raze/source/games/sw/src/jweapon.cpp
2021-12-30 09:57:08 +01:00

2475 lines
69 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "names2.h"
#include "panel.h"
#include "misc.h"
#include "tags.h"
#include "break.h"
#include "network.h"
#include "pal.h"
#include "ai.h"
#include "weapon.h"
#include "sprite.h"
#include "sector.h"
BEGIN_SW_NS
ANIMATOR DoSuicide;
ANIMATOR DoBloodSpray;
void SpawnFlashBombOnActor(DSWActor* actor);
ANIMATOR DoPuff, BloodSprayFall;
extern STATE s_Puff[];
extern STATE s_FireballFlames[];
extern STATE s_GoreFloorSplash[];
extern STATE s_GoreSplash[];
extern bool GlobalSkipZrange;
#define CHEMTICS SEC(40)
#define GOREDrip 1562 //2430
#define BLOODSPRAY_RATE 20
STATE s_BloodSpray[] =
{
{GOREDrip + 0, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[1]},
{GOREDrip + 1, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[2]},
{GOREDrip + 2, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[3]},
{GOREDrip + 3, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[4]},
{GOREDrip + 3, 100, DoSuicide, &s_BloodSpray[0]}
};
#define EXP_RATE 2
STATE s_PhosphorExp[] =
{
{EXP + 0, EXP_RATE, NullAnimator, &s_PhosphorExp[1]},
{EXP + 1, EXP_RATE, NullAnimator, &s_PhosphorExp[2]},
{EXP + 2, EXP_RATE, NullAnimator, &s_PhosphorExp[3]},
{EXP + 3, EXP_RATE, NullAnimator, &s_PhosphorExp[4]},
{EXP + 4, EXP_RATE, NullAnimator, &s_PhosphorExp[5]},
{EXP + 5, EXP_RATE, NullAnimator, &s_PhosphorExp[6]},
{EXP + 6, EXP_RATE, NullAnimator, &s_PhosphorExp[7]},
{EXP + 7, EXP_RATE, NullAnimator, &s_PhosphorExp[8]},
{EXP + 8, EXP_RATE, NullAnimator, &s_PhosphorExp[9]},
{EXP + 9, EXP_RATE, NullAnimator, &s_PhosphorExp[10]},
{EXP + 10, EXP_RATE, NullAnimator, &s_PhosphorExp[11]},
{EXP + 11, EXP_RATE, NullAnimator, &s_PhosphorExp[12]},
{EXP + 12, EXP_RATE, NullAnimator, &s_PhosphorExp[13]},
{EXP + 13, EXP_RATE, NullAnimator, &s_PhosphorExp[14]},
{EXP + 14, EXP_RATE, NullAnimator, &s_PhosphorExp[15]},
{EXP + 15, EXP_RATE, NullAnimator, &s_PhosphorExp[16]},
{EXP + 16, EXP_RATE, NullAnimator, &s_PhosphorExp[17]},
{EXP + 17, EXP_RATE, NullAnimator, &s_PhosphorExp[18]},
{EXP + 18, EXP_RATE, NullAnimator, &s_PhosphorExp[19]},
{EXP + 19, EXP_RATE, NullAnimator, &s_PhosphorExp[20]},
{EXP + 20, 100, DoSuicide, &s_PhosphorExp[0]}
};
#define MUSHROOM_RATE 25
STATE s_NukeMushroom[] =
{
{MUSHROOM_CLOUD + 0, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[1]},
{MUSHROOM_CLOUD + 1, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[2]},
{MUSHROOM_CLOUD + 2, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[3]},
{MUSHROOM_CLOUD + 3, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[4]},
{MUSHROOM_CLOUD + 4, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[5]},
{MUSHROOM_CLOUD + 5, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[6]},
{MUSHROOM_CLOUD + 6, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[7]},
{MUSHROOM_CLOUD + 7, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[8]},
{MUSHROOM_CLOUD + 8, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[9]},
{MUSHROOM_CLOUD + 9, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[10]},
{MUSHROOM_CLOUD + 10, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[11]},
{MUSHROOM_CLOUD + 11, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[12]},
{MUSHROOM_CLOUD + 12, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[13]},
{MUSHROOM_CLOUD + 13, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[14]},
{MUSHROOM_CLOUD + 14, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[15]},
{MUSHROOM_CLOUD + 15, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[16]},
{MUSHROOM_CLOUD + 16, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[17]},
{MUSHROOM_CLOUD + 17, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[18]},
{MUSHROOM_CLOUD + 18, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[19]},
{MUSHROOM_CLOUD + 19, 100, DoSuicide, &s_NukeMushroom[0]},
};
ANIMATOR DoRadiationCloud;
#define RADIATION_RATE 16
STATE s_RadiationCloud[] =
{
{RADIATION_CLOUD + 0, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[1]},
{RADIATION_CLOUD + 1, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[2]},
{RADIATION_CLOUD + 2, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[3]},
{RADIATION_CLOUD + 3, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[4]},
{RADIATION_CLOUD + 4, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[5]},
{RADIATION_CLOUD + 5, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[6]},
{RADIATION_CLOUD + 6, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[7]},
{RADIATION_CLOUD + 7, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[8]},
{RADIATION_CLOUD + 8, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[9]},
{RADIATION_CLOUD + 9, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[10]},
{RADIATION_CLOUD + 10, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[11]},
{RADIATION_CLOUD + 11, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[12]},
{RADIATION_CLOUD + 12, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[13]},
{RADIATION_CLOUD + 13, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[14]},
{RADIATION_CLOUD + 14, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[15]},
{RADIATION_CLOUD + 15, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[16]},
{RADIATION_CLOUD + 16, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[17]},
{RADIATION_CLOUD + 17, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[18]},
{RADIATION_CLOUD + 18, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[19]},
{RADIATION_CLOUD + 19, 100, DoSuicide, &s_RadiationCloud[0]},
};
#define CHEMBOMB_FRAMES 1
#define CHEMBOMB_R0 3038
#define CHEMBOMB_R1 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 1)
#define CHEMBOMB_R2 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 2)
#define CHEMBOMB_R3 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 3)
#define CHEMBOMB_R4 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 4)
#define CHEMBOMB CHEMBOMB_R0
#define CHEMBOMB_RATE 8
