raze/source/games/duke/src/actors.cpp
Mitchell Richters e474ebc2b7 - multiple input fixes for both games, and for both cl_syncinput 0 and cl_syncinput 1 modes.
* For RR, `processweapon_r()` was performing angle and horizon changes directly which provided a harsh experience with the default `cl_syncinput 0` mode.
* Added `angAdjust` variable to `player_struct` for use with ticrate angle adjustments.
* Renamed `horizAngleAdjust` to `horizAdjust` so that there is less confusion with the new `angAdjust` variable.
* Removed `horizSkew` variable, can just use `horizAdjust` for this.
* Replaced all calls to `addang()` and `addhoriz()` with the appropriate additions/subtractions to `angAdjust` and `horizAdjust` respectively.
* Removed now unused `addang()` and `addhoriz()` setters from `player_struct`.
* Define new function `resetinputhelpers()` to eliminate code duplication between `processinput_d()` and `processinput_r()` functions.
* Remove `p->q16ang` and `p->q16horiz` direct setting from `FinalizeInput()`.
* Change `applylook()` to accept an `fixed_t adjustment` for changing the player's angle. This can either be `input.q16avel` when `cl_syncinput` is 0, or `sync[snum].q16angvel` when `cl_syncinput` is 1.
* Change `sethorizon()` to accept an `fixed_t adjustment` for changing the player's horizon. This can either be `input.q16horz` when `cl_syncinput` is 0, or `sync[snum].q16horz` when `cl_syncinput` is 1.
* Re-work `sethorizon()` to always adjust `p->q16horiz` using the true pitch code. This closer resembles the EDuke32 implementation as per SVN 7342.
* Re-work returning to center to work off the true pitch code and always ensure that the player returns to center.
* Implement work-around for RR where we need to call `sethorizon()` before the call to `fi.doincrements()` like the original game, but also after the call to `processweapon()` to apply any angle or horizon changes due to weapon recoil, etc. We work around this by calling `sethorizon()` from within `doincrements_r()` only if `cl_syncinput` is 1 and only if `doincrements_r()` is to return 1.
2020-08-03 21:19:45 +10:00

5085 lines
104 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2017-2019 - Nuke.YKT
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
This file is a combination of code from the following sources:
- EDuke 2 by Matt Saettler
- JFDuke by Jonathon Fowler (jf@jonof.id.au),
- DukeGDX and RedneckGDX by Alexander Makarov-[M210] (m210-2007@mail.ru)
- Redneck Rampage reconstructed source by Nuke.YKT
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "names.h"
#include "stats.h"
#include "constants.h"
BEGIN_DUKE_NS
int adjustfall(spritetype* s, int c);
//---------------------------------------------------------------------------
//
// this was once a macro
//
//---------------------------------------------------------------------------
void RANDOMSCRAP(spritetype *s, int i)
{
int r1 = krand(), r2 = krand(), r3 = krand(), r4 = krand(), r5 = krand(), r6 = krand(), r7 = krand();
int v = isRR() ? 16 : 48;
EGS(s->sectnum, s->x + (r7 & 255) - 128, s->y + (r6 & 255) - 128, s->z - (8 << 8) - (r5 & 8191), TILE_SCRAP6 + (r4 & 15), -8, v, v, r3 & 2047, (r2 & 63) + 64, -512 - (r1 & 2047), i, 5);
}
//---------------------------------------------------------------------------
//
// wrapper to ensure that if a sound actor is killed, the sound is stopped as well.
//
//---------------------------------------------------------------------------
void deletesprite(int num)
{
if (sprite[num].picnum == MUSICANDSFX && hittype[num].temp_data[0] == 1)
S_StopSound(sprite[num].lotag, num);
::deletesprite(num);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void addammo(int weapon, struct player_struct* p, int amount)
{
p->ammo_amount[weapon] += amount;
if (p->ammo_amount[weapon] > max_ammo_amount[weapon])
p->ammo_amount[weapon] = max_ammo_amount[weapon];
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkavailinven(struct player_struct* p)
{
if (p->firstaid_amount > 0)
p->inven_icon = ICON_FIRSTAID;
else if (p->steroids_amount > 0)
p->inven_icon = ICON_STEROIDS;
else if (p->holoduke_amount > 0)
p->inven_icon = ICON_HOLODUKE;
else if (p->jetpack_amount > 0)
p->inven_icon = ICON_JETPACK;
else if (p->heat_amount > 0)
p->inven_icon = ICON_HEATS;
else if (p->scuba_amount > 0)
p->inven_icon = ICON_SCUBA;
else if (p->boot_amount > 0)
p->inven_icon = ICON_BOOTS;
else p->inven_icon = ICON_NONE;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkavailweapon(struct player_struct* p)
{
short i, snum;
int weap;
if (p->wantweaponfire >= 0)
{
weap = p->wantweaponfire;
p->wantweaponfire = -1;
if (weap == p->curr_weapon) return;
else if (p->gotweapon[weap] && p->ammo_amount[weap] > 0)
{
fi.addweapon(p, weap);
return;
}
}
weap = p->curr_weapon;
if (p->gotweapon[weap] && p->ammo_amount[weap] > 0)
return;
snum = sprite[p->i].yvel;
int max = MAX_WEAPON;
for (i = 0; i <= max; i++)
{
weap = ud.wchoice[snum][i];
if ((g_gameType & GAMEFLAG_SHAREWARE) && weap > 6) continue;
if (weap == 0) weap = max;
else weap--;
if (weap == MIN_WEAPON || (p->gotweapon[weap] && p->ammo_amount[weap] > 0))
break;
}
if (i == MAX_WEAPON) weap = MIN_WEAPON;
// Found the weapon
p->last_weapon = p->curr_weapon;
p->random_club_frame = 0;
p->curr_weapon = weap;
if (isWW2GI())
{
SetGameVarID(g_iWeaponVarID, p->curr_weapon, snum, p->i);
if (p->curr_weapon >= 0)
{
SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[p->curr_weapon][snum], snum, p->i);
}
else
{
SetGameVarID(g_iWorksLikeVarID, -1, snum, p->i);
}
OnEvent(EVENT_CHANGEWEAPON, p->i, snum, -1);
}
p->kickback_pic = 0;
if (p->holster_weapon == 1)
{
p->holster_weapon = 0;
p->weapon_pos = 10;
}
else p->weapon_pos = -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void clearcamera(player_struct* ps)
{
ps->newowner = -1;
ps->posx = ps->oposx;
ps->posy = ps->oposy;
ps->posz = ps->oposz;
ps->q16ang = ps->oq16ang;
updatesector(ps->posx, ps->posy, &ps->cursectnum);
setpal(ps);
int k = headspritestat[STAT_ACTOR];
while (k >= 0)
{
if (sprite[k].picnum == TILE_CAMERA1)
sprite[k].yvel = 0;
k = nextspritestat[k];
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ssp(int i, unsigned int cliptype) //The set sprite function
{
spritetype* s;
int movetype;
s = &sprite[i];
movetype = fi.movesprite(i,
(s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14,
(s->xvel * (sintable[s->ang & 2047])) >> 14, s->zvel,
cliptype);
return (movetype == 0);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void insertspriteq(int i)
{
if (spriteqamount > 0)
{
if (spriteq[spriteqloc] >= 0)
sprite[spriteq[spriteqloc]].xrepeat = 0;
spriteq[spriteqloc] = i;
spriteqloc = (spriteqloc + 1) % spriteqamount;
}
else sprite[i].xrepeat = sprite[i].yrepeat = 0;
}
//---------------------------------------------------------------------------
//
// consolidation of several nearly identical functions
//
//---------------------------------------------------------------------------
void lotsofstuff(spritetype* s, short n, int spawntype)
{
short i, j;
for (i = n; i > 0; i--)
{
short r1 = krand(), r2 = krand(); // using the RANDCORRECT version from RR.
// TRANSITIONAL RedNukem sets the spawner as owner.
j = EGS(s->sectnum, s->x, s->y, s->z - (r2 % (47 << 8)), spawntype, -32, 8, 8, r1 & 2047, 0, 0, 0, 5);
sprite[j].cstat = krand() & 12;
}
}
//---------------------------------------------------------------------------
//
// movesector - why is this in actors.cpp?
//
//---------------------------------------------------------------------------
void ms(short i)
{
//T1,T2 and T3 are used for all the sector moving stuff!!!
short startwall, endwall, x;
int tx, ty;
spritetype* s;
s = &sprite[i];
s->x += (s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14;
s->y += (s->xvel * (sintable[s->ang & 2047])) >> 14;
int j = hittype[i].temp_data[1];
int k = hittype[i].temp_data[2];
startwall = sector[s->sectnum].wallptr;
endwall = startwall + sector[s->sectnum].wallnum;
for (x = startwall; x < endwall; x++)
{
rotatepoint(
0, 0,
msx[j], msy[j],
k & 2047, &tx, &ty);
dragpoint(x, s->x + tx, s->y + ty);
j++;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movecyclers(void)
{
short q, j, x, t, s, * c;
walltype* wal;
char cshade;
for (q = numcyclers - 1; q >= 0; q--)
{
c = &cyclers[q][0];
s = c[0];
t = c[3];
j = t + (sintable[c[1] & 2047] >> 10);
cshade = c[2];
if (j < cshade) j = cshade;
else if (j > t) j = t;
c[1] += sector[s].extra;
if (c[5])
{
wal = &wall[sector[s].wallptr];
for (x = sector[s].wallnum; x > 0; x--, wal++)
if (wal->hitag != 1)
{
wal->shade = j;
if ((wal->cstat & CSTAT_WALL_BOTTOM_SWAP) && wal->nextwall >= 0)
wall[wal->nextwall].shade = j;
}
sector[s].floorshade = sector[s].ceilingshade = j;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movedummyplayers(void)
{
short i, p, nexti;
i = headspritestat[STAT_DUMMYPLAYER];
while (i >= 0)
{
nexti = nextspritestat[i];
p = sprite[sprite[i].owner].yvel;
if ((!isRR() && ps[p].on_crane >= 0) || sector[ps[p].cursectnum].lotag != 1 || sprite[ps[p].i].extra <= 0)
{
ps[p].dummyplayersprite = -1;
deletesprite(i);
i = nexti;
continue;
}
else
{
if (ps[p].on_ground && ps[p].on_warping_sector == 1 && sector[ps[p].cursectnum].lotag == 1)
{
sprite[i].cstat = CSTAT_SPRITE_BLOCK_ALL;
sprite[i].z = sector[sprite[i].sectnum].ceilingz + (27 << 8);
sprite[i].ang = ps[p].getang();
if (hittype[i].temp_data[0] == 8)
hittype[i].temp_data[0] = 0;
else hittype[i].temp_data[0]++;
}
else
{
if (sector[sprite[i].sectnum].lotag != 2) sprite[i].z = sector[sprite[i].sectnum].floorz;
sprite[i].cstat = (short)32768;
}
}
sprite[i].x += (ps[p].posx - ps[p].oposx);
sprite[i].y += (ps[p].posy - ps[p].oposy);
setsprite(i, sprite[i].x, sprite[i].y, sprite[i].z);
i = nexti;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void moveplayers(void) //Players
{
short i, nexti;
int otherx;
spritetype* s;
struct player_struct* p;
i = headspritestat[STAT_PLAYER];
while (i >= 0)
{
nexti = nextspritestat[i];
s = &sprite[i];
p = &ps[s->yvel];
if (s->owner >= 0)
{
if (p->newowner >= 0) //Looking thru the camera
{
s->x = p->oposx;
s->y = p->oposy;
hittype[i].bposz = s->z = p->oposz + PHEIGHT;
s->ang = p->getoang();
setsprite(i, s->x, s->y, s->z);
}
else
{
if (ud.multimode > 1)
otherp = findotherplayer(s->yvel, &otherx);
else
{
otherp = s->yvel;
otherx = 0;
}
execute(i, s->yvel, otherx);
if (ud.multimode > 1)
if (sprite[ps[otherp].i].extra > 0)
{
if (s->yrepeat > 32 && sprite[ps[otherp].i].yrepeat < 32)
{
if (otherx < 1400 && p->knee_incs == 0)
{
p->knee_incs = 1;
p->weapon_pos = -1;
p->actorsqu = ps[otherp].i;
}
}
}
if (ud.god)
{
s->extra = max_player_health;
s->cstat = 257;
if (!isWW2GI() && !isRR())
p->jetpack_amount = 1599;
}
if (s->extra > 0)
{
// currently alive...
hittype[i].owner = i;
if (ud.god == 0)
if (fi.ceilingspace(s->sectnum) || fi.floorspace(s->sectnum))
quickkill(p);
}
else
{
p->posx = s->x;
p->posy = s->y;
p->posz = s->z - (20 << 8);
p->newowner = -1;
}
s->ang = p->getang();
}
}
else
{
if (p->holoduke_on == -1)
{
deletesprite(i);
i = nexti;
continue;
}
hittype[i].bposx = s->x;
hittype[i].bposy = s->y;
hittype[i].bposz = s->z;
s->cstat = 0;
if (s->xrepeat < 42)
{
s->xrepeat += 4;
s->cstat |= 2;
}
else s->xrepeat = 42;
if (s->yrepeat < 36)
s->yrepeat += 4;
else
{
s->yrepeat = 36;
if (sector[s->sectnum].lotag != ST_2_UNDERWATER)
makeitfall(i);
if (s->zvel == 0 && sector[s->sectnum].lotag == ST_1_ABOVE_WATER)
s->z += (32 << 8);
}
if (s->extra < 8)
{
s->xvel = 128;
s->ang = p->getang();
s->extra++;
//IFMOVING; // JBF 20040825: is really "if (ssp(i,CLIPMASK0)) ;" which is probably
ssp(i, CLIPMASK0); // not the safest of ideas because a zealous optimiser probably sees
// it as redundant, so I'll call the "ssp(i,CLIPMASK0)" explicitly.
