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https://github.com/DrBeef/Raze.git
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8dfbbc8220
The sky code still needs some work.
1043 lines
26 KiB
C++
1043 lines
26 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include <utility>
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#include "ns.h"
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#include "global.h"
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#include "sounds.h"
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#include "automap.h"
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#include "dukeactor.h"
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#include "interpolate.h"
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BEGIN_DUKE_NS
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void setFromSpawnRec(DDukeActor* act, SpawnRec* info)
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{
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if (info)
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{
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if (info->basetex > 0 && act->IsKindOf(NAME_DukeGenericDestructible))
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{
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// allow defining simple destructibles without actual actor definitions.
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act->IntVar(NAME_spawnstate) = info->basetex;
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act->IntVar(NAME_brokenstate) = info->brokentex;
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act->IntVar(NAME_breaksound) = info->breaksound.index();
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act->IntVar(NAME_fullbright) = info->fullbright;
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act->spr.inittype = info->flags;
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if (info->clipdist > 0) act->spr.clipdist = info->clipdist;
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}
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else
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{
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if (info->basetex >= 0 && info->basetex < MAXTILES) act->spr.picnum = info->basetex;
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if (info->fullbright & 1) act->spr.cstat2 |= CSTAT2_SPRITE_FULLBRIGHT;
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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// this creates a new actor but does not run any init code on it
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// direct calls should only be done for very simple things.
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//
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//---------------------------------------------------------------------------
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DDukeActor* CreateActor(sectortype* whatsectp, const DVector3& pos, PClassActor* clstype, int s_pn, int8_t s_shd, const DVector2& scale, DAngle s_ang, double s_vel, double s_zvel, DDukeActor* s_ow, int8_t s_stat)
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{
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// sector pointer must be strictly validated here or the engine will crash.
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if (whatsectp == nullptr || !validSectorIndex(sectindex(whatsectp))) return nullptr;
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// spawning out of range sprites will also crash.
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if (clstype == nullptr && (s_pn < 0 || s_pn >= MAXTILES)) return nullptr;
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SpawnRec* info = nullptr;
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if (!clstype)
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{
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info = spawnMap.CheckKey(s_pn);
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if (info)
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{
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clstype = static_cast<PClassActor*>(info->Class(s_pn));
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}
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}
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auto act = static_cast<DDukeActor*>(InsertActor(clstype? clstype : RUNTIME_CLASS(DDukeActor), whatsectp, s_stat));
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if (act == nullptr) return nullptr;
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SetupGameVarsForActor(act);
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if (s_pn != -1) act->spr.picnum = s_pn; // if -1 use the class default.
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setFromSpawnRec(act, info);
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act->spr.pos = pos;
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act->spr.shade = s_shd;
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if (!scale.isZero()) act->spr.scale = DVector2(scale.X, scale.Y);
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act->spr.Angles.Yaw = s_ang;
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act->vel.X = s_vel;
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act->vel.Z = s_zvel;
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act->backuploc();
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act->hitextra = -1;
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act->SetHitOwner(s_ow);
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act->SetOwner(s_ow);
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if (s_ow)
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{
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act->attackertype = s_ow->spr.picnum;
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act->floorz = s_ow->floorz;
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act->ceilingz = s_ow->ceilingz;
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}
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else
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{
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}
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s_pn = act->spr.picnum;
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memset(act->temp_data, 0, sizeof(act->temp_data));
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if (gs.actorinfo[s_pn].scriptaddress)
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{
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auto sa = &ScriptCode[gs.actorinfo[s_pn].scriptaddress];
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act->spr.extra = sa[0];
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act->temp_data[4] = sa[1];
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act->temp_data[1] = sa[2];
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act->spr.hitag = sa[3];
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}
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else
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{
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act->spr.extra = 0;
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act->spr.hitag = 0;
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}
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if (show2dsector[act->sectno()]) act->spr.cstat2 |= CSTAT2_SPRITE_MAPPED;
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else act->spr.cstat2 &= ~CSTAT2_SPRITE_MAPPED;
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act->sprext = {};
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act->spsmooth = {};
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return act;
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}
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DDukeActor* CreateActor(sectortype* whatsectp, const DVector3& pos, int s_pn, int8_t s_shd, const DVector2& scale, DAngle s_ang, double s_vel, double s_zvel, DDukeActor* s_ow, int8_t s_stat)
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{
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return CreateActor(whatsectp, pos, nullptr, s_pn, s_shd, scale, s_ang, s_vel, s_zvel, s_ow, s_stat);
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}
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DDukeActor* CreateActor(sectortype* whatsectp, const DVector3& pos, PClassActor* cls, int8_t s_shd, const DVector2& scale, DAngle s_ang, double s_vel, double s_zvel, DDukeActor* s_ow, int8_t s_stat)