ANIMATOR DoChemBomb;
STATE s_ChemBomb[5] =
{
{CHEMBOMB_R0 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[1]},
{CHEMBOMB_R1 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[2]},
{CHEMBOMB_R2 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[3]},
{CHEMBOMB_R3 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[4]},
{CHEMBOMB_R4 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[0]},
};
#define CALTROPS_FRAMES 1
#define CALTROPS_R0 CALTROPS-1
#define CALTROPS_RATE 8
ANIMATOR DoCaltrops, DoCaltropsStick;
STATE s_Caltrops[] =
{
{CALTROPS_R0 + 0, CALTROPS_RATE, DoCaltrops, &s_Caltrops[1]},
{CALTROPS_R0 + 1, CALTROPS_RATE, DoCaltrops, &s_Caltrops[2]},
{CALTROPS_R0 + 2, CALTROPS_RATE, DoCaltrops, &s_Caltrops[0]},
};
STATE s_CaltropsStick[] =
{
{CALTROPS_R0 + 2, CALTROPS_RATE, DoCaltropsStick, &s_CaltropsStick[0]},
};
//////////////////////
//
// CAPTURE FLAG
//
//////////////////////
ANIMATOR DoFlag, DoCarryFlag, DoCarryFlagNoDet;
#undef FLAG
#define FLAG 2520
#define FLAG_RATE 16
STATE s_CarryFlag[] =
{
{FLAG + 0, FLAG_RATE, DoCarryFlag, &s_CarryFlag[1]},
{FLAG + 1, FLAG_RATE, DoCarryFlag, &s_CarryFlag[2]},
{FLAG + 2, FLAG_RATE, DoCarryFlag, &s_CarryFlag[0]}
};
STATE s_CarryFlagNoDet[] =
{
{FLAG + 0, FLAG_RATE, DoCarryFlagNoDet, &s_CarryFlagNoDet[1]},
{FLAG + 1, FLAG_RATE, DoCarryFlagNoDet, &s_CarryFlagNoDet[2]},
{FLAG + 2, FLAG_RATE, DoCarryFlagNoDet, &s_CarryFlagNoDet[0]}
};
STATE s_Flag[] =
{
{FLAG + 0, FLAG_RATE, DoFlag, &s_Flag[1]},
{FLAG + 1, FLAG_RATE, DoFlag, &s_Flag[2]},
{FLAG + 2, FLAG_RATE, DoFlag, &s_Flag[0]}
};
#define PHOSPHORUS_RATE 8
ANIMATOR DoPhosphorus;
STATE s_Phosphorus[] =
{
{PHOSPHORUS + 0, PHOSPHORUS_RATE, DoPhosphorus, &s_Phosphorus[1]},
{PHOSPHORUS + 1, PHOSPHORUS_RATE, DoPhosphorus, &s_Phosphorus[0]},
};
ANIMATOR DoBloodSpray;
#define CHUNK1 1685
STATE s_BloodSprayChunk[] =
{
{CHUNK1 + 0, 8, DoBloodSpray, &s_BloodSprayChunk[1]},
{CHUNK1 + 1, 8, DoBloodSpray, &s_BloodSprayChunk[2]},
{CHUNK1 + 2, 8, DoBloodSpray, &s_BloodSprayChunk[3]},
{CHUNK1 + 3, 8, DoBloodSpray, &s_BloodSprayChunk[4]},
{CHUNK1 + 4, 8, DoBloodSpray, &s_BloodSprayChunk[5]},
{CHUNK1 + 5, 8, DoBloodSpray, &s_BloodSprayChunk[0]},
};
ANIMATOR DoWallBloodDrip;
#define DRIP 1566
STATE s_BloodSprayDrip[] =
{
{DRIP + 0, PHOSPHORUS_RATE, DoWallBloodDrip, &s_BloodSprayDrip[1]},
{DRIP + 1, PHOSPHORUS_RATE, DoWallBloodDrip, &s_BloodSprayDrip[2]},
{DRIP + 2, PHOSPHORUS_RATE, DoWallBloodDrip, &s_BloodSprayDrip[0]},
};
/////////////////////////////////////////////////////////////////////////////////////////////
int DoWallBloodDrip(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
//sp->z += (300+RandomRange(2300)) >> 1;
// sy & sz are the ceiling and floor of the sector you are sliding down
if (u->sz != u->sy)
{
// if you are between the ceiling and floor fall fast
if (sp->pos.Z > u->sy && sp->pos.Z < u->sz)
{
sp->zvel += 300;
sp->pos.Z += sp->zvel;
}
else
{
sp->zvel = (300+RandomRange(2300)) >> 1;
sp->pos.Z += sp->zvel;
}
}
else
{
sp->zvel = (300+RandomRange(2300)) >> 1;
sp->pos.Z += sp->zvel;
}
if (sp->pos.Z >= u->loz)
{
sp->pos.Z = u->loz;
SpawnFloorSplash(actor);
KillActor(actor);
return 0;
}
return 0;
}
void SpawnMidSplash(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
SPRITEp np;
USERp nu;
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreSplash, sp->sector(),
sp->pos.X, sp->pos.Y, SPRITEp_MID(sp), sp->ang, 0);
np = &actorNew->s();
nu = actorNew->u();
np->shade = -12;
np->xrepeat = 70-RandomRange(20);
np->yrepeat = 70-RandomRange(20);
np->opos = sp->opos;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_XFLIP);
nu->xchange = 0;
nu->ychange = 0;
nu->zchange = 0;
if (TEST(u->Flags, SPR_UNDERWATER))
SET(nu->Flags, SPR_UNDERWATER);
}
void SpawnFloorSplash(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
SPRITEp np;
USERp nu;
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreFloorSplash, sp->sector(),
sp->pos.X, sp->pos.Y, sp->pos.Z, sp->ang, 0);
np = &actorNew->s();
nu = actorNew->u();
np->shade = -12;
np->xrepeat = 70-RandomRange(20);
np->yrepeat = 70-RandomRange(20);
np->opos = sp->opos;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_XFLIP);
nu->xchange = 0;
nu->ychange = 0;
nu->zchange = 0;
if (TEST(u->Flags, SPR_UNDERWATER))
SET(nu->Flags, SPR_UNDERWATER);
}
int DoBloodSpray(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
int cz,fz;
if (TEST(u->Flags, SPR_UNDERWATER))
{
ScaleSpriteVector(actor, 50000);
u->Counter += 20; // These are STAT_SKIIP4 now, so * 2
u->zchange += u->Counter;
}
else
{
u->Counter += 20;
u->zchange += u->Counter;
}
if (sp->xvel <= 2)
{
// special stuff for blood worm
sp->pos.Z += (u->zchange >> 1);
getzsofslopeptr(sp->sector(), sp->pos.X, sp->pos.Y, &cz, &fz);
// pretend like we hit a sector
if (sp->pos.Z >= fz)
{
sp->pos.Z = fz;
SpawnFloorSplash(actor);
KillActor(actor);
return true;
}
}
else
{
u->coll = move_missile(actor, u->xchange, u->ychange, u->zchange,
u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
}
MissileHitDiveArea(actor);
{
switch (u->coll.type)
{
case kHitVoid:
KillActor(actor);
return true;
case kHitSprite:
{
short wall_ang;
auto hitActor = u->coll.actor();
SPRITEp hsp = &hitActor->s();
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
{
wall_ang = NORM_ANGLE(hsp->ang);
SpawnMidSplash(actor);
QueueWallBlood(actor, hsp->ang);
WallBounce(actor, wall_ang);
ScaleSpriteVector(actor, 32000);
}
else
{
u->xchange = u->ychange = 0;
SpawnMidSplash(actor);
QueueWallBlood(actor, hsp->ang);
KillActor(actor);
return true;
}
break;
}
case kHitWall:
{
short hit_wall, nw, wall_ang;
WALLp wph;
short wb;
wph = u->coll.hitWall;
if (wph->lotag == TAG_WALL_BREAK)
{
HitBreakWall(wph, sp->pos.X, sp->pos.Y, sp->pos.Z, sp->ang, u->ID);
u->coll.setNone();
break;
}
wall_ang = NORM_ANGLE(getangle(wph->delta()) + 512);
SpawnMidSplash(actor);
auto bldActor = QueueWallBlood(actor, NORM_ANGLE(wall_ang+1024));
if (bldActor== nullptr)
{
KillActor(actor);
return 0;
}
else
{
auto bsp = &bldActor->s();
