mirror of
https://github.com/ZDoom/raze-gles.git
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ac8dabb0fb
git-svn-id: https://svn.eduke32.com/eduke32@7443 1a8010ca-5511-0410-912e-c29ae57300e0
2616 lines
72 KiB
C++
2616 lines
72 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "build.h"
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#include "common.h"
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#include "keys.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "tags.h"
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#include "common_game.h"
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#include "break.h"
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#include "quake.h"
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#include "network.h"
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#include "pal.h"
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#include "ai.h"
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#include "weapon.h"
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#include "sprite.h"
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#include "sector.h"
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#include "actor.h"
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ANIMATOR NullAnimator,DoSuicide;
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ANIMATOR DoBloodSpray;
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int SpawnFlashBombOnActor(int16_t enemy);
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ANIMATOR DoPuff, BloodSprayFall;
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extern STATE s_Puff[];
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extern STATE s_FireballFlames[];
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extern STATE s_GoreFloorSplash[];
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extern STATE s_GoreSplash[];
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extern SWBOOL GlobalSkipZrange;
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#define CHEMTICS SEC(40)
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#define GOREDrip 1562 //2430
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#define BLOODSPRAY_RATE 20
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STATE s_BloodSpray[] =
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{
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{GOREDrip + 0, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[1]},
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{GOREDrip + 1, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[2]},
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{GOREDrip + 2, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[3]},
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{GOREDrip + 3, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[4]},
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{GOREDrip + 3, 100, DoSuicide, &s_BloodSpray[0]}
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};
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#define EXP_RATE 2
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STATE s_PhosphorExp[] =
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{
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{EXP + 0, EXP_RATE, NullAnimator, &s_PhosphorExp[1]},
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{EXP + 1, EXP_RATE, NullAnimator, &s_PhosphorExp[2]},
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{EXP + 2, EXP_RATE, NullAnimator, &s_PhosphorExp[3]},
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{EXP + 3, EXP_RATE, NullAnimator, &s_PhosphorExp[4]},
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{EXP + 4, EXP_RATE, NullAnimator, &s_PhosphorExp[5]},
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{EXP + 5, EXP_RATE, NullAnimator, &s_PhosphorExp[6]},
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{EXP + 6, EXP_RATE, NullAnimator, &s_PhosphorExp[7]},
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{EXP + 7, EXP_RATE, NullAnimator, &s_PhosphorExp[8]},
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{EXP + 8, EXP_RATE, NullAnimator, &s_PhosphorExp[9]},
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{EXP + 9, EXP_RATE, NullAnimator, &s_PhosphorExp[10]},
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{EXP + 10, EXP_RATE, NullAnimator, &s_PhosphorExp[11]},
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{EXP + 11, EXP_RATE, NullAnimator, &s_PhosphorExp[12]},
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{EXP + 12, EXP_RATE, NullAnimator, &s_PhosphorExp[13]},
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{EXP + 13, EXP_RATE, NullAnimator, &s_PhosphorExp[14]},
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{EXP + 14, EXP_RATE, NullAnimator, &s_PhosphorExp[15]},
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{EXP + 15, EXP_RATE, NullAnimator, &s_PhosphorExp[16]},
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{EXP + 16, EXP_RATE, NullAnimator, &s_PhosphorExp[17]},
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{EXP + 17, EXP_RATE, NullAnimator, &s_PhosphorExp[18]},
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{EXP + 18, EXP_RATE, NullAnimator, &s_PhosphorExp[19]},
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{EXP + 19, EXP_RATE, NullAnimator, &s_PhosphorExp[20]},
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{EXP + 20, 100, DoSuicide, &s_PhosphorExp[0]}
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};
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#define MUSHROOM_RATE 25
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STATE s_NukeMushroom[] =
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{
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{MUSHROOM_CLOUD + 0, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[1]},
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{MUSHROOM_CLOUD + 1, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[2]},
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{MUSHROOM_CLOUD + 2, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[3]},
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{MUSHROOM_CLOUD + 3, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[4]},
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{MUSHROOM_CLOUD + 4, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[5]},
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{MUSHROOM_CLOUD + 5, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[6]},
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{MUSHROOM_CLOUD + 6, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[7]},
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{MUSHROOM_CLOUD + 7, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[8]},
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{MUSHROOM_CLOUD + 8, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[9]},
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{MUSHROOM_CLOUD + 9, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[10]},
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{MUSHROOM_CLOUD + 10, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[11]},
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{MUSHROOM_CLOUD + 11, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[12]},
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{MUSHROOM_CLOUD + 12, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[13]},
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{MUSHROOM_CLOUD + 13, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[14]},
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{MUSHROOM_CLOUD + 14, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[15]},
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{MUSHROOM_CLOUD + 15, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[16]},
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{MUSHROOM_CLOUD + 16, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[17]},
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{MUSHROOM_CLOUD + 17, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[18]},
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{MUSHROOM_CLOUD + 18, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[19]},
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{MUSHROOM_CLOUD + 19, 100, DoSuicide, &s_NukeMushroom[0]},
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};
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ANIMATOR DoRadiationCloud;
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#define RADIATION_RATE 16
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STATE s_RadiationCloud[] =
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{
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{RADIATION_CLOUD + 0, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[1]},
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{RADIATION_CLOUD + 1, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[2]},
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{RADIATION_CLOUD + 2, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[3]},
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{RADIATION_CLOUD + 3, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[4]},
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{RADIATION_CLOUD + 4, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[5]},
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{RADIATION_CLOUD + 5, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[6]},
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{RADIATION_CLOUD + 6, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[7]},
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{RADIATION_CLOUD + 7, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[8]},
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{RADIATION_CLOUD + 8, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[9]},
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{RADIATION_CLOUD + 9, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[10]},
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{RADIATION_CLOUD + 10, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[11]},
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{RADIATION_CLOUD + 11, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[12]},
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{RADIATION_CLOUD + 12, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[13]},
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{RADIATION_CLOUD + 13, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[14]},
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{RADIATION_CLOUD + 14, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[15]},
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{RADIATION_CLOUD + 15, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[16]},
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{RADIATION_CLOUD + 16, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[17]},
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{RADIATION_CLOUD + 17, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[18]},
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{RADIATION_CLOUD + 18, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[19]},
