//------------------------------------------------------------------------- /* 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 struct FireProj { int x, y, z; int xv, yv, zv; }; static TMap fire; static FSerializer& Serialize(FSerializer& arc, const char* key, FireProj& p, FireProj* def) { if (arc.BeginObject(key)) { arc("x", p.x) ("y", p.y) ("z", p.z) ("xv", p.xv) ("yv", p.yv) ("zv", p.zv) .EndObject(); } return arc; } void SerializeActorGlobals(FSerializer& arc) { if (arc.isWriting() && fire.CountUsed() == 0) return; bool res = arc.BeginArray("FireProj"); if (arc.isReading()) { fire.Clear(); if (!res) return; int length = arc.ArraySize() / 2; int key; FireProj value; for (int i = 0; i < length; i++) { arc(nullptr, key); Serialize(arc, nullptr, value, nullptr); fire.Insert(key, value); } } else { TMap::Iterator it(fire); TMap::Pair* pair; while (it.NextPair(pair)) { int k = pair->Key; Serialize(arc, nullptr, k, nullptr); Serialize(arc, nullptr, pair->Value, nullptr); } } arc.EndArray(); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool ceilingspace_d(int sectnum) { if( (sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 ) { switch(sector[sectnum].ceilingpicnum) { case MOONSKY1: case BIGORBIT1: return 1; } } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool floorspace_d(int sectnum) { if( (sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 ) { switch(sector[sectnum].floorpicnum) { case MOONSKY1: case BIGORBIT1: return 1; } } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void check_fta_sounds_d(DDukeActor* actor) { if (actor->s->extra > 0) switch (actor->s->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->s->pal == 1) S_PlaySound(BOS2_RECOG); else S_PlaySound(WHIPYOURASS); break; case BOSS3: if (actor->s->pal == 1) S_PlaySound(BOS3_RECOG); else S_PlaySound(RIPHEADNECK); break; case BOSS4: case BOSS4STAYPUT: if (actor->s->pal == 1) S_PlaySound(BOS4_RECOG); S_PlaySound(BOSS4_FIRSTSEE); break; case GREENSLIME: S_PlayActorSound(SLIM_RECOG, actor); break; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void addweapon_d(struct player_struct *p, int weapon) { if ( p->gotweapon[weapon] == 0 ) { p->gotweapon[weapon] = true; if (weapon == SHRINKER_WEAPON) p->gotweapon[GROW_WEAPON] = true; } p->random_club_frame = 0; if (p->holster_weapon == 0) { p->weapon_pos = -1; p->last_weapon = p->curr_weapon; } else { p->weapon_pos = 10; p->holster_weapon = 0; p->last_weapon = -1; } p->okickback_pic = p->kickback_pic = 0; #ifdef EDUKE if(p->curr_weapon != weapon) { int snum; snum = p->GetPlayerNum(); SetGameVarID(g_iWeaponVarID,weapon, snum, p->GetActor()); if (p->curr_weapon >= 0) { SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[weapon][snum], snum, p->GetActor()); } else { SetGameVarID(g_iWorksLikeVarID, -1, snum, p->GetActor()); } SetGameVarID(g_iReturnVarID, 0, snum, -1); OnEvent(EVENT_CHANGEWEAPON, snum, p->GetActor(), -1); if (GetGameVarID(g_iReturnVarID, nullptr, snum) == 0) { p->curr_weapon = weapon; } } #else p->curr_weapon = weapon; #endif 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. auto spri = actor->s; bool squishme = false; if (spri->picnum == APLAYER && ud.clipping) return false; auto& sc = sector[spri->sectnum]; int floorceildist = sc.floorz - sc.ceilingz; if (sc.lotag != ST_23_SWINGING_DOOR) { if (spri->pal == 1) squishme = floorceildist < (32 << 8) && (sc.lotag & 32768) == 0; else squishme = floorceildist < (12 << 8); } if (squishme) { FTA(QUOTE_SQUISHED, &ps[p]); if (badguy(actor)) spri->xvel = 0; if (spri->pal == 1) { actor->picnum = SHOTSPARK1; actor->extra = 1; return false; } return true; } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int hp4) { walltype* wal; int d, q, x1, y1; int sectcnt, sectend, dasect, startwall, endwall, nextsect; short p, x, 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. auto spri = actor->s; if(spri->picnum == RPG && spri->xrepeat < 11) goto SKIPWALLCHECK; if(spri->picnum != SHRINKSPARK) { tempshort[0] = spri->sectnum; dasect = spri->sectnum; sectcnt = 0; sectend = 1; do { dasect = tempshort[sectcnt++]; if (((sector[dasect].ceilingz - spri->z) >> 8) < r) { d = abs(wall[sector[dasect].wallptr].x - spri->x) + abs(wall[sector[dasect].wallptr].y - spri->y); if (d < r) fi.checkhitceiling(dasect); else { // ouch... d = abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].x - spri->x) + abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].y - spri->y); if (d < r) fi.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 - spri->x) + abs(wal->y - spri->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) + spri->x) >> 1; y1 = (((wal->y + wall[wal->point2].y) >> 1) + spri->y) >> 1; updatesector(x1, y1, §); if (sect >= 0 && cansee(x1, y1, spri->z, sect, spri->x, spri->y, spri->z, spri->sectnum)) fi.checkhitwall(actor, x, wal->x, wal->y, spri->z, spri->picnum); } } while (sectcnt < sectend); } SKIPWALLCHECK: q = -(16 << 8) + (krand() & ((32 << 8) - 1)); auto Owner = actor->GetOwner(); for (x = 0; x < 7; x++) { DukeStatIterator itj(statlist[x]); while (auto act2 = itj.Next()) { auto spri2 = act2->s; if (isWorldTour() && Owner) { if (Owner->s->picnum == APLAYER && spri2->picnum == APLAYER && ud.coop != 0 && ud.ffire == 0 && Owner != act2) { continue; } if (spri->picnum == FLAMETHROWERFLAME && ((Owner->s->picnum == FIREFLY && spri2->picnum == FIREFLY) || (Owner->s->picnum == BOSS5 && spri2->picnum == BOSS5))) { continue; } } if (x == 0 || x >= 5 || AFLAMABLE(spri2->picnum)) { if (spri->picnum != SHRINKSPARK || (spri2->cstat & 257)) if (dist(actor, act2) < r) { if (badguy(act2) && !cansee(spri2->x, spri2->y, spri2->z + q, spri2->sectnum, spri->x, spri->y, spri->z + q, spri->sectnum)) continue; fi.checkhitsprite(act2, actor); } } else if (spri2->extra >= 0 && act2 != actor && (spri2->picnum == TRIPBOMB || badguy(act2) || spri2->picnum == QUEBALL || spri2->picnum == STRIPEBALL || (spri2->cstat & 257) || spri2->picnum == DUKELYINGDEAD)) { if (spri->picnum == SHRINKSPARK && spri2->picnum != SHARK && (act2 == Owner || spri2->xrepeat < 24)) { continue; } if (spri->picnum == MORTER && act2 == Owner) { continue; } if (spri2->picnum == APLAYER) spri2->z -= gs.playerheight; d = dist(actor, act2); if (spri2->picnum == APLAYER) spri2->z += gs.playerheight; if (d < r && cansee(spri2->x, spri2->y, spri2->z - (8 << 8), spri2->sectnum, spri->x, spri->y, spri->z - (12 << 8), spri->sectnum)) { act2->ang = getangle(spri2->x - spri->x, spri2->y - spri->y); if (spri->picnum == RPG && spri2->extra > 0) act2->picnum = RPG; else if (!isWorldTour()) { if (spri->picnum == SHRINKSPARK) act2->picnum = SHRINKSPARK; else act2->picnum = RADIUSEXPLOSION; } else { if (spri->picnum == SHRINKSPARK || spri->picnum == FLAMETHROWERFLAME) act2->picnum = spri->picnum; else if (spri->picnum != FIREBALL || !Owner || Owner->s->picnum != APLAYER) { if (spri->picnum == LAVAPOOL) act2->picnum = FLAMETHROWERFLAME; else act2->picnum = RADIUSEXPLOSION; } else act2->picnum = FLAMETHROWERFLAME; } if (spri->picnum != SHRINKSPARK && (!isWorldTour() || spri->picnum != LAVAPOOL)) { if (d < r / 3) { if (hp4 == hp3) hp4++; act2->extra = hp3 + (krand() % (hp4 - hp3)); } else if (d < 2 * r / 3) { if (hp3 == hp2) hp3++; act2->extra = hp2 + (krand() % (hp3 - hp2)); } else if (d < r) { if (hp2 == hp1) hp2++; act2->extra = hp1 + (krand() % (hp2 - hp1)); } if (spri2->picnum != TANK && spri2->picnum != ROTATEGUN && spri2->picnum != RECON && !bossguy(act2)) { if (spri2->xvel < 0) spri2->xvel = 0; spri2->xvel += (spri->extra << 2); } if (spri2->picnum == PODFEM1 || spri2->picnum == FEM1 || spri2->picnum == FEM2 || spri2->picnum == FEM3 || spri2->picnum == FEM4 || spri2->picnum == FEM5 || spri2->picnum == FEM6 || spri2->picnum == FEM7 || spri2->picnum == FEM8 || spri2->picnum == FEM9 || spri2->picnum == FEM10 || spri2->picnum == STATUE || spri2->picnum == STATUEFLASH || spri2->picnum == SPACEMARINE || spri2->picnum == QUEBALL || spri2->picnum == STRIPEBALL) fi.checkhitsprite(act2, actor); } else if (spri->extra == 0) act2->extra = 0; if (spri2->picnum != RADIUSEXPLOSION && Owner && Owner->s->statnum < MAXSTATUS) { if (spri2->picnum == APLAYER) { p = spri2->yvel; if (isWorldTour() && act2->picnum == FLAMETHROWERFLAME && Owner->s->picnum == APLAYER) { ps[p].numloogs = -1 - spri->yvel; } if (ps[p].newOwner != nullptr) { clearcamera(&ps[p]); } } act2->SetHitOwner(actor->GetOwner()); } } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int movesprite_ex_d(DDukeActor* actor, int xchange, int ychange, int zchange, unsigned int cliptype, Collision &result) { int daz, h, oldx, oldy; short retval, dasectnum, cd; auto spri = actor->s; int bg = badguy(actor); if (spri->statnum == 5 || (bg && spri->xrepeat < 4)) { spri->x += (xchange * TICSPERFRAME) >> 2; spri->y += (ychange * TICSPERFRAME) >> 2; spri->z += (zchange * TICSPERFRAME) >> 2; if (bg) setsprite(actor, spri->x, spri->y, spri->z); return result.setNone(); } dasectnum = spri->sectnum; daz = spri->z; h = ((tileHeight(spri->picnum) * spri->yrepeat) << 1); daz -= h; if (bg) { oldx = spri->x; oldy = spri->y; if (spri->xrepeat > 60) retval = clipmove(&spri->x, &spri->y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 1024L, (4 << 8), (4 << 8), cliptype); else { if (spri->picnum == LIZMAN) cd = 292; else if (actorflag(actor, SFLAG_BADGUY)) cd = spri->clipdist << 2; else cd = 192; retval = clipmove(&spri->x, &spri->y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), cd, (4 << 8), (4 << 8), cliptype); } // conditional code from hell... if (dasectnum < 0 || (dasectnum >= 0 && ((actor->actorstayput >= 0 && actor->actorstayput != dasectnum) || ((spri->picnum == BOSS2) && spri->pal == 0 && sector[dasectnum].lotag != 3) || ((spri->picnum == BOSS1 || spri->picnum == BOSS2) && sector[dasectnum].lotag == ST_1_ABOVE_WATER) || (sector[dasectnum].lotag == ST_1_ABOVE_WATER && (spri->picnum == LIZMAN || (spri->picnum == LIZTROOP && spri->zvel == 0))) )) ) { spri->x = oldx; spri->y = oldy; if (sector[dasectnum].lotag == ST_1_ABOVE_WATER && spri->picnum == LIZMAN) spri->ang = (krand()&2047); else if ((actor->temp_data[0]&3) == 1 && spri->picnum != COMMANDER) spri->ang = (krand()&2047); setsprite(actor,oldx,oldy,spri->z); if (dasectnum < 0) dasectnum = 0; return result.setSector(dasectnum); } if ((retval & kHitTypeMask) > kHitSector && (actor->cgg == 0)) spri->ang += 768; } else { if (spri->statnum == STAT_PROJECTILE) retval = clipmove_ex(&spri->x, &spri->y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 8L, (4 << 8), (4 << 8), cliptype, result); else retval = clipmove_ex(&spri->x, &spri->y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), (int)(spri->clipdist << 2), (4 << 8), (4 << 8), cliptype, result); } if (dasectnum >= 0) if ((dasectnum != spri->sectnum)) changeactorsect(actor, dasectnum); daz = spri->z + ((zchange * TICSPERFRAME) >> 3); if ((daz > actor->ceilingz) && (daz <= actor->floorz)) spri->z = daz; else if (retval == kHitNone) return result.setSector(dasectnum); return retval; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void lotsofmoney_d(DDukeActor *actor, short n) { lotsofstuff(actor, n, MONEY); } void lotsofmail_d(DDukeActor *actor, short n) { lotsofstuff(actor, n, MAIL); } void lotsofpaper_d(DDukeActor *actor, short n) { lotsofstuff(actor, n, PAPER); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void guts_d(DDukeActor* actor, short gtype, short n, short p) { auto s = actor->s; int gutz, floorz; int i=0, j; int sx, sy; uint8_t pal; if (badguy(actor) && 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); gutz += gs.actorinfo[s->picnum].gutsoffset; if (badguy(actor) && s->pal == 6) pal = 6; else if (s->picnum != LIZTROOP) // EDuke32 transfers the palette unconditionally, I'm not sure that's such a good idea. pal = 0; else pal = s->pal; for (j = 0; j < n; j++) { // RANDCORRECT version from RR. int a = krand() & 2047; int r1 = krand(); int r2 = krand(); int r3 = krand(); int r4 = krand(); int r5 = krand(); // TRANSITIONAL: owned by a player??? auto spawned = EGS(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].GetActor(), 5); if (spawned->s->picnum == JIBS2) { spawned->s->xrepeat >>= 2; spawned->s->yrepeat >>= 2; } if (pal != 0) spawned->s->pal = pal; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movefta_d(void) { int x, px, py, sx, sy; short p, psect, ssect; int j; DukeStatIterator iti(STAT_ZOMBIEACTOR); while (auto act = iti.Next()) { auto s = act->s; p = findplayer(act, &x); ssect = psect = s->sectnum; auto pa = ps[p].GetActor(); if (pa->s->extra > 0) { if (x < 30000) { act->timetosleep++; if (act->timetosleep >= (x >> 8)) { if (badguy(act)) { px = ps[p].oposx + 64 - (krand() & 127); py = ps[p].oposy + 64 - (krand() & 127); updatesector(px, py, &psect); if (psect == -1) { continue; } sx = s->x + 64 - (krand() & 127); sy = s->y + 64 - (krand() & 127); updatesector(px, py, &ssect); if (ssect == -1) { continue; } 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) switch(s->picnum) { case RUBBERCAN: case EXPLODINGBARREL: case WOODENHORSE: case HORSEONSIDE: case CANWITHSOMETHING: case CANWITHSOMETHING2: case CANWITHSOMETHING3: case CANWITHSOMETHING4: case FIREBARREL: case FIREVASE: case NUKEBARREL: case NUKEBARRELDENTED: case NUKEBARRELLEAKED: case TRIPBOMB: if (sector[s->sectnum].ceilingstat&1) s->shade = sector[s->sectnum].ceilingshade; else s->shade = sector[s->sectnum].floorshade; act->timetosleep = 0; changeactorstat(act, STAT_STANDABLE); break; default: act->timetosleep = 0; check_fta_sounds_d(act); changeactorstat(act, STAT_ACTOR); break; } else act->timetosleep = 0; } } if (badguy(act)) { if (sector[s->sectnum].ceilingstat & 1) s->shade = sector[s->sectnum].ceilingshade; else s->shade = sector[s->sectnum].floorshade; } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- DDukeActor* ifhitsectors_d(int sectnum) { DukeStatIterator it(STAT_MISC); while (auto a1 = it.Next()) { if (a1->s->picnum == EXPLOSION2 && sectnum == a1->s->sectnum) return a1; } return nullptr; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int ifhitbyweapon_d(DDukeActor *actor) { short p; auto spri = actor->s; auto hitowner = actor->GetHitOwner(); if (actor->extra >= 0) { if (spri->extra >= 0) { if (spri->picnum == APLAYER) { if (ud.god && actor->picnum != SHRINKSPARK) return -1; p = spri->yvel; if (hitowner && hitowner->s->picnum == APLAYER && ud.coop == 1 && ud.ffire == 0) return -1; spri->extra -= actor->extra; if (hitowner) { if (spri->extra <= 0 && actor->picnum != FREEZEBLAST) { spri->extra = 0; ps[p].wackedbyactor = hitowner; if (hitowner->s->picnum == APLAYER && p != hitowner->PlayerIndex()) { ps[p].frag_ps = hitowner->PlayerIndex(); } actor->SetHitOwner(ps[p].GetActor()); } } switch(actor->picnum) { case RADIUSEXPLOSION: case RPG: case HYDRENT: case HEAVYHBOMB: case SEENINE: case OOZFILTER: case EXPLODINGBARREL: ps[p].posxv += actor->extra * bcos(actor->ang, 2); ps[p].posyv += actor->extra * bsin(actor->ang, 2); break; default: ps[p].posxv += actor->extra * bcos(actor->ang, 1); ps[p].posyv += actor->extra * bsin(actor->ang, 1); break; } } else { if (actor->extra == 0) if (actor->picnum == SHRINKSPARK && spri->xrepeat < 24) return -1; if (isWorldTour() && actor->picnum == FIREFLY && spri->xrepeat < 48) { if (actor->picnum != RADIUSEXPLOSION && actor->picnum != RPG) return -1; } spri->extra -= actor->extra; auto Owner = actor->GetOwner(); if (spri->picnum != RECON && Owner && Owner->s->statnum < MAXSTATUS) actor->SetOwner(hitowner); } actor->extra = -1; return actor->picnum; } } if (ud.multimode < 2 || !isWorldTour() || actor->picnum != FLAMETHROWERFLAME || actor->extra >= 0 || spri->extra > 0 || spri->picnum != APLAYER || ps[actor->PlayerIndex()].numloogs > 0 || hitowner == nullptr) { actor->extra = -1; return -1; } else { p = actor->PlayerIndex(); spri->extra = 0; ps[p].wackedbyactor = hitowner; if (hitowner->s->picnum == APLAYER && hitowner != ps[p].GetActor()) ps[p].frag_ps = hitowner->PlayerIndex(); // set the proper player index here - this previously set the sprite index... actor->SetHitOwner(ps[p].GetActor()); actor->extra = -1; return FLAMETHROWERFLAME; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movefallers_d(void) { short sect; int j, x; DukeStatIterator iti(STAT_FALLER); while (auto act = iti.Next()) { auto s = act->s; sect = s->sectnum; if (act->temp_data[0] == 0) { s->z -= (16 << 8); act->temp_data[1] = s->ang; x = s->extra; j = fi.ifhitbyweapon(act); if (j >= 0) { if (j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER) { if (s->extra <= 0) { act->temp_data[0] = 1; DukeStatIterator itj(STAT_FALLER); while (auto a2 = itj.Next()) { if (a2->s->hitag == s->hitag) { a2->temp_data[0] = 1; a2->s->cstat &= (65535 - 64); if (a2->s->picnum == CEILINGSTEAM || a2->s->picnum == STEAM) a2->s->cstat |= 32768; } } } } else { act->extra = 0; s->extra = x; } } s->ang = act->temp_data[1]; s->z += (16 << 8); } else if (act->temp_data[0] == 1) { if (s->lotag > 0) { s->lotag-=3; if (s->lotag <= 0) { s->xvel = (32 + (krand() & 63)); s->zvel = -(1024 + (krand() & 1023)); } } else { if (s->xvel > 0) { s->xvel -= 8; ssp(act, CLIPMASK0); } if (fi.floorspace(s->sectnum)) x = 0; else { if (fi.ceilingspace(s->sectnum)) x = gs.gravity / 6; else x = gs.gravity; } 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(act); deletesprite(act); } } } } } //--------------------------------------------------------------------------- // // split