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{
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return CreateActor(whatsectp, pos, cls, -1, s_shd, scale, s_ang, s_vel, s_zvel, s_ow, s_stat);
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}
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DDukeActor* SpawnActor(sectortype* whatsectp, const DVector3& pos, PClassActor* cls, int8_t s_shd, const DVector2& scale, DAngle s_ang, double s_vel, double s_zvel, DDukeActor* s_ow, int8_t s_stat)
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{
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auto actor = CreateActor(whatsectp, pos, cls, s_shd, scale, s_ang, s_vel, s_zvel, s_ow, s_stat);
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if (actor) fi.spawninit(s_ow, actor, nullptr);
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return actor;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool initspriteforspawn(DDukeActor* act)
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{
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SetupGameVarsForActor(act);
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act->attackertype = act->spr.picnum;
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act->timetosleep = 0;
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act->hitextra = -1;
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act->backuppos();
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act->SetOwner(act);
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act->SetHitOwner(act);
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act->cgg = 0;
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act->movflag = 0;
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act->tempval = 0;
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act->dispicnum = 0;
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act->floorz = act->sector()->floorz;
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act->ceilingz = act->sector()->ceilingz;
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act->ovel.Zero();
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act->actorstayput = nullptr;
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act->temp_data[0] = act->temp_data[1] = act->temp_data[2] = act->temp_data[3] = act->temp_data[4] = act->temp_data[5] = 0;
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act->temp_actor = nullptr;
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act->temp_angle = nullAngle;
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act->temp_pos = DVector3(0, 0, 0);
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if (wallswitchcheck(act) && (act->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
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{
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if (act->spr.picnum != TILE_ACCESSSWITCH && act->spr.picnum != TILE_ACCESSSWITCH2 && act->spr.pal)
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{
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if ((ud.multimode < 2) || (ud.multimode > 1 && ud.coop == 1))
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{
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act->spr.scale = DVector2(0, 0);
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act->spr.cstat = 0;
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act->spr.lotag = act->spr.hitag = 0;
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return false;
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}
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}
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act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
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if (act->spr.pal && act->spr.picnum != TILE_ACCESSSWITCH && act->spr.picnum != TILE_ACCESSSWITCH2)
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act->spr.pal = 0;
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return false;
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}
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if (!actorflag(act, SFLAG_NOFALLER) && (act->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK))
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{
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if (act->spr.shade == 127) return false;
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if (act->spr.hitag)
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{
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ChangeActorStat(act, STAT_FALLER);
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act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
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act->spr.extra = gs.impact_damage;
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return false;
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}
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}
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int s = act->spr.picnum;
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if (act->spr.cstat & CSTAT_SPRITE_BLOCK) act->spr.cstat |= CSTAT_SPRITE_BLOCK_HITSCAN;
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if (gs.actorinfo[s].scriptaddress)
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{
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act->spr.extra = ScriptCode[gs.actorinfo[s].scriptaddress];
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act->temp_data[4] = ScriptCode[gs.actorinfo[s].scriptaddress+1];
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act->temp_data[1] = ScriptCode[gs.actorinfo[s].scriptaddress+2];
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int s3 = ScriptCode[gs.actorinfo[s].scriptaddress+3];
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if (s3 && act->spr.hitag == 0)
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act->spr.hitag = s3;
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}
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else act->temp_data[1] = act->temp_data[4] = 0;
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return true;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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DDukeActor* spawn(DDukeActor* actj, int pn)
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{
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if (actj)
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{
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auto spawned = CreateActor(actj->sector(), actj->spr.pos, pn, 0, DVector2(0, 0), nullAngle, 0., 0., actj, 0);
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if (spawned)
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{
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spawned->attackertype = actj->spr.picnum;
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return fi.spawninit(actj, spawned, nullptr);
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}
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}
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return nullptr;
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}
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DDukeActor* spawn(DDukeActor* actj, PClassActor * cls)
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{
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if (actj && cls)
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{
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auto spawned = CreateActor(actj->sector(), actj->spr.pos, cls, 0, DVector2(0, 0), nullAngle, 0., 0., actj, 0);
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if (spawned)
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{
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spawned->attackertype = actj->spr.picnum;
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return fi.spawninit(actj, spawned, nullptr);
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}
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}
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return nullptr;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool spawninitdefault(DDukeActor* actj, DDukeActor *act)
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{
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if (gs.actorinfo[act->spr.picnum].scriptaddress)
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{
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if (actj == nullptr && act->spr.lotag > ud.player_skill)
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{
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// make it go away...
