); //t[0] = state //t[1] = checking sector number if (s->xvel) getglobalz(i); if (t[0] == 0) //Waiting to check the sector { int j = headspritesect[t[1]]; while (j >= 0) { int nextj = nextspritesect[j]; switch (sprite[j].statnum) { case STAT_ACTOR: case STAT_ZOMBIEACTOR: case STAT_STANDABLE: case STAT_PLAYER: s->ang = getangle(msx[t[4] + 1] - s->x, msy[t[4] + 1] - s->y); setsprite(j, msx[t[4] + 1], msy[t[4] + 1], sprite[j].z); t[0]++; deletesprite(i); return; } j = nextj; } } else if (t[0] == 1) { if (s->xvel < 184) { s->picnum = crane + 1; s->xvel += 8; } //IFMOVING; // JBF 20040825: see my rant above about this ssp(i, CLIPMASK0); if (sect == t[1]) t[0]++; } else if (t[0] == 2 || t[0] == 7) { s->z += (1024 + 512); if (t[0] == 2) { if ((sector[sect].floorz - s->z) < (64 << 8)) if (s->picnum > crane) s->picnum--; if ((sector[sect].floorz - s->z) < (4096 + 1024)) t[0]++; } if (t[0] == 7) { if ((sector[sect].floorz - s->z) < (64 << 8)) { if (s->picnum > crane) s->picnum--; else { if (s->owner == -2) { auto p = findplayer(s, &x); spritesound(isRR() ? 390 : DUKE_GRUNT, ps[p].i); if (ps[p].on_crane == i) ps[p].on_crane = -1; } t[0]++; s->owner = -1; } } } } else if (t[0] == 3) { s->picnum++; if (s->picnum == (crane + 2)) { auto p = checkcursectnums(t[1]); if (p >= 0 && ps[p].on_ground) { s->owner = -2; ps[p].on_crane = i; spritesound(isRR() ? 390 : DUKE_GRUNT, ps[p].i); ps[p].q16ang = (s->ang + 1024) << FRACBITS; } else { int j = headspritesect[t[1]]; while (j >= 0) { switch (sprite[j].statnum) { case 1: case 6: s->owner = j; break; } j = nextspritesect[j]; } } t[0]++;//Grabbed the sprite t[2] = 0; return; } } else if (t[0] == 4) //Delay before going up { t[2]++; if (t[2] > 10) t[0]++; } else if (t[0] == 5 || t[0] == 8) { if (t[0] == 8 && s->picnum < (crane + 2)) if ((sector[sect].floorz - s->z) > 8192) s->picnum++; if (s->z < msx[t[4] + 2]) { t[0]++; s->xvel = 0; } else s->z -= (1024 + 512); } else if (t[0] == 6) { if (s->xvel < 192) s->xvel += 8; s->ang = getangle(msx[t[4]] - s->x, msy[t[4]] - s->y); //IFMOVING; // JBF 20040825: see my rant above about this ssp(i, CLIPMASK0); if (((s->x - msx[t[4]]) * (s->x - msx[t[4]]) + (s->y - msy[t[4]]) * (s->y - msy[t[4]])) < (128 * 128)) t[0]++; } else if (t[0] == 9) t[0] = 0; setsprite(msy[t[4] + 2], s->x, s->y, s->z - (34 << 8)); if (s->owner != -1) { auto p = findplayer(s, &x); int j = ifhitbyweapon(i); if (j >= 0) { if (s->owner == -2) if (ps[p].on_crane == i) ps[p].on_crane = -1; s->owner = -1; s->picnum = crane; return; } if (s->owner >= 0) { setsprite(s->owner, s->x, s->y, s->z); hittype[s->owner].bposx = s->x; hittype[s->owner].bposy = s->y; hittype[s->owner].bposz = s->z; s->zvel = 0; } else if (s->owner == -2) { auto ang = ps[p].q16ang >> FRACBITS; ps[p].oposx = ps[p].posx = s->x - (sintable[(ang + 512) & 2047] >> 6); ps[p].oposy = ps[p].posy = s->y - (sintable[ang & 2047] >> 6); ps[p].oposz = ps[p].posz = s->z + (2 << 8); setsprite(ps[p].i, ps[p].posx, ps[p].posy, ps[p].posz); ps[p].cursectnum = sprite[ps[p].i].sectnum; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movefountain(int i) { auto t = &hittype[i].temp_data[0]; auto