out of movestandables // //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- // // Duke only // //--------------------------------------------------------------------------- static void movetripbomb(DDukeActor *actor) { auto s = actor->s; int j, x; int lTripBombControl = GetGameVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, nullptr, -1); if (lTripBombControl & TRIPBOMB_TIMER) { // we're on a timer.... if (s->extra >= 0) { s->extra--; if (s->extra == 0) { actor->temp_data[2] = 16; S_PlayActorSound(LASERTRIP_ARMING, actor); } } } if (actor->temp_data[2] > 0) { actor->temp_data[2]--; if (actor->temp_data[2] == 8) { S_PlayActorSound(LASERTRIP_EXPLODE, actor); for (j = 0; j < 5; j++) RANDOMSCRAP(actor); x = s->extra; fi.hitradius(actor, gs.tripbombblastradius, x >> 2, x >> 1, x - (x >> 2), x); auto spawned = spawn(actor, EXPLOSION2); spawned->s->ang = s->ang; spawned->s->xvel = 348; ssp(spawned, CLIPMASK0); DukeStatIterator it(STAT_MISC); while (auto a1 = it.Next()) { if (a1->s->picnum == LASERLINE && s->hitag == a1->s->hitag) a1->s->xrepeat = a1->s->yrepeat = 0; } deletesprite(actor); } return; } else { x = s->extra; s->extra = 1; int16_t l = s->ang; j = fi.ifhitbyweapon(actor); if (j >= 0) { actor->temp_data[2] = 16; } s->extra = x; s->ang = l; } if (actor->temp_data[0] < 32) { findplayer(actor, &x); if (x > 768) actor->temp_data[0]++; else if (actor->temp_data[0] > 16) actor->temp_data[0]++; } if (actor->temp_data[0] == 32) { int16_t l = s->ang; s->ang = actor->temp_data[5]; actor->temp_data[3] = s->x; actor->temp_data[4] = s->y; s->x += bcos(actor->temp_data[5], -9); s->y += bsin(actor->temp_data[5], -9); s->z -= (3 << 8); // Laser fix from EDuke32. int16_t const oldSectNum = s->sectnum; int16_t curSectNum = s->sectnum; updatesectorneighbor(s->x, s->y, &curSectNum, 1024, 2048); changeactorsect(actor, curSectNum); DDukeActor* hit; x = hitasprite(actor, &hit); actor->lastvx = x; s->ang = l; int k = 0; if (lTripBombControl & TRIPBOMB_TRIPWIRE) { // we're on a trip wire while (x > 0) { auto spawned = spawn(actor, LASERLINE); setsprite(spawned, spawned->s->pos); spawned->s->hitag = s->hitag; spawned->temp_data[1] = spawned->s->z; if (x < 1024) { spawned->s->xrepeat = x >> 5; break; } x -= 1024; s->x += bcos(actor->temp_data[5], -4); s->y += bsin(actor->temp_data[5], -4); updatesectorneighbor(s->x, s->y, &curSectNum, 1024, 2048); if (curSectNum == -1) break; changeactorsect(actor, curSectNum); // this is a hack to work around the LASERLINE sprite's art tile offset changeactorsect(spawned, curSectNum); } } actor->temp_data[0]++; s->x = actor->temp_data[3]; s->y = actor->temp_data[4]; s->z += (3 << 8); changeactorsect(actor, oldSectNum); actor->temp_data[3] = 0; if (hit && lTripBombControl & TRIPBOMB_TRIPWIRE) { actor->temp_data[2] = 13; S_PlayActorSound(LASERTRIP_ARMING, actor); } else actor->temp_data[2] = 0; } if (actor->temp_data[0] == 33) { actor->temp_data[1]++; actor->temp_data[3] = s->x; actor->temp_data[4] = s->y; s->x += bcos(actor->temp_data[5], -9); s->y += bsin(actor->temp_data[5], -9); s->z -= (3 << 8); setsprite(actor, s->pos); x = hitasprite(actor, nullptr); s->x = actor->temp_data[3]; s->y = actor->temp_data[4]; s->z += (3 << 8); setsprite(actor, s->x, s->y, s->z); if (actor->lastvx != x && lTripBombControl & TRIPBOMB_TRIPWIRE) { actor->temp_data[2] = 13; S_PlayActorSound(LASERTRIP_ARMING, actor); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movecrack(DDukeActor* actor) { auto s = actor->s; int* t = &actor->temp_data[0]; if (s->hitag > 0) { t[0] = s->cstat; t[1] = s->ang; int j = fi.ifhitbyweapon(actor); if (j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER) { DukeStatIterator it(STAT_STANDABLE); while (auto a1 = it.Next()) { if (s->hitag == a1->s->hitag && (a1->s->picnum == OOZFILTER || a1->s->picnum == SEENINE)) if (a1->s->shade != -32) a1->s->shade = -32; } detonate(actor, EXPLOSION2); } else { s->cstat = t[0]; s->ang = t[1]; s->extra = 0; } } } //--------------------------------------------------------------------------- // // Duke only // //--------------------------------------------------------------------------- static void movefireext(DDukeActor* actor) { int j = fi.ifhitbyweapon(actor); if (j == -1) return; int* t = &actor->temp_data[0]; for (int k = 0; k < 16; k++) { auto spawned = EGS(actor->s->sectnum, actor->s->x, actor->s->y, actor->s->z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->s->zvel >> 2), actor, 5); spawned->s->pal = 2; } spawn(actor, EXPLOSION2); S_PlayActorSound(PIPEBOMB_EXPLODE, actor); S_PlayActorSound(GLASS_HEAVYBREAK, actor); if (actor->s->hitag > 0) { DukeStatIterator it(STAT_STANDABLE); while (auto a1 = it.Next()) { if (actor->s->hitag == a1->s->hitag && (a1->s->picnum == OOZFILTER || a1->s->picnum == SEENINE)) if (a1->s->shade != -32) a1->s->shade = -32; } int x = actor->s->extra; spawn(actor, EXPLOSION2); fi.hitradius(actor, gs.pipebombblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x); S_PlayActorSound(PIPEBOMB_EXPLODE, actor); detonate(actor, EXPLOSION2); } else { fi.hitradius(actor, gs.seenineblastradius, 10, 15, 20, 25); deletesprite(actor); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void moveviewscreen(DDukeActor* actor) { const int VIEWSCR_DIST = 8192; // was originally 2048, was increased to this by EDuke32 and RedNukem. if (actor->s->xrepeat == 0) deletesprite(actor); else { int x; int p = findplayer(actor, &x); x = dist(actor, ps[p].GetActor()); // the result from findplayer is not really useful. if (x >= VIEWSCR_DIST && camsprite == actor) { camsprite = nullptr; actor->s->yvel = 0; actor->temp_data[0] = 0; } } } //--------------------------------------------------------------------------- // // Duke only // //--------------------------------------------------------------------------- static void movesidebolt(DDukeActor* actor) { auto s = actor->s; int* t = &actor->temp_data[0]; int x; int sect = s->sectnum; auto p = findplayer(actor, &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 ((krand() & 1) && sector[sect].floorpicnum == HURTRAIL) S_PlayActorSound(SHORT_CIRCUIT, actor); if (s->picnum == SIDEBOLT1 + 4) s->picnum = SIDEBOLT1; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movebolt(DDukeActor *actor) { auto s = actor->s; int* t = &actor->temp_data[0]; int x; int sect = s->sectnum; auto p = findplayer(actor, &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; if (s->picnum == (BOLT1+1) && (krand()&7) == 0 && sector[sect].floorpicnum == HURTRAIL) S_PlayActorSound(SHORT_CIRCUIT,actor); 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; } } //--------------------------------------------------------------------------- // // this has been broken up into lots of smaller subfunctions // //--------------------------------------------------------------------------- void movestandables_d(void) { DukeStatIterator it(STAT_STANDABLE); while (auto act = it.Next()) { int picnum = act->s->picnum; if (act->s->sectnum < 0) { deletesprite(act); continue; } if (picnum >= CRANE && picnum <= CRANE +3) { movecrane(act, CRANE); } else if (picnum >= WATERFOUNTAIN && picnum <= WATERFOUNTAIN + 3) { movefountain(act, WATERFOUNTAIN); } else if (AFLAMABLE(picnum)) { moveflammable(act, TIRE, BOX, BLOODPOOL); } else if (picnum == TRIPBOMB) { movetripbomb(act); } else if (picnum >= CRACK1 && picnum <= CRACK1 + 3) { movecrack(act); } else if (picnum == FIREEXT) { movefireext(act); } else if (picnum == OOZFILTER || picnum == SEENINE || picnum == SEENINEDEAD || picnum == (SEENINEDEAD + 1)) { moveooz(act, SEENINE, SEENINEDEAD, OOZFILTER, EXPLOSION2); } else if (picnum == MASTERSWITCH) { movemasterswitch(act, SEENINE, OOZFILTER); } else if (picnum == VIEWSCREEN || picnum == VIEWSCREEN2) { moveviewscreen(act); } else if (picnum == TRASH) { movetrash(act); } else if (picnum >= SIDEBOLT1 && picnum <= SIDEBOLT1 + 3) { movesidebolt(act); } else if (picnum >= BOLT1 && picnum <= BOLT1 + 3) { movebolt(act); } else if (picnum == WATERDRIP) { movewaterdrip(act, WATERDRIP); } else if (picnum == DOORSHOCK) { movedoorshock(act); } else if (picnum == TOUCHPLATE) { movetouchplate(act, TOUCHPLATE); } else if (isIn(picnum, CANWITHSOMETHING, CANWITHSOMETHING2, CANWITHSOMETHING3, CANWITHSOMETHING4)) { movecanwithsomething(act); } else if (isIn(picnum, EXPLODINGBARREL, WOODENHORSE, HORSEONSIDE, FLOORFLAME, FIREBARREL, FIREVASE, NUKEBARREL, NUKEBARRELDENTED, NUKEBARRELLEAKED, TOILETWATER, RUBBERCAN, STEAM, CEILINGSTEAM, WATERBUBBLEMAKER)) { int x; int p = findplayer(act, &x); execute(act, p, x); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static bool