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{RADIATION_CLOUD + 19, 100, DoSuicide, &s_RadiationCloud[0]},
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};
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#define CHEMBOMB_FRAMES 1
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#define CHEMBOMB_R0 3038
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#define CHEMBOMB_R1 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 1)
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#define CHEMBOMB_R2 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 2)
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#define CHEMBOMB_R3 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 3)
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#define CHEMBOMB_R4 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 4)
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#define CHEMBOMB CHEMBOMB_R0
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#define CHEMBOMB_RATE 8
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ANIMATOR DoChemBomb;
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STATE s_ChemBomb[5] =
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{
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{CHEMBOMB_R0 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[1]},
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{CHEMBOMB_R1 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[2]},
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{CHEMBOMB_R2 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[3]},
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{CHEMBOMB_R3 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[4]},
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{CHEMBOMB_R4 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[0]},
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};
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#define CALTROPS_FRAMES 1
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#define CALTROPS_R0 CALTROPS-1
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#define CALTROPS_RATE 8
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ANIMATOR DoCaltrops, DoCaltropsStick;
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STATE s_Caltrops[] =
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{
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{CALTROPS_R0 + 0, CALTROPS_RATE, DoCaltrops, &s_Caltrops[1]},
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{CALTROPS_R0 + 1, CALTROPS_RATE, DoCaltrops, &s_Caltrops[2]},
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{CALTROPS_R0 + 2, CALTROPS_RATE, DoCaltrops, &s_Caltrops[0]},
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};
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STATE s_CaltropsStick[] =
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{
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{CALTROPS_R0 + 2, CALTROPS_RATE, DoCaltropsStick, &s_CaltropsStick[0]},
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};
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//////////////////////
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//
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// CAPTURE FLAG
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//
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//////////////////////
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ANIMATOR DoFlag, DoCarryFlag, DoCarryFlagNoDet;
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#undef FLAG
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#define FLAG 2520
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#define FLAG_RATE 16
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STATE s_CarryFlag[] =
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{
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{FLAG + 0, FLAG_RATE, DoCarryFlag, &s_CarryFlag[1]},
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{FLAG + 1, FLAG_RATE, DoCarryFlag, &s_CarryFlag[2]},
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{FLAG + 2, FLAG_RATE, DoCarryFlag, &s_CarryFlag[0]}
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};
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STATE s_CarryFlagNoDet[] =
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{
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{FLAG + 0, FLAG_RATE, DoCarryFlagNoDet, &s_CarryFlagNoDet[1]},
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{FLAG + 1, FLAG_RATE, DoCarryFlagNoDet, &s_CarryFlagNoDet[2]},
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{FLAG + 2, FLAG_RATE, DoCarryFlagNoDet, &s_CarryFlagNoDet[0]}
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};
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STATE s_Flag[] =
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{
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{FLAG + 0, FLAG_RATE, DoFlag, &s_Flag[1]},
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{FLAG + 1, FLAG_RATE, DoFlag, &s_Flag[2]},
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{FLAG + 2, FLAG_RATE, DoFlag, &s_Flag[0]}
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};
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#define PHOSPHORUS_RATE 8
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ANIMATOR DoPhosphorus;
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STATE s_Phosphorus[] =
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{
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{PHOSPHORUS + 0, PHOSPHORUS_RATE, DoPhosphorus, &s_Phosphorus[1]},
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{PHOSPHORUS + 1, PHOSPHORUS_RATE, DoPhosphorus, &s_Phosphorus[0]},
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};
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ANIMATOR DoBloodSpray;
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#define CHUNK1 1685
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STATE s_BloodSprayChunk[] =
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{
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{CHUNK1 + 0, 8, DoBloodSpray, &s_BloodSprayChunk[1]},
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{CHUNK1 + 1, 8, DoBloodSpray, &s_BloodSprayChunk[2]},
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{CHUNK1 + 2, 8, DoBloodSpray, &s_BloodSprayChunk[3]},
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{CHUNK1 + 3, 8, DoBloodSpray, &s_BloodSprayChunk[4]},
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{CHUNK1 + 4, 8, DoBloodSpray, &s_BloodSprayChunk[5]},
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{CHUNK1 + 5, 8, DoBloodSpray, &s_BloodSprayChunk[0]},
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};
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ANIMATOR DoWallBloodDrip;
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#define DRIP 1566
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STATE s_BloodSprayDrip[] =
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{
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{DRIP + 0, PHOSPHORUS_RATE, DoWallBloodDrip, &s_BloodSprayDrip[1]},
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{DRIP + 1, PHOSPHORUS_RATE, DoWallBloodDrip, &s_BloodSprayDrip[2]},
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{DRIP + 2, PHOSPHORUS_RATE, DoWallBloodDrip, &s_BloodSprayDrip[0]},
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};
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/////////////////////////////////////////////////////////////////////////////////////////////
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int
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DoWallBloodDrip(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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//sp->z += (300+RANDOM_RANGE(2300)) >> 1;
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// sy & sz are the ceiling and floor of the sector you are sliding down
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if (u->sz != u->sy)
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{
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// if you are between the ceiling and floor fall fast
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if (sp->z > u->sy && sp->z < u->sz)
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{
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sp->zvel += 300;
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sp->z += sp->zvel;
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}
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else
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{
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sp->zvel = (300+RANDOM_RANGE(2300)) >> 1;
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sp->z += sp->zvel;
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}
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}
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else
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{
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sp->zvel = (300+RANDOM_RANGE(2300)) >> 1;
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sp->z += sp->zvel;
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}
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if (sp->z >= u->loz)
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{
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sp->z = u->loz;
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SpawnFloorSplash(SpriteNum);
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KillSprite(SpriteNum);
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return 0;
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}
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return 0;
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}
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void
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SpawnMidSplash(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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SPRITEp np;
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USERp nu;
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short New;
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New = SpawnSprite(STAT_MISSILE, GOREDrip, s_GoreSplash, sp->sectnum,
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sp->x, sp->y, SPRITEp_MID(sp), sp->ang, 0);
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np = &sprite[New];
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nu = User[New];
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//SetOwner(Weapon, New);
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np->shade = -12;
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np->xrepeat = 70-RANDOM_RANGE(20);
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np->yrepeat = 70-RANDOM_RANGE(20);
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nu->ox = u->ox;
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nu->oy = u->oy;
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nu->oz = u->oz;
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SET(np->cstat, CSTAT_SPRITE_YCENTER);
