//------------------------------------------------------------------------- /* Copyright (C) 2016 EDuke32 developers and contributors This file is part of EDuke32. EDuke32 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #define actors_c_ #include "duke3d.h" #if KRANDDEBUG # define ACTOR_STATIC #else # define ACTOR_STATIC static #endif #define DELETE_SPRITE_AND_CONTINUE(KX) do { A_DeleteSprite(KX); goto next_sprite; } while (0) extern int32_t g_numEnvSoundsPlaying; extern int32_t g_noEnemies; int32_t otherp; int G_SetInterpolation(int32_t *const posptr) { if (g_interpolationCnt >= MAXINTERPOLATIONS) return 1; for (bssize_t i = 0; i < g_interpolationCnt; ++i) if (curipos[i] == posptr) return 0; curipos[g_interpolationCnt] = posptr; oldipos[g_interpolationCnt] = *posptr; g_interpolationCnt++; return 0; } void G_StopInterpolation(int32_t * const posptr) { for (bssize_t i = 0; i < g_interpolationCnt; ++i) if (curipos[i] == posptr) { g_interpolationCnt--; oldipos[i] = oldipos[g_interpolationCnt]; bakipos[i] = bakipos[g_interpolationCnt]; curipos[i] = curipos[g_interpolationCnt]; } } void G_DoInterpolations(int smoothRatio) { if (g_interpolationLock++) return; int32_t odelta, ndelta = 0; for (bssize_t i = 0, j = 0; i < g_interpolationCnt; ++i) { odelta = ndelta; bakipos[i] = *curipos[i]; ndelta = (*curipos[i]) - oldipos[i]; if (odelta != ndelta) j = mulscale16(ndelta, smoothRatio); *curipos[i] = oldipos[i] + j; } } void G_ClearCameraView(DukePlayer_t *ps) { ps->newowner = -1; ps->pos = ps->opos; ps->ang = ps->oang; updatesector(ps->pos.x, ps->pos.y, &ps->cursectnum); P_UpdateScreenPal(ps); for (bssize_t SPRITES_OF(STAT_ACTOR, k)) if (sprite[k].picnum==CAMERA1) sprite[k].yvel = 0; } // Manhattan distance between wall-point and sprite. FORCE_INLINE int32_t G_WallSpriteDist(uwalltype const * const wal, uspritetype const * const spr) { return klabs(wal->x - spr->x) + klabs(wal->y - spr->y); } void A_RadiusDamage(int spriteNum, int blastRadius, int dmg1, int dmg2, int dmg3, int dmg4) { int32_t d, q; uspritetype const *const pSprite = (uspritetype *)&sprite[spriteNum]; static const int32_t statnumList[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC }; // XXX: accesses to 'sectorlist' potentially unaligned int16_t *const sectorList = (int16_t *)tempbuf; const int32_t maxSectors = sizeof(tempbuf)/sizeof(int16_t); if (pSprite->picnum == RPG && pSprite->xrepeat < 11) goto SKIPWALLCHECK; if (pSprite->picnum != SHRINKSPARK) { int32_t sectorCount = 0; int32_t numSectors = 1; sectorList[0] = pSprite->sectnum; do { int const sectorNum = sectorList[sectorCount++]; int const startWall = sector[sectorNum].wallptr; int const endWall = startWall + sector[sectorNum].wallnum; int const w2 = wall[startWall].point2; // Check if "hit" 1st or 3rd wall-point. This mainly makes sense // for rectangular "ceiling light"-style sectors. if (G_WallSpriteDist((uwalltype *)&wall[startWall], pSprite) < blastRadius || G_WallSpriteDist((uwalltype *)&wall[wall[w2].point2], pSprite) < blastRadius) { if (((sector[sectorNum].ceilingz-pSprite->z)>>8) < blastRadius) Sect_DamageCeilingOrFloor(0, sectorNum); if (((pSprite->z-sector[sectorNum].floorz)>>8) < blastRadius) Sect_DamageCeilingOrFloor(1, sectorNum); } uwalltype const *pWall; int w = startWall; for (pWall=(uwalltype *)&wall[startWall]; wnextsector; if (nextSector >= 0) { int32_t dasect2; for (dasect2=numSectors-1; dasect2>=0; dasect2--) if (sectorList[dasect2] == nextSector) break; if (dasect2 < 0) { if (numSectors == maxSectors) goto SKIPWALLCHECK; // prevent oob access of 'sectorlist' sectorList[numSectors++] = nextSector; } } vec2_t const vect = { (((pWall->x + wall[pWall->point2].x) >> 1) + pSprite->x) >> 1, (((pWall->y + wall[pWall->point2].y) >> 1) + pSprite->y) >> 1 }; updatesector(vect.x, vect.y, &damageSector); if (damageSector >= 0 && cansee(vect.x, vect.y, pSprite->z, damageSector, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum)) { vec3_t const tmpvect = { pWall->x, pWall->y, pSprite->z }; A_DamageWall(spriteNum, w, &tmpvect, pSprite->picnum); } } } } while (sectorCount < numSectors); } SKIPWALLCHECK: q = -ZOFFSET2 + (krand()&(ZOFFSET5-1)); for (bssize_t stati=0; stati < ARRAY_SSIZE(statnumList); stati++) { int32_t otherSprite = headspritestat[statnumList[stati]]; while (otherSprite >= 0) { int const nextOther = nextspritestat[otherSprite]; spritetype *const pOther = &sprite[otherSprite]; // DEFAULT, ZOMBIEACTOR, MISC if (stati == 0 || stati >= 5 || AFLAMABLE(pOther->picnum)) { if (pSprite->picnum != SHRINKSPARK || (pOther->cstat&257)) if (dist(pSprite, pOther) < blastRadius) { if (A_CheckEnemySprite(pOther) && !cansee(pOther->x, pOther->y,pOther->z+q, pOther->sectnum, pSprite->x, pSprite->y, pSprite->z+q, pSprite->sectnum)) goto next_sprite; A_DamageObject(otherSprite, spriteNum); } } else if (pOther->extra >= 0 && (uspritetype *)pOther != pSprite && (pOther->picnum == TRIPBOMB || A_CheckEnemySprite(pOther) || pOther->picnum == QUEBALL || pOther->picnum == STRIPEBALL || (pOther->cstat & 257) || pOther->picnum == DUKELYINGDEAD)) { if ((pSprite->picnum == SHRINKSPARK && pOther->picnum != SHARK && (otherSprite == pSprite->owner || pOther->xrepeat < 24)) || (pSprite->picnum == MORTER && otherSprite == pSprite->owner)) { otherSprite = nextOther; continue; } if (pOther->picnum == APLAYER) pOther->z -= PHEIGHT; d = dist(pSprite, pOther); if (pOther->picnum == APLAYER) pOther->z += PHEIGHT; if (d < blastRadius && cansee(pOther->x, pOther->y, pOther->z - ZOFFSET3, pOther->sectnum, pSprite->x, pSprite->y, pSprite->z - ZOFFSET4, pSprite->sectnum)) { actor[otherSprite].ang = getangle(pOther->x-pSprite->x,pOther->y-pSprite->y); if (pSprite->picnum == RPG && pOther->extra > 0) actor[otherSprite].picnum = RPG; else if (A_CheckSpriteFlags(spriteNum,SFLAG_PROJECTILE) && SpriteProjectile[spriteNum].workslike & PROJECTILE_RADIUS_PICNUM && pOther->extra > 0) actor[otherSprite].picnum = pSprite->picnum; else { if (pSprite->picnum == SHRINKSPARK) actor[otherSprite].picnum = SHRINKSPARK; else actor[otherSprite].picnum = RADIUSEXPLOSION; } if (pSprite->picnum != SHRINKSPARK) { const int32_t k = blastRadius/3; if (d < k) { if (dmg4 == dmg3) dmg4++; actor[otherSprite].extra = dmg3 + (krand()%(dmg4-dmg3)); } else if (d < k*2) { if (dmg3 == dmg2) dmg3++; actor[otherSprite].extra = dmg2 + (krand()%(dmg3-dmg2)); } else if (d < blastRadius) { if (dmg2 == dmg1) dmg2++; actor[otherSprite].extra = dmg1 + (krand()%(dmg2-dmg1)); } if (!A_CheckSpriteFlags(otherSprite, SFLAG_NODAMAGEPUSH)) { if (pOther->xvel < 0) pOther->xvel = 0; pOther->xvel += (pSprite->extra<<2); } if (pOther->picnum == PODFEM1 || pOther->picnum == FEM1 || pOther->picnum == FEM2 || pOther->picnum == FEM3 || pOther->picnum == FEM4 || pOther->picnum == FEM5 || pOther->picnum == FEM6 || pOther->picnum == FEM7 || pOther->picnum == FEM8 || pOther->picnum == FEM9 || pOther->picnum == FEM10 || pOther->picnum == STATUE || pOther->picnum == STATUEFLASH || pOther->picnum == SPACEMARINE || pOther->picnum == QUEBALL || pOther->picnum == STRIPEBALL) A_DamageObject(otherSprite, spriteNum); } else if (pSprite->extra == 0) actor[otherSprite].extra = 0; if (pOther->picnum != RADIUSEXPLOSION && pSprite->owner >= 0 && sprite[pSprite->owner].statnum < MAXSTATUS) { if (pOther->picnum == APLAYER) { DukePlayer_t *pPlayer = g_player[P_GetP((uspritetype * const)pOther)].ps; if (pPlayer->newowner >= 0) G_ClearCameraView(pPlayer); } actor[otherSprite].owner = pSprite->owner; } } } next_sprite: otherSprite = nextOther; } } } // Maybe do a projectile transport via an SE7. // : the projectile // : the SE7 // : below->above change? static int32_t Proj_MaybeDoTransport(int32_t spriteNum, const uspritetype * const pSEffector, int32_t fromunderp, int32_t daz) { if (totalclock <= actor[spriteNum].lasttransport) return 0; spritetype *const pSprite = &sprite[spriteNum]; const uspritetype *const otherse = (uspritetype *)&sprite[pSEffector->owner]; actor[spriteNum].lasttransport = totalclock + (TICSPERFRAME << 2); pSprite->x += (otherse->x - pSEffector->x); pSprite->y += (otherse->y - pSEffector->y); // above->below pSprite->z = (!fromunderp) ? sector[otherse->sectnum].ceilingz - daz + sector[pSEffector->sectnum].floorz : sector[otherse->sectnum].floorz - daz + sector[pSEffector->sectnum].ceilingz; // below->above actor[spriteNum].bpos = *(vec3_t *)&sprite[spriteNum]; changespritesect(spriteNum, otherse->sectnum); return 1; } // Check whether sprite is on/in a non-SE7 water sector. // : if not NULL, the sector on the other side. int A_CheckNoSE7Water(uspritetype const * const pSprite, int sectNum, int sectLotag, int32_t *pOther) { if (sectLotag == ST_1_ABOVE_WATER || sectLotag == ST_2_UNDERWATER) { int const otherSect = yax_getneighborsect(pSprite->x, pSprite->y, sectNum, sectLotag == ST_1_ABOVE_WATER ? YAX_FLOOR : YAX_CEILING); int const otherLotag = (sectLotag == ST_1_ABOVE_WATER) ? ST_2_UNDERWATER : ST_1_ABOVE_WATER; // If submerging, the lower sector MUST have lotag 2. // If emerging, the upper sector MUST have lotag 1. // This way, the x/y coordinates where above/below water // changes can happen are the same. if (otherSect >= 0 && sector[otherSect].lotag == otherLotag) { if (pOther) *pOther = otherSect; return 1; } } return 0; } // Check whether to do a z position update of sprite . // Returns: // 0 if no. // 1 if yes, but stayed inside [actor[].ceilingz+1, actor[].floorz]. // <0 if yes, but passed a TROR no-SE7 water boundary. -returnvalue-1 is the // other-side sector number. static int32_t A_CheckNeedZUpdate(int32_t spriteNum, int32_t zChange, int32_t *pZcoord) { if (zChange == 0) return 0; uspritetype const *const pSprite = (uspritetype *)&sprite[spriteNum]; int const newZ = pSprite->z + (zChange >> 1); *pZcoord = newZ; if (newZ > actor[spriteNum].ceilingz && newZ <= actor[spriteNum].floorz) return 1; #ifdef YAX_ENABLE int const sectNum = pSprite->sectnum; int const sectLotag = sector[sectNum].lotag; int32_t otherSect; // Non-SE7 water. // PROJECTILE_CHSECT if ((zChange < 0 && sectLotag == ST_2_UNDERWATER) || (zChange > 0 && sectLotag == ST_1_ABOVE_WATER)) { if (A_CheckNoSE7Water(pSprite, sprite[spriteNum].sectnum, sectLotag, &otherSect)) { A_Spawn(spriteNum, WATERSPLASH2); // NOTE: Don't tweak its z position afterwards like with // SE7-induced projectile teleportation. It doesn't look good // with TROR water. actor[spriteNum].flags |= SFLAG_DIDNOSE7WATER; return -otherSect-1; } } #endif return 0; } int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uint32_t clipType, int32_t clipDist) { spritetype *const pSprite = &sprite[spriteNum]; int const isEnemy = A_CheckEnemySprite(pSprite); vec2_t const oldPos = *(vec2_t *)pSprite; if (pSprite->statnum == STAT_MISC || (isEnemy && pSprite->xrepeat < 4)) { pSprite->x += change->x; pSprite->y += change->y; pSprite->z += change->z; if (isEnemy) setsprite(spriteNum, (vec3_t *)pSprite); return 0; } if (clipDist >= 0) { // use that value } else if (A_CheckSpriteFlags(spriteNum, SFLAG_REALCLIPDIST)) clipDist = pSprite->clipdist<<2; else if (isEnemy) { if (pSprite->xrepeat > 60) clipDist = 1024; else if (pSprite->picnum == LIZMAN) clipDist = 292; else if (A_CheckSpriteFlags(spriteNum, SFLAG_BADGUY)) clipDist = pSprite->clipdist<<2; else clipDist = 192; } else { if (pSprite->statnum == STAT_PROJECTILE && (SpriteProjectile[spriteNum].workslike & PROJECTILE_REALCLIPDIST) == 0) clipDist = 8; else clipDist = pSprite->clipdist<<2; } int16_t newSectnum = pSprite->sectnum; int const oldSectnum = newSectnum; int32_t newZ = pSprite->z - 2 * tilesiz[pSprite->picnum].y * pSprite->yrepeat; int const oldZ = pSprite->z; // Handle horizontal movement first. pSprite->z = newZ; int returnValue = clipmove((vec3_t *)pSprite, &newSectnum, change->x << 13, change->y << 13, clipDist, ZOFFSET6, ZOFFSET6, clipType); pSprite->z = oldZ; if (isEnemy) { // Handle potential stayput condition (map-provided or hard-coded). if (newSectnum < 0 || ((actor[spriteNum].actorstayput >= 0 && actor[spriteNum].actorstayput != newSectnum) || (pSprite->picnum == BOSS2 && pSprite->pal == 0 && sector[newSectnum].lotag != ST_3) || ((pSprite->picnum == BOSS1 || pSprite->picnum == BOSS2) && sector[newSectnum].lotag == ST_1_ABOVE_WATER) || (sector[oldSectnum].lotag != ST_1_ABOVE_WATER && sector[newSectnum].lotag == ST_1_ABOVE_WATER && (pSprite->picnum == LIZMAN || (pSprite->picnum == LIZTROOP && pSprite->zvel == 0))))) { *(vec2_t *) pSprite = oldPos; // NOTE: in Duke3D, LIZMAN on water takes on random angle here. setsprite(spriteNum, (vec3_t *)pSprite); if (newSectnum < 0) newSectnum = 0; return 16384+newSectnum; } if ((returnValue&49152) >= 32768 && actor[spriteNum].cgg==0) pSprite->ang += 768; } if (newSectnum == -1) { newSectnum = pSprite->sectnum; // OSD_Printf("%s:%d wtf\n",__FILE__,__LINE__); } else if (newSectnum != pSprite->sectnum) { changespritesect(spriteNum, newSectnum); // A_GetZLimits(spritenum); } Bassert(newSectnum == pSprite->sectnum); int doZUpdate = A_CheckNeedZUpdate(spriteNum, change->z, &newZ); // Update sprite's z positions and (for TROR) maybe the sector number. if (doZUpdate) { pSprite->z = newZ; #ifdef YAX_ENABLE if (doZUpdate < 0) { // If we passed a TROR no-SE7 water boundary, signal to the outside // that the ceiling/floor was not hit. However, this is not enough: // later, code checks for (retval&49152)!=49152 // [i.e. not "was ceiling or floor hit", but "was no sprite hit"] // and calls G_WeaponHitCeilingOrFloor() then, so we need to set // actor[].flags |= SFLAG_DIDNOSE7WATER in A_CheckNeedZUpdate() // previously. // XXX: Why is this contrived data flow necessary? (If at all.) changespritesect(spriteNum, -doZUpdate-1); return 0; } if (yax_getbunch(newSectnum, (change->z>0))>=0 && (SECTORFLD(newSectnum,stat, (change->z>0))&yax_waltosecmask(clipType))==0) { setspritez(spriteNum, (vec3_t *)pSprite); } #endif } else if (change->z != 0 && returnValue == 0) returnValue = 16384+newSectnum; if (returnValue == 16384 + newSectnum) { if (pSprite->statnum == STAT_PROJECTILE) { // Projectile sector changes due to transport SEs (SE7_PROJECTILE). // PROJECTILE_CHSECT for (bssize_t SPRITES_OF(STAT_TRANSPORT, otherSpriteNum)) { if (sprite[otherSpriteNum].sectnum == newSectnum) { int const sectLotag = sector[newSectnum].lotag; if (sectLotag == ST_1_ABOVE_WATER && newZ >= actor[spriteNum].floorz) if (Proj_MaybeDoTransport(spriteNum, (uspritetype *)&sprite[otherSpriteNum], 0, newZ)) return 0; if (sectLotag == ST_2_UNDERWATER && newZ <= actor[spriteNum].ceilingz) if (Proj_MaybeDoTransport(spriteNum, (uspritetype *)&sprite[otherSpriteNum], 1, newZ)) return 0; } } } } return returnValue; } int32_t block_deletesprite = 0; #ifdef POLYMER static void A_DeleteLight(int32_t s) { if (actor[s].lightId >= 0) polymer_deletelight(actor[s].lightId); actor[s].lightId = -1; actor[s].lightptr = NULL; } void G_Polymer_UnInit(void) { int32_t i; for (i=0; i= 0) sprite[SpriteDeletionQueue[g_spriteDeleteQueuePos]].xrepeat = 0; SpriteDeletionQueue[g_spriteDeleteQueuePos] = spriteNum; g_spriteDeleteQueuePos = (g_spriteDeleteQueuePos+1)%g_deleteQueueSize; } void A_SpawnMultiple(int spriteNum, int tileNum, int spawnCnt) { spritetype *pSprite = &sprite[spriteNum]; for (; spawnCnt>0; spawnCnt--) { int const j = A_InsertSprite(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z - (krand() % (47 << 8)), tileNum, -32, 8, 8, krand() & 2047, 0, 0, spriteNum, 5); A_Spawn(-1, j); sprite[j].cstat = krand()&12; } } void A_DoGuts(int spriteNum, int tileNum, int spawnCnt) { uspritetype const *const pSprite = (uspritetype *)&sprite[spriteNum]; vec2_t repeat = { 32, 32 }; if (A_CheckEnemySprite(pSprite) && pSprite->xrepeat < 16) repeat.x = repeat.y = 8; int gutZ = pSprite->z - ZOFFSET3; int floorz = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y); if (gutZ > (floorz-ZOFFSET3)) gutZ = floorz-ZOFFSET3; if (pSprite->picnum == COMMANDER) gutZ -= (24<<8); for (bssize_t j=spawnCnt; j>0; j--) { int const i = A_InsertSprite(pSprite->sectnum, pSprite->x + (krand() & 255) - 128, pSprite->y + (krand() & 255) - 128, gutZ - (krand() & 8191), tileNum, -32, repeat.x, repeat.y, krand() & 2047, 48 + (krand() & 31), -512 - (krand() & 2047), spriteNum, 5); if (PN(i) == JIBS2) { sprite[i].xrepeat >>= 2; sprite[i].yrepeat >>= 2; } sprite[i].pal = pSprite->pal; } } void A_DoGutsDir(int spriteNum, int tileNum, int spawnCnt) { uspritetype const * const s = (uspritetype *)&sprite[spriteNum]; vec2_t repeat ={ 32, 32 }; if (A_CheckEnemySprite(s) && s->xrepeat < 16) repeat.x = repeat.y = 8; int gutZ = s->z-ZOFFSET3; int floorZ = getflorzofslope(s->sectnum,s->x,s->y); if (gutZ > (floorZ-ZOFFSET3)) gutZ = floorZ-ZOFFSET3; if (s->picnum == COMMANDER) gutZ -= (24<<8); for (bssize_t j=spawnCnt; j>0; j--) { int const i = A_InsertSprite(s->sectnum, s->x, s->y, gutZ, tileNum, -32, repeat.x, repeat.y, krand() & 2047, 256 + (krand() & 127), -512 - (krand() & 2047), spriteNum, 5); sprite[i].pal = s->pal; } } LUNATIC_EXTERN int32_t G_ToggleWallInterpolation(int32_t wallNum, int32_t setInterpolation) { if (setInterpolation) { return G_SetInterpolation(&wall[wallNum].x) || G_SetInterpolation(&wall[wallNum].y); } else { G_StopInterpolation(&wall[wallNum].x); G_StopInterpolation(&wall[wallNum].y); return 0; } } void Sect_ToggleInterpolation(int sectNum, int setInterpolation) { for (bssize_t j = sector[sectNum].wallptr, endwall = sector[sectNum].wallptr + sector[sectNum].wallnum; j < endwall; j++) { G_ToggleWallInterpolation(j, setInterpolation); int const nextWall = wall[j].nextwall; if (nextWall >= 0) { G_ToggleWallInterpolation(nextWall, setInterpolation); G_ToggleWallInterpolation(wall[nextWall].point2, setInterpolation); } } } static int32_t move_rotfixed_sprite(int32_t spriteNum, int32_t pivotSpriteNum, int32_t pivotAngle) { if ((ROTFIXSPR_STATNUMP(sprite[spriteNum].statnum) || ((sprite[spriteNum].statnum == STAT_ACTOR || sprite[spriteNum].statnum == STAT_ZOMBIEACTOR) && A_CheckSpriteFlags(spriteNum, SFLAG_ROTFIXED))) && actor[spriteNum].t_data[7] == (ROTFIXSPR_MAGIC | pivotSpriteNum)) { rotatepoint(zerovec, *(vec2_t *)&actor[spriteNum].t_data[8], pivotAngle & 2047, (vec2_t *)&sprite[spriteNum].x); sprite[spriteNum].x += sprite[pivotSpriteNum].x; sprite[spriteNum].y += sprite[pivotSpriteNum].y; return 0; } return 1; } void A_MoveSector(int spriteNum) { // T1,T2 and T3 are used for all the sector moving stuff!!! int32_t playerDist; spritetype *const pSprite = &sprite[spriteNum]; int const playerNum = A_FindPlayer(pSprite, &playerDist); int const rotateAngle = VM_OnEventWithBoth(EVENT_MOVESECTOR, spriteNum, playerNum, playerDist, T3(spriteNum)); int originIdx = T2(spriteNum); pSprite->x += (pSprite->xvel * (sintable[(pSprite->ang + 512) & 2047])) >> 14; pSprite->y += (pSprite->xvel * (sintable[pSprite->ang & 2047])) >> 14; int const endWall = sector[pSprite->sectnum].wallptr + sector[pSprite->sectnum].wallnum; for (bssize_t wallNum = sector[pSprite->sectnum].wallptr; wallNum < endWall; wallNum++) { vec2_t const origin = g_origins[originIdx]; vec2_t result; rotatepoint(zerovec, origin, rotateAngle & 2047, &result); dragpoint(wallNum, pSprite->x + result.x, pSprite->y + result.y, 0); originIdx++; } } #if !defined LUNATIC // NOTE: T5 is AC_ACTION_ID # define LIGHTRAD_PICOFS(i) (T5(i) ? *(apScript + T5(i)) + (*(apScript + T5(i) + 2)) * AC_CURFRAME(actor[i].t_data) : 0) #else // startframe + viewtype*[cyclic counter] # define LIGHTRAD_PICOFS(i) (actor[i].ac.startframe + actor[i].ac.viewtype * AC_CURFRAME(actor[i].t_data)) #endif // this is the same crap as in game.c's tspr manipulation. puke. // XXX: may access tilesizy out-of-bounds by bad user code. #define LIGHTRAD(spriteNum, s) (s->yrepeat * tilesiz[s->picnum + LIGHTRAD_PICOFS(spriteNum)].y) #define LIGHTRAD2(spriteNum, s) ((s->yrepeat + ((rand() % s->yrepeat)>>2)) * tilesiz[s->picnum + LIGHTRAD_PICOFS(spriteNum)].y) void G_AddGameLight(int lightRadius, int spriteNum, int zOffset, int lightRange, int lightColor, int lightPrio) { #ifdef POLYMER spritetype *s = &sprite[spriteNum]; if (getrendermode() != REND_POLYMER || pr_lighting != 1) return; if (actor[spriteNum].lightptr == NULL) { #pragma pack(push, 1) _prlight mylight; #pragma pack(pop) Bmemset(&mylight, 0, sizeof(mylight)); mylight.sector = s->sectnum; mylight.x = s->x; mylight.y = s->y; mylight.z = s->z - zOffset; mylight.color[0] = lightColor & 255; mylight.color[1] = (lightColor >> 8) & 255; mylight.color[2] = (lightColor >> 16) & 255; mylight.radius = lightRadius; actor[spriteNum].lightmaxrange = mylight.range = lightRange; mylight.priority = lightPrio; mylight.tilenum = 0; mylight.publicflags.emitshadow = 1; mylight.publicflags.negative = 0; actor[spriteNum].lightId = polymer_addlight(&mylight); if (actor[spriteNum].lightId >= 0) actor[spriteNum].lightptr = &prlights[actor[spriteNum].lightId]; return; } s->z -= zOffset; if (lightRange> 1) actor[spriteNum].lightmaxrange = 0; if (lightRange > actor[spriteNum].lightmaxrange || lightPrio != actor[spriteNum].lightptr->priority || Bmemcmp(&sprite[spriteNum], actor[spriteNum].lightptr, sizeof(int32_t) * 3)) { if (lightRange > actor[spriteNum].lightmaxrange) actor[spriteNum].lightmaxrange = lightRange; Bmemcpy(actor[spriteNum].lightptr, &sprite[spriteNum], sizeof(int32_t) * 3); actor[spriteNum].lightptr->sector = s->sectnum; actor[spriteNum].lightptr->flags.invalidate = 1; } actor[spriteNum].lightptr->priority = lightPrio; actor[spriteNum].lightptr->range = lightRange; actor[spriteNum].lightptr->color[0] = lightColor & 255; actor[spriteNum].lightptr->color[1] = (lightColor >> 8) & 255; actor[spriteNum].lightptr->color[2] = (lightColor >> 16) & 255; s->z += zOffset; #else UNREFERENCED_PARAMETER(lightRadius); UNREFERENCED_PARAMETER(spriteNum); UNREFERENCED_PARAMETER(zOffset); UNREFERENCED_PARAMETER(lightRange); UNREFERENCED_PARAMETER(lightColor); UNREFERENCED_PARAMETER(lightPrio); #endif } ACTOR_STATIC void A_MaybeAwakenBadGuys(int spriteNum) { if (sprite[spriteNum].sectnum == MAXSECTORS) return; if (A_CheckSpriteFlags(spriteNum, SFLAG_WAKEUPBADGUYS)) { uspritetype *const pSprite = (uspritetype *)&sprite[spriteNum]; for (bssize_t nextSprite, SPRITES_OF_STAT_SAFE(STAT_ZOMBIEACTOR, spriteNum, nextSprite)) { if (A_CheckEnemySprite(&sprite[spriteNum])) { if (sprite[spriteNum].sectnum == pSprite->sectnum || sprite[spriteNum].sectnum == nextsectorneighborz(pSprite->sectnum, sector[pSprite->sectnum].floorz, 1, 1) || cansee(pSprite->x, pSprite->y, pSprite->z - PHEIGHT, pSprite->sectnum, sprite[spriteNum].x, sprite[spriteNum].y, sprite[spriteNum].z - PHEIGHT, sprite[spriteNum].sectnum)) { actor[spriteNum].timetosleep = 0; A_PlayAlertSound(spriteNum); changespritestat(spriteNum, STAT_ACTOR); if (A_CheckSpriteFlags(spriteNum, SFLAG_WAKEUPBADGUYS)) A_MaybeAwakenBadGuys(spriteNum); } } } } } // sleeping monsters, etc ACTOR_STATIC void G_MoveZombieActors(void) { int spriteNum = headspritestat[STAT_ZOMBIEACTOR], j; while (spriteNum >= 0) { int const nextSprite = nextspritestat[spriteNum]; int32_t playerDist; spritetype *const pSprite = &sprite[spriteNum]; int const playerNum = A_FindPlayer(pSprite, &playerDist); if (sprite[g_player[playerNum].ps->i].extra > 0) { if (playerDist < 30000) { actor[spriteNum].timetosleep++; if (actor[spriteNum].timetosleep >= (playerDist>>8)) { if (A_CheckEnemySprite(pSprite)) { vec3_t const p = { g_player[playerNum].ps->pos.x + 64 - (krand() & 127), g_player[playerNum].ps->pos.y + 64 - (krand() & 127), g_player[playerNum].ps->pos.z - (krand() % ZOFFSET5) }; int16_t pSectnum = g_player[playerNum].ps->cursectnum; updatesector(p.x, p.y, &pSectnum); if (pSectnum == -1) { spriteNum = nextSprite; continue; } vec3_t const s = { pSprite->x + 64 - (krand() & 127), pSprite->y + 64 - (krand() & 127), pSprite->z - (krand() % (52 << 8)) }; int16_t sectNum = pSprite->sectnum; updatesector(s.x, s.y, §Num); if (sectNum == -1) { spriteNum = nextSprite; continue; } j = cansee(s.x, s.y, s.z, sectNum, p.x, p.y, p.z, pSectnum); } else j = cansee(pSprite->x, pSprite->y, pSprite->z - ((krand() & 31) << 8), pSprite->sectnum, g_player[playerNum].ps->pos.x, g_player[playerNum].ps->pos.y, g_player[playerNum].ps->pos.z - ((krand() & 31) << 8), g_player[playerNum].ps->cursectnum); if (j) { switch (DYNAMICTILEMAP(pSprite->picnum)) { case RUBBERCAN__STATIC: case EXPLODINGBARREL__STATIC: case WOODENHORSE__STATIC: case HORSEONSIDE__STATIC: case CANWITHSOMETHING__STATIC: case CANWITHSOMETHING2__STATIC: case CANWITHSOMETHING3__STATIC: case CANWITHSOMETHING4__STATIC: case FIREBARREL__STATIC: case FIREVASE__STATIC: case NUKEBARREL__STATIC: case NUKEBARRELDENTED__STATIC: case NUKEBARRELLEAKED__STATIC: case TRIPBOMB__STATIC: pSprite->shade = (sector[pSprite->sectnum].ceilingstat & 1 && A_CheckSpriteFlags(spriteNum, SFLAG_NOSHADE) == 0) ? sector[pSprite->sectnum].ceilingshade : sector[pSprite->sectnum].floorshade; actor[spriteNum].timetosleep = 0; changespritestat(spriteNum, STAT_STANDABLE); break; case RECON__STATIC: CS(spriteNum) |= 257; // fall-through default: if (A_CheckSpriteFlags(spriteNum, SFLAG_USEACTIVATOR) && sector[sprite[spriteNum].sectnum].lotag & 16384) break; actor[spriteNum].timetosleep = 0; A_PlayAlertSound(spriteNum); changespritestat(spriteNum, STAT_ACTOR); if (A_CheckSpriteFlags(spriteNum, SFLAG_WAKEUPBADGUYS)) A_MaybeAwakenBadGuys(spriteNum); break; } } else actor[spriteNum].timetosleep = 0; } } if (A_CheckEnemySprite(pSprite) && A_CheckSpriteFlags(spriteNum,SFLAG_NOSHADE) == 0) { pSprite->shade = (sector[pSprite->sectnum].ceilingstat & 1) ? sector[pSprite->sectnum].ceilingshade : sector[pSprite->sectnum].floorshade; } } spriteNum = nextSprite; } } // stupid name, but it's what the function does. FORCE_INLINE int G_FindExplosionInSector(int sectnum) { for (bssize_t SPRITES_OF(STAT_MISC, i)) if (PN(i) == EXPLOSION2 && sectnum == SECT(i)) return i; return -1; } FORCE_INLINE void P_Nudge(int playerNum, int spriteNum, int shiftLeft) { g_player[playerNum].ps->vel.x += actor[spriteNum].extra * (sintable[(actor[spriteNum].ang + 512) & 2047]) << shiftLeft; g_player[playerNum].ps->vel.y += actor[spriteNum].extra * (sintable[actor[spriteNum].ang & 2047]) << shiftLeft; } int A_IncurDamage(int spriteNum) { spritetype *const pSprite = &sprite[spriteNum]; actor_t *const pActor = &actor[spriteNum]; // dmg->picnum check: safety, since it might have been set to <0 from CON. if (pActor->extra < 0 || pSprite->extra < 0 || pActor->picnum < 0) { pActor->extra = -1; return -1; } if (pSprite->picnum == APLAYER) { if (ud.god && pActor->picnum != SHRINKSPARK) return -1; int const playerNum = P_GetP(pSprite); if (pActor->owner >= 0 && ud.ffire == 0 && sprite[pActor->owner].picnum == APLAYER && (g_gametypeFlags[ud.coop] & GAMETYPE_PLAYERSFRIENDLY || (g_gametypeFlags[ud.coop] & GAMETYPE_TDM && g_player[playerNum].ps->team == g_player[P_Get(pActor->owner)].ps->team))) return -1; pSprite->extra -= pActor->extra; if (pActor->owner >= 0 && pSprite->extra <= 0 && pActor->picnum != FREEZEBLAST) { int const damageOwner = pActor->owner; pSprite->extra = 0; g_player[playerNum].ps->wackedbyactor = damageOwner; if (sprite[damageOwner].picnum == APLAYER && playerNum != P_Get(damageOwner)) g_player[playerNum].ps->frag_ps = P_Get(damageOwner); pActor->owner = g_player[playerNum].ps->i; } switch (DYNAMICTILEMAP(pActor->picnum)) { case RADIUSEXPLOSION__STATIC: case RPG__STATIC: case HYDRENT__STATIC: case HEAVYHBOMB__STATIC: case SEENINE__STATIC: case OOZFILTER__STATIC: case EXPLODINGBARREL__STATIC: P_Nudge(playerNum, spriteNum, 2); break; default: P_Nudge(playerNum, spriteNum, (A_CheckSpriteFlags(pActor->owner, SFLAG_PROJECTILE) && (SpriteProjectile[pActor->owner].workslike & PROJECTILE_RPG)) ? 2 : 1); break; } pActor->extra = -1; return pActor->picnum; } if (pActor->extra == 0 && pActor->picnum == SHRINKSPARK && pSprite->xrepeat < 24) return -1; pSprite->extra -= pActor->extra; if (pSprite->picnum != RECON && pSprite->owner >= 0 && sprite[pSprite->owner].statnum < MAXSTATUS) pSprite->owner = pActor->owner; pActor->extra = -1; return pActor->picnum; } void A_MoveCyclers(void) { for (bssize_t i=g_cyclerCnt-1; i>=0; i--) { int16_t *const pCycler = g_cyclers[i]; int const sectNum = pCycler[0]; int spriteShade = pCycler[2]; int const floorShade = pCycler[3]; int sectorShade = clamp(floorShade + (sintable[pCycler[1] & 2047] >> 10), spriteShade, floorShade); pCycler[1] += sector[sectNum].extra; if (pCycler[5]) // angle 1536... { walltype *pWall = &wall[sector[sectNum].wallptr]; for (bssize_t wallsLeft = sector[sectNum].wallnum; wallsLeft > 0; wallsLeft--, pWall++) { if (pWall->hitag != 1) { pWall->shade = sectorShade; if ((pWall->cstat&2) && pWall->nextwall >= 0) wall[pWall->nextwall].shade = sectorShade; } } sector[sectNum].floorshade = sector[sectNum].ceilingshade = sectorShade; } } } void A_MoveDummyPlayers(void) { int32_t spriteNum = headspritestat[STAT_DUMMYPLAYER]; while (spriteNum >= 0) { int const playerNum = P_Get(OW(spriteNum)); DukePlayer_t *const pPlayer = g_player[playerNum].ps; int const nextSprite = nextspritestat[spriteNum]; int const playerSectnum = pPlayer->cursectnum; if (pPlayer->on_crane >= 0 || (playerSectnum >= 0 && sector[playerSectnum].lotag != ST_1_ABOVE_WATER) || sprite[pPlayer->i].extra <= 0) { pPlayer->dummyplayersprite = -1; DELETE_SPRITE_AND_CONTINUE(spriteNum); } else { if (pPlayer->on_ground && pPlayer->on_warping_sector == 1 && playerSectnum >= 0 && sector[playerSectnum].lotag == ST_1_ABOVE_WATER) { CS(spriteNum) = 257; SZ(spriteNum) = sector[SECT(spriteNum)].ceilingz+(27<<8); SA(spriteNum) = pPlayer->ang; if (T1(spriteNum) == 8) T1(spriteNum) = 0; else T1(spriteNum)++; } else { if (sector[SECT(spriteNum)].lotag != ST_2_UNDERWATER) SZ(spriteNum) = sector[SECT(spriteNum)].floorz; CS(spriteNum) = 32768; } } SX(spriteNum) += (pPlayer->pos.x-pPlayer->opos.x); SY(spriteNum) += (pPlayer->pos.y-pPlayer->opos.y); setsprite(spriteNum, (vec3_t *)&sprite[spriteNum]); next_sprite: spriteNum = nextSprite; } } static int32_t P_Submerge(int32_t j, int32_t p, DukePlayer_t *ps, int32_t sect, int32_t othersect); static int32_t P_Emerge(int32_t j, int32_t p, DukePlayer_t *ps, int32_t sect, int32_t othersect); static void P_FinishWaterChange(int32_t j, DukePlayer_t *ps, int32_t sectlotag, int32_t ow, int32_t newsectnum); ACTOR_STATIC void G_MovePlayers(void) { int32_t spriteNum = headspritestat[STAT_PLAYER]; while (spriteNum >= 0) { int const nextSprite = nextspritestat[spriteNum]; spritetype *const pSprite = &sprite[spriteNum]; DukePlayer_t *const pPlayer = g_player[P_GetP(pSprite)].ps; if (pSprite->owner >= 0) { if (pPlayer->newowner >= 0) //Looking thru the camera { pSprite->x = pPlayer->opos.x; pSprite->y = pPlayer->opos.y; pSprite->z = pPlayer->opos.z + PHEIGHT; actor[spriteNum].bpos.z = pSprite->z; pSprite->ang = pPlayer->oang; setsprite(spriteNum, (vec3_t *)pSprite); } else { int32_t otherx; #ifdef YAX_ENABLE // TROR water submerge/emerge int const playerSectnum = pSprite->sectnum; int const sectorLotag = sector[playerSectnum].lotag; int32_t otherSector; if (A_CheckNoSE7Water((uspritetype const *)pSprite, playerSectnum, sectorLotag, &otherSector)) { int32_t k = 0; // NOTE: Compare with G_MoveTransports(). pPlayer->on_warping_sector = 1; if (sectorLotag==ST_1_ABOVE_WATER) k = P_Submerge(spriteNum, P_GetP(pSprite), pPlayer, playerSectnum, otherSector); else k = P_Emerge(spriteNum, P_GetP(pSprite), pPlayer, playerSectnum, otherSector); if (k == 1) P_FinishWaterChange(spriteNum, pPlayer, sectorLotag, -1, otherSector); } #endif if (g_netServer || ud.multimode > 1) otherp = P_FindOtherPlayer(P_GetP(pSprite), &otherx); else { otherp = P_GetP(pSprite); otherx = 0; } if (G_HaveActor(sprite[spriteNum].picnum)) A_Execute(spriteNum, P_GetP(pSprite), otherx); if (g_netServer || ud.multimode > 1) { if (sprite[g_player[otherp].ps->i].extra > 0) { if (pSprite->yrepeat > 32 && sprite[g_player[otherp].ps->i].yrepeat < 32) { if (otherx < 1400 && pPlayer->knee_incs == 0) { pPlayer->knee_incs = 1; pPlayer->weapon_pos = -1; pPlayer->actorsqu = g_player[otherp].ps->i; } } } } if (ud.god) { pSprite->extra = pPlayer->max_player_health; pSprite->cstat = 257; if (!WW2GI) pPlayer->inv_amount[GET_JETPACK] = 1599; } if (pSprite->extra > 0) { actor[spriteNum].owner = spriteNum; if (ud.god == 0) if (G_CheckForSpaceCeiling(pSprite->sectnum) || G_CheckForSpaceFloor(pSprite->sectnum)) P_QuickKill(pPlayer); } else { pPlayer->pos.x = pSprite->x; pPlayer->pos.y = pSprite->y; pPlayer->pos.z = pSprite->z-(20<<8); pPlayer->newowner = -1; if (pPlayer->wackedbyactor >= 0 && sprite[pPlayer->wackedbyactor].statnum < MAXSTATUS) { pPlayer->ang += G_GetAngleDelta(pPlayer->ang,getangle(sprite[pPlayer->wackedbyactor].x-pPlayer->pos.x,sprite[pPlayer->wackedbyactor].y-pPlayer->pos.y))>>1; pPlayer->ang &= 2047; } } pSprite->ang = pPlayer->ang; } } else { if (pPlayer->holoduke_on == -1) DELETE_SPRITE_AND_CONTINUE(spriteNum); Bmemcpy(&actor[spriteNum].bpos, pSprite, sizeof(vec3_t)); pSprite->cstat = 0; if (pSprite->xrepeat < 42) { pSprite->xrepeat += 4; pSprite->cstat |= 2; } else pSprite->xrepeat = 42; if (pSprite->yrepeat < 36) pSprite->yrepeat += 4; else { pSprite->yrepeat = 36; if (sector[pSprite->sectnum].lotag != ST_2_UNDERWATER) A_Fall(spriteNum); if (pSprite->zvel == 0 && sector[pSprite->sectnum].lotag == ST_1_ABOVE_WATER) pSprite->z += ZOFFSET5; } if (pSprite->extra < 8) { pSprite->xvel = 128; pSprite->ang = pPlayer->ang; pSprite->extra++; A_SetSprite(spriteNum,CLIPMASK0); } else { pSprite->ang = 2047-pPlayer->ang; setsprite(spriteNum,(vec3_t *)pSprite); } } pSprite->shade = logapproach(pSprite->shade, (sector[pSprite->sectnum].ceilingstat & 1) ? sector[pSprite->sectnum].ceilingshade : sector[pSprite->sectnum].floorshade); next_sprite: spriteNum = nextSprite; } } ACTOR_STATIC void G_MoveFX(void) { int spriteNum = headspritestat[STAT_FX]; while (spriteNum >= 0) { spritetype *const pSprite = &sprite[spriteNum]; int const nextSprite = nextspritestat[spriteNum]; switch (DYNAMICTILEMAP(pSprite->picnum)) { case RESPAWN__STATIC: if (pSprite->extra == 66) { /*int32_t j =*/ A_Spawn(spriteNum,SHT(spriteNum)); // sprite[j].pal = sprite[i].pal; DELETE_SPRITE_AND_CONTINUE(spriteNum); } else if (pSprite->extra > (66-13)) sprite[spriteNum].extra++; break; case MUSICANDSFX__STATIC: { int const spriteHitag = pSprite->hitag; DukePlayer_t *const pPlayer = g_player[screenpeek].ps; if (T2(spriteNum) != ud.config.SoundToggle) { // If sound playback was toggled, restart. T2(spriteNum) = ud.config.SoundToggle; T1(spriteNum) = 0; } if (pSprite->lotag >= 1000 && pSprite->lotag < 2000) { int32_t x = ldist(&sprite[pPlayer->i],pSprite); #ifdef SPLITSCREEN_MOD_HACKS if (g_fakeMultiMode==2) { // HACK for splitscreen mod int32_t otherdist = ldist(&sprite[g_player[1].ps->i],pSprite); x = min(x, otherdist); } #endif if (x < spriteHitag && T1(spriteNum) == 0) { FX_SetReverb(pSprite->lotag - 1000); T1(spriteNum) = 1; } if (x >= spriteHitag && T1(spriteNum) == 1) { FX_SetReverb(0); FX_SetReverbDelay(0); T1(spriteNum) = 0; } } else if (pSprite->lotag < 999 && (unsigned)sector[pSprite->sectnum].lotag < 9 && // ST_9_SLIDING_ST_DOOR ud.config.AmbienceToggle && sector[SECT(spriteNum)].floorz != sector[SECT(spriteNum)].ceilingz) { if (g_sounds[pSprite->lotag].m & SF_MSFX) { int32_t playerDist = dist(&sprite[pPlayer->i], pSprite); #ifdef SPLITSCREEN_MOD_HACKS if (g_fakeMultiMode==2) { // HACK for splitscreen mod int32_t otherdist = dist(&sprite[g_player[1].ps->i],pSprite); playerDist = min(playerDist, otherdist); } #endif if (playerDist < spriteHitag && T1(spriteNum) == 0 && FX_VoiceAvailable(g_sounds[pSprite->lotag].pr-1)) { // Start playing an ambience sound. char om = g_sounds[pSprite->lotag].m; if (g_numEnvSoundsPlaying == ud.config.NumVoices) { int32_t j; for (SPRITES_OF(STAT_FX, j)) if (j != spriteNum && S_IsAmbientSFX(j) && actor[j].t_data[0] == 1 && dist(&sprite[j], &sprite[pPlayer->i]) > playerDist) { S_StopEnvSound(sprite[j].lotag,j); break; } if (j == -1) goto next_sprite; } g_sounds[pSprite->lotag].m |= SF_LOOP; A_PlaySound(pSprite->lotag,spriteNum); g_sounds[pSprite->lotag].m = om; T1(spriteNum) = 1; // AMBIENT_SFX_PLAYING } else if (playerDist >= spriteHitag && T1(spriteNum) == 1) { // Stop playing ambience sound because we're out of its range. // T1 will be reset in sounds.c: CLEAR_SOUND_T0 // T1 = 0; S_StopEnvSound(pSprite->lotag,spriteNum); } } if (g_sounds[pSprite->lotag].m & SF_GLOBAL) { // Randomly playing global sounds (flyby of planes, screams, ...) if (T5(spriteNum) > 0) T5(spriteNum)--; else { int32_t p; for (TRAVERSE_CONNECT(p)) if (p == myconnectindex && g_player[p].ps->cursectnum == pSprite->sectnum) { S_PlaySound(pSprite->lotag + (unsigned)g_globalRandom % (pSprite->hitag+1)); T5(spriteNum) = GAMETICSPERSEC*40 + g_globalRandom%(GAMETICSPERSEC*40); } } } } break; } } next_sprite: spriteNum = nextSprite; } } ACTOR_STATIC void G_MoveFallers(void) { int32_t spriteNum = headspritestat[STAT_FALLER]; while (spriteNum >= 0) { int const nextSprite = nextspritestat[spriteNum]; spritetype *const pSprite = &sprite[spriteNum]; int const sectNum = pSprite->sectnum; if (T1(spriteNum) == 0) { const int32_t oextra = pSprite->extra; int j; pSprite->z -= ZOFFSET2; T2(spriteNum) = pSprite->ang; if ((j = A_IncurDamage(spriteNum)) >= 0) { if (j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER) { if (pSprite->extra <= 0) { T1(spriteNum) = 1; for (bssize_t SPRITES_OF(STAT_FALLER, j)) { if (sprite[j].hitag == SHT(spriteNum)) { actor[j].t_data[0] = 1; sprite[j].cstat &= (65535-64); if (sprite[j].picnum == CEILINGSTEAM || sprite[j].picnum == STEAM) sprite[j].cstat |= 32768; } } } } else { actor[spriteNum].extra = 0; pSprite->extra = oextra; } } pSprite->ang = T2(spriteNum); pSprite->z += ZOFFSET2; } else if (T1(spriteNum) == 1) { if ((int16_t)pSprite->lotag > 0) { pSprite->lotag-=3; if ((int16_t)pSprite->lotag <= 0) { pSprite->xvel = (32+(krand()&63)); pSprite->zvel = -(1024+(krand()&1023)); } } else { int32_t x; if (pSprite->xvel > 0) { pSprite->xvel -= 8; A_SetSprite(spriteNum,CLIPMASK0); } if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceFloor(pSprite->sectnum))) x = 0; else { if (EDUKE32_PREDICT_FALSE(G_CheckForSpaceCeiling(pSprite->sectnum))) x = g_spriteGravity/6; else x = g_spriteGravity; } if (pSprite->z < (sector[sectNum].floorz-ZOFFSET)) { pSprite->zvel += x; if (pSprite->zvel > 6144) pSprite->zvel = 6144; pSprite->z += pSprite->zvel; } if ((sector[sectNum].floorz-pSprite->z) < ZOFFSET2) { int32_t j = 1+(krand()&7); for (x=0; x= 0) { const int32_t nextSprite = nextspritestat[spriteNum]; int32_t *const pData = &actor[spriteNum].t_data[0]; spritetype *const pSprite = &sprite[spriteNum]; const int32_t sectNum = pSprite->sectnum; if (sectNum < 0) DELETE_SPRITE_AND_CONTINUE(spriteNum); // Rotation-fixed sprites in rotating sectors already have bpos* updated. if ((pData[7]&(0xffff0000))!=ROTFIXSPR_MAGIC) Bmemcpy(&actor[spriteNum].bpos, pSprite, sizeof(vec3_t)); if (PN(spriteNum) >= CRANE && PN(spriteNum) <= CRANE+3) { int32_t nextj; //t[0] = state //t[1] = checking sector number if (pSprite->xvel) A_GetZLimits(spriteNum); if (pData[0] == 0) //Waiting to check the sector { for (SPRITES_OF_SECT_SAFE(pData[1], j, nextj)) { switch (sprite[j].statnum) { case STAT_ACTOR: case STAT_ZOMBIEACTOR: case STAT_STANDABLE: case STAT_PLAYER: { vec3_t vect = { g_origins[pData[4]+1].x, g_origins[pData[4]+1].y, sprite[j].z }; pSprite->ang = getangle(vect.x-pSprite->x, vect.y-pSprite->y); setsprite(j, &vect); pData[0]++; goto next_sprite; } } } } else if (pData[0]==1) { if (pSprite->xvel < 184) { pSprite->picnum = CRANE+1; pSprite->xvel += 8; } A_SetSprite(spriteNum,CLIPMASK0); if (sectNum == pData[1]) pData[0]++; } else if (pData[0]==2 || pData[0]==7) { pSprite->z += (1024+512); if (pData[0]==2) { if (sector[sectNum].floorz - pSprite->z < (64<<8)) if (pSprite->picnum > CRANE) pSprite->picnum--; if (sector[sectNum].floorz - pSprite->z < 4096+1024) pData[0]++; } if (pData[0]==7) { if (sector[sectNum].floorz - pSprite->z < (64<<8)) { if (pSprite->picnum > CRANE) pSprite->picnum--; else { if (pSprite->owner==-2) { int32_t p = A_FindPlayer(pSprite, NULL); A_PlaySound(DUKE_GRUNT,g_player[p].ps->i); if (g_player[p].ps->on_crane == spriteNum) g_player[p].ps->on_crane = -1; } pData[0]++; pSprite->owner = -1; } } } } else if (pData[0]==3) { pSprite->picnum++; if (pSprite->picnum == CRANE+2) { int32_t p = G_CheckPlayerInSector(pData[1]); if (p >= 0 && g_player[p].ps->on_ground) { pSprite->owner = -2; g_player[p].ps->on_crane = spriteNum; A_PlaySound(DUKE_GRUNT,g_player[p].ps->i); g_player[p].ps->ang = pSprite->ang+1024; } else { for (SPRITES_OF_SECT(pData[1], j)) { switch (sprite[j].statnum) { case STAT_ACTOR: case STAT_STANDABLE: pSprite->owner = j; break; } } } pData[0]++;//Grabbed the sprite pData[2]=0; goto next_sprite; } } else if (pData[0]==4) //Delay before going up { pData[2]++; if (pData[2] > 10) pData[0]++; } else if (pData[0]==5 || pData[0] == 8) { if (pData[0]==8 && pSprite->picnum < (CRANE+2)) if ((sector[sectNum].floorz-pSprite->z) > 8192) pSprite->picnum++; if (pSprite->z < g_origins[pData[4]+2].x) { pData[0]++; pSprite->xvel = 0; } else pSprite->z -= (1024+512); } else if (pData[0]==6) { if (pSprite->xvel < 192) pSprite->xvel += 8; pSprite->ang = getangle(g_origins[pData[4]].x - pSprite->x, g_origins[pData[4]].y - pSprite->y); A_SetSprite(spriteNum,CLIPMASK0); if (((pSprite->x-g_origins[pData[4]].x)*(pSprite->x-g_origins[pData[4]].x)+(pSprite->y-g_origins[pData[4]].y)*(pSprite->y-g_origins[pData[4]].y)) < (128*128)) pData[0]++; } else if (pData[0]==9) pData[0] = 0; { vec3_t vect; Bmemcpy(&vect,pSprite,sizeof(vec3_t)); vect.z -= (34<<8); setsprite(g_origins[pData[4]+2].y, &vect); } if (pSprite->owner != -1) { int32_t p = A_FindPlayer(pSprite, NULL); if (A_IncurDamage(spriteNum) >= 0) { if (pSprite->owner == -2) if (g_player[p].ps->on_crane == spriteNum) g_player[p].ps->on_crane = -1; pSprite->owner = -1; pSprite->picnum = CRANE; goto next_sprite; } if (pSprite->owner >= 0) { setsprite(pSprite->owner,(vec3_t *)pSprite); Bmemcpy(&actor[pSprite->owner].bpos, pSprite, sizeof(vec3_t)); pSprite->zvel = 0; } else if (pSprite->owner == -2) { DukePlayer_t *const ps = g_player[p].ps; ps->opos.x = ps->pos.x = pSprite->x-(sintable[(ps->ang+512)&2047]>>6); ps->opos.y = ps->pos.y = pSprite->y-(sintable[ps->ang&2047]>>6); ps->opos.z = ps->pos.z = pSprite->z+(2<<8); setsprite(ps->i, (vec3_t *)ps); ps->cursectnum = sprite[ps->i].sectnum; } } goto next_sprite; } else if (PN(spriteNum) >= WATERFOUNTAIN && PN(spriteNum) <= WATERFOUNTAIN+3) { if (pData[0] > 0) { if (pData[0] < 20) { pData[0]++; pSprite->picnum++; if (pSprite->picnum == (WATERFOUNTAIN+3)) pSprite->picnum = WATERFOUNTAIN+1; } else { A_FindPlayer(pSprite,&x); if (x > 512) { pData[0] = 0; pSprite->picnum = WATERFOUNTAIN; } else pData[0] = 1; } } goto next_sprite; } else if (AFLAMABLE(pSprite->picnum)) { if (T1(spriteNum) == 1) { if ((++T2(spriteNum)&3) > 0) goto next_sprite; if (pSprite->picnum == TIRE && T2(spriteNum) == 32) { pSprite->cstat = 0; j = A_Spawn(spriteNum,BLOODPOOL); sprite[j].shade = 127; } else { if (pSprite->shade < 64) pSprite->shade++; else DELETE_SPRITE_AND_CONTINUE(spriteNum); } j = pSprite->xrepeat-(krand()&7); if (j < 10) DELETE_SPRITE_AND_CONTINUE(spriteNum); pSprite->xrepeat = j; j = pSprite->yrepeat-(krand()&7); if (j < 4) DELETE_SPRITE_AND_CONTINUE(spriteNum); pSprite->yrepeat = j; } if (pSprite->picnum == BOX) { A_Fall(spriteNum); actor[spriteNum].ceilingz = sector[pSprite->sectnum].ceilingz; } goto next_sprite; } else if (pSprite->picnum == TRIPBOMB) { // TIMER_CONTROL if (actor[spriteNum].t_data[6] == 1) { if (actor[spriteNum].t_data[7] >= 1) { actor[spriteNum].t_data[7]--; } if (actor[spriteNum].t_data[7] <= 0) { T3(spriteNum)=16; actor[spriteNum].t_data[6]=3; A_PlaySound(LASERTRIP_ARMING,spriteNum); } // we're on a timer.... } if (T3(spriteNum) > 0 && actor[spriteNum].t_data[6] == 3) { T3(spriteNum)--; if (T3(spriteNum) == 8) { for (j=0; j<5; j++) RANDOMSCRAP(pSprite, spriteNum); x = pSprite->extra; A_RadiusDamage(spriteNum, g_tripbombRadius, x>>2,x>>1,x-(x>>2),x); j = A_Spawn(spriteNum,EXPLOSION2); A_PlaySound(LASERTRIP_EXPLODE,j); sprite[j].ang = pSprite->ang; sprite[j].xvel = 348; A_SetSprite(j,CLIPMASK0); for (SPRITES_OF(STAT_MISC, j)) { if (sprite[j].picnum == LASERLINE && pSprite->hitag == sprite[j].hitag) sprite[j].xrepeat = sprite[j].yrepeat = 0; } DELETE_SPRITE_AND_CONTINUE(spriteNum); } goto next_sprite; } else { const int32_t oextra = pSprite->extra; pSprite->extra = 1; l = pSprite->ang; if (A_IncurDamage(spriteNum) >= 0) { actor[spriteNum].t_data[6] = 3; T3(spriteNum) = 16; } pSprite->extra = oextra; pSprite->ang = l; } switch (T1(spriteNum)) { default: A_FindPlayer(pSprite,&x); if (x > 768 || T1(spriteNum) > 16) T1(spriteNum)++; break; case 32: { int16_t m; l = pSprite->ang; pSprite->ang = T6(spriteNum); T4(spriteNum) = pSprite->x; T5(spriteNum) = pSprite->y; pSprite->x += sintable[(T6(spriteNum)+512)&2047]>>9; pSprite->y += sintable[(T6(spriteNum))&2047]>>9; pSprite->z -= (3<<8); setsprite(spriteNum,(vec3_t *)pSprite); x = A_CheckHitSprite(spriteNum, &m); actor[spriteNum].lastvx = x; pSprite->ang = l; // if(lTripBombControl & TRIPBOMB_TRIPWIRE) if (actor[spriteNum].t_data[6] != 1) { // we're on a trip wire int16_t cursectnum; while (x > 0) { j = A_Spawn(spriteNum,LASERLINE); setsprite(j,(vec3_t *)&sprite[j]); sprite[j].hitag = pSprite->hitag; actor[j].t_data[1] = sprite[j].z; pSprite->x += sintable[(T6(spriteNum)+512)&2047]>>4; pSprite->y += sintable[(T6(spriteNum))&2047]>>4; if (x < 1024) { sprite[j].xrepeat = x>>5; break; } x -= 1024; cursectnum = pSprite->sectnum; updatesector(pSprite->x, pSprite->y, &cursectnum); if (cursectnum < 0) break; } } T1(spriteNum)++; pSprite->x = T4(spriteNum); pSprite->y = T5(spriteNum); pSprite->z += (3<<8); setsprite(spriteNum,(vec3_t *)pSprite); T4(spriteNum) = T3(spriteNum) = 0; if (m >= 0 && actor[spriteNum].t_data[6] != 1) { actor[spriteNum].t_data[6] = 3; T3(spriteNum) = 13; A_PlaySound(LASERTRIP_ARMING,spriteNum); } break; } case 33: T2(spriteNum)++; T4(spriteNum) = pSprite->x; T5(spriteNum) = pSprite->y; pSprite->x += sintable[(T6(spriteNum)+512)&2047]>>9; pSprite->y += sintable[(T6(spriteNum))&2047]>>9; pSprite->z -= (3<<8); setsprite(spriteNum,(vec3_t *)pSprite); x = A_CheckHitSprite(spriteNum, NULL); pSprite->x = T4(spriteNum); pSprite->y = T5(spriteNum); pSprite->z += (3<<8); setsprite(spriteNum,(vec3_t *)pSprite); // if( Actor[i].lastvx != x && lTripBombControl & TRIPBOMB_TRIPWIRE) if (actor[spriteNum].lastvx != x && actor[spriteNum].t_data[6] != 1) { actor[spriteNum].t_data[6] = 3; T3(spriteNum) = 13; A_PlaySound(LASERTRIP_ARMING,spriteNum); } break; } goto next_sprite; } else if (pSprite->picnum >= CRACK1 && pSprite->picnum <= CRACK4) { if (pSprite->hitag > 0) { pData[0] = pSprite->cstat; pData[1] = pSprite->ang; int const dmgTile = A_IncurDamage(spriteNum); if (dmgTile < 0) goto crack_default; switch (DYNAMICTILEMAP(dmgTile)) { case FIREEXT__STATIC: case RPG__STATIC: case RADIUSEXPLOSION__STATIC: case SEENINE__STATIC: case OOZFILTER__STATIC: for (SPRITES_OF(STAT_STANDABLE, j)) { if (pSprite->hitag == sprite[j].hitag && (sprite[j].picnum == OOZFILTER || sprite[j].picnum == SEENINE)) if (sprite[j].shade != -32) sprite[j].shade = -32; } goto DETONATE; crack_default: default: pSprite->cstat = pData[0]; pSprite->ang = pData[1]; pSprite->extra = 0; goto next_sprite; } } goto next_sprite; } else if (pSprite->picnum == FIREEXT) { int32_t k; if (A_IncurDamage(spriteNum) < 0) goto next_sprite; for (k=0; k<16; k++) { j = A_InsertSprite(SECT(spriteNum),SX(spriteNum),SY(spriteNum),SZ(spriteNum)-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[spriteNum].zvel>>2),spriteNum,5); sprite[j].pal = 2; } j = A_Spawn(spriteNum,EXPLOSION2); A_PlaySound(PIPEBOMB_EXPLODE,j); A_PlaySound(GLASS_HEAVYBREAK,j); if ((int16_t)pSprite->hitag > 0) { for (SPRITES_OF(STAT_STANDABLE, j)) { // XXX: This block seems to be CODEDUP'd a lot of times. if (pSprite->hitag == sprite[j].hitag && (sprite[j].picnum == OOZFILTER || sprite[j].picnum == SEENINE)) if (sprite[j].shade != -32) sprite[j].shade = -32; } x = pSprite->extra; A_RadiusDamage(spriteNum, g_pipebombRadius,x>>2, x-(x>>1),x-(x>>2), x); j = A_Spawn(spriteNum,EXPLOSION2); A_PlaySound(PIPEBOMB_EXPLODE,j); goto DETONATE; } else { A_RadiusDamage(spriteNum,g_seenineRadius,10,15,20,25); DELETE_SPRITE_AND_CONTINUE(spriteNum); } goto next_sprite; } else if (pSprite->picnum == OOZFILTER || pSprite->picnum == SEENINE || pSprite->picnum == SEENINEDEAD || pSprite->picnum == SEENINEDEAD+1) { if (pSprite->shade != -32 && pSprite->shade != -33) { if (pSprite->xrepeat) j = (A_IncurDamage(spriteNum) >= 0); else j = 0; if (j || pSprite->shade == -31) { if (j) pSprite->lotag = 0; pData[3] = 1; for (SPRITES_OF(STAT_STANDABLE, j)) { if (pSprite->hitag == sprite[j].hitag && (sprite[j].picnum == SEENINE || sprite[j].picnum == OOZFILTER)) sprite[j].shade = -32; } } } else { if (pSprite->shade == -32) { if ((int16_t)pSprite->lotag > 0) { pSprite->lotag -= 3; if ((int16_t)pSprite->lotag <= 0) pSprite->lotag = (uint16_t)(-99); } else pSprite->shade = -33; } else { if (pSprite->xrepeat > 0) { T3(spriteNum)++; if (T3(spriteNum) == 3) { if (pSprite->picnum == OOZFILTER) { T3(spriteNum) = 0; goto DETONATE; } if (pSprite->picnum != (SEENINEDEAD+1)) { T3(spriteNum) = 0; if (pSprite->picnum == SEENINEDEAD) pSprite->picnum++; else if (pSprite->picnum == SEENINE) pSprite->picnum = SEENINEDEAD; } else goto DETONATE; } goto next_sprite; } DETONATE: g_earthquakeTime = 16; for (SPRITES_OF(STAT_EFFECTOR, j)) { if (pSprite->hitag == sprite[j].hitag) { if (sprite[j].lotag == SE_13_EXPLOSIVE) { if (actor[j].t_data[2] == 0) actor[j].t_data[2] = 1; } else if (sprite[j].lotag == SE_8_UP_OPEN_DOOR_LIGHTS) actor[j].t_data[4] = 1; else if (sprite[j].lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL) { if (actor[j].t_data[0] == 0) actor[j].t_data[0] = 1; } else if (sprite[j].lotag == SE_21_DROP_FLOOR) actor[j].t_data[0] = 1; } } pSprite->z -= ZOFFSET5; if (pSprite->xrepeat) for (x=0; x<8; x++) RANDOMSCRAP(pSprite, spriteNum); if ((pData[3] == 1 && pSprite->xrepeat) || (int16_t)pSprite->lotag == -99) { int32_t j = A_Spawn(spriteNum,EXPLOSION2); x = pSprite->extra; A_RadiusDamage(spriteNum,g_seenineRadius,x>>2, x-(x>>1),x-(x>>2), x); A_PlaySound(PIPEBOMB_EXPLODE,j); } DELETE_SPRITE_AND_CONTINUE(spriteNum); } } goto next_sprite; } else if (pSprite->picnum == MASTERSWITCH) { if (pSprite->yvel == 1) { pSprite->hitag--; if ((int16_t)pSprite->hitag <= 0) { G_OperateSectors(sectNum,spriteNum); for (SPRITES_OF_SECT(sectNum, j)) { if (sprite[j].statnum == STAT_EFFECTOR) { switch (sprite[j].lotag) { case SE_2_EARTHQUAKE: case SE_21_DROP_FLOOR: case SE_31_FLOOR_RISE_FALL: case SE_32_CEILING_RISE_FALL: case SE_36_PROJ_SHOOTER: actor[j].t_data[0] = 1; break; case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT: actor[j].t_data[4] = 1; break; } } else if (sprite[j].statnum == STAT_STANDABLE) { switch (DYNAMICTILEMAP(sprite[j].picnum)) { case SEENINE__STATIC: case OOZFILTER__STATIC: sprite[j].shade = -31; break; } } } DELETE_SPRITE_AND_CONTINUE(spriteNum); } } goto next_sprite; } else { switchPic = pSprite->picnum; if (switchPic > SIDEBOLT1 && switchPic <= SIDEBOLT1 + 3) switchPic = SIDEBOLT1; else if (switchPic > BOLT1 && switchPic <= BOLT1 + 3) switchPic = BOLT1; switch (DYNAMICTILEMAP(switchPic)) { case VIEWSCREEN__STATIC: case VIEWSCREEN2__STATIC: if (pSprite->xrepeat == 0) DELETE_SPRITE_AND_CONTINUE(spriteNum); { const int32_t p = A_FindPlayer(pSprite, &x); const DukePlayer_t *const ps = g_player[p].ps; if (dist(&sprite[ps->i], pSprite) < VIEWSCREEN_ACTIVE_DISTANCE) { #if 0 if (sprite[i].yvel == 1) // VIEWSCREEN_YVEL g_curViewscreen = i; #endif } else if (g_curViewscreen == spriteNum /*&& T1 == 1*/) { g_curViewscreen = -1; sprite[spriteNum].yvel = 0; // VIEWSCREEN_YVEL T1(spriteNum) = 0; for (bssize_t ii = 0; ii < VIEWSCREENFACTOR; ii++) walock[TILE_VIEWSCR - ii] = 199; } } goto next_sprite; case TRASH__STATIC: if (pSprite->xvel == 0) pSprite->xvel = 1; if (A_SetSprite(spriteNum, CLIPMASK0)) { A_Fall(spriteNum); if (krand() & 1) pSprite->zvel -= 256; if ((pSprite->xvel) < 48) pSprite->xvel += (krand() & 3); } else DELETE_SPRITE_AND_CONTINUE(spriteNum); break; case SIDEBOLT1__STATIC: // case SIDEBOLT1+1: // case SIDEBOLT1+2: // case SIDEBOLT1+3: A_FindPlayer(pSprite, &x); if (x > 20480) goto next_sprite; CLEAR_THE_BOLT2: if (pData[2]) { pData[2]--; goto next_sprite; } if ((pSprite->xrepeat | pSprite->yrepeat) == 0) { pSprite->xrepeat = pData[0]; pSprite->yrepeat = pData[1]; } if ((krand() & 8) == 0) { pData[0] = pSprite->xrepeat; pData[1] = pSprite->yrepeat; pData[2] = g_globalRandom & 4; pSprite->xrepeat = pSprite->yrepeat = 0; goto CLEAR_THE_BOLT2; } pSprite->picnum++; // NOTE: Um, this 'l' was assigned to last at the beginning of this function. // SIDEBOLT1 never gets translucent as a consequence, unlike BOLT1. if (l & 1) pSprite->cstat ^= 2; if ((krand() & 1) && sector[sectNum].floorpicnum == HURTRAIL) A_PlaySound(SHORT_CIRCUIT, spriteNum); if (pSprite->picnum == SIDEBOLT1 + 4) pSprite->picnum = SIDEBOLT1; goto next_sprite; case BOLT1__STATIC: // case BOLT1+1: // case BOLT1+2: // case BOLT1+3: A_FindPlayer(pSprite, &x); if (x > 20480) goto next_sprite; if (pData[3] == 0) pData[3] = sector[sectNum].floorshade; CLEAR_THE_BOLT: if (pData[2]) { pData[2]--; sector[sectNum].floorshade = 20; sector[sectNum].ceilingshade = 20; goto next_sprite; } if ((pSprite->xrepeat | pSprite->yrepeat) == 0) { pSprite->xrepeat = pData[0]; pSprite->yrepeat = pData[1]; } else if ((krand() & 8) == 0) { pData[0] = pSprite->xrepeat; pData[1] = pSprite->yrepeat; pData[2] = g_globalRandom & 4; pSprite->xrepeat = pSprite->yrepeat = 0; goto CLEAR_THE_BOLT; } pSprite->picnum++; l = g_globalRandom & 7; pSprite->xrepeat = l + 8; if (l & 1) pSprite->cstat ^= 2; if (pSprite->picnum == (BOLT1 + 1) && (krand() & 7) == 0 && sector[sectNum].floorpicnum == HURTRAIL) A_PlaySound(SHORT_CIRCUIT, spriteNum); if (pSprite->picnum == BOLT1 + 4) pSprite->picnum = BOLT1; if (pSprite->picnum & 1) { sector[sectNum].floorshade = 0; sector[sectNum].ceilingshade = 0; } else { sector[sectNum].floorshade = 20; sector[sectNum].ceilingshade = 20; } goto next_sprite; case WATERDRIP__STATIC: if (pData[1]) { if (--pData[1] == 0) pSprite->cstat &= 32767; } else { A_Fall(spriteNum); A_SetSprite(spriteNum, CLIPMASK0); if (pSprite->xvel > 0) pSprite->xvel -= 2; if (pSprite->zvel == 0) { pSprite->cstat |= 32768; if (pSprite->pal != 2 && pSprite->hitag == 0) A_PlaySound(SOMETHING_DRIPPING, spriteNum); if (sprite[pSprite->owner].picnum != WATERDRIP) { DELETE_SPRITE_AND_CONTINUE(spriteNum); } else { actor[spriteNum].bpos.z = pSprite->z = pData[0]; pData[1] = 48 + (krand() & 31); } } } goto next_sprite; case DOORSHOCK__STATIC: j = klabs(sector[sectNum].ceilingz - sector[sectNum].floorz) >> 9; pSprite->yrepeat = j + 4; pSprite->xrepeat = 16; pSprite->z = sector[sectNum].floorz; goto next_sprite; case TOUCHPLATE__STATIC: if (pData[1] == 1 && (int16_t)pSprite->hitag >= 0) // Move the sector floor { x = sector[sectNum].floorz; if (pData[3] == 1) { if (x >= pData[2]) { sector[sectNum].floorz = x; pData[1] = 0; } else { int32_t p; sector[sectNum].floorz += sector[sectNum].extra; p = G_CheckPlayerInSector(sectNum); if (p >= 0) g_player[p].ps->pos.z += sector[sectNum].extra; } } else { if (x <= pSprite->z) { sector[sectNum].floorz = pSprite->z; pData[1] = 0; } else { int32_t p; sector[sectNum].floorz -= sector[sectNum].extra; p = G_CheckPlayerInSector(sectNum); if (p >= 0) g_player[p].ps->pos.z -= sector[sectNum].extra; } } goto next_sprite; } if (pData[5] == 1) goto next_sprite; { int32_t p = G_CheckPlayerInSector(sectNum); if (p >= 0 && (g_player[p].ps->on_ground || pSprite->ang == 512)) { if (pData[0] == 0 && !G_CheckActivatorMotion(pSprite->lotag)) { pData[0] = 1; pData[1] = 1; pData[3] = !pData[3]; G_OperateMasterSwitches(pSprite->lotag); G_OperateActivators(pSprite->lotag, p); if ((int16_t)pSprite->hitag > 0) { pSprite->hitag--; if (pSprite->hitag == 0) pData[5] = 1; } } } else pData[0] = 0; } if (pData[1] == 1) { for (SPRITES_OF(STAT_STANDABLE, j)) { if (j != spriteNum && sprite[j].picnum == TOUCHPLATE && sprite[j].lotag == pSprite->lotag) { actor[j].t_data[1] = 1; actor[j].t_data[3] = pData[3]; } } } goto next_sprite; case CANWITHSOMETHING__STATIC: case CANWITHSOMETHING2__STATIC: case CANWITHSOMETHING3__STATIC: case CANWITHSOMETHING4__STATIC: A_Fall(spriteNum); if (A_IncurDamage(spriteNum) >= 0) { A_PlaySound(VENT_BUST, spriteNum); for (j = 9; j >= 0; j--) RANDOMSCRAP(pSprite, spriteNum); if (pSprite->lotag) A_Spawn(spriteNum, pSprite->lotag); DELETE_SPRITE_AND_CONTINUE(spriteNum); } goto next_sprite; case FLOORFLAME__STATIC: case FIREBARREL__STATIC: case FIREVASE__STATIC: case EXPLODINGBARREL__STATIC: case WOODENHORSE__STATIC: case HORSEONSIDE__STATIC: case NUKEBARREL__STATIC: case NUKEBARRELDENTED__STATIC: case NUKEBARRELLEAKED__STATIC: case TOILETWATER__STATIC: case RUBBERCAN__STATIC: case STEAM__STATIC: case CEILINGSTEAM__STATIC: case WATERBUBBLEMAKER__STATIC: if (!G_HaveActor(sprite[spriteNum].picnum)) goto next_sprite; { int32_t p = A_FindPlayer(pSprite, &x); A_Execute(spriteNum, p, x); } goto next_sprite; } } next_sprite: spriteNum = nextSprite; } } ACTOR_STATIC void A_DoProjectileBounce(int32_t i) { spritetype * const pSprite = &sprite[i]; int32_t const hitSectnum = pSprite->sectnum; int const firstWall = sector[hitSectnum].wallptr; int const secondWall = wall[firstWall].point2; int const wallAngle = getangle(wall[secondWall].x - wall[firstWall].x, wall[secondWall].y - wall[firstWall].y); vec3_t vect = { mulscale10(pSprite->xvel, sintable[(pSprite->ang + 512) & 2047]), mulscale10(pSprite->xvel, sintable[pSprite->ang & 2047]), pSprite->zvel }; int k = (pSprite->z<(actor[i].floorz + actor[i].ceilingz)>> 1) ? sector[hitSectnum].ceilingheinum : sector[hitSectnum].floorheinum; vec3_t const da = { mulscale14(k, sintable[(wallAngle)&2047]), mulscale14(k, sintable[(wallAngle + 1536) & 2047]), 4096 }; k = vect.x * da.x + vect.y * da.y + vect.z * da.z; int l = da.x * da.x + da.y * da.y + da.z * da.z; if ((klabs(k) >> 14) < l) { k = divscale17(k, l); vect.x -= mulscale16(da.x, k); vect.y -= mulscale16(da.y, k); vect.z -= mulscale16(da.z, k); } pSprite->zvel = vect.z; pSprite->xvel = ksqrt(dmulscale8(vect.x, vect.x, vect.y, vect.y)); pSprite->ang = getangle(vect.x, vect.y); } ACTOR_STATIC void P_HandleBeingSpitOn(DukePlayer_t * const ps) { ps->horiz += 32; ps->return_to_center = 8; if (ps->loogcnt) return; if (!A_CheckSoundPlaying(ps->i, DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN,ps->i); int j = 3+(krand()&3); ps->numloogs = j; ps->loogcnt = 24*4; for (bssize_t x=0; x < j; x++) { ps->loogiex[x] = krand()%xdim; ps->loogiey[x] = krand()%ydim; } } static void A_DoProjectileEffects(int spriteNum, const vec3_t *davect, int radiusDamage) { const projectile_t *pProj = &SpriteProjectile[spriteNum]; if (pProj->spawns >= 0) { int const k = A_Spawn(spriteNum,pProj->spawns); if (davect) Bmemcpy(&sprite[k],davect,sizeof(vec3_t)); if (pProj->sxrepeat > 4) sprite[k].xrepeat=pProj->sxrepeat; if (pProj->syrepeat > 4) sprite[k].yrepeat=pProj->syrepeat; } if (pProj->isound >= 0) A_PlaySound(pProj->isound,spriteNum); if (!radiusDamage) return; spritetype *const pSprite = &sprite[spriteNum]; pSprite->extra = Proj_GetDamage(pProj); int const x = pSprite->extra; A_RadiusDamage(spriteNum, pProj->hitradius, x >> 2, x >> 1, x - (x >> 2), x); } static void G_WeaponHitCeilingOrFloor(int32_t i, spritetype *s, int32_t *j) { if (actor[i].flags & SFLAG_DIDNOSE7WATER) { actor[i].flags &= ~SFLAG_DIDNOSE7WATER; return; } if (s->z < actor[i].ceilingz) { *j = 16384|s->sectnum; s->zvel = -1; } else if (s->z > actor[i].floorz + ZOFFSET2*(sector[s->sectnum].lotag == ST_1_ABOVE_WATER)) { *j = 16384|s->sectnum; if (sector[s->sectnum].lotag != ST_1_ABOVE_WATER) s->zvel = 1; } } static void Proj_BounceOffWall(spritetype *s, int j) { int k = getangle( wall[wall[j].point2].x-wall[j].x, wall[wall[j].point2].y-wall[j].y); s->ang = ((k<<1) - s->ang)&2047; } #define PROJ_DECAYVELOCITY(s) s->xvel >>= 1, s->zvel >>= 1 // Maybe damage a ceiling or floor as the consequence of projectile impact. // Returns 1 if sprite should be killed. // NOTE: Compare with Proj_MaybeDamageCF2() in sector.c static int Proj_MaybeDamageCF(uspritetype const * const s) { if (s->zvel < 0) { if ((sector[s->sectnum].ceilingstat&1) && sector[s->sectnum].ceilingpal == 0) return 1; Sect_DamageCeilingOrFloor(0, s->sectnum); } else if (s->zvel > 0) { if ((sector[s->sectnum].floorstat&1) && sector[s->sectnum].floorpal == 0) { // Keep original Duke3D behavior: pass projectiles through // parallaxed ceilings, but NOT through such floors. return 0; } Sect_DamageCeilingOrFloor(1, s->sectnum); } return 0; } ACTOR_STATIC void Proj_MoveCustom(int spriteNum) { int const projectileMoved = SpriteProjectile[spriteNum].workslike & PROJECTILE_MOVED; SpriteProjectile[spriteNum].workslike |= PROJECTILE_MOVED; const projectile_t *const pProj = &SpriteProjectile[spriteNum]; spritetype *const pSprite = &sprite[spriteNum]; vec3_t davect; int otherSprite = 0; switch (pProj->workslike & PROJECTILE_TYPE_MASK) { case PROJECTILE_HITSCAN: { if (!G_HaveActor(sprite[spriteNum].picnum)) return; int32_t playerDist; int const playerNum = A_FindPlayer(pSprite, &playerDist); A_Execute(spriteNum, playerNum, playerDist); return; } case PROJECTILE_KNEE: case PROJECTILE_BLOOD: A_DeleteSprite(spriteNum); return; default: case PROJECTILE_RPG: { davect = *(vec3_t *) pSprite; VM_UpdateAnim(spriteNum, &actor[spriteNum].t_data[0]); if (pProj->flashcolor) G_AddGameLight(0, spriteNum, ((pSprite->yrepeat * tilesiz[pSprite->picnum].y) << 1), 2048, pProj->flashcolor, PR_LIGHT_PRIO_LOW_GAME); if ((pProj->workslike & (PROJECTILE_BOUNCESOFFWALLS | PROJECTILE_EXPLODEONTIMER)) == PROJECTILE_BOUNCESOFFWALLS && pSprite->yvel < 1) { A_DoProjectileEffects(spriteNum, &davect, 1); A_DeleteSprite(spriteNum); return; } if (pProj->workslike & PROJECTILE_COOLEXPLOSION1 && ++pSprite->shade >= 40) { A_DeleteSprite(spriteNum); return; } pSprite->zvel -= pProj->drop; if (pProj->workslike & PROJECTILE_SPIT && pSprite->zvel < 6144) pSprite->zvel += g_spriteGravity - 112; A_GetZLimits(spriteNum); if (pProj->trail >= 0) { for (bssize_t cnt = 0; cnt <= pProj->tnum; cnt++) { otherSprite = A_Spawn(spriteNum, pProj->trail); sprite[otherSprite].z += (pProj->toffset << 8); if (pProj->txrepeat >= 0) sprite[otherSprite].xrepeat = pProj->txrepeat; if (pProj->tyrepeat >= 0) sprite[otherSprite].yrepeat = pProj->tyrepeat; } } int projMoveCnt = pProj->movecnt; int projVel = pSprite->xvel; int projZvel = pSprite->zvel; if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER) { projVel >>= 1; projZvel >>= 1; } uint16_t backupCstat = 0; if (!projectileMoved && (unsigned)pSprite->owner < MAXSPRITES) { backupCstat = sprite[pSprite->owner].cstat; sprite[pSprite->owner].cstat &= (uint16_t)~CSTAT_SPRITE_BLOCK; } do { vec3_t tmpvect = { (projVel * (sintable[(pSprite->ang + 512) & 2047])) >> 14, (projVel * (sintable[pSprite->ang & 2047])) >> 14, projZvel }; Bmemcpy(&davect, pSprite, sizeof(vec3_t)); otherSprite = A_MoveSprite(spriteNum, &tmpvect, (A_CheckSpriteFlags(spriteNum, SFLAG_NOCLIP) ? 0 : CLIPMASK1)); } while (!otherSprite && --projMoveCnt > 0); if (backupCstat) sprite[pSprite->owner].cstat = backupCstat; if (!(pProj->workslike & PROJECTILE_BOUNCESOFFWALLS) && // NOT_BOUNCESOFFWALLS_YVEL (unsigned)pSprite->yvel < MAXSPRITES && sprite[pSprite->yvel].sectnum != MAXSECTORS) if (FindDistance2D(pSprite->x - sprite[pSprite->yvel].x, pSprite->y - sprite[pSprite->yvel].y) < 256) otherSprite = 49152 | pSprite->yvel; actor[spriteNum].movflag = otherSprite; if (pSprite->sectnum < 0) { A_DeleteSprite(spriteNum); return; } if (pProj->workslike & PROJECTILE_TIMED && pProj->range > 0) { if (++actor[spriteNum].t_data[8] > pProj->range) { if (pProj->workslike & PROJECTILE_EXPLODEONTIMER) A_DoProjectileEffects(spriteNum, &davect, 1); A_DeleteSprite(spriteNum); return; } } if ((otherSprite & 49152) != 49152 && !(pProj->workslike & PROJECTILE_BOUNCESOFFWALLS)) G_WeaponHitCeilingOrFloor(spriteNum, pSprite, &otherSprite); if (pProj->workslike & PROJECTILE_WATERBUBBLES && sector[pSprite->sectnum].lotag == ST_2_UNDERWATER && rnd(140)) A_Spawn(spriteNum, WATERBUBBLE); if (otherSprite != 0) { if (pProj->workslike & PROJECTILE_COOLEXPLOSION1) { pSprite->xvel = 0; pSprite->zvel = 0; } switch (otherSprite & 49152) { case 49152: otherSprite &= (MAXSPRITES - 1); if (pProj->workslike & PROJECTILE_BOUNCESOFFSPRITES) { pSprite->yvel--; int const projAngle = getangle(sprite[otherSprite].x - pSprite->x, sprite[otherSprite].y - pSprite->y) + (sprite[otherSprite].cstat & 16 ? 0 : 512); pSprite->ang = ((projAngle << 1) - pSprite->ang) & 2047; if (pProj->bsound >= 0) A_PlaySound(pProj->bsound, spriteNum); if (pProj->workslike & PROJECTILE_LOSESVELOCITY) PROJ_DECAYVELOCITY(pSprite); if (!(pProj->workslike & PROJECTILE_FORCEIMPACT)) return; } A_DamageObject(otherSprite, spriteNum); if (sprite[otherSprite].picnum == APLAYER) { int playerNum = P_Get(otherSprite); A_PlaySound(PISTOL_BODYHIT, otherSprite); if (pProj->workslike & PROJECTILE_SPIT) P_HandleBeingSpitOn(g_player[playerNum].ps); } if (pProj->workslike & PROJECTILE_RPG_IMPACT) { actor[otherSprite].owner = pSprite->owner; actor[otherSprite].picnum = pSprite->picnum; actor[otherSprite].extra += pProj->extra; A_DoProjectileEffects(spriteNum, &davect, 0); if (!(pProj->workslike & PROJECTILE_FORCEIMPACT)) { A_DeleteSprite(spriteNum); return; } } if (pProj->workslike & PROJECTILE_FORCEIMPACT) return; break; case 32768: otherSprite &= (MAXWALLS - 1); if (pProj->workslike & PROJECTILE_BOUNCESOFFMIRRORS && (wall[otherSprite].overpicnum == MIRROR || wall[otherSprite].picnum == MIRROR)) { Proj_BounceOffWall(pSprite, otherSprite); pSprite->owner = spriteNum; A_Spawn(spriteNum, TRANSPORTERSTAR); return; } else { setsprite(spriteNum, &davect); A_DamageWall(spriteNum, otherSprite, (vec3_t *)pSprite, pSprite->picnum); if (pProj->workslike & PROJECTILE_BOUNCESOFFWALLS) { if (wall[otherSprite].overpicnum != MIRROR && wall[otherSprite].picnum != MIRROR) pSprite->yvel--; Proj_BounceOffWall(pSprite, otherSprite); if (pProj->bsound >= 0) A_PlaySound(pProj->bsound, spriteNum); if (pProj->workslike & PROJECTILE_LOSESVELOCITY) PROJ_DECAYVELOCITY(pSprite); return; } } break; case 16384: setsprite(spriteNum, &davect); if (Proj_MaybeDamageCF((uspritetype *)pSprite)) { A_DeleteSprite(spriteNum); return; } if (pProj->workslike & PROJECTILE_BOUNCESOFFWALLS) { A_DoProjectileBounce(spriteNum); A_SetSprite(spriteNum, CLIPMASK1); pSprite->yvel--; if (pProj->bsound >= 0) A_PlaySound(pProj->bsound, spriteNum); if (pProj->workslike & PROJECTILE_LOSESVELOCITY) PROJ_DECAYVELOCITY(pSprite); return; } break; } A_DoProjectileEffects(spriteNum, &davect, 1); A_DeleteSprite(spriteNum); return; } return; } } } ACTOR_STATIC void G_MoveWeapons(void) { int spriteNum = headspritestat[STAT_PROJECTILE]; while (spriteNum >= 0) { int const nextSprite = nextspritestat[spriteNum]; spritetype *const pSprite = &sprite[spriteNum]; vec3_t davect; if (pSprite->sectnum < 0) DELETE_SPRITE_AND_CONTINUE(spriteNum); actor[spriteNum].bpos = *(vec3_t *)pSprite; /* Custom projectiles */ if (A_CheckSpriteFlags(spriteNum, SFLAG_PROJECTILE)) { Proj_MoveCustom(spriteNum); goto next_sprite; } // hard coded projectiles switch (DYNAMICTILEMAP(pSprite->picnum)) { case SHOTSPARK1__STATIC: { if (!G_HaveActor(sprite[spriteNum].picnum)) goto next_sprite; int32_t playerDist; int const playerNum = A_FindPlayer(pSprite, &playerDist); A_Execute(spriteNum, playerNum, playerDist); goto next_sprite; } case RADIUSEXPLOSION__STATIC: case KNEE__STATIC: DELETE_SPRITE_AND_CONTINUE(spriteNum); case FREEZEBLAST__STATIC: if (pSprite->yvel < 1 || pSprite->extra < 2 || (pSprite->xvel | pSprite->zvel) == 0) { int const newSprite = A_Spawn(spriteNum, TRANSPORTERSTAR); sprite[newSprite].pal = 1; sprite[newSprite].xrepeat = 32; sprite[newSprite].yrepeat = 32; DELETE_SPRITE_AND_CONTINUE(spriteNum); } case SHRINKSPARK__STATIC: case RPG__STATIC: case FIRELASER__STATIC: case SPIT__STATIC: case COOLEXPLOSION1__STATIC: { if (pSprite->picnum == COOLEXPLOSION1) if (!S_CheckSoundPlaying(spriteNum, WIERDSHOT_FLY)) A_PlaySound(WIERDSHOT_FLY, spriteNum); int spriteXvel = pSprite->xvel; int spriteZvel = pSprite->zvel; if (pSprite->picnum == RPG && sector[pSprite->sectnum].lotag == ST_2_UNDERWATER) { spriteXvel >>= 1; spriteZvel >>= 1; } davect = *(vec3_t *) pSprite; A_GetZLimits(spriteNum); if (pSprite->picnum == RPG && actor[spriteNum].picnum != BOSS2 && pSprite->xrepeat >= 10 && sector[pSprite->sectnum].lotag != ST_2_UNDERWATER && g_scriptVersion >= 13) { int const newSprite = A_Spawn(spriteNum, SMALLSMOKE); sprite[newSprite].z += (1 << 8); } vec3_t const tmpvect ={ (spriteXvel * (sintable[(pSprite->ang + 512) & 2047])) >> 14, (spriteXvel * (sintable[pSprite->ang & 2047])) >> 14, spriteZvel }; int moveSprite = A_MoveSprite(spriteNum, &tmpvect, (A_CheckSpriteFlags(spriteNum, SFLAG_NOCLIP) ? 