movefireball(DDukeActor* actor) { auto s = actor->s; auto Owner = actor->GetOwner(); if (sector[s->sectnum].lotag == 2) { deletesprite(actor); return true; } if (!Owner || Owner->s->picnum != FIREBALL) { if (actor->temp_data[0] >= 1 && actor->temp_data[0] < 6) { float siz = 1.0f - (actor->temp_data[0] * 0.2f); // This still needs work- it stores an actor reference in a general purpose integer field. int trail = actor->temp_data[1]; auto ball = spawn(actor, FIREBALL); auto spr = ball->s; actor->temp_data[1] = ball->GetSpriteIndex(); spr->xvel = s->xvel; spr->yvel = s->yvel; spr->zvel = s->zvel; if (actor->temp_data[0] > 1) { FireProj* proj = fire.CheckKey(trail); if (proj != nullptr) { spr->x = proj->x; spr->y = proj->y; spr->z = proj->z; spr->xvel = proj->xv; spr->yvel = proj->yv; spr->zvel = proj->zv; } } spr->yrepeat = spr->xrepeat = (uint8_t)(s->xrepeat * siz); spr->cstat = s->cstat; spr->extra = 0; FireProj proj = { spr->x, spr->y, spr->z, spr->xvel, spr->yvel, spr->zvel }; fire.Insert(ball->GetSpriteIndex(), proj); changeactorstat(ball, STAT_PROJECTILE); } actor->temp_data[0]++; } if (s->zvel < 15000) s->zvel += 200; return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static bool weaponhitsprite(DDukeActor* proj, DDukeActor *targ, bool fireball) { auto s = proj->s; if (s->picnum == FREEZEBLAST && targ->s->pal == 1) if (badguy(targ) || targ->s->picnum == APLAYER) { auto spawned = spawn(targ, TRANSPORTERSTAR); spawned->s->pal = 1; spawned->s->xrepeat = 32; spawned->s->yrepeat = 32; deletesprite(proj); return true; } if (!isWorldTour() || s->picnum != FIREBALL || fireball) fi.checkhitsprite(targ, proj); if (targ->s->picnum == APLAYER) { int p = targ->s->yvel; auto Owner = proj->GetOwner(); if (ud.multimode >= 2 && fireball && Owner && Owner->s->picnum == APLAYER) { ps[p].numloogs = -1 - s->yvel; } S_PlayActorSound(PISTOL_BODYHIT, targ); if (s->picnum == SPIT) { ps[p].horizon.addadjustment(32); ps[p].sync.actions |= SB_CENTERVIEW; if (ps[p].loogcnt == 0) { if (!S_CheckActorSoundPlaying(ps[p].GetActor(), DUKE_LONGTERM_PAIN)) S_PlayActorSound(DUKE_LONGTERM_PAIN, ps[p].GetActor()); int j = 3 + (krand() & 3); ps[p].numloogs = j; ps[p].loogcnt = 24 * 4; for (int x = 0; x < j; x++) { ps[p].loogiex[x] = krand() % 320; ps[p].loogiey[x] = krand() % 200; } } } } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static bool weaponhitwall(DDukeActor *proj, int j, const vec3_t &oldpos) { auto s = proj->s; if (s->picnum != RPG && s->picnum != FREEZEBLAST && s->picnum != SPIT && (!isWorldTour() || s->picnum != FIREBALL) && (wall[j].overpicnum == MIRROR || wall[j].picnum == MIRROR)) { int k = getangle( wall[wall[j].point2].x - wall[j].x, wall[wall[j].point2].y - wall[j].y); s->ang = ((k << 1) - s->ang) & 2047; proj->SetOwner(proj); spawn(proj, TRANSPORTERSTAR); return true; } else { setsprite(proj, oldpos); fi.checkhitwall(proj, j, s->x, s->y, s->z, s->picnum); if (s->picnum == FREEZEBLAST) { if (wall[j].overpicnum != MIRROR && wall[j].picnum != MIRROR) { s->extra >>= 1; s->yvel--; } int k = getangle( wall[wall[j].point2].x - wall[j].x, wall[wall[j].point2].y - wall[j].y); s->ang = ((k << 1) - s->ang) & 2047; return true; } } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static bool weaponhitsector(DDukeActor* proj, const vec3_t& oldpos, bool fireball) { auto s = proj->s; setsprite(proj, oldpos); if (s->zvel < 0) { if (sector[s->sectnum].ceilingstat & 1) if (sector[s->sectnum].ceilingpal == 0) { deletesprite(proj); return true; } fi.checkhitceiling(s->sectnum); } else if (fireball) { auto spawned = spawn(proj, LAVAPOOL); spawned->SetOwner(proj); spawned->SetHitOwner(proj); spawned->s->yvel = s->yvel; deletesprite(proj); return true; } if (s->picnum == FREEZEBLAST) { bounce(proj); ssp(proj, CLIPMASK1); s->extra >>= 1; if (s->xrepeat > 8) s->xrepeat -= 2; if (s->yrepeat > 8) s->yrepeat -= 2; s->yvel--; return true; } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void weaponcommon_d(DDukeActor* proj) { auto s = proj->s; if (s->picnum == COOLEXPLOSION1) if (!S_CheckActorSoundPlaying(proj, WIERDSHOT_FLY)) S_PlayActorSound(WIERDSHOT_FLY, proj); int p = -1; int k, ll; vec3_t oldpos = s->pos; if (s->picnum == RPG && sector[s->sectnum].lotag == 2) { k = s->xvel >> 1; ll = s->zvel >> 1; } else { k = s->xvel; ll = s->zvel; } getglobalz(proj); switch (s->picnum) { case RPG: if (proj->picnum != BOSS2 && s->xrepeat >= 10 && sector[s->sectnum].lotag != 2) { auto spawned = spawn(proj, SMALLSMOKE); spawned->s->z += (1 << 8); } break; case FIREBALL: if (movefireball(proj)) return; break; } Collision coll; movesprite_ex(proj, MulScale(k, bcos(s->ang), 14), MulScale(k, bsin(s->ang), 14), ll, CLIPMASK1, coll); if (s->picnum == RPG && proj->temp_actor != nullptr) if (FindDistance2D(s->x - proj->temp_actor->s->x, s->y - proj->temp_actor->s->y) < 256) coll.setSprite(proj->temp_actor); if (s->sectnum < 0) { deletesprite(proj); return; } if (coll.type != kHitSprite && s->picnum != FREEZEBLAST) { if (s->z < proj->ceilingz) { coll.setSector(s->sectnum); s->zvel = -1; } else if ((s->z > proj->floorz && sector[s->sectnum].lotag != 1) || (s->z > proj->floorz + (16 << 8) && sector[s->sectnum].lotag == 1)) { coll.setSector(s->sectnum); if (sector[s->sectnum].lotag != 1) s->zvel = 1; } } if (s->picnum == FIRELASER) { for (k = -3; k < 2; k++) { auto spawned = EGS(s->sectnum, s->x + MulScale(k, bcos(s->ang), 9), s->y + MulScale(k, bsin(s->ang), 9), s->z + ((k * Sgn(s->zvel)) * abs(s->zvel / 24)), FIRELASER, -40 + (k << 2), s->xrepeat, s->yrepeat, 0, 0, 0, proj->GetOwner(), 5); spawned->s->cstat = 128; spawned->s->pal = s->pal; } } else if (s->picnum == SPIT) if (s->zvel < 6144) s->zvel += gs.gravity - 112; if (coll.type != 0) { if (s->picnum == COOLEXPLOSION1) { if (coll.type == kHitSprite && coll.actor->s->picnum != APLAYER) { return; } s->xvel = 0; s->zvel = 0; } bool fireball = (isWorldTour() && s->picnum == FIREBALL && (!proj->GetOwner() || proj->GetOwner()->s->picnum != FIREBALL)); if (coll.type == kHitSprite) { if (weaponhitsprite(proj, coll.actor, fireball)) return; } else if (coll.type == kHitWall) { if (weaponhitwall(proj, coll.index, oldpos)) return; } else if (coll.type == kHitSector) { if (weaponhitsector(proj, oldpos, fireball)) return; } if (s->picnum != SPIT) { if (s->picnum == RPG) { // j is only needed for the hit type mask. rpgexplode(proj, coll.type, oldpos, EXPLOSION2, EXPLOSION2BOT, -1, RPG_EXPLODE); } else if (s->picnum == SHRINKSPARK) { spawn(proj, SHRINKEREXPLOSION); S_PlayActorSound(SHRINKER_HIT, proj); fi.hitradius(proj, gs.shrinkerblastradius, 0, 0, 0, 0); } else if (s->picnum != COOLEXPLOSION1 && s->picnum != FREEZEBLAST && s->picnum != FIRELASER && (!isWorldTour() || s->picnum != FIREBALL)) { auto k = spawn(proj, EXPLOSION2); k->s->xrepeat = k->s->yrepeat = s->xrepeat >> 1; if (coll.type == kHitSector) { if (s->zvel < 0) { k->s->cstat |= 8; k->s->z += (72 << 8); } } } if (fireball) { auto spawned = spawn(proj, EXPLOSION2); spawned->s->xrepeat = spawned->s->yrepeat = (short)(s->xrepeat >> 1); } } if (s->picnum != COOLEXPLOSION1) { deletesprite(proj); return; } } if (s->picnum == COOLEXPLOSION1) { s->shade++; if (s->shade >= 40) { deletesprite(proj); return; } } else if (s->picnum == RPG && sector[s->sectnum].lotag == 2 && s->xrepeat >= 10 && rnd(140)) spawn(proj, WATERBUBBLE); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveweapons_d(void) { DukeStatIterator it(STAT_PROJECTILE); while (auto act = it.Next()) { if (act->s->sectnum < 0) { deletesprite(act); continue; } switch(act->s->picnum) { case RADIUSEXPLOSION: case KNEE: deletesprite(act); continue; case TONGUE: movetongue(act, TONGUE, INNERJAW); continue; case FREEZEBLAST: if (act->s->yvel < 1 || act->s->extra < 2 || (act->s->xvel|act->s->zvel) == 0) { auto spawned = spawn(act,TRANSPORTERSTAR); spawned->s->pal = 1; spawned->s->xrepeat = 32; spawned->s->yrepeat = 32; deletesprite(act); continue; } case FIREBALL: // Twentieth Anniversary World Tour if (act->s->picnum == FIREBALL && !isWorldTour()) break; case SHRINKSPARK: case RPG: case FIRELASER: case SPIT: case COOLEXPLOSION1: weaponcommon_d(act); break; case SHOTSPARK1: { int x; int p = findplayer(act, &x); execute(act, p, x); break; } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movetransports_d(void) { int warpspriteto; int ll; DukeStatIterator iti(STAT_TRANSPORT); while (auto act = iti.Next()) { auto spr = act->s; auto Owner = act->GetOwner(); if (Owner == act) { continue; } int sect = spr->sectnum; int sectlotag = sector[sect].lotag; int onfloorz = act->temp_data[4]; if (act->temp_data[0] > 0) act->temp_data[0]--; DukeSectIterator itj(sect); while (auto act2 = itj.Next()) { auto spr2 = act2->s; switch (spr2->statnum) { case STAT_PLAYER: // 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 (spr->pal == 0) { spawn(act, TRANSPORTERBEAM); S_PlayActorSound(TELEPORTER, act); } for (int k = connecthead; k >= 0; k = connectpoint2[k]) if (ps[k].cursectnum == Owner->s->sectnum) { ps[k].frag_ps = p; ps[k].GetActor()->s->extra = 0; } ps[p].angle.ang = buildang(Owner->s->ang); if (Owner->GetOwner() != Owner) { act->temp_data[0] = 13; Owner->temp_data[0] = 13; ps[p].transporter_hold = 13; } ps[p].bobposx = ps[p].oposx = ps[p].pos.x = Owner->s->x; ps[p].bobposy = ps[p].oposy = ps[p].pos.y = Owner->s->y; ps[p].oposz = ps[p].pos.z = Owner->s->z - gs.playerheight; changeactorsect(act2, Owner->s->sectnum); ps[p].cursectnum = spr2->sectnum; if (spr->pal == 0) { auto k = spawn(Owner, TRANSPORTERBEAM); S_PlayActorSound(TELEPORTER, k); } break; } } else if (!