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act->spr.scale = DVector2(0, 0);
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ChangeActorStat(act, STAT_MISC);
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return false;
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}
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// Init the size
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if (act->spr.scale.X == 0 || act->spr.scale.Y == 0)
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act->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE);
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if (actorflag(act, SFLAG_BADGUY))
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{
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if (ud.monsters_off == 1)
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{
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act->spr.scale = DVector2(0, 0);
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ChangeActorStat(act, STAT_MISC);
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return false;
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}
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makeitfall(act);
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if (actorflag(act, SFLAG_BADGUYSTAYPUT))
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act->actorstayput = act->sector();
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if (!isRR() || actorflag(act, SFLAG_KILLCOUNT)) // Duke is just like Doom - Bad guys always count as kill.
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ps[myconnectindex].max_actors_killed++;
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act->clipdist = 20;
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if (actj)
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{
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if (isrespawncontroller(actj))
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act->tempval = act->spr.pal = actj->spr.pal;
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ChangeActorStat(act, STAT_ACTOR);
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}
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else ChangeActorStat(act, STAT_ZOMBIEACTOR);
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}
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else
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{
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act->clipdist = 10;
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act->SetOwner(act);
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ChangeActorStat(act, STAT_ACTOR);
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}
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act->timetosleep = 0;
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if (actj)
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act->spr.Angles.Yaw = actj->spr.Angles.Yaw;
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}
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return true;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void spawntransporter(DDukeActor *actj, DDukeActor* act, bool beam)
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{
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if (actj == nullptr) return;
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if (beam)
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{
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act->spr.scale = DVector2(0.484375, REPEAT_SCALE);
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act->spr.pos.Z = actj->sector()->floorz - gs.playerheight;
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}
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else
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{
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if (actj->spr.statnum == 4)
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{
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act->spr.scale = DVector2(0.125, 0.125);
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}
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else
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{
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act->spr.scale = DVector2(0.75, 1);
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if (actj->spr.statnum == 10 || badguy(actj))
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act->spr.pos.Z -= 32;
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}
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}
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act->spr.shade = -127;
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act->spr.cstat = CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_TRANSLUCENT;
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act->spr.Angles.Yaw = actj->spr.Angles.Yaw;
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act->vel.X = 8;
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ChangeActorStat(act, STAT_MISC);
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ssp(act, CLIPMASK0);
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SetActor(act, act->spr.pos);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int spawnbloodpoolpart1(DDukeActor* act)
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{
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bool away = isAwayFromWall(act, 6.75);
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if (!away)
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{
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act->spr.scale = DVector2(0, 0);
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ChangeActorStat(act, STAT_MISC);
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return true;
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}
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if (act->sector()->lotag == 1)
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{
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ChangeActorStat(act, STAT_MISC);
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return true;
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}
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return false;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
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{
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auto sectp = actor->sector();
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int clostest = 0;
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actor->spr.yint = sectp->extra;
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actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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actor->spr.scale = DVector2(0, 0);
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switch (actor->spr.lotag)
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{
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case SE_28_LIGHTNING:
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if (!isRR()) actor->temp_data[5] = 65;// Delay for lightning
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break;
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case SE_7_TELEPORT: // Transporters!!!!
