mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
0d82280b87
- Added dynamic dispersion for custom dude - Added dynamic attack distance for custom dude - Added dynamic damage resistance scale for custom dude - There was some refactor actions performed - Added player RX channels for triggering the players - Updates for modern types - There was added player control modern type which can do a lot things. It's still WIP - Other updates and fixes mainly related to gModernMap Note that your save games will be no longer compatible # Conflicts: # source/blood/src/actor.h # source/blood/src/aiunicult.h # source/blood/src/db.h # source/blood/src/player.h # source/blood/src/triggers.h # source/blood/src/weapon.cpp
794 lines
26 KiB
C++
794 lines
26 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "common_game.h"
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#include "actor.h"
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#include "ai.h"
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#include "blood.h"
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#include "callback.h"
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#include "config.h"
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#include "db.h"
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#include "dude.h"
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#include "eventq.h"
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#include "fx.h"
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#include "gameutil.h"
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#include "globals.h"
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#include "levels.h"
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#include "player.h"
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#include "seq.h"
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#include "sfx.h"
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#include "sound.h"
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#include "trig.h"
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#include "triggers.h"
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#include "view.h"
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BEGIN_BLD_NS
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void fxFlameLick(int nSprite) // 0
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{
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spritetype *pSprite = &sprite[nSprite];
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int nXSprite = pSprite->extra;
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XSPRITE *pXSprite = &xsprite[nXSprite];
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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for (int i = 0; i < 3; i++)
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{
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int nDist = (pSprite->xrepeat*(tilesiz[pSprite->picnum].x/2))>>3;
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int nAngle = Random(2048);
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int dx = mulscale30(nDist, Cos(nAngle));
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int dy = mulscale30(nDist, Sin(nAngle));
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int x = pSprite->x + dx;
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int y = pSprite->y + dy;
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int z = bottom-Random(bottom-top);
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spritetype *pFX = gFX.fxSpawn(FX_32, pSprite->sectnum, x, y, z, 0);
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if (pFX)
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{
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xvel[pFX->index] = xvel[nSprite] + Random2(-dx);
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yvel[pFX->index] = yvel[nSprite] + Random2(-dy);
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zvel[pFX->index] = zvel[nSprite] - Random(0x1aaaa);
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}
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}
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if (pXSprite->burnTime > 0)
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evPost(nSprite, 3, 5, kCallbackFXFlameLick);
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}
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void Remove(int nSprite) // 1
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{
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spritetype *pSprite = &sprite[nSprite];
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evKill(nSprite, 3);
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if (pSprite->extra > 0)
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seqKill(3, pSprite->extra);
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sfxKill3DSound(pSprite, 0, -1);
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DeleteSprite(nSprite);
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}
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void FlareBurst(int nSprite) // 2
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{
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dassert(nSprite >= 0 && nSprite < kMaxSprites);
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spritetype *pSprite = &sprite[nSprite];
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int nAngle = getangle(xvel[nSprite], yvel[nSprite]);
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int nRadius = 0x55555;
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for (int i = 0; i < 8; i++)
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{
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spritetype *pSpawn = actSpawnSprite(pSprite, 5);
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pSpawn->picnum = 2424;
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pSpawn->shade = -128;
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pSpawn->xrepeat = pSpawn->yrepeat = 32;
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pSpawn->type = kMissileFlareAlt;
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pSpawn->clipdist = 2;
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pSpawn->owner = pSprite->owner;
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int nAngle2 = (i<<11)/8;
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int dx = 0;
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int dy = mulscale30r(nRadius, Sin(nAngle2));
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int dz = mulscale30r(nRadius, -Cos(nAngle2));
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if (i&1)
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{
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dy >>= 1;
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dz >>= 1;
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}
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RotateVector(&dx, &dy, nAngle);
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xvel[pSpawn->index] += dx;
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yvel[pSpawn->index] += dy;
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zvel[pSpawn->index] += dz;
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evPost(pSpawn->index, 3, 960, kCallbackRemove);
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}
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evPost(nSprite, 3, 0, kCallbackRemove);
