raze/source/blood/src/actor.cpp
Grind Core b6ad64ee54 Refactor: xsector, xwall and xsprite structs
- Added QAV scene player (playing user animation instead of weapon)
- Added trigger event intiator for sprites (WIP and experimental)

# Conflicts:
#	source/blood/src/actor.h
#	source/blood/src/player.h
2019-10-26 10:35:13 +02:00

7907 lines
249 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 <random>
//#include <iostream>
#include "ns.h" // Must come before everything else!
#include "build.h"
#include "pragmas.h"
#include "mmulti.h"
#include "common.h"
#include "common_game.h"
#include "actor.h"
#include "ai.h"
#include "aibat.h"
#include "aibeast.h"
#include "aiboneel.h"
#include "aiburn.h"
#include "aicaleb.h"
#include "aicerber.h"
#include "aicult.h"
#include "aigarg.h"
#include "aighost.h"
#include "aigilbst.h"
#include "aihand.h"
#include "aihound.h"
#include "aiinnoc.h"
#include "aipod.h"
#include "airat.h"
#include "aispid.h"
#include "aitchern.h"
#include "aizomba.h"
#include "aizombf.h"
#include "aiunicult.h"
#include "blood.h"
#include "callback.h"
#include "config.h"
#include "db.h"
#include "endgame.h"
#include "eventq.h"
#include "fx.h"
#include "gameutil.h"
#include "gib.h"
#include "globals.h"
#include "levels.h"
#include "loadsave.h"
#include "player.h"
#include "seq.h"
#include "sfx.h"
#include "sound.h"
#include "tile.h"
#include "trig.h"
#include "triggers.h"
#include "view.h"
#include "warp.h"
#include "weapon.h"
BEGIN_BLD_NS
VECTORDATA gVectorData[] = {
// Tine
{
DAMAGE_TYPE_2,
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,
1207, 1207,
},
// Shell
{
DAMAGE_TYPE_2,
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,
1001, 1001,
},
// Bullet
{
DAMAGE_TYPE_2,
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,
4001, 4002,
},
// Tommy AP
{
DAMAGE_TYPE_2,
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,
431, 431
},
// Shell AP
{
DAMAGE_TYPE_2,
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,
1002, 1002,
},
// Tommy regular
{
DAMAGE_TYPE_2,
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,
359, 359,
},
// Bat bite
{
DAMAGE_TYPE_2,
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,
521, 521,
},
// Eel bite
{
DAMAGE_TYPE_2,
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,
513, 513
},
// Gill bite
{
DAMAGE_TYPE_2,
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,
499, 499
},
// Beast slash
{
DAMAGE_TYPE_3,
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,
9012, 9014
},
// Axe
{
DAMAGE_TYPE_2,
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,
1101, 1101
},
// Cleaver
{
DAMAGE_TYPE_2,
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,
1207, 1207
},
// Phantasm slash
{
DAMAGE_TYPE_2,
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,
499, 495
},
// Gargoyle Slash
{
DAMAGE_TYPE_2,
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,
495, 496
},
// Cerberus bite
{
DAMAGE_TYPE_2,
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,
9013, 499
},
// Hound bite
{
DAMAGE_TYPE_2,
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,
1307, 1308
},
// Rat bite
{
DAMAGE_TYPE_2,
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,
499, 499
},
// Spider bite
{
DAMAGE_TYPE_2,
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,
499, 499
},
// Unk
{
DAMAGE_TYPE_2,
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,
499, 499
},
{
(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,
499, 499
},
// Tchernobog burn vector
{
DAMAGE_TYPE_1,
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,
351, 351
},
// Vodoo 1.0 vector
{
DAMAGE_TYPE_5,
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,
0,0
},
// 22 kVectorGenDudePunch
{
DAMAGE_TYPE_0,
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,
357, 499
},
};
ITEMDATA gItemData[] = {
{
0,
2552,
(char)-8,
0,
32,
32,
-1,
},
{
0,
2553,
(char)-8,
0,
32,
32,
-1,
},
{
0,
2554,
(char)-8,
0,
32,
32,
-1,
},
{
0,
2555,
(char)-8,
0,
32,
32,
-1,
},
{
0,
2556,
(char)-8,
0,
32,
32,
-1,
},
{
0,
2557,
(char)-8,
0,
32,
32,
-1,
},
{
0,
-1,
(char)-8,
0,
255,
255,
-1,
},
{
0,
519,
(char)-8,
0,
48,
48,
0,
},
{
0,
822,
(char)-8,
0,
40,
40,
-1,
},
{
0,
2169,
(char)-8,
0,
40,
40,
-1,
},
{
0,
2433,
(char)-8,
0,
40,
40,
-1,
},
{
0,
517,
(char)-8,
0,
40,
40,
-1,
},
{
0,
783,
(char)-8,
0,
40,
40,
-1,
},
{
0,
896,
(char)-8,
0,
40,
40,
-1,
},
{
0,
825,
(char)-8,
0,
40,
40,
-1,
},
{
0,
827,
(char)-8,
0,
40,
40,
4,
},
{
0,
828,
(char)-8,
0,
40,
40,
-1,
},
{
0,
829,
(char)-8,
0,
40,
40,
-1,
},
{
0,
830,
(char)-8,
0,
80,
64,
1,
},
{
0,
831,
(char)-8,
0,
40,
40,
-1,
},
{
0,
863,
(char)-8,
0,
40,
40,
-1,
},
{
0,
760,
(char)-8,
0,
40,
40,
2,
},
{
0,
836,
(char)-8,
0,
40,
40,
-1,
},
{
0,
851,
(char)-8,
0,
40,
40,
-1,
},
{
0,
2428,
(char)-8,
0,
40,
40,
-1,
},
{
0,
839,
(char)-8,
0,
40,
40,
3,
},
{
0,
768,
(char)-8,
0,
64,
64,
-1,
},
{
0,
840,
(char)-8,
0,
48,
48,
-1,
},
{
0,
841,
(char)-8,
0,
48,
48,
-1,
},
{
0,
842,
(char)-8,
0,
48,
48,
-1,
},
{
0,
843,
(char)-8,
0,
48,
48,
-1,
},
{
0,
683,
(char)-8,
0,
40,
40,
-1,
},
{
0,
521,
(char)-8,
0,
40,
40,
-1,
},
{
0,
604,
(char)-8,
0,
40,
40,
-1,
},
{
0,
520,
(char)-8,
0,
40,
40,
-1,
},
{
0,
803,
(char)-8,
0,
40,
40,
-1,
},
{
0,
518,
(char)-8,
0,
40,
40,
-1,
},
{
0,
522,
(char)-8,
0,
40,
40,
-1,
},
{
0,
523,
(char)-8,
0,
40,
40,
-1,
},
{
0,
837,
(char)-8,
0,
80,
64,
-1,
},
{
0,
2628,
(char)-8,
0,
64,
64,
-1,
},
{
0,
2586,
(char)-8,
0,
64,
64,
-1,
},
{
0,
2578,
(char)-8,
0,
64,
64,
-1,
},
{
0,
2602,
(char)-8,
0,
64,
64,
-1,
},
{
0,
2594,
(char)-8,
0,
64,
64,
-1,
},
{
0,
753,
(char)-8,
0,
64,
64,
-1,
},
{
0,
753,
(char)-8,
7,
64,
64,
-1,
},
{
0,
3558,
(char)-128,
0,
64,
64,
-1,
},
{
0,
3558,
(char)-128,
7,
64,
64,
-1,
}
};
AMMOITEMDATA gAmmoItemData[] = {
{
0,
618,
(char)-8,
0,
40,
40,
480,
6,
7
},
{
0,
589,
(char)-8,
0,
48,
48,
1,
5,
6
},
{
0,
589,
(char)-8,
0,
48,
48,
1,
5,
6
},
{
0,
809,
(char)-8,
0,
48,
48,
5,
5,
6
},
{
0,
811,
(char)-8,
0,
48,
48,
1,
10,
11
},
{
0,
810,
(char)-8,
0,
48,
48,
1,
11,
12
},
{
0,
820,
(char)-8,
0,
24,
24,
10,
8,
0
},
{
0,
619,
(char)-8,
0,
48,
48,
4,
2,
0
},
{
0,
812,
(char)-8,
0,
48,
48,
15,
2,
0
},
{
0,
813,
(char)-8,
0,
48,
48,
15,
3,
0
},
{
0,
525,
(char)-8,
0,
48,
48,
100,
9,
10
},
{
0,
814,
(char)-8,
0,
48,
48,
15,
255,
0
},
{
0,
817,
(char)-8,
0,
48,
48,
100,
3,
0
},
{
0,
548,
(char)-8,
0,
24,
24,
32,
7,
0
},
{
0,
0,
(char)-8,
0,
48,
48,
6,
255,
0
},
{
0,
0,
(char)-8,
0,
48,
48,
6,
255,
0
},
{
0,
816,
(char)-8,
0,
48,
48,
8,
1,
0
},
{
0,
818,
(char)-8,
0,
48,
48,
8,
255,
0
},
{
0,
819,
(char)-8,
0,
48,
48,
8,
255,
0
},
{
0,
801,
(char)-8,
0,
48,
48,
6,
4,
0
},
{
0,
0,
0,
0,
0,
0,
0,
0,
0
},
};
WEAPONITEMDATA gWeaponItemData[] = {
{
0,
-1,
(char)0,
0,
0,
0,
0,
-1,
0
},
{
0,
559,
(char)-8,
0,
48,
48,
3,
2,
8
},
{
0,
558,
(char)-8,
0,
48,
48,
4,
3,
50
},
{
0,
524,
(char)-8,
0,
48,
48,
2,
1,
9
},
{
0,
525,
(char)-8,
0,
48,
48,
10,
9,
100
},
{
0,
539,
(char)-8,
0,
48,
48,
8,
7,
64
},
{
0,
526,
(char)-8,
0,
48,
48,
5,
4,
6
},
{
0,
-1,
(char)0,
0,
0,
0,
1,
-1,
0
},
{
0,
618,
(char)-8,
0,
48,
48,
7,
6,
480
},
{
0,
589,
(char)-8,
0,
48,
48,
6,
5,
1
},
{
0,
800,
(char)-8,
0,
48,
48,
9,
8,
35
}
};
MissileType missileInfo[] = {
// Cleaver
{
2138,
978670,
512,
40,
40,
(char)-16,
16,
1207, 1207
},
// Regular flare
{
2424,
3145728,
0,
32,
32,
(char)-128,
32,
420, 420
},
// Tesla alt
{
3056,
2796202,
0,
32,
32,
(char)-128,
32,
471, 471
},
// Flare alt
{
2424,
2446677,
0,
32,
32,
(char)-128,
4,
421, 421
},
// Spray flame
{
0,
1118481,
0,
24,
24,
(char)-128,
16,
1309, 351
},
// Fireball
{
0,
1118481,
0,
32,
32,
(char)-128,
32,
480, 480
},
// Tesla regular
{
2130,
2796202,
0,
32,
32,
(char)-128,
16,
470, 470
},
// EctoSkull
{
870,
699050,
0,
32,
32,
(char)-24,
32,
489, 490
},
// Hellhound flame
{
0,
1118481,
0,
24,
24,
(char)-128,
16,
462, 351
},
// Puke
{
0,
838860,
0,
16,
16,
(char)-16,
16,
1203, 172
},
// Reserved
{
0,
838860,
0,
8,
8,
(char)0,
16,
0,0
},
// Stone gargoyle projectile
{
3056,
2097152,
0,
32,
32,
(char)-128,
16,
1457, 249
},
// Napalm launcher
{
0,
2446677,
0,
30,
30,
(char)-128,
24,
480, 489
},
// Cerberus fireball
{
0,
2446677,
0,
30,
30,
(char)-128,
24,
480, 489
},
// Tchernobog fireball
{
0,
1398101,
0,
24,
24,
(char)-128,
16,
480, 489
},
// Regular life leech
{
2446,
2796202,
0,
32,
32,
(char)-128,
16,
491, 491
},
// Dropped life leech (enough ammo)
{
3056,
2446677,
0,
16,
16,
(char)-128,
16,
520, 520
},
// Dropped life leech (no ammo)
{
3056,
1747626,
0,
32,
32,
(char)-128,
16,
520, 520
}
};
THINGINFO thingInfo[] = {
//TNT Barrel
{
25,
250,
32,
11,
4096,
80,
384,
907,
(char)0,
0,
0,
0,
256, 256, 128, 64, 0, 0, 128,
1
},
// Armed Proxy Dynamite
{
5,
5,
16,
3,
24576,
1600,
256,
3444,
(char)-16,
0,
32,
32,
256, 256, 256, 64, 0, 0, 512,
1
},
// Armed Remote Dynamite
{
5,
5,
16,
3,
24576,
1600,
256,
3457,
(char)-16,
0,
32,
32,
256, 256, 256, 64, 0, 0, 512,
1
},
// Vase1
{
1,
20,
32,
3,
32768,
80,
0,
739,
(char)0,
0,
0,
0,
256, 0, 256, 128, 0, 0, 0,
0
},
// Vase2
{
1,
150,
32,
3,
32768,
80,
0,
642,
(char)0,
0,
0,
0,
256, 256, 256, 128, 0, 0, 0,
0
},
// Crate face
{
10,
0,
0,
0,
0,
0,
0,
462,
(char)0,
0,
0,
0,
0, 0, 0, 256, 0, 0, 0,
0
},
// Glass window
{
1,
0,
0,
0,
0,
0,
0,
266,
(char)0,
0,
0,
0,
256, 0, 256, 256, 0, 0, 0,
0,
},
// Flourescent Light
{
1,
0,
0,
0,
0,
0,
0,
796,
(char)0,
0,
0,
0,
256, 0, 256, 256, 0, 0, 512,
0,
},
// Wall Crack
{
50,
0,
0,
0,
0,
0,
0,
1127,
(char)0,
0,
0,
0,
0, 0, 0, 256, 0, 0, 0,
0,
},
// Wood Beam
{
8,
0,
0,
0,
0,
0,
0,
1142,
(char)0,
0,
0,
0,
256, 0, 256, 128, 0, 0, 0,
0,
},
// Spider's Web
{
4,
0,
0,
0,
0,
0,
0,
1069,
(char)0,
0,
0,
0,
256, 256, 64, 256, 0, 0, 128,
0,
},
// Metal Grate
{
40,
0,
0,
0,
0,
0,
0,
483,
(char)0,
0,
0,
0,
64, 0, 128, 256, 0, 0, 0,
0,
},
// Flammable Tree
{
1,
0,
0,
0,
0,
0,
0,
-1,
(char)0,
0,
0,
0,
0, 256, 0, 256, 0, 0, 128,
0,
},
// MachineGun Trap
{
1000,
0,
0,
8,
0,
0,
0,
-1,
(char)0,
0,
0,
0,
0, 0, 128, 256, 0, 0, 512,
0,
},
// Falling Rock
{
0,
15,
8,
3,
32768,
0,
0,
-1,
(char)0,
0,
0,
0,
0, 0, 0, 0, 0, 0, 0,
0,
},
// Kickable Pail
{
0,
8,
48,
3,
49152,
0,
0,
-1,
(char)0,
0,
0,
0,
0, 0, 0, 0, 0, 0, 0,
1,
},
// Gib Object
{
10,
2,
0,
0,
32768,
0,
0,
-1,
(char)0,
0,
0,
0,
256, 0, 256, 256, 0, 0, 128,
0,
},
// Explode Object
{
20,
2,
0,
0,
32768,
0,
0,
-1,
(char)0,
0,
0,
0,
0, 0, 0, 256, 0, 0, 128,
0,
},
// Armed stick Of TNT
{
5,
14,
16,
3,
24576,
1600,
256,
3422,
(char)-32,
0,
32,
32,
64, 256, 128, 64, 0, 0, 256,
1
},
// Armed bundle Of TNT
{
5,
14,
16,
3,
24576,
1600,
256,
3433,
(char)-32,
0,
32,
32,
64, 256, 128, 64, 0, 0, 256,
1
},
// Armed aerosol
{
5,
14,
16,
3,
32768,
1600,
256,
3467,
(char)-128,
0,
32,
32,
64, 256, 128, 64, 0, 0, 256,
1
},
// Bone (Flesh Garg.)
{
5,
6,
16,
3,
32768,
1600,
256,
1462,
(char)0,
0,
32,
32,
0, 0, 0, 0, 0, 0, 0,
1
},
// Some alpha stuff
{
8,
3,
16,
11,
32768,
1600,
256,
-1,
(char)0,
0,
0,
0,
256, 0, 256, 256, 0, 0, 0,
0,
},
// WaterDrip
{
0,
1,
1,
2,
0,
0,
0,
1147,
(char)0,
10,
0,
0,
0, 0, 0, 0, 0, 0, 0,
0
},
// BloodDrip
{
0,
1,
1,
2,
0,
0,
0,
1160,
(char)0,
2,
0,
0,
0, 0, 0, 0, 0, 0, 0,
0,
},
// Blood chucks1
{
15,
4,
4,
3,
24576,
0,
257,
-1,
(char)0,
0,
0,
0,
128, 64, 256, 256, 0, 0, 256,
0,
},
// Blood chucks2
{
30,
30,
8,
3,
8192,
0,
257,
-1,
(char)0,
0,
0,
0,
128, 64, 256, 256, 0, 0, 64,
0,
},
// Axe Zombie Head
{
60,
5,
32,
3,
40960,
1280,
257,
3405,
(char)0,
0,
40,
40,
128, 64, 256, 256, 0, 0, 64,
1,
},
// Napalm's Alt Fire explosion
{
80,
30,
32,
3,
57344,
1600,
256,
3281,
(char)-128,
0,
32,
32,
0, 0, 0, 0, 0, 0, 0,
1,
},
// Fire Pod Explosion
{
80,
30,
32,
3,
57344,
1600,
256,
2020,
(char)-128,
0,
32,
32,
256, 0, 256, 256, 0, 0, 0,
1,
},
// Green Pod Explosion
{
80,
30,
32,
3,
57344,
1600,
256,
1860,
(char)-128,
0,
32,
32,
256, 0, 256, 256, 0, 0, 0,
1,
},
// Life Leech
{
150,
30,
48,
3,
32768,
1600,
257,
800,
(char)-128,
0,
48,
48,
64, 64, 112, 64, 0, 96, 96,
1,
},
// Voodoo Head
{
1,
30,
48,
3,
32768,
1600,
0,
2443,
(char)-128,
0,
16,
16,
0, 0, 0, 0, 0, 0, 0,
1,
},
// 433 - kModernThingTNTProx
{
5,
5,
16,
3,
24576,
1600,
256,
3444,
(char)-16,
7,
32,
32,
256, 256, 256, 64, 0, 0, 512,
1
},
// 434 - kModernThingThrowableRock
{
5,
6,
16,
3,
32768,
1600,
256,
1462,
(char)0,
0,
32,
32,
0, 0, 0, 0, 0, 0, 0,
1
},
// 435 - kModernThingEnemyLifeLeech
{
150,
30,
48,
3,
32768,
1600,
257,
800,
(char)-128,
0,
48,
48,
64, 64, 112, 64, 0, 96, 96,
1,
},
};
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
},
};
int gDudeDrag = 0x2a00;
short gAffectedSectors[kMaxSectors];
short gAffectedXWalls[kMaxXWalls];
short gPlayerGibThingComments[] = {
734, 735, 736, 737, 738, 739, 740, 741, 3038, 3049
};
void FireballSeqCallback(int, int);
void sub_38938(int, int);
void NapalmSeqCallback(int, int);
void sub_3888C(int, int);
void TreeToGibCallback(int, int);
void DudeToGibCallback1(int, int);
void DudeToGibCallback2(int, int);
int nFireballClient = seqRegisterClient(FireballSeqCallback);
int dword_2192D8 = seqRegisterClient(sub_38938); // fireball smoke
int nNapalmClient = seqRegisterClient(NapalmSeqCallback);
int dword_2192E0 = seqRegisterClient(sub_3888C); // flame lick
int nTreeToGibClient = seqRegisterClient(TreeToGibCallback);
int nDudeToGibClient1 = seqRegisterClient(DudeToGibCallback1);
int nDudeToGibClient2 = seqRegisterClient(DudeToGibCallback2);
int gPostCount = 0;
struct POSTPONE {
short at0;
short at2;
};
POSTPONE gPost[kMaxSprites];
static char buffer[120];
bool IsItemSprite(spritetype *pSprite)
{
return pSprite->type >= kItemBase && pSprite->type < kItemMax;
}
bool IsWeaponSprite(spritetype *pSprite)
{
return pSprite->type >= kItemWeaponBase && pSprite->type < kItemWeaponMax;
}
bool IsAmmoSprite(spritetype *pSprite)
{
return pSprite->type >= kItemAmmoBase && pSprite->type < kItemAmmoMax;
}
bool IsUnderwaterSector(int nSector)
{
int nXSector = sector[nSector].extra;
if (nXSector > 0 && xsector[nXSector].Underwater)
return 1;
return 0;
}
int actSpriteOwnerToSpriteId(spritetype *pSprite)
{
dassert(pSprite != NULL);
if (pSprite->owner == -1)
return -1;
int nSprite = pSprite->owner & (kMaxSprites-1);
if (pSprite->owner & kMaxSprites)
nSprite = gPlayer[nSprite].pSprite->index;
return nSprite;
}
void actPropagateSpriteOwner(spritetype *pTarget, spritetype *pSource)
{
dassert(pTarget != NULL && pSource != NULL);
if (IsPlayerSprite(pSource))
pTarget->owner = (pSource->type - kDudePlayer1) | kMaxSprites;
else
pTarget->owner = pSource->index;
}
int actSpriteIdToOwnerId(int nSprite)
{
if (nSprite == -1)
return -1;
dassert(nSprite >= 0 && nSprite < kMaxSprites);
spritetype *pSprite = &sprite[nSprite];
if (IsPlayerSprite(pSprite))
nSprite = (pSprite->type - kDudePlayer1) | kMaxSprites;
return nSprite;
}
int actOwnerIdToSpriteId(int nSprite)
{
if (nSprite == -1)
return -1;
if (nSprite & kMaxSprites)
nSprite = gPlayer[nSprite&(kMaxSprites-1)].pSprite->index;
return nSprite;
}
bool actTypeInSector(int nSector, int nType)
{
for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritestat[nSprite])
{
if (sprite[nSprite].index == nType)
return 1;
}
return 0;
}
void actAllocateSpares(void)
{
}
int DudeDifficulty[5] = {
512, 384, 256, 208, 160
};
SPRITEMASS gSpriteMass[]; // by NoOne: cache for getSpriteMassBySize();
short gProxySpritesList[]; // by NoOne: list of additional sprites which can be triggered by Proximity
short gProxySpritesCount; // current count
short gSightSpritesList[]; // by NoOne: list of additional sprites which can be triggered by Sight
short gSightSpritesCount; // current count
short gPhysSpritesList[]; // by NoOne: list of additional sprites which can be affected by physics
short gPhysSpritesCount; // current count
short gQavPlayerIndex = -1; // by NoOne: index of sprite which currently activated to play qav
void actInit(bool bSaveLoad) {
// by NoOne: init code for all my stuff
if (gModernMap) {
// reset counters
gProxySpritesCount = gSightSpritesCount = gPhysSpritesCount = 0;
// reset qav player index
for (int i = 0; i < kMaxPlayers; i++) {
gQavScene[i].index = -1;
gQavScene[i].qavId = NULL;
}
// fill arrays with negative values to avoid xvel 0 situation
memset(gSightSpritesList, -1, sizeof(gSightSpritesList));
memset(gProxySpritesList, -1, sizeof(gProxySpritesList));
memset(gPhysSpritesList, -1, sizeof(gPhysSpritesList));
for (int i = 0; i < kMaxXSprites; i++) {
if (xsprite[i].reference < 0) continue;
XSPRITE* pXSprite = &xsprite[i]; spritetype* pSprite = &sprite[pXSprite->reference];
switch (pSprite->type) {
case kDudeModernCustom:
case kDudeModernCustomBurning:
getSpriteMassBySize(pSprite); // create mass cache
break;
}
// init after loading save file
if (bSaveLoad) {
// add in list of physics affected sprites
if (pXSprite->physAttr != 0) {
gPhysSpritesList[gPhysSpritesCount++] = pSprite->index; // add sprite index
getSpriteMassBySize(pSprite); // create mass cache
}
if (pXSprite->data3 != pXSprite->sysData1) {
switch (pSprite->statnum) {
case kStatDude:
switch (pSprite->type) {
case kDudeModernCustom:
case kDudeModernCustomBurning:
pXSprite->data3 = pXSprite->sysData1; // move sndStartId back from sysData1 to data3
break;
}
break;
}
}
}
// make Proximity flag work not just for dudes and things...
if (pXSprite->Proximity && gProxySpritesCount < kMaxSuperXSprites) {
switch (pSprite->statnum) {
// exceptions
case kStatThing: // things already treated in their functions
case kStatDude: // enemies already treated in their functions
// senseless to have sight and proximity together
if (pXSprite->Sight && pXSprite->DudeLockout) pXSprite->Proximity = false;
break;
case kStatFX: // effects
case kStatExplosion: // explosions
case kStatItem: // items
case kStatPurge: // purgeable sprites
case kStatSpares: // ???
