//------------------------------------------------------------------------- /* 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(player_struct *p, int weapon, bool wswitch) { if ( p->gotweapon[weapon] == 0 ) { p->gotweapon[weapon] = true; if (weapon == SHRINKER_WEAPON) p->gotweapon[GROW_WEAPON] = true; } if (!wswitch) return; 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->sector(); double floorceildist = sectp->floorz - sectp->ceilingz; if (sectp->lotag != ST_23_SWINGING_DOOR) { if (actor->spr.pal == 1) squishme = floorceildist < 32 && (sectp->lotag & 32768) == 0; else squishme = floorceildist < 12; } if (squishme) { FTA(QUOTE_SQUISHED, &ps[p]); if (badguy(actor)) actor->vel.X = 0; if (actor->spr.pal == 1) { actor->attackertype = SHOTSPARK1; actor->hitextra = 1; return false; } return true; } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int hp4) { double radius = r * inttoworld; 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.scale.X < 0.171875)) { BFSSectorSearch search(actor->sector()); while (auto dasectp = search.GetNext()) { if ((dasectp->ceilingz- actor->spr.pos.Z) < radius * 16) // what value range is this supposed to be? The check that was here did not multiply correctly { auto wal = dasectp->walls.Data(); double d = (wal->pos - actor->spr.pos.XY()).Sum(); if (d < radius) fi.checkhitceiling(dasectp); else { auto thirdpoint = wal->point2Wall()->point2Wall(); d = (thirdpoint->pos - actor->spr.pos.XY()).Sum(); if (d < radius) fi.checkhitceiling(dasectp); } } for (auto& wal : dasectp->walls) { if ((wal.pos - actor->spr.pos.XY()).Sum() < radius) { if (wal.twoSided()) { search.Add(wal.nextSector()); } DVector3 w1(((wal.pos + wal.point2Wall()->pos) * 0.5 + actor->spr.pos) * 0.5, actor->spr.pos.Z); // half way between the actor and the wall's center. sectortype* sect = wal.sectorp(); updatesector(w1, §); if (sect && cansee(w1, sect, actor->spr.pos, actor->sector())) fi.checkhitwall(actor, &wal, DVector3(wal.pos, actor->spr.pos.Z), actor->spr.picnum); } } } } double q = zrand(32) - 16; 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 || actorflag(act2, SFLAG_HITRADIUS_FLAG1)) { if (actor->spr.picnum != SHRINKSPARK || (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)) if ((actor->spr.pos - act2->spr.pos).Length() < radius) { if (badguy(act2) && !cansee(act2->spr.pos.plusZ(q), act2->sector(), actor->spr.pos.plusZ(q), actor->sector())) continue; fi.checkhitsprite(act2, actor); } } else if (act2->spr.extra >= 0 && act2 != actor && (actorflag(act2, SFLAG_HITRADIUS_FLAG2) || badguy(act2) || (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL))) { if (actor->spr.picnum == SHRINKSPARK && act2->spr.picnum != SHARK && (act2 == Owner || act2->spr.scale.X < 0.375)) { continue; } if (actor->spr.picnum == MORTER && act2 == Owner) { continue; } if (act2->spr.picnum == APLAYER) act2->spr.pos.Z -= gs.playerheight; double dist = (actor->spr.pos - act2->spr.pos).Length(); if (act2->spr.picnum == APLAYER) act2->spr.pos.Z += gs.playerheight; if (dist < radius && cansee(act2->spr.pos.plusZ(-8), act2->sector(), actor->spr.pos.plusZ(-12), actor->sector())) { act2->hitang = (act2->spr.pos - actor->spr.pos).Angle(); 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 (dist < radius / 3) { if (hp4 == hp3) hp4++; act2->hitextra = hp3 + (krand() % (hp4 - hp3)); } else if (dist < 2 * radius / 3) { if (hp3 == hp2) hp3++; act2->hitextra = hp2 + (krand() % (hp3 - hp2)); } else if (dist < radius) { if (hp2 == hp1) hp2++; act2->hitextra = hp1 + (krand() % (hp2 - hp1)); } if (act2->spr.picnum != TANK && act2->spr.picnum != ROTATEGUN && act2->spr.picnum != RECON && !bossguy(act2)) { if (act2->vel.X < 0) act2->vel.X = 0; act2->vel.X += ( (actor->spr.extra / 4.)); } if (actorflag(act2, SFLAG_HITRADIUSCHECK)) fi.checkhitsprite(act2, actor); } else if (actor->spr.extra == 0) act2->hitextra = 0; if (act2->spr.picnum != RADIUSEXPLOSION && Owner && Owner->spr.statnum < MAXSTATUS) { if (act2->spr.picnum == APLAYER) { int p = act2->spr.yint; if (isWorldTour() && act2->attackertype == FLAMETHROWERFLAME && Owner->spr.picnum == APLAYER) { ps[p].numloogs = -1 - actor->spr.yint; } if (ps[p].newOwner != nullptr) { clearcamera(&ps[p]); } } act2->SetHitOwner(actor->GetOwner()); } } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int movesprite_ex_d(DDukeActor* actor, const DVector3& change, unsigned int cliptype, Collision &result) { int bg = badguy(actor); if (actor->spr.statnum == STAT_MISC || (bg && actor->spr.scale.X < 0.0625)) { actor->spr.pos += change; if (bg) SetActor(actor, actor->spr.pos); return result.setNone(); } auto dasectp = actor->sector(); auto ppos = actor->spr.pos; ppos.Z -= (tileHeight(actor->spr.picnum) * actor->spr.scale.Y) * 0.5; if (bg) { if (actor->spr.scale.X > 0.9375 ) clipmove(ppos, &dasectp, change * 0.5, 64., 4., 4., cliptype, result); else { double clipdist; if (actor->spr.picnum == LIZMAN) clipdist = 18.25; else if (actorflag(actor, SFLAG_BADGUY)) clipdist = actor->clipdist; else clipdist = 12; clipmove(ppos, &dasectp, change * 0.5, clipdist, 4., 4., 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->vel.Z == 0))) )) ) { if (dasectp && dasectp->lotag == ST_1_ABOVE_WATER && actor->spr.picnum == LIZMAN) actor->spr.angle = randomAngle(); else if ((actor->temp_data[0]&3) == 1 && actor->spr.picnum != COMMANDER) actor->spr.angle = randomAngle(); 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.angle += DAngle90 + DAngle45; } else { if (actor->spr.statnum == STAT_PROJECTILE) clipmove(ppos, &dasectp, change * 0.5, 0.5, 4., 4., cliptype, result); else clipmove(ppos, &dasectp, change * 0.5, actor->clipdist, 4., 4., cliptype, result); } actor->spr.pos.XY() = ppos.XY(); if (dasectp != nullptr && dasectp != actor->sector()) ChangeActorSect(actor, dasectp); double daz = actor->spr.pos.Z + change.Z * 0.5; 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) { double scale; uint8_t pal; if (badguy(actor) && actor->spr.scale.X < 0.25) scale = 0.125; else scale = 0.5; double gutz = actor->spr.pos.Z - 8; double floorz = getflorzofslopeptr(actor->sector(), actor->spr.pos); if (gutz > floorz - 8) gutz = floorz - 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 (int j = 0; j < n; j++) { // RANDCORRECT version from RR. DAngle a = randomAngle(); double zvel = -2 -krandf(8); double vel = 3 + krandf(2); DVector3 offs; offs.Z = gutz - krandf(16); offs.Y = krandf(16) - 8; offs.X = krandf(16) - 8; // TRANSITIONAL: owned by a player??? auto spawned = CreateActor(actor->sector(), offs + actor->spr.pos.XY(), gtype, -32, DVector2(scale, scale), a, vel, zvel, ps[p].GetActor(), 5); if (spawned) { if (spawned->spr.picnum == JIBS2) { spawned->spr.scale *= 0.25; } if (pal != 0) spawned->spr.pal = pal; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int ifhitbyweapon_d(DDukeActor *actor) { int p; auto hitowner = actor->GetHitOwner(); if (actor->hitextra >= 0) { if (actor->spr.extra >= 0) { if (actor->spr.picnum == APLAYER) { if (ud.god && actor->attackertype != SHRINKSPARK) return -1; p = actor->PlayerIndex(); if (hitowner && hitowner->spr.picnum == APLAYER && ud.coop == 1 && ud.ffire == 0) return -1; actor->spr.extra -= actor->hitextra; 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()); } } if (attackerflag(actor, SFLAG2_DOUBLEDMGTHRUST)) { ps[p].vel.XY() += actor->hitang.ToVector() * actor->hitextra * 0.25; } else { ps[p].vel.XY() += actor->hitang.ToVector() * actor->hitextra * 0.125; } } else { if (actor->hitextra == 0) if (actor->attackertype == SHRINKSPARK && actor->spr.scale.X < 0.375) return -1; if (isWorldTour() && actor->attackertype == FIREFLY && actor->spr.scale.X < 0.75) { if (actor->attackertype != RADIUSEXPLOSION && actor->attackertype != RPG) return -1; } actor->spr.extra -= actor->hitextra; auto Owner = actor->GetOwner(); if (actor->spr.picnum != RECON && Owner && Owner->spr.statnum < MAXSTATUS) actor->SetOwner(hitowner); } actor->hitextra = -1; return actor->attackertype; } } if (ud.multimode < 2 || !isWorldTour() || actor->attackertype != FLAMETHROWERFLAME || actor->hitextra >= 0 || actor->spr.extra > 0 || actor->spr.picnum != APLAYER || ps[actor->PlayerIndex()].numloogs > 0 || hitowner == nullptr) { actor->hitextra = -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->hitextra = -1; return FLAMETHROWERFLAME; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movefallers_d(void) { int j; DukeStatIterator iti(STAT_FALLER); while (auto act = iti.Next()) { auto sectp = act->sector(); if (act->temp_data[0] == 0) { act->spr.pos.Z -= 16; DAngle saved_angle = act->spr.angle; int x = act->spr.extra; j = fi.ifhitbyweapon(act); if (j >= 0) { if (gs.actorinfo[j].flags2 & SFLAG2_EXPLOSIVE) { 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->hitextra = 0; act->spr.extra = x; } } act->spr.angle = saved_angle; act->spr.pos.Z += 16; } else if (act->temp_data[0] == 1) { if (act->spr.lotag > 0) { act->spr.lotag-=3; if (act->spr.lotag <= 0) { act->vel.X = 2 + krandf(4); act->vel.Z = -4 + krandf(4); } } else { if (act->vel.X > 0) { act->vel.X -= 0.5; ssp(act, CLIPMASK0); } double grav; if (fi.floorspace(act->sector())) grav = 0; else { if (fi.ceilingspace(act->sector())) grav = gs.gravity / 6; else grav = gs.gravity; } if (act->spr.pos.Z < sectp->floorz - 1) { act->vel.Z += grav; if (act->vel.Z > 24) act->vel.Z = 24; act->spr.pos.Z += act->vel.Z; } if ((sectp->floorz - act->spr.pos.Z) < 16) { j = 1 + (krand() & 7); for (int x = 0; x < j; x++) RANDOMSCRAP(act); act->Destroy(); } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movestandables_d(void) { DukeStatIterator it(STAT_STANDABLE); while (auto act = it.Next()) { int picnum = act->spr.picnum; if (!act->insector() || actorflag(act, SFLAG2_DIENOW)) { act->Destroy(); continue; } if (act->GetClass() != RUNTIME_CLASS(DDukeActor)) { CallTick(act); continue; } else if (isIn(picnum, EXPLODINGBARREL, WOODENHORSE, HORSEONSIDE, FLOORFLAME, FIREBARREL, FIREVASE, NUKEBARREL, NUKEBARRELDENTED, NUKEBARRELLEAKED, TOILETWATER, RUBBERCAN, STEAM, CEILINGSTEAM, WATERBUBBLEMAKER)) { double x; int p = findplayer(act, &x); execute(act, p, x); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static bool movefireball(DDukeActor* actor) { auto Owner = actor->GetOwner(); if (actor->sector()->lotag == 2) { actor->Destroy(); 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->vel.X = actor->vel.X; ball->vel.Z = actor->vel.Z; if (actor->temp_data[0] > 1) { if (trail) { ball->spr.pos = trail->temp_pos; ball->vel = trail->temp_pos2; } } double scale = actor->spr.scale.X * siz; ball->spr.scale = DVector2(scale, scale); ball->spr.cstat = actor->spr.cstat; ball->spr.extra = 0; ball->temp_pos = ball->spr.pos; ball->temp_pos2 = ball->vel; ChangeActorStat(ball, STAT_PROJECTILE); } } actor->temp_data[0]++; } if (actor->vel.Z < 15000. / 256.) actor->vel.Z += 200 / 256.; 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.scale = DVector2(0.5, 0.5); } proj->Destroy(); return true; } if (!isWorldTour() || proj->spr.picnum != FIREBALL || fireball) fi.checkhitsprite(targ, proj); if (targ->spr.picnum == APLAYER) { int p = targ->spr.yint; auto Owner = proj->GetOwner(); if (ud.multimode >= 2 && fireball && Owner && Owner->spr.picnum == APLAYER) { ps[p].numloogs = -1 - proj->spr.yint; } S_PlayActorSound(PISTOL_BODYHIT, targ); if (proj->spr.picnum == SPIT) { ps[p].horizon.addadjustment(DAngle::fromDeg(-14.04)); 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].loogie[x].X = krand() % 320; ps[p].loogie[x].Y = krand() % 200; } } } } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3 &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)) { DAngle k = wal->delta().Angle(); proj->spr.angle = k * 2 - proj->spr.angle; proj->SetOwner(proj); spawn(proj, TRANSPORTERSTAR); return true; } else { SetActor(proj, oldpos); fi.checkhitwall(proj, wal, proj->spr.pos, proj->spr.picnum); if (proj->spr.picnum == FREEZEBLAST) { if (wal->overpicnum != MIRROR && wal->picnum != MIRROR) { proj->spr.extra >>= 1; proj->spr.yint--; } DAngle k = wal->delta().Angle(); proj->spr.angle = k * 2 - proj->spr.angle; return true; } } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static bool weaponhitsector(DDukeActor* proj, const DVector3& oldpos, bool fireball) { SetActor(proj, oldpos); if (proj->vel.Z < 0) { if (proj->sector()->ceilingstat & CSTAT_SECTOR_SKY) if (proj->sector()->ceilingpal == 0) { proj->Destroy(); return true; } fi.checkhitceiling(proj->sector()); } else if (fireball) { auto spawned = spawn(proj, LAVAPOOL); if (spawned) { spawned->SetOwner(proj); spawned->SetHitOwner(proj); spawned->spr.yint = proj->spr.yint; } proj->Destroy(); return true; } if (proj->spr.picnum == FREEZEBLAST) { bounce(proj); ssp(proj, CLIPMASK1); proj->spr.extra >>= 1; if (proj->spr.scale.X > 0.125 ) proj->spr.scale.X += (-0.03125); if (proj->spr.scale.Y > 0.125 ) proj->spr.scale.Y += (-0.03125); proj->spr.yint--; 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); double vel = proj->vel.X; double velz = proj->vel.Z; int p = -1; if (proj->spr.picnum == RPG && proj->sector()->lotag == 2) { vel *= 0.5; velz *= 0.5; } auto oldpos = proj->spr.pos; getglobalz(proj); switch (proj->spr.picnum) { case RPG: if (proj->attackertype != BOSS2 && proj->spr.scale.X >= 0.15625 && proj->sector()->lotag != 2) { auto spawned = spawn(proj, SMALLSMOKE); if (spawned) spawned->spr.pos.Z += 1; } break; case FIREBALL: if (movefireball(proj)) return; break; } Collision coll; movesprite_ex(proj, DVector3(proj->spr.angle.ToVector() * vel, velz), CLIPMASK1, coll); if (proj->spr.picnum == RPG && proj->temp_actor != nullptr) if ((proj->spr.pos.XY() - proj->temp_actor->spr.pos.XY()).Length() < 16) coll.setSprite(proj->temp_actor); if (!proj->insector()) { proj->Destroy(); return; } if (coll.type != kHitSprite && proj->spr.picnum != FREEZEBLAST) { if (proj->spr.pos.Z < proj->ceilingz) { coll.setSector(proj->sector()); proj->vel.Z -= 1/256.; } else if ((proj->spr.pos.Z > proj->floorz && proj->sector()->lotag != 1) || (proj->spr.pos.Z > proj->floorz + 16 && proj->sector()->lotag == 1)) { coll.setSector(proj->sector()); if (proj->sector()->lotag != 1) proj->vel.Z += 1/256.; } } if (proj->spr.picnum == FIRELASER) { for (int k = -3; k < 2; k++) { double zAdd = k * proj->vel.Z / 24; auto spawned = CreateActor(proj->sector(), proj->spr.pos.plusZ(zAdd) + proj->spr.angle.ToVector() * k * 2., FIRELASER, -40 + (k << 2), proj->spr.scale, nullAngle, 0., 0., proj->GetOwner(), 5); if (spawned) { spawned->opos = proj->opos - proj->spr.pos + spawned->spr.pos; spawned->spr.cstat = CSTAT_SPRITE_YCENTER; spawned->spr.pal = proj->spr.pal; } } } else if (proj->spr.picnum == SPIT) if (proj->vel.Z < 24) proj->vel.Z += gs.gravity - 112 / 256.; if (coll.type != 0) { if (proj->spr.picnum == COOLEXPLOSION1) { if (coll.type == kHitSprite && coll.actor()->spr.picnum != APLAYER) { return; } proj->vel.X = 0; proj->vel.Z = 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) { auto scale = proj->spr.scale.X * 0.5; spawned->spr.scale = DVector2(scale,scale); if (coll.type == kHitSector) { if (proj->vel.Z < 0) { spawned->spr.cstat |= CSTAT_SPRITE_YFLIP; spawned->spr.pos.Z += 72; } } } } if (fireball) { auto spawned = spawn(proj, EXPLOSION2); if (spawned) { auto scale = proj->spr.scale.X * 0.5; spawned->spr.scale = DVector2(scale,scale); } } } if (proj->spr.picnum != COOLEXPLOSION1) { proj->Destroy(); return; } } if (proj->spr.picnum == COOLEXPLOSION1) { proj->spr.shade++; if (proj->spr.shade >= 40) { proj->Destroy(); return; } } else if (proj->spr.picnum == RPG && proj->sector()->lotag == 2 && proj->spr.scale.X >= 0.15625 && rnd(140)) spawn(proj, WATERBUBBLE); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveweapons_d(void) { DukeStatIterator it(STAT_PROJECTILE); while (auto act = it.Next()) { if (!act->insector() || actorflag(act, SFLAG2_DIENOW)) { act->Destroy(); continue; } if (act->GetClass() != RUNTIME_CLASS(DDukeActor)) { CallTick(act); continue; } switch(act->spr.picnum) { case FREEZEBLAST: if (act->spr.yint < 1 || act->spr.extra < 2 || (act->vel.X == 0 && act->vel.Z == 0)) { auto spawned = spawn(act,TRANSPORTERSTAR); if (spawned) { spawned->spr.pal = 1; spawned->spr.scale = DVector2(0.5, 0.5); } act->Destroy(); 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: { double x; int p = findplayer(act, &x); execute(act, p, x); break; } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movetransports_d(void) { int warpspriteto; double ll; DukeStatIterator iti(STAT_TRANSPORT); while (auto act = iti.Next()) { auto Owner = act->GetOwner(); if (Owner == act) { continue; } auto sectp = act->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 = Owner->spr.angle; if (Owner->GetOwner() != Owner) { act->temp_data[0] = 13; Owner->temp_data[0] = 13; ps[p].transporter_hold = 13; } ps[p].posSet(Owner->spr.pos.plusZ(-gs.playerheight)); ps[p].backupxyz(); ps[p].setbobpos(); ChangeActorSect(act2, Owner->sector()); ps[p].setCursector(act2->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].posZget()) < 24) if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP))) || (ps[p].jetpack_on && PlayerInput(p, SB_CROUCH))) { ps[p].posX() += Owner->spr.pos.X - act->spr.pos.X; ps[p].posY() += Owner->spr.pos.Y - act->spr.pos.Y; ps[p].backupxy(); if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11)) ps[p].posZset(Owner->spr.pos.Z - 24); else ps[p].posZset(Owner->spr.pos.Z + 24); ps[p].backupz(); auto pa = ps[p].GetActor(); pa->opos = ps[p].posGet(); 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].posZget() > (sectp->floorz - 16) && (PlayerInput(p, SB_CROUCH) || ps[p].vel.Z > 8)) // 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].posZset(Owner->sector()->ceilingz + 7); ps[p].backupz(); // this is actually below the precision óf the original Build coordinate system... ps[p].vel.X = ((krand() & 8192) ? 1 / 64. : -1 / 64.); ps[p].vel.Y = ((krand() & 8192) ? 1 / 64. : -1 / 64.); } if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].posZget() < (sectp->ceilingz + 6)) { k = 1; // if( act2->spr.extra <= 0) break; if (screenpeek == p) { FX_StopAllSounds(); } S_PlayActorSound(DUKE_GASP, act2); ps[p].posZset(Owner->sector()->floorz - 7); ps[p].backupz(); ps[p].jumping_toggle = 1; ps[p].jumping_counter = 0; } if (k == 1) { ps[p].posX() += Owner->spr.pos.X - act->spr.pos.X; ps[p].posY() += Owner->spr.pos.Y - act->spr.pos.Y; ps[p].backupxy(); 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].posGet().plusZ(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 += krandf(64); } } } 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->vel.Z); { warpspriteto = 0; if (ll && sectlotag == 2 && act2->spr.pos.Z < (sectp->ceilingz + ll) && act2->vel.Z < 0) warpspriteto = 1; if (ll && sectlotag == 1 && act2->spr.pos.Z > (sectp->floorz - ll) && act2->vel.Z > 0) warpspriteto = 1; if (sectlotag == 0 && (onfloorz || abs(act2->spr.pos.Z - act->spr.pos.Z) < 16)) { 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) { if (actorflag(act2, SFLAG_NOTELEPORT)) continue; switch (act2->spr.picnum) { 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->vel.X = act2->vel.X * 0.5; k->spr.angle = act2->spr.angle; ssp(k, CLIPMASK0); } } switch (sectlotag) { case ST_0_NO_EFFECT: if (onfloorz) { if (act2->spr.statnum == STAT_PROJECTILE || (checkcursectnums(act->sector()) == -1 && checkcursectnums(Owner->sector()) == -1)) { act2->spr.pos += (Owner->spr.pos - act->spr.pos.XY()).plusZ(-Owner->sector()->floorz); act2->spr.angle = Owner->spr.angle; act2->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.XY() += Owner->spr.pos.XY() - act->spr.pos.XY(); act2->spr.pos.Z = Owner->spr.pos.Z + 16; act2->backupz(); ChangeActorSect(act2, Owner->sector()); } break; case ST_1_ABOVE_WATER: act2->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY(); act2->spr.pos.Z = Owner->sector()->ceilingz + ll; act2->backupz(); ChangeActorSect(act2, Owner->sector()); break; case ST_2_UNDERWATER: act2->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY(); act2->spr.pos.Z = Owner->sector()->ceilingz - ll; act2->backupz(); ChangeActorSect(act2, Owner->sector()); break; } break; } } } break; } } BOLT:; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void greenslime(DDukeActor *actor) { auto sectp = actor->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) { actor->Destroy(); return; } double xx; int p = findplayer(actor, &xx); if (xx > 1280) { actor->timetosleep++; if (actor->timetosleep > SLEEPTIME) { actor->timetosleep = 0; ChangeActorStat(actor, STAT_ZOMBIEACTOR); 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 a = randomAngle(); auto vel = krandf(2) + 2; auto zvel = 4 - krandf(4); auto k = CreateActor(actor->sector(), actor->spr.pos, GLASSPIECES + (j % 3), -32, DVector2(0.5625, 0.5625), a, vel, zvel, actor, 5); k->spr.pal = 1; } ps[p].actors_killed++; S_PlayActorSound(GLASS_BREAKING, actor); actor->Destroy(); } else if (xx < 64 && ps[p].quick_kick == 0) { auto ang = absangle(ps[p].angle.ang, (actor->spr.pos.XY() - ps[p].posXY()).Angle()); if (ang < DAngle22_5) ps[p].quick_kick = 14; } return; } if (xx < 99.75) 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.angle = ps[p].angle.ang; 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 (int x = 0; x < 8; x++) { auto a = randomAngle(); auto vel = krandf(4) + 4; auto zvel = -krandf(16) - actor->vel.Z * 0.25; auto spawned = CreateActor(actor->sector(), actor->spr.pos.plusZ(-8), PClass::FindActor("DukeScrap"), -8, DVector2(0.75, 0.75), a, vel, zvel, actor, STAT_MISC); if (spawned) { if (spawned) spawned->spriteextra = Scrap3 + (krand() & 3); 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; actor->Destroy(); return; } actor->spr.pos.Z = ps[p].posZget() + 8 + ps[p].pyoff - (actor->temp_data[2] + (ps[p].horizon.horiz.Tan() * 2048.)) * zinttoworld; 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].restorexyz(); ps[p].angle.restore(); updatesector(ps[p].posGet(), &ps[p].cursector); DukeStatIterator it(STAT_ACTOR); while (auto ac = it.Next()) { if (actorflag(ac, SFLAG2_CAMERA)) ac->spr.yint = 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; } double add = (BobVal(actor->temp_data[1]) * 2) * REPEAT_SCALE; actor->spr.scale = DVector2(0.3125 + add, 0.234375 + add); actor->spr.pos.XY() = ps[p].posXY() + ps[p].angle.ang.ToVector() * 8; return; } else if (actor->vel.X < 4 && xx < 48) { 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 (int x = 0; x < 8; x++) { auto a = randomAngle(); auto vel = krandf(4) + 4; auto zvel = -krandf(16) - actor->vel.Z * 0.25; auto spawned = CreateActor(actor->sector(), actor->spr.pos.plusZ(-8), PClass::FindActor("DukeScrap"), -8, DVector2(0.75, 0.75), a, vel, zvel, actor, STAT_MISC); if (spawned) { if (spawned) spawned->spriteextra = Scrap3 + (krand() & 3); spawned->spr.pal = 6; } } actor->temp_data[0] = -3; actor->Destroy(); 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.scale.X > 0.5 ) actor->spr.scale.X += (-(krand() & 7) * REPEAT_SCALE); if (actor->spr.scale.Y > 0.25 ) actor->spr.scale.Y += (-(krand() & 7) * REPEAT_SCALE); else { actor->spr.scale = DVector2(0.625, 0.25); 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->vel.X = 0; actor->spr.pos = s5->spr.pos + s5->spr.angle.ToVector() * 0.5; actor->spr.picnum = GREENSLIME + 2 + (global_random & 1); if (actor->spr.scale.Y < 1) actor->spr.scale.Y += (0.03125); else { if (actor->spr.scale.X < 0.5) actor->spr.scale.X += (0.0625); else { actor->temp_data[0] = -1; double dist = (actor->spr.pos.XY() - s5->spr.pos.XY()).LengthSquared(); if (dist < 48*48) { s5->spr.scale.X = 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 (actorflag(a2, SFLAG_GREENSLIMEFOOD)) { double dist = (actor->spr.pos.XY() - a2->spr.pos.XY()).LengthSquared(); if (dist < 48*48 && (abs(actor->spr.pos.Z - a2->spr.pos.Z) < 16)) //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->vel.Z = 0; actor->spr.cstat &= ~CSTAT_SPRITE_YFLIP; if ((sectp->ceilingstat & CSTAT_SECTOR_SKY) || (actor->ceilingz + 24) < actor->spr.pos.Z) { actor->spr.pos.Z += 8; actor->temp_data[0] = 3; return; } } else { actor->spr.cstat |= CSTAT_SPRITE_YFLIP; makeitfall(actor); } if (everyothertime & 1) ssp(actor, CLIPMASK0); if (actor->vel.X > 6) { actor->vel.X -= 1/8.; return; } else { if (actor->vel.X < 2) actor->vel.X += 0.25; actor->vel.X = 4 - BobVal(512 + actor->temp_data[1]) * 2; actor->spr.angle += deltaangle(actor->spr.angle, (ps[p].posXY() - actor->spr.pos.XY()).Angle()) * 0.125; // TJR } actor->spr.scale.X = (0.5625 + BobVal(512 + actor->temp_data[1]) * 0.125); actor->spr.scale.Y = (0.25 + BobVal(actor->temp_data[1]) * 0.03125); if (rnd(4) && (sectp->ceilingstat & CSTAT_SECTOR_SKY) == 0 && abs(actor->floorz - actor->ceilingz) < 192) { actor->vel.Z = 0; actor->temp_data[0]++; } } if (actor->temp_data[0] == 1) { actor->spr.picnum = GREENSLIME; if (actor->spr.scale.Y < 0.625) actor->spr.scale.Y += (0.125); if (actor->spr.scale.X > 0.125 ) actor->spr.scale.X += (-0.0625); if (actor->vel.Z > -12) actor->vel.Z -= 348 / 256.; actor->spr.pos.Z += actor->vel.Z; if (actor->spr.pos.Z < actor->ceilingz + 16) { actor->spr.pos.Z = actor->ceilingz + 16; actor->vel.X = 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) { actor->spr.scale.Y += (-0.0625); actor->spr.scale.X += (0.03125); } else { if (actor->spr.scale.Y < 0.5625) actor->spr.scale.Y += (0.125); if (actor->spr.scale.X > 0.125 ) actor->spr.scale.X += (-0.0625); } if (actor->spr.pos.Z > actor->floorz - 8) { actor->spr.pos.Z = actor->floorz - 8; actor->temp_data[0] = 0; actor->vel.X = 0; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void flamethrowerflame(DDukeActor *actor) { auto sectp = actor->sector(); double xx; int p = findplayer(actor, &xx); execute(actor, p, xx); actor->temp_data[0]++; if (sectp->lotag == 2) { spawn(actor, EXPLOSION2)->spr.shade = 127; actor->Destroy(); return; } auto dapos = actor->spr.pos; getglobalz(actor); int ds = actor->temp_data[0] / 6; if (actor->spr.scale.X < 0.1250) { actor->spr.scale.X += (ds * REPEAT_SCALE); actor->spr.scale.Y = (actor->spr.scale.X); } actor->clipdist += ds * 0.25; if (actor->temp_data[0] <= 2) actor->temp_data[3] = krand() % 10; if (actor->temp_data[0] > 30) { spawn(actor, EXPLOSION2)->spr.shade = 127; actor->Destroy(); return; } Collision coll; movesprite_ex(actor, DVector3(actor->spr.angle.ToVector() * actor->vel.X, actor->vel.Z), CLIPMASK1, coll); if (!actor->insector()) { actor->Destroy(); return; } if (coll.type != kHitSprite) { if (actor->spr.pos.Z < actor->ceilingz) { coll.setSector(actor->sector()); actor->vel.Z -= 1/256.; } else if ((actor->spr.pos.Z > actor->floorz && actor->sector()->lotag != 1) || (actor->spr.pos.Z > actor->floorz + 16 && actor->sector()->lotag == 1)) { coll.setSector(actor->sector()); if (actor->sector()->lotag != 1) actor->vel.Z += 1/256.; } } if (coll.type != 0) { actor->ZeroVelocityXY(); actor->vel.Z = 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, dapos); fi.checkhitwall(actor, coll.hitWall, actor->spr.pos, actor->spr.picnum); } else if (coll.type == kHitSector) { SetActor(actor, dapos); if (actor->vel.Z < 0) fi.checkhitceiling(actor->sector()); } if (actor->spr.scale.X >= 0.15625) { int x = actor->spr.extra; fi.hitradius(actor, gs.rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x); } else { int 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->sector(); int l; double xx; 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, &xx); if (xx < 1220 / 16.) 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->vel.X = 0; goto DETONATEB; } } if (actor->spr.picnum != BOUNCEMINE) { makeitfall(actor); if (sectp->lotag != 1 && actor->spr.pos.Z >= actor->floorz - FOURSLEIGHT_F && actor->spr.yint < 3) { if (actor->spr.yint > 0 || (actor->spr.yint == 0 && actor->floorz == sectp->floorz)) S_PlayActorSound(PIPEBOMB_BOUNCE, actor); actor->vel.Z = -(4 - actor->spr.yint); if (actor->sector()->lotag == 2) actor->vel.Z *= 0.25; actor->spr.yint++; } if (actor->spr.pos.Z < actor->ceilingz) // && sectp->lotag != 2 ) { actor->spr.pos.Z = actor->ceilingz + 3; actor->vel.Z = 0; } } Collision coll; movesprite_ex(actor, DVector3(actor->spr.angle.ToVector() * actor->vel.X, actor->vel.Z), CLIPMASK0, coll); if (actor->sector()->lotag == 1 && actor->vel.Z == 0) { actor->spr.pos.Z += 32; 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 || xx < 844/16.)) { actor->temp_data[3] = 1; actor->temp_data[4] = 0; l = 0; actor->vel.X = 0; goto DETONATEB; } if ( Owner && Owner->spr.picnum == APLAYER) l = Owner->PlayerIndex(); else l = -1; if(actor->vel.X > 0) { actor->vel.X -= 5. / 16; if (sectp->lotag == 2) actor->vel.X -= 10. / 16; if(actor->vel.X < 0) actor->vel.X = 0; if (int(actor->vel.X * 16) & 8) actor->spr.cstat ^= CSTAT_SPRITE_XFLIP; } if (coll.type== kHitWall) { auto wal = coll.hitWall; fi.checkhitwall(actor, wal, actor->spr.pos, actor->spr.picnum); DAngle k = wal->delta().Angle(); actor->spr.angle = k * 2 - actor->spr.angle; actor->vel.X *= 0.5; } 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) { int 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->vel.Z == 0) spawn(actor, EXPLOSION2BOT); S_PlayActorSound(PIPEBOMB_EXPLODE, actor); for (x = 0; x < 8; x++) RANDOMSCRAP(actor); } if (actor->spr.scale.Y) { actor->spr.scale.Y = (0); return; } if (actor->temp_data[4] > 20) { if (Owner != actor || ud.respawn_items == 0) { actor->Destroy(); return; } else { actor->temp_data[2] = gs.respawnitemtime; spawn(actor, RESPAWNMARKERRED); actor->spr.cstat = CSTAT_SPRITE_INVISIBLE; actor->spr.scale.Y = (0.140625); return; } } } else if (actor->spr.picnum == HEAVYHBOMB && xx < 788 / 16. && actor->temp_data[0] > 7 && actor->vel.X == 0) if (cansee(actor->spr.pos.plusZ(-8), actor->sector(), ps[p].posGet(), 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, true); 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; actor->Destroy(); 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 p; unsigned int k; DukeStatIterator it(STAT_ACTOR); while (auto act = it.Next()) { auto sectp = act->sector(); if (act->spr.scale.X == 0 || sectp == nullptr || actorflag(act, SFLAG2_DIENOW)) { act->Destroy(); continue; } int *t = &act->temp_data[0]; if (act->GetClass() != RUNTIME_CLASS(DDukeActor)) { CallTick(act); } else 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, nullptr); 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->vel.Z; 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; act->Destroy(); 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, 4, [](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; } // #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 double xx; p = findplayer(act, &xx); execute(act, p, xx); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void fireflyflyingeffect(DDukeActor *actor) { double xx; int p = findplayer(actor, &xx); execute(actor, p, xx); auto Owner = actor->GetOwner(); if (!Owner || Owner->spr.picnum != FIREFLY) { actor->Destroy(); return; } if (Owner->spr.scale.X >= 0.375 || Owner->spr.pal == 1) actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE; else actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; auto dvec = Owner->spr.pos.XY() - ps[p].GetActor()->spr.pos.XY(); double dist = dvec.Length(); if (dist != 0.0) dvec /= dist; actor->spr.pos = Owner->spr.pos + DVector3(dvec.X * -0.625, dvec.Y * -0.625, 8); if (Owner->spr.extra <= 0) { actor->Destroy(); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveexplosions_d(void) // STATNUM 5 { int p; double xx; DukeStatIterator it(STAT_MISC); while (auto act = it.Next()) { if (!act->insector() || act->spr.scale.X == 0) { act->Destroy(); continue; } if (act->GetClass() != RUNTIME_CLASS(DDukeActor)) { CallTick(act); continue; } auto sectp = act->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: bloodsplats(act); 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 FIRELASER: if (act->spr.extra != 999) act->spr.extra = 999; else { act->Destroy(); continue; } break; case MONEY + 1: case MAIL + 1: case PAPER + 1: act->vel.Z = act->floorz = getflorzofslopeptr(act->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); 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, &xx); execute(act, p, xx); continue; case SHELL: case SHOTGUNSHELL: shell(act, sectp->floorz + 24 < act->spr.pos.Z); continue; case GLASSPIECES: case GLASSPIECES + 1: case GLASSPIECES + 2: glasspieces(act); continue; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- 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->vel.X -= (k >> 5) / 16.; if (actor->temp_data[4] > ((k >> 1) - 1) && actor->temp_data[4] < (k - (k >> 3))) actor->vel.X = 0; if (actor->temp_data[4] < (k >> 1)) actor->vel.X += (k >> 5) / 16.; if (actor->temp_data[4] < ((k >> 1) - (k >> 3))) { actor->temp_data[4] = 0; actor->vel.X = k / 16.; } } else actor->vel.X = k / 16.; DukeStatIterator it(STAT_EFFECTOR); while (auto act2 = it.Next()) { if ((act2->spr.lotag == SE_14_SUBWAY_CAR) && (sh == act2->spr.hitag) && (act2->temp_data[0] == actor->temp_data[0])) { act2->vel.X = actor->vel.X; //if( actor->temp_data[4] == 1 ) { if (act2->temp_pos.X == 0) act2->temp_pos.X = (act2->spr.pos - actor->spr.pos).LengthSquared(); int x = Sgn((act2->spr.pos - actor->spr.pos).LengthSquared() - act2->temp_pos.X); if (act2->spr.extra) x = -x; actor->vel.X += x / 16.; } 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) { double x; findplayer(actor, &x); if (x > 15500 / 16.) 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, actor->sector(), ps[screenpeek].posGet(), 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); double x; int p = findplayer(actor, &x); auto psa = ps[p].GetActor(); double dist = (psa->spr.pos.XY() - act2->spr.pos.XY()).LengthSquared(); if (dist < 49*48) { 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 { 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); 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: { handle_se24(act, true, 0.25); 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, -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: handle_se29(act); 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->walls.Size() != 4) continue; auto wal = &sc->walls[2]; if (wal->nextSector()) alignflorslope(act->sector(), DVector3(wal->pos, wal->nextSector()->floorz)); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void