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case SE_23_ONE_WAY_TELEPORT:// XPTR END
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if (actor->spr.lotag != SE_23_ONE_WAY_TELEPORT && actors)
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{
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for(auto act2 : *actors)
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{
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if (act2->spr.statnum < MAXSTATUS && iseffector(act2) && (act2->spr.lotag == SE_7_TELEPORT || act2->spr.lotag == SE_23_ONE_WAY_TELEPORT) &&
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actor != act2 && act2->spr.hitag == actor->spr.hitag)
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{
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actor->SetOwner(act2);
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break;
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}
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}
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}
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else actor->SetOwner(actor);
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actor->temp_data[4] = sectp->floorz == actor->spr.pos.Z;
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actor->spr.cstat = 0;
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ChangeActorStat(actor, STAT_TRANSPORT);
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return;
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case SE_1_PIVOT:
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actor->SetOwner(nullptr);
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actor->temp_data[0] = 1;
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break;
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case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
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if (actor->spr.intangle == 512)
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{
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actor->temp_data[1] = FloatToFixed<8>(sectp->ceilingz);
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if (actor->spr.pal)
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sectp->setceilingz(actor->spr.pos.Z);
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}
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else
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{
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actor->temp_data[1] = FloatToFixed<8>(sectp->floorz);
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if (actor->spr.pal)
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sectp->setfloorz(actor->spr.pos.Z);
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}
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actor->spr.hitag <<= 2;
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break;
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case SE_19_EXPLOSION_LOWERS_CEILING:
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actor->SetOwner(nullptr);
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break;
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case SE_25_PISTON: // Pistons
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actor->temp_pos.Z = sectp->ceilingz;
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actor->temp_data[4] = 1;
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sectp->setceilingz(actor->spr.pos.Z);
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StartInterpolation(sectp, Interp_Sect_Ceilingz);
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break;
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case SE_35:
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sectp->setceilingz(actor->spr.pos.Z);