if (FAF_Sector(bsp->sector()) || FAF_ConnectArea(bsp->sector()))
{
KillActor(actor);
return 0;
}
sp->xvel = sp->yvel = u->xchange = u->ychange = 0;
sp->xrepeat = sp->yrepeat = 70 - RandomRange(25);
sp->pos.X = bsp->pos.X;
sp->pos.Y = bsp->pos.Y;
// !FRANK! bit of a hack
// yvel is the hit_wall
if (bldActor->tempwall)
{
// sy & sz are the ceiling and floor of the sector you are sliding down
if (bldActor->tempwall->twoSided())
getzsofslopeptr(bldActor->tempwall->nextSector(), sp->pos.X, sp->pos.Y, &u->sy, &u->sz);
else
u->sy = u->sz; // ceiling and floor are equal - white wall
}
RESET(sp->cstat,CSTAT_SPRITE_INVISIBLE);
ChangeState(actor, s_BloodSprayDrip);
}
break;
}
case kHitSector:
{
// hit floor
if (sp->pos.Z > ((u->hiz + u->loz) >> 1))
{
if (TEST(u->Flags, SPR_UNDERWATER))
SET(u->Flags, SPR_BOUNCE); // no bouncing
// underwater
if (u->lo_sectp && sp->sector()->hasU() && FixedToInt(sp->sector()->depth_fixed))
SET(u->Flags, SPR_BOUNCE); // no bouncing on
// shallow water
#if 0
if (!TEST(u->Flags, SPR_BOUNCE))
{
SpawnFloorSplash(actor);
SET(u->Flags, SPR_BOUNCE);
u->coll.setNone();
u->Counter = 0;
u->zchange = -u->zchange;
ScaleSpriteVector(actor, 32000); // Was 18000
u->zchange /= 6;
}
else
#endif
{
u->xchange = u->ychange = 0;
SpawnFloorSplash(actor);
KillActor(actor);
return true;
}
}
else
// hit something above
{
u->zchange = -u->zchange;
ScaleSpriteVector(actor, 32000); // was 22000
}
break;
}
}
}
// if you haven't bounced or your going slow do some puffs
if (!TEST(u->Flags, SPR_BOUNCE | SPR_UNDERWATER))
{
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_BloodSpray, sp->sector(),
sp->pos.X, sp->pos.Y, sp->pos.Z, sp->ang, 100);
auto np = &actorNew->s();
auto nu = actorNew->u();
SetOwner(actor, actorNew);
np->shade = -12;
np->xrepeat = 40-RandomRange(30);
np->yrepeat = 40-RandomRange(30);
np->opos = sp->opos;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_YFLIP);
nu->xchange = u->xchange;
nu->ychange = u->ychange;
nu->zchange = u->zchange;
ScaleSpriteVector(actorNew, 20000);
if (TEST(u->Flags, SPR_UNDERWATER))
SET(nu->Flags, SPR_UNDERWATER);
}
return false;
}
int DoPhosphorus(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (TEST(u->Flags, SPR_UNDERWATER))
{
ScaleSpriteVector(actor, 50000);
u->Counter += 20*2;
u->zchange += u->Counter;
}
else
{
u->Counter += 20*2;
u->zchange += u->Counter;
}
u->coll = move_missile(actor, u->xchange, u->ychange, u->zchange,
u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS*2);
MissileHitDiveArea(actor);
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
{
switch (u->coll.type)
{
case kHitVoid:
KillActor(actor);
return true;
case kHitSprite:
{
short wall_ang;
SPRITEp hsp;
USERp hu;
auto hitActor = u->coll.actor();
hsp = &hitActor->s();
hu = hitActor->u();
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
{
wall_ang = NORM_ANGLE(hsp->ang);
WallBounce(actor, wall_ang);
ScaleSpriteVector(actor, 32000);
}
else
{
if (TEST(hsp->extra, SPRX_BURNABLE))
{
if (!hu)
hu = SpawnUser(hitActor, hsp->picnum, nullptr);
SpawnFireballExp(actor);
if (hu)
SpawnFireballFlames(actor, hitActor);
DoFlamesDamageTest(actor);
}
u->xchange = u->ychange = 0;
KillActor(actor);
return true;
}
break;
}
case kHitWall:
{
short hit_wall, nw, wall_ang;
WALLp wph;
wph = u->coll.hitWall;
if (wph->lotag == TAG_WALL_BREAK)
{
HitBreakWall(wph, sp->pos.X, sp->pos.Y, sp->pos.Z, sp->ang, u->ID);
u->coll.setNone();
break;
}
wall_ang = NORM_ANGLE(getangle(wph->delta()) + 512);
WallBounce(actor, wall_ang);
ScaleSpriteVector(actor, 32000);
break;
}
case kHitSector:
{
bool did_hit_wall;
if (SlopeBounce(actor, &did_hit_wall))
{
if (did_hit_wall)
{
// hit a wall
ScaleSpriteVector(actor, 28000);
u->coll.setNone();
u->Counter = 0;
}
else
{
// hit a sector
if (sp->pos.Z > ((u->hiz + u->loz) >> 1))
{
// hit a floor
if (!TEST(u->Flags, SPR_BOUNCE))
{
SET(u->Flags, SPR_BOUNCE);
ScaleSpriteVector(actor, 32000); // was 18000
u->zchange /= 6;
u->coll.setNone();
u->Counter = 0;
}
else
{
u->xchange = u->ychange = 0;
SpawnFireballExp(actor);
KillActor(actor);
return true;
}
}
else
{
// hit a ceiling
ScaleSpriteVector(actor, 32000); // was 22000
}
}
}
else
{
// hit floor
if (sp->pos.Z > ((u->hiz + u->loz) >> 1))
{
if (TEST(u->Flags, SPR_UNDERWATER))
SET(u->Flags, SPR_BOUNCE); // no bouncing
// underwater
if (u->lo_sectp && sp->sector()->hasU() && FixedToInt(sp->sector()->depth_fixed))
SET(u->Flags, SPR_BOUNCE); // no bouncing on
// shallow water
if (!TEST(u->Flags, SPR_BOUNCE))
{
SET(u->Flags, SPR_BOUNCE);
u->coll.setNone();
u->Counter = 0;
u->zchange = -u->zchange;
ScaleSpriteVector(actor, 32000); // Was 18000
u->zchange /= 6;
}
else
{
u->xchange = u->ychange = 0;
SpawnFireballExp(actor);
KillActor(actor);
return true;
}
}
else
// hit something above
{
u->zchange = -u->zchange;
ScaleSpriteVector(actor, 32000); // was 22000
}
}
break;
}
}
}
// if you haven't bounced or your going slow do some puffs
if (!TEST(u->Flags, SPR_BOUNCE | SPR_UNDERWATER) && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
{
auto actorNew = SpawnActor(STAT_SKIP4, PUFF, s_PhosphorExp, sp->sector(),
sp->pos.X, sp->pos.Y, sp->pos.Z, sp->ang, 100);
auto np = &actorNew->s();
auto nu = actorNew->u();
np->hitag = LUMINOUS; // Always full brightness
SetOwner(actor, actorNew);
np->shade = -40;
np->xrepeat = 12 + RandomRange(10);
np->yrepeat = 12 + RandomRange(10);
np->opos = sp->opos;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_YFLIP);
nu->xchange = u->xchange;
nu->ychange = u->ychange;
nu->zchange = u->zchange;
nu->spal = np->pal = PALETTE_PLAYER3; // RED
ScaleSpriteVector(actorNew, 20000);
if (TEST(u->Flags, SPR_UNDERWATER))
SET(nu->Flags, SPR_UNDERWATER);
}
return false;
}
int DoChemBomb(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (TEST(u->Flags, SPR_UNDERWATER))
{
ScaleSpriteVector(actor, 50000);
u->Counter += 20;
u->zchange += u->Counter;
}
else
{
u->Counter += 20;
u->zchange += u->Counter;
}
u->coll = move_missile(actor, u->xchange, u->ychange, u->zchange,
u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