case kStatFlare: // burning flares stuck
case kStatInactive: // inactive enemies
case kStatFree: // removed sprites
case kStatMarker: // markers
case kStatPathMarker: // path markers
break;
default:
// senseless to have sight and proximity together
if (pXSprite->Sight && pXSprite->DudeLockout) pXSprite->Proximity = false;
else {
gProxySpritesList[gProxySpritesCount++] = pSprite->xvel;
if (gProxySpritesCount == kMaxSuperXSprites)
viewSetSystemMessage("Max (%d) *additional* Proximity sprites reached!", kMaxSuperXSprites);
}
break;
}
}
// make Sight flag work not just for dudes and things...
if (pXSprite->Sight && gSightSpritesCount < kMaxSuperXSprites) {
switch (pSprite->statnum) {
// exceptions
case kStatFX: // effects
case kStatExplosion: // explosions
case kStatItem: // items
case kStatPurge: // purgeable sprites
case kStatSpares: // ???
case kStatFlare: // burning flares stuck
case kStatInactive: // inactive enemies
case kStatFree: // removed sprites
case kStatMarker: // markers
case kStatPathMarker: // path markers
break;
default:
gSightSpritesList[gSightSpritesCount++] = pSprite->xvel;
if (gSightSpritesCount == kMaxSuperXSprites)
viewSetSystemMessage("Max (%d) Sight sprites reached!", kMaxSuperXSprites);
break;
}
}
}
}
for (int nSprite = headspritestat[kStatItem]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
switch (sprite[nSprite].type) {
case kItemWeaponVoodooDoll:
sprite[nSprite].type = kAmmoItemVoodooDoll;
break;
}
}
for (int nSprite = headspritestat[kStatTraps]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
spritetype *pSprite = &sprite[nSprite];
switch (pSprite->type) {
case kTrapExploder:
pSprite->cstat &= ~1; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
if (pSprite->extra <= 0 || pSprite->extra >= kMaxXSprites) continue;
xsprite[pSprite->extra].waitTime = ClipLow(xsprite[pSprite->extra].waitTime, 1);
xsprite[pSprite->extra].state = 0;
break;
}
}
for (int nSprite = headspritestat[kStatThing]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
if (sprite[nSprite].extra <= 0 || sprite[nSprite].extra >= kMaxXSprites) continue;
spritetype* pSprite = &sprite[nSprite]; XSPRITE *pXSprite = &xsprite[pSprite->extra];
int nType = pSprite->type - kThingBase;
pXSprite->health = thingInfo[nType].startHealth << 4;
pSprite->clipdist = thingInfo[nType].clipdist;
pSprite->flags = thingInfo[nType].flags;
if (pSprite->flags & kPhysGravity) pSprite->flags |= kPhysFalling;
xvel[nSprite] = yvel[nSprite] = zvel[nSprite] = 0;
switch (pSprite->type) {
case kThingArmedProxBomb:
case kTrapMachinegun:
case kModernThingTNTProx:
pXSprite->state = 0;
break;
case kThingBloodChunks: {
SEQINST *pInst = GetInstance(3, pSprite->extra);
if (pInst && pInst->at13) {
DICTNODE *hSeq = gSysRes.Lookup(pInst->at8, "SEQ");
if (!hSeq) break;
seqSpawn(pInst->at8, 3, pSprite->extra);
}
break;
}
default:
pXSprite->state = 1;
break;
}
}
if (gGameOptions.nMonsterSettings == 0) {
gKillMgr.SetCount(0);
while (headspritestat[kStatDude] >= 0) {
spritetype *pSprite = &sprite[headspritestat[kStatDude]];
if (pSprite->extra > 0 && pSprite->extra < kMaxXSprites && xsprite[pSprite->extra].key > 0) // Drop Key
actDropObject(pSprite, kItemKeyBase + (xsprite[pSprite->extra].key - 1));
DeleteSprite(headspritestat[kStatDude]);
}
} else {
// by NoOne: WTF is this?
///////////////
char unk[kDudeMax-kDudeBase];
memset(unk, 0, sizeof(unk));
for (int nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
spritetype *pSprite = &sprite[nSprite];
if (pSprite->type < kDudeBase || pSprite->type >= kDudeMax)
ThrowError("Non-enemy sprite (%d) in the enemy sprite list.\n", nSprite);
unk[pSprite->type - kDudeBase] = 1;
}
gKillMgr.sub_2641C();
///////////////
for (int i = 0; i < kDudeMax - kDudeBase; i++)
for (int j = 0; j < 7; j++)
dudeInfo[i].at70[j] = mulscale8(DudeDifficulty[gGameOptions.nDifficulty], dudeInfo[i].startDamage[j]);
for (int nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
if (sprite[nSprite].extra <= 0 || sprite[nSprite].extra >= kMaxXSprites) continue;
spritetype *pSprite = &sprite[nSprite]; XSPRITE *pXSprite = &xsprite[pSprite->extra];
int nType = pSprite->type - kDudeBase; int seqStartId = dudeInfo[nType].seqStartID;
if (!IsPlayerSprite(pSprite)) {
switch (pSprite->type) {
case kDudeModernCustom:
case kDudeModernCustomBurning:
pSprite->cstat |= 4096 + CSTAT_SPRITE_BLOCK_HITSCAN + CSTAT_SPRITE_BLOCK;
seqStartId = getSeqStartId(pXSprite); // by NoOne: Custom Dude stores it's SEQ in data2
pXSprite->sysData1 = pXSprite->data3; // by NoOne move sndStartId to sysData1, because data3 used by the game;
pXSprite->data3 = 0;
break;
case kDudePodMother: // by NoOne: 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;
}
xvel[nSprite] = yvel[nSprite] = zvel[nSprite] = 0;
// By NoOne: add a way to set custom hp for every enemy - should work only if map just started and not loaded.
if (!gModernMap || pXSprite->data4 <= 0) pXSprite->health = dudeInfo[nType].startHealth << 4;
else pXSprite->health = ClipRange(pXSprite->data4 << 4, 1, 65535);
}
if (gSysRes.Lookup(seqStartId, "SEQ")) seqSpawn(seqStartId, 3, pSprite->extra);
}
aiInit();
}
}
void ConcussSprite(int a1, spritetype *pSprite, int x, int y, int z, int a6)
{
dassert(pSprite != NULL);
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;
dassert(dist2 > 0);
a6 = scale(0x40000, a6, dist2);
if (pSprite->flags & kPhysMove) {
int mass = 0;
if (IsDudeSprite(pSprite)) {
mass = dudeInfo[pSprite->type - kDudeBase].mass;
switch (pSprite->type) {
case kDudeModernCustom:
case kDudeModernCustomBurning:
mass = getSpriteMassBySize(pSprite);
break;
}
} else if (pSprite->type >= kThingBase && pSprite->type < kThingMax) {
mass = thingInfo[pSprite->type - kThingBase].mass;
} else {
consoleSysMsg("Unexpected type in ConcussSprite(): Sprite: %d Type: %d Stat: %d", (int)pSprite->index, (int)pSprite->type, (int)pSprite->statnum);
return;
}
int size = (tilesiz[pSprite->picnum].x*pSprite->xrepeat*tilesiz[pSprite->picnum].y*pSprite->yrepeat)>>1;
dassert(mass > 0);
int t = scale(a6, size, mass);
dx = mulscale16(t, dx);
dy = mulscale16(t, dy);
dz = mulscale16(t, dz);
int nSprite = pSprite->index;
dassert(nSprite >= 0 && nSprite < kMaxSprites);
xvel[nSprite] += dx;
yvel[nSprite] += dy;
zvel[nSprite] += dz;
}
actDamageSprite(a1, pSprite, DAMAGE_TYPE_3, a6);
}
int actWallBounceVector(int *x, int *y, int nWall, int a4)
{
int wx, wy;
GetWallNormal(nWall, &wx, &wy);
int t = dmulscale16(*x, wx, *y, wy);
int t2 = mulscale16r(t, a4+0x10000);
*x -= mulscale16(wx, t2);
*y -= mulscale16(wy, t2);
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 = mulscale16(*z, t);
*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 = divscale16(-0x10000, t3);
int t5 = divscale16(t2, t3);
int t6 = mulscale30(t5, Cos(angle));
int t7 = mulscale30(t5, Sin(angle));
int t8 = tmulscale16(*x, t6, *y, t7, *z, t4);
int t9 = mulscale16(t8, 0x10000+a5);
*x -= mulscale16(t6, t9);
*y -= mulscale16(t7, t9);
*z -= mulscale16(t4, t9);
return mulscale16r(t8, t);
}
void sub_2A620(int nSprite, int x, int y, int z, int nSector, int nDist, int a7, int a8, DAMAGE_TYPE a9, int a10, int a11, int a12, int a13)
{
UNREFERENCED_PARAMETER(a12);
UNREFERENCED_PARAMETER(a13);
char va0[(kMaxSectors+7)>>3];
int nOwner = actSpriteIdToOwnerId(nSprite);
gAffectedSectors[0] = 0;
gAffectedXWalls[0] = 0;
GetClosestSpriteSectors(nSector, x, y, nDist, gAffectedSectors, va0, gAffectedXWalls);
nDist <<= 4;
if (a10 & 2)
{
for (int i = headspritestat[kStatDude]; i >= 0; i = nextspritestat[i])
{
if (i != nSprite || (a10 & 1))
{
spritetype *pSprite2 = &sprite[i];
if (pSprite2->extra > 0 && pSprite2->extra < kMaxXSprites)
{
if (pSprite2->flags & 0x20)
continue;
if (!TestBitString(va0, pSprite2->sectnum))
continue;
if (!CheckProximity(pSprite2, x, y, z, nSector, nDist))
continue;
int dx = klabs(x-pSprite2->x);
int dy = klabs(y-pSprite2->y);
int dz = klabs(z-pSprite2->z)>>4;
int dist = ksqrt(dx*dx+dy*dy+dz*dz);
if (dist > nDist)
continue;
int vcx;
if (dist != 0)
vcx = a7+((nDist-dist)*a8)/nDist;
else
vcx = a7+a8;
actDamageSprite(nSprite, pSprite2, a9, vcx<<4);
if (a11)
actBurnSprite(nOwner, &xsprite[pSprite2->extra], a11);
}
}
}
}
if (a10 & 4)
{
for (int i = headspritestat[kStatThing]; i >= 0; i = nextspritestat[i])
{
spritetype *pSprite2 = &sprite[i];
if (pSprite2->flags&0x20)
continue;
if (!TestBitString(va0, pSprite2->sectnum))
continue;
if (!CheckProximity(pSprite2, x, y, z, nSector, nDist))
continue;
XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
if (pXSprite2->locked)
continue;
int dx = klabs(x-pSprite2->x);
int dy = klabs(y-pSprite2->y);
int dist = ksqrt(dx*dx+dy*dy);
if (dist > nDist)
continue;
int vcx;
if (dist != 0)
vcx = a7+((nDist-dist)*a8)/nDist;
else
vcx = a7+a8;
actDamageSprite(nSprite, pSprite2, a9, vcx<<4);
if (a11)
actBurnSprite(nOwner, pXSprite2, a11);
}
}
}
void sub_2AA94(spritetype *pSprite, XSPRITE *pXSprite)
{
int nSprite = actOwnerIdToSpriteId(pSprite->owner);
actPostSprite(pSprite->index, kStatDecoration);
seqSpawn(9, 3, pSprite->extra);
if (Chance(0x8000))
pSprite->cstat |= 4;
sfxPlay3DSound(pSprite, 303, 24+(pSprite->flags&3), 1);
sub_2A620(nSprite, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 128, 0, 60, DAMAGE_TYPE_3, 15, 120, 0, 0);
if (pXSprite->data4 > 1)
{
GibSprite(pSprite, GIBTYPE_5, NULL, NULL);
int v14[2];
v14[0] = pXSprite->data4>>1;
v14[1] = pXSprite->data4-v14[0];
int v4 = pSprite->ang;
xvel[pSprite->index] = 0;
yvel[pSprite->index] = 0;
zvel[pSprite->index] = 0;
for (int i = 0; i < 2; i++)
{
int t1 = Random(0x33333)+0x33333;
int t2 = Random2(0x71);
pSprite->ang = (t2+v4+2048)&2047;
spritetype *pSprite2 = actFireThing(pSprite, 0, 0, -0x93d0, kThingNapalmBall, t1);
XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
pSprite2->owner = pSprite->owner;
seqSpawn(61, 3, pSprite2->extra, nNapalmClient);
pXSprite2->data4 = v14[i];
}
}
}
spritetype *actSpawnFloor(spritetype *pSprite)
{
short nSector = pSprite->sectnum;
int x = pSprite->x;
int y = pSprite->y;
updatesector(x, y, &nSector);
int zFloor = getflorzofslope(nSector, x, y);
spritetype *pSprite2 = actSpawnSprite(nSector, x, y, zFloor, 3, 0);
if (pSprite2)
pSprite2->cstat &= ~257;
return pSprite2;
}
spritetype *actDropAmmo(spritetype *pSprite, int nType)
{
spritetype *pSprite2 = NULL;
if (pSprite && pSprite->statnum < kMaxStatus && nType >= kItemAmmoBase && nType < kItemAmmoMax)
{
pSprite2 = actSpawnFloor(pSprite);
AMMOITEMDATA *pAmmo = &gAmmoItemData[nType - kItemAmmoBase];
pSprite2->type = nType;
pSprite2->picnum = pAmmo->picnum;
pSprite2->shade = pAmmo->shade;
pSprite2->xrepeat = pAmmo->xrepeat;
pSprite2->yrepeat = pAmmo->yrepeat;
}
return pSprite2;
}
spritetype *actDropWeapon(spritetype *pSprite, int nType)
{
spritetype *pSprite2 = NULL;
if (pSprite && pSprite->statnum < kMaxStatus && nType >= kItemWeaponBase && nType < kItemWeaponMax)
{
pSprite2 = actSpawnFloor(pSprite);
WEAPONITEMDATA *pWeapon = &gWeaponItemData[nType - kItemWeaponBase];
pSprite2->type = nType;
pSprite2->picnum = pWeapon->picnum;
pSprite2->shade = pWeapon->shade;
pSprite2->xrepeat = pWeapon->xrepeat;
pSprite2->yrepeat = pWeapon->yrepeat;
}
return pSprite2;
}
spritetype *actDropItem(spritetype *pSprite, int nType)
{
spritetype *pSprite2 = NULL;
if (pSprite && pSprite->statnum < kMaxStatus && nType >= kItemBase && nType < kItemMax)
{
pSprite2 = actSpawnFloor(pSprite);
ITEMDATA *pItem = &gItemData[nType - kItemBase];
pSprite2->type = nType;
pSprite2->picnum = pItem->picnum;
pSprite2->shade = pItem->shade;
pSprite2->xrepeat = pItem->xrepeat;
pSprite2->yrepeat = pItem->yrepeat;
}
return pSprite2;
}
spritetype *actDropKey(spritetype *pSprite, int nType)
{
spritetype *pSprite2 = NULL;
if (pSprite && pSprite->statnum < kMaxStatus && nType >= kItemKeyBase && nType < kItemKeyMax)
{
pSprite2 = actDropItem(pSprite, nType);
if (pSprite2 && gGameOptions.nGameType == 1)
{
if (pSprite2->extra == -1)
dbInsertXSprite(pSprite2->index);
xsprite[pSprite2->extra].respawn = 3;
gSpriteHit[pSprite2->extra].florhit = 0;
gSpriteHit[pSprite2->extra].ceilhit = 0;
}
}
return pSprite2;
}
spritetype *actDropFlag(spritetype *pSprite, int nType)
{
spritetype *pSprite2 = NULL;
if (pSprite && pSprite->statnum < kMaxStatus && (nType == 147 || nType == 148))
{
pSprite2 = actDropItem(pSprite, nType);
if (pSprite2 && gGameOptions.nGameType == 3)
{
evPost(pSprite2->index, 3, 1800, kCallbackReturnFlag);
}
}
return pSprite2;
}
spritetype *actDropObject(spritetype *pSprite, int nType) {
spritetype *pSprite2 = NULL;
if (nType >= kItemKeyBase && nType < kItemKeyMax) pSprite2 = actDropKey(pSprite, nType);
else if (nType == kItemFlagA || nType == kItemFlagB) pSprite2 = actDropFlag(pSprite, nType);
else if (nType >= kItemBase && nType < kItemMax) pSprite2 = actDropItem(pSprite, nType);
else if (nType >= kItemAmmoBase && nType < kItemAmmoMax) pSprite2 = actDropAmmo(pSprite, nType);
else if (nType >= kItemWeaponBase && nType < kItemWeaponMax) pSprite2 = actDropWeapon(pSprite, nType);
if (pSprite2) {
int top, bottom;
GetSpriteExtents(pSprite2, &top, &bottom);
if (bottom >= pSprite2->z)
pSprite2->z -= bottom - pSprite2->z;
}
return pSprite2;
}
bool actHealDude(XSPRITE *pXDude, int a2, int a3)
{
dassert(pXDude != NULL);
a2 <<= 4;
a3 <<= 4;
if (pXDude->health < a3)
{
spritetype *pSprite = &sprite[pXDude->reference];
if (IsPlayerSprite(pSprite))
sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 780, pSprite->sectnum);
pXDude->health = ClipHigh(pXDude->health+a2, a3);
return 1;
}
return 0;
}
void actKillDude(int nKillerSprite, spritetype *pSprite, DAMAGE_TYPE damageType, int damage)
{
spritetype *pKillerSprite = &sprite[nKillerSprite];
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
int nType = pSprite->type-kDudeBase;
int nXSprite = pSprite->extra;
dassert(nXSprite > 0);
XSPRITE *pXSprite = &xsprite[pSprite->extra];
switch (pSprite->type) {
case kDudeModernCustom: {
removeDudeStuff(pSprite);
if (pXSprite->txID <= 0 || getNextIncarnation(pXSprite) == NULL) {
if (pXSprite->data1 >= kTrapExploder && pXSprite->data1 < (kTrapExploder + kExplodeMax) - 1 &&
Chance(0x4000) && damageType != 5 && damageType != 4) {
doExplosion(pSprite, pXSprite->data1 - kTrapExploder);
if (Chance(0x9000)) damageType = (DAMAGE_TYPE) 3;
}
if (damageType == DAMAGE_TYPE_1) {
if ((gSysRes.Lookup(pXSprite->data2 + 15, "SEQ") || gSysRes.Lookup(pXSprite->data2 + 16, "SEQ")) && pXSprite->medium == kMediumNormal) {
if (gSysRes.Lookup(pXSprite->data2 + 3, "SEQ")) {
pSprite->type = kDudeModernCustomBurning;
if (pXSprite->data2 == kDefaultAnimationBase) // don't inherit palette for burning if using default animation
pSprite->pal = 0;
aiNewState(pSprite, pXSprite, &GDXGenDudeBurnGoto);
actHealDude(pXSprite, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
if (pXSprite->burnTime <= 0) pXSprite->burnTime = 1200;
gDudeExtra[pSprite->extra].at0 = (int)gFrameClock + 360;
return;
}
} else {
pXSprite->burnTime = 0;
pXSprite->burnSource = -1;
damageType = DAMAGE_TYPE_0;
}
}
} else {
pXSprite->locked = 1; // lock while transforming
aiSetGenIdleState(pSprite, pXSprite); // set idle state
if (pXSprite->key > 0) // drop keys
actDropObject(pSprite, kItemKeyBase + pXSprite->key - 1);
if (pXSprite->dropMsg > 0) // drop items
actDropObject(pSprite, pXSprite->dropMsg);
pSprite->flags &= ~kPhysMove; xvel[pSprite->index] = yvel[pSprite->index] = 0;
int seqId = pXSprite->data2 + 18;
if (!gSysRes.Lookup(seqId, "SEQ")) {
seqKill(3, nXSprite);
sfxPlayGDXGenDudeSound(pSprite, 10);
spritetype* pEffect = gFX.fxSpawn((FX_ID)52, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, pSprite->ang);
if (pEffect != NULL) {
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;
GetSpriteExtents(pSprite, &top, &bottom);
CGibPosition gibPos(pSprite->x, pSprite->y, top);
CGibVelocity gibVel(xvel[pSprite->index] >> 1, yvel[pSprite->index] >> 1, -0xccccc);
GibSprite(pSprite, nGibType, &gibPos, &gibVel);
}
return;
}
seqSpawn(seqId, 3, nXSprite, -1);
sfxPlayGDXGenDudeSound(pSprite, 10);
return;
}
break;
}
case kDudeCerberusTwoHead: // Cerberus
seqSpawn(dudeInfo[nType].seqStartID+1, 3, nXSprite, -1);
return;
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
if (damageType == DAMAGE_TYPE_1 && pXSprite->medium == kMediumNormal)
{
pSprite->type = kDudeBurningCultist;
aiNewState(pSprite, pXSprite, &cultistBurnGoto);
actHealDude(pXSprite, dudeInfo[40].startHealth, dudeInfo[40].startHealth);
return;
}
// no break
fallthrough__;
case kDudeBeast:
if (damageType == DAMAGE_TYPE_1 && pXSprite->medium == kMediumNormal)
{
pSprite->type = kDudeBurningBeast;
aiNewState(pSprite, pXSprite, &beastBurnGoto);
actHealDude(pXSprite, dudeInfo[53].startHealth, dudeInfo[53].startHealth);
return;
}
// no break
fallthrough__;
case kDudeInnocent:
if (damageType == DAMAGE_TYPE_1 && pXSprite->medium == kMediumNormal)
{
pSprite->type = kDudeBurningInnocent;
aiNewState(pSprite, pXSprite, &innocentBurnGoto);
actHealDude(pXSprite, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
return;
}
break;
}
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
if (gPlayer[p].fraggerId == pSprite->index && gPlayer[p].deathTime > 0)
gPlayer[p].fraggerId = -1;
}
if (pSprite->type != kDudeCultistBeast)
trTriggerSprite(pSprite->index, pXSprite, kCmdOff, nKillerSprite);
pSprite->flags |= 7;
if (VanillaMode()) {
if (IsPlayerSprite(pKillerSprite)) {
PLAYER *pPlayer = &gPlayer[pKillerSprite->type - kDudePlayer1];
if (gGameOptions.nGameType == 1)
pPlayer->fragCount++;
}
} else if (gGameOptions.nGameType == 1 && IsPlayerSprite(pKillerSprite) && 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;
}
}
if (pXSprite->key > 0)
actDropObject(pSprite, kItemKeyBase + pXSprite->key - 1);
if (pXSprite->dropMsg > 0)
actDropObject(pSprite, pXSprite->dropMsg);
switch (pSprite->type) {
case kDudeCultistTommy: {
int nRand = Random(100);
if (nRand < 10) actDropObject(pSprite, kItemWeaponTommygun);
else if (nRand < 50) actDropObject(pSprite, kItemAmmoTommygunFew);
}
break;
case kDudeCultistShotgun: {
int nRand = Random(100);
if (nRand <= 10) actDropObject(pSprite, kItemWeaponSawedoff);
else if (nRand <= 50) actDropObject(pSprite, kItemAmmoSawedoffFew);
}
break;
}
int nSeq;
switch (damageType)
{
case DAMAGE_TYPE_3:
nSeq = 2;
switch (pSprite->type) {
case kDudeModernCustom:
case kDudeModernCustomBurning:
sfxPlayGDXGenDudeSound(pSprite, 4);
break;
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(pSprite, 717,-1,0);
break;
}
break;
case DAMAGE_TYPE_1:
nSeq = 3;
sfxPlay3DSound(pSprite, 351, -1, 0);
break;
case DAMAGE_TYPE_5:
switch (pSprite->type) {
case kDudeZombieAxeNormal:
case kDudeZombieAxeBuried:
nSeq = 14;
break;
case kDudeZombieButcher:
nSeq = 11;
break;
default:
nSeq = 1;
break;
}
break;
case DAMAGE_TYPE_0:
switch (pSprite->type)
{
case kDudeCultistTommy:
case kDudeCultistShotgun:
nSeq = 1;
break;
default:
nSeq = 1;
break;
}
break;
default:
nSeq = 1;
break;
}
if (!gSysRes.Lookup(dudeInfo[nType].seqStartID + nSeq, "SEQ"))
{
seqKill(3, nXSprite);
gKillMgr.AddKill(pSprite);
actPostSprite(pSprite->index, kStatFree);
return;
}
switch (pSprite->type) {
case kDudeZombieAxeNormal:
sfxPlay3DSound(pSprite, 1107+Random(2), -1, 0);
if (nSeq == 2) {
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, nDudeToGibClient1);
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
CGibPosition gibPos(pSprite->x, pSprite->y, top);
CGibVelocity gibVel(xvel[pSprite->index]>>1, yvel[pSprite->index]>>1, -0xccccc);
GibSprite(pSprite, GIBTYPE_27, &gibPos, &gibVel);
} else if (nSeq == 1 && Chance(0x4000)) {
seqSpawn(dudeInfo[nType].seqStartID+7, 3, nXSprite, nDudeToGibClient1);
evPost(pSprite->index, 3, 0, kCallbackFXZombieSpurt);
sfxPlay3DSound(pSprite, 362, -1, 0);
pXSprite->data1 = 35;
pXSprite->data2 = 5;
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
CGibPosition gibPos(pSprite->x, pSprite->y, top);
CGibVelocity gibVel(xvel[pSprite->index] >> 1, yvel[pSprite->index] >> 1, -0x111111);
GibSprite(pSprite, GIBTYPE_27, &gibPos, &gibVel);
} else if (nSeq == 14)
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
else if (nSeq == 3)
seqSpawn(dudeInfo[nType].seqStartID+13, 3, nXSprite, nDudeToGibClient2);
else
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, nDudeToGibClient1);
break;
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
sfxPlay3DSound(pSprite, 1018+Random(2), -1, 0);
if (nSeq == 3)
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, nDudeToGibClient2);
else
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, nDudeToGibClient1);
break;
case kDudeBurningCultist:
if (Chance(0x4000) && nSeq == 3)
sfxPlay3DSound(pSprite, 718, -1, 0);
else
sfxPlay3DSound(pSprite, 1018+Random(2), -1, 0);
damageType = DAMAGE_TYPE_3;
if (Chance(0x8000))
{
for (int i = 0; i < 3; i++)
GibSprite(pSprite, GIBTYPE_7, NULL, NULL);
seqSpawn(dudeInfo[nType].seqStartID+16-Random(1), 3, nXSprite, nDudeToGibClient1);
}
else
seqSpawn(dudeInfo[nType].seqStartID+15, 3, nXSprite, nDudeToGibClient2);
break;
case kDudeModernCustom:
sfxPlayGDXGenDudeSound(pSprite, 2);
if (nSeq == 3) {
bool seq15 = gSysRes.Lookup(pXSprite->data2 + 15, "SEQ"); bool seq16 = gSysRes.Lookup(pXSprite->data2 + 16, "SEQ");
if (seq15 && seq16) seqSpawn((15 + Random(2)) + pXSprite->data2, 3, nXSprite, nDudeToGibClient2);
else if (seq16) seqSpawn(16 + pXSprite->data2, 3, nXSprite, nDudeToGibClient2);
else if (seq15) seqSpawn(15 + pXSprite->data2, 3, nXSprite, nDudeToGibClient2);
else if (gSysRes.Lookup(pXSprite->data2 + nSeq, "SEQ")) seqSpawn(nSeq + pXSprite->data2, 3, nXSprite, nDudeToGibClient2);
else seqKill(3, nXSprite);
} else {
seqSpawn(nSeq + pXSprite->data2, 3, nXSprite, nDudeToGibClient1);
}
pXSprite->txID = 0; // to avoid second trigger.