(sectlotag == 1 && ps[p].on_ground == 1)) break; if (onfloorz == 0 && abs(spr->z - ps[p].pos.z) < 6144) if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP))) || (ps[p].jetpack_on && PlayerInput(p, SB_CROUCH))) { ps[p].oposx = ps[p].pos.x += Owner->s->x - spr->x; ps[p].oposy = ps[p].pos.y += Owner->s->y - spr->y; if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11)) ps[p].pos.z = Owner->s->z - 6144; else ps[p].pos.z = Owner->s->z + 6144; ps[p].oposz = ps[p].pos.z; auto pa = ps[p].GetActor(); pa->s->opos = ps[p].pos; changeactorsect(act2, Owner->s->sectnum); ps[p].cursectnum = Owner->s->sectnum; break; } int k = 0; if (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].on_ground && ps[p].pos.z > (sector[sect].floorz - (16 << 8)) && (PlayerInput(p, SB_CROUCH) || ps[p].poszv > 2048)) // if( onfloorz && sectlotag == 1 && ps[p].pos.z > (sector[sect].floorz-(6<<8)) ) { k = 1; if (screenpeek == p) { FX_StopAllSounds(); } if (ps[p].GetActor()->s->extra > 0) S_PlayActorSound(DUKE_UNDERWATER, act2); ps[p].oposz = ps[p].pos.z = sector[Owner->s->sectnum].ceilingz + (7 << 8); ps[p].posxv = 4096 - (krand() & 8192); ps[p].posyv = 4096 - (krand() & 8192); } if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].pos.z < (sector[sect].ceilingz + (6 << 8))) { k = 1; // if( spr2->extra <= 0) break; if (screenpeek == p) { FX_StopAllSounds(); } S_PlayActorSound(DUKE_GASP, act2); ps[p].oposz = ps[p].pos.z = sector[Owner->s->sectnum].floorz - (7 << 8); ps[p].jumping_toggle = 1; ps[p].jumping_counter = 0; } if (k == 1) { ps[p].oposx = ps[p].pos.x += Owner->s->x - spr->x; ps[p].oposy = ps[p].pos.y += Owner->s->y - spr->y; if (!Owner || Owner->GetOwner() != Owner) ps[p].transporter_hold = -2; ps[p].cursectnum = Owner->s->sectnum; changeactorsect(act2, Owner->s->sectnum); setsprite(ps[p].GetActor(), ps[p].pos.x, ps[p].pos.y, ps[p].pos.z + gs.playerheight); if ((krand() & 255) < 32) spawn(act2, WATERSPLASH2); if (sectlotag == 1) for (int l = 0; l < 9; l++) { auto q = spawn(ps[p].GetActor(), WATERBUBBLE); q->s->z += krand() & 16383; } } } break; case STAT_ACTOR: switch (spr2->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 (spr2->extra > 0) continue; } case STAT_PROJECTILE: case STAT_MISC: case STAT_FALLER: case STAT_DUMMYPLAYER: ll = abs(spr2->zvel); { warpspriteto = 0; if (ll && sectlotag == 2 && spr2->z < (sector[sect].ceilingz + ll)) warpspriteto = 1; if (ll && sectlotag == 1 && spr2->z > (sector[sect].floorz - ll)) warpspriteto = 1; if (sectlotag == 0 && (onfloorz || abs(spr2->z - spr->z) < 4096)) { if ((!Owner || Owner->GetOwner() != Owner) && onfloorz && act->temp_data[0] > 0 && spr2->statnum != STAT_MISC) { act->temp_data[0]++; goto BOLT; } warpspriteto = 1; } if (warpspriteto) switch (spr2->picnum) { case TRANSPORTERSTAR: case TRANSPORTERBEAM: case TRIPBOMB: case BULLETHOLE: case WATERSPLASH2: case BURNING: case BURNING2: case FIRE: case FIRE2: case TOILETWATER: case LASERLINE: continue; case PLAYERONWATER: if (sectlotag == 2) { spr2->cstat &= 32767; break; } default: if (spr2->statnum == 5 && !(sectlotag == 1 || sectlotag == 2)) break; case WATERBUBBLE: //if( rnd(192) && a2->s.picnum == WATERBUBBLE) // break; if (sectlotag > 0) { auto k = spawn(act2, WATERSPLASH2); if (sectlotag == 1 && spr2->statnum == 4) { k->s->xvel = spr2->xvel >> 1; k->s->ang = spr2->ang; ssp(k, CLIPMASK0); } } switch (sectlotag) { case 0: if (onfloorz) { if (spr2->statnum == STAT_PROJECTILE || (checkcursectnums(sect) == -1 && checkcursectnums(Owner->s->sectnum) == -1)) { spr2->x += (Owner->s->x - spr->x); spr2->y += (Owner->s->y - spr->y); spr2->z -= spr->z - sector[Owner->s->sectnum].floorz; spr2->ang = Owner->s->ang; spr2->backupang(); if (spr->pal == 0) { auto k = spawn(act, TRANSPORTERBEAM); S_PlayActorSound(TELEPORTER, k); k = spawn(Owner, TRANSPORTERBEAM); S_PlayActorSound(TELEPORTER, k); } if (Owner && Owner->GetOwner() == Owner) { act->temp_data[0] = 13; Owner->temp_data[0] = 13; } changeactorsect(act2, Owner->s->sectnum); } } else { spr2->x += (Owner->s->x - spr->x); spr2->y += (Owner->s->y - spr->y); spr2->z = Owner->s->z + 4096; spr2->backupz(); changeactorsect(act2, Owner->s->sectnum); } break; case 1: spr2->x += (Owner->s->x - spr->x); spr2->y += (Owner->s->y - spr->y); spr2->z = sector[Owner->s->sectnum].ceilingz + ll; spr2->backupz(); changeactorsect(act2, Owner->s->sectnum); break; case 2: spr2->x += (Owner->s->x - spr->x); spr2->y += (Owner->s->y - spr->y); spr2->z = sector[Owner->s->sectnum].floorz - ll; spr2->backupz(); changeactorsect(act2, Owner->s->sectnum); break; } break; } } break; } } BOLT:; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void greenslime(DDukeActor *actor) { auto s = actor->s; int* t = &actor->temp_data[0]; int sect = s->sectnum; int j; // #ifndef isShareware() if (ud.multimode < 2) { if (actor_tog == 1) { s->cstat = (short)32768; return; } else if (actor_tog == 2) s->cstat = 257; } // #endif t[1] += 128; if (sector[sect].floorstat & 1) { deletesprite(actor); return; } int x; int p = findplayer(actor, &x); if (x > 20480) { actor->timetosleep++; if (actor->timetosleep > SLEEPTIME) { actor->timetosleep = 0; changeactorstat(actor, 2); return; } } if (t[0] == -5) // FROZEN { t[3]++; if (t[3] > 280) { s->pal = 0; t[0] = 0; return; } makeitfall(actor); s->cstat = 257; s->picnum = GREENSLIME + 2; s->extra = 1; s->pal = 1; j = fi.ifhitbyweapon(actor); if (j >= 0) { if (j == FREEZEBLAST) return; for (j = 16; j >= 0; j--) { auto k = EGS(s->sectnum, s->x, s->y, s->z, GLASSPIECES + (j % 3), -32, 36, 36, krand() & 2047, 32 + (krand() & 63), 1024 - (krand() & 1023), actor, 5); k->s->pal = 1; } ps[p].actors_killed++; S_PlayActorSound(GLASS_BREAKING, actor); deletesprite(actor); } else if (x < 1024 && ps[p].quick_kick == 0) { j = getincangle(ps[p].angle.ang.asbuild(), getangle(s->x - ps[p].pos.x, s->y - ps[p].pos.y)); if (j > -128 && j < 128) ps[p].quick_kick = 14; } return; } if (x < 1596) s->cstat = 0; else s->cstat = 257; if (t[0] == -4) //On the player { if (ps[p].GetActor()->s->extra < 1) { t[0] = 0; return; } setsprite(actor, s->pos); s->ang = ps[p].angle.ang.asbuild(); if ((PlayerInput(p, SB_FIRE) || (ps[p].quick_kick > 0)) && ps[p].GetActor()->s->extra > 0) if (ps[p].quick_kick > 0 || (ps[p].curr_weapon != HANDREMOTE_WEAPON && ps[p].curr_weapon != HANDBOMB_WEAPON && ps[p].curr_weapon != TRIPBOMB_WEAPON && ps[p].ammo_amount[ps[p].curr_weapon] >= 0)) { for (x = 0; x < 8; x++) { auto j = EGS(sect, s->x, s->y, s->z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), actor, 5); j->s->pal = 6; } S_PlayActorSound(SLIM_DYING, actor); S_PlayActorSound(SQUISHED, actor); if ((krand() & 255) < 32) { auto j = spawn(actor, BLOODPOOL); j->s->pal = 0; } ps[p].actors_killed++; t[0] = -3; if (ps[p].somethingonplayer == actor) ps[p].somethingonplayer = nullptr; deletesprite(actor); return; } s->z = ps[p].pos.z + ps[p].pyoff - t[2] + (8 << 8); s->z += -ps[p].horizon.horiz.asq16() >> 12; if (t[2] > 512) t[2] -= 128; if (t[2] < 348) t[2] += 128; if (ps[p].newOwner != nullptr) { ps[p].newOwner = nullptr; ps[p].pos.x = ps[p].oposx; ps[p].pos.y = ps[p].oposy; ps[p].pos.z = ps[p].oposz; ps[p].angle.restore(); updatesector(ps[p].pos.x, ps[p].pos.y, &ps[p].cursectnum); DukeStatIterator it(STAT_ACTOR); while (auto ac = it.Next()) { if (ac->s->picnum == CAMERA1) ac->s->yvel = 0; } } if (t[3] > 0) { short frames[] = { 5,5,6,6,7,7,6,5 }; s->picnum = GREENSLIME + frames[t[3]]; if (t[3] == 5) { auto psp = ps[p].GetActor(); psp->s->extra += -(5 + (krand() & 3)); S_PlayActorSound(SLIM_ATTACK, actor); } if (t[3] < 7) t[3]++; else t[3] = 0; } else { s->picnum = GREENSLIME + 5; if (rnd(32)) t[3] = 1; } s->xrepeat = 20 + bsin(t[1], -13); s->yrepeat = 15 + bsin(t[1], -13); s->x = ps[p].pos.x + ps[p].angle.ang.bcos(-7); s->y = ps[p].pos.y + ps[p].angle.ang.bsin(-7); return; } else if (s->xvel < 64 && x < 768) { if (ps[p].somethingonplayer == nullptr) { ps[p].somethingonplayer = actor; if (t[0] == 3 || t[0] == 2) //Falling downward t[2] = (12 << 8); else t[2] = -(13 << 8); //Climbing up duke t[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); t[0] = -5; t[3] = 0; return; } ps[p].actors_killed++; if ((krand() & 255) < 32) { auto j = spawn(actor, BLOODPOOL); j->s->pal = 0; } for (x = 0; x < 8; x++) { auto j = EGS(sect, s->x, s->y, s->z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), actor, 5); j->s->pal = 6; } t[0] = -3; deletesprite(actor); return; } // All weap if (t[0] == -1) //Shrinking down { makeitfall(actor); s->cstat &= 65535 - 8; s->picnum = GREENSLIME + 4; if (s->xrepeat > 32) s->xrepeat -= krand() & 7; if (s->yrepeat > 16) s->yrepeat -= krand() & 7; else { s->xrepeat = 40; s->yrepeat = 16; actor->temp_actor = nullptr; t[0] = 0; } return; } else if (t[0] != -2) getglobalz(actor); if (t[0] == -2) //On top of somebody (an enemy) { auto s5 = actor->temp_actor; makeitfall(actor); if (s5) { s5->s->xvel = 0; int l = s5->s->ang; s->z = s5->s->z; s->x = s5->s->x + bcos(l, -11); s->y = s5->s->y + bsin(l, -11); s->picnum = GREENSLIME + 2 + (global_random & 1); if (s->yrepeat < 64) s->yrepeat += 2; else { if (s->xrepeat < 32) s->xrepeat += 4; else { t[0] = -1; x = ldist(actor, s5); if (x < 768) { s5->s->xrepeat = 0; } } } } return; } //Check randomly to see of there is an actor near if (rnd(32)) { DukeSectIterator it(sect); while (auto a2 = it.Next()) { if (gs.actorinfo[a2->s->picnum].flags & SFLAG_GREENSLIMEFOOD) { if (ldist(actor, a2) < 768 && (abs(s->z - a2->s->z) < 8192)) //Gulp them { actor->temp_actor = a2; t[0] = -2; t[1] = 0; return; } } } } //Moving on the ground or ceiling if (t[0] == 0 || t[0] == 2) { s->picnum = GREENSLIME; if ((krand() & 511) == 0) S_PlayActorSound(SLIM_ROAM, actor); if (t[0] == 2) { s->zvel = 0; s->cstat &= (65535 - 8); if ((sector[sect].ceilingstat & 1) || (actor->ceilingz + 6144) < s->z) { s->z += 2048; t[0] = 3; return; } } else { s->cstat |= 8; makeitfall(actor); } if (everyothertime & 1) ssp(actor, CLIPMASK0); if (s->xvel > 96) { s->xvel -= 2; return; } else { if (s->xvel < 32) s->xvel += 4; s->xvel = 64 - bcos(t[1], -9); s->ang += getincangle(s->ang, getangle(ps[p].pos.x - s->x, ps[p].pos.y - s->y)) >> 3; // TJR } s->xrepeat = 36 + bcos(t[1], -11); s->yrepeat = 16 + bsin(t[1], -13); if (rnd(4) && (sector[sect].ceilingstat & 1) == 0 && abs(actor->floorz - actor->ceilingz) < (192 << 8)) { s->zvel = 0; t[0]++; } } if (t[0] == 1) { s->picnum = GREENSLIME; if (s->yrepeat < 40) s->yrepeat += 8; if (s->xrepeat > 8) s->xrepeat -= 4; if (s->zvel > -(2048 + 1024)) s->zvel -= 348; s->z += s->zvel; if (s->z < actor->ceilingz + 4096) { s->z = actor->ceilingz + 4096; s->xvel = 0; t[0] = 2; } } if (t[0] == 3) { s->picnum = GREENSLIME + 1; makeitfall(actor); if (s->z > actor->floorz - (8 << 8)) { s->yrepeat -= 4; s->xrepeat += 2; } else { if (s->yrepeat < (40 - 4)) s->yrepeat += 8; if (s->xrepeat > 8) s->xrepeat -= 4; } if (s->z > actor->floorz - 2048) { s->z = actor->floorz - 2048; t[0] = 0; s->xvel = 0; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void flamethrowerflame(DDukeActor *actor) { auto s = actor->s; int* t = &actor->temp_data[0]; int sect = s->sectnum; int x; int p = findplayer(actor, &x); execute(actor, p, x); t[0]++; if (sector[sect].lotag == 2) { spawn(actor, EXPLOSION2)->s->shade = 127; deletesprite(actor); return; } int dax = s->x; int day = s->y; int daz = s->z; int xvel = s->xvel; int zvel = s->zvel; getglobalz(actor); int ds = t[0] / 6; if (s->xrepeat < 80) s->yrepeat = s->xrepeat += ds; s->clipdist += ds; if (t[0] <= 2) t[3] = krand() % 10; if (t[0] > 30) { spawn(actor, EXPLOSION2)->s->shade = 127; deletesprite(actor); return; } Collision coll; movesprite_ex(actor, MulScale(xvel, bcos(s->ang), 14), MulScale(xvel, bsin(s->ang), 14), s->zvel, CLIPMASK1, coll); if (s->sectnum < 0) { deletesprite(actor); return; } if (coll.type != kHitSprite) { if (s->z < actor->ceilingz) { coll.setSector(s->sectnum); s->zvel = -1; } else if ((s->z > actor->floorz && sector[s->sectnum].lotag != 1) || (s->z > actor->floorz + (16 << 8) && sector[s->sectnum].lotag == 1)) { coll.setSector(s->sectnum); if (sector[s->sectnum].lotag != 1) s->zvel = 1; } } if (coll.type != 0) { s->xvel = s->yvel = s->zvel = 0; if (coll.type == kHitSprite) { fi.checkhitsprite(coll.actor, actor); if (coll.actor->s->picnum == APLAYER) S_PlayActorSound(PISTOL_BODYHIT, coll.actor); } else if (coll.type == kHitWall) { setsprite(actor, dax, day, daz); fi.checkhitwall(actor, coll.index, s->x, s->y, s->z, s->picnum); } else if (coll.type == kHitSector) { setsprite(actor, dax, day, daz); if (s->zvel < 0) fi.checkhitceiling(s->sectnum); } if (s->xrepeat >= 10) { x = s->extra; fi.hitradius(actor, gs.rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x); } else { x = s->extra + (global_random & 3); fi.hitradius(actor, (gs.rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void heavyhbomb(DDukeActor *actor) { auto s = actor->s; auto t = &actor->temp_data[0]; auto Owner = actor->GetOwner(); int sect = s->sectnum; int x, l; if ((s->cstat & 32768)) { t[2]--; if (t[2] <= 0) { S_PlayActorSound(TELEPORTER, actor); spawn(actor, TRANSPORTERSTAR); s->cstat = 257; } return; } int p = findplayer(actor, &x); if (x < 1220) s->cstat &= ~257; else s->cstat |= 257; if (t[3] == 0) { int j = fi.ifhitbyweapon(actor); if (j >= 0) { t[3] = 1; t[4] = 0; l = 0; s->xvel = 0; goto DETONATEB; } } if (s->picnum != BOUNCEMINE) { makeitfall(actor); if (sector[sect].lotag != 1 && s->z >= actor->floorz - (FOURSLEIGHT) && s->yvel < 3) { if (s->yvel > 0 || (s->yvel == 0 && actor->floorz == sector[sect].floorz)) S_PlayActorSound(PIPEBOMB_BOUNCE, actor); s->zvel = -((4 - s->yvel) << 8); if (sector[s->sectnum].lotag == 2) s->zvel >>= 2; s->yvel++; } if (s->z < actor->ceilingz) // && sector[sect].lotag != 2 ) { s->z = actor->ceilingz + (3 << 8); s->zvel = 0; } } Collision coll; movesprite_ex(actor, MulScale(s->xvel, bcos(s->ang), 14), MulScale(s->xvel, bsin(s->ang), 14), s->zvel, CLIPMASK0, coll); if (sector[s->sectnum].lotag == 1 && s->zvel == 0) { s->z += (32 << 8); if (t[5] == 0) { t[5] = 1; spawn(actor, WATERSPLASH2); } } else t[5] = 0; if (t[3] == 0 && (s->picnum == BOUNCEMINE || s->picnum == MORTER) && (coll.type || x < 844)) { t[3] = 1; t[4] = 0; l = 0; s->xvel = 0; goto DETONATEB; } if ( Owner && Owner->s->picnum == APLAYER) l = Owner->PlayerIndex(); else l = -1; if (s->xvel > 0) { s->xvel -= 5; if (sector[sect].lotag == 2) s->xvel -= 10; if (s->xvel < 0) s->xvel = 0; if (s->xvel & 8) s->cstat ^= 4; } if (coll.type== kHitWall) { int j = coll.index; fi.checkhitwall(actor, j, s->x, s->y, s->z, s->picnum); int k = getangle( wall[wall[j].point2].x - wall[j].x, wall[wall[j].point2].y - wall[j].y); s->ang = ((k << 1) - s->ang) & 2047; s->xvel >>= 1; } DETONATEB: bool bBoom = false; if ((l >= 0 && ps[l].hbomb_on == 0) || t[3] == 1) bBoom = true; if (isNamWW2GI() && s->picnum == HEAVYHBOMB) { s->extra--; if (s->extra <= 0) bBoom = true; } if (bBoom) { t[4]++; if (t[4] == 2) { x = s->extra; int m = 0; switch (s->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 (s->zvel == 0) spawn(actor, EXPLOSION2BOT); S_PlayActorSound(PIPEBOMB_EXPLODE, actor); for (x = 0; x < 8; x++) RANDOMSCRAP(actor); } if (s->yrepeat) { s->yrepeat = 0; return; } if (t[4] > 20) { if (Owner != actor || ud.respawn_items == 0) { deletesprite(actor); return; } else { t[2] = gs.respawnitemtime; spawn(actor, RESPAWNMARKERRED); s->cstat = (short)32768; s->yrepeat = 9; return; } } } else if (s->picnum == HEAVYHBOMB && x < 788 && t[0] > 7 && s->xvel == 0) if (cansee(s->x, s->y, s->z - (8 << 8), s->sectnum, ps[p].pos.x, ps[p].pos.y, ps[p].pos.z, ps[p].cursectnum)) 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] == s->picnum) continue; if (ps[p].weapreccnt < 255) // DukeGDX has 16 here. ps[p].weaprecs[ps[p].weapreccnt++] = s->picnum; } addammo(HANDBOMB_WEAPON, &ps[p], 1); S_PlayActorSound(DUKE_GET, ps[p].GetActor()); if (ps[p].gotweapon[HANDBOMB_WEAPON] == 0 || Owner == ps[p].GetActor()) fi.addweapon(&ps[p], HANDBOMB_WEAPON); if (!Owner || Owner->s->picnum != APLAYER) { SetPlayerPal(&ps[p], PalEntry(32, 0, 32, 0)); } if (Owner != actor || ud.respawn_items == 0) { if (Owner == actor && ud.coop >= 1) return; deletesprite(actor); return; } else { t[2] = gs.respawnitemtime; spawn(actor, RESPAWNMARKERRED); s->cstat = (short)32768; } } if (t[0] < 8) t[0]++; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveactors_d(void) { int x; int sect, p; unsigned int k; DukeStatIterator it(STAT_ACTOR); while (auto act = it.Next()) { auto s = act->s; sect = s->sectnum; if (s->xrepeat == 0 || sect < 0 || sect >= MAXSECTORS) { deletesprite(act); continue; } int *t = &act->temp_data[0]; switch (s->picnum) { case FLAMETHROWERFLAME: if (isWorldTour()) flamethrowerflame(act); continue; case DUCK: case TARGET: if (s->cstat & 32) { t[0]++; if (t[0] > 60) { t[0] = 0; s->cstat = 128 + 257 + 16; s->extra = 1; } } else { int j = fi.ifhitbyweapon(act); if (j >= 0) { s->cstat = 32 + 128; k = 1; DukeStatIterator it(STAT_ACTOR); while (auto act2 = it.Next()) { if (act2->s->lotag == s->lotag && act2->s->picnum == s->picnum) { if ((act2->s->hitag && !