raze/source/games/blood/src/actor.cpp
2021-11-29 00:53:56 +01:00

7446 lines
166 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
//#include <iostream>
#include "ns.h" // Must come before everything else!
#include "build.h"
#include "automap.h"
#include "savegamehelp.h"
#include "blood.h"
BEGIN_BLD_NS
VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].maxDist. What were they thinking...
// Tine
{
kDamageBullet,
17,
174762,
1152,
10240,
0,
1,
20480,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_43, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_43, FX_6, FX_NONE, 502,
FX_43, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_7, 502,
FX_43, FX_6, FX_7, 502,
FX_NONE, FX_NONE, FX_NONE, 503,
FX_43, FX_NONE, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 503,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Shell
{
kDamageBullet,
4,
65536,
0,
8192,
0,
1,
12288,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_43, FX_5, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 501,
FX_43, FX_6, FX_NONE, -1,
FX_43, FX_0, FX_NONE, -1,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_43, FX_6, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_43, FX_NONE, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Bullet
{
kDamageBullet,
7,
21845,
0,
32768,
0,
1,
12288,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_43, FX_5, FX_7, 510,
FX_NONE, FX_5, FX_7, 511,
FX_43, FX_6, FX_NONE, 512,
FX_43, FX_0, FX_NONE, 513,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_7, 512,
FX_43, FX_6, FX_7, 512,
FX_NONE, FX_NONE, FX_NONE, 513,
FX_43, FX_NONE, FX_NONE, 513,
FX_NONE, FX_6, FX_NONE, 513,
FX_NONE, FX_6, FX_NONE, 513,
FX_NONE, FX_6, FX_NONE, 513,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Tommy AP
{
kDamageBullet,
20,
65536,
0,
16384,
0,
1,
20480,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_43, FX_5, FX_7, 510,
FX_NONE, FX_5, FX_7, 511,
FX_43, FX_6, FX_NONE, 512,
FX_43, FX_0, FX_NONE, 513,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_7, 512,
FX_43, FX_6, FX_7, 512,
FX_NONE, FX_NONE, FX_NONE, 513,
FX_43, FX_NONE, FX_NONE, 513,
FX_NONE, FX_6, FX_NONE, 513,
FX_NONE, FX_6, FX_NONE, 513,
FX_NONE, FX_6, FX_NONE, 513,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Shell AP
{
kDamageBullet,
6,
87381,
0,
12288,
0,
1,
6144,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_43, FX_5, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 501,
FX_43, FX_6, FX_NONE, -1,
FX_43, FX_0, FX_NONE, -1,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_43, FX_6, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_43, FX_NONE, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Tommy regular
{
kDamageBullet,
12,
65536,
0,
16384,
0,
1,
12288,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_43, FX_5, FX_7, 510,
FX_NONE, FX_5, FX_7, 511,
FX_43, FX_6, FX_NONE, 512,
FX_43, FX_0, FX_NONE, 513,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_7, 512,
FX_43, FX_6, FX_7, 512,
FX_NONE, FX_NONE, FX_NONE, 513,
FX_43, FX_NONE, FX_NONE, 513,
FX_NONE, FX_6, FX_NONE, 513,
FX_NONE, FX_6, FX_NONE, 513,
FX_NONE, FX_6, FX_NONE, 513,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Bat bite
{
kDamageBullet,
4,
0,
921,
0,
0,
1,
4096,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Eel bite
{
kDamageBullet,
12,
0,
1177,
0,
0,
0,
0,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Gill bite
{
kDamageBullet,
9,
0,
1177,
0,
0,
0,
0,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Beast slash
{
kDamageExplode,
50,
43690,
1024,
8192,
0,
4,
32768,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Axe
{
kDamageBullet,
18,
436906,
1024,
16384,
0,
2,
20480,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Cleaver
{
kDamageBullet,
9,
218453,
1024,
0,
0,
1,
24576,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Phantasm slash
{
kDamageBullet,
20,
436906,
1024,
16384,
0,
3,
24576,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Gargoyle Slash
{
kDamageBullet,
16,
218453,
1024,
8192,
0,
4,
20480,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Cerberus bite
{
kDamageBullet,
19,
218453,
614,
8192,
0,
2,
24576,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Hound bite
{
kDamageBullet,
10,
218453,
614,
8192,
0,
2,
24576,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Rat bite
{
kDamageBullet,
4,
0,
921,
0,
0,
1,
24576,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Spider bite
{
kDamageBullet,
8,
0,
614,
0,
0,
1,
24576,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Unk
{
kDamageBullet,
9,
0,
512,
0,
0,
0,
0,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
{
(DAMAGE_TYPE)-1,
0,
0,
2560,
0,
0,
0,
0,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_34, FX_35, -1,
FX_NONE, FX_34, FX_35, -1,
FX_NONE, FX_34, FX_35, -1,
FX_NONE, FX_34, FX_35, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_34, FX_35, -1,
FX_NONE, FX_34, FX_35, -1,
FX_NONE, FX_34, FX_35, -1,
FX_NONE, FX_34, FX_35, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Tchernobog burn vector
{
kDamageBurn,
2,
0,
0,
0,
15,
0,
0,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Vodoo 1.0 vector
{
kDamageSpirit,
25,
0,
0,
0,
0,
0,
0,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// 22 kVectorGenDudePunch
{
kDamageFall,
37,
874762,
620,
0,
0,
0,
0,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
},
};
const ITEMDATA gItemData[] = {
{
0,
2552,
-8,
0,
32,
32,
-1,
},
{
0,
2553,
-8,
0,
32,
32,
-1,
},
{
0,
2554,
-8,
0,
32,
32,
-1,
},
{
0,
2555,
-8,
0,
32,
32,
-1,
},
{
0,
2556,
-8,
0,
32,
32,
-1,
},
{
0,
2557,
-8,
0,
32,
32,
-1,
},
{
0,
2558,
-8,
0,
32,
32,
-1,
},
{
0,
519,
-8,
0,
48,
48,
0,
},
{
0,
822,
-8,
0,
40,
40,
-1,
},
{
0,
2169,
-8,
0,
40,
40,
-1,
},
{
0,
2433,
-8,
0,
40,
40,
-1,
},
{
0,
517,
-8,
0,
40,
40,
-1,
},
{
0,
783,
-8,
0,
40,
40,
-1,
},
{
0,
896,
-8,
0,
40,
40,
-1,
},
{
0,
825,
-8,
0,
40,
40,
-1,
},
{
0,
827,
-8,
0,
40,
40,
4,
},
{
0,
828,
-8,
0,
40,
40,
-1,
},
{
0,
829,
-8,
0,
40,
40,
-1,
},
{
0,
830,
-8,
0,
80,
64,
1,
},
{
0,
831,
-8,
0,
40,
40,
-1,
},
{
0,
863,
-8,
0,
40,
40,
-1,
},
{
0,
760,
-8,
0,
40,
40,
2,
},
{
0,
836,
-8,
0,
40,
40,
-1,
},
{
0,
851,
-8,
0,
40,
40,
-1,
},
{
0,
2428,
-8,
0,
40,
40,
-1,
},
{
0,
839,
-8,
0,
40,
40,
3,
},
{
0,
768,
-8,
0,
64,
64,
-1,
},
{
0,
840,
-8,
0,
48,
48,
-1,
},
{
0,
841,
-8,
0,
48,
48,
-1,
},
{
0,
842,
-8,
0,
48,
48,
-1,
},
{
0,
843,
-8,
0,
48,
48,
-1,
},
{
0,
683,
-8,
0,
40,
40,
-1,
},
{
0,
521,
-8,
0,
40,
40,
-1,
},
{
0,
604,
-8,
0,
40,
40,
-1,
},
{
0,
520,
-8,
0,
40,
40,
-1,
},
{
0,
803,
-8,
0,
40,
40,
-1,
},
{
0,
518,
-8,
0,
40,
40,
-1,
},
{
0,
522,
-8,
0,
40,
40,
-1,
},
{
0,
523,
-8,
0,
40,
40,
-1,
},
{
0,
837,
-8,
0,
80,
64,
-1,
},
{
0,
2628,
-8,
0,
64,
64,
-1,
},
{
0,
2586,
-8,
0,
64,
64,
-1,
},
{
0,
2578,
-8,
0,
64,
64,
-1,
},
{
0,
2602,
-8,
0,
64,
64,
-1,
},
{
0,
2594,
-8,
0,
64,
64,
-1,
},
{
0,
753,
-8,
0,
64,
64,
-1,
},
{
0,
753,
-8,
7,
64,
64,
-1,
},
{
0,
3558,
-128,
0,
64,
64,
-1,
},
{
0,
3558,
-128,
7,
64,
64,
-1,
}
};
const AMMOITEMDATA gAmmoItemData[] = {
{
0,
618,
-8,
0,
40,
40,
480,
6,
7
},
{
0,
589,
-8,
0,
48,
48,
1,
5,
6
},
{
0,
589,
-8,
0,
48,
48,
1,
5,
6
},
{
0,
809,
-8,
0,
48,
48,
5,
5,
6
},
{
0,
811,
-8,
0,
48,
48,
1,
10,
11
},
{
0,
810,
-8,
0,
48,
48,
1,
11,
12
},
{
0,
820,
-8,
0,
24,
24,
10,
8,
0
},
{
0,
619,
-8,
0,
48,
48,
4,
2,
0
},
{
0,
812,
-8,
0,
48,
48,
15,
2,
0
},
{
0,
813,
-8,
0,
48,
48,
15,
3,
0
},
{
0,
525,
-8,
0,
48,
48,
100,
9,
10
},
{
0,
814,
-8,
0,
48,
48,
15,
255,
0
},
{
0,
817,
-8,
0,
48,
48,
100,
3,
0
},
{
0,
548,
-8,
0,
24,
24,
32,
7,
0
},
{
0,
0,
-8,
0,
48,
48,
6,
255,
0
},
{
0,
0,
-8,
0,
48,
48,
6,
255,
0
},
{
0,
816,
-8,
0,
48,
48,
8,
1,
0
},
{
0,
818,
-8,
0,
48,
48,
8,
255,
0
},
{
0,
819,
-8,
0,
48,
48,
8,
255,
0
},
{
0,
801,
-8,
0,
48,
48,
6,
4,
0
},
{
0,
0,
0,
0,
0,
0,
0,
0,
0
},
};
const WEAPONITEMDATA gWeaponItemData[] = {
{
0,
-1,
0,
0,
0,
0,
0,
-1,
0
},
{
0,
559,
-8,
0,
48,
48,
3,
2,
8
},
{
0,
558,
-8,
0,
48,
48,
4,
3,
50
},
{
0,
524,
-8,
0,
48,
48,
2,
1,
9
},
{
0,
525,
-8,
0,
48,
48,
10,
9,
100
},
{
0,
539,
-8,
0,
48,
48,
8,
7,
64
},
{
0,
526,
-8,
0,
48,
48,
5,
4,
6
},
{
0,
-1,
0,
0,
0,
0,
1,
-1,
0
},
{
0,
618,
-8,
0,
48,
48,
7,
6,
480
},
{
0,
589,
-8,
0,
48,
48,
6,
5,
1
},
{
0,
800,
-8,
0,
48,
48,
9,
8,
35
}
};
const MissileType missileInfo[] = {
// Cleaver
{
2138,
978670,
512,
40,
40,
-16,
16,
},
// Regular flare
{
2424,
3145728,
0,
32,
32,
-128,
32,
},
// Tesla alt
{
3056,
2796202,
0,
32,
32,
-128,
32,
},
// Flare alt
{
2424,
2446677,
0,
32,
32,
-128,
4,
},
// Spray flame
{
0,
1118481,
0,
24,
24,
-128,
16,
},
// Fireball
{
0,
1118481,
0,
32,
32,
-128,
32,
},
// Tesla regular
{
2130,
2796202,
0,
32,
32,
-128,
16,
},
// EctoSkull
{
870,
699050,
0,
32,
32,
-24,
32,
},
// Hellhound flame
{
0,
1118481,
0,
24,
24,
-128,
16,
},
// Puke
{
0,
838860,
0,
16,
16,
-16,
16,
},
// Reserved
{
0,
838860,
0,
8,
8,
0,
16,
},
// Stone gargoyle projectile
{
3056,
2097152,
0,
32,
32,
-128,
16,
},
// Napalm launcher
{
0,
2446677,
0,
30,
30,
-128,
24,
},
// Cerberus fireball
{
0,
2446677,
0,
30,
30,
-128,
24,
},
// Tchernobog fireball
{
0,
1398101,
0,
24,
24,
-128,
16,
},
// Regular life leech
{
2446,
2796202,
0,
32,
32,
-128,
16,
},
// Dropped life leech (enough ammo)
{
3056,
2446677,
0,
16,
16,
-128,
16,
},
// Dropped life leech (no ammo)
{
3056,
1747626,
0,
32,
32,
-128,
16,
}
};
const THINGINFO thingInfo[] = {
//TNT Barrel
{
25,
250,
32,
11,
4096,
80,
384,
907,
0,
0,
0,
0,
256, 256, 128, 64, 0, 0, 128,
},
// Armed Proxy Dynamite
{
5,
5,
16,
3,
24576,
1600,
256,
3444,
-16,
0,
32,
32,
256, 256, 256, 64, 0, 0, 512,
},
// Armed Remote Dynamite
{
5,
5,
16,
3,
24576,
1600,
256,
3457,
-16,
0,
32,
32,
256, 256, 256, 64, 0, 0, 512,
},
// Vase1
{
1,
20,
32,
3,
32768,
80,
0,
739,
0,
0,
0,
0,
256, 0, 256, 128, 0, 0, 0,
},
// Vase2
{
1,
150,
32,
3,
32768,
80,
0,
642,
0,
0,
0,
0,
256, 256, 256, 128, 0, 0, 0,
},
// Crate face
{
10,
0,
0,
0,
0,
0,
0,
462,
0,
0,
0,
0,
0, 0, 0, 256, 0, 0, 0,
},
// Glass window
{
1,
0,
0,
0,
0,
0,
0,
266,
0,
0,
0,
0,
256, 0, 256, 256, 0, 0, 0,
},
// Flourescent Light
{
1,
0,
0,
0,
0,
0,
0,
796,
0,
0,
0,
0,
256, 0, 256, 256, 0, 0, 512,
},
// Wall Crack
{
50,
0,
0,
0,
0,
0,
0,
1127,
0,
0,
0,
0,
0, 0, 0, 256, 0, 0, 0,
},
// Wood Beam
{
8,
0,
0,
0,
0,
0,
0,
1142,
0,
0,
0,
0,
256, 0, 256, 128, 0, 0, 0,
},
// Spider's Web
{
4,
0,
0,
0,
0,
0,
0,
1069,
0,
0,
0,
0,
256, 256, 64, 256, 0, 0, 128,
},
// Metal Grate
{
40,
0,
0,
0,
0,
0,
0,
483,
0,
0,
0,
0,
64, 0, 128, 256, 0, 0, 0,
},
// Flammable Tree
{
1,
0,
0,
0,
0,
0,
0,
-1,
0,
0,
0,
0,
0, 256, 0, 256, 0, 0, 128,
},
// MachineGun Trap
{
1000,
0,
0,
8,
0,
0,
0,
-1,
0,
0,
0,
0,
0, 0, 128, 256, 0, 0, 512,
},
// Falling Rock
{
0,
15,
8,
3,
32768,
0,
0,
-1,
0,
0,
0,
0,
0, 0, 0, 0, 0, 0, 0,
},
// Kickable Pail
{
0,
8,
48,
3,
49152,
0,
0,
-1,
0,
0,
0,
0,
0, 0, 0, 0, 0, 0, 0,
},
// Gib Object
{
10,
2,
0,
0,
32768,
0,
0,
-1,
0,
0,
0,
0,
256, 0, 256, 256, 0, 0, 128,
},
// Explode Object
{
20,
2,
0,
0,
32768,
0,
0,
-1,
0,
0,
0,
0,
0, 0, 0, 256, 0, 0, 128,
},
// Armed stick Of TNT
{
5,
14,
16,
3,
24576,
1600,
256,
3422,
-32,
0,
32,
32,
64, 256, 128, 64, 0, 0, 256,
},
// Armed bundle Of TNT
{
5,
14,
16,
3,
24576,
1600,
256,
3433,
-32,
0,
32,
32,
64, 256, 128, 64, 0, 0, 256,
},
// Armed aerosol
{
5,
14,
16,
3,
32768,
1600,
256,
3467,
-128,
0,
32,
32,
64, 256, 128, 64, 0, 0, 256,
},
// Bone (Flesh Garg.)
{
5,
6,
16,
3,
32768,
1600,
256,
1462,
0,
0,
32,
32,
0, 0, 0, 0, 0, 0, 0,
},
// Some alpha stuff
{
8,
3,
16,
11,
32768,
1600,
256,
-1,
0,
0,
0,
0,
256, 0, 256, 256, 0, 0, 0,
},
// WaterDrip
{
0,
1,
1,
2,
0,
0,
0,
1147,
0,
10,
0,
0,
0, 0, 0, 0, 0, 0, 0,
},
// BloodDrip
{
0,
1,
1,
2,
0,
0,
0,
1160,
0,
2,
0,
0,
0, 0, 0, 0, 0, 0, 0,
},
// Blood chucks1
{
15,
4,
4,
3,
24576,
0,
257,
-1,
0,
0,
0,
0,
128, 64, 256, 256, 0, 0, 256,
},
// Blood chucks2
{
30,
30,
8,
3,
8192,
0,
257,
-1,
0,
0,
0,
0,
128, 64, 256, 256, 0, 0, 64,
},
// Axe Zombie Head
{
60,
5,
32,
3,
40960,
1280,
257,
3405,
0,
0,
40,
40,
128, 64, 256, 256, 0, 0, 64,
},
// Napalm's Alt Fire explosion
{
80,
30,
32,
3,
57344,
1600,
256,
3281,
-128,
0,
32,
32,
0, 0, 0, 0, 0, 0, 0,
},
// Fire Pod Explosion
{
80,
30,
32,
3,
57344,
1600,
256,
2020,
-128,
0,
32,
32,
256, 0, 256, 256, 0, 0, 0,
},
// Green Pod Explosion
{
80,
30,
32,
3,
57344,
1600,
256,
1860,
-128,
0,
32,
32,
256, 0, 256, 256, 0, 0, 0,
},
// Life Leech
{
150,
30,
48,
3,
32768,
1600,
257,
800,
-128,
0,
48,
48,
64, 64, 112, 64, 0, 96, 96,
},
// Voodoo Head
{
1,
30,
48,
3,
32768,
1600,
0,
2443,
-128,
0,
16,
16,
0, 0, 0, 0, 0, 0, 0,
},
// 433 - kModernThingTNTProx
{
5,
5,
16,
3,
24576,
1600,
256,
3444,
-16,
7,
32,
32,
256, 256, 256, 64, 0, 0, 512,
},
// 434 - kModernThingThrowableRock
{
5,
6,
16,
3,
32768,
1600,
256,
1462,
0,
0,
32,
32,
0, 0, 0, 0, 0, 0, 0,
},
// 435 - kModernThingEnemyLifeLeech
{
150,
30,
48,
3,
32768,
1600,
257,
800,
-128,
0,
44,
44,
0, 1024, 512, 1024, 0, 64, 512,
},
};
const EXPLOSION explodeInfo[] = {
{
40,
10,
10,
75,
450,
0,
60,
80,
40
},
{
80,
20,
10,
150,
900,
0,
60,
160,
60
},
{
120,
40,
15,
225,
1350,
0,
60,
240,
80
},
{
80,
5,
10,
120,
20,
10,
60,
0,
40
},
{
120,
10,
10,
180,
40,
10,
60,
0,
80
},
{
160,
15,
10,
240,
60,
10,
60,
0,
120
},
{
40,
20,
10,
120,
0,
10,
30,
60,
40
},
{
80,
20,
10,
150,
800,
5,
60,
160,
60
},
};
static const short gPlayerGibThingComments[] = {
734, 735, 736, 737, 738, 739, 740, 741, 3038, 3049
};
const int DudeDifficulty[5] = {
512, 384, 256, 208, 160
};
struct POSTPONE
{
DBloodActor* sprite;
int status;
};
TArray<POSTPONE> gPost;
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool IsUnderwaterSector(int nSector)
{
int nXSector = sector[nSector].extra;
if (nXSector > 0 && xsector[nXSector].Underwater)
return 1;
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actInitTraps()
{
BloodStatIterator it(kStatTraps);
while (auto act = it.Next())
{
spritetype* pSprite = &act->s();
if (pSprite->type == kTrapExploder)
{
pSprite->cstat &= ~1;
pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
if (!act->hasX()) continue;
auto x = &act->x();
x->waitTime = ClipLow(x->waitTime, 1);
x->state = 0;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actInitThings()
{
BloodStatIterator it(kStatThing);
while (auto act = it.Next())
{
if (!act->hasX()) continue;
spritetype* pSprite = &act->s();
XSPRITE* pXSprite = &act->x();
int nType = pSprite->type - kThingBase;
pXSprite->health = thingInfo[nType].startHealth << 4;
#ifdef NOONE_EXTENSIONS
// allow level designer to set custom clipdist.