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}
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void fxFlareSpark(int nSprite) // 3
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{
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spritetype *pSprite = &sprite[nSprite];
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spritetype *pFX = gFX.fxSpawn(FX_28, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
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if (pFX)
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{
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xvel[pFX->index] = xvel[nSprite] + Random2(0x1aaaa);
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yvel[pFX->index] = yvel[nSprite] + Random2(0x1aaaa);
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zvel[pFX->index] = zvel[nSprite] - Random(0x1aaaa);
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}
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evPost(nSprite, 3, 4, kCallbackFXFlareSpark);
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}
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void fxFlareSparkLite(int nSprite) // 4
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{
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spritetype *pSprite = &sprite[nSprite];
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spritetype *pFX = gFX.fxSpawn(FX_28, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
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if (pFX)
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{
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xvel[pFX->index] = xvel[nSprite] + Random2(0x1aaaa);
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yvel[pFX->index] = yvel[nSprite] + Random2(0x1aaaa);
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zvel[pFX->index] = zvel[nSprite] - Random(0x1aaaa);
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}
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evPost(nSprite, 3, 12, kCallbackFXFlareSparkLite);
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}
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void fxZombieBloodSpurt(int nSprite) // 5
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{
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dassert(nSprite >= 0 && nSprite < kMaxSprites);
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spritetype *pSprite = &sprite[nSprite];
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int nXSprite = pSprite->extra;
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dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
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XSPRITE *pXSprite = &xsprite[nXSprite];
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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spritetype *pFX = gFX.fxSpawn(FX_27, pSprite->sectnum, pSprite->x, pSprite->y, top, 0);
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if (pFX)
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{
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xvel[pFX->index] = xvel[nSprite] + Random2(0x11111);
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yvel[pFX->index] = yvel[nSprite] + Random2(0x11111);
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zvel[pFX->index] = zvel[nSprite] - 0x6aaaa;
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}
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if (pXSprite->data1 > 0)
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{
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evPost(nSprite, 3, 4, kCallbackFXZombieSpurt);
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pXSprite->data1 -= 4;
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}
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else if (pXSprite->data2 > 0)
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{
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evPost(nSprite, 3, 60, kCallbackFXZombieSpurt);
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pXSprite->data1 = 40;
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pXSprite->data2--;
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}
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}
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void fxBloodSpurt(int nSprite) // 6
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{
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spritetype *pSprite = &sprite[nSprite];
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spritetype *pFX = gFX.fxSpawn(FX_27, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
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if (pFX)
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{
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pFX->ang = 0;
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xvel[pFX->index] = xvel[nSprite]>>8;
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yvel[pFX->index] = yvel[nSprite]>>8;
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zvel[pFX->index] = zvel[nSprite]>>8;
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}
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evPost(nSprite, 3, 6, kCallbackFXBloodSpurt);
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}
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void fxArcSpark(int nSprite) // 7
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{
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spritetype* pSprite = &sprite[nSprite];
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spritetype* pFX = gFX.fxSpawn(FX_15, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
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if (pFX)
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{
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xvel[pFX->index] = xvel[nSprite] + Random2(0x10000);
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yvel[pFX->index] = yvel[nSprite] + Random2(0x10000);
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zvel[pFX->index] = zvel[nSprite] - Random(0x1aaaa);
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}
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evPost(nSprite, 3, 3, kCallbackFXArcSpark);
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}
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void fxDynPuff(int nSprite) // 8
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{
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spritetype *pSprite = &sprite[nSprite];
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if (zvel[nSprite])
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{
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int nDist = (pSprite->xrepeat*(tilesiz[pSprite->picnum].x/2))>>2;
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int x = pSprite->x + mulscale30(nDist, Cos(pSprite->ang-512));
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int y = pSprite->y + mulscale30(nDist, Sin(pSprite->ang-512));
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int z = pSprite->z;
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spritetype *pFX = gFX.fxSpawn(FX_7, pSprite->sectnum, x, y, z, 0);
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if (pFX)
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{
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xvel[pFX->index] = xvel[nSprite];
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yvel[pFX->index] = yvel[nSprite];
