raze-gles/polymer/eduke32/source/actors.c
helixhorned 7f409f08bb When teleporting silently, also set g_player[].ps->bobposx/y to the new position
This fixes an integer overflow when a distance is calculated later.

git-svn-id: https://svn.eduke32.com/eduke32@2785 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-26 19:49:56 +00:00

8268 lines
276 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#include "duke3d.h"
#include "actors.h"
#include "gamedef.h"
#include "gameexec.h"
#if KRANDDEBUG
# define ACTOR_INLINE
# define ACTOR_STATIC
#else
# define ACTOR_INLINE inline
# define ACTOR_STATIC static
#endif
#define KILLIT(KX) do { A_DeleteSprite(KX); goto BOLT; } while (0)
extern int32_t g_numEnvSoundsPlaying;
extern int32_t g_noEnemies;
inline void G_UpdateInterpolations(void) //Stick at beginning of G_DoMoveThings
{
int32_t i=g_numInterpolations-1;
for (; i>=0; i--) oldipos[i] = *curipos[i];
}
void G_SetInterpolation(int32_t *posptr)
{
int32_t i=g_numInterpolations-1;
if (g_numInterpolations >= MAXINTERPOLATIONS) return;
for (; i>=0; i--)
if (curipos[i] == posptr) return;
curipos[g_numInterpolations] = posptr;
oldipos[g_numInterpolations] = *posptr;
g_numInterpolations++;
}
void G_StopInterpolation(int32_t *posptr)
{
int32_t i=g_numInterpolations-1;
for (; i>=startofdynamicinterpolations; i--)
if (curipos[i] == posptr)
{
g_numInterpolations--;
oldipos[i] = oldipos[g_numInterpolations];
bakipos[i] = bakipos[g_numInterpolations];
curipos[i] = curipos[g_numInterpolations];
}
}
void G_DoInterpolations(int32_t smoothratio) //Stick at beginning of drawscreen
{
int32_t i=g_numInterpolations-1, j = 0, odelta, ndelta = 0;
if (g_interpolationLock++)
{
return;
}
for (; i>=0; i--)
{
bakipos[i] = *curipos[i];
odelta = ndelta;
ndelta = (*curipos[i])-oldipos[i];
if (odelta != ndelta) j = mulscale16(ndelta,smoothratio);
*curipos[i] = oldipos[i]+j;
}
}
inline void G_RestoreInterpolations(void) //Stick at end of drawscreen
{
int32_t i=g_numInterpolations-1;
if (--g_interpolationLock)
return;
for (; i>=0; i--) *curipos[i] = bakipos[i];
}
inline int32_t G_CheckForSpaceCeiling(int32_t sectnum)
{
return ((sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 && (sector[sectnum].ceilingpicnum==MOONSKY1 || sector[sectnum].ceilingpicnum==BIGORBIT1)?1:0);
}
inline int32_t G_CheckForSpaceFloor(int32_t sectnum)
{
return ((sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 && ((sector[sectnum].floorpicnum==MOONSKY1)||(sector[sectnum].floorpicnum==BIGORBIT1))?1:0);
}
void A_RadiusDamage(int32_t i, int32_t r, int32_t hp1, int32_t hp2, int32_t hp3, int32_t hp4)
{
spritetype *s=&sprite[i],*sj;
walltype *wal;
int32_t d, q, x1, y1;
int32_t sectcnt, sectend, dasect, startwall, endwall, nextsect;
int32_t j,k,p,x,nextj;
int16_t sect=-1;
char statlist[] = {STAT_DEFAULT,STAT_ACTOR,STAT_STANDABLE,
STAT_PLAYER,STAT_FALLER,STAT_ZOMBIEACTOR,STAT_MISC
};
int16_t *tempshort = (int16_t *)tempbuf;
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 = klabs(wall[sector[dasect].wallptr].x-s->x)+klabs(wall[sector[dasect].wallptr].y-s->y);
if (d < r)
Sect_DamageCeiling(dasect);
else
{
d = klabs(wall[wall[wall[sector[dasect].wallptr].point2].point2].x-s->x)+klabs(wall[wall[wall[sector[dasect].wallptr].point2].point2].y-s->y);
if (d < r)
Sect_DamageCeiling(dasect);
}
}
startwall = sector[dasect].wallptr;
endwall = startwall+sector[dasect].wallnum;
for (x=startwall,wal=&wall[startwall]; x<endwall; x++,wal++)
if ((klabs(wal->x-s->x)+klabs(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))
{
vec3_t tmpvect;
Bmemcpy(&tmpvect, wal, sizeof(int32_t) * 2);
tmpvect.z = s->z;
A_DamageWall(i,x,&tmpvect,s->picnum);
}
}
}
while (sectcnt < sectend);
}
SKIPWALLCHECK:
q = -(16<<8)+(krand()&((32<<8)-1));
for (x = 0; x<7; x++)
{
j = headspritestat[(uint8_t)statlist[x]];
while (j >= 0)
{
nextj = nextspritestat[j];
sj = &sprite[j];
if (x == 0 || x >= 5 || AFLAMABLE(sj->picnum))
{
if (s->picnum != SHRINKSPARK || (sj->cstat&257))
if (dist(s, sj) < r)
{
if (A_CheckEnemySprite(sj) && !cansee(sj->x, sj->y,sj->z+q, sj->sectnum, s->x, s->y, s->z+q, s->sectnum))
goto BOLT;
A_DamageObject(j, i);
}
}