}
else
{
s->ang = 2047 - (p->getang());
setsprite(i, s->x, s->y, s->z);
}
}
if (sector[s->sectnum].ceilingstat & 1)
s->shade += (sector[s->sectnum].ceilingshade - s->shade) >> 1;
else
s->shade += (sector[s->sectnum].floorshade - s->shade) >> 1;
i = nexti;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movefx(void)
{
short i, j, nexti, p;
int x, ht;
spritetype* s;
i = headspritestat[STAT_FX];
while (i >= 0)
{
s = &sprite[i];
nexti = nextspritestat[i];
switch (s->picnum)
{
case RESPAWN:
if (sprite[i].extra == 66)
{
j = fi.spawn(i, sprite[i].hitag);
if (isRRRA())
{
respawn_rrra(i, j);
}
else
{
deletesprite(i);
}
}
else if (sprite[i].extra > (66 - 13))
sprite[i].extra++;
break;
case MUSICANDSFX:
ht = s->hitag;
if (hittype[i].temp_data[1] != (int)SoundEnabled())
{
hittype[i].temp_data[1] = SoundEnabled();
hittype[i].temp_data[0] = 0;
}
if (s->lotag >= 1000 && s->lotag < 2000)
{
x = ldist(&sprite[ps[screenpeek].i], s);
if (x < ht && hittype[i].temp_data[0] == 0)
{
FX_SetReverb(s->lotag - 1000);
hittype[i].temp_data[0] = 1;
}
if (x >= ht && hittype[i].temp_data[0] == 1)
{
FX_SetReverb(0);
FX_SetReverbDelay(0);
hittype[i].temp_data[0] = 0;
}
}
else if (s->lotag < 999 && (unsigned)sector[s->sectnum].lotag < ST_9_SLIDING_ST_DOOR && snd_ambience && sector[sprite[i].sectnum].floorz != sector[sprite[i].sectnum].ceilingz)
{
auto flags = S_GetUserFlags(s->lotag);
if (flags & SF_MSFX)
{
int x = dist(&sprite[ps[screenpeek].i], s);
if (x < ht && hittype[i].temp_data[0] == 0)
{
// Start playing an ambience sound.
S_PlayActorSound(s->lotag, i, CHAN_AUTO, CHANF_LOOP);
hittype[i].temp_data[0] = 1; // AMBIENT_SFX_PLAYING
}
else if (x >= ht && hittype[i].temp_data[0] == 1)
{
// Stop playing ambience sound because we're out of its range.
S_StopSound(s->lotag, i);
}
}
if ((flags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL)
{
if (hittype[i].temp_data[4] > 0) hittype[i].temp_data[4]--;
else for (p = connecthead; p >= 0; p = connectpoint2[p])
if (p == myconnectindex && ps[p].cursectnum == s->sectnum)
{
S_PlaySound(s->lotag + (unsigned)global_random % (s->hitag + 1));
hittype[i].temp_data[4] = 26 * 40 + (global_random % (26 * 40));
}
}
}
break;
}
i = nexti;
}
}
//---------------------------------------------------------------------------
//
// split out of movestandables
//
//---------------------------------------------------------------------------
void movecrane(int i, int crane)
{
auto t = &hittype[i].temp_data[0];
auto s = &sprite[i];
int sect = s->sectnum;
int x;
//t[0] = state
//t[1] = checking sector number
if (s->xvel) getglobalz(i);
if (t[0] == 0) //Waiting to check the sector
{
int j = headspritesect[t[1]];
while (j >= 0)
{
int nextj = nextspritesect[j];
switch (sprite[j].statnum)
{
case STAT_ACTOR:
case STAT_ZOMBIEACTOR:
case STAT_STANDABLE:
case STAT_PLAYER:
s->ang = getangle(msx[t[4] + 1] - s->x, msy[t[4] + 1] - s->y);
setsprite(j, msx[t[4] + 1], msy[t[4] + 1], sprite[j].z);
t[0]++;
deletesprite(i);
return;
}
j = nextj;
}
}
else if (t[0] == 1)
{
if (s->xvel < 184)
{
s->picnum = crane + 1;
s->xvel += 8;
}
//IFMOVING; // JBF 20040825: see my rant above about this
ssp(i, CLIPMASK0);
if (sect == t[1])
t[0]++;
}
else if (t[0] == 2 || t[0] == 7)
{
s->z += (1024 + 512);
if (t[0] == 2)
{
if ((sector[sect].floorz - s->z) < (64 << 8))
if (s->picnum > crane) s->picnum--;
if ((sector[sect].floorz - s->z) < (4096 + 1024))
t[0]++;
}
if (t[0] == 7)
{
if ((sector[sect].floorz - s->z) < (64 << 8))
{
if (s->picnum > crane) s->picnum--;
else
{
if (s->owner == -2)
{
auto p = findplayer(s, &x);
S_PlayActorSound(isRR() ? 390 : DUKE_GRUNT, ps[p].i);
if (ps[p].on_crane == i)
ps[p].on_crane = -1;
}
t[0]++;
s->owner = -1;
}
}
}
}
else if (t[0] == 3)
{
s->picnum++;
if (s->picnum == (crane + 2))
{
auto p = checkcursectnums(t[1]);
if (p >= 0 && ps[p].on_ground)
{
s->owner = -2;
ps[p].on_crane = i;
S_PlayActorSound(isRR() ? 390 : DUKE_GRUNT, ps[p].i);
ps[p].setang(s->ang + 1024, true);
}
else
{
int j = headspritesect[t[1]];
while (j >= 0)
{
switch (sprite[j].statnum)
{
case 1:
case 6:
s->owner = j;
break;
}
j = nextspritesect[j];
}
}
t[0]++;//Grabbed the sprite
t[2] = 0;
return;
}
}
else if (t[0] == 4) //Delay before going up
{
t[2]++;
if (t[2] > 10)
t[0]++;
}
else if (t[0] == 5 || t[0] == 8)
{
if (t[0] == 8 && s->picnum < (crane + 2))
if ((sector[sect].floorz - s->z) > 8192)
s->picnum++;
if (s->z < msx[t[4] + 2])
{
t[0]++;
s->xvel = 0;
}
else
s->z -= (1024 + 512);
}
else if (t[0] == 6)
{
if (s->xvel < 192)
s->xvel += 8;
s->ang = getangle(msx[t[4]] - s->x, msy[t[4]] - s->y);
//IFMOVING; // JBF 20040825: see my rant above about this
ssp(i, CLIPMASK0);
if (((s->x - msx[t[4]]) * (s->x - msx[t[4]]) + (s->y - msy[t[4]]) * (s->y - msy[t[4]])) < (128 * 128))
t[0]++;
}
else if (t[0] == 9)
t[0] = 0;
setsprite(msy[t[4] + 2], s->x, s->y, s->z - (34 << 8));
if (s->owner != -1)
{
auto p = findplayer(s, &x);
int j = fi.ifhitbyweapon(i);
if (j >= 0)
{
if (s->owner == -2)
if (ps[p].on_crane == i)
ps[p].on_crane = -1;
s->owner = -1;
s->picnum = crane;
return;
}
if (s->owner >= 0)
{
setsprite(s->owner, s->x, s->y, s->z);
hittype[s->owner].bposx = s->x;
hittype[s->owner].bposy = s->y;
hittype[s->owner].bposz = s->z;
s->zvel = 0;
}
else if (s->owner == -2)
{
auto ang = ps[p].getang();
ps[p].oposx = ps[p].posx = s->x - (sintable[(ang + 512) & 2047] >> 6);
ps[p].oposy = ps[p].posy = s->y - (sintable[ang & 2047] >> 6);
ps[p].oposz = ps[p].posz = s->z + (2 << 8);
setsprite(ps[p].i, ps[p].posx, ps[p].posy, ps[p].posz);
ps[p].cursectnum = sprite[ps[p].i].sectnum;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movefountain(int i, int fountain)
{
auto t = &hittype[i].temp_data[0];
auto s = &sprite[i];
int x;
if (t[0] > 0)
{
if (t[0] < 20)
{
t[0]++;
s->picnum++;
if (s->picnum == fountain + 3)
s->picnum = fountain + 1;
}
else
{
findplayer(s, &x);
if (x > 512)
{
t[0] = 0;
s->picnum = fountain;
}
else t[0] = 1;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void moveflammable(int i, int tire, int box, int pool)
{
auto s = &sprite[i];
int j;
if (hittype[i].temp_data[0] == 1)
{
hittype[i].temp_data[1]++;
if ((hittype[i].temp_data[1] & 3) > 0) return;
if (!isRR() && s->picnum == tire && hittype[i].temp_data[1] == 32)
{
s->cstat = 0;
j = fi.spawn(i, pool);
sprite[j].shade = 127;
}
else
{
if (s->shade < 64) s->shade++;
else
{
deletesprite(i);
return;
}
}
j = s->xrepeat - (krand() & 7);
if (j < 10)
{
deletesprite(i);
return;
}
s->xrepeat = j;
j = s->yrepeat - (krand() & 7);
if (j < 4)
{
deletesprite(i);
return;
}
s->yrepeat = j;
}
if (box >= 0 && s->picnum == box)
{
makeitfall(i);
hittype[i].ceilingz = sector[s->sectnum].ceilingz;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void detonate(int i, int explosion)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
earthquaketime = 16;
int j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if (s->hitag == sprite[j].hitag)
{
if (sprite[j].lotag == SE_13_EXPLOSIVE)
{
if (hittype[j].temp_data[2] == 0)
hittype[j].temp_data[2] = 1;
}
else if (sprite[j].lotag == SE_8_UP_OPEN_DOOR_LIGHTS)
hittype[j].temp_data[4] = 1;
else if (sprite[j].lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL)
{
if (hittype[j].temp_data[0] == 0)
hittype[j].temp_data[0] = 1;
}
else if (sprite[j].lotag == SE_21_DROP_FLOOR)
hittype[j].temp_data[0] = 1;
}
j = nextspritestat[j];
}
s->z -= (32 << 8);
if ((t[3] == 1 && s->xrepeat) || s->lotag == -99)
{
int x = s->extra;
fi.spawn(i, explosion);
fi.hitradius(i, seenineblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
S_PlayActorSound(PIPEBOMB_EXPLODE, i);
}
if (s->xrepeat)
for (int x = 0; x < 8; x++) RANDOMSCRAP(s, i);
deletesprite(i);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movemasterswitch(int i, int spectype1, int spectype2)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
if (s->yvel == 1)
{
s->hitag--;
if (s->hitag <= 0)
{
operatesectors(s->sectnum, i);
int j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].statnum == 3)
{
switch (sprite[j].lotag)
{
case SE_2_EARTHQUAKE:
case SE_21_DROP_FLOOR:
case SE_31_FLOOR_RISE_FALL:
case SE_32_CEILING_RISE_FALL:
case SE_36_PROJ_SHOOTER:
hittype[j].temp_data[0] = 1;
break;
case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT:
hittype[j].temp_data[4] = 1;
break;
}
}
else if (sprite[j].statnum == 6)
{
if (sprite[j].picnum == spectype1 || sprite[j].picnum == spectype2) // SEENINE and OOZFILTER
{
sprite[j].shade = -31;
}
}
j = nextspritesect[j];
}
deletesprite(i);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movetrash(int i)
{
auto s = &sprite[i];
if (s->xvel == 0) s->xvel = 1;
if (ssp(i, CLIPMASK0))
{
makeitfall(i);
if (krand() & 1) s->zvel -= 256;
if (abs(s->xvel) < 48)
s->xvel += (krand() & 3);
}
else deletesprite(i);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movewaterdrip(int i, int drip)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int sect = s->sectnum;
if (t[1])
{
t[1]--;
if (t[1] == 0)
s->cstat &= 32767;
}
else
{
makeitfall(i);
ssp(i, CLIPMASK0);
if (s->xvel > 0) s->xvel -= 2;
if (s->zvel == 0)
{
s->cstat |= 32768;
if (s->pal != 2 && (isRR() || s->hitag == 0))
S_PlayActorSound(SOMETHING_DRIPPING, i);
if (sprite[s->owner].picnum != drip)
{
deletesprite(i);
}
else
{
hittype[i].bposz = s->z = t[0];
t[1] = 48 + (krand() & 31);
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movedoorshock(int i)
{
auto s = &sprite[i];
int sect = s->sectnum;
int j = abs(sector[sect].ceilingz - sector[sect].floorz) >> 9;
s->yrepeat = j + 4;
s->xrepeat = 16;
s->z = sector[sect].floorz;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movetouchplate(int i, int plate)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int sect = s->sectnum;
int x;
int p;
if (t[1] == 1 && s->hitag >= 0) //Move the sector floor
{
x = sector[sect].floorz;
if (t[3] == 1)
{
if (x >= t[2])
{
sector[sect].floorz = x;
t[1] = 0;
}
else
{
sector[sect].floorz += sector[sect].extra;
p = checkcursectnums(sect);
if (p >= 0) ps[p].posz += sector[sect].extra;
}
}
else
{
if (x <= s->z)
{
sector[sect].floorz = s->z;
t[1] = 0;
}
else
{
sector[sect].floorz -= sector[sect].extra;
p = checkcursectnums(sect);
if (p >= 0)
ps[p].posz -= sector[sect].extra;
}
}
return;
}
if (t[5] == 1) return;