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zvel[pFX->index] = zvel[nSprite];
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}
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}
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evPost(nSprite, 3, 12, kCallbackFXDynPuff);
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}
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void Respawn(int nSprite) // 9
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{
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spritetype *pSprite = &sprite[nSprite];
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dassert(pSprite->extra > 0 && pSprite->extra < kMaxXSprites);
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XSPRITE *pXSprite = &xsprite[pSprite->extra];
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if (pSprite->statnum != kStatRespawn && pSprite->statnum != kStatThing) {
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viewSetSystemMessage("Sprite #%d is not on Respawn or Thing list\n", nSprite);
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return;
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} else if (!(pSprite->flags & kHitagRespawn)) {
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viewSetSystemMessage("Sprite #%d does not have the respawn attribute\n", nSprite);
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return;
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}
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switch (pXSprite->respawnPending) {
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case 1: {
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int nTime = mulscale16(actGetRespawnTime(pSprite), 0x4000);
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pXSprite->respawnPending = 2;
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evPost(nSprite, 3, nTime, kCallbackRespawn);
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break;
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}
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case 2: {
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int nTime = mulscale16(actGetRespawnTime(pSprite), 0x2000);
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pXSprite->respawnPending = 3;
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evPost(nSprite, 3, nTime, kCallbackRespawn);
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break;
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}
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case 3: {
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dassert(pSprite->owner != kStatRespawn);
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dassert(pSprite->owner >= 0 && pSprite->owner < kMaxStatus);
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ChangeSpriteStat(nSprite, pSprite->owner);
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pSprite->type = pSprite->inittype;
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pSprite->owner = -1;
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pSprite->flags &= ~kHitagRespawn;
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xvel[nSprite] = yvel[nSprite] = zvel[nSprite] = 0;
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pXSprite->respawnPending = 0;
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pXSprite->burnTime = 0;
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pXSprite->isTriggered = 0;
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if (IsDudeSprite(pSprite)) {
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int nType = pSprite->type-kDudeBase;
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pSprite->x = baseSprite[nSprite].x;
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pSprite->y = baseSprite[nSprite].y;
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pSprite->z = baseSprite[nSprite].z;
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pSprite->cstat |= 0x1101;
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pSprite->clipdist = dudeInfo[nType].clipdist;
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pXSprite->health = dudeInfo[nType].startHealth<<4;
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if (gSysRes.Lookup(dudeInfo[nType].seqStartID, "SEQ"))
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seqSpawn(dudeInfo[nType].seqStartID, 3, pSprite->extra, -1);
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aiInitSprite(pSprite);
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pXSprite->key = 0;
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} else if (pSprite->type == kThingTNTBarrel) {
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pSprite->cstat |= CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN;
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pSprite->cstat &= (unsigned short)~CSTAT_SPRITE_INVISIBLE;
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}
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gFX.fxSpawn(FX_29, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
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sfxPlay3DSound(pSprite, 350, -1, 0);
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break;
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}
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}
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}
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void PlayerBubble(int nSprite) // 10
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{
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spritetype *pSprite = &sprite[nSprite];
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if (IsPlayerSprite(pSprite))
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{
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PLAYER *pPlayer = &gPlayer[pSprite->type-kDudePlayer1];
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dassert(pPlayer != NULL);
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if (!pPlayer->bubbleTime)
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return;
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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for (int i = 0; i < (pPlayer->bubbleTime>>6); i++)
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{
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int nDist = (pSprite->xrepeat*(tilesiz[pSprite->picnum].x/2))>>2;
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int nAngle = Random(2048);
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int x = pSprite->x + mulscale30(nDist, Cos(nAngle));
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int y = pSprite->y + mulscale30(nDist, Sin(nAngle));
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int z = bottom-Random(bottom-top);
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spritetype *pFX = gFX.fxSpawn((FX_ID)(FX_23+Random(3)), pSprite->sectnum, x, y, z, 0);
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if (pFX)
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{
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xvel[pFX->index] = xvel[nSprite] + Random2(0x1aaaa);
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yvel[pFX->index] = yvel[nSprite] + Random2(0x1aaaa);
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zvel[pFX->index] = zvel[nSprite] + Random2(0x1aaaa);
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}
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}