else if (sj->extra >= 0 && sj != s && (sj->picnum == TRIPBOMB || A_CheckEnemySprite(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))
{
actor[j].ang = getangle(sj->x-s->x,sj->y-s->y);
if (s->picnum == RPG && sj->extra > 0)
actor[j].picnum = RPG;
else if (A_CheckSpriteFlags(i,SPRITE_PROJECTILE) && SpriteProjectile[i].workslike & PROJECTILE_RADIUS_PICNUM && sj->extra > 0)
actor[j].picnum = s->picnum;
else
{
if (s->picnum == SHRINKSPARK)
actor[j].picnum = SHRINKSPARK;
else actor[j].picnum = RADIUSEXPLOSION;
}
if (s->picnum != SHRINKSPARK)
{
k = (r/3);
if (d < k)
{
if (hp4 == hp3) hp4++;
actor[j].extra = hp3 + (krand()%(hp4-hp3));
}
else if (d < (k*2))
{
if (hp3 == hp2) hp3++;
actor[j].extra = hp2 + (krand()%(hp3-hp2));
}
else if (d < r)
{
if (hp2 == hp1) hp2++;
actor[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)
A_DamageObject(j, i);
}
else if (s->extra == 0) actor[j].extra = 0;
if (sj->picnum != RADIUSEXPLOSION &&
s->owner >= 0 && sprite[s->owner].statnum < MAXSTATUS)
{
if (sj->picnum == APLAYER)
{
p = sj->yvel;
if (g_player[p].ps->newowner >= 0)
{
g_player[p].ps->newowner = -1;
g_player[p].ps->pos.x = g_player[p].ps->opos.x;
g_player[p].ps->pos.y = g_player[p].ps->opos.y;
g_player[p].ps->pos.z = g_player[p].ps->opos.z;
g_player[p].ps->ang = g_player[p].ps->oang;
updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&g_player[p].ps->cursectnum);
P_UpdateScreenPal(g_player[p].ps);
k = headspritestat[STAT_ACTOR];
while (k >= 0)
{
if (sprite[k].picnum==CAMERA1)
sprite[k].yvel = 0;
k = nextspritestat[k];
}
}
}
actor[j].owner = s->owner;
}
}
}
BOLT:
j = nextj;
}
}
}
int32_t A_MoveSprite(int32_t spritenum, const vec3_t *change, uint32_t cliptype)
{
spritetype *spr = &sprite[spritenum];
int32_t retval, daz;
int16_t dasectnum, cd;
int32_t bg = A_CheckEnemySprite(spr);
int32_t oldx = spr->x, oldy = spr->y;
/*int32_t osectnum = spr->sectnum;*/
if (spr->statnum == STAT_MISC || (bg && spr->xrepeat < 4))
{
spr->x += (change->x*TICSPERFRAME)>>2;
spr->y += (change->y*TICSPERFRAME)>>2;
spr->z += (change->z*TICSPERFRAME)>>2;
if (bg)
setsprite(spritenum,(vec3_t *)spr);
return 0;
}
dasectnum = spr->sectnum;
daz = spr->z - ((tilesizy[spr->picnum]*spr->yrepeat)<<1);
if (bg)
{
if (spr->xrepeat > 60)
{
int32_t oz = spr->z;
spr->z = daz;
retval = clipmove((vec3_t *)spr,&dasectnum,((change->x*TICSPERFRAME)<<11),((change->y*TICSPERFRAME)<<11),1024L,(4<<8),(4<<8),cliptype);
daz = spr->z;
spr->z = oz;
}
else
{
int32_t oz = spr->z;
if (spr->picnum == LIZMAN)
cd = 292L;
else if ((ActorType[spr->picnum]&3))
cd = spr->clipdist<<2;
else
cd = 192L;
spr->z = daz;
retval = clipmove((vec3_t *)spr,&dasectnum,((change->x*TICSPERFRAME)<<11),((change->y*TICSPERFRAME)<<11),cd,(4<<8),(4<<8),cliptype);
daz = spr->z;
spr->z = oz;
}
if (dasectnum < 0 || (dasectnum >= 0 &&
((actor[spritenum].actorstayput >= 0 && actor[spritenum].actorstayput != dasectnum) ||
((spr->picnum == BOSS2) && spr->pal == 0 && sector[dasectnum].lotag != 3) ||
((spr->picnum == BOSS1 || spr->picnum == BOSS2) && sector[dasectnum].lotag == 1) /*||
(sector[dasectnum].lotag == 1 && (spr->picnum == LIZMAN || (spr->picnum == LIZTROOP && spr->zvel == 0)))*/
))
)
{
spr->x = oldx;
spr->y = oldy;
/*
if (dasectnum >= 0 && sector[dasectnum].lotag == 1 && spr->picnum == LIZMAN)
spr->ang = (krand()&2047);
else if ((Actor[spritenum].t_data[0]&3) == 1 && spr->picnum != COMMANDER)
spr->ang = (krand()&2047);
*/
setsprite(spritenum,(vec3_t *)spr);
if (dasectnum < 0) dasectnum = 0;
return (16384+dasectnum);
}
if ((retval&49152) >= 32768 && (actor[spritenum].cgg==0)) spr->ang += 768;
}
else
{
int32_t oz = spr->z;
spr->z = daz;
if (spr->statnum == STAT_PROJECTILE && (SpriteProjectile[spritenum].workslike & PROJECTILE_REALCLIPDIST) == 0)
retval =
clipmove((vec3_t *)&sprite[spritenum],&dasectnum,((change->x*TICSPERFRAME)<<11),((change->y*TICSPERFRAME)<<11),8L,(4<<8),(4<<8),cliptype);
else
retval =
clipmove((vec3_t *)&sprite[spritenum],&dasectnum,((change->x*TICSPERFRAME)<<11),((change->y*TICSPERFRAME)<<11),(int32_t)(spr->clipdist<<2),(4<<8),(4<<8),cliptype);
daz = spr->z;
spr->z = oz;
}
if (dasectnum == -1)
{
dasectnum = spr->sectnum;