break;
case kDudeModernCustomBurning:
{
sfxPlayGDXGenDudeSound(pSprite, 4);
damageType = DAMAGE_TYPE_3;
if (Chance(0x4000)) {
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
CGibPosition gibPos(pSprite->x, pSprite->y, top);
CGibVelocity gibVel(xvel[pSprite->index] >> 1, yvel[pSprite->index] >> 1, -0xccccc);
GibSprite(pSprite, GIBTYPE_7, &gibPos, &gibVel);
}
int seqId = pXSprite->data2;
bool seq15 = gSysRes.Lookup(pXSprite->data2 + 15, "SEQ"); bool seq16 = gSysRes.Lookup(pXSprite->data2 + 16, "SEQ");
if (seq15 && seq16) seqId += (15 + Random(2));
else if (seq16) seqId += 16;
else seqId += 15;
seqSpawn(seqId, 3, nXSprite, nDudeToGibClient1);
break;
}
case kDudeBurningZombieAxe:
if (Chance(0x8000) && nSeq == 3)
sfxPlay3DSound(pSprite, 1109, -1, 0);
else
sfxPlay3DSound(pSprite, 1107+Random(2), -1, 0);
damageType = DAMAGE_TYPE_3;
if (Chance(0x8000))
{
seqSpawn(dudeInfo[nType].seqStartID+13, 3, nXSprite, nDudeToGibClient1);
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
CGibPosition gibPos(pSprite->x, pSprite->y, top);
CGibVelocity gibVel(xvel[pSprite->index]>>1, yvel[pSprite->index]>>1, -0xccccc);
GibSprite(pSprite, GIBTYPE_27, &gibPos, &gibVel);
}
else
seqSpawn(dudeInfo[nType].seqStartID+13, 3, nXSprite, nDudeToGibClient2);
break;
case kDudeBurningZombieButcher:
if (Chance(0x4000) && nSeq == 3)
sfxPlay3DSound(pSprite, 1206, -1, 0);
else
sfxPlay3DSound(pSprite, 1204+Random(2), -1, 0);
seqSpawn(dudeInfo[4].seqStartID+10, 3, nXSprite, -1);
break;
case kDudeBurningInnocent:
damageType = DAMAGE_TYPE_3;
seqSpawn(dudeInfo[nType].seqStartID+7, 3, nXSprite, nDudeToGibClient1);
break;
case kDudeZombieButcher:
if (nSeq == 14) {
sfxPlay3DSound(pSprite, 1206, -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+11, 3, nXSprite, -1);
break;
}
sfxPlay3DSound(pSprite, 1204+Random(2), -1, 0);
if (nSeq == 3)
seqSpawn(dudeInfo[nType].seqStartID+10, 3, nXSprite, -1);
else
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeGargoyleFlesh:
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(pSprite, 1405, -1, 0);
else sfxPlay3DSound(pSprite, 1403+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeGargoyleStone:
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(pSprite, 1455, -1, 0);
else sfxPlay3DSound(pSprite, 1453+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudePhantasm:
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(pSprite, 1605, -1, 0);
else sfxPlay3DSound(pSprite, 1603+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeHellHound:
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(pSprite, 1305, -1, 0);
else sfxPlay3DSound(pSprite, 1303+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeHand:
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(pSprite, 1905, -1, 0);
else sfxPlay3DSound(pSprite, 1903+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeSpiderBrown:
if (pSprite->owner != -1) {
spritetype *pOwner = &sprite[actSpriteOwnerToSpriteId(pSprite)];
gDudeExtra[pOwner->extra].at6.u1.at4--;
}
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(pSprite, 1805, -1, 0);
else sfxPlay3DSound(pSprite, 1803+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeSpiderRed:
if (pSprite->owner != -1) {
spritetype *pOwner = &sprite[actSpriteOwnerToSpriteId(pSprite)];
gDudeExtra[pOwner->extra].at6.u1.at4--;
}
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(pSprite, 1805, -1, 0);
else sfxPlay3DSound(pSprite, 1803+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeSpiderBlack:
if (pSprite->owner != -1) {
spritetype *pOwner = &sprite[actSpriteOwnerToSpriteId(pSprite)];
gDudeExtra[pOwner->extra].at6.u1.at4--;
}
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(pSprite, 1805, -1, 0);
else sfxPlay3DSound(pSprite, 1803+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeSpiderMother:
sfxPlay3DSound(pSprite, 1850, -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeGillBeast:
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(pSprite, 1705, -1, 0);
else sfxPlay3DSound(pSprite, 1703+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeBoneEel:
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(pSprite, 1505, -1, 0);
else sfxPlay3DSound(pSprite, 1503+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeBat:
if (Chance(0x4000) && nSeq == 3)
sfxPlay3DSound(pSprite, 2005, -1, 0);
else
sfxPlay3DSound(pSprite, 2003+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeRat:
if (Chance(0x4000) && nSeq == 3)
sfxPlay3DSound(pSprite, 2105, -1, 0);
else
sfxPlay3DSound(pSprite, 2103+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudePodGreen:
if (Chance(0x4000) && nSeq == 3)
sfxPlay3DSound(pSprite, 2205, -1, 0);
else
sfxPlay3DSound(pSprite, 2203+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeTentacleGreen:
if (damage == 5)
sfxPlay3DSound(pSprite, 2471, -1, 0);
else
sfxPlay3DSound(pSprite, 2472, -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudePodFire:
if (damage == 5)
sfxPlay3DSound(pSprite, 2451, -1, 0);
else
sfxPlay3DSound(pSprite, 2452, -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeTentacleFire:
sfxPlay3DSound(pSprite, 2501, -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudePodMother:
if (Chance(0x4000) && nSeq == 3)
sfxPlay3DSound(pSprite, 2205, -1, 0);
else
sfxPlay3DSound(pSprite, 2203+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeTentacleMother:
if (Chance(0x4000) && nSeq == 3)
sfxPlay3DSound(pSprite, 2205, -1, 0);
else
sfxPlay3DSound(pSprite, 2203+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeCerberusTwoHead:
if (Chance(0x4000) && nSeq == 3)
sfxPlay3DSound(pSprite, 2305, -1, 0);
else
sfxPlay3DSound(pSprite, 2305+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeCerberusOneHead:
if (Chance(0x4000) && nSeq == 3)
sfxPlay3DSound(pSprite, 2305, -1, 0);
else
sfxPlay3DSound(pSprite, 2305+Random(2), -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeTchernobog:
sfxPlay3DSound(pSprite, 2380, -1, 0);
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
case kDudeBurningTinyCaleb:
damageType = DAMAGE_TYPE_3;
seqSpawn(dudeInfo[nType].seqStartID+11, 3, nXSprite, nDudeToGibClient1);
break;
case kDudeBeast:
sfxPlay3DSound(pSprite, 9000+Random(2), -1, 0);
if (nSeq == 3)
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, nDudeToGibClient2);
else
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, nDudeToGibClient1);
break;
case kDudeBurningBeast:
damageType = DAMAGE_TYPE_3;
seqSpawn(dudeInfo[nType].seqStartID+12, 3, nXSprite, nDudeToGibClient1);
break;
default:
seqSpawn(dudeInfo[nType].seqStartID+nSeq, 3, nXSprite, -1);
break;
}
// kMaxSprites - 1 = custom dude had once life leech
if (pSprite->owner != -1 && pSprite->owner != (kMaxSprites - 1)) {
//int owner = actSpriteIdToOwnerId(pSprite->xvel);
int owner = pSprite->owner;
switch (sprite[owner].type) {
case kDudeModernCustom:
case kDudeModernCustomBurning:
if (owner != -1) gDudeExtra[sprite[owner].extra].at6.u1.at4--;
break;
default:
break;
}
}
if (damageType == DAMAGE_TYPE_3)
{
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase];
for (int i = 0; i < 3; i++)
if (pDudeInfo->nGibType[i] > -1)
GibSprite(pSprite, (GIBTYPE)pDudeInfo->nGibType[i], NULL, NULL);
for (int i = 0; i < 4; i++)
fxSpawnBlood(pSprite, damage);
}
gKillMgr.AddKill(pSprite);
actCheckRespawn(pSprite);
pSprite->type = kThingBloodChunks;
actPostSprite(pSprite->index, kStatThing);
}
int actDamageSprite(int nSource, spritetype *pSprite, DAMAGE_TYPE damageType, int damage) {
dassert(nSource < kMaxSprites);
if (pSprite->flags&32 || pSprite->extra <= 0 || pSprite->extra >= kMaxXSprites || xsprite[pSprite->extra].reference != pSprite->index)
return 0;
XSPRITE *pXSprite = &xsprite[pSprite->extra];
if ((pXSprite->health == 0 && pSprite->statnum != kStatDude) || pXSprite->locked)
return 0;
if (nSource == -1)
nSource = pSprite->index;
PLAYER *pSourcePlayer = NULL;
if (IsPlayerSprite(&sprite[nSource])) pSourcePlayer = &gPlayer[sprite[nSource].type - kDudePlayer1];
if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pSourcePlayer, pSprite)) return 0;
switch (pSprite->statnum) {
case kStatDude: {
if (!IsDudeSprite(pSprite)) {
consoleSysMsg("Bad Dude Failed: initial=%d type=%d %s\n", (int)pSprite->inittype, (int)pSprite->type, (int)(pSprite->flags & kHitagRespawn) ? "RESPAWN" : "NORMAL");
return damage >> 4;
//ThrowError("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 = dudeInfo[nType].at70[damageType];
if (!nDamageFactor) return 0;
else if (nDamageFactor != 256)
damage = mulscale8(damage, nDamageFactor);
if (!IsPlayerSprite(pSprite)) {
if (pXSprite->health <= 0) return 0;
damage = aiDamageSprite(pSprite, pXSprite, nSource, damageType, damage);
if (pXSprite->health <= 0)
actKillDude(nSource, pSprite, ((damageType == DAMAGE_TYPE_3 && damage < 160) ? DAMAGE_TYPE_0 : damageType), damage);
} else {
PLAYER *pPlayer = &gPlayer[pSprite->type - kDudePlayer1];
if (pXSprite->health > 0 || playerSeqPlaying(pPlayer, 16))
damage = playerDamageSprite(nSource, pPlayer, damageType, damage);
}
}
break;
case kStatThing:
dassert(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 = mulscale8(damage, nDamageFactor);
pXSprite->health = ClipLow(pXSprite->health - damage, 0);
if (pXSprite->health <= 0) {
switch (pSprite->type) {
case kThingDroppedLifeLeech:
case kModernThingEnemyLifeLeech:
GibSprite(pSprite, GIBTYPE_14, NULL, NULL);
pXSprite->data1 = pXSprite->data2 = pXSprite->data3 = pXSprite->DudeLockout = 0;
pXSprite->stateTimer = pXSprite->data4 = pXSprite->isTriggered = 0;
if (pSprite->owner >= 0 && sprite[pSprite->owner].type == kDudeModernCustom)
sprite[pSprite->owner].owner = kMaxSprites - 1; // By NoOne: indicates if custom dude had life leech.
break;
default:
if (!(pSprite->flags & kHitagRespawn))
actPropagateSpriteOwner(pSprite, &sprite[nSource]);
break;
}
trTriggerSprite(pSprite->index, pXSprite, kCmdOff, nSource);
switch (pSprite->type) {
case kThingObjectGib:
case kThingObjectExplode:
case kThingBloodBits:
case kThingBloodChunks:
case kThingZombieHead:
if (damageType == 3 && pSourcePlayer && gFrameClock > pSourcePlayer->laughCount && Chance(0x4000)) {
sfxPlay3DSound(pSourcePlayer->pSprite, gPlayerGibThingComments[Random(10)], 0, 2);
pSourcePlayer->laughCount = (int)gFrameClock+3600;
}
break;
case kTrapMachinegun:
seqSpawn(28, 3, pSprite->extra, -1);
break;
case kThingFluorescent:
seqSpawn(12, 3, pSprite->extra, -1);
GibSprite(pSprite, GIBTYPE_6, NULL, NULL);
break;
case kThingSpiderWeb:
seqSpawn(15, 3, pSprite->extra, -1);
break;
case kThingMetalGrate:
seqSpawn(21, 3, pSprite->extra, -1);
GibSprite(pSprite, GIBTYPE_4, NULL, NULL);
break;
case kThingFlammableTree:
switch (pXSprite->data1) {
case -1:
GibSprite(pSprite, GIBTYPE_14, NULL, NULL);
sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 312, pSprite->sectnum);
actPostSprite(pSprite->index, kStatFree);
break;
case 0:
seqSpawn(25, 3, pSprite->extra, nTreeToGibClient);
sfxPlay3DSound(pSprite, 351, -1, 0);
break;
case 1:
seqSpawn(26, 3, pSprite->extra, nTreeToGibClient);
sfxPlay3DSound(pSprite, 351, -1, 0);
break;
}
break;
}
}
break;
}
return damage >> 4;
}
void actHitcodeToData(int a1, HITINFO *pHitInfo, int *a3, spritetype **a4, XSPRITE **a5, int *a6, walltype **a7, XWALL **a8, int *a9, sectortype **a10, XSECTOR **a11)
{
dassert(pHitInfo != NULL);
int nSprite = -1;
spritetype *pSprite = NULL;
XSPRITE *pXSprite = NULL;
int nWall = -1;
walltype *pWall = NULL;
XWALL *pXWall = NULL;
int nSector = -1;
sectortype *pSector = NULL;
XSECTOR *pXSector = NULL;
switch (a1)
{
case 3:
case 5:
nSprite = pHitInfo->hitsprite;
dassert(nSprite >= 0 && nSprite < kMaxSprites);
pSprite = &sprite[nSprite];
if (pSprite->extra > 0)
pXSprite = &xsprite[pSprite->extra];
break;
case 0:
case 4:
nWall = pHitInfo->hitwall;
dassert(nWall >= 0 && nWall < kMaxWalls);
pWall = &wall[nWall];
if (pWall->extra > 0)
pXWall = &xwall[pWall->extra];
break;
case 1:
case 2:
case 6:
nSector = pHitInfo->hitsect;
dassert(nSector >= 0 && nSector < kMaxSectors);
pSector = &sector[nSector];
if (pSector->extra > 0)
pXSector = &xsector[pSector->extra];
break;
}
if (a3)
*a3 = nSprite;
if (a4)
*a4 = pSprite;
if (a5)
*a5 = pXSprite;
if (a6)
*a6 = nWall;
if (a7)
*a7 = pWall;
if (a8)
*a8 = pXWall;
if (a9)
*a9 = nSector;
if (a10)
*a10 = pSector;
if (a11)
*a11 = pXSector;
}
void actImpactMissile(spritetype *pMissile, int hitCode)
{
int nXMissile = pMissile->extra;
dassert(nXMissile > 0 && nXMissile < kMaxXSprites);
XSPRITE *pXMissile = &xsprite[pMissile->extra];
int nSpriteHit = -1; int nWallHit = -1; int nSectorHit = -1;
spritetype *pSpriteHit = NULL; XSPRITE *pXSpriteHit = NULL;
walltype *pWallHit = NULL; XWALL *pXWallHit = NULL;
sectortype *pSectorHit = NULL; XSECTOR *pXSectorHit = NULL;
actHitcodeToData(hitCode, &gHitInfo, &nSpriteHit, &pSpriteHit, &pXSpriteHit, &nWallHit, &pWallHit, &pXWallHit, &nSectorHit, &pSectorHit, &pXSectorHit);
THINGINFO *pThingInfo = NULL; DUDEINFO *pDudeInfo = NULL;
if (hitCode == 3 && pSpriteHit) {
switch (pSpriteHit->statnum) {
case kStatThing:
pThingInfo = &thingInfo[pSpriteHit->type - kThingBase];
break;
case kStatDude:
pDudeInfo = &dudeInfo[pSpriteHit->type - kDudeBase];
break;
}
}
switch (pMissile->type) {
case kMissileLifeLeechRegular:
if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo)) {
int nOwner = actSpriteOwnerToSpriteId(pMissile);
DAMAGE_TYPE rand1 = (DAMAGE_TYPE)Random(7);
int rand2 = (7 + Random(7)) << 4;
int nDamage = actDamageSprite(nOwner, pSpriteHit, rand1, rand2);
if ((pThingInfo && pThingInfo->dmgControl[DAMAGE_TYPE_1] != 0) || (pDudeInfo && pDudeInfo->at70[DAMAGE_TYPE_1] != 0))
actBurnSprite(pMissile->owner, pXSpriteHit, 360);
// by NoOne: make Life Leech heal user, just like it was in 1.0x versions
if (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus() && pDudeInfo != NULL) {
spritetype* pSource = &sprite[nOwner];
XSPRITE* pXSource = (pSource->extra >= 0) ? &xsprite[pSource->extra] : NULL;
if (IsDudeSprite(pSource) && pXSource != NULL && pXSource->health != 0)
actHealDude(pXSource, nDamage >> 2, dudeInfo[pSource->type - kDudeBase].startHealth);
}
}
if (pMissile->extra > 0) {
actPostSprite(pMissile->index, kStatDecoration);
if (pMissile->ang == 1024) sfxPlay3DSound(pMissile, 307, -1, 0);
pMissile->type = kSpriteDecoration;
seqSpawn(9, 3, pMissile->extra, -1);
} else {
actPostSprite(pMissile->index, kStatFree);
}
break;
case kMissileTeslaAlt:
sub_51340(pMissile, hitCode);
switch (hitCode) {
case 0:
case 4:
if (pWallHit) {
spritetype* pFX = gFX.fxSpawn(FX_52, pMissile->sectnum, pMissile->x, pMissile->y, pMissile->z, 0);
if (pFX) pFX->ang = (GetWallAngle(nWallHit) + 512) & 2047;
}
break;
}
GibSprite(pMissile, GIBTYPE_24, NULL, NULL);
actPostSprite(pMissile->index, kStatFree);
break;
case kMissilePukeGreen:
seqKill(3, nXMissile);
if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo))
{
int nOwner = actSpriteOwnerToSpriteId(pMissile);
int nDamage = (15+Random(7))<<4;
actDamageSprite(nOwner, pSpriteHit, DAMAGE_TYPE_2, nDamage);
}
actPostSprite(pMissile->index, kStatFree);
break;
case kMissileArcGargoyle:
sfxKill3DSound(pMissile, -1, -1);
sfxPlay3DSound(pMissile->x, pMissile->y, pMissile->z, 306, pMissile->sectnum);
GibSprite(pMissile, GIBTYPE_6, NULL, NULL);
if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo))
{
int nOwner = actSpriteOwnerToSpriteId(pMissile);
int nDamage = (25+Random(20))<<4;
actDamageSprite(nOwner, pSpriteHit, DAMAGE_TYPE_5, nDamage);
}
actPostSprite(pMissile->index, 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 nOwner = actSpriteOwnerToSpriteId(pMissile);
int nDmgMul = (pMissile->type == kMissileLifeLeechAltSmall) ? 6 : 3;
int nDamage = (nDmgMul+Random(nDmgMul))<<4;
actDamageSprite(nOwner, pSpriteHit, DAMAGE_TYPE_5, nDamage);
}
actPostSprite(pMissile->index, kStatFree);
break;
case kMissileFireball:
case kMissileFireballNapam:
if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo))
{
if (pThingInfo && pSpriteHit->type == kThingTNTBarrel && pXSpriteHit->burnTime == 0)
evPost(nSpriteHit, 3, 0, kCallbackFXFlameLick);
int nOwner = actSpriteOwnerToSpriteId(pMissile);
int nDamage = (50+Random(50))<<4;
actDamageSprite(nOwner, pSpriteHit, DAMAGE_TYPE_2, nDamage);
}
actExplodeSprite(pMissile);
break;
case kMissileFlareAlt:
sfxKill3DSound(pMissile, -1, -1);
actExplodeSprite(pMissile);
break;
case kMissileFlareRegular:
sfxKill3DSound(pMissile, -1, -1);
if ((hitCode == 3 && pSpriteHit) && (pThingInfo || pDudeInfo)) {
int nOwner = actSpriteOwnerToSpriteId(pMissile);
if ((pThingInfo && pThingInfo->dmgControl[DAMAGE_TYPE_1] != 0) || (pDudeInfo && pDudeInfo->at70[DAMAGE_TYPE_1] != 0)) {
if (pThingInfo && pSpriteHit->type == kThingTNTBarrel && pXSpriteHit->burnTime == 0)
evPost(nSpriteHit, 3, 0, kCallbackFXFlameLick);
actBurnSprite(pMissile->owner, pXSpriteHit, 480);
sub_2A620(nOwner, pMissile->x, pMissile->y, pMissile->z, pMissile->sectnum, 16, 20, 10, DAMAGE_TYPE_2, 6, 480, 0, 0);
// by NoOne: allow additional bullet damage for Flare Gun
if (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) {
int nDamage = (20 + Random(10)) << 4;
actDamageSprite(nOwner, pSpriteHit, DAMAGE_TYPE_2, nDamage);
}
} else {
int nDamage = (20+Random(10))<<4;
actDamageSprite(nOwner, pSpriteHit, DAMAGE_TYPE_2, nDamage);
}
if (surfType[pSpriteHit->picnum] == kSurfFlesh) {
pMissile->picnum = 2123;
pXMissile->target = nSpriteHit;
pXMissile->targetZ = pMissile->z-pSpriteHit->z;
pXMissile->goalAng = getangle(pMissile->x-pSpriteHit->x, pMissile->y-pSpriteHit->y)-pSpriteHit->ang;
pXMissile->state = 1;
actPostSprite(pMissile->index, kStatFlare);
pMissile->cstat &= ~257;
break;
}
}
GibSprite(pMissile, GIBTYPE_17, NULL, NULL);
actPostSprite(pMissile->index, kStatFree);
break;
case kMissileFlameSpray:
case kMissileFlameHound:
if (hitCode == 3)
{
int nObject = gHitInfo.hitsprite;
dassert(nObject >= 0 && nObject < kMaxSprites);
spritetype *pObject = &sprite[nObject];
if (pObject->extra > 0)
{
XSPRITE *pXObject = &xsprite[pObject->extra];
if ((pObject->statnum == kStatThing || pObject->statnum == kStatDude) && pXObject->burnTime == 0)
evPost(nObject, 3, 0, kCallbackFXFlameLick);
int nOwner = actSpriteOwnerToSpriteId(pMissile);
actBurnSprite(pMissile->owner, pXObject, (4+gGameOptions.nDifficulty)<<2);
actDamageSprite(nOwner, pObject, DAMAGE_TYPE_1, 8);
}
}
break;
case kMissileFireballCerberus:
actExplodeSprite(pMissile);
if (hitCode == 3)
{
int nObject = gHitInfo.hitsprite;
dassert(nObject >= 0 && nObject < kMaxSprites);
spritetype *pObject = &sprite[nObject];
if (pObject->extra > 0)
{
XSPRITE *pXObject = &xsprite[pObject->extra];
if ((pObject->statnum == kStatThing || pObject->statnum == kStatDude) && pXObject->burnTime == 0)