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break;
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case SE_27_DEMO_CAM:
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if (ud.recstat == 1)
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{
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actor->spr.scale = DVector2(1, 1);
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actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
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}
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break;
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case SE_47_LIGHT_SWITCH:
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case SE_48_LIGHT_SWITCH:
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if (!isRRRA()) break;
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[[fallthrough]];
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case SE_12_LIGHT_SWITCH:
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actor->temp_data[1] = sectp->floorshade;
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actor->temp_data[2] = sectp->ceilingshade;
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break;
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case SE_13_EXPLOSIVE:
|
|
{
|
|
actor->temp_pos.Y = sectp->ceilingz;
|
|
actor->temp_pos.Z = sectp->floorz;
|
|
|
|
bool ceiling = (abs(sectp->ceilingz - actor->spr.pos.Z) < abs(sectp->floorz - actor->spr.pos.Z));
|
|
actor->spriteextra = ceiling;
|
|
|
|
if (actor->spr.intangle == 512)
|
|
{
|
|
if (ceiling)
|
|
sectp->setceilingz(actor->spr.pos.Z);
|
|
else
|
|
sectp->setfloorz(actor->spr.pos.Z);
|
|
}
|
|
else
|
|
{
|
|
sectp->setceilingz(actor->spr.pos.Z);
|
|
sectp->setfloorz(actor->spr.pos.Z);
|
|
}
|
|
|
|
if (sectp->ceilingstat & CSTAT_SECTOR_SKY)
|
|
{
|
|
sectp->ceilingstat ^= CSTAT_SECTOR_SKY;
|
|
actor->temp_data[3] = 1;
|
|
|
|
if (!ceiling && actor->spr.intangle == 512)
|
|
{
|
|
sectp->ceilingstat ^= CSTAT_SECTOR_SKY;
|
|
actor->temp_data[3] = 0;
|
|
}
|
|
|
|
sectp->ceilingshade =
|
|
sectp->floorshade;
|
|
|
|
if (actor->spr.intangle == 512)
|
|
{
|
|
for (auto& wl : sectp->walls)
|
|
{
|
|
if (wl.twoSided())
|
|
{
|
|
auto nsec = wl.nextSector();
|
|
if (!(nsec->ceilingstat & CSTAT_SECTOR_SKY))
|
|
{
|
|
sectp->setceilingtexture(nsec->ceilingtexture);
|
|
sectp->ceilingshade = nsec->ceilingshade;
|
|
break; //Leave early
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
case SE_17_WARP_ELEVATOR:
|
|
{
|
|
actor->temp_pos.X = sectp->floorz; //Stopping loc
|
|
actor->temp_pos.Y = nextsectorneighborzptr(sectp, sectp->floorz, Find_CeilingUp | Find_Safe)->ceilingz;
|
|
actor->temp_pos.Z = nextsectorneighborzptr(sectp, sectp->ceilingz, Find_FloorDown | Find_Safe)->floorz;
|
|
|
|
if (numplayers < 2)
|
|
{
|
|
StartInterpolation(sectp, Interp_Sect_Floorz);
|
|
StartInterpolation(sectp, Interp_Sect_Ceilingz);
|
|
}
|
|
|
|
break;
|
|
}
|
|
case 156:
|
|
break;
|
|
|
|
case 34:
|
|
StartInterpolation(sectp, Interp_Sect_FloorPanX);
|
|
break;
|
|
|
|
case SE_24_CONVEYOR:
|
|
StartInterpolation(sectp, Interp_Sect_FloorPanX);
|
|
actor->spr.yint <<= 1;
|
|
case SE_36_PROJ_SHOOTER:
|
|
break;
|
|
|
|
case SE_20_STRETCH_BRIDGE:
|
|
{
|
|
auto FindDistance2D = [](int x, int y)
|
|
{
|
|
x = abs(x);
|
|
y = abs(y);
|
|
|
|
if (x < y)
|
|
std::swap(x, y);
|
|
|
|
int t = y + (y >> 1);
|
|
|
|
return (x - (x >> 5) - (x >> 7) + (t >> 2) + (t >> 6));
|
|
|
|
};
|
|
//find the two most closest wall x's and y's
|
|
|
|
for (unsigned i = 0; i < 2; i++)
|
|
{
|
|
walltype* closewall = nullptr;
|
|
int maxdist = 0x7fffffff;
|
|
|
|
for (auto& wal : sectp->walls)
|
|
{
|
|
int x = int(actor->spr.pos.X - wal.pos.X) * 16;
|
|