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RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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if (RANDOM_P2(1024) < 512)
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SET(np->cstat, CSTAT_SPRITE_XFLIP);
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nu->xchange = 0;
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nu->ychange = 0;
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nu->zchange = 0;
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if (TEST(u->Flags, SPR_UNDERWATER))
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SET(nu->Flags, SPR_UNDERWATER);
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}
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void
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SpawnFloorSplash(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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SPRITEp np;
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USERp nu;
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short New;
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New = SpawnSprite(STAT_MISSILE, GOREDrip, s_GoreFloorSplash, sp->sectnum,
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sp->x, sp->y, sp->z, sp->ang, 0);
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np = &sprite[New];
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nu = User[New];
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//SetOwner(Weapon, New);
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np->shade = -12;
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np->xrepeat = 70-RANDOM_RANGE(20);
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np->yrepeat = 70-RANDOM_RANGE(20);
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nu->ox = u->ox;
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nu->oy = u->oy;
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nu->oz = u->oz;
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SET(np->cstat, CSTAT_SPRITE_YCENTER);
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RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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if (RANDOM_P2(1024) < 512)
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SET(np->cstat, CSTAT_SPRITE_XFLIP);
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nu->xchange = 0;
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nu->ychange = 0;
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nu->zchange = 0;
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if (TEST(u->Flags, SPR_UNDERWATER))
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SET(nu->Flags, SPR_UNDERWATER);
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}
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int
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DoBloodSpray(int16_t Weapon)
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{
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SPRITEp sp = &sprite[Weapon];
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USERp u = User[Weapon];
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int32_t dax, day, daz;
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int cz,fz;
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if (TEST(u->Flags, SPR_UNDERWATER))
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{
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ScaleSpriteVector(Weapon, 50000);
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u->Counter += 20; // These are STAT_SKIIP4 now, so * 2
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u->zchange += u->Counter;
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}
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else
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{
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u->Counter += 20;
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u->zchange += u->Counter;
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}
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if (sp->xvel <= 2)
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{
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// special stuff for blood worm
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sp->z += (u->zchange >> 1);
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getzsofslope(sp->sectnum, sp->x, sp->y, &cz, &fz);
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// pretend like we hit a sector
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if (sp->z >= fz)
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{
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sp->z = fz;
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SpawnFloorSplash(Weapon);
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KillSprite((short) Weapon);
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return TRUE;
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}
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}
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else
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{
|
|
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange,
|
|
u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
|
}
|
|
|
|
|
|
MissileHitDiveArea(Weapon);
|
|
|
|
if (u->ret)
|
|
{
|
|
switch (TEST(u->ret, HIT_MASK))
|
|
{
|
|
case HIT_PLAX_WALL:
|
|
KillSprite(Weapon);
|
|
return TRUE;
|
|
case HIT_SPRITE:
|
|
{
|
|
short wall_ang, dang;
|
|
short hit_sprite = NORM_SPRITE(u->ret);
|
|
SPRITEp hsp = &sprite[hit_sprite];
|
|
USERp hu = User[hit_sprite];
|
|
|
|
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
|
|
{
|
|
wall_ang = NORM_ANGLE(hsp->ang);
|
|
SpawnMidSplash(Weapon);
|
|
QueueWallBlood(Weapon, hsp->ang);
|
|
WallBounce(Weapon, wall_ang);
|
|
ScaleSpriteVector(Weapon, 32000);
|
|
}
|
|
else
|
|
{
|
|
u->xchange = u->ychange = 0;
|
|
SpawnMidSplash(Weapon);
|
|
QueueWallBlood(Weapon, hsp->ang);
|
|
KillSprite((short) Weapon);
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
break;
|
|
}
|
|
|
|
case HIT_WALL:
|
|
{
|
|
short hit_wall, nw, wall_ang, dang;
|
|
WALLp wph;
|
|
short wb;
|
|
|
|
hit_wall = NORM_WALL(u->ret);
|
|
wph = &wall[hit_wall];
|
|
|
|
if (wph->lotag == TAG_WALL_BREAK)
|
|
{
|
|
HitBreakWall(wph, sp->x, sp->y, sp->z, sp->ang, u->ID);
|
|
u->ret = 0;
|
|
break;
|
|
}
|
|
|
|
|
|
nw = wall[hit_wall].point2;
|
|
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y) + 512);
|
|
|
|
SpawnMidSplash(Weapon);
|
|
wb = QueueWallBlood(Weapon, NORM_ANGLE(wall_ang+1024));
|
|
|
|
if (wb < 0)
|
|
{
|
|
KillSprite(Weapon);
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
if (FAF_Sector(sprite[wb].sectnum) || FAF_ConnectArea(sprite[wb].sectnum))
|
|
{
|
|
KillSprite(Weapon);
|
|
return 0;
|
|
}
|
|
|
|
sp->xvel = sp->yvel = u->xchange = u->ychange = 0;
|
|
sp->xrepeat = sp->yrepeat = 70 - RANDOM_RANGE(25);
|
|
sp->x = sprite[wb].x;
|
|
sp->y = sprite[wb].y;
|
|
|
|
// !FRANK! bit of a hack
|
|
// yvel is the hit_wall
|
|
if (sprite[wb].yvel >= 0)
|
|
{
|
|
short wallnum = sprite[wb].yvel;
|
|
|
|
// sy & sz are the ceiling and floor of the sector you are sliding down
|
|
if (wall[wallnum].nextsector >= 0)
|
|
getzsofslope(wall[wallnum].nextsector, sp->x, sp->y, &u->sy, &u->sz);
|
|
else
|
|
u->sy = u->sz; // ceiling and floor are equal - white wall
|
|
}
|
|
|
|
RESET(sp->cstat,CSTAT_SPRITE_INVISIBLE);
|
|
ChangeState(Weapon, s_BloodSprayDrip);
|
|
}
|
|
|
|
//WallBounce(Weapon, wall_ang);
|
|
//ScaleSpriteVector(Weapon, 32000);
|
|
break;
|
|
}
|
|
|
|
case HIT_SECTOR:
|
|
{
|
|
// hit floor
|
|
if (sp->z > DIV2(u->hiz + u->loz))
|
|
{
|
|
if (TEST(u->Flags, SPR_UNDERWATER))
|
|
SET(u->Flags, SPR_BOUNCE); // no bouncing
|
|
// underwater
|
|
|
|
if (u->lo_sectp && SectUser[sp->sectnum] && SectUser[sp->sectnum]->depth)
|
|
SET(u->Flags, SPR_BOUNCE); // no bouncing on
|
|
// shallow water
|
|
|
|
#if 0
|
|
if (!TEST(u->Flags, SPR_BOUNCE))
|
|
{
|
|
SpawnFloorSplash(Weapon);
|
|
SET(u->Flags, SPR_BOUNCE);
|
|
u->ret = 0;
|
|
u->Counter = 0;
|
|
u->zchange = -u->zchange;
|
|
ScaleSpriteVector(Weapon, 32000); // Was 18000
|
|
u->zchange /= 6;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
u->xchange = u->ychange = 0;
|
|
SpawnFloorSplash(Weapon);
|
|
KillSprite((short) Weapon);
|
|
return TRUE;
|
|
}
|
|
}
|
|
else
|
|
// hit something above
|
|
{
|
|
u->zchange = -u->zchange;
|
|
ScaleSpriteVector(Weapon, 32000); // was 22000
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// if you haven't bounced or your going slow do some puffs
|
|
if (!TEST(u->Flags, SPR_BOUNCE | SPR_UNDERWATER))
|
|
{
|
|
SPRITEp np;
|
|
USERp nu;
|
|
short New;
|
|
|
|
New = SpawnSprite(STAT_MISSILE, GOREDrip, s_BloodSpray, sp->sectnum,
|
|
sp->x, sp->y, sp->z, sp->ang, 100);
|
|
|
|
np = &sprite[New];
|
|
nu = User[New];
|
|
|
|
SetOwner(Weapon, New);
|
|
np->shade = -12;
|
|
np->xrepeat = 40-RANDOM_RANGE(30);
|
|
np->yrepeat = 40-RANDOM_RANGE(30);
|
|
nu->ox = u->ox;
|
|
nu->oy = u->oy;
|
|
nu->oz = u->oz;
|
|
SET(np->cstat, CSTAT_SPRITE_YCENTER);
|
|
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
if (RANDOM_P2(1024) < 512)
|
|
SET(np->cstat, CSTAT_SPRITE_XFLIP);
|
|
if (RANDOM_P2(1024) < 512)
|
|
SET(np->cstat, CSTAT_SPRITE_YFLIP);
|
|
|
|
nu->xchange = u->xchange;
|
|
nu->ychange = u->ychange;
|
|
nu->zchange = u->zchange;
|
|
|
|
ScaleSpriteVector(New, 20000);
|
|
|
|
if (TEST(u->Flags, SPR_UNDERWATER))
|
|
SET(nu->Flags, SPR_UNDERWATER);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
int
|
|
DoPhosphorus(int16_t Weapon)
|
|
{
|
|
SPRITEp sp = &sprite[Weapon];
|
|
USERp u = User[Weapon];
|
|
int32_t dax, day, daz;
|
|
|
|
if (TEST(u->Flags, SPR_UNDERWATER))
|
|
{
|
|
ScaleSpriteVector(Weapon, 50000);
|
|
|
|
u->Counter += 20*2;
|
|
u->zchange += u->Counter;
|
|
}
|
|
else
|
|
{
|
|
u->Counter += 20*2;
|
|
u->zchange += u->Counter;
|
|
}
|
|
|
|
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange,
|
|
u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS*2);
|
|
|
|
MissileHitDiveArea(Weapon);
|
|
|
|
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
|
|
SpawnBubble(Weapon);
|
|
|
|
if (u->ret)
|
|
{
|
|
switch (TEST(u->ret, HIT_MASK))
|
|
{
|
|
case HIT_PLAX_WALL:
|
|
KillSprite(Weapon);
|
|
return TRUE;
|
|
case HIT_SPRITE:
|
|
{
|
|
short wall_ang, dang;
|
|
short hit_sprite = -2;
|
|
SPRITEp hsp;
|
|
USERp hu;
|
|
|
|
|
|
hit_sprite = NORM_SPRITE(u->ret);
|
|
hsp = &sprite[hit_sprite];
|
|
hu = User[hit_sprite];
|
|
|
|
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
|
|
{
|
|
wall_ang = NORM_ANGLE(hsp->ang);
|
|
WallBounce(Weapon, wall_ang);
|
|
ScaleSpriteVector(Weapon, 32000);
|
|
}
|
|
else
|
|
{
|
|
if (TEST(hsp->extra, SPRX_BURNABLE))
|
|
{
|
|
if (!hu)
|
|
hu = SpawnUser(hit_sprite, hsp->picnum, NULL);
|
|
SpawnFireballExp(Weapon);
|
|
if (hu)
|
|
SpawnFireballFlames(Weapon, hit_sprite);
|
|
DoFlamesDamageTest(Weapon);
|
|
}
|
|
u->xchange = u->ychange = 0;
|
|
KillSprite((short) Weapon);
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
break;
|
|
}
|
|
|
|
case HIT_WALL:
|
|
{
|
|
short hit_wall, nw, wall_ang, dang;
|
|
WALLp wph;
|
|
|
|
hit_wall = NORM_WALL(u->ret);
|
|