evPost(nObject, 3, 0, kCallbackFXFlameLick);
int nOwner = actSpriteOwnerToSpriteId(pMissile);
actBurnSprite(pMissile->owner, pXObject, (4+gGameOptions.nDifficulty)<<2);
actDamageSprite(nOwner, pObject, DAMAGE_TYPE_1, 8);
int nDamage = (25+Random(10))<<4;
actDamageSprite(nOwner, pObject, DAMAGE_TYPE_2, nDamage);
}
}
actExplodeSprite(pMissile);
break;
case kMissileFireballTchernobog:
actExplodeSprite(pMissile);
if (hitCode == 3)
{
int nObject = gHitInfo.hitsprite;
dassert(nObject >= 0 && nObject < kMaxSprites);
spritetype *pObject = &sprite[nObject];
if (pObject->extra > 0)
{
XSPRITE *pXObject = &xsprite[pObject->extra];
if ((pObject->statnum == kStatThing || pObject->statnum == kStatDude) && pXObject->burnTime == 0)
evPost(nObject, 3, 0, kCallbackFXFlameLick);
int nOwner = actSpriteOwnerToSpriteId(pMissile);
actBurnSprite(pMissile->owner, pXObject, 32);
actDamageSprite(nOwner, pObject, DAMAGE_TYPE_5, 12);
int nDamage = (25+Random(10))<<4;
actDamageSprite(nOwner, pObject, DAMAGE_TYPE_2, nDamage);
}
}
actExplodeSprite(pMissile);
break;
case kMissileEctoSkull:
sfxKill3DSound(pMissile, -1, -1);
sfxPlay3DSound(pMissile->x, pMissile->y, pMissile->z, 522, pMissile->sectnum);
actPostSprite(pMissile->index, kStatDebris);
seqSpawn(20, 3, pMissile->extra, -1);
if (hitCode == 3)
{
int nObject = gHitInfo.hitsprite;
dassert(nObject >= 0 && nObject < kMaxSprites);
spritetype *pObject = &sprite[nObject];
if (pObject->statnum == kStatDude)
{
int nOwner = actSpriteOwnerToSpriteId(pMissile);
int nDamage = (25+Random(10))<<4;
actDamageSprite(nOwner, pObject, DAMAGE_TYPE_5, nDamage);
}
}
break;
case kMissileButcherKnife:
actPostSprite(pMissile->index, kStatDebris);
pMissile->cstat &= ~16;
pMissile->type = kSpriteDecoration;
seqSpawn(20, 3, pMissile->extra, -1);
if (hitCode == 3)
{
int nObject = gHitInfo.hitsprite;
dassert(nObject >= 0 && nObject < kMaxSprites);
spritetype *pObject = &sprite[nObject];
if (pObject->statnum == kStatDude)
{
int nOwner = actSpriteOwnerToSpriteId(pMissile);
int nDamage = (10+Random(10))<<4;
actDamageSprite(nOwner, pObject, DAMAGE_TYPE_5, nDamage);
spritetype *pOwner = &sprite[nOwner];
XSPRITE *pXOwner = &xsprite[pOwner->extra];
int nType = pOwner->type-kDudeBase;
if (pXOwner->health > 0)
actHealDude(pXOwner, 10, dudeInfo[nType].startHealth);
}
}
break;
case kMissileTeslaRegular:
sfxKill3DSound(pMissile, -1, -1);
sfxPlay3DSound(pMissile->x, pMissile->y, pMissile->z, 518, pMissile->sectnum);
GibSprite(pMissile, (hitCode == 2) ? GIBTYPE_23 : GIBTYPE_22, NULL, NULL);
evKill(pMissile->index, 3);
seqKill(3, nXMissile);
actPostSprite(pMissile->index, kStatFree);
if (hitCode == 3)
{
int nObject = gHitInfo.hitsprite;
dassert(nObject >= 0 && nObject < kMaxSprites);
spritetype *pObject = &sprite[nObject];
int nOwner = actSpriteOwnerToSpriteId(pMissile);
int nDamage = (15+Random(10))<<4;
actDamageSprite(nOwner, pObject, DAMAGE_TYPE_6, nDamage);
}
break;
default:
seqKill(3, nXMissile);
actPostSprite(pMissile->index, kStatFree);
if (hitCode == 3)
{
int nObject = gHitInfo.hitsprite;
dassert(nObject >= 0 && nObject < kMaxSprites);
spritetype *pObject = &sprite[nObject];
int nOwner = actSpriteOwnerToSpriteId(pMissile);
int nDamage = (10+Random(10))<<4;
actDamageSprite(nOwner, pObject, DAMAGE_TYPE_0, nDamage);
}
break;
}
pMissile->cstat &= ~257;
}
void actKickObject(spritetype *pSprite1, spritetype *pSprite2)
{
int nSprite1 = pSprite1->index;
int nSprite2 = pSprite2->index;
int nSpeed = ClipLow(approxDist(xvel[nSprite1], yvel[nSprite1])*2, 0xaaaaa);
xvel[nSprite2] = mulscale30(nSpeed, Cos(pSprite1->ang+Random2(85)));
yvel[nSprite2] = mulscale30(nSpeed, Sin(pSprite1->ang+Random2(85)));
zvel[nSprite2] = mulscale(nSpeed, -0x2000, 14);
pSprite2->flags = 7;
}
void actTouchFloor(spritetype *pSprite, int nSector)
{
dassert(pSprite != NULL);
dassert(nSector >= 0 && nSector < kMaxSectors);
sectortype * pSector = &sector[nSector];
XSECTOR * pXSector = NULL;
if (pSector->extra > 0)
pXSector = &xsector[pSector->extra];
if (pXSector && (pSector->type == kSectorDamage || pXSector->damageType > 0))
{
DAMAGE_TYPE nDamageType;
if (pSector->type == kSectorDamage)
nDamageType = (DAMAGE_TYPE)ClipRange(pXSector->damageType, DAMAGE_TYPE_0, DAMAGE_TYPE_6);
else
nDamageType = (DAMAGE_TYPE)ClipRange(pXSector->damageType - 1, DAMAGE_TYPE_0, DAMAGE_TYPE_6);
int nDamage;
if (pXSector->data)
nDamage = ClipRange(pXSector->data, 0, 1000);
else
nDamage = 1000;
actDamageSprite(pSprite->index, pSprite, nDamageType, scale(4, nDamage, 120) << 4);
}
if (tileGetSurfType(nSector + 0x4000) == kSurfLava)
{
actDamageSprite(pSprite->index, pSprite, DAMAGE_TYPE_1, 16);
sfxPlay3DSound(pSprite, 352, 5, 2);
}
}
void ProcessTouchObjects(spritetype *pSprite, int nXSprite)
{
int nSprite = pSprite->index;
XSPRITE *pXSprite = &xsprite[nXSprite];
SPRITEHIT *pSpriteHit = &gSpriteHit[nXSprite];
PLAYER *pPlayer = NULL;
if (IsPlayerSprite(pSprite))
pPlayer = &gPlayer[pSprite->type-kDudePlayer1];
int nHitSprite = pSpriteHit->ceilhit & 0x3fff;
switch (pSpriteHit->ceilhit&0xc000)
{
case 0x8000:
break;
case 0xc000:
if (sprite[nHitSprite].extra > 0)
{
spritetype *pSprite2 = &sprite[nHitSprite];
XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
if ((pSprite2->statnum == kStatThing || pSprite2->statnum == kStatDude) && (xvel[nSprite] != 0 || yvel[nSprite] != 0 || zvel[nSprite] != 0))
{
if (pSprite2->statnum == kStatThing)
{
int nType = pSprite2->type-kThingBase;
THINGINFO *pThingInfo = &thingInfo[nType];
if (pThingInfo->flags&1)
pSprite2->flags |= 1;
if (pThingInfo->flags&2)
pSprite2->flags |= 4;
// Inlined ?
xvel[pSprite2->index] += mulscale(4, pSprite2->x-sprite[nSprite].x, 2);
yvel[pSprite2->index] += mulscale(4, pSprite2->y-sprite[nSprite].y, 2);
}
else
{
pSprite2->flags |= 5;
xvel[pSprite2->index] += mulscale(4, pSprite2->x-sprite[nSprite].x, 2);
yvel[pSprite2->index] += mulscale(4, pSprite2->y-sprite[nSprite].y, 2);
// by NoOne: add size shroom abilities
if ((IsPlayerSprite(pSprite) && isShrinked(pSprite)) || (IsPlayerSprite(pSprite2) && isGrown(pSprite2))) {
int mass1 = dudeInfo[pSprite2->type - kDudeBase].mass;
int mass2 = dudeInfo[pSprite->type - kDudeBase].mass;
switch (pSprite->type) {
case kDudeModernCustom:
case kDudeModernCustomBurning:
mass2 = getSpriteMassBySize(pSprite);
break;
}
if (mass1 > mass2) {
int dmg = abs((mass1 - mass2) * (pSprite2->clipdist - pSprite->clipdist));
if (IsDudeSprite(pSprite2)) {
if (dmg > 0)
actDamageSprite(pSprite2->xvel, pSprite, (Chance(0x2000)) ? DAMAGE_TYPE_0 : (Chance(0x4000)) ? DAMAGE_TYPE_3 : DAMAGE_TYPE_2, dmg);
if (Chance(0x0200))
actKickObject(pSprite2, pSprite);
}
}
}
if (!IsPlayerSprite(pSprite) || gPlayer[pSprite->type - kDudePlayer1].godMode == 0) {
switch (pSprite2->type) {
case kDudeTchernobog:
actDamageSprite(pSprite2->index, pSprite, DAMAGE_TYPE_3, pXSprite->health << 2);
break;
case kDudeModernCustom:
case kDudeModernCustomBurning:
int dmg = (getSpriteMassBySize(pSprite2) - getSpriteMassBySize(pSprite)) + pSprite2->clipdist;
if (dmg > 0) {
if (IsPlayerSprite(pSprite) && powerupCheck(&gPlayer[pSprite->type - kDudePlayer1], kPwUpJumpBoots) > 0)
actDamageSprite(pSprite2->xvel, pSprite, DAMAGE_TYPE_3, dmg);
else
actDamageSprite(pSprite2->xvel, pSprite, DAMAGE_TYPE_0, dmg);
}
if (!IsPlayerSprite(pSprite) && pSprite2->extra >= 0 && !isActive(pSprite2->xvel))
aiActivateDude(pSprite2, &xsprite[pSprite2->extra]);
break;
}
}
}
}
if (pSprite2->type == kTrapSawCircular) {
if (!pXSprite2->state) actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_2, 1);
else {
pXSprite2->data1 = 1;
pXSprite2->data2 = ClipHigh(pXSprite2->data2+8, 600);
actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_2, 16);
}
}
}
break;
}
nHitSprite = pSpriteHit->hit & 0x3fff;
switch (pSpriteHit->hit&0xc000)
{
case 0x8000:
break;
case 0xc000:
if (sprite[nHitSprite].extra > 0)
{
spritetype *pSprite2 = &sprite[nHitSprite];
//XSPRITE *pXSprite2 = &Xsprite[pSprite2->extra];
// by NoOne: add size shroom abilities
if ((IsPlayerSprite(pSprite2) && isShrinked(pSprite2)) || (IsPlayerSprite(pSprite) && isGrown(pSprite))) {
if (xvel[pSprite->xvel] != 0 && IsDudeSprite(pSprite2)) {
int mass1 = dudeInfo[pSprite->type - kDudeBase].mass;
int mass2 = dudeInfo[pSprite2->type - kDudeBase].mass;
switch (pSprite2->type) {
case kDudeModernCustom:
case kDudeModernCustomBurning:
mass2 = getSpriteMassBySize(pSprite2);
break;
}
if (mass1 > mass2) {
actKickObject(pSprite, pSprite2);
sfxPlay3DSound(pSprite, 357, -1, 1);
int dmg = (mass1 - mass2) + abs(xvel[pSprite->xvel] >> 16);
if (dmg > 0)
actDamageSprite(nSprite, pSprite2, (Chance(0x2000)) ? DAMAGE_TYPE_0 : DAMAGE_TYPE_2, dmg);
}
}
}
switch (pSprite->type) {
case kDudeModernCustom:
case kDudeModernCustomBurning:
{
if (IsDudeSprite(pSprite2) && !IsPlayerSprite(pSprite2)) {
int mass1 = getSpriteMassBySize(pSprite);
int mass2 = getSpriteMassBySize(pSprite2);
if ((mass1 - mass2) >= mass2) {
if ((pXSprite->target == pSprite2->xvel && !dudeIsMelee(pXSprite) && Chance(0x0500)) || pXSprite->target != pSprite2->xvel)
actKickObject(pSprite, pSprite2);
if (pSprite2->extra >= 0 && !isActive(pSprite2->xvel))
aiActivateDude(pSprite2, &xsprite[pSprite2->extra]);
}
}
break;
}
}
switch (pSprite2->type) {
case kThingKickablePail:
actKickObject(pSprite, pSprite2);
break;
case kThingZombieHead:
sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sectnum);
actKickObject(pSprite, pSprite2);
actDamageSprite(-1, pSprite2, DAMAGE_TYPE_0, 80);
break;
case kDudeBurningInnocent:
case kDudeBurningCultist:
case kDudeBurningZombieAxe:
case kDudeBurningZombieButcher:
// This does not make sense
pXSprite->burnTime = ClipLow(pXSprite->burnTime-4, 0);
actDamageSprite(actOwnerIdToSpriteId(pXSprite->burnSource), pSprite, DAMAGE_TYPE_1, 8);
break;
}
}
break;
}
nHitSprite = pSpriteHit->florhit & 0x3fff;
switch (pSpriteHit->florhit & 0xc000) {
case 0x8000:
break;
case 0x4000:
actTouchFloor(pSprite, nHitSprite);
break;
case 0xc000:
if (sprite[nHitSprite].extra > 0)
{
spritetype *pSprite2 = &sprite[nHitSprite];
XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
// by NoOne: add size shroom abilities
if ((IsPlayerSprite(pSprite2) && isShrinked(pSprite2)) || (IsPlayerSprite(pSprite) && isGrown(pSprite))) {
int mass1 = dudeInfo[pSprite->type - kDudeBase].mass;
int mass2 = dudeInfo[pSprite2->type - kDudeBase].mass;
switch (pSprite2->type) {
case kDudeModernCustom:
case kDudeModernCustomBurning:
mass2 = getSpriteMassBySize(pSprite2);
break;
}
if (mass1 > mass2 && IsDudeSprite(pSprite2)) {
if ((IsPlayerSprite(pSprite2) && Chance(0x500)) || !IsPlayerSprite(pSprite2))
actKickObject(pSprite, pSprite2);
int dmg = (mass1 - mass2) + pSprite->clipdist;
if (dmg > 0)
actDamageSprite(nSprite, pSprite2, (Chance(0x2000)) ? DAMAGE_TYPE_0 : DAMAGE_TYPE_2, dmg);
}
}
switch (pSprite->type) {
case kDudeModernCustom:
case kDudeModernCustomBurning:
{
if (IsDudeSprite(pSprite2) && !IsPlayerSprite(pSprite2)) {
int mass1 = getSpriteMassBySize(pSprite);
int mass2 = getSpriteMassBySize(pSprite2);
if ((mass1 - mass2) >= mass2) {
if (Chance((pXSprite->target == pSprite2->xvel) ? 0x0500 : 0x1000)) actKickObject(pSprite, pSprite2);
if (pSprite2->extra >= 0 && !isActive(pSprite2->xvel))
aiActivateDude(pSprite2, &xsprite[pSprite2->extra]);
}
}
break;
}
}
switch (pSprite2->type) {
case kThingKickablePail:
if (pPlayer) {
if (pPlayer->kickPower > gFrameClock) return;
pPlayer->kickPower = (int)gFrameClock+60;
}
actKickObject(pSprite, pSprite2);
sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sectnum);
sfxPlay3DSound(pSprite, 374, 0, 0);
break;
case kThingZombieHead:
if (pPlayer) {
if (pPlayer->kickPower > gFrameClock) return;
pPlayer->kickPower = (int)gFrameClock+60;
}
actKickObject(pSprite, pSprite2);
sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sectnum);
actDamageSprite(-1, pSprite2, DAMAGE_TYPE_0, 80);
break;
case kTrapSawCircular:
if (!pXSprite2->state) actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_2, 1);
else {
pXSprite2->data1 = 1;
pXSprite2->data2 = ClipHigh(pXSprite2->data2+8, 600);
actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_2, 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:
if (pPlayer && !isShrinked(pSprite))
actDamageSprite(nSprite, pSprite2,DAMAGE_TYPE_2, 8);
break;
}
}
break;
}
// by NoOne: add more trigger statements for Touch flag
if (gModernMap) {
// Touch sprites
int nHSprite = -1;
if ((gSpriteHit[nXSprite].hit & 0xc000) == 0xc000)
nHSprite = gSpriteHit[nXSprite].hit & 0x3fff;
else if ((gSpriteHit[nXSprite].florhit & 0xc000) == 0xc000)
nHSprite = gSpriteHit[nXSprite].florhit & 0x3fff;
else if ((gSpriteHit[nXSprite].ceilhit & 0xc000) == 0xc000)
nHSprite = gSpriteHit[nXSprite].ceilhit & 0x3fff;
if (nHSprite >= 0 && sprite[nHSprite].extra >= 0) {
XSPRITE* pXHSprite = &xsprite[sprite[nHSprite].extra];
if (pXHSprite->Touch && !pXHSprite->isTriggered && (!pXHSprite->DudeLockout || IsPlayerSprite(pSprite)))
trTriggerSprite(nHSprite, pXHSprite, kCmdSpriteTouch, nSprite);
}
// Touch walls
int nHWall = -1;
if ((gSpriteHit[nXSprite].hit & 0xc000) == 0x8000) {
if ((nHWall = gSpriteHit[nXSprite].hit & 0x3fff) >= 0 && wall[nHWall].extra >= 0) {
XWALL* pXHWall = &xwall[wall[nHWall].extra];
if (pXHWall->triggerTouch && !pXHWall->isTriggered && (!pXHWall->dudeLockout || IsPlayerSprite(pSprite)))
trTriggerWall(nHWall, pXHWall, kCmdWallTouch);
}
}
}
}
void actAirDrag(spritetype *pSprite, int a2)
{
int vbp = 0;
int v4 = 0;
int nSector = pSprite->sectnum;
dassert(nSector >= 0 && nSector < kMaxSectors);
sectortype *pSector = &sector[nSector];
int nXSector = pSector->extra;
if (nXSector > 0)
{
dassert(nXSector < kMaxXSectors);
XSECTOR *pXSector = &xsector[nXSector];
if (pXSector->windVel && (pXSector->windAlways || pXSector->busy))
{
int vcx = pXSector->windVel<<12;
if (!pXSector->windAlways && pXSector->busy)
vcx = mulscale16(vcx, pXSector->busy);
vbp = mulscale30(vcx, Cos(pXSector->windAng));
v4 = mulscale30(vcx, Sin(pXSector->windAng));
}
}
xvel[pSprite->index] += mulscale16(vbp-xvel[pSprite->index], a2);
yvel[pSprite->index] += mulscale16(v4-yvel[pSprite->index], a2);
zvel[pSprite->index] -= mulscale16(zvel[pSprite->index], a2);
}
int MoveThing(spritetype *pSprite)
{
int nXSprite = pSprite->extra;
dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pSprite->index;
int v8 = 0;
dassert(pSprite->type >= kThingBase && pSprite->type < kThingMax);
THINGINFO *pThingInfo = &thingInfo[pSprite->type-kThingBase];
int nSector = pSprite->sectnum;
dassert(nSector >= 0 && nSector < kMaxSectors);
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
if (xvel[nSprite] || yvel[nSprite])
{
short bakCstat = pSprite->cstat;
pSprite->cstat &= ~257;
v8 = gSpriteHit[nXSprite].hit = ClipMove((int*)&pSprite->x, (int*)&pSprite->y, (int*)&pSprite->z, &nSector, xvel[nSprite]>>12, yvel[nSprite]>>12, pSprite->clipdist<<2, (pSprite->z-top)/4, (bottom-pSprite->z)/4, CLIPMASK0);
pSprite->cstat = bakCstat;
dassert(nSector >= 0);
if (pSprite->sectnum != nSector)
{
dassert(nSector >= 0 && nSector < kMaxSectors);
ChangeSpriteSect(nSprite, nSector);
}
if ((gSpriteHit[nXSprite].hit&0xc000) == 0x8000) {
int nHitWall = gSpriteHit[nXSprite].hit&0x3fff;
actWallBounceVector((int*)&xvel[nSprite], (int*)&yvel[nSprite], nHitWall, pThingInfo->elastic);
switch (pSprite->type) {
case kThingZombieHead:
sfxPlay3DSound(pSprite, 607, 0, 0);
actDamageSprite(-1, pSprite, DAMAGE_TYPE_0, 80);
break;
case kThingKickablePail:
sfxPlay3DSound(pSprite, 374, 0, 0);
break;
}
}
}
else
{
dassert(nSector >= 0 && nSector < kMaxSectors);
FindSector(pSprite->x, pSprite->y, pSprite->z, &nSector);
}
if (zvel[nSprite])
pSprite->z += zvel[nSprite]>>8;
int ceilZ, ceilHit, floorZ, floorHit;
GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist<<2, CLIPMASK0);
GetSpriteExtents(pSprite, &top, &bottom);
if ((pSprite->flags & 2) && bottom < floorZ)
{
pSprite->z += 455;
zvel[nSprite] += 58254;
if (pSprite->type == kThingZombieHead)
{
spritetype *pFX = gFX.fxSpawn(FX_27, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
if (pFX)
{
int v34 = ((int)gFrameClock*3)&2047;
int v30 = ((int)gFrameClock*5)&2047;
int vbx = ((int)gFrameClock*11)&2047;
int v2c = 0x44444;
int v28 = 0;
int v24 = 0;
RotateVector(&v2c,&v28,vbx);
RotateVector(&v2c,&v24,v30);
RotateVector(&v28,&v24,v34);
xvel[pFX->index] = xvel[pSprite->index]+v2c;
yvel[pFX->index] = yvel[pSprite->index]+v28;
zvel[pFX->index] = zvel[pSprite->index]+v24;
}
}
}
if (CheckLink(pSprite))
GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist<<2, CLIPMASK0);
GetSpriteExtents(pSprite, &top, &bottom);
if (bottom >= floorZ)
{
actTouchFloor(pSprite, pSprite->sectnum);
gSpriteHit[nXSprite].florhit = floorHit;
pSprite->z += floorZ-bottom;
int v20 = zvel[nSprite]-velFloor[pSprite->sectnum];
if (v20 > 0)
{
pSprite->flags |= 4;
int vax = actFloorBounceVector((int*)&xvel[nSprite], (int*)&yvel[nSprite], (int*)&v20, pSprite->sectnum, pThingInfo->elastic);
int nDamage = mulscale(vax, vax, 30)-pThingInfo->dmgResist;
if (nDamage > 0)
actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_0, nDamage);
zvel[nSprite] = v20;
if (velFloor[pSprite->sectnum] == 0 && klabs(zvel[nSprite]) < 0x10000)
{
zvel[nSprite] = 0;
pSprite->flags &= ~4;
}
switch (pSprite->type) {
case kThingNapalmBall:
if (zvel[nSprite] == 0 || Chance(0xA000)) sub_2AA94(pSprite, pXSprite);
break;
case kThingZombieHead:
if (klabs(zvel[nSprite]) > 0x80000) {
sfxPlay3DSound(pSprite, 607, 0, 0);
actDamageSprite(-1, pSprite, DAMAGE_TYPE_0, 80);
}
break;
case kThingKickablePail:
if (klabs(zvel[nSprite]) > 0x80000)
sfxPlay3DSound(pSprite, 374, 0, 0);
break;
}
v8 = 0x4000|nSector;
}
else if (zvel[nSprite] == 0)
pSprite->flags &= ~4;
}
else
{
gSpriteHit[nXSprite].florhit = 0;
if (pSprite->flags&2)
pSprite->flags |= 4;
}
if (top <= ceilZ)
{
gSpriteHit[nXSprite].ceilhit = ceilHit;
pSprite->z += ClipLow(ceilZ-top, 0);
if (zvel[nSprite] < 0)
{
xvel[nSprite] = mulscale16(xvel[nSprite], 0xc000);
yvel[nSprite] = mulscale16(yvel[nSprite], 0xc000);
zvel[nSprite] = mulscale16(-zvel[nSprite], 0x4000);
switch (pSprite->type) {
case kThingZombieHead:
if (klabs(zvel[nSprite]) > 0x80000) {
sfxPlay3DSound(pSprite, 607, 0, 0);
actDamageSprite(-1, pSprite, DAMAGE_TYPE_0, 80);
}
break;
case kThingKickablePail:
if (klabs(zvel[nSprite]) > 0x80000)
sfxPlay3DSound(pSprite, 374, 0, 0);
break;
}
}
}
else
gSpriteHit[nXSprite].ceilhit = 0;
if (bottom >= floorZ)
{
int nVel = approxDist(xvel[nSprite], yvel[nSprite]);
int nVelClipped = ClipHigh(nVel, 0x11111);
if ((floorHit & 0xc000) == 0xc000)
{
int nHitSprite = floorHit & 0x3fff;
if ((sprite[nHitSprite].cstat & 0x30) == 0)
{
xvel[nSprite] += mulscale(4, pSprite->x - sprite[nHitSprite].x, 2);