int y = int(actor->spr.pos.Y - wal.pos.Y) * 16;
|
|
|
|
int dist = FindDistance2D(x, y);
|
|
if (dist < maxdist && &wal != actor->temp_walls[0])
|
|
{
|
|
maxdist = dist;
|
|
closewall = &wal;
|
|
}
|
|
}
|
|
|
|
actor->temp_walls[i] = closewall;
|
|
|
|
vertexscan(actor->temp_walls[i], [=](walltype* w)
|
|
{
|
|
StartInterpolation(w, Interp_Wall_X);
|
|
StartInterpolation(w, Interp_Wall_Y);
|
|
});
|
|
}
|
|
break;
|
|
}
|
|
|
|
|
|
case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT:
|
|
|
|
actor->temp_data[3] = sectp->floorshade;
|
|
|
|
sectp->floorshade = actor->spr.shade;
|
|
sectp->ceilingshade = actor->spr.shade;
|
|
|
|
actor->palvals = (sectp->ceilingpal << 8) | sectp->floorpal;
|
|
|
|
//fix all the walls;
|
|
|
|
for (auto& wal : sectp->walls)
|
|
{
|
|
if (!(wal.hitag & 1))
|
|
wal.shade = actor->spr.shade;
|
|
if ((wal.cstat & CSTAT_WALL_BOTTOM_SWAP) && wal.twoSided())
|
|
wal.nextWall()->shade = actor->spr.shade;
|
|
}
|
|
break;
|
|
|
|
case SE_31_FLOOR_RISE_FALL:
|
|
actor->temp_pos.Z = actor->spr.yint * zmaptoworld;
|
|
actor->temp_pos.Y = sectp->floorz;
|
|
// actor->temp_data[2] = actor->spr.hitag;
|
|
if (actor->spr.intangle != 1536) sectp->setfloorz(actor->spr.pos.Z);
|
|
|
|
for (auto& wal : sectp->walls)
|
|
if (wal.hitag == 0) wal.hitag = 9999;
|
|
|
|
StartInterpolation(sectp, Interp_Sect_Floorz);
|
|
|
|
break;
|
|
case SE_32_CEILING_RISE_FALL:
|
|
actor->temp_pos.Z = sectp->ceilingz;
|
|
actor->temp_data[2] = actor->spr.hitag;
|
|
if (actor->spr.intangle != 1536) sectp->setceilingz(actor->spr.pos.Z);
|
|
|
|
for (auto& wal : sectp->walls)
|
|
if (wal.hitag == 0) wal.hitag = 9999;
|
|
|
|
StartInterpolation(sectp, Interp_Sect_Ceilingz);
|
|
|
|
break;
|
|
|
|
case SE_4_RANDOM_LIGHTS: //Flashing lights
|
|
|
|
actor->temp_data[2] = sectp->floorshade;
|
|
|
|
actor->palvals = (sectp->ceilingpal << 8) | sectp->floorpal;
|
|
|
|
for (auto& wal : sectp->walls)
|
|
if (wal.shade > actor->temp_data[3])
|
|
actor->temp_data[3] = wal.shade;
|
|
|
|
break;
|
|
|
|
case SE_9_DOWN_OPEN_DOOR_LIGHTS:
|
|
if (sectp->lotag &&
|
|
abs(sectp->ceilingz - actor->spr.pos.Z) > 4)
|
|
sectp->lotag |= 32768; //If its open
|
|
[[fallthrough]];
|
|
case SE_8_UP_OPEN_DOOR_LIGHTS:
|
|
//First, get the ceiling-floor shade
|
|
|
|
actor->temp_data[0] = sectp->floorshade;
|
|
actor->temp_data[1] = sectp->ceilingshade;
|
|
|
|
for (auto& wal : sectp->walls)
|
|
if (wal.shade > actor->temp_data[2])
|
|
actor->temp_data[2] = wal.shade;
|
|
|
|
actor->temp_data[3] = 1; //Take Out;
|
|
|
|
break;
|
|
|
|
case 88:
|
|
//First, get the ceiling-floor shade
|
|
if (!isRR()) break;
|
|
|
|
actor->temp_data[0] = sectp->floorshade;
|
|
actor->temp_data[1] = sectp->ceilingshade;
|
|
|
|
for (auto& wal : sectp->walls)
|
|
if (wal.shade > actor->temp_data[2])
|
|
actor->temp_data[2] = wal.shade;
|
|
|
|
actor->temp_data[3] = 1; //Take Out;
|
|
break;
|
|
|
|
case SE_11_SWINGING_DOOR://Pivitor rotater
|
|
if (actor->spr.intangle > 1024) actor->temp_data[3] = 2;
|
|
else actor->temp_data[3] = -2;
|
|
[[fallthrough]];
|
|
case SE_0_ROTATING_SECTOR:
|
|
case SE_2_EARTHQUAKE://Earthquakemakers
|
|
case SE_5_BOSS://Boss Creature
|
|
case SE_6_SUBWAY://Subway
|
|
case SE_14_SUBWAY_CAR://Caboos
|
|
case SE_15_SLIDING_DOOR://Subwaytype sliding door
|
|
case SE_16_REACTOR://That rotating blocker reactor thing
|
|
case SE_26://ESCELATOR
|
|
case SE_30_TWO_WAY_TRAIN://No rotational subways
|
|
{
|
|
if (actor->spr.lotag == SE_0_ROTATING_SECTOR)
|
|
{
|
|
if (sectp->lotag == 30)
|
|
{
|
|
if (actor->spr.pal) actor->spr.detail = 1;
|
|
else actor->spr.detail = 0;
|
|
actor->temp_pos.Z = sectp->floorz;
|
|
sectp->hitagactor = actor;
|
|
}
|
|
|
|
|
|
bool found = false;
|
|
if (actors) for (auto act2 : *actors)
|
|