(act2->s->cstat & 32)) || (!act2->s->hitag && (act2->s->cstat & 32)) ) { k = 0; break; } } } if (k == 1) { operateactivators(s->lotag, -1); fi.operateforcefields(act, s->lotag); operatemasterswitches(s->lotag); } } } continue; case RESPAWNMARKERRED: case RESPAWNMARKERYELLOW: case RESPAWNMARKERGREEN: if (!respawnmarker(act, RESPAWNMARKERYELLOW, RESPAWNMARKERGREEN)) continue; break; case HELECOPT: case DUKECAR: s->z += s->zvel; t[0]++; if (t[0] == 4) S_PlayActorSound(WAR_AMBIENCE2, act); if (t[0] > (26 * 8)) { S_PlaySound(RPG_EXPLODE); for (int j = 0; j < 32; j++) RANDOMSCRAP(act); earthquaketime = 16; deletesprite(act); continue; } else if ((t[0] & 3) == 0) spawn(act, EXPLOSION2); ssp(act, CLIPMASK0); break; case RAT: if (!rat(act, true)) continue; break; case QUEBALL: case STRIPEBALL: if (!queball(act, POCKET, QUEBALL, STRIPEBALL)) continue; break; case FORCESPHERE: forcesphere(act, FORCESPHERE); continue; case RECON: recon(act, EXPLOSION2, FIRELASER, RECO_ATTACK, RECO_PAIN, RECO_ROAM, 10, [](DDukeActor* i)->int { return PIGCOP; }); continue; case OOZ: case OOZ2: ooz(act); continue; case GREENSLIME: case GREENSLIME + 1: case GREENSLIME + 2: case GREENSLIME + 3: case GREENSLIME + 4: case GREENSLIME + 5: case GREENSLIME + 6: case GREENSLIME + 7: greenslime(act); continue; case BOUNCEMINE: case MORTER: spawn(act, FRAMEEFFECT1)->temp_data[0] = 3; case HEAVYHBOMB: heavyhbomb(act); continue; case REACTORBURNT: case REACTOR2BURNT: continue; case REACTOR: case REACTOR2: reactor(act, REACTOR, REACTOR2, REACTORBURNT, REACTOR2BURNT, REACTORSPARK, REACTOR2SPARK); continue; case CAMERA1: camera(act); continue; } // #ifndef VOLOMEONE if (ud.multimode < 2 && badguy(act)) { if (actor_tog == 1) { s->cstat = (short)32768; continue; } else if (actor_tog == 2) s->cstat = 257; } // #endif p = findplayer(act, &x); execute(act, p, x); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void fireflyflyingeffect(DDukeActor *actor) { auto t = &actor->temp_data[0]; int x, p = findplayer(actor, &x); execute(actor, p, x); auto Owner = actor->GetOwner(); if (!Owner || Owner->s->picnum != FIREFLY) { deletesprite(actor); return; } if (Owner->s->xrepeat >= 24 || Owner->s->pal == 1) actor->s->cstat |= 0x8000; else actor->s->cstat &= ~0x8000; double dx = Owner->s->x - ps[p].GetActor()->s->x; double dy = Owner->s->y - ps[p].GetActor()->s->y; double dist = sqrt(dx * dx + dy * dy); if (dist != 0.0) { dx /= dist; dy /= dist; } actor->s->x = (int) (Owner->s->x - (dx * -10.0)); actor->s->y = (int) (Owner->s->y - (dy * -10.0)); actor->s->z = Owner->s->z + 2048; if (Owner->s->extra <= 0) { deletesprite(actor); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveexplosions_d(void) // STATNUM 5 { int sect, p; int x; DukeStatIterator it(STAT_MISC); while (auto act = it.Next()) { auto s = act->s; int* t = &act->temp_data[0]; sect = s->sectnum; if (sect < 0 || s->xrepeat == 0) { deletesprite(act); continue; } switch (s->picnum) { case FIREFLYFLYINGEFFECT: if (isWorldTour()) fireflyflyingeffect(act); continue; case NEON1: case NEON2: case NEON3: case NEON4: case NEON5: case NEON6: if ((global_random / (s->lotag + 1) & 31) > 4) s->shade = -127; else s->shade = 127; continue; case BLOODSPLAT1: case BLOODSPLAT2: case BLOODSPLAT3: case BLOODSPLAT4: if (t[0] == 7 * 26) continue; s->z += 16 + (krand() & 15); t[0]++; if ((t[0] % 9) == 0) s->yrepeat++; continue; case NUKEBUTTON: case NUKEBUTTON + 1: case NUKEBUTTON + 2: case NUKEBUTTON + 3: if (t[0]) { t[0]++; auto Owner = act->GetOwner(); if (t[0] == 8) s->picnum = NUKEBUTTON + 1; else if (t[0] == 16 && Owner) { s->picnum = NUKEBUTTON + 2; ps[Owner->PlayerIndex()].fist_incs = 1; } if (Owner && ps[Owner->PlayerIndex()].fist_incs == 26) s->picnum = NUKEBUTTON + 3; } continue; case FORCESPHERE: forcesphereexplode(act); continue; case WATERSPLASH2: watersplash2(act); continue; case FRAMEEFFECT1: frameeffect1(act); continue; case INNERJAW: case INNERJAW + 1: p = findplayer(act, &x); if (x < 512) { SetPlayerPal(&ps[p], PalEntry(32, 32, 0, 0)); ps[p].GetActor()->s->extra -= 4; } case FIRELASER: if (s->extra != 999) s->extra = 999; else { deletesprite(act); continue; } break; case TONGUE: deletesprite(act); continue; case MONEY + 1: case MAIL + 1: case PAPER + 1: act->floorz = s->z = getflorzofslope(s->sectnum, s->x, s->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, s->picnum == DUKELEG || s->picnum == DUKETORSO || s->picnum == DUKEGUN, false); continue; case BLOODPOOL: case PUKE: bloodpool(act, s->picnum == PUKE, TIRE); continue; case LAVAPOOL: case ONFIRE: case ONFIRESMOKE: case BURNEDCORPSE: case LAVAPOOLBUBBLE: case WHISPYSMOKE: if (!isWorldTour()) continue; case BURNING: case BURNING2: case FECES: case WATERBUBBLE: case SMALLSMOKE: case EXPLOSION2: case SHRINKEREXPLOSION: case EXPLOSION2BOT: case BLOOD: case LASERSITE: case FORCERIPPLE: case TRANSPORTERSTAR: case TRANSPORTERBEAM: p = findplayer(act, &x); execute(act, p, x); continue; case SHELL: case SHOTGUNSHELL: shell(act, (sector[sect].floorz + (24 << 8)) < s->z); continue; case GLASSPIECES: case GLASSPIECES + 1: case GLASSPIECES + 2: glasspieces(act); continue; } if (s->picnum >= SCRAP6 && s->picnum <= SCRAP5 + 3) { scrap(act, SCRAP1, SCRAP6); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se06_d(DDukeActor* actor) { auto s = actor->s; auto t = &actor->temp_data[0]; auto sc = actor->getSector(); int st = s->lotag; int sh = s->hitag; int k = sc->extra; if (t[4] > 0) { t[4]--; if (t[4] >= (k - (k >> 3))) s->xvel -= (k >> 5); if (t[4] > ((k >> 1) - 1) && t[4] < (k - (k >> 3))) s->xvel = 0; if (t[4] < (k >> 1)) s->xvel += (k >> 5); if (t[4] < ((k >> 1) - (k >> 3))) { t[4] = 0; s->xvel = k; } } else s->xvel = k; DukeStatIterator it(STAT_EFFECTOR); while (auto act2 = it.Next()) { if ((act2->s->lotag == 14) && (sh == act2->s->hitag) && (act2->temp_data[0] == t[0])) { act2->s->xvel = s->xvel; //if( t[4] == 1 ) { if (act2->temp_data[5] == 0) act2->temp_data[5] = dist(act2, actor); int x = Sgn(dist(act2, actor) - act2->temp_data[5]); if (act2->s->extra) x = -x; s->xvel += x; } act2->temp_data[4] = t[4]; } } handle_se14(actor, true, RPG, JIBS6); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void handle_se28(DDukeActor* actor) { auto s = actor->s; auto sc = actor->getSector(); int st = s->lotag; int sh = s->hitag; int* t = &actor->temp_data[0]; if (t[5] > 0) { t[5]--; return; } if (t[0] == 0) { int x; int p = findplayer(actor, &x); if (x > 15500) return; t[0] = 1; t[1] = 64 + (krand() & 511); t[2] = 0; } else { t[2]++; if (t[2] > t[1]) { t[0] = 0; ps[screenpeek].visibility = ud.const_visibility; return; } else if (t[2] == (t[1] >> 1)) S_PlayActorSound(THUNDER, actor); else if (t[2] == (t[1] >> 3)) S_PlayActorSound(LIGHTNING_SLAP, actor); else if (t[2] == (t[1] >> 2)) { DukeStatIterator it(STAT_DEFAULT); while (auto act2 = it.Next()) { if (act2->s->picnum == NATURALLIGHTNING && act2->s->hitag == s->hitag) act2->s->cstat |= 32768; } } else if (t[2] > (t[1] >> 3) && t[2] < (t[1] >> 2)) { int j = !!cansee(s->x, s->y, s->z, s->sectnum, ps[screenpeek].pos.x, ps[screenpeek].pos.y, ps[screenpeek].pos.z, ps[screenpeek].cursectnum); if (rnd(192) && (t[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->s->picnum == NATURALLIGHTNING && act2->s->hitag == s->hitag) { if (rnd(32) && (t[2] & 1)) { act2->s->cstat &= 32767; spawn(act2, SMALLSMOKE); int x; int p = findplayer(actor, &x); auto psa = ps[p].GetActor(); x = ldist(psa, act2); if (x < 768) { if (S_CheckActorSoundPlaying(psa, DUKE_LONGTERM_PAIN) < 1) S_PlayActorSound(DUKE_LONGTERM_PAIN, psa); S_PlayActorSound(SHORT_CIRCUIT, psa); psa->s->extra -= 8 + (krand() & 7); SetPlayerPal(&ps[p], PalEntry(32, 16, 0, 0)); } return; } else act2->s->cstat |= 32768; } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveeffectors_d(void) //STATNUM 3 { int l; clearfriction(); DukeStatIterator it(STAT_EFFECTOR); while (auto act = it.Next()) { auto sc = act->getSector(); switch (act->s->lotag) { case SE_0_ROTATING_SECTOR: handle_se00(act, LASERLINE); break; case SE_1_PIVOT: //Nothing