// this is especially useful for various Gib and Explode objects which have clipdist 1 for some reason predefined,
// but what if it have voxel model...?
if (!gModernMap)
#endif
pSprite->clipdist = thingInfo[nType].clipdist;
pSprite->flags = thingInfo[nType].flags;
if (pSprite->flags & kPhysGravity) pSprite->flags |= kPhysFalling;
act->xvel = act->yvel = act->zvel = 0;
switch (pSprite->type)
{
case kThingArmedProxBomb:
case kTrapMachinegun:
#ifdef NOONE_EXTENSIONS
case kModernThingTNTProx:
#endif
pXSprite->state = 0;
break;
case kThingBloodChunks:
{
SEQINST* pInst = GetInstance(3, pSprite->extra);
if (pInst)
{
auto seq = getSequence(pInst->nSeqID);
if (!seq) break;
seqSpawn(pInst->nSeqID, act);
}
break;
}
default:
pXSprite->state = 1;
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actInitDudes()
{
if (gGameOptions.nMonsterSettings == 0)
{
gKillMgr.SetCount(0);
BloodStatIterator it(kStatDude);
while (auto act = it.Next())
{
spritetype* pSprite = &act->s();
if (act->hasX() && act->x().key > 0) // Drop Key
actDropObject(act, kItemKeyBase + (act->x().key - 1));
DeleteSprite(act);
}
}
else
{
// by NoOne: WTF is this?
///////////////
char unk[kDudeMax - kDudeBase];
memset(unk, 0, sizeof(unk));
BloodStatIterator it(kStatDude);
while (auto act = it.Next())
{
spritetype* pSprite = &act->s();
if (pSprite->type < kDudeBase || pSprite->type >= kDudeMax)
I_Error("Non-enemy sprite (%d) in the enemy sprite list.\n", pSprite->index);
unk[pSprite->type - kDudeBase] = 1;
}
gKillMgr.CountTotalKills();
///////////////
for (int i = 0; i < kDudeMax - kDudeBase; i++)
for (int j = 0; j < 7; j++)
dudeInfo[i].damageVal[j] = MulScale(DudeDifficulty[gGameOptions.nDifficulty], dudeInfo[i].startDamage[j], 8);
it.Reset(kStatDude);
while (auto act = it.Next())
{
if (!act->hasX()) continue;
spritetype* pSprite = &act->s();
XSPRITE* pXSprite = &act->x();
int nType = pSprite->type - kDudeBase;
int seqStartId = dudeInfo[nType].seqStartID;
if (!act->IsPlayerActor())
{
#ifdef NOONE_EXTENSIONS
switch (pSprite->type)
{
case kDudeModernCustom:
case kDudeModernCustomBurning:
pSprite->cstat |= 4096 + CSTAT_SPRITE_BLOCK_HITSCAN + CSTAT_SPRITE_BLOCK;
seqStartId = genDudeSeqStartId(act); // Custom Dude stores its SEQ in data2
pXSprite->sysData1 = pXSprite->data3; // move sndStartId to sysData1, because data3 used by the game;
pXSprite->data3 = 0;
break;
case kDudePodMother: // FakeDude type (no seq, custom flags, clipdist and cstat)
if (gModernMap) break;
[[fallthrough]];
default:
pSprite->clipdist = dudeInfo[nType].clipdist;
pSprite->cstat |= 4096 + CSTAT_SPRITE_BLOCK_HITSCAN + CSTAT_SPRITE_BLOCK;
break;
}
#else
pSprite->clipdist = dudeInfo[nType].clipdist;
pSprite->cstat |= 4096 + CSTAT_SPRITE_BLOCK_HITSCAN + CSTAT_SPRITE_BLOCK;
#endif
act->xvel = act->yvel = act->zvel = 0;
#ifdef NOONE_EXTENSIONS
// add a way to set custom hp for every enemy - should work only if map just started and not loaded.
if (!gModernMap || pXSprite->sysData2 <= 0) pXSprite->health = dudeInfo[nType].startHealth << 4;
else pXSprite->health = ClipRange(pXSprite->sysData2 << 4, 1, 65535);
#else
pXSprite->health = dudeInfo[nType].startHealth << 4;
#endif
}
if (getSequence(seqStartId)) seqSpawn(seqStartId, act);
}
aiInit();
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actInit(bool bSaveLoad)
{
#ifdef NOONE_EXTENSIONS
if (!gModernMap) nnExtResetGlobals();
else nnExtInitModernStuff(bSaveLoad);
#endif
BloodStatIterator it(kStatItem);
while (auto act = it.Next())
{
if (act->s().type == kItemWeaponVoodooDoll)
{
act->s().type = kItemAmmoVoodooDoll;
break;
}
}
actInitTraps();
actInitThings();
actInitDudes();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void ConcussSprite(DBloodActor* source, DBloodActor* actor, int x, int y, int z, int damage)
{
auto pSprite = &actor->s();
int dx = pSprite->x - x;
int dy = pSprite->y - y;
int dz = (pSprite->z - z) >> 4;
int dist2 = 0x40000 + dx * dx + dy * dy + dz * dz;
assert(dist2 > 0);
damage = scale(0x40000, damage, dist2);
if (pSprite->flags & kPhysMove)
{
int mass = 0;
if (actor->IsDudeActor())
{
mass = getDudeInfo(pSprite->type)->mass;
#ifdef NOONE_EXTENSIONS
if (pSprite->type == kDudeModernCustom || pSprite->type == kDudeModernCustomBurning)
{
mass = getSpriteMassBySize(actor);
}
#endif
}
else if (pSprite->type >= kThingBase && pSprite->type < kThingMax)
{
mass = thingInfo[pSprite->type - kThingBase].mass;
}
else
{
Printf(PRINT_HIGH, "Unexpected type in ConcussSprite(): Sprite: %d Type: %d Stat: %d", (int)pSprite->index, (int)pSprite->type, (int)pSprite->statnum);
return;
}
if (mass > 0)
{
int size = (tileWidth(pSprite->picnum) * pSprite->xrepeat * tileHeight(pSprite->picnum) * pSprite->yrepeat) >> 1;
int t = scale(damage, size, mass);
int nSprite = pSprite->index;
actor->xvel += MulScale(t, dx, 16);
actor->yvel += MulScale(t, dy, 16);
actor->zvel += MulScale(t, dz, 16);
}
}
actDamageSprite(source, actor, kDamageExplode, damage);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int actWallBounceVector(int* x, int* y, int nWall, int a4)
{
int wx, wy;
GetWallNormal(nWall, &wx, &wy);
int t = DMulScale(*x, wx, *y, wy, 16);
int t2 = mulscale16r(t, a4 + 0x10000);
*x -= MulScale(wx, t2, 16);
*y -= MulScale(wy, t2, 16);
return mulscale16r(t, 0x10000 - a4);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int actFloorBounceVector(int* x, int* y, int* z, int nSector, int a5)
{
int t = 0x10000 - a5;
if (sector[nSector].floorheinum == 0)
{
int t2 = MulScale(*z, t, 16);
*z = -(*z - t2);
return t2;
}
walltype* pWall = &wall[sector[nSector].wallptr];
walltype* pWall2 = &wall[pWall->point2];
int angle = getangle(pWall2->x - pWall->x, pWall2->y - pWall->y) + 512;
int t2 = sector[nSector].floorheinum << 4;
int t3 = approxDist(-0x10000, t2);
int t4 = DivScale(-0x10000, t3, 16);
int t5 = DivScale(t2, t3, 16);
int t6 = MulScale(t5, Cos(angle), 30);
int t7 = MulScale(t5, Sin(angle), 30);
int t8 = TMulScale(*x, t6, *y, t7, *z, t4, 16);
int t9 = MulScale(t8, 0x10000 + a5, 16);
*x -= MulScale(t6, t9, 16);
*y -= MulScale(t7, t9, 16);
*z -= MulScale(t4, t9, 16);
return mulscale16r(t8, t);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actRadiusDamage(DBloodActor* source, int x, int y, int z, int nSector, int nDist, int baseDmg, int distDmg, DAMAGE_TYPE dmgType, int flags, int burn)
{
uint8_t sectmap[(kMaxSectors + 7) >> 3];
auto pOwner = source->GetOwner();
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && pOwner && pOwner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
GetClosestSpriteSectors(nSector, x, y, nDist, sectmap, nullptr, newSectCheckMethod);
nDist <<= 4;
if (flags & 2)
{
BloodStatIterator it(kStatDude);
while (auto act2 = it.Next())
{
if (act2 != source || (flags & 1))
{
auto pSprite2 = &act2->s();
if (act2->hasX())
{
if (pSprite2->flags & 0x20) continue;
if (!TestBitString(sectmap, pSprite2->sectnum)) continue;
if (!CheckProximity(act2, x, y, z, nSector, nDist)) continue;
int dx = abs(x - pSprite2->x);
int dy = abs(y - pSprite2->y);
int dz = abs(z - pSprite2->z) >> 4;
int dist = ksqrt(dx * dx + dy * dy + dz * dz);
if (dist > nDist) continue;
int totaldmg;
if (dist != 0) totaldmg = baseDmg + ((nDist - dist) * distDmg) / nDist;
else totaldmg = baseDmg + distDmg;
actDamageSprite(source, act2, dmgType, totaldmg << 4);
if (burn) actBurnSprite(pOwner, act2, burn);
}
}
}
}
if (flags & 4)
{
BloodStatIterator it(kStatDude);
while (auto act2 = it.Next())
{
auto pSprite2 = &act2->s();
if (pSprite2->flags & 0x20) continue;
if (!TestBitString(sectmap, pSprite2->sectnum)) continue;
if (!CheckProximity(act2, x, y, z, nSector, nDist)) continue;
XSPRITE* pXSprite2 = &act2->x();
if (pXSprite2->locked) continue;
int dx = abs(x - pSprite2->x);
int dy = abs(y - pSprite2->y);
int dist = ksqrt(dx * dx + dy * dy);
if (dist > nDist) continue;
int totaldmg;
if (dist != 0) totaldmg = baseDmg + ((nDist - dist) * distDmg) / nDist;
else totaldmg = baseDmg + distDmg;
actDamageSprite(source, act2, dmgType, totaldmg << 4);
if (burn) actBurnSprite(pOwner, act2, burn);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actNapalmMove(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
auto pOwner = actor->GetOwner();
actPostSprite(actor, kStatDecoration);
seqSpawn(9, actor);
if (Chance(0x8000)) pSprite->cstat |= 4;
sfxPlay3DSound(actor, 303, 24 + (pSprite->flags & 3), 1);
actRadiusDamage(pOwner, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 128, 0, 60, kDamageExplode, 15, 120);
if (pXSprite->data4 > 1)
{
GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
int spawnparam[2];
spawnparam[0] = pXSprite->data4 >> 1;
spawnparam[1] = pXSprite->data4 - spawnparam[0];
int ang = pSprite->ang;
actor->xvel = 0;
actor->yvel = 0;
actor->zvel = 0;
for (int i = 0; i < 2; i++)
{
int t1 = Random(0x33333) + 0x33333;
int rndang = Random2(0x71);
pSprite->ang = (rndang + ang + 2048) & 2047;
auto spawned = actFireThing(actor, 0, 0, -0x93d0, kThingNapalmBall, t1);
spawned->SetOwner(actor->GetOwner());
seqSpawn(61, spawned, nNapalmClient);
spawned->x().data4 = spawnparam[i];
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static DBloodActor* actSpawnFloor(DBloodActor* actor)
{
auto pSprite = &actor->s();
int sector = pSprite->sectnum;
int x = pSprite->x;
int y = pSprite->y;
updatesector(x, y, &sector);
int zFloor = getflorzofslope(sector, x, y);
auto spawned = actSpawnSprite(sector, x, y, zFloor, 3, 0);
if (spawned) spawned->s().cstat &= ~257;
return spawned;
}
static DBloodActor* actDropAmmo(DBloodActor* actor, int nType)
{
if (!actor) return nullptr;
auto pSprite = &actor->s();
if (pSprite->statnum < kMaxStatus && nType >= kItemAmmoBase && nType < kItemAmmoMax)
{
auto act2 = actSpawnFloor(actor);
const AMMOITEMDATA* pAmmo = &gAmmoItemData[nType - kItemAmmoBase];
auto pSprite2 = &act2->s();
pSprite2->type = nType;
pSprite2->picnum = pAmmo->picnum;
pSprite2->shade = pAmmo->shade;
pSprite2->xrepeat = pAmmo->xrepeat;
pSprite2->yrepeat = pAmmo->yrepeat;
return act2;
}
return nullptr;
}
static DBloodActor* actDropWeapon(DBloodActor* actor, int nType)
{
if (!actor) return nullptr;
auto pSprite = &actor->s();
if (pSprite->statnum < kMaxStatus && nType >= kItemWeaponBase && nType < kItemWeaponMax)
{
auto act2 = actSpawnFloor(actor);
const WEAPONITEMDATA* pWeapon = &gWeaponItemData[nType - kItemWeaponBase];
auto pSprite2 = &act2->s();
pSprite2->type = nType;
pSprite2->picnum = pWeapon->picnum;
pSprite2->shade = pWeapon->shade;
pSprite2->xrepeat = pWeapon->xrepeat;
pSprite2->yrepeat = pWeapon->yrepeat;
return act2;
}
return nullptr;
}
static DBloodActor* actDropItem(DBloodActor* actor, int nType)
{
if (!actor) return nullptr;
auto pSprite = &actor->s();
if (pSprite->statnum < kMaxStatus && nType >= kItemBase && nType < kItemMax)
{
auto act2 = actSpawnFloor(actor);
const ITEMDATA* pItem = &gItemData[nType - kItemBase];
auto pSprite2 = &act2->s();
pSprite2->type = nType;
pSprite2->picnum = pItem->picnum;
pSprite2->shade = pItem->shade;
pSprite2->xrepeat = pItem->xrepeat;
pSprite2->yrepeat = pItem->yrepeat;
return act2;
}
return nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static DBloodActor* actDropKey(DBloodActor* actor, int nType)
{
if (!actor) return nullptr;
auto pSprite = &actor->s();
if (pSprite->statnum < kMaxStatus && nType >= kItemKeyBase && nType < kItemKeyMax)
{
auto act2 = actDropItem(actor, nType);
if (act2 && gGameOptions.nGameType == 1)
{
act2->addX();
auto pSprite2 = &act2->s();
act2->x().respawn = 3;
act2->hit.florhit = 0;
act2->hit.ceilhit = 0;
}
return act2;
}
return nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static DBloodActor* actDropFlag(DBloodActor* actor, int nType)
{
if (!actor) return nullptr;
auto pSprite = &actor->s();
if (pSprite->statnum < kMaxStatus && (nType == 147 || nType == 148))
{
auto act2 = actDropItem(actor, nType);
if (act2 && gGameOptions.nGameType == 3)
{
evPostActor(act2, 1800, kCallbackReturnFlag);
}
return act2;
}
return nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* actDropObject(DBloodActor* actor, int nType)
{
DBloodActor* act2 = nullptr;
if (nType >= kItemKeyBase && nType < kItemKeyMax) act2 = actDropKey(actor, nType);
else if (nType == kItemFlagA || nType == kItemFlagB) act2 = actDropFlag(actor, nType);
else if (nType >= kItemBase && nType < kItemMax) act2 = actDropItem(actor, nType);
else if (nType >= kItemAmmoBase && nType < kItemAmmoMax) act2 = actDropAmmo(actor, nType);
else if (nType >= kItemWeaponBase && nType < kItemWeaponMax) act2 = actDropWeapon(actor, nType);
if (act2)
{
int top, bottom;
GetActorExtents(act2, &top, &bottom);
if (bottom >= act2->s().z)
act2->s().z -= bottom - act2->s().z;
}
return act2;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool actHealDude(DBloodActor* actor, int add, int threshold)
{
if (!actor) return false;
auto pXDude = &actor->x();
add <<= 4;
threshold <<= 4;
if (pXDude->health < (unsigned)threshold)
{
spritetype* pSprite = &actor->s();
if (actor->IsPlayerActor()) sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 780, pSprite->sectnum);
pXDude->health = min<uint32_t>(pXDude->health + add, threshold);
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
#ifdef NOONE_EXTENSIONS
static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType)
{
auto pSprite = &actor->s();
auto pXSprite = &actor->x();
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
removeDudeStuff(actor);
if (pXSprite->txID <= 0 || getNextIncarnation(actor) == nullptr)
{
if (pExtra->weaponType == kGenDudeWeaponKamikaze && Chance(0x4000) && damageType != kDamageSpirit && damageType != kDamageDrown)
{
doExplosion(actor, pXSprite->data1 - kTrapExploder);
if (Chance(0x9000)) damageType = kDamageExplode;
}
if (damageType == kDamageBurn)
{
if (pExtra->availDeaths[kDamageBurn] && !spriteIsUnderwater(actor))
{
if (pExtra->canBurn)
{
pSprite->type = kDudeModernCustomBurning;
if (pXSprite->data2 == kGenDudeDefaultSeq) // don't inherit palette for burning if using default animation
pSprite->pal = 0;
aiGenDudeNewState(actor, &genDudeBurnGoto);
actHealDude(actor, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
if (pXSprite->burnTime <= 0) pXSprite->burnTime = 1200;
actor->dudeExtra.time = PlayClock + 360;
return true;
}
}
else
{
pXSprite->burnTime = 0;
actor->SetBurnSource(nullptr);
damageType = kDamageFall;
}
}
}
else
{
pXSprite->locked = 1; // lock while transforming
aiSetGenIdleState(actor); // set idle state
if (pXSprite->key > 0) // drop keys
actDropObject(actor, kItemKeyBase + pXSprite->key - 1);
if (pXSprite->dropMsg > 0) // drop items
actDropObject(actor, pXSprite->dropMsg);
pSprite->flags &= ~kPhysMove;
actor->xvel = actor->yvel = 0;
playGenDudeSound(actor, kGenDudeSndTransforming);
int seqId = pXSprite->data2 + kGenDudeSeqTransform;
if (getSequence(seqId)) seqSpawn(seqId, actor, -1);
else
{
seqKill(actor);
DBloodActor* pEffectA = gFX.fxSpawnActor((FX_ID)52, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, pSprite->ang);
if (pEffectA != nullptr)
{
auto pEffect = &pEffectA->s();
pEffect->cstat = CSTAT_SPRITE_ALIGNMENT_FACING;
pEffect->pal = 6;
pEffect->xrepeat = pSprite->xrepeat;
pEffect->yrepeat = pSprite->yrepeat;
}
GIBTYPE nGibType;
for (int i = 0; i < 3; i++)
{
if (Chance(0x3000)) nGibType = GIBTYPE_6;
else if (Chance(0x2000)) nGibType = GIBTYPE_5;
else nGibType = GIBTYPE_17;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
CGibPosition gibPos(pSprite->x, pSprite->y, top);
CGibVelocity gibVel(actor->xvel >> 1, actor->yvel >> 1, -0xccccc);
GibSprite(actor, nGibType, &gibPos, &gibVel);
}
}
pXSprite->sysData1 = kGenDudeTransformStatus; // in transform
return true;
}
return false;
}
#endif
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool actKillDudeStage1(DBloodActor* actor, DAMAGE_TYPE damageType)
{
auto pSprite = &actor->s();
auto pXSprite = &actor->x();
switch (pSprite->type)
{
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
if (actKillModernDude(actor, damageType)) return true;
break;
#endif
case kDudeCerberusTwoHead: // Cerberus
seqSpawn(dudeInfo[pSprite->type - kDudeBase].seqStartID + 1, actor, -1);
return true;
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
if (damageType == kDamageBurn && pXSprite->medium == kMediumNormal)
{
pSprite->type = kDudeBurningCultist;
aiNewState(actor, &cultistBurnGoto);
actHealDude(actor, dudeInfo[40].startHealth, dudeInfo[40].startHealth);
return true;
}
break;
case kDudeBeast:
if (damageType == kDamageBurn && pXSprite->medium == kMediumNormal)
{
pSprite->type = kDudeBurningBeast;
aiNewState(actor, &beastBurnGoto);
actHealDude(actor, dudeInfo[53].startHealth, dudeInfo[53].startHealth);
return true;
}
break;
case kDudeInnocent:
if (damageType == kDamageBurn && pXSprite->medium == kMediumNormal)
{
pSprite->type = kDudeBurningInnocent;
aiNewState(actor, &innocentBurnGoto);
actHealDude(actor, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
return true;
}
break;
case kDudeTinyCaleb:
if (cl_bloodvanillaenemies || VanillaMode())
break;
if (damageType == kDamageBurn && pXSprite->medium == kMediumNormal)
{
pSprite->type = kDudeBurningTinyCaleb;
aiNewState(actor, &tinycalebBurnGoto);
actHealDude(actor, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
return true;
}
break;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void checkAddFrag(DBloodActor* killerActor, DBloodActor* actor)