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evPost(nSprite, 3, 4, kCallbackPlayerBubble);
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}
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}
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void EnemyBubble(int nSprite) // 11
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{
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spritetype *pSprite = &sprite[nSprite];
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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for (int i = 0; i < (klabs(zvel[nSprite])>>18); i++)
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{
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int nDist = (pSprite->xrepeat*(tilesiz[pSprite->picnum].x/2))>>2;
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int nAngle = Random(2048);
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int x = pSprite->x + mulscale30(nDist, Cos(nAngle));
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int y = pSprite->y + mulscale30(nDist, Sin(nAngle));
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int z = bottom-Random(bottom-top);
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spritetype *pFX = gFX.fxSpawn((FX_ID)(FX_23+Random(3)), pSprite->sectnum, x, y, z, 0);
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if (pFX)
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{
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xvel[pFX->index] = xvel[nSprite] + Random2(0x1aaaa);
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yvel[pFX->index] = yvel[nSprite] + Random2(0x1aaaa);
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zvel[pFX->index] = zvel[nSprite] + Random2(0x1aaaa);
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}
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}
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evPost(nSprite, 3, 4, kCallbackEnemeyBubble);
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}
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void CounterCheck(int nSector) // 12
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{
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dassert(nSector >= 0 && nSector < kMaxSectors);
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// By NoOne: remove check below, so every sector can be counter if command 12 (this callback) received.
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//if (pSector->type != kSectorCounter) return;
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if (sector[nSector].extra <= 0) return; XSECTOR *pXSector = &xsector[sector[nSector].extra];
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int nReq = pXSector->waitTimeA; int nType = pXSector->data; int nCount = 0;
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if (!nType || !nReq) return;
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) {
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if (sprite[nSprite].type == nType) nCount++;
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}
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if (nCount < nReq) {
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evPost(nSector, 6, 5, kCallbackCounterCheck);
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return;
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} else {
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//pXSector->waitTimeA = 0; //do not reset necessary objects counter to zero
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trTriggerSector(nSector, pXSector, kCmdOn, -1);
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pXSector->locked = 1; //lock sector, so it can be opened again later
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}
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}
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void FinishHim(int nSprite) // 13
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{
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spritetype* pSprite = &sprite[nSprite];
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int nXSprite = pSprite->extra;
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XSPRITE* pXSprite = &xsprite[nXSprite];
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if (playerSeqPlaying(&gPlayer[pSprite->type - kDudePlayer1], 16) && pXSprite->target == gMe->nSprite)
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sndStartSample(3313, -1, 1, 0);
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}
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void fxBloodBits(int nSprite) // 14
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{
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spritetype *pSprite = &sprite[nSprite];
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int ceilZ, ceilHit, floorZ, floorHit;
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GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist, CLIPMASK0);
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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pSprite->z += floorZ-bottom;
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int nAngle = Random(2048);
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int nDist = Random(16)<<4;
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int x = pSprite->x+mulscale28(nDist, Cos(nAngle));
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int y = pSprite->y+mulscale28(nDist, Sin(nAngle));
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gFX.fxSpawn(FX_48, pSprite->sectnum, x, y, pSprite->z, 0);
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if (pSprite->ang == 1024)
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{
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int nChannel = 28+(pSprite->index&2);
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dassert(nChannel < 32);
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sfxPlay3DSound(pSprite, 385, nChannel, 1);
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}
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if (Chance(0x5000))
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{
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spritetype *pFX = gFX.fxSpawn(FX_36, pSprite->sectnum, x, y, floorZ-64, 0);
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if (pFX)
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pFX->ang = nAngle;
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}
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gFX.sub_73FFC(nSprite);
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}
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void fxTeslaAlt(int nSprite) // 15
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{
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spritetype* pSprite = &sprite[nSprite];
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spritetype* pFX = gFX.fxSpawn(FX_49, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
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if (pFX)
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{
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xvel[pFX->index] = xvel[nSprite] + Random2(0x1aaaa);
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yvel[pFX->index] = yvel[nSprite] + Random2(0x1aaaa);
|
|
zvel[pFX->index] = zvel[nSprite] - Random(0x1aaaa);
|
|
}
|
|
evPost(nSprite, 3, 3, kCallbackFXTeslaAlt);
|
|
}
|
|
|
|
|
|
int tommySleeveSnd[] = { 608, 609, 611 }; // unused?