{
|
|
if (act2->spr.statnum < MAXSTATUS)
|
|
if (iseffector(act2) &&
|
|
act2->spr.lotag == SE_1_PIVOT &&
|
|
act2->spr.hitag == actor->spr.hitag)
|
|
{
|
|
if (actor->spr.Angles.Yaw == DAngle90)
|
|
{
|
|
actor->spr.pos.XY() = act2->spr.pos.XY();
|
|
}
|
|
found = true;
|
|
actor->SetOwner(act2);
|
|
break;
|
|
}
|
|
}
|
|
if (!found)
|
|
{
|
|
actor->spr.picnum = 0;
|
|
actor->spr.cstat2 = CSTAT2_SPRITE_NOFIND;
|
|
actor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
|
ChangeActorStat(actor, STAT_REMOVED);
|
|
Printf("Found lonely Sector Effector (lotag 0) at (%d,%d)\n", int(actor->spr.pos.X), int(actor->spr.pos.Y));
|
|
return;
|
|
}
|
|
}
|
|
|
|
actor->temp_data[1] = mspos.Size();
|
|
for (auto& wal : sectp->walls)
|
|
{
|
|
mspos.Push(wal.pos - actor->spr.pos);
|
|
}
|
|
if (actor->spr.lotag == SE_30_TWO_WAY_TRAIN || actor->spr.lotag == SE_6_SUBWAY || actor->spr.lotag == SE_14_SUBWAY_CAR || actor->spr.lotag == SE_5_BOSS)
|
|
{
|
|
|
|
if (sectp->hitag == -1)
|
|
actor->spr.extra = 0;
|
|
else actor->spr.extra = 1;
|
|
|
|
sectp->hitagactor = actor;
|
|
|
|
sectortype* s = nullptr;
|
|
for (auto& wal : sectp->walls)
|
|
{
|
|
if (wal.twoSided() &&
|
|
wal.nextSector()->hitag == 0 &&
|
|
(wal.nextSector()->lotag < 3 || (isRRRA() && wal.nextSector()->lotag == ST_160_FLOOR_TELEPORT)))
|
|
{
|
|
s = wal.nextSector();
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (s == nullptr)
|
|
{
|
|
I_Error("Subway found no zero'd sectors with locators\nat (%d,%d).\n", int(actor->spr.pos.X), int(actor->spr.pos.Y));
|
|
}
|
|
|
|
actor->SetOwner(nullptr);
|
|
actor->temp_data[0] = sectindex(s);
|
|
|
|
if (actor->spr.lotag != SE_30_TWO_WAY_TRAIN)
|
|
actor->temp_data[3] = actor->spr.hitag;
|
|
}
|
|
|
|
else if (actor->spr.lotag == SE_16_REACTOR)
|
|
actor->temp_pos.Z = sectp->ceilingz;
|
|
|
|
else if (actor->spr.lotag == SE_26)
|
|
{
|
|
actor->temp_pos.XY() = actor->spr.pos.XY();
|
|
if (actor->spr.shade == sectp->floorshade) //UP
|
|
actor->vel.Z = -1;
|
|
else
|
|
actor->vel.Z = 1;
|
|
|
|
actor->spr.shade = 0;
|
|
}
|
|
else if (actor->spr.lotag == SE_2_EARTHQUAKE)
|
|
{
|
|
actor->temp_data[5] = actor->sector()->getfloorslope();
|
|
actor->sector()->setfloorslope(0);
|
|
}
|
|
break;
|
|
}
|
|
case SE_49_POINT_LIGHT:
|
|
case SE_50_SPOT_LIGHT:
|
|
{
|
|
DukeSectIterator it(actor->sector());
|
|
while (auto itActor = it.Next())
|
|
{
|
|
if (isactivator(itActor) || islockedactivator(itActor))
|
|
actor->flags2 |= SFLAG2_USEACTIVATOR;
|
|
}
|
|
ChangeActorStat(actor, STAT_LIGHT);
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
switch (actor->spr.lotag)
|
|
{
|
|
case SE_6_SUBWAY:
|
|
case SE_14_SUBWAY_CAR:
|
|
{
|
|
int j = callsound(sectp, actor);
|
|
if (j == -1)
|
|
{
|
|
if (!isRR()) j = SUBWAY; // Duke
|
|
else if (actor->sector()->floorpal == 7) j = 456;
|
|
else j = 75;
|
|
}
|
|
actor->tempsound = j;
|
|
}
|
|
[[fallthrough]];
|
|
case SE_30_TWO_WAY_TRAIN:
|
|
if (numplayers > 1) break;
|
|
[[fallthrough]];
|
|
case SE_0_ROTATING_SECTOR:
|
|
case SE_1_PIVOT:
|
|
case SE_5_BOSS:
|
|
case SE_11_SWINGING_DOOR:
|
|
case SE_15_SLIDING_DOOR:
|
|
case SE_16_REACTOR:
|
|
case SE_26:
|
|
if(actor->spr.lotag == SE_0_ROTATING_SECTOR) StartInterpolation(actor->sector(), Interp_Sect_Floorz);
|
|
setsectinterpolate(actor->sector());
|
|
break;
|
|
|
|
case SE_29_WAVES:
|
|
StartInterpolation(actor->sector(), Interp_Sect_Floorheinum);
|
|
StartInterpolation(actor->sector(), Interp_Sect_Floorz);
|
|
break;
|
|
}
|
|
|
|
if ((!isRR() && actor->spr.lotag >= 40 && actor->spr.lotag <= 45) ||
|
|
(isRRRA() && actor->spr.lotag >= 150 && actor->spr.lotag <= 155))
|
|
ChangeActorStat(actor, STAT_RAROR);
|
|
else
|
|
ChangeActorStat(actor, STAT_EFFECTOR);
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