wph = &wall[hit_wall];
|
|
|
|
if (wph->lotag == TAG_WALL_BREAK)
|
|
{
|
|
HitBreakWall(wph, sp->x, sp->y, sp->z, sp->ang, u->ID);
|
|
u->ret = 0;
|
|
break;
|
|
}
|
|
|
|
|
|
nw = wall[hit_wall].point2;
|
|
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y) + 512);
|
|
|
|
WallBounce(Weapon, wall_ang);
|
|
ScaleSpriteVector(Weapon, 32000);
|
|
break;
|
|
}
|
|
|
|
case HIT_SECTOR:
|
|
{
|
|
SWBOOL did_hit_wall;
|
|
|
|
if (SlopeBounce(Weapon, &did_hit_wall))
|
|
{
|
|
if (did_hit_wall)
|
|
{
|
|
// hit a wall
|
|
ScaleSpriteVector(Weapon, 28000);
|
|
u->ret = 0;
|
|
u->Counter = 0;
|
|
}
|
|
else
|
|
{
|
|
// hit a sector
|
|
if (sp->z > DIV2(u->hiz + u->loz))
|
|
{
|
|
// hit a floor
|
|
if (!TEST(u->Flags, SPR_BOUNCE))
|
|
{
|
|
SET(u->Flags, SPR_BOUNCE);
|
|
ScaleSpriteVector(Weapon, 32000); // was 18000
|
|
u->zchange /= 6;
|
|
u->ret = 0;
|
|
u->Counter = 0;
|
|
}
|
|
else
|
|
{
|
|
u->xchange = u->ychange = 0;
|
|
SpawnFireballExp(Weapon);
|
|
KillSprite((short) Weapon);
|
|
return TRUE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// hit a ceiling
|
|
ScaleSpriteVector(Weapon, 32000); // was 22000
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// hit floor
|
|
if (sp->z > DIV2(u->hiz + u->loz))
|
|
{
|
|
if (TEST(u->Flags, SPR_UNDERWATER))
|
|
SET(u->Flags, SPR_BOUNCE); // no bouncing
|
|
// underwater
|
|
|
|
if (u->lo_sectp && SectUser[sp->sectnum] && SectUser[sp->sectnum]->depth)
|
|
SET(u->Flags, SPR_BOUNCE); // no bouncing on
|
|
// shallow water
|
|
|
|
if (!TEST(u->Flags, SPR_BOUNCE))
|
|
{
|
|
SET(u->Flags, SPR_BOUNCE);
|
|
u->ret = 0;
|
|
u->Counter = 0;
|
|
u->zchange = -u->zchange;
|
|
ScaleSpriteVector(Weapon, 32000); // Was 18000
|
|
u->zchange /= 6;
|
|
}
|
|
else
|
|
{
|
|
u->xchange = u->ychange = 0;
|
|
SpawnFireballExp(Weapon);
|
|
KillSprite((short) Weapon);
|
|
return TRUE;
|
|
}
|
|
}
|
|
else
|
|
// hit something above
|
|
{
|
|
u->zchange = -u->zchange;
|
|
ScaleSpriteVector(Weapon, 32000); // was 22000
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// if you haven't bounced or your going slow do some puffs
|
|
if (!TEST(u->Flags, SPR_BOUNCE | SPR_UNDERWATER) && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
|
{
|
|
SPRITEp np;
|
|
USERp nu;
|
|
short New;
|
|
|
|
New = SpawnSprite(STAT_SKIP4, PUFF, s_PhosphorExp, sp->sectnum,
|
|
sp->x, sp->y, sp->z, sp->ang, 100);
|
|
|
|
np = &sprite[New];
|
|
nu = User[New];
|
|
|
|
np->hitag = LUMINOUS; // Always full brightness
|
|
SetOwner(Weapon, New);
|
|
np->shade = -40;
|
|
np->xrepeat = 12 + RANDOM_RANGE(10);
|
|
np->yrepeat = 12 + RANDOM_RANGE(10);
|
|
nu->ox = u->ox;
|
|
nu->oy = u->oy;
|
|
nu->oz = u->oz;
|
|
SET(np->cstat, CSTAT_SPRITE_YCENTER);
|
|
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
if (RANDOM_P2(1024) < 512)
|
|
SET(np->cstat, CSTAT_SPRITE_XFLIP);
|
|
if (RANDOM_P2(1024) < 512)
|
|
SET(np->cstat, CSTAT_SPRITE_YFLIP);
|
|
|
|
nu->xchange = u->xchange;
|
|
nu->ychange = u->ychange;
|
|
nu->zchange = u->zchange;
|
|
|
|
nu->spal = np->pal = PALETTE_PLAYER3; // RED
|
|
|
|
ScaleSpriteVector(New, 20000);
|
|
|
|
if (TEST(u->Flags, SPR_UNDERWATER))
|
|
SET(nu->Flags, SPR_UNDERWATER);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
int
|
|
DoChemBomb(int16_t Weapon)
|
|
{
|
|
SPRITEp sp = &sprite[Weapon];
|
|
USERp u = User[Weapon];
|
|
int32_t dax, day, daz;
|
|
|
|
if (TEST(u->Flags, SPR_UNDERWATER))
|
|
{
|
|
ScaleSpriteVector(Weapon, 50000);
|
|
|
|
u->Counter += 20;
|
|
u->zchange += u->Counter;
|
|
}
|
|
else
|
|
{
|
|
u->Counter += 20;
|
|
u->zchange += u->Counter;
|
|
}
|
|
|
|
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange,
|
|
u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
|
|
|
MissileHitDiveArea(Weapon);
|
|
|
|
if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
|
|
SpawnBubble(Weapon);
|
|
|
|
if (u->ret)
|
|
{
|
|
switch (TEST(u->ret, HIT_MASK))
|
|
{
|
|
case HIT_PLAX_WALL:
|
|
KillSprite(Weapon);
|
|
return TRUE;
|
|
case HIT_SPRITE:
|
|
{
|
|
short wall_ang, dang;
|
|
short hit_sprite;
|
|
SPRITEp hsp;
|
|
|
|
if (!TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
|
PlaySound(DIGI_CHEMBOUNCE, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
|
|
|
hit_sprite = NORM_SPRITE(u->ret);
|
|
hsp = &sprite[hit_sprite];
|
|
|
|
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
|
|
{
|
|
wall_ang = NORM_ANGLE(hsp->ang);
|
|
WallBounce(Weapon, wall_ang);
|
|
ScaleSpriteVector(Weapon, 32000);
|
|
}
|
|
else
|
|
{
|
|
// Canister pops when first smoke starts out
|
|
if (u->WaitTics == CHEMTICS && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
|
{
|
|
PlaySound(DIGI_GASPOP, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
|
PlaySound(DIGI_CHEMGAS, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
|
Set3DSoundOwner(Weapon);
|
|
}
|
|
u->xchange = u->ychange = 0;
|
|
u->WaitTics -= (MISSILEMOVETICS * 2);
|
|
if (u->WaitTics <= 0)
|
|
KillSprite((short) Weapon);
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
break;
|
|
}
|
|
|
|
case HIT_WALL:
|
|
{
|
|
short hit_wall, nw, wall_ang, dang;
|
|
WALLp wph;
|
|
|
|
hit_wall = NORM_WALL(u->ret);
|
|
wph = &wall[hit_wall];
|
|
|
|
if (wph->lotag == TAG_WALL_BREAK)
|
|
{
|
|
HitBreakWall(wph, sp->x, sp->y, sp->z, sp->ang, u->ID);
|
|
u->ret = 0;
|
|
break;
|
|
}
|
|
|
|
if (!TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
|
PlaySound(DIGI_CHEMBOUNCE, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
|
|
|
nw = wall[hit_wall].point2;
|
|
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y) + 512);
|
|
|
|
WallBounce(Weapon, wall_ang);
|
|
ScaleSpriteVector(Weapon, 32000);
|
|
break;
|
|
}
|
|
|
|
case HIT_SECTOR:
|
|
{
|
|
SWBOOL did_hit_wall;
|
|
|
|
if (SlopeBounce(Weapon, &did_hit_wall))
|
|
{
|
|
if (did_hit_wall)
|
|
{
|
|
// hit a wall
|
|
ScaleSpriteVector(Weapon, 28000);
|
|
u->ret = 0;
|
|
u->Counter = 0;
|
|
}
|
|
else
|
|
{
|
|
// hit a sector
|
|
if (sp->z > DIV2(u->hiz + u->loz))
|
|
{
|
|
// hit a floor
|
|
if (!TEST(u->Flags, SPR_BOUNCE))
|
|
{
|
|
if (!TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
|
PlaySound(DIGI_CHEMBOUNCE, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
|
SET(u->Flags, SPR_BOUNCE);
|
|
ScaleSpriteVector(Weapon, 32000); // was 18000
|
|
u->zchange /= 6;
|
|
u->ret = 0;
|
|
u->Counter = 0;
|
|
}
|
|
else
|
|
{
|
|
// Canister pops when first smoke starts out
|
|
if (u->WaitTics == CHEMTICS && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
|
{
|
|
PlaySound(DIGI_GASPOP, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
|
PlaySound(DIGI_CHEMGAS, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
|
Set3DSoundOwner(Weapon);
|
|
}
|
|
SpawnRadiationCloud(Weapon);
|
|
u->xchange = u->ychange = 0;
|
|
u->WaitTics -= (MISSILEMOVETICS * 2);
|
|
if (u->WaitTics <= 0)
|
|
KillSprite((short) Weapon);
|
|
return TRUE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// hit a ceiling
|
|
ScaleSpriteVector(Weapon, 32000); // was 22000
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// hit floor
|
|
if (sp->z > DIV2(u->hiz + u->loz))
|
|
{
|
|
if (TEST(u->Flags, SPR_UNDERWATER))
|
|
SET(u->Flags, SPR_BOUNCE); // no bouncing
|
|
// underwater
|
|
|
|
if (u->lo_sectp && SectUser[sp->sectnum] && SectUser[sp->sectnum]->depth)
|
|
SET(u->Flags, SPR_BOUNCE); // no bouncing on
|
|
// shallow water
|
|
|
|
if (!TEST(u->Flags, SPR_BOUNCE))
|
|
{
|
|
if (!TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
|
PlaySound(DIGI_CHEMBOUNCE, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
|
SET(u->Flags, SPR_BOUNCE);
|
|
u->ret = 0;
|
|
u->Counter = 0;
|
|
u->zchange = -u->zchange;
|
|
ScaleSpriteVector(Weapon, 32000); // Was 18000
|
|
u->zchange /= 6;
|
|
}
|
|
else
|
|
{
|
|
// Canister pops when first smoke starts out
|
|
if (u->WaitTics == CHEMTICS && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
|
{
|
|
PlaySound(DIGI_GASPOP, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
|
PlaySound(DIGI_CHEMGAS, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
|
Set3DSoundOwner(Weapon);
|
|
}
|
|
// WeaponMoveHit(Weapon);
|
|
SpawnRadiationCloud(Weapon);
|
|
u->xchange = u->ychange = 0;
|
|
u->WaitTics -= (MISSILEMOVETICS * 2);
|
|
if (u->WaitTics <= 0)
|
|
KillSprite((short) Weapon);
|
|
return TRUE;
|
|
}
|
|
}
|
|
else
|
|
// hit something above
|
|
{
|
|
u->zchange = -u->zchange;
|
|
ScaleSpriteVector(Weapon, 32000); // was 22000
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//if(TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
|
//SpawnRadiationCloud(Weapon);
|
|
|
|
// if you haven't bounced or your going slow do some puffs
|
|
if (!TEST(u->Flags, SPR_BOUNCE | SPR_UNDERWATER) && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
|
{
|
|
SPRITEp np;
|
|
USERp nu;
|
|
short New;
|
|
|
|
New = SpawnSprite(STAT_MISSILE, PUFF, s_Puff, sp->sectnum,
|
|
sp->x, sp->y, sp->z, sp->ang, 100);
|
|
|
|
np = &sprite[New];
|
|
nu = User[New];
|
|
|
|
SetOwner(Weapon, New);
|
|
np->shade = -40;
|
|
np->xrepeat = 40;
|
|
np->yrepeat = 40;
|
|
nu->ox = u->ox;
|
|
nu->oy = u->oy;
|
|
nu->oz = u->oz;
|
|
// !Frank - dont do translucent
|
|
SET(np->cstat, CSTAT_SPRITE_YCENTER);
|
|
// SET(np->cstat, CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_TRANSLUCENT);
|
|
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
nu->xchange = u->xchange;
|
|
nu->ychange = u->ychange;
|
|
nu->zchange = u->zchange;
|
|
|
|
nu->spal = np->pal = PALETTE_PLAYER6;
|
|
|
|
ScaleSpriteVector(New, 20000);
|
|
|
|
if (TEST(u->Flags, SPR_UNDERWATER))
|
|
SET(nu->Flags, SPR_UNDERWATER);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
int
|
|
DoCaltropsStick(int16_t Weapon)
|
|
{
|
|
USERp u = User[Weapon];
|
|
|
|
u->Counter = !u->Counter;
|
|
|
|
if (u->Counter)
|
|
DoFlamesDamageTest(Weapon);
|
|
|
|
return 0;
|
|
}
|
|
|
|
int
|
|
DoCaltrops(int16_t Weapon)
|
|
{
|
|
SPRITEp sp = &sprite[Weapon];
|
|
USERp u = User[Weapon];
|
|
int32_t dax, day, daz;
|
|
|
|
if (TEST(u->Flags, SPR_UNDERWATER))
|
|
{
|
|
ScaleSpriteVector(Weapon, 50000);
|
|
|
|
u->Counter += 20;
|
|
u->zchange += u->Counter;
|
|
}
|
|
else
|
|
{
|
|
u->Counter += 70;
|
|
u->zchange += u->Counter;
|
|
}
|
|
|
|
u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange,
|
|
u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
|
|
|
MissileHitDiveArea(Weapon);
|
|
|
|
if (u->ret)
|
|
{
|
|
switch (TEST(u->ret, HIT_MASK))
|
|
{
|
|
case HIT_PLAX_WALL:
|
|
KillSprite(Weapon);
|
|
return TRUE;
|
|
case HIT_SPRITE:
|
|
{
|
|
short wall_ang, dang;
|
|
short hit_sprite;
|
|
SPRITEp hsp;
|
|
|
|
PlaySound(DIGI_CALTROPS, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
|
|
|
hit_sprite = NORM_SPRITE(u->ret);
|
|
hsp = &sprite[hit_sprite];
|
|
|
|
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
|
|
{
|
|
wall_ang = NORM_ANGLE(hsp->ang);
|
|
WallBounce(Weapon, wall_ang);
|
|
ScaleSpriteVector(Weapon, 10000);
|
|
}
|
|
else
|
|
{
|
|
// fall to the ground
|
|
u->xchange = u->ychange = 0;
|
|
}
|
|
|
|
|
|
break;
|
|
}
|
|
|
|
case HIT_WALL:
|
|
{
|
|
short hit_wall, nw, wall_ang, dang;
|
|
WALLp wph;
|
|
|
|
hit_wall = NORM_WALL(u->ret);
|
|
wph = &wall[hit_wall];
|
|
|
|
if (wph->lotag == TAG_WALL_BREAK)
|
|
{
|
|
HitBreakWall(wph, sp->x, sp->y, sp->z, sp->ang, u->ID);
|
|
u->ret = 0;
|
|
break;
|
|
}
|
|
|
|