|
|
int sawedOffSleeveSnd[] = { 610, 612 };
|
|
|
|
void fxBouncingSleeve(int nSprite) // 16
|
|
{
|
|
spritetype* pSprite = &sprite[nSprite]; int ceilZ, ceilHit, floorZ, floorHit;
|
|
GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist, CLIPMASK0);
|
|
int top, bottom; GetSpriteExtents(pSprite, &top, &bottom);
|
|
pSprite->z += floorZ - bottom;
|
|
|
|
int zv = zvel[nSprite] - velFloor[pSprite->sectnum];
|
|
|
|
if (zvel[nSprite] == 0) sleeveStopBouncing(pSprite);
|
|
else if (zv > 0) {
|
|
actFloorBounceVector((int*)& xvel[nSprite], (int*)& yvel[nSprite], &zv, pSprite->sectnum, 0x9000);
|
|
zvel[nSprite] = zv;
|
|
if (velFloor[pSprite->sectnum] == 0 && klabs(zvel[nSprite]) < 0x20000) {
|
|
sleeveStopBouncing(pSprite);
|
|
return;
|
|
}
|
|
|
|
int nChannel = 28 + (pSprite->index & 2);
|
|
dassert(nChannel < 32);
|
|
|
|
// tommy sleeve
|
|
if (pSprite->type >= 37 && pSprite->type <= 39) {
|
|
Random(3);
|
|
sfxPlay3DSound(pSprite, 608 + Random(2), nChannel, 1);
|
|
|
|
// sawed-off sleeve
|
|
} else {
|
|
sfxPlay3DSound(pSprite, sawedOffSleeveSnd[Random(2)], nChannel, 1);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void sleeveStopBouncing(spritetype* pSprite) {
|
|
xvel[pSprite->index] = yvel[pSprite->index] = zvel[pSprite->index] = 0;
|
|
if (pSprite->extra > 0) seqKill(3, pSprite->extra);
|
|
sfxKill3DSound(pSprite, -1, -1);
|
|
|
|
switch (pSprite->type) {
|
|
case 37:
|
|
case 38:
|
|
case 39:
|
|
pSprite->picnum = 2465;
|
|
break;
|
|
case 40:
|
|
case 41:
|
|
case 42:
|
|
pSprite->picnum = 2464;
|
|
break;
|
|
}
|
|
|
|
pSprite->type = 51;
|
|
pSprite->xrepeat = pSprite->yrepeat = 10;
|
|
}
|
|
|
|
|
|
void returnFlagToBase(int nSprite) // 17
|
|
{
|
|
spritetype* pSprite = &sprite[nSprite];
|
|
if (pSprite->owner >= 0 && pSprite->owner < kMaxSprites)
|
|
{
|
|
spritetype* pOwner = &sprite[pSprite->owner];
|
|
XSPRITE* pXOwner = &xsprite[pOwner->extra];
|
|
switch (pSprite->type) {
|
|
case kItemFlagA:
|
|
trTriggerSprite(pOwner->index, pXOwner, kCmdOn, pOwner->index);
|
|
sndStartSample(8003, 255, 2, 0);
|
|
gBlueFlagDropped = false;
|
|
viewSetMessage("Blue Flag returned to base.");
|
|
break;
|
|
case kItemFlagB:
|
|
trTriggerSprite(pOwner->index, pXOwner, kCmdOn, pOwner->index);
|
|
sndStartSample(8002, 255, 2, 0);
|
|
gRedFlagDropped = false;
|
|
viewSetMessage("Red Flag returned to base.");
|
|
break;
|
|
}
|
|
}
|
|
evPost(pSprite->index, 3, 0, kCallbackRemove);
|
|
}
|
|
|
|
void fxPodBloodSpray(int nSprite) // 18
|
|
{
|
|
spritetype* pSprite = &sprite[nSprite];
|
|
spritetype* pFX;
|
|
if (pSprite->type == 53)
|
|
pFX = gFX.fxSpawn(FX_53, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