{
switch (u->coll.type)
{
case kHitVoid:
KillActor(actor);
return true;
case kHitSprite:
{
short wall_ang;
SPRITEp hsp;
if (!TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan);
hsp = &actor->s();
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
{
wall_ang = NORM_ANGLE(hsp->ang);
WallBounce(actor, wall_ang);
ScaleSpriteVector(actor, 32000);
}
else
{
// Canister pops when first smoke starts out
if (u->WaitTics == CHEMTICS && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
{
PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler);
}
u->xchange = u->ychange = 0;
u->WaitTics -= (MISSILEMOVETICS * 2);
if (u->WaitTics <= 0)
KillActor(actor);
return true;
}
break;
}
case kHitWall:
{
auto wph = u->coll.hitWall;
if (wph->lotag == TAG_WALL_BREAK)
{
HitBreakWall(wph, sp->pos.X, sp->pos.Y, sp->pos.Z, sp->ang, u->ID);
u->coll.setNone();
break;
}
if (!TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan);
int wall_ang = NORM_ANGLE(getangle(wph->delta()) + 512);
WallBounce(actor, wall_ang);
ScaleSpriteVector(actor, 32000);
break;
}
case kHitSector:
{
bool did_hit_wall;
if (SlopeBounce(actor, &did_hit_wall))
{
if (did_hit_wall)
{
// hit a wall
ScaleSpriteVector(actor, 28000);
u->coll.setNone();
u->Counter = 0;
}
else
{
// hit a sector
if (sp->pos.Z > ((u->hiz + u->loz) >> 1))
{
// hit a floor
if (!TEST(u->Flags, SPR_BOUNCE))
{
if (!TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan);
SET(u->Flags, SPR_BOUNCE);
ScaleSpriteVector(actor, 32000); // was 18000
u->zchange /= 6;
u->coll.setNone();
u->Counter = 0;
}
else
{
// Canister pops when first smoke starts out
if (u->WaitTics == CHEMTICS && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
{
PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler);
}
SpawnRadiationCloud(actor);
u->xchange = u->ychange = 0;
u->WaitTics -= (MISSILEMOVETICS * 2);
if (u->WaitTics <= 0)
KillActor(actor);
return true;
}
}
else
{
// hit a ceiling
ScaleSpriteVector(actor, 32000); // was 22000
}
}
}
else
{
// hit floor
if (sp->pos.Z > ((u->hiz + u->loz) >> 1))
{
if (TEST(u->Flags, SPR_UNDERWATER))
SET(u->Flags, SPR_BOUNCE); // no bouncing
// underwater
if (u->lo_sectp && sp->sector()->hasU() && FixedToInt(sp->sector()->depth_fixed))
SET(u->Flags, SPR_BOUNCE); // no bouncing on
// shallow water
if (!TEST(u->Flags, SPR_BOUNCE))
{
if (!TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan);
SET(u->Flags, SPR_BOUNCE);
u->coll.setNone();
u->Counter = 0;
u->zchange = -u->zchange;
ScaleSpriteVector(actor, 32000); // Was 18000
u->zchange /= 6;
}
else
{
// Canister pops when first smoke starts out
if (u->WaitTics == CHEMTICS && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
{
PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler);
}
SpawnRadiationCloud(actor);
u->xchange = u->ychange = 0;
u->WaitTics -= (MISSILEMOVETICS * 2);
if (u->WaitTics <= 0)
KillActor(actor);
return true;
}
}
else
// hit something above
{
u->zchange = -u->zchange;
ScaleSpriteVector(actor, 32000); // was 22000
}
}
break;
}
}
}
// if you haven't bounced or your going slow do some puffs
if (!TEST(u->Flags, SPR_BOUNCE | SPR_UNDERWATER) && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
{
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, sp->sector(),
sp->pos.X, sp->pos.Y, sp->pos.Z, sp->ang, 100);
auto np = &actorNew->s();
auto nu = actorNew->u();
SetOwner(actor, actorNew);
np->shade = -40;
np->xrepeat = 40;
np->yrepeat = 40;
np->opos = sp->opos;
// !Frank - dont do translucent
SET(np->cstat, CSTAT_SPRITE_YCENTER);
// SET(np->cstat, CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_TRANSLUCENT);
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
nu->xchange = u->xchange;
nu->ychange = u->ychange;
nu->zchange = u->zchange;
nu->spal = np->pal = PALETTE_PLAYER6;
ScaleSpriteVector(actorNew, 20000);
if (TEST(u->Flags, SPR_UNDERWATER))
SET(nu->Flags, SPR_UNDERWATER);
}
return false;
}
int DoCaltropsStick(DSWActor* actor)
{
USER* u = actor->u();
u->Counter = !u->Counter;
if (u->Counter)
DoFlamesDamageTest(actor);
return 0;
}
int DoCaltrops(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (TEST(u->Flags, SPR_UNDERWATER))
{
ScaleSpriteVector(actor, 50000);
u->Counter += 20;
u->zchange += u->Counter;
}
else
{
u->Counter += 70;
u->zchange += u->Counter;
}
u->coll = move_missile(actor, u->xchange, u->ychange, u->zchange,
u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
{
switch (u->coll.type)
{
case kHitVoid:
KillActor(actor);
return true;
case kHitSprite:
{
short wall_ang;
PlaySound(DIGI_CALTROPS, actor, v3df_dontpan);
auto hitActor = u->coll.actor();
auto hsp = &hitActor->s();
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
{
wall_ang = NORM_ANGLE(hsp->ang);
WallBounce(actor, wall_ang);
ScaleSpriteVector(actor, 10000);
}
else
{
// fall to the ground
u->xchange = u->ychange = 0;
}
break;
}
case kHitWall:
{
auto wph = u->coll.hitWall;
if (wph->lotag == TAG_WALL_BREAK)
{
HitBreakWall(wph, sp->pos.X, sp->pos.Y, sp->pos.Z, sp->ang, u->ID);
u->coll.setNone();
break;
}
PlaySound(DIGI_CALTROPS, actor, v3df_dontpan);
int wall_ang = NORM_ANGLE(getangle(wph->delta()) + 512);
WallBounce(actor, wall_ang);
ScaleSpriteVector(actor, 1000);
break;
}
case kHitSector:
{
bool did_hit_wall;
if (SlopeBounce(actor, &did_hit_wall))
{
if (did_hit_wall)
{
// hit a wall
ScaleSpriteVector(actor, 1000);
u->coll.setNone();
u->Counter = 0;
}
else
{
// hit a sector
if (sp->pos.Z > ((u->hiz + u->loz) >> 1))
{
// hit a floor
if (!TEST(u->Flags, SPR_BOUNCE))
{
PlaySound(DIGI_CALTROPS, actor, v3df_dontpan);
SET(u->Flags, SPR_BOUNCE);
ScaleSpriteVector(actor, 1000); // was 18000
u->coll.setNone();
u->Counter = 0;
}
else
{
u->xchange = u->ychange = 0;
SET(sp->extra, SPRX_BREAKABLE);
SET(sp->cstat,CSTAT_SPRITE_BREAKABLE);
ChangeState(actor, s_CaltropsStick);
return true;
}
}
else
{
// hit a ceiling
ScaleSpriteVector(actor, 1000); // was 22000
}
}
}
else
{
// hit floor
if (sp->pos.Z > ((u->hiz + u->loz) >> 1))
{
if (TEST(u->Flags, SPR_UNDERWATER))
SET(u->Flags, SPR_BOUNCE); // no bouncing