yvel[nSprite] += mulscale(4, pSprite->y - sprite[nHitSprite].y, 2);
v8 = gSpriteHit[nXSprite].hit;
}
}
if (nVel > 0)
{
int t = divscale16(nVelClipped, nVel);
xvel[nSprite] -= mulscale16(t, xvel[nSprite]);
yvel[nSprite] -= mulscale16(t, yvel[nSprite]);
}
}
if (xvel[nSprite] || yvel[nSprite])
pSprite->ang = getangle(xvel[nSprite], yvel[nSprite]);
return v8;
}
void MoveDude(spritetype *pSprite)
{
int nXSprite = pSprite->extra;
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pSprite->index;
PLAYER *pPlayer = NULL;
if (IsPlayerSprite(pSprite))
pPlayer = &gPlayer[pSprite->type-kDudePlayer1];
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase];
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
int bz = (bottom-pSprite->z)/4;
int tz = (pSprite->z-top)/4;
int wd = pSprite->clipdist<<2;
int nSector = pSprite->sectnum;
dassert(nSector >= 0 && nSector < kMaxSectors);
if (xvel[nSprite] || yvel[nSprite])
{
if (pPlayer && gNoClip)
{
pSprite->x += xvel[nSprite]>>12;
pSprite->y += yvel[nSprite]>>12;
if (!FindSector(pSprite->x, pSprite->y, &nSector))
nSector = pSprite->sectnum;
}
else
{
short bakCstat = pSprite->cstat;
pSprite->cstat &= ~257;
gSpriteHit[nXSprite].hit = ClipMove((int*)&pSprite->x, (int*)&pSprite->y, (int*)&pSprite->z, &nSector, xvel[nSprite]>>12, yvel[nSprite]>>12, wd, tz, bz, CLIPMASK0);
if (nSector == -1)
{
nSector = pSprite->sectnum;
if (pSprite->statnum == kStatDude || pSprite->statnum == kStatThing)
actDamageSprite(pSprite->index, pSprite, DAMAGE_TYPE_0, 1000<<4);
}
if (sector[nSector].type >= kSectorPath && sector[nSector].type <= kSectorRotate)
{
short nSector2 = nSector;
if (pushmove_old(&pSprite->x, &pSprite->y, &pSprite->z, &nSector2, wd, tz, bz, CLIPMASK0) == -1)
actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_0, 1000 << 4);
if (nSector2 != -1)
nSector = nSector2;
}
dassert(nSector >= 0);
pSprite->cstat = bakCstat;
}
switch (gSpriteHit[nXSprite].hit&0xc000)
{
case 0xc000:
{
int nHitSprite = gSpriteHit[nXSprite].hit&0x3fff;
spritetype *pHitSprite = &sprite[nHitSprite];
XSPRITE *pHitXSprite = NULL;
// Should be pHitSprite here
if (pSprite->extra > 0)
pHitXSprite = &xsprite[pHitSprite->extra];
int nOwner = actSpriteOwnerToSpriteId(pHitSprite);
if (pHitSprite->statnum == kStatProjectile && !(pHitSprite->flags&32) && pSprite->index != nOwner)
{
HITINFO hitInfo = gHitInfo;
gHitInfo.hitsprite = nSprite;
actImpactMissile(pHitSprite, 3);
gHitInfo = hitInfo;
}
if (pHitXSprite && pHitXSprite->Touch && !pHitXSprite->isTriggered) {
// by NoOne: do not check state (so, things can work with touch too) and allow dudelockout
if ((gModernMap) && (!pHitXSprite->DudeLockout || IsPlayerSprite(pSprite)))
trTriggerSprite(nHitSprite, pHitXSprite, kCmdSpriteTouch, nSprite);
else if (!pHitXSprite->state) // or check like vanilla do
trTriggerSprite(nHitSprite, pHitXSprite, kCmdSpriteTouch, nSprite);
}
if (pDudeInfo->lockOut && pHitXSprite && pHitXSprite->Push && !pHitXSprite->key && !pHitXSprite->DudeLockout && !pHitXSprite->state && !pHitXSprite->busy && !pPlayer)
trTriggerSprite(nHitSprite, pHitXSprite, kCmdSpritePush, nSprite);
break;
}
case 0x8000:
{
int nHitWall = gSpriteHit[nXSprite].hit&0x3fff;
walltype *pHitWall = &wall[nHitWall];
XWALL *pHitXWall = NULL;
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 = NULL;
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*)&xvel[nSprite], (int*)&yvel[nSprite], nHitWall, 0);
break;
}
}
}
else
{
dassert(nSector >= 0 && nSector < kMaxSectors);
FindSector(pSprite->x, pSprite->y, pSprite->z, &nSector);
}
if (pSprite->sectnum != nSector)
{
dassert(nSector >= 0 && nSector < kMaxSectors);
XSECTOR *pXSector;
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0)
pXSector = &xsector[nXSector];
else
pXSector = NULL;
if (pXSector && pXSector->Exit && (pPlayer || !pXSector->dudeLockout))
trTriggerSector(pSprite->sectnum, pXSector, kCmdSectorExit);
ChangeSpriteSect(nSprite, nSector);
nXSector = sector[nSector].extra;
pXSector = (nXSector > 0) ? pXSector = &xsector[nXSector] : NULL;
if (pXSector && pXSector->Enter && (pPlayer || !pXSector->dudeLockout)) {
if (sector[nSector].type == kSectorTeleport)
pXSector->data = pPlayer ? nSprite : -1;
trTriggerSector(nSector, pXSector, kCmdSectorEnter);
}
nSector = pSprite->sectnum;
}
char bUnderwater = 0;
char bDepth = 0;
if (sector[nSector].extra > 0)
{
XSECTOR *pXSector = &xsector[sector[nSector].extra];
if (pXSector->Underwater)
bUnderwater = 1;
if (pXSector->Depth)
bDepth = 1;
}
int nUpperLink = gUpperLink[nSector];
int nLowerLink = gLowerLink[nSector];
if (nUpperLink >= 0 && (sprite[nUpperLink].type == kMarkerUpWater || sprite[nUpperLink].type == kMarkerUpGoo))
bDepth = 1;
if (nLowerLink >= 0 && (sprite[nLowerLink].type == kMarkerLowWater || sprite[nLowerLink].type == kMarkerLowGoo))
bDepth = 1;
if (pPlayer)
wd += 16;
if (zvel[nSprite])
pSprite->z += zvel[nSprite]>>8;
int ceilZ, ceilHit, floorZ, floorHit;
GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, wd, CLIPMASK0, PARALLAXCLIP_CEILING|PARALLAXCLIP_FLOOR);
GetSpriteExtents(pSprite, &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;
zvel[nSprite] += vc;
}
}
if (pPlayer && zvel[nSprite] > 0x155555 && !pPlayer->fallScream && pXSprite->height > 0)
{
pPlayer->fallScream = 1;
sfxPlay3DSound(pSprite, 719, 0, 0);
}
vec3_t const oldpos = pSprite->pos;
int nLink = CheckLink(pSprite);
if (nLink)
{
GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, wd, CLIPMASK0, PARALLAXCLIP_CEILING|PARALLAXCLIP_FLOOR);
if (pPlayer)
{
if (bVanilla)
playerResetInertia(pPlayer);
else
playerCorrectInertia(pPlayer, &oldpos);
}
switch (nLink) {
case kMarkerLowStack:
if (pPlayer == gView)
SetBitString(gotpic, sector[pSprite->sectnum].floorpicnum);
break;
case kMarkerUpStack:
if (pPlayer == gView)
SetBitString(gotpic, 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.buttonFlags.jump) {
zvel[nSprite] = -0x6aaaa;
pPlayer->cantJump = 1;
}
sfxPlay3DSound(pSprite, 721, -1, 0);
} else {
switch (pSprite->type) {
case kDudeCultistTommy:
case kDudeCultistShotgun:
aiNewState(pSprite, pXSprite, &cultistGoto);
break;
case kDudeGillBeast:
aiNewState(pSprite, pXSprite, &gillBeastGoto);
pSprite->flags |= 6;
break;
case kDudeBoneEel:
actKillDude(pSprite->index, pSprite, DAMAGE_TYPE_0, 1000<<4);
break;
}
}
break;
// By NoOne: part of "change of global view palette for stacks" feature
case kMarkerUpWater:
case kMarkerUpGoo:
{
pXSprite->medium = (nLink == kMarkerUpGoo ? kMediumGoo : kMediumWater);
if (pPlayer)
{
// look for palette in data2 of marker. If value <= 0, use default ones.
pPlayer->nWaterPal = 0;
int nXUpper = sprite[gUpperLink[nSector]].extra;
if (nXUpper >= 0)
pPlayer->nWaterPal = xsprite[nXUpper].data2;
pPlayer->posture = 1;
pXSprite->burnTime = 0;
pPlayer->bubbleTime = klabs(zvel[nSprite]) >> 12;
evPost(nSprite, 3, 0, kCallbackPlayerBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
}
else
{
switch (pSprite->type) {
case kDudeCultistTommy:
case kDudeCultistShotgun:
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(pSprite, pXSprite, &cultistSwimGoto);
break;
case kDudeBurningCultist:
{
// There is no difference between water and goo except following chance:
if (Chance(nLink == kMarkerUpGoo ? 0x400 : 0xa00))
{
pSprite->type = kDudeCultistTommy;
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(pSprite, pXSprite, &cultistSwimGoto);
}
else
{
pSprite->type = kDudeCultistShotgun;
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(pSprite, pXSprite, &cultistSwimGoto);
}
break;
}
case kDudeZombieAxeNormal:
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(pSprite, pXSprite, &zombieAGoto);
break;
case kDudeZombieButcher:
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(pSprite, pXSprite, &zombieFGoto);
break;
case kDudeGillBeast:
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(pSprite, pXSprite, &gillBeastSwimGoto);
pSprite->flags &= ~6;
break;
case kDudeGargoyleFlesh:
case kDudeHellHound:
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
case kDudeBat:
case kDudeRat:
case kDudeBurningInnocent:
actKillDude(pSprite->index, pSprite, DAMAGE_TYPE_0, 1000 << 4);
break;
case kDudeModernCustom:
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
if (!canSwim(pSprite)) actKillDude(pSprite->index, pSprite, DAMAGE_TYPE_0, 1000 << 4);
break;
}
}
break;
}
/*case 13:
pXSprite->medium = kMediumGoo;
if (pPlayer)
{
pPlayer->changeTargetKin = 1;
pXSprite->burnTime = 0;
pPlayer->bubbleTime = klabs(zvel[nSprite])>>12;
evPost(nSprite, 3, 0, kCallbackPlayerBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
}
else
{
switch (pSprite->type)
{
case kDudeCultistTommy:
case kDudeCultistShotgun:
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(pSprite, pXSprite, &cultistSwimGoto);
break;
case kDudeBurningCultist:
if (Chance(0x400))
{
pSprite->type = kDudeCultistTommy;
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(pSprite, pXSprite, &cultistSwimGoto);
}
else
{
pSprite->type = kDudeCultistShotgun;
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(pSprite, pXSprite, &cultistSwimGoto);
}
break;
case kDudeZombieAxeNormal:
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(pSprite, pXSprite, &zombieAGoto);
break;
case kDudeZombieButcher:
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(pSprite, pXSprite, &zombieFGoto);
break;
case kDudeGillBeast:
pXSprite->burnTime = 0;
evPost(nSprite, 3, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(pSprite, 720, -1, 0);
aiNewState(pSprite, pXSprite, &gillBeastSwimGoto);
pSprite->flags &= ~6;
break;
case kDudeGargoyleFlesh:
case kDudeHellHound:
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
case kDudeBat:
case kDudeRat:
case kDudeBurningInnocent:
actKillDude(pSprite->index, pSprite, DAMAGE_TYPE_0, 1000<<4);
break;
}
}
break;*/
}
}
GetSpriteExtents(pSprite, &top, &bottom);
if (pPlayer && bottom >= floorZ)
{
int floorZ2 = floorZ;
int floorHit2 = floorHit;
GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist<<2, CLIPMASK0, PARALLAXCLIP_CEILING|PARALLAXCLIP_FLOOR);
if (bottom <= floorZ && pSprite->z - floorZ2 < bz)
{
floorZ = floorZ2;
floorHit = floorHit2;
}
}
if (floorZ <= bottom)
{
gSpriteHit[nXSprite].florhit = floorHit;
pSprite->z += floorZ-bottom;
int v30 = zvel[nSprite]-velFloor[pSprite->sectnum];
if (v30 > 0)
{
int vax = actFloorBounceVector((int*)&xvel[nSprite], (int*)&yvel[nSprite], (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(pSprite, 701, 0, 0);
}
nDamage -= 100<<4;
if (nDamage > 0)
actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_0, nDamage);
zvel[nSprite] = v30;
if (klabs(zvel[nSprite]) < 0x10000)
{
zvel[nSprite] = velFloor[pSprite->sectnum];
pSprite->flags &= ~4;
}
else
pSprite->flags |= 4;
switch (tileGetSurfType(floorHit))
{
case kSurfWater:
gFX.fxSpawn(FX_9, pSprite->sectnum, pSprite->x, pSprite->y, floorZ, 0);
break;
case kSurfLava:
{
spritetype *pFX = gFX.fxSpawn(FX_10, pSprite->sectnum, pSprite->x, pSprite->y, floorZ, 0);
if (pFX)
{
for (int i = 0; i < 7; i++)
{
spritetype *pFX2 = gFX.fxSpawn(FX_14, pFX->sectnum, pFX->x, pFX->y, pFX->z, 0);
if (pFX2)
{
xvel[pFX2->index] = Random2(0x6aaaa);
yvel[pFX2->index] = Random2(0x6aaaa);
zvel[pFX2->index] = -Random(0xd5555);
}
}
}
break;
}
}
}
else if (zvel[nSprite] == 0)
pSprite->flags &= ~4;
}
else
{
gSpriteHit[nXSprite].florhit = 0;
if (pSprite->flags&2)
pSprite->flags |= 4;
}
if (top <= ceilZ)
{
gSpriteHit[nXSprite].ceilhit = ceilHit;
pSprite->z += ClipLow(ceilZ-top, 0);
if (zvel[nSprite] <= 0 && (pSprite->flags&4))
zvel[nSprite] = mulscale16(-zvel[nSprite], 0x2000);
}
else
gSpriteHit[nXSprite].ceilhit = 0;
GetSpriteExtents(pSprite,&top,&bottom);
pXSprite->height = ClipLow(floorZ-bottom, 0)>>8;
if (xvel[nSprite] || yvel[nSprite])
{
if ((floorHit & 0xc000) == 0xc000)
{
int nHitSprite = floorHit & 0x3fff;
if ((sprite[nHitSprite].cstat & 0x30) == 0)
{
xvel[nSprite] += mulscale(4, pSprite->x - sprite[nHitSprite].x, 2);
yvel[nSprite] += mulscale(4, pSprite->y - sprite[nHitSprite].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);
xvel[nSprite] -= mulscale16r(xvel[nSprite], nDrag);
yvel[nSprite] -= mulscale16r(yvel[nSprite], nDrag);
if (approxDist(xvel[nSprite], yvel[nSprite]) < 0x1000)
xvel[nSprite] = yvel[nSprite] = 0;
}
}
int MoveMissile(spritetype *pSprite)
{
int nXSprite = pSprite->extra;
XSPRITE *pXSprite = &xsprite[nXSprite];
int vdi = -1;
spritetype *pOwner = NULL;
int bakCstat = 0;
if (pSprite->owner >= 0)
{
int nOwner = actSpriteOwnerToSpriteId(pSprite);
pOwner = &sprite[nOwner];
if (IsDudeSprite(pOwner))
{
bakCstat = pOwner->cstat;
pOwner->cstat &= ~257;
}
else
pOwner = NULL;
}
gHitInfo.hitsect = -1;
gHitInfo.hitwall = -1;
gHitInfo.hitsprite = -1;
if (pSprite->type == kMissileFlameSpray)
actAirDrag(pSprite, 0x1000);
int nSprite = pSprite->index;
if (pXSprite->target != -1 && (xvel[nSprite] || yvel[nSprite] || zvel[nSprite]))
{
spritetype *pTarget = &sprite[pXSprite->target];
XSPRITE *pXTarget;
if (pTarget->extra > 0)
pXTarget = &xsprite[pTarget->extra];
else
pXTarget = NULL;
if (pTarget->statnum == kStatDude && pXTarget && pXTarget->health > 0)
{
int nTargetAngle = getangle(-(pTarget->y-pSprite->y), pTarget->x-pSprite->x);
int UNUSED(nAngle) = getangle(xvel[nSprite]>>12,yvel[nSprite]>>12);
int vx = missileInfo[pSprite->type - kMissileBase].velocity;
int vy = 0;
RotatePoint(&vx, &vy, (nTargetAngle+1536)&2047, 0, 0);
xvel[nSprite] = vx;
yvel[nSprite] = vy;
int dx = pTarget->x-pSprite->x;
int dy = pTarget->y-pSprite->y;
int dz = pTarget->z-pSprite->z;
// Inlined
int vax = dz/10;
if (pTarget->z < pSprite->z)
vax = -vax;
zvel[nSprite] += vax;
ksqrt(dx*dx+dy*dy+dz*dz);
}
}
int vx = xvel[nSprite]>>12;
int vy = yvel[nSprite]>>12;
int vz = zvel[nSprite]>>8;
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
int i = 1;
while (1)
{
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
int nSector2 = pSprite->sectnum;
clipmoveboxtracenum = 1;
int vdx = ClipMove(&x, &y, &z, &nSector2, vx, vy, pSprite->clipdist<<2, (z-top)/4, (bottom-z)/4, CLIPMASK0);
clipmoveboxtracenum = 3;
short nSector = nSector2;
if (nSector2 < 0)
{
vdi = -1;
break;
}
if (vdx)
{
int nHitSprite = vdx & 0x3fff;
if ((vdx&0xc000) == 0xc000)
{
gHitInfo.hitsprite = nHitSprite;
vdi = 3;
}
else if ((vdx & 0xc000) == 0x8000)
{
gHitInfo.hitwall = nHitSprite;
if (wall[nHitSprite].nextsector == -1)
vdi = 0;
else
{
int32_t fz, cz;
getzsofslope(wall[nHitSprite].nextsector, x, y, &cz, &fz);
if (z <= cz || z >= fz)
vdi = 0;
else
vdi = 4;
}
}
}
if (vdi == 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))
{
vdi = -1;
if (i-- > 0)
continue;
vdi = 0;
break;
}
}
}
}
if (vdi >= 0 && vdi != 3)
{
int nAngle = getangle(xvel[nSprite], yvel[nSprite]);
x -= mulscale30(Cos(nAngle), 16);
y -= mulscale30(Sin(nAngle), 16);
int nVel = approxDist(xvel[nSprite], yvel[nSprite]);
vz -= scale(0x100, zvel[nSprite], nVel);
updatesector(x, y, &nSector);
nSector2 = nSector;
}
int ceilZ, ceilHit, floorZ, floorHit;
GetZRangeAtXYZ(x, y, z, nSector2, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist<<2, CLIPMASK0);
GetSpriteExtents(pSprite, &top, &bottom);
top += vz;
bottom += vz;
if (bottom >= floorZ)
{
gSpriteHit[nXSprite].florhit = floorHit;
vz += floorZ-bottom;
vdi = 2;
}
if (top <= ceilZ)
{
gSpriteHit[nXSprite].ceilhit = ceilHit;
vz += ClipLow(ceilZ-top, 0);
vdi = 1;
}
pSprite->x = x;
pSprite->y = y;
pSprite->z = z+vz;
updatesector(x, y, &nSector);
if (nSector >= 0 && nSector != pSprite->sectnum)
{
dassert(nSector >= 0 && nSector < kMaxSectors);
ChangeSpriteSect(nSprite, nSector);
}
CheckLink(pSprite);
gHitInfo.hitsect = pSprite->sectnum;
gHitInfo.hitx = pSprite->x;
gHitInfo.hity = pSprite->y;
gHitInfo.hitz = pSprite->z;
break;
}
if (pOwner)
pOwner->cstat = bakCstat;
return vdi;
}
void actExplodeSprite(spritetype *pSprite)
{
int nXSprite = pSprite->extra;
if (nXSprite <= 0 || nXSprite >= kMaxXSprites)
return;
if (pSprite->statnum == kStatExplosion)
return;
sfxKill3DSound(pSprite, -1, -1);
evKill(pSprite->index, 3);
int nType;
switch (pSprite->type)
{
case kMissileFireballNapam:
nType = 7;
seqSpawn(4, 3, nXSprite, -1);
if (Chance(0x8000))
pSprite->cstat |= 4;
sfxPlay3DSound(pSprite, 303, -1, 0);
GibSprite(pSprite, GIBTYPE_5, NULL, NULL);
break;
case kMissileFlareAlt:
nType = 3;
seqSpawn(9, 3, nXSprite, -1);
if (Chance(0x8000))
pSprite->cstat |= 4;
sfxPlay3DSound(pSprite, 306, 24+(pSprite->index&3), 1);
GibSprite(pSprite, GIBTYPE_5, NULL, NULL);
break;
case kMissileFireballCerberus:
case kMissileFireballTchernobog:
nType = 3;
seqSpawn(5, 3, nXSprite, -1);
sfxPlay3DSound(pSprite, 304, -1, 0);
GibSprite(pSprite, GIBTYPE_5, NULL, NULL);
break;
case kThingArmedTNTStick:
nType = 0;
if (gSpriteHit[nXSprite].florhit == 0) seqSpawn(4,3,nXSprite,-1);
else seqSpawn(3,3,nXSprite,-1);
sfxPlay3DSound(pSprite, 303, -1, 0);
GibSprite(pSprite, GIBTYPE_5, NULL, NULL);
break;
case kThingArmedProxBomb:
case kThingArmedRemoteBomb:
case kThingArmedTNTBundle:
case kModernThingTNTProx:
nType = 1;
if (gSpriteHit[nXSprite].florhit == 0)
seqSpawn(4,3,nXSprite,-1);
else
seqSpawn(3,3,nXSprite,-1);
sfxPlay3DSound(pSprite, 304, -1, 0);
GibSprite(pSprite, GIBTYPE_5, NULL, NULL);
break;
case kThingArmedSpray:
nType = 4;
seqSpawn(5, 3, nXSprite, -1);
sfxPlay3DSound(pSprite, 307, -1, 0);
GibSprite(pSprite, GIBTYPE_5, NULL, NULL);
break;
case kThingTNTBarrel:
{
spritetype *pSprite2 = actSpawnSprite(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0, 1);
pSprite2->owner = pSprite->owner;
if (actCheckRespawn(pSprite))
{
XSPRITE *pXSprite = &xsprite[nXSprite];
pXSprite->state = 1;
pXSprite->health = thingInfo[0].startHealth<<4;
}
else
actPostSprite(pSprite->index, kStatFree);
nType = 2;
nXSprite = pSprite2->extra;
seqSpawn(4, 3, nXSprite, -1);
sfxPlay3DSound(pSprite2, 305, -1, 0);
GibSprite(pSprite2, GIBTYPE_14, NULL, NULL);
pSprite = pSprite2;
break;
}
case kTrapExploder: // By NoOne: allow to customize hidden exploder trap
{
// Defaults for exploder
nType = 1; int nSnd = 304; int nSeq = 4;
if (gModernMap) {
// Temp variables for override via data fields
int tSnd = 0; int tSeq = 0;
XSPRITE* pXSPrite = &xsprite[nXSprite];
nType = pXSPrite->data1; // Explosion type
tSeq = pXSPrite->data2; // SEQ id
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;
}
if (gSysRes.Lookup(nSeq, "SEQ"))
seqSpawn(nSeq, 3, nXSprite, -1);
sfxPlay3DSound(pSprite, nSnd, -1, 0);
}
break;
case kThingPodGreenBall:
nType = 3;
seqSpawn(9, 3, nXSprite, -1);
sfxPlay3DSound(pSprite, 307, -1, 0);
GibSprite(pSprite, GIBTYPE_5, NULL, NULL);
sub_746D4(pSprite, 240);
break;
default:
nType = 1;
seqSpawn(4, 3, nXSprite, -1);
if (Chance(0x8000))
pSprite->cstat |= 4;
sfxPlay3DSound(pSprite, 303, -1, 0);