0 : CLIPMASK1)); if (pSprite->picnum == RPG && (unsigned) pSprite->yvel < MAXSPRITES) // RPG_YVEL if (FindDistance2D(pSprite->x - sprite[pSprite->yvel].x, pSprite->y - sprite[pSprite->yvel].y) < 256) moveSprite = 49152 | pSprite->yvel; actor[spriteNum].movflag = moveSprite; if (pSprite->sectnum < 0) DELETE_SPRITE_AND_CONTINUE(spriteNum); if ((moveSprite & 49152) != 49152 && pSprite->picnum != FREEZEBLAST) G_WeaponHitCeilingOrFloor(spriteNum, pSprite, &moveSprite); if (pSprite->picnum == FIRELASER) { for (bssize_t k = -3; k < 2; k++) { int const newSprite = A_InsertSprite(pSprite->sectnum, pSprite->x + ((k * sintable[(pSprite->ang + 512) & 2047]) >> 9), pSprite->y + ((k * sintable[pSprite->ang & 2047]) >> 9), pSprite->z + ((k * ksgn(pSprite->zvel)) * klabs(pSprite->zvel / 24)), FIRELASER, -40 + (k << 2), pSprite->xrepeat, pSprite->yrepeat, 0, 0, 0, pSprite->owner, 5); sprite[newSprite].cstat = 128; sprite[newSprite].pal = pSprite->pal; } } else if (pSprite->picnum == SPIT) if (pSprite->zvel < 6144) pSprite->zvel += g_spriteGravity - 112; if (moveSprite != 0) { if (pSprite->picnum == COOLEXPLOSION1) { if ((moveSprite & 49152) == 49152 && sprite[moveSprite & (MAXSPRITES - 1)].picnum != APLAYER) goto COOLEXPLOSION; pSprite->xvel = 0; pSprite->zvel = 0; } switch (moveSprite & 49152) { case 49152: moveSprite &= (MAXSPRITES - 1); if (pSprite->picnum == FREEZEBLAST && sprite[moveSprite].pal == 1) if (A_CheckEnemySprite(&sprite[moveSprite]) || sprite[moveSprite].picnum == APLAYER) { int const newSprite = A_Spawn(spriteNum, TRANSPORTERSTAR); sprite[newSprite].pal = 1; sprite[newSprite].xrepeat = 32; sprite[newSprite].yrepeat = 32; DELETE_SPRITE_AND_CONTINUE(spriteNum); } A_DamageObject(moveSprite, spriteNum); if (sprite[moveSprite].picnum == APLAYER) { int const playerNum = P_Get(moveSprite); A_PlaySound(PISTOL_BODYHIT, moveSprite); if (pSprite->picnum == SPIT) P_HandleBeingSpitOn(g_player[playerNum].ps); } break; case 32768: moveSprite &= (MAXWALLS - 1); if (pSprite->picnum != RPG && pSprite->picnum != FREEZEBLAST && pSprite->picnum != SPIT && (wall[moveSprite].overpicnum == MIRROR || wall[moveSprite].picnum == MIRROR)) { Proj_BounceOffWall(pSprite, moveSprite); pSprite->owner = spriteNum; A_Spawn(spriteNum, TRANSPORTERSTAR); goto next_sprite; } else { setsprite(spriteNum, &davect); A_DamageWall(spriteNum, moveSprite, (vec3_t *)pSprite, pSprite->picnum); if (pSprite->picnum == FREEZEBLAST) { if (wall[moveSprite].overpicnum != MIRROR && wall[moveSprite].picnum != MIRROR) { pSprite->extra >>= 1; pSprite->yvel--; } Proj_BounceOffWall(pSprite, moveSprite); goto next_sprite; } } break; case 16384: setsprite(spriteNum, &davect); if (Proj_MaybeDamageCF((uspritetype *)pSprite)) DELETE_SPRITE_AND_CONTINUE(spriteNum); if (pSprite->picnum == FREEZEBLAST) { A_DoProjectileBounce(spriteNum); A_SetSprite(spriteNum, CLIPMASK1); pSprite->extra >>= 1; pSprite->yvel--; if (pSprite->xrepeat > 8) { pSprite->xrepeat -= 2; if (pSprite->yrepeat > 8) pSprite->yrepeat -= 2; } goto next_sprite; } break; default: break; } switch (DYNAMICTILEMAP(pSprite->picnum)) { case SPIT__STATIC: case COOLEXPLOSION1__STATIC: case FREEZEBLAST__STATIC: case FIRELASER__STATIC: break; case RPG__STATIC: { int const newSprite = A_Spawn(spriteNum, EXPLOSION2); A_PlaySound(RPG_EXPLODE, newSprite); Bmemcpy(&sprite[newSprite], &davect, sizeof(vec3_t)); if (pSprite->xrepeat < 10) { sprite[newSprite].xrepeat = 6; sprite[newSprite].yrepeat = 6; } else if ((moveSprite & 49152) == 16384) { if (pSprite->zvel > 0) A_Spawn(spriteNum, EXPLOSION2BOT); else { sprite[newSprite].cstat |= 8; sprite[newSprite].z += (48 << 8); } } if (pSprite->xrepeat >= 10) { int const x = pSprite->extra; A_RadiusDamage(spriteNum, g_rpgRadius, x >> 2, x >> 1, x - (x >> 2), x); } else { int const x = pSprite->extra + (g_globalRandom & 3); A_RadiusDamage(spriteNum, (g_rpgRadius >> 1), x >> 2, x >> 1, x - (x >> 2), x); } break; } case SHRINKSPARK__STATIC: A_Spawn(spriteNum, SHRINKEREXPLOSION); A_PlaySound(SHRINKER_HIT, spriteNum); A_RadiusDamage(spriteNum, g_shrinkerRadius, 0, 0, 0, 0); break; default: { int const newSprite = A_Spawn(spriteNum, EXPLOSION2); sprite[newSprite].xrepeat = sprite[newSprite].yrepeat = pSprite->xrepeat >> 1; if ((moveSprite & 49152) == 16384) { if (pSprite->zvel < 0) { sprite[newSprite].cstat |= 8; sprite[newSprite].z += (72 << 8); } } break; } } if (pSprite->picnum != COOLEXPLOSION1) DELETE_SPRITE_AND_CONTINUE(spriteNum); } if (pSprite->picnum == COOLEXPLOSION1) { COOLEXPLOSION: pSprite->shade++; if (pSprite->shade >= 40) DELETE_SPRITE_AND_CONTINUE(spriteNum); } else if (pSprite->picnum == RPG && sector[pSprite->sectnum].lotag == ST_2_UNDERWATER && pSprite->xrepeat >= 10 && rnd(140)) A_Spawn(spriteNum, WATERBUBBLE); goto next_sprite; } } next_sprite: spriteNum = nextSprite; } } static int P_Submerge(int spriteNum, int playerNum, DukePlayer_t *pPlayer, int sectNum, int otherSect) { if (pPlayer->on_ground && pPlayer->pos.z >= sector[sectNum].floorz && (TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_CROUCH) || pPlayer->vel.z > 2048)) // if( onfloorz && sectlotag == 1 && ps->pos.z > (sector[sect].floorz-(6<<8)) ) { if (screenpeek == playerNum) { FX_StopAllSounds(); S_ClearSoundLocks(); } if (sprite[pPlayer->i].extra > 0) A_PlaySound(DUKE_UNDERWATER, spriteNum); pPlayer->opos.z = pPlayer->pos.z = sector[otherSect].ceilingz; if (TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_CROUCH)) pPlayer->vel.z += 512; return 1; } return 0; } static int P_Emerge(int spriteNum, int playerNum, DukePlayer_t *pPlayer, int sectNum, int otherSect) { // r1449-: if (pPlayer->pos.z < (sector[sectNum].ceilingz+1080) && pPlayer->vel.z == 0) // r1450+, breaks submergible slime in bobsp2: // if (onfloorz && sectlotag == 2 && ps->pos.z <= sector[sect].ceilingz /*&& ps->vel.z == 0*/) { // if( sprite[j].extra <= 0) break; if (screenpeek == playerNum) { FX_StopAllSounds(); S_ClearSoundLocks(); } A_PlaySound(DUKE_GASP, spriteNum); pPlayer->opos.z = pPlayer->pos.z = sector[otherSect].floorz; pPlayer->vel.z = 0; // ps->vel.z += 1024; pPlayer->jumping_toggle = 1; pPlayer->jumping_counter = 0; return 1; } return 0; } static void P_FinishWaterChange(int playerNum, DukePlayer_t *pPlayer, int sectLotag, int spriteOwner, int newSector) { pPlayer->bobpos.x = pPlayer->opos.x = pPlayer->pos.x; pPlayer->bobpos.y = pPlayer->opos.y = pPlayer->pos.y; if (spriteOwner < 0 || sprite[spriteOwner].owner != spriteOwner) pPlayer->transporter_hold = -2; pPlayer->cursectnum = newSector; changespritesect(playerNum, newSector); vec3_t vect = pPlayer->pos; vect.z += PHEIGHT; setsprite(pPlayer->i, &vect); P_UpdateScreenPal(pPlayer); if ((krand()&255) < 32) A_Spawn(playerNum, WATERSPLASH2); if (sectLotag == ST_1_ABOVE_WATER) { for (bssize_t l = 0; l < 9; l++) sprite[A_Spawn(pPlayer->i, WATERBUBBLE)].z += krand() & 16383; } } // Check prevention of teleportation *when alive*. For example, commanders and // octabrains would be transported by SE7 (both water and normal) only if dead. static int A_CheckNonTeleporting(int spriteNum) { int const tileNum = sprite[spriteNum].picnum; return !!(A_CheckSpriteFlags(spriteNum, SFLAG_NOTELEPORT) || tileNum == SHARK || tileNum == COMMANDER || tileNum == OCTABRAIN || (tileNum >= GREENSLIME && tileNum <= GREENSLIME + 7)); } ACTOR_STATIC void G_MoveTransports(void) { int spriteNum = headspritestat[STAT_TRANSPORT]; while (spriteNum >= 0) { int const nextSprite = nextspritestat[spriteNum]; if (OW(spriteNum) == spriteNum) { spriteNum = nextSprite; continue; } int const sectNum = SECT(spriteNum); int const sectLotag = sector[sectNum].lotag; int const onFloor = T5(spriteNum); // ONFLOORZ if (T1(spriteNum) > 0) T1(spriteNum)--; int sectSprite = headspritesect[sectNum]; while (sectSprite >= 0) { int const nextSectSprite = nextspritesect[sectSprite]; switch (sprite[sectSprite].statnum) { case STAT_PLAYER: if (sprite[sectSprite].owner != -1) { int const playerNum = P_Get(sectSprite); DukePlayer_t *const pPlayer = g_player[playerNum].ps; pPlayer->on_warping_sector = 1; if (pPlayer->transporter_hold == 0 && pPlayer->jumping_counter == 0) { if (pPlayer->on_ground && sectLotag == 0 && onFloor && pPlayer->jetpack_on == 0) { if (sprite[spriteNum].pal == 0) { A_Spawn(spriteNum, TRANSPORTERBEAM); A_PlaySound(TELEPORTER, spriteNum); } for (int TRAVERSE_CONNECT(otherPlayer)) { if (g_player[otherPlayer].ps->cursectnum == sprite[OW(spriteNum)].sectnum) { g_player[otherPlayer].ps->frag_ps = playerNum; sprite[g_player[otherPlayer].ps->i].extra = 0; } } pPlayer->ang = sprite[OW(spriteNum)].ang; if (sprite[OW(spriteNum)].owner != OW(spriteNum)) { T1(spriteNum) = 13; actor[OW(spriteNum)].t_data[0] = 13; pPlayer->transporter_hold = 13; } pPlayer->pos = *(vec3_t *)&sprite[OW(spriteNum)]; pPlayer->pos.z -= PHEIGHT; pPlayer->opos = pPlayer->pos; pPlayer->bobpos = *(vec2_t *)&pPlayer->pos; changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum); pPlayer->cursectnum = sprite[sectSprite].sectnum; if (sprite[spriteNum].pal == 0) { int const newSprite = A_Spawn(OW(spriteNum), TRANSPORTERBEAM); A_PlaySound(TELEPORTER, newSprite); } break; } if (onFloor == 0 && klabs(SZ(spriteNum) - pPlayer->pos.z) < 6144) if (!pPlayer->jetpack_on || TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_JUMP) || TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_CROUCH)) { pPlayer->pos.x += sprite[OW(spriteNum)].x - SX(spriteNum); pPlayer->pos.y += sprite[OW(spriteNum)].y - SY(spriteNum); pPlayer->pos.z = (pPlayer->jetpack_on && (TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_JUMP) || pPlayer->jetpack_on < 11)) ? sprite[OW(spriteNum)].z - 6144 : sprite[OW(spriteNum)].z + 6144; actor[pPlayer->i].bpos = pPlayer->pos; pPlayer->opos = pPlayer->pos; pPlayer->bobpos = *(vec2_t *)&pPlayer->pos; changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum); pPlayer->cursectnum = sprite[OW(spriteNum)].sectnum; break; } int doWater = 0; if (onFloor) { if (sectLotag == ST_1_ABOVE_WATER) doWater = P_Submerge(sectSprite, playerNum, pPlayer, sectNum, sprite[OW(spriteNum)].sectnum); else if (sectLotag == ST_2_UNDERWATER) doWater = P_Emerge(sectSprite, playerNum, pPlayer, sectNum, sprite[OW(spriteNum)].sectnum); } if (doWater == 1) { pPlayer->pos.x += sprite[OW(spriteNum)].x - SX(spriteNum); pPlayer->pos.y += sprite[OW(spriteNum)].y - SY(spriteNum); P_FinishWaterChange(sectSprite, pPlayer, sectLotag, OW(spriteNum), sprite[OW(spriteNum)].sectnum); } } else if (!(sectLotag == ST_1_ABOVE_WATER && pPlayer->on_ground == 1)) break; } break; ////////// Non-player teleportation ////////// case STAT_PROJECTILE: // SE7_PROJECTILE, PROJECTILE_CHSECT. // comment out to make RPGs pass through water: (r1450 breaks this) // if (sectlotag != 0) goto JBOLT; case STAT_ACTOR: if (sprite[sectSprite].extra > 0 && A_CheckNonTeleporting(sectSprite)) goto JBOLT; case STAT_MISC: case STAT_FALLER: case STAT_DUMMYPLAYER: { if (totalclock > actor[sectSprite].lasttransport) { int const zvel = sprite[sectSprite].zvel; int const absZvel = klabs(zvel); int doWarp = 0; if (absZvel != 0) { if (sectLotag == ST_2_UNDERWATER && sprite[sectSprite].z < (sector[sectNum].ceilingz + absZvel) && zvel < 0) doWarp = 1; if (sectLotag == ST_1_ABOVE_WATER && sprite[sectSprite].z > (sector[sectNum].floorz - absZvel) && zvel > 0) doWarp = 1; } if (sectLotag == 0 && (onFloor || klabs(sprite[sectSprite].z - SZ(spriteNum)) < 4096)) { if (sprite[OW(spriteNum)].owner != OW(spriteNum) && onFloor && T1(spriteNum) > 0 && sprite[sectSprite].statnum != STAT_MISC) { T1(spriteNum)++; goto next_sprite; } doWarp = 1; } if (doWarp) { if (A_CheckSpriteFlags(sectSprite, SFLAG_DECAL)) goto JBOLT; switch (DYNAMICTILEMAP(sprite[sectSprite].picnum)) { case TRANSPORTERSTAR__STATIC: case TRANSPORTERBEAM__STATIC: case TRIPBOMB__STATIC: case BULLETHOLE__STATIC: case WATERSPLASH2__STATIC: case BURNING__STATIC: case BURNING2__STATIC: case FIRE__STATIC: case FIRE2__STATIC: case TOILETWATER__STATIC: case LASERLINE__STATIC: goto JBOLT; case PLAYERONWATER__STATIC: if (sectLotag == ST_2_UNDERWATER) { sprite[sectSprite].cstat &= 32768; break; } // fall-through default: if (sprite[sectSprite].statnum == STAT_MISC && !(sectLotag == ST_1_ABOVE_WATER || sectLotag == ST_2_UNDERWATER)) break; // fall-through case WATERBUBBLE__STATIC: // if( rnd(192) && sprite[j].picnum == WATERBUBBLE) // break; if (sectLotag > 0) { // Water SE7 teleportation. int const osect = sprite[OW(spriteNum)].sectnum; Bassert(sectLotag == ST_1_ABOVE_WATER || sectLotag == ST_2_UNDERWATER); int const newSprite = A_Spawn(sectSprite, WATERSPLASH2); if (sectLotag == ST_1_ABOVE_WATER && sprite[sectSprite].statnum == STAT_PROJECTILE) { sprite[newSprite].xvel = sprite[sectSprite].xvel >> 1; sprite[newSprite].ang = sprite[sectSprite].ang; A_SetSprite(newSprite, CLIPMASK0); } actor[sectSprite].lasttransport = totalclock + (TICSPERFRAME << 2); sprite[sectSprite].x += sprite[OW(spriteNum)].x - SX(spriteNum); sprite[sectSprite].y += sprite[OW(spriteNum)].y - SY(spriteNum); sprite[sectSprite].z = (sectLotag == ST_1_ABOVE_WATER) ? sector[osect].ceilingz : sector[osect].floorz; actor[sectSprite].bpos = *(vec3_t *)&sprite[sectSprite]; changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum); } else if (Bassert(sectLotag == 0), 1) { // Non-water SE7 teleportation. if (onFloor) { if (sprite[sectSprite].statnum == STAT_PROJECTILE || (G_CheckPlayerInSector(sectNum) == -1 && G_CheckPlayerInSector(sprite[OW(spriteNum)].sectnum) == -1)) { sprite[sectSprite].x += (sprite[OW(spriteNum)].x - SX(spriteNum)); sprite[sectSprite].y += (sprite[OW(spriteNum)].y - SY(spriteNum)); sprite[sectSprite].z -= SZ(spriteNum) - sector[sprite[OW(spriteNum)].sectnum].floorz; sprite[sectSprite].ang = sprite[OW(spriteNum)].ang; actor[sectSprite].bpos = *(vec3_t *)&sprite[sectSprite]; if (sprite[spriteNum].pal == 0) { int newSprite = A_Spawn(spriteNum, TRANSPORTERBEAM); A_PlaySound(TELEPORTER, newSprite); newSprite = A_Spawn(OW(spriteNum), TRANSPORTERBEAM); A_PlaySound(TELEPORTER, newSprite); } if (sprite[OW(spriteNum)].owner != OW(spriteNum)) { T1(spriteNum) = 13; actor[OW(spriteNum)].t_data[0] = 13; } changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum); } } else { sprite[sectSprite].x += (sprite[OW(spriteNum)].x - SX(spriteNum)); sprite[sectSprite].y += (sprite[OW(spriteNum)].y - SY(spriteNum)); sprite[sectSprite].z = sprite[OW(spriteNum)].z + 4096; actor[sectSprite].bpos = *(vec3_t *)&sprite[sectSprite]; changespritesect(sectSprite, sprite[OW(spriteNum)].sectnum); } } break; } // switch (DYNAMICTILEMAP(sprite[j].picnum)) } // if (doWarp) } // if (totalclock > actor[j].lasttransport) break; } // five cases } // switch (sprite[j].statnum) JBOLT: sectSprite = nextSectSprite; } next_sprite: spriteNum = nextSprite; } } static int A_FindLocator(int tag, int sectNum) { for (bssize_t SPRITES_OF(STAT_LOCATOR, spriteNum)) { if ((sectNum == -1 || sectNum == SECT(spriteNum)) && tag == SLT(spriteNum)) return spriteNum; } return -1; } ACTOR_STATIC void G_MoveActors(void) { int spriteNum = headspritestat[STAT_ACTOR]; while (spriteNum >= 0) { int const nextSprite = nextspritestat[spriteNum]; spritetype *const pSprite = &sprite[spriteNum]; int const sectNum = pSprite->sectnum; int32_t *const pData = actor[spriteNum].t_data; int switchPic; if (pSprite->xrepeat == 0 || sectNum < 0 || sectNum >= MAXSECTORS) DELETE_SPRITE_AND_CONTINUE(spriteNum); Bmemcpy(&actor[spriteNum].bpos, pSprite, sizeof(vec3_t)); switchPic = pSprite->picnum; if (pSprite->picnum > GREENSLIME && pSprite->picnum <= GREENSLIME+7) switchPic = GREENSLIME; switch (DYNAMICTILEMAP(switchPic)) { case DUCK__STATIC: case TARGET__STATIC: if (pSprite->cstat&32) { pData[0]++; if (pData[0] > 60) { pData[0] = 0; pSprite->cstat = 128+257+16; pSprite->extra = 1; } } else { if (A_IncurDamage(spriteNum) >= 0) { int doEffects = 1; pSprite->cstat = 32+128; for (bssize_t SPRITES_OF(STAT_ACTOR, actorNum)) { if ((sprite[actorNum].lotag == pSprite->lotag && sprite[actorNum].picnum == pSprite->picnum) && ((sprite[actorNum].hitag != 0) ^ ((sprite[actorNum].cstat & 32) != 0))) { doEffects = 0; break; } } if (doEffects == 1) { G_OperateActivators(pSprite->lotag, -1); G_OperateForceFields(spriteNum, pSprite->lotag); G_OperateMasterSwitches(pSprite->lotag); } } } goto next_sprite; case RESPAWNMARKERRED__STATIC: case RESPAWNMARKERYELLOW__STATIC: case RESPAWNMARKERGREEN__STATIC: if (++T1(spriteNum) > g_itemRespawnTime) DELETE_SPRITE_AND_CONTINUE(spriteNum); if (T1(spriteNum) >= (g_itemRespawnTime>>1) && T1(spriteNum) < ((g_itemRespawnTime>>1)+(g_itemRespawnTime>>2))) PN(spriteNum) = RESPAWNMARKERYELLOW; else if (T1(spriteNum) > ((g_itemRespawnTime>>1)+(g_itemRespawnTime>>2))) PN(spriteNum) = RESPAWNMARKERGREEN; A_Fall(spriteNum); break; case HELECOPT__STATIC: case DUKECAR__STATIC: pSprite->z += pSprite->zvel; pData[0]++; if (pData[0] == 4) A_PlaySound(WAR_AMBIENCE2,spriteNum); if (pData[0] > (GAMETICSPERSEC*8)) { g_earthquakeTime = 16; S_PlaySound(RPG_EXPLODE); for (bssize_t j = 0; j < 32; j++) RANDOMSCRAP(pSprite, spriteNum); DELETE_SPRITE_AND_CONTINUE(spriteNum); } else if ((pData[0]&3) == 0) A_Spawn(spriteNum,EXPLOSION2); A_SetSprite(spriteNum,CLIPMASK0); break; case RAT__STATIC: A_Fall(spriteNum); if (A_SetSprite(spriteNum, CLIPMASK0)) { if ((krand()&255) < 3) A_PlaySound(RATTY,spriteNum); pSprite->ang += (krand()&31)-15+(sintable[(pData[0]<<8)&2047]>>11); } else { T1(spriteNum)++; if (T1(spriteNum) > 1) { DELETE_SPRITE_AND_CONTINUE(spriteNum); } else pSprite->ang = (krand()&2047); } if (pSprite->xvel < 128) pSprite->xvel+=2; pSprite->ang += (krand()&3)-6; break; case QUEBALL__STATIC: case STRIPEBALL__STATIC: if (pSprite->xvel) { for (bssize_t SPRITES_OF(STAT_DEFAULT, hitObject)) if (sprite[hitObject].picnum == POCKET && ldist(&sprite[hitObject],pSprite) < 52) DELETE_SPRITE_AND_CONTINUE(spriteNum); int hitObject = clipmove((vec3_t *)pSprite, &pSprite->sectnum, (((pSprite->xvel * (sintable[(pSprite->ang + 512) & 2047])) >> 14) * TICSPERFRAME) << 11, (((pSprite->xvel * (sintable[pSprite->ang & 2047])) >> 14) * TICSPERFRAME) << 11, 24L, ZOFFSET6, ZOFFSET6, CLIPMASK1); if (hitObject & 49152) { if ((hitObject & 49152) == 32768) { hitObject &= (MAXWALLS - 1); Proj_BounceOffWall(pSprite, hitObject); } else if ((hitObject & 49152) == 49152) { hitObject &= (MAXSPRITES - 1); A_DamageObject(spriteNum, hitObject); } } if (--pSprite->xvel < 0) pSprite->xvel = 0; if (pSprite->picnum == STRIPEBALL) { pSprite->cstat = 257; pSprite->cstat |= (4 & pSprite->xvel) | (8 & pSprite->xvel); } } else { int32_t playerDist; int const playerNum = A_FindPlayer(pSprite,&playerDist); DukePlayer_t *const pPlayer = g_player[playerNum].ps; // I'm 50/50 on this being either a typo or a stupid hack if (playerDist < 1596) { int const angDiff = G_GetAngleDelta(pPlayer->ang,getangle(pSprite->x-pPlayer->pos.x,pSprite->y-pPlayer->pos.y)); if (angDiff > -64 && angDiff < 64 && TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_OPEN) && pPlayer->toggle_key_flag == 1) { int ballSprite; for (SPRITES_OF(STAT_ACTOR, ballSprite)) { if (sprite[ballSprite].picnum == QUEBALL || sprite[ballSprite].picnum == STRIPEBALL) { int const angDiff2 = G_GetAngleDelta( pPlayer->ang, getangle(sprite[ballSprite].x - pPlayer->pos.x, sprite[ballSprite].y - pPlayer->pos.y)); if (angDiff2 > -64 && angDiff2 < 64) { int32_t ballDist; A_FindPlayer(&sprite[ballSprite], &ballDist); if (playerDist > ballDist) break; } } } if (ballSprite == -1) { pSprite->xvel = (pSprite->pal == 12) ? 164 : 140; pSprite->ang = pPlayer->ang; pPlayer->toggle_key_flag = 2; } } } if (playerDist < 512 && pSprite->sectnum == pPlayer->cursectnum) { pSprite->ang = getangle(pSprite->x-pPlayer->pos.x,pSprite->y-pPlayer->pos.y); pSprite->xvel = 48; } } break; case FORCESPHERE__STATIC: if (pSprite->yvel == 0) { pSprite->yvel = 1; for (bssize_t l = 512; l < (2048 - 512); l += 128) { for (bssize_t j = 0; j < 2048; j += 128) { int const newSprite = A_Spawn(spriteNum, FORCESPHERE); sprite[newSprite].cstat = 257 + 128; sprite[newSprite].clipdist = 64; sprite[newSprite].ang = j; sprite[newSprite].zvel = sintable[l & 2047] >> 5; sprite[newSprite].xvel = sintable[(l + 512) & 2047] >> 9; sprite[newSprite].owner = spriteNum; } } } if (pData[3] > 0) { if (pSprite->zvel < 6144) pSprite->zvel += 192; pSprite->z += pSprite->zvel; if (pSprite->z > sector[sectNum].floorz) pSprite->z = sector[sectNum].floorz; if (--pData[3] == 0) DELETE_SPRITE_AND_CONTINUE(spriteNum); } else if (pData[2] > 10) { for (bssize_t SPRITES_OF(STAT_MISC, miscSprite)) { if (sprite[miscSprite].owner == spriteNum && sprite[miscSprite].picnum == FORCESPHERE) actor[miscSprite].t_data[1] = 1 + (krand() & 63); } pData[3] = 64; } goto next_sprite; case RECON__STATIC: { int playerNum; DukePlayer_t *pPlayer; A_GetZLimits(spriteNum); pSprite->shade += (sector[pSprite->sectnum].ceilingstat & 1) ? (sector[pSprite->sectnum].ceilingshade - pSprite->shade) >> 1 : (sector[pSprite->sectnum].floorshade - pSprite->shade) >> 1; if (pSprite->z < sector[sectNum].ceilingz + ZOFFSET5) pSprite->z = sector[sectNum].ceilingz + ZOFFSET5; #if 0 //def POLYMER gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = s->y; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].z = s->z + 10248; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].range = 8192; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].angle = s->ang; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].horiz = 100; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = 256; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].faderadius = 200; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = 255; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = 255; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = 255; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_MAX_GAME; if (gamelightcount < PR_MAXLIGHTS) gamelightcount++; #endif if (!g_netServer && ud.multimode < 2) { if (g_noEnemies == 1) { pSprite->cstat = 32768; goto next_sprite; } else if (g_noEnemies == 2) pSprite->cstat = 257; } if (A_IncurDamage(spriteNum) >= 0) { if (pSprite->extra < 0 && pData[0] != -1) { pData[0] = -1; pSprite->extra = 0; } A_PlaySound(RECO_PAIN,spriteNum); RANDOMSCRAP(pSprite, spriteNum); } if (pData[0] == -1) { pSprite->z += 1024; pData[2]++; if ((pData[2]&3) == 0) A_Spawn(spriteNum,EXPLOSION2); A_GetZLimits(spriteNum); pSprite->ang += 96; pSprite->xvel = 128; if (!A_SetSprite(spriteNum, CLIPMASK0) || pSprite->z > actor[spriteNum].floorz) { for (bssize_t l = 0; l < 16; l++) RANDOMSCRAP(pSprite, spriteNum); int const newSprite = A_Spawn(spriteNum, EXPLOSION2); A_PlaySound(LASERTRIP_EXPLODE, newSprite); A_Spawn(spriteNum, PIGCOP); g_player[myconnectindex].ps->actors_killed++; DELETE_SPRITE_AND_CONTINUE(spriteNum); } goto next_sprite; } else { if (pSprite->z > actor[spriteNum].floorz-(48<<8)) pSprite->z = actor[spriteNum].floorz-(48<<8); } int32_t playerDist; playerNum = A_FindPlayer(pSprite, &playerDist); pPlayer = g_player[playerNum].ps; int const spriteOwner = pSprite->owner; // 3 = findplayerz, 4 = shoot if (pData[0] >= 4) { if ((++pData[2] & 15) == 0) { int const saveAng = pSprite->ang; pSprite->ang = actor[spriteNum].tempang; A_PlaySound(RECO_ATTACK, spriteNum); A_Shoot(spriteNum, FIRELASER); pSprite->ang = saveAng; } if (pData[2] > (GAMETICSPERSEC * 3) || !cansee(pSprite->x, pSprite->y, pSprite->z - ZOFFSET2, pSprite->sectnum, pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z, pPlayer->cursectnum)) { pData[0] = 0; pData[2] = 0; } else actor[spriteNum].tempang += G_GetAngleDelta(actor[spriteNum].tempang, getangle(pPlayer->pos.x - pSprite->x, pPlayer->pos.y - pSprite->y)) / 3; } else if (pData[0] == 2 || pData[0] == 3) { pData[3] = 0; pSprite->xvel = (pSprite->xvel > 0) ? pSprite->xvel - 16 : 0; if (pData[0] == 2) { int const zDiff = pPlayer->pos.z - pSprite->z; if (klabs(zDiff) < (48 << 8)) pData[0] = 3; else pSprite->z += ksgn(pPlayer->pos.z - pSprite->z) << 10; } else { pData[2]++; if (pData[2] > (GAMETICSPERSEC*3) || !cansee(pSprite->x,pSprite->y,pSprite->z-ZOFFSET2,pSprite->sectnum, pPlayer->pos.x,pPlayer->pos.y,pPlayer->pos.z,pPlayer->cursectnum)) { pData[0] = 1; pData[2] = 0; } else if ((pData[2]&15) == 0) { A_PlaySound(RECO_ATTACK,spriteNum); A_Shoot(spriteNum,FIRELASER); } } pSprite->ang += G_GetAngleDelta(pSprite->ang, getangle(pPlayer->pos.x - pSprite->x, pPlayer->pos.y - pSprite->y)) >> 2; } if (pData[0] != 2 && pData[0] != 3) { int newAngle; int locatorDist = ldist(&sprite[spriteOwner], pSprite); if (locatorDist <= 1524) { newAngle = pSprite->ang; pSprite->xvel >>= 1; } else newAngle = getangle(sprite[spriteOwner].x - pSprite->x, sprite[spriteOwner].y - pSprite->y); if (pData[0] == 1 || pData[0] == 4) // Found a locator and going with it { locatorDist = dist(&sprite[spriteOwner], pSprite); if (locatorDist <= 1524) { pData[0] = (pData[0] == 1) ? 