for now used as the pivot handle_se01(act); break; case SE_6_SUBWAY: handle_se06_d(act); break; case SE_14_SUBWAY_CAR: handle_se14(act, true, RPG, JIBS6); break; case SE_30_TWO_WAY_TRAIN: handle_se30(act, JIBS6); break; case SE_2_EARTHQUAKE: handle_se02(act); break; //Flashing sector lights after reactor EXPLOSION2 case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT: handle_se03(act); break; case SE_4_RANDOM_LIGHTS: handle_se04(act); break; //BOSS case SE_5_BOSS: handle_se05(act, FIRELASER); break; case SE_8_UP_OPEN_DOOR_LIGHTS: case SE_9_DOWN_OPEN_DOOR_LIGHTS: handle_se08(act, false); break; case SE_10_DOOR_AUTO_CLOSE: { static const int tags[] = { 20, 21, 22, 26, 0}; handle_se10(act, tags); break; } case SE_11_SWINGING_DOOR: handle_se11(act); break; case SE_12_LIGHT_SWITCH: handle_se12(act); break; case SE_13_EXPLOSIVE: handle_se13(act); break; case SE_15_SLIDING_DOOR: handle_se15(act); break; case SE_16_REACTOR: handle_se16(act, REACTOR, REACTOR2); break; case SE_17_WARP_ELEVATOR: handle_se17(act); break; case SE_18_INCREMENTAL_SECTOR_RISE_FALL: handle_se18(act, true); break; case SE_19_EXPLOSION_LOWERS_CEILING: handle_se19(act, BIGFORCE); break; case SE_20_STRETCH_BRIDGE: handle_se20(act); break; case SE_21_DROP_FLOOR: handle_se21(act); break; case SE_22_TEETH_DOOR: handle_se22(act); break; case SE_24_CONVEYOR: case SE_34: { static int16_t list1[] = { BLOODPOOL, PUKE, FOOTPRINTS, FOOTPRINTS2, FOOTPRINTS3, FOOTPRINTS4, BULLETHOLE, BLOODSPLAT1, BLOODSPLAT2, BLOODSPLAT3, BLOODSPLAT4, -1 }; static int16_t list2[] = { BOLT1, BOLT1 + 1,BOLT1 + 2, BOLT1 + 3, SIDEBOLT1, SIDEBOLT1 + 1, SIDEBOLT1 + 2, SIDEBOLT1 + 3, -1 }; handle_se24(act, list1, list2, true, TRIPBOMB, LASERLINE, CRANE, 2); break; } case SE_35: handle_se35(act, SMALLSMOKE, EXPLOSION2); break; case SE_25_PISTON: //PISTONS if (act->temp_data[4] == 0) break; handle_se25(act, 3, -1, -1); break; case SE_26: handle_se26(act); break; case SE_27_DEMO_CAM: handle_se27(act); break; case SE_28_LIGHTNING: handle_se28(act); break; case SE_29_WAVES: act->s->hitag += 64; l = MulScale(act->s->yvel, bsin(act->s->hitag), 12); sc->floorz = act->s->z + l; break; case SE_31_FLOOR_RISE_FALL: // True Drop Floor handle_se31(act, true); break; case SE_32_CEILING_RISE_FALL: // True Drop Ceiling handle_se32(act); break; case SE_33_QUAKE_DEBRIS: if (earthquaketime > 0 && (krand() & 7) == 0) RANDOMSCRAP(act); break; case SE_36_PROJ_SHOOTER: if (act->temp_data[0]) { if (act->temp_data[0] == 1) fi.shoot(act, sc->extra); else if (act->temp_data[0] == 26 * 5) act->temp_data[0] = 0; act->temp_data[0]++; } break; case 128: //SE to control glass breakage 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->s->lotag != SE_29_WAVES) continue; auto sc = act->getSector(); if (sc->wallnum != 4) continue; auto wal = &wall[sc->wallptr + 2]; alignflorslope(act->s->sectnum, wal->x, wal->y, sector[wal->nextsector].floorz); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void move_d(DDukeActor *actor, int playernum, int xvel) { auto spr = actor->s; auto t = actor->temp_data; int l; short goalang, angdif; int daxvel; int a = spr->hitag; if (a == -1) a = 0; t[0]++; if (a & face_player) { if (ps[playernum].newOwner != nullptr) goalang = getangle(ps[playernum].oposx - spr->x, ps[playernum].oposy - spr->y); else goalang = getangle(ps[playernum].pos.x - spr->x, ps[playernum].pos.y - spr->y); angdif = getincangle(spr->ang, goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; spr->ang += angdif; } if (a & spin) spr->ang += bsin(t[0] << 3, -6); if (a & face_player_slow) { if (ps[playernum].newOwner != nullptr) goalang = getangle(ps[playernum].oposx - spr->x, ps[playernum].oposy - spr->y); else goalang = getangle(ps[playernum].pos.x - spr->x, ps[playernum].pos.y - spr->y); angdif = Sgn(getincangle(spr->ang, goalang)) << 5; if (angdif > -32 && angdif < 0) { angdif = 0; spr->ang = goalang; } spr->ang += angdif; } if ((a & jumptoplayer) == jumptoplayer) { if (t[0] < 16) spr->zvel -= bcos(t[0] << 4, -5); } if (a & face_player_smart) { int newx, newy; newx = ps[playernum].pos.x + (ps[playernum].posxv / 768); newy = ps[playernum].pos.y + (ps[playernum].posyv / 768); goalang = getangle(newx - spr->x, newy - spr->y); angdif = getincangle(spr->ang, goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; spr->ang += angdif; } if (t[1] == 0 || a == 0) { if ((badguy(actor) && spr->extra <= 0) || (spr->ox != spr->x) || (spr->oy != spr->y)) { spr->backupvec2(); setsprite(actor, spr->pos); } return; } auto moveptr = &ScriptCode[t[1]]; if (a & geth) spr->xvel += (*moveptr - spr->xvel) >> 1; if (a & getv) spr->zvel += ((*(moveptr + 1) << 4) - spr->zvel) >> 1; if (a & dodgebullet) dodge(actor); if (spr->picnum != APLAYER) alterang(a, actor, playernum); if (spr->xvel > -6 && spr->xvel < 6) spr->xvel = 0; a = badguy(actor); if (spr->xvel || spr->zvel) { if (a && spr->picnum != ROTATEGUN) { if ((spr->picnum == DRONE || spr->picnum == COMMANDER) && spr->extra > 0) { if (spr->picnum == COMMANDER) { actor->floorz = l = getflorzofslope(spr->sectnum, spr->x, spr->y); if (spr->z > (l - (8 << 8))) { if (spr->z > (l - (8 << 8))) spr->z = l - (8 << 8); spr->zvel = 0; } actor->ceilingz = l = getceilzofslope(spr->sectnum, spr->x, spr->y); if ((spr->z - l) < (80 << 8)) { spr->z = l + (80 << 8); spr->zvel = 0; } } else { if (spr->zvel > 0) { actor->floorz = l = getflorzofslope(spr->sectnum, spr->x, spr->y); if (spr->z > (l - (30 << 8))) spr->z = l - (30 << 8); } else { actor->ceilingz = l = getceilzofslope(spr->sectnum, spr->x, spr->y); if ((spr->z - l) < (50 << 8)) { spr->z = l + (50 << 8); spr->zvel = 0; } } } } else if (spr->picnum != ORGANTIC) { if (spr->zvel > 0 && actor->floorz < spr->z) spr->z = actor->floorz; if (spr->zvel < 0) { l = getceilzofslope(spr->sectnum, spr->x, spr->y); if ((spr->z - l) < (66 << 8)) { spr->z = l + (66 << 8); spr->zvel >>= 1; } } } } else if (spr->picnum == APLAYER) if ((spr->z - actor->ceilingz) < (32 << 8)) spr->z = actor->ceilingz + (32 << 8); daxvel = spr->xvel; angdif = spr->ang; if (a && spr->picnum != ROTATEGUN) { if (xvel < 960 && spr->xrepeat > 16) { daxvel = -(1024 - xvel); angdif = getangle(ps[playernum].pos.x - spr->x, ps[playernum].pos.y - spr->y); if (xvel < 512) { ps[playernum].posxv = 0; ps[playernum].posyv = 0; } else { ps[playernum].posxv = MulScale(ps[playernum].posxv, gs.playerfriction - 0x2000, 16); ps[playernum].posyv = MulScale(ps[playernum].posyv, gs.playerfriction - 0x2000, 16); } } else if (spr->picnum != DRONE && spr->picnum != SHARK && spr->picnum != COMMANDER) { if (spr->oz != spr->z || (ud.multimode < 2 && ud.player_skill < 2)) { if ((t[0] & 1) || ps[playernum].actorsqu == actor) return; else daxvel <<= 1; } else { if ((t[0] & 3) || ps[playernum].actorsqu == actor) return; else daxvel <<= 2; } } } Collision coll; actor->movflag = movesprite_ex(actor, MulScale(daxvel, bcos(angdif), 14), MulScale(daxvel, bsin(angdif), 14), spr->zvel, CLIPMASK0, coll); } if (a) { if (sector[spr->sectnum].ceilingstat & 1) spr->shade += (sector[spr->sectnum].ceilingshade - spr->shade) >> 1; else spr->shade += (sector[spr->sectnum].floorshade - spr->shade) >> 1; if (sector[spr->sectnum].floorpicnum == MIRROR) deletesprite(actor); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void fall_d(DDukeActor *actor, int g_p) { fall_common(actor, g_p, JIBS6, DRONE, BLOODPOOL, SHOTSPARK1, SQUISHED, THUD, nullptr); } bool spawnweapondebris_d(int picnum, int dnum) { return picnum == BLIMP && dnum == SCRAP1; } void respawnhitag_d(DDukeActor* actor) { switch (actor->s->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->s->yvel) fi.operaterespawns(actor->s->yvel); break; default: if (actor->s->hitag >= 0) fi.operaterespawns(actor->s->hitag); break; } } void checktimetosleep_d(DDukeActor *actor) { if (actor->s->statnum == STAT_STANDABLE) { switch (actor->s->picnum) { case RUBBERCAN: case EXPLODINGBARREL: case WOODENHORSE: case HORSEONSIDE: case CANWITHSOMETHING: case FIREBARREL: case NUKEBARREL: case NUKEBARRELDENTED: case NUKEBARRELLEAKED: case TRIPBOMB: case EGG: if (actor->timetosleep > 1) actor->timetosleep--; else if (actor->timetosleep == 1) changeactorstat(actor, STAT_ZOMBIEACTOR); break; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void think_d(void) { thinktime.Reset(); thinktime.Clock(); recordoldspritepos(); movefta_d(); //ST 2 moveweapons_d(); //ST 4 movetransports_d(); //ST 9 moveplayers(); //ST 10 movefallers_d(); //ST 12 moveexplosions_d(); //ST 5 actortime.Reset(); actortime.Clock(); moveactors_d(); //ST 1 actortime.Unclock(); moveeffectors_d(); //ST 3 movestandables_d(); //ST 6 doanimations(); movefx(); //ST 11 thinktime.Unclock(); } END_DUKE_NS