mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-14 22:51:42 +00:00
e474ebc2b7
* 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.
5085 lines
104 KiB
C++
5085 lines
104 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2017-2019 - Nuke.YKT
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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This file is a combination of code from the following sources:
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- EDuke 2 by Matt Saettler
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- JFDuke by Jonathon Fowler (jf@jonof.id.au),
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- DukeGDX and RedneckGDX by Alexander Makarov-[M210] (m210-2007@mail.ru)
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- Redneck Rampage reconstructed source by Nuke.YKT
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "names.h"
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#include "stats.h"
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#include "constants.h"
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BEGIN_DUKE_NS
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int adjustfall(spritetype* s, int c);
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//---------------------------------------------------------------------------
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//
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// this was once a macro
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//
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//---------------------------------------------------------------------------
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void RANDOMSCRAP(spritetype *s, int i)
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{
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int r1 = krand(), r2 = krand(), r3 = krand(), r4 = krand(), r5 = krand(), r6 = krand(), r7 = krand();
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int v = isRR() ? 16 : 48;
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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);
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}
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//---------------------------------------------------------------------------
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//
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// wrapper to ensure that if a sound actor is killed, the sound is stopped as well.
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//
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//---------------------------------------------------------------------------
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void deletesprite(int num)
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{
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if (sprite[num].picnum == MUSICANDSFX && hittype[num].temp_data[0] == 1)
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S_StopSound(sprite[num].lotag, num);
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::deletesprite(num);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void addammo(int weapon, struct player_struct* p, int amount)
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{
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p->ammo_amount[weapon] += amount;
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if (p->ammo_amount[weapon] > max_ammo_amount[weapon])
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p->ammo_amount[weapon] = max_ammo_amount[weapon];
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void checkavailinven(struct player_struct* p)
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{
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if (p->firstaid_amount > 0)
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p->inven_icon = ICON_FIRSTAID;
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else if (p->steroids_amount > 0)
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p->inven_icon = ICON_STEROIDS;
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else if (p->holoduke_amount > 0)
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p->inven_icon = ICON_HOLODUKE;
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else if (p->jetpack_amount > 0)
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p->inven_icon = ICON_JETPACK;
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else if (p->heat_amount > 0)
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p->inven_icon = ICON_HEATS;
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else if (p->scuba_amount > 0)
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p->inven_icon = ICON_SCUBA;
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else if (p->boot_amount > 0)
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p->inven_icon = ICON_BOOTS;
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else p->inven_icon = ICON_NONE;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void checkavailweapon(struct player_struct* p)
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{
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short i, snum;
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int weap;
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if (p->wantweaponfire >= 0)
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{
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weap = p->wantweaponfire;
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p->wantweaponfire = -1;
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if (weap == p->curr_weapon) return;
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else if (p->gotweapon[weap] && p->ammo_amount[weap] > 0)
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{
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fi.addweapon(p, weap);
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return;
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}
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}
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weap = p->curr_weapon;
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if (p->gotweapon[weap] && p->ammo_amount[weap] > 0)
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return;
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snum = sprite[p->i].yvel;
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int max = MAX_WEAPON;
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for (i = 0; i <= max; i++)
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{
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weap = ud.wchoice[snum][i];
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if ((g_gameType & GAMEFLAG_SHAREWARE) && weap > 6) continue;
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if (weap == 0) weap = max;
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else weap--;
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if (weap == MIN_WEAPON || (p->gotweapon[weap] && p->ammo_amount[weap] > 0))
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break;
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}
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if (i == MAX_WEAPON) weap = MIN_WEAPON;
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// Found the weapon
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p->last_weapon = p->curr_weapon;
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p->random_club_frame = 0;
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p->curr_weapon = weap;
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if (isWW2GI())
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{
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SetGameVarID(g_iWeaponVarID, p->curr_weapon, snum, p->i);
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if (p->curr_weapon >= 0)
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{
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SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[p->curr_weapon][snum], snum, p->i);
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}
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else
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{
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SetGameVarID(g_iWorksLikeVarID, -1, snum, p->i);
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}
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OnEvent(EVENT_CHANGEWEAPON, p->i, snum, -1);
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}
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p->kickback_pic = 0;
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if (p->holster_weapon == 1)
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{
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p->holster_weapon = 0;
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p->weapon_pos = 10;
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}
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else p->weapon_pos = -1;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void clearcamera(player_struct* ps)
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{
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ps->newowner = -1;
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ps->posx = ps->oposx;
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ps->posy = ps->oposy;
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ps->posz = ps->oposz;
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ps->q16ang = ps->oq16ang;
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updatesector(ps->posx, ps->posy, &ps->cursectnum);
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setpal(ps);
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int k = headspritestat[STAT_ACTOR];
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while (k >= 0)
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{
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if (sprite[k].picnum == TILE_CAMERA1)
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sprite[k].yvel = 0;
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k = nextspritestat[k];
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int ssp(int i, unsigned int cliptype) //The set sprite function
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{
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spritetype* s;
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int movetype;
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s = &sprite[i];
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movetype = fi.movesprite(i,
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(s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14,
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(s->xvel * (sintable[s->ang & 2047])) >> 14, s->zvel,
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cliptype);
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return (movetype == 0);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void insertspriteq(int i)
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{
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if (spriteqamount > 0)
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{
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if (spriteq[spriteqloc] >= 0)
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sprite[spriteq[spriteqloc]].xrepeat = 0;
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spriteq[spriteqloc] = i;
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spriteqloc = (spriteqloc + 1) % spriteqamount;
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}
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else sprite[i].xrepeat = sprite[i].yrepeat = 0;
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}
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//---------------------------------------------------------------------------
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//
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// consolidation of several nearly identical functions
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//
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//---------------------------------------------------------------------------
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void lotsofstuff(spritetype* s, short n, int spawntype)
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{
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short i, j;
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for (i = n; i > 0; i--)
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{
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short r1 = krand(), r2 = krand(); // using the RANDCORRECT version from RR.