// OSD_Printf("%s:%d wtf\n",__FILE__,__LINE__);
}
if ((dasectnum != spr->sectnum))
{
changespritesect(spritenum,dasectnum);
A_GetZLimits(spritenum);
}
daz = spr->z + ((change->z*TICSPERFRAME)>>3);
bg = (tilesizy[spr->picnum]*spr->yrepeat)>>1;
if ((daz > actor[spritenum].ceilingz) && (daz <= actor[spritenum].floorz)/*
&&
(osectnum == dasectnum || cansee(oldx, oldy, spr->z - bg, osectnum, spr->x, spr->y, daz - bg, dasectnum))*/
)
{
spr->z = daz;
#ifdef YAX_ENABLE
if (change->z && yax_getbunch(spr->sectnum, (change->z>0))>=0)
if ((SECTORFLD(spr->sectnum,stat, (change->z>0))&yax_waltosecmask(cliptype))==0)
{
// initprintf("spr %d, sect %d: chz=%d, cfz=[%d,%d]\n", spritenum, spr->sectnum, change->z,
// actor[spritenum].ceilingz, actor[spritenum].floorz);
setspritez(spritenum, (vec3_t *)spr);
}
#endif
}
else if (retval == 0) retval = 16384+dasectnum;
if (retval == (16384+dasectnum))
if (spr->statnum == STAT_PROJECTILE)
{
int32_t i, nexti;
for (TRAVERSE_SPRITE_STAT(headspritestat[STAT_TRANSPORT], i, nexti))
if (sprite[i].sectnum == dasectnum)
{
switch (sector[dasectnum].lotag)
{
case 1:
if (daz >= actor[spritenum].floorz)
{
if (totalclock > actor[spritenum].lasttransport)
{
actor[spritenum].lasttransport = totalclock + (TICSPERFRAME<<2);
spr->x += (sprite[OW].x-SX);
spr->y += (sprite[OW].y-SY);
spr->z = sector[sprite[OW].sectnum].ceilingz - daz + sector[sprite[i].sectnum].floorz;
Bmemcpy(&actor[spritenum].bposx, &sprite[spritenum], sizeof(vec3_t));
changespritesect(spritenum,sprite[OW].sectnum);
}
return 0;
}
case 2:
if (daz <= actor[spritenum].ceilingz)
{
if (totalclock > actor[spritenum].lasttransport)
{
actor[spritenum].lasttransport = totalclock + (TICSPERFRAME<<2);
spr->x += (sprite[OW].x-SX);
spr->y += (sprite[OW].y-SY);
spr->z = sector[sprite[OW].sectnum].floorz - daz + sector[sprite[i].sectnum].ceilingz;
Bmemcpy(&actor[spritenum].bposx, &sprite[spritenum], sizeof(vec3_t));
changespritesect(spritenum,sprite[OW].sectnum);
}
return 0;
}
}
}
}
return(retval);
}
ACTOR_INLINE int32_t A_SetSprite(int32_t i,uint32_t cliptype)
{
vec3_t davect = {(sprite[i].xvel*(sintable[(sprite[i].ang+512)&2047]))>>14,
(sprite[i].xvel*(sintable[sprite[i].ang&2047]))>>14,
sprite[i].zvel
};
return (A_MoveSprite(i,&davect,cliptype)==0);
}
int32_t block_deletesprite = 0;
#ifdef POLYMER
static void A_DeletePolymerLight(int32_t s)
{
if (actor[s].lightId >= 0)
polymer_deletelight(actor[s].lightId);
actor[s].lightId = -1;
actor[s].lightptr = NULL;
}
void G_Polymer_UnInit(void)
{
int32_t i;
for (i=0; i<MAXSPRITES; i++)
A_DeletePolymerLight(i);
}
#endif
// deletesprite() game wrapper
void A_DeleteSprite(int32_t s)
{
if (block_deletesprite)
{
OSD_Printf(OSD_ERROR "A_DeleteSprite(): tried to remove sprite %d in EVENT_EGS\n",s);
return;
}
if (apScriptGameEvent[EVENT_KILLIT])
{
int32_t p, pl=A_FindPlayer(&sprite[s],&p);
if (VM_OnEvent(EVENT_KILLIT, s, pl, p, 0))
return;
}
#ifdef POLYMER
if (getrendermode() == 4 && actor[s].lightptr != NULL)
{
A_DeletePolymerLight(s);
}
#endif
deletesprite(s);
}
void A_AddToDeleteQueue(int32_t i)
{
if (g_netClientPeer || g_spriteDeleteQueueSize == 0)
{
A_DeleteSprite(i);
return;
}
if (SpriteDeletionQueue[g_spriteDeleteQueuePos] >= 0)
sprite[SpriteDeletionQueue[g_spriteDeleteQueuePos]].xrepeat = 0;
SpriteDeletionQueue[g_spriteDeleteQueuePos] = i;
g_spriteDeleteQueuePos = (g_spriteDeleteQueuePos+1)%g_spriteDeleteQueueSize;
}
void A_SpawnMultiple(int32_t sp, int32_t pic, int32_t n)
{
int32_t j;
spritetype *s = &sprite[sp];
for (; n>0; n--)
{
j = A_InsertSprite(s->sectnum,s->x,s->y,s->z-(krand()%(47<<8)),pic,-32,8,8,krand()&2047,0,0,sp,5);
A_Spawn(-1, j);
sprite[j].cstat = krand()&12;
}
}
void A_DoGuts(int32_t sp, int32_t gtype, int32_t n)
{
int32_t gutz,floorz;
int32_t i,a,j,sx = 32,sy = 32;
// int32_t pal;
spritetype *s = &sprite[sp];
if (A_CheckEnemySprite(s) && s->xrepeat < 16)
sx = sy = 8;
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 (A_CheckEnemySprite(s) && s->pal == 6)
// pal = 6;
// else pal = 0;
for (j=n; j>0; j--)
{
a = krand()&2047;
i = A_InsertSprite(s->sectnum,s->x+(krand()&255)-128,s->y+(krand()&255)-128,gutz-(krand()&8191),gtype,-32,sx,sy,a,48+(krand()&31),-512-(krand()&2047),sp,5);