// underwater
if (u->lo_sectp && sp->sector()->hasU() && FixedToInt(sp->sector()->depth_fixed))
SET(u->Flags, SPR_BOUNCE); // no bouncing on
// shallow water
if (!TEST(u->Flags, SPR_BOUNCE))
{
PlaySound(DIGI_CALTROPS, actor, v3df_dontpan);
SET(u->Flags, SPR_BOUNCE);
u->coll.setNone();
u->Counter = 0;
u->zchange = -u->zchange;
ScaleSpriteVector(actor, 1000); // Was 18000
}
else
{
u->xchange = u->ychange = 0;
SET(sp->extra, SPRX_BREAKABLE);
SET(sp->cstat,CSTAT_SPRITE_BREAKABLE);
ChangeState(actor, s_CaltropsStick);
return true;
}
}
else
// hit something above
{
u->zchange = -u->zchange;
ScaleSpriteVector(actor, 1000); // was 22000
}
}
break;
}
}
}
return false;
}
/////////////////////////////
//
// Deadly green gas clouds
//
/////////////////////////////
int SpawnRadiationCloud(DSWActor* actor)
{
SPRITEp sp = &actor->s(), np;
USERp u = actor->u(), nu;
if (!MoveSkip4)
return false;
// This basically works like a MoveSkip8, if one existed
// u->Counter2 = !u->Counter2;
if (u->ID == MUSHROOM_CLOUD || u->ID == 3121)
{
if ((u->Counter2++) > 16)
u->Counter2 = 0;
if (u->Counter2)
return false;
}
else
{
if ((u->Counter2++) > 2)
u->Counter2 = 0;
if (u->Counter2)
return false;
}
if (TEST(u->Flags, SPR_UNDERWATER))
return -1;
auto actorNew = SpawnActor(STAT_MISSILE, RADIATION_CLOUD, s_RadiationCloud, sp->sector(),
sp->pos.X, sp->pos.Y, sp->pos.Z - RANDOM_P2(Z(8)), sp->ang, 0);
np = &actorNew->s();
nu = actorNew->u();
SetOwner(GetOwner(actor), actorNew);
nu->WaitTics = 1 * 120;
np->shade = -40;
np->xrepeat = 32;
np->yrepeat = 32;
np->clipdist = sp->clipdist;
SET(np->cstat, CSTAT_SPRITE_YCENTER);
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
nu->spal = np->pal = PALETTE_PLAYER6;
// Won't take floor palettes
np->hitag = SECTFU_DONT_COPY_PALETTE;
if (RANDOM_P2(1024) < 512)
SET(np->cstat, CSTAT_SPRITE_XFLIP);
//if (RANDOM_P2(1024) < 512)
//SET(np->cstat, CSTAT_SPRITE_YFLIP);
np->ang = RANDOM_P2(2048);
np->xvel = RANDOM_P2(32);
nu->Counter = 0;
nu->Counter2 = 0;
if (u->ID == MUSHROOM_CLOUD || u->ID == 3121)
{
nu->Radius = 2000;
nu->xchange = (MOVEx(np->xvel>>2, np->ang));
nu->ychange = (MOVEy(np->xvel>>2, np->ang));
np->zvel = Z(1) + RANDOM_P2(Z(2));
}
else
{
nu->xchange = MOVEx(np->xvel, np->ang);
nu->ychange = MOVEy(np->xvel, np->ang);
np->zvel = Z(4) + RANDOM_P2(Z(4));
nu->Radius = 4000;
}
return false;
}
int DoRadiationCloud(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
sp->pos.Z -= sp->zvel;
sp->pos.X += u->xchange;
sp->pos.Y += u->ychange;
if (u->ID)
{
DoFlamesDamageTest(actor);
}
return false;
}
//////////////////////////////////////////////
//
// Inventory Chemical Bombs
//
//////////////////////////////////////////////
int PlayerInitChemBomb(PLAYERp pp)
{
USERp u = pp->Actor()->u();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short oclipdist;
PlaySound(DIGI_THROW, pp, v3df_dontpan | v3df_doppler);
if (!pp->insector())
return 0;
nx = pp->pos.X;
ny = pp->pos.Y;
nz = pp->posz + pp->bob_z + Z(8);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), CHEMBOMB_VELOCITY);
wp = &actorNew->s();
wu = actorNew->u();
// don't throw it as far if crawling
if (TEST(pp->Flags, PF_CRAWLING))
{
wp->xvel -= (wp->xvel >> 2);
}
// wu->RotNum = 5;
SET(wu->Flags, SPR_XFLIP_TOGGLE);
SetOwner(pp->Actor(), actorNew);
wp->yrepeat = 32;
wp->xrepeat = 32;
wp->shade = -15;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 200;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
wu->Counter = 0;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_BLOCK);
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
wp->zvel = -pp->horizon.horiz.asq16() >> 9;
// //DSPRINTF(ds,"horiz %d, ho %d, ho+ho %d", pp->horizon.horiz.asbuild(), pp->horizon.horizoff.asbuild(),
// pp->horizon.horizoff.asbuild() + pp->horizon.horiz.asbuild());
// MONO_PRINT(ds);
auto psp = &pp->Actor()->s();
oclipdist = psp->clipdist;
psp->clipdist = 0;
wp->clipdist = 0;
// wp->ang = NORM_ANGLE(wp->ang - 512);
// HelpMissileLateral(actorNew, 800);
// wp->ang = NORM_ANGLE(wp->ang + 512);
MissileSetPos(actorNew, DoChemBomb, 1000);
psp->clipdist = uint8_t(oclipdist);
wp->clipdist = 80L >> 2;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel >> 1;
// adjust xvel according to player velocity
wu->xchange += pp->xvect >> 14;
wu->ychange += pp->yvect >> 14;
// Smoke will come out for this many seconds
wu->WaitTics = CHEMTICS;
return 0;
}
int InitSpriteChemBomb(DSWActor* actor)
{
USERp u = actor->u();
USERp wu;
SPRITEp sp = &actor->s(), wp;
int nx, ny, nz;
PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler);
nx = sp->pos.X;
ny = sp->pos.Y;
nz = sp->pos.Z;
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, sp->sector(),
nx, ny, nz, sp->ang, CHEMBOMB_VELOCITY);
wp = &actorNew->s();
wu = actorNew->u();
SET(wu->Flags, SPR_XFLIP_TOGGLE);
SetOwner(actor, actorNew);
wp->yrepeat = 32;
wp->xrepeat = 32;
wp->shade = -15;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 200;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
wu->Counter = 0;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_BLOCK);
wp->zvel = short(-RandomRange(100) * HORIZ_MULT);
wp->clipdist = 80L >> 2;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel >> 1;
// Smoke will come out for this many seconds
wu->WaitTics = CHEMTICS;
return 0;
}
int InitChemBomb(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
// Need to make it take away from inventory weapon list
// PlayerUpdateAmmo(pp, u->WeaponNum, -1);
nx = sp->pos.X;
ny = sp->pos.Y;
nz = sp->pos.Z;
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, MUSHROOM_CLOUD, s_ChemBomb, sp->sector(),
nx, ny, nz, sp->ang, CHEMBOMB_VELOCITY);
wp = &actorNew->s();
wu = actorNew->u();
SET(wu->Flags, SPR_XFLIP_TOGGLE);
SetOwner(GetOwner(actor), actorNew);
wp->yrepeat = 32;
wp->xrepeat = 32;
wp->shade = -15;
wu->Radius = 200;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
wu->Counter = 0;
SET(wp->cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE); // Make nuke radiation
// invis.