GibSprite(pSprite, GIBTYPE_5, NULL, NULL);
break;
}
int nSprite = pSprite->index;
xvel[nSprite] = yvel[nSprite] = zvel[nSprite] = 0;
actPostSprite(nSprite, kStatExplosion);
pSprite->xrepeat = pSprite->yrepeat = explodeInfo[nType].repeat;
pSprite->flags &= ~3;
pSprite->type = nType;
EXPLOSION *pExplodeInfo = &explodeInfo[nType];
xsprite[nXSprite].target = 0;
xsprite[nXSprite].data1 = pExplodeInfo->ticks;
xsprite[nXSprite].data2 = pExplodeInfo->quakeEffect;
xsprite[nXSprite].data3 = pExplodeInfo->flashEffect;
}
void actActivateGibObject(spritetype *pSprite, XSPRITE *pXSprite)
{
int vdx = ClipRange(pXSprite->data1, 0, 31);
int vc = ClipRange(pXSprite->data2, 0, 31);
int v4 = ClipRange(pXSprite->data3, 0, 31);
int vbp = pXSprite->data4;
int v8 = pXSprite->dropMsg;
if (vdx > 0)
GibSprite(pSprite, (GIBTYPE)(vdx-1), NULL, NULL);
if (vc > 0)
GibSprite(pSprite, (GIBTYPE)(vc-1), NULL, NULL);
if (v4 > 0 && pXSprite->burnTime > 0)
GibSprite(pSprite, (GIBTYPE)(v4-1), NULL, NULL);
if (vbp > 0)
sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, vbp, pSprite->sectnum);
if (v8 > 0)
actDropObject(pSprite, v8);
if (!(pSprite->cstat&32768) && !(pSprite->flags&kHitagRespawn))
actPostSprite(pSprite->index, kStatFree);
}
bool IsUnderWater(spritetype *pSprite)
{
int nSector = pSprite->sectnum;
int nXSector = sector[nSector].extra;
if (nXSector > 0 && nXSector < kMaxXSectors)
if (xsector[nXSector].Underwater)
return 1;
return 0;
}
void MakeSplash(spritetype *pSprite, XSPRITE *pXSprite);
void actProcessSprites(void)
{
int nSprite;
int nNextSprite;
if (gModernMap) {
// by NoOne: process additional proximity sprites
if (gProxySpritesCount > 0) {
for (int i = 0; i < gProxySpritesCount; i++) {
if (sprite[gProxySpritesList[i]].extra < 0) continue;
XSPRITE * pXProxSpr = &xsprite[sprite[gProxySpritesList[i]].extra];
if (!pXProxSpr->Proximity || (!pXProxSpr->Interrutable && pXProxSpr->state != pXProxSpr->restState) || pXProxSpr->locked == 1
|| pXProxSpr->isTriggered) continue; // don't process locked or triggered sprites
int x = sprite[gProxySpritesList[i]].x; int y = sprite[gProxySpritesList[i]].y;
int z = sprite[gProxySpritesList[i]].z; int index = sprite[gProxySpritesList[i]].xvel;
int sectnum = sprite[gProxySpritesList[i]].sectnum;
if (!pXProxSpr->DudeLockout) {
for (int nAffected = headspritestat[kStatDude]; nAffected >= 0; nAffected = nextspritestat[nAffected]) {
if ((sprite[nAffected].flags & 32) || xsprite[sprite[nAffected].extra].health <= 0) continue;
else if (CheckProximity(&sprite[nAffected], x, y, z, sectnum, 96)) {
trTriggerSprite(index, pXProxSpr, kCmdSpriteProximity, nAffected);
break;
}
}
} else {
for (int a = connecthead; a >= 0; a = connectpoint2[a]) {
if (gPlayer[a].pXSprite->health > 0 && CheckProximity(gPlayer[a].pSprite, x, y, z, sectnum, 96)) {
trTriggerSprite(index, pXProxSpr, kCmdSpriteProximity, gPlayer[a].pSprite->index);
break;
}
}
}
}
}
// by NoOne: process sight sprites (for players only)
if (gSightSpritesCount > 0) {
for (int i = 0; i < gSightSpritesCount; i++) {
if (sprite[gSightSpritesList[i]].extra < 0) continue;
XSPRITE * pXSightSpr = &xsprite[sprite[gSightSpritesList[i]].extra];
if (!pXSightSpr->Sight || (!pXSightSpr->Interrutable && pXSightSpr->state != pXSightSpr->restState) || pXSightSpr->locked == 1 ||
pXSightSpr->isTriggered) continue; // don't process locked or triggered sprites
int x = sprite[gSightSpritesList[i]].x; int y = sprite[gSightSpritesList[i]].y;
int z = sprite[gSightSpritesList[i]].z; int index = sprite[gSightSpritesList[i]].xvel;
int sectnum = sprite[gSightSpritesList[i]].sectnum;
for (int a = connecthead; a >= 0; a = connectpoint2[a]) {
spritetype* pPlaySprite = gPlayer[a].pSprite;
if (gPlayer[a].pXSprite->health > 0 && cansee(x, y, z, sectnum, pPlaySprite->x, pPlaySprite->y, pPlaySprite->z, pPlaySprite->sectnum)) {
trTriggerSprite(index, pXSightSpr, kCmdSpriteSight, pPlaySprite->index);
break;
}
}
}
}
// by NoOne: process Debris sprites for movement
if (gPhysSpritesCount > 0) {
//System.err.println("PHYS COUNT: "+gPhysSpritesCount);
for (int i = 0; i < gPhysSpritesCount; i++) {
if (gPhysSpritesList[i] == -1) continue;
else if (sprite[gPhysSpritesList[i]].statnum == kStatFree || (sprite[gPhysSpritesList[i]].flags & kHitagFree) != 0) {
gPhysSpritesList[i] = -1;
continue;
}
XSPRITE* pXDebris = &xsprite[sprite[gPhysSpritesList[i]].extra];
if (!(pXDebris->physAttr & kPhysMove) && !(pXDebris->physAttr & kPhysGravity)) {
gPhysSpritesList[i] = -1;
continue;
}
spritetype* pDebris = &sprite[gPhysSpritesList[i]];
XSECTOR* pXSector = (sector[pDebris->sectnum].extra >= 0) ? &xsector[sector[pDebris->sectnum].extra] : NULL;
viewBackupSpriteLoc(pDebris->xvel, pDebris);
int airVel = gSpriteMass[pDebris->extra].airVel;
if (pXSector != NULL) {
if (pXSector->Underwater) airVel <<= 6;
if (pXSector->panVel != 0) {
int top, bottom;
GetSpriteExtents(pDebris,&top,&bottom);
if (getflorzofslope(pDebris->sectnum, pDebris->x, pDebris->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 = mulscale16(speed, pXSector->busy);
}
if (sector[pDebris->sectnum].floorstat & 64)
angle = (angle + GetWallAngle(sector[pDebris->sectnum].wallptr) + 512) & 2047;
int dx = mulscale30(speed, Cos(angle));
int dy = mulscale30(speed, Sin(angle));
xvel[pDebris->xvel] += dx;
yvel[pDebris->xvel] += dy;
}
}
}
actAirDrag(pDebris, airVel);
if (((pDebris->index >> 8) & 15) == (gFrame & 15) && (pXDebris->physAttr & kPhysGravity))
pXDebris->physAttr |= kPhysFalling;
if ((pXDebris->physAttr & 4) == 0 && xvel[pDebris->xvel] == 0 && yvel[pDebris->xvel] == 0 &&
zvel[pDebris->xvel] == 0 && velFloor[pDebris->sectnum] == 0 && velCeil[pDebris->sectnum] == 0)
continue;
debrisMove(i);
}
}
}
for (nSprite = headspritestat[kStatThing]; nSprite >= 0; nSprite = nextspritestat[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->flags&32)
continue;
int nXSprite = pSprite->extra;
if (nXSprite > 0) {
XSPRITE *pXSprite = &xsprite[nXSprite];
switch (pSprite->type) {
case kThingBloodBits:
case kThingBloodChunks:
case kThingZombieHead:
if (pXSprite->locked && gFrameClock >= pXSprite->targetX) pXSprite->locked = 0;
break;
}
if (pXSprite->burnTime > 0)
{
pXSprite->burnTime = ClipLow(pXSprite->burnTime-4,0);
actDamageSprite(actOwnerIdToSpriteId(pXSprite->burnSource), pSprite, DAMAGE_TYPE_1, 8);
}
if (pXSprite->Proximity) {
// by NoOne: don't process locked or 1-shot things for proximity
if (gModernMap && (pXSprite->locked || pXSprite->isTriggered))
continue;
if (pSprite->type == kThingDroppedLifeLeech) pXSprite->target = -1;
for (int nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nNextSprite)
{
nNextSprite = nextspritestat[nSprite2];
spritetype *pSprite2 = &sprite[nSprite2];
if (pSprite2->flags&32) continue;
XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
if ((unsigned int)pXSprite2->health > 0) {
// by NoOne: allow dudeLockout for proximity flag
if (gModernMap && pSprite->type != kThingDroppedLifeLeech && pXSprite->DudeLockout && !IsPlayerSprite(pSprite2))
continue;
int proxyDist = 96;
if (pSprite->type == kModernThingEnemyLifeLeech) proxyDist = 512;
else if (pSprite->type == kThingDroppedLifeLeech && pXSprite->target == -1) {
int nOwner = actOwnerIdToSpriteId(pSprite->owner);
spritetype *pOwner = &sprite[nOwner];
PLAYER *pPlayer = &gPlayer[pOwner->type - kDudePlayer1];
PLAYER *pPlayer2 = NULL;
if (IsPlayerSprite(pSprite2))
pPlayer2 = &gPlayer[pSprite2->type - kDudePlayer1];
if (nSprite2 == nOwner || 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(pSprite2, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, proxyDist)) {
switch (pSprite->type) {
case kModernThingTNTProx:
if (!IsPlayerSprite(pSprite2)) continue;
pSprite->pal = 0;
break;
case kThingDroppedLifeLeech:
if (!Chance(0x4000) && nNextSprite >= 0) continue;
if (pSprite2->cstat & CLIPMASK0) pXSprite->target = pSprite2->index;
else continue;
break;
case kModernThingEnemyLifeLeech:
if (pXSprite->target != pSprite2->xvel) continue;
break;
}
if (pSprite->owner == -1) actPropagateSpriteOwner(pSprite, pSprite2);
trTriggerSprite(nSprite, pXSprite, kCmdSpriteProximity, pSprite2->index);
}
}
}
}
}
}
for (nSprite = headspritestat[kStatThing]; nSprite >= 0; nSprite = nextspritestat[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->flags & 32)
continue;
int nSector = pSprite->sectnum;
int nXSprite = pSprite->extra;
dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
int nXSector = sector[nSector].extra;
XSECTOR *pXSector = NULL;
if (nXSector > 0)
{
dassert(nXSector > 0 && nXSector < kMaxXSectors);
dassert(xsector[nXSector].reference == nSector);
pXSector = &xsector[nXSector];
}
if (pXSector && pXSector->panVel && (pXSector->panAlways || pXSector->state || pXSector->busy))
{
int nType = pSprite->type - kThingBase;
THINGINFO *pThingInfo = &thingInfo[nType];
if (pThingInfo->flags & 1)
pSprite->flags |= 1;
if (pThingInfo->flags & 2)
pSprite->flags |= 4;
}
if (pSprite->flags&3)
{
viewBackupSpriteLoc(nSprite, pSprite);
if (pXSector && pXSector->panVel)
{
int top, bottom;
GetSpriteExtents(pSprite, &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 = mulscale16(speed, pXSector->busy);
}
if (sector[nSector].floorstat&64)
angle = (angle+GetWallAngle(sector[nSector].wallptr)+512)&2047;
int dx = mulscale30(speed, Cos(angle));
int dy = mulscale30(speed, Sin(angle));
xvel[nSprite] += dx;
yvel[nSprite] += dy;
}
}
actAirDrag(pSprite, 128);
if (((pSprite->index>>8)&15) == (gFrame&15) && (pSprite->flags&2))
pSprite->flags |= 4;
if ((pSprite->flags&4) || xvel[nSprite] || yvel[nSprite] || zvel[nSprite] ||
velFloor[pSprite->sectnum] || velCeil[pSprite->sectnum])
{
int hit = MoveThing(pSprite);
if (hit)
{
int nXSprite = pSprite->extra;
if (nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
if (pXSprite->Impact)
trTriggerSprite(nSprite, pXSprite, kCmdOff, -1);
switch (pSprite->type) {
case kThingDripWater:
case kThingDripBlood:
MakeSplash(pSprite, pXSprite);
break;
case kModernThingThrowableRock:
seqSpawn(24, 3, nXSprite, -1);
if ((hit & 0xc000) == 0xc000)
{
pSprite->xrepeat = 32;
pSprite->yrepeat = 32;
int nObject = hit & 0x3fff;
dassert(nObject >= 0 && nObject < kMaxSprites);
spritetype * pObject = &sprite[nObject];
actDamageSprite(actSpriteOwnerToSpriteId(pSprite), pObject, DAMAGE_TYPE_0, pXSprite->data1);
}
break;
case kThingBone:
seqSpawn(24, 3, nXSprite, -1);
if ((hit&0xc000) == 0xc000)
{
int nObject = hit & 0x3fff;
dassert(nObject >= 0 && nObject < kMaxSprites);
spritetype *pObject = &sprite[nObject];
actDamageSprite(actSpriteOwnerToSpriteId(pSprite), pObject, DAMAGE_TYPE_0, 12);
}
break;
case kThingPodFireBall:
if ((hit&0xc000) == 0x4000)
{
sub_2A620(actSpriteOwnerToSpriteId(pSprite), pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 200, 1, 20, DAMAGE_TYPE_3, 6, 0, 0, 0);
evPost(pSprite->index, 3, 0, kCallbackFXPodBloodSplat);
}
else
{
int nObject = hit & 0x3fff;
if ((hit&0xc000) != 0xc000 && (nObject < 0 || nObject >= 4096))
break;
dassert(nObject >= 0 && nObject < kMaxSprites);
spritetype *pObject = &sprite[nObject];
actDamageSprite(actSpriteOwnerToSpriteId(pSprite), pObject, DAMAGE_TYPE_0, 12);
evPost(pSprite->index, 3, 0, kCallbackFXPodBloodSplat);
}
break;
case kThingPodGreenBall:
{
int nObject = hit & 0x3fff;
if ((hit&0xc000) != 0xc000 && (nObject < 0 || nObject >= 4096))
break;
dassert(nObject >= 0 && nObject < kMaxSprites);
int UNUSED(nOwner) = actSpriteOwnerToSpriteId(pSprite);
actExplodeSprite(pSprite);
break;
}
}
}
}
}
}
}
for (nSprite = headspritestat[kStatProjectile]; nSprite >= 0; nSprite = nextspritestat[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->flags & 32)
continue;
viewBackupSpriteLoc(nSprite, pSprite);
int hit = MoveMissile(pSprite);
if (hit >= 0)
actImpactMissile(pSprite, hit);
}
for (nSprite = headspritestat[kStatExplosion]; nSprite >= 0; nSprite = nextspritestat[nSprite])
{
char v24c[(kMaxSectors+7)>>3];
spritetype *pSprite = &sprite[nSprite];
if (pSprite->flags & 32)
continue;
int nOwner = actSpriteOwnerToSpriteId(pSprite);
int nType = pSprite->type;
dassert(nType >= 0 && nType < kExplodeMax);
EXPLOSION *pExplodeInfo = &explodeInfo[nType];
int nXSprite = pSprite->extra;
dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
XSPRITE *pXSprite = &xsprite[nXSprite];
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
int nSector = pSprite->sectnum;
gAffectedSectors[0] = -1;
gAffectedXWalls[0] = -1;
int radius = pExplodeInfo->radius;
// By NoOne: 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;
GetClosestSpriteSectors(nSector, x, y, radius, gAffectedSectors, v24c, gAffectedXWalls);
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);
}
for (int nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2])
{
spritetype *pDude = &sprite[nSprite2];
if (pDude->flags & 32)
continue;
if (TestBitString(v24c, pDude->sectnum))
{
if (pXSprite->data1 && CheckProximity(pDude, x, y, z, nSector, radius))
{
if (pExplodeInfo->dmg && pXSprite->target == 0)
{
pXSprite->target = 1;
actDamageSprite(nOwner, pDude, DAMAGE_TYPE_0, (pExplodeInfo->dmg+Random(pExplodeInfo->dmgRng))<<4);
}
if (pExplodeInfo->dmgType)
ConcussSprite(nOwner, pDude, x, y, z, pExplodeInfo->dmgType);
if (pExplodeInfo->burnTime)
{
dassert(pDude->extra > 0 && pDude->extra < kMaxXSprites);
XSPRITE *pXDude = &xsprite[pDude->extra];
if (!pXDude->burnTime)
evPost(nSprite2, 3, 0, kCallbackFXFlameLick);
actBurnSprite(pSprite->owner, pXDude, pExplodeInfo->burnTime<<2);
}
}
}
}
for (int nSprite2 = headspritestat[kStatThing]; nSprite2 >= 0; nSprite2 = nextspritestat[nSprite2])
{
spritetype *pThing = &sprite[nSprite2];
if (pThing->flags & 32)
continue;
if (TestBitString(v24c, pThing->sectnum))
{
if (pXSprite->data1 && CheckProximity(pThing, x, y, z, nSector, radius))
{
XSPRITE *pXSprite2 = &xsprite[pThing->extra];
if (!pXSprite2->locked)
{
if (pExplodeInfo->dmgType)
ConcussSprite(nOwner, pThing, x, y, z, pExplodeInfo->dmgType);
if (pExplodeInfo->burnTime)
{
dassert(pThing->extra > 0 && pThing->extra < kMaxXSprites);
XSPRITE *pXThing = &xsprite[pThing->extra];
if (pThing->type == kThingTNTBarrel && !pXThing->burnTime)
evPost(nSprite2, 3, 0, kCallbackFXFlameLick);
actBurnSprite(pSprite->owner, pXThing, pExplodeInfo->burnTime<<2);
}
}
}
}
}
// by NoOne: add impulse for sprites from physics list
if (gPhysSpritesCount > 0 && pExplodeInfo->dmgType != 0 && pXSprite->data1 != 0) {
for (int i = 0; i < gPhysSpritesCount; i++) {
if (gPhysSpritesList[i] == -1) continue;
else if (sprite[gPhysSpritesList[i]].sectnum < 0 || (sprite[gPhysSpritesList[i]].flags & kHitagFree) != 0)
continue;
spritetype* pDebris = &sprite[gPhysSpritesList[i]];
if (!TestBitString(v24c, pDebris->sectnum) || !CheckProximity(pDebris, x, y, z, nSector, radius)) continue;
else debrisConcuss(nOwner, i, x, y, z, pExplodeInfo->dmgType);
}
}
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 = divscale16(pXSprite->data2, nDist);
gPlayer[p].flickerEffect += t;
}
// By NoOne: if data4 > 0, do not remove explosion. This can be useful when designer wants put explosion generator in map manually
// via sprite statnum 2.
if (!gModernMap || !(pSprite->flags & kModernTypeFlag1)) {
pXSprite->data1 = ClipLow(pXSprite->data1 - 4, 0);
pXSprite->data2 = ClipLow(pXSprite->data2 - 4, 0);
pXSprite->data3 = ClipLow(pXSprite->data3 - 4, 0);
}
if (pXSprite->data1 == 0 && pXSprite->data2 == 0 && pXSprite->data3 == 0 && seqGetStatus(3, nXSprite) < 0)
actPostSprite(nSprite, kStatFree);
}
for (nSprite = headspritestat[kStatTraps]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
spritetype *pSprite = &sprite[nSprite];
if (pSprite->flags & 32)
continue;
int nXSprite = pSprite->extra;
dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
XSPRITE *pXSprite = &xsprite[nXSprite];
switch (pSprite->type) {
case kTrapSawCircular:
pXSprite->data2 = ClipLow(pXSprite->data2-4, 0);
break;
case kTrapFlame:
if (pXSprite->state && seqGetStatus(3, nXSprite) < 0) {
int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
int t = (pXSprite->data1<<23)/120;
int dx = mulscale30(t, Cos(pSprite->ang));
int dy = mulscale30(t, Sin(pSprite->ang));
for (int i = 0; i < 2; i++)
{
spritetype *pFX = gFX.fxSpawn(FX_32, pSprite->sectnum, x, y, z, 0);
if (pFX)
{
xvel[pFX->index] = dx + Random2(0x8888);
yvel[pFX->index] = dy + Random2(0x8888);
zvel[pFX->index] = Random2(0x8888);
}
x += (dx/2)>>12;
y += (dy/2)>>12;
}
dy = Sin(pSprite->ang)>>16;
dx = Cos(pSprite->ang)>>16;
gVectorData[VECTOR_TYPE_20].maxDist = pXSprite->data1<<9;
actFireVector(pSprite, 0, 0, dx, dy, Random2(0x8888), VECTOR_TYPE_20);
}
break;
}
}
for (nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->flags & 32)
continue;
int nXSprite = pSprite->extra;
if (nXSprite > 0)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
if (pXSprite->burnTime > 0)
{
switch (pSprite->type)
{
case kDudeBurningInnocent:
case kDudeBurningCultist:
case kDudeBurningZombieAxe:
case kDudeBurningZombieButcher:
actDamageSprite(actOwnerIdToSpriteId(pXSprite->burnSource), pSprite, DAMAGE_TYPE_1, 8);
break;
default:
pXSprite->burnTime = ClipLow(pXSprite->burnTime-4, 0);
actDamageSprite(actOwnerIdToSpriteId(pXSprite->burnSource), pSprite, DAMAGE_TYPE_1, 8);
break;
}
}
// By NoOne: handle incarnations of custom dude
if (pSprite->type == kDudeModernCustom && pXSprite->txID > 0 && pXSprite->health <= 0 && seqGetStatus(3, nXSprite) < 0) {
XSPRITE* pXIncarnation = getNextIncarnation(pXSprite);
if (pXIncarnation != NULL) {
spritetype* pIncarnation = &sprite[pXIncarnation->reference];
pXSprite->key = pXSprite->dropMsg = pXSprite->locked = 0;
// save incarnation's going on and off options
bool triggerOn = pXIncarnation->triggerOn;
bool triggerOff = pXIncarnation->triggerOff;
// then remove it from incarnation so it will not send the commands
pXIncarnation->triggerOn = false;
pXIncarnation->triggerOff = false;
// trigger dude death before transform
trTriggerSprite(nSprite, pXSprite, kCmdOff, pSprite->owner);
pSprite->type = pIncarnation->type;
pSprite->flags = pIncarnation->flags;
pSprite->pal = pIncarnation->pal;
pSprite->shade = pIncarnation->shade;
pSprite->clipdist = pIncarnation->clipdist;
pSprite->xrepeat = pIncarnation->xrepeat;
pSprite->yrepeat = pIncarnation->yrepeat;
pXSprite->txID = pXIncarnation->txID;
pXSprite->command = pXIncarnation->command;
pXSprite->triggerOn = triggerOn;
pXSprite->triggerOff = triggerOff;
pXSprite->busyTime = pXIncarnation->busyTime;
pXSprite->waitTime = pXIncarnation->waitTime;
pXSprite->burnTime = 0;
pXSprite->burnSource = -1;
pXSprite->data1 = pXIncarnation->data1;
short oldData2 = pXSprite->data2; pXSprite->data2 = pXIncarnation->data2; // seq new seqId and save old one.