if (PN == JIBS2)
{
sprite[i].xrepeat >>= 2;
sprite[i].yrepeat >>= 2;
}
// if (pal == 6)
// sprite[i].pal = 6;
sprite[i].pal = s->pal;
}
}
void A_DoGutsDir(int32_t sp, int32_t gtype, int32_t n)
{
int32_t gutz,floorz;
int32_t i,a,j,sx = 32,sy = 32;
spritetype *s = &sprite[sp];
if (A_CheckEnemySprite(s) && s->xrepeat < 16)
sx = sy = 8;
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=n; j>0; j--)
{
a = krand()&2047;
i = A_InsertSprite(s->sectnum,s->x,s->y,gutz,gtype,-32,sx,sy,a,256+(krand()&127),-512-(krand()&2047),sp,5);
sprite[i].pal = s->pal;
}
}
void Sect_SetInterpolation(int32_t sectnum)
{
int32_t k, j = sector[sectnum].wallptr, endwall = j+sector[sectnum].wallnum;
for (; j<endwall; j++)
{
G_SetInterpolation(&wall[j].x);
G_SetInterpolation(&wall[j].y);
k = wall[j].nextwall;
if (k >= 0)
{
G_SetInterpolation(&wall[k].x);
G_SetInterpolation(&wall[k].y);
k = wall[k].point2;
G_SetInterpolation(&wall[k].x);
G_SetInterpolation(&wall[k].y);
}
}
}
void Sect_ClearInterpolation(int32_t sectnum)
{
int32_t k, j = sector[sectnum].wallptr, endwall = j+sector[sectnum].wallnum;
for (; j<endwall; j++)
{
G_StopInterpolation(&wall[j].x);
G_StopInterpolation(&wall[j].y);
k = wall[j].nextwall;
if (k >= 0)
{
G_StopInterpolation(&wall[k].x);
G_StopInterpolation(&wall[k].y);
k = wall[k].point2;
G_StopInterpolation(&wall[k].x);
G_StopInterpolation(&wall[k].y);
}
}
}
static int32_t move_fixed_sprite(int32_t j, int32_t pivotspr, int32_t daang)
{
if ((FIXSPR_STATNUMP(sprite[j].statnum) ||
((sprite[j].statnum==1 || sprite[j].statnum==2) && (ActorType[sprite[j].picnum]&4)))
&& actor[j].t_data[7]==(0x18190000|pivotspr))
{
rotatepoint(0,0, actor[j].t_data[8],actor[j].t_data[9], daang&2047, &sprite[j].x,&sprite[j].y);
sprite[j].x += sprite[pivotspr].x;
sprite[j].y += sprite[pivotspr].y;
return 0;
}
return 1;
}
static void A_MoveSector(int32_t i)
{
//T1,T2 and T3 are used for all the sector moving stuff!!!
int32_t tx,ty;
spritetype *s = &sprite[i];
int32_t j = T2, k = T3;
s->x += (s->xvel*(sintable[(s->ang+512)&2047]))>>14;
s->y += (s->xvel*(sintable[s->ang&2047]))>>14;
{
int32_t x = sector[s->sectnum].wallptr, endwall = x+sector[s->sectnum].wallnum;
for (; x<endwall; x++)
{
rotatepoint(0,0,msx[j],msy[j],k&2047,&tx,&ty);
dragpoint(x,s->x+tx,s->y+ty);
j++;
}
}
}
#ifndef LUNATIC
# define LIGHTRAD_PICOFS (T5 ? *(script+T5) + (*(script+T5+2))*T4 : 0)
#else
// SACTION
// startframe + viewtype*???
# define LIGHTRAD_PICOFS (ACTION_STARTFRAME(actor[i].t_data) + ACTION_VIEWTYPE(actor[i].t_data)*T4)
#endif
// this is the same crap as in game.c's tspr manipulation. puke.
#define LIGHTRAD (s->yrepeat * tilesizy[s->picnum+LIGHTRAD_PICOFS])
#define LIGHTRAD2 (((s->yrepeat) + (rand()%(s->yrepeat>>2))) * tilesizy[s->picnum+LIGHTRAD_PICOFS])
void G_AddGameLight(int32_t radius, int32_t srcsprite, int32_t zoffset, int32_t range, int32_t color, int32_t priority)
{
#ifdef POLYMER
spritetype *s = &sprite[srcsprite];
if (getrendermode() != 4)
return;
if (actor[srcsprite].lightptr == NULL)
{
#pragma pack(push,1)
_prlight mylight;
#pragma pack(pop)
Bmemset(&mylight, 0, sizeof(mylight));
mylight.sector = s->sectnum;
mylight.x = s->x;
mylight.y = s->y;
mylight.z = s->z-zoffset;
mylight.color[0] = color&255;
mylight.color[1] = (color>>8)&255;
mylight.color[2] = (color>>16)&255;
mylight.radius = radius;
actor[srcsprite].lightmaxrange = mylight.range = range;
mylight.priority = priority;
mylight.tilenum = 0;
actor[srcsprite].lightId = polymer_addlight(&mylight);
if (actor[srcsprite].lightId >= 0)
actor[srcsprite].lightptr = &prlights[actor[srcsprite].lightId];
return;
}
s->z -= zoffset;
if (range < actor[srcsprite].lightmaxrange>>1)
actor[srcsprite].lightmaxrange = 0;
if (range > actor[srcsprite].lightmaxrange ||
priority != actor[srcsprite].lightptr->priority ||
Bmemcmp(&sprite[srcsprite], actor[srcsprite].lightptr, sizeof(int32_t) * 3))
{
if (range > actor[srcsprite].lightmaxrange)
actor[srcsprite].lightmaxrange = range;
Bmemcpy(actor[srcsprite].lightptr, &sprite[srcsprite], sizeof(int32_t) * 3);
actor[srcsprite].lightptr->sector = s->sectnum;