RESET(wp->cstat, CSTAT_SPRITE_BLOCK);
if (SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
wp->zvel = short(-RandomRange(100) * HORIZ_MULT);
wp->clipdist = 0;
if (u->ID == MUSHROOM_CLOUD || u->ID == 3121 || u->ID == SUMO_RUN_R0) // 3121 == GRENADE_EXP
{
wu->xchange = 0;
wu->ychange = 0;
wu->zchange = 0;
wp->xvel = wp->yvel = wp->zvel = 0;
// Smoke will come out for this many seconds
wu->WaitTics = 40*120;
}
else
{
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel >> 1;
// Smoke will come out for this many seconds
wu->WaitTics = 3*120;
}
return 0;
}
//////////////////////////////////////////////
//
// Inventory Flash Bombs
//
//////////////////////////////////////////////
int PlayerInitFlashBomb(PLAYERp pp)
{
unsigned int stat;
int dist, tx, ty, tmin;
short damage;
SPRITEp sp = &pp->Actor()->s(), hp;
USERp hu;
PlaySound(DIGI_GASPOP, pp, v3df_dontpan | v3df_doppler);
// Set it just a little to let player know what he just did
SetFadeAmt(pp, -30, 1); // White flash
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
hp = &itActor->s();
hu = itActor->u();
if (itActor == pp->Actor())
break;
DISTANCE(hp->pos.X, hp->pos.Y, sp->pos.X, sp->pos.Y, dist, tx, ty, tmin);
if (dist > 16384) // Flash radius
continue;
if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK))
continue;
if (!FAFcansee(hp->pos.X, hp->pos.Y, hp->pos.Z, hp->sector(), sp->pos.X, sp->pos.Y, sp->pos.Z - SPRITEp_SIZE_Z(sp), sp->sector()))
continue;
damage = GetDamage(itActor, pp->Actor(), DMG_FLASHBOMB);
if (hu->sop_parent)
{
break;
}
else if (hu->PlayerP)
{
// if(hu->PlayerP->NightVision)
// {
// SetFadeAmt(hu->PlayerP, -200, 1); // Got him with night vision on!
// PlayerUpdateHealth(hu->PlayerP, -15); // Hurt eyes
// }else
if (damage < -70)
{
int choosesnd = 0;
choosesnd = RandomRange(MAX_PAIN);
PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
}
SetFadeAmt(hu->PlayerP, damage, 1); // White flash
}
else
{
ActorPain(itActor);
SpawnFlashBombOnActor(itActor);
}
}
}
return 0;
}
int InitFlashBomb(DSWActor* actor)
{
SPRITEp sp = &actor->s();
int i;
unsigned int stat;
int dist, tx, ty, tmin;
short damage;
SPRITEp hp;
USERp hu;
PLAYERp pp = Player + screenpeek;
PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
hp = &itActor->s();
hu = itActor->u();
DISTANCE(hp->pos.X, hp->pos.Y, sp->pos.X, sp->pos.Y, dist, tx, ty, tmin);
if (dist > 16384) // Flash radius
continue;
if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK))
continue;
if (!FAFcansee(hp->pos.X, hp->pos.Y, hp->pos.Z, hp->sector(), sp->pos.X, sp->pos.Y, sp->pos.Z - SPRITEp_SIZE_Z(sp), sp->sector()))
continue;
damage = GetDamage(itActor, actor, DMG_FLASHBOMB);
if (hu->sop_parent)
{
break;
}
else if (hu->PlayerP)
{
if (damage < -70)
{
int choosesnd = 0;
choosesnd = RandomRange(MAX_PAIN);
PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
}
SetFadeAmt(hu->PlayerP, damage, 1); // White flash
}
else
{
if (itActor != actor)
{
ActorPain(itActor);
SpawnFlashBombOnActor(itActor);
}
}
}
}
return 0;
}
// This is a sneaky function to make actors look blinded by flashbomb while using flaming code
void SpawnFlashBombOnActor(DSWActor* actor)
{
if (!actor->hasU()) return;
SPRITEp sp = &actor->s();
USERp u = actor->u();
// Forget about burnable sprites
if (TEST(sp->extra, SPRX_BURNABLE))
return;
if (actor != nullptr)
{
if (u->flameActor != nullptr)
{
int sizez = (SPRITEp_SIZE_Z(sp) * 5) >> 2;
auto np = &u->flameActor->s();
auto nu = u->flameActor->u();
if (nu->Counter >= SPRITEp_SIZE_Z_2_YREPEAT(np, sizez))
{
// keep flame only slightly bigger than the enemy itself
nu->Counter = SPRITEp_SIZE_Z_2_YREPEAT(np, sizez) * 2;
}
else
{
// increase max size
nu->Counter += SPRITEp_SIZE_Z_2_YREPEAT(np, 8 << 8) * 2;
}
// Counter is max size
if (nu->Counter >= 230)
{
// this is far too big
nu->Counter = 230;
}
if (nu->WaitTics < 2 * 120)
nu->WaitTics = 2 * 120; // allow it to grow again
return;
}
}
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_FLAMES, s_FireballFlames, sp->sector(),
sp->pos.X, sp->pos.Y, sp->pos.Z, sp->ang, 0);
auto np = &actorNew->s();
auto nu = actorNew->u();
if (u->flameActor != nullptr)
u->flameActor = actorNew;
np->xrepeat = 16;
np->yrepeat = 16;
if (u->flameActor != nullptr)
{
nu->Counter = SPRITEp_SIZE_Z_2_YREPEAT(np, SPRITEp_SIZE_Z(sp) >> 1) * 4;
}
else
nu->Counter = 0; // max flame size
np->shade = -40;
SET(np->cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
nu->Radius = 200;
if (u->flameActor != nullptr)
{
SetAttach(actor, actorNew);
}
return;
}
//////////////////////////////////////////////
//
// Inventory Caltrops
//
//////////////////////////////////////////////
int PlayerInitCaltrops(PLAYERp pp)
{
USERp u = pp->Actor()->u();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short oclipdist;
PlaySound(DIGI_THROW, pp, v3df_dontpan | v3df_doppler);
if (!pp->insector())
return 0;
nx = pp->pos.X;
ny = pp->pos.Y;
nz = pp->posz + pp->bob_z + Z(8);
auto spawnedActor = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), (CHEMBOMB_VELOCITY + RandomRange(CHEMBOMB_VELOCITY)) / 2);
wp = &spawnedActor->s();
wu = spawnedActor->u();
// don't throw it as far if crawling
if (TEST(pp->Flags, PF_CRAWLING))
{
wp->xvel -= (wp->xvel >> 2);
}
SET(wu->Flags, SPR_XFLIP_TOGGLE);
SetOwner(pp->Actor(), spawnedActor);
wp->yrepeat = 64;
wp->xrepeat = 64;
wp->shade = -15;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 200;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
wu->Counter = 0;
// SET(wp->cstat, CSTAT_SPRITE_BLOCK);
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
// They go out at different angles
// wp->ang = NORM_ANGLE(pp->angle.ang.asbuild() + (RandomRange(50) - 25));
wp->zvel = -pp->horizon.horiz.asq16() >> 9;
auto psp = &pp->Actor()->s();
oclipdist = psp->clipdist;
psp->clipdist = 0;
wp->clipdist = 0;
MissileSetPos(spawnedActor, DoCaltrops, 1000);
psp->clipdist = uint8_t(oclipdist);
wp->clipdist = 80L >> 2;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel >> 1;
// adjust xvel according to player velocity
wu->xchange += pp->xvect >> 14;
wu->ychange += pp->yvect >> 14;
SetupSpriteForBreak(spawnedActor); // Put Caltrops in the break queue
return 0;
}
int InitCaltrops(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler);
nx = sp->pos.X;
ny = sp->pos.Y;
nz = sp->pos.Z;
// Spawn a shot
// Inserting and setting up variables
auto spawnedActor = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, sp->sector(),
nx, ny, nz, sp->ang, CHEMBOMB_VELOCITY / 2);
wp = &spawnedActor->s();
wu = spawnedActor->u();