// if incarnation is active dude, it's sndStartId will be stored in sysData1, otherwise it will be data3
if (pIncarnation->statnum == kStatDude && pIncarnation->type == kDudeModernCustom) pXSprite->sysData1 = pXIncarnation->sysData1;
else pXIncarnation->data3;
pXSprite->data4 = pXIncarnation->data4;
pXSprite->dudeGuard = pXIncarnation->dudeGuard;
pXSprite->dudeDeaf = pXIncarnation->dudeDeaf;
pXSprite->dudeAmbush = pXIncarnation->dudeAmbush;
pXSprite->dudeFlag4 = pXIncarnation->dudeFlag4;
pXSprite->dropMsg = pXIncarnation->dropMsg;
pXSprite->key = pXIncarnation->key;
pXSprite->locked = pXIncarnation->locked;
pXSprite->Decoupled = pXIncarnation->Decoupled;
// clear drop items of the incarnation
pXIncarnation->key = pXIncarnation->dropMsg = 0;
// set hp
if (pXSprite->data4 <= 0) pXSprite->health = dudeInfo[pSprite->type - kDudeBase].startHealth << 4;
else pXSprite->health = ClipRange(pXSprite->data4 << 4, 1, 65535);
int seqId = dudeInfo[pSprite->type - kDudeBase].seqStartID;
switch (pSprite->type) {
case kDudePodMother: // fake dude
case kDudeTentacleMother: // fake dude
break;
case kDudeModernCustom:
case kDudeModernCustomBurning:
seqId = getSeqStartId(pXSprite);
if (seqId != oldData2)
getSpriteMassBySize(pSprite); // create or refresh mass cache
fallthrough__; // go below
default:
seqSpawn(seqId, 3, nXSprite, -1);
// save target
int target = pXSprite->target;
// re-init sprite
aiInitSprite(pSprite);
// try to restore target
if (target == -1) aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z);
else aiSetTarget(pXSprite, target);
// finally activate it
aiActivateDude(pSprite, pXSprite);
break;
}
// remove the incarnation in case if non-locked
if (pXIncarnation->locked == 0) {
pXIncarnation->txID = pIncarnation->type = 0;
actPostSprite(pIncarnation->xvel, kStatFree);
// or restore triggerOn and off options
} else {
pXIncarnation->triggerOn = triggerOn;
pXIncarnation->triggerOff = triggerOff;
}
} else {
// just trigger dude death
trTriggerSprite(nSprite, pXSprite, kCmdOff, pSprite->owner);
}
}
if (pSprite->type == kDudeCerberusTwoHead)
{
if (pXSprite->health <= 0 && seqGetStatus(3, nXSprite) < 0)
{
pXSprite->health = dudeInfo[28].startHealth<<4;
pSprite->type = kDudeCerberusOneHead;
if (pXSprite->target != -1)
aiSetTarget(pXSprite, pXSprite->target);
aiActivateDude(pSprite, pXSprite);
}
}
if (pXSprite->Proximity && !pXSprite->isTriggered)
{
for (int nSprite2 = headspritestat[kStatDude]; nSprite2 >= 0; nSprite2 = nNextSprite)
{
nNextSprite = nextspritestat[nSprite2];
spritetype *pSprite2 = &sprite[nSprite2];
if (pSprite2->flags&32)
continue;
XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
if ((unsigned int)pXSprite2->health > 0 && IsPlayerSprite(pSprite2)) {
if (CheckProximity(pSprite2, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 128))
trTriggerSprite(nSprite, pXSprite, kCmdSpriteProximity, pSprite2->index);
}
}
}
if (IsPlayerSprite(pSprite))
{
PLAYER *pPlayer = &gPlayer[pSprite->type-kDudePlayer1];
if (pPlayer->voodooTargets)
sub_41250(pPlayer);
if (pPlayer->hand && Chance(0x8000))
actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_4, 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(nSprite, pSprite, DAMAGE_TYPE_4, 3<<4);
}
else
pPlayer->chokeEffect = 0;
if (xvel[nSprite] || yvel[nSprite])
sfxPlay3DSound(pSprite, 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(pSprite, 3100+Random(11), 0, 2);
}
}
}
ProcessTouchObjects(pSprite, nXSprite);
}
}
for (nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->flags & 32)
continue;
int nXSprite = pSprite->extra;
dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
int nSector = pSprite->sectnum;
viewBackupSpriteLoc(nSprite, pSprite);
int nXSector = sector[nSector].extra;
XSECTOR *pXSector = NULL;
if (nXSector > 0)
{
dassert(nXSector > 0 && nXSector < kMaxXSectors);
dassert(xsector[nXSector].reference == nSector);
pXSector = &xsector[nXSector];
}
if (pXSector)
{
int top, bottom;
GetSpriteExtents(pSprite, &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 = mulscale16(speed, pXSector->busy);
}
if (sector[nSector].floorstat&64)
angle = (angle+GetWallAngle(sector[nSector].wallptr)+512)&2047;
int dx = mulscale30(speed, Cos(angle));
int dy = mulscale30(speed, Sin(angle));
xvel[nSprite] += dx;
yvel[nSprite] += dy;
}
}
if (pXSector && pXSector->Underwater)
actAirDrag(pSprite, 5376);
else
actAirDrag(pSprite, 128);
if ((pSprite->flags&4) || xvel[nSprite] || yvel[nSprite] || zvel[nSprite] ||
velFloor[pSprite->sectnum] || velCeil[pSprite->sectnum])
MoveDude(pSprite);
}
for (nSprite = headspritestat[kStatFlare]; nSprite >= 0; nSprite = nextspritestat[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->flags & 32)
continue;
int nXSprite = pSprite->extra;
dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
XSPRITE *pXSprite = &xsprite[nXSprite];
int nTarget = pXSprite->target;
dassert(nTarget >= 0);
viewBackupSpriteLoc(nSprite, pSprite);
dassert(nTarget < kMaxSprites);
spritetype *pTarget = &sprite[nTarget];
if (pTarget->statnum == kMaxStatus)
{
GibSprite(pSprite, GIBTYPE_17, NULL, NULL);
actPostSprite(pSprite->index, kStatFree);
}
if (pTarget->extra > 0 && xsprite[pTarget->extra].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 };
setsprite(nSprite,&pos);
xvel[nSprite] = xvel[nTarget];
yvel[nSprite] = yvel[nTarget];
zvel[nSprite] = zvel[nTarget];
}
else
{
GibSprite(pSprite, GIBTYPE_17, NULL, NULL);
actPostSprite(pSprite->index, kStatFree);
}
}
aiProcessDudes();
gFX.fxProcess();
}
spritetype * actSpawnSprite(int nSector, int x, int y, int z, int nStat, char a6)
{
int nSprite = InsertSprite(nSector, nStat);
if (nSprite >= 0)
sprite[nSprite].extra = -1;
else
{
nSprite = headspritestat[kStatPurge];
dassert(nSprite >= 0);
dassert(nSector >= 0 && nSector < kMaxSectors);
ChangeSpriteSect(nSprite, nSector);
actPostSprite(nSprite, nStat);
}
vec3_t pos = { x, y, z };
setsprite(nSprite, &pos);
spritetype *pSprite = &sprite[nSprite];
pSprite->type = kSpriteDecoration;
if (a6 && pSprite->extra == -1)
{
int nXSprite = dbInsertXSprite(nSprite);
gSpriteHit[nXSprite].florhit = 0;
gSpriteHit[nXSprite].ceilhit = 0;
if (!VanillaMode())
xsprite[nXSprite].target = -1;
}
return pSprite;
}
spritetype * actSpawnSprite(spritetype *pSource, int nStat);
spritetype *actSpawnDude(spritetype *pSource, short nType, int a3, int a4)
{
XSPRITE* pXSource = &xsprite[pSource->extra];
spritetype *pSprite2 = actSpawnSprite(pSource, kStatDude);
if (!pSprite2) return NULL;
XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
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 };
setsprite(pSprite2->index, &pos);
pSprite2->cstat |= 0x1101;
pSprite2->clipdist = dudeInfo[nDude].clipdist;
pXSprite2->health = dudeInfo[nDude].startHealth<<4;
pXSprite2->respawn = 1;
if (gSysRes.Lookup(dudeInfo[nDude].seqStartID, "SEQ"))
seqSpawn(dudeInfo[nDude].seqStartID, 3, pSprite2->extra, -1);
// By NoOne: 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) {
switch (pSource->type) { // allow inheriting only for selected source types
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;
break;
}
}
aiInitSprite(pSprite2);
return pSprite2;
}
spritetype * actSpawnSprite(spritetype *pSource, int nStat)
{
int nSprite = InsertSprite(pSource->sectnum, nStat);
if (nSprite < 0)
{
nSprite = headspritestat[kStatPurge];
dassert(nSprite >= 0);
dassert(pSource->sectnum >= 0 && pSource->sectnum < kMaxSectors);
ChangeSpriteSect(nSprite, pSource->sectnum);
actPostSprite(nSprite, nStat);
}
spritetype *pSprite = &sprite[nSprite];
pSprite->x = pSource->x;
pSprite->y = pSource->y;
pSprite->z = pSource->z;
xvel[nSprite] = xvel[pSource->index];
yvel[nSprite] = yvel[pSource->index];
zvel[nSprite] = zvel[pSource->index];
pSprite->flags = 0;
int nXSprite = dbInsertXSprite(nSprite);
gSpriteHit[nXSprite].florhit = 0;
gSpriteHit[nXSprite].ceilhit = 0;
if (!VanillaMode())
xsprite[nXSprite].target = -1;
return pSprite;
}
spritetype * actSpawnThing(int nSector, int x, int y, int z, int nThingType)
{
dassert(nThingType >= kThingBase && nThingType < kThingMax);
spritetype *pSprite = actSpawnSprite(nSector, x, y, z, 4, 1);
int nType = nThingType-kThingBase;
int nThing = pSprite->index;
int nXThing = pSprite->extra;
pSprite->type = nThingType;
dassert(nXThing > 0 && nXThing < kMaxXSprites);
XSPRITE *pXThing = &xsprite[nXThing];
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;
SetBitString(show2dsprite, pSprite->index);
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:
case kModernThingEnemyLifeLeech:
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 = (int)gFrameClock+180.0;
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 = (int)gFrameClock+180.0;
pXThing->locked = 1;
pXThing->state = 1;
pXThing->triggerOnce = 0;
pXThing->isTriggered = 0;
break;
case kThingArmedTNTStick:
evPost(nThing, 3, 0, kCallbackFXDynPuff);
sfxPlay3DSound(pSprite, 450, 0, 0);
break;
case kThingArmedTNTBundle:
sfxPlay3DSound(pSprite, 450, 0, 0);
evPost(nThing, 3, 0, kCallbackFXDynPuff);
break;
case kThingArmedSpray:
evPost(nThing, 3, 0, kCallbackFXDynPuff);
break;
}
return pSprite;
}
spritetype * actFireThing(spritetype *pSprite, int a2, int a3, int a4, int thingType, int a6)
{
dassert(thingType >= kThingBase && thingType < kThingMax);
int x = pSprite->x+mulscale30(a2, Cos(pSprite->ang+512));
int y = pSprite->y+mulscale30(a2, Sin(pSprite->ang+512));
int z = pSprite->z+a3;
x += mulscale28(pSprite->clipdist, Cos(pSprite->ang));
y += mulscale28(pSprite->clipdist, Sin(pSprite->ang));
if (HitScan(pSprite, z, x-pSprite->x, y-pSprite->y, 0, CLIPMASK0, pSprite->clipdist) != -1)
{
x = gHitInfo.hitx-mulscale28(pSprite->clipdist<<1, Cos(pSprite->ang));
y = gHitInfo.hity-mulscale28(pSprite->clipdist<<1, Sin(pSprite->ang));
}
spritetype *pThing = actSpawnThing(pSprite->sectnum, x, y, z, thingType);
actPropagateSpriteOwner(pThing, pSprite);
pThing->ang = pSprite->ang;
xvel[pThing->index] = mulscale30(a6, Cos(pThing->ang));
yvel[pThing->index] = mulscale30(a6, Sin(pThing->ang));
zvel[pThing->index] = mulscale(a6, a4, 14);
xvel[pThing->index] += xvel[pSprite->index]/2;
yvel[pThing->index] += yvel[pSprite->index]/2;
zvel[pThing->index] += zvel[pSprite->index]/2;
return pThing;
}
spritetype* actFireMissile(spritetype *pSprite, int a2, int a3, int a4, int a5, int a6, int nType)
{
dassert(nType >= kMissileBase && nType < kMissileMax);
char v4 = 0;
int nSprite = pSprite->index;
MissileType *pMissileInfo = &missileInfo[nType-kMissileBase];
int x = pSprite->x+mulscale30(a2, Cos(pSprite->ang+512));
int y = pSprite->y+mulscale30(a2, Sin(pSprite->ang+512));
int z = pSprite->z+a3;
int clipdist = pMissileInfo->clipDist+pSprite->clipdist;
x += mulscale28(clipdist, Cos(pSprite->ang));
y += mulscale28(clipdist, Sin(pSprite->ang));
int hit = HitScan(pSprite, z, x-pSprite->x, y-pSprite->y, 0, CLIPMASK0, clipdist);
if (hit != -1)
{
if (hit == 3 || hit == 0)
{
v4 = 1;
x = gHitInfo.hitx-mulscale30(Cos(pSprite->ang), 16);
y = gHitInfo.hity-mulscale30(Sin(pSprite->ang), 16);
}
else
{
x = gHitInfo.hitx-mulscale28(pMissileInfo->clipDist<<1, Cos(pSprite->ang));
y = gHitInfo.hity-mulscale28(pMissileInfo->clipDist<<1, Sin(pSprite->ang));
}
}
spritetype *pMissile = actSpawnSprite(pSprite->sectnum, x, y, z, 5, 1);
int nMissile = pMissile->index;
SetBitString(show2dsprite, nMissile);
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;
xvel[nMissile] = mulscale(pMissileInfo->velocity, a4, 14);
yvel[nMissile] = mulscale(pMissileInfo->velocity, a5, 14);
zvel[nMissile] = mulscale(pMissileInfo->velocity, a6, 14);
actPropagateSpriteOwner(pMissile, pSprite);
pMissile->cstat |= 1;
int nXSprite = pMissile->extra;
dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
xsprite[nXSprite].target = -1;
evPost(nMissile, 3, 600, kCallbackRemove);
actBuildMissile(pMissile, nXSprite, nSprite);
if (v4)
{
actImpactMissile(pMissile, hit);
pMissile = NULL;
}
return pMissile;
}
void actBuildMissile(spritetype* pMissile, int nXSprite, int nSprite) {
int nMissile = pMissile->index;
switch (pMissile->type) {
case kMissileLifeLeechRegular:
evPost(nMissile, 3, 0, kCallbackFXFlameLick);
break;
case kMissileTeslaAlt:
evPost(nMissile, 3, 0, kCallbackFXTeslaAlt);
break;
case kMissilePukeGreen:
seqSpawn(29, 3, nXSprite, -1);
break;
case kMissileButcherKnife:
pMissile->cstat |= 16;
break;
case kMissileTeslaRegular:
sfxPlay3DSound(pMissile, 251, 0, 0);
break;
case kMissileEctoSkull:
seqSpawn(2, 3, nXSprite, -1);
sfxPlay3DSound(pMissile, 493, 0, 0);
break;
case kMissileFireballNapam:
seqSpawn(61, 3, nXSprite, nNapalmClient);
sfxPlay3DSound(pMissile, 441, 0, 0);
break;
case kMissileFireball:
seqSpawn(22, 3, nXSprite, nFireballClient);
sfxPlay3DSound(pMissile, 441, 0, 0);
break;
case kMissileFlameHound:
seqSpawn(27, 3, nXSprite, -1);
xvel[nMissile] += xvel[nSprite] / 2 + Random2(0x11111);
yvel[nMissile] += yvel[nSprite] / 2 + Random2(0x11111);
zvel[nMissile] += zvel[nSprite] / 2 + Random2(0x11111);
break;
case kMissileFireballCerberus:
seqSpawn(61, 3, nXSprite, dword_2192E0);
sfxPlay3DSound(pMissile, 441, 0, 0);
break;
case kMissileFireballTchernobog:
seqSpawn(23, 3, nXSprite, dword_2192D8);
xvel[nMissile] += xvel[nSprite] / 2 + Random2(0x11111);
yvel[nMissile] += yvel[nSprite] / 2 + Random2(0x11111);
zvel[nMissile] += zvel[nSprite] / 2 + Random2(0x11111);
break;
case kMissileFlameSpray:
if (Chance(0x8000))
seqSpawn(0, 3, nXSprite, -1);
else
seqSpawn(1, 3, nXSprite, -1);
xvel[nMissile] += xvel[nSprite] + Random2(0x11111);
yvel[nMissile] += yvel[nSprite] + Random2(0x11111);
zvel[nMissile] += zvel[nSprite] + Random2(0x11111);
break;
case kMissileFlareAlt:
evPost(nMissile, 3, 30, kCallbackFXFlareBurst);
evPost(nMissile, 3, 0, kCallbackFXFlareSpark);
sfxPlay3DSound(pMissile, 422, 0, 0);
break;
case kMissileFlareRegular:
evPost(nMissile, 3, 0, kCallbackFXFlareSpark);
sfxPlay3DSound(pMissile, 422, 0, 0);
break;
case kMissileLifeLeechAltSmall:
evPost(nMissile, 3, 0, kCallbackFXArcSpark);
break;
case kMissileArcGargoyle:
sfxPlay3DSound(pMissile, 252, 0, 0);
break;
}
}
int actGetRespawnTime(spritetype *pSprite) {
if (pSprite->extra <= 0) return -1;
XSPRITE *pXSprite = &xsprite[pSprite->extra];
if (IsDudeSprite(pSprite) && !IsPlayerSprite(pSprite)) {
if (pXSprite->respawn == 2 || (pXSprite->respawn != 1 && gGameOptions.nMonsterSettings == 2))
return gGameOptions.nMonsterRespawnTime;
return -1;
}
if (IsWeaponSprite(pSprite)) {
if (pXSprite->respawn == 3 || gGameOptions.nWeaponSettings == 1) return 0;
else if (pXSprite->respawn != 1 && gGameOptions.nWeaponSettings != 0)
return gGameOptions.nWeaponRespawnTime;
return -1;
}
if (IsAmmoSprite(pSprite)) {
if (pXSprite->respawn == 2 || (pXSprite->respawn != 1 && gGameOptions.nWeaponSettings != 0))
return gGameOptions.nWeaponRespawnTime;
return -1;
}
if (IsItemSprite(pSprite)) {
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(spritetype *pSprite)
{
int nSprite = pSprite->index;
int nXSprite = pSprite->extra;
if (nXSprite > 0)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nRespawnTime = actGetRespawnTime(pSprite);
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 = mulscale16(nRespawnTime, 0xa000);
pSprite->owner = pSprite->statnum;
actPostSprite(pSprite->index, kStatRespawn);
pSprite->flags |= kHitagRespawn;
if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
{
pSprite->cstat &= ~257;
pSprite->x = baseSprite[nSprite].x;
pSprite->y = baseSprite[nSprite].y;
pSprite->z = baseSprite[nSprite].z;
}
evPost(nSprite, 3, nRespawnTime, kCallbackRespawn);
}
return 1;
}
return 0;
}
bool actCanSplatWall(int nWall)
{
dassert(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(spritetype *pShooter, int a2, int a3, int a4, int a5, int a6, VECTOR_TYPE vectorType)
{
int nShooter = pShooter->index;
dassert(vectorType >= 0 && vectorType < kVectorMax);
VECTORDATA *pVectorData = &gVectorData[vectorType];
int nRange = pVectorData->maxDist;
int hit = VectorScan(pShooter, a2, a3, a4, a5, a6, nRange, 1);
if (hit == 3)
{
int nSprite = gHitInfo.hitsprite;
dassert(nSprite >= 0 && nSprite < kMaxSprites);
spritetype *pSprite = &sprite[nSprite];
if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pShooter, pSprite)) return;
if (IsPlayerSprite(pSprite)) {
PLAYER *pPlayer = &gPlayer[pSprite->type-kDudePlayer1];
if (powerupCheck(pPlayer, kPwUpReflectShots))
{
gHitInfo.hitsprite = nShooter;
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;
char 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;
dassert(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];
dassert(nSurf < kSurfMax);
if (pVectorData->surfHit[nSurf].fx1 >= 0)
{
spritetype *pFX = gFX.fxSpawn(pVectorData->surfHit[nSurf].fx1, nSector, x, y, z, 0);
if (pFX)
{
pFX->ang = (GetWallAngle(nWall)+512)&2047;
pFX->cstat |= 16;
}
}
}
break;
}
case 4:
{
int nWall = gHitInfo.hitwall;
dassert(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:
{
int nSprite = gHitInfo.hitsprite;
nSurf = surfType[sprite[nSprite].picnum];
dassert(nSprite >= 0 && nSprite < kMaxSprites);
spritetype *pSprite = &sprite[nSprite];
x -= mulscale(a4, 112, 14);
y -= mulscale(a5, 112, 14);
z -= mulscale(a6, 112<<4, 14);
int shift = 4;
if (vectorType == VECTOR_TYPE_0 && !IsPlayerSprite(pSprite))
shift = 3;
actDamageSprite(nShooter, pSprite, pVectorData->dmgType, pVectorData->dmg<<shift);
int nXSprite = pSprite->extra;
if (nXSprite > 0)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
if (pXSprite->Vector)
trTriggerSprite(nSprite, pXSprite, kCmdSpriteImpact, nShooter);
}
if (pSprite->statnum == kStatThing)
{
int t = thingInfo[pSprite->type-kThingBase].mass;
if (t > 0 && pVectorData->impulse)
{
int t2 = divscale(pVectorData->impulse, t, 8);
xvel[nSprite] += mulscale16(a4, t2);
yvel[nSprite] += mulscale16(a5, t2);
zvel[nSprite] += mulscale16(a6, t2);
}
if (pVectorData->burnTime)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
if (!pXSprite->burnTime)
evPost(nSprite, 3, 0, kCallbackFXFlameLick);
actBurnSprite(actSpriteIdToOwnerId(nShooter), pXSprite, pVectorData->burnTime);
}
}
if (pSprite->statnum == kStatDude)
{
int t = pSprite->type == kThingBloodChunks ? 0 : dudeInfo[pSprite->type-kDudeBase].mass;
if (IsDudeSprite(pSprite)) {
switch (pSprite->type) {
case kDudeModernCustom:
case kDudeModernCustomBurning:
t = getSpriteMassBySize(pSprite);
break;
}
}
if (t > 0 && pVectorData->impulse)
{
int t2 = divscale(pVectorData->impulse, t, 8);
xvel[nSprite] += mulscale16(a4, t2);
yvel[nSprite] += mulscale16(a5, t2);
zvel[nSprite] += mulscale16(a6, t2);
}
if (pVectorData->burnTime)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
if (!pXSprite->burnTime)
evPost(nSprite, 3, 0, kCallbackFXFlameLick);
actBurnSprite(actSpriteIdToOwnerId(nShooter), pXSprite, pVectorData->burnTime);
}
if (Chance(pVectorData->fxChance))
{
int t = gVectorData[19].maxDist;
a4 += Random3(4000);
a5 += Random3(4000);
a6 += Random3(4000);
if (HitScan(pSprite, 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];
VECTORDATA *pVectorData = &gVectorData[19];
FX_ID t2 = pVectorData->surfHit[nSurf].fx2;
FX_ID t3 = pVectorData->surfHit[nSurf].fx3;
spritetype *pFX = NULL;
if (t2 > FX_NONE && (t3 == FX_NONE || Chance(0x4000)))
pFX = gFX.fxSpawn(t2, nSector, x, y, z, 0);
else if(t3 > FX_NONE)
pFX = gFX.fxSpawn(t3, nSector, x, y, z, 0);
if (pFX)
{
zvel[pFX->index] = 0x2222;
pFX->ang = (GetWallAngle(nWall)+512)&2047;
pFX->cstat |= 16;
}
}
}
}
}
for (int i = 0; i < pVectorData->bloodSplats; i++)
if (Chance(pVectorData->splatChance))
fxSpawnBlood(pSprite, pVectorData->dmg<<4);
}
// by NoOne: add impulse for sprites from physics list
if (gPhysSpritesCount > 0 && pVectorData->impulse) {
int nIndex = isDebris(pSprite->index);
if (nIndex != -1 && (xsprite[pSprite->extra].physAttr & kPhysDebrisVector)) {
int impulse = divscale(pVectorData->impulse, ClipLow(gSpriteMass[pSprite->extra].mass, 10), 6);
xvel[nSprite] += mulscale16(a4, impulse);
yvel[nSprite] += mulscale16(a5, impulse);
zvel[nSprite] += mulscale16(a6, impulse);
if (pVectorData->burnTime != 0) {
if (!xsprite[nXSprite].burnTime) evPost(nSprite, 3, 0, kCallbackFXFlameLick);
actBurnSprite(actSpriteIdToOwnerId(nShooter), &xsprite[nXSprite], pVectorData->burnTime);
}
if (pSprite->type >= kThingBase && pSprite->type < kThingMax)
changespritestat(pSprite->index, kStatThing);
//actPostSprite(pSprite->index, kStatThing); // if it was a thing, return it's statnum back
}
}
break;
}
}
}
dassert(nSurf < kSurfMax);
if (pVectorData->surfHit[nSurf].fx2 >= 0)
gFX.fxSpawn(pVectorData->surfHit[nSurf].fx2, nSector, x, y, z, 0);
if (pVectorData->surfHit[nSurf].fx3 >= 0)
gFX.fxSpawn(pVectorData->surfHit[nSurf].fx3, nSector, x, y, z, 0);
if (pVectorData->surfHit[nSurf].fxSnd >= 0)
sfxPlay3DSound(x, y, z, pVectorData->surfHit[nSurf].fxSnd, nSector);
}
void FireballSeqCallback(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
spritetype *pFX = gFX.fxSpawn(FX_11, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
if (pFX)
{
int nFX = pFX->index;
xvel[nFX] = xvel[nSprite];
yvel[nFX] = yvel[nSprite];
zvel[nFX] = zvel[nSprite];
}
}
void NapalmSeqCallback(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
spritetype *pFX = gFX.fxSpawn(FX_12, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
if (pFX)
{
int nFX = pFX->index;
xvel[nFX] = xvel[nSprite];
yvel[nFX] = yvel[nSprite];
zvel[nFX] = zvel[nSprite];
}
}
void sub_3888C(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
spritetype *pFX = gFX.fxSpawn(FX_32, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
if (pFX)
{
int nFX = pFX->index;
xvel[nFX] = xvel[nSprite];
yvel[nFX] = yvel[nSprite];
zvel[nFX] = zvel[nSprite];
}
}
void sub_38938(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
spritetype *pFX = gFX.fxSpawn(FX_33, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0);
if (pFX)
{
int nFX = pFX->index;
xvel[nFX] = xvel[nSprite];
yvel[nFX] = yvel[nSprite];
zvel[nFX] = zvel[nSprite];
}
}
void TreeToGibCallback(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
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, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
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 = (int)gFrameClock;
pXSprite->state = 1;
}
void DudeToGibCallback2(int, int nXSprite)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
int nSprite = pXSprite->reference;
spritetype *pSprite = &sprite[nSprite];
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 = (int)gFrameClock;
pXSprite->state = 1;
}
void actPostSprite(int nSprite, int nStatus)
{
int n;
dassert(gPostCount < kMaxSprites);
dassert(nSprite < kMaxSprites && sprite[nSprite].statnum < kMaxStatus);
dassert(nStatus >= 0 && nStatus <= kStatFree);
if (sprite[nSprite].flags&32)
{
for (n = 0; n < gPostCount; n++)
if (gPost[n].at0 == nSprite)
break;
dassert(n < gPostCount);
}
else
{
n = gPostCount;
sprite[nSprite].flags |= 32;
gPostCount++;
}
gPost[n].at0 = nSprite;
gPost[n].at2 = nStatus;
}
void actPostProcess(void)
{
for (int i = 0; i < gPostCount; i++)
{
POSTPONE *pPost = &gPost[i];
int nSprite = pPost->at0;
spritetype *pSprite = &sprite[nSprite];
pSprite->flags &= ~32;
int nStatus = pPost->at2;
if (nStatus == kStatFree)
{
evKill(nSprite, 3);
if (sprite[nSprite].extra > 0)
seqKill(3, sprite[nSprite].extra);
DeleteSprite(nSprite);
}
else
ChangeSpriteStat(nSprite, nStatus);
}
gPostCount = 0;
}
void MakeSplash(spritetype *pSprite, XSPRITE *pXSprite)
{
UNREFERENCED_PARAMETER(pXSprite);
pSprite->flags &= ~2;
int nXSprite = pSprite->extra;
pSprite->z -= 4 << 8;
int nSurface = tileGetSurfType(gSpriteHit[nXSprite].florhit);
switch (pSprite->type) {
case kThingDripWater:
switch (nSurface) {
case kSurfWater:
seqSpawn(6, 3, nXSprite, -1);
sfxPlay3DSound(pSprite, 356, -1, 0);
break;
default:
seqSpawn(7, 3, nXSprite, -1);
sfxPlay3DSound(pSprite, 354, -1, 0);
break;
}
break;
case kThingDripBlood:
seqSpawn(8, 3, nXSprite, -1);
sfxPlay3DSound(pSprite, 354, -1, 0);
break;
}
}
class ActorLoadSave : public LoadSave
{
virtual void Load(void);
virtual void Save(void);
};
void ActorLoadSave::Load(void)
{
Read(gSpriteHit, sizeof(gSpriteHit));
Read(gAffectedSectors, sizeof(gAffectedSectors));
Read(gAffectedXWalls, sizeof(gAffectedXWalls));
Read(&gPostCount, sizeof(gPostCount));
Read(gPost, sizeof(gPost));
actInit(true);
}
void ActorLoadSave::Save(void)
{
Write(gSpriteHit, sizeof(gSpriteHit));
Write(gAffectedSectors, sizeof(gAffectedSectors));
Write(gAffectedXWalls, sizeof(gAffectedXWalls));
Write(&gPostCount, sizeof(gPostCount));
Write(gPost, sizeof(gPost));
}
static ActorLoadSave *myLoadSave;
void ActorLoadSaveConstruct(void)
{
myLoadSave = new ActorLoadSave();
}
// By NoOne: The following functions required for random event features
//-------------------------
int GetDataVal(spritetype* pSprite, int data) {
if (pSprite->extra >= 0) {
switch (data) {
case 0:
return xsprite[pSprite->extra].data1;
case 1:
return xsprite[pSprite->extra].data2;
case 2:
return xsprite[pSprite->extra].data3;
case 3:
return xsprite[pSprite->extra].data4;
}
}
return -1;
}
std::default_random_engine rng;
int my_random(int a, int b) {
std::uniform_int_distribution<int> dist_a_b(a, b);
return dist_a_b(rng);
}
// tries to get random data field of sprite
int GetRandDataVal(int *rData, spritetype* pSprite) {
int temp[4];
if (rData != NULL && pSprite != NULL) return -1;
else if (pSprite != NULL) {
if (pSprite->extra < 0)
return -1;
if (rData == NULL)
rData = temp;
XSPRITE* pXSprite = &xsprite[pSprite->extra];
rData[0] = pXSprite->data1; rData[2] = pXSprite->data3;
rData[1] = pXSprite->data2; rData[3] = pXSprite->data4;
}
else if (rData == NULL) {
return -1;
}
int random = 0;
// randomize only in case if at least 2 data fields are not empty
int a = 1; int b = -1;
for (int i = 0; i <= 3; i++) {
if (rData[i] == 0) {
if (a++ > 2)
return -1;
}
else if (b == -1) {
b++;
}
}
// try randomize few times
int maxRetries = 10;
while (maxRetries > 0) {
// use true random only for single player mode
// otherwise use Blood's default one. In the future it maybe possible to make
// host send info to clients about what was generated.