actor[srcsprite].lightptr->flags.invalidate = 1;
}
actor[srcsprite].lightptr->priority = priority;
actor[srcsprite].lightptr->range = range;
actor[srcsprite].lightptr->color[0] = color&255;
actor[srcsprite].lightptr->color[1] = (color>>8)&255;
actor[srcsprite].lightptr->color[2] = (color>>16)&255;
s->z += zoffset;
#else
UNREFERENCED_PARAMETER(radius);
UNREFERENCED_PARAMETER(srcsprite);
UNREFERENCED_PARAMETER(zoffset);
UNREFERENCED_PARAMETER(range);
UNREFERENCED_PARAMETER(color);
UNREFERENCED_PARAMETER(priority);
#endif
}
// sleeping monsters, etc
ACTOR_STATIC void G_MoveZombieActors(void)
{
int32_t x, px, py, sx, sy;
int32_t i = headspritestat[STAT_ZOMBIEACTOR], j, p, nexti;
int16_t psect, ssect;
spritetype *s;
while (i >= 0)
{
nexti = nextspritestat[i];
s = &sprite[i];
p = A_FindPlayer(s,&x);
ssect = psect = s->sectnum;
if (sprite[g_player[p].ps->i].extra > 0)
{
if (x < 30000)
{
actor[i].timetosleep++;
if (actor[i].timetosleep >= (x>>8))
{
if (A_CheckEnemySprite(s))
{
px = g_player[p].ps->opos.x+64-(krand()&127);
py = g_player[p].ps->opos.y+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;
}
j = cansee(sx,sy,s->z-(krand()%(52<<8)),s->sectnum,px,py,g_player[p].ps->opos.z-(krand()%(32<<8)),g_player[p].ps->cursectnum);
}
else
j = cansee(s->x,s->y,s->z-((krand()&31)<<8),s->sectnum,g_player[p].ps->opos.x,g_player[p].ps->opos.y,g_player[p].ps->opos.z-((krand()&31)<<8),g_player[p].ps->cursectnum);
// j = 1;
if (j)
{
switch (DYNAMICTILEMAP(s->picnum))
{
case RUBBERCAN__STATIC:
case EXPLODINGBARREL__STATIC:
case WOODENHORSE__STATIC:
case HORSEONSIDE__STATIC:
case CANWITHSOMETHING__STATIC:
case CANWITHSOMETHING2__STATIC:
case CANWITHSOMETHING3__STATIC:
case CANWITHSOMETHING4__STATIC:
case FIREBARREL__STATIC:
case FIREVASE__STATIC:
case NUKEBARREL__STATIC:
case NUKEBARRELDENTED__STATIC:
case NUKEBARRELLEAKED__STATIC:
case TRIPBOMB__STATIC:
if (sector[s->sectnum].ceilingstat&1 && A_CheckSpriteFlags(j,SPRITE_NOSHADE) == 0)
s->shade = sector[s->sectnum].ceilingshade;
else s->shade = sector[s->sectnum].floorshade;
actor[i].timetosleep = 0;
changespritestat(i, STAT_STANDABLE);
break;
case RECON__STATIC:
CS |= 257;
default:
if (A_CheckSpriteFlags(i, SPRITE_USEACTIVATOR) && sector[sprite[i].sectnum].lotag & 16384)
break;
actor[i].timetosleep = 0;
A_PlayAlertSound(i);
changespritestat(i, STAT_ACTOR);
break;
}
}
else actor[i].timetosleep = 0;
}
}
if (A_CheckEnemySprite(s) && A_CheckSpriteFlags(i,SPRITE_NOSHADE) == 0)
{
if (sector[s->sectnum].ceilingstat&1)
s->shade = sector[s->sectnum].ceilingshade;
else s->shade = sector[s->sectnum].floorshade;
}
}
i = nexti;
}
}
static inline int32_t ifhitsectors(int32_t sectnum)
{
int32_t i = headspritestat[STAT_MISC];
while (i >= 0)
{
if (PN == EXPLOSION2 && sectnum == SECT)
return i;
i = nextspritestat[i];
}
return -1;
}
#define IFHITSECT(Sectnum) if (ifhitsectors(Sectnum) >= 0)
int32_t A_IncurDamage(int32_t sn)
{
int32_t j,p;
spritetype *npc;
if (actor[sn].extra >= 0)
{
if (sprite[sn].extra >= 0)
{
npc = &sprite[sn];
if (npc->picnum == APLAYER)
{
if (ud.god && actor[sn].picnum != SHRINKSPARK) return -1;
p = npc->yvel;
j = actor[sn].owner;
if (j >= 0 &&
sprite[j].picnum == APLAYER &&
(GametypeFlags[ud.coop] & GAMETYPE_PLAYERSFRIENDLY) &&
ud.ffire == 0)
return -1;
if (j >= 0 &&
sprite[j].picnum == APLAYER &&
(GametypeFlags[ud.coop] & GAMETYPE_TDM) &&
g_player[p].ps->team == g_player[sprite[j].yvel].ps->team &&
ud.ffire == 0)
return -1;
npc->extra -= actor[sn].extra;
if (j >= 0)
{
if (npc->extra <= 0 && actor[sn].picnum != FREEZEBLAST)
{
npc->extra = 0;
g_player[p].ps->wackedbyactor = j;
if (sprite[actor[sn].owner].picnum == APLAYER && p != sprite[actor[sn].owner].yvel)
g_player[p].ps->frag_ps = sprite[j].yvel;
actor[sn].owner = g_player[p].ps->i;
}
}
if (A_CheckSpriteTileFlags(actor[sn].picnum,SPRITE_PROJECTILE) && (SpriteProjectile[sn].workslike & PROJECTILE_RPG))
{
g_player[p].ps->vel.x +=
actor[sn].extra*(sintable[(actor[sn].ang+512)&2047])<<2;
g_player[p].ps->vel.y +=
actor[sn].extra*(sintable[actor[sn].ang&2047])<<2;
}
else if (A_CheckSpriteTileFlags(actor[sn].picnum,SPRITE_PROJECTILE))
{
g_player[p].ps->vel.x +=