{
auto pKillerSprite = &killerActor->s();
auto pSprite = &actor->s();
if (VanillaMode())
{
if (killerActor->IsPlayerActor())
{
PLAYER* pPlayer = &gPlayer[pKillerSprite->type - kDudePlayer1];
if (gGameOptions.nGameType == 1)
pPlayer->fragCount++;
}
}
else if (gGameOptions.nGameType == 1 && killerActor->IsPlayerActor() && pSprite->statnum == kStatDude)
{
switch (pSprite->type)
{
case kDudeBat:
case kDudeRat:
case kDudeInnocent:
case kDudeBurningInnocent:
break;
default:
PLAYER* pKillerPlayer = &gPlayer[pKillerSprite->type - kDudePlayer1];
pKillerPlayer->fragCount++;
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void checkDropObjects(DBloodActor* actor)
{
auto pXSprite = &actor->x();
if (pXSprite->key > 0) actDropObject(actor, kItemKeyBase + pXSprite->key - 1);
if (pXSprite->dropMsg > 0) actDropObject(actor, pXSprite->dropMsg);
switch (actor->s().type)
{
case kDudeCultistTommy:
{
int nRand = Random(100);
if (nRand < 10) actDropObject(actor, kItemWeaponTommygun);
else if (nRand < 50) actDropObject(actor, kItemAmmoTommygunFew);
break;
}
case kDudeCultistShotgun:
{
int nRand = Random(100);
if (nRand <= 10) actDropObject(actor, kItemWeaponSawedoff);
else if (nRand <= 50) actDropObject(actor, kItemAmmoSawedoffFew);
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static int checkDamageType(DBloodActor* actor, DAMAGE_TYPE damageType)
{
int nSeq;
auto pSprite = &actor->s();
switch (damageType)
{
case kDamageExplode:
nSeq = 2;
switch (pSprite->type)
{
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
case kDudeModernCustomBurning:
{
playGenDudeSound(actor, kGenDudeSndDeathExplode);
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
if (!pExtra->availDeaths[damageType])
{
nSeq = 1;
damageType = kDamageFall;
}
break;
}
#endif
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTommyProne:
case kDudeBurningInnocent:
case kDudeBurningCultist:
case kDudeInnocent:
case kDudeCultistShotgunProne:
case kDudeCultistTesla:
case kDudeCultistTNT:
case kDudeCultistBeast:
case kDudeTinyCaleb:
case kDudeBurningTinyCaleb:
sfxPlay3DSound(actor, 717, -1, 0);
break;
}
break;
case kDamageBurn:
nSeq = 3;
sfxPlay3DSound(actor, 351, -1, 0);
break;
case kDamageSpirit:
switch (pSprite->type) {
case kDudeZombieAxeNormal:
case kDudeZombieAxeBuried:
nSeq = 14;
break;
case kDudeZombieButcher:
nSeq = 11;
break;
default:
nSeq = 1;
break;
}
break;
case kDamageFall:
switch (pSprite->type)
{
case kDudeCultistTommy:
case kDudeCultistShotgun:
nSeq = 1;
break;
default:
nSeq = 1;
break;
}
break;
default:
nSeq = 1;
break;
}
return nSeq;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void spawnGibs(DBloodActor* actor, int type, int velz)
{
int top, bottom;
GetActorExtents(actor, &top, &bottom);
CGibPosition gibPos(actor->s().x, actor->s().y, top);
CGibVelocity gibVel(actor->xvel >> 1, actor->yvel >> 1, velz);
GibSprite(actor, GIBTYPE_27, &gibPos, &gibVel);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void zombieAxeNormalDeath(DBloodActor* actor, int nSeq)
{
auto pSprite = &actor->s();
int nType = pSprite->type - kDudeBase;
sfxPlay3DSound(actor, 1107 + Random(2), -1, 0);
if (nSeq == 2)
{
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nDudeToGibClient1);
spawnGibs(actor, GIBTYPE_27, -0xccccc);
}
else if (nSeq == 1 && Chance(0x4000))
{
seqSpawn(dudeInfo[nType].seqStartID + 7, actor, nDudeToGibClient1);
evPostActor(actor, 0, kCallbackFXZombieSpurt);
sfxPlay3DSound(actor, 362, -1, 0);
actor->x().data1 = 35;
actor->x().data2 = 5;
spawnGibs(actor, GIBTYPE_27, -0x111111);
}
else if (nSeq == 14)seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
else if (nSeq == 3) seqSpawn(dudeInfo[nType].seqStartID + 13, actor, nDudeToGibClient2);
else seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nDudeToGibClient1);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void burningCultistDeath(DBloodActor* actor, int nSeq)
{
auto pSprite = &actor->s();
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(actor, 718, -1, 0);
else sfxPlay3DSound(actor, 1018 + Random(2), -1, 0);
int nType = pSprite->type - kDudeBase;
if (Chance(0x8000))
{
for (int i = 0; i < 3; i++)
GibSprite(actor, GIBTYPE_7, nullptr, nullptr);
seqSpawn(dudeInfo[nType].seqStartID + 16 - Random(1), actor, nDudeToGibClient1);
}
else
seqSpawn(dudeInfo[nType].seqStartID + 15, actor, nDudeToGibClient2);
}
#ifdef NOONE_EXTENSIONS
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void modernCustomDudeDeath(DBloodActor* actor, int nSeq, int damageType)
{
auto pSprite = &actor->s();
auto pXSprite = &actor->x();
playGenDudeSound(actor, kGenDudeSndDeathNormal);
int dudeToGib = (actCheckRespawn(actor)) ? -1 : ((nSeq == 3) ? nDudeToGibClient2 : nDudeToGibClient1);
if (nSeq == 3)
{
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
if (pExtra->availDeaths[kDmgBurn] == 3) seqSpawn((15 + Random(2)) + pXSprite->data2, actor, dudeToGib);
else if (pExtra->availDeaths[kDmgBurn] == 2) seqSpawn(16 + pXSprite->data2, actor, dudeToGib);
else if (pExtra->availDeaths[kDmgBurn] == 1) seqSpawn(15 + pXSprite->data2, actor, dudeToGib);
else if (getSequence(pXSprite->data2 + nSeq))seqSpawn(nSeq + pXSprite->data2, actor, dudeToGib);
else seqSpawn(1 + pXSprite->data2, actor, dudeToGib);
}
else
{
seqSpawn(nSeq + pXSprite->data2, actor, dudeToGib);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void modernCustomDudeBurningDeath(DBloodActor* actor, int nSeq)
{
auto pSprite = &actor->s();
playGenDudeSound(actor, kGenDudeSndDeathExplode);
int dudeToGib = (actCheckRespawn(actor)) ? -1 : nDudeToGibClient1;
if (Chance(0x4000)) spawnGibs(actor, GIBTYPE_27, -0xccccc);
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
int seqofs = actor->x().data2;
if (pExtra->availDeaths[kDmgBurn] == 3) seqSpawn((15 + Random(2)) + seqofs, actor, dudeToGib);
else if (pExtra->availDeaths[kDmgBurn] == 2) seqSpawn(16 + seqofs, actor, dudeToGib);
else if (pExtra->availDeaths[kDmgBurn] == 1) seqSpawn(15 + seqofs, actor, dudeToGib);
else seqSpawn(1 + seqofs, actor, dudeToGib);
}
#endif
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void zombieAxeBurningDeath(DBloodActor* actor, int nSeq)
{
auto pSprite = &actor->s();
int nType = pSprite->type - kDudeBase;
if (Chance(0x8000) && nSeq == 3)
sfxPlay3DSound(actor, 1109, -1, 0);
else
sfxPlay3DSound(actor, 1107 + Random(2), -1, 0);
if (Chance(0x8000))
{
seqSpawn(dudeInfo[nType].seqStartID + 13, actor, nDudeToGibClient1);
spawnGibs(actor, GIBTYPE_27, -0xccccc);
}
else
seqSpawn(dudeInfo[nType].seqStartID + 13, actor, nDudeToGibClient2);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void zombieButcherDeath(DBloodActor* actor, int nSeq)
{
auto pSprite = &actor->s();
int nType = pSprite->type - kDudeBase;
if (nSeq == 14)
{
sfxPlay3DSound(actor, 1206, -1, 0);
seqSpawn(dudeInfo[nType].seqStartID + 11, actor, -1);
return;
}
sfxPlay3DSound(actor, 1204 + Random(2), -1, 0);
if (nSeq == 3)
seqSpawn(dudeInfo[nType].seqStartID + 10, actor, -1);
else
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void genericDeath(DBloodActor* actor, int nSeq, int sound1, int seqnum)
{
auto pSprite = &actor->s();
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(actor, sound1 + 2, -1, 0);
else sfxPlay3DSound(actor, sound1 + Random(2), -1, 0);
seqSpawn(seqnum, actor, -1);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damageType, int damage)
{
spritetype* pKillerSprite = &killerActor->s();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax&& actor->hasX());
int nType = pSprite->type - kDudeBase;
XSPRITE* pXSprite = &actor->x();
if (actKillDudeStage1(actor, damageType)) return;
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
if (gPlayer[p].fragger == actor && gPlayer[p].deathTime > 0)
gPlayer[p].fragger = nullptr;
}
if (pSprite->type != kDudeCultistBeast)
trTriggerSprite(actor, kCmdOff);
pSprite->flags |= 7;
checkAddFrag(killerActor, actor);
checkDropObjects(actor);
int nSeq = checkDamageType(actor, damageType);
if (!getSequence(getDudeInfo(nType + kDudeBase)->seqStartID + nSeq))
{
seqKill(actor);
gKillMgr.AddKill(pSprite);
actPostSprite(actor, kStatFree);
return;
}
auto Owner = actor->GetOwner();
switch (pSprite->type)
{
case kDudeZombieAxeNormal:
zombieAxeNormalDeath(actor, nSeq);
break;
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
sfxPlay3DSound(actor, 1018 + Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nSeq == 3 ? nDudeToGibClient2 : nDudeToGibClient1);
break;
case kDudeBurningCultist:
burningCultistDeath(actor, nSeq);
damageType = kDamageExplode;
break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
modernCustomDudeDeath(actor, nSeq, damageType);
genDudePostDeath(actor, damageType, damage);
return;
case kDudeModernCustomBurning:
modernCustomDudeBurningDeath(actor, nSeq);
genDudePostDeath(actor, kDamageExplode, damage);
return;
#endif
case kDudeBurningZombieAxe:
zombieAxeBurningDeath(actor, nSeq);
damageType = kDamageExplode;
break;
case kDudeBurningZombieButcher:
genericDeath(actor, nSeq, 1204, dudeInfo[4].seqStartID + 10);
break;
case kDudeBurningInnocent:
damageType = kDamageExplode;
seqSpawn(dudeInfo[nType].seqStartID + 7, actor, nDudeToGibClient1);
break;
case kDudeZombieButcher:
zombieButcherDeath(actor, nSeq);
break;
case kDudeGargoyleFlesh:
genericDeath(actor, nSeq, 1403, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeGargoyleStone:
genericDeath(actor, nSeq, 1453, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudePhantasm:
genericDeath(actor, nSeq, 1603, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeHellHound:
genericDeath(actor, nSeq, 1303, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeHand:
genericDeath(actor, nSeq, 1903, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeSpiderBrown:
if (Owner) Owner->dudeExtra.stats.birthCounter--;
genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeSpiderRed:
if (Owner) Owner->dudeExtra.stats.birthCounter--;
genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeSpiderBlack:
if (Owner) Owner->dudeExtra.stats.birthCounter--;
genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeSpiderMother:
sfxPlay3DSound(actor, 1850, -1, 0);
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
break;
case kDudeGillBeast:
genericDeath(actor, nSeq, 1703, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeBoneEel:
genericDeath(actor, nSeq, 1503, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeBat:
genericDeath(actor, nSeq, 2003, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeRat:
genericDeath(actor, nSeq, 2103, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudePodGreen:
case kDudeTentacleGreen:
case kDudePodFire:
case kDudeTentacleFire:
if ((pSprite->cstat & CSTAT_SPRITE_YFLIP)) pSprite->cstat &= ~CSTAT_SPRITE_YFLIP;
switch (pSprite->type)
{
case kDudePodGreen:
genericDeath(actor, nSeq, 2203, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeTentacleGreen:
sfxPlay3DSound(actor, damage == 5 ? 2471 : 2472, -1, 0);
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
break;
case kDudePodFire:
sfxPlay3DSound(actor, damage == 5 ? 2451 : 2452, -1, 0);
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
break;
case kDudeTentacleFire:
sfxPlay3DSound(actor, 2501, -1, 0);
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
break;
}
break;
case kDudePodMother:
case kDudeTentacleMother:
genericDeath(actor, nSeq, 2203, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeCerberusTwoHead:
case kDudeCerberusOneHead:
genericDeath(actor, nSeq, 2303, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeTchernobog:
sfxPlay3DSound(actor, 2380, -1, 0);
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
break;
case kDudeBurningTinyCaleb:
damageType = kDamageExplode;
seqSpawn(dudeInfo[nType].seqStartID + 11, actor, nDudeToGibClient1);
break;
case kDudeBeast:
sfxPlay3DSound(actor, 9000 + Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nSeq == 3 ? nDudeToGibClient2 : nDudeToGibClient1);
break;
case kDudeBurningBeast:
damageType = kDamageExplode;
seqSpawn(dudeInfo[nType].seqStartID + 12, actor, nDudeToGibClient1);
break;
default:
seqSpawn(getDudeInfo(nType + kDudeBase)->seqStartID + nSeq, actor, -1);
break;
}
if (damageType == kDamageExplode)
{
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
for (int i = 0; i < 3; i++)
if (pDudeInfo->nGibType[i] > -1)
GibSprite(actor, (GIBTYPE)pDudeInfo->nGibType[i], nullptr, nullptr);
for (int i = 0; i < 4; i++)
fxSpawnBlood(actor, damage);
}
gKillMgr.AddKill(pSprite);
actCheckRespawn(actor);
pSprite->type = kThingBloodChunks;
actPostSprite(actor, kStatThing);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static int actDamageDude(DBloodActor* source, DBloodActor* actor, int damage, DAMAGE_TYPE damageType)
{
auto pSprite = &actor->s();
XSPRITE* pXSprite = &actor->x();
if (!actor->IsDudeActor())
{
Printf(PRINT_HIGH, "Bad Dude Failed: initial=%d type=%d %s\n", (int)pSprite->inittype, (int)pSprite->type, (int)(pSprite->flags & kHitagRespawn) ? "RESPAWN" : "NORMAL");
return damage >> 4;
//I_Error("Bad Dude Failed: initial=%d type=%d %s\n", (int)pSprite->inittype, (int)pSprite->type, (int)(pSprite->flags & 16) ? "RESPAWN" : "NORMAL");
}
int nType = pSprite->type - kDudeBase;
int nDamageFactor = getDudeInfo(nType + kDudeBase)->damageVal[damageType];
#ifdef NOONE_EXTENSIONS
if (pSprite->type == kDudeModernCustom)
nDamageFactor = actor->genDudeExtra.dmgControl[damageType];
#endif
if (!nDamageFactor) return 0;
else if (nDamageFactor != 256) damage = MulScale(damage, nDamageFactor, 8);
if (!actor->IsPlayerActor())
{
if (pXSprite->health <= 0) return 0;
damage = aiDamageSprite(source, actor, damageType, damage);
if (pXSprite->health <= 0)
actKillDude(source, actor, ((damageType == kDamageExplode && damage < 160) ? kDamageFall : damageType), damage);
}
else
{
PLAYER* pPlayer = &gPlayer[pSprite->type - kDudePlayer1];
if (pXSprite->health > 0 || playerSeqPlaying(pPlayer, 16))
damage = playerDamageSprite(source, pPlayer, damageType, damage);
}
return damage;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static int actDamageThing(DBloodActor* source, DBloodActor* actor, int damage, DAMAGE_TYPE damageType, PLAYER* pSourcePlayer)
{
auto pSprite = &actor->s();
XSPRITE* pXSprite = &actor->x();
assert(pSprite->type >= kThingBase && pSprite->type < kThingMax);
int nType = pSprite->type - kThingBase;
int nDamageFactor = thingInfo[nType].dmgControl[damageType];
if (!nDamageFactor) return 0;
else if (nDamageFactor != 256) damage = MulScale(damage, nDamageFactor, 8);
pXSprite->health = ClipLow(pXSprite->health - damage, 0);
if (pXSprite->health <= 0)
{
auto Owner = actor->GetOwner();
switch (pSprite->type)
{
case kThingDroppedLifeLeech:
#ifdef NOONE_EXTENSIONS
case kModernThingEnemyLifeLeech:
#endif
GibSprite(actor, GIBTYPE_14, nullptr, nullptr);
pXSprite->data1 = pXSprite->data2 = pXSprite->data3 = pXSprite->DudeLockout = 0;
pXSprite->stateTimer = pXSprite->data4 = pXSprite->isTriggered = 0;
#ifdef NOONE_EXTENSIONS
if (Owner && Owner->s().type == kDudeModernCustom)
Owner->SetSpecialOwner(); // indicates if custom dude had life leech.
#endif
break;
default:
if (!(pSprite->flags & kHitagRespawn))
actor->SetOwner(source);
break;
}
trTriggerSprite(actor, kCmdOff);
switch (pSprite->type)
{
case kThingObjectGib:
case kThingObjectExplode:
case kThingBloodBits:
case kThingBloodChunks:
case kThingZombieHead:
if (damageType == 3 && pSourcePlayer && PlayClock > pSourcePlayer->laughCount && Chance(0x4000))
{
sfxPlay3DSound(pSourcePlayer->pSprite, gPlayerGibThingComments[Random(10)], 0, 2);
pSourcePlayer->laughCount = PlayClock + 3600;
}
break;
case kTrapMachinegun:
seqSpawn(28, actor, -1);
break;
case kThingFluorescent:
seqSpawn(12, actor, -1);
GibSprite(actor, GIBTYPE_6, nullptr, nullptr);
break;
case kThingSpiderWeb:
seqSpawn(15, actor, -1);
break;
case kThingMetalGrate:
seqSpawn(21, actor, -1);
GibSprite(actor, GIBTYPE_4, nullptr, nullptr);
break;
case kThingFlammableTree:
switch (pXSprite->data1)
{
case -1:
GibSprite(actor, GIBTYPE_14, nullptr, nullptr);
sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 312, pSprite->sectnum);
actPostSprite(actor, kStatFree);
break;
case 0:
seqSpawn(25, actor, nTreeToGibClient);
sfxPlay3DSound(actor, 351, -1, 0);
break;
case 1:
seqSpawn(26, actor, nTreeToGibClient);
sfxPlay3DSound(actor, 351, -1, 0);
break;
}
break;
}
}
return damage;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int actDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE damageType, int damage)
{
auto pSprite = &actor->s();
if (pSprite->flags & 32 || !actor->hasX())
return 0;
XSPRITE* pXSprite = &actor->x();
if ((pXSprite->health == 0 && pSprite->statnum != kStatDude) || pXSprite->locked)
return 0;
if (source == nullptr) source = actor;
PLAYER* pSourcePlayer = nullptr;
if (source->IsPlayerActor()) pSourcePlayer = &gPlayer[source->s().type - kDudePlayer1];
if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pSourcePlayer, pSprite)) return 0;
switch (pSprite->statnum)
{
case kStatDude:
damage = actDamageDude(source, actor, damage, damageType);
break;
case kStatThing:
damage = actDamageThing(source, actor, damage, damageType, pSourcePlayer);
break;
}
return damage >> 4;
}
//---------------------------------------------------------------------------
//
// this was condensed to the parts actually in use.