|
|
else
|
|
pFX = gFX.fxSpawn(FX_54, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
|
|
if (pFX)
|
|
{
|
|
pFX->ang = 0;
|
|
xvel[pFX->index] = xvel[nSprite] >> 8;
|
|
yvel[pFX->index] = yvel[nSprite] >> 8;
|
|
zvel[pFX->index] = zvel[nSprite] >> 8;
|
|
}
|
|
evPost(nSprite, 3, 6, kCallbackFXPodBloodSpray);
|
|
}
|
|
|
|
void fxPodBloodSplat(int nSprite) // 19
|
|
{
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
int ceilZ, ceilHit, floorZ, floorHit;
|
|
GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist, CLIPMASK0);
|
|
int top, bottom;
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
pSprite->z += floorZ-bottom;
|
|
int nAngle = Random(2048);
|
|
int nDist = Random(16)<<4;
|
|
int x = pSprite->x+mulscale28(nDist, Cos(nAngle));
|
|
int y = pSprite->y+mulscale28(nDist, Sin(nAngle));
|
|
if (pSprite->ang == 1024)
|
|
{
|
|
int nChannel = 28+(pSprite->index&2);
|
|
dassert(nChannel < 32);
|
|
sfxPlay3DSound(pSprite, 385, nChannel, 1);
|
|
}
|
|
spritetype *pFX = NULL;
|
|
if (pSprite->type == 53 || pSprite->type == kThingPodGreenBall)
|
|
{
|
|
if (Chance(0x500) || pSprite->type == kThingPodGreenBall)
|
|
pFX = gFX.fxSpawn(FX_55, pSprite->sectnum, x, y, floorZ-64, 0);
|
|
if (pFX)
|
|
pFX->ang = nAngle;
|
|
}
|
|
else
|
|
{
|
|
pFX = gFX.fxSpawn(FX_32, pSprite->sectnum, x, y, floorZ-64, 0);
|
|
if (pFX)
|
|
pFX->ang = nAngle;
|
|
}
|
|
gFX.sub_73FFC(nSprite);
|
|
}
|
|
|
|
|
|
|
|
void LeechStateTimer(int nSprite) // 20
|
|
{
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
if (pSprite->statnum == kStatThing && !(pSprite->flags & 32)) {
|
|
switch (pSprite->type) {
|
|
case kThingDroppedLifeLeech:
|
|
case kModernThingEnemyLifeLeech:
|
|
xsprite[pSprite->extra].stateTimer = 0;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void sub_76A08(spritetype *pSprite, spritetype *pSprite2, PLAYER *pPlayer) // ???
|
|
{
|
|
int top, bottom;
|
|
int nSprite = pSprite->index;
|
|
GetSpriteExtents(pSprite, &top, &bottom);
|
|
pSprite->x = pSprite2->x;
|
|
pSprite->y = pSprite2->y;
|
|
pSprite->z = sector[pSprite2->sectnum].floorz-(bottom-pSprite->z);
|
|
pSprite->ang = pSprite2->ang;
|
|
ChangeSpriteSect(nSprite, pSprite2->sectnum);
|
|
sfxPlay3DSound(pSprite2, 201, -1, 0);
|
|
xvel[nSprite] = yvel[nSprite] = zvel[nSprite] = 0;
|
|
viewBackupSpriteLoc(nSprite, pSprite);
|
|
if (pPlayer)
|
|
{
|
|
playerResetInertia(pPlayer);
|
|
pPlayer->zViewVel = pPlayer->zWeaponVel = 0;
|
|
}
|
|
}
|
|
|
|
void DropVoodoo(int nSprite) // unused
|
|
{
|
|
spritetype *pSprite = &sprite[nSprite];
|
|
int nOwner = actSpriteOwnerToSpriteId(pSprite);
|
|
if (nOwner < 0 || nOwner >= kMaxSprites)