actor[sn].extra*(sintable[(actor[sn].ang+512)&2047])<<1;
g_player[p].ps->vel.y +=
actor[sn].extra*(sintable[actor[sn].ang&2047])<<1;
}
switch (DYNAMICTILEMAP(actor[sn].picnum))
{
case RADIUSEXPLOSION__STATIC:
case RPG__STATIC:
case HYDRENT__STATIC:
case HEAVYHBOMB__STATIC:
case SEENINE__STATIC:
case OOZFILTER__STATIC:
case EXPLODINGBARREL__STATIC:
g_player[p].ps->vel.x +=
actor[sn].extra*(sintable[(actor[sn].ang+512)&2047])<<2;
g_player[p].ps->vel.y +=
actor[sn].extra*(sintable[actor[sn].ang&2047])<<2;
break;
default:
g_player[p].ps->vel.x +=
actor[sn].extra*(sintable[(actor[sn].ang+512)&2047])<<1;
g_player[p].ps->vel.y +=
actor[sn].extra*(sintable[actor[sn].ang&2047])<<1;
break;
}
}
else
{
if (actor[sn].extra == 0)
if (actor[sn].picnum == SHRINKSPARK && npc->xrepeat < 24)
return -1;
npc->extra -= actor[sn].extra;
if (npc->picnum != RECON && npc->owner >= 0 && sprite[npc->owner].statnum < MAXSTATUS)
npc->owner = actor[sn].owner;
}
actor[sn].extra = -1;
return actor[sn].picnum;
}
}
actor[sn].extra = -1;
return -1;
}
void A_MoveCyclers(void)
{
int32_t q, j, x, t, s, cshade;
int16_t *c;
walltype *wal;
for (q=g_numCyclers-1; q>=0; q--)
{
c = &cyclers[q][0];
s = c[0];
t = c[3];
j = t+(sintable[c[1]&2047]>>10);
cshade = c[2];
if (j < cshade) j = cshade;
else if (j > t) j = t;
c[1] += sector[s].extra;
if (c[5])
{
wal = &wall[sector[s].wallptr];
for (x = sector[s].wallnum; x>0; x--,wal++)
if (wal->hitag != 1)
{
wal->shade = j;
if ((wal->cstat&2) && wal->nextwall >= 0)
wall[wal->nextwall].shade = j;
}
sector[s].floorshade = sector[s].ceilingshade = j;
}
}
}
void A_MoveDummyPlayers(void)
{
int32_t i = headspritestat[STAT_DUMMYPLAYER], p, nexti;
while (i >= 0)
{
int32_t psectnum;
nexti = nextspritestat[i];
p = sprite[OW].yvel;
psectnum = g_player[p].ps->cursectnum;
if (g_player[p].ps->on_crane >= 0 || (psectnum >= 0 && sector[psectnum].lotag != 1) || sprite[g_player[p].ps->i].extra <= 0)
{
g_player[p].ps->dummyplayersprite = -1;
KILLIT(i);
}
else
{
if (g_player[p].ps->on_ground && g_player[p].ps->on_warping_sector == 1 && psectnum >= 0 && sector[psectnum].lotag == 1)
{
CS = 257;
SZ = sector[SECT].ceilingz+(27<<8);
SA = g_player[p].ps->ang;
if (T1 == 8)
T1 = 0;
else T1++;
}
else
{
if (sector[SECT].lotag != 2) SZ = sector[SECT].floorz;
CS = (int16_t) 32768;
}
}
SX += (g_player[p].ps->pos.x-g_player[p].ps->opos.x);
SY += (g_player[p].ps->pos.y-g_player[p].ps->opos.y);
setsprite(i,(vec3_t *)&sprite[i]);
BOLT:
i = nexti;
}
}
int32_t otherp;
ACTOR_STATIC void G_MovePlayers(void)
{
int32_t i = headspritestat[STAT_PLAYER], nexti;
int32_t otherx;
spritetype *s;
DukePlayer_t *p;
while (i >= 0)
{
nexti = nextspritestat[i];
s = &sprite[i];
p = g_player[s->yvel].ps;
if (s->owner >= 0)
{
if (p->newowner >= 0) //Looking thru the camera
{
s->x = p->opos.x;
s->y = p->opos.y;
actor[i].bposz = s->z = p->opos.z+PHEIGHT;
s->ang = p->oang;
setsprite(i,(vec3_t *)s);
}
else
{
if (g_netServer || (g_netServer || ud.multimode > 1))
otherp = P_FindOtherPlayer(s->yvel,&otherx);
else
{
otherp = s->yvel;
otherx = 0;
}
if (actorscrptr[sprite[i].picnum])
A_Execute(i,s->yvel,otherx);
if (g_netServer || (g_netServer || ud.multimode > 1))
if (sprite[g_player[otherp].ps->i].extra > 0)
{
if (s->yrepeat > 32 && sprite[g_player[otherp].ps->i].yrepeat < 32)
{
if (otherx < 1400 && p->knee_incs == 0)
{
p->knee_incs = 1;
p->weapon_pos = -1;
p->actorsqu = g_player[otherp].ps->i;
}
}
}
if (ud.god)
{
s->extra = p->max_player_health;
s->cstat = 257;
p->inv_amount[GET_JETPACK] = 1599;
}
if (s->extra > 0)
{
actor[i].owner = i;
if (ud.god == 0)
if (G_CheckForSpaceCeiling(s->sectnum) || G_CheckForSpaceFloor(s->sectnum))
P_QuickKill(p);
}
else
{
p->pos.x = s->x;
p->pos.y = s->y;
p->pos.z = s->z-(20<<8);
p->newowner = -1;
if (p->wackedbyactor >= 0 && sprite[p->wackedbyactor].statnum < MAXSTATUS)
{
p->ang += G_GetAngleDelta(p->ang,getangle(sprite[p->wackedbyactor].x-p->pos.x,sprite[p->wackedbyactor].y-p->pos.y))>>1;
p->ang &= 2047;
}
}
s->ang = p->ang;
}
}
else
{
if (p->holoduke_on == -1)
KILLIT(i);
Bmemcpy(&actor[i].bposx, s, sizeof(vec3_t));
s->cstat = 0;
if (s->xrepeat < 42)
{
s->xrepeat += 4;
s->cstat |= 2;
}