SET(wu->Flags, SPR_XFLIP_TOGGLE);
SetOwner(actor, spawnedActor);
wp->yrepeat = 64;
wp->xrepeat = 64;
wp->shade = -15;
// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
wp->clipdist = sp->clipdist;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 200;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
wu->Counter = 0;
wp->zvel = short(-RandomRange(100) * HORIZ_MULT);
// wp->clipdist = 80L>>2;
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel >> 1;
SetupSpriteForBreak(spawnedActor); // Put Caltrops in the break queue
return 0;
}
int InitPhosphorus(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short daang;
PlaySound(DIGI_FIREBALL1, actor, v3df_follow);
nx = sp->pos.X;
ny = sp->pos.Y;
nz = sp->pos.Z;
daang = NORM_ANGLE(RandomRange(2048));
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_SKIP4, FIREBALL1, s_Phosphorus, sp->sector(),
nx, ny, nz, daang, CHEMBOMB_VELOCITY/3);
wp = &actorNew->s();
wu = actorNew->u();
wp->hitag = LUMINOUS; // Always full brightness
SET(wu->Flags, SPR_XFLIP_TOGGLE);
// !Frank - don't do translucent
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
// SET(wp->cstat, CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_YCENTER);
wp->shade = -128;
wp->yrepeat = 64;
wp->xrepeat = 64;
wp->shade = -15;
// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
if (sp->clipdist > 0)
wp->clipdist = sp->clipdist-1;
else
wp->clipdist = sp->clipdist;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 600;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
wu->Counter = 0;
wp->zvel = short(-RandomRange(100) * HORIZ_MULT);
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = (wp->zvel >> 1);
return 0;
}
int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short i, cnt, ang, vel, rnd;
if (dogib)
cnt = RandomRange(3)+1;
else
cnt = 1;
//if(dogib)
// {
rnd = RandomRange(1000);
if (rnd > 650)
PlaySound(DIGI_GIBS1, actor, v3df_none);
else if (rnd > 350)
PlaySound(DIGI_GIBS2, actor, v3df_none);
else
PlaySound(DIGI_GIBS3, actor, v3df_none);
// }
ang = sp->ang;
vel = velocity;
for (i=0; i<cnt; i++)
{
if (velocity == -1)
vel = 105+RandomRange(320);
else if (velocity == -2)
vel = 105+RandomRange(100);
if (dogib)
ang = NORM_ANGLE(ang + 512 + RandomRange(200));
else
ang = NORM_ANGLE(ang+1024+256 - RandomRange(256));
nx = sp->pos.X;
ny = sp->pos.Y;
nz = SPRITEp_TOS(sp)-20;
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_BloodSprayChunk, sp->sector(),
nx, ny, nz, ang, vel*2);
wp = &actorNew->s();
wu = actorNew->u();
SET(wu->Flags, SPR_XFLIP_TOGGLE);
if (dogib)
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
else
SET(wp->cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
wp->shade = -12;
SetOwner(actor, actorNew);
wp->yrepeat = 64-RandomRange(35);
wp->xrepeat = 64-RandomRange(35);
wp->shade = -15;
wp->clipdist = sp->clipdist;
wu->WeaponNum = u->WeaponNum;
wu->Radius = 600;
wu->ceiling_dist = Z(3);
wu->floor_dist = Z(3);
wu->Counter = 0;
wp->zvel = short((-10 - RandomRange(50)) * HORIZ_MULT);
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel >> 1;
if (!GlobalSkipZrange)
DoActorZrange(actorNew);
}
return 0;
}
int BloodSprayFall(DSWActor* actor)
{
actor->spr.pos.Z += 1500;
return 0;
}
////////////////// DEATHFLAG! ////////////////////////////////////////////////////////////////
// Rules: Run to an enemy flag, run over it an it will stick to you.
// The goal is to run the enemy's flag back to your startpoint.
// If an enemy flag touches a friendly start sector, then the opposing team explodes and
// your team wins and the level restarts.
// Once you pick up a flag, you have 30 seconds to score, otherwise, the flag detonates
// an explosion, killing you and anyone in the vicinity, and you don't score.
//////////////////////////////////////////////////////////////////////////////////////////////
// Update the scoreboard for team color that just scored.
void DoFlagScore(int16_t pal)
{
SPRITEp sp;
SWStatIterator it(STAT_DEFAULT);
while (auto actor = it.Next())
{
sp = &actor->s();
if (sp->picnum < 1900 || sp->picnum > 1999)
continue;
if (sp->pal == pal)
sp->picnum++; // Increment the counter
if (sp->picnum > 1999)
sp->picnum = 1900; // Roll it over if you must
}
}
DSWActor* DoFlagRangeTest(DSWActor* actor, int range)
{
SPRITEp wp = &actor->s();
SPRITEp sp;
unsigned int stat;
int dist, tx, ty;
int tmin;
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
sp = &itActor->s();
DISTANCE(sp->pos.X, sp->pos.Y, wp->pos.X, wp->pos.Y, dist, tx, ty, tmin);
if (dist > range)
continue;
if (actor == itActor)
continue;
if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK))
continue;
if (!TEST(sp->extra, SPRX_PLAYER_OR_ENEMY))
continue;
if (!FAFcansee(sp->pos.X, sp->pos.Y, sp->pos.Z, sp->sector(), wp->pos.X, wp->pos.Y, wp->pos.Z, wp->sector()))
continue;
dist = FindDistance3D(wp->pos.X - sp->pos.X, wp->pos.Y - sp->pos.Y, wp->pos.Z - sp->pos.Z);
if (dist > range)
continue;
return itActor;
}
}
return nullptr;
}
int DoCarryFlag(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
const int FLAG_DETONATE_STATE = 99;
DSWActor* fown = u->flagOwnerActor;
if (!fown) return 0;
SPRITEp fp = &fown->s();
USERp fu = fown->u();
// if no Owner then die
if (u->attachActor != nullptr)
{
SPRITEp ap = &u->attachActor->s();
vec3_t pos = { ap->pos.X, ap->pos.Y, SPRITEp_MID(ap) };
SetActorZ(actor, &pos);
sp->ang = NORM_ANGLE(ap->ang + 1536);
}
// not activated yet
if (!TEST(u->Flags, SPR_ACTIVE))
{
if ((u->WaitTics -= (MISSILEMOVETICS * 2)) > 0)
return false;
// activate it
u->WaitTics = SEC(30); // You have 30 seconds to get it to
// scorebox
u->Counter2 = 0;
SET(u->Flags, SPR_ACTIVE);
}
// limit the number of times DoFlagRangeTest is called
u->Counter++;
if (u->Counter > 1)
u->Counter = 0;
if (!u->Counter)
{
// not already in detonate state
if (u->Counter2 < FLAG_DETONATE_STATE)
{
SPRITEp ap = &u->attachActor->s();
USERp au = u->attachActor->u();
if (!au || au->Health <= 0)
{
u->Counter2 = FLAG_DETONATE_STATE;
u->WaitTics = SEC(1) / 2;
}
// if in score box, score.
if (ap->sector()->hitag == 9000 && ap->sector()->lotag == ap->pal
&& ap->pal != sp->pal)
{
if (fown != nullptr)
{
if (fp->lotag) // Trigger everything if there is a lotag
DoMatchEverything(nullptr, fp->lotag, ON);
}
if (!TEST_BOOL1(fp))
{
PlaySound(DIGI_BIGITEM, u->attachActor, v3df_none);
DoFlagScore(ap->pal);
if (SP_TAG5(fp) > 0)
{
fu->filler++;
if (fu->filler >= SP_TAG5(fp))
{
fu->filler = 0;
DoMatchEverything(nullptr, SP_TAG6(fp), ON);
}
}
}
SetSuicide(actor); // Kill the flag, you scored!