PlaySound(DIGI_CALTROPS, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
|
|
|
nw = wall[hit_wall].point2;
|
|
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y) + 512);
|
|
|
|
WallBounce(Weapon, wall_ang);
|
|
ScaleSpriteVector(Weapon, 1000);
|
|
break;
|
|
}
|
|
|
|
case HIT_SECTOR:
|
|
{
|
|
SWBOOL did_hit_wall;
|
|
|
|
if (SlopeBounce(Weapon, &did_hit_wall))
|
|
{
|
|
if (did_hit_wall)
|
|
{
|
|
// hit a wall
|
|
ScaleSpriteVector(Weapon, 1000);
|
|
u->ret = 0;
|
|
u->Counter = 0;
|
|
}
|
|
else
|
|
{
|
|
// hit a sector
|
|
if (sp->z > DIV2(u->hiz + u->loz))
|
|
{
|
|
// hit a floor
|
|
if (!TEST(u->Flags, SPR_BOUNCE))
|
|
{
|
|
PlaySound(DIGI_CALTROPS, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
|
SET(u->Flags, SPR_BOUNCE);
|
|
ScaleSpriteVector(Weapon, 1000); // was 18000
|
|
u->ret = 0;
|
|
u->Counter = 0;
|
|
}
|
|
else
|
|
{
|
|
u->xchange = u->ychange = 0;
|
|
SET(sp->extra, SPRX_BREAKABLE);
|
|
SET(sp->cstat,CSTAT_SPRITE_BREAKABLE);
|
|
ChangeState(Weapon, s_CaltropsStick);
|
|
return TRUE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// hit a ceiling
|
|
ScaleSpriteVector(Weapon, 1000); // was 22000
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// hit floor
|
|
if (sp->z > DIV2(u->hiz + u->loz))
|
|
{
|
|
if (TEST(u->Flags, SPR_UNDERWATER))
|
|
SET(u->Flags, SPR_BOUNCE); // no bouncing
|
|
// underwater
|
|
|
|
if (u->lo_sectp && SectUser[sp->sectnum] && SectUser[sp->sectnum]->depth)
|
|
SET(u->Flags, SPR_BOUNCE); // no bouncing on
|
|
// shallow water
|
|
|
|
if (!TEST(u->Flags, SPR_BOUNCE))
|
|
{
|
|
PlaySound(DIGI_CALTROPS, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
|
SET(u->Flags, SPR_BOUNCE);
|
|
u->ret = 0;
|
|
u->Counter = 0;
|
|
u->zchange = -u->zchange;
|
|
ScaleSpriteVector(Weapon, 1000); // Was 18000
|
|
}
|
|
else
|
|
{
|
|
u->xchange = u->ychange = 0;
|
|
SET(sp->extra, SPRX_BREAKABLE);
|
|
SET(sp->cstat,CSTAT_SPRITE_BREAKABLE);
|
|
ChangeState(Weapon, s_CaltropsStick);
|
|
return TRUE;
|
|
}
|
|
}
|
|
else
|
|
// hit something above
|
|
{
|
|
u->zchange = -u->zchange;
|
|
ScaleSpriteVector(Weapon, 1000); // was 22000
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
/////////////////////////////
|
|
//
|
|
// Deadly green gas clouds
|
|
//
|
|
/////////////////////////////
|
|
int
|
|
SpawnRadiationCloud(short SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum], np;
|
|
USERp u = User[SpriteNum], nu;
|
|
short New;
|
|
|
|
|
|
if (!MoveSkip4)
|
|
return FALSE;
|
|
|
|
// This basically works like a MoveSkip8, if one existed
|
|
// u->Counter2 = !u->Counter2;
|
|
if (u->ID == MUSHROOM_CLOUD || u->ID == 3121)
|
|
{
|
|
if ((u->Counter2++) > 16)
|
|
u->Counter2 = 0;
|
|
if (u->Counter2)
|
|
return FALSE;
|
|
}
|
|
else
|
|
{
|
|
if ((u->Counter2++) > 2)
|
|
u->Counter2 = 0;
|
|
if (u->Counter2)
|
|
return FALSE;
|
|
}
|
|
|
|
if (TEST(u->Flags, SPR_UNDERWATER))
|
|
return -1;
|
|
|
|
New = SpawnSprite(STAT_MISSILE, RADIATION_CLOUD, s_RadiationCloud, sp->sectnum,
|
|
sp->x, sp->y, sp->z - RANDOM_P2(Z(8)), sp->ang, 0);
|
|
|
|
np = &sprite[New];
|
|
nu = User[New];
|
|
|
|
SetOwner(sp->owner, New);
|
|
nu->WaitTics = 1 * 120;
|
|
np->shade = -40;
|
|
np->xrepeat = 32;
|
|
np->yrepeat = 32;
|
|
np->clipdist = sp->clipdist;
|
|
SET(np->cstat, CSTAT_SPRITE_YCENTER);
|
|
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
nu->spal = np->pal = PALETTE_PLAYER6;
|
|
// Won't take floor palettes
|
|
np->hitag = SECTFU_DONT_COPY_PALETTE;
|
|
|
|
if (RANDOM_P2(1024) < 512)
|
|
SET(np->cstat, CSTAT_SPRITE_XFLIP);
|
|
//if (RANDOM_P2(1024) < 512)
|
|
//SET(np->cstat, CSTAT_SPRITE_YFLIP);
|
|
|
|
np->ang = RANDOM_P2(2048);
|
|
np->xvel = RANDOM_P2(32);
|
|
|
|
nu->Counter = 0;
|
|
nu->Counter2 = 0;
|
|
|
|
if (u->ID == MUSHROOM_CLOUD || u->ID == 3121)
|
|
{
|
|
nu->Radius = 2000;
|
|
nu->xchange = (MOVEx(np->xvel>>2, np->ang));
|
|
nu->ychange = (MOVEy(np->xvel>>2, np->ang));
|
|
np->zvel = Z(1) + RANDOM_P2(Z(2));
|
|
}
|
|
else
|
|
{
|
|
nu->xchange = MOVEx(np->xvel, np->ang);
|
|
nu->ychange = MOVEy(np->xvel, np->ang);
|
|
np->zvel = Z(4) + RANDOM_P2(Z(4));
|
|
nu->Radius = 4000;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
int
|
|
DoRadiationCloud(short SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
|
|
sp->z -= sp->zvel;
|
|
|
|
sp->x += u->xchange;
|
|
sp->y += u->ychange;
|
|
|
|
if (u->ID)
|
|
{
|
|
DoFlamesDamageTest(SpriteNum);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
//////////////////////////////////////////////
|
|
//
|
|
// Inventory Chemical Bombs
|
|
//
|
|
//////////////////////////////////////////////
|
|
int
|
|
PlayerInitChemBomb(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite];
|
|
USERp wu;
|
|
SPRITEp wp;
|
|
int nx, ny, nz;
|
|
short w, hit_sprite;
|
|
short oclipdist;
|
|
int dist;
|
|
|
|
|
|
PlaySound(DIGI_THROW, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan | v3df_doppler);
|
|
|
|
nx = pp->posx;
|
|
ny = pp->posy;
|
|
nz = pp->posz + pp->bob_z + Z(8);
|
|
|
|
// Spawn a shot
|
|
// Inserting and setting up variables
|
|
w = SpawnSprite(STAT_MISSILE, CHEMBOMB, s_ChemBomb, pp->cursectnum,
|
|
nx, ny, nz, pp->pang, CHEMBOMB_VELOCITY);
|
|
|
|
wp = &sprite[w];
|
|
wu = User[w];
|
|
|
|
// don't throw it as far if crawling
|
|
if (TEST(pp->Flags, PF_CRAWLING))
|
|
{
|
|
wp->xvel -= DIV4(wp->xvel);
|
|
}
|
|
|
|
// wu->RotNum = 5;
|
|
// NewStateGroup(w, &sg_ChemBomb);
|
|
SET(wu->Flags, SPR_XFLIP_TOGGLE);
|
|
|
|
SetOwner(pp->PlayerSprite, w);
|
|
wp->yrepeat = 32;
|
|
wp->xrepeat = 32;
|
|
wp->shade = -15;
|
|
wu->WeaponNum = u->WeaponNum;
|
|
wu->Radius = 200;
|
|
wu->ceiling_dist = Z(3);
|
|
wu->floor_dist = Z(3);
|
|
wu->Counter = 0;
|
|
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
|
|
SET(wp->cstat, CSTAT_SPRITE_BLOCK);
|
|
|
|
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
|
|
SET(wu->Flags, SPR_UNDERWATER);
|
|
|
|
wp->zvel = ((100 - pp->horiz) * HORIZ_MULT);
|
|
|
|
// //DSPRINTF(ds,"horiz %d, ho %d, ho+ho %d",pp->horiz, pp->horizoff,
|
|
// pp->horizoff + pp->horiz);
|
|
// MONO_PRINT(ds);
|
|
|
|
oclipdist = pp->SpriteP->clipdist;
|
|
pp->SpriteP->clipdist = 0;
|
|
wp->clipdist = 0;
|
|
|
|
// wp->ang = NORM_ANGLE(wp->ang - 512);
|
|
// HelpMissileLateral(w, 800);
|
|
// wp->ang = NORM_ANGLE(wp->ang + 512);
|
|
|
|
MissileSetPos(w, DoChemBomb, 1000);
|
|
|
|
pp->SpriteP->clipdist = oclipdist;
|
|
wp->clipdist = 80L >> 2;
|
|
|
|
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
|
wu->ychange = MOVEy(wp->xvel, wp->ang);
|
|
wu->zchange = wp->zvel >> 1;
|
|
|
|
// adjust xvel according to player velocity
|
|
wu->xchange += pp->xvect >> 14;
|
|
wu->ychange += pp->yvect >> 14;
|
|
|
|
// Smoke will come out for this many seconds
|
|
wu->WaitTics = CHEMTICS;
|
|
|
|
return 0;
|
|
}
|
|
|
|
int
|
|
InitSpriteChemBomb(int16_t SpriteNum)
|
|
{
|
|
USERp u = User[SpriteNum];
|
|
USERp wu;
|
|
SPRITEp sp = &sprite[SpriteNum], wp;
|
|
int nx, ny, nz;
|
|
short w, hit_sprite;
|
|
short oclipdist;
|
|
int dist;
|
|
|
|
|
|
PlaySound(DIGI_THROW, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
|
|
|
nx = sp->x;
|
|
ny = sp->y;
|
|
nz = sp->z;
|
|
|
|
// Spawn a shot
|
|
// Inserting and setting up variables
|
|
w = SpawnSprite(STAT_MISSILE, CHEMBOMB, s_ChemBomb, sp->sectnum,
|
|
nx, ny, nz, sp->ang, CHEMBOMB_VELOCITY);
|
|
|
|
wp = &sprite[w];
|
|
wu = User[w];
|
|
|
|
SET(wu->Flags, SPR_XFLIP_TOGGLE);
|
|
|
|
SetOwner(SpriteNum, w);
|
|
wp->yrepeat = 32;
|
|
wp->xrepeat = 32;
|
|
wp->shade = -15;
|
|
wu->WeaponNum = u->WeaponNum;
|
|
wu->Radius = 200;
|
|
wu->ceiling_dist = Z(3);
|
|
wu->floor_dist = Z(3);
|
|
wu->Counter = 0;
|
|
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
|
|
SET(wp->cstat, CSTAT_SPRITE_BLOCK);
|
|
|
|
wp->zvel = ((-100 - RANDOM_RANGE(100)) * HORIZ_MULT);
|
|
|
|
wp->clipdist = 80L >> 2;
|
|
|
|
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
|
wu->ychange = MOVEy(wp->xvel, wp->ang);
|
|
wu->zchange = wp->zvel >> 1;
|
|
|
|
// Smoke will come out for this many seconds
|
|
wu->WaitTics = CHEMTICS;
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
int
|
|
InitChemBomb(short SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
USERp wu;
|
|
SPRITEp wp;
|
|
int nx, ny, nz;
|
|
short w, hit_sprite;
|
|
short oclipdist;
|
|
int dist;
|
|
|
|
|
|
// Need to make it take away from inventory weapon list
|
|
// PlayerUpdateAmmo(pp, u->WeaponNum, -1);
|
|
|
|
nx = sp->x;
|
|
ny = sp->y;
|
|
nz = sp->z;
|
|
|
|
// Spawn a shot
|
|
// Inserting and setting up variables
|
|
w = SpawnSprite(STAT_MISSILE, MUSHROOM_CLOUD, s_ChemBomb, sp->sectnum,
|
|
nx, ny, nz, sp->ang, CHEMBOMB_VELOCITY);
|
|
|
|
wp = &sprite[w];
|
|
wu = User[w];
|
|
|
|
// wu->RotNum = 5;
|
|
// NewStateGroup(w, &sg_ChemBomb);
|
|
SET(wu->Flags, SPR_XFLIP_TOGGLE);
|
|
|
|
// SetOwner(SpriteNum, w);
|
|
// SetOwner(-1, w);
|
|
SetOwner(sp->owner, w); // !FRANK
|
|
wp->yrepeat = 32;
|
|
wp->xrepeat = 32;
|
|
wp->shade = -15;
|
|
wu->Radius = 200;
|
|
wu->ceiling_dist = Z(3);
|
|
wu->floor_dist = Z(3);
|
|
wu->Counter = 0;
|
|
SET(wp->cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE); // Make nuke radiation
|
|
// invis.
|
|
RESET(wp->cstat, CSTAT_SPRITE_BLOCK);
|
|
|
|
if (SpriteInUnderwaterArea(wp))
|
|
SET(wu->Flags, SPR_UNDERWATER);
|
|
|
|
wp->zvel = ((-100 - RANDOM_RANGE(100)) * HORIZ_MULT);
|
|
wp->clipdist = 0;
|
|
|
|
if (u->ID == MUSHROOM_CLOUD || u->ID == 3121 || u->ID == SUMO_RUN_R0) // 3121 == GRENADE_EXP
|
|
{
|
|
wu->xchange = 0;
|
|
wu->ychange = 0;
|
|
wu->zchange = 0;
|
|
wp->xvel = wp->yvel = wp->zvel = 0;
|
|
// Smoke will come out for this many seconds
|
|
wu->WaitTics = 40*120;
|
|
}
|
|
else
|
|
{
|
|
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
|
wu->ychange = MOVEy(wp->xvel, wp->ang);
|
|
wu->zchange = wp->zvel >> 1;
|
|
// Smoke will come out for this many seconds
|
|
wu->WaitTics = 3*120;
|
|
}
|
|
|
|
|
|
return 0;
|
|
}
|
|
|
|
//////////////////////////////////////////////
|
|
//
|
|
// Inventory Flash Bombs
|
|
//
|
|
//////////////////////////////////////////////
|
|
int
|
|
PlayerInitFlashBomb(PLAYERp pp)
|
|
{
|
|
short pnum, i, nexti;
|
|
unsigned int stat;
|
|
int dist, tx, ty, tmin;
|
|
short damage;
|
|
SPRITEp sp = pp->SpriteP, hp;
|
|
USERp u = User[pp->PlayerSprite], hu;
|
|
|
|
PlaySound(DIGI_GASPOP, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan | v3df_doppler);
|
|
|
|
// Set it just a little to let player know what he just did
|
|
SetFadeAmt(pp, -30, 1); // White flash
|
|
|
|
for (stat = 0; stat < SIZ(StatDamageList); stat++)
|
|
{
|
|
TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti)
|
|
{
|
|
hp = &sprite[i];
|
|
hu = User[i];
|
|
|
|
if (i == pp->PlayerSprite)
|
|
break;
|
|
|
|
DISTANCE(hp->x, hp->y, sp->x, sp->y, dist, tx, ty, tmin);
|
|
if (dist > 16384) // Flash radius
|
|
continue;
|
|
|
|
if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK))
|
|
continue;
|
|
|
|
if (!FAFcansee(hp->x, hp->y, hp->z, hp->sectnum, sp->x, sp->y, sp->z - SPRITEp_SIZE_Z(sp), sp->sectnum))
|
|
continue;
|
|
|
|
damage = GetDamage(i, pp->PlayerSprite, DMG_FLASHBOMB);
|
|
|
|
if (hu->sop_parent)
|
|
{
|
|
break;
|
|
}
|
|
else if (hu->PlayerP)
|
|
{
|
|
// if(hu->PlayerP->NightVision)
|
|
// {
|
|
// SetFadeAmt(hu->PlayerP, -200, 1); // Got him with night vision on!