p = checkcursectnums(sect);
if (p >= 0 && (ps[p].on_ground || s->ang == 512))
{
if (t[0] == 0 && !check_activator_motion(s->lotag))
{
t[0] = 1;
t[1] = 1;
t[3] = !t[3];
operatemasterswitches(s->lotag);
operateactivators(s->lotag, p);
if (s->hitag > 0)
{
s->hitag--;
if (s->hitag == 0) t[5] = 1;
}
}
}
else t[0] = 0;
if (t[1] == 1)
{
int j = headspritestat[STAT_STANDABLE];
while (j >= 0)
{
if (j != i && sprite[j].picnum == plate && sprite[j].lotag == s->lotag)
{
hittype[j].temp_data[1] = 1;
hittype[j].temp_data[3] = t[3];
}
j = nextspritestat[j];
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void moveooz(int i, int seenine, int seeninedead, int ooz, int explosion)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int j;
if (s->shade != -32 && s->shade != -33)
{
if (s->xrepeat)
j = (fi.ifhitbyweapon(i) >= 0);
else
j = 0;
if (j || s->shade == -31)
{
if (j) s->lotag = 0;
t[3] = 1;
j = headspritestat[STAT_STANDABLE];
while (j >= 0)
{
if (s->hitag == sprite[j].hitag && (sprite[j].picnum == seenine || sprite[j].picnum == ooz))
sprite[j].shade = -32;
j = nextspritestat[j];
}
}
}
else
{
if (s->shade == -32)
{
if (s->lotag > 0)
{
s->lotag -= 3;
if (s->lotag <= 0) s->lotag = -99;
}
else
s->shade = -33;
}
else
{
if (s->xrepeat > 0)
{
hittype[i].temp_data[2]++;
if (hittype[i].temp_data[2] == 3)
{
if (s->picnum == ooz)
{
hittype[i].temp_data[2] = 0;
detonate(i, explosion);
return;
}
if (s->picnum != (seeninedead + 1))
{
hittype[i].temp_data[2] = 0;
if (s->picnum == seeninedead) s->picnum++;
else if (s->picnum == seenine)
s->picnum = seeninedead;
}
else
{
detonate(i, explosion);
return;
}
}
return;
}
detonate(i, explosion);
return;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movecanwithsomething(int i)
{
auto s = &sprite[i];
makeitfall(i);
int j = fi.ifhitbyweapon(i);
if (j >= 0)
{
S_PlayActorSound(VENT_BUST, i);
for (j = 0; j < 10; j++)
RANDOMSCRAP(s, i);
if (s->lotag) fi.spawn(i, s->lotag);
deletesprite(i);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void bounce(int i)
{
int k, l, daang, dax, day, daz, xvect, yvect, zvect;
short hitsect;
spritetype* s = &sprite[i];
xvect = mulscale10(s->xvel, sintable[(s->ang + 512) & 2047]);
yvect = mulscale10(s->xvel, sintable[s->ang & 2047]);
zvect = s->zvel;
hitsect = s->sectnum;
k = sector[hitsect].wallptr; l = wall[k].point2;
daang = getangle(wall[l].x - wall[k].x, wall[l].y - wall[k].y);
if (s->z < (hittype[i].floorz + hittype[i].ceilingz) >> 1)
k = sector[hitsect].ceilingheinum;
else
k = sector[hitsect].floorheinum;
dax = mulscale14(k, sintable[(daang) & 2047]);
day = mulscale14(k, sintable[(daang + 1536) & 2047]);
daz = 4096;
k = xvect * dax + yvect * day + zvect * daz;
l = dax * dax + day * day + daz * daz;
if ((abs(k) >> 14) < l)
{
k = divscale17(k, l);
xvect -= mulscale16(dax, k);
yvect -= mulscale16(day, k);
zvect -= mulscale16(daz, k);
}
s->zvel = zvect;
s->xvel = ksqrt(dmulscale8(xvect, xvect, yvect, yvect));
s->ang = getangle(xvect, yvect);
}
//---------------------------------------------------------------------------
//
// taken out of moveweapon
//
//---------------------------------------------------------------------------
void movetongue(int i, int tongue, int jaw)
{
spritetype* s = &sprite[i];
hittype[i].temp_data[0] = sintable[(hittype[i].temp_data[1]) & 2047] >> 9;
hittype[i].temp_data[1] += 32;
if (hittype[i].temp_data[1] > 2047)
{
deletesprite(i);
return;
}
if (sprite[s->owner].statnum == MAXSTATUS)
if (badguy(&sprite[s->owner]) == 0)
{
deletesprite(i);
return;
}
s->ang = sprite[s->owner].ang;
s->x = sprite[s->owner].x;
s->y = sprite[s->owner].y;
if (sprite[s->owner].picnum == TILE_APLAYER)
s->z = sprite[s->owner].z - (34 << 8);
for (int k = 0; k < hittype[i].temp_data[0]; k++)
{
int q = EGS(s->sectnum,
s->x + ((k * sintable[(s->ang + 512) & 2047]) >> 9),
s->y + ((k * sintable[s->ang & 2047]) >> 9),
s->z + ((k * ksgn(s->zvel)) * abs(s->zvel / 12)), tongue, -40 + (k << 1),
8, 8, 0, 0, 0, i, 5);
sprite[q].cstat = 128;
sprite[q].pal = 8;
}
int k = hittype[i].temp_data[0]; // do not depend on the above loop counter.
int q = EGS(s->sectnum,
s->x + ((k * sintable[(s->ang + 512) & 2047]) >> 9),
s->y + ((k * sintable[s->ang & 2047]) >> 9),
s->z + ((k * ksgn(s->zvel)) * abs(s->zvel / 12)), jaw, -40,
32, 32, 0, 0, 0, i, 5);
sprite[q].cstat = 128;
if (hittype[i].temp_data[1] > 512 && hittype[i].temp_data[1] < (1024))
sprite[q].picnum = jaw + 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool respawnmarker(int i, int yellow, int green)
{
hittype[i].temp_data[0]++;
if (hittype[i].temp_data[0] > respawnitemtime)
{
deletesprite(i);
return false;
}
if (hittype[i].temp_data[0] >= (respawnitemtime >> 1) && hittype[i].temp_data[0] < ((respawnitemtime >> 1) + (respawnitemtime >> 2)))
sprite[i].picnum = yellow;
else if (hittype[i].temp_data[0] > ((respawnitemtime >> 1) + (respawnitemtime >> 2)))
sprite[i].picnum = green;
makeitfall(i);
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool rat(int i, bool makesound)
{
spritetype* s = &sprite[i];
makeitfall(i);
if (ssp(i, CLIPMASK0))
{
if (makesound && (krand() & 255) == 0) S_PlayActorSound(RATTY, i);
s->ang += (krand() & 31) - 15 + (sintable[(hittype[i].temp_data[0] << 8) & 2047] >> 11);
}
else
{
hittype[i].temp_data[0]++;
if (hittype[i].temp_data[0] > 1)
{
deletesprite(i);
return false;
}
else s->ang = (krand() & 2047);
}
if (s->xvel < 128)
s->xvel += 2;
s->ang += (krand() & 3) - 6;
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool queball(int i, int pocket, int queball, int stripeball)
{
spritetype* s = &sprite[i];
int j, nextj;
if (s->xvel)
{
j = headspritestat[STAT_DEFAULT];
while (j >= 0)
{
nextj = nextspritestat[j];
if (sprite[j].picnum == pocket && ldist(&sprite[j], s) < 52)
{
deletesprite(i);
return false;
}
j = nextj;
}
j = clipmove(&s->x, &s->y, &s->z, &s->sectnum,
(((s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14) * TICSPERFRAME) << 11,
(((s->xvel * (sintable[s->ang & 2047])) >> 14) * TICSPERFRAME) << 11,
24L, (4 << 8), (4 << 8), CLIPMASK1);
if (j & 49152)
{
if ((j & 49152) == 32768)
{
j &= (MAXWALLS - 1);
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;
}
else if ((j & 49152) == 49152)
{
j &= (MAXSPRITES - 1);
fi.checkhitsprite(i, j);
}
}
s->xvel--;
if (s->xvel < 0) s->xvel = 0;
if (s->picnum == stripeball)
{
s->cstat = 257;
s->cstat |= 4 & s->xvel;
s->cstat |= 8 & s->xvel;
}
}
else
{
int x;
int p = findplayer(s, &x);
if (x < 1596)
{
// if(s->pal == 12)
{
j = getincangle(ps[p].getang(), getangle(s->x - ps[p].posx, s->y - ps[p].posy));
if (j > -64 && j < 64 && PlayerInput(p, SKB_OPEN))
if (ps[p].toggle_key_flag == 1)
{
int a = headspritestat[STAT_ACTOR];
while (a >= 0)
{
if (sprite[a].picnum == queball || sprite[a].picnum == stripeball)
{
j = getincangle(ps[p].getang(), getangle(sprite[a].x - ps[p].posx, sprite[a].y - ps[p].posy));
if (j > -64 && j < 64)
{
int l;
findplayer(&sprite[a], &l);
if (x > l) break;
}
}
a = nextspritestat[a];
}
if (a == -1)
{
if (s->pal == 12)
s->xvel = 164;
else s->xvel = 140;
s->ang = ps[p].getang();
ps[p].toggle_key_flag = 2;
}
}
}
}
if (x < 512 && s->sectnum == ps[p].cursectnum)
{
s->ang = getangle(s->x - ps[p].posx, s->y - ps[p].posy);
s->xvel = 48;
}
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void forcesphere(int i, int forcesphere)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int sect = s->sectnum;
if (s->yvel == 0)
{
s->yvel = 1;
for (int l = 512; l < (2048 - 512); l += 128)
for (int j = 0; j < 2048; j += 128)
{
int k = fi.spawn(i, forcesphere);
sprite[k].cstat = 257 + 128;
sprite[k].clipdist = 64;
sprite[k].ang = j;
sprite[k].zvel = sintable[l & 2047] >> 5;
sprite[k].xvel = sintable[(l + 512) & 2047] >> 9;
sprite[k].owner = i;
}
}
if (t[3] > 0)
{
if (s->zvel < 6144)
s->zvel += 192;
s->z += s->zvel;
if (s->z > sector[sect].floorz)
s->z = sector[sect].floorz;
t[3]--;
if (t[3] == 0)
{
deletesprite(i);
return;
}
else if (t[2] > 10)
{
int j = headspritestat[STAT_MISC];
while (j >= 0)
{
if (sprite[j].owner == i && sprite[j].picnum == forcesphere)
hittype[j].temp_data[1] = 1 + (krand() & 63);
j = nextspritestat[j];
}
t[3] = 64;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void recon(int i, int explosion, int firelaser, int attacksnd, int painsnd, int roamsnd, int shift, int (*getspawn)(int i))
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int sect = s->sectnum;
int j, a;
getglobalz(i);
if (sector[s->sectnum].ceilingstat & 1)
s->shade += (sector[s->sectnum].ceilingshade - s->shade) >> 1;
else s->shade += (sector[s->sectnum].floorshade - s->shade) >> 1;
if (s->z < sector[sect].ceilingz + (32 << 8))
s->z = sector[sect].ceilingz + (32 << 8);
if (ud.multimode < 2)
{
if (actor_tog == 1)
{
s->cstat = (short)32768;
return;
}
else if (actor_tog == 2) s->cstat = 257;
}
j = fi.ifhitbyweapon(i); if (j >= 0)
{
if (s->extra < 0 && t[0] != -1)
{
t[0] = -1;
s->extra = 0;
}
if (painsnd >= 0) S_PlayActorSound(painsnd, i);
RANDOMSCRAP(s, i);
}
if (t[0] == -1)
{
s->z += 1024;
t[2]++;
if ((t[2] & 3) == 0) fi.spawn(i, explosion);
getglobalz(i);
s->ang += 96;
s->xvel = 128;
j = ssp(i, CLIPMASK0);
if (j != 1 || s->z > hittype[i].floorz)
{
for (int l = 0; l < 16; l++)
RANDOMSCRAP(s, i);
S_PlayActorSound(LASERTRIP_EXPLODE, i);
int sp = getspawn(i);
if (sp >= 0) fi.spawn(i, sp);
ps[myconnectindex].actors_killed++;
deletesprite(i);
}
return;
}
else
{
if (s->z > hittype[i].floorz - (48 << 8))
s->z = hittype[i].floorz - (48 << 8);
}
int x;
int p = findplayer(s, &x);
j = s->owner;
// 3 = findplayerz, 4 = shoot
if (t[0] >= 4)
{
t[2]++;
if ((t[2] & 15) == 0)
{
a = s->ang;
s->ang = hittype[i].tempang;
if (attacksnd >= 0) S_PlayActorSound(attacksnd, i);
fi.shoot(i, firelaser);
s->ang = a;
}
if (t[2] > (26 * 3) || !cansee(s->x, s->y, s->z - (16 << 8), s->sectnum, ps[p].posx, ps[p].posy, ps[p].posz, ps[p].cursectnum))
{
t[0] = 0;
t[2] = 0;
}
else hittype[i].tempang +=
getincangle(hittype[i].tempang, getangle(ps[p].posx - s->x, ps[p].posy - s->y)) / 3;
}
else if (t[0] == 2 || t[0] == 3)
{
t[3] = 0;
if (s->xvel > 0) s->xvel -= 16;
else s->xvel = 0;
if (t[0] == 2)
{
int l = ps[p].posz - s->z;
if (abs(l) < (48 << 8)) t[0] = 3;
else s->z += sgn(ps[p].posz - s->z) << shift; // The shift here differs between Duke and RR.