|
|
{
|
|
evPost(nSprite, 3, 0, kCallbackRemove);
|
|
return;
|
|
}
|
|
spritetype *pOwner = &sprite[nOwner];
|
|
PLAYER *pPlayer;
|
|
if (IsPlayerSprite(pOwner))
|
|
pPlayer = &gPlayer[pOwner->type-kDudePlayer1];
|
|
else
|
|
pPlayer = NULL;
|
|
if (!pPlayer)
|
|
{
|
|
evPost(nSprite, 3, 0, kCallbackRemove);
|
|
return;
|
|
}
|
|
pSprite->ang = getangle(pOwner->x-pSprite->x, pOwner->y-pSprite->y);
|
|
int nXSprite = pSprite->extra;
|
|
if (nXSprite > 0)
|
|
{
|
|
XSPRITE *pXSprite = &xsprite[nXSprite];
|
|
if (pXSprite->data1 == 0)
|
|
{
|
|
evPost(nSprite, 3, 0, kCallbackRemove);
|
|
return;
|
|
}
|
|
int nSprite2, nNextSprite;
|
|
for (nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nNextSprite)
|
|
{
|
|
nNextSprite = nextspritestat[nSprite2];
|
|
if (nOwner == nSprite2)
|
|
continue;
|
|
spritetype *pSprite2 = &sprite[nSprite2];
|
|
int nXSprite2 = pSprite2->extra;
|
|
if (nXSprite2 > 0 && nXSprite2 < kMaxXSprites)
|
|
{
|
|
XSPRITE *pXSprite2 = &xsprite[nXSprite2];
|
|
PLAYER *pPlayer2;
|
|
if (IsPlayerSprite(pSprite2))
|
|
pPlayer2 = &gPlayer[pSprite2->type-kDudePlayer1];
|
|
else
|
|
pPlayer2 = NULL;
|
|
if (pXSprite2->health > 0 && (pPlayer2 || pXSprite2->key == 0))
|
|
{
|
|
if (pPlayer2)
|
|
{
|
|
if (gGameOptions.nGameType == 1)
|
|
continue;
|
|
if (gGameOptions.nGameType == 3 && pPlayer->teamId == pPlayer2->teamId)
|
|
continue;
|
|
int t = 0x8000/ClipLow(gNetPlayers-1, 1);
|
|
if (!powerupCheck(pPlayer2, kPwUpDeathMask))
|
|
t += ((3200-pPlayer2->armor[2])<<15)/3200;
|
|
if (Chance(t) || nNextSprite < 0)
|
|
{
|
|
int nDmg = actDamageSprite(nOwner, pSprite2, DAMAGE_TYPE_5, pXSprite->data1<<4);
|
|
pXSprite->data1 = ClipLow(pXSprite->data1-nDmg, 0);
|
|
sub_76A08(pSprite2, pSprite, pPlayer2);
|
|
evPost(nSprite, 3, 0, kCallbackRemove);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int vd = 0x2666;
|
|
switch (pSprite2->type)
|
|
{
|
|
case kDudeBoneEel:
|
|
case kDudeBat:
|
|
case kDudeRat:
|
|
case kDudeTinyCaleb:
|
|
case kDudeBeast:
|
|
vd = 0x147;
|
|
break;
|
|
case kDudeZombieAxeBuried:
|
|
case kDudePodGreen:
|
|
case kDudeTentacleGreen:
|
|
case kDudePodFire:
|
|
case kDudeTentacleFire:
|
|
case kDudePodMother:
|
|
case kDudeTentacleMother:
|
|
case kDudeCerberusTwoHead:
|
|
case kDudeCerberusOneHead:
|
|
case kDudeTchernobog:
|
|
case kDudeBurningInnocent:
|
|
case kDudeBurningCultist:
|
|
case kDudeBurningZombieAxe:
|
|
case kDudeBurningZombieButcher:
|
|
case kDudeCultistReserved:
|
|
case kDudeZombieAxeLaying:
|
|
case kDudeInnocent:
|
|
case kDudeBurningTinyCaleb:
|
|
case kDudeBurningBeast:
|
|
vd = 0;
|
|
break;
|
|
}
|
|
if (vd && (Chance(vd) || nNextSprite < 0))