inline PClassActor* GlassClass(int j)
|
|
{
|
|
static PClassActor* glasses[3];
|
|
if (glasses[0] == nullptr)
|
|
{
|
|
static const FName glassnames[] = { NAME_DukeGlassPieces, NAME_DukeGlassPieces1, NAME_DukeGlassPieces2 };
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
glasses[i] = PClass::FindActor(glassnames[i]);
|
|
}
|
|
}
|
|
return glasses[j % 3];
|
|
}
|
|
|
|
void lotsofglass(DDukeActor *actor, walltype* wal, int n)
|
|
{
|
|
int j;
|
|
sectortype* sect = nullptr;
|
|
|
|
if (wal == nullptr)
|
|
{
|
|
for (j = n - 1; j >= 0; j--)
|
|
{
|
|
auto a = actor->spr.Angles.Yaw - DAngle45 + DAngle180 + randomAngle(90);
|
|
auto vel = krandf(4) + 2;
|
|
auto zvel = 4 - krandf(4);
|
|
|
|
CreateActor(actor->sector(), actor->spr.pos, GlassClass(j), -32, DVector2(0.5625, 0.5625), a, vel, zvel, actor, 5);
|
|
}
|
|
return;
|
|
}
|
|
|
|
|
|
auto pos = wal->pos;
|
|
auto delta = wal->delta() / (n + 1);
|
|
|
|
pos.X -= Sgn(delta.Y) * maptoworld;
|
|
pos.Y += Sgn(delta.X) * maptoworld;
|
|
|
|
|
|
for (j = n; j > 0; j--)
|
|
{
|
|
pos += delta;
|
|
sect = wal->sectorp();
|
|
updatesector(DVector3(pos, sect->floorz), §);
|
|
if (sect)
|
|
{
|
|
double z = sect->floorz - krandf(abs(sect->ceilingz - sect->floorz));
|
|
if (fabs(z) > 32)
|
|
z = actor->spr.pos.Z - 32 + krandf(64);
|
|
DAngle angl = actor->spr.Angles.Yaw - DAngle180;
|
|
auto vel = krandf(4) + 2;
|
|
auto zvel = 4 - krandf(4);
|
|
|
|
CreateActor(actor->sector(), DVector3(pos, z), GlassClass(j), -32, DVector2(0.5625, 0.5625), angl, vel, zvel, actor, 5);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void spriteglass(DDukeActor* actor, int n)
|
|
{
|
|
for (int j = n; j > 0; j--)
|
|
{
|
|
auto a = randomAngle();
|
|
auto vel = krandf(4) + 2;
|
|
auto zvel = -2 - krandf(8);
|
|
|
|
auto k = CreateActor(actor->sector(), actor->spr.pos.plusZ(-(krand() & 16)), GlassClass(j), krand() & 15, DVector2(0.5625, 0.5625), a, vel, zvel, actor, 5);
|
|
if (k) k->spr.pal = actor->spr.pal;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void ceilingglass(DDukeActor* actor, sectortype* sectp, int n)
|
|
{
|
|
for (auto& wal : sectp->walls)
|
|
{
|
|
auto pos = wal.pos;
|
|
auto delta = wal.delta() / (n + 1);
|
|
|
|
for (int j = n; j > 0; j--)
|
|
{
|
|
pos += delta;
|
|
DAngle a = randomAngle();
|
|
auto vel = krandf(2);
|
|
|
|
double z = sectp->ceilingz + krandf(16);
|
|
CreateActor(sectp, DVector3(pos, z), GlassClass(j), -32, DVector2(0.5625, 0.5625), a, vel, 0, actor, 5);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void lotsofcolourglass(DDukeActor* actor, walltype* wal, int n)
|
|
{
|
|
int j;
|
|
sectortype* sect = nullptr;
|
|
|
|
if (wal == nullptr)
|
|
{
|
|
for (j = n - 1; j >= 0; j--)
|
|
{
|
|
DAngle a = randomAngle();
|
|
auto vel = krandf(4) + 2;
|
|
auto zvel = 4 - krandf(4);
|
|
|
|
auto k = CreateActor(actor->sector(), actor->spr.pos.plusZ(-(krand() & 63)), GlassClass(j), -32, DVector2(0.5625, 0.5625), a, vel, zvel, actor, 5);
|
|
if (k) k->spr.pal = krand() & 15;
|
|
}
|
|
return;
|
|
}
|
|
|
|
auto pos = wal->pos;
|
|
auto delta = wal->delta() / (n + 1);
|
|
|
|
for (j = n; j > 0; j--)
|
|
{
|
|
pos += delta;
|
|
|
|
sect = wal->sectorp();
|
|
updatesector(DVector3(pos, sect->floorz), §);
|
|
if (!sect) continue;
|
|
double z = sect->floorz - krandf(abs(sect->ceilingz - sect->floorz));
|
|
if (abs(z) > 32)
|
|
z = actor->spr.pos.Z - 32 + krandf(64);
|
|
|
|
DAngle a = actor->spr.Angles.Yaw - DAngle180;
|
|
auto vel = krandf(4) + 2;
|
|
auto zvel = - krandf(8);
|
|
|
|
auto k = CreateActor(actor->sector(), DVector3(pos, z), GlassClass(j), -32, DVector2(0.5625, 0.5625), a, vel, zvel, actor, 5);
|
|
if (k) k->spr.pal = krand() & 7;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
END_DUKE_NS
|