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// TRANSITIONAL RedNukem sets the spawner as owner.
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j = EGS(s->sectnum, s->x, s->y, s->z - (r2 % (47 << 8)), spawntype, -32, 8, 8, r1 & 2047, 0, 0, 0, 5);
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sprite[j].cstat = krand() & 12;
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}
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}
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//---------------------------------------------------------------------------
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//
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// movesector - why is this in actors.cpp?
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//
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//---------------------------------------------------------------------------
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void ms(short i)
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{
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//T1,T2 and T3 are used for all the sector moving stuff!!!
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short startwall, endwall, x;
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int tx, ty;
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spritetype* s;
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s = &sprite[i];
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s->x += (s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14;
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s->y += (s->xvel * (sintable[s->ang & 2047])) >> 14;
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int j = hittype[i].temp_data[1];
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int k = hittype[i].temp_data[2];
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startwall = sector[s->sectnum].wallptr;
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endwall = startwall + sector[s->sectnum].wallnum;
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for (x = startwall; x < endwall; x++)
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{
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rotatepoint(
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0, 0,
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msx[j], msy[j],
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k & 2047, &tx, &ty);
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dragpoint(x, s->x + tx, s->y + ty);
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j++;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void movecyclers(void)
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{
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short q, j, x, t, s, * c;
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walltype* wal;
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char cshade;
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for (q = numcyclers - 1; q >= 0; q--)
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{
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c = &cyclers[q][0];
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s = c[0];
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t = c[3];
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j = t + (sintable[c[1] & 2047] >> 10);
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cshade = c[2];
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if (j < cshade) j = cshade;
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else if (j > t) j = t;
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c[1] += sector[s].extra;
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if (c[5])
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{
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wal = &wall[sector[s].wallptr];
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for (x = sector[s].wallnum; x > 0; x--, wal++)
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if (wal->hitag != 1)
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{
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wal->shade = j;
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if ((wal->cstat & CSTAT_WALL_BOTTOM_SWAP) && wal->nextwall >= 0)
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wall[wal->nextwall].shade = j;
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}
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sector[s].floorshade = sector[s].ceilingshade = j;
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void movedummyplayers(void)
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{
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short i, p, nexti;
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i = headspritestat[STAT_DUMMYPLAYER];
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while (i >= 0)
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{
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nexti = nextspritestat[i];
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p = sprite[sprite[i].owner].yvel;
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if ((!isRR() && ps[p].on_crane >= 0) || sector[ps[p].cursectnum].lotag != 1 || sprite[ps[p].i].extra <= 0)
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{
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ps[p].dummyplayersprite = -1;
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deletesprite(i);
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i = nexti;
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continue;
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}
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else
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{
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if (ps[p].on_ground && ps[p].on_warping_sector == 1 && sector[ps[p].cursectnum].lotag == 1)
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{
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sprite[i].cstat = CSTAT_SPRITE_BLOCK_ALL;
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sprite[i].z = sector[sprite[i].sectnum].ceilingz + (27 << 8);
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sprite[i].ang = ps[p].getang();
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if (hittype[i].temp_data[0] == 8)
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hittype[i].temp_data[0] = 0;
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else hittype[i].temp_data[0]++;
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}
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else
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{
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if (sector[sprite[i].sectnum].lotag != 2) sprite[i].z = sector[sprite[i].sectnum].floorz;
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sprite[i].cstat = (short)32768;
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}
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}
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sprite[i].x += (ps[p].posx - ps[p].oposx);
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sprite[i].y += (ps[p].posy - ps[p].oposy);
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setsprite(i, sprite[i].x, sprite[i].y, sprite[i].z);
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i = nexti;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
|
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|
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void moveplayers(void) //Players
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{
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short i, nexti;
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int otherx;
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spritetype* s;
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struct player_struct* p;
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i = headspritestat[STAT_PLAYER];
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while (i >= 0)
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{
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nexti = nextspritestat[i];
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s = &sprite[i];
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p = &ps[s->yvel];
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if (s->owner >= 0)
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{
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if (p->newowner >= 0) //Looking thru the camera
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{
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s->x = p->oposx;
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s->y = p->oposy;
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hittype[i].bposz = s->z = p->oposz + PHEIGHT;
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s->ang = p->getoang();
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setsprite(i, s->x, s->y, s->z);
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}
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else
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{
|
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if (ud.multimode > 1)
|
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otherp = findotherplayer(s->yvel, &otherx);
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else
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{
|
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otherp = s->yvel;
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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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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 = §or[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
|