}
else
{
t[2]++;
if (t[2] > (26 * 3) || !cansee(s->x, s->y, s->z - (16 << 8), s->sectnum, ps[p].posx, ps[p].posy, ps[p].posz, ps[p].cursectnum))
{
t[0] = 1;
t[2] = 0;
}
else if ((t[2] & 15) == 0 && attacksnd >= 0)
{
S_PlayActorSound(attacksnd, i);
fi.shoot(i, firelaser);
}
}
s->ang += getincangle(s->ang, getangle(ps[p].posx - s->x, ps[p].posy - s->y)) >> 2;
}
if (t[0] != 2 && t[0] != 3)
{
int l = ldist(&sprite[j], s);
if (l <= 1524)
{
a = s->ang;
s->xvel >>= 1;
}
else a = getangle(sprite[j].x - s->x, sprite[j].y - s->y);
if (t[0] == 1 || t[0] == 4) // Found a locator and going with it
{
l = dist(&sprite[j], s);
if (l <= 1524) { if (t[0] == 1) t[0] = 0; else t[0] = 5; }
else
{
// Control speed here
if (l > 1524) { if (s->xvel < 256) s->xvel += 32; }
else
{
if (s->xvel > 0) s->xvel -= 16;
else s->xvel = 0;
}
}
if (t[0] < 2) t[2]++;
if (x < 6144 && t[0] < 2 && t[2] > (26 * 4))
{
t[0] = 2 + (krand() & 2);
t[2] = 0;
hittype[i].tempang = s->ang;
}
}
if (t[0] == 0 || t[0] == 5)
{
if (t[0] == 0)
t[0] = 1;
else t[0] = 4;
j = s->owner = LocateTheLocator(s->hitag, -1);
if (j == -1)
{
s->hitag = j = hittype[i].temp_data[5];
s->owner = LocateTheLocator(j, -1);
j = s->owner;
if (j == -1)
{
deletesprite(i);
return;
}
}
else s->hitag++;
}
t[3] = getincangle(s->ang, a);
s->ang += t[3] >> 3;
if (s->z < sprite[j].z)
s->z += 1024;
else s->z -= 1024;
}
if (roamsnd >= 0 && S_CheckSoundPlaying(roamsnd) < 2)
S_PlayActorSound(roamsnd, i);
ssp(i, CLIPMASK0);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ooz(int i)
{
getglobalz(i);
int j = (hittype[i].floorz - hittype[i].ceilingz) >> 9;
if (j > 255) j = 255;
int x = 25 - (j >> 1);
if (x < 8) x = 8;
else if (x > 48) x = 48;
spritetype* s = &sprite[i];
s->yrepeat = j;
s->xrepeat = x;
s->z = hittype[i].floorz;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT, int REACTORSPARK, int REACTOR2SPARK)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int sect = s->sectnum;
if (t[4] == 1)
{
int j = headspritesect[sect];
while (j >= 0)
{
if (sprite[j].picnum == SECTOREFFECTOR)
{
if (sprite[j].lotag == 1)
{
sprite[j].lotag = (short)65535;
sprite[j].hitag = (short)65535;
}
}
else if (sprite[j].picnum == REACTOR)
{
sprite[j].picnum = REACTORBURNT;
}
else if (sprite[j].picnum == REACTOR2)
{
sprite[j].picnum = REACTOR2BURNT;
}
else if (sprite[j].picnum == REACTORSPARK || sprite[j].picnum == REACTOR2SPARK)
{
sprite[j].cstat = (short)32768;
}
j = nextspritesect[j];
}
return;
}
if (t[1] >= 20)
{
t[4] = 1;
return;
}
int x;
int p = findplayer(s, &x);
t[2]++;
if (t[2] == 4) t[2] = 0;
if (x < 4096)
{
if ((krand() & 255) < 16)
{
if (!S_CheckSoundPlaying(DUKE_LONGTERM_PAIN))
S_PlayActorSound(DUKE_LONGTERM_PAIN, ps[p].i);
S_PlayActorSound(SHORT_CIRCUIT, i);
sprite[ps[p].i].extra--;
SetPlayerPal(&ps[p], PalEntry(32, 32, 0, 0));
}
t[0] += 128;
if (t[3] == 0)
t[3] = 1;
}
else t[3] = 0;
if (t[1])
{
int j;
t[1]++;
t[4] = s->z;
s->z = sector[sect].floorz - (krand() % (sector[sect].floorz - sector[sect].ceilingz));
switch (t[1])
{
case 3:
//Turn on all of those flashing sectoreffector.
fi.hitradius(i, 4096,
impact_damage << 2,
impact_damage << 2,
impact_damage << 2,
impact_damage << 2);
j = headspritestat[STAT_STANDABLE];
while (j >= 0)
{
if (sprite[j].picnum == MASTERSWITCH)
if (sprite[j].hitag == s->hitag)
if (sprite[j].yvel == 0)
sprite[j].yvel = 1;
j = nextspritestat[j];
}
break;
case 4:
case 7:
case 10:
case 15:
j = headspritesect[sect];
while (j >= 0)
{
int l = nextspritesect[j];
if (j != i)
{
deletesprite(j);
break;
}
j = l;
}
break;
}
for (x = 0; x < 16; x++)
RANDOMSCRAP(s, i);
s->z = t[4];
t[4] = 0;
}
else
{
int j = fi.ifhitbyweapon(i);
if (j >= 0)
{
for (x = 0; x < 32; x++)
RANDOMSCRAP(s, i);
if (s->extra < 0)
t[1] = 1;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void camera(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
if (t[0] == 0)
{
t[1] += 8;
if (camerashitable)
{
int j = fi.ifhitbyweapon(i);
if (j >= 0)
{
t[0] = 1; // static
s->cstat = (short)32768;
for (int x = 0; x < 5; x++)
RANDOMSCRAP(s, i);
return;
}
}
if (s->hitag > 0)
{
if (t[1] < s->hitag)
s->ang += 8;
else if (t[1] < (s->hitag * 3))
s->ang -= 8;
else if (t[1] < (s->hitag << 2))
s->ang += 8;
else
{
t[1] = 8;
s->ang += 16;
}
}
}
}
//---------------------------------------------------------------------------
//
// taken out of moveexplosion
//
//---------------------------------------------------------------------------
void forcesphere(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int l = s->xrepeat;
if (t[1] > 0)
{
t[1]--;
if (t[1] == 0)
{
deletesprite(i);
return;
}
}
if (hittype[s->owner].temp_data[1] == 0)
{
if (t[0] < 64)
{
t[0]++;
l += 3;
}
}
else
if (t[0] > 64)
{
t[0]--;
l -= 3;
}
s->x = sprite[s->owner].x;
s->y = sprite[s->owner].y;
s->z = sprite[s->owner].z;
s->ang += hittype[s->owner].temp_data[0];
if (l > 64) l = 64;
else if (l < 1) l = 1;
s->xrepeat = l;
s->yrepeat = l;
s->shade = (l >> 1) - 48;
for (int j = t[0]; j > 0; j--)
ssp(i, CLIPMASK0);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void watersplash2(int i)
{
spritetype* s = &sprite[i];
int sect = s->sectnum;
auto t = &hittype[i].temp_data[0];
t[0]++;
if (t[0] == 1)
{
if (sector[sect].lotag != 1 && sector[sect].lotag != 2)
{
deletesprite(i);
return;
}
if (!S_CheckSoundPlaying(ITEM_SPLASH))
S_PlayActorSound(ITEM_SPLASH, i);
}
if (t[0] == 3)
{
t[0] = 0;
t[1]++;
}
if (t[1] == 5)
deletesprite(i);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void frameeffect1(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
if (s->owner >= 0)
{
t[0]++;
if (t[0] > 7)
{
deletesprite(i);
return;
}
else if (t[0] > 4)
s->cstat |= 512 + 2;
else if (t[0] > 2)
s->cstat |= 2;
s->xoffset = sprite[s->owner].xoffset;
s->yoffset = sprite[s->owner].yoffset;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool money(int i, int BLOODPOOL)
{
spritetype* s = &sprite[i];
int sect = s->sectnum;
auto t = &hittype[i].temp_data[0];
s->xvel = (krand() & 7) + (sintable[hittype[i].temp_data[0] & 2047] >> 9);
hittype[i].temp_data[0] += (krand() & 63);
if ((hittype[i].temp_data[0] & 2047) > 512 && (hittype[i].temp_data[0] & 2047) < 1596)
{
if (sector[sect].lotag == 2)
{
if (s->zvel < 64)
s->zvel += (gc >> 5) + (krand() & 7);
}
else
if (s->zvel < 144)
s->zvel += (gc >> 5) + (krand() & 7);
}
ssp(i, CLIPMASK0);
if ((krand() & 3) == 0)
setsprite(i, s->x, s->y, s->z);
if (s->sectnum == -1)
{
deletesprite(i);
return false;
}
int l = getflorzofslope(s->sectnum, s->x, s->y);
if (s->z > l)
{
s->z = l;
insertspriteq(i);
sprite[i].picnum++;
int j = headspritestat[STAT_MISC];
while (j >= 0)
{
if (sprite[j].picnum == BLOODPOOL)
if (ldist(s, &sprite[j]) < 348)
{
s->pal = 2;
break;
}
j = nextspritestat[j];
}
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool jibs(int i, int JIBS6, bool timeout, bool callsetsprite, bool floorcheck, bool zcheck1, bool zcheck2)
{
spritetype* s = &sprite[i];
int sect = s->sectnum;
auto t = &hittype[i].temp_data[0];
if (s->xvel > 0) s->xvel--;
else s->xvel = 0;
if (timeout)
{
if (t[5] < 30 * 10)
t[5]++;
else
{
deletesprite(i);
return false;
}
}
if (s->zvel > 1024 && s->zvel < 1280)
{
setsprite(i, s->x, s->y, s->z);
sect = s->sectnum;
}
if (callsetsprite) setsprite(i, s->x, s->y, s->z);
int l = getflorzofslope(sect, s->x, s->y);
int x = getceilzofslope(sect, s->x, s->y);
if (x == l || sect < 0 || sect >= MAXSECTORS)
{
deletesprite(i);
return false;
}
if (s->z < l - (2 << 8))
{
if (t[1] < 2) t[1]++;
else if (sector[sect].lotag != 2)
{
t[1] = 0;
if (zcheck1)
{
if (t[0] > 6) t[0] = 0;
else t[0]++;
}
else
{
if (t[0] > 2)
t[0] = 0;
else t[0]++;
}
}
if (s->zvel < 6144)
{
if (sector[sect].lotag == 2)
{
if (s->zvel < 1024)
s->zvel += 48;
else s->zvel = 1024;
}
else s->zvel += gc - 50;
}
s->x += (s->xvel * sintable[(s->ang + 512) & 2047]) >> 14;
s->y += (s->xvel * sintable[s->ang & 2047]) >> 14;
s->z += s->zvel;
if (floorcheck && s->z >= sector[s->sectnum].floorz)
{
deletesprite(i);
return false;
}
}
else
{
if (zcheck2)
{
deletesprite(i);
return false;
}
if (t[2] == 0)
{
if (s->sectnum == -1)
{
deletesprite(i);
return false;
}
if ((sector[s->sectnum].floorstat & 2))
{
deletesprite(i);
return false;
}
t[2]++;
}
l = getflorzofslope(s->sectnum, s->x, s->y);
s->z = l - (2 << 8);
s->xvel = 0;
if (s->picnum == JIBS6)
{
t[1]++;
if ((t[1] & 3) == 0 && t[0] < 7)
t[0]++;
if (t[1] > 20)
{
deletesprite(i);
return false;
}
}
else { s->picnum = JIBS6; t[0] = 0; t[1] = 0; }
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool bloodpool(int i, bool puke, int TIRE)
{
spritetype* s = &sprite[i];
int sect = s->sectnum;
auto t = &hittype[i].temp_data[0];
if (t[0] == 0)
{
t[0] = 1;
if (sector[sect].floorstat & 2)
{
deletesprite(i);
return false;
}
else insertspriteq(i);
}
makeitfall(i);
int x;
int p = findplayer(s, &x);
s->z = hittype[i].floorz - (FOURSLEIGHT);
if (t[2] < 32)
{
t[2]++;
if (hittype[i].picnum == TIRE)
{
if (s->xrepeat < 64 && s->yrepeat < 64)
{
s->xrepeat += krand() & 3;
s->yrepeat += krand() & 3;
}
}
else
{
if (s->xrepeat < 32 && s->yrepeat < 32)
{
s->xrepeat += krand() & 3;
s->yrepeat += krand() & 3;
}
}
}
if (x < 844 && s->xrepeat > 6 && s->yrepeat > 6)
{
if (s->pal == 0 && (krand() & 255) < 16 && !puke)
{
if (ps[p].boot_amount > 0)
ps[p].boot_amount--;
else
{
if (!S_CheckSoundPlaying(DUKE_LONGTERM_PAIN))
S_PlayActorSound(DUKE_LONGTERM_PAIN, ps[p].i);
sprite[ps[p].i].extra--;
SetPlayerPal(&ps[p], PalEntry(32, 16, 0, 0));
}
}
if (t[1] == 1) return false;
t[1] = 1;
if (hittype[i].picnum == TIRE)
ps[p].footprintcount = 10;
else ps[p].footprintcount = 3;
ps[p].footprintpal = s->pal;
ps[p].footprintshade = s->shade;
if (t[2] == 32)
{
s->xrepeat -= 6;
s->yrepeat -= 6;
}
}
else t[1] = 0;
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void shell(int i, bool morecheck)
{
spritetype* s = &sprite[i];
int sect = s->sectnum;
auto t = &hittype[i].temp_data[0];
ssp(i, CLIPMASK0);
if (sect < 0 || morecheck)
{
deletesprite(i);
return;
}
if (sector[sect].lotag == 2)
{
t[1]++;
if (t[1] > 8)
{
t[1] = 0;
t[0]++;
t[0] &= 3;
}
if (s->zvel < 128) s->zvel += (gc / 13); // 8
else s->zvel -= 64;
if (s->xvel > 0)
s->xvel -= 4;
else s->xvel = 0;
}
else
{
t[1]++;
if (t[1] > 3)
{
t[1] = 0;
t[0]++;
t[0] &= 3;
}
if (s->zvel < 512) s->zvel += (gc / 3); // 52;
if (s->xvel > 0)
s->xvel--;
else
{
deletesprite(i);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void glasspieces(int i)
{
spritetype* s = &sprite[i];
int sect = s->sectnum;
auto t = &hittype[i].temp_data[0];
makeitfall(i);
if (s->zvel > 4096) s->zvel = 4096;
if (sect < 0)
{
deletesprite(i);
return;
}
if (s->z == hittype[i].floorz - (FOURSLEIGHT) && t[0] < 3)
{
s->zvel = -((3 - t[0]) << 8) - (krand() & 511);
if (sector[sect].lotag == 2)
s->zvel >>= 1;
s->xrepeat >>= 1;
s->yrepeat >>= 1;
if (rnd(96))
setsprite(i, s->x, s->y, s->z);
t[0]++;//Number of bounces
}
else if (t[0] == 3)
{
deletesprite(i);
return;
}
if (s->xvel > 0)
{
s->xvel -= 2;