else s->xrepeat = 42;
if (s->yrepeat < 36)
s->yrepeat += 4;
else
{
s->yrepeat = 36;
if (sector[s->sectnum].lotag != 2)
A_Fall(i);
if (s->zvel == 0 && sector[s->sectnum].lotag == 1)
s->z += (32<<8);
}
if (s->extra < 8)
{
s->xvel = 128;
s->ang = p->ang;
s->extra++;
A_SetSprite(i,CLIPMASK0);
}
else
{
s->ang = 2047-p->ang;
setsprite(i,(vec3_t *)s);
}
}
if (sector[s->sectnum].ceilingstat&1)
s->shade += (sector[s->sectnum].ceilingshade-s->shade)>>1;
else
s->shade += (sector[s->sectnum].floorshade-s->shade)>>1;
BOLT:
i = nexti;
}
}
ACTOR_STATIC void G_MoveFX(void)
{
int32_t i = headspritestat[STAT_FX], j, nexti, p;
int32_t x, ht;
spritetype *s;
while (i >= 0)
{
s = &sprite[i];
nexti = nextspritestat[i];
switch (DYNAMICTILEMAP(s->picnum))
{
case RESPAWN__STATIC:
if (sprite[i].extra == 66)
{
j = A_Spawn(i,SHT);
// sprite[j].pal = sprite[i].pal;
KILLIT(i);
}
else if (sprite[i].extra > (66-13))
sprite[i].extra++;
break;
case MUSICANDSFX__STATIC:
ht = s->hitag;
if (T2 != ud.config.SoundToggle)
{
T2 = ud.config.SoundToggle;
T1 = 0;
}
if (s->lotag >= 1000 && s->lotag < 2000)
{
x = ldist(&sprite[g_player[screenpeek].ps->i],s);
if (x < ht && T1 == 0)
{
FX_SetReverb(s->lotag - 1000);
T1 = 1;
}
if (x >= ht && T1 == 1)
{
FX_SetReverb(0);
FX_SetReverbDelay(0);
T1 = 0;
}
}
else if (s->lotag < 999 && (unsigned)sector[s->sectnum].lotag < 9 && ud.config.AmbienceToggle && sector[SECT].floorz != sector[SECT].ceilingz)
{
if ((g_sounds[s->lotag].m&2))
{
x = dist(&sprite[g_player[screenpeek].ps->i],s);
if (x < ht && T1 == 0 && FX_VoiceAvailable(g_sounds[s->lotag].pr-1))
{
if (g_numEnvSoundsPlaying == ud.config.NumVoices)
{
j = headspritestat[STAT_FX];
while (j >= 0)
{
if (PN == MUSICANDSFX && j != i && sprite[j].lotag < 999 && actor[j].t_data[0] == 1 && dist(&sprite[j],&sprite[g_player[screenpeek].ps->i]) > x)
{
S_StopEnvSound(sprite[j].lotag,j);
break;
}
j = nextspritestat[j];
}
if (j == -1) goto BOLT;
}
A_PlaySound(s->lotag,i);
T1 = 1;
}
if (x >= ht && T1 == 1)
{
// T1 = 0;
S_StopEnvSound(s->lotag,i);
}
}
if ((g_sounds[s->lotag].m&16))
{
if (T5 > 0) T5--;
else
for (TRAVERSE_CONNECT(p))
if (p == myconnectindex && g_player[p].ps->cursectnum == s->sectnum)
{
j = s->lotag+((unsigned)g_globalRandom%(s->hitag+1));
S_PlaySound(j);
T5 = GAMETICSPERSEC*40 + (g_globalRandom%(GAMETICSPERSEC*40));
}
}
}
break;
}
BOLT:
i = nexti;
}
}
ACTOR_STATIC void G_MoveFallers(void)
{
int32_t i = headspritestat[STAT_FALLER], nexti, sect, j;
spritetype *s;
int32_t x;
while (i >= 0)
{
nexti = nextspritestat[i];
s = &sprite[i];
sect = s->sectnum;
if (T1 == 0)
{
s->z -= (16<<8);
T2 = s->ang;
x = s->extra;
if ((j = A_IncurDamage(i)) >= 0)
{
if (j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER)
{
if (s->extra <= 0)
{
T1 = 1;
j = headspritestat[STAT_FALLER];
while (j >= 0)
{
if (sprite[j].hitag == SHT)
{
actor[j].t_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
{
actor[i].extra = 0;
s->extra = x;
}
}
s->ang = T2;
s->z += (16<<8);
}
else if (T1 == 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;
A_SetSprite(i,CLIPMASK0);
}
if (G_CheckForSpaceFloor(s->sectnum))
x = 0;
else
{
if (G_CheckForSpaceCeiling(s->sectnum))
x = g_spriteGravity/6;
else
x = g_spriteGravity;
}
if (s->z < (sector[sect].floorz-ZOFFSET))
{
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;
KILLIT(i);
}
}
}
BOLT:
i = nexti;
}
}
ACTOR_STATIC void G_MoveStandables(void)
{
int32_t i = headspritestat[STAT_STANDABLE], j, k, nexti, nextj, p=0, sect, switchpicnum;
int32_t l=0, x;
int32_t *t;
spritetype *s;
int16_t m;
while (i >= 0)
{
nexti = nextspritestat[i];
t = &actor[i].t_data[0];
s = &sprite[i];
sect = s->sectnum;
if (sect < 0)
KILLIT(i);
// 'fixed' sprites in rotating sectors already have bpos* updated
if ((t[7]&(0xffff0000))!=0x18190000)
Bmemcpy(&actor[i].bposx, s, sizeof(vec3_t));
IFWITHIN(CRANE,CRANE+3)
{
//t[0] = state
//t[1] = checking sector number
if (s->xvel) A_GetZLimits(i);
if (t[0] == 0) //Waiting to check the sector
{
j = headspritesect[t[1]];
while (j>=0)
{
nextj = nextspritesect[j];
switch (sprite[j].statnum)
{
case STAT_ACTOR:
case STAT_ZOMBIEACTOR:
case STAT_STANDABLE:
case STAT_PLAYER:
{
vec3_t vect;