|
|
// PlayerUpdateHealth(hu->PlayerP, -15); // Hurt eyes
|
|
// }else
|
|
if (damage < -70)
|
|
{
|
|
int choosesnd = 0;
|
|
|
|
choosesnd = RANDOM_RANGE(MAX_PAIN);
|
|
|
|
PlayerSound(PlayerLowHealthPainVocs[choosesnd],&pp->posx,
|
|
&pp->posy,&pp->posy,v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
|
}
|
|
SetFadeAmt(hu->PlayerP, damage, 1); // White flash
|
|
}
|
|
else
|
|
{
|
|
ActorPain(i);
|
|
SpawnFlashBombOnActor(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int
|
|
InitFlashBomb(int16_t SpriteNum)
|
|
{
|
|
short pnum, i, nexti;
|
|
unsigned int stat;
|
|
int dist, tx, ty, tmin;
|
|
short damage;
|
|
SPRITEp sp = &sprite[SpriteNum], hp;
|
|
USERp u = User[SpriteNum], hu;
|
|
PLAYERp pp = Player + screenpeek;
|
|
|
|
PlaySound(DIGI_GASPOP, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
|
|
|
for (stat = 0; stat < SIZ(StatDamageList); stat++)
|
|
{
|
|
TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti)
|
|
{
|
|
hp = &sprite[i];
|
|
hu = User[i];
|
|
|
|
DISTANCE(hp->x, hp->y, sp->x, sp->y, dist, tx, ty, tmin);
|
|
if (dist > 16384) // Flash radius
|
|
continue;
|
|
|
|
if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK))
|
|
continue;
|
|
|
|
if (!FAFcansee(hp->x, hp->y, hp->z, hp->sectnum, sp->x, sp->y, sp->z - SPRITEp_SIZE_Z(sp), sp->sectnum))
|
|
continue;
|
|
|
|
damage = GetDamage(i, SpriteNum, DMG_FLASHBOMB);
|
|
|
|
if (hu->sop_parent)
|
|
{
|
|
break;
|
|
}
|
|
else if (hu->PlayerP)
|
|
{
|
|
if (damage < -70)
|
|
{
|
|
int choosesnd = 0;
|
|
|
|
choosesnd = RANDOM_RANGE(MAX_PAIN);
|
|
|
|
PlayerSound(PlayerLowHealthPainVocs[choosesnd],&pp->posx,
|
|
&pp->posy,&pp->posy,v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
|
}
|
|
SetFadeAmt(hu->PlayerP, damage, 1); // White flash
|
|
}
|
|
else
|
|
{
|
|
if (i != SpriteNum)
|
|
{
|
|
ActorPain(i);
|
|
SpawnFlashBombOnActor(i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
// This is a sneaky function to make actors look blinded by flashbomb while using flaming code
|
|
int
|
|
SpawnFlashBombOnActor(int16_t enemy)
|
|
{
|
|
SPRITEp ep = &sprite[enemy];
|
|
USERp eu = User[enemy];
|
|
SPRITEp np;
|
|
USERp nu;
|
|
short New;
|
|
|
|
|
|
// Forget about burnable sprites
|
|
if (TEST(ep->extra, SPRX_BURNABLE))
|
|
return eu->flame;
|
|
|
|
|
|
if (enemy >= 0)
|
|
{
|
|
if (!eu)
|
|
{
|
|
ASSERT(TRUE == FALSE);
|
|
}
|
|
|
|
if (eu->flame >= 0)
|
|
{
|
|
int sizez = SPRITEp_SIZE_Z(ep) + DIV4(SPRITEp_SIZE_Z(ep));
|
|
|
|
np = &sprite[eu->flame];
|
|
nu = User[eu->flame];
|
|
|
|
|
|
if (nu->Counter >= SPRITEp_SIZE_Z_2_YREPEAT(np, sizez))
|
|
{
|
|
// keep flame only slightly bigger than the enemy itself
|
|
nu->Counter = SPRITEp_SIZE_Z_2_YREPEAT(np, sizez) * 2;
|
|
}
|
|
else
|
|
{
|
|
// increase max size
|
|
nu->Counter += SPRITEp_SIZE_Z_2_YREPEAT(np, 8 << 8) * 2;
|
|
}
|
|
|
|
// Counter is max size
|
|
if (nu->Counter >= 230)
|
|
{
|
|
// this is far too big
|
|
nu->Counter = 230;
|
|
}
|
|
|
|
if (nu->WaitTics < 2 * 120)
|
|
nu->WaitTics = 2 * 120; // allow it to grow again
|
|
|
|
return eu->flame;
|
|
}
|
|
}
|
|
|
|
New = SpawnSprite(STAT_MISSILE, FIREBALL_FLAMES, s_FireballFlames, ep->sectnum,
|
|
ep->x, ep->y, ep->z, ep->ang, 0);
|
|
np = &sprite[New];
|
|
nu = User[New];
|
|
|
|
if (enemy >= 0)
|
|
eu->flame = New;
|
|
|
|
np->xrepeat = 16;
|
|
np->yrepeat = 16;
|
|
|
|
if (enemy >= 0)
|
|
{
|
|
nu->Counter = SPRITEp_SIZE_Z_2_YREPEAT(np, SPRITEp_SIZE_Z(ep) >> 1) * 4;
|
|
}
|
|
else
|
|
nu->Counter = 0; // max flame size
|
|
|
|
np->shade = -40;
|
|
SET(np->cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
|
|
RESET(np->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
nu->Radius = 200;
|
|
|
|
if (enemy >= 0)
|
|
{
|
|
SetAttach(enemy, New);
|
|
}
|
|
|
|
return New;
|
|
}
|
|
|
|
//////////////////////////////////////////////
|
|
//
|
|
// Inventory Caltrops
|
|
//
|
|
//////////////////////////////////////////////
|
|
int
|
|
PlayerInitCaltrops(PLAYERp pp)
|
|
{
|
|
USERp u = User[pp->PlayerSprite];
|
|
USERp wu;
|
|
SPRITEp wp;
|
|
int nx, ny, nz;
|
|
short w, hit_sprite;
|
|
short oclipdist, i;
|
|
int dist;
|
|
|
|
|
|
PlaySound(DIGI_THROW, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan | v3df_doppler);
|
|
|
|
nx = pp->posx;
|
|
ny = pp->posy;
|
|
nz = pp->posz + pp->bob_z + Z(8);
|
|
|
|
// Throw out several caltrops
|
|
// for(i=0;i<3;i++)
|
|
// {
|
|
// Spawn a shot
|
|
// Inserting and setting up variables
|
|
w = SpawnSprite(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursectnum,
|
|
nx, ny, nz, pp->pang, (CHEMBOMB_VELOCITY + RANDOM_RANGE(CHEMBOMB_VELOCITY)) / 2);
|
|
|
|
wp = &sprite[w];
|
|
wu = User[w];
|
|
|
|
// don't throw it as far if crawling
|
|
if (TEST(pp->Flags, PF_CRAWLING))
|
|
{
|
|
wp->xvel -= DIV4(wp->xvel);
|
|
}
|
|
|
|
SET(wu->Flags, SPR_XFLIP_TOGGLE);
|
|
|
|
SetOwner(pp->PlayerSprite, w);
|
|
wp->yrepeat = 64;
|
|
wp->xrepeat = 64;
|
|
wp->shade = -15;
|
|
wu->WeaponNum = u->WeaponNum;
|
|
wu->Radius = 200;
|
|
wu->ceiling_dist = Z(3);
|
|
wu->floor_dist = Z(3);
|
|
wu->Counter = 0;
|
|
// SET(wp->cstat, CSTAT_SPRITE_BLOCK);
|
|
|
|
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
|
|
SET(wu->Flags, SPR_UNDERWATER);
|
|
|
|
// They go out at different angles
|
|
// wp->ang = NORM_ANGLE(pp->pang + (RANDOM_RANGE(50) - 25));
|
|
|
|
wp->zvel = ((100 - pp->horiz) * HORIZ_MULT);
|
|
|
|
oclipdist = pp->SpriteP->clipdist;
|
|
pp->SpriteP->clipdist = 0;
|
|
wp->clipdist = 0;
|
|
|
|
MissileSetPos(w, DoCaltrops, 1000);
|
|
|
|
pp->SpriteP->clipdist = oclipdist;
|
|
wp->clipdist = 80L >> 2;
|
|
|
|
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
|
wu->ychange = MOVEy(wp->xvel, wp->ang);
|
|
wu->zchange = wp->zvel >> 1;
|
|
|
|
// adjust xvel according to player velocity
|
|
wu->xchange += pp->xvect >> 14;
|
|
wu->ychange += pp->yvect >> 14;
|
|
|
|
// Caltrops stay around for this many seconds
|
|
// wu->WaitTics = CHEMTICS*5;
|
|
// }
|
|
|
|
SetupSpriteForBreak(wp); // Put Caltrops in the break queue
|
|
return 0;
|
|
}
|
|
|
|
int
|
|
InitCaltrops(int16_t SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
USERp wu;
|
|
SPRITEp wp;
|
|
int nx, ny, nz;
|
|
short w, hit_sprite;
|
|
short oclipdist, i;
|
|
int dist;
|
|
|
|
|
|
PlaySound(DIGI_THROW, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
|
|
|
nx = sp->x;
|
|
ny = sp->y;
|
|
nz = sp->z;
|
|
|
|
// Spawn a shot
|
|
// Inserting and setting up variables
|
|
w = SpawnSprite(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, sp->sectnum,
|
|
nx, ny, nz, sp->ang, CHEMBOMB_VELOCITY / 2);
|
|
|
|
wp = &sprite[w];
|
|
wu = User[w];
|
|
|
|
SET(wu->Flags, SPR_XFLIP_TOGGLE);
|
|
|
|
SetOwner(SpriteNum, w);
|
|
wp->yrepeat = 64;
|
|
wp->xrepeat = 64;
|
|
wp->shade = -15;
|
|
// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
|
|
wp->clipdist = sp->clipdist;
|
|
wu->WeaponNum = u->WeaponNum;
|
|
wu->Radius = 200;
|
|
wu->ceiling_dist = Z(3);
|
|
wu->floor_dist = Z(3);
|
|
wu->Counter = 0;
|
|
|
|
wp->zvel = ((-100 - RANDOM_RANGE(100)) * HORIZ_MULT);
|
|
|
|
// wp->clipdist = 80L>>2;
|
|
|
|
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
|
wu->ychange = MOVEy(wp->xvel, wp->ang);
|
|
wu->zchange = wp->zvel >> 1;
|
|
|
|
SetupSpriteForBreak(wp); // Put Caltrops in the break queue
|
|
return 0;
|
|
}
|
|
|
|
int
|
|
InitPhosphorus(int16_t SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
USERp wu;
|
|
SPRITEp wp;
|
|
int nx, ny, nz;
|
|
short w, hit_sprite;
|
|
short oclipdist, i, daang;
|
|
int dist;
|
|
|
|
|
|