s->cstat = ((s->xvel & 3) << 2);
}
else s->xvel = 0;
ssp(i, CLIPMASK0);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void scrap(int i, int SCRAP1, int SCRAP6)
{
spritetype* s = &sprite[i];
int sect = s->sectnum;
auto t = &hittype[i].temp_data[0];
if (s->xvel > 0)
s->xvel--;
else s->xvel = 0;
if (s->zvel > 1024 && s->zvel < 1280)
{
setsprite(i, s->x, s->y, s->z);
sect = s->sectnum;
}
if (s->z < sector[sect].floorz - (2 << 8))
{
if (t[1] < 1) t[1]++;
else
{
t[1] = 0;
if (s->picnum < SCRAP6 + 8)
{
if (t[0] > 6)
t[0] = 0;
else t[0]++;
}
else
{
if (t[0] > 2)
t[0] = 0;
else t[0]++;
}
}
if (s->zvel < 4096) s->zvel += gc - 50;
s->x += (s->xvel * sintable[(s->ang + 512) & 2047]) >> 14;
s->y += (s->xvel * sintable[s->ang & 2047]) >> 14;
s->z += s->zvel;
}
else
{
if (s->picnum == SCRAP1 && s->yvel > 0)
{
int j = fi.spawn(i, s->yvel);
setsprite(j, s->x, s->y, s->z);
getglobalz(j);
sprite[j].hitag = sprite[j].lotag = 0;
}
deletesprite(i);
}
}
//---------------------------------------------------------------------------
//
// taken out of moveeffectors
//
//---------------------------------------------------------------------------
void handle_se00(int i, int LASERLINE)
{
spritetype* s = &sprite[i];
int sect = s->sectnum;
auto t = &hittype[i].temp_data[0];
sectortype *sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
int zchange = 0;
int j = s->owner;
if (sprite[j].lotag == (short)65535)
{
deletesprite(i);
return;
}
int q = sc->extra >> 3;
int l = 0;
if (sc->lotag == 30)
{
q >>= 2;
if (sprite[i].extra == 1)
{
if (hittype[i].tempang < 256)
{
hittype[i].tempang += 4;
if (hittype[i].tempang >= 256)
callsound(s->sectnum, i);
if (s->clipdist) l = 1;
else l = -1;
}
else hittype[i].tempang = 256;
if (sc->floorz > s->z) //z's are touching
{
sc->floorz -= 512;
zchange = -512;
if (sc->floorz < s->z)
sc->floorz = s->z;
}
else if (sc->floorz < s->z) //z's are touching
{
sc->floorz += 512;
zchange = 512;
if (sc->floorz > s->z)
sc->floorz = s->z;
}
}
else if (sprite[i].extra == 3)
{
if (hittype[i].tempang > 0)
{
hittype[i].tempang -= 4;
if (hittype[i].tempang <= 0)
callsound(s->sectnum, i);
if (s->clipdist) l = -1;
else l = 1;
}
else hittype[i].tempang = 0;
if (sc->floorz > hittype[i].temp_data[3]) //z's are touching
{
sc->floorz -= 512;
zchange = -512;
if (sc->floorz < hittype[i].temp_data[3])
sc->floorz = hittype[i].temp_data[3];
}
else if (sc->floorz < hittype[i].temp_data[3]) //z's are touching
{
sc->floorz += 512;
zchange = 512;
if (sc->floorz > hittype[i].temp_data[3])
sc->floorz = hittype[i].temp_data[3];
}
}
s->ang += (l * q);
t[2] += (l * q);
}
else
{
if (hittype[j].temp_data[0] == 0) return;
if (hittype[j].temp_data[0] == 2)
{
deletesprite(i);
return;
}
if (sprite[j].ang > 1024)
l = -1;
else l = 1;
if (t[3] == 0)
t[3] = ldist(s, &sprite[j]);
s->xvel = t[3];
s->x = sprite[j].x;
s->y = sprite[j].y;
s->ang += (l * q);
t[2] += (l * q);
}
if (l && (sc->floorstat & 64))
{
int p;
for (p = connecthead; p >= 0; p = connectpoint2[p])
{
if (ps[p].cursectnum == s->sectnum && ps[p].on_ground == 1)
{
ps[p].angAdjust += l * q;
ps[p].posz += zchange;
int m, x;
rotatepoint(sprite[j].x, sprite[j].y,
ps[p].posx, ps[p].posy, (q * l),
&m, &x);
ps[p].bobposx += m - ps[p].posx;
ps[p].bobposy += x - ps[p].posy;
ps[p].posx = m;
ps[p].posy = x;
if (sprite[ps[p].i].extra <= 0)
{
sprite[ps[p].i].x = m;
sprite[ps[p].i].y = x;
}
}
}
p = headspritesect[s->sectnum];
while (p >= 0)
{
if (sprite[p].statnum != 3 && sprite[p].statnum != 4)
if (LASERLINE < 0 || sprite[p].picnum != LASERLINE)
{
if (sprite[p].picnum == TILE_APLAYER && sprite[p].owner >= 0)
{
p = nextspritesect[p];
continue;
}
sprite[p].ang += (l * q);
sprite[p].ang &= 2047;
sprite[p].z += zchange;
rotatepoint(sprite[j].x, sprite[j].y,
sprite[p].x, sprite[p].y, (q * l),
&sprite[p].x, &sprite[p].y);
}
p = nextspritesect[p];
}
}
ms(i);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se01(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int sh = s->hitag;
if (s->owner == -1) //Init
{
s->owner = i;
int j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if (sprite[j].lotag == 19 && sprite[j].hitag == sh)
{
t[0] = 0;
break;
}
j = nextspritestat[j];
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se14(int i, bool checkstat, int RPG, int JIBS6)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
if (s->owner == -1)
s->owner = LocateTheLocator(t[3], t[0]);
if (s->owner == -1)
{
I_Error("Could not find any locators for SE# 6 and 14 with a hitag of %d.", t[3]);
}
int j = ldist(&sprite[s->owner], s);
if (j < 1024L)
{
if (st == 6)
if (sprite[s->owner].hitag & 1)
t[4] = sc->extra; //Slow it down
t[3]++;
s->owner = LocateTheLocator(t[3], t[0]);
if (s->owner == -1)
{
t[3] = 0;
s->owner = LocateTheLocator(0, t[0]);
}
}
if (s->xvel)
{
int x = getangle(sprite[s->owner].x - s->x, sprite[s->owner].y - s->y);
int q = getincangle(s->ang, x) >> 3;
t[2] += q;
s->ang += q;
bool statstate = (!checkstat || ((sc->floorstat & 1) == 0 && (sc->ceilingstat & 1) == 0));
if (s->xvel == sc->extra)
{
if (statstate)
{
if (!S_CheckSoundPlaying(hittype[i].lastvx))
S_PlayActorSound(hittype[i].lastvx, i);
}
if ((!checkstat || !statstate) && (ud.monsters_off == 0 && sc->floorpal == 0 && (sc->floorstat & 1) && rnd(8)))
{
int p = findplayer(s, &x);
if (x < 20480)
{
j = s->ang;
s->ang = getangle(s->x - ps[p].posx, s->y - ps[p].posy);
fi.shoot(i, RPG);
s->ang = j;
}
}
}
if (s->xvel <= 64 && statstate)
S_StopSound(hittype[i].lastvx, i);
if ((sc->floorz - sc->ceilingz) < (108 << 8))
{
if (ud.clipping == 0 && s->xvel >= 192)
for (int p = connecthead; p >= 0; p = connectpoint2[p])
if (sprite[ps[p].i].extra > 0)
{
short k = ps[p].cursectnum;
updatesector(ps[p].posx, ps[p].posy, &k);
if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && ps[p].cursectnum != s->sectnum))
{
ps[p].posx = s->x;
ps[p].posy = s->y;
ps[p].cursectnum = s->sectnum;
setsprite(ps[p].i, s->x, s->y, s->z);
quickkill(&ps[p]);
}
}
}
int m = (s->xvel * sintable[(s->ang + 512) & 2047]) >> 14;
x = (s->xvel * sintable[s->ang & 2047]) >> 14;
for (int p = connecthead; p >= 0; p = connectpoint2[p])
if (sector[ps[p].cursectnum].lotag != 2)
{
if (po[p].os == s->sectnum)
{
po[p].ox += m;
po[p].oy += x;
}
if (s->sectnum == sprite[ps[p].i].sectnum)
{
rotatepoint(s->x, s->y, ps[p].posx, ps[p].posy, q, &ps[p].posx, &ps[p].posy);
ps[p].posx += m;
ps[p].posy += x;
ps[p].bobposx += m;
ps[p].bobposy += x;
ps[p].angAdjust += q;
if (numplayers > 1)
{
ps[p].oposx = ps[p].posx;
ps[p].oposy = ps[p].posy;
}
if (sprite[ps[p].i].extra <= 0)
{
sprite[ps[p].i].x = ps[p].posx;
sprite[ps[p].i].y = ps[p].posy;
}
}
}
j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].statnum != 10 && sector[sprite[j].sectnum].lotag != 2 && sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS)
{
rotatepoint(s->x, s->y,
sprite[j].x, sprite[j].y, q,
&sprite[j].x, &sprite[j].y);
sprite[j].x += m;
sprite[j].y += x;
sprite[j].ang += q;
if (numplayers > 1)
{
hittype[j].bposx = sprite[j].x;
hittype[j].bposy = sprite[j].y;
}
}
j = nextspritesect[j];
}
ms(i);
setsprite(i, s->x, s->y, s->z);
if ((sc->floorz - sc->ceilingz) < (108 << 8))
{
if (ud.clipping == 0 && s->xvel >= 192)
for (int p = connecthead; p >= 0; p = connectpoint2[p])
if (sprite[ps[p].i].extra > 0)
{
short k = ps[p].cursectnum;
updatesector(ps[p].posx, ps[p].posy, &k);
if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && ps[p].cursectnum != s->sectnum))
{
ps[p].oposx = ps[p].posx = s->x;
ps[p].oposy = ps[p].posy = s->y;
ps[p].cursectnum = s->sectnum;
setsprite(ps[p].i, s->x, s->y, s->z);
quickkill(&ps[p]);
}
}
j = headspritesect[sprite[sprite[i].owner].sectnum];
while (j >= 0)
{
int l = nextspritesect[j];
if (sprite[j].statnum == 1 && badguy(&sprite[j]) && sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS)
{
short k = sprite[j].sectnum;
updatesector(sprite[j].x, sprite[j].y, &k);
if (sprite[j].extra >= 0 && k == s->sectnum)
{
fi.gutsdir(&sprite[j], JIBS6, 72, myconnectindex);
S_PlayActorSound(SQUISHED, i);
deletesprite(j);
}
}
j = l;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se30(int i, int JIBS6)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
if (s->owner == -1)
{
t[3] = !t[3];
s->owner = LocateTheLocator(t[3], t[0]);
}
else
{
if (t[4] == 1) // Starting to go
{
if (ldist(&sprite[s->owner], s) < (2048 - 128))
t[4] = 2;
else
{
if (s->xvel == 0)
operateactivators(s->hitag + (!t[3]), -1);
if (s->xvel < 256)
s->xvel += 16;
}
}
if (t[4] == 2)
{
int l = FindDistance2D(sprite[s->owner].x - s->x, sprite[s->owner].y - s->y);
if (l <= 128)
s->xvel = 0;
if (s->xvel > 0)
s->xvel -= 16;
else
{
s->xvel = 0;
operateactivators(s->hitag + (short)t[3], -1);
s->owner = -1;
s->ang += 1024;
t[4] = 0;
fi.operateforcefields(i, s->hitag);
int j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS)
{
hittype[j].bposx = sprite[j].x;
hittype[j].bposy = sprite[j].y;
}
j = nextspritesect[j];
}
}
}
}
if (s->xvel)
{
int l = (s->xvel * sintable[(s->ang + 512) & 2047]) >> 14;
int x = (s->xvel * sintable[s->ang & 2047]) >> 14;
if ((sc->floorz - sc->ceilingz) < (108 << 8))
if (ud.clipping == 0)
for (int p = connecthead; p >= 0; p = connectpoint2[p])
if (sprite[ps[p].i].extra > 0)
{
short k = ps[p].cursectnum;
updatesector(ps[p].posx, ps[p].posy, &k);
if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && ps[p].cursectnum != s->sectnum))
{
ps[p].posx = s->x;
ps[p].posy = s->y;
ps[p].cursectnum = s->sectnum;
setsprite(ps[p].i, s->x, s->y, s->z);
quickkill(&ps[p]);
}
}
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
if (sprite[ps[p].i].sectnum == s->sectnum)
{
ps[p].posx += l;
ps[p].posy += x;
if (numplayers > 1)
{
ps[p].oposx = ps[p].posx;
ps[p].oposy = ps[p].posy;
}
ps[p].bobposx += l;
ps[p].bobposy += x;
}
if (po[p].os == s->sectnum)
{
po[p].ox += l;
po[p].oy += x;
}
}
int j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS)
{
if (numplayers < 2)
{
hittype[j].bposx = sprite[j].x;
hittype[j].bposy = sprite[j].y;
}
sprite[j].x += l;
sprite[j].y += x;
if (numplayers > 1)
{
hittype[j].bposx = sprite[j].x;
hittype[j].bposy = sprite[j].y;
}
}
j = nextspritesect[j];
}
ms(i);
setsprite(i, s->x, s->y, s->z);
if ((sc->floorz - sc->ceilingz) < (108 << 8))
{
if (ud.clipping == 0)
for (int p = connecthead; p >= 0; p = connectpoint2[p])
if (sprite[ps[p].i].extra > 0)
{
short k = ps[p].cursectnum;
updatesector(ps[p].posx, ps[p].posy, &k);
if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && ps[p].cursectnum != s->sectnum))
{
ps[p].posx = s->x;
ps[p].posy = s->y;
ps[p].oposx = ps[p].posx;
ps[p].oposy = ps[p].posy;
ps[p].cursectnum = s->sectnum;
setsprite(ps[p].i, s->x, s->y, s->z);
quickkill(&ps[p]);
}
}
j = headspritesect[sprite[sprite[i].owner].sectnum];
while (j >= 0)
{
l = nextspritesect[j];
if (sprite[j].statnum == 1 && badguy(&sprite[j]) && sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS)
{
// if(sprite[j].sectnum != s->sectnum)
{
short k = sprite[j].sectnum;