vect.x = msx[t[4]+1];
vect.y = msy[t[4]+1];
vect.z = sprite[j].z;
s->ang = getangle(msx[t[4]+1]-s->x,msy[t[4]+1]-s->y);
setsprite(j,&vect);
t[0]++;
goto BOLT;
}
}
j = nextj;
}
}
else if (t[0]==1)
{
if (s->xvel < 184)
{
s->picnum = CRANE+1;
s->xvel += 8;
}
A_SetSprite(i,CLIPMASK0);
if (sect == t[1])
t[0]++;
}
else if (t[0]==2 || t[0]==7)
{
s->z += (1024+512);
if (t[0]==2)
{
if ((sector[sect].floorz - s->z) < (64<<8))
if (s->picnum > CRANE) s->picnum--;
if ((sector[sect].floorz - s->z) < (4096+1024))
t[0]++;
}
if (t[0]==7)
{
if ((sector[sect].floorz - s->z) < (64<<8))
{
if (s->picnum > CRANE) s->picnum--;
else
{
if (s->owner==-2)
{
p = A_FindPlayer(s,&x);
A_PlaySound(DUKE_GRUNT,g_player[p].ps->i);
if (g_player[p].ps->on_crane == i)
g_player[p].ps->on_crane = -1;
}
t[0]++;
s->owner = -1;
}
}
}
}
else if (t[0]==3)
{
s->picnum++;
if (s->picnum == (CRANE+2))
{
p = G_CheckPlayerInSector(t[1]);
if (p >= 0 && g_player[p].ps->on_ground)
{
s->owner = -2;
g_player[p].ps->on_crane = i;
A_PlaySound(DUKE_GRUNT,g_player[p].ps->i);
g_player[p].ps->ang = s->ang+1024;
}
else
{
j = headspritesect[t[1]];
while (j>=0)
{
switch (sprite[j].statnum)
{
case STAT_ACTOR:
case STAT_STANDABLE:
s->owner = j;
break;
}
j = nextspritesect[j];
}
}
t[0]++;//Grabbed the sprite
t[2]=0;
goto BOLT;
}
}
else if (t[0]==4) //Delay before going up
{
t[2]++;
if (t[2] > 10)
t[0]++;
}
else if (t[0]==5 || t[0] == 8)
{
if (t[0]==8 && s->picnum < (CRANE+2))
if ((sector[sect].floorz-s->z) > 8192)
s->picnum++;
if (s->z < msx[t[4]+2])
{
t[0]++;
s->xvel = 0;
}
else
s->z -= (1024+512);
}
else if (t[0]==6)
{
if (s->xvel < 192)
s->xvel += 8;
s->ang = getangle(msx[t[4]]-s->x,msy[t[4]]-s->y);
A_SetSprite(i,CLIPMASK0);
if (((s->x-msx[t[4]])*(s->x-msx[t[4]])+(s->y-msy[t[4]])*(s->y-msy[t[4]])) < (128*128))
t[0]++;
}
else if (t[0]==9)
t[0] = 0;
{
vec3_t vect;
Bmemcpy(&vect,s,sizeof(vec3_t));
vect.z -= (34<<8);
setsprite(msy[t[4]+2],&vect);
}
if (s->owner != -1)
{
p = A_FindPlayer(s,&x);
if ((j = A_IncurDamage(i)) >= 0)
{
if (s->owner == -2)
if (g_player[p].ps->on_crane == i)
g_player[p].ps->on_crane = -1;
s->owner = -1;
s->picnum = CRANE;
goto BOLT;
}
if (s->owner >= 0)
{
setsprite(s->owner,(vec3_t *)s);
Bmemcpy(&actor[s->owner].bposx, s, sizeof(vec3_t));
s->zvel = 0;
}
else if (s->owner == -2)
{
g_player[p].ps->opos.x = g_player[p].ps->pos.x = s->x-(sintable[(g_player[p].ps->ang+512)&2047]>>6);
g_player[p].ps->opos.y = g_player[p].ps->pos.y = s->y-(sintable[g_player[p].ps->ang&2047]>>6);
g_player[p].ps->opos.z = g_player[p].ps->pos.z = s->z+(2<<8);
setsprite(g_player[p].ps->i,(vec3_t *)g_player[p].ps);
g_player[p].ps->cursectnum = sprite[g_player[p].ps->i].sectnum;
}
}
goto BOLT;
}
IFWITHIN(WATERFOUNTAIN,WATERFOUNTAIN+3)
{
if (t[0] > 0)
{
if (t[0] < 20)
{
t[0]++;
s->picnum++;
if (s->picnum == (WATERFOUNTAIN+3))
s->picnum = WATERFOUNTAIN+1;
}
else
{
p = A_FindPlayer(s,&x);
if (x > 512)
{
t[0] = 0;
s->picnum = WATERFOUNTAIN;
}
else t[0] = 1;
}
}
goto BOLT;
}
if (AFLAMABLE(s->picnum))
{
if (T1 == 1)
{
T2++;
if ((T2&3) > 0) goto BOLT;
if (s->picnum == TIRE && T2 == 32)
{
s->cstat = 0;
j = A_Spawn(i,BLOODPOOL);
sprite[j].shade = 127;
}
else
{
if (s->shade < 64) s->shade++;
else KILLIT(i);
}
j = s->xrepeat-(krand()&7);
if (j < 10)
KILLIT(i);
s->xrepeat = j;
j = s->yrepeat-(krand()&7);
if (j < 4)
KILLIT(i);
s->yrepeat = j;
}
if (s->picnum == BOX)
{
A_Fall(i);
actor[i].ceilingz = sector[s->sectnum].ceilingz;
}
goto BOLT;
}
if (s->picnum == TRIPBOMB)
{
if (actor[i].t_data[6] == 1)
{
if (actor[i].t_data[7] >= 1)
{
actor[i].t_data[7]--;
}
if (actor[i].t_data[7] <= 0)
{
T3=16;
actor[i].t_data[6]=3;
A_PlaySound(LASERTRIP_ARMING,i);
}
// we're on a timer....
}
if (T3 > 0 && actor[i].t_data[6] == 3)
{
T3--;
if (T3 == 8)
{
for (j=0; j<5; j++) RANDOMSCRAP;
x = s->extra;
A_RadiusDamage(i, g_tripbombBlastRadius, x>>2,x>>1,x-(x>>2),x);
j = A_Spawn(i,EXPLOSION2);
A_PlaySound(LASERTRIP_EXPLODE,j);
sprite[j].ang = s->ang;
sprite[j].xvel = 348;
A_SetSprite(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];
}
KILLIT(i);
}
goto BOLT;
}
else
{
x = s->extra;
s->extra = 1;
l = s->ang;
if ((j = A_IncurDamage(i)) >= 0) { actor[i].t_data[6] = 