if (gGameOptions.nGameType != 0 || VanillaMode() || DemoRecordStatus()) random = Random(3);
else {
rng.seed(std::random_device()());
random = my_random(0, 4);
}
if (rData[random] > 0) return rData[random];
maxRetries--;
}
// if nothing, get first found data value from top
return rData[b];
}
// this function drops random item using random pickup generator(s)
spritetype* DropRandomPickupObject(spritetype* pSprite, short prevItem) {
spritetype* pSprite2 = NULL;
int rData[4]; int selected = -1;
rData[0] = xsprite[pSprite->extra].data1; rData[2] = xsprite[pSprite->extra].data3;
rData[1] = xsprite[pSprite->extra].data2; rData[3] = xsprite[pSprite->extra].data4;
// randomize only in case if at least 2 data fields fits.
for (int i = 0; i <= 3; i++)
if (rData[i] < kItemWeaponBase || rData[i] >= kItemMax)
rData[i] = 0;
int maxRetries = 9;
while ((selected = GetRandDataVal(rData, NULL)) == prevItem) if (maxRetries-- <= 0) break;
if (selected > 0) {
spritetype* pSource = pSprite; XSPRITE* pXSource = &xsprite[pSource->extra];
pSprite2 = actDropObject(pSprite, selected);
if (pSprite2 != NULL) {
pXSource->dropMsg = pSprite2->type; // store dropped item type in dropMsg
pSprite2->x = pSource->x;
pSprite2->y = pSource->y;
pSprite2->z = pSource->z;
if ((pSource->flags & kModernTypeFlag1) && (pXSource->txID > 0 || (pXSource->txID != 3 && pXSource->lockMsg > 0)) &&
dbInsertXSprite(pSprite2->xvel) > 0) {
XSPRITE * pXSprite2 = &xsprite[pSprite2->extra];
// inherit spawn sprite trigger settings, so designer can send command when item picked up.
pXSprite2->txID = pXSource->txID;
pXSprite2->command = pXSource->command;
pXSprite2->triggerOn = pXSource->triggerOn;
pXSprite2->triggerOff = pXSource->triggerOff;
pXSprite2->Pickup = true;
}
}
}
return pSprite2;
}
// this function spawns random dude using dudeSpawn
spritetype* spawnRandomDude(spritetype* pSprite) {
spritetype* pSprite2 = NULL;
if (pSprite->extra >= 0) {
int rData[4]; int selected = -1;
rData[0] = xsprite[pSprite->extra].data1; rData[2] = xsprite[pSprite->extra].data3;
rData[1] = xsprite[pSprite->extra].data2; rData[3] = xsprite[pSprite->extra].data4;
// randomize only in case if at least 2 data fields fits.
for (int i = 0; i <= 3; i++)
if (rData[i] < kDudeBase || rData[i] >= kDudeMax)
rData[i] = 0;
if ((selected = GetRandDataVal(rData,NULL)) > 0)
pSprite2 = actSpawnDude(pSprite, selected, -1, 0);
}
return pSprite2;
}
//-------------------------
// By NoOne: this function plays sound predefined in missile info
bool sfxPlayMissileSound(spritetype* pSprite, int missileId) {
MissileType* pMissType = &missileInfo[missileId - kMissileBase];
if (Chance(0x4000))
sfxPlay3DSound(pSprite, pMissType->fireSound[0], -1, 0);
else
sfxPlay3DSound(pSprite, pMissType->fireSound[1], -1, 0);
return true;
}
// By NoOne: this function plays sound predefined in vector info
bool sfxPlayVectorSound(spritetype* pSprite, int vectorId) {
VECTORDATA* pVectorData = &gVectorData[vectorId];
if (Chance(0x4000))
sfxPlay3DSound(pSprite, pVectorData->fireSound[0], -1, 0);
else
sfxPlay3DSound(pSprite, pVectorData->fireSound[1], -1, 0);
return true;
}
// By NoOne: this function allows to spawn new custom dude and inherit spawner settings,
// so custom dude can have different weapons, hp and so on...
spritetype* actSpawnCustomDude(spritetype* pSprite, int nDist) {
spritetype* pSource = pSprite; XSPRITE* pXSource = &xsprite[pSource->extra];
spritetype* pDude = actSpawnSprite(pSprite,6); XSPRITE* pXDude = &xsprite[pDude->extra];
int x, y, z = pSprite->z, nAngle = pSprite->ang, nType = kDudeModernCustom;
if (nDist > 0) {
x = pSprite->x + mulscale30r(Cos(nAngle), nDist);
y = pSprite->y + mulscale30r(Sin(nAngle), nDist);
}
else {
x = pSprite->x;
y = pSprite->y;
}
pDude->type = nType; pDude->ang = nAngle;
vec3_t pos = { x, y, z }; setsprite(pDude->index, &pos);
pDude->cstat |= 0x1101; pDude->clipdist = dudeInfo[nType - kDudeBase].clipdist;
// inherit weapon, seq and sound settings.
pXDude->data1 = pXSource->data1;
pXDude->data2 = pXSource->data2;
pXDude->sysData1 = pXSource->data3; // move sndStartId from data3 to sysData1
pXDude->data3 = 0;
// spawn seq
seqSpawn(getSeqStartId(pXDude), 3, pDude->extra, -1);
// inherit movement speed.
pXDude->busyTime = pXSource->busyTime;
// inherit clipdist?
if (pSource->clipdist > 0) pDude->clipdist = pSource->clipdist;
// inherit custom hp settings
if (pXSource->data4 <= 0) pXDude->health = dudeInfo[nType].startHealth << 4;
else pXDude->health = ClipRange(pXSource->data4 << 4, 1, 65535);
if (pSource->flags & kModernTypeFlag1) {
switch (pSource->type) {
case kModernCustomDudeSpawn:
//inherit pal?
if (pDude->pal <= 0) pDude->pal = pSource->pal;
// inherit spawn sprite trigger settings, so designer can count monsters.
pXDude->txID = pXSource->txID;
pXDude->command = pXSource->command;
pXDude->triggerOn = pXSource->triggerOn;
pXDude->triggerOff = pXSource->triggerOff;
// inherit drop items
pXDude->dropMsg = pXSource->dropMsg;
// inherit required key so it can be dropped
pXDude->key = pXSource->key;
// inherit dude flags
pXDude->dudeDeaf = pXSource->dudeDeaf;
pXDude->dudeGuard = pXSource->dudeGuard;
pXDude->dudeAmbush = pXSource->dudeAmbush;
pXDude->dudeFlag4 = pXSource->dudeFlag4;
break;
}
}
aiInitSprite(pDude);
return pDude;
}
int getSpriteMassBySize(spritetype* pSprite) {
int mass = 0; int seqId = -1; Seq* pSeq = NULL;
if (IsDudeSprite(pSprite)) {
switch (pSprite->type) {
case kDudePodMother: // fake dude, no seq
break;
case kDudeModernCustom:
case kDudeModernCustomBurning:
seqId = xsprite[pSprite->extra].data2;
break;
default:
seqId = dudeInfo[pSprite->type - kDudeBase].seqStartID;
break;
}
} else if (pSprite->extra >= 0) {
seqId = seqGetID(3, pSprite->extra);
}
SPRITEMASS* cached = &gSpriteMass[pSprite->extra];
if (((seqId >= 0 && seqId == cached->seqId) || pSprite->picnum == cached->picnum) && pSprite->xrepeat == cached->xrepeat &&
pSprite->yrepeat == cached->yrepeat && pSprite->clipdist == cached->clipdist) {
return cached->mass;
}
short picnum = pSprite->picnum;
short massDiv = 30; short addMul = 2; short subMul = 2;
if (seqId >= 0) {
DICTNODE* hSeq = gSysRes.Lookup(seqId, "SEQ");
if (hSeq)
{
pSeq = (Seq*)gSysRes.Load(hSeq);
picnum = seqGetTile(&pSeq->frames[0]);
}
else
picnum = pSprite->picnum;
}
int clipDist = ClipRange(pSprite->clipdist, 1, 255);
short x = tilesiz[picnum].x; short y = tilesiz[picnum].y;
short xrepeat = pSprite->xrepeat; short yrepeat = pSprite->yrepeat;
// take surface type into account
switch (tileGetSurfType(pSprite->xvel + 0xc000)) {
case 1: massDiv = 16; break; // stone
case 2: massDiv = 18; break; // metal
case 3: massDiv = 21; break; // wood
case 4: massDiv = 25; break; // flesh
case 5: massDiv = 28; break; // water
case 6: massDiv = 26; break; // dirt
case 7: massDiv = 27; break; // clay
case 8: massDiv = 35; break; // snow
case 9: massDiv = 22; break; // ice
case 10: massDiv = 37; break; // leaves
case 11: massDiv = 33; break; // cloth
case 12: massDiv = 36; break; // plant
case 13: massDiv = 24; break; // goo
case 14: massDiv = 23; break; // lava
}
mass = ((x + y) * (clipDist / 2)) / massDiv;
if (xrepeat > 64) mass += ((xrepeat - 64) * addMul);
else if (xrepeat < 64 && mass > 0) {
for (int i = 64 - xrepeat; i > 0; i--) {
if ((mass -= subMul) <= 100 && subMul-- <= 1) {
mass -= i;
break;
}
}
}
if (yrepeat > 64) mass += ((yrepeat - 64) * addMul);
else if (yrepeat < 64 && mass > 0) {
for (int i = 64 - yrepeat; i > 0; i--) {
if ((mass -= subMul) <= 100 && subMul-- <= 1) {
mass -= i;
break;
}
}
}
if (mass <= 0) cached->mass = 1 + Random(10);
else cached->mass = ClipRange(mass, 1, 65535);
cached->airVel = ClipRange(400 - cached->mass, 32, 400);
cached->fraction = ClipRange(60000 - (cached->mass << 7), 8192, 60000);
cached->xrepeat = pSprite->xrepeat; cached->yrepeat = pSprite->yrepeat;
cached->picnum = pSprite->picnum; cached->seqId = seqId;
cached->clipdist = pSprite->clipdist;
return cached->mass;
}
int isDebris(int nSprite) {
if (sprite[nSprite].extra < 0 || xsprite[sprite[nSprite].extra].physAttr == 0)
return -1;
for (int i = 0; i < gPhysSpritesCount; i++) {
if (gPhysSpritesList[i] != nSprite) continue;
return i;
}
return -1;
}
int debrisGetFreeIndex(void) {
for (int i = 0; i < kMaxSuperXSprites; i++) {
if (gPhysSpritesList[i] == -1 || sprite[gPhysSpritesList[i]].statnum == kStatFree) return i;
else if ((sprite[gPhysSpritesList[i]].flags & kHitagFree) || sprite[gPhysSpritesList[i]].extra < 0) return i;
else if (xsprite[sprite[gPhysSpritesList[i]].extra].physAttr == 0) return i;
}
return -1;
}
void debrisConcuss(int nOwner, int listIndex, int x, int y, int z, int dmg) {
spritetype* pSprite = (gPhysSpritesList[listIndex] >= 0) ? &sprite[gPhysSpritesList[listIndex]] : NULL;
if (pSprite != NULL && pSprite->extra >= 0 && pSprite->extra < kMaxXSprites) {
int dx = pSprite->x - x; int dy = pSprite->y - y; int dz = (pSprite->z - z) >> 4;
dmg = scale(0x40000, dmg, 0x40000 + dx * dx + dy * dy + dz * dz);
int size = (tilesiz[pSprite->picnum].x * pSprite->xrepeat * tilesiz[pSprite->picnum].y * pSprite->yrepeat) >> 1;
if (xsprite[pSprite->extra].physAttr & kPhysDebrisExplode) {
if (gSpriteMass[pSprite->extra].mass > 0) {
int t = scale(dmg, size, gSpriteMass[pSprite->extra].mass);
xvel[pSprite->xvel] += mulscale16(t, dx);
yvel[pSprite->xvel] += mulscale16(t, dy);
zvel[pSprite->xvel] += mulscale16(t, dz);
}
if (pSprite->type >= kThingBase && pSprite->type < kThingMax)
//actPostSprite(pSprite->index, kStatThing); // !!! (does not working here) if it was a thing, return it's statnum back
changespritestat(pSprite->index, kStatThing);
}
actDamageSprite(nOwner, pSprite, DAMAGE_TYPE_3, dmg);
return;
}
}
void debrisMove(int listIndex) {
if (!(sprite[gPhysSpritesList[listIndex]].extra > 0 && sprite[gPhysSpritesList[listIndex]].extra < kMaxXSprites)) {
gPhysSpritesList[listIndex] = -1;
return;
}
else if (!(sprite[gPhysSpritesList[listIndex]].sectnum >= 0 && sprite[gPhysSpritesList[listIndex]].sectnum < kMaxSectors)) {
gPhysSpritesList[listIndex] = -1;
return;
}
int nSprite = gPhysSpritesList[listIndex];
int nXSprite = sprite[nSprite].extra; XSPRITE* pXDebris = &xsprite[nXSprite];
spritetype* pSprite = &sprite[nSprite]; int nSector = pSprite->sectnum;
int top, bottom; GetSpriteExtents(pSprite, &top, &bottom);
int moveHit = 0;
int floorDist = (bottom - pSprite->z) / 4;
int ceilDist = (pSprite->z - top) / 4;
int clipDist = pSprite->clipdist << 2;
int tmpFraction = gSpriteMass[pSprite->extra].fraction;
if (sector[nSector].extra >= 0 && xsector[sector[nSector].extra].Underwater)
tmpFraction >>= 1;
if (xvel[pSprite->xvel] != 0 || yvel[pSprite->xvel] != 0) {
short oldcstat = pSprite->cstat;
pSprite->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
moveHit = gSpriteHit[nXSprite].hit = ClipMove((int*)& pSprite->x, (int*)& pSprite->y, (int*)& pSprite->z, &nSector, xvel[nSprite] >> 12,
yvel[nSprite] >> 12, pSprite->clipdist << 2, (pSprite->z - top) / 4, (bottom - pSprite->z) / 4, CLIPMASK0);
pSprite->cstat = oldcstat;
dassert(nSector >= 0);
if (pSprite->sectnum != nSector) {
dassert(nSector >= 0 && nSector < kMaxSectors);
ChangeSpriteSect(nSprite, nSector);
}
if ((gSpriteHit[nXSprite].hit & 0xc000) == 0x8000) {
int nHitWall = gSpriteHit[nXSprite].hit & 0x3fff;
actWallBounceVector((int*)& xvel[nSprite], (int*)& yvel[nSprite], nHitWall, tmpFraction);
}
}
else {
dassert(nSector >= 0 && nSector < kMaxSectors);
FindSector(pSprite->x, pSprite->y, pSprite->z, &nSector);
}
if (zvel[nSprite])
pSprite->z += zvel[nSprite] >> 8;
int ceilZ, ceilHit, floorZ, floorHit;
GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist << 2, CLIPMASK0);
GetSpriteExtents(pSprite, &top, &bottom);
if ((pXDebris->physAttr & kPhysGravity) && bottom < floorZ) {
pSprite->z += 455;
zvel[nSprite] += 58254;
}
int warp = CheckLink(pSprite);
if (warp != 0) {
GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist << 2, CLIPMASK0);
if (!(pSprite->cstat & CSTAT_SPRITE_INVISIBLE)) {
switch (warp) {
case kMarkerUpWater:
case kMarkerUpGoo:
int pitch = (150000 - (gSpriteMass[pSprite->extra].mass << 9)) + Random3(8192);
sfxPlay3DSoundCP(pSprite, 720, -1, 0, pitch, 75 - Random(40));
if (sector[pSprite->sectnum].extra < 0 || !xsector[sector[pSprite->sectnum].extra].Underwater)
evKill(pSprite->xvel, 3, kCallbackEnemeyBubble);
else {
if (Chance(0x8000))
evPost(pSprite->xvel, 3, 0, kCallbackEnemeyBubble);
for (int i = 2; i <= 5; i++) {
if (Chance(0x3000 * i))
evPost(pSprite->xvel, 3, 0, kCallbackEnemeyBubble);
}
}
break;
}
}
}
GetSpriteExtents(pSprite, &top, &bottom);
if ((floorHit & 0xe000) == 0xc000) {
if ((sprite[floorHit & 0x1fff].cstat & 0x30) == 0x20)
if (klabs(bottom - floorZ) < 1024) floorZ -= 1024;
}
if (bottom >= floorZ) {
gSpriteHit[nXSprite].florhit = floorHit;
pSprite->z += floorZ - bottom;
int v20 = zvel[nSprite] - velFloor[pSprite->sectnum];
if (v20 > 0) {
pXDebris->physAttr |= kPhysFalling;
int vax = actFloorBounceVector((int*)& xvel[nSprite], (int*)& yvel[nSprite], (int*)& v20, pSprite->sectnum, tmpFraction);
zvel[nSprite] = v20;
if (velFloor[pSprite->sectnum] == 0 && klabs(zvel[nSprite]) < 0x10000) {
zvel[nSprite] = 0;
pXDebris->physAttr &= ~kPhysFalling;
}
moveHit = 0x4000 | nSector;
}
else if (zvel[nSprite] == 0)
pXDebris->physAttr &= ~kPhysFalling;
}
else {
gSpriteHit[nXSprite].florhit = 0;
if (pXDebris->physAttr & kPhysGravity)
pXDebris->physAttr |= kPhysFalling;
}
if (top <= ceilZ) {
gSpriteHit[nXSprite].ceilhit = ceilHit;
pSprite->z += ClipLow(ceilZ - top, 0);
if (zvel[nSprite] < 0)
{
xvel[nSprite] = mulscale16(xvel[nSprite], 0xc000);
yvel[nSprite] = mulscale16(yvel[nSprite], 0xc000);
zvel[nSprite] = mulscale16(-zvel[nSprite], 0x4000);
}
}
else {
gSpriteHit[nXSprite].ceilhit = 0;
}
if (bottom >= floorZ) {
int nVel = approxDist(xvel[nSprite], yvel[nSprite]);
int nVelClipped = ClipHigh(nVel, 0x11111);
if ((floorHit & 0xc000) == 0xc000) {
int nHitSprite = floorHit & 0x3fff;
if ((sprite[nHitSprite].cstat & 0x30) == 0)
{
xvel[nSprite] += mulscale(4, pSprite->x - sprite[nHitSprite].x, 2);
yvel[nSprite] += mulscale(4, pSprite->y - sprite[nHitSprite].y, 2);
moveHit = gSpriteHit[nXSprite].hit;
}
}
if (nVel > 0)
{
int t = divscale16(nVelClipped, nVel);
xvel[nSprite] -= mulscale16(t, xvel[nSprite]);
yvel[nSprite] -= mulscale16(t, yvel[nSprite]);
}
}
if (xvel[nSprite] || yvel[nSprite])
pSprite->ang = getangle(xvel[nSprite], yvel[nSprite]);
if (moveHit != 0 && pXDebris->Impact && pXDebris->locked != 1 && !pXDebris->isTriggered) {
if (!pXDebris->Interrutable && pXDebris->state != pXDebris->restState) return;
if (pSprite->type >= kThingBase && pSprite->type < kThingMax)
// if thing was turned in debris, change it's stat back so it will do on impact what it supposed to do...
//actPostSprite(nSprite, kStatThing); // !!!! not working here for some reason
changespritestat(nSprite, kStatThing);
if (pXDebris->state == 1) trTriggerSprite(pSprite->xvel, pXDebris, kCmdOff, -1);
else trTriggerSprite(pSprite->xvel, pXDebris, kCmdOn, -1);
}
}
bool ceilIsTooLow(spritetype* pSprite) {
if (pSprite != NULL) {
sectortype* pSector = &sector[pSprite->sectnum];
int a = pSector->ceilingz - pSector->floorz;
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
int b = top - bottom;
if (a > b) return true;
}
return false;
}
END_BLD_NS