0 : 5; } else { // Control speed here if (locatorDist > 1524) { if (pSprite->xvel < 256) pSprite->xvel += 32; } else { pSprite->xvel = (pSprite->xvel > 0) ? pSprite->xvel - 16 : 0; } } if (pData[0] < 2) pData[2]++; if (playerDist < 6144 && pData[0] < 2 && pData[2] > (GAMETICSPERSEC*4)) { pData[0] = 2+(krand()&2); pData[2] = 0; actor[spriteNum].tempang = pSprite->ang; } } int locatorSprite = pSprite->owner; if (pData[0] == 0 || pData[0] == 5) { pData[0] = (pData[0] == 0) ? 1 : 4; pSprite->owner = A_FindLocator(pSprite->hitag, -1); locatorSprite = pSprite->owner; if (locatorSprite == -1) { locatorSprite = actor[spriteNum].t_data[5]; pSprite->hitag = locatorSprite; pSprite->owner = A_FindLocator(locatorSprite, -1); locatorSprite = pSprite->owner; if (locatorSprite == -1) DELETE_SPRITE_AND_CONTINUE(spriteNum); } else pSprite->hitag++; } // RECON_T4 pData[3] = G_GetAngleDelta(pSprite->ang,newAngle); pSprite->ang += pData[3]>>3; if (pSprite->z < sprite[locatorSprite].z - 512) pSprite->z += 512; else if (pSprite->z > sprite[locatorSprite].z + 512) pSprite->z -= 512; else pSprite->z = sprite[locatorSprite].z; } if (!A_CheckSoundPlaying(spriteNum,RECO_ROAM)) A_PlaySound(RECO_ROAM,spriteNum); A_SetSprite(spriteNum,CLIPMASK0); goto next_sprite; } case OOZ__STATIC: case OOZ2__STATIC: { A_GetZLimits(spriteNum); int const yrepeat = clamp((actor[spriteNum].floorz - actor[spriteNum].ceilingz) >> 9, 8, 255); int const xrepeat = clamp(25 - (yrepeat >> 1), 8, 48); pSprite->yrepeat = yrepeat; pSprite->xrepeat = xrepeat; pSprite->z = actor[spriteNum].floorz; goto next_sprite; } case GREENSLIME__STATIC: { // #ifndef VOLUMEONE if (!g_netServer && ud.multimode < 2) { if (g_noEnemies == 1) { pSprite->cstat = 32768; goto next_sprite; } else if (g_noEnemies == 2) pSprite->cstat = 257; } // #endif pData[1]+=128; if (sector[sectNum].floorstat&1) DELETE_SPRITE_AND_CONTINUE(spriteNum); int32_t playerDist; int const playerNum = A_FindPlayer(pSprite, &playerDist); DukePlayer_t *const pPlayer = g_player[playerNum].ps; if (playerDist > 20480) { if (++actor[spriteNum].timetosleep > SLEEPTIME) { actor[spriteNum].timetosleep = 0; changespritestat(spriteNum, STAT_ZOMBIEACTOR); goto next_sprite; } } if (pData[0] == -5) // FROZEN { pData[3]++; if (pData[3] > 280) { pSprite->pal = 0; pData[0] = 0; goto next_sprite; } A_Fall(spriteNum); pSprite->cstat = 257; pSprite->picnum = GREENSLIME + 2; pSprite->extra = 1; pSprite->pal = 1; int const damageTile = A_IncurDamage(spriteNum); if (damageTile >= 0) { if (damageTile == FREEZEBLAST) goto next_sprite; for (bssize_t j = 16; j >= 0; --j) { int32_t newSprite = A_InsertSprite(SECT(spriteNum), SX(spriteNum), SY(spriteNum), SZ(spriteNum), GLASSPIECES + (j % 3), -32, 36, 36, krand() & 2047, 32 + (krand() & 63), 1024 - (krand() & 1023), spriteNum, 5); sprite[newSprite].pal = 1; } A_PlaySound(GLASS_BREAKING, spriteNum); DELETE_SPRITE_AND_CONTINUE(spriteNum); } else if (playerDist < 1024 && pPlayer->quick_kick == 0) { int const angDiff = G_GetAngleDelta(pPlayer->ang, getangle(SX(spriteNum) - pPlayer->pos.x, SY(spriteNum) - pPlayer->pos.y)); if (angDiff > -128 && angDiff < 128) pPlayer->quick_kick = 14; } goto next_sprite; } pSprite->cstat = (playerDist < 1596) ? 0 : 257; if (pData[0] == -4) //On the player { if (sprite[pPlayer->i].extra < 1) { pData[0] = 0; goto next_sprite; } setsprite(spriteNum,(vec3_t *)pSprite); pSprite->ang = pPlayer->ang; if ((TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_FIRE) || (pPlayer->quick_kick > 0)) && sprite[pPlayer->i].extra > 0) if (pPlayer->quick_kick > 0 || (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != HANDREMOTE_WEAPON && PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != HANDBOMB_WEAPON && PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != TRIPBOMB_WEAPON && pPlayer->ammo_amount[pPlayer->curr_weapon] >= 0)) { for (bssize_t x = 0; x < 8; ++x) { int const j = A_InsertSprite(sectNum, pSprite->x, pSprite->y, pSprite->z - ZOFFSET3, SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (pSprite->zvel >> 2), spriteNum, 5); sprite[j].pal = 6; } A_PlaySound(SLIM_DYING,spriteNum); A_PlaySound(SQUISHED,spriteNum); if ((krand()&255) < 32) { int const j = A_Spawn(spriteNum,BLOODPOOL); sprite[j].pal = 0; } pPlayer->actors_killed++; pData[0] = -3; if (pPlayer->somethingonplayer == spriteNum) pPlayer->somethingonplayer = -1; DELETE_SPRITE_AND_CONTINUE(spriteNum); } pSprite->z = pPlayer->pos.z + pPlayer->pyoff - pData[2] + ZOFFSET3 + ((100 - pPlayer->horiz) << 4); if (pData[2] > 512) pData[2] -= 128; if (pData[2] < 348) pData[2] += 128; if (pPlayer->newowner >= 0) G_ClearCameraView(pPlayer); if (pData[3] > 0) { static const char slimeFrames[] = { 5, 5, 6, 6, 7, 7, 6, 5 }; pSprite->picnum = GREENSLIME + slimeFrames[pData[3]]; if (pData[3] == 5) { sprite[pPlayer->i].extra += -(5 + (krand() & 3)); A_PlaySound(SLIM_ATTACK, spriteNum); } if (pData[3] < 7) pData[3]++; else pData[3] = 0; } else { pSprite->picnum = GREENSLIME + 5; if (rnd(32)) pData[3] = 1; } pSprite->xrepeat = 20 + (sintable[pData[1] & 2047] >> 13); pSprite->yrepeat = 15 + (sintable[pData[1] & 2047] >> 13); pSprite->x = pPlayer->pos.x + (sintable[(pPlayer->ang + 512) & 2047] >> 7); pSprite->y = pPlayer->pos.y + (sintable[pPlayer->ang & 2047] >> 7); goto next_sprite; } else if (pSprite->xvel < 64 && playerDist < 768) { if (pPlayer->somethingonplayer == -1) { pPlayer->somethingonplayer = spriteNum; if (pData[0] == 3 || pData[0] == 2) // Falling downward pData[2] = (12 << 8); else pData[2] = -(13 << 8); // Climbing up player pData[0] = -4; } } int const damageTile = A_IncurDamage(spriteNum); if (damageTile >= 0) { A_PlaySound(SLIM_DYING,spriteNum); pPlayer->actors_killed++; if (pPlayer->somethingonplayer == spriteNum) pPlayer->somethingonplayer = -1; if (damageTile == FREEZEBLAST) { A_PlaySound(SOMETHINGFROZE, spriteNum); pData[0] = -5; pData[3] = 0; goto next_sprite; } if ((krand()&255) < 32) { int const j = A_Spawn(spriteNum,BLOODPOOL); sprite[j].pal = 0; } for (bssize_t x=0; x<8; x++) { int const j = A_InsertSprite(sectNum, pSprite->x, pSprite->y, pSprite->z - ZOFFSET3, SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (pSprite->zvel >> 2), spriteNum, 5); sprite[j].pal = 6; } pData[0] = -3; DELETE_SPRITE_AND_CONTINUE(spriteNum); } // All weap if (pData[0] == -1) //Shrinking down { A_Fall(spriteNum); pSprite->cstat &= 65535-8; pSprite->picnum = GREENSLIME+4; // if(s->yrepeat > 62) // A_DoGuts(s,JIBS6,5,myconnectindex); if (pSprite->xrepeat > 32) pSprite->xrepeat -= krand()&7; if (pSprite->yrepeat > 16) pSprite->yrepeat -= krand()&7; else { pSprite->xrepeat = 40; pSprite->yrepeat = 16; pData[5] = -1; pData[0] = 0; } goto next_sprite; } else if (pData[0] != -2) A_GetZLimits(spriteNum); if (pData[0] == -2) //On top of somebody { A_Fall(spriteNum); sprite[pData[5]].xvel = 0; int const ang = sprite[pData[5]].ang; pSprite->x = sprite[pData[5]].x + (sintable[(ang + 512) & 2047] >> 11); pSprite->y = sprite[pData[5]].y + (sintable[ang & 2047] >> 11); pSprite->z = sprite[pData[5]].z; pSprite->picnum = GREENSLIME + 2 + (g_globalRandom & 1); if (pSprite->yrepeat < 64) pSprite->yrepeat += 2; else { if (pSprite->xrepeat < 32) pSprite->xrepeat += 4; else { pData[0] = -1; playerDist = ldist(pSprite, &sprite[pData[5]]); if (playerDist < 768) { sprite[pData[5]].xrepeat = 0; // JBF 20041129: a slimer eating another enemy really ought // to decrease the maximum kill count by one. if (sprite[pData[5]].extra > 0) g_player[myconnectindex].ps->max_actors_killed--; } } } goto next_sprite; } //Check randomly to see of there is an actor near if (rnd(32)) { for (bssize_t SPRITES_OF_SECT(sectNum, j)) { if (A_CheckSpriteFlags(j, SFLAG_GREENSLIMEFOOD)) { if (ldist(pSprite, &sprite[j]) < 768 && (klabs(pSprite->z - sprite[j].z) < 8192)) // Gulp them { pData[5] = j; pData[0] = -2; pData[1] = 0; goto next_sprite; } } } } //Moving on the ground or ceiling if (pData[0] == 0 || pData[0] == 2) { pSprite->picnum = GREENSLIME; if ((krand()&511) == 0) A_PlaySound(SLIM_ROAM,spriteNum); if (pData[0]==2) { pSprite->zvel = 0; pSprite->cstat &= (65535-8); if ((sector[sectNum].ceilingstat&1) || (actor[spriteNum].ceilingz+6144) < pSprite->z) { pSprite->z += 2048; pData[0] = 3; goto next_sprite; } } else { pSprite->cstat |= 8; A_Fall(spriteNum); } if (everyothertime&1) A_SetSprite(spriteNum,CLIPMASK0); if (pSprite->xvel > 96) { pSprite->xvel -= 2; goto next_sprite; } else { if (pSprite->xvel < 32) pSprite->xvel += 4; pSprite->xvel = 64 - (sintable[(pData[1]+512)&2047]>>9); pSprite->ang += G_GetAngleDelta(pSprite->ang, getangle(pPlayer->pos.x-pSprite->x,pPlayer->pos.y-pSprite->y))>>3; // TJR } pSprite->xrepeat = 36 + (sintable[(pData[1]+512)&2047]>>11); pSprite->yrepeat = 16 + (sintable[pData[1]&2047]>>13); if (rnd(4) && (sector[sectNum].ceilingstat&1) == 0 && klabs(actor[spriteNum].floorz-actor[spriteNum].ceilingz) < (192<<8)) { pSprite->zvel = 0; pData[0]++; } } if (pData[0]==1) { pSprite->picnum = GREENSLIME; if (pSprite->yrepeat < 40) pSprite->yrepeat+=8; if (pSprite->xrepeat > 8) pSprite->xrepeat-=4; if (pSprite->zvel > -(2048+1024)) pSprite->zvel -= 348; pSprite->z += pSprite->zvel; if (pSprite->z < actor[spriteNum].ceilingz+4096) { pSprite->z = actor[spriteNum].ceilingz+4096; pSprite->xvel = 0; pData[0] = 2; } } if (pData[0]==3) { pSprite->picnum = GREENSLIME+1; A_Fall(spriteNum); if (pSprite->z > actor[spriteNum].floorz-ZOFFSET3) { pSprite->yrepeat-=4; pSprite->xrepeat+=2; } else { if (pSprite->yrepeat < (40-4)) pSprite->yrepeat+=8; if (pSprite->xrepeat > 8) pSprite->xrepeat-=4; } if (pSprite->z > actor[spriteNum].floorz-2048) { pSprite->z = actor[spriteNum].floorz-2048; pData[0] = 0; pSprite->xvel = 0; } } goto next_sprite; } case BOUNCEMINE__STATIC: if (pSprite->xvel != 0) case MORTER__STATIC: { int const j = A_Spawn(spriteNum, (PLUTOPAK ? FRAMEEFFECT1 : FRAMEEFFECT1_13)); actor[j].t_data[0] = 3; } /* fall-through */ case HEAVYHBOMB__STATIC: { int playerNum; DukePlayer_t *pPlayer; int detonatePlayer; if ((pSprite->cstat&32768)) { if (--pData[2] <= 0) { A_PlaySound(TELEPORTER, spriteNum); A_Spawn(spriteNum, TRANSPORTERSTAR); pSprite->cstat = 257; } goto next_sprite; } int32_t playerDist; playerNum = A_FindPlayer(pSprite, &playerDist); pPlayer = g_player[playerNum].ps; if (playerDist < 1220) pSprite->cstat &= ~257; else pSprite->cstat |= 257; if (pData[3] == 0) { if (A_IncurDamage(spriteNum) >= 0) { pData[3] = 1; pData[2] = 0; detonatePlayer = 0; pSprite->xvel = 0; goto DETONATEB; } } if (pSprite->picnum != BOUNCEMINE) { A_Fall(spriteNum); if ((sector[sectNum].lotag != ST_1_ABOVE_WATER || actor[spriteNum].floorz != sector[sectNum].floorz) && pSprite->z >= actor[spriteNum].floorz-(ZOFFSET) && pSprite->yvel < 3) { if (pSprite->yvel > 0 || (pSprite->yvel == 0 && actor[spriteNum].floorz == sector[sectNum].floorz)) A_PlaySound(PIPEBOMB_BOUNCE,spriteNum); pSprite->zvel = -((4-pSprite->yvel)<<8); if (sector[pSprite->sectnum].lotag == ST_2_UNDERWATER) pSprite->zvel >>= 2; pSprite->yvel++; } if (pSprite->z < actor[spriteNum].ceilingz) // && sector[sect].lotag != ST_2_UNDERWATER ) { pSprite->z = actor[spriteNum].ceilingz+(3<<8); pSprite->zvel = 0; } } // can't initialize this because of the goto above vec3_t tmpvect; tmpvect.x = (pSprite->xvel * (sintable[(pSprite->ang + 512) & 2047])) >> 14; tmpvect.y = (pSprite->xvel * (sintable[pSprite->ang & 2047])) >> 14; tmpvect.z = pSprite->zvel; int moveSprite; moveSprite = A_MoveSprite(spriteNum, &tmpvect, CLIPMASK0); actor[spriteNum].movflag = moveSprite; if (sector[SECT(spriteNum)].lotag == ST_1_ABOVE_WATER && pSprite->zvel == 0 && actor[spriteNum].floorz == sector[sectNum].floorz) { pSprite->z += ZOFFSET5; if (pData[5] == 0) { pData[5] = 1; A_Spawn(spriteNum,WATERSPLASH2); } } else pData[5] = 0; if (pData[3] == 0 && (pSprite->picnum == BOUNCEMINE || pSprite->picnum == MORTER) && (moveSprite || playerDist < 844)) { pData[3] = 1; pData[2] = 0; detonatePlayer = 0; pSprite->xvel = 0; goto DETONATEB; } if (sprite[pSprite->owner].picnum == APLAYER) detonatePlayer = P_Get(pSprite->owner); else detonatePlayer = -1; if (pSprite->xvel > 0) { pSprite->xvel -= 5; if (sector[sectNum].lotag == ST_2_UNDERWATER) pSprite->xvel -= 10; if (pSprite->xvel < 0) pSprite->xvel = 0; if (pSprite->xvel&8) pSprite->cstat ^= 4; } if ((moveSprite&49152) == 32768) { vec3_t davect = *(vec3_t *)pSprite; moveSprite &= (MAXWALLS - 1); A_DamageWall(spriteNum, moveSprite, &davect, pSprite->picnum); Proj_BounceOffWall(pSprite, moveSprite); pSprite->xvel >>= 1; } DETONATEB: // Pipebomb control set to timer? (see player.c) // TIMER_CONTROL if (pSprite->picnum == HEAVYHBOMB && pData[6] == 1) { if (pData[7] >= 1) pData[7]--; if (pData[7] <= 0) pData[6] = 3; } if ((detonatePlayer >= 0 && g_player[detonatePlayer].ps->hbomb_on == 0 && pData[6] == 2) || pData[3] == 1) pData[6] = 3; if (pData[6] == 3) { pData[2]++; if (pData[2] == 2) { int const x = pSprite->extra; int radius = 0; switch (DYNAMICTILEMAP(pSprite->picnum)) { case HEAVYHBOMB__STATIC: radius = g_pipebombRadius; break; case MORTER__STATIC: radius = g_morterRadius; break; case BOUNCEMINE__STATIC: radius = g_bouncemineRadius; break; } A_RadiusDamage(spriteNum, radius, x >> 2, x >> 1, x - (x >> 2), x); int const j = A_Spawn(spriteNum, EXPLOSION2); A_PlaySound(PIPEBOMB_EXPLODE, j); if (pSprite->zvel == 0) A_Spawn(spriteNum,EXPLOSION2BOT); for (bssize_t x = 0; x < 8; ++x) RANDOMSCRAP(pSprite, spriteNum); } if (pSprite->yrepeat) { pSprite->yrepeat = 0; goto next_sprite; } if (pData[2] > 20) { if (pSprite->owner != spriteNum || ud.respawn_items == 0) { DELETE_SPRITE_AND_CONTINUE(spriteNum); } else { pData[2] = g_itemRespawnTime; A_Spawn(spriteNum,RESPAWNMARKERRED); pSprite->cstat = 32768; pSprite->yrepeat = 9; goto next_sprite; } } } else if (pSprite->picnum == HEAVYHBOMB && playerDist < 788 && pData[0] > 7 && pSprite->xvel == 0) { if (cansee(pSprite->x, pSprite->y, pSprite->z - ZOFFSET3, pSprite->sectnum, pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z, pPlayer->cursectnum)) { if (pPlayer->ammo_amount[HANDBOMB_WEAPON] < pPlayer->max_ammo_amount[HANDBOMB_WEAPON]) { if ((g_gametypeFlags[ud.coop] & GAMETYPE_WEAPSTAY) && pSprite->owner == spriteNum) { for (bssize_t j = 0; j < pPlayer->weapreccnt; j++) { if (pPlayer->weaprecs[j] == pSprite->picnum) goto next_sprite; } if (pPlayer->weapreccnt < MAX_WEAPONS) pPlayer->weaprecs[pPlayer->weapreccnt++] = pSprite->picnum; } P_AddAmmo(pPlayer, HANDBOMB_WEAPON, 1); A_PlaySound(DUKE_GET, pPlayer->i); if ((pPlayer->gotweapon & (1<owner == pPlayer->i) { int doSwitch = ((pPlayer->weaponswitch & 1) || PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == HANDREMOTE_WEAPON); P_AddWeapon(pPlayer, HANDBOMB_WEAPON, doSwitch); } if (sprite[pSprite->owner].picnum != APLAYER) P_PalFrom(pPlayer, 32, 0, 32, 0); if (pSprite->owner != spriteNum || ud.respawn_items == 0) { if (pSprite->owner == spriteNum && (g_gametypeFlags[ud.coop] & GAMETYPE_WEAPSTAY)) goto next_sprite; DELETE_SPRITE_AND_CONTINUE(spriteNum); } else { pData[2] = g_itemRespawnTime; A_Spawn(spriteNum, RESPAWNMARKERRED); pSprite->cstat = 32768; } } } } if (pData[0] < 8) pData[0]++; goto next_sprite; } case REACTORBURNT__STATIC: case REACTOR2BURNT__STATIC: goto next_sprite; case REACTOR__STATIC: case REACTOR2__STATIC: { if (pData[4] == 1) { for (bssize_t SPRITES_OF_SECT(sectNum, j)) { switch (DYNAMICTILEMAP(sprite[j].picnum)) { case SECTOREFFECTOR__STATIC: if (sprite[j].lotag == 1) { sprite[j].lotag = 65535; sprite[j].hitag = 65535; } break; case REACTOR__STATIC: sprite[j].picnum = REACTORBURNT; break; case REACTOR2__STATIC: sprite[j].picnum = REACTOR2BURNT; break; case REACTORSPARK__STATIC: case REACTOR2SPARK__STATIC: sprite[j].cstat = 32768; break; } } goto next_sprite; } if (pData[1] >= 20) { pData[4] = 1; goto next_sprite; } int32_t playerDist; int playerNum = A_FindPlayer(pSprite, &playerDist); DukePlayer_t *const pPlayer = g_player[playerNum].ps; if (++pData[2] == 4) pData[2] = 0; if (playerDist < 4096) { if ((krand() & 255) < 16) { if (!A_CheckSoundPlaying(pPlayer->i, DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN, pPlayer->i); A_PlaySound(SHORT_CIRCUIT, spriteNum); sprite[pPlayer->i].extra--; P_PalFrom(pPlayer, 32, 32, 0, 0); } pData[0] += 128; if (pData[3] == 0) pData[3] = 1; } else pData[3] = 0; if (pData[1]) { pData[1]++; pData[4] = pSprite->z; pSprite->z = sector[sectNum].floorz - (krand() % (sector[sectNum].floorz - sector[sectNum].ceilingz)); switch (pData[1]) { case 3: // Turn on all of those flashing sectoreffector. A_RadiusDamage(spriteNum, 4096, g_impactDamage << 2, g_impactDamage << 2, g_impactDamage << 2, g_impactDamage << 2); for (bssize_t SPRITES_OF(STAT_STANDABLE, j)) { if (sprite[j].picnum == MASTERSWITCH && sprite[j].hitag == pSprite->hitag && sprite[j].yvel == 0) sprite[j].yvel = 1; } break; case 4: case 7: case 10: case 15: for (bssize_t SPRITES_OF_SECT(sectNum, j)) { if (j != spriteNum) { A_DeleteSprite(j); break; } } break; } for (bssize_t x = 0; x < 16; x++) RANDOMSCRAP(pSprite, spriteNum); pSprite->z = pData[4]; pData[4] = 0; } else if (A_IncurDamage(spriteNum) >= 0) { for (bssize_t x = 0; x < 32; x++) RANDOMSCRAP(pSprite, spriteNum); if (pSprite->extra < 0) pData[1] = 1; } goto next_sprite; } case CAMERA1__STATIC: if (pData[0] == 0) { pData[1]+=8; if (g_damageCameras) { if (A_IncurDamage(spriteNum) >= 0) { pData[0] = 1; // static pSprite->cstat = 32768; for (bssize_t x = 0; x < 5; x++) RANDOMSCRAP(pSprite, spriteNum); goto next_sprite; } } if (pSprite->hitag > 0) { if (pData[1] < pSprite->hitag) pSprite->ang += 8; else if (pData[1] < pSprite->hitag * 3) pSprite->ang -= 8; else if (pData[1] < (pSprite->hitag << 2)) pSprite->ang += 8; else { pData[1] = 8; pSprite->ang += 16; } } } goto next_sprite; } if (!g_netServer && ud.multimode < 2 && A_CheckEnemySprite(pSprite)) { if (g_noEnemies == 1) { pSprite->cstat = 32768; goto next_sprite; } else if (g_noEnemies == 2) { pSprite->cstat = 0; if (pSprite->extra) pSprite->cstat = 257; } } if (G_HaveActor(sprite[spriteNum].picnum)) { int32_t playerDist; int playerNum = A_FindPlayer(pSprite, &playerDist); A_Execute(spriteNum, playerNum, playerDist); } next_sprite: A_MaybeAwakenBadGuys(spriteNum); spriteNum = nextSprite; } } ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5 { int spriteNum = headspritestat[STAT_MISC]; while (spriteNum >= 0) { int const nextSprite = nextspritestat[spriteNum]; int32_t playerDist; int32_t *const pData = actor[spriteNum].t_data; spritetype *const pSprite = &sprite[spriteNum]; int sectNum = pSprite->sectnum; // XXX: not const int switchPic; if (sectNum < 0 || pSprite->xrepeat == 0) DELETE_SPRITE_AND_CONTINUE(spriteNum); Bmemcpy(&actor[spriteNum].bpos, pSprite, sizeof(vec3_t)); switchPic = pSprite->picnum; if (pSprite->picnum > NUKEBUTTON && pSprite->picnum <= NUKEBUTTON+3) switchPic = NUKEBUTTON; if (pSprite->picnum > GLASSPIECES && pSprite->picnum <= GLASSPIECES+2) switchPic = GLASSPIECES; if (pSprite->picnum == INNERJAW+1) switchPic--; if ((pSprite->picnum == MONEY+1) || (pSprite->picnum == MAIL+1) || (pSprite->picnum == PAPER+1)) actor[spriteNum].floorz = pSprite->z = getflorzofslope(pSprite->sectnum,pSprite->x,pSprite->y); else switch (DYNAMICTILEMAP(switchPic)) { case APLAYER__STATIC: pSprite->cstat = 32768; goto next_sprite; case NEON1__STATIC: case NEON2__STATIC: case NEON3__STATIC: case NEON4__STATIC: case NEON5__STATIC: case NEON6__STATIC: pSprite->shade = ((tabledivide32_noinline(g_globalRandom, pSprite->lotag + 1) & 31) > 4) ? -127 : 127; goto next_sprite; case BLOODSPLAT1__STATIC: case BLOODSPLAT2__STATIC: case BLOODSPLAT3__STATIC: case BLOODSPLAT4__STATIC: if (pData[0] == 3 * GAMETICSPERSEC) goto next_sprite; actor[spriteNum].bpos.z -= pSprite->z; if ((++pData[0] % 9) == 0) { pSprite->yrepeat++; pSprite->z += (tilesiz[pSprite->picnum].y * pSprite->yrepeat) >> 2; } else pSprite->z += 16 + (krand() & 15); actor[spriteNum].bpos.z += pSprite->z; goto next_sprite; case NUKEBUTTON__STATIC: // case NUKEBUTTON+1: // case NUKEBUTTON+2: // case NUKEBUTTON+3: if (pData[0]) { pData[0]++; if (pData[0] == 8) pSprite->picnum = NUKEBUTTON + 1; else if (pData[0] == 16) { pSprite->picnum = NUKEBUTTON + 2; g_player[P_Get(pSprite->owner)].ps->fist_incs = 1; } if (g_player[P_Get(pSprite->owner)].ps->fist_incs == GAMETICSPERSEC) pSprite->picnum = NUKEBUTTON + 3; } goto next_sprite; case FORCESPHERE__STATIC: { int forceRepeat = pSprite->xrepeat; if (pData[1] > 0) { pData[1]--; if (pData[1] == 0) DELETE_SPRITE_AND_CONTINUE(spriteNum); } if (actor[pSprite->owner].t_data[1] == 0) { if (pData[0] < 64) { pData[0]++; forceRepeat += 3; } } else if (pData[0] > 64) { pData[0]--; forceRepeat -= 3; } *(vec3_t *)pSprite = *(vec3_t *)&sprite[pSprite->owner]; pSprite->ang += actor[pSprite->owner].t_data[0]; forceRepeat = clamp2(forceRepeat, 1, 64); pSprite->xrepeat = forceRepeat; pSprite->yrepeat = forceRepeat; pSprite->shade = (forceRepeat >> 1) - 48; for (bsize_t j = pData[0]; j > 0; j--) A_SetSprite(spriteNum, CLIPMASK0); goto next_sprite; } case WATERSPLASH2__STATIC: pData[0]++; if (pData[0] == 1) { if (sector[sectNum].lotag != ST_1_ABOVE_WATER && sector[sectNum].lotag != ST_2_UNDERWATER) DELETE_SPRITE_AND_CONTINUE(spriteNum); /* else { l = getflorzofslope(sect,s->x,s->y)-s->z; if( l > ZOFFSET2 ) KILLIT(i); } else */ if (!S_CheckSoundPlaying(spriteNum,ITEM_SPLASH)) A_PlaySound(ITEM_SPLASH,spriteNum); } if (pData[0] == 3) { pData[0] = 0; pData[1]++; // WATERSPLASH_T2 } if (pData[1] == 5) A_DeleteSprite(spriteNum); goto next_sprite; case FRAMEEFFECT1_13__STATIC: if (PLUTOPAK) goto next_sprite; // JBF: ideally this should never happen... case FRAMEEFFECT1__STATIC: if (pSprite->owner >= 0) { pData[0]++; if (pData[0] > 7) { DELETE_SPRITE_AND_CONTINUE(spriteNum); } else if (pData[0] > 4) pSprite->cstat |= 512+2; else if (pData[0] > 2) pSprite->cstat |= 2; pSprite->xoffset = sprite[pSprite->owner].xoffset; pSprite->yoffset = sprite[pSprite->owner].yoffset; } goto next_sprite; case INNERJAW__STATIC: { // case INNERJAW+1: int32_t playerDist, playerNum = A_FindPlayer(pSprite,&playerDist); if (playerDist < 512) { P_PalFrom(g_player[playerNum].ps, 32, 32,0,0); sprite[g_player[playerNum].ps->i].extra -= 4; } } case FIRELASER__STATIC: if (pSprite->extra != 5) pSprite->extra = 5; else DELETE_SPRITE_AND_CONTINUE(spriteNum); break; case TONGUE__STATIC: DELETE_SPRITE_AND_CONTINUE(spriteNum); case MONEY__STATIC: case MAIL__STATIC: case PAPER__STATIC: { pSprite->xvel = (krand()&7)+(sintable[T1(spriteNum)&2047]>>9); T1(spriteNum) += (krand()&63); if ((T1(spriteNum)&2047) > 512 && (T1(spriteNum)&2047) < 1596) { if (sector[sectNum].lotag == ST_2_UNDERWATER) { if (pSprite->zvel < 64) pSprite->zvel += (g_spriteGravity>>5)+(krand()&7); } else if (pSprite->zvel < 144) pSprite->zvel += (g_spriteGravity>>5)+(krand()&7); } A_SetSprite(spriteNum, CLIPMASK0); if ((krand()&3) == 0) setsprite(spriteNum, (vec3_t *) pSprite); if (pSprite->sectnum == -1) DELETE_SPRITE_AND_CONTINUE(spriteNum); int const floorZ = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y); if (pSprite->z > floorZ) { pSprite->z = floorZ; A_AddToDeleteQueue(spriteNum); PN(spriteNum)++; for (bssize_t SPRITES_OF(STAT_MISC, j)) { if (sprite[j].picnum == BLOODPOOL && ldist(pSprite, &sprite[j]) < 348) { pSprite->pal = 2; break; } } } break; } case JIBS1__STATIC: case JIBS2__STATIC: case JIBS3__STATIC: case JIBS4__STATIC: case JIBS5__STATIC: case JIBS6__STATIC: case HEADJIB1__STATIC: case ARMJIB1__STATIC: case LEGJIB1__STATIC: case LIZMANHEAD1__STATIC: case LIZMANARM1__STATIC: case LIZMANLEG1__STATIC: case DUKETORSO__STATIC: case DUKEGUN__STATIC: case DUKELEG__STATIC: { pSprite->xvel = (pSprite->xvel > 0) ? pSprite->xvel - 1 : 0; if (++pData[5] == (30*10)) DELETE_SPRITE_AND_CONTINUE(spriteNum); if (pSprite->zvel > 1024 && pSprite->zvel < 1280) { setsprite(spriteNum, (vec3_t *) pSprite); sectNum = pSprite->sectnum; } int32_t floorZ, ceilZ; getzsofslope(sectNum, pSprite->x, pSprite->y, &ceilZ, &floorZ); if (ceilZ == floorZ || sectNum < 0 || sectNum >= MAXSECTORS) DELETE_SPRITE_AND_CONTINUE(spriteNum); if (pSprite->z < floorZ-(2<<8)) { if (pData[1] < 2) pData[1]++; else if (sector[sectNum].lotag != ST_2_UNDERWATER) { pData[1] = 0; if (pSprite->picnum == DUKELEG || pSprite->picnum == DUKETORSO || pSprite->picnum == DUKEGUN) { pData[0] = (pData[0] > 6) ? 