|
|
{
|
|
sub_76A08(pSprite2, pSprite, NULL);
|
|
evPost(nSprite, 3, 0, kCallbackRemove);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
pXSprite->data1 = ClipLow(pXSprite->data1-1, 0);
|
|
evPost(nSprite, 3, 0, kCallbackRemove);
|
|
}
|
|
}
|
|
|
|
void UniMissileBurst(int nSprite) // 22
|
|
{
|
|
dassert(nSprite >= 0 && nSprite < kMaxSprites);
|
|
if (sprite[nSprite].statnum != kStatProjectile) return;
|
|
spritetype * pSprite = &sprite[nSprite];
|
|
int nAngle = getangle(xvel[nSprite], yvel[nSprite]);
|
|
int nRadius = 0x55555;
|
|
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
spritetype* pBurst = actSpawnSprite(pSprite, 5);
|
|
|
|
pBurst->type = pSprite->type;
|
|
pBurst->shade = pSprite->shade;
|
|
pBurst->picnum = pSprite->picnum;
|
|
|
|
pBurst->cstat = pSprite->cstat;
|
|
if ((pBurst->cstat & CSTAT_SPRITE_BLOCK)) {
|
|
pBurst->cstat &= ~CSTAT_SPRITE_BLOCK; // we don't want missiles impact each other
|
|
evPost(pBurst->xvel, 3, 100, kCallbackMissileSpriteBlock); // so set blocking flag a bit later
|
|
}
|
|
|
|
pBurst->pal = pSprite->pal;
|
|
pBurst->clipdist = pSprite->clipdist / 4;
|
|
pBurst->flags = pSprite->flags;
|
|
pBurst->xrepeat = pSprite->xrepeat / 2;
|
|
pBurst->yrepeat = pSprite->yrepeat / 2;
|
|
pBurst->ang = ((pSprite->ang + missileInfo[pSprite->type - kMissileBase].angleOfs) & 2047);
|
|
pBurst->owner = pSprite->owner;
|
|
|
|
actBuildMissile(pBurst, pBurst->extra, pSprite->xvel);
|
|
|
|
int nAngle2 = (i << 11) / 8;
|
|
int dx = 0;
|
|
int dy = mulscale30r(nRadius, Sin(nAngle2));
|
|
int dz = mulscale30r(nRadius, -Cos(nAngle2));
|
|
if (i & 1)
|
|
{
|
|
dy >>= 1;
|
|
dz >>= 1;
|
|
}
|
|
RotateVector(&dx, &dy, nAngle);
|
|
xvel[pBurst->index] += dx;
|
|
yvel[pBurst->index] += dy;
|
|
zvel[pBurst->index] += dz;
|
|
evPost(pBurst->index, 3, 960, kCallbackRemove);
|
|
}
|
|
evPost(nSprite, 3, 0, kCallbackRemove);
|
|
}
|
|
|
|
|
|
void makeMissileBlocking(int nSprite) // 23
|
|
{
|
|
dassert(nSprite >= 0 && nSprite < kMaxSprites);
|
|
if (sprite[nSprite].statnum != kStatProjectile) return;
|
|
sprite[nSprite].cstat |= CSTAT_SPRITE_BLOCK;
|
|
}
|
|
|
|
void(*gCallback[kCallbackMax])(int) =
|
|
{
|
|
fxFlameLick,
|
|
Remove,
|
|
FlareBurst,
|
|
fxFlareSpark,
|
|
fxFlareSparkLite,
|
|
fxZombieBloodSpurt,
|
|
fxBloodSpurt,
|
|
fxArcSpark,
|
|
fxDynPuff,
|
|
Respawn,
|
|
PlayerBubble,
|
|
EnemyBubble,
|
|
CounterCheck,
|
|
FinishHim,
|
|
fxBloodBits,
|
|
fxTeslaAlt,
|
|
fxBouncingSleeve,
|
|
returnFlagToBase,
|
|
fxPodBloodSpray,
|
|
fxPodBloodSplat,
|
|
LeechStateTimer,
|
|
DropVoodoo, // unused
|
|
UniMissileBurst,
|
|
makeMissileBlocking,
|
|
};
|
|
|
|
END_BLD_NS
|