updatesector(sprite[j].x, sprite[j].y, &k);
if (sprite[j].extra >= 0 && k == s->sectnum)
{
fi.gutsdir(&sprite[j], JIBS6, 24, myconnectindex);
S_PlayActorSound(SQUISHED, j);
deletesprite(j);
}
}
}
j = l;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se02(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
if (t[4] > 0 && t[0] == 0)
{
if (t[4] < sh)
t[4]++;
else t[0] = 1;
}
if (t[0] > 0)
{
t[0]++;
s->xvel = 3;
if (t[0] > 96)
{
t[0] = -1; //Stop the quake
t[4] = -1;
deletesprite(i);
return;
}
else
{
if ((t[0] & 31) == 8)
{
earthquaketime = 48;
S_PlayActorSound(EARTHQUAKE, ps[screenpeek].i);
}
if (abs(sc->floorheinum - t[5]) < 8)
sc->floorheinum = t[5];
else sc->floorheinum += (sgn(t[5] - sc->floorheinum) << 4);
}
int m = (s->xvel * sintable[(s->ang + 512) & 2047]) >> 14;
int x = (s->xvel * sintable[s->ang & 2047]) >> 14;
for (int p = connecthead; p >= 0; p = connectpoint2[p])
if (ps[p].cursectnum == s->sectnum && ps[p].on_ground)
{
ps[p].posx += m;
ps[p].posy += x;
ps[p].bobposx += m;
ps[p].bobposy += x;
}
int j = headspritesect[s->sectnum];
while (j >= 0)
{
int nextj = nextspritesect[j];
if (sprite[j].picnum != SECTOREFFECTOR)
{
sprite[j].x += m;
sprite[j].y += x;
setsprite(j, sprite[j].x, sprite[j].y, sprite[j].z);
}
j = nextj;
}
ms(i);
setsprite(i, s->x, s->y, s->z);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se03(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
if (t[4] == 0) return;
int x, p = findplayer(s, &x);
// if(t[5] > 0) { t[5]--; break; }
if ((global_random / (sh + 1) & 31) < 4 && !t[2])
{
// t[5] = 4+(global_random&7);
sc->ceilingpal = s->owner >> 8;
sc->floorpal = s->owner & 0xff;
t[0] = s->shade + (global_random & 15);
}
else
{
// t[5] = 4+(global_random&3);
sc->ceilingpal = s->pal;
sc->floorpal = s->pal;
t[0] = t[3];
}
sc->ceilingshade = t[0];
sc->floorshade = t[0];
auto wal = &wall[sc->wallptr];
for (x = sc->wallnum; x > 0; x--, wal++)
{
if (wal->hitag != 1)
{
wal->shade = t[0];
if ((wal->cstat & 2) && wal->nextwall >= 0)
{
wall[wal->nextwall].shade = wal->shade;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se04(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
int j;
if ((global_random / (sh + 1) & 31) < 4)
{
t[1] = s->shade + (global_random & 15);//Got really bright
t[0] = s->shade + (global_random & 15);
sc->ceilingpal = s->owner >> 8;
sc->floorpal = s->owner & 0xff;
j = 1;
}
else
{
t[1] = t[2];
t[0] = t[3];
sc->ceilingpal = s->pal;
sc->floorpal = s->pal;
j = 0;
}
sc->floorshade = t[1];
sc->ceilingshade = t[1];
auto wal = &wall[sc->wallptr];
for (int x = sc->wallnum; x > 0; x--, wal++)
{
if (j) wal->pal = (s->owner & 0xff);
else wal->pal = s->pal;
if (wal->hitag != 1)
{
wal->shade = t[0];
if ((wal->cstat & 2) && wal->nextwall >= 0)
wall[wal->nextwall].shade = wal->shade;
}
}
j = headspritesect[sprite[i].sectnum];
while (j >= 0)
{
if (sprite[j].cstat & 16)
{
if (sc->ceilingstat & 1)
sprite[j].shade = sc->ceilingshade;
else sprite[j].shade = sc->floorshade;
}
j = nextspritesect[j];
}
if (t[4])
deletesprite(i);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se05(int i, int FIRELASER)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
int j, l, q, m;
int x, p = findplayer(s, &x);
if (x < 8192)
{
j = s->ang;
s->ang = getangle(s->x - ps[p].posx, s->y - ps[p].posy);
fi.shoot(i, FIRELASER);
s->ang = j;
}
if (s->owner == -1) //Start search
{
t[4] = 0;
l = 0x7fffffff;
while (1) //Find the shortest dist
{
s->owner = LocateTheLocator((short)t[4], -1); //t[0] hold sectnum
if (s->owner == -1) break;
m = ldist(&sprite[ps[p].i], &sprite[s->owner]);
if (l > m)
{
q = s->owner;
l = m;
}
t[4]++;
}
s->owner = q;
s->zvel = ksgn(sprite[q].z - s->z) << 4;
}
if (ldist(&sprite[s->owner], s) < 1024)
{
short ta;
ta = s->ang;
s->ang = getangle(ps[p].posx - s->x, ps[p].posy - s->y);
s->ang = ta;
s->owner = -1;
return;
}
else s->xvel = 256;
x = getangle(sprite[s->owner].x - s->x, sprite[s->owner].y - s->y);
q = getincangle(s->ang, x) >> 3;
s->ang += q;
if (rnd(32))
{
t[2] += q;
sc->ceilingshade = 127;
}
else
{
t[2] +=
getincangle(t[2] + 512, getangle(ps[p].posx - s->x, ps[p].posy - s->y)) >> 2;
sc->ceilingshade = 0;
}
j = fi.ifhitbyweapon(i);
if (j >= 0)
{
t[3]++;
if (t[3] == 5)
{
s->zvel += 1024;
FTA(7, &ps[myconnectindex]);
}
}
s->z += s->zvel;
sc->ceilingz += s->zvel;
sector[t[0]].ceilingz += s->zvel;
ms(i);
setsprite(i, s->x, s->y, s->z);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se08(int i, bool checkhitag1)
{
// work only if its moving
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
int x, j = -1;
if (hittype[i].temp_data[4])
{
hittype[i].temp_data[4]++;
if (hittype[i].temp_data[4] > 8)
{
deletesprite(i);
return;
}
j = 1;
}
else j = getanimationgoal(anim_ceilingz, s->sectnum);
if (j >= 0)
{
short sn;
if ((sc->lotag & 0x8000) || hittype[i].temp_data[4])
x = -t[3];
else
x = t[3];
if (st == 9) x = -x;
j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if (((sprite[j].lotag) == st) && (sprite[j].hitag) == sh)
{
sn = sprite[j].sectnum;
int m = sprite[j].shade;
auto wal = &wall[sector[sn].wallptr];
for (int l = sector[sn].wallnum; l > 0; l--, wal++)
{
if (wal->hitag != 1)
{
wal->shade += x;
if (wal->shade < m)
wal->shade = m;
else if (wal->shade > hittype[j].temp_data[2])
wal->shade = hittype[j].temp_data[2];
if (wal->nextwall >= 0)
if (wall[wal->nextwall].hitag != 1)
wall[wal->nextwall].shade = wal->shade;
}
}
sector[sn].floorshade += x;
sector[sn].ceilingshade += x;
if (sector[sn].floorshade < m)
sector[sn].floorshade = m;
else if (sector[sn].floorshade > hittype[j].temp_data[0])
sector[sn].floorshade = hittype[j].temp_data[0];
if (sector[sn].ceilingshade < m)
sector[sn].ceilingshade = m;
else if (sector[sn].ceilingshade > hittype[j].temp_data[1])
sector[sn].ceilingshade = hittype[j].temp_data[1];
if (checkhitag1 && sector[sn].hitag == 1)
sector[sn].ceilingshade = hittype[j].temp_data[1];
}
j = nextspritestat[j];
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se10(int i, const int* specialtags)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
if ((sc->lotag & 0xff) == 27 || (sc->floorz > sc->ceilingz && (sc->lotag & 0xff) != 23) || sc->lotag == (short)32791)
{
int j = 1;
if ((sc->lotag & 0xff) != 27)
for (int p = connecthead; p >= 0; p = connectpoint2[p])
if (sc->lotag != 30 && sc->lotag != 31 && sc->lotag != 0)
if (s->sectnum == sprite[ps[p].i].sectnum)
j = 0;
if (j == 1)
{
if (t[0] > sh)
{
if (specialtags) for (int i = 0; specialtags[i]; i++)
{
if (sector[s->sectnum].lotag == specialtags[i] && getanimationgoal(anim_ceilingz, s->sectnum) >= 0)
{
return;
}
}
fi.activatebysector(s->sectnum, i);
t[0] = 0;
}
else t[0]++;
}
}
else t[0] = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se11(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
if (t[5] > 0)
{
t[5]--;
return;
}
if (t[4])
{
int startwall, endwall;
startwall = sc->wallptr;
endwall = startwall + sc->wallnum;
for (int j = startwall; j < endwall; j++)
{
int k = headspritestat[STAT_ACTOR];
while (k >= 0)
{
if (sprite[k].extra > 0 && badguy(&sprite[k]) && clipinsidebox(sprite[k].x, sprite[k].y, j, 256L) == 1)
return;
k = nextspritestat[k];
}
k = headspritestat[STAT_PLAYER];
while (k >= 0)
{
if (sprite[k].owner >= 0 && clipinsidebox(sprite[k].x, sprite[k].y, j, 144L) == 1)
{
t[5] = 8; // Delay
k = (sprite[i].yvel >> 3) * t[3];
t[2] -= k;
t[4] -= k;
ms(i);
setsprite(i, s->x, s->y, s->z);
return;
}
k = nextspritestat[k];
}
}
int k = (sprite[i].yvel >> 3) * t[3];
t[2] += k;
t[4] += k;
ms(i);
setsprite(i, s->x, s->y, s->z);
if (t[4] <= -511 || t[4] >= 512)
{
t[4] = 0;
t[2] &= 0xffffff00;
ms(i);
setsprite(i, s->x, s->y, s->z);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se12(int i, int planeonly)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
if (t[0] == 3 || t[3] == 1) //Lights going off
{
sc->floorpal = 0;
sc->ceilingpal = 0;
auto wal = &wall[sc->wallptr];
for (int j = sc->wallnum; j > 0; j--, wal++)
if (wal->hitag != 1)
{
wal->shade = t[1];
wal->pal = 0;
}
sc->floorshade = t[1];
sc->ceilingshade = t[2];
t[0] = 0;
int j = headspritesect[sprite[i].sectnum];
while (j >= 0)
{
if (sprite[j].cstat & 16)
{
if (sc->ceilingstat & 1)
sprite[j].shade = sc->ceilingshade;
else sprite[j].shade = sc->floorshade;
}
j = nextspritesect[j];
}
if (t[3] == 1)
{
deletesprite(i);
return;
}
}
if (t[0] == 1) //Lights flickering on
{
// planeonly 1 is RRRA SE47, planeonly 2 is SE48
int compshade = planeonly == 2 ? sc->ceilingshade : sc->floorshade;
if (compshade > s->shade)
{
if (planeonly != 2) sc->floorpal = s->pal;
if (planeonly != 1) sc->ceilingpal = s->pal;
if (planeonly != 2) sc->floorshade -= 2;
if (planeonly != 1) sc->ceilingshade -= 2;
auto wal = &wall[sc->wallptr];
for (int j = sc->wallnum; j > 0; j--, wal++)
if (wal->hitag != 1)
{
wal->pal = s->pal;
wal->shade -= 2;
}
}
else t[0] = 2;
int j = headspritesect[sprite[i].sectnum];
while (j >= 0)
{
if (sprite[j].cstat & 16)
{
if (sc->ceilingstat & 1)
sprite[j].shade = sc->ceilingshade;
else sprite[j].shade = sc->floorshade;
}
j = nextspritesect[j];
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se13(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
if (t[2])
{
int j = (sprite[i].yvel << 5) | 1;
if (s->ang == 512)
{
if (s->owner)
{
if (abs(t[0] - sc->ceilingz) >= j)
sc->ceilingz += sgn(t[0] - sc->ceilingz) * j;
else sc->ceilingz = t[0];
}
else
{
if (abs(t[1] - sc->floorz) >= j)
sc->floorz += sgn(t[1] - sc->floorz) * j;
else sc->floorz = t[1];
}
}
else
{
if (abs(t[1] - sc->floorz) >= j)
sc->floorz += sgn(t[1] - sc->floorz) * j;
else sc->floorz = t[1];
if (abs(t[0] - sc->ceilingz) >= j)
sc->ceilingz += sgn(t[0] - sc->ceilingz) * j;
sc->ceilingz = t[0];
}
if (t[3] == 1)
{
//Change the shades
t[3]++;
sc->ceilingstat ^= 1;
if (s->ang == 512)
{
auto wal = &wall[sc->wallptr];
for (j = sc->wallnum; j > 0; j--, wal++)
wal->shade = s->shade;
sc->floorshade = s->shade;
if (ps[0].one_parallax_sectnum >= 0)
{
sc->ceilingpicnum =
sector[ps[0].one_parallax_sectnum].ceilingpicnum;
sc->ceilingshade =
sector[ps[0].one_parallax_sectnum].ceilingshade;
}
}
}
t[2]++;
if (t[2] > 256)
{
deletesprite(i);
return;
}
}
if (t[2] == 4 && s->ang != 512)
for (int x = 0; x < 7; x++) RANDOMSCRAP(s, i);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se15(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
if (t[4])
{
s->xvel = 16;
if (t[4] == 1) //Opening
{
if (t[3] >= (sprite[i].yvel >> 3))
{
t[4] = 0; //Turn off the sliders
callsound(s->sectnum, i);
return;
}
t[3]++;
}
else if (t[4] == 2)
{
if (t[3] < 1)
{
t[4] = 0;
callsound(s->sectnum, i);
return;
}
t[3]--;
}
ms(i);
setsprite(i, s->x, s->y, s->z);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se16(int i, int REACTOR, int REACTOR2)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
t[2] += 32;
if (sc->floorz < sc->ceilingz) s->shade = 0;
else if (sc->ceilingz < t[3])
{
//The following code check to see if
//there is any other sprites in the sector.