0 : pData[0] + 1; } else { pData[0] = (pData[0] > 2) ? 0 : pData[0] + 1; } } if (pSprite->zvel < 6144) { if (sector[sectNum].lotag == ST_2_UNDERWATER) { if (pSprite->zvel < 1024) pSprite->zvel += 48; else pSprite->zvel = 1024; } else pSprite->zvel += g_spriteGravity-50; } pSprite->x += (pSprite->xvel*sintable[(pSprite->ang+512)&2047])>>14; pSprite->y += (pSprite->xvel*sintable[pSprite->ang&2047])>>14; pSprite->z += pSprite->zvel; } else { if (pData[2] == 0) { if (pSprite->sectnum == -1) DELETE_SPRITE_AND_CONTINUE(spriteNum); if ((sector[pSprite->sectnum].floorstat&2)) DELETE_SPRITE_AND_CONTINUE(spriteNum); pData[2]++; } floorZ = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y); pSprite->z = floorZ - (2 << 8); pSprite->xvel = 0; if (pSprite->picnum == JIBS6) { pData[1]++; if ((pData[1]&3) == 0 && pData[0] < 7) pData[0]++; if (pData[1] > 20) DELETE_SPRITE_AND_CONTINUE(spriteNum); } else { pSprite->picnum = JIBS6; pData[0] = 0; pData[1] = 0; } } goto next_sprite; } case BLOODPOOL__STATIC: case PUKE__STATIC: { if (pData[0] == 0) { pData[0] = 1; if (sector[sectNum].floorstat&2) { DELETE_SPRITE_AND_CONTINUE(spriteNum); } else A_AddToDeleteQueue(spriteNum); } A_Fall(spriteNum); int32_t playerDist; int const playerNum = A_FindPlayer(pSprite, &playerDist); pSprite->z = actor[spriteNum].floorz - 1; DukePlayer_t *const pPlayer = g_player[playerNum].ps; if (pData[2] < 32) { pData[2]++; if (actor[spriteNum].picnum == TIRE) { if (pSprite->xrepeat < 64 && pSprite->yrepeat < 64) { pSprite->xrepeat += krand()&3; pSprite->yrepeat += krand()&3; } } else { if (pSprite->xrepeat < 32 && pSprite->yrepeat < 32) { pSprite->xrepeat += krand()&3; pSprite->yrepeat += krand()&3; } } } if (playerDist < 844 && pSprite->xrepeat > 6 && pSprite->yrepeat > 6) { if (pSprite->pal == 0 && pSprite->picnum != PUKE && (krand()&255) < 16) { if (pPlayer->inv_amount[GET_BOOTS] > 0) pPlayer->inv_amount[GET_BOOTS]--; else { if (!A_CheckSoundPlaying(pPlayer->i,DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN,pPlayer->i); sprite[pPlayer->i].extra --; P_PalFrom(pPlayer, 32, 16,0,0); } } if (pData[1] == 1) goto next_sprite; pData[1] = 1; pPlayer->footprintcount = (actor[spriteNum].picnum == TIRE) ? 10 : 3; pPlayer->footprintpal = pSprite->pal; pPlayer->footprintshade = pSprite->shade; if (pData[2] == 32) { pSprite->xrepeat -= 6; pSprite->yrepeat -= 6; } } else pData[1] = 0; goto next_sprite; } case BURNING__STATIC: case BURNING2__STATIC: case FECES__STATIC: case WATERBUBBLE__STATIC: case SMALLSMOKE__STATIC: case EXPLOSION2__STATIC: case SHRINKEREXPLOSION__STATIC: case EXPLOSION2BOT__STATIC: case BLOOD__STATIC: case LASERSITE__STATIC: case FORCERIPPLE__STATIC: case TRANSPORTERSTAR__STATIC: case TRANSPORTERBEAM__STATIC: { if (!G_HaveActor(sprite[spriteNum].picnum)) goto next_sprite; int const playerNum = A_FindPlayer(pSprite, &playerDist); A_Execute(spriteNum, playerNum, playerDist); goto next_sprite; } case SHELL__STATIC: case SHOTGUNSHELL__STATIC: A_SetSprite(spriteNum,CLIPMASK0); if (sectNum < 0 || (sector[sectNum].floorz + 256) < pSprite->z) DELETE_SPRITE_AND_CONTINUE(spriteNum); if (sector[sectNum].lotag == ST_2_UNDERWATER) { pData[1]++; if (pData[1] > 8) { pData[1] = 0; pData[0]++; pData[0] &= 3; } if (pSprite->zvel < 128) pSprite->zvel += (g_spriteGravity/13); // 8 else pSprite->zvel -= 64; if (pSprite->xvel > 0) pSprite->xvel -= 4; else pSprite->xvel = 0; } else { pData[1]++; if (pData[1] > 3) { pData[1] = 0; pData[0]++; pData[0] &= 3; } if (pSprite->zvel < 512) pSprite->zvel += (g_spriteGravity/3); // 52; if (pSprite->xvel > 0) pSprite->xvel --; // else KILLIT(i); } goto next_sprite; case GLASSPIECES__STATIC: // case GLASSPIECES+1: // case GLASSPIECES+2: A_Fall(spriteNum); if (pSprite->zvel > 4096) pSprite->zvel = 4096; if (sectNum < 0) DELETE_SPRITE_AND_CONTINUE(spriteNum); if (pSprite->z == actor[spriteNum].floorz-(ZOFFSET) && pData[0] < 3) { pSprite->zvel = -((3-pData[0])<<8)-(krand()&511); if (sector[sectNum].lotag == ST_2_UNDERWATER) pSprite->zvel >>= 1; pSprite->xrepeat >>= 1; pSprite->yrepeat >>= 1; if (rnd(96)) setsprite(spriteNum,(vec3_t *)pSprite); pData[0]++;//Number of bounces } else if (pData[0] == 3) DELETE_SPRITE_AND_CONTINUE(spriteNum); if (pSprite->xvel > 0) { pSprite->xvel -= 2; pSprite->cstat = ((pSprite->xvel&3)<<2); } else pSprite->xvel = 0; A_SetSprite(spriteNum,CLIPMASK0); goto next_sprite; } if (PN(spriteNum) >= SCRAP6 && PN(spriteNum) <= SCRAP5+3) { if (pSprite->xvel > 0) pSprite->xvel--; else pSprite->xvel = 0; if (pSprite->zvel > 1024 && pSprite->zvel < 1280) { setsprite(spriteNum,(vec3_t *)pSprite); sectNum = pSprite->sectnum; } if (pSprite->z < sector[sectNum].floorz-(2<<8)) { if (pData[1] < 1) pData[1]++; else { pData[1] = 0; if (pSprite->picnum < SCRAP6 + 8) pData[0] = (pData[0] > 6) ? 0 : pData[0] + 1; else pData[0] = (pData[0] > 2) ? 0 : pData[0] + 1; } if (pSprite->zvel < 4096) pSprite->zvel += g_spriteGravity - 50; pSprite->x += (pSprite->xvel*sintable[(pSprite->ang+512)&2047])>>14; pSprite->y += (pSprite->xvel*sintable[pSprite->ang&2047])>>14; pSprite->z += pSprite->zvel; } else { if (pSprite->picnum == SCRAP1 && pSprite->yvel > 0 && pSprite->yvel < MAXUSERTILES) { int32_t j = A_Spawn(spriteNum, pSprite->yvel); setsprite(j,(vec3_t *)pSprite); A_GetZLimits(j); sprite[j].hitag = sprite[j].lotag = 0; } DELETE_SPRITE_AND_CONTINUE(spriteNum); } goto next_sprite; } next_sprite: spriteNum = nextSprite; } } // i: SE spritenum static void HandleSE31(int spriteNum, int setFloorZ, int spriteZ, int SEdir, int zDifference) { const spritetype *pSprite = &sprite[spriteNum]; sectortype *const pSector = §or[sprite[spriteNum].sectnum]; int32_t *const pData = actor[spriteNum].t_data; if (klabs(pSector->floorz - spriteZ) < SP(spriteNum)) { if (setFloorZ) pSector->floorz = spriteZ; pData[2] = SEdir; pData[0] = 0; pData[3] = pSprite->hitag; A_CallSound(pSprite->sectnum, spriteNum); } else { int const zChange = ksgn(zDifference) * SP(spriteNum); pSector->floorz += zChange; for (bssize_t SPRITES_OF_SECT(pSprite->sectnum, j)) { if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0) { int const playerNum = P_Get(j); if (g_player[playerNum].ps->on_ground == 1) g_player[playerNum].ps->pos.z += zChange; } if (sprite[j].zvel == 0 && sprite[j].statnum != STAT_EFFECTOR && sprite[j].statnum != STAT_PROJECTILE) { actor[j].bpos.z = sprite[j].z += zChange; actor[j].floorz = pSector->floorz; } } } } // s: SE sprite static void MaybeTrainKillPlayer(const spritetype *pSprite, int setOPos) { for (bssize_t TRAVERSE_CONNECT(playerNum)) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; if (sprite[pPlayer->i].extra > 0) { int16_t playerSectnum = pPlayer->cursectnum; updatesector(pPlayer->pos.x, pPlayer->pos.y, &playerSectnum); if ((playerSectnum == -1 && ud.noclip == 0) || (playerSectnum == pSprite->sectnum && pPlayer->cursectnum != pSprite->sectnum)) { *(vec2_t *)pPlayer = *(vec2_t *)pSprite; if (setOPos) *(vec2_t *)&pPlayer->opos = *(vec2_t *)pPlayer; pPlayer->cursectnum = pSprite->sectnum; setsprite(pPlayer->i, (vec3_t const *)pSprite); P_QuickKill(pPlayer); } } } } // i: SE spritenum static void MaybeTrainKillEnemies(int spriteNum, int numGuts) { int findSprite = headspritesect[sprite[OW(spriteNum)].sectnum]; while (findSprite >= 0) { int const nextSprite = nextspritesect[findSprite]; if (sprite[findSprite].extra >= 0 && sprite[findSprite].statnum == STAT_ACTOR && A_CheckEnemySprite(&sprite[findSprite])) { int16_t sectNum = sprite[findSprite].sectnum; updatesector(sprite[findSprite].x,sprite[findSprite].y,§Num); if (sectNum == sprite[spriteNum].sectnum) { A_DoGutsDir(findSprite, JIBS6, numGuts); A_PlaySound(SQUISHED, findSprite); A_DeleteSprite(findSprite); } } findSprite = nextSprite; } } ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 { int32_t q = 0, j, k, l, m, x; int spriteNum = headspritestat[STAT_EFFECTOR]; while (spriteNum >= 0) { int const nextSprite = nextspritestat[spriteNum]; spritetype *const pSprite = &sprite[spriteNum]; int32_t playerDist; int playerNum = A_FindPlayer(pSprite, &playerDist); DukePlayer_t *const pPlayer = g_player[playerNum].ps; if (VM_OnEventWithBoth(EVENT_MOVEEFFECTORS, spriteNum, playerNum, playerDist, 0)) { spriteNum = nextSprite; continue; } sectortype *const pSector = §or[pSprite->sectnum]; int const sectorLotag = pSprite->lotag; int const sectorHitag = pSprite->hitag; int32_t *const pData = &actor[spriteNum].t_data[0]; switch (sectorLotag) { case SE_0_ROTATING_SECTOR: { int32_t zchange = 0; j = pSprite->owner; if (sprite[j].lotag == UINT16_MAX) DELETE_SPRITE_AND_CONTINUE(spriteNum); q = pSector->extra>>3; l = 0; if (pSector->lotag == ST_30_ROTATE_RISE_BRIDGE) { q >>= 2; if (sprite[spriteNum].extra == 1) { if (actor[spriteNum].tempang < 256) { actor[spriteNum].tempang += 4; if (actor[spriteNum].tempang >= 256) A_CallSound(pSprite->sectnum,spriteNum); if (pSprite->clipdist) l = 1; else l = -1; } else actor[spriteNum].tempang = 256; if (pSector->floorz > pSprite->z) //z's are touching { pSector->floorz -= 512; zchange = -512; if (pSector->floorz < pSprite->z) pSector->floorz = pSprite->z; } else if (pSector->floorz < pSprite->z) //z's are touching { pSector->floorz += 512; zchange = 512; if (pSector->floorz > pSprite->z) pSector->floorz = pSprite->z; } } else if (sprite[spriteNum].extra == 3) { if (actor[spriteNum].tempang > 0) { actor[spriteNum].tempang -= 4; if (actor[spriteNum].tempang <= 0) A_CallSound(pSprite->sectnum,spriteNum); if (pSprite->clipdist) l = -1; else l = 1; } else actor[spriteNum].tempang = 0; if (pSector->floorz > T4(spriteNum)) //z's are touching { pSector->floorz -= 512; zchange = -512; if (pSector->floorz < T4(spriteNum)) pSector->floorz = T4(spriteNum); } else if (pSector->floorz < T4(spriteNum)) //z's are touching { pSector->floorz += 512; zchange = 512; if (pSector->floorz > T4(spriteNum)) pSector->floorz = T4(spriteNum); } } } else { if (actor[j].t_data[0] == 0) break; if (actor[j].t_data[0] == 2) DELETE_SPRITE_AND_CONTINUE(spriteNum); if (sprite[j].ang > 1024) l = -1; else l = 1; if (pData[3] == 0) pData[3] = ldist(pSprite,&sprite[j]); pSprite->xvel = pData[3]; pSprite->x = sprite[j].x; pSprite->y = sprite[j].y; } pSprite->ang += (l*q); pData[2] += (l*q); if (l && (pSector->floorstat&64)) { for (TRAVERSE_CONNECT(playerNum)) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; if (pPlayer->cursectnum == pSprite->sectnum && pPlayer->on_ground == 1) { pPlayer->ang += (l*q); pPlayer->ang &= 2047; pPlayer->pos.z += zchange; vec2_t r; rotatepoint(*(vec2_t *)&sprite[j],*(vec2_t *)&pPlayer->pos,(q*l),&r); pPlayer->bobpos.x += r.x-pPlayer->pos.x; pPlayer->bobpos.y += r.y-pPlayer->pos.y; *(vec2_t *)&pPlayer->pos = r; if (sprite[pPlayer->i].extra <= 0) *(vec2_t *)&sprite[pPlayer->i] = r; } } for (bssize_t SPRITES_OF_SECT(pSprite->sectnum, p)) { // KEEPINSYNC1 if (sprite[p].statnum != STAT_EFFECTOR && sprite[p].statnum != STAT_PROJECTILE) if (sprite[p].picnum != LASERLINE) { if (sprite[p].picnum == APLAYER && sprite[p].owner >= 0) continue; sprite[p].ang += (l*q); sprite[p].ang &= 2047; sprite[p].z += zchange; // interpolation fix actor[p].bpos.x = sprite[p].x; actor[p].bpos.y = sprite[p].y; if (move_rotfixed_sprite(p, j, pData[2])) rotatepoint(*(vec2_t *)&sprite[j], *(vec2_t *)&sprite[p], (q * l), (vec2_t *)&sprite[p].x); } } } else if (l==0 && (pSector->floorstat&64)) { // fix for jittering of sprites in halted rotating sectors for (bssize_t SPRITES_OF_SECT(pSprite->sectnum, p)) { // KEEPINSYNC1 if (sprite[p].statnum != STAT_EFFECTOR && sprite[p].statnum != STAT_PROJECTILE) if (sprite[p].picnum != LASERLINE) { if (sprite[p].picnum == APLAYER && sprite[p].owner >= 0) continue; actor[p].bpos.x = sprite[p].x; actor[p].bpos.y = sprite[p].y; } } } A_MoveSector(spriteNum); } break; case SE_1_PIVOT: //Nothing for now used as the pivot if (pSprite->owner == -1) //Init { pSprite->owner = spriteNum; for (SPRITES_OF(STAT_EFFECTOR, j)) { if (sprite[j].lotag == SE_19_EXPLOSION_LOWERS_CEILING && sprite[j].hitag == sectorHitag) { pData[0] = 0; break; } } } break; case 6: k = pSector->extra; if (pData[4] > 0) { pData[4]--; if (pData[4] >= (k-(k>>3))) pSprite->xvel -= (k>>5); if (pData[4] > ((k>>1)-1) && pData[4] < (k-(k>>3))) pSprite->xvel = 0; if (pData[4] < (k>>1)) pSprite->xvel += (k>>5); if (pData[4] < ((k>>1)-(k>>3))) { pData[4] = 0; pSprite->xvel = k; } } else pSprite->xvel = k; for (SPRITES_OF(STAT_EFFECTOR, j)) { if (sprite[j].lotag == SE_14_SUBWAY_CAR && sectorHitag == sprite[j].hitag && actor[j].t_data[0] == pData[0]) { sprite[j].xvel = pSprite->xvel; // if( t[4] == 1 ) { if (actor[j].t_data[5] == 0) actor[j].t_data[5] = dist(&sprite[j],pSprite); x = ksgn(dist(&sprite[j],pSprite)-actor[j].t_data[5]); if (sprite[j].extra) x = -x; pSprite->xvel += x; } actor[j].t_data[4] = pData[4]; } } x = 0; // XXX: This assignment is dead? case SE_14_SUBWAY_CAR: if (pSprite->owner==-1) pSprite->owner = A_FindLocator((int16_t)pData[3],(int16_t)pData[0]); if (pSprite->owner == -1) { // debugging subway cars (mapping-wise) is freakin annoying // let's at least have a helpful message... Bsprintf(tempbuf,"Could not find any locators in sector %d" " for SE# 6 or 14 with hitag %d.\n", (int)pData[0], (int)pData[3]); G_GameExit(tempbuf); } j = ldist(&sprite[pSprite->owner],pSprite); if (j < 1024L) { if (sectorLotag==SE_6_SUBWAY) if (sprite[pSprite->owner].hitag&1) pData[4]=pSector->extra; //Slow it down pData[3]++; pSprite->owner = A_FindLocator(pData[3],pData[0]); if (pSprite->owner==-1) { pData[3]=0; pSprite->owner = A_FindLocator(0,pData[0]); } } if (pSprite->xvel) { #ifdef YAX_ENABLE int32_t firstrun = 1; #endif x = getangle(sprite[pSprite->owner].x-pSprite->x,sprite[pSprite->owner].y-pSprite->y); q = G_GetAngleDelta(pSprite->ang,x)>>3; pData[2] += q; pSprite->ang += q; if (pSprite->xvel == pSector->extra) { if ((pSector->floorstat&1) == 0 && (pSector->ceilingstat&1) == 0) { if (!S_CheckSoundPlaying(spriteNum,actor[spriteNum].lastvx)) A_PlaySound(actor[spriteNum].lastvx,spriteNum); } else if (ud.monsters_off == 0 && pSector->floorpal == 0 && (pSector->floorstat&1) && rnd(8)) { if (playerDist < 20480) { j = pSprite->ang; pSprite->ang = getangle(pSprite->x-g_player[playerNum].ps->pos.x,pSprite->y-g_player[playerNum].ps->pos.y); A_Shoot(spriteNum,RPG); pSprite->ang = j; } } } if (pSprite->xvel <= 64 && (pSector->floorstat&1) == 0 && (pSector->ceilingstat&1) == 0) S_StopEnvSound(actor[spriteNum].lastvx,spriteNum); if ((pSector->floorz-pSector->ceilingz) < (108<<8)) { if (ud.noclip == 0 && pSprite->xvel >= 192) MaybeTrainKillPlayer(pSprite, 0); } m = (pSprite->xvel*sintable[(pSprite->ang+512)&2047])>>14; x = (pSprite->xvel*sintable[pSprite->ang&2047])>>14; for (TRAVERSE_CONNECT(playerNum)) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; if (pPlayer->cursectnum < 0) { // might happen when squished into void space // initprintf("cursectnum < 0!\n"); break; } if (sector[pPlayer->cursectnum].lotag != ST_2_UNDERWATER) { if (g_playerSpawnPoints[playerNum].sect == pSprite->sectnum) { g_playerSpawnPoints[playerNum].pos.x += m; g_playerSpawnPoints[playerNum].pos.y += x; } if (pSprite->sectnum == sprite[pPlayer->i].sectnum #ifdef YAX_ENABLE || (pData[9]>=0 && pData[9] == sprite[pPlayer->i].sectnum) #endif ) { rotatepoint(*(vec2_t *)pSprite, *(vec2_t *)&pPlayer->pos, q, (vec2_t *)&pPlayer->pos); pPlayer->pos.x += m; pPlayer->pos.y += x; pPlayer->bobpos.x += m; pPlayer->bobpos.y += x; pPlayer->ang += q; pPlayer->ang &= 2047; if (g_netServer || numplayers > 1) { pPlayer->opos.x = pPlayer->pos.x; pPlayer->opos.y = pPlayer->pos.y; } if (sprite[pPlayer->i].extra <= 0) { sprite[pPlayer->i].x = pPlayer->pos.x; sprite[pPlayer->i].y = pPlayer->pos.y; } } } } // NOTE: special loop handling j = headspritesect[pSprite->sectnum]; while (j >= 0) { // KEEPINSYNC2 // XXX: underwater check? if (sprite[j].statnum != STAT_PLAYER && sector[sprite[j].sectnum].lotag != ST_2_UNDERWATER && (sprite[j].picnum != SECTOREFFECTOR || (sprite[j].lotag == SE_49_POINT_LIGHT||sprite[j].lotag == SE_50_SPOT_LIGHT)) && sprite[j].picnum != LOCATORS) { // fix interpolation if (numplayers < 2 && !g_netServer) { actor[j].bpos.x = sprite[j].x; actor[j].bpos.y = sprite[j].y; } if (move_rotfixed_sprite(j, pSprite-sprite, pData[2])) rotatepoint(*(vec2_t *)pSprite,*(vec2_t *)&sprite[j],q,(vec2_t *)&sprite[j].x); sprite[j].x+= m; sprite[j].y+= x; sprite[j].ang+=q; if (g_netServer || numplayers > 1) { actor[j].bpos.x = sprite[j].x; actor[j].bpos.y = sprite[j].y; } } j = nextspritesect[j]; #ifdef YAX_ENABLE if (j < 0) { if (pData[9]>=0 && firstrun) { firstrun = 0; j = headspritesect[pData[9]]; } } #endif } A_MoveSector(spriteNum); setsprite(spriteNum,(vec3_t *)pSprite); if ((pSector->floorz-pSector->ceilingz) < (108<<8)) { if (ud.noclip == 0 && pSprite->xvel >= 192) MaybeTrainKillPlayer(pSprite, 1); MaybeTrainKillEnemies(spriteNum, 72); } } else { // fix for jittering of sprites in halted subways for (SPRITES_OF_SECT(pSprite->sectnum, j)) { // KEEPINSYNC2 if (sprite[j].statnum != STAT_PLAYER && sector[sprite[j].sectnum].lotag != ST_2_UNDERWATER && (sprite[j].picnum != SECTOREFFECTOR || (sprite[j].lotag == SE_49_POINT_LIGHT||sprite[j].lotag == SE_50_SPOT_LIGHT)) && sprite[j].picnum != LOCATORS) { actor[j].bpos.x = sprite[j].x; actor[j].bpos.y = sprite[j].y; } } } break; case SE_30_TWO_WAY_TRAIN: if (pSprite->owner == -1) { pData[3] = !pData[3]; pSprite->owner = A_FindLocator(pData[3],pData[0]); } else { if (pData[4] == 1) // Starting to go { if (ldist(&sprite[pSprite->owner],pSprite) < (2048-128)) pData[4] = 2; else { if (pSprite->xvel == 0) G_OperateActivators(pSprite->hitag+(!pData[3]),-1); if (pSprite->xvel < 256) pSprite->xvel += 16; } } if (pData[4] == 2) { l = FindDistance2D(sprite[pSprite->owner].x-pSprite->x,sprite[pSprite->owner].y-pSprite->y); if (l <= 128) pSprite->xvel = 0; if (pSprite->xvel > 0) pSprite->xvel -= 16; else { pSprite->xvel = 0; G_OperateActivators(pSprite->hitag+(int16_t)pData[3],-1); pSprite->owner = -1; pSprite->ang += 1024; pData[4] = 0; G_OperateForceFields(spriteNum,pSprite->hitag); for (SPRITES_OF_SECT(pSprite->sectnum, j)) { if (sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS) { actor[j].bpos.x = sprite[j].x; actor[j].bpos.y = sprite[j].y; } } } } } if (pSprite->xvel) { int32_t playerNum; l = (pSprite->xvel*sintable[(pSprite->ang+512)&2047])>>14; x = (pSprite->xvel*sintable[pSprite->ang&2047])>>14; if ((pSector->floorz-pSector->ceilingz) < (108<<8)) if (ud.noclip == 0) MaybeTrainKillPlayer(pSprite, 0); for (TRAVERSE_CONNECT(playerNum)) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; if (sprite[pPlayer->i].sectnum == pSprite->sectnum) { pPlayer->pos.x += l; pPlayer->pos.y += x; if (g_netServer || numplayers > 1) { pPlayer->opos.x = pPlayer->pos.x; pPlayer->opos.y = pPlayer->pos.y; } pPlayer->bobpos.x += l; pPlayer->bobpos.y += x; } if (g_playerSpawnPoints[playerNum].sect == pSprite->sectnum) { g_playerSpawnPoints[playerNum].pos.x += l; g_playerSpawnPoints[playerNum].pos.y += x; } } for (SPRITES_OF_SECT(pSprite->sectnum, j)) { // TODO: replace some checks for SE 49/50 with statnum LIGHT instead? if ((sprite[j].picnum != SECTOREFFECTOR || sprite[j].lotag==SE_49_POINT_LIGHT || sprite[j].lotag==SE_50_SPOT_LIGHT) && sprite[j].picnum != LOCATORS) { if (numplayers < 2 && !g_netServer) { actor[j].bpos.x = sprite[j].x; actor[j].bpos.y = sprite[j].y; } sprite[j].x += l; sprite[j].y += x; if (g_netServer || numplayers > 1) { actor[j].bpos.x = sprite[j].x; actor[j].bpos.y = sprite[j].y; } } } A_MoveSector(spriteNum); setsprite(spriteNum,(vec3_t *)pSprite); if (pSector->floorz-pSector->ceilingz < (108<<8)) { if (ud.noclip == 0) MaybeTrainKillPlayer(pSprite, 1); MaybeTrainKillEnemies(spriteNum, 24); } } break; case SE_2_EARTHQUAKE://Quakes if (pData[4] > 0 && pData[0] == 0) { if (pData[4] < sectorHitag) pData[4]++; else pData[0] = 1; } if (pData[0] > 0) { pData[0]++; pSprite->xvel = 3; if (pData[0] > 96) { pData[0] = -1; //Stop the quake pData[4] = -1; DELETE_SPRITE_AND_CONTINUE(spriteNum); } else { if ((pData[0]&31) == 8) { g_earthquakeTime = 48; A_PlaySound(EARTHQUAKE,g_player[screenpeek].ps->i); } pSector->floorheinum = (klabs(pSector->floorheinum - pData[5]) < 8) ? pData[5] : pSector->floorheinum + (ksgn(pData[5] - pSector->floorheinum) << 4); } vec2_t const vect = { (pSprite->xvel * sintable[(pSprite->ang + 512) & 2047]) >> 14, (pSprite->xvel * sintable[pSprite->ang & 2047]) >> 14 }; for (TRAVERSE_CONNECT(playerNum)) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; if (pPlayer->cursectnum == pSprite->sectnum && pPlayer->on_ground) { pPlayer->pos.x += vect.x; pPlayer->pos.y += vect.y; pPlayer->bobpos.x += vect.x; pPlayer->bobpos.y += vect.y; } } for (bssize_t nextSprite, SPRITES_OF_SECT_SAFE(pSprite->sectnum, sectSprite, nextSprite)) { if (sprite[sectSprite].picnum != SECTOREFFECTOR) { sprite[sectSprite].x+=vect.x; sprite[sectSprite].y+=vect.y; setsprite(sectSprite,(vec3_t *)&sprite[sectSprite]); } } A_MoveSector(spriteNum); setsprite(spriteNum,(vec3_t *)pSprite); } break; //Flashing sector lights after reactor EXPLOSION2 case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT: { if (pData[4] == 0) break; // if(t[5] > 0) { t[5]--; break; } if ((tabledivide32_noinline(g_globalRandom, sectorHitag+1)&31) < 4 && !pData[2]) { // t[5] = 4+(g_globalRandom&7); pSector->ceilingpal = pSprite->owner >> 8; pSector->floorpal = pSprite->owner & 0xff; pData[0] = pSprite->shade + (g_globalRandom & 15); } else { // t[5] = 4+(g_globalRandom&3); pSector->ceilingpal = pSprite->pal; pSector->floorpal = pSprite->pal; pData[0] = pData[3]; } pSector->ceilingshade = pData[0]; pSector->floorshade = pData[0]; walltype *pWall = &wall[pSector->wallptr]; for (x=pSector->wallnum; x > 0; x--,pWall++) { if (pWall->hitag != 1) { pWall->shade = pData[0]; if ((pWall->cstat & 2) && pWall->nextwall >= 0) wall[pWall->nextwall].shade = pWall->shade; } } break; } case SE_4_RANDOM_LIGHTS: { // See A_Spawn(): // s->owner: original ((ceilingpal<<8) | floorpal) // t[2]: original floor shade // t[3]: max wall shade int lightFlag; if ((tabledivide32_noinline(g_globalRandom, sectorHitag+1)&31) < 4) { pData[1] = pSprite->shade + (g_globalRandom & 15); // Got really bright pData[0] = pSprite->shade + (g_globalRandom & 15); pSector->ceilingpal = pSprite->owner >> 8; pSector->floorpal = pSprite->owner & 0xff; lightFlag = 1; } else { pData[1] = pData[2]; pData[0] = pData[3]; pSector->ceilingpal = pSprite->pal; pSector->floorpal = pSprite->pal; lightFlag = 0; } pSector->floorshade = pData[1]; pSector->ceilingshade = pData[1]; walltype *pWall = &wall[pSector->wallptr]; for (x=pSector->wallnum; x > 0; x--,pWall++) { if (lightFlag) pWall->pal = (pSprite->owner&0xff); else pWall->pal = pSprite->pal; if (pWall->hitag != 1) { pWall->shade = pData[0]; if ((pWall->cstat&2) && pWall->nextwall >= 0) wall[pWall->nextwall].shade = pWall->shade; } } for (bssize_t SPRITES_OF_SECT(SECT(spriteNum), sectSprite)) { if (sprite[sectSprite].cstat&16 && A_CheckSpriteFlags(sectSprite,SFLAG_NOSHADE) == 0) sprite[sectSprite].shade = (pSector->ceilingstat & 1) ? pSector->ceilingshade : pSector->floorshade; } if (pData[4]) DELETE_SPRITE_AND_CONTINUE(spriteNum); break; } //BOSS case SE_5: { if (playerDist < 8192) { int const saveAng = pSprite->ang; pSprite->ang = getangle(pSprite->x - pPlayer->pos.x, pSprite->y - pPlayer->pos.y); A_Shoot(spriteNum, FIRELASER); pSprite->ang = saveAng; } if (pSprite->owner==-1) //Start search { pData[4] = 0; int closestLocatorDist = INT32_MAX; int closestLocator = pSprite->owner; //Find the shortest dist do { pSprite->owner = A_FindLocator((int16_t)pData[4], -1); // t[0] hold sectnum if (pSprite->owner == -1) break; int const locatorDist = ldist(&sprite[pPlayer->i],&sprite[pSprite->owner]); if (closestLocatorDist > locatorDist) { closestLocator = pSprite->owner; closestLocatorDist = locatorDist; } pData[4]++; } while (1); pSprite->owner = closestLocator; pSprite->zvel = ksgn(sprite[closestLocator].z - pSprite->z) << 4; } if (ldist(&sprite[pSprite->owner],pSprite) < 1024) { int const saveAng = pSprite->ang; pSprite->ang = getangle(pPlayer->pos.x - pSprite->x, pPlayer->pos.y - pSprite->y); pSprite->ang = saveAng; pSprite->owner = -1; goto next_sprite; } else pSprite->xvel=256; int const angInc = G_GetAngleDelta(pSprite->ang, getangle(sprite[pSprite->owner].x-pSprite->x, sprite[pSprite->owner].y-pSprite->y))>>3; pSprite->ang += angInc; if (rnd(32)) { pData[2] += angInc; pSector->ceilingshade = 127; } else { pData[2] += G_GetAngleDelta(pData[2] + 512, getangle(pPlayer->pos.x - pSprite->x, pPlayer->pos.y - pSprite->y)) >> 2; pSector->ceilingshade = 0; } if (A_IncurDamage(spriteNum) >= 0) { if (++pData[3] == 5) { pSprite->zvel += 1024; P_DoQuote(QUOTE_WASTED, g_player[myconnectindex].ps); } } pSprite->z += pSprite->zvel; pSector->ceilingz += pSprite->zvel; sector[pData[0]].ceilingz += pSprite->zvel; A_MoveSector(spriteNum); setsprite(spriteNum, (vec3_t *)pSprite); break; } case SE_8_UP_OPEN_DOOR_LIGHTS: case SE_9_DOWN_OPEN_DOOR_LIGHTS: { // work only if its moving int animGoal = -1; if (actor[spriteNum].t_data[4]) { if (++actor[spriteNum].t_data[4] > 8) DELETE_SPRITE_AND_CONTINUE(spriteNum); animGoal = 1; } else animGoal = GetAnimationGoal(&pSector->ceilingz); if (animGoal >= 0) { int shadeInc = ((pSector->lotag & 0x8000) || actor[spriteNum].t_data[4]) ? -pData[3] : pData[3]; if (sectorLotag == SE_9_DOWN_OPEN_DOOR_LIGHTS) shadeInc = -shadeInc; for (bssize_t SPRITES_OF(STAT_EFFECTOR, sectorEffector)) { if (sprite[sectorEffector].lotag == sectorLotag && sprite[sectorEffector].hitag == sectorHitag) { int const sectNum = sprite[sectorEffector].sectnum; int const spriteShade = sprite[sectorEffector].shade; walltype *pWall = &wall[sector[sectNum].wallptr]; for (bsize_t l=sector[sectNum].wallnum; l>0; l--, pWall++) { if (pWall->hitag == 1) continue; pWall->shade += shadeInc; if (pWall->shade < spriteShade) pWall->shade = spriteShade; else if (pWall->shade > actor[sectorEffector].t_data[2]) pWall->shade = actor[sectorEffector].t_data[2]; if (pWall->nextwall >= 0 && wall[pWall->nextwall].hitag != 1) wall[pWall->nextwall].shade = pWall->shade; } sector[sectNum].floorshade += shadeInc; sector[sectNum].ceilingshade += shadeInc; if (sector[sectNum].floorshade < spriteShade) sector[sectNum].floorshade = spriteShade; else if (sector[sectNum].floorshade > actor[sectorEffector].t_data[0]) sector[sectNum].floorshade = actor[sectorEffector].t_data[0]; if (sector[sectNum].ceilingshade < spriteShade) sector[sectNum].ceilingshade = spriteShade; else if (sector[sectNum].ceilingshade > actor[sectorEffector].t_data[1]) sector[sectNum].ceilingshade = actor[sectorEffector].t_data[1]; } } } break; } case SE_10_DOOR_AUTO_CLOSE: // XXX: 32791, what the hell? if ((pSector->lotag&0xff) == ST_27_STRETCH_BRIDGE || (pSector->floorz > pSector->ceilingz && (pSector->lotag&0xff) != ST_23_SWINGING_DOOR) || pSector->lotag == 32791) { j = 1; if ((pSector->lotag&0xff) != ST_27_STRETCH_BRIDGE) for (bssize_t TRAVERSE_CONNECT(playerNum)) if (pSector->lotag != ST_30_ROTATE_RISE_BRIDGE && pSector->lotag != ST_31_TWO_WAY_TRAIN && pSector->lotag != 0 && pSprite->sectnum == sprite[g_player[playerNum].ps->i].sectnum) j = 0; if (j == 1) { if (pData[0] > sectorHitag) switch (sector[pSprite->sectnum].lotag) { case ST_20_CEILING_DOOR: case ST_21_FLOOR_DOOR: case ST_22_SPLITTING_DOOR: case ST_26_SPLITTING_ST_DOOR: if (GetAnimationGoal(§or[pSprite->sectnum].ceilingz) >= 0) break; default: G_ActivateBySector(pSprite->sectnum,spriteNum); pData[0] = 0; break; } else pData[0]++; } } else pData[0]=0; break; case SE_11_SWINGING_DOOR: //Swingdoor if (pData[5] > 0) { pData[5]--; break; } if (pData[4]) { int const endWall = pSector->wallptr+pSector->wallnum; for (j=pSector->wallptr; j 0 && A_CheckEnemySprite(&sprite[k]) && clipinsidebox((vec2_t *)&sprite[k], j, 256) == 1) goto next_sprite; } for (SPRITES_OF(STAT_PLAYER, k)) { if (sprite[k].owner >= 0 && clipinsidebox((vec2_t *)&sprite[k], j, 144) == 1) { pData[5] = 8; // Delay k = (SP(spriteNum) >> 3) * pData[3]; pData[2] -= k; pData[4] -= k; A_MoveSector(spriteNum); setsprite(spriteNum, (vec3_t *)pSprite); goto next_sprite; } } } k = (SP(spriteNum) >> 3) * pData[3]; pData[2] += k; pData[4] += k; A_MoveSector(spriteNum); setsprite(spriteNum, (vec3_t *)pSprite); if (pData[4] <= -511 || pData[4] >= 512) { pData[4] = 0; pData[2] &= 0xffffff00; A_MoveSector(spriteNum); setsprite(spriteNum, (vec3_t *) pSprite); break; } } break; case SE_12_LIGHT_SWITCH: if (pData[0] == 3 || pData[3] == 1) //Lights going off { pSector->floorpal = 0; pSector->ceilingpal = 0; walltype *pWall = &wall[pSector->wallptr]; for (j = pSector->wallnum; j > 0; j--, pWall++) { if (pWall->hitag != 1) { pWall->shade = pData[1]; pWall->pal = 0; } } pSector->floorshade = pData[1]; pSector->ceilingshade = pData[2]; pData[0] = 0; for (SPRITES_OF_SECT(SECT(spriteNum), j)) { if ((sprite[j].cstat & 16) && (A_CheckSpriteFlags(j, SFLAG_NOSHADE) == 0)) sprite[j].shade = (pSector->ceilingstat & 1) ? pSector->ceilingshade : pSector->floorshade; } if (pData[3] == 1) DELETE_SPRITE_AND_CONTINUE(spriteNum); } if (pData[0] == 1) //Lights flickering on { if (pSector->floorshade > pSprite->shade) { pSector->floorpal = pSprite->pal; pSector->ceilingpal = pSprite->pal; pSector->floorshade -= 2; pSector->ceilingshade -= 2; walltype *pWall = &wall[pSector->wallptr]; for (j = pSector->wallnum; j > 0; j--, pWall++) { if (pWall->hitag != 1) { pWall->pal = pSprite->pal; pWall->shade -= 2; } } } else pData[0] = 2; for (SPRITES_OF_SECT(SECT(spriteNum), j)) { if (sprite[j].cstat&16) { if ((sprite[j].cstat & 16) && (A_CheckSpriteFlags(j, SFLAG_NOSHADE) == 0)) sprite[j].shade = (pSector->ceilingstat & 1) ? pSector->ceilingshade : pSector->floorshade; } } } break; case SE_13_EXPLOSIVE: if (pData[2]) { // t[0]: ceiling z // t[1]: floor z // s->owner: 1 if affect ceiling, 0 if affect floor // t[3]: 1 if ceiling was parallaxed at premap, 0 else j = (SP(spriteNum)<<5)|1; if (pSprite->ang == 512) { if (pSprite->owner) { pSector->ceilingz = (klabs(pData[0] - pSector->ceilingz) >= j) ? pSector->ceilingz + ksgn(pData[0] - pSector->ceilingz) * j : pData[0]; } else { pSector->floorz = (klabs(pData[1] - pSector->floorz) >= j) ? pSector->floorz + ksgn(pData[1] - pSector->floorz) * j : pData[1]; } } else { pSector->floorz = (klabs(pData[1] - pSector->floorz) >= j) ? pSector->floorz + ksgn(pData[1] - pSector->floorz) * j : pData[1]; pSector->ceilingz = (klabs(pData[0] - pSector->ceilingz) >= j) ? pSector->ceilingz + ksgn(pData[0] - pSector->ceilingz) * j : pData[0]; } #ifdef YAX_ENABLE if (pSprite->ang == 512) { int16_t cf=!pSprite->owner, bn=yax_getbunch(pSector-sector, cf); int32_t jj, daz=SECTORFLD(pSector-sector,z, cf); if (bn >= 0) { for (SECTORS_OF_BUNCH(bn, cf, jj)) { SECTORFLD(jj,z, cf) = daz; SECTORFLD(jj,stat, cf) &= ~(128+256 + 512+2048); } for (SECTORS_OF_BUNCH(bn, !cf, jj)) { SECTORFLD(jj,z, !cf) = daz; SECTORFLD(jj,stat, !cf) &= ~(128+256 + 512+2048); } } } #endif if (pData[3] == 1) { //Change the shades pData[3]++; pSector->ceilingstat ^= 1; if (pSprite->ang == 512) { walltype *pWall = &wall[pSector->wallptr]; for (j = pSector->wallnum; j > 0; j--, pWall++) pWall->shade = pSprite->shade; pSector->floorshade = pSprite->shade; if (g_player[0].ps->one_parallax_sectnum >= 0) { pSector->ceilingpicnum = sector[g_player[0].ps->one_parallax_sectnum].ceilingpicnum; pSector->ceilingshade = sector[g_player[0].ps->one_parallax_sectnum].ceilingshade; } } } if (++pData[2] > 256) DELETE_SPRITE_AND_CONTINUE(spriteNum); } if (pData[2] == 4 && pSprite->ang != 512) for (x=0; x<7; x++) RANDOMSCRAP(pSprite, spriteNum); break; case SE_15_SLIDING_DOOR: if (pData[4]) { pSprite->xvel = 16; if (pData[4] == 1) //Opening { if (pData[3] >= (SP(spriteNum)>>3)) { pData[4] = 0; //Turn off the sliders A_CallSound(pSprite->sectnum,spriteNum); break; } pData[3]++; } else if (pData[4] == 2) { if (pData[3]<1) { pData[4] = 0; A_CallSound(pSprite->sectnum,spriteNum); break; } pData[3]--; } A_MoveSector(spriteNum); setsprite(spriteNum,(vec3_t *)pSprite); } break; case SE_16_REACTOR: //Reactor pData[2]+=32; if (pSector->floorz < pSector->ceilingz) pSprite->shade = 0; else if (pSector->ceilingz < pData[3]) { //The following code check to see if //there is any other sprites in the sector. //If there isn't, then kill this sectoreffector //itself..... for (SPRITES_OF_SECT(pSprite->sectnum, j)) { if (sprite[j].picnum == REACTOR || sprite[j].picnum == REACTOR2) break; } if (j == -1) DELETE_SPRITE_AND_CONTINUE(spriteNum); pSprite->shade = 1; } pSector->ceilingz = (pSprite->shade) ? pSector->ceilingz + 1024 : pSector->ceilingz - 512; A_MoveSector(spriteNum); setsprite(spriteNum,(vec3_t *)pSprite); break; case SE_17_WARP_ELEVATOR: { int32_t nextk; q = pData[0]*(SP(spriteNum)<<2); pSector->ceilingz += q; pSector->floorz += q; for (SPRITES_OF_SECT(pSprite->sectnum, j)) { if (sprite[j].statnum == STAT_PLAYER && sprite[j].owner >= 0) { int const warpPlayer = P_Get(j); DukePlayer_t *const pPlayer = g_player[warpPlayer].ps; if (numplayers < 2 && !g_netServer) pPlayer->opos.z = pPlayer->pos.z; pPlayer->pos.z += q; pPlayer->truefz += q; pPlayer->truecz += q; if (g_netServer || numplayers > 1) pPlayer->opos.z = pPlayer->pos.z; } if (sprite[j].statnum != STAT_EFFECTOR) { actor[j].bpos.z = sprite[j].z; sprite[j].z += q; } actor[j].floorz = pSector->floorz; actor[j].ceilingz = pSector->ceilingz; } if (pData[0]) //If in motion { if (klabs(pSector->floorz-pData[2]) <= SP(spriteNum)) { G_ActivateWarpElevators(spriteNum,0); break; } // If we still see the opening, we can't yet teleport. if (pData[0]==-1) { if (pSector->floorz > pData[3]) break; } else if (pSector->ceilingz < pData[4]) break; if (pData[1] == 0) break; pData[1] = 0; for (SPRITES_OF(STAT_EFFECTOR, j)) { if (spriteNum != j && sprite[j].lotag == SE_17_WARP_ELEVATOR) if (pSector->hitag-pData[0] == sector[sprite[j].sectnum].hitag && sectorHitag == sprite[j].hitag) break; } if (j == -1) break; for (SPRITES_OF_SECT_SAFE(pSprite->sectnum, k, nextk)) { if (sprite[k].statnum == STAT_PLAYER && sprite[k].owner >= 0) { int const warpPlayer = P_Get(k); DukePlayer_t *const pPlayer = g_player[warpPlayer].ps; pPlayer->pos.x += sprite[j].x - pSprite->x; pPlayer->pos.y += sprite[j].y - pSprite->y; pPlayer->opos.z -= pPlayer->pos.z; pPlayer->pos.z = sector[sprite[j].sectnum].floorz - (pSector->floorz - pPlayer->pos.z); pPlayer->opos.z += pPlayer->pos.z; actor[k].floorz = sector[sprite[j].sectnum].floorz; actor[k].ceilingz = sector[sprite[j].sectnum].ceilingz; *(vec2_t *)&pPlayer->opos = *(vec2_t *)pPlayer; *(vec2_t *)&pPlayer->bobpos = *(vec2_t *)pPlayer; pPlayer->truefz = actor[k].floorz; pPlayer->truecz = actor[k].ceilingz; pPlayer->bobcounter = 0; changespritesect(k, sprite[j].sectnum); pPlayer->cursectnum = sprite[j].sectnum; } else if (sprite[k].statnum != STAT_EFFECTOR) { sprite[k].x += sprite[j].x-pSprite->x; sprite[k].y += sprite[j].y-pSprite->y; Bmemcpy(&actor[k].bpos, &sprite[k], sizeof(vec2_t)); actor[k].bpos.z -= sprite[k].z; sprite[k].z = sector[sprite[j].sectnum].floorz - (pSector->floorz - sprite[k].z); actor[k].bpos.z += sprite[k].z; changespritesect(k,sprite[j].sectnum); setsprite(k,(vec3_t *)&sprite[k]); actor[k].floorz = sector[sprite[j].sectnum].floorz; actor[k].ceilingz = sector[sprite[j].sectnum].ceilingz; } } } break; } case SE_18_INCREMENTAL_SECTOR_RISE_FALL: if (pData[0]) { if (pSprite->pal) { if (pSprite->ang == 512) { pSector->ceilingz -= pSector->extra; if (pSector->ceilingz <= pData[1]) { pSector->ceilingz = pData[1]; DELETE_SPRITE_AND_CONTINUE(spriteNum); } } else { pSector->floorz += pSector->extra; for (bssize_t SPRITES_OF_SECT(pSprite->sectnum, sectSprite)) { if (sprite[sectSprite].picnum == APLAYER && sprite[sectSprite].owner >= 0 && g_player[P_Get(sectSprite)].ps->on_ground == 1) g_player[P_Get(sectSprite)].ps->pos.z += pSector->extra; if (sprite[sectSprite].zvel == 0 && sprite[sectSprite].statnum != STAT_EFFECTOR && sprite[sectSprite].statnum != STAT_PROJECTILE) { actor[sectSprite].bpos.z = sprite[sectSprite].z += pSector->extra; actor[sectSprite].floorz = pSector->floorz; } } if (pSector->floorz >= pData[1]) { pSector->floorz = pData[1]; DELETE_SPRITE_AND_CONTINUE(spriteNum); } } } else { if (pSprite->ang == 512) { pSector->ceilingz += pSector->extra; if (pSector->ceilingz >= pSprite->z) { pSector->ceilingz = pSprite->z; DELETE_SPRITE_AND_CONTINUE(spriteNum); } } else { pSector->floorz -= pSector->extra; for (bssize_t SPRITES_OF_SECT(pSprite->sectnum, sectSprite)) { if (sprite[sectSprite].picnum == APLAYER && sprite[sectSprite].owner >= 0 &&g_player[P_Get(sectSprite)].ps->on_ground == 1) g_player[P_Get(sectSprite)].ps->pos.z -= pSector->extra; if (sprite[sectSprite].zvel == 0 && sprite[sectSprite].statnum != STAT_EFFECTOR && sprite[sectSprite].statnum != STAT_PROJECTILE) { actor[sectSprite].bpos.z = sprite[sectSprite].z -= pSector->extra; actor[sectSprite].floorz = pSector->floorz; } } if (pSector->floorz <= pSprite->z) { pSector->floorz = pSprite->z; DELETE_SPRITE_AND_CONTINUE(spriteNum); } } } if (++pData[2] >= pSprite->hitag) { pData[2] = 0; pData[0] = 0; } } break; case SE_19_EXPLOSION_LOWERS_CEILING: //Battlestar galactia shields if (pData[0]) { if (pData[0] == 1) { pData[0]++; x = pSector->wallptr; q = x+pSector->wallnum; for (j=x; j= 0) { wall[wall[j].nextwall].overpicnum = 0; wall[wall[j].nextwall].cstat &= (128+32+8+4+2); } } } } if (pSector->ceilingz < pSector->floorz) pSector->ceilingz += SP(spriteNum); else { pSector->ceilingz = pSector->floorz; for (SPRITES_OF(STAT_EFFECTOR, j)) { if (sprite[j].lotag == SE_0_ROTATING_SECTOR && sprite[j].hitag==sectorHitag) { sectortype *const pSector = §or[sprite[j].sectnum]; int const ownerSector = sprite[sprite[j].owner].sectnum; pSector->ceilingpal = sector[ownerSector].floorpal; pSector->floorpal = pSector->ceilingpal; pSector->ceilingshade = sector[ownerSector].floorshade; pSector->floorshade = pSector->ceilingshade; actor[sprite[j].owner].t_data[0] = 2; } } DELETE_SPRITE_AND_CONTINUE(spriteNum); } } else //Not hit yet { if (G_FindExplosionInSector(pSprite->sectnum) >= 0) { P_DoQuote(QUOTE_UNLOCKED, g_player[myconnectindex].ps); for (SPRITES_OF(STAT_EFFECTOR, l)) { switch (sprite[l].lotag & 0x7fff) { case SE_0_ROTATING_SECTOR: if (sprite[l].hitag == sectorHitag) { int const spriteOwner = sprite[l].owner; int const sectNum = sprite[l].sectnum; sector[sectNum].ceilingshade = sprite[spriteOwner].shade; sector[sectNum].floorshade = sector[sectNum].ceilingshade; sector[sectNum].ceilingpal = sprite[spriteOwner].pal; sector[sectNum].floorpal = sector[sectNum].ceilingpal; } break; case SE_1_PIVOT: case SE_12_LIGHT_SWITCH: // case SE_18_INCREMENTAL_SECTOR_RISE_FALL: case SE_19_EXPLOSION_LOWERS_CEILING: if (sectorHitag == sprite[l].hitag) if (actor[l].t_data[0] == 0) { actor[l].t_data[0] = 1; // Shut them all on sprite[l].owner = spriteNum; } break; } } } } break; case SE_20_STRETCH_BRIDGE: //Extend-o-bridge if (pData[0] == 0) break; pSprite->xvel = (pData[0] == 1) ? 8 : -8; if (pSprite->xvel) //Moving { vec2_t const vect = { (pSprite->xvel * sintable[(pSprite->ang + 512) & 2047]) >> 14, (pSprite->xvel * sintable[pSprite->ang & 2047]) >> 14 }; pData[3] += pSprite->xvel; pSprite->x += vect.x; pSprite->y += vect.y; if (pData[3] <= 0 || (pData[3] >> 6) >= (SP(spriteNum) >> 6)) { pSprite->x -= vect.x; pSprite->y -= vect.y; pData[0] = 0; A_CallSound(pSprite->sectnum, spriteNum); break; } for (bssize_t nextSprite, SPRITES_OF_SECT_SAFE(pSprite->sectnum, sectSprite, nextSprite)) { if (sprite[sectSprite].statnum != STAT_EFFECTOR && sprite[sectSprite].zvel == 0) { sprite[sectSprite].x += vect.x; sprite[sectSprite].y += vect.y; setsprite(sectSprite, (vec3_t *)&sprite[sectSprite]); if (sector[sprite[sectSprite].sectnum].floorstat & 2 && sprite[sectSprite].statnum == STAT_ZOMBIEACTOR) A_Fall(sectSprite); } } dragpoint((int16_t)pData[1], wall[pData[1]].x + vect.x, wall[pData[1]].y + vect.y, 0); dragpoint((int16_t)pData[2], wall[pData[2]].x + vect.x, wall[pData[2]].y + vect.y, 0); for (bssize_t TRAVERSE_CONNECT(playerNum)) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; if (pPlayer->cursectnum == pSprite->sectnum && pPlayer->on_ground) { pPlayer->pos.x += vect.x; pPlayer->pos.y += vect.y; pPlayer->opos.x = pPlayer->pos.x; pPlayer->opos.y = pPlayer->pos.y; pPlayer->pos.z += PHEIGHT; setsprite(pPlayer->i, (vec3_t *)pPlayer); pPlayer->pos.z -= PHEIGHT; } } pSector->floorxpanning -= vect.x >> 3; pSector->floorypanning -= vect.y >> 3; pSector->ceilingxpanning -= vect.x >> 3; pSector->ceilingypanning -= vect.y >> 3; } break; case SE_21_DROP_FLOOR: // Cascading effect { if (pData[0] == 0) break; int32_t *zptr = (pSprite->ang == 1536) ? &pSector->ceilingz : &pSector->floorz; if (pData[0] == 1) //Decide if the s->sectnum should go up or down { pSprite->zvel = ksgn(pSprite->z-*zptr) * (SP(spriteNum)<<4); pData[0]++; } if (pSector->extra == 0) { *zptr += pSprite->zvel; if (klabs(*zptr-pSprite->z) < 1024) { *zptr = pSprite->z; DELETE_SPRITE_AND_CONTINUE(spriteNum); //All done // SE_21_KILLIT, see sector.c } } else pSector->extra--; break; } case SE_22_TEETH_DOOR: if (pData[1]) { if (GetAnimationGoal(§or[pData[0]].ceilingz) >= 0) pSector->ceilingz += pSector->extra*9; else pData[1] = 0; } break; case SE_24_CONVEYOR: case SE_34: { if (pData[4]) break; vec2_t const vect = { (SP(spriteNum) * sintable[(pSprite->ang + 512) & 2047]) >> 18, (SP(spriteNum) * sintable[pSprite->ang & 2047]) >> 18 }; k = 0; for (bssize_t nextSprite, SPRITES_OF_SECT_SAFE(pSprite->sectnum, sectSprite, nextSprite)) { if (sprite[sectSprite].zvel < 0) continue; switch (sprite[sectSprite].statnum) { case STAT_MISC: switch (DYNAMICTILEMAP(sprite[sectSprite].picnum)) { case BLOODPOOL__STATIC: case PUKE__STATIC: case FOOTPRINTS__STATIC: case FOOTPRINTS2__STATIC: case FOOTPRINTS3__STATIC: case FOOTPRINTS4__STATIC: case BULLETHOLE__STATIC: case BLOODSPLAT1__STATIC: case BLOODSPLAT2__STATIC: case BLOODSPLAT3__STATIC: case BLOODSPLAT4__STATIC: sprite[sectSprite].xrepeat = sprite[sectSprite].yrepeat = 0; continue; case LASERLINE__STATIC: continue; } // fall-through case STAT_STANDABLE: if (sprite[sectSprite].picnum == TRIPBOMB) break; // else, fall-through case STAT_ACTOR: case STAT_DEFAULT: if (sprite[sectSprite].picnum == BOLT1 || sprite[sectSprite].picnum == BOLT1 + 1 || sprite[sectSprite].picnum == BOLT1 + 2 || sprite[sectSprite].picnum == BOLT1 + 3 || sprite[sectSprite].picnum == SIDEBOLT1 || sprite[sectSprite].picnum == SIDEBOLT1 + 1 || sprite[sectSprite].picnum == SIDEBOLT1 + 2 || sprite[sectSprite].picnum == SIDEBOLT1 + 3 || A_CheckSwitchTile(sectSprite)) break; if (!