//
//---------------------------------------------------------------------------
void actHitcodeToData(int a1, HITINFO* pHitInfo, DBloodActor** pActor, walltype** ppWall)
{
assert(pHitInfo != nullptr);
DBloodActor* actor = nullptr;
int nWall = -1;
walltype* pWall = nullptr;
switch (a1)
{
case 3:
case 5:
actor = pHitInfo->hitactor;
break;
case 0:
case 4:
nWall = pHitInfo->hitwall;
if (nWall >= 0 && nWall < kMaxWalls) pWall = &wall[nWall];
break;
default:
break;
}
if (pActor) *pActor = actor;
if (ppWall) *ppWall = pWall;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actImpactMissile(DBloodActor* missileActor, int hitCode)
{
auto pMissile = &missileActor->s();
XSPRITE* pXMissile = &missileActor->x();
auto missileOwner = missileActor->GetOwner();
DBloodActor* actorHit = nullptr;
walltype* pWallHit = nullptr;
actHitcodeToData(hitCode, &gHitInfo, &actorHit, &pWallHit);
spritetype* pSpriteHit = actorHit ? &actorHit->s() : nullptr;
XSPRITE* pXSpriteHit = actorHit && actorHit->hasX() ? &actorHit->x() : nullptr;
const THINGINFO* pThingInfo = nullptr;
DUDEINFO* pDudeInfo = nullptr;
if (hitCode == 3 && pSpriteHit)
{
switch (pSpriteHit->statnum)
{
case kStatThing:
pThingInfo = &thingInfo[pSpriteHit->type - kThingBase];
break;
case kStatDude:
pDudeInfo = getDudeInfo(pSpriteHit->type);
break;
}
}
switch (pMissile->type)
{
case kMissileLifeLeechRegular:
if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo))
{
DAMAGE_TYPE rand1 = (DAMAGE_TYPE)Random(7);
int rand2 = (7 + Random(7)) << 4;
int nDamage = actDamageSprite(missileOwner, actorHit, rand1, rand2);
if ((pThingInfo && pThingInfo->dmgControl[kDamageBurn] != 0) || (pDudeInfo && pDudeInfo->damageVal[kDamageBurn] != 0))
actBurnSprite(missileActor->GetOwner(), actorHit, 360);
// by NoOne: make Life Leech heal user, just like it was in 1.0x versions
if (gGameOptions.weaponsV10x && !VanillaMode() && pDudeInfo != nullptr)
{
if (missileOwner->IsDudeActor() && missileOwner->hasX() && missileOwner->x().health != 0)
actHealDude(missileOwner, nDamage >> 2, getDudeInfo(missileOwner->s().type)->startHealth);
}
}
if (pMissile->extra > 0)
{
actPostSprite(missileActor, kStatDecoration);
if (pMissile->ang == 1024) sfxPlay3DSound(pMissile, 307, -1, 0);
pMissile->type = kSpriteDecoration;
seqSpawn(9, missileActor, -1);
}
else
{
actPostSprite(missileActor, kStatFree);
}
break;
case kMissileTeslaAlt:
teslaHit(pMissile, hitCode);
switch (hitCode)
{
case 0:
case 4:
if (pWallHit)
{
auto pFX = gFX.fxSpawnActor(FX_52, pMissile->sectnum, pMissile->x, pMissile->y, pMissile->z, 0);
if (pFX) pFX->s().ang = (GetWallAngle(pWallHit) + 512) & 2047;
}
break;
}
GibSprite(missileActor, GIBTYPE_24, NULL, NULL);
actPostSprite(missileActor, kStatFree);
break;
case kMissilePukeGreen:
seqKill(missileActor);
if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo))
{
int nDamage = (15 + Random(7)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage);
}
actPostSprite(missileActor, kStatFree);
break;
case kMissileArcGargoyle:
sfxKill3DSound(pMissile, -1, -1);
sfxPlay3DSound(pMissile->x, pMissile->y, pMissile->z, 306, pMissile->sectnum);
GibSprite(missileActor, GIBTYPE_6, NULL, NULL);
if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo))
{
int nDamage = (25 + Random(20)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageSpirit, nDamage);
}
actPostSprite(missileActor, kStatFree);
break;
case kMissileLifeLeechAltNormal:
case kMissileLifeLeechAltSmall:
sfxKill3DSound(pMissile, -1, -1);
sfxPlay3DSound(pMissile->x, pMissile->y, pMissile->z, 306, pMissile->sectnum);
if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo))
{
int nDmgMul = (pMissile->type == kMissileLifeLeechAltSmall) ? 6 : 3;
int nDamage = (nDmgMul + Random(nDmgMul)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageSpirit, nDamage);
}
actPostSprite(missileActor, kStatFree);
break;
case kMissileFireball:
case kMissileFireballNapalm:
if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo))
{
if (pThingInfo && pSpriteHit->type == kThingTNTBarrel && actorHit->x().burnTime == 0)
evPostActor(actorHit, 0, kCallbackFXFlameLick);
int nDamage = (50 + Random(50)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage);
}
actExplodeSprite(missileActor);
break;
case kMissileFlareAlt:
sfxKill3DSound(pMissile, -1, -1);
actExplodeSprite(missileActor);
break;
case kMissileFlareRegular:
sfxKill3DSound(pMissile, -1, -1);
if ((hitCode == 3 && pSpriteHit) && (pThingInfo || pDudeInfo))
{
if ((pThingInfo && pThingInfo->dmgControl[kDamageBurn] != 0) || (pDudeInfo && pDudeInfo->damageVal[kDamageBurn] != 0))
{
if (pThingInfo && pSpriteHit->type == kThingTNTBarrel && actorHit->x().burnTime == 0)
evPostActor(actorHit, 0, kCallbackFXFlameLick);
actBurnSprite(missileOwner, actorHit, 480);
actRadiusDamage(missileOwner, pMissile->x, pMissile->y, pMissile->z, pMissile->sectnum, 16, 20, 10, kDamageBullet, 6, 480);
// by NoOne: allow additional bullet damage for Flare Gun
if (gGameOptions.weaponsV10x && !VanillaMode())
{
int nDamage = (20 + Random(10)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage);
}
}
else
{
int nDamage = (20 + Random(10)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage);
}
if (surfType[pSpriteHit->picnum] == kSurfFlesh)
{
pMissile->picnum = 2123;
missileActor->SetTarget(actorHit);
pXMissile->targetZ = pMissile->z - pSpriteHit->z;
pXMissile->goalAng = getangle(pMissile->x - pSpriteHit->x, pMissile->y - pSpriteHit->y) - pSpriteHit->ang;
pXMissile->state = 1;
actPostSprite(missileActor, kStatFlare);
pMissile->cstat &= ~257;
break;
}
}
GibSprite(missileActor, GIBTYPE_17, NULL, NULL);
actPostSprite(missileActor, kStatFree);
break;
case kMissileFlameSpray:
case kMissileFlameHound:
if (hitCode == 3 && actorHit && actorHit->hasX())
{
if ((pSpriteHit->statnum == kStatThing || pSpriteHit->statnum == kStatDude) && pXSpriteHit->burnTime == 0)
evPostActor(actorHit, 0, kCallbackFXFlameLick);
actBurnSprite(missileOwner, actorHit, (4 + gGameOptions.nDifficulty) << 2);
actDamageSprite(missileOwner, actorHit, kDamageBurn, 8);
}
break;
case kMissileFireballCerberus:
actExplodeSprite(missileActor);
if (hitCode == 3 && actorHit && actorHit->hasX())
{
if ((pSpriteHit->statnum == kStatThing || pSpriteHit->statnum == kStatDude) && pXSpriteHit->burnTime == 0)
evPostActor(actorHit, 0, kCallbackFXFlameLick);
actBurnSprite(missileOwner, actorHit, (4 + gGameOptions.nDifficulty) << 2);
actDamageSprite(missileOwner, actorHit, kDamageBurn, 8);
int nDamage = (25 + Random(10)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage);
}
actExplodeSprite(missileActor);
break;
case kMissileFireballTchernobog:
actExplodeSprite(missileActor);
if (hitCode == 3 && actorHit && actorHit->hasX())
{
if ((pSpriteHit->statnum == kStatThing || pSpriteHit->statnum == kStatDude) && pXSpriteHit->burnTime == 0)
evPostActor(actorHit, 0, kCallbackFXFlameLick);
actBurnSprite(missileOwner, actorHit, 32);
actDamageSprite(missileOwner, actorHit, kDamageSpirit, 12);
int nDamage = (25 + Random(10)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage);
}
actExplodeSprite(missileActor);
break;
case kMissileEctoSkull:
sfxKill3DSound(pMissile, -1, -1);
sfxPlay3DSound(pMissile->x, pMissile->y, pMissile->z, 522, pMissile->sectnum);
actPostSprite(missileActor, kStatDebris);
seqSpawn(20, missileActor, -1);
if (hitCode == 3 && actorHit && actorHit->hasX())
{
if (pSpriteHit->statnum == kStatDude)
{
int nDamage = (25 + Random(10)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageSpirit, nDamage);
}
}
break;
case kMissileButcherKnife:
actPostSprite(missileActor, kStatDebris);
pMissile->cstat &= ~16;
pMissile->type = kSpriteDecoration;
seqSpawn(20, missileActor, -1);
if (hitCode == 3 && actorHit && actorHit->hasX())
{
if (pSpriteHit->statnum == kStatDude)
{
int nDamage = (10 + Random(10)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageSpirit, nDamage);
int nType = missileOwner->s().type - kDudeBase;
if (missileOwner->x().health > 0)
actHealDude(missileOwner, 10, getDudeInfo(nType + kDudeBase)->startHealth);
}
}
break;
case kMissileTeslaRegular:
sfxKill3DSound(pMissile, -1, -1);
sfxPlay3DSound(pMissile->x, pMissile->y, pMissile->z, 518, pMissile->sectnum);
GibSprite(missileActor, (hitCode == 2) ? GIBTYPE_23 : GIBTYPE_22, NULL, NULL);
evKillActor(missileActor);
seqKill(missileActor);
actPostSprite(missileActor, kStatFree);
if (hitCode == 3 && actorHit)
{
int nDamage = (15 + Random(10)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageTesla, nDamage);
}
break;
default:
seqKill(missileActor);
actPostSprite(missileActor, kStatFree);
if (hitCode == 3 && actorHit)
{
int nDamage = (10 + Random(10)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageFall, nDamage);
}
break;
}
#ifdef NOONE_EXTENSIONS
if (gModernMap && pXSpriteHit && pXSpriteHit->state != pXSpriteHit->restState && pXSpriteHit->Impact)
trTriggerSprite(actorHit, kCmdSpriteImpact);
#endif
pMissile->cstat &= ~257;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actKickObject(DBloodActor* kicker, DBloodActor* kicked)
{
int nSpeed = ClipLow(approxDist(kicker->xvel, kicker->yvel) * 2, 0xaaaaa);
kicked->xvel = MulScale(nSpeed, Cos(kicker->s().ang + Random2(85)), 30);
kicked->yvel = MulScale(nSpeed, Sin(kicker->s().ang + Random2(85)), 30);
kicked->zvel = MulScale(nSpeed, -0x2000, 14);
kicked->s().flags = 7;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actTouchFloor(DBloodActor* actor, int nSector)
{
assert(actor != nullptr);
assert(nSector >= 0 && nSector < kMaxSectors);
sectortype* pSector = &sector[nSector];
XSECTOR* pXSector = nullptr;
if (pSector->extra > 0) pXSector = &xsector[pSector->extra];
bool doDamage = (pXSector && (pSector->type == kSectorDamage || pXSector->damageType > 0));
// don't allow damage for damage sectors if they are not enabled
#ifdef NOONE_EXTENSIONS
if (gModernMap && doDamage && pSector->type == kSectorDamage && !pXSector->state)
doDamage = false;
#endif
if (doDamage) {
DAMAGE_TYPE nDamageType;
if (pSector->type == kSectorDamage) nDamageType = (DAMAGE_TYPE)ClipRange(pXSector->damageType, kDamageFall, kDamageTesla);
else nDamageType = (DAMAGE_TYPE)ClipRange(pXSector->damageType - 1, kDamageFall, kDamageTesla);
int nDamage;
if (pXSector->data) nDamage = ClipRange(pXSector->data, 0, 1000);
else nDamage = 1000;
actDamageSprite(actor, actor, nDamageType, scale(4, nDamage, 120) << 4);
}
if (tileGetSurfType(sector[nSector].floorpicnum) == kSurfLava)
{
actDamageSprite(actor, actor, kDamageBurn, 16);
sfxPlay3DSound(actor, 352, 5, 2);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void checkCeilHit(DBloodActor* actor)
{
auto pSprite = &actor->s();
auto pXSprite = actor->hasX() ? &actor->x() : nullptr;
Collision coll(actor->hit.ceilhit);
switch (coll.type)
{
case kHitWall:
break;
case kHitSprite:
if (coll.actor->hasX())
{
auto actor2 = coll.actor;
spritetype* pSprite2 = &actor2->s();
XSPRITE* pXSprite2 = &actor2->x();
if ((pSprite2->statnum == kStatThing || pSprite2->statnum == kStatDude) && (actor->xvel != 0 || actor->yvel != 0 || actor->zvel != 0))
{
if (pSprite2->statnum == kStatThing)
{
int nType = pSprite2->type - kThingBase;
const THINGINFO* pThingInfo = &thingInfo[nType];
if (pThingInfo->flags & 1) pSprite2->flags |= 1;
if (pThingInfo->flags & 2) pSprite2->flags |= 4;
// Inlined ?
actor2->xvel += MulScale(4, pSprite2->x - pSprite->x, 2);
actor2->yvel += MulScale(4, pSprite2->y - pSprite->y, 2);
}
else
{
pSprite2->flags |= 5;
actor2->xvel += MulScale(4, pSprite2->x - pSprite->x, 2);
actor2->yvel += MulScale(4, pSprite2->y - pSprite->y, 2);
#ifdef NOONE_EXTENSIONS
// add size shroom abilities
if ((actor->IsPlayerActor() && isShrinked(actor)) || (actor2->IsPlayerActor() && isGrown(actor2))) {
int mass1 = getDudeInfo(pSprite2->type)->mass;
int mass2 = getDudeInfo(pSprite->type)->mass;
switch (pSprite->type)
{
case kDudeModernCustom:
case kDudeModernCustomBurning:
mass2 = getSpriteMassBySize(actor);
break;
}
if (mass1 > mass2)
{
int dmg = abs((mass1 - mass2) * (pSprite2->clipdist - pSprite->clipdist));
if (actor2->IsDudeActor())
{
if (dmg > 0) actDamageSprite(actor2, actor, (Chance(0x2000)) ? kDamageFall : (Chance(0x4000)) ? kDamageExplode : kDamageBullet, dmg);
if (Chance(0x0200)) actKickObject(actor2, actor);
}
}
}
#endif
if (!actor->IsPlayerActor() || gPlayer[pSprite->type - kDudePlayer1].godMode == 0)
{
switch (pSprite2->type)
{
case kDudeTchernobog:
actDamageSprite(actor2, actor, kDamageExplode, pXSprite->health << 2);
break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
case kDudeModernCustomBurning:
int dmg = 0;
if (!actor->IsDudeActor() || (dmg = ClipLow((getSpriteMassBySize(actor2) - getSpriteMassBySize(actor)) >> 1, 0)) == 0)
break;
if (!actor->IsPlayerActor())
{
actDamageSprite(actor2, actor, kDamageFall, dmg);
if (pXSprite && !actor->isActive()) aiActivateDude(actor);
}
else if (powerupCheck(&gPlayer[pSprite->type - kDudePlayer1], kPwUpJumpBoots) > 0) actDamageSprite(actor2, actor, kDamageExplode, dmg);
else actDamageSprite(actor2, actor, kDamageFall, dmg);
break;
#endif
}
}
}
}
if (pSprite2->type == kTrapSawCircular)
{
if (!pXSprite2->state) actDamageSprite(actor, actor, kDamageBullet, 1);
else {
pXSprite2->data1 = 1;
pXSprite2->data2 = ClipHigh(pXSprite2->data2 + 8, 600);
actDamageSprite(actor, actor, kDamageBullet, 16);
}
}
}
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void checkHit(DBloodActor* actor)
{
auto pSprite = &actor->s();
auto pXSprite = actor->hasX() ? &actor->x() : nullptr;
Collision coll(actor->hit.hit);
switch (coll.type)
{
case kHitWall:
break;
case kHitSprite:
if (coll.actor->hasX())
{
auto actor2 = coll.actor;
spritetype* pSprite2 = &actor2->s();
#ifdef NOONE_EXTENSIONS
// add size shroom abilities
if ((actor2->IsPlayerActor() && isShrinked(actor2)) || (actor->IsPlayerActor() && isGrown(actor)))
{
if (actor->xvel != 0 && actor2->IsDudeActor())
{
int mass1 = getDudeInfo(pSprite->type)->mass;
int mass2 = getDudeInfo(pSprite2->type)->mass;
switch (pSprite2->type)
{
case kDudeModernCustom:
case kDudeModernCustomBurning:
mass2 = getSpriteMassBySize(actor2);
break;
}
if (mass1 > mass2)
{
actKickObject(actor, actor2);
sfxPlay3DSound(actor, 357, -1, 1);
int dmg = (mass1 - mass2) + abs(FixedToInt(actor->xvel));
if (dmg > 0) actDamageSprite(actor, actor2, (Chance(0x2000)) ? kDamageFall : kDamageBullet, dmg);
}
}
}
#endif
switch (pSprite2->type)
{
case kThingKickablePail:
actKickObject(actor, actor2);
break;
case kThingZombieHead:
sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sectnum);
actKickObject(actor, actor2);
actDamageSprite(nullptr, actor2, kDamageFall, 80);
break;
case kDudeBurningInnocent:
case kDudeBurningCultist:
case kDudeBurningZombieAxe:
case kDudeBurningZombieButcher:
// This does not make sense
pXSprite->burnTime = ClipLow(pXSprite->burnTime - 4, 0);
actDamageSprite(actor->GetBurnSource(), actor, kDamageBurn, 8);
break;
}
}
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void checkFloorHit(DBloodActor* actor)
{
auto pSprite = &actor->s();
auto pXSprite = actor->hasX() ? &actor->x() : nullptr;
Collision coll(actor->hit.florhit);
switch (coll.type)
{
case kHitWall:
break;
case kHitSector:
actTouchFloor(actor, coll.index);
break;
case kHitSprite:
if (coll.actor->hasX())
{
auto actor2 = coll.actor;
spritetype* pSprite2 = &actor2->s();
XSPRITE* pXSprite2 = &actor2->x();
#ifdef NOONE_EXTENSIONS
// add size shroom abilities
if ((actor2->IsPlayerActor() && isShrinked(actor2)) || (actor->IsPlayerActor() && isGrown(actor)))
{
int mass1 = getDudeInfo(pSprite->type)->mass;
int mass2 = getDudeInfo(pSprite2->type)->mass;
switch (pSprite2->type)
{
case kDudeModernCustom:
case kDudeModernCustomBurning:
mass2 = getSpriteMassBySize(actor2);
break;
}
if (mass1 > mass2 && actor2->IsDudeActor())
{
if ((IsPlayerSprite(pSprite2) && Chance(0x500)) || !IsPlayerSprite(pSprite2))
actKickObject(actor, actor2);
int dmg = (mass1 - mass2) + pSprite->clipdist;
if (dmg > 0) actDamageSprite(actor, actor2, (Chance(0x2000)) ? kDamageFall : kDamageBullet, dmg);
}
}
#endif
PLAYER* pPlayer = nullptr;
if (actor->IsPlayerActor()) pPlayer = &gPlayer[pSprite->type - kDudePlayer1];
switch (pSprite2->type)
{
case kThingKickablePail:
if (pPlayer)
{
if (pPlayer->kickPower > PlayClock) return;
pPlayer->kickPower = PlayClock + 60;
}
actKickObject(actor, actor2);
sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sectnum);
sfxPlay3DSound(actor, 374, 0, 0);
break;
case kThingZombieHead:
if (pPlayer)
{
if (pPlayer->kickPower > PlayClock) return;
pPlayer->kickPower = PlayClock + 60;
}
actKickObject(actor, actor2);
sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sectnum);
actDamageSprite(nullptr, actor2, kDamageFall, 80);
break;
case kTrapSawCircular:
if (!pXSprite2->state) actDamageSprite(actor, actor, kDamageBullet, 1);
else
{
pXSprite2->data1 = 1;
pXSprite2->data2 = ClipHigh(pXSprite2->data2 + 8, 600);
actDamageSprite(actor, actor, kDamageBullet, 16);
}
break;
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeZombieAxeNormal:
case kDudeZombieButcher:
case kDudeZombieAxeBuried:
case kDudeGargoyleFlesh:
case kDudeGargoyleStone:
case kDudePhantasm:
case kDudeHellHound:
case kDudeHand:
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
case kDudeGillBeast:
case kDudeBat:
case kDudeRat:
case kDudePodGreen:
case kDudeTentacleGreen:
case kDudePodFire:
case kDudeTentacleFire:
case kDudePodMother:
case kDudeTentacleMother:
case kDudeCerberusTwoHead:
case kDudeCerberusOneHead:
case kDudeTchernobog:
case kDudePlayer1:
case kDudePlayer2:
case kDudePlayer3:
case kDudePlayer4:
case kDudePlayer5:
case kDudePlayer6:
case kDudePlayer7:
case kDudePlayer8:
#ifdef NOONE_EXTENSIONS
if (pPlayer && !isShrinked(actor))
#else
if (pPlayer)
#endif
actDamageSprite(actor, actor2, kDamageBullet, 8);
break;
}
}
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void ProcessTouchObjects(DBloodActor* actor)
{
checkCeilHit(actor);
checkHit(actor);
checkFloorHit(actor);
#ifdef NOONE_EXTENSIONS
// add more trigger statements for Touch flag
if (gModernMap && actor->IsDudeActor())
{
DBloodActor* actor2 = nullptr;
for (Collision* coll : { &actor->hit.hit, &actor->hit.florhit, &actor->hit.ceilhit})
{
if (coll->type == kHitSprite)
{
actor2 = coll->actor;
break;
}
}
if (actor2 && actor2->hasX())
{
XSPRITE* pXHSprite = &actor2->x();
if (pXHSprite->Touch && !pXHSprite->isTriggered && (!pXHSprite->DudeLockout || actor->IsPlayerActor()))
trTriggerSprite(actor2, kCmdSpriteTouch);
}
// Touch walls
Collision coll = actor->hit.hit;
int nHWall = -1;
if (coll.type == kHitWall)
{
nHWall = coll.index;
if (wallRangeIsFine(nHWall) && xwallRangeIsFine(wall[nHWall].extra))
{
XWALL* pXHWall = &xwall[wall[nHWall].extra];
if (pXHWall->triggerTouch && !pXHWall->isTriggered && (!pXHWall->dudeLockout || actor->IsPlayerActor()))
trTriggerWall(nHWall, pXHWall, kCmdWallTouch);
}
}
// enough to reset SpriteHit values
if (nHWall != -1 || actor2) actor->xvel += 5;
}
#endif
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actAirDrag(DBloodActor* actor, int a2)
{
auto pSprite = &actor->s();
int wind_x = 0;
int wind_y = 0;
int nSector = pSprite->sectnum;
assert(nSector >= 0 && nSector < kMaxSectors);
sectortype* pSector = &sector[nSector];
int nXSector = pSector->extra;
if (nXSector > 0)
{
assert(nXSector < kMaxXSectors);
XSECTOR* pXSector = &xsector[nXSector];
if (pXSector->windVel && (pXSector->windAlways || pXSector->busy))
{
int wind = pXSector->windVel << 12;
if (!pXSector->windAlways && pXSector->busy) wind = MulScale(wind, pXSector->busy, 16);
wind_x = MulScale(wind, Cos(pXSector->windAng), 30);
wind_y = MulScale(wind, Sin(pXSector->windAng), 30);
}
}
actor->xvel += MulScale(wind_x - actor->xvel, a2, 16);
actor->yvel += MulScale(wind_y - actor->yvel, a2, 16);
actor->zvel -= MulScale(actor->zvel, a2, 16);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static Collision MoveThing(DBloodActor* actor)
{
auto pSprite = &actor->s();
assert(actor->hasX());
XSPRITE* pXSprite = &actor->x();
assert(pSprite->type >= kThingBase && pSprite->type < kThingMax);
const THINGINFO* pThingInfo = &thingInfo[pSprite->type - kThingBase];
int nSector = pSprite->sectnum;
assert(nSector >= 0 && nSector < kMaxSectors);
int top, bottom;
Collision lhit;
lhit.setNone();
GetActorExtents(actor, &top, &bottom);
const int bakCompat = enginecompatibility_mode;
if (actor->xvel || actor->yvel)
{
short bakCstat = pSprite->cstat;
pSprite->cstat &= ~257;
if ((actor->GetOwner()) && !cl_bloodvanillaexplosions && !VanillaMode())
enginecompatibility_mode = ENGINECOMPATIBILITY_NONE; // improved clipmove accuracy
lhit = actor->hit.hit = ClipMove(&pSprite->pos, &nSector, actor->xvel >> 12, actor->yvel >> 12, pSprite->clipdist << 2, (pSprite->z - top) / 4, (bottom - pSprite->z) / 4, CLIPMASK0);
enginecompatibility_mode = bakCompat; // restore
pSprite->cstat = bakCstat;
assert(nSector >= 0);
if (pSprite->sectnum != nSector)
{
assert(nSector >= 0 && nSector < kMaxSectors);
ChangeActorSect(actor, nSector);
}
Collision &coll = actor->hit.hit;
if (coll.type == kHitWall)
{
int nHitWall = coll.index;
actWallBounceVector(&actor->xvel, &actor->yvel, nHitWall, pThingInfo->elastic);
switch (pSprite->type)
{
case kThingZombieHead:
sfxPlay3DSound(actor, 607, 0, 0);
actDamageSprite(nullptr, actor, kDamageFall, 80);
break;
case kThingKickablePail:
sfxPlay3DSound(actor, 374, 0, 0);
break;
}
}
}
else
{
assert(nSector >= 0 && nSector < kMaxSectors);
FindSector(pSprite->x, pSprite->y, pSprite->z, &nSector);
}
pSprite->z += actor->zvel >> 8;
int ceilZ, floorZ;
Collision ceilColl, floorColl;
GetZRange(actor, &ceilZ, &ceilColl, &floorZ, &floorColl, pSprite->clipdist << 2, CLIPMASK0);
GetActorExtents(actor, &top, &bottom);
if ((pSprite->flags & 2) && bottom < floorZ)
{
pSprite->z += 455;
actor->zvel += 58254;
if (pSprite->type == kThingZombieHead)
{
auto* fxActor = gFX.fxSpawnActor(FX_27, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
if (fxActor)
{
int v34 = (PlayClock * 3) & 2047;
int v30 = (PlayClock * 5) & 2047;
int vbx = (PlayClock * 11) & 2047;
int v2c = 0x44444;
int v28 = 0;
int v24 = 0;
RotateVector(&v2c, &v28, vbx);
RotateVector(&v2c, &v24, v30);
RotateVector(&v28, &v24, v34);
fxActor->xvel = actor->xvel + v2c;
fxActor->yvel = actor->yvel + v28;
fxActor->zvel = actor->zvel + v24;
}
}
}
if (CheckLink(actor)) GetZRange(actor, &ceilZ, &ceilColl, &floorZ, &floorColl, pSprite->clipdist << 2, CLIPMASK0);
GetActorExtents(actor, &top, &bottom);
if (bottom >= floorZ)
{
actTouchFloor(actor, pSprite->sectnum);
actor->hit.florhit = floorColl;
pSprite->z += floorZ - bottom;
int v20 = actor->zvel - velFloor[pSprite->sectnum];
if (v20 > 0)
{
pSprite->flags |= 4;
int vax = actFloorBounceVector(&actor->xvel, &actor->yvel, (int*)&v20, pSprite->sectnum, pThingInfo->elastic);
int nDamage = MulScale(vax, vax, 30) - pThingInfo->dmgResist;
if (nDamage > 0) actDamageSprite(actor, actor, kDamageFall, nDamage);
actor->zvel = v20;
if (velFloor[pSprite->sectnum] == 0 && abs(actor->zvel) < 0x10000)
{
actor->zvel = 0;
pSprite->flags &= ~4;
}
switch (pSprite->type)
{
case kThingNapalmBall:
if (actor->zvel == 0 || Chance(0xA000)) actNapalmMove(actor);
break;
case kThingZombieHead:
if (abs(actor->zvel) > 0x80000)
{
sfxPlay3DSound(actor, 607, 0, 0);
actDamageSprite(nullptr, actor, kDamageFall, 80);
}
break;
case kThingKickablePail:
if (abs(actor->zvel) > 0x80000)
sfxPlay3DSound(actor, 374, 0, 0);
break;
}
lhit = kHitSector | nSector;
}
else if (actor->zvel == 0)
pSprite->flags &= ~4;
}
else
{
actor->hit.florhit = 0;
if (pSprite->flags & 2)
pSprite->flags |= 4;
}
if (top <= ceilZ)
{
actor->hit.ceilhit = ceilColl;
pSprite->z += ClipLow(ceilZ - top, 0);
if (actor->zvel < 0)
{
actor->xvel = MulScale(actor->xvel, 0xc000, 16);
actor->yvel = MulScale(actor->yvel, 0xc000, 16);
actor->zvel = MulScale(-actor->zvel, 0x4000, 16);
switch (pSprite->type)
{
case kThingZombieHead:
if (abs(actor->zvel) > 0x80000)
{
sfxPlay3DSound(actor, 607, 0, 0);
actDamageSprite(nullptr, actor, kDamageFall, 80);
}
break;
case kThingKickablePail:
if (abs(actor->zvel) > 0x80000)
sfxPlay3DSound(actor, 374, 0, 0);
break;
}
}
}
else actor->hit.ceilhit = 0;
if (bottom >= floorZ)
{
int nVel = approxDist(actor->xvel, actor->yvel);
int nVelClipped = ClipHigh(nVel, 0x11111);
Collision& coll = floorColl;
if (coll.type == kHitSprite)
{
auto hitActor = coll.actor;
auto hitSpr = &hitActor->s();
if ((hitSpr->cstat & 0x30) == 0)
{
actor->xvel += MulScale(4, pSprite->x - hitSpr->x, 2);
actor->yvel += MulScale(4, pSprite->y - hitSpr->y, 2);
lhit = actor->hit.hit;
}
}
if (nVel > 0)
{
int t = DivScale(nVelClipped, nVel, 16);
actor->xvel -= MulScale(t, actor->xvel, 16);
actor->yvel -= MulScale(t, actor->yvel, 16);
}
}
if (actor->xvel || actor->yvel)
pSprite->ang = getangle(actor->xvel, actor->yvel);
return lhit;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void MoveDude(DBloodActor* actor)
{
auto const pSprite = &actor->s();
auto const pXSprite = &actor->x();
PLAYER* pPlayer = nullptr;
if (actor->IsPlayerActor()) pPlayer = &gPlayer[pSprite->type - kDudePlayer1];
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
{
Printf(PRINT_HIGH, "%d: pSprite->type >= kDudeBase && pSprite->type < kDudeMax", pSprite->type);
return;
}
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int top, bottom;
GetActorExtents(actor, &top, &bottom);
int bz = (bottom - pSprite->z) / 4;
int tz = (pSprite->z - top) / 4;
int wd = pSprite->clipdist << 2;
int nSector = pSprite->sectnum;
int nAiStateType = (pXSprite->aiState) ? pXSprite->aiState->stateType : -1;
assert(nSector >= 0 && nSector < kMaxSectors);
if (actor->xvel || actor->yvel)
{
if (pPlayer && gNoClip)
{
pSprite->x += actor->xvel >> 12;
pSprite->y += actor->yvel >> 12;
if (!FindSector(pSprite->x, pSprite->y, &nSector))
nSector = pSprite->sectnum;
}
else
{
short bakCstat = pSprite->cstat;
pSprite->cstat &= ~257;
actor->hit.hit = ClipMove(&pSprite->pos, &nSector, actor->xvel >> 12, actor->yvel >> 12, wd, tz, bz, CLIPMASK0);
if (nSector == -1)
{
nSector = pSprite->sectnum;
if (pSprite->statnum == kStatDude || pSprite->statnum == kStatThing)
actDamageSprite(actor, actor, kDamageFall, 1000 << 4);
}
if (sector[nSector].type >= kSectorPath && sector[nSector].type <= kSectorRotate)
{
int nSector2 = nSector;
if (pushmove(&pSprite->pos, &nSector2, wd, tz, bz, CLIPMASK0) == -1)
actDamageSprite(actor, actor, kDamageFall, 1000 << 4);
if (nSector2 != -1)
nSector = nSector2;
}
assert(nSector >= 0);
pSprite->cstat = bakCstat;
}
const Collision& coll = actor->hit.hit;
switch (coll.type)
{
case kHitSprite:
{
spritetype* pHitSprite = &coll.actor->s();
XSPRITE* pHitXSprite = coll.actor->hasX() ? &coll.actor->x() : nullptr;;
auto Owner = coll.actor->GetOwner();
if (pHitSprite->statnum == kStatProjectile && !(pHitSprite->flags & 32) && actor != Owner)
{
HITINFO hitInfo = gHitInfo;
gHitInfo.hitactor = actor;
actImpactMissile(coll.actor, 3);
gHitInfo = hitInfo;
}
#ifdef NOONE_EXTENSIONS
if (!gModernMap && pHitXSprite && pHitXSprite->Touch && !pHitXSprite->state && !pHitXSprite->isTriggered)
trTriggerSprite(coll.actor, kCmdSpriteTouch);
#else
if (pHitXSprite && pHitXSprite->Touch && !pHitXSprite->state && !pHitXSprite->isTriggered)
trTriggerSprite(coll.actor, kCmdSpriteTouch);
#endif
if (pDudeInfo->lockOut && pHitXSprite && pHitXSprite->Push && !pHitXSprite->key && !pHitXSprite->DudeLockout && !pHitXSprite->state && !pHitXSprite->busy && !pPlayer)
trTriggerSprite(coll.actor, kCmdSpritePush);
break;
}
case kHitWall:
{
int nHitWall = coll.index;
walltype* pHitWall = &wall[nHitWall];
XWALL* pHitXWall = nullptr;
if (pHitWall->extra > 0) pHitXWall = &xwall[pHitWall->extra];
if (pDudeInfo->lockOut && pHitXWall && pHitXWall->triggerPush && !pHitXWall->key && !pHitXWall->dudeLockout && !pHitXWall->state && !pHitXWall->busy && !pPlayer)
trTriggerWall(nHitWall, pHitXWall, kCmdWallPush);
if (pHitWall->nextsector != -1)
{
sectortype* pHitSector = &sector[pHitWall->nextsector];
XSECTOR* pHitXSector = nullptr;
if (pHitSector->extra > 0)
pHitXSector = &xsector[pHitSector->extra];
if (pDudeInfo->lockOut && pHitXSector && pHitXSector->Wallpush && !pHitXSector->Key && !pHitXSector->dudeLockout && !pHitXSector->state && !pHitXSector->busy && !pPlayer)
trTriggerSector(pHitWall->nextsector, pHitXSector, kCmdSectorPush);
if (top < pHitSector->ceilingz || bottom > pHitSector->floorz)
{
// ???
}
}
actWallBounceVector((int*)&actor->xvel, (int*)&actor->yvel, nHitWall, 0);
break;
}
}
}
else
{
assert(nSector >= 0 && nSector < kMaxSectors);
FindSector(pSprite->x, pSprite->y, pSprite->z, &nSector);
}
if (pSprite->sectnum != nSector)
{
assert(nSector >= 0 && nSector < kMaxSectors);
XSECTOR* pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = nullptr;
if (pXSector && pXSector->Exit && (pPlayer || !pXSector->dudeLockout))
trTriggerSector(pSprite->sectnum, pXSector, kCmdSectorExit);
ChangeActorSect(actor, nSector);
nXSector = sector[nSector].extra;
pXSector = (nXSector > 0) ? &xsector[nXSector] : nullptr;
if (pXSector && pXSector->Enter && (pPlayer || !pXSector->dudeLockout))
{
if (sector[nSector].type == kSectorTeleport)
pXSector->data = pPlayer ? pSprite->index : -1;
trTriggerSector(nSector, pXSector, kCmdSectorEnter);
}
nSector = pSprite->sectnum;
}
int bUnderwater = 0;
int bDepth = 0;
if (sector[nSector].extra > 0)
{
XSECTOR* pXSector = &xsector[sector[nSector].extra];
if (pXSector->Underwater) bUnderwater = 1;
if (pXSector->Depth) bDepth = 1;
}
auto pUpperLink = getUpperLink(nSector);
auto pLowerLink = getLowerLink(nSector);
if (pUpperLink && (pUpperLink->s().type == kMarkerUpWater || pUpperLink->s().type == kMarkerUpGoo)) bDepth = 1;
if (pLowerLink && (pLowerLink->s().type == kMarkerLowWater || pLowerLink->s().type == kMarkerLowGoo)) bDepth = 1;
if (pPlayer) wd += 16;
if (actor->zvel) pSprite->z += actor->zvel >> 8;
int ceilZ, floorZ;
Collision ceilColl, floorColl;
GetZRange(actor, &ceilZ, &ceilColl, &floorZ, &floorColl, wd, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
GetActorExtents(actor, &top, &bottom);
if (pSprite->flags & 2)
{
int vc = 58254;
if (bDepth)
{
if (bUnderwater)
{
int cz = getceilzofslope(nSector, pSprite->x, pSprite->y);
if (cz > top)
vc += ((bottom - cz) * -80099) / (bottom - top);
else
vc = 0;
}
else
{
int fz = getflorzofslope(nSector, pSprite->x, pSprite->y);
if (fz < bottom)
vc += ((bottom - fz) * -80099) / (bottom - top);
}
}
else
{
if (bUnderwater)
vc = 0;
else if (bottom >= floorZ)
vc = 0;
}
if (vc)
{
pSprite->z += ((vc * 4) / 2) >> 8;
actor->zvel += vc;
}
}
if (pPlayer && actor->zvel > 0x155555 && !pPlayer->fallScream && pXSprite->height > 0)
{
const bool playerAlive = (pXSprite->health > 0) || VanillaMode(); // only trigger falling scream if player is alive or vanilla mode
if (playerAlive)
{
pPlayer->fallScream = 1;
sfxPlay3DSound(actor, 719, 0, 0);
}
}
vec3_t const oldpos = pSprite->pos;
int nLink = CheckLink(actor);
if (nLink)
{
GetZRange(actor, &ceilZ, &ceilColl, &floorZ, &floorColl, wd, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
if (pPlayer)
playerCorrectInertia(pPlayer, &oldpos);
switch (nLink)
{
case kMarkerLowStack:
if (pPlayer == gView)
setgotpic(sector[pSprite->sectnum].floorpicnum);
break;
case kMarkerUpStack:
if (pPlayer == gView)
setgotpic(sector[pSprite->sectnum].ceilingpicnum);
break;
case kMarkerLowWater:
case kMarkerLowGoo:
pXSprite->medium = kMediumNormal;
if (pPlayer)
{
pPlayer->posture = 0;
pPlayer->bubbleTime = 0;
if (!pPlayer->cantJump && (pPlayer->input.actions & SB_JUMP))
{
actor->zvel = -0x6aaaa;
pPlayer->cantJump = 1;
}
sfxPlay3DSound(actor, 721, -1, 0);
}
else
{
switch (pSprite->type)
{
case kDudeCultistTommy:
case kDudeCultistShotgun:
aiNewState(actor, &cultistGoto);
break;
case kDudeGillBeast:
aiNewState(actor, &gillBeastGoto);
pSprite->flags |= 6;
break;
case kDudeBoneEel:
actKillDude(actor, actor, kDamageFall, 1000 << 4);
break;
}
#ifdef NOONE_EXTENSIONS
if (actor->IsDudeActor() && pXSprite->health > 0 && aiInPatrolState(nAiStateType))
aiPatrolState(actor, kAiStatePatrolMoveL); // continue patrol when going from water
#endif
}
break;
case kMarkerUpWater:
case kMarkerUpGoo:
{
int chance = 0xa00; int medium = kMediumWater;
if (nLink == kMarkerUpGoo) {
medium = kMediumGoo;
chance = 0x400;
}
pXSprite->medium = medium;
if (pPlayer)
{
#ifdef NOONE_EXTENSIONS
// look for palette in data2 of marker. If value <= 0, use default ones.
if (gModernMap)
{
pPlayer->nWaterPal = 0;
auto pUpper = getUpperLink(nSector);
if (pUpper && pUpper->hasX()) pPlayer->nWaterPal = pUpper->x().data2;
}
#endif
pPlayer->posture = 1;
pXSprite->burnTime = 0;
pPlayer->bubbleTime = abs(actor->zvel) >> 12;
evPostActor(actor, 0, kCallbackPlayerBubble);
sfxPlay3DSound(actor, 720, -1, 0);
}
else
{
switch (pSprite->type)
{
case kDudeCultistTommy:
case kDudeCultistShotgun:
pXSprite->burnTime = 0;
evPostActor(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(actor, 720, -1, 0);
aiNewState(actor, &cultistSwimGoto);
break;
case kDudeBurningCultist:
{
const bool fixRandomCultist = !cl_bloodvanillaenemies && (pSprite->inittype >= kDudeBase) && (pSprite->inittype < kDudeMax) && !VanillaMode(); // fix burning cultists randomly switching types underwater
if (Chance(chance))
pSprite->type = kDudeCultistTommy;
else
pSprite->type = kDudeCultistShotgun;
if (fixRandomCultist) // fix burning cultists randomly switching types underwater
pSprite->type = pSprite->inittype; // restore back to spawned cultist type
pXSprite->burnTime = 0;
evPostActor(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(actor, 720, -1, 0);
aiNewState(actor, &cultistSwimGoto);
break;
}
case kDudeZombieAxeNormal:
pXSprite->burnTime = 0;
evPostActor(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(actor, 720, -1, 0);
aiNewState(actor, &zombieAGoto);
break;
case kDudeZombieButcher:
pXSprite->burnTime = 0;
evPostActor(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(actor, 720, -1, 0);
aiNewState(actor, &zombieFGoto);
break;
case kDudeGillBeast:
pXSprite->burnTime = 0;
evPostActor(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(actor, 720, -1, 0);
aiNewState(actor, &gillBeastSwimGoto);
pSprite->flags &= ~6;
break;
case kDudeGargoyleFlesh:
case kDudeHellHound:
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
case kDudeBat:
case kDudeRat:
case kDudeBurningInnocent:
actKillDude(actor, actor, kDamageFall, 1000 << 4);
break;
}
#ifdef NOONE_EXTENSIONS
if (gModernMap) {
if (pSprite->type == kDudeModernCustom) {
evPostActor(actor, 0, kCallbackEnemeyBubble);
if (!canSwim(actor)) actKillDude(actor, actor, kDamageFall, 1000 << 4);
break;
}
// continue patrol when fall into water
if (actor->IsDudeActor() && pXSprite->health > 0 && aiInPatrolState(nAiStateType))
aiPatrolState(actor, kAiStatePatrolMoveW);
}
#endif
}
break;
}
}
}
GetActorExtents(actor, &top, &bottom);
if (pPlayer && bottom >= floorZ)
{
int floorZ2 = floorZ;
auto floorColl2 = floorColl;
GetZRange(actor, &ceilZ, &ceilColl, &floorZ, &floorColl, pSprite->clipdist << 2, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
if (bottom <= floorZ && pSprite->z - floorZ2 < bz)
{
floorZ = floorZ2;
floorColl = floorColl2;
}
}
if (floorZ <= bottom)
{
actor->hit.florhit = floorColl;
pSprite->z += floorZ - bottom;
int v30 = actor->zvel - velFloor[pSprite->sectnum];
if (v30 > 0)
{
int vax = actFloorBounceVector((int*)&actor->xvel, (int*)&actor->yvel, (int*)&v30, pSprite->sectnum, 0);
int nDamage = MulScale(vax, vax, 30);
if (pPlayer)
{
pPlayer->fallScream = 0;
if (nDamage > (15 << 4) && (pSprite->flags & 4))
playerLandingSound(pPlayer);
if (nDamage > (30 << 4))
sfxPlay3DSound(actor, 701, 0, 0);
}
nDamage -= 100 << 4;
if (nDamage > 0)
actDamageSprite(actor, actor, kDamageFall, nDamage);
actor->zvel = v30;
if (abs(actor->zvel) < 0x10000)
{
actor->zvel = velFloor[pSprite->sectnum];
pSprite->flags &= ~4;
}
else
pSprite->flags |= 4;
switch (tileGetSurfType(floorColl))
{
case kSurfWater:
gFX.fxSpawnActor(FX_9, pSprite->sectnum, pSprite->x, pSprite->y, floorZ, 0);
break;
case kSurfLava:
{
auto pFX = gFX.fxSpawnActor(FX_10, pSprite->sectnum, pSprite->x, pSprite->y, floorZ, 0);
if (pFX)
{
auto pFXs = &pFX->s();
for (int i = 0; i < 7; i++)
{
auto pFX2 = gFX.fxSpawnActor(FX_14, pFXs->sectnum, pFXs->x, pFXs->y, pFXs->z, 0);
if (pFX2)
{
pFX2->xvel = Random2(0x6aaaa);
pFX2->yvel = Random2(0x6aaaa);
pFX2->zvel = -(int)Random(0xd5555);
}
}
}
break;
}
}
}
else if (actor->zvel == 0)
pSprite->flags &= ~4;
}
else
{
actor->hit.florhit = 0;
if (pSprite->flags & 2)
pSprite->flags |= 4;
}
if (top <= ceilZ)
{
actor->hit.ceilhit = ceilColl;
pSprite->z += ClipLow(ceilZ - top, 0);
if (actor->zvel <= 0 && (pSprite->flags & 4))
actor->zvel = MulScale(-actor->zvel, 0x2000, 16);
}
else
actor->hit.ceilhit = 0;
GetActorExtents(actor, &top, &bottom);
pXSprite->height = ClipLow(floorZ - bottom, 0) >> 8;
if (actor->xvel || actor->yvel)
{
if (floorColl.type == kHitSprite)
{
auto hitAct = floorColl.actor;
if ((hitAct->s().cstat & 0x30) == 0)
{
actor->xvel += MulScale(4, pSprite->x - hitAct->s().x, 2);
actor->yvel += MulScale(4, pSprite->y - hitAct->s().y, 2);
return;
}
}
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0 && xsector[nXSector].Underwater)
return;
if (pXSprite->height >= 0x100)
return;
int nDrag = gDudeDrag;
if (pXSprite->height > 0)
nDrag -= scale(gDudeDrag, pXSprite->height, 0x100);
actor->xvel -= mulscale16r(actor->xvel, nDrag);
actor->yvel -= mulscale16r(actor->yvel, nDrag);
if (approxDist(actor->xvel, actor->yvel) < 0x1000)
actor->xvel = actor->yvel = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int MoveMissile(DBloodActor* actor)
{
auto pSprite = &actor->s();
auto pXSprite = &actor->x();
auto Owner = actor->GetOwner();
int cliptype = -1;
int bakCstat = 0;
spritetype* pOwner = nullptr;
if (Owner && Owner->IsDudeActor())
{
pOwner = &Owner->s();
bakCstat = pOwner->cstat;
pOwner->cstat &= ~257;
}
gHitInfo.clearObj();
if (pSprite->type == kMissileFlameSpray) actAirDrag(actor, 0x1000);
if (actor->GetTarget() != nullptr && (actor->xvel || actor->yvel || actor->zvel))
{
auto target = actor->GetTarget();
spritetype* pTarget = &target->s();
XSPRITE* pXTarget = target->hasX() ? &target->x() : nullptr;
if (pTarget->statnum == kStatDude && pXTarget && pXTarget->health > 0)
{
int nTargetAngle = getangle(-(pTarget->y - pSprite->y), pTarget->x - pSprite->x);
int vx = missileInfo[pSprite->type - kMissileBase].velocity;
int vy = 0;
RotatePoint(&vx, &vy, (nTargetAngle + 1536) & 2047, 0, 0);
actor->xvel = vx;
actor->yvel = vy;
int dx = pTarget->x - pSprite->x;
int dy = pTarget->y - pSprite->y;
int dz = pTarget->z - pSprite->z;
int deltaz = dz / 10;
if (pTarget->z < pSprite->z) deltaz = -deltaz;
actor->zvel += deltaz;
}
}
int vx = actor->xvel >> 12;
int vy = actor->yvel >> 12;
int vz = actor->zvel >> 8;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
int i = 1;
const int bakCompat = enginecompatibility_mode;
const bool isFlameSprite = (pSprite->type == kMissileFlameSpray || pSprite->type == kMissileFlameHound); // do not use accurate clipmove for flame based sprites (changes damage too much)
while (1)
{
vec3_t pos = pSprite->pos;
int nSector2 = pSprite->sectnum;
const short bakSpriteCstat = pSprite->cstat;
if (pOwner && !isFlameSprite && !cl_bloodvanillaexplosions && !VanillaMode())
{
enginecompatibility_mode = ENGINECOMPATIBILITY_NONE; // improved clipmove accuracy
pSprite->cstat &= ~257; // remove self collisions for accurate clipmove
}
Collision clipmoveresult = ClipMove(&pos, &nSector2, vx, vy, pSprite->clipdist << 2, (pos.z - top) / 4, (bottom - pos.z) / 4, CLIPMASK0, 1);
enginecompatibility_mode = bakCompat; // restore
pSprite->cstat = bakSpriteCstat;
int nSector = nSector2;
if (nSector2 < 0)
{
cliptype = -1;
break;
}
if (clipmoveresult.type == kHitSprite)
{
gHitInfo.hitactor = clipmoveresult.actor;
cliptype = 3;
}
else if (clipmoveresult.type == kHitWall)
{
gHitInfo.hitwall = clipmoveresult.index;
if (wall[clipmoveresult.index].nextsector == -1) cliptype = 0;
else
{
int32_t fz, cz;
getzsofslope(wall[clipmoveresult.index].nextsector, pos.x, pos.y, &cz, &fz);
if (pos.z <= cz || pos.z >= fz) cliptype = 0;
else cliptype = 4;
}
}
if (cliptype == 4)
{
walltype* pWall = &wall[gHitInfo.hitwall];
if (pWall->extra > 0)
{
XWALL* pXWall = &xwall[pWall->extra];
if (pXWall->triggerVector)
{
trTriggerWall(gHitInfo.hitwall, pXWall, kCmdWallImpact);
if (!(pWall->cstat & 64))
{
cliptype = -1;
if (i-- > 0)
continue;
cliptype = 0;
break;
}
}
}
}
if (cliptype >= 0 && cliptype != 3)
{
int nAngle = getangle(actor->xvel, actor->yvel);
pos.x -= MulScale(Cos(nAngle), 16, 30);
pos.y -= MulScale(Sin(nAngle), 16, 30);
int nVel = approxDist(actor->xvel, actor->yvel);
vz -= scale(0x100, actor->zvel, nVel);
updatesector(pos.x, pos.y, &nSector);
nSector2 = nSector;
}
int ceilZ, floorZ;
Collision ceilColl, floorColl;
GetZRangeAtXYZ(pos.x, pos.y, pos.z, nSector2, &ceilZ, &ceilColl, &floorZ, &floorColl, pSprite->clipdist << 2, CLIPMASK0);
GetActorExtents(actor, &top, &bottom);
top += vz;
bottom += vz;
if (bottom >= floorZ)
{
actor->hit.florhit = floorColl;
vz += floorZ - bottom;
cliptype = 2;
}
if (top <= ceilZ)
{
actor->hit.ceilhit = ceilColl;
vz += ClipLow(ceilZ - top, 0);
cliptype = 1;
}
pSprite->pos = pos;
pSprite->z += vz;
updatesector(pos.x, pos.y, &nSector);
if (nSector >= 0 && nSector != pSprite->sectnum)
{
assert(nSector >= 0 && nSector < kMaxSectors);
ChangeActorSect(actor, nSector);
}
CheckLink(actor);
gHitInfo.hitsect = pSprite->sectnum;
gHitInfo.hitx = pSprite->x;
gHitInfo.hity = pSprite->y;
gHitInfo.hitz = pSprite->z;
break;
}
if (pOwner) pOwner->cstat = bakCstat;
return cliptype;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actExplodeSprite(DBloodActor* actor)
{
if (!actor->hasX()) return;
auto pSprite = &actor->s();
auto pXSprite = &actor->x();
//auto Owner = actor->GetOwner();
if (pSprite->statnum == kStatExplosion) return;
sfxKill3DSound(pSprite, -1, -1);
evKillActor(actor);
int nType = kExplosionStandard;
switch (pSprite->type)
{
case kMissileFireballNapalm:
nType = kExplosionNapalm;
seqSpawn(4, actor, -1);
if (Chance(0x8000)) pSprite->cstat |= 4;
sfxPlay3DSound(actor, 303, -1, 0);
GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
break;
case kMissileFlareAlt:
nType = kExplosionFireball;
seqSpawn(9, actor, -1);
if (Chance(0x8000)) pSprite->cstat |= 4;
sfxPlay3DSound(actor, 306, 24 + (pSprite->index & 3), FX_GlobalChannel); // ouch...
GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
break;
case kMissileFireballCerberus:
case kMissileFireballTchernobog:
nType = kExplosionFireball;
seqSpawn(5, actor, -1);
sfxPlay3DSound(actor, 304, -1, 0);
GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
break;
case kThingArmedTNTStick:
nType = kExplosionSmall;
if (actor->hit.florhit.type == kHitNone) seqSpawn(4, actor, -1);
else seqSpawn(3, actor, -1);
sfxPlay3DSound(actor, 303, -1, 0);
GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
break;
case kThingArmedProxBomb:
case kThingArmedRemoteBomb:
case kThingArmedTNTBundle:
#ifdef NOONE_EXTENSIONS
case kModernThingTNTProx:
#endif
nType = kExplosionStandard;
if (actor->hit.florhit.type == kHitNone) seqSpawn(4, actor, -1);
else
seqSpawn(3, actor, -1);
sfxPlay3DSound(actor, 304, -1, 0);
GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
break;
case kThingArmedSpray:
nType = kExplosionSpray;
seqSpawn(5, actor, -1);
sfxPlay3DSound(actor, 307, -1, 0);
GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
break;
case kThingTNTBarrel:
{
auto spawned = actSpawnSprite(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0, 1);
spawned->SetOwner(actor->GetOwner());
if (actCheckRespawn(actor))
{
pXSprite->state = 1;
pXSprite->health = thingInfo[0].startHealth << 4;
}
else actPostSprite(actor, kStatFree);
nType = kExplosionLarge;
seqSpawn(4, spawned, -1);
actor = spawned;
pSprite = &spawned->s();
pXSprite = &spawned->x();
sfxPlay3DSound(actor, 305, -1, 0);
GibSprite(actor, GIBTYPE_14, nullptr, nullptr);
break;
}
case kTrapExploder:
{
// Defaults for exploder
nType = 1;
int nSnd = 304;
int nSeq = 4;
#ifdef NOONE_EXTENSIONS
// allow to customize hidden exploder trap
if (gModernMap)
{
nType = pXSprite->data1; // Explosion type
int tSeq = pXSprite->data2; // SEQ id
int tSnd = pXSprite->data3; // Sound Id
if (nType <= 1 || nType > kExplodeMax) { nType = 1; nSeq = 4; nSnd = 304; }
else if (nType == 2) { nSeq = 4; nSnd = 305; }
else if (nType == 3) { nSeq = 9; nSnd = 307; }
else if (nType == 4) { nSeq = 5; nSnd = 307; }
else if (nType <= 6) { nSeq = 4; nSnd = 303; }
else if (nType == 7) { nSeq = 4; nSnd = 303; }
else if (nType == 8) { nType = 0; nSeq = 3; nSnd = 303; }
// Override previous sound and seq assigns
if (tSeq > 0) nSeq = tSeq;
if (tSnd > 0) nSnd = tSnd;
}
#endif
if (getSequence(nSeq)) seqSpawn(nSeq, actor, -1);
sfxPlay3DSound(actor, nSnd, -1, 0);
break;
}
case kThingPodFireBall:
nType = kExplosionFireball;
seqSpawn(9, actor, -1);
sfxPlay3DSound(actor, 307, -1, 0);
GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
fxSpawnPodStuff(actor, 240);
break;
default:
nType = kExplosionStandard;
seqSpawn(4, actor, -1);
if (Chance(0x8000)) pSprite->cstat |= 4;
sfxPlay3DSound(actor, 303, -1, 0);
GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
break;
}
actor->xvel = actor->yvel = actor->zvel = 0;
actPostSprite(actor, kStatExplosion);
pSprite->xrepeat = pSprite->yrepeat = explodeInfo[nType].repeat;
pSprite->flags &= ~3;
pSprite->type = nType;
const EXPLOSION* pExplodeInfo = &explodeInfo[nType];
actor->SetTarget(nullptr);
actor->explosionhackflag = true;
pXSprite->data1 = pExplodeInfo->ticks;
pXSprite->data2 = pExplodeInfo->quakeEffect;
pXSprite->data3 = pExplodeInfo->flashEffect;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actActivateGibObject(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
int gib1 = ClipRange(pXSprite->data1, 0, 31);
int gib2 = ClipRange(pXSprite->data2, 0, 31);
int gib3 = ClipRange(pXSprite->data3, 0, 31);
int sound = pXSprite->data4;
int dropmsg = pXSprite->dropMsg;
if (gib1 > 0) GibSprite(actor, (GIBTYPE)(gib1 - 1), nullptr, nullptr);
if (gib2 > 0) GibSprite(actor, (GIBTYPE)(gib2 - 1), nullptr, nullptr);
if (gib3 > 0 && pXSprite->burnTime > 0) GibSprite(actor, (GIBTYPE)(gib3 - 1), nullptr, nullptr);
if (sound > 0) sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, sound, pSprite->sectnum);
if (dropmsg > 0) actDropObject(actor, dropmsg);
if (!(pSprite->cstat & 32768) && !(pSprite->flags & kHitagRespawn))
actPostSprite(actor, kStatFree);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actCheckProximity()
{
BloodStatIterator it(kStatThing);
while (auto actor = it.Next())
{
spritetype* pSprite = &actor->s();
if (pSprite->flags & 32) continue;
if (actor->hasX())
{
XSPRITE* pXSprite = &actor->x();
switch (pSprite->type)
{
case kThingBloodBits:
case kThingBloodChunks:
case kThingZombieHead:
if (pXSprite->locked && PlayClock >= pXSprite->targetX) pXSprite->locked = 0;
break;
}
if (pXSprite->burnTime > 0)
{
pXSprite->burnTime = ClipLow(pXSprite->burnTime - 4, 0);
actDamageSprite(actor->GetBurnSource(), actor, kDamageBurn, 8);
}
if (pXSprite->Proximity)
{
#ifdef NOONE_EXTENSIONS
// don't process locked or 1-shot things for proximity
if (gModernMap && (pXSprite->locked || pXSprite->isTriggered))
continue;
#endif
if (pSprite->type == kThingDroppedLifeLeech) actor->SetTarget(nullptr);
BloodStatIterator it1(kStatDude);
while (auto dudeactor = it1.Next())
{
auto nextdude = it1.Peek();
spritetype* pSprite2 = &dudeactor->s();
if (pSprite2->flags & 32 || !dudeactor->hasX()) continue;
XSPRITE* pXSprite2 = &dudeactor->x();
if ((unsigned int)pXSprite2->health > 0)
{
int proxyDist = 96;
#ifdef NOONE_EXTENSIONS
// allow dudeLockout for proximity flag
if (gModernMap && pSprite->type != kThingDroppedLifeLeech && pXSprite->DudeLockout && !dudeactor->IsPlayerActor())
continue;
if (pSprite->type == kModernThingEnemyLifeLeech) proxyDist = 512;
#endif
if (pSprite->type == kThingDroppedLifeLeech && actor->GetTarget() == nullptr)
{
auto Owner = actor->GetOwner();
if (!Owner->IsPlayerActor()) continue;
spritetype* pOwner = &Owner->s();
PLAYER* pPlayer = &gPlayer[pOwner->type - kDudePlayer1];
PLAYER* pPlayer2 = dudeactor->IsPlayerActor() ? &gPlayer[pSprite2->type - kDudePlayer1] : nullptr;
if (dudeactor == Owner || pSprite2->type == kDudeZombieAxeBuried || pSprite2->type == kDudeRat || pSprite2->type == kDudeBat) continue;
if (gGameOptions.nGameType == 3 && pPlayer2 && pPlayer->teamId == pPlayer2->teamId) continue;
if (gGameOptions.nGameType == 1 && pPlayer2) continue;
proxyDist = 512;
}
if (CheckProximity(dudeactor, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, proxyDist))
{
switch (pSprite->type)
{
case kThingDroppedLifeLeech:
if (!Chance(0x4000) && nextdude) continue;
if (pSprite2->cstat & CLIPMASK0) actor->SetTarget(dudeactor);
else continue;
break;
#ifdef NOONE_EXTENSIONS
case kModernThingTNTProx:
if (!dudeactor->IsPlayerActor()) continue;
pSprite->pal = 0;
break;
case kModernThingEnemyLifeLeech:
if (actor->GetTarget() != dudeactor) continue;
break;
#endif
default:
break;
}
if (actor->GetOwner() == nullptr) actor->SetOwner(dudeactor);
trTriggerSprite(actor, kCmdSpriteProximity);
}
}
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actCheckThings()
{
BloodStatIterator it(kStatThing);
while (auto actor = it.Next())
{
spritetype* pSprite = &actor->s();
if (pSprite->flags & 32) continue;
if (!actor->hasX()) continue;
auto pXSprite = &actor->x();
int nSector = pSprite->sectnum;
int nXSector = sector[nSector].extra;
XSECTOR* pXSector = NULL;
if (nXSector > 0)
{
assert(nXSector > 0 && nXSector < kMaxXSectors);
assert(xsector[nXSector].reference == nSector);
pXSector = &xsector[nXSector];
}
if (pXSector && pXSector->panVel && (pXSector->panAlways || pXSector->state || pXSector->busy))
{
int nType = pSprite->type - kThingBase;
const THINGINFO* pThingInfo = &thingInfo[nType];
if (pThingInfo->flags & 1) pSprite->flags |= 1;
if (pThingInfo->flags & 2) pSprite->flags |= 4;
}
if (pSprite->flags & 3)
{
viewBackupSpriteLoc(actor);
if (pXSector && pXSector->panVel)
{
int top, bottom;
GetActorExtents(actor, &top, &bottom);
if (getflorzofslope(nSector, pSprite->x, pSprite->y) <= bottom)
{
int angle = pXSector->panAngle;
int speed = 0;
if (pXSector->panAlways || pXSector->state || pXSector->busy)
{
speed = pXSector->panVel << 9;
if (!pXSector->panAlways && pXSector->busy) speed = MulScale(speed, pXSector->busy, 16);
}
if (sector[nSector].floorstat & 64) angle = (angle + GetWallAngle(sector[nSector].wallptr) + 512) & 2047;
actor->xvel += MulScale(speed, Cos(angle), 30);
actor->yvel += MulScale(speed, Sin(angle), 30);
}
}
actAirDrag(actor, 128);
if (((pSprite->index >> 8) & 15) == (gFrameCount & 15) && (pSprite->flags & 2)) pSprite->flags |= 4;
if ((pSprite->flags & 4) || actor->xvel || actor->yvel || actor->zvel || velFloor[pSprite->sectnum] || velCeil[pSprite->sectnum])
{
Collision hit = MoveThing(actor);
if (hit.type)
{
if (pXSprite->Impact) trTriggerSprite(actor, kCmdOff);
switch (pSprite->type)
{
case kThingDripWater:
case kThingDripBlood:
MakeSplash(actor);
break;
#ifdef NOONE_EXTENSIONS
case kModernThingThrowableRock:
seqSpawn(24, actor, -1);
if (hit.type == kHitSprite)
{
pSprite->xrepeat = 32;
pSprite->yrepeat = 32;
actDamageSprite(actor->GetOwner(), hit.actor, kDamageFall, pXSprite->data1);
}
break;
#endif
case kThingBone:
seqSpawn(24, actor, -1);
if (hit.type == kHitSprite)
{
actDamageSprite(actor->GetOwner(), hit.actor, kDamageFall, 12);
}
break;
case kThingPodGreenBall:
if (hit.type == kHitSector)
{
actRadiusDamage(actor->GetOwner(), pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 200, 1, 20, kDamageExplode, 6, 0);
evPostActor(actor, 0, kCallbackFXPodBloodSplat);
}
else if (hit.type == kHitSprite)
{
actDamageSprite(actor->GetOwner(), hit.actor, kDamageFall, 12);
evPostActor(actor, 0, kCallbackFXPodBloodSplat);
}
break;
case kThingPodFireBall:
actExplodeSprite(actor);
break;
}
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actCheckProjectiles()
{
BloodStatIterator it(kStatProjectile);
while (auto actor = it.Next())
{
spritetype* pSprite = &actor->s();
if (pSprite->flags & 32)
continue;
viewBackupSpriteLoc(actor);
int hit = MoveMissile(actor);
if (hit >= 0) actImpactMissile(actor, hit);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actCheckExplosion()
{
BloodStatIterator it(kStatExplosion);
while (auto actor = it.Next())
{
spritetype* pSprite = &actor->s();
if (pSprite->flags & 32)
continue;
if (!actor->hasX()) continue;
XSPRITE* pXSprite = &actor->x();
auto Owner = actor->GetOwner();
auto pOwner = Owner ? &Owner->s() : nullptr;
int nType = pSprite->type;
assert(nType >= 0 && nType < kExplodeMax);
const EXPLOSION* pExplodeInfo = &explodeInfo[nType];
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
int nSector = pSprite->sectnum;
int radius = pExplodeInfo->radius;
#ifdef NOONE_EXTENSIONS
// Allow to override explosion radius by data4 field of any sprite which have statnum 2 set in editor
// or of Hidden Exploder.
if (gModernMap && pXSprite->data4 > 0)
radius = pXSprite->data4;
#endif
uint8_t sectormap[(kMaxSectors + 7) >> 3];
// GetClosestSpriteSectors() has issues checking some sectors due to optimizations
// the new flag newSectCheckMethod for GetClosestSpriteSectors() does rectify these issues, but this may cause unintended side effects for level scripted explosions
// so only allow this new checking method for dude spawned explosions
short gAffectedXWalls[kMaxXWalls];
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && Owner && Owner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
GetClosestSpriteSectors(nSector, x, y, radius, sectormap, gAffectedXWalls, newSectCheckMethod);
for (int i = 0; i < kMaxXWalls; i++)
{
int nWall = gAffectedXWalls[i];
if (nWall == -1)
break;
XWALL* pXWall = &xwall[wall[nWall].extra];
trTriggerWall(nWall, pXWall, kCmdWallImpact);
}
BloodStatIterator it1(kStatDude);
while (auto dudeactor = it1.Next())
{
spritetype* pDude = &dudeactor->s();
if (pDude->flags & 32) continue;
if (TestBitString(sectormap, pDude->sectnum))
{
if (pXSprite->data1 && CheckProximity(dudeactor, x, y, z, nSector, radius))
{
if (pExplodeInfo->dmg && actor->explosionhackflag)
{
actor->explosionhackflag = false;
actDamageSprite(Owner, dudeactor, kDamageFall, (pExplodeInfo->dmg + Random(pExplodeInfo->dmgRng)) << 4);
}
if (pExplodeInfo->dmgType) ConcussSprite(actor, dudeactor, x, y, z, pExplodeInfo->dmgType);
if (pExplodeInfo->burnTime)
{
assert(dudeactor->hasX());
XSPRITE* pXDude = &dudeactor->x();
if (!pXDude->burnTime) evPostActor(dudeactor, 0, kCallbackFXFlameLick);
actBurnSprite(Owner, dudeactor, pExplodeInfo->burnTime << 2);
}
}
}
}
it1.Reset(kStatThing);
while (auto thingactor = it1.Next())
{
spritetype* pThing = &thingactor->s();
if (pThing->flags & 32) continue;
if (TestBitString(sectormap, pThing->sectnum))
{
if (pXSprite->data1 && CheckProximity(thingactor, x, y, z, nSector, radius) && thingactor->hasX())
{
XSPRITE* pXThing = &thingactor->x();
if (!pXThing->locked)
{
if (pExplodeInfo->dmgType) ConcussSprite(Owner, thingactor, x, y, z, pExplodeInfo->dmgType);
if (pExplodeInfo->burnTime)
{
if (pThing->type == kThingTNTBarrel && !pXThing->burnTime)
evPostActor(thingactor, 0, kCallbackFXFlameLick);
actBurnSprite(Owner, thingactor, pExplodeInfo->burnTime << 2);
}
}
}
}
}
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
spritetype* pSprite2 = gPlayer[p].pSprite;
int dx = (x - pSprite2->x) >> 4;
int dy = (y - pSprite2->y) >> 4;
int dz = (z - pSprite2->z) >> 8;
int nDist = dx * dx + dy * dy + dz * dz + 0x40000;
int t = DivScale(pXSprite->data2, nDist, 16);
gPlayer[p].flickerEffect += t;
}
#ifdef NOONE_EXTENSIONS
if (pXSprite->data1 != 0)
{
// add impulse for sprites from physics list
if (gPhysSpritesCount > 0 && pExplodeInfo->dmgType != 0)
{
for (int i = 0; i < gPhysSpritesCount; i++)
{
if (gPhysSpritesList[i] == nullptr) continue;
auto physactor = gPhysSpritesList[i];
spritetype* pDebris = &physactor->s();
if (pDebris->sectnum < 0 || (pDebris->flags & kHitagFree) != 0) continue;
if (!TestBitString(sectormap, pDebris->sectnum) || !CheckProximity(physactor, x, y, z, nSector, radius)) continue;
else debrisConcuss(Owner, i, x, y, z, pExplodeInfo->dmgType);
}
}
// trigger sprites from impact list
if (gImpactSpritesCount > 0) {
for (int i = 0; i < gImpactSpritesCount; i++)
{
if (gImpactSpritesList[i] == nullptr) continue;
auto impactactor = gImpactSpritesList[i];
if (!impactactor->hasX() || impactactor->s().sectnum < 0 || (impactactor->s().flags & kHitagFree) != 0) continue;
if (/*pXImpact->state == pXImpact->restState ||*/ !TestBitString(sectormap, impactactor->s().sectnum) || !CheckProximity(impactactor, x, y, z, nSector, radius))
continue;
trTriggerSprite(impactactor, kCmdSpriteImpact);
}
}
}
if (!gModernMap || !(pSprite->flags & kModernTypeFlag1))
{
// if data4 > 0, do not remove explosion. This can be useful when designer wants put explosion generator in map manually via sprite statnum 2.