move_d(DDukeActor *actor, int playernum, int xvel) { DAngle goalang, angdif; double 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 = (ps[playernum].posoldXY() - actor->spr.pos.XY()).Angle(); else goalang = (ps[playernum].posXY() - actor->spr.pos.XY()).Angle(); angdif = deltaangle(actor->spr.angle, goalang) * 0.25; if (angdif > -DAngle22_5 / 16 && angdif < nullAngle) angdif = nullAngle; actor->spr.angle += angdif; } if (a & spin) actor->spr.angle += DAngle45 * BobVal(actor->temp_data[0] << 3); if (a & face_player_slow) { if (ps[playernum].newOwner != nullptr) goalang = (ps[playernum].posoldXY() - actor->spr.pos.XY()).Angle(); else goalang = (ps[playernum].posXY() - actor->spr.pos.XY()).Angle(); angdif = DAngle22_5 * 0.25 * Sgn(deltaangle(actor->spr.angle, goalang).Degrees()); // this looks very wrong... actor->spr.angle += angdif; } if ((a & jumptoplayer) == jumptoplayer) { if (actor->temp_data[0] < 16) actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 2; } if (a & face_player_smart) { DVector2 newpos = ps[playernum].posXY() + (ps[playernum].vel.XY() * (4. / 3.)); goalang = (newpos - actor->spr.pos.XY()).Angle(); angdif = deltaangle(actor->spr.angle, goalang) * 0.25; if (angdif > -DAngle22_5/16 && angdif < nullAngle) angdif = nullAngle; actor->spr.angle += angdif; } if (actor->temp_data[1] == 0 || a == 0) { if ((badguy(actor) && actor->spr.extra <= 0) || (actor->opos.X != actor->spr.pos.X) || (actor->opos.Y != actor->spr.pos.Y)) { actor->backupvec2(); SetActor(actor, actor->spr.pos); } return; } if (actor->spr.picnum == WATERBUBBLE) { int a = 0; } auto moveptr = &ScriptCode[actor->temp_data[1]]; if (a & geth) actor->vel.X += (moveptr[0] / 16. - actor->vel.X) * 0.5; if (a & getv) actor->vel.Z += (moveptr[1] / 16. - actor->vel.Z) * 0.5; if (a & dodgebullet) dodge(actor); if (actor->spr.picnum != APLAYER) alterang(a, actor, playernum); if (abs(actor->vel.X) < 6 / 16.) actor->vel.X = 0; a = badguy(actor); if (actor->vel.X != 0 || actor->vel.Z != 0) { if (a && actor->spr.picnum != ROTATEGUN) { if ((actor->spr.picnum == DRONE || actor->spr.picnum == COMMANDER) && actor->spr.extra > 0) { if (actor->spr.picnum == COMMANDER) { double c, f; calcSlope(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, &c, &f); actor->floorz = f; actor->ceilingz = c; if (actor->spr.pos.Z > f - 8) { actor->spr.pos.Z = f - 8; actor->vel.Z = 0; } if (actor->spr.pos.Z < c + 80) { actor->spr.pos.Z = c + 80; actor->vel.Z = 0; } } else { if (actor->vel.Z > 0) { double f = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); actor->floorz = f; if (actor->spr.pos.Z > f - 30) actor->spr.pos.Z = f - 30; } else { double c = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); actor->ceilingz = c; if (actor->spr.pos.Z < c + 50) { actor->spr.pos.Z = c + 50; actor->vel.Z = 0; } } } } else if (actor->spr.picnum != ORGANTIC) { if (actor->vel.Z > 0 && actor->floorz < actor->spr.pos.Z) actor->spr.pos.Z = actor->floorz; if (actor->vel.Z < 0) { double c = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); if (actor->spr.pos.Z < c + 66) { actor->spr.pos.Z = c + 66; actor->vel.Z *= 0.5; } } } } else if (actor->spr.picnum == APLAYER) if ((actor->spr.pos.Z - actor->ceilingz) < 32) actor->spr.pos.Z = actor->ceilingz + 32; daxvel = actor->vel.X; angdif = actor->spr.angle; if (a && actor->spr.picnum != ROTATEGUN) { if (xvel < 960 && actor->spr.scale.X > 0.25 ) { daxvel = -(1024 - xvel) * maptoworld; angdif = (ps[playernum].posXY() - actor->spr.pos.XY()).Angle(); if (xvel < 512) { ps[playernum].vel.X = 0; ps[playernum].vel.Y = 0; } else { ps[playernum].vel.XY() *= gs.playerfriction - 0.125; } } else if (actor->spr.picnum != DRONE && actor->spr.picnum != SHARK && actor->spr.picnum != COMMANDER) { if (!*(moveptr + 1)) { if (actor->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 *= 2; } else { if ((actor->temp_data[0] & 3) || ps[playernum].actorsqu == actor) return; else daxvel *= 4; } } } } Collision coll; actor->movflag = movesprite_ex(actor, DVector3(angdif.ToVector() * daxvel, actor->vel.Z), CLIPMASK0, coll); } if (a) { if (actor->sector()->ceilingstat & CSTAT_SECTOR_SKY) actor->spr.shade += (actor->sector()->ceilingshade - actor->spr.shade) >> 1; else actor->spr.shade += (actor->sector()->floorshade - actor->spr.shade) >> 1; if (actor->sector()->floorpicnum == MIRROR) actor->Destroy(); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- 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) { return picnum == BLIMP; } 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.yint) operaterespawns(actor->spr.yint); break; default: if (actor->spr.hitag >= 0) operaterespawns(actor->spr.hitag); break; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void think_d(void) { thinktime.Reset(); thinktime.Clock(); movefta(); //ST 2 moveweapons_d(); //ST 4 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