s = &sprite[i]; int x; if (t[0] > 0) { if (t[0] < 20) { t[0]++; s->picnum++; if (s->picnum == (pPick(WATERFOUNTAIN) + 3)) s->picnum = pPick(WATERFOUNTAIN) + 1; } else { findplayer(s, &x); if (x > 512) { t[0] = 0; s->picnum = pPick(WATERFOUNTAIN); } else t[0] = 1; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void moveflammable(int i) { auto s = &sprite[i]; int j; if (hittype[i].temp_data[0] == 1) { hittype[i].temp_data[1]++; if ((hittype[i].temp_data[1] & 3) > 0) return; if (!isRR() && s->picnum == TIRE && hittype[i].temp_data[1] == 32) { s->cstat = 0; j = spawn(i, BLOODPOOL); sprite[j].shade = 127; } else { if (s->shade < 64) s->shade++; else { deletesprite(i); return; } } j = s->xrepeat - (krand() & 7); if (j < 10) { deletesprite(i); return; } s->xrepeat = j; j = s->yrepeat - (krand() & 7); if (j < 4) { deletesprite(i); return; } s->yrepeat = j; } if (!isRR() && s->picnum == BOX) { makeitfall(i); hittype[i].ceilingz = sector[s->sectnum].ceilingz; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movetripbomb(int i) { auto s = &sprite[i]; int j, x; int lTripBombControl = GetGameVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, -1, -1); if (lTripBombControl & TRIPBOMB_TIMER) { // we're on a timer.... if (s->extra >= 0) { s->extra--; if (s->extra == 0) { hittype[i].temp_data[2] = 16; spritesound(LASERTRIP_ARMING, i); } } } if (hittype[i].temp_data[2] > 0) { hittype[i].temp_data[2]--; if (hittype[i].temp_data[2] == 8) { spritesound(LASERTRIP_EXPLODE, i); for (j = 0; j < 5; j++) RANDOMSCRAP(s, i); x = s->extra; hitradius(i, tripbombblastradius, x >> 2, x >> 1, x - (x >> 2), x); j = spawn(i, EXPLOSION2); sprite[j].ang = s->ang; sprite[j].xvel = 348; ssp(j, CLIPMASK0); j = headspritestat[5]; while (j >= 0) { if (sprite[j].picnum == LASERLINE && s->hitag == sprite[j].hitag) sprite[j].xrepeat = sprite[j].yrepeat = 0; j = nextspritestat[j]; } deletesprite(i); } return; } else { x = s->extra; s->extra = 1; int16_t l = s->ang; j = ifhitbyweapon(i); if (j >= 0) { hittype[i].temp_data[2] = 16; } s->extra = x; s->ang = l; } if (hittype[i].temp_data[0] < 32) { findplayer(s, &x); if (x > 768) hittype[i].temp_data[0]++; else if (hittype[i].temp_data[0] > 16) hittype[i].temp_data[0]++; } if (hittype[i].temp_data[0] == 32) { int16_t l = s->ang; s->ang = hittype[i].temp_data[5]; hittype[i].temp_data[3] = s->x; hittype[i].temp_data[4] = s->y; s->x += sintable[(hittype[i].temp_data[5] + 512) & 2047] >> 9; s->y += sintable[(hittype[i].temp_data[5]) & 2047] >> 9; s->z -= (3 << 8); setsprite(i, s->x, s->y, s->z); int16_t m; x = hitasprite(i, &m); hittype[i].lastvx = x; s->ang = l; int k = 0; if (lTripBombControl & TRIPBOMB_TRIPWIRE) { // we're on a trip wire while (x > 0) { j = spawn(i, LASERLINE); setsprite(j, sprite[j].x, sprite[j].y, sprite[j].z); sprite[j].hitag = s->hitag; hittype[j].temp_data[1] = sprite[j].z; s->x += sintable[(hittype[i].temp_data[5] + 512) & 2047] >> 4; s->y += sintable[(hittype[i].temp_data[5]) & 2047] >> 4; if (x < 1024) { sprite[j].xrepeat = x >> 5; break; } x -= 1024; } } hittype[i].temp_data[0]++; s->x = hittype[i].temp_data[3]; s->y = hittype[i].temp_data[4]; s->z += (3 << 8); setsprite(i, s->x, s->y, s->z); hittype[i].temp_data[3] = 0; if (m >= 0 && lTripBombControl & TRIPBOMB_TRIPWIRE) { hittype[i].temp_data[2] = 13; spritesound(LASERTRIP_ARMING, i); } else hittype[i].temp_data[2] = 0; } if (hittype[i].temp_data[0] == 33) { hittype[i].temp_data[1]++; hittype[i].temp_data[3] = s->x; hittype[i].temp_data[4] = s->y; s->x += sintable[(hittype[i].temp_data[5] + 512) & 2047] >> 9; s->y += sintable[(hittype[i].temp_data[5]) & 2047] >> 9; s->z -= (3 << 8); setsprite(i, s->x, s->y, s->z); int16_t m; x = hitasprite(i, &m); s->x = hittype[i].temp_data[3]; s->y = hittype[i].temp_data[4]; s->z += (3 << 8); setsprite(i, s->x, s->y, s->z); if (hittype[i].lastvx != x && lTripBombControl & TRIPBOMB_TRIPWIRE) { hittype[i].temp_data[2] = 13; spritesound(LASERTRIP_ARMING, i); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void detonate(int i) { auto s = &sprite[i]; auto t = &hittype[i].temp_data[0]; earthquaketime = 16; int j = headspritestat[STAT_EFFECTOR]; while (j >= 0) { if (s->hitag == sprite[j].hitag) { if (sprite[j].lotag == SE_13_EXPLOSIVE) { if (hittype[j].temp_data[2] == 0) hittype[j].temp_data[2] = 1; } else if (sprite[j].lotag == SE_8_UP_OPEN_DOOR_LIGHTS) hittype[j].temp_data[4] = 1; else if (sprite[j].lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL) { if (hittype[j].temp_data[0] == 0) hittype[j].temp_data[0] = 1; } else if (sprite[j].lotag == SE_21_DROP_FLOOR) hittype[j].temp_data[0] = 1; } j = nextspritestat[j]; } s->z -= (32 << 8); if ((t[3] == 1 && s->xrepeat) || s->lotag == -99) { int x = s->extra; spawn(i, EXPLOSION2); hitradius(i, seenineblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x); spritesound(PIPEBOMB_EXPLODE, i); } if (s->xrepeat) for (int x = 0; x < 8; x++) RANDOMSCRAP(s, i); deletesprite(i); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movecrack(int i) { auto s = &sprite[i]; auto t = &hittype[i].temp_data[0]; if (s->hitag > 0) { t[0] = s->cstat; t[1] = s->ang; int j = ifhitbyweapon(i); bool res = !isRR() ? isIn(j, FIREEXT, RPG, RADIUSEXPLOSION, SEENINE, OOZFILTER) : (isIn(j, RR_CROSSBOW, RR_RADIUSEXPLOSION, RR_SEENINE, RR_OOZFILTER) || (isRRRA() && j == RR_CHIKENCROSSBOW)); if (res) { j = headspritestat[STAT_STANDABLE]; while (j >= 0) { if (s->hitag == sprite[j].hitag && (isRR() ? isIn(sprite[j].picnum, RR_OOZFILTER, RR_SEENINE) : isIn(sprite[j].picnum, OOZFILTER, SEENINE))) if (sprite[j].shade != -32) sprite[j].shade = -32; j = nextspritestat[j]; } detonate(i); } else { s->cstat = t[0]; s->ang = t[1]; s->extra = 0; } } } //--------------------------------------------------------------------------- // // Duke only // //--------------------------------------------------------------------------- static void movefireext(int i) { int j = ifhitbyweapon(i); if (j == -1) return; auto s = &sprite[i]; auto t = &hittype[i].temp_data[0]; for (int k = 0; k < 16; k++) { j = EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sprite[i].z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[i].zvel >> 2), i, 5); sprite[j].pal = 2; } spawn(i, EXPLOSION2); spritesound(PIPEBOMB_EXPLODE, i); spritesound(GLASS_HEAVYBREAK, i); if (s->hitag > 0) { j = headspritestat[6]; while (j >= 0) { if (s->hitag == sprite[j].hitag && (sprite[j].picnum == OOZFILTER || sprite[j].picnum == SEENINE)) if (sprite[j].shade != -32) sprite[j].shade = -32; j = nextspritestat[j]; } int x = s->extra; spawn(i, EXPLOSION2); hitradius(i, pipebombblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x); spritesound(PIPEBOMB_EXPLODE, i); detonate(i); } else { hitradius(i, seenineblastradius, 10, 15, 20, 25); deletesprite(i); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void moveooz(int i) { auto s = &sprite[i]; auto t = &hittype[i].temp_data[0]; int j; if (s->shade != -32 && s->shade != -33) { if (s->xrepeat) j = (ifhitbyweapon(i) >= 0); else j = 0; if (j || s->shade == -31) { if (j) s->lotag = 0; t[3] = 1; j = headspritestat[STAT_STANDABLE]; while (j >= 0) { if (s->hitag == sprite[j].hitag && (sprite[j].picnum == pPick(SEENINE) || sprite[j].picnum == pPick(OOZFILTER))) sprite[j].shade = -32; j = nextspritestat[j]; } } } else { if (s->shade == -32) { if (s->lotag > 0) { s->lotag -= 3; if (s->lotag <= 0) s->lotag = -99; } else s->shade = -33; } else { if (s->xrepeat > 0) { hittype[i].temp_data[2]++; if (hittype[i].temp_data[2] == 3) { if (s->picnum == pPick(OOZFILTER)) { hittype[i].temp_data[2] = 0; detonate(i); return; } if (s->picnum != (pPick(SEENINEDEAD) + 1)) { hittype[i].temp_data[2] = 0; if (s->picnum == pPick(SEENINEDEAD)) s->picnum++; else if (s->picnum == pPick(SEENINE)) s->picnum = pPick(SEENINEDEAD); } else { detonate(i); return; } } return; } detonate(i); return; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movemasterswitch(int i) { auto s = &sprite[i]; auto t = &hittype[i].temp_data[0]; if (s->yvel == 1) { s->hitag--; if (s->hitag <= 0) { operatesectors(s->sectnum, i); int j = headspritesect[s->sectnum]; while (j >= 0) { if (sprite[j].statnum == 3) { switch (sprite[j].lotag) { case SE_2_EARTHQUAKE: case SE_21_DROP_FLOOR: case SE_31_FLOOR_RISE_FALL: case SE_32_CEILING_RISE_FALL: case SE_36_PROJ_SHOOTER: hittype[j].temp_data[0] = 1; break; case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT: hittype[j].temp_data[4] = 1; break; } } else if (sprite[j].statnum == 6) { if (sprite[j].picnum == pPick(SEENINE) || sprite[j].picnum == pPick(OOZFILTER)) { sprite[j].shade = -31; } } j = nextspritesect[j]; } deletesprite(i); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void moveviewscreen(int i) { auto s = &sprite[i]; if (s->xrepeat == 0) deletesprite(i); else { int x; findplayer(s, &x); if (x < 2048) { #if 0 if (SP == 1) camsprite = i; #endif } else if (camsprite != -1 && hittype[i].temp_data[0] == 1) { camsprite = -1; s->yvel = 0; hittype[i].temp_data[0] = 0; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movetrash(int i) { auto s = &sprite[i]; if (s->xvel == 0) s->xvel = 1; if (ssp(i, CLIPMASK0)) { makeitfall(i); if (krand() & 1) s->zvel -= 256; if (klabs(s->xvel) < 48) s->xvel += (krand() & 3); } else deletesprite(i); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movesidebolt(int i) { auto s = &sprite[i]; auto t = &hittype[i].temp_data[0]; int