pXSprite->data1 = ClipLow(pXSprite->data1 - 4, 0);
pXSprite->data2 = ClipLow(pXSprite->data2 - 4, 0);
pXSprite->data3 = ClipLow(pXSprite->data3 - 4, 0);
}
#else
pXSprite->data1 = ClipLow(pXSprite->data1 - 4, 0);
pXSprite->data2 = ClipLow(pXSprite->data2 - 4, 0);
pXSprite->data3 = ClipLow(pXSprite->data3 - 4, 0);
#endif
if (pXSprite->data1 == 0 && pXSprite->data2 == 0 && pXSprite->data3 == 0 && seqGetStatus(actor) < 0)
actPostSprite(actor, kStatFree);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actCheckTraps()
{
BloodStatIterator it(kStatTraps);
while (auto actor = it.Next())
{
spritetype* pSprite = &actor->s();
if ((pSprite->flags & 32) || !actor->hasX())
continue;
XSPRITE* pXSprite = &actor->x();
switch (pSprite->type) {
case kTrapSawCircular:
pXSprite->data2 = ClipLow(pXSprite->data2 - 4, 0);
break;
case kTrapFlame:
if (pXSprite->state && seqGetStatus(actor) < 0)
{
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
int t = (pXSprite->data1 << 23) / 120;
int dx = MulScale(t, Cos(pSprite->ang), 30);
int dy = MulScale(t, Sin(pSprite->ang), 30);
for (int i = 0; i < 2; i++)
{
auto pFX = gFX.fxSpawnActor(FX_32, pSprite->sectnum, x, y, z, 0);
if (pFX)
{
pFX->xvel = dx + Random2(0x8888);
pFX->yvel = dy + Random2(0x8888);
pFX->zvel = Random2(0x8888);
}
x += (dx / 2) >> 12;
y += (dy / 2) >> 12;
}
dy = bsin(pSprite->ang);
dx = bcos(pSprite->ang);
gVectorData[kVectorTchernobogBurn].maxDist = pXSprite->data1 << 9;
actFireVector(actor, 0, 0, dx, dy, Random2(0x8888), kVectorTchernobogBurn);
}
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actCheckDudes()
{
BloodStatIterator it(kStatDude);
while (auto actor = it.Next())
{
spritetype* pSprite = &actor->s();
if (pSprite->flags & 32)
continue;
if (actor->hasX())
{
XSPRITE* pXSprite = &actor->x();
const bool fixBurnGlitch = !cl_bloodvanillaenemies && IsBurningDude(actor) && !VanillaMode(); // if enemies are burning, always apply burning damage per tick
if ((pXSprite->burnTime > 0) || fixBurnGlitch)
{
switch (pSprite->type)
{
case kDudeBurningInnocent:
case kDudeBurningCultist:
case kDudeBurningZombieAxe:
case kDudeBurningZombieButcher:
actDamageSprite(actor->GetBurnSource(), actor, kDamageBurn, 8);
break;
default:
pXSprite->burnTime = ClipLow(pXSprite->burnTime - 4, 0);
actDamageSprite(actor->GetBurnSource(), actor, kDamageBurn, 8);
break;
}
}
#ifdef NOONE_EXTENSIONS
// handle incarnations of custom dude
if (pSprite->type == kDudeModernCustom && pXSprite->txID > 0 && pXSprite->sysData1 == kGenDudeTransformStatus)
{
actor->xvel = actor->yvel = 0;
if (seqGetStatus(actor) < 0) genDudeTransform(actor);
}
#endif
if (pSprite->type == kDudeCerberusTwoHead)
{
if (pXSprite->health <= 0 && seqGetStatus(actor) < 0)
{
pXSprite->health = dudeInfo[28].startHealth << 4;
pSprite->type = kDudeCerberusOneHead;
if (actor->GetTarget() != nullptr) aiSetTarget(actor, actor->GetTarget());
aiActivateDude(actor);
}
}
if (pXSprite->Proximity && !pXSprite->isTriggered)
{
BloodStatIterator it1(kStatDude);
while (auto actor2 = it1.Next())
{
spritetype* pSprite2 = &actor2->s();
if (pSprite2->flags & 32) continue;
XSPRITE* pXSprite2 = &actor2->x();
if ((unsigned int)pXSprite2->health > 0 && actor2->IsPlayerActor())
{
if (CheckProximity(actor2, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 128))
trTriggerSprite(actor, kCmdSpriteProximity);
}
}
}
if (actor->IsPlayerActor())
{
PLAYER* pPlayer = &gPlayer[pSprite->type - kDudePlayer1];
if (pPlayer->voodooTargets) voodooTarget(pPlayer);
if (pPlayer->hand && Chance(0x8000)) actDamageSprite(actor, actor, kDamageDrown, 12);
if (pPlayer->isUnderwater)
{
char bActive = packItemActive(pPlayer, 1);
if (bActive || pPlayer->godMode) pPlayer->underwaterTime = 1200;
else pPlayer->underwaterTime = ClipLow(pPlayer->underwaterTime - 4, 0);
if (pPlayer->underwaterTime < 1080 && packCheckItem(pPlayer, 1) && !bActive)
packUseItem(pPlayer, 1);
if (!pPlayer->underwaterTime)
{
pPlayer->chokeEffect += 4;
if (Chance(pPlayer->chokeEffect))
actDamageSprite(actor, actor, kDamageDrown, 3 << 4);
}
else
pPlayer->chokeEffect = 0;
if (actor->xvel || actor->yvel)
sfxPlay3DSound(actor, 709, 100, 2);
pPlayer->bubbleTime = ClipLow(pPlayer->bubbleTime - 4, 0);
}
else if (gGameOptions.nGameType == 0)
{
if (pPlayer->pXSprite->health > 0 && pPlayer->restTime >= 1200 && Chance(0x200))
{
pPlayer->restTime = -1;
sfxPlay3DSound(actor, 3100 + Random(11), 0, 2);
}
}
}
ProcessTouchObjects(actor);
}
}
it.Reset(kStatDude);
while (auto actor = it.Next())
{
spritetype* pSprite = &actor->s();
if (pSprite->flags & 32 || !actor->hasX()) continue;
int nSector = pSprite->sectnum;
viewBackupSpriteLoc(actor);
int nXSector = sector[nSector].extra;
XSECTOR* pXSector = NULL;
if (nXSector > 0)
{
assert(nXSector > 0 && nXSector < kMaxXSectors);
assert(xsector[nXSector].reference == nSector);
pXSector = &xsector[nXSector];
}
if (pXSector)
{
int top, bottom;
GetActorExtents(actor, &top, &bottom);
if (getflorzofslope(nSector, pSprite->x, pSprite->y) <= bottom)
{
int angle = pXSector->panAngle;
int speed = 0;
if (pXSector->panAlways || pXSector->state || pXSector->busy)
{
speed = pXSector->panVel << 9;
if (!pXSector->panAlways && pXSector->busy)
speed = MulScale(speed, pXSector->busy, 16);
}
if (sector[nSector].floorstat & 64)
angle = (angle + GetWallAngle(sector[nSector].wallptr) + 512) & 2047;
int dx = MulScale(speed, Cos(angle), 30);
int dy = MulScale(speed, Sin(angle), 30);
actor->xvel += dx;
actor->yvel += dy;
}
}
if (pXSector && pXSector->Underwater) actAirDrag(actor, 5376);
else actAirDrag(actor, 128);
if ((pSprite->flags & 4) || actor->xvel || actor->yvel || actor->zvel || velFloor[pSprite->sectnum] || velCeil[pSprite->sectnum])
MoveDude(actor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actCheckFlares()
{
BloodStatIterator it(kStatFlare);
while (auto actor = it.Next())
{
spritetype* pSprite = &actor->s();
if ((pSprite->flags & 32) || !actor->hasX()) continue;
XSPRITE* pXSprite = &actor->x();
auto target = actor->GetTarget();
if (!target) continue;
viewBackupSpriteLoc(actor);
spritetype* pTarget = &target->s();
auto pXTarget = target->hasX() ? &target->x() : nullptr;
if (pTarget->statnum == kMaxStatus)
{
GibSprite(actor, GIBTYPE_17, NULL, NULL);
actPostSprite(actor, kStatFree);
}
if (pXTarget && pXTarget->health > 0)
{
int x = pTarget->x + mulscale30r(Cos(pXSprite->goalAng + pTarget->ang), pTarget->clipdist * 2);
int y = pTarget->y + mulscale30r(Sin(pXSprite->goalAng + pTarget->ang), pTarget->clipdist * 2);
int z = pTarget->z + pXSprite->targetZ;
vec3_t pos = { x, y, z };
setActorPos(actor, &pos);
actor->xvel = target->xvel;
actor->yvel = target->yvel;
actor->zvel = target->zvel;
}
else
{
GibSprite(actor, GIBTYPE_17, NULL, NULL);
actPostSprite(actor, kStatFree);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actProcessSprites(void)
{
#ifdef NOONE_EXTENSIONS
if (gModernMap) nnExtProcessSuperSprites();
#endif
actCheckProximity();
actCheckThings();
actCheckProjectiles();
actCheckExplosion();
actCheckTraps();
actCheckDudes();
actCheckFlares();
aiProcessDudes();
gFX.fxProcess();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* actSpawnSprite(int nSector, int x, int y, int z, int nStat, bool setextra)
{
DBloodActor* actor;
int nSprite = InsertSprite(nSector, nStat);
if (nSprite >= 0)
{
sprite[nSprite].extra = -1;
actor = &bloodActors[nSprite];
}
else
{
BloodStatIterator it(kStatPurge);
actor = it.Next();
assert(actor != nullptr);
ChangeActorSect(actor, nSector);
actPostSprite(actor, nStat);
}
vec3_t pos = { x, y, z };
setActorPos(actor, &pos);
spritetype* pSprite = &actor->s();
pSprite->type = kSpriteDecoration;
if (setextra && !actor->hasX())
{
actor->addX();
actor->hit.florhit = 0;
actor->hit.ceilhit = 0;
if (!VanillaMode()) actor->SetTarget(nullptr);
}
return actor;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* actSpawnSprite(DBloodActor* source, int nStat)
{
auto pSource = &source->s();
int nSprite = InsertSprite(pSource->sectnum, nStat);
DBloodActor* actor;
if (nSprite < 0)
{
BloodStatIterator it(kStatPurge);
actor = it.Next();
assert(actor);
assert(pSource->sectnum >= 0 && pSource->sectnum < kMaxSectors);
ChangeActorSect(actor, pSource->sectnum);
actPostSprite(actor, nStat);
}
else actor = &bloodActors[nSprite];
spritetype* pSprite = &actor->s();
pSprite->x = pSource->x;
pSprite->y = pSource->y;
pSprite->z = pSource->z;
actor->xvel = source->xvel;
actor->yvel = source->yvel;
actor->zvel = source->zvel;
pSprite->flags = 0;
actor->addX();
actor->hit.florhit = 0;
actor->hit.ceilhit = 0;
if (!VanillaMode()) actor->SetTarget(nullptr);
return actor;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* actSpawnDude(DBloodActor* source, short nType, int a3, int a4)
{
auto pSource = &source->s();
XSPRITE* pXSource = &source->x();
auto spawned = actSpawnSprite(source, kStatDude);
if (!spawned) return NULL;
spritetype* pSprite2 = &spawned->s();
XSPRITE* pXSprite2 = &spawned->x();
int angle = pSource->ang;
int nDude = nType - kDudeBase;
int x, y, z;
z = a4 + pSource->z;
if (a3 < 0)
{
x = pSource->x;
y = pSource->y;
}
else
{
x = pSource->x + mulscale30r(Cos(angle), a3);
y = pSource->y + mulscale30r(Sin(angle), a3);
}
pSprite2->type = nType;
pSprite2->ang = angle;
vec3_t pos = { x, y, z };
setActorPos(spawned, &pos);
pSprite2->cstat |= 0x1101;
pSprite2->clipdist = getDudeInfo(nDude + kDudeBase)->clipdist;
pXSprite2->health = getDudeInfo(nDude + kDudeBase)->startHealth << 4;
pXSprite2->respawn = 1;
if (getSequence(getDudeInfo(nDude + kDudeBase)->seqStartID))
seqSpawn(getDudeInfo(nDude + kDudeBase)->seqStartID, spawned, -1);
#ifdef NOONE_EXTENSIONS
// add a way to inherit some values of spawner type 18 by dude.
// This way designer can count enemies via switches and do many other interesting things.
if (gModernMap && pSource->flags & kModernTypeFlag1)
{
// allow inheriting only for selected source types
switch (pSource->type)
{
case kMarkerDudeSpawn:
//inherit pal?
if (pSprite2->pal <= 0) pSprite2->pal = pSource->pal;
// inherit spawn sprite trigger settings, so designer can count monsters.
pXSprite2->txID = pXSource->txID;
pXSprite2->command = pXSource->command;
pXSprite2->triggerOn = pXSource->triggerOn;
pXSprite2->triggerOff = pXSource->triggerOff;
// inherit drop items
pXSprite2->dropMsg = pXSource->dropMsg;
// inherit dude flags
pXSprite2->dudeDeaf = pXSource->dudeDeaf;
pXSprite2->dudeGuard = pXSource->dudeGuard;
pXSprite2->dudeAmbush = pXSource->dudeAmbush;
pXSprite2->dudeFlag4 = pXSource->dudeFlag4;
pXSprite2->unused1 = pXSource->unused1;
break;
}
}
#endif
aiInitSprite(spawned);
return spawned;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* actSpawnThing(int nSector, int x, int y, int z, int nThingType)
{
assert(nThingType >= kThingBase && nThingType < kThingMax);
auto actor = actSpawnSprite(nSector, x, y, z, 4, 1);
spritetype* pSprite = &actor->s();
int nType = nThingType - kThingBase;
pSprite->type = nThingType;
assert(actor->hasX());
XSPRITE* pXThing = &actor->x();
const THINGINFO* pThingInfo = &thingInfo[nType];
pXThing->health = pThingInfo->startHealth << 4;
pSprite->clipdist = pThingInfo->clipdist;
pSprite->flags = pThingInfo->flags;
if (pSprite->flags & 2) pSprite->flags |= 4;
pSprite->cstat |= pThingInfo->cstat;
pSprite->picnum = pThingInfo->picnum;
pSprite->shade = pThingInfo->shade;
pSprite->pal = pThingInfo->pal;
if (pThingInfo->xrepeat) pSprite->xrepeat = pThingInfo->xrepeat;
if (pThingInfo->yrepeat) pSprite->yrepeat = pThingInfo->yrepeat;
pSprite->cstat2 |= CSTAT2_SPRITE_MAPPED;
switch (nThingType)
{
case kThingVoodooHead:
pXThing->data1 = 0;
pXThing->data2 = 0;
pXThing->data3 = 0;
pXThing->data4 = 0;
pXThing->state = 1;
pXThing->triggerOnce = 1;
pXThing->isTriggered = 0;
break;
case kThingDroppedLifeLeech:
#ifdef NOONE_EXTENSIONS
case kModernThingEnemyLifeLeech:
#endif
pXThing->data1 = 0;
pXThing->data2 = 0;
pXThing->data3 = 0;
pXThing->data4 = 0;
pXThing->state = 1;
pXThing->triggerOnce = 0;
pXThing->isTriggered = 0;
break;
case kThingZombieHead:
pXThing->data1 = 8;
pXThing->data2 = 0;
pXThing->data3 = 0;
pXThing->data4 = 318;
pXThing->targetX = PlayClock + 180;
pXThing->locked = 1;
pXThing->state = 1;
pXThing->triggerOnce = 0;
pXThing->isTriggered = 0;
break;
case kThingBloodBits:
case kThingBloodChunks:
pXThing->data1 = (nThingType == kThingBloodBits) ? 19 : 8;
pXThing->data2 = 0;
pXThing->data3 = 0;
pXThing->data4 = 318;
pXThing->targetX = PlayClock + 180;
pXThing->locked = 1;
pXThing->state = 1;
pXThing->triggerOnce = 0;
pXThing->isTriggered = 0;
break;
case kThingArmedTNTStick:
evPostActor(actor, 0, kCallbackFXDynPuff);
sfxPlay3DSound(actor, 450, 0, 0);
break;
case kThingArmedTNTBundle:
sfxPlay3DSound(actor, 450, 0, 0);
evPostActor(actor, 0, kCallbackFXDynPuff);
break;
case kThingArmedSpray:
evPostActor(actor, 0, kCallbackFXDynPuff);
break;
}
return actor;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* actFireThing(DBloodActor* actor, int a2, int a3, int a4, int thingType, int a6)
{
auto pSprite = &actor->s();
assert(thingType >= kThingBase && thingType < kThingMax);
int x = pSprite->x + MulScale(a2, Cos(pSprite->ang + 512), 30);
int y = pSprite->y + MulScale(a2, Sin(pSprite->ang + 512), 30);
int z = pSprite->z + a3;
x += MulScale(pSprite->clipdist, Cos(pSprite->ang), 28);
y += MulScale(pSprite->clipdist, Sin(pSprite->ang), 28);
if (HitScan(actor, z, x - pSprite->x, y - pSprite->y, 0, CLIPMASK0, pSprite->clipdist) != -1)
{
x = gHitInfo.hitx - MulScale(pSprite->clipdist << 1, Cos(pSprite->ang), 28);
y = gHitInfo.hity - MulScale(pSprite->clipdist << 1, Sin(pSprite->ang), 28);
}
auto fired = actSpawnThing(pSprite->sectnum, x, y, z, thingType);
spritetype* pThing = &fired->s();
fired->SetOwner(actor);
pThing->ang = pSprite->ang;
fired->xvel = MulScale(a6, Cos(pThing->ang), 30);
fired->yvel = MulScale(a6, Sin(pThing->ang), 30);
fired->zvel = MulScale(a6, a4, 14);
fired->xvel += actor->xvel / 2;
fired->yvel += actor->yvel / 2;
fired->zvel += actor->zvel / 2;
return fired;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actBuildMissile(DBloodActor* spawned, DBloodActor* actor)
{
auto pMissile = &spawned->s();
switch (pMissile->type)
{
case kMissileLifeLeechRegular:
evPostActor(spawned, 0, kCallbackFXFlameLick);
break;
case kMissileTeslaAlt:
evPostActor(spawned, 0, kCallbackFXTeslaAlt);
break;
case kMissilePukeGreen:
seqSpawn(29, spawned, -1);
break;
case kMissileButcherKnife:
pMissile->cstat |= 16;
break;
case kMissileTeslaRegular:
sfxPlay3DSound(pMissile, 251, 0, 0);
break;
case kMissileEctoSkull:
seqSpawn(2, spawned, -1);
sfxPlay3DSound(pMissile, 493, 0, 0);
break;
case kMissileFireballNapalm:
seqSpawn(61, spawned, nNapalmClient);
sfxPlay3DSound(pMissile, 441, 0, 0);
break;
case kMissileFireball:
seqSpawn(22, spawned, nFireballClient);
sfxPlay3DSound(pMissile, 441, 0, 0);
break;
case kMissileFlameHound:
seqSpawn(27, spawned, -1);
spawned->xvel += actor->xvel / 2 + Random2(0x11111);
spawned->yvel += actor->yvel / 2 + Random2(0x11111);
spawned->zvel += actor->zvel / 2 + Random2(0x11111);
break;
case kMissileFireballCerberus:
seqSpawn(61, spawned, dword_2192E0);
sfxPlay3DSound(pMissile, 441, 0, 0);
break;
case kMissileFireballTchernobog:
seqSpawn(23, spawned, dword_2192D8);
spawned->xvel += actor->xvel / 2 + Random2(0x11111);
spawned->yvel += actor->yvel / 2 + Random2(0x11111);
spawned->zvel += actor->zvel / 2 + Random2(0x11111);
break;
case kMissileFlameSpray:
if (Chance(0x8000)) seqSpawn(0, spawned, -1);
else seqSpawn(1, spawned, -1);
spawned->xvel += actor->xvel / 2 + Random2(0x11111);
spawned->yvel += actor->yvel / 2 + Random2(0x11111);
spawned->zvel += actor->zvel / 2 + Random2(0x11111);
break;
case kMissileFlareAlt:
evPostActor(spawned, 30, kCallbackFXFlareBurst);
evPostActor(spawned, 0, kCallbackFXFlareSpark);
sfxPlay3DSound(pMissile, 422, 0, 0);
break;
case kMissileFlareRegular:
evPostActor(spawned, 0, kCallbackFXFlareSpark);
sfxPlay3DSound(pMissile, 422, 0, 0);
break;
case kMissileLifeLeechAltSmall:
evPostActor(spawned, 0, kCallbackFXArcSpark);
break;
case kMissileArcGargoyle:
sfxPlay3DSound(pMissile, 252, 0, 0);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* actFireMissile(DBloodActor* actor, int a2, int a3, int a4, int a5, int a6, int nType)
{
assert(nType >= kMissileBase && nType < kMissileMax);