PlaySound(DIGI_FIREBALL1, &sp->x, &sp->y, &sp->z, v3df_follow);
|
|
|
|
nx = sp->x;
|
|
ny = sp->y;
|
|
nz = sp->z;
|
|
|
|
daang = NORM_ANGLE(RANDOM_RANGE(2048));
|
|
|
|
// Spawn a shot
|
|
// Inserting and setting up variables
|
|
w = SpawnSprite(STAT_SKIP4, FIREBALL1, s_Phosphorus, sp->sectnum,
|
|
nx, ny, nz, daang, CHEMBOMB_VELOCITY/3);
|
|
|
|
wp = &sprite[w];
|
|
wu = User[w];
|
|
|
|
wp->hitag = LUMINOUS; // Always full brightness
|
|
SET(wu->Flags, SPR_XFLIP_TOGGLE);
|
|
// !Frank - don't do translucent
|
|
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
|
|
// SET(wp->cstat, CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_YCENTER);
|
|
wp->shade = -128;
|
|
|
|
//SetOwner(SpriteNum, w);
|
|
wp->yrepeat = 64;
|
|
wp->xrepeat = 64;
|
|
wp->shade = -15;
|
|
// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
|
|
if (sp->clipdist > 0)
|
|
wp->clipdist = sp->clipdist-1;
|
|
else
|
|
wp->clipdist = sp->clipdist;
|
|
wu->WeaponNum = u->WeaponNum;
|
|
wu->Radius = 600;
|
|
wu->ceiling_dist = Z(3);
|
|
wu->floor_dist = Z(3);
|
|
wu->Counter = 0;
|
|
|
|
wp->zvel = ((-100 - RANDOM_RANGE(100)) * HORIZ_MULT);
|
|
|
|
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
|
wu->ychange = MOVEy(wp->xvel, wp->ang);
|
|
wu->zchange = (wp->zvel >> 1);
|
|
|
|
return 0;
|
|
}
|
|
|
|
int
|
|
InitBloodSpray(int16_t SpriteNum, SWBOOL dogib, short velocity)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
USERp wu;
|
|
SPRITEp wp;
|
|
int nx, ny, nz;
|
|
short w, hit_sprite;
|
|
short oclipdist, i, cnt, ang, vel, rnd;
|
|
int dist;
|
|
|
|
|
|
if (dogib)
|
|
cnt = RANDOM_RANGE(3)+1;
|
|
else
|
|
cnt = 1;
|
|
|
|
//if(dogib)
|
|
// {
|
|
rnd = RANDOM_RANGE(1000);
|
|
if (rnd > 650)
|
|
PlaySound(DIGI_GIBS1, &sp->x, &sp->y, &sp->z, v3df_none);
|
|
else if (rnd > 350)
|
|
PlaySound(DIGI_GIBS2, &sp->x, &sp->y, &sp->z, v3df_none);
|
|
else
|
|
PlaySound(DIGI_GIBS3, &sp->x, &sp->y, &sp->z, v3df_none);
|
|
// }
|
|
|
|
ang = sp->ang;
|
|
vel = velocity;
|
|
|
|
for (i=0; i<cnt; i++)
|
|
{
|
|
|
|
if (velocity == -1)
|
|
vel = 105+RANDOM_RANGE(320);
|
|
else if (velocity == -2)
|
|
vel = 105+RANDOM_RANGE(100);
|
|
|
|
if (dogib)
|
|
ang = NORM_ANGLE(ang + 512 + RANDOM_RANGE(200));
|
|
else
|
|
ang = NORM_ANGLE(ang+1024+256 - RANDOM_RANGE(256));
|
|
|
|
nx = sp->x;
|
|
ny = sp->y;
|
|
nz = SPRITEp_TOS(sp)-20;
|
|
|
|
//RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
// Spawn a shot
|
|
// Inserting and setting up variables
|
|
w = SpawnSprite(STAT_MISSILE, GOREDrip, s_BloodSprayChunk, sp->sectnum,
|
|
nx, ny, nz, ang, vel*2);
|
|
|
|
wp = &sprite[w];
|
|
wu = User[w];
|
|
|
|
SET(wu->Flags, SPR_XFLIP_TOGGLE);
|
|
if (dogib)
|
|
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
|
|
else
|
|
SET(wp->cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
|
|
wp->shade = -12;
|
|
|
|
SetOwner(SpriteNum, w);
|
|
wp->yrepeat = 64-RANDOM_RANGE(35);
|
|
wp->xrepeat = 64-RANDOM_RANGE(35);
|
|
wp->shade = -15;
|
|
wp->clipdist = sp->clipdist;
|
|
wu->WeaponNum = u->WeaponNum;
|
|
wu->Radius = 600;
|
|
wu->ceiling_dist = Z(3);
|
|
wu->floor_dist = Z(3);
|
|
wu->Counter = 0;
|
|
|
|
wp->zvel = ((-10 - RANDOM_RANGE(50)) * HORIZ_MULT);
|
|
|
|
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
|
wu->ychange = MOVEy(wp->xvel, wp->ang);
|
|
wu->zchange = wp->zvel >> 1;
|
|
|
|
if (!GlobalSkipZrange)
|
|
DoActorZrange(w);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int
|
|
BloodSprayFall(int16_t SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
|
|
sp->z += 1500;
|
|
|
|
return 0;
|
|
}
|
|
|
|
////////////////// DEATHFLAG! ////////////////////////////////////////////////////////////////
|
|
// Rules: Run to an enemy flag, run over it an it will stick to you.
|
|
// The goal is to run the enemy's flag back to your startpoint.
|
|
// If an enemy flag touches a friendly start sector, then the opposing team explodes and
|
|
// your team wins and the level restarts.
|
|
// Once you pick up a flag, you have 30 seconds to score, otherwise, the flag detonates
|
|
// an explosion, killing you and anyone in the vicinity, and you don't score.
|
|
//////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Update the scoreboard for team color that just scored.
|
|
void
|
|
DoFlagScore(int16_t pal)
|
|
{
|
|
SPRITEp sp;
|
|
int SpriteNum = 0, NextSprite = 0;
|
|
|
|
TRAVERSE_SPRITE_STAT(headspritestat[0], SpriteNum, NextSprite)
|
|
{
|
|
sp = &sprite[SpriteNum];
|
|
|
|
if (sp->picnum < 1900 || sp->picnum > 1999)
|
|
continue;
|
|
|
|
if (sp->pal == pal)
|
|
sp->picnum++; // Increment the counter
|
|
|
|
if (sp->picnum > 1999)
|
|
sp->picnum = 1900; // Roll it over if you must
|
|
|
|
}
|
|
}
|
|
|
|
int
|
|
DoFlagRangeTest(short Weapon, short range)
|
|
{
|
|
SPRITEp wp = &sprite[Weapon];
|
|
USERp wu = User[Weapon];
|
|
|
|
USERp u;
|
|
SPRITEp sp;
|
|
short i, nexti;
|
|
unsigned int stat;
|
|
int dist, tx, ty;
|
|
int tmin;
|
|
|
|
for (stat = 0; stat < SIZ(StatDamageList); stat++)
|
|
{
|
|
TRAVERSE_SPRITE_STAT(headspritestat[StatDamageList[stat]], i, nexti)
|
|
{
|
|
sp = &sprite[i];
|
|
u = User[i];
|
|
|
|
|
|
DISTANCE(sp->x, sp->y, wp->x, wp->y, dist, tx, ty, tmin);
|
|
if (dist > range)
|
|
continue;
|
|
|
|
if (sp == wp)
|
|
continue;
|
|
|
|
if (!TEST(sp->cstat, CSTAT_SPRITE_BLOCK))
|
|
continue;
|
|
|
|
if (!TEST(sp->extra, SPRX_PLAYER_OR_ENEMY))
|
|
continue;
|
|
|
|
if (!FAFcansee(sp->x, sp->y, sp->z, sp->sectnum, wp->x, wp->y, wp->z, wp->sectnum))
|
|
continue;
|
|
|
|
dist = FindDistance3D(wp->x - sp->x, wp->y - sp->y, (wp->z - sp->z) >> 4);
|
|
if (dist > range)
|
|
continue;
|
|
|
|
return i; // Return the spritenum
|
|
}
|
|
}
|
|
|
|
return -1; // -1 for no sprite index. Not
|
|
// found.
|
|
}
|
|
|
|
int
|
|
DoCarryFlag(int16_t Weapon)
|
|
{
|
|
SPRITEp sp = &sprite[Weapon];
|
|
USERp u = User[Weapon];
|
|
|
|
#define FLAG_DETONATE_STATE 99
|
|
SPRITEp fp = &sprite[u->FlagOwner];
|
|
USERp fu = User[u->FlagOwner];
|
|
|
|
|
|
// if no owner then die
|
|
if (u->Attach >= 0)
|
|
{
|
|
SPRITEp ap = &sprite[u->Attach];
|
|
|
|
setspritez_old(Weapon, ap->x, ap->y, SPRITEp_MID(ap));
|
|
sp->ang = NORM_ANGLE(ap->ang + 1536);
|
|
}
|
|
|
|
// not activated yet
|
|
if (!TEST(u->Flags, SPR_ACTIVE))
|
|
{
|
|
if ((u->WaitTics -= (MISSILEMOVETICS * 2)) > 0)
|
|
return FALSE;
|
|
|
|
// activate it
|
|
u->WaitTics = SEC(30); // You have 30 seconds to get it to
|
|
// scorebox
|
|
u->Counter2 = 0;
|
|
SET(u->Flags, SPR_ACTIVE);
|
|
}
|
|
|
|
// limit the number of times DoFlagRangeTest is called
|
|
u->Counter++;
|
|
if (u->Counter > 1)
|
|
u->Counter = 0;
|
|
|
|
if (!u->Counter)
|
|
{
|
|
// not already in detonate state
|
|
if (u->Counter2 < FLAG_DETONATE_STATE)
|
|
{
|
|
SPRITEp ap = &sprite[u->Attach];
|
|
USERp au = User[u->Attach];
|
|
|
|
if (!au || au->Health <= 0)
|
|
{
|
|
u->Counter2 = FLAG_DETONATE_STATE;
|
|
u->WaitTics = SEC(1) / 2;
|
|
}
|
|
// if in score box, score.
|
|
if (sector[ap->sectnum].hitag == 9000 && sector[ap->sectnum].lotag == ap->pal
|
|
&& ap->pal != sp->pal)
|
|
{
|
|
if (u->FlagOwner >= 0)
|
|
{
|
|
if (fp->lotag) // Trigger everything if there is a
|
|
// lotag
|
|
DoMatchEverything(NULL, fp->lotag, ON);
|
|
}
|
|
if (!TEST_BOOL1(fp))
|
|
{
|
|
PlaySound(DIGI_BIGITEM, &ap->x, &ap->y, &ap->z, v3df_none);
|
|
DoFlagScore(ap->pal);
|
|
if (SP_TAG5(fp) > 0)
|
|
{
|
|
fu->filler++;
|
|
if (fu->filler >= SP_TAG5(fp))
|
|
{
|
|
fu->filler = 0;
|
|
DoMatchEverything(NULL, SP_TAG6(fp), ON);
|
|
}
|
|
}
|
|
}
|
|
SetSuicide(Weapon); // Kill the flag, you scored!