x; int sect = s->sectnum; auto p = findplayer(s, &x); if (x > 20480) return; CLEAR_THE_BOLT2: if (t[2]) { t[2]--; return; } if ((s->xrepeat | s->yrepeat) == 0) { s->xrepeat = t[0]; s->yrepeat = t[1]; } if ((krand() & 8) == 0) { t[0] = s->xrepeat; t[1] = s->yrepeat; t[2] = global_random & 4; s->xrepeat = s->yrepeat = 0; goto CLEAR_THE_BOLT2; } s->picnum++; #if 0 // content of l was undefined. if (l & 1) s->cstat ^= 2; #endif if ((krand() & 1) && sector[sect].floorpicnum == HURTRAIL) spritesound(SHORT_CIRCUIT, i); if (s->picnum == SIDEBOLT1 + 4) s->picnum = SIDEBOLT1; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movebolt(int i) { auto s = &sprite[i]; auto t = &hittype[i].temp_data[0]; int x; int sect = s->sectnum; auto p = findplayer(s, &x); if (x > 20480) return; if (t[3] == 0) t[3] = sector[sect].floorshade; CLEAR_THE_BOLT: if (t[2]) { t[2]--; sector[sect].floorshade = 20; sector[sect].ceilingshade = 20; return; } if ((s->xrepeat | s->yrepeat) == 0) { s->xrepeat = t[0]; s->yrepeat = t[1]; } else if ((krand() & 8) == 0) { t[0] = s->xrepeat; t[1] = s->yrepeat; t[2] = global_random & 4; s->xrepeat = s->yrepeat = 0; goto CLEAR_THE_BOLT; } s->picnum++; int l = global_random & 7; s->xrepeat = l + 8; if (l & 1) s->cstat ^= 2; auto bolt1 = pPick(BOLT1); if (s->picnum == (bolt1 + 1) && (isRR() ? (krand() & 1) != 0 : (krand() & 7) == 0) && sector[sect].floorpicnum == pPick(HURTRAIL) ) spritesound(SHORT_CIRCUIT, i); if (s->picnum == bolt1 + 4) s->picnum = bolt1; if (s->picnum & 1) { sector[sect].floorshade = 0; sector[sect].ceilingshade = 0; } else { sector[sect].floorshade = 20; sector[sect].ceilingshade = 20; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movewaterdrip(int i) { auto s = &sprite[i]; auto t = &hittype[i].temp_data[0]; int sect = s->sectnum; if (t[1]) { t[1]--; if (t[1] == 0) s->cstat &= 32767; } else { makeitfall(i); ssp(i, CLIPMASK0); if (s->xvel > 0) s->xvel -= 2; if (s->zvel == 0) { s->cstat |= 32768; if (s->pal != 2 && (isRR() || s->hitag == 0)) spritesound(SOMETHING_DRIPPING, i); if (sprite[s->owner].picnum != pPick(WATERDRIP)) { deletesprite(i); } else { hittype[i].bposz = s->z = t[0]; t[1] = 48 + (krand() & 31); } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movedoorshock(int i) { auto s = &sprite[i]; int sect = s->sectnum; int j = abs(sector[sect].ceilingz - sector[sect].floorz) >> 9; s->yrepeat = j + 4; s->xrepeat = 16; s->z = sector[sect].floorz; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movetouchplate(int i) { auto s = &sprite[i]; auto t = &hittype[i].temp_data[0]; int sect = s->sectnum; int x; int p; if (t[1] == 1 && s->hitag >= 0) //Move the sector floor { x = sector[sect].floorz; if (t[3] == 1) { if (x >= t[2]) { sector[sect].floorz = x; t[1] = 0; } else { sector[sect].floorz += sector[sect].extra; p = checkcursectnums(sect); if (p >= 0) ps[p].posz += sector[sect].extra; } } else { if (x <= s->z) { sector[sect].floorz = s->z; t[1] = 0; } else { sector[sect].floorz -= sector[sect].extra; p = checkcursectnums(sect); if (p >= 0) ps[p].posz -= sector[sect].extra; } } return; } if (t[5] == 1) return; p = checkcursectnums(sect); if (p >= 0 && (ps[p].on_ground || s->ang == 512)) { if (t[0] == 0 && !check_activator_motion(s->lotag)) { t[0] = 1; t[1] = 1; t[3] = !t[3]; operatemasterswitches(s->lotag); operateactivators(s->lotag, p); if (s->hitag > 0) { s->hitag--; if (s->hitag == 0) t[5] = 1; } } } else t[0] = 0; if (t[1] == 1) { int j = headspritestat[STAT_STANDABLE]; while (j >= 0) { if (j != i && sprite[j].picnum == TOUCHPLATE && sprite[j].lotag == s->lotag) { hittype[j].temp_data[1] = 1; hittype[j].temp_data[3] = t[3]; } j = nextspritestat[j]; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movecanwithsomething(int i) { auto s = &sprite[i]; makeitfall(i); int j = ifhitbyweapon(i); if (j >= 0) { spritesound(VENT_BUST, i); for (j = 0; j < 10; j++) RANDOMSCRAP(s, i); if (s->lotag) spawn(i, s->lotag); deletesprite(i); } } //--------------------------------------------------------------------------- // // this has been broken up into lots of smaller subfunctions // //--------------------------------------------------------------------------- void movestandables(void) { int nexti; for (int i = headspritestat[STAT_STANDABLE]; i >= 0; i = nexti) { nexti = nextspritestat[i]; auto s = &sprite[i]; if (s->sectnum < 0) { deletesprite(i); continue; } hittype[i].bposx = s->x; hittype[i].bposy = s->y; hittype[i].bposz = s->z; if (s->picnum >= pPick(CRANE) && s->picnum <= pPick(CRANE) +3) { movecrane(i); } else if (s->picnum >= pPick(WATERFOUNTAIN) && s->picnum <= pPick(WATERFOUNTAIN) + 3) { movefountain(i); } else if (AFLAMABLE(s->picnum)) { moveflammable(i); } else if (!isRR() && s->picnum == TRIPBOMB) { movetripbomb(i); } else if (s->picnum >= pPick(CRACK1) && s->picnum <= pPick(CRACK1)+3) { movecrack(i); } else if (!isRR() && s->picnum == FIREEXT) { movefireext(i); } else if (s->picnum == pPick(OOZFILTER) || s->picnum == pPick(SEENINE) || s->picnum == pPick(SEENINEDEAD) || s->picnum == (pPick(SEENINEDEAD) + 1)) { moveooz(i); } else if (s->picnum == MASTERSWITCH) { movemasterswitch(i); } else if (!isRR() && (s->picnum == VIEWSCREEN || s->picnum == VIEWSCREEN2)) { moveviewscreen(i); } else if (s->picnum == pPick(TRASH)) { movetrash(i); } else if (!isRR() && s->picnum >= SIDEBOLT1 && s->picnum <= SIDEBOLT1 + 3) { movesidebolt(i); } else if (s->picnum >= pPick(BOLT1) && s->picnum <= pPick(BOLT1) + 3) { movebolt(i); } else if (s->picnum == pPick(WATERDRIP)) { movewaterdrip(i); } else if (s->picnum == pPick(DOORSHOCK)) { movedoorshock(i); } else if (s->picnum == TOUCHPLATE) { movetouchplate(i); } else if (isRR() ? s->picnum == RR_CANWITHSOMETHING : isIn(s->picnum, CANWITHSOMETHING, CANWITHSOMETHING2, CANWITHSOMETHING3, CANWITHSOMETHING4)) { movecanwithsomething(i); } else if (!isRR() ? isIn(s->picnum, EXPLODINGBARREL, WOODENHORSE, HORSEONSIDE, FLOORFLAME, FIREBARREL, FIREVASE, NUKEBARREL, NUKEBARRELDENTED, NUKEBARRELLEAKED, TOILETWATER, RUBBERCAN, STEAM, CEILINGSTEAM, WATERBUBBLEMAKER) : isIn(s->picnum, RR_1187, RR_1196, RR_1251, RR_1268, RR_1304, RR_1305, RR_1306, RR_1315, RR_1317, RR_1388, RR_STEAM, RR_CEILINGSTEAM, RR_WATERBUBBLEMAKER) ) { int x; int p = findplayer(s, &x); execute(i, p, x); } } } END_DUKE_NS