char v4 = 0;
auto pSprite = &actor->s();
int nSprite = pSprite->index;
const MissileType* pMissileInfo = &missileInfo[nType - kMissileBase];
int x = pSprite->x + MulScale(a2, Cos(pSprite->ang + 512), 30);
int y = pSprite->y + MulScale(a2, Sin(pSprite->ang + 512), 30);
int z = pSprite->z + a3;
int clipdist = pMissileInfo->clipDist + pSprite->clipdist;
x += MulScale(clipdist, Cos(pSprite->ang), 28);
y += MulScale(clipdist, Sin(pSprite->ang), 28);
int hit = HitScan(actor, z, x - pSprite->x, y - pSprite->y, 0, CLIPMASK0, clipdist);
if (hit != -1)
{
if (hit == 3 || hit == 0)
{
v4 = 1;
x = gHitInfo.hitx - MulScale(Cos(pSprite->ang), 16, 30);
y = gHitInfo.hity - MulScale(Sin(pSprite->ang), 16, 30);
}
else
{
x = gHitInfo.hitx - MulScale(pMissileInfo->clipDist << 1, Cos(pSprite->ang), 28);
y = gHitInfo.hity - MulScale(pMissileInfo->clipDist << 1, Sin(pSprite->ang), 28);
}
}
auto spawned = actSpawnSprite(pSprite->sectnum, x, y, z, 5, 1);
spritetype* pMissile = &spawned->s();
pMissile->cstat2 |= CSTAT2_SPRITE_MAPPED;
pMissile->type = nType;
pMissile->shade = pMissileInfo->shade;
pMissile->pal = 0;
pMissile->clipdist = pMissileInfo->clipDist;
pMissile->flags = 1;
pMissile->xrepeat = pMissileInfo->xrepeat;
pMissile->yrepeat = pMissileInfo->yrepeat;
pMissile->picnum = pMissileInfo->picnum;
pMissile->ang = (pSprite->ang + pMissileInfo->angleOfs) & 2047;
spawned->xvel = MulScale(pMissileInfo->velocity, a4, 14);
spawned->yvel = MulScale(pMissileInfo->velocity, a5, 14);
spawned->zvel = MulScale(pMissileInfo->velocity, a6, 14);
spawned->SetOwner(actor);
pMissile->cstat |= 1;
spawned->SetTarget(nullptr);
evPostActor(spawned, 600, kCallbackRemove);
actBuildMissile(spawned, actor);
if (v4)
{
actImpactMissile(spawned, hit);
return nullptr;
}
return spawned;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int actGetRespawnTime(DBloodActor* actor)
{
spritetype* pSprite = &actor->s();
if (!actor->hasX()) return -1;
XSPRITE* pXSprite = &actor->x();
if (actor->IsDudeActor() && !actor->IsPlayerActor())
{
if (pXSprite->respawn == 2 || (pXSprite->respawn != 1 && gGameOptions.nMonsterSettings == 2))
return gGameOptions.nMonsterRespawnTime;
return -1;
}
if (actor->IsWeaponActor())
{
if (pXSprite->respawn == 3 || gGameOptions.nWeaponSettings == 1) return 0;
else if (pXSprite->respawn != 1 && gGameOptions.nWeaponSettings != 0)
return gGameOptions.nWeaponRespawnTime;
return -1;
}
if (actor->IsAmmoActor())
{
if (pXSprite->respawn == 2 || (pXSprite->respawn != 1 && gGameOptions.nWeaponSettings != 0))
return gGameOptions.nWeaponRespawnTime;
return -1;
}
if (actor->IsItemActor())
{
if (pXSprite->respawn == 3 && gGameOptions.nGameType == 1) return 0;
else if (pXSprite->respawn == 2 || (pXSprite->respawn != 1 && gGameOptions.nItemSettings != 0))
{
switch (pSprite->type)
{
case kItemShadowCloak:
case kItemTwoGuns:
case kItemReflectShots:
return gGameOptions.nSpecialRespawnTime;
case kItemDeathMask:
return gGameOptions.nSpecialRespawnTime << 1;
default:
return gGameOptions.nItemRespawnTime;
}
}
return -1;
}
return -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool actCheckRespawn(DBloodActor* actor)
{
spritetype* pSprite = &actor->s();
if (actor->hasX())
{
XSPRITE* pXSprite = &actor->x();
int nRespawnTime = actGetRespawnTime(actor);
if (nRespawnTime < 0) return 0;
pXSprite->respawnPending = 1;
if (pSprite->type >= kThingBase && pSprite->type < kThingMax)
{
pXSprite->respawnPending = 3;
if (pSprite->type == kThingTNTBarrel) pSprite->cstat |= 32768;
}
if (nRespawnTime > 0)
{
if (pXSprite->respawnPending == 1) nRespawnTime = MulScale(nRespawnTime, 0xa000, 16);
pSprite->owner = pSprite->statnum;
actPostSprite(actor, kStatRespawn);
pSprite->flags |= kHitagRespawn;
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
{
pSprite->cstat &= ~257;
pSprite->pos = actor->basePoint;
}
evPostActor(actor, nRespawnTime, kCallbackRespawn);
}
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool actCanSplatWall(int nWall)
{
assert(nWall >= 0 && nWall < kMaxWalls);
walltype* pWall = &wall[nWall];
if (pWall->cstat & 16384) return 0;
if (pWall->cstat & 32768) return 0;
int nType = GetWallType(nWall);
if (nType >= kWallBase && nType < kWallMax) return 0;
if (pWall->nextsector != -1)
{
sectortype* pSector = &sector[pWall->nextsector];
if (pSector->type >= kSectorBase && pSector->type < kSectorMax) return 0;
}
return 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, VECTOR_TYPE vectorType)
{
auto pShooter = &shooter->s();
assert(vectorType >= 0 && vectorType < kVectorMax);
const VECTORDATA* pVectorData = &gVectorData[vectorType];
int nRange = pVectorData->maxDist;
int hit = VectorScan(shooter, a2, a3, a4, a5, a6, nRange, 1);
if (hit == 3)
{
auto hitactor = gHitInfo.hitactor;
assert(hitactor != nullptr);
spritetype* pSprite = &hitactor->s();
if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pShooter, pSprite)) return;
if (IsPlayerSprite(pSprite))
{
PLAYER* pPlayer = &gPlayer[pSprite->type - kDudePlayer1];
if (powerupCheck(pPlayer, kPwUpReflectShots))
{
gHitInfo.hitactor = shooter;
gHitInfo.hitx = pShooter->x;
gHitInfo.hity = pShooter->y;
gHitInfo.hitz = pShooter->z;
}
}
}
int x = gHitInfo.hitx - MulScale(a4, 16, 14);
int y = gHitInfo.hity - MulScale(a5, 16, 14);
int z = gHitInfo.hitz - MulScale(a6, 256, 14);
short nSector = gHitInfo.hitsect;
uint8_t nSurf = kSurfNone;
if (nRange == 0 || approxDist(gHitInfo.hitx - pShooter->x, gHitInfo.hity - pShooter->y) < nRange)
{
switch (hit)
{
case 1:
{
int nSector = gHitInfo.hitsect;
if (sector[nSector].ceilingstat & 1)
nSurf = kSurfNone;
else
nSurf = surfType[sector[nSector].ceilingpicnum];
break;
}
case 2:
{
int nSector = gHitInfo.hitsect;
if (sector[nSector].floorstat & 1)
nSurf = kSurfNone;
else
nSurf = surfType[sector[nSector].floorpicnum];
break;
}
case 0:
{
int nWall = gHitInfo.hitwall;
assert(nWall >= 0 && nWall < kMaxWalls);
nSurf = surfType[wall[nWall].picnum];
if (actCanSplatWall(nWall))
{
int x = gHitInfo.hitx - MulScale(a4, 16, 14);
int y = gHitInfo.hity - MulScale(a5, 16, 14);
int z = gHitInfo.hitz - MulScale(a6, 256, 14);
int nSurf = surfType[wall[nWall].picnum];
assert(nSurf < kSurfMax);
if (pVectorData->surfHit[nSurf].fx1 >= 0)
{
auto pFX = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx1, nSector, x, y, z, 0);
if (pFX)
{
pFX->s().ang = (GetWallAngle(nWall) + 512) & 2047;
pFX->s().cstat |= 16;
}
}
}
break;
}
case 4:
{
int nWall = gHitInfo.hitwall;
assert(nWall >= 0 && nWall < kMaxWalls);
nSurf = surfType[wall[nWall].overpicnum];
int nXWall = wall[nWall].extra;
if (nXWall > 0)
{
XWALL* pXWall = &xwall[nXWall];
if (pXWall->triggerVector)
trTriggerWall(nWall, pXWall, kCmdWallImpact);
}
break;
}
case 3:
{
auto actor = gHitInfo.hitactor;
spritetype* pSprite = &actor->s();
nSurf = surfType[pSprite->picnum];
x -= MulScale(a4, 112, 14);
y -= MulScale(a5, 112, 14);
z -= MulScale(a6, 112 << 4, 14);
int shift = 4;
if (vectorType == kVectorTine && !actor->IsPlayerActor()) shift = 3;
actDamageSprite(shooter, actor, pVectorData->dmgType, pVectorData->dmg << shift);
if (actor->hasX() && actor->x().Vector) trTriggerSprite(actor, kCmdSpriteImpact);
if (pSprite->statnum == kStatThing)
{
int t = thingInfo[pSprite->type - kThingBase].mass;
if (t > 0 && pVectorData->impulse)
{
int t2 = DivScale(pVectorData->impulse, t, 8);
actor->xvel += MulScale(a4, t2, 16);
actor->yvel += MulScale(a5, t2, 16);
actor->zvel += MulScale(a6, t2, 16);
}
if (pVectorData->burnTime)
{
if (!actor->x().burnTime) evPostActor(actor, 0, kCallbackFXFlameLick);
actBurnSprite(shooter->GetOwner(), actor, pVectorData->burnTime);
}
}
if (pSprite->statnum == kStatDude && actor->hasX())
{
int t = getDudeInfo(pSprite->type)->mass;
#ifdef NOONE_EXTENSIONS
if (actor->IsDudeActor())
{
switch (pSprite->type)
{
case kDudeModernCustom:
case kDudeModernCustomBurning:
t = getSpriteMassBySize(actor);
break;
}
}
#endif
if (t > 0 && pVectorData->impulse)
{
int t2 = DivScale(pVectorData->impulse, t, 8);
actor->xvel += MulScale(a4, t2, 16);
actor->yvel += MulScale(a5, t2, 16);
actor->zvel += MulScale(a6, t2, 16);
}
if (pVectorData->burnTime)
{
if (!actor->x().burnTime) evPostActor(actor, 0, kCallbackFXFlameLick);
actBurnSprite(shooter->GetOwner(), actor, pVectorData->burnTime);
}
if (Chance(pVectorData->fxChance))
{
int t = gVectorData[19].maxDist;
a4 += Random3(4000);
a5 += Random3(4000);
a6 += Random3(4000);
if (HitScan(actor, gHitInfo.hitz, a4, a5, a6, CLIPMASK1, t) == 0)
{
if (approxDist(gHitInfo.hitx - pSprite->x, gHitInfo.hity - pSprite->y) <= t)
{
int nWall = gHitInfo.hitwall;
int nSector = gHitInfo.hitsect;
if (actCanSplatWall(nWall))
{
int x = gHitInfo.hitx - MulScale(a4, 16, 14);
int y = gHitInfo.hity - MulScale(a5, 16, 14);
int z = gHitInfo.hitz - MulScale(a6, 16 << 4, 14);
int nSurf = surfType[wall[nWall].picnum];
const VECTORDATA* pVectorData = &gVectorData[19];
FX_ID t2 = pVectorData->surfHit[nSurf].fx2;
FX_ID t3 = pVectorData->surfHit[nSurf].fx3;
DBloodActor* pFX = nullptr;
if (t2 > FX_NONE && (t3 == FX_NONE || Chance(0x4000))) pFX = gFX.fxSpawnActor(t2, nSector, x, y, z, 0);
else if (t3 > FX_NONE) pFX = gFX.fxSpawnActor(t3, nSector, x, y, z, 0);
if (pFX)
{
pFX->zvel = 0x2222;
pFX->s().ang = (GetWallAngle(nWall) + 512) & 2047;
pFX->s().cstat |= 16;
}
}
}
}
}
for (int i = 0; i < pVectorData->bloodSplats; i++)
if (Chance(pVectorData->splatChance))
fxSpawnBlood(actor, pVectorData->dmg << 4);
}
#ifdef NOONE_EXTENSIONS
// add impulse for sprites from physics list
if (gPhysSpritesCount > 0 && pVectorData->impulse)
{
if (actor->hasX())
{
XSPRITE* pXSprite = &actor->x();
if (pXSprite->physAttr & kPhysDebrisVector) {
int impulse = DivScale(pVectorData->impulse, ClipLow(actor->spriteMass.mass, 10), 6);
actor->xvel += MulScale(a4, impulse, 16);
actor->yvel += MulScale(a5, impulse, 16);
actor->zvel += MulScale(a6, impulse, 16);
if (pVectorData->burnTime != 0) {
if (!pXSprite->burnTime) evPostActor(actor, 0, kCallbackFXFlameLick);
actBurnSprite(shooter->GetOwner(), actor, pVectorData->burnTime);
}
if (pSprite->type >= kThingBase && pSprite->type < kThingMax) {
pSprite->statnum = kStatThing; // temporary change statnum property
actDamageSprite(shooter, actor, pVectorData->dmgType, pVectorData->dmg << 4);
pSprite->statnum = kStatDecoration; // return statnum property back
}
}
}
}
#endif
break;
}
}
}
assert(nSurf < kSurfMax);
#ifdef NOONE_EXTENSIONS
// let the patrol enemies hear surface hit sounds!
if (pVectorData->surfHit[nSurf].fx2 >= 0) {
auto pFX2 = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx2, nSector, x, y, z, 0);
if (pFX2 && gModernMap)
pFX2->SetOwner(shooter);
}
if (pVectorData->surfHit[nSurf].fx3 >= 0) {
auto pFX3 = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx3, nSector, x, y, z, 0);
if (pFX3 && gModernMap)
pFX3->SetOwner(shooter);
}
#else
if (pVectorData->surfHit[nSurf].fx2 >= 0)
gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx2, nSector, x, y, z, 0);
if (pVectorData->surfHit[nSurf].fx3 >= 0)
gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx3, nSector, x, y, z, 0);
#endif
if (pVectorData->surfHit[nSurf].fxSnd >= 0)
sfxPlay3DSound(x, y, z, pVectorData->surfHit[nSurf].fxSnd, nSector);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void FireballSeqCallback(int, DBloodActor* actor)
{
auto pSprite = &actor->s();
auto pFX = gFX.fxSpawnActor(FX_11, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
if (pFX)
{
pFX->xvel = actor->xvel;
pFX->yvel = actor->yvel;
pFX->zvel = actor->zvel;
}
}
void NapalmSeqCallback(int, DBloodActor* actor)
{
auto pSprite = &actor->s();
auto pFX = gFX.fxSpawnActor(FX_12, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
if (pFX)
{
pFX->xvel = actor->xvel;
pFX->yvel = actor->yvel;
pFX->zvel = actor->zvel;
}
}
void Fx32Callback(int, DBloodActor* actor)
{
auto pSprite = &actor->s();
auto pFX = gFX.fxSpawnActor(FX_32, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
if (pFX)
{
pFX->xvel = actor->xvel;
pFX->yvel = actor->yvel;
pFX->zvel = actor->zvel;
}
}
void Fx33Callback(int, DBloodActor* actor)
{
auto pSprite = &actor->s();
auto pFX = gFX.fxSpawnActor(FX_33, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
if (pFX)
{
pFX->xvel = actor->xvel;
pFX->yvel = actor->yvel;
pFX->zvel = actor->zvel;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void TreeToGibCallback(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
pSprite->type = kThingObjectExplode;
pXSprite->state = 1;
pXSprite->data1 = 15;
pXSprite->data2 = 0;
pXSprite->data3 = 0;
pXSprite->health = thingInfo[17].startHealth;
pXSprite->data4 = 312;
pSprite->cstat |= 257;
}
void DudeToGibCallback1(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
pSprite->type = kThingBloodChunks;
pXSprite->data1 = 8;
pXSprite->data2 = 0;
pXSprite->data3 = 0;
pXSprite->health = thingInfo[26].startHealth;
pXSprite->data4 = 319;
pXSprite->triggerOnce = 0;
pXSprite->isTriggered = 0;
pXSprite->locked = 0;
pXSprite->targetX = PlayClock;
pXSprite->state = 1;
}
void DudeToGibCallback2(int, DBloodActor* actor)
{
XSPRITE* pXSprite = &actor->x();
spritetype* pSprite = &actor->s();
pSprite->type = kThingBloodChunks;
pXSprite->data1 = 3;
pXSprite->data2 = 0;
pXSprite->data3 = 0;
pXSprite->health = thingInfo[26].startHealth;
pXSprite->data4 = 319;
pXSprite->triggerOnce = 0;
pXSprite->isTriggered = 0;
pXSprite->locked = 0;
pXSprite->targetX = PlayClock;
pXSprite->state = 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actPostSprite(DBloodActor* actor, int nStatus)
{
assert(nStatus >= 0 && nStatus <= kStatFree);
auto sp = &actor->s();
if (sp->flags & 32)
{
for (auto& post : gPost)
if (post.sprite == actor)
{
post.status = nStatus;
return;
}
}
else
{
sp->flags |= 32;
gPost.Push({ actor, nStatus });
}
}
void actPostProcess(void)
{
for (auto& p : gPost)
{
p.sprite->s().flags &= ~32;
int nStatus = p.status;
if (nStatus == kStatFree)
{
if (p.sprite->s().statnum != kStatFree)
{
evKillActor(p.sprite);
if (p.sprite->hasX()) seqKill(p.sprite);
DeleteSprite(p.sprite);
}
}
else
ChangeActorStat(p.sprite, nStatus);
}
gPost.Clear();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void MakeSplash(DBloodActor* actor)
{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
pSprite->flags &= ~2;
int nXSprite = pSprite->extra;
pSprite->z -= 4 << 8;
int nSurface = tileGetSurfType(actor->hit.florhit);
switch (pSprite->type)
{
case kThingDripWater:
switch (nSurface)
{
case kSurfWater:
seqSpawn(6, actor, -1);
sfxPlay3DSound(actor, 356, -1, 0);
break;
default:
seqSpawn(7, actor, -1);
sfxPlay3DSound(actor, 354, -1, 0);
break;
}
break;
case kThingDripBlood:
seqSpawn(8, actor, -1);
sfxPlay3DSound(actor, 354, -1, 0);
break;
}
}
void actBurnSprite(DBloodActor* pSource, DBloodActor* pTarget, int nTime)
{
auto pXSprite = &pTarget->x();
pXSprite->burnTime = ClipHigh(pXSprite->burnTime + nTime, pTarget->s().statnum == kStatDude ? 2400 : 1200);
pTarget->SetBurnSource(pSource);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
FSerializer& Serialize(FSerializer& arc, const char* keyname, Collision& w, Collision* def)
{
int empty = 0;
if (arc.isReading()) w = {};
if (arc.BeginObject(keyname))
{
arc("type", w.type, &empty)
("index", w.index, &empty)
("legacyval", w.legacyVal, &empty)
("actor", w.actor)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, SPRITEHIT& w, SPRITEHIT* def)
{
if (arc.BeginObject(keyname))
{
arc("hit", w.hit)
("ceilhit", w.ceilhit)
("florhit", w.florhit)
.EndObject();
}
return arc;
}
void SerializeActor(FSerializer& arc)
{
if (arc.BeginObject("actor"))
{
arc("maxdist20", gVectorData[kVectorTchernobogBurn].maxDist) // The code messes around with this field so better save it.
.EndObject();
if (arc.isReading() && gGameOptions.nMonsterSettings != 0)
{
for (int i = 0; i < kDudeMax - kDudeBase; i++)
for (int j = 0; j < 7; j++)
dudeInfo[i].damageVal[j] = MulScale(DudeDifficulty[gGameOptions.nDifficulty], dudeInfo[i].startDamage[j], 8);
}
}
}
// dumping ground for temporary wrappers.
void HITINFO::set(hitdata_t* hit)
{
hitsect = hit->sect;
hitwall = hit->wall;
hitactor = hit->sprite >= 0 ? &bloodActors[hit->sprite] : nullptr;
hitx = hit->pos.x;
hity = hit->pos.y;
hitz = hit->pos.z;
}
char SetSpriteState(DBloodActor* actor, int nState)
{
return SetSpriteState(actor->GetIndex(), &actor->x(), nState);
}
END_BLD_NS