//If there isn't, then kill this sectoreffector
//itself.....
int j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].picnum == REACTOR || sprite[j].picnum == REACTOR2)
return;
j = nextspritesect[j];
}
if (j == -1)
{
deletesprite(i);
return;
}
else s->shade = 1;
}
if (s->shade) sc->ceilingz += 1024;
else sc->ceilingz -= 512;
ms(i);
setsprite(i, s->x, s->y, s->z);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se17(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
int q = t[0] * (sprite[i].yvel << 2);
sc->ceilingz += q;
sc->floorz += q;
int j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].statnum == 10 && sprite[j].owner >= 0)
{
int p = sprite[j].yvel;
if (numplayers < 2)
ps[p].oposz = ps[p].posz;
ps[p].posz += q;
ps[p].truefz += q;
ps[p].truecz += q;
if (numplayers > 1)
ps[p].oposz = ps[p].posz;
}
if (sprite[j].statnum != 3)
{
hittype[j].bposz = sprite[j].z;
sprite[j].z += q;
}
hittype[j].floorz = sc->floorz;
hittype[j].ceilingz = sc->ceilingz;
j = nextspritesect[j];
}
if (t[0]) //If in motion
{
if (abs(sc->floorz - t[2]) <= sprite[i].yvel)
{
activatewarpelevators(i, 0);
return;
}
if (t[0] == -1)
{
if (sc->floorz > t[3])
return;
}
else if (sc->ceilingz < t[4]) return;
if (t[1] == 0) return;
t[1] = 0;
int j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if (i != j && (sprite[j].lotag) == 17)
if ((sc->hitag - t[0]) ==
(sector[sprite[j].sectnum].hitag)
&& sh == (sprite[j].hitag))
break;
j = nextspritestat[j];
}
if (j == -1) return;
int k = headspritesect[s->sectnum];
while (k >= 0)
{
int nextk = nextspritesect[k];
if (sprite[k].statnum == 10 && sprite[k].owner >= 0)
{
int p = sprite[k].yvel;
ps[p].posx += sprite[j].x - s->x;
ps[p].posy += sprite[j].y - s->y;
ps[p].posz = sector[sprite[j].sectnum].floorz - (sc->floorz - ps[p].posz);
hittype[k].floorz = sector[sprite[j].sectnum].floorz;
hittype[k].ceilingz = sector[sprite[j].sectnum].ceilingz;
ps[p].bobposx = ps[p].oposx = ps[p].posx;
ps[p].bobposy = ps[p].oposy = ps[p].posy;
ps[p].oposz = ps[p].posz;
ps[p].truefz = hittype[k].floorz;
ps[p].truecz = hittype[k].ceilingz;
ps[p].bobcounter = 0;
changespritesect(k, sprite[j].sectnum);
ps[p].cursectnum = sprite[j].sectnum;
}
else if (sprite[k].statnum != 3)
{
sprite[k].x +=
sprite[j].x - s->x;
sprite[k].y +=
sprite[j].y - s->y;
sprite[k].z = sector[sprite[j].sectnum].floorz -
(sc->floorz - sprite[k].z);
hittype[k].bposx = sprite[k].x;
hittype[k].bposy = sprite[k].y;
hittype[k].bposz = sprite[k].z;
changespritesect(k, sprite[j].sectnum);
setsprite(k, sprite[k].x, sprite[k].y, sprite[k].z);
hittype[k].floorz = sector[sprite[j].sectnum].floorz;
hittype[k].ceilingz = sector[sprite[j].sectnum].ceilingz;
}
k = nextk;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se18(int i, bool morecheck)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
if (t[0])
{
if (s->pal)
{
if (s->ang == 512)
{
sc->ceilingz -= sc->extra;
if (sc->ceilingz <= t[1])
{
sc->ceilingz = t[1];
deletesprite(i);
return;
}
}
else
{
sc->floorz += sc->extra;
if (morecheck)
{
int j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].picnum == TILE_APLAYER && sprite[j].owner >= 0)
if (ps[sprite[j].yvel].on_ground == 1)
ps[sprite[j].yvel].posz += sc->extra;
if (sprite[j].zvel == 0 && sprite[j].statnum != STAT_EFFECTOR && sprite[j].statnum != STAT_PROJECTILE)
{
hittype[j].bposz = sprite[j].z += sc->extra;
hittype[j].floorz = sc->floorz;
}
j = nextspritesect[j];
}
}
if (sc->floorz >= t[1])
{
sc->floorz = t[1];
deletesprite(i);
return;
}
}
}
else
{
if (s->ang == 512)
{
sc->ceilingz += sc->extra;
if (sc->ceilingz >= s->z)
{
sc->ceilingz = s->z;
deletesprite(i);
return;
}
}
else
{
sc->floorz -= sc->extra;
if (morecheck)
{
int j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].picnum == TILE_APLAYER && sprite[j].owner >= 0)
if (ps[sprite[j].yvel].on_ground == 1)
ps[sprite[j].yvel].posz -= sc->extra;
if (sprite[j].zvel == 0 && sprite[j].statnum != STAT_EFFECTOR && sprite[j].statnum != STAT_PROJECTILE)
{
hittype[j].bposz = sprite[j].z -= sc->extra;
hittype[j].floorz = sc->floorz;
}
j = nextspritesect[j];
}
}
if (sc->floorz <= s->z)
{
sc->floorz = s->z;
deletesprite(i);
return;
}
}
}
t[2]++;
if (t[2] >= s->hitag)
{
t[2] = 0;
t[0] = 0;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se19(int i, int BIGFORCE)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
int j, x, q;
if (t[0])
{
if (t[0] == 1)
{
t[0]++;
x = sc->wallptr;
q = x + sc->wallnum;
for (j = x; j < q; j++)
if (wall[j].overpicnum == BIGFORCE)
{
wall[j].cstat &= (128 + 32 + 8 + 4 + 2);
wall[j].overpicnum = 0;
if (wall[j].nextwall >= 0)
{
wall[wall[j].nextwall].overpicnum = 0;
wall[wall[j].nextwall].cstat &= (128 + 32 + 8 + 4 + 2);
}
}
}
if (sc->ceilingz < sc->floorz)
sc->ceilingz += sprite[i].yvel;
else
{
sc->ceilingz = sc->floorz;
j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if (sprite[j].lotag == 0 && sprite[j].hitag == sh)
{
q = sprite[sprite[j].owner].sectnum;
sector[sprite[j].sectnum].floorpal = sector[sprite[j].sectnum].ceilingpal =
sector[q].floorpal;
sector[sprite[j].sectnum].floorshade = sector[sprite[j].sectnum].ceilingshade =
sector[q].floorshade;
hittype[sprite[j].owner].temp_data[0] = 2;
}
j = nextspritestat[j];
}
deletesprite(i);
return;
}
}
else //Not hit yet
{
j = fi.ifhitsectors(s->sectnum);
if (j >= 0)
{
FTA(8, &ps[myconnectindex]);
int l = headspritestat[STAT_EFFECTOR];
while (l >= 0)
{
x = sprite[l].lotag & 0x7fff;
switch (x)
{
case 0:
if (sprite[l].hitag == sh)
{
q = sprite[l].sectnum;
sector[q].floorshade =
sector[q].ceilingshade =
sprite[sprite[l].owner].shade;
sector[q].floorpal =
sector[q].ceilingpal =
sprite[sprite[l].owner].pal;
}
break;
case 1:
case 12:
//case 18:
case 19:
if (sh == sprite[l].hitag)
if (hittype[l].temp_data[0] == 0)
{
hittype[l].temp_data[0] = 1; //Shut them all on
sprite[l].owner = i;
}
break;
}
l = nextspritestat[l];
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se20(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
if (t[0] == 0) return;
if (t[0] == 1) s->xvel = 8;
else s->xvel = -8;
if (s->xvel) //Moving
{
int x = (s->xvel * sintable[(s->ang + 512) & 2047]) >> 14;
int l = (s->xvel * sintable[s->ang & 2047]) >> 14;
t[3] += s->xvel;
s->x += x;
s->y += l;
if (t[3] <= 0 || (t[3] >> 6) >= (sprite[i].yvel >> 6))
{
s->x -= x;
s->y -= l;
t[0] = 0;
callsound(s->sectnum, i);
return;
}
int j = headspritesect[s->sectnum];
while (j >= 0)
{
int nextj = nextspritesect[j];
if (sprite[j].statnum != 3 && sprite[j].zvel == 0)
{
sprite[j].x += x;
sprite[j].y += l;
setsprite(j, sprite[j].x, sprite[j].y, sprite[j].z);
if (sector[sprite[j].sectnum].floorstat & 2)
if (sprite[j].statnum == 2)
makeitfall(j);
}
j = nextj;
}
dragpoint((short)t[1], wall[t[1]].x + x, wall[t[1]].y + l);
dragpoint((short)t[2], wall[t[2]].x + x, wall[t[2]].y + l);
for (int p = connecthead; p >= 0; p = connectpoint2[p])
if (ps[p].cursectnum == s->sectnum && ps[p].on_ground)
{
ps[p].posx += x;
ps[p].posy += l;
ps[p].oposx = ps[p].posx;
ps[p].oposy = ps[p].posy;
setsprite(ps[p].i, ps[p].posx, ps[p].posy, ps[p].posz + PHEIGHT);
}
sc->floorxpanning -= x >> 3;
sc->floorypanning -= l >> 3;
sc->ceilingxpanning -= x >> 3;
sc->ceilingypanning -= l >> 3;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se21(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
int* lp;
if (t[0] == 0) return;
if (s->ang == 1536)
lp = &sc->ceilingz;
else
lp = &sc->floorz;
if (t[0] == 1) //Decide if the s->sectnum should go up or down
{
s->zvel = ksgn(s->z - *lp) * (sprite[i].yvel << 4);
t[0]++;
}
if (sc->extra == 0)
{
lp += s->zvel;
if (abs(*lp - s->z) < 1024)
{
*lp = s->z;
deletesprite(i);
}
}
else sc->extra--;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se22(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
if (t[1])
{
if (getanimationgoal(anim_ceilingz, t[0]) >= 0)
sc->ceilingz += sc->extra * 9;
else t[1] = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se26(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int x, j, l;
s->xvel = 32;
l = (s->xvel * sintable[(s->ang + 512) & 2047]) >> 14;
x = (s->xvel * sintable[s->ang & 2047]) >> 14;
s->shade++;
if (s->shade > 7)
{
s->x = t[3];
s->y = t[4];
sc->floorz -= ((s->zvel * s->shade) - s->zvel);
s->shade = 0;
}
else
sc->floorz += s->zvel;
j = headspritesect[s->sectnum];
while (j >= 0)
{
int nextj = nextspritesect[j];
if (sprite[j].statnum != 3 && sprite[j].statnum != 10)
{
hittype[j].bposx = sprite[j].x;
hittype[j].bposy = sprite[j].y;
sprite[j].x += l;
sprite[j].y += x;
sprite[j].z += s->zvel;
setsprite(j, sprite[j].x, sprite[j].y, sprite[j].z);
}
j = nextj;
}
for (int p = connecthead; p >= 0; p = connectpoint2[p])
if (sprite[ps[p].i].sectnum == s->sectnum && ps[p].on_ground)
{
ps[p].fric.x += l << 5;
ps[p].fric.y += x << 5;
ps[p].posz += s->zvel;
}
ms(i);
setsprite(i, s->x, s->y, s->z);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se27(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
int x, p;
if (ud.recstat == 0) return;
hittype[i].tempang = s->ang;
p = findplayer(s, &x);
if (sprite[ps[p].i].extra > 0 && myconnectindex == screenpeek)
{
if (t[0] < 0)
{
ud.camerasprite = i;
t[0]++;
}
else if (ud.recstat == 2 && ps[p].newowner == -1)
{
if (cansee(s->x, s->y, s->z, sprite[i].sectnum, ps[p].posx, ps[p].posy, ps[p].posz, ps[p].cursectnum))
{
if (x < (unsigned)sh)
{
ud.camerasprite = i;
t[0] = 999;
s->ang += getincangle(s->ang, getangle(ps[p].posx - s->x, ps[p].posy - s->y)) >> 3;
sprite[i].yvel = 100 + ((s->z - ps[p].posz) / 257);
}
else if (t[0] == 999)
{
if (ud.camerasprite == i)
t[0] = 0;
else t[0] = -10;
ud.camerasprite = i;
}
}
else
{
s->ang = getangle(ps[p].posx - s->x, ps[p].posy - s->y);
if (t[0] == 999)
{
if (ud.camerasprite == i)
t[0] = 0;
else t[0] = -20;
ud.camerasprite = i;
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se32(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
if (t[0] == 1)
{
// Choose dir
if (t[2] == 1) // Retract
{
if (sprite[i].ang != 1536)
{
if (abs(sc->ceilingz - s->z) <
(sprite[i].yvel << 1))
{
sc->ceilingz = s->z;
callsound(s->sectnum, i);
t[2] = 0;
t[0] = 0;
}
else sc->ceilingz +=
sgn(s->z - sc->ceilingz) * sprite[i].yvel;
}
else
{
if (abs(sc->ceilingz - t[1]) <
(sprite[i].yvel << 1))
{
sc->ceilingz = t[1];
callsound(s->sectnum, i);
t[2] = 0;
t[0] = 0;
}
else sc->ceilingz +=
sgn(t[1] - sc->ceilingz) * sprite[i].yvel;
}
return;
}
if ((s->ang & 2047) == 1536)
{
if (abs(sc->ceilingz - s->z) <
(sprite[i].yvel << 1))
{
t[0] = 0;
t[2] = !t[2];
callsound(s->sectnum, i);
sc->ceilingz = s->z;
}
else sc->ceilingz +=
sgn(s->z - sc->ceilingz) * sprite[i].yvel;
}
else
{
if (abs(sc->ceilingz - t[1]) < (sprite[i].yvel << 1))
{
t[0] = 0;
t[2] = !t[2];