(sprite[sectSprite].picnum >= CRANE && sprite[sectSprite].picnum <= CRANE + 3)) { if (sprite[sectSprite].z > actor[sectSprite].floorz - ZOFFSET2) { actor[sectSprite].bpos.x = sprite[sectSprite].x; actor[sectSprite].bpos.y = sprite[sectSprite].y; sprite[sectSprite].x += vect.x >> 2; sprite[sectSprite].y += vect.y >> 2; setsprite(sectSprite, (vec3_t *)&sprite[sectSprite]); if (sector[sprite[sectSprite].sectnum].floorstat & 2) if (sprite[sectSprite].statnum == STAT_ZOMBIEACTOR) A_Fall(sectSprite); } } break; } } for (bssize_t TRAVERSE_CONNECT(playerNum)) { DukePlayer_t *const pPlayer = g_player[playerNum].ps; if (pPlayer->cursectnum == pSprite->sectnum && pPlayer->on_ground) { if (klabs(pPlayer->pos.z - pPlayer->truefz) < PHEIGHT + (9 << 8)) { pPlayer->fric.x += vect.x << 3; pPlayer->fric.y += vect.y << 3; } } } pSector->floorxpanning += SP(spriteNum)>>7; break; } case SE_35: if (pSector->ceilingz > pSprite->z) { for (j = 0; j < 8; j++) { pSprite->ang += krand()&511; k = A_Spawn(spriteNum, SMALLSMOKE); sprite[k].xvel = 96+(krand()&127); A_SetSprite(k, CLIPMASK0); setsprite(k, (vec3_t *) &sprite[k]); if (rnd(16)) A_Spawn(spriteNum, EXPLOSION2); } } switch (pData[0]) { case 0: pSector->ceilingz += pSprite->yvel; if (pSector->ceilingz > pSector->floorz) pSector->floorz = pSector->ceilingz; if (pSector->ceilingz > pSprite->z+ZOFFSET5) pData[0]++; break; case 1: pSector->ceilingz-=(pSprite->yvel<<2); if (pSector->ceilingz < pData[4]) { pSector->ceilingz = pData[4]; pData[0] = 0; } break; } break; case SE_25_PISTON: //PISTONS if (pData[4] == 0) break; if (pSector->floorz <= pSector->ceilingz) pSprite->shade = 0; else if (pSector->ceilingz <= pData[3]) pSprite->shade = 1; if (pSprite->shade) { pSector->ceilingz += SP(spriteNum)<<4; if (pSector->ceilingz > pSector->floorz) pSector->ceilingz = pSector->floorz; } else { pSector->ceilingz -= SP(spriteNum)<<4; if (pSector->ceilingz < pData[3]) pSector->ceilingz = pData[3]; } break; case SE_26: { int32_t p, nextj; pSprite->xvel = 32; l = (pSprite->xvel*sintable[(pSprite->ang+512)&2047])>>14; x = (pSprite->xvel*sintable[pSprite->ang&2047])>>14; pSprite->shade++; if (pSprite->shade > 7) { pSprite->x = pData[3]; pSprite->y = pData[4]; pSector->floorz -= ((pSprite->zvel*pSprite->shade)-pSprite->zvel); pSprite->shade = 0; } else pSector->floorz += pSprite->zvel; for (SPRITES_OF_SECT_SAFE(pSprite->sectnum, j, nextj)) { if (sprite[j].statnum != STAT_EFFECTOR && sprite[j].statnum != STAT_PLAYER) { actor[j].bpos.x = sprite[j].x; actor[j].bpos.y = sprite[j].y; sprite[j].x += l; sprite[j].y += x; sprite[j].z += pSprite->zvel; setsprite(j,(vec3_t *)&sprite[j]); } } for (TRAVERSE_CONNECT(p)) { DukePlayer_t *const ps = g_player[p].ps; if (sprite[ps->i].sectnum == pSprite->sectnum && ps->on_ground) { ps->fric.x += l<<5; ps->fric.y += x<<5; ps->pos.z += pSprite->zvel; } } A_MoveSector(spriteNum); setsprite(spriteNum,(vec3_t *)pSprite); break; } case SE_27_DEMO_CAM: { if (ud.recstat == 0 || !ud.democams) break; actor[spriteNum].tempang = pSprite->ang; int const p = A_FindPlayer(pSprite,&x); DukePlayer_t * const ps = g_player[p].ps; if (sprite[ps->i].extra > 0 && myconnectindex == screenpeek) { if (pData[0] < 0) { ud.camerasprite = spriteNum; pData[0]++; } else if (ud.recstat == 2 && ps->newowner == -1) { if (cansee(pSprite->x,pSprite->y,pSprite->z,SECT(spriteNum),ps->pos.x,ps->pos.y,ps->pos.z,ps->cursectnum)) { if (x < (int32_t)((unsigned)sectorHitag)) { ud.camerasprite = spriteNum; pData[0] = 999; pSprite->ang += G_GetAngleDelta(pSprite->ang,getangle(ps->pos.x-pSprite->x,ps->pos.y-pSprite->y))>>3; SP(spriteNum) = 100+((pSprite->z-ps->pos.z)/257); } else if (pData[0] == 999) { if (ud.camerasprite == spriteNum) pData[0] = 0; else pData[0] = -10; ud.camerasprite = spriteNum; } } else { pSprite->ang = getangle(ps->pos.x-pSprite->x,ps->pos.y-pSprite->y); if (pData[0] == 999) { if (ud.camerasprite == spriteNum) pData[0] = 0; else pData[0] = -20; ud.camerasprite = spriteNum; } } } } break; } case SE_28_LIGHTNING: { if (pData[5] > 0) { pData[5]--; break; } if (T1(spriteNum) == 0) { A_FindPlayer(pSprite,&x); if (x > 15500) break; T1(spriteNum) = 1; T2(spriteNum) = 64 + (krand()&511); T3(spriteNum) = 0; } else { T3(spriteNum)++; if (T3(spriteNum) > T2(spriteNum)) { T1(spriteNum) = 0; g_player[screenpeek].ps->visibility = ud.const_visibility; break; } else if (T3(spriteNum) == (T2(spriteNum)>>1)) A_PlaySound(THUNDER,spriteNum); else if (T3(spriteNum) == (T2(spriteNum)>>3)) A_PlaySound(LIGHTNING_SLAP,spriteNum); else if (T3(spriteNum) == (T2(spriteNum)>>2)) { for (SPRITES_OF(STAT_DEFAULT, j)) if (sprite[j].picnum == NATURALLIGHTNING && sprite[j].hitag == pSprite->hitag) sprite[j].cstat |= 32768; } else if (T3(spriteNum) > (T2(spriteNum)>>3) && T3(spriteNum) < (T2(spriteNum)>>2)) { if (cansee(pSprite->x,pSprite->y,pSprite->z,pSprite->sectnum,g_player[screenpeek].ps->pos.x,g_player[screenpeek].ps->pos.y,g_player[screenpeek].ps->pos.z,g_player[screenpeek].ps->cursectnum)) j = 1; else j = 0; if (rnd(192) && (T3(spriteNum)&1)) { if (j) g_player[screenpeek].ps->visibility = 0; } else if (j) g_player[screenpeek].ps->visibility = ud.const_visibility; for (SPRITES_OF(STAT_DEFAULT, j)) { if (sprite[j].picnum == NATURALLIGHTNING && sprite[j].hitag == pSprite->hitag) { if (rnd(32) && (T3(spriteNum)&1)) { int32_t p; DukePlayer_t *ps; sprite[j].cstat &= 32767; A_Spawn(j,SMALLSMOKE); p = A_FindPlayer(pSprite, NULL); ps = g_player[p].ps; x = ldist(&sprite[ps->i], &sprite[j]); if (x < 768) { if (!A_CheckSoundPlaying(ps->i,DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN,ps->i); A_PlaySound(SHORT_CIRCUIT,ps->i); sprite[ps->i].extra -= 8+(krand()&7); P_PalFrom(ps, 32, 16,0,0); } break; } else sprite[j].cstat |= 32768; } } } } break; } case SE_29_WAVES: pSprite->hitag += 64; l = mulscale12((int32_t)pSprite->yvel,sintable[pSprite->hitag&2047]); pSector->floorz = pSprite->z + l; break; case SE_31_FLOOR_RISE_FALL: // True Drop Floor if (pData[0] == 1) { // Choose dir if (pData[3] > 0) { pData[3]--; break; } if (pData[2] == 1) // Retract { if (SA(spriteNum) != 1536) HandleSE31(spriteNum, 1, pSprite->z, 0, pSprite->z-pSector->floorz); else HandleSE31(spriteNum, 1, pData[1], 0, pData[1]-pSector->floorz); Yax_SetBunchZs(pSector-sector, YAX_FLOOR, pSector->floorz); break; } if ((pSprite->ang&2047) == 1536) HandleSE31(spriteNum, 0, pSprite->z, 1, pSprite->z-pSector->floorz); else HandleSE31(spriteNum, 0, pData[1], 1, pData[1]-pSprite->z); Yax_SetBunchZs(pSector-sector, YAX_FLOOR, pSector->floorz); } break; case SE_32_CEILING_RISE_FALL: // True Drop Ceiling if (pData[0] == 1) { // Choose dir if (pData[2] == 1) // Retract { if (SA(spriteNum) != 1536) { if (klabs(pSector->ceilingz - pSprite->z) < (SP(spriteNum)<<1)) { pSector->ceilingz = pSprite->z; A_CallSound(pSprite->sectnum,spriteNum); pData[2] = 0; pData[0] = 0; } else pSector->ceilingz += ksgn(pSprite->z-pSector->ceilingz)*SP(spriteNum); } else { if (klabs(pSector->ceilingz - pData[1]) < (SP(spriteNum)<<1)) { pSector->ceilingz = pData[1]; A_CallSound(pSprite->sectnum,spriteNum); pData[2] = 0; pData[0] = 0; } else pSector->ceilingz += ksgn(pData[1]-pSector->ceilingz)*SP(spriteNum); } Yax_SetBunchZs(pSector-sector, YAX_CEILING, pSector->ceilingz); break; } if ((pSprite->ang&2047) == 1536) { if (klabs(pSector->ceilingz-pSprite->z) < (SP(spriteNum)<<1)) { pData[0] = 0; pData[2] = !pData[2]; A_CallSound(pSprite->sectnum,spriteNum); pSector->ceilingz = pSprite->z; } else pSector->ceilingz += ksgn(pSprite->z-pSector->ceilingz)*SP(spriteNum); } else { if (klabs(pSector->ceilingz-pData[1]) < (SP(spriteNum)<<1)) { pData[0] = 0; pData[2] = !pData[2]; A_CallSound(pSprite->sectnum,spriteNum); } else pSector->ceilingz -= ksgn(pSprite->z-pData[1])*SP(spriteNum); } Yax_SetBunchZs(pSector-sector, YAX_CEILING, pSector->ceilingz); } break; case SE_33_QUAKE_DEBRIS: if (g_earthquakeTime > 0 && (krand()&7) == 0) RANDOMSCRAP(pSprite, spriteNum); break; case SE_36_PROJ_SHOOTER: if (pData[0]) { if (pData[0] == 1) A_Shoot(spriteNum,pSector->extra); else if (pData[0] == GAMETICSPERSEC*5) pData[0] = 0; pData[0]++; } break; case 128: //SE to control glass breakage { walltype *pWall = &wall[pData[2]]; if (pWall->cstat|32) { pWall->cstat &= (255-32); pWall->cstat |= 16; if (pWall->nextwall >= 0) { wall[pWall->nextwall].cstat &= (255-32); wall[pWall->nextwall].cstat |= 16; } } else break; pWall->overpicnum++; if (pWall->nextwall >= 0) wall[pWall->nextwall].overpicnum++; if (pData[0] < pData[1]) pData[0]++; else { pWall->cstat &= (128+32+8+4+2); if (pWall->nextwall >= 0) wall[pWall->nextwall].cstat &= (128+32+8+4+2); DELETE_SPRITE_AND_CONTINUE(spriteNum); } } break; case SE_130: if (pData[0] > 80) { DELETE_SPRITE_AND_CONTINUE(spriteNum); } else pData[0]++; x = pSector->floorz-pSector->ceilingz; if (rnd(64)) { k = A_Spawn(spriteNum,EXPLOSION2); sprite[k].xrepeat = sprite[k].yrepeat = 2+(krand()&7); sprite[k].z = pSector->floorz-(krand()%x); sprite[k].ang += 256-(krand()%511); sprite[k].xvel = krand()&127; A_SetSprite(k,CLIPMASK0); } break; case SE_131: if (pData[0] > 40) { DELETE_SPRITE_AND_CONTINUE(spriteNum); } else pData[0]++; x = pSector->floorz-pSector->ceilingz; if (rnd(32)) { k = A_Spawn(spriteNum,EXPLOSION2); sprite[k].xrepeat = sprite[k].yrepeat = 2+(krand()&3); sprite[k].z = pSector->floorz-(krand()%x); sprite[k].ang += 256-(krand()%511); sprite[k].xvel = krand()&127; A_SetSprite(k,CLIPMASK0); } break; case SE_49_POINT_LIGHT: case SE_50_SPOT_LIGHT: changespritestat(spriteNum, STAT_LIGHT); break; } next_sprite: spriteNum = nextSprite; } //Sloped sin-wave floors! for (SPRITES_OF(STAT_EFFECTOR, spriteNum)) { const spritetype *s = &sprite[spriteNum]; if (s->lotag == SE_29_WAVES) { usectortype const *const sc = (usectortype *)§or[s->sectnum]; if (sc->wallnum == 4) { walltype *const pWall = &wall[sc->wallptr+2]; if (pWall->nextsector >= 0) alignflorslope(s->sectnum, pWall->x,pWall->y, sector[pWall->nextsector].floorz); } } } } static void G_DoEffectorLights(void) // STATNUM 14 { int32_t i; for (SPRITES_OF(STAT_LIGHT, i)) { switch (sprite[i].lotag) { #ifdef POLYMER case SE_49_POINT_LIGHT: { if (!A_CheckSpriteFlags(i, SFLAG_NOLIGHT) && getrendermode() == REND_POLYMER && !(A_CheckSpriteFlags(i, SFLAG_USEACTIVATOR) && sector[sprite[i].sectnum].lotag & 16384)) { if (actor[i].lightptr == NULL) { #pragma pack(push,1) _prlight mylight; #pragma pack(pop) mylight.sector = SECT(i); Bmemcpy(&mylight, &sprite[i], sizeof(int32_t) * 3); mylight.range = SHT(i); mylight.color[0] = sprite[i].xvel; mylight.color[1] = sprite[i].yvel; mylight.color[2] = sprite[i].zvel; mylight.radius = 0; mylight.angle = SA(i); mylight.horiz = SH(i); mylight.minshade = sprite[i].xoffset; mylight.maxshade = sprite[i].yoffset; mylight.tilenum = 0; mylight.publicflags.emitshadow = 0; mylight.publicflags.negative = !!(CS(i) & 128); if (CS(i) & 2) { if (CS(i) & 512) mylight.priority = PR_LIGHT_PRIO_LOW; else mylight.priority = PR_LIGHT_PRIO_HIGH; } else mylight.priority = PR_LIGHT_PRIO_MAX; actor[i].lightId = polymer_addlight(&mylight); if (actor[i].lightId >= 0) actor[i].lightptr = &prlights[actor[i].lightId]; break; } if (Bmemcmp(&sprite[i], actor[i].lightptr, sizeof(int32_t) * 3)) { Bmemcpy(actor[i].lightptr, &sprite[i], sizeof(int32_t) * 3); actor[i].lightptr->sector = sprite[i].sectnum; actor[i].lightptr->flags.invalidate = 1; } if (SHT(i) != actor[i].lightptr->range) { actor[i].lightptr->range = SHT(i); actor[i].lightptr->flags.invalidate = 1; } if ((sprite[i].xvel != actor[i].lightptr->color[0]) || (sprite[i].yvel != actor[i].lightptr->color[1]) || (sprite[i].zvel != actor[i].lightptr->color[2])) { actor[i].lightptr->color[0] = sprite[i].xvel; actor[i].lightptr->color[1] = sprite[i].yvel; actor[i].lightptr->color[2] = sprite[i].zvel; } if ((int)!!(CS(i) & 128) != actor[i].lightptr->publicflags.negative) { actor[i].lightptr->publicflags.negative = !!(CS(i) & 128); } } break; } case SE_50_SPOT_LIGHT: { if (!A_CheckSpriteFlags(i, SFLAG_NOLIGHT) && getrendermode() == REND_POLYMER && !(A_CheckSpriteFlags(i, SFLAG_USEACTIVATOR) && sector[sprite[i].sectnum].lotag & 16384)) { if (actor[i].lightptr == NULL) { #pragma pack(push,1) _prlight mylight; #pragma pack(pop) mylight.sector = SECT(i); Bmemcpy(&mylight, &sprite[i], sizeof(int32_t) * 3); mylight.range = SHT(i); mylight.color[0] = sprite[i].xvel; mylight.color[1] = sprite[i].yvel; mylight.color[2] = sprite[i].zvel; mylight.radius = (256-(SS(i)+128))<<1; mylight.faderadius = (int16_t)(mylight.radius * 0.75f); mylight.angle = SA(i); mylight.horiz = SH(i); mylight.minshade = sprite[i].xoffset; mylight.maxshade = sprite[i].yoffset; mylight.tilenum = actor[i].picnum; mylight.publicflags.emitshadow = !(CS(i) & 64); mylight.publicflags.negative = !!(CS(i) & 128); if (CS(i) & 2) { if (CS(i) & 512) mylight.priority = PR_LIGHT_PRIO_LOW; else mylight.priority = PR_LIGHT_PRIO_HIGH; } else mylight.priority = PR_LIGHT_PRIO_MAX; actor[i].lightId = polymer_addlight(&mylight); if (actor[i].lightId >= 0) { actor[i].lightptr = &prlights[actor[i].lightId]; // Hack in case polymer_addlight tweaked the horiz value if (actor[i].lightptr->horiz != SH(i)) SH(i) = actor[i].lightptr->horiz; } break; } if (Bmemcmp(&sprite[i], actor[i].lightptr, sizeof(int32_t) * 3)) { Bmemcpy(actor[i].lightptr, &sprite[i], sizeof(int32_t) * 3); actor[i].lightptr->sector = sprite[i].sectnum; actor[i].lightptr->flags.invalidate = 1; } if (SHT(i) != actor[i].lightptr->range) { actor[i].lightptr->range = SHT(i); actor[i].lightptr->flags.invalidate = 1; } if ((sprite[i].xvel != actor[i].lightptr->color[0]) || (sprite[i].yvel != actor[i].lightptr->color[1]) || (sprite[i].zvel != actor[i].lightptr->color[2])) { actor[i].lightptr->color[0] = sprite[i].xvel; actor[i].lightptr->color[1] = sprite[i].yvel; actor[i].lightptr->color[2] = sprite[i].zvel; } if (((256-(SS(i)+128))<<1) != actor[i].lightptr->radius) { actor[i].lightptr->radius = (256-(SS(i)+128))<<1; actor[i].lightptr->faderadius = (int16_t)(actor[i].lightptr->radius * 0.75f); actor[i].lightptr->flags.invalidate = 1; } if (SA(i) != actor[i].lightptr->angle) { actor[i].lightptr->angle = SA(i); actor[i].lightptr->flags.invalidate = 1; } if (SH(i) != actor[i].lightptr->horiz) { actor[i].lightptr->horiz = SH(i); actor[i].lightptr->flags.invalidate = 1; } if ((int)!(CS(i) & 64) != actor[i].lightptr->publicflags.emitshadow) { actor[i].lightptr->publicflags.emitshadow = !(CS(i) & 64); } if ((int)!!(CS(i) & 128) != actor[i].lightptr->publicflags.negative) { actor[i].lightptr->publicflags.negative = !!(CS(i) & 128); } actor[i].lightptr->tilenum = actor[i].picnum; } break; } #endif // POLYMER } } } #ifdef POLYMER static void A_DoLight(int spriteNum) { spritetype *const pSprite = &sprite[spriteNum]; int savedFires = 0; if (((sector[pSprite->sectnum].floorz - sector[pSprite->sectnum].ceilingz) < 16) || pSprite->z > sector[pSprite->sectnum].floorz || pSprite->z > actor[spriteNum].floorz || (pSprite->picnum != SECTOREFFECTOR && ((pSprite->cstat & 32768) || pSprite->yrepeat < 4)) || A_CheckSpriteFlags(spriteNum, SFLAG_NOLIGHT) || (A_CheckSpriteFlags(spriteNum, SFLAG_USEACTIVATOR) && sector[pSprite->sectnum].lotag & 16384)) { if (actor[spriteNum].lightptr != NULL) A_DeleteLight(spriteNum); } else { if (actor[spriteNum].lightptr != NULL && actor[spriteNum].lightcount) { if (!(--actor[spriteNum].lightcount)) A_DeleteLight(spriteNum); } if (pr_lighting != 1) return; for (bsize_t ii=0; ii<2; ii++) { if (pSprite->picnum <= 0) // oob safety break; switch (DYNAMICTILEMAP(pSprite->picnum-1+ii)) { case DIPSWITCH__STATIC: case DIPSWITCH2__STATIC: case DIPSWITCH3__STATIC: case PULLSWITCH__STATIC: case SLOTDOOR__STATIC: case LIGHTSWITCH__STATIC: case SPACELIGHTSWITCH__STATIC: case SPACEDOORSWITCH__STATIC: case FRANKENSTINESWITCH__STATIC: case POWERSWITCH1__STATIC: case LOCKSWITCH1__STATIC: case POWERSWITCH2__STATIC: case TECHSWITCH__STATIC: case ACCESSSWITCH__STATIC: case ACCESSSWITCH2__STATIC: { if ((pSprite->cstat & 32768) || A_CheckSpriteFlags(spriteNum, SFLAG_NOLIGHT)) { if (actor[spriteNum].lightptr != NULL) A_DeleteLight(spriteNum); break; } vec2_t const d = { sintable[(pSprite->ang+512)&2047]>>7, sintable[(pSprite->ang)&2047]>>7 }; pSprite->x += d.x; pSprite->y += d.y; int16_t sectnum = pSprite->sectnum; updatesector(pSprite->x, pSprite->y, §num); if ((unsigned) sectnum >= MAXSECTORS || pSprite->z > sector[sectnum].floorz || pSprite->z < sector[sectnum].ceilingz) goto POOP; G_AddGameLight(0, spriteNum, (pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1, 512-ii*128, ii==0 ? (172+(200<<8)+(104<<16)) : 216+(52<<8)+(20<<16), PR_LIGHT_PRIO_LOW); POOP: pSprite->x -= d.x; pSprite->y -= d.y; } break; } } switch (DYNAMICTILEMAP(pSprite->picnum)) { case ATOMICHEALTH__STATIC: G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD2(spriteNum, pSprite), 128+(128<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME); break; case FIRE__STATIC: case FIRE2__STATIC: case BURNING__STATIC: case BURNING2__STATIC: { uint32_t color; int32_t jj; static int32_t savedfires[32][4]; // sectnum x y z /* if (Actor[i].floorz - Actor[i].ceilingz < 128) break; if (s->z > Actor[i].floorz+2048) break; */ switch (pSprite->pal) { case 1: color = 128+(128<<8)+(255<<16); break; case 2: color = 255+(48<<8)+(48<<16); break; case 8: color = 48+(255<<8)+(48<<16); break; default: color = 240+(160<<8)+(80<<16); break; } for (jj=savedFires-1; jj>=0; jj--) if (savedfires[jj][0]==pSprite->sectnum && savedfires[jj][1]==(pSprite->x>>3) && savedfires[jj][2]==(pSprite->y>>3) && savedfires[jj][3]==(pSprite->z>>7)) break; if (jj==-1 && savedFires<32) { jj = savedFires; G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD2(spriteNum, pSprite), color, PR_LIGHT_PRIO_HIGH_GAME); savedfires[jj][0] = pSprite->sectnum; savedfires[jj][1] = pSprite->x>>3; savedfires[jj][2] = pSprite->y>>3; savedfires[jj][3] = pSprite->z>>7; savedFires++; } } break; case OOZFILTER__STATIC: if (pSprite->xrepeat > 4) G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 4096, 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME); break; case FLOORFLAME__STATIC: case FIREBARREL__STATIC: case FIREVASE__STATIC: G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<2), LIGHTRAD2(spriteNum, pSprite)>>1, 255+(95<<8),PR_LIGHT_PRIO_HIGH_GAME); break; case EXPLOSION2__STATIC: if (!actor[spriteNum].lightcount) { // XXX: This block gets CODEDUP'd too much. int32_t x = ((sintable[(pSprite->ang+512)&2047])>>6); int32_t y = ((sintable[(pSprite->ang)&2047])>>6); pSprite->x -= x; pSprite->y -= y; G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite), 240+(160<<8)+(80<<16), pSprite->yrepeat > 32 ? PR_LIGHT_PRIO_HIGH_GAME : PR_LIGHT_PRIO_LOW_GAME); pSprite->x += x; pSprite->y += y; } break; case FORCERIPPLE__STATIC: case TRANSPORTERBEAM__STATIC: G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite), 80+(80<<8)+(255<<16),PR_LIGHT_PRIO_LOW_GAME); break; case GROWSPARK__STATIC: { int32_t x = ((sintable[(pSprite->ang+512)&2047])>>6); int32_t y = ((sintable[(pSprite->ang)&2047])>>6); pSprite->x -= x; pSprite->y -= y; G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 1024, 216+(52<<8)+(20<<16),PR_LIGHT_PRIO_HIGH_GAME); pSprite->x += x; pSprite->y += y; } break; case SHRINKEREXPLOSION__STATIC: { int32_t x = ((sintable[(pSprite->ang+512)&2047])>>6); int32_t y = ((sintable[(pSprite->ang)&2047])>>6); pSprite->x -= x; pSprite->y -= y; G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 2048, 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME); pSprite->x += x; pSprite->y += y; } break; case FREEZEBLAST__STATIC: G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite)<<2, 72+(88<<8)+(140<<16),PR_LIGHT_PRIO_HIGH_GAME); break; case COOLEXPLOSION1__STATIC: G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite)<<2, 128+(0<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME); break; case SHRINKSPARK__STATIC: G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite), 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME); break; case FIRELASER__STATIC: if (pSprite->statnum == STAT_PROJECTILE) G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 64 * pSprite->yrepeat, 255+(95<<8),PR_LIGHT_PRIO_LOW_GAME); break; case RPG__STATIC: G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 128 * pSprite->yrepeat, 255+(95<<8),PR_LIGHT_PRIO_LOW_GAME); break; case SHOTSPARK1__STATIC: if (actor[spriteNum].t_data[2] == 0) // check for first frame of action { int32_t x = ((sintable[(pSprite->ang+512)&2047])>>7); int32_t y = ((sintable[(pSprite->ang)&2047])>>7); pSprite->x -= x; pSprite->y -= y; G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 8 * pSprite->yrepeat, 240+(160<<8)+(80<<16),PR_LIGHT_PRIO_LOW_GAME); actor[spriteNum].lightcount = 1; pSprite->x += x; pSprite->y += y; } break; } } } #endif // POLYMER void A_PlayAlertSound(int spriteNum) { if (sprite[spriteNum].extra > 0) { switch (DYNAMICTILEMAP(PN(spriteNum))) { case LIZTROOPONTOILET__STATIC: case LIZTROOPJUSTSIT__STATIC: case LIZTROOPSHOOT__STATIC: case LIZTROOPJETPACK__STATIC: case LIZTROOPDUCKING__STATIC: case LIZTROOPRUNNING__STATIC: case LIZTROOP__STATIC: A_PlaySound(PRED_RECOG, spriteNum); break; case LIZMAN__STATIC: case LIZMANSPITTING__STATIC: case LIZMANFEEDING__STATIC: case LIZMANJUMP__STATIC: A_PlaySound(CAPT_RECOG, spriteNum); break; case PIGCOP__STATIC: case PIGCOPDIVE__STATIC: A_PlaySound(PIG_RECOG, spriteNum); break; case RECON__STATIC: A_PlaySound(RECO_RECOG, spriteNum); break; case DRONE__STATIC: A_PlaySound(DRON_RECOG, spriteNum); break; case COMMANDER__STATIC: case COMMANDERSTAYPUT__STATIC: A_PlaySound(COMM_RECOG, spriteNum); break; case ORGANTIC__STATIC: A_PlaySound(TURR_RECOG, spriteNum); break; case OCTABRAIN__STATIC: case OCTABRAINSTAYPUT__STATIC: A_PlaySound(OCTA_RECOG, spriteNum); break; case BOSS1__STATIC: case BOSS1STAYPUT__STATIC: S_PlaySound(BOS1_RECOG); break; case BOSS2__STATIC: S_PlaySound((sprite[spriteNum].pal != 0) ? BOS2_RECOG : WHIPYOURASS); break; case BOSS3__STATIC: S_PlaySound((sprite[spriteNum].pal != 0) ? BOS3_RECOG : RIPHEADNECK); break; case BOSS4__STATIC: case BOSS4STAYPUT__STATIC: S_PlaySound((sprite[spriteNum].pal != 0) ? BOS4_RECOG : BOSS4_FIRSTSEE); break; case GREENSLIME__STATIC: A_PlaySound(SLIM_RECOG, spriteNum); break; } } } int A_CheckSwitchTile(int spriteNum) { // picnum 0 would oob in the switch below, // MULTISWITCH has 4 states so deal with it separately, // ACCESSSWITCH and ACCESSSWITCH2 are only active in one state so deal with // them separately. if ((PN(spriteNum) <= 0) || (PN(spriteNum) >= MULTISWITCH && PN(spriteNum) <= MULTISWITCH + 3) || (PN(spriteNum) == ACCESSSWITCH || PN(spriteNum) == ACCESSSWITCH2)) return 1; // Loop to catch both states of switches. for (bssize_t j=1; j>=0; j--) { switch (DYNAMICTILEMAP(PN(spriteNum)-j)) { case HANDPRINTSWITCH__STATIC: case ALIENSWITCH__STATIC: case MULTISWITCH__STATIC: case PULLSWITCH__STATIC: case HANDSWITCH__STATIC: case SLOTDOOR__STATIC: case LIGHTSWITCH__STATIC: case SPACELIGHTSWITCH__STATIC: case SPACEDOORSWITCH__STATIC: case FRANKENSTINESWITCH__STATIC: case LIGHTSWITCH2__STATIC: case POWERSWITCH1__STATIC: case LOCKSWITCH1__STATIC: case POWERSWITCH2__STATIC: case DIPSWITCH__STATIC: case DIPSWITCH2__STATIC: case TECHSWITCH__STATIC: case DIPSWITCH3__STATIC: return 1; } } return 0; } void G_RefreshLights(void) { #ifdef POLYMER if (Numsprites && getrendermode() == REND_POLYMER) { int statNum = 0; do { int spriteNum = headspritestat[statNum++]; while (spriteNum >= 0) { A_DoLight(spriteNum); spriteNum = nextspritestat[spriteNum]; } } while (statNum < MAXSTATUS); } #endif } void G_MoveWorld(void) { extern double g_moveActorsTime; VM_OnEvent(EVENT_PREWORLD, -1, -1); if (VM_HaveEvent(EVENT_PREGAME)) { int statNum = 0; do { int spriteNum = headspritestat[statNum++]; while (spriteNum >= 0) { int const nextSprite = nextspritestat[spriteNum]; if (A_CheckSpriteFlags(spriteNum, SFLAG_NOEVENTCODE)) { spriteNum = nextSprite; continue; } int32_t playerDist; int const playerNum = A_FindPlayer(&sprite[spriteNum], &playerDist); VM_OnEventWithDist_(EVENT_PREGAME, spriteNum, playerNum, playerDist); spriteNum = nextSprite; } } while (statNum < MAXSTATUS); } G_MoveZombieActors(); //ST 2 G_MoveWeapons(); //ST 4 G_MoveTransports(); //ST 9 G_MovePlayers(); //ST 10 G_MoveFallers(); //ST 12 G_MoveMisc(); //ST 5 double t = gethiticks(); G_MoveActors(); //ST 1 g_moveActorsTime = (1-0.033)*g_moveActorsTime + 0.033*(gethiticks()-t); // XXX: Has to be before effectors, in particular movers? // TODO: lights in moving sectors ought to be interpolated G_DoEffectorLights(); G_MoveEffectors(); //ST 3 G_MoveStandables(); //ST 6 VM_OnEvent(EVENT_WORLD, -1, -1); if (VM_HaveEvent(EVENT_GAME)) { int statNum = 0; do { int spriteNum = headspritestat[statNum++]; while (spriteNum >= 0) { if (A_CheckSpriteFlags(spriteNum, SFLAG_NOEVENTCODE)) { spriteNum = nextspritestat[spriteNum]; continue; } int32_t playerDist; int const nextSprite = nextspritestat[spriteNum]; int const playerNum = A_FindPlayer(&sprite[spriteNum], &playerDist); VM_OnEventWithDist_(EVENT_GAME, spriteNum, playerNum, playerDist); spriteNum = nextSprite; } } while (statNum < MAXSTATUS); } G_RefreshLights(); G_DoSectorAnimations(); G_MoveFX(); //ST 11 }