raze-gles/source/games/duke/src/actors_d.cpp
Christoph Oelckers 76ba45ac8d - fixed the reactor for good.
Fixes #70
2020-08-01 09:55:48 +02:00

4411 lines
96 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
This file contains parts of DukeGDX by Alexander Makarov-[M210] (m210-2007@mail.ru)
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "names_d.h"
#include "serializer.h"
BEGIN_DUKE_NS
struct FireProj
{
int x, y, z;
int xv, yv, zv;
};
static TMap<int, FireProj> fire;
static FSerializer& Serialize(FSerializer& arc, const char* key, FireProj& p, FireProj* def)
{
if (arc.BeginObject(key))
{
arc("x", p.x)
("y", p.y)
("z", p.z)
("xv", p.xv)
("yv", p.yv)
("zv", p.zv)
.EndObject();
}
return arc;
}
void SerializeActorGlobals(FSerializer& arc)
{
if (arc.isWriting() && fire.CountUsed() == 0) return;
bool res = arc.BeginArray("FireProj");
if (arc.isReading())
{
fire.Clear();
if (!res) return;
auto length = arc.ArraySize() / 2;
int key;
FireProj value;
for (int i = 0; i < length; i++)
{
Serialize(arc, nullptr, key, nullptr);
Serialize(arc, nullptr, value, nullptr);
fire.Insert(key, value);
}
}
else
{
TMap<int, FireProj>::Iterator it(fire);
TMap<int, FireProj>::Pair* pair;
while (it.NextPair(pair))
{
int k = pair->Key;
Serialize(arc, nullptr, k, nullptr);
Serialize(arc, nullptr, pair->Value, nullptr);
}
}
arc.EndArray();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool ceilingspace_d(int sectnum)
{
if( (sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 )
{
switch(sector[sectnum].ceilingpicnum)
{
case MOONSKY1:
case BIGORBIT1:
return 1;
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool floorspace_d(int sectnum)
{
if( (sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 )
{
switch(sector[sectnum].floorpicnum)
{
case MOONSKY1:
case BIGORBIT1:
return 1;
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void check_fta_sounds_d(int i)
{
if (sprite[i].extra > 0) switch (sprite[i].picnum)
{
case LIZTROOPONTOILET:
case LIZTROOPJUSTSIT:
case LIZTROOPSHOOT:
case LIZTROOPJETPACK:
case LIZTROOPDUCKING:
case LIZTROOPRUNNING:
case LIZTROOP:
S_PlayActorSound(PRED_RECOG, i);
break;
case LIZMAN:
case LIZMANSPITTING:
case LIZMANFEEDING:
case LIZMANJUMP:
S_PlayActorSound(CAPT_RECOG, i);
break;
case PIGCOP:
case PIGCOPDIVE:
S_PlayActorSound(PIG_RECOG, i);
break;
case RECON:
S_PlayActorSound(RECO_RECOG, i);
break;
case DRONE:
S_PlayActorSound(DRON_RECOG, i);
break;
case COMMANDER:
case COMMANDERSTAYPUT:
S_PlayActorSound(COMM_RECOG, i);
break;
case ORGANTIC:
S_PlayActorSound(TURR_RECOG, i);
break;
case OCTABRAIN:
case OCTABRAINSTAYPUT:
S_PlayActorSound(OCTA_RECOG, i);
break;
case BOSS1:
S_PlaySound(BOS1_RECOG);
break;
case BOSS2:
if (sprite[i].pal == 1)
S_PlaySound(BOS2_RECOG);
else S_PlaySound(WHIPYOURASS);
break;
case BOSS3:
if (sprite[i].pal == 1)
S_PlaySound(BOS3_RECOG);
else S_PlaySound(RIPHEADNECK);
break;
case BOSS4:
case BOSS4STAYPUT:
if (sprite[i].pal == 1)
S_PlaySound(BOS4_RECOG);
S_PlaySound(BOSS4_FIRSTSEE);
break;
case GREENSLIME:
S_PlayActorSound(SLIM_RECOG, i);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void addweapon_d(struct player_struct *p, int weapon)
{
if ( p->gotweapon[weapon] == 0 )
{
p->gotweapon.Set(weapon);
if(weapon == SHRINKER_WEAPON)
p->gotweapon.Set(GROW_WEAPON);
}
p->random_club_frame = 0;
if (p->holster_weapon == 0)
{
p->weapon_pos = -1;
p->last_weapon = p->curr_weapon;
}
else
{
p->weapon_pos = 10;
p->holster_weapon = 0;
p->last_weapon = -1;
}
p->kickback_pic = 0;
#ifdef EDUKE
if(p->curr_weapon != weapon)
{
short snum;
snum = sprite[p->i].yvel;
SetGameVarID(g_iWeaponVarID,weapon, snum, p->i);
if (p->curr_weapon >= 0)
{
SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[weapon][snum], snum, p->i);
}
else
{
SetGameVarID(g_iWorksLikeVarID, -1, snum, p->i);
}
SetGameVarID(g_iReturnVarID, 0, snum, -1);
OnEvent(EVENT_CHANGEWEAPON, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
{
p->curr_weapon = weapon;
}
}
#else
p->curr_weapon = weapon;
#endif
switch (weapon)
{
case KNEE_WEAPON:
case TRIPBOMB_WEAPON:
case HANDREMOTE_WEAPON:
case HANDBOMB_WEAPON:
break;
case SHOTGUN_WEAPON:
S_PlayActorSound(SHOTGUN_COCK, p->i);
break;
case PISTOL_WEAPON:
S_PlayActorSound(INSERT_CLIP, p->i);
break;
default:
S_PlayActorSound(SELECT_WEAPON, p->i);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool ifsquished(int i, int p)
{
if (isRR()) return false; // this function is a no-op in RR's source.
bool squishme = false;
if (sprite[i].picnum == APLAYER && ud.clipping)
return false;
auto& sc = sector[sprite[i].sectnum];
int floorceildist = sc.floorz - sc.ceilingz;
if (sc.lotag != ST_23_SWINGING_DOOR)
{
if (sprite[i].pal == 1)
squishme = floorceildist < (32 << 8) && (sc.lotag & 32768) == 0;
else
squishme = floorceildist < (12 << 8);
}
if (squishme)
{
FTA(QUOTE_SQUISHED, &ps[p]);
if (badguy(&sprite[i]))
sprite[i].xvel = 0;
if (sprite[i].pal == 1)
{
hittype[i].picnum = SHOTSPARK1;
hittype[i].extra = 1;
return false;
}
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void hitradius_d(short i, int r, int hp1, int hp2, int hp3, int hp4)
{
spritetype* s, * sj;
walltype* wal;
int d, q, x1, y1;
int sectcnt, sectend, dasect, startwall, endwall, nextsect;
short j, p, x, nextj, sect;
static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
short tempshort[MAXSECTORS]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64.
s = &sprite[i];
if(s->picnum == RPG && s->xrepeat < 11) goto SKIPWALLCHECK;
if(s->picnum != SHRINKSPARK)
{
tempshort[0] = s->sectnum;
dasect = s->sectnum;
sectcnt = 0; sectend = 1;
do
{
dasect = tempshort[sectcnt++];
if (((sector[dasect].ceilingz - s->z) >> 8) < r)
{
d = abs(wall[sector[dasect].wallptr].x - s->x) + abs(wall[sector[dasect].wallptr].y - s->y);
if (d < r)
fi.checkhitceiling(dasect);
else
{
// ouch...
d = abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].x - s->x) + abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].y - s->y);
if (d < r)
fi.checkhitceiling(dasect);
}
}
startwall = sector[dasect].wallptr;
endwall = startwall + sector[dasect].wallnum;
for (x = startwall, wal = &wall[startwall]; x < endwall; x++, wal++)
if ((abs(wal->x - s->x) + abs(wal->y - s->y)) < r)
{
nextsect = wal->nextsector;
if (nextsect >= 0)
{
for (dasect = sectend - 1; dasect >= 0; dasect--)
if (tempshort[dasect] == nextsect) break;
if (dasect < 0) tempshort[sectend++] = nextsect;
}
x1 = (((wal->x + wall[wal->point2].x) >> 1) + s->x) >> 1;
y1 = (((wal->y + wall[wal->point2].y) >> 1) + s->y) >> 1;
updatesector(x1, y1, &sect);
if (sect >= 0 && cansee(x1, y1, s->z, sect, s->x, s->y, s->z, s->sectnum))
fi.checkhitwall(i, x, wal->x, wal->y, s->z, s->picnum);
}
} while (sectcnt < sectend);
}
SKIPWALLCHECK:
q = -(16 << 8) + (krand() & ((32 << 8) - 1));
for (x = 0; x < 7; x++)
{
j = headspritestat[statlist[x]];
while (j >= 0)
{
nextj = nextspritestat[j];
sj = &sprite[j];
if (isWorldTour())
{
if (sprite[s->owner].picnum == APLAYER && sj->picnum == APLAYER && ud.coop != 0 && ud.ffire == 0 && s->owner != j)
{
j = nextj;
continue;
}
if (s->picnum == FLAMETHROWERFLAME && ((sprite[s->owner].picnum == FIREFLY && sj->picnum == FIREFLY) || (sprite[s->owner].picnum == BOSS5 && sj->picnum == BOSS5)))
{
j = nextj;
continue;
}
}
if (x == 0 || x >= 5 || AFLAMABLE(sj->picnum))
{
if (s->picnum != SHRINKSPARK || (sj->cstat & 257))
if (dist(s, sj) < r)
{
if (badguy(sj) && !cansee(sj->x, sj->y, sj->z + q, sj->sectnum, s->x, s->y, s->z + q, s->sectnum))
goto BOLT;
fi.checkhitsprite(j, i);
}
}
else if (sj->extra >= 0 && sj != s && (sj->picnum == TRIPBOMB || badguy(sj) || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL || (sj->cstat & 257) || sj->picnum == DUKELYINGDEAD))
{
if (s->picnum == SHRINKSPARK && sj->picnum != SHARK && (j == s->owner || sj->xrepeat < 24))
{
j = nextj;
continue;
}
if (s->picnum == MORTER && j == s->owner)
{
j = nextj;
continue;
}
if (sj->picnum == APLAYER) sj->z -= PHEIGHT;
d = dist(s, sj);
if (sj->picnum == APLAYER) sj->z += PHEIGHT;
if (d < r && cansee(sj->x, sj->y, sj->z - (8 << 8), sj->sectnum, s->x, s->y, s->z - (12 << 8), s->sectnum))
{
hittype[j].ang = getangle(sj->x - s->x, sj->y - s->y);
if (s->picnum == RPG && sj->extra > 0)
hittype[j].picnum = RPG;
else if (!isWorldTour())
{
if (s->picnum == SHRINKSPARK)
hittype[j].picnum = SHRINKSPARK;
else hittype[j].picnum = RADIUSEXPLOSION;
}
else
{
if (s->picnum == SHRINKSPARK || s->picnum == FLAMETHROWERFLAME)
hittype[j].picnum = s->picnum;
else if (s->picnum != FIREBALL || sprite[s->owner].picnum != APLAYER)
{
if (s->picnum == LAVAPOOL)
hittype[j].picnum = FLAMETHROWERFLAME;
else
hittype[j].picnum = RADIUSEXPLOSION;
}
else
hittype[j].picnum = FLAMETHROWERFLAME;
}
if (s->picnum != SHRINKSPARK && (!isWorldTour() && s->picnum != LAVAPOOL))
{
if (d < r / 3)
{
if (hp4 == hp3) hp4++;
hittype[j].extra = hp3 + (krand() % (hp4 - hp3));
}
else if (d < 2 * r / 3)
{
if (hp3 == hp2) hp3++;
hittype[j].extra = hp2 + (krand() % (hp3 - hp2));
}
else if (d < r)
{
if (hp2 == hp1) hp2++;
hittype[j].extra = hp1 + (krand() % (hp2 - hp1));
}
if (sprite[j].picnum != TANK && sprite[j].picnum != ROTATEGUN && sprite[j].picnum != RECON && sprite[j].picnum != BOSS1 && sprite[j].picnum != BOSS2 && sprite[j].picnum != BOSS3 && sprite[j].picnum != BOSS4)
{
if (sj->xvel < 0) sj->xvel = 0;
sj->xvel += (s->extra << 2);
}
if (sj->picnum == PODFEM1 || sj->picnum == FEM1 ||
sj->picnum == FEM2 || sj->picnum == FEM3 ||
sj->picnum == FEM4 || sj->picnum == FEM5 ||
sj->picnum == FEM6 || sj->picnum == FEM7 ||
sj->picnum == FEM8 || sj->picnum == FEM9 ||
sj->picnum == FEM10 || sj->picnum == STATUE ||
sj->picnum == STATUEFLASH || sj->picnum == SPACEMARINE || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL)
fi.checkhitsprite(j, i);
}
else if (s->extra == 0) hittype[j].extra = 0;
if (sj->picnum != RADIUSEXPLOSION &&
s->owner >= 0 && sprite[s->owner].statnum < MAXSTATUS)
{
if (sj->picnum == APLAYER)
{
p = sj->yvel;
if (isWorldTour() && hittype[j].picnum == FLAMETHROWERFLAME && sprite[s->owner].picnum == APLAYER)
{
ps[p].numloogs = -1 - s->yvel;
}
if (ps[p].newowner >= 0)
{
clearcamera(&ps[p]);
}
}
hittype[j].owner = s->owner;
}
}
}
BOLT:
j = nextj;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int movesprite_d(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype)
{
int daz, h, oldx, oldy;
short retval, dasectnum, cd;
char bg;
bg = badguy(&sprite[spritenum]);
if (sprite[spritenum].statnum == 5 || (bg && sprite[spritenum].xrepeat < 4))
{
sprite[spritenum].x += (xchange * TICSPERFRAME) >> 2;
sprite[spritenum].y += (ychange * TICSPERFRAME) >> 2;
sprite[spritenum].z += (zchange * TICSPERFRAME) >> 2;
if (bg)
setsprite(spritenum, sprite[spritenum].x, sprite[spritenum].y, sprite[spritenum].z);
return 0;
}
dasectnum = sprite[spritenum].sectnum;
daz = sprite[spritenum].z;
h = ((tilesiz[sprite[spritenum].picnum].y * sprite[spritenum].yrepeat) << 1);
daz -= h;
if (bg)
{
oldx = sprite[spritenum].x;
oldy = sprite[spritenum].y;
if (sprite[spritenum].xrepeat > 60)
retval = clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 1024L, (4 << 8), (4 << 8), cliptype);
else
{
if (sprite[spritenum].picnum == LIZMAN)
cd = 292;
else if (actorflag(spritenum, SFLAG_BADGUY))
cd = sprite[spritenum].clipdist << 2;
else
cd = 192;
retval = clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), cd, (4 << 8), (4 << 8), cliptype);
}
// conditional code from hell...
if (dasectnum < 0 || (dasectnum >= 0 &&
((hittype[spritenum].actorstayput >= 0 && hittype[spritenum].actorstayput != dasectnum) ||
((sprite[spritenum].picnum == BOSS2) && sprite[spritenum].pal == 0 && sector[dasectnum].lotag != 3) ||
((sprite[spritenum].picnum == BOSS1 || sprite[spritenum].picnum == BOSS2) && sector[dasectnum].lotag == ST_1_ABOVE_WATER) ||
(sector[dasectnum].lotag == ST_1_ABOVE_WATER && (sprite[spritenum].picnum == LIZMAN || (sprite[spritenum].picnum == LIZTROOP && sprite[spritenum].zvel == 0)))
))
)
{
sprite[spritenum].x = oldx;
sprite[spritenum].y = oldy;
if (sector[dasectnum].lotag == ST_1_ABOVE_WATER && sprite[spritenum].picnum == LIZMAN)
sprite[spritenum].ang = (krand()&2047);
else if ((hittype[spritenum].temp_data[0]&3) == 1 && sprite[spritenum].picnum != COMMANDER)
sprite[spritenum].ang = (krand()&2047);
setsprite(spritenum,oldx,oldy,sprite[spritenum].z);
if (dasectnum < 0) dasectnum = 0;
return (16384+dasectnum);
}
if ((retval&49152) >= 32768 && (hittype[spritenum].cgg==0)) sprite[spritenum].ang += 768;
}
else
{
if (sprite[spritenum].statnum == 4)
retval =
clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 8L, (4 << 8), (4 << 8), cliptype);
else
retval =
clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), (int)(sprite[spritenum].clipdist << 2), (4 << 8), (4 << 8), cliptype);
}
if (dasectnum >= 0)
if ((dasectnum != sprite[spritenum].sectnum))
changespritesect(spritenum, dasectnum);
daz = sprite[spritenum].z + ((zchange * TICSPERFRAME) >> 3);
if ((daz > hittype[spritenum].ceilingz) && (daz <= hittype[spritenum].floorz))
sprite[spritenum].z = daz;
else
if (retval == 0)
return(16384 + dasectnum);
return(retval);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void lotsofmoney_d(spritetype *s, short n)
{
lotsofstuff(s, n, MONEY);
}
void lotsofmail_d(spritetype *s, short n)
{
lotsofstuff(s, n, MAIL);
}
void lotsofpaper_d(spritetype *s, short n)
{
lotsofstuff(s, n, PAPER);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void guts_d(spritetype* s, short gtype, short n, short p)
{
int gutz, floorz;
int i=0, j;
int sx, sy;
uint8_t pal;
if (badguy(s) && s->xrepeat < 16)
sx = sy = 8;
else sx = sy = 32;
gutz = s->z - (8 << 8);
floorz = getflorzofslope(s->sectnum, s->x, s->y);
if (gutz > (floorz - (8 << 8)))
gutz = floorz - (8 << 8);
if (s->picnum == COMMANDER)
gutz -= (24 << 8);
if (badguy(s) && s->pal == 6)
pal = 6;
else if (s->picnum != LIZTROOP) // EDuke32 transfers the palette unconditionally, I'm not sure that's such a good idea.
pal = 0;
else
pal = s->pal;
for (j = 0; j < n; j++)
{
// RANDCORRECT version from RR.
int a = krand() & 2047;
int r1 = krand();
int r2 = krand();
int r3 = krand();
int r4 = krand();
int r5 = krand();
// TRANSITIONAL: owned by a player???
i = EGS(s->sectnum, s->x + (r5 & 255) - 128, s->y + (r4 & 255) - 128, gutz - (r3 & 8191), gtype, -32, sx, sy, a, 48 + (r2 & 31), -512 - (r1 & 2047), ps[p].i, 5);
if (sprite[i].picnum == JIBS2)
{
sprite[i].xrepeat >>= 2;
sprite[i].yrepeat >>= 2;
}
if (pal != 0)
sprite[i].pal = pal;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void gutsdir_d(spritetype* s, short gtype, short n, short p)
{
int gutz, floorz;
short i, j;
char sx, sy;
if (badguy(s) && s->xrepeat < 16)
sx = sy = 8;
else sx = sy = 32;
gutz = s->z - (8 << 8);
floorz = getflorzofslope(s->sectnum, s->x, s->y);
if (gutz > (floorz - (8 << 8)))
gutz = floorz - (8 << 8);
if (s->picnum == COMMANDER)
gutz -= (24 << 8);
for (j = 0; j < n; j++)
{
int a = krand() & 2047;
int r1 = krand();
int r2 = krand();
// TRANSITIONAL: owned by a player???
i = EGS(s->sectnum, s->x, s->y, gutz, gtype, -32, sx, sy, a, 256 + (r2 & 127), -512 - (r1 & 2047), ps[p].i, 5);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movefta_d(void)
{
int x, px, py, sx, sy;
short i, j, p, psect, ssect, nexti;
spritetype* s;
i = headspritestat[STAT_ZOMBIEACTOR];
while (i >= 0)
{
nexti = nextspritestat[i];
s = &sprite[i];
p = findplayer(s, &x);
ssect = psect = s->sectnum;
if (sprite[ps[p].i].extra > 0)
{
if (x < 30000)
{
hittype[i].timetosleep++;
if (hittype[i].timetosleep >= (x >> 8))
{
if (badguy(s))
{
px = ps[p].oposx + 64 - (krand() & 127);
py = ps[p].oposy + 64 - (krand() & 127);
updatesector(px, py, &psect);
if (psect == -1)
{
i = nexti;
continue;
}
sx = s->x + 64 - (krand() & 127);
sy = s->y + 64 - (krand() & 127);
updatesector(px, py, &ssect);
if (ssect == -1)
{
i = nexti;
continue;
}
int r1 = krand();
int r2 = krand();
j = cansee(sx, sy, s->z - (r2 % (52 << 8)), s->sectnum, px, py, ps[p].oposz - (r1 % (32 << 8)), ps[p].cursectnum);
}
else
{
int r1 = krand();
int r2 = krand();
j = cansee(s->x, s->y, s->z - ((r2 & 31) << 8), s->sectnum, ps[p].oposx, ps[p].oposy, ps[p].oposz - ((r1 & 31) << 8), ps[p].cursectnum);
}
if (j) switch(s->picnum)
{
case RUBBERCAN:
case EXPLODINGBARREL:
case WOODENHORSE:
case HORSEONSIDE:
case CANWITHSOMETHING:
case CANWITHSOMETHING2:
case CANWITHSOMETHING3:
case CANWITHSOMETHING4:
case FIREBARREL:
case FIREVASE:
case NUKEBARREL:
case NUKEBARRELDENTED:
case NUKEBARRELLEAKED:
case TRIPBOMB:
if (sector[s->sectnum].ceilingstat&1)
s->shade = sector[s->sectnum].ceilingshade;
else s->shade = sector[s->sectnum].floorshade;
hittype[i].timetosleep = 0;
changespritestat(i, STAT_STANDABLE);
break;
default:
hittype[i].timetosleep = 0;
fi.check_fta_sounds(i);
changespritestat(i, STAT_ACTOR);
break;
}
else hittype[i].timetosleep = 0;
}
}
if (badguy(s))
{
if (sector[s->sectnum].ceilingstat & 1)
s->shade = sector[s->sectnum].ceilingshade;
else s->shade = sector[s->sectnum].floorshade;
}
}
i = nexti;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ifhitsectors_d(int sectnum)
{
int i = headspritestat[STAT_MISC];
while(i >= 0)
{
if (sprite[i].picnum == EXPLOSION2 && sectnum == sprite[i].sectnum)
return i;
i = nextspritestat[i];
}
return -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ifhitbyweapon_d(int sn)
{
short j, p;
spritetype* npc;
if (hittype[sn].extra >= 0)
{
if (sprite[sn].extra >= 0)
{
npc = &sprite[sn];
if (npc->picnum == APLAYER)
{
if (ud.god && hittype[sn].picnum != SHRINKSPARK) return -1;
p = npc->yvel;
j = hittype[sn].owner;
if (j >= 0 &&
sprite[j].picnum == APLAYER &&
ud.coop == 1 &&
ud.ffire == 0)
return -1;
npc->extra -= hittype[sn].extra;
if (j >= 0)
{
if (npc->extra <= 0 && hittype[sn].picnum != FREEZEBLAST)
{
npc->extra = 0;
ps[p].wackedbyactor = j;
if (sprite[hittype[sn].owner].picnum == APLAYER && p != sprite[hittype[sn].owner].yvel)
{
// yvel contains player ID
ps[p].frag_ps = sprite[j].yvel;
}
hittype[sn].owner = ps[p].i;
}
}
switch(hittype[sn].picnum)
{
case RADIUSEXPLOSION:
case RPG:
case HYDRENT:
case HEAVYHBOMB:
case SEENINE:
case OOZFILTER:
case EXPLODINGBARREL:
ps[p].posxv +=
hittype[sn].extra*(sintable[(hittype[sn].ang+512)&2047]) << 2;
ps[p].posyv +=
hittype[sn].extra*(sintable[hittype[sn].ang&2047]) << 2;
break;
default:
ps[p].posxv +=
hittype[sn].extra*(sintable[(hittype[sn].ang+512)&2047]) << 1;
ps[p].posyv +=
hittype[sn].extra*(sintable[hittype[sn].ang&2047]) << 1;
break;
}
}
else
{
if (hittype[sn].extra == 0)
if (hittype[sn].picnum == SHRINKSPARK && npc->xrepeat < 24)
return -1;
if (isWorldTour() && hittype[sn].picnum == FIREFLY && npc->xrepeat < 48)
{
if (hittype[sn].picnum != RADIUSEXPLOSION && hittype[sn].picnum != RPG)
return -1;
}
npc->extra -= hittype[sn].extra;
if (npc->picnum != RECON && npc->owner >= 0 && sprite[npc->owner].statnum < MAXSTATUS)
npc->owner = hittype[sn].owner;
}
hittype[sn].extra = -1;
return hittype[sn].picnum;
}
}
if (ud.multimode < 2 || !isWorldTour()
|| hittype[sn].picnum != FLAMETHROWERFLAME
|| hittype[sn].extra >= 0
|| sprite[sn].extra > 0
|| sprite[sn].picnum != APLAYER
|| ps[sprite[sn].yvel].numloogs > 0
|| hittype[sn].owner < 0)
{
hittype[sn].extra = -1;
return -1;
}
else
{
p = sprite[sn].yvel;
sprite[sn].extra = 0;
ps[p].wackedbyactor = (short)hittype[sn].owner;
if (sprite[hittype[sn].owner].picnum == APLAYER && p != hittype[sn].owner)
ps[p].frag_ps = (short)hittype[sn].owner;
hittype[sn].owner = ps[p].i;
hittype[sn].extra = -1;
return FLAMETHROWERFLAME;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movefallers_d(void)
{
short i, nexti, sect, j;
spritetype* s;
int x;
i = headspritestat[STAT_FALLER];
while (i >= 0)
{
nexti = nextspritestat[i];
s = &sprite[i];
sect = s->sectnum;
if (hittype[i].temp_data[0] == 0)
{
s->z -= (16 << 8);
hittype[i].temp_data[1] = s->ang;
x = s->extra;
j = fi.ifhitbyweapon(i);
if (j >= 0)
{
if (j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER)
{
if (s->extra <= 0)
{
hittype[i].temp_data[0] = 1;
j = headspritestat[STAT_FALLER];
while (j >= 0)
{
if (sprite[j].hitag == sprite[i].hitag)
{
hittype[j].temp_data[0] = 1;
sprite[j].cstat &= (65535 - 64);
if (sprite[j].picnum == CEILINGSTEAM || sprite[j].picnum == STEAM)
sprite[j].cstat |= 32768;
}
j = nextspritestat[j];
}
}
}
else
{
hittype[i].extra = 0;
s->extra = x;
}
}
s->ang = hittype[i].temp_data[1];
s->z += (16 << 8);
}
else if (hittype[i].temp_data[0] == 1)
{
if (s->lotag > 0)
{
s->lotag-=3;
if (s->lotag <= 0)
{
s->xvel = (32 + (krand() & 63));
s->zvel = -(1024 + (krand() & 1023));
}
}
else
{
if (s->xvel > 0)
{
s->xvel -= 8;
ssp(i,CLIPMASK0);
}
if (fi.floorspace(s->sectnum)) x = 0;
else
{
if (fi.ceilingspace(s->sectnum))
x = gc / 6;
else
x = gc;
}
if (s->z < (sector[sect].floorz - FOURSLEIGHT))
{
s->zvel += x;
if (s->zvel > 6144)
s->zvel = 6144;
s->z += s->zvel;
}
if ((sector[sect].floorz - s->z) < (16 << 8))
{
j = 1 + (krand() & 7);
for (x = 0; x < j; x++) RANDOMSCRAP(s, i);
deletesprite(i);
}
}
}
i = nexti;
}
}
//---------------------------------------------------------------------------
//
// split out of movestandables
//
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
//
// Duke only
//
//---------------------------------------------------------------------------
static void movetripbomb(int i)
{
auto s = &sprite[i];
int j, x;
int lTripBombControl = GetGameVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, -1, -1);
if (lTripBombControl & TRIPBOMB_TIMER)
{
// we're on a timer....
if (s->extra >= 0)
{
s->extra--;
if (s->extra == 0)
{
hittype[i].temp_data[2] = 16;
S_PlayActorSound(LASERTRIP_ARMING, i);
}
}
}
if (hittype[i].temp_data[2] > 0)
{
hittype[i].temp_data[2]--;
if (hittype[i].temp_data[2] == 8)
{
S_PlayActorSound(LASERTRIP_EXPLODE, i);
for (j = 0; j < 5; j++) RANDOMSCRAP(s, i);
x = s->extra;
fi.hitradius(i, tripbombblastradius, x >> 2, x >> 1, x - (x >> 2), x);
j = fi.spawn(i, EXPLOSION2);
sprite[j].ang = s->ang;
sprite[j].xvel = 348;
ssp(j, CLIPMASK0);
j = headspritestat[STAT_MISC];
while (j >= 0)
{
if (sprite[j].picnum == LASERLINE && s->hitag == sprite[j].hitag)
sprite[j].xrepeat = sprite[j].yrepeat = 0;
j = nextspritestat[j];
}
deletesprite(i);
}
return;
}
else
{
x = s->extra;
s->extra = 1;
int16_t l = s->ang;
j = fi.ifhitbyweapon(i);
if (j >= 0)
{
hittype[i].temp_data[2] = 16;
}
s->extra = x;
s->ang = l;
}
if (hittype[i].temp_data[0] < 32)
{
findplayer(s, &x);
if (x > 768) hittype[i].temp_data[0]++;
else if (hittype[i].temp_data[0] > 16) hittype[i].temp_data[0]++;
}
if (hittype[i].temp_data[0] == 32)
{
int16_t l = s->ang;
s->ang = hittype[i].temp_data[5];
hittype[i].temp_data[3] = s->x; hittype[i].temp_data[4] = s->y;
s->x += sintable[(hittype[i].temp_data[5] + 512) & 2047] >> 9;
s->y += sintable[(hittype[i].temp_data[5]) & 2047] >> 9;
s->z -= (3 << 8);
// Laser fix from EDuke32.
int16_t const oldSectNum = s->sectnum;
int16_t curSectNum = s->sectnum;
updatesectorneighbor(s->x, s->y, &curSectNum, 1024, 2048);
changespritesect(i, curSectNum);
int16_t m;
x = hitasprite(i, &m);
hittype[i].lastvx = x;
s->ang = l;
int k = 0;
if (lTripBombControl & TRIPBOMB_TRIPWIRE)
{
// we're on a trip wire
while (x > 0)
{
j = fi.spawn(i, LASERLINE);
setsprite(j, sprite[j].x, sprite[j].y, sprite[j].z);
sprite[j].hitag = s->hitag;
hittype[j].temp_data[1] = sprite[j].z;
if (x < 1024)
{
sprite[j].xrepeat = x >> 5;
break;
}
x -= 1024;
s->x += sintable[(hittype[i].temp_data[5] + 512) & 2047] >> 4;
s->y += sintable[(hittype[i].temp_data[5]) & 2047] >> 4;
updatesectorneighbor(s->x, s->y, &curSectNum, 1024, 2048);
if (curSectNum == -1)
break;
changespritesect(i, curSectNum);
// this is a hack to work around the LASERLINE sprite's art tile offset
changespritesect(j, curSectNum);
}
}
hittype[i].temp_data[0]++;
s->x = hittype[i].temp_data[3]; s->y = hittype[i].temp_data[4];
s->z += (3 << 8);
changespritesect(i, oldSectNum);
hittype[i].temp_data[3] = 0;
if (m >= 0 && lTripBombControl & TRIPBOMB_TRIPWIRE)
{
hittype[i].temp_data[2] = 13;
S_PlayActorSound(LASERTRIP_ARMING, i);
}
else hittype[i].temp_data[2] = 0;
}
if (hittype[i].temp_data[0] == 33)
{
hittype[i].temp_data[1]++;
hittype[i].temp_data[3] = s->x; hittype[i].temp_data[4] = s->y;
s->x += sintable[(hittype[i].temp_data[5] + 512) & 2047] >> 9;
s->y += sintable[(hittype[i].temp_data[5]) & 2047] >> 9;
s->z -= (3 << 8);
setsprite(i, s->x, s->y, s->z);
int16_t m;
x = hitasprite(i, &m);
s->x = hittype[i].temp_data[3]; s->y = hittype[i].temp_data[4];
s->z += (3 << 8);
setsprite(i, s->x, s->y, s->z);
if (hittype[i].lastvx != x && lTripBombControl & TRIPBOMB_TRIPWIRE)
{
hittype[i].temp_data[2] = 13;
S_PlayActorSound(LASERTRIP_ARMING, i);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movecrack(int i)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
if (s->hitag > 0)
{
t[0] = s->cstat;
t[1] = s->ang;
int j = fi.ifhitbyweapon(i);
if (j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER)
{
j = headspritestat[STAT_STANDABLE];
while (j >= 0)
{
if (s->hitag == sprite[j].hitag && (sprite[j].picnum == OOZFILTER || sprite[j].picnum == SEENINE))
if (sprite[j].shade != -32)
sprite[j].shade = -32;
j = nextspritestat[j];
}
detonate(i, EXPLOSION2);
}
else
{
s->cstat = t[0];
s->ang = t[1];
s->extra = 0;
}
}
}
//---------------------------------------------------------------------------
//
// Duke only
//
//---------------------------------------------------------------------------
static void movefireext(int i)
{
int j = fi.ifhitbyweapon(i);
if (j == -1) return;
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
for (int k = 0; k < 16; k++)
{
j = EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sprite[i].z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[i].zvel >> 2), i, 5);
sprite[j].pal = 2;
}
fi.spawn(i, EXPLOSION2);
S_PlayActorSound(PIPEBOMB_EXPLODE, i);
S_PlayActorSound(GLASS_HEAVYBREAK, i);
if (s->hitag > 0)
{
j = headspritestat[STAT_STANDABLE];
while (j >= 0)
{
if (s->hitag == sprite[j].hitag && (sprite[j].picnum == OOZFILTER || sprite[j].picnum == SEENINE))
if (sprite[j].shade != -32)
sprite[j].shade = -32;
j = nextspritestat[j];
}
int x = s->extra;
fi.spawn(i, EXPLOSION2);
fi.hitradius(i, pipebombblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
S_PlayActorSound(PIPEBOMB_EXPLODE, i);
detonate(i, EXPLOSION2);
}
else
{
fi.hitradius(i, seenineblastradius, 10, 15, 20, 25);
deletesprite(i);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void moveviewscreen(int i)
{
auto s = &sprite[i];
if (s->xrepeat == 0) deletesprite(i);
else
{
int x;
findplayer(s, &x);
if (x < 2048)
{
#if 0
if (sprite[i].yvel == 1)
camsprite = i;
#endif
}
else if (camsprite != -1 && hittype[i].temp_data[0] == 1)
{
camsprite = -1;
s->yvel = 0;
hittype[i].temp_data[0] = 0;
}
}
}
//---------------------------------------------------------------------------
//
// Duke only
//
//---------------------------------------------------------------------------
static void movesidebolt(int i)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int x;
int sect = s->sectnum;
auto p = findplayer(s, &x);
if (x > 20480) return;
CLEAR_THE_BOLT2:
if (t[2])
{
t[2]--;
return;
}
if ((s->xrepeat | s->yrepeat) == 0)
{
s->xrepeat = t[0];
s->yrepeat = t[1];
}
if ((krand() & 8) == 0)
{
t[0] = s->xrepeat;
t[1] = s->yrepeat;
t[2] = global_random & 4;
s->xrepeat = s->yrepeat = 0;
goto CLEAR_THE_BOLT2;
}
s->picnum++;
#if 0
// content of l was undefined.
if (l & 1) s->cstat ^= 2;
#endif
if ((krand() & 1) && sector[sect].floorpicnum == HURTRAIL)
S_PlayActorSound(SHORT_CIRCUIT, i);
if (s->picnum == SIDEBOLT1 + 4) s->picnum = SIDEBOLT1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movebolt(int i)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int x;
int sect = s->sectnum;
auto p = findplayer(s, &x);
if (x > 20480) return;
if (t[3] == 0)
t[3] = sector[sect].floorshade;
CLEAR_THE_BOLT:
if (t[2])
{
t[2]--;
sector[sect].floorshade = 20;
sector[sect].ceilingshade = 20;
return;
}
if ((s->xrepeat | s->yrepeat) == 0)
{
s->xrepeat = t[0];
s->yrepeat = t[1];
}
else if ((krand() & 8) == 0)
{
t[0] = s->xrepeat;
t[1] = s->yrepeat;
t[2] = global_random & 4;
s->xrepeat = s->yrepeat = 0;
goto CLEAR_THE_BOLT;
}
s->picnum++;
int l = global_random & 7;
s->xrepeat = l + 8;
if (l & 1) s->cstat ^= 2;
if (s->picnum == (BOLT1+1) && (krand()&7) == 0 && sector[sect].floorpicnum == HURTRAIL)
S_PlayActorSound(SHORT_CIRCUIT,i);
if (s->picnum==BOLT1+4) s->picnum=BOLT1;
if (s->picnum & 1)
{
sector[sect].floorshade = 0;
sector[sect].ceilingshade = 0;
}
else
{
sector[sect].floorshade = 20;
sector[sect].ceilingshade = 20;
}
}
//---------------------------------------------------------------------------
//
// this has been broken up into lots of smaller subfunctions
//
//---------------------------------------------------------------------------
void movestandables_d(void)
{
int nexti;
for (int i = headspritestat[STAT_STANDABLE]; i >= 0; i = nexti)
{
nexti = nextspritestat[i];
auto s = &sprite[i];
int picnum = s->picnum;
if (s->sectnum < 0)
{
deletesprite(i);
continue;
}
hittype[i].bposx = s->x;
hittype[i].bposy = s->y;
hittype[i].bposz = s->z;
if (picnum >= CRANE && picnum <= CRANE +3)
{
movecrane(i, CRANE);
}
else if (picnum >= WATERFOUNTAIN && picnum <= WATERFOUNTAIN + 3)
{
movefountain(i, WATERFOUNTAIN);
}
else if (AFLAMABLE(picnum))
{
moveflammable(i, TIRE, BOX, BLOODPOOL);
}
else if (picnum == TRIPBOMB)
{
movetripbomb(i);
}
else if (picnum >= CRACK1 && picnum <= CRACK1 + 3)
{
movecrack(i);
}
else if (picnum == FIREEXT)
{
movefireext(i);
}
else if (picnum == OOZFILTER || picnum == SEENINE || picnum == SEENINEDEAD || picnum == (SEENINEDEAD + 1))
{
moveooz(i, SEENINE, SEENINEDEAD, OOZFILTER, EXPLOSION2);
}
else if (picnum == MASTERSWITCH)
{
movemasterswitch(i, SEENINE, OOZFILTER);
}
else if (picnum == VIEWSCREEN || picnum == VIEWSCREEN2)
{
moveviewscreen(i);
}
else if (picnum == TRASH)
{
movetrash(i);
}
else if (picnum >= SIDEBOLT1 && picnum <= SIDEBOLT1 + 3)
{
movesidebolt(i);
}
else if (picnum >= BOLT1 && picnum <= BOLT1 + 3)
{
movebolt(i);
}
else if (picnum == WATERDRIP)
{
movewaterdrip(i, WATERDRIP);
}
else if (picnum == DOORSHOCK)
{
movedoorshock(i);
}
else if (picnum == TOUCHPLATE)
{
movetouchplate(i, TOUCHPLATE);
}
else if (isIn(picnum, CANWITHSOMETHING, CANWITHSOMETHING2, CANWITHSOMETHING3, CANWITHSOMETHING4))
{
movecanwithsomething(i);
}
else if (isIn(picnum,
EXPLODINGBARREL,
WOODENHORSE,
HORSEONSIDE,
FLOORFLAME,
FIREBARREL,
FIREVASE,
NUKEBARREL,
NUKEBARRELDENTED,
NUKEBARRELLEAKED,
TOILETWATER,
RUBBERCAN,
STEAM,
CEILINGSTEAM,
WATERBUBBLEMAKER))
{
int x;
int p = findplayer(s, &x);
execute(i, p, x);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void moveweapons_d(void)
{
int j, k, nexti, p;
int dax, day, daz, x, ll;
unsigned int qq;
spritetype* s;
for (int i = headspritestat[STAT_PROJECTILE]; i >= 0; i = nexti)
{
nexti = nextspritestat[i];
s = &sprite[i];
if (s->sectnum < 0)
{
deletesprite(i);
continue;
}
hittype[i].bposx = s->x;
hittype[i].bposy = s->y;
hittype[i].bposz = s->z;
switch(s->picnum)
{
case RADIUSEXPLOSION:
case KNEE:
deletesprite(i);
continue;
case TONGUE:
movetongue(i, TONGUE, INNERJAW);
continue;
case FREEZEBLAST:
if (s->yvel < 1 || s->extra < 2 || (s->xvel|s->zvel) == 0)
{
j = fi.spawn(i,TRANSPORTERSTAR);
sprite[j].pal = 1;
sprite[j].xrepeat = 32;
sprite[j].yrepeat = 32;
deletesprite(i);
continue;
}
case SHRINKSPARK:
case RPG:
case FIRELASER:
case SPIT:
case COOLEXPLOSION1:
case FIREBALL:
// Twentieth Anniversary World Tour
if (s->picnum == FIREBALL && !isWorldTour())
break;
if (s->picnum == COOLEXPLOSION1)
if (!S_CheckSoundPlaying(i, WIERDSHOT_FLY))
S_PlayActorSound(WIERDSHOT_FLY, i);
p = -1;
if (s->picnum == RPG && sector[s->sectnum].lotag == 2)
{
k = s->xvel>>1;
ll = s->zvel>>1;
}
else
{
k = s->xvel;
ll = s->zvel;
}
dax = s->x; day = s->y; daz = s->z;
getglobalz(i);
qq = CLIPMASK1;
switch(s->picnum)
{
case RPG:
if (hittype[i].picnum != BOSS2 && s->xrepeat >= 10 && sector[s->sectnum].lotag != 2)
{
j = fi.spawn(i,SMALLSMOKE);
sprite[j].z += (1 << 8);
}
break;
case FIREBALL:
if (isWorldTour())
{
if (sector[s->sectnum].lotag == 2)
{
deletesprite(i);
continue;
}
if (sprite[s->owner].picnum != FIREBALL)
{
if (hittype[i].temp_data[0] >= 1 && hittype[i].temp_data[0] < 6)
{
float siz = 1.0f - (hittype[i].temp_data[0] * 0.2f);
int trail = hittype[i].temp_data[1];
j = hittype[i].temp_data[1] = fi.spawn(i, FIREBALL);
auto spr = &sprite[j];
spr->xvel = sprite[i].xvel;
spr->yvel = sprite[i].yvel;
spr->zvel = sprite[i].zvel;
if (hittype[i].temp_data[0] > 1)
{
FireProj* proj = fire.CheckKey(trail);
if (proj != nullptr)
{
spr->x = proj->x;
spr->y = proj->y;
spr->z = proj->z;
spr->xvel = proj->xv;
spr->yvel = proj->yv;
spr->zvel = proj->zv;
}
}
spr->yrepeat = spr->xrepeat = (short)(sprite[i].xrepeat * siz);
spr->cstat = sprite[i].cstat;
spr->extra = 0;
FireProj proj = { spr->x, spr->y, spr->z, spr->xvel, spr->yvel, spr->zvel };
fire.Insert(j, proj);
changespritestat((short)j, (short)4);
}
hittype[i].temp_data[0]++;
}
if (s->zvel < 15000)
s->zvel += 200;
}
break;
}
j = fi.movesprite(i,
(k*(sintable[(s->ang+512)&2047]))>>14,
(k*(sintable[s->ang&2047]))>>14,ll,qq);
if (s->picnum == RPG && s->yvel >= 0)
if (FindDistance2D(s->x-sprite[s->yvel].x,s->y-sprite[s->yvel].y) < 256)
j = 49152|s->yvel;
if (s->sectnum < 0)
{
deletesprite(i);
continue;
}
if ((j&49152) != 49152 && s->picnum != FREEZEBLAST)
{
if (s->z < hittype[i].ceilingz)
{
j = 16384|(s->sectnum);
s->zvel = -1;
}
else
if ((s->z > hittype[i].floorz && sector[s->sectnum].lotag != 1) ||
(s->z > hittype[i].floorz+(16 << 8) && sector[s->sectnum].lotag == 1))
{
j = 16384|(s->sectnum);
if (sector[s->sectnum].lotag != 1)
s->zvel = 1;
}
}
if (s->picnum == FIRELASER)
{
for(k=-3;k<2;k++)
{
x = EGS(s->sectnum,
s->x+((k*sintable[(s->ang+512)&2047])>>9),
s->y+((k*sintable[s->ang&2047])>>9),
s->z+((k*ksgn(s->zvel))*abs(s->zvel/24)),FIRELASER,-40+(k << 2),
s->xrepeat,s->yrepeat,0,0,0,s->owner,5);
sprite[x].cstat = 128;
sprite[x].pal = s->pal;
}
}
else if (s->picnum == SPIT) if (s->zvel < 6144)
s->zvel += gc-112;
if (j != 0)
{
if (s->picnum == COOLEXPLOSION1)
{
if ((j&49152) == 49152 && sprite[j&(MAXSPRITES-1)].picnum != APLAYER)
{
continue;
}
s->xvel = 0;
s->zvel = 0;
}
bool fireball = (isWorldTour() && s->picnum == FIREBALL && sprite[s->owner].picnum != FIREBALL);
if ((j&49152) == 49152)
{
j &= (MAXSPRITES-1);
if (s->picnum == FREEZEBLAST && sprite[j].pal == 1)
if (badguy(&sprite[j]) || sprite[j].picnum == APLAYER)
{
j = fi.spawn(i,TRANSPORTERSTAR);
sprite[j].pal = 1;
sprite[j].xrepeat = 32;
sprite[j].yrepeat = 32;
deletesprite(i);
continue;
}
if (!isWorldTour() || s->picnum != FIREBALL || fireball)
fi.checkhitsprite(j,i);
if (sprite[j].picnum == APLAYER)
{
p = sprite[j].yvel;
if (ud.multimode >= 2 && fireball && sprite[s->owner].picnum == APLAYER)
{
ps[p].numloogs = -1 - sprite[i].yvel;
}
S_PlayActorSound(PISTOL_BODYHIT,j);
if (s->picnum == SPIT)
{
ps[p].addhoriz(32);
ps[p].return_to_center = 8;
if (ps[p].loogcnt == 0)
{
if (!S_CheckActorSoundPlaying(ps[p].i, DUKE_LONGTERM_PAIN))
S_PlayActorSound(DUKE_LONGTERM_PAIN, ps[p].i);
j = 3+(krand()&3);
ps[p].numloogs = j;
ps[p].loogcnt = 24*4;
for(x=0;x < j;x++)
{
ps[p].loogiex[x] = krand()%320;
ps[p].loogiey[x] = krand()%200;
}
}
}
}
}
else if ((j&49152) == 32768)
{
j &= (MAXWALLS-1);
if (s->picnum != RPG && s->picnum != FREEZEBLAST && s->picnum != SPIT &&
(!isWorldTour() || s->picnum != FIREBALL) &&
(wall[j].overpicnum == MIRROR || wall[j].picnum == MIRROR))
{
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;
s->owner = i;
fi.spawn(i,TRANSPORTERSTAR);
continue;
}
else
{
setsprite(i,dax,day,daz);
fi.checkhitwall(i,j,s->x,s->y,s->z,s->picnum);
if (s->picnum == FREEZEBLAST)
{
if (wall[j].overpicnum != MIRROR && wall[j].picnum != MIRROR)
{
s->extra >>= 1;
s->yvel--;
}
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;
continue;
}
}
}
else if ((j&49152) == 16384)
{
setsprite(i,dax,day,daz);
if (s->zvel < 0)
{
if (sector[s->sectnum].ceilingstat&1)
if (sector[s->sectnum].ceilingpal == 0)
{
deletesprite(i);
continue;
}
fi.checkhitceiling(s->sectnum);
}
else if (fireball)
{
j = fi.spawn(i, LAVAPOOL);
sprite[j].owner = sprite[i].owner;
sprite[j].yvel = sprite[i].yvel;
hittype[j].owner = sprite[i].owner;
deletesprite(i);
continue;
}
if (s->picnum == FREEZEBLAST)
{
bounce(i);
ssp(i,qq);
s->extra >>= 1;
if (s->xrepeat > 8)
s->xrepeat -= 2;
if (s->yrepeat > 8)
s->yrepeat -= 2;
s->yvel--;
continue;
}
}
if (s->picnum != SPIT)
{
if (s->picnum == RPG)
{
k = fi.spawn(i,EXPLOSION2);
sprite[k].x = dax;
sprite[k].y = day;
sprite[k].z = daz;
if (s->xrepeat < 10)
{
sprite[k].xrepeat = 6;
sprite[k].yrepeat = 6;
}
else if ((j&49152) == 16384)
{
if (s->zvel > 0)
fi.spawn(i,EXPLOSION2BOT);
else { sprite[k].cstat |= 8; sprite[k].z += (48 << 8); }
}
}
else if (s->picnum == SHRINKSPARK)
{
fi.spawn(i,SHRINKEREXPLOSION);
S_PlayActorSound(SHRINKER_HIT,i);
fi.hitradius(i,shrinkerblastradius,0,0,0,0);
}
else if (s->picnum != COOLEXPLOSION1 && s->picnum != FREEZEBLAST && s->picnum != FIRELASER && (!isWorldTour() || s->picnum != FIREBALL))
{
k = fi.spawn(i,EXPLOSION2);
sprite[k].xrepeat = sprite[k].yrepeat = s->xrepeat>>1;
if ((j&49152) == 16384)
{
if (s->zvel < 0)
{
sprite[k].cstat |= 8; sprite[k].z += (72 << 8);
}
}
}
if (s->picnum == RPG)
{
S_PlayActorSound(RPG_EXPLODE,i);
if (s->xrepeat >= 10)
{
x = s->extra;
fi.hitradius(i, rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x);
}
else
{
x = s->extra+(global_random&3);
fi.hitradius(i, (rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
}
}
if (fireball)
{
j = fi.spawn(i, EXPLOSION2);
sprite[j].xrepeat = sprite[j].yrepeat = (short)(s->xrepeat >> 1);
}
}
if (s->picnum != COOLEXPLOSION1)
{
deletesprite(i);
continue;
}
}
if (s->picnum == COOLEXPLOSION1)
{
s->shade++;
if (s->shade >= 40)
{
deletesprite(i);
continue;
}
}
else if (s->picnum == RPG && sector[s->sectnum].lotag == 2 && s->xrepeat >= 10 && rnd(140))
fi.spawn(i,WATERBUBBLE);
break;
case SHOTSPARK1:
p = findplayer(s,&x);
execute(i,p,x);
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movetransports_d(void)
{
char warpspriteto;
short j, k, l, p, sect, sectlotag, nextj;
int ll, onfloorz, q, nexti;
for (int i = headspritestat[STAT_TRANSPORT]; i >= 0; i = nexti)
{
sect = sprite[i].sectnum;
sectlotag = sector[sect].lotag;
nexti = nextspritestat[i];
if (sprite[i].owner == i)
{
i = nexti;
continue;
}
onfloorz = hittype[i].temp_data[4];
if (hittype[i].temp_data[0] > 0) hittype[i].temp_data[0]--;
j = headspritesect[sect];
while (j >= 0)
{
nextj = nextspritesect[j];
switch (sprite[j].statnum)
{
case STAT_PLAYER: // Player
if (sprite[j].owner != -1)
{
p = sprite[j].yvel;
ps[p].on_warping_sector = 1;
if (ps[p].transporter_hold == 0 && ps[p].jumping_counter == 0)
{
if (ps[p].on_ground && sectlotag == 0 && onfloorz && ps[p].jetpack_on == 0)
{
if (sprite[i].pal == 0)
{
fi.spawn(i, TRANSPORTERBEAM);
S_PlayActorSound(TELEPORTER, i);
}
for (k = connecthead; k >= 0; k = connectpoint2[k])
if (ps[k].cursectnum == sprite[sprite[i].owner].sectnum)
{
ps[k].frag_ps = p;
sprite[ps[k].i].extra = 0;
}
ps[p].setang(sprite[sprite[i].owner].ang);
if (sprite[sprite[i].owner].owner != sprite[i].owner)
{
hittype[i].temp_data[0] = 13;
hittype[sprite[i].owner].temp_data[0] = 13;
ps[p].transporter_hold = 13;
}
ps[p].bobposx = ps[p].oposx = ps[p].posx = sprite[sprite[i].owner].x;
ps[p].bobposy = ps[p].oposy = ps[p].posy = sprite[sprite[i].owner].y;
ps[p].oposz = ps[p].posz = sprite[sprite[i].owner].z - PHEIGHT;
changespritesect(j, sprite[sprite[i].owner].sectnum);
ps[p].cursectnum = sprite[j].sectnum;
if (sprite[i].pal == 0)
{
k = fi.spawn(sprite[i].owner, TRANSPORTERBEAM);
S_PlayActorSound(TELEPORTER, k);
}
break;
}
}
else if (!(sectlotag == 1 && ps[p].on_ground == 1)) break;
if (onfloorz == 0 && abs(sprite[i].z - ps[p].posz) < 6144)
if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && (PlayerInput(p, SKB_JUMP))) ||
(ps[p].jetpack_on && (PlayerInput(p, SKB_CROUCH) ^ !!ps[p].crouch_toggle)))
{
ps[p].oposx = ps[p].posx += sprite[sprite[i].owner].x - sprite[i].x;
ps[p].oposy = ps[p].posy += sprite[sprite[i].owner].y - sprite[i].y;
if (ps[p].jetpack_on && (PlayerInput(p, SKB_JUMP) || ps[p].jetpack_on < 11))
ps[p].posz = sprite[sprite[i].owner].z - 6144;
else ps[p].posz = sprite[sprite[i].owner].z + 6144;
ps[p].oposz = ps[p].posz;
hittype[ps[p].i].bposx = ps[p].posx;
hittype[ps[p].i].bposy = ps[p].posy;
hittype[ps[p].i].bposz = ps[p].posz;
changespritesect(j, sprite[sprite[i].owner].sectnum);
ps[p].cursectnum = sprite[sprite[i].owner].sectnum;
break;
}
k = 0;
if (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].on_ground && ps[p].posz > (sector[sect].floorz - (16 << 8)) && (PlayerInput(p, SKB_CROUCH) || ps[p].poszv > 2048))
// if( onfloorz && sectlotag == 1 && ps[p].posz > (sector[sect].floorz-(6<<8)) )
{
k = 1;
if (screenpeek == p)
{
FX_StopAllSounds();
}
if (sprite[ps[p].i].extra > 0)