}
}
else
{
// Time's up! Move directly to detonate state
u->Counter2 = FLAG_DETONATE_STATE;
u->WaitTics = SEC(1) / 2;
}
}
u->WaitTics -= (MISSILEMOVETICS * 2);
switch (u->Counter2)
{
case 0:
if (u->WaitTics < SEC(30))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
u->Counter2++;
}
break;
case 1:
if (u->WaitTics < SEC(20))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
u->Counter2++;
}
break;
case 2:
if (u->WaitTics < SEC(10))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
u->Counter2++;
}
break;
case 3:
if (u->WaitTics < SEC(5))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
u->Counter2++;
}
break;
case 4:
if (u->WaitTics < SEC(4))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
u->Counter2++;
}
break;
case 5:
if (u->WaitTics < SEC(3))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
u->Counter2++;
}
break;
case 6:
if (u->WaitTics < SEC(2))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
u->Counter2 = FLAG_DETONATE_STATE;
}
break;
case FLAG_DETONATE_STATE:
// start frantic beeping
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
u->Counter2++;
break;
case FLAG_DETONATE_STATE + 1:
SpawnGrenadeExp(actor);
SetSuicide(actor);
return false;
break;
}
return false;
}
int DoCarryFlagNoDet(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
SPRITEp ap = &u->attachActor->s();
USERp au = u->attachActor->u();
DSWActor* fown = u->flagOwnerActor;
if (!fown) return 0;
SPRITEp fp = &fown->s();
USERp fu = fown->u();
if (u->flagOwnerActor != nullptr)
fu->WaitTics = 30 * 120; // Keep setting respawn tics so it won't respawn
// if no Owner then die
if (u->attachActor != nullptr)
{
SPRITEp ap = &u->attachActor->s();
vec3_t pos = { ap->pos.X, ap->pos.Y, SPRITEp_MID(ap) };
SetActorZ(actor, &pos);
sp->ang = NORM_ANGLE(ap->ang + 1536);
sp->pos.Z = ap->pos.Z - DIV2(SPRITEp_SIZE_Z(ap));
}
if (!au || au->Health <= 0)
{
if (u->flagOwnerActor != nullptr)
fu->WaitTics = 0; // Tell it to respawn
SetSuicide(actor);
return false;
}
// if in score box, score.
if (ap->sector()->hitag == 9000 && ap->sector()->lotag == ap->pal
&& ap->pal != sp->pal)
{
if (u->flagOwnerActor != nullptr)
{
if (fp->lotag) // Trigger everything if there is a lotag
DoMatchEverything(nullptr, fp->lotag, ON);
fu->WaitTics = 0; // Tell it to respawn
}
if (!TEST_BOOL1(fp))
{
PlaySound(DIGI_BIGITEM, u->attachActor, v3df_none);
DoFlagScore(ap->pal);
if (SP_TAG5(fp) > 0)
{
fu->filler++;
if (fu->filler >= SP_TAG5(fp))
{
fu->filler = 0;
DoMatchEverything(nullptr, SP_TAG6(fp), ON);
}
}
}
SetSuicide(actor); // Kill the flag, you scored!
}
return false;
}
int SetCarryFlag(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
// stuck
SET(u->Flags, SPR_BOUNCE);
// not yet active for 1 sec
// RESET(u->Flags, SPR_ACTIVE);
// u->WaitTics = SEC(3);
SET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
u->Counter = 0;
change_actor_stat(actor, STAT_ITEM);
if (sp->hitag == 1)
ChangeState(actor, s_CarryFlagNoDet);
else
ChangeState(actor, s_CarryFlag);
return false;
}
int DoFlag(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
auto hitActor = DoFlagRangeTest(actor, 1000);
if (hitActor)
{
SPRITEp hsp = &hitActor->s();
SetCarryFlag(actor);
// check to see if sprite is player or enemy
if (TEST(hsp->extra, SPRX_PLAYER_OR_ENEMY))
{
// attach weapon to sprite
RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
SetAttach(hitActor, actor);
u->sz = hsp->pos.Z - DIV2(SPRITEp_SIZE_Z(hsp));
}
}
return false;
}
int SpawnShell(DSWActor* actor, int ShellNum)
{
USERp u = actor->u();
USERp wu;
SPRITEp sp = &actor->s(), wp;
int nx, ny, nz;
short id=0,velocity=0; STATEp p=nullptr;
extern STATE s_UziShellShrap[];
extern STATE s_ShotgunShellShrap[];
nx = sp->pos.X;
ny = sp->pos.Y;
nz = DIV2(SPRITEp_TOS(sp)+ SPRITEp_BOS(sp));
switch (ShellNum)
{
case -2:
case -3:
id = UZI_SHELL;
p = s_UziShellShrap;
velocity = 1500 + RandomRange(1000);
break;
case -4:
id = SHOT_SHELL;
p = s_ShotgunShellShrap;
velocity = 2000 + RandomRange(1000);
break;
}
auto actorNew = SpawnActor(STAT_SKIP4, id, p, sp->sector(), nx, ny, nz, sp->ang, 64);
wp = &actorNew->s();
wu = actorNew->u();
wp->zvel = -(velocity);
if (u->PlayerP)
{
wp->pos.Z += xs_CRoundToInt(-MulScaleF(u->PlayerP->horizon.horiz.asq16(), HORIZ_MULT / 3., 16));
}
switch (wu->ID)
{
case UZI_SHELL:
wp->pos.Z -= Z(13);
if (ShellNum == -3)
{
wp->ang = sp->ang;
HelpMissileLateral(actorNew,2500);
wp->ang = NORM_ANGLE(wp->ang-512);
HelpMissileLateral(actorNew,1000); // Was 1500
wp->ang = NORM_ANGLE(wp->ang+712);
}
else
{
wp->ang = sp->ang;
HelpMissileLateral(actorNew,2500);
wp->ang = NORM_ANGLE(wp->ang+512);
HelpMissileLateral(actorNew,1500);
wp->ang = NORM_ANGLE(wp->ang-128);
}
wp->ang += (RANDOM_P2(128<<5)>>5) - DIV2(128);
wp->ang = NORM_ANGLE(wp->ang);
// Set the shell number
wu->ShellNum = ShellCount;
wp->yrepeat = wp->xrepeat = 13;
break;
case SHOT_SHELL:
wp->pos.Z -= Z(13);
wp->ang = sp->ang;
HelpMissileLateral(actorNew,2500);
wp->ang = NORM_ANGLE(wp->ang+512);
HelpMissileLateral(actorNew,1300);
wp->ang = NORM_ANGLE(wp->ang-128-64);
wp->ang += (RANDOM_P2(128<<5)>>5) - DIV2(128);
wp->ang = NORM_ANGLE(wp->ang);
// Set the shell number
wu->ShellNum = ShellCount;
wp->yrepeat = wp->xrepeat = 18;
break;
}
SetOwner(actor, actorNew);
wp->shade = -15;
wu->ceiling_dist = Z(1);
wu->floor_dist = Z(1);
wu->Counter = 0;
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
RESET(wp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
RESET(wu->Flags, SPR_BOUNCE|SPR_UNDERWATER); // Make em' bounce
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = wp->zvel;
//if (TEST(u->PlayerP->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
// SET(wu->Flags, SPR_UNDERWATER);
wu->jump_speed = 200;
wu->jump_speed += RandomRange(400);
wu->jump_speed = -wu->jump_speed;
DoBeginJump(actor);
wu->jump_grav = ACTOR_GRAVITY;
return 0;
}
#include "saveable.h"
static saveable_data saveable_jweapon_data[] =
{
SAVE_DATA(s_BloodSpray),
SAVE_DATA(s_PhosphorExp),
SAVE_DATA(s_NukeMushroom),
SAVE_DATA(s_RadiationCloud),
SAVE_DATA(s_ChemBomb),
SAVE_DATA(s_Caltrops),
SAVE_DATA(s_CaltropsStick),
SAVE_DATA(s_CarryFlag),
SAVE_DATA(s_CarryFlagNoDet),
SAVE_DATA(s_Flag),
SAVE_DATA(s_Phosphorus),
SAVE_DATA(s_BloodSprayChunk),
SAVE_DATA(s_BloodSprayDrip),
};
saveable_module saveable_jweapon =
{
// code
nullptr,0,
// data
saveable_jweapon_data,
SIZ(saveable_jweapon_data)
};
END_SW_NS