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Time's up! Move directly to detonate state
|
|
u->Counter2 = FLAG_DETONATE_STATE;
|
|
u->WaitTics = SEC(1) / 2;
|
|
}
|
|
|
|
}
|
|
|
|
u->WaitTics -= (MISSILEMOVETICS * 2);
|
|
|
|
switch (u->Counter2)
|
|
{
|
|
case 0:
|
|
if (u->WaitTics < SEC(30))
|
|
{
|
|
PlaySound(DIGI_MINEBEEP, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
|
u->Counter2++;
|
|
}
|
|
break;
|
|
case 1:
|
|
if (u->WaitTics < SEC(20))
|
|
{
|
|
PlaySound(DIGI_MINEBEEP, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
|
u->Counter2++;
|
|
}
|
|
break;
|
|
case 2:
|
|
if (u->WaitTics < SEC(10))
|
|
{
|
|
PlaySound(DIGI_MINEBEEP, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
|
u->Counter2++;
|
|
}
|
|
break;
|
|
case 3:
|
|
if (u->WaitTics < SEC(5))
|
|
{
|
|
PlaySound(DIGI_MINEBEEP, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
|
u->Counter2++;
|
|
}
|
|
break;
|
|
case 4:
|
|
if (u->WaitTics < SEC(4))
|
|
{
|
|
PlaySound(DIGI_MINEBEEP, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
|
u->Counter2++;
|
|
}
|
|
break;
|
|
case 5:
|
|
if (u->WaitTics < SEC(3))
|
|
{
|
|
PlaySound(DIGI_MINEBEEP, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
|
u->Counter2++;
|
|
}
|
|
break;
|
|
case 6:
|
|
if (u->WaitTics < SEC(2))
|
|
{
|
|
PlaySound(DIGI_MINEBEEP, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
|
u->Counter2 = FLAG_DETONATE_STATE;
|
|
}
|
|
break;
|
|
case FLAG_DETONATE_STATE:
|
|
// start frantic beeping
|
|
PlaySound(DIGI_MINEBEEP, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
|
u->Counter2++;
|
|
break;
|
|
case FLAG_DETONATE_STATE + 1:
|
|
SpawnGrenadeExp(Weapon);
|
|
SetSuicide(Weapon);
|
|
return FALSE;
|
|
break;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
int
|
|
DoCarryFlagNoDet(int16_t Weapon)
|
|
{
|
|
SPRITEp sp = &sprite[Weapon];
|
|
USERp u = User[Weapon];
|
|
SPRITEp ap = &sprite[u->Attach];
|
|
USERp au = User[u->Attach];
|
|
SPRITEp fp = &sprite[u->FlagOwner];
|
|
USERp fu = User[u->FlagOwner];
|
|
|
|
|
|
if (u->FlagOwner >= 0)
|
|
fu->WaitTics = 30 * 120; // Keep setting respawn tics so it
|
|
// won't respawn
|
|
|
|
// if no owner then die
|
|
if (u->Attach >= 0)
|
|
{
|
|
SPRITEp ap = &sprite[u->Attach];
|
|
|
|
setspritez_old(Weapon, ap->x, ap->y, SPRITEp_MID(ap));
|
|
sp->ang = NORM_ANGLE(ap->ang + 1536);
|
|
sp->z = ap->z - DIV2(SPRITEp_SIZE_Z(ap));
|
|
}
|
|
|
|
|
|
if (!au || au->Health <= 0)
|
|
{
|
|
if (u->FlagOwner >= 0)
|
|
fu->WaitTics = 0; // Tell it to respawn
|
|
SetSuicide(Weapon);
|
|
return FALSE;
|
|
}
|
|
|
|
// if in score box, score.
|
|
if (sector[ap->sectnum].hitag == 9000 && sector[ap->sectnum].lotag == ap->pal
|
|
&& ap->pal != sp->pal)
|
|
{
|
|
if (u->FlagOwner >= 0)
|
|
{
|
|
//DSPRINTF(ds, "Flag has owner %d, fp->lotag = %d", u->FlagOwner, fp->lotag);
|
|
//MONO_PRINT(ds);
|
|
if (fp->lotag) // Trigger everything if there is a
|
|
// lotag
|
|
DoMatchEverything(NULL, fp->lotag, ON);
|
|
fu->WaitTics = 0; // Tell it to respawn
|
|
}
|
|
if (!TEST_BOOL1(fp))
|
|
{
|
|
PlaySound(DIGI_BIGITEM, &ap->x, &ap->y, &ap->z, v3df_none);
|
|
DoFlagScore(ap->pal);
|
|
if (SP_TAG5(fp) > 0)
|
|
{
|
|
fu->filler++;
|
|
if (fu->filler >= SP_TAG5(fp))
|
|
{
|
|
fu->filler = 0;
|
|
DoMatchEverything(NULL, SP_TAG6(fp), ON);
|
|
}
|
|
}
|
|
}
|
|
SetSuicide(Weapon); // Kill the flag, you scored!
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
int
|
|
SetCarryFlag(int16_t Weapon)
|
|
{
|
|
SPRITEp sp = &sprite[Weapon];
|
|
USERp u = User[Weapon];
|
|
|
|
// stuck
|
|
SET(u->Flags, SPR_BOUNCE);
|
|
// not yet active for 1 sec
|
|
// RESET(u->Flags, SPR_ACTIVE);
|
|
// u->WaitTics = SEC(3);
|
|
SET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
u->Counter = 0;
|
|
change_sprite_stat(Weapon, STAT_ITEM);
|
|
if (sp->hitag == 1)
|
|
ChangeState(Weapon, s_CarryFlagNoDet);
|
|
else
|
|
ChangeState(Weapon, s_CarryFlag);
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
int
|
|
DoFlag(int16_t Weapon)
|
|
{
|
|
SPRITEp sp = &sprite[Weapon];
|
|
USERp u = User[Weapon];
|
|
int16_t hit_sprite = -1;
|
|
|
|
hit_sprite = DoFlagRangeTest(Weapon, 1000);
|
|
|
|
if (hit_sprite != -1)
|
|
{
|
|
SPRITEp hsp = &sprite[hit_sprite];
|
|
|
|
SetCarryFlag(Weapon);
|
|
|
|
// check to see if sprite is player or enemy
|
|
if (TEST(hsp->extra, SPRX_PLAYER_OR_ENEMY))
|
|
{
|
|
// attach weapon to sprite
|
|
RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
SetAttach(hit_sprite, Weapon);
|
|
u->sz = hsp->z - DIV2(SPRITEp_SIZE_Z(hsp));
|
|
//u->sz = hsp->z - SPRITEp_MID(hsp); // Set mid way up who it hit
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
int
|
|
InitShell(int16_t SpriteNum, int16_t ShellNum)
|
|
{
|
|
USERp u = User[SpriteNum];
|
|
USERp wu;
|
|
SPRITEp sp = &sprite[SpriteNum], wp;
|
|
int nx, ny, nz;
|
|
short w;
|
|
short oclipdist,id=0,velocity=0;
|
|
int dist;
|
|
STATEp p=NULL;
|
|
int zvel;
|
|
extern STATE s_UziShellShrap[];
|
|
extern STATE s_ShotgunShellShrap[];
|
|
|
|
#define UZI_SHELL 2152
|
|
#define SHOT_SHELL 2180
|
|
|
|
nx = sp->x;
|
|
ny = sp->y;
|
|
nz = DIV2(SPRITEp_TOS(sp)+ SPRITEp_BOS(sp));
|
|
|
|
switch (ShellNum)
|
|
{
|
|
case -2:
|
|
case -3:
|
|
id = UZI_SHELL;
|
|
p = s_UziShellShrap;
|
|
velocity = 1500 + RANDOM_RANGE(1000);
|
|
break;
|
|
case -4:
|
|
id = SHOT_SHELL;
|
|
p = s_ShotgunShellShrap;
|
|
velocity = 2000 + RANDOM_RANGE(1000);
|
|
break;
|
|
}
|
|
|
|
w = SpawnSprite(STAT_SKIP4, id, p, sp->sectnum,
|
|
nx, ny, nz, sp->ang, 64);
|
|
|
|
wp = &sprite[w];
|
|
wu = User[w];
|
|
|
|
wp->zvel = -(velocity);
|
|
|
|
if (u->PlayerP)
|
|
{
|
|
wp->z += ((100 - u->PlayerP->horiz) * (HORIZ_MULT/3));
|
|
}
|
|
|
|
switch (wu->ID)
|
|
{
|
|
case UZI_SHELL:
|
|
wp->z -= Z(13);
|
|
|
|
if (ShellNum == -3)
|
|
{
|
|
wp->ang = sp->ang;
|
|
HelpMissileLateral(w,2500);
|
|
wp->ang = NORM_ANGLE(wp->ang-512);
|
|
HelpMissileLateral(w,1000); // Was 1500
|
|
wp->ang = NORM_ANGLE(wp->ang+712);
|
|
}
|
|
else
|
|
{
|
|
wp->ang = sp->ang;
|
|
HelpMissileLateral(w,2500);
|
|
wp->ang = NORM_ANGLE(wp->ang+512);
|
|
HelpMissileLateral(w,1500);
|
|
wp->ang = NORM_ANGLE(wp->ang-128);
|
|
}
|
|
wp->ang += (RANDOM_P2(128<<5)>>5) - DIV2(128);
|
|
wp->ang = NORM_ANGLE(wp->ang);
|
|
|
|
// Set the shell number
|
|
wu->ShellNum = ShellCount;
|
|
wp->yrepeat = wp->xrepeat = 13;
|
|
break;
|
|
case SHOT_SHELL:
|
|
wp->z -= Z(13);
|
|
wp->ang = sp->ang;
|
|
HelpMissileLateral(w,2500);
|
|
wp->ang = NORM_ANGLE(wp->ang+512);
|
|
HelpMissileLateral(w,1300);
|
|
wp->ang = NORM_ANGLE(wp->ang-128-64);
|
|
wp->ang += (RANDOM_P2(128<<5)>>5) - DIV2(128);
|
|
wp->ang = NORM_ANGLE(wp->ang);
|
|
|
|
// Set the shell number
|
|
wu->ShellNum = ShellCount;
|
|
wp->yrepeat = wp->xrepeat = 18;
|
|
break;
|
|
}
|
|
|
|
SetOwner(SpriteNum, w);
|
|
wp->shade = -15;
|
|
wu->ceiling_dist = Z(1);
|
|
wu->floor_dist = Z(1);
|
|
wu->Counter = 0;
|
|
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
|
|
RESET(wp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
RESET(wu->Flags, SPR_BOUNCE|SPR_UNDERWATER); // Make em' bounce
|
|
|
|
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
|
wu->ychange = MOVEy(wp->xvel, wp->ang);
|
|
wu->zchange = wp->zvel;
|
|
//if (TEST(u->PlayerP->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
|
|
// SET(wu->Flags, SPR_UNDERWATER);
|
|
wu->jump_speed = 200;
|
|
wu->jump_speed += RANDOM_RANGE(400);
|
|
wu->jump_speed = -wu->jump_speed;
|
|
|
|
DoBeginJump(w);
|
|
wu->jump_grav = ACTOR_GRAVITY;
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
#include "saveable.h"
|
|
|
|
static saveable_data saveable_jweapon_data[] =
|
|
{
|
|
SAVE_DATA(s_BloodSpray),
|
|
SAVE_DATA(s_PhosphorExp),
|
|
SAVE_DATA(s_NukeMushroom),
|
|
SAVE_DATA(s_RadiationCloud),
|
|
SAVE_DATA(s_ChemBomb),
|
|
SAVE_DATA(s_Caltrops),
|
|
SAVE_DATA(s_CaltropsStick),
|
|
SAVE_DATA(s_CarryFlag),
|
|
SAVE_DATA(s_CarryFlagNoDet),
|
|
SAVE_DATA(s_Flag),
|
|
SAVE_DATA(s_Phosphorus),
|
|
SAVE_DATA(s_BloodSprayChunk),
|
|
SAVE_DATA(s_BloodSprayDrip),
|
|
};
|
|
|
|
saveable_module saveable_jweapon =
|
|
{
|
|
// code
|
|
NULL,0,
|
|
|
|
// data
|
|
saveable_jweapon_data,
|
|
SIZ(saveable_jweapon_data)
|
|
};
|