S_PlayActorSound(DUKE_UNDERWATER, j);
ps[p].oposz = ps[p].posz =
sector[sprite[sprite[i].owner].sectnum].ceilingz + (7 << 8);
ps[p].posxv = 4096 - (krand() & 8192);
ps[p].posyv = 4096 - (krand() & 8192);
}
if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].posz < (sector[sect].ceilingz + (6 << 8)))
{
k = 1;
// if( sprite[j].extra <= 0) break;
if (screenpeek == p)
{
FX_StopAllSounds();
}
S_PlayActorSound(DUKE_GASP, j);
ps[p].oposz = ps[p].posz =
sector[sprite[sprite[i].owner].sectnum].floorz - (7 << 8);
ps[p].jumping_toggle = 1;
ps[p].jumping_counter = 0;
}
if (k == 1)
{
ps[p].oposx = ps[p].posx += sprite[sprite[i].owner].x - sprite[i].x;
ps[p].oposy = ps[p].posy += sprite[sprite[i].owner].y - sprite[i].y;
if (sprite[sprite[i].owner].owner != sprite[i].owner)
ps[p].transporter_hold = -2;
ps[p].cursectnum = sprite[sprite[i].owner].sectnum;
changespritesect(j, sprite[sprite[i].owner].sectnum);
setsprite(ps[p].i, ps[p].posx, ps[p].posy, ps[p].posz + PHEIGHT);
setpal(&ps[p]);
if ((krand() & 255) < 32)
fi.spawn(j, WATERSPLASH2);
if (sectlotag == 1)
for (l = 0; l < 9; l++)
{
q = fi.spawn(ps[p].i, WATERBUBBLE);
sprite[q].z += krand() & 16383;
}
}
}
break;
case STAT_ACTOR:
switch (sprite[j].picnum)
{
case SHARK:
case COMMANDER:
case OCTABRAIN:
case GREENSLIME:
case GREENSLIME + 1:
case GREENSLIME + 2:
case GREENSLIME + 3:
case GREENSLIME + 4:
case GREENSLIME + 5:
case GREENSLIME + 6:
case GREENSLIME + 7:
if (sprite[j].extra > 0)
goto JBOLT;
}
case STAT_PROJECTILE:
case STAT_MISC:
case STAT_FALLER:
case STAT_DUMMYPLAYER:
ll = abs(sprite[j].zvel);
{
warpspriteto = 0;
if (ll && sectlotag == 2 && sprite[j].z < (sector[sect].ceilingz + ll))
warpspriteto = 1;
if (ll && sectlotag == 1 && sprite[j].z > (sector[sect].floorz - ll))
warpspriteto = 1;
if (sectlotag == 0 && (onfloorz || abs(sprite[j].z - sprite[i].z) < 4096))
{
if (sprite[sprite[i].owner].owner != sprite[i].owner && onfloorz && hittype[i].temp_data[0] > 0 && sprite[j].statnum != 5)
{
hittype[i].temp_data[0]++;
goto BOLT;
}
warpspriteto = 1;
}
if (warpspriteto) switch (sprite[j].picnum)
{
case TRANSPORTERSTAR:
case TRANSPORTERBEAM:
case TRIPBOMB:
case BULLETHOLE:
case WATERSPLASH2:
case BURNING:
case BURNING2:
case FIRE:
case FIRE2:
case TOILETWATER:
case LASERLINE:
goto JBOLT;
case PLAYERONWATER:
if (sectlotag == 2)
{
sprite[j].cstat &= 32767;
break;
}
default:
if (sprite[j].statnum == 5 && !(sectlotag == 1 || sectlotag == 2))
break;
case WATERBUBBLE:
// if( rnd(192) && sprite[j].picnum == WATERBUBBLE)
// break;
if (sectlotag > 0)
{
k = fi.spawn(j, WATERSPLASH2);
if (sectlotag == 1 && sprite[j].statnum == 4)
{
sprite[k].xvel = sprite[j].xvel >> 1;
sprite[k].ang = sprite[j].ang;
ssp(k, CLIPMASK0);
}
}
switch (sectlotag)
{
case 0:
if (onfloorz)
{
if (sprite[j].statnum == 4 || (checkcursectnums(sect) == -1 && checkcursectnums(sprite[sprite[i].owner].sectnum) == -1))
{
sprite[j].x += (sprite[sprite[i].owner].x - sprite[i].x);
sprite[j].y += (sprite[sprite[i].owner].y - sprite[i].y);
sprite[j].z -= sprite[i].z - sector[sprite[sprite[i].owner].sectnum].floorz;
sprite[j].ang = sprite[sprite[i].owner].ang;
hittype[j].bposx = sprite[j].x;
hittype[j].bposy = sprite[j].y;
hittype[j].bposz = sprite[j].z;
if (sprite[i].pal == 0)
{
k = fi.spawn(i, TRANSPORTERBEAM);
S_PlayActorSound(TELEPORTER, k);
k = fi.spawn(sprite[i].owner, TRANSPORTERBEAM);
S_PlayActorSound(TELEPORTER, k);
}
if (sprite[sprite[i].owner].owner != sprite[i].owner)
{
hittype[i].temp_data[0] = 13;
hittype[sprite[i].owner].temp_data[0] = 13;
}
changespritesect(j, sprite[sprite[i].owner].sectnum);
}
}
else
{
sprite[j].x += (sprite[sprite[i].owner].x - sprite[i].x);
sprite[j].y += (sprite[sprite[i].owner].y - sprite[i].y);
sprite[j].z = sprite[sprite[i].owner].z + 4096;
hittype[j].bposx = sprite[j].x;
hittype[j].bposy = sprite[j].y;
hittype[j].bposz = sprite[j].z;
changespritesect(j, sprite[sprite[i].owner].sectnum);
}
break;
case 1:
sprite[j].x += (sprite[sprite[i].owner].x - sprite[i].x);
sprite[j].y += (sprite[sprite[i].owner].y - sprite[i].y);
sprite[j].z = sector[sprite[sprite[i].owner].sectnum].ceilingz + ll;
hittype[j].bposx = sprite[j].x;
hittype[j].bposy = sprite[j].y;
hittype[j].bposz = sprite[j].z;
changespritesect(j, sprite[sprite[i].owner].sectnum);
break;
case 2:
sprite[j].x += (sprite[sprite[i].owner].x - sprite[i].x);
sprite[j].y += (sprite[sprite[i].owner].y - sprite[i].y);
sprite[j].z = sector[sprite[sprite[i].owner].sectnum].floorz - ll;
hittype[j].bposx = sprite[j].x;
hittype[j].bposy = sprite[j].y;
hittype[j].bposz = sprite[j].z;
changespritesect(j, sprite[sprite[i].owner].sectnum);
break;
}
break;
}
}
break;
}
JBOLT:
j = nextj;
}
BOLT:;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void greenslime(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int sect = s->sectnum;
int j;
// #ifndef VOLUMEONE
if (ud.multimode < 2)
{
if (actor_tog == 1)
{
s->cstat = (short)32768;
return;
}
else if (actor_tog == 2) s->cstat = 257;
}
// #endif
t[1] += 128;
if (sector[sect].floorstat & 1)
{
deletesprite(i);
return;
}
int x;
int p = findplayer(s, &x);
if (x > 20480)
{
hittype[i].timetosleep++;
if (hittype[i].timetosleep > SLEEPTIME)
{
hittype[i].timetosleep = 0;
changespritestat(i, 2);
return;
}
}
if (t[0] == -5) // FROZEN
{
t[3]++;
if (t[3] > 280)
{
s->pal = 0;
t[0] = 0;
return;
}
makeitfall(i);
s->cstat = 257;
s->picnum = GREENSLIME + 2;
s->extra = 1;
s->pal = 1;
j = fi.ifhitbyweapon(i); if (j >= 0)
{
if (j == FREEZEBLAST)
return;
for (j = 16; j >= 0; j--)
{
int k = EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sprite[i].z, GLASSPIECES + (j % 3), -32, 36, 36, krand() & 2047, 32 + (krand() & 63), 1024 - (krand() & 1023), i, 5);
sprite[k].pal = 1;
}
ps[p].actors_killed++;
S_PlayActorSound(GLASS_BREAKING, i);
deletesprite(i);
}
else if (x < 1024 && ps[p].quick_kick == 0)
{
j = getincangle(ps[p].getang(), getangle(sprite[i].x - ps[p].posx, sprite[i].y - ps[p].posy));
if (j > -128 && j < 128)
ps[p].quick_kick = 14;
}
return;
}
if (x < 1596)
s->cstat = 0;
else s->cstat = 257;
if (t[0] == -4) //On the player
{
if (sprite[ps[p].i].extra < 1)
{
t[0] = 0;
return;
}
setsprite(i, s->x, s->y, s->z);
s->ang = ps[p].getang();
if ((PlayerInput(p, SKB_FIRE) || (ps[p].quick_kick > 0)) && sprite[ps[p].i].extra > 0)
if (ps[p].quick_kick > 0 || (ps[p].curr_weapon != HANDREMOTE_WEAPON && ps[p].curr_weapon != HANDBOMB_WEAPON && ps[p].curr_weapon != TRIPBOMB_WEAPON && ps[p].ammo_amount[ps[p].curr_weapon] >= 0))
{
for (x = 0; x < 8; x++)
{
j = EGS(sect, s->x, s->y, s->z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), i, 5);
sprite[j].pal = 6;
}
S_PlayActorSound(SLIM_DYING, i);
S_PlayActorSound(SQUISHED, i);
if ((krand() & 255) < 32)
{
j = fi.spawn(i, BLOODPOOL);
sprite[j].pal = 0;
}
ps[p].actors_killed++;
t[0] = -3;
if (ps[p].somethingonplayer == i)
ps[p].somethingonplayer = -1;
deletesprite(i);
return;
}
s->z = ps[p].posz + ps[p].pyoff - t[2] + (8 << 8);
s->z += (100 - ps[p].gethoriz()) << 4;
if (t[2] > 512)
t[2] -= 128;
if (t[2] < 348)
t[2] += 128;
if (ps[p].newowner >= 0)
{
ps[p].newowner = -1;
ps[p].posx = ps[p].oposx;
ps[p].posy = ps[p].oposy;
ps[p].posz = ps[p].oposz;
ps[p].q16ang = ps[p].oq16ang;
updatesector(ps[p].posx, ps[p].posy, &ps[p].cursectnum);
setpal(&ps[p]);
j = headspritestat[STAT_ACTOR];
while (j >= 0)
{
if (sprite[j].picnum == CAMERA1) sprite[j].yvel = 0;
j = nextspritestat[j];
}
}
if (t[3] > 0)
{
short frames[] = { 5,5,6,6,7,7,6,5 };
s->picnum = GREENSLIME + frames[t[3]];
if (t[3] == 5)
{
sprite[ps[p].i].extra += -(5 + (krand() & 3));
S_PlayActorSound(SLIM_ATTACK, i);
}
if (t[3] < 7) t[3]++;
else t[3] = 0;
}
else
{
s->picnum = GREENSLIME + 5;
if (rnd(32))
t[3] = 1;
}
s->xrepeat = 20 + (sintable[t[1] & 2047] >> 13);
s->yrepeat = 15 + (sintable[t[1] & 2047] >> 13);
s->x = ps[p].posx + (sintable[(ps[p].getang() + 512) & 2047] >> 7);
s->y = ps[p].posy + (sintable[ps[p].getang() & 2047] >> 7);
return;
}
else if (s->xvel < 64 && x < 768)
{
if (ps[p].somethingonplayer == -1)
{
ps[p].somethingonplayer = i;
if (t[0] == 3 || t[0] == 2) //Falling downward
t[2] = (12 << 8);
else t[2] = -(13 << 8); //Climbing up duke
t[0] = -4;
}
}
j = fi.ifhitbyweapon(i); if (j >= 0)
{
S_PlayActorSound(SLIM_DYING, i);
if (ps[p].somethingonplayer == i)
ps[p].somethingonplayer = -1;
if (j == FREEZEBLAST)
{
S_PlayActorSound(SOMETHINGFROZE, i); t[0] = -5; t[3] = 0;
return;
}
ps[p].actors_killed++;
if ((krand() & 255) < 32)
{
j = fi.spawn(i, BLOODPOOL);
sprite[j].pal = 0;
}
for (x = 0; x < 8; x++)
{
j = EGS(sect, s->x, s->y, s->z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), i, 5);
sprite[j].pal = 6;
}
t[0] = -3;
deletesprite(i);
return;
}
// All weap
if (t[0] == -1) //Shrinking down
{
makeitfall(i);
s->cstat &= 65535 - 8;
s->picnum = GREENSLIME + 4;
// if(s->yrepeat > 62)
// fi.guts(s,JIBS6,5,myconnectindex);
if (s->xrepeat > 32) s->xrepeat -= krand() & 7;
if (s->yrepeat > 16) s->yrepeat -= krand() & 7;
else
{
s->xrepeat = 40;
s->yrepeat = 16;
t[5] = -1;
t[0] = 0;
}
return;
}
else if (t[0] != -2) getglobalz(i);
if (t[0] == -2) //On top of somebody (an enemy)
{
makeitfall(i);
sprite[t[5]].xvel = 0;
int l = sprite[t[5]].ang;
s->z = sprite[t[5]].z;
s->x = sprite[t[5]].x + (sintable[(l + 512) & 2047] >> 11);
s->y = sprite[t[5]].y + (sintable[l & 2047] >> 11);
s->picnum = GREENSLIME + 2 + (global_random & 1);
if (s->yrepeat < 64) s->yrepeat += 2;
else
{
if (s->xrepeat < 32) s->xrepeat += 4;
else
{
t[0] = -1;
x = ldist(s, &sprite[t[5]]);
if (x < 768) {
sprite[t[5]].xrepeat = 0;
}
}
}
return;
}
//Check randomly to see of there is an actor near
if (rnd(32))
{
j = headspritesect[sect];
while (j >= 0)
{
switch (sprite[j].picnum)
{
case LIZTROOP:
case LIZMAN:
case PIGCOP:
case NEWBEAST:
if (ldist(s, &sprite[j]) < 768 && (abs(s->z - sprite[j].z) < 8192)) //Gulp them
{
t[5] = j;
t[0] = -2;
t[1] = 0;
return;
}
}
j = nextspritesect[j];
}
}
//Moving on the ground or ceiling
if (t[0] == 0 || t[0] == 2)
{
s->picnum = GREENSLIME;
if ((krand() & 511) == 0)
S_PlayActorSound(SLIM_ROAM, i);
if (t[0] == 2)
{
s->zvel = 0;
s->cstat &= (65535 - 8);
if ((sector[sect].ceilingstat & 1) || (hittype[i].ceilingz + 6144) < s->z)
{
s->z += 2048;
t[0] = 3;
return;
}
}
else
{
s->cstat |= 8;
makeitfall(i);
}
if (everyothertime & 1) ssp(i, CLIPMASK0);
if (s->xvel > 96)
{
s->xvel -= 2;
return;
}
else
{
if (s->xvel < 32) s->xvel += 4;
s->xvel = 64 - (sintable[(t[1] + 512) & 2047] >> 9);
s->ang += getincangle(s->ang,
getangle(ps[p].posx - s->x, ps[p].posy - s->y)) >> 3;
// TJR
}
s->xrepeat = 36 + (sintable[(t[1] + 512) & 2047] >> 11);
s->yrepeat = 16 + (sintable[t[1] & 2047] >> 13);
if (rnd(4) && (sector[sect].ceilingstat & 1) == 0 &&
abs(hittype[i].floorz - hittype[i].ceilingz)
< (192 << 8))
{
s->zvel = 0;
t[0]++;
}
}
if (t[0] == 1)
{
s->picnum = GREENSLIME;
if (s->yrepeat < 40) s->yrepeat += 8;
if (s->xrepeat > 8) s->xrepeat -= 4;
if (s->zvel > -(2048 + 1024))
s->zvel -= 348;
s->z += s->zvel;
if (s->z < hittype[i].ceilingz + 4096)
{
s->z = hittype[i].ceilingz + 4096;
s->xvel = 0;
t[0] = 2;
}
}
if (t[0] == 3)
{
s->picnum = GREENSLIME + 1;
makeitfall(i);
if (s->z > hittype[i].floorz - (8 << 8))
{
s->yrepeat -= 4;
s->xrepeat += 2;
}
else
{
if (s->yrepeat < (40 - 4)) s->yrepeat += 8;
if (s->xrepeat > 8) s->xrepeat -= 4;
}
if (s->z > hittype[i].floorz - 2048)
{
s->z = hittype[i].floorz - 2048;
t[0] = 0;
s->xvel = 0;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void flamethrowerflame(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int sect = s->sectnum;
int x, j;
int p = findplayer(s, &x);
execute(i, p, x);
t[0]++;
if (sector[sect].lotag == 2)
{
sprite[fi.spawn(i, EXPLOSION2)].shade = 127;
deletesprite(i);
return;
}
int dax = s->x;
int day = s->y;
int daz = s->z;
getglobalz(i);
int ds = t[0] / 6;
if (s->xrepeat < 80)
s->yrepeat = s->xrepeat += ds;
s->clipdist += ds;
if (t[0] <= 2)
t[3] = krand() % 10;
if (t[0] > 30)
{
sprite[fi.spawn(i, EXPLOSION2)].shade = 127;
deletesprite(i);
return;
}
j = fi.movesprite(i, (s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14,
(s->xvel * (sintable[s->ang & 2047])) >> 14, s->zvel, CLIPMASK1);
if (s->sectnum < 0)
{
deletesprite(i);
return;
}
if ((j & kHitTypeMask) != kHitSprite)
{
if (s->z < hittype[i].ceilingz)
{
j = kHitSector | (s->sectnum);
s->zvel = -1;
}
else if ((s->z > hittype[i].floorz && sector[s->sectnum].lotag != 1)
|| (s->z > hittype[i].floorz + (16 << 8) && sector[s->sectnum].lotag == 1))
{
j = kHitSector | (s->sectnum);
if (sector[s->sectnum].lotag != 1)
s->zvel = 1;
}
}
if (j != 0) {
s->xvel = s->yvel = 0;
if ((j & kHitTypeMask) == kHitSprite)
{
j &= (MAXSPRITES - 1);
fi.checkhitsprite((short)j, i);
if (sprite[j].picnum == APLAYER)
S_PlayActorSound(j, PISTOL_BODYHIT);
}
else if ((j & kHitTypeMask) == kHitWall)
{
j &= (MAXWALLS - 1);
setsprite(i, dax, day, daz);
fi.checkhitwall(i, j, s->x, s->y, s->z, s->picnum);
}
else if ((j & kHitTypeMask) == kHitSector)
{
setsprite(i, dax, day, daz);
if (s->zvel < 0)
fi.checkhitceiling(s->sectnum);
}
if (s->xrepeat >= 10)
{
x = s->extra;
fi.hitradius(i, rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x);
}
else
{
x = s->extra + (global_random & 3);
fi.hitradius(i, (rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void heavyhbomb(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int sect = s->sectnum;
int x, j, l;
if ((s->cstat & 32768))
{
t[2]--;
if (t[2] <= 0)
{
S_PlayActorSound(TELEPORTER, i);
fi.spawn(i, TRANSPORTERSTAR);
s->cstat = 257;
}
return;
}
int p = findplayer(s, &x);
if (x < 1220) s->cstat &= ~257;
else s->cstat |= 257;
if (t[3] == 0)
{
j = fi.ifhitbyweapon(i);
if (j >= 0)
{
t[3] = 1;
t[4] = 0;
l = 0;
s->xvel = 0;
goto DETONATEB;
}
}
if (s->picnum != BOUNCEMINE)
{
makeitfall(i);
if (sector[sect].lotag != 1 && s->z >= hittype[i].floorz - (FOURSLEIGHT) && s->yvel < 3)
{
if (s->yvel > 0 || (s->yvel == 0 && hittype[i].floorz == sector[sect].floorz))
S_PlayActorSound(PIPEBOMB_BOUNCE, i);
s->zvel = -((4 - s->yvel) << 8);
if (sector[s->sectnum].lotag == 2)
s->zvel >>= 2;
s->yvel++;
}
if (s->z < hittype[i].ceilingz) // && sector[sect].lotag != 2 )
{
s->z = hittype[i].ceilingz + (3 << 8);
s->zvel = 0;
}
}
j = fi.movesprite(i,
(s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14,
(s->xvel * (sintable[s->ang & 2047])) >> 14,
s->zvel, CLIPMASK0);
if (sector[sprite[i].sectnum].lotag == 1 && s->zvel == 0)
{
s->z += (32 << 8);
if (t[5] == 0)
{
t[5] = 1;
fi.spawn(i, WATERSPLASH2);
}
}
else t[5] = 0;
if (t[3] == 0 && (s->picnum == BOUNCEMINE || s->picnum == MORTER) && (j || x < 844))
{
t[3] = 1;
t[4] = 0;
l = 0;
s->xvel = 0;
goto DETONATEB;
}
if (sprite[s->owner].picnum == APLAYER)
l = sprite[s->owner].yvel;
else l = -1;
if (s->xvel > 0)
{
s->xvel -= 5;
if (sector[sect].lotag == 2)
s->xvel -= 10;
if (s->xvel < 0)
s->xvel = 0;
if (s->xvel & 8) s->cstat ^= 4;
}
if ((j & 49152) == 32768)
{
j &= (MAXWALLS - 1);
fi.checkhitwall(i, j, s->x, s->y, s->z, s->picnum);
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;
s->xvel >>= 1;
}
DETONATEB:
bool bBoom = false;
if ((l >= 0 && ps[l].hbomb_on == 0) || t[3] == 1)
bBoom = true;
if (isNamWW2GI() && s->picnum == HEAVYHBOMB)
{
s->extra--;
if (s->extra <= 0)
bBoom = true;
}
if (bBoom)
{
t[4]++;
if (t[4] == 2)
{
x = s->extra;
int m = 0;
switch (s->picnum)
{
case HEAVYHBOMB: m = pipebombblastradius; break;
case MORTER: m = morterblastradius; break;
case BOUNCEMINE: m = bouncemineblastradius; break;
}
fi.hitradius(i, m, x >> 2, x >> 1, x - (x >> 2), x);
fi.spawn(i, EXPLOSION2);
if (s->zvel == 0)
fi.spawn(i, EXPLOSION2BOT);
S_PlayActorSound(PIPEBOMB_EXPLODE, i);
for (x = 0; x < 8; x++)
RANDOMSCRAP(s, i);
}
if (s->yrepeat)
{
s->yrepeat = 0;
return;
}
if (t[4] > 20)
{
if (s->owner != i || ud.respawn_items == 0)
{
deletesprite(i);
return;
}
else
{
t[2] = respawnitemtime;
fi.spawn(i, RESPAWNMARKERRED);
s->cstat = (short)32768;
s->yrepeat = 9;
return;
}
}
}
else if (s->picnum == HEAVYHBOMB && x < 788 && t[0] > 7 && s->xvel == 0)
if (cansee(s->x, s->y, s->z - (8 << 8), s->sectnum, ps[p].posx, ps[p].posy, ps[p].posz, ps[p].cursectnum))
if (ps[p].ammo_amount[HANDBOMB_WEAPON] < max_ammo_amount[HANDBOMB_WEAPON])
{
if (ud.coop >= 1 && s->owner == i)
{
for (j = 0; j < ps[p].weapreccnt; j++)
if (ps[p].weaprecs[j] == s->picnum)
continue;
if (ps[p].weapreccnt < 255) // DukeGDX has 16 here.
ps[p].weaprecs[ps[p].weapreccnt++] = s->picnum;
}
addammo(HANDBOMB_WEAPON, &ps[p], 1);
S_PlayActorSound(DUKE_GET, ps[p].i);
if (ps[p].gotweapon[HANDBOMB_WEAPON] == 0 || s->owner == ps[p].i)
fi.addweapon(&ps[p], HANDBOMB_WEAPON);
if (sprite[s->owner].picnum != APLAYER)
{
SetPlayerPal(&ps[p], PalEntry(32, 0, 32, 0));
}
if (s->owner != i || ud.respawn_items == 0)
{
if (s->owner == i && ud.coop >= 1)
return;
deletesprite(i);
return;
}
else
{
t[2] = respawnitemtime;
fi.spawn(i, RESPAWNMARKERRED);
s->cstat = (short)32768;
}
}
if (t[0] < 8) t[0]++;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void moveactors_d(void)
{
int x, * t;
short j, sect, p;
spritetype* s;
unsigned short k;
int nexti;
for (int i = headspritestat[STAT_ACTOR]; i >= 0; i = nexti)
{
nexti = nextspritestat[i];
s = &sprite[i];
sect = s->sectnum;
if (s->xrepeat == 0 || sect < 0 || sect >= MAXSECTORS)
{
deletesprite(i);
continue;
}
t = &hittype[i].temp_data[0];
hittype[i].bposx = s->x;
hittype[i].bposy = s->y;
hittype[i].bposz = s->z;
switch (s->picnum)
{
case FLAMETHROWERFLAME:
if (isWorldTour()) flamethrowerflame(i);
continue;
case DUCK:
case TARGET:
if (s->cstat & 32)
{
t[0]++;
if (t[0] > 60)
{
t[0] = 0;
s->cstat = 128 + 257 + 16;
s->extra = 1;
}
}
else
{
j = fi.ifhitbyweapon(i);
if (j >= 0)
{
s->cstat = 32 + 128;
k = 1;
j = headspritestat[STAT_ACTOR];
while (j >= 0)
{
if (sprite[j].lotag == s->lotag &&
sprite[j].picnum == s->picnum)
{
if ((sprite[j].hitag && !(sprite[j].cstat & 32)) ||
(!sprite[j].hitag && (sprite[j].cstat & 32))
)
{
k = 0;
break;
}
}
j = nextspritestat[j];
}
if (k == 1)
{
operateactivators(s->lotag, -1);
fi.operateforcefields(i, s->lotag);
operatemasterswitches(s->lotag);
}
}
}
continue;
case RESPAWNMARKERRED:
case RESPAWNMARKERYELLOW:
case RESPAWNMARKERGREEN:
if (!respawnmarker(i, RESPAWNMARKERYELLOW, RESPAWNMARKERGREEN)) continue;
break;
case HELECOPT:
case DUKECAR:
s->z += s->zvel;
t[0]++;
if (t[0] == 4) S_PlayActorSound(WAR_AMBIENCE2, i);
if (t[0] > (26 * 8))
{
S_PlaySound(RPG_EXPLODE);
for (j = 0; j < 32; j++)
RANDOMSCRAP(s, i);
earthquaketime = 16;
deletesprite(i);
continue;
}
else if ((t[0] & 3) == 0)
fi.spawn(i, EXPLOSION2);
ssp(i, CLIPMASK0);
break;
case RAT:
if (!rat(i, true)) continue;
break;
case QUEBALL:
case STRIPEBALL:
if (!queball(i, POCKET, QUEBALL, STRIPEBALL)) continue;
break;
case FORCESPHERE:
forcesphere(i, FORCESPHERE);
continue;
case RECON:
recon(i, EXPLOSION2, FIRELASER, RECO_ATTACK, RECO_PAIN, RECO_ROAM, 10, [](int i)->int { return PIGCOP; });
continue;
case OOZ:
case OOZ2:
ooz(i);
continue;
case GREENSLIME:
case GREENSLIME + 1:
case GREENSLIME + 2:
case GREENSLIME + 3:
case GREENSLIME + 4:
case GREENSLIME + 5:
case GREENSLIME + 6:
case GREENSLIME + 7:
greenslime(i);
continue;
case BOUNCEMINE:
case MORTER:
j = fi.spawn(i, FRAMEEFFECT1);
hittype[j].temp_data[0] = 3;
case HEAVYHBOMB:
heavyhbomb(i);
continue;
case REACTORBURNT:
case REACTOR2BURNT:
continue;
case REACTOR:
case REACTOR2:
reactor(i, REACTOR, REACTOR2, REACTORBURNT, REACTOR2BURNT, REACTORSPARK, REACTOR2SPARK);
continue;
case CAMERA1:
camera(i);
continue;
}
// #ifndef VOLOMEONE
if (ud.multimode < 2 && badguy(s))
{
if (actor_tog == 1)
{
s->cstat = (short)32768;
continue;
}
else if (actor_tog == 2) s->cstat = 257;
}
// #endif
p = findplayer(s, &x);
execute(i, p, x);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void fireflyflyingeffect(int i)
{
spritetype* s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int x, p = findplayer(s, &x);
execute(i, p, x);
auto owner = &sprite[s->owner];
if (owner->picnum != FIREFLY)
{
deletesprite(i);
return;
}
if (owner->xrepeat >= 24 || owner->pal == 1)
s->cstat |= 0x8000;
else
s->cstat &= ~0x8000;
double dx = owner->x - sprite[ps[p].i].x;
double dy = owner->y - sprite[ps[p].i].y;
double dist = sqrt(dx * dx + dy * dy);
if (dist != 0.0)
{
dx /= dist;
dy /= dist;
}
s->x = (int) (owner->x - (dx * -10.0));
s->y = (int) (owner->y - (dy * -10.0));
s->z = owner->z + 2048;
if (owner->extra <= 0)
{
deletesprite(i);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void moveexplosions_d(void) // STATNUM 5
{
int nexti, sect, p;
int x, * t;
spritetype* s;
for (int i = headspritestat[STAT_MISC]; i >= 0; i = nexti)
{
nexti = nextspritestat[i];
t = &hittype[i].temp_data[0];
s = &sprite[i];
sect = s->sectnum;
if (sect < 0 || s->xrepeat == 0)
{
deletesprite(i);
continue;
}
hittype[i].bposx = s->x;
hittype[i].bposy = s->y;
hittype[i].bposz = s->z;
switch (s->picnum)
{
case FIREFLYFLYINGEFFECT:
if (isWorldTour()) fireflyflyingeffect(i);
continue;
case NEON1:
case NEON2:
case NEON3:
case NEON4:
case NEON5:
case NEON6:
if ((global_random / (s->lotag + 1) & 31) > 4) s->shade = -127;
else s->shade = 127;
continue;
case BLOODSPLAT1:
case BLOODSPLAT2:
case BLOODSPLAT3:
case BLOODSPLAT4:
if (t[0] == 7 * 26) continue;
s->z += 16 + (krand() & 15);
t[0]++;
if ((t[0] % 9) == 0) s->yrepeat++;
continue;
case NUKEBUTTON:
case NUKEBUTTON + 1:
case NUKEBUTTON + 2:
case NUKEBUTTON + 3:
if (t[0])
{
t[0]++;
if (t[0] == 8) s->picnum = NUKEBUTTON + 1;
else if (t[0] == 16)
{
s->picnum = NUKEBUTTON + 2;
ps[sprite[s->owner].yvel].fist_incs = 1;
}
if (ps[sprite[s->owner].yvel].fist_incs == 26)
s->picnum = NUKEBUTTON + 3;
}
continue;
case FORCESPHERE:
forcesphere(i);
continue;
case WATERSPLASH2:
watersplash2(i);
continue;
case FRAMEEFFECT1:
frameeffect1(i);
continue;
case INNERJAW:
case INNERJAW + 1:
p = findplayer(s, &x);
if (x < 512)
{
SetPlayerPal(&ps[p], PalEntry(32, 32, 0, 0));
sprite[ps[p].i].extra -= 4;
}
case FIRELASER:
if (s->extra != 999)
s->extra = 999;
else
{
deletesprite(i);
continue;
}
break;
case TONGUE:
deletesprite(i);
continue;
case MONEY + 1:
case MAIL + 1:
case PAPER + 1:
hittype[i].floorz = s->z = getflorzofslope(s->sectnum, s->x, s->y);
break;
case MONEY:
case MAIL:
case PAPER:
money(i, BLOODPOOL);
break;
case JIBS1:
case JIBS2:
case JIBS3:
case JIBS4:
case JIBS5:
case JIBS6:
case HEADJIB1:
case ARMJIB1:
case LEGJIB1:
case LIZMANHEAD1:
case LIZMANARM1:
case LIZMANLEG1:
case DUKETORSO:
case DUKEGUN:
case DUKELEG:
jibs(i, JIBS6, true, false, false, s->picnum == DUKELEG || s->picnum == DUKETORSO || s->picnum == DUKEGUN, false);
continue;
case BLOODPOOL:
case PUKE:
bloodpool(i, s->picnum == PUKE, TIRE);
continue;
case LAVAPOOL:
case ONFIRE:
case ONFIRESMOKE:
case BURNEDCORPSE:
case LAVAPOOLBUBBLE:
case WHISPYSMOKE:
if (!isWorldTour())
continue;
case BURNING:
case BURNING2:
case FECES:
case WATERBUBBLE:
case SMALLSMOKE:
case EXPLOSION2:
case SHRINKEREXPLOSION:
case EXPLOSION2BOT:
case BLOOD:
case LASERSITE:
case FORCERIPPLE:
case TRANSPORTERSTAR:
case TRANSPORTERBEAM:
p = findplayer(s, &x);
execute(i, p, x);
continue;
case SHELL:
case SHOTGUNSHELL:
shell(i, (sector[sect].floorz + (24 << 8)) < s->z);
continue;
case GLASSPIECES:
case GLASSPIECES + 1:
case GLASSPIECES + 2:
glasspieces(i);
continue;
}
if (s->picnum >= SCRAP6 && s->picnum <= SCRAP5 + 3)
{
scrap(i, SCRAP1, SCRAP6);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void moveeffectors_d(void) //STATNUM 3
{
int q = 0, l, x, st, j, * t;
int nexti, p, sh, nextj;
short k;
spritetype* s;
sectortype* sc;
walltype* wal;
clearfriction();
for (int i = headspritestat[STAT_EFFECTOR]; i >= 0; i = nexti)
{
nexti = nextspritestat[i];
s = &sprite[i];
sc = &sector[s->sectnum];
st = s->lotag;
sh = s->hitag;
t = &hittype[i].temp_data[0];
switch (st)
{
case SE_0_ROTATING_SECTOR:
handle_se00(i, LASERLINE);
break;
case SE_1_PIVOT: //Nothing for now used as the pivot
handle_se01(i);
break;
case SE_6_SUBWAY:
k = sc->extra;
if (t[4] > 0)
{
t[4]--;
if (t[4] >= (k - (k >> 3)))
s->xvel -= (k >> 5);
if (t[4] > ((k >> 1) - 1) && t[4] < (k - (k >> 3)))
s->xvel = 0;
if (t[4] < (k >> 1))
s->xvel += (k >> 5);
if (t[4] < ((k >> 1) - (k >> 3)))
{
t[4] = 0;
s->xvel = k;
}
}
else s->xvel = k;
j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if ((sprite[j].lotag == 14) && (sh == sprite[j].hitag) && (hittype[j].temp_data[0] == t[0]))
{
sprite[j].xvel = s->xvel;
// if( t[4] == 1 )
{
if (hittype[j].temp_data[5] == 0)
hittype[j].temp_data[5] = dist(&sprite[j], s);
x = sgn(dist(&sprite[j], s) - hittype[j].temp_data[5]);
if (sprite[j].extra)
x = -x;
s->xvel += x;
}
hittype[j].temp_data[4] = t[4];
}
j = nextspritestat[j];
}
x = 0;
case SE_14_SUBWAY_CAR:
handle_se14(i, true, RPG, JIBS6);
break;
case SE_30_TWO_WAY_TRAIN:
handle_se30(i, JIBS6);
break;
case SE_2_EARTHQUAKE:
handle_se02(i);
break;
//Flashing sector lights after reactor EXPLOSION2
case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT:
handle_se03(i);
break;
case SE_4_RANDOM_LIGHTS:
handle_se04(i);
break;
//BOSS
case SE_5_BOSS:
handle_se05(i, FIRELASER);
break;
case SE_8_UP_OPEN_DOOR_LIGHTS:
case SE_9_DOWN_OPEN_DOOR_LIGHTS:
handle_se08(i, false);
break;
case SE_10_DOOR_AUTO_CLOSE:
{
static const int tags[] = { 20, 21, 22, 26, 0};
handle_se10(i, tags);
break;
}
case SE_11_SWINGING_DOOR:
handle_se11(i);
break;
case SE_12_LIGHT_SWITCH:
handle_se12(i);
break;
case SE_13_EXPLOSIVE:
handle_se13(i);
break;
case SE_15_SLIDING_DOOR:
handle_se15(i);
break;
case SE_16_REACTOR:
handle_se16(i, REACTOR, REACTOR2);
break;
case SE_17_WARP_ELEVATOR:
handle_se17(i);
break;
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
handle_se18(i, true);
break;
case SE_19_EXPLOSION_LOWERS_CEILING:
handle_se19(i, BIGFORCE);
break;
case SE_20_STRETCH_BRIDGE:
handle_se20(i);
break;
case SE_21_DROP_FLOOR:
handle_se21(i);
break;
case SE_22_TEETH_DOOR:
handle_se22(i);
break;
case SE_24_CONVEYOR:
case 34:
if (t[4]) break;
x = (sprite[i].yvel * sintable[(s->ang + 512) & 2047]) >> 18;
l = (sprite[i].yvel * sintable[s->ang & 2047]) >> 18;
k = 0;
j = headspritesect[s->sectnum];
while (j >= 0)
{
nextj = nextspritesect[j];
if (sprite[j].zvel >= 0)
switch (sprite[j].statnum)
{
case 5:
switch (sprite[j].picnum)
{
case BLOODPOOL:
case PUKE:
case FOOTPRINTS:
case FOOTPRINTS2:
case FOOTPRINTS3:
case FOOTPRINTS4:
case BULLETHOLE:
case BLOODSPLAT1:
case BLOODSPLAT2:
case BLOODSPLAT3:
case BLOODSPLAT4:
sprite[j].xrepeat = sprite[j].yrepeat = 0;
j = nextj;
continue;
case LASERLINE:
j = nextj;
continue;
}
case 6:
if (sprite[j].picnum == TRIPBOMB) break;
case 1:
case 0:
if (
sprite[j].picnum == BOLT1 ||
sprite[j].picnum == BOLT1 + 1 ||
sprite[j].picnum == BOLT1 + 2 ||
sprite[j].picnum == BOLT1 + 3 ||
sprite[j].picnum == SIDEBOLT1 ||
sprite[j].picnum == SIDEBOLT1 + 1 ||
sprite[j].picnum == SIDEBOLT1 + 2 ||
sprite[j].picnum == SIDEBOLT1 + 3 ||
wallswitchcheck(j)
)
break;
if (!(sprite[j].picnum >= CRANE && sprite[j].picnum <= (CRANE + 3)))
{
if (sprite[j].z > (hittype[j].floorz - (16 << 8)))
{
hittype[j].bposx = sprite[j].x;
hittype[j].bposy = sprite[j].y;
sprite[j].x += x >> 2;
sprite[j].y += l >> 2;
setsprite(j, sprite[j].x, sprite[j].y, sprite[j].z);
if (sector[sprite[j].sectnum].floorstat & 2)
if (sprite[j].statnum == 2)
makeitfall(j);
}
}
break;
}
j = nextj;
}
for (p = connecthead; p >= 0; p = connectpoint2[p])
{
if (ps[p].cursectnum == s->sectnum && ps[p].on_ground)
{
if (abs(ps[p].pos.z - ps[p].truefz) < PHEIGHT + (9 << 8))
{
ps[p].fric.x += x << 3;
ps[p].fric.y += l << 3;
}
}
}
sc->floorxpanning += sprite[i].yvel >> 7;
break;
case 35:
handle_se35(i, SMALLSMOKE, EXPLOSION2);
break;
case 25: //PISTONS
if (t[4] == 0) break;
if (sc->floorz <= sc->ceilingz)
s->shade = 0;
else if (sc->ceilingz <= t[3])
s->shade = 1;
if (s->shade)
{
sc->ceilingz += sprite[i].yvel << 4;
if (sc->ceilingz > sc->floorz)
sc->ceilingz = sc->floorz;
}
else
{
sc->ceilingz -= sprite[i].yvel << 4;
if (sc->ceilingz < t[3])
sc->ceilingz = t[3];
}
break;
case 26:
handle_se26(i);
break;
case SE_27_DEMO_CAM:
handle_se27(i);
break;
case 28:
if (t[5] > 0)
{
t[5]--;
break;
}
if (hittype[i].temp_data[0] == 0)
{
p = findplayer(s, &x);
if (x > 15500)
break;
hittype[i].temp_data[0] = 1;
hittype[i].temp_data[1] = 64 + (krand() & 511);
hittype[i].temp_data[2] = 0;
}
else
{
hittype[i].temp_data[2]++;
if (hittype[i].temp_data[2] > hittype[i].temp_data[1])
{
hittype[i].temp_data[0] = 0;
ps[screenpeek].visibility = ud.const_visibility;
break;
}
else if (hittype[i].temp_data[2] == (hittype[i].temp_data[1] >> 1))
S_PlayActorSound(THUNDER, i);
else if (hittype[i].temp_data[2] == (hittype[i].temp_data[1] >> 3))
S_PlayActorSound(LIGHTNING_SLAP, i);
else if (hittype[i].temp_data[2] == (hittype[i].temp_data[1] >> 2))
{
j = headspritestat[0];
while (j >= 0)
{
if (sprite[j].picnum == NATURALLIGHTNING && sprite[j].hitag == s->hitag)
sprite[j].cstat |= 32768;
j = nextspritestat[j];
}
}
else if (hittype[i].temp_data[2] > (hittype[i].temp_data[1] >> 3) && hittype[i].temp_data[2] < (hittype[i].temp_data[1] >> 2))
{
if (cansee(s->x, s->y, s->z, s->sectnum, ps[screenpeek].posx, ps[screenpeek].posy, ps[screenpeek].posz, ps[screenpeek].cursectnum))
j = 1;
else j = 0;
if (rnd(192) && (hittype[i].temp_data[2] & 1))
{
if (j)
ps[screenpeek].visibility = 0;
}
else if (j)
ps[screenpeek].visibility = ud.const_visibility;
j = headspritestat[0];
while (j >= 0)
{
if (sprite[j].picnum == NATURALLIGHTNING && sprite[j].hitag == s->hitag)
{
if (rnd(32) && (hittype[i].temp_data[2] & 1))
{
sprite[j].cstat &= 32767;
fi.spawn(j, SMALLSMOKE);
p = findplayer(s, &x);
x = ldist(&sprite[ps[p].i], &sprite[j]);
if (x < 768)
{
if (S_CheckSoundPlaying(ps[p].i, DUKE_LONGTERM_PAIN) < 1)
S_PlayActorSound(DUKE_LONGTERM_PAIN, ps[p].i);
S_PlayActorSound(SHORT_CIRCUIT, ps[p].i);
sprite[ps[p].i].extra -= 8 + (krand() & 7);
SetPlayerPal(&ps[p], PalEntry(32, 16, 0, 0));
}
break;
}
else sprite[j].cstat |= 32768;
}
j = nextspritestat[j];
}
}
}
break;
case 29:
s->hitag += 64;
l = mulscale12((int)s->yvel, sintable[s->hitag & 2047]);
sc->floorz = s->z + l;
break;
case 31: // True Drop Floor
if (t[0] == 1)
{
// Choose dir
if (t[3] > 0)
{
t[3]--;
break;
}
if (t[2] == 1) // Retract
{
if (sprite[i].ang != 1536)
{
if (abs(sc->floorz - s->z) < sprite[i].yvel )
{
sc->floorz = s->z;
t[2] = 0;
t[0] = 0;
t[3] = s->hitag;
callsound(s->sectnum, i);
}
else
{
l = sgn(s->z - sc->floorz) * sprite[i].yvel ;
sc->floorz += l;
j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
if (ps[sprite[j].yvel].on_ground == 1)
ps[sprite[j].yvel].posz += l;
if (sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4)
{
hittype[j].bposz = sprite[j].z += l;
hittype[j].floorz = sc->floorz;
}
j = nextspritesect[j];
}
}
}
else
{
if (abs(sc->floorz - t[1]) < sprite[i].yvel )
{
sc->floorz = t[1];
callsound(s->sectnum, i);
t[2] = 0;
t[0] = 0;
t[3] = s->hitag;
}
else
{
l = sgn(t[1] - sc->floorz) * sprite[i].yvel ;
sc->floorz += l;
j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
if (ps[sprite[j].yvel].on_ground == 1)
ps[sprite[j].yvel].posz += l;
if (sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4)
{
hittype[j].bposz = sprite[j].z += l;
hittype[j].floorz = sc->floorz;
}
j = nextspritesect[j];
}
}
}
break;
}
if ((s->ang & 2047) == 1536)
{
if (abs(s->z - sc->floorz) < sprite[i].yvel )
{
callsound(s->sectnum, i);
t[0] = 0;
t[2] = 1;
t[3] = s->hitag;
}
else
{
l = sgn(s->z - sc->floorz) * sprite[i].yvel ;
sc->floorz += l;
j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
if (ps[sprite[j].yvel].on_ground == 1)
ps[sprite[j].yvel].posz += l;
if (sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4)
{
hittype[j].bposz = sprite[j].z += l;
hittype[j].floorz = sc->floorz;
}
j = nextspritesect[j];
}
}
}
else
{
if (abs(sc->floorz - t[1]) < sprite[i].yvel )
{
t[0] = 0;
callsound(s->sectnum, i);
t[2] = 1;
t[3] = s->hitag;
}
else
{
l = sgn(s->z - t[1]) * sprite[i].yvel ;
sc->floorz -= l;
j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
if (ps[sprite[j].yvel].on_ground == 1)
ps[sprite[j].yvel].posz -= l;
if (sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4)
{
hittype[j].bposz = sprite[j].z -= l;
hittype[j].floorz = sc->floorz;
}
j = nextspritesect[j];
}
}
}
}
break;
case 32: // True Drop Ceiling
handle_se32(i);
break;
case 33:
if (earthquaketime > 0 && (krand() & 7) == 0)
RANDOMSCRAP(s, i);
break;
case 36:
if (t[0])
{
if (t[0] == 1)
fi.shoot(i, sc->extra);
else if (t[0] == 26 * 5)
t[0] = 0;
t[0]++;
}
break;
case 128: //SE to control glass breakage
handle_se128(i);
break;
case 130:
handle_se130(i, 80, EXPLOSION2);
break;
case 131:
handle_se130(i, 40, EXPLOSION2);
break;
}
}
//Sloped sin-wave floors!
for (int i = headspritestat[STAT_EFFECTOR]; i >= 0; i = nextspritestat[i])
{
s = &sprite[i];
if (s->lotag != 29) continue;
sc = &sector[s->sectnum];
if (sc->wallnum != 4) continue;
wal = &wall[sc->wallptr + 2];
alignflorslope(s->sectnum, wal->x, wal->y, sector[wal->nextsector].floorz);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void move_d(int g_i, int g_p, int g_x)
{
auto g_sp = &sprite[g_i];
auto g_t = hittype[g_i].temp_data;
int l;
short a, goalang, angdif;
int daxvel;
a = g_sp->hitag;
if (a == -1) a = 0;
g_t[0]++;
if (a & face_player)
{
if (ps[g_p].newowner >= 0)
goalang = getangle(ps[g_p].oposx - g_sp->x, ps[g_p].oposy - g_sp->y);
else goalang = getangle(ps[g_p].posx - g_sp->x, ps[g_p].posy - g_sp->y);
angdif = getincangle(g_sp->ang, goalang) >> 2;
if (angdif > -8 && angdif < 0) angdif = 0;
g_sp->ang += angdif;
}
if (a & spin)
g_sp->ang += sintable[((g_t[0] << 3) & 2047)] >> 6;
if (a & face_player_slow)
{
if (ps[g_p].newowner >= 0)
goalang = getangle(ps[g_p].oposx - g_sp->x, ps[g_p].oposy - g_sp->y);
else goalang = getangle(ps[g_p].posx - g_sp->x, ps[g_p].posy - g_sp->y);
angdif = ksgn(getincangle(g_sp->ang, goalang)) << 5;
if (angdif > -32 && angdif < 0)
{
angdif = 0;
g_sp->ang = goalang;
}
g_sp->ang += angdif;
}
if ((a & jumptoplayer) == jumptoplayer)
{
if (g_t[0] < 16)
g_sp->zvel -= (sintable[(512 + (g_t[0] << 4)) & 2047] >> 5);
}
if (a & face_player_smart)
{
long newx, newy;
newx = ps[g_p].posx + (ps[g_p].posxv / 768);
newy = ps[g_p].posy + (ps[g_p].posyv / 768);
goalang = getangle(newx - g_sp->x, newy - g_sp->y);
angdif = getincangle(g_sp->ang, goalang) >> 2;
if (angdif > -8 && angdif < 0) angdif = 0;
g_sp->ang += angdif;
}
if (g_t[1] == 0 || a == 0)
{
if ((badguy(g_sp) && g_sp->extra <= 0) || (hittype[g_i].bposx != g_sp->x) || (hittype[g_i].bposy != g_sp->y))
{
hittype[g_i].bposx = g_sp->x;
hittype[g_i].bposy = g_sp->y;
setsprite(g_i, g_sp->x, g_sp->y, g_sp->z);
}
return;
}
auto moveptr = &ScriptCode[g_t[1]];
if (a & geth) g_sp->xvel += (*moveptr - g_sp->xvel) >> 1;
if (a & getv) g_sp->zvel += ((*(moveptr + 1) << 4) - g_sp->zvel) >> 1;
if (a & dodgebullet)
dodge(g_sp);
if (g_sp->picnum != APLAYER)
alterang(a, g_i, g_p);
if (g_sp->xvel > -6 && g_sp->xvel < 6) g_sp->xvel = 0;
a = badguy(g_sp);
if (g_sp->xvel || g_sp->zvel)
{
if (a && g_sp->picnum != ROTATEGUN)
{
if ((g_sp->picnum == DRONE || g_sp->picnum == COMMANDER) && g_sp->extra > 0)
{
if (g_sp->picnum == COMMANDER)
{
hittype[g_i].floorz = l = getflorzofslope(g_sp->sectnum, g_sp->x, g_sp->y);
if (g_sp->z > (l - (8 << 8)))
{
if (g_sp->z > (l - (8 << 8))) g_sp->z = l - (8 << 8);
g_sp->zvel = 0;
}
hittype[g_i].ceilingz = l = getceilzofslope(g_sp->sectnum, g_sp->x, g_sp->y);
if ((g_sp->z - l) < (80 << 8))
{
g_sp->z = l + (80 << 8);
g_sp->zvel = 0;
}
}
else
{
if (g_sp->zvel > 0)
{
hittype[g_i].floorz = l = getflorzofslope(g_sp->sectnum, g_sp->x, g_sp->y);
if (g_sp->z > (l - (30 << 8)))
g_sp->z = l - (30 << 8);
}
else
{
hittype[g_i].ceilingz = l = getceilzofslope(g_sp->sectnum, g_sp->x, g_sp->y);
if ((g_sp->z - l) < (50 << 8))
{
g_sp->z = l + (50 << 8);
g_sp->zvel = 0;
}
}
}
}
else if (g_sp->picnum != ORGANTIC)
{
if (g_sp->zvel > 0 && hittype[g_i].floorz < g_sp->z)
g_sp->z = hittype[g_i].floorz;
if (g_sp->zvel < 0)
{
l = getceilzofslope(g_sp->sectnum, g_sp->x, g_sp->y);
if ((g_sp->z - l) < (66 << 8))
{
g_sp->z = l + (66 << 8);
g_sp->zvel >>= 1;
}
}
}
}
else if (g_sp->picnum == APLAYER)
if ((g_sp->z - hittype[g_i].ceilingz) < (32 << 8))
g_sp->z = hittype[g_i].ceilingz + (32 << 8);
daxvel = g_sp->xvel;
angdif = g_sp->ang;
if (a && g_sp->picnum != ROTATEGUN)
{
if (g_x < 960 && g_sp->xrepeat > 16)
{
daxvel = -(1024 - g_x);
angdif = getangle(ps[g_p].posx - g_sp->x, ps[g_p].posy - g_sp->y);
if (g_x < 512)
{
ps[g_p].posxv = 0;
ps[g_p].posyv = 0;
}
else
{
ps[g_p].posxv = mulscale(ps[g_p].posxv, dukefriction - 0x2000, 16);
ps[g_p].posyv = mulscale(ps[g_p].posyv, dukefriction - 0x2000, 16);
}
}
else if (g_sp->picnum != DRONE && g_sp->picnum != SHARK && g_sp->picnum != COMMANDER)
{
if (hittype[g_i].bposz != g_sp->z || (ud.multimode < 2 && ud.player_skill < 2))
{
if ((g_t[0] & 1) || ps[g_p].actorsqu == g_i) return;
else daxvel <<= 1;
}
else
{
if ((g_t[0] & 3) || ps[g_p].actorsqu == g_i) return;
else daxvel <<= 2;
}
}
}
hittype[g_i].movflag = fi.movesprite(g_i,
(daxvel * (sintable[(angdif + 512) & 2047])) >> 14,
(daxvel * (sintable[angdif & 2047])) >> 14, g_sp->zvel, CLIPMASK0);
}
if (a)
{
if (sector[g_sp->sectnum].ceilingstat & 1)
g_sp->shade += (sector[g_sp->sectnum].ceilingshade - g_sp->shade) >> 1;
else g_sp->shade += (sector[g_sp->sectnum].floorshade - g_sp->shade) >> 1;
if (sector[g_sp->sectnum].floorpicnum == MIRROR)
deletesprite(g_i);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void falladjustz(spritetype* g_sp)
{
switch (g_sp->picnum)
{
case OCTABRAIN:
case COMMANDER:
case DRONE:
break;
default:
g_sp->z += (24 << 8);
break;
}
}
void fall_d(int g_i, int g_p)
{
fall_common(g_i, g_p, JIBS6, DRONE, BLOODPOOL, SHOTSPARK1, SQUISHED, THUD, nullptr, falladjustz);
}
bool spawnweapondebris_d(int picnum, int dnum)
{
return picnum == BLIMP && dnum == SCRAP1;
}
void respawnhitag_d(spritetype* g_sp)
{
switch (g_sp->picnum)
{
case FEM1:
case FEM2:
case FEM3:
case FEM4:
case FEM5:
case FEM6:
case FEM7:
case FEM8:
case FEM9:
case FEM10:
case PODFEM1:
case NAKED1:
case STATUE:
if (g_sp->yvel) fi.operaterespawns(g_sp->yvel);
break;
default:
if (g_sp->hitag >= 0) fi.operaterespawns(g_sp->hitag);
break;
}
}
void checktimetosleep_d(int g_i)
{
auto g_sp = &sprite[g_i];
if (g_sp->statnum == 6)
{
switch (g_sp->picnum)
{
case RUBBERCAN:
case EXPLODINGBARREL:
case WOODENHORSE:
case HORSEONSIDE:
case CANWITHSOMETHING:
case FIREBARREL:
case NUKEBARREL:
case NUKEBARRELDENTED:
case NUKEBARRELLEAKED:
case TRIPBOMB:
case EGG:
if (hittype[g_i].timetosleep > 1)
hittype[g_i].timetosleep--;
else if (hittype[g_i].timetosleep == 1)
changespritestat(g_i, 2);
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void think_d(void)
{
thinktime.Reset();
thinktime.Clock();
movefta_d(); //ST 2
moveweapons_d(); //ST 4
movetransports_d(); //ST 9
moveplayers(); //ST 10
movefallers_d(); //ST 12
moveexplosions_d(); //ST 5
actortime.Reset();
actortime.Clock();
moveactors_d(); //ST 1
actortime.Unclock();
moveeffectors_d(); //ST 3
movestandables_d(); //ST 6
doanimations();
movefx(); //ST 11
thinktime.Unclock();
}
END_DUKE_NS