callsound(s->sectnum, i);
}
else sc->ceilingz -= sgn(s->z - t[1]) * sprite[i].yvel;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se35(int i, int SMALLSMOKE, int EXPLOSION2)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
if (sc->ceilingz > s->z)
for (int j = 0; j < 8; j++)
{
s->ang += krand() & 511;
int k = fi.spawn(i, SMALLSMOKE);
sprite[k].xvel = 96 + (krand() & 127);
ssp(k, CLIPMASK0);
setsprite(k, sprite[k].x, sprite[k].y, sprite[k].z);
if (rnd(16))
fi.spawn(i, EXPLOSION2);
}
switch (t[0])
{
case 0:
sc->ceilingz += s->yvel;
if (sc->ceilingz > sc->floorz)
sc->floorz = sc->ceilingz;
if (sc->ceilingz > s->z + (32 << 8))
t[0]++;
break;
case 1:
sc->ceilingz -= (s->yvel << 2);
if (sc->ceilingz < t[4])
{
sc->ceilingz = t[4];
t[0] = 0;
}
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se128(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
auto wal = &wall[t[2]];
if (wal->cstat | 32)
{
wal->cstat &= (255 - 32);
wal->cstat |= 16;
if (wal->nextwall >= 0)
{
wall[wal->nextwall].cstat &= (255 - 32);
wall[wal->nextwall].cstat |= 16;
}
}
else return;
wal->overpicnum++;
if (wal->nextwall >= 0)
wall[wal->nextwall].overpicnum++;
if (t[0] < t[1]) t[0]++;
else
{
wal->cstat &= (128 + 32 + 8 + 4 + 2);
if (wal->nextwall >= 0)
wall[wal->nextwall].cstat &= (128 + 32 + 8 + 4 + 2);
deletesprite(i);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se130(int i, int countmax, int EXPLOSION2)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
auto sc = &sector[s->sectnum];
if (t[0] > countmax)
{
deletesprite(i);
return;
}
else t[0]++;
int x = sc->floorz - sc->ceilingz;
if (rnd(64))
{
int k = fi.spawn(i, EXPLOSION2);
sprite[k].xrepeat = sprite[k].yrepeat = 2 + (krand() & 7);
sprite[k].z = sc->floorz - (krand() % x);
sprite[k].ang += 256 - (krand() % 511);
sprite[k].xvel = krand() & 127;
ssp(k, CLIPMASK0);
}
}
//---------------------------------------------------------------------------
//
// code fron gameexec/conrun
//
//---------------------------------------------------------------------------
int getincangle(int a,int na)
{
a &= 2047;
na &= 2047;
if(abs(a-na) < 1024)
return (na-a);
else
{
if(na > 1024) na -= 2048;
if(a > 1024) a -= 2048;
na -= 2048;
a -= 2048;
return (na-a);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void getglobalz(int i)
{
int hz,lz,zr;
spritetype *s = &sprite[i];
if( s->statnum == STAT_PLAYER || s->statnum == STAT_STANDABLE || s->statnum == STAT_ZOMBIEACTOR || s->statnum == STAT_ACTOR || s->statnum == STAT_PROJECTILE)
{
if(s->statnum == STAT_PROJECTILE)
zr = 4;
else zr = 127;
getzrange(s->x,s->y,s->z-(FOURSLEIGHT),s->sectnum,&hittype[i].ceilingz,&hz,&hittype[i].floorz,&lz,zr,CLIPMASK0);
if( (lz&49152) == 49152 && (sprite[lz&(MAXSPRITES-1)].cstat&48) == 0 )
{
lz &= (MAXSPRITES-1);
if( badguy(&sprite[lz]) && sprite[lz].pal != 1)
{
if( s->statnum != 4 )
{
hittype[i].aflags |= SFLAG_NOFLOORSHADOW;
//hittype[i].dispicnum = -4; // No shadows on actors
s->xvel = -256;
ssp(i,CLIPMASK0);
}
}
else if(sprite[lz].picnum == TILE_APLAYER && badguy(s) )
{
hittype[i].aflags |= SFLAG_NOFLOORSHADOW;
//hittype[i].dispicnum = -4; // No shadows on actors
s->xvel = -256;
ssp(i,CLIPMASK0);
}
else if(s->statnum == 4 && sprite[lz].picnum == TILE_APLAYER)
if(s->owner == lz)
{
hittype[i].ceilingz = sector[s->sectnum].ceilingz;
hittype[i].floorz = sector[s->sectnum].floorz;
}
}
}
else
{
hittype[i].ceilingz = sector[s->sectnum].ceilingz;
hittype[i].floorz = sector[s->sectnum].floorz;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void makeitfall(int i)
{
spritetype *s = &sprite[i];
int hz,lz,c;
if( fi.floorspace(s->sectnum) )
c = 0;
else
{
if( fi.ceilingspace(s->sectnum) || sector[s->sectnum].lotag == ST_2_UNDERWATER)
c = gc/6;
else c = gc;
}
if (isRRRA())
{
c = adjustfall(s, c); // this accesses sprite indices and cannot be in shared code. Should be done better.
}
if( ( s->statnum == STAT_ACTOR || s->statnum == STAT_PLAYER || s->statnum == STAT_ZOMBIEACTOR || s->statnum == STAT_STANDABLE ) )
getzrange(s->x,s->y,s->z-(FOURSLEIGHT),s->sectnum,&hittype[i].ceilingz,&hz,&hittype[i].floorz,&lz,127L,CLIPMASK0);
else
{
hittype[i].ceilingz = sector[s->sectnum].ceilingz;
hittype[i].floorz = sector[s->sectnum].floorz;
}
if( s->z < hittype[i].floorz-(FOURSLEIGHT) )
{
if( sector[s->sectnum].lotag == 2 && s->zvel > 3122 )
s->zvel = 3144;
if(s->zvel < 6144)
s->zvel += c;
else s->zvel = 6144;
s->z += s->zvel;
}
if( s->z >= hittype[i].floorz-(FOURSLEIGHT) )
{
s->z = hittype[i].floorz - FOURSLEIGHT;
s->zvel = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int dodge(spritetype* s)
{
short i;
long bx, by, mx, my, bxvect, byvect, mxvect, myvect, d;
mx = s->x;
my = s->y;
mxvect = sintable[(s->ang + 512) & 2047]; myvect = sintable[s->ang & 2047];
for (i = headspritestat[4]; i >= 0; i = nextspritestat[i]) //weapons list
{
if (sprite[i].owner == i || sprite[i].sectnum != s->sectnum)
continue;
bx = sprite[i].x - mx;
by = sprite[i].y - my;
bxvect = sintable[(sprite[i].ang + 512) & 2047]; byvect = sintable[sprite[i].ang & 2047];
if (mxvect * bx + myvect * by >= 0)
if (bxvect * bx + byvect * by < 0)
{
d = bxvect * by - byvect * bx;
if (abs(d) < 65536 * 64)
{
s->ang -= 512 + (krand() & 1024);
return 1;
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int furthestangle(int i, int angs)
{
short j, hitsect, hitwall, hitspr, furthest_angle, angincs;
int hx, hy, hz, d, greatestd;
spritetype* s = &sprite[i];
greatestd = -(1 << 30);
angincs = 2048 / angs;
if (s->picnum != TILE_APLAYER)
if ((hittype[i].temp_data[0] & 63) > 2) return(s->ang + 1024);
for (j = s->ang; j < (2048 + s->ang); j += angincs)
{
hitscan(s->x, s->y, s->z - (8 << 8), s->sectnum,
sintable[(j + 512) & 2047],
sintable[j & 2047], 0,
&hitsect, &hitwall, &hitspr, &hx, &hy, &hz, CLIPMASK1);
d = abs(hx - s->x) + abs(hy - s->y);
if (d > greatestd)
{
greatestd = d;
furthest_angle = j;
}
}
return (furthest_angle & 2047);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int furthestcanseepoint(int i, spritetype* ts, int* dax, int* day)
{
short j, hitsect, hitwall, hitspr, angincs;
int hx, hy, hz, d, da;//, d, cd, ca,tempx,tempy,cx,cy;
spritetype* s = &sprite[i];
if ((hittype[i].temp_data[0] & 63)) return -1;
if (ud.multimode < 2 && ud.player_skill < 3)
angincs = 2048 / 2;
else angincs = 2048 / (1 + (krand() & 1));
for (j = ts->ang; j < (2048 + ts->ang); j += (angincs - (krand() & 511)))
{
hitscan(ts->x, ts->y, ts->z - (16 << 8), ts->sectnum,
sintable[(j + 512) & 2047],
sintable[j & 2047], 16384 - (krand() & 32767),
&hitsect, &hitwall, &hitspr, &hx, &hy, &hz, CLIPMASK1);
d = abs(hx - ts->x) + abs(hy - ts->y);
da = abs(hx - s->x) + abs(hy - s->y);
if (d < da)
if (cansee(hx, hy, hz, hitsect, s->x, s->y, s->z - (16 << 8), s->sectnum))
{
*dax = hx;
*day = hy;
return hitsect;
}
}
return -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void alterang(int a, int g_i, int g_p)
{
short aang, angdif, goalang, j;
int ticselapsed;
int* g_t = hittype[g_i].temp_data;
auto* g_sp = &sprite[g_i];
auto moveptr = &ScriptCode[g_t[1]];
ticselapsed = (g_t[0]) & 31;
aang = g_sp->ang;
g_sp->xvel += (*moveptr - g_sp->xvel) / 5;
if (g_sp->zvel < 648) g_sp->zvel += ((*(moveptr + 1) << 4) - g_sp->zvel) / 5;
if (isRRRA() && (a & windang))
g_sp->ang = WindDir;
else if (a & seekplayer)
{
j = !isRR() && ps[g_p].holoduke_on;
// NOTE: looks like 'owner' is set to target sprite ID...
if (j >= 0 && cansee(sprite[j].x, sprite[j].y, sprite[j].z, sprite[j].sectnum, g_sp->x, g_sp->y, g_sp->z, g_sp->sectnum))
g_sp->owner = j;
else g_sp->owner = ps[g_p].i;
if (sprite[g_sp->owner].picnum == TILE_APLAYER)
goalang = getangle(hittype[g_i].lastvx - g_sp->x, hittype[g_i].lastvy - g_sp->y);
else
goalang = getangle(sprite[g_sp->owner].x - g_sp->x, sprite[g_sp->owner].y - g_sp->y);
if (g_sp->xvel && g_sp->picnum != TILE_DRONE)
{
angdif = getincangle(aang, goalang);
if (ticselapsed < 2)
{
if (abs(angdif) < 256)
{
j = 128 - (krand() & 256);
g_sp->ang += j;
if (hits(g_i) < 844)
g_sp->ang -= j;
}
}
else if (ticselapsed > 18 && ticselapsed < 26) // choose
{
if (abs(angdif >> 2) < 128) g_sp->ang = goalang;
else g_sp->ang += angdif >> 2;
}
}
else g_sp->ang = goalang;
}
if (ticselapsed < 1)
{
j = 2;
if (a & furthestdir)
{
goalang = furthestangle(g_i, j);
g_sp->ang = goalang;
g_sp->owner = ps[g_p].i;
}
if (a & fleeenemy)
{
goalang = furthestangle(g_i, j);
g_sp->ang = goalang; // += angdif; // = getincangle(aang,goalang)>>1;
}
}
}
//---------------------------------------------------------------------------
//
// the indirections here are to keep this core function free of game references
//
//---------------------------------------------------------------------------
void fall_common(int g_i, int g_p, int JIBS6, int DRONE, int BLOODPOOL, int SHOTSPARK1, int squished, int thud, int(*fallspecial)(int, int), void (*falladjustz)(spritetype*))
{
auto g_sp = &sprite[g_i];
g_sp->xoffset = 0;
g_sp->yoffset = 0;
// if(!gotz)
{
int c;
int sphit = fallspecial? fallspecial(g_i, g_p) : 0;
if (fi.floorspace(g_sp->sectnum))
c = 0;
else
{
if (fi.ceilingspace(g_sp->sectnum) || sector[g_sp->sectnum].lotag == 2)
c = gc / 6;
else c = gc;
}
if (hittype[g_i].cgg <= 0 || (sector[g_sp->sectnum].floorstat & 2))
{
getglobalz(g_i);
hittype[g_i].cgg = 6;
}
else hittype[g_i].cgg--;
if (g_sp->z < (hittype[g_i].floorz - FOURSLEIGHT))
{
g_sp->zvel += c;
g_sp->z += g_sp->zvel;
if (g_sp->zvel > 6144) g_sp->zvel = 6144;
}
else
{
g_sp->z = hittype[g_i].floorz - FOURSLEIGHT;
if (badguy(g_sp) || (g_sp->picnum == TILE_APLAYER && g_sp->owner >= 0))
{
if (g_sp->zvel > 3084 && g_sp->extra <= 1)
{
if (g_sp->pal != 1 && g_sp->picnum != DRONE)
{
if (g_sp->picnum == TILE_APLAYER && g_sp->extra > 0)
goto SKIPJIBS;
if (sphit)
{
fi.guts(g_sp, JIBS6, 5, g_p);
S_PlayActorSound(squished, g_i);
}
else
{
fi.guts(g_sp, JIBS6, 15, g_p);
S_PlayActorSound(squished, g_i);
fi.spawn(g_i, BLOODPOOL);
}
}
SKIPJIBS:
hittype[g_i].picnum = SHOTSPARK1;
hittype[g_i].extra = 1;
g_sp->zvel = 0;
}
else if (g_sp->zvel > 2048 && sector[g_sp->sectnum].lotag != 1)
{
short j = g_sp->sectnum;
int x = g_sp->x, y = g_sp->y, z = g_sp->z;
pushmove(&x, &y, &z, &j, 128, (4 << 8), (4 << 8), CLIPMASK0);
setspritepos(g_i, x, y, z); // wrap this for safety. The renderer may need processing of the new position.
if (j != g_sp->sectnum && j >= 0 && j < MAXSECTORS)
changespritesect(g_i, j);
S_PlayActorSound(thud, g_i);
}
}
if (sector[g_sp->sectnum].lotag == 1)
falladjustz(g_sp);
else g_sp->zvel = 0;
}
}
}
int LocateTheLocator(int n, int sn)
{
int i;
i = headspritestat[7];
while (i >= 0)
{
if ((sn == -1 || sn == sprite[i].sectnum) && n == sprite[i].lotag)
return i;
i = nextspritestat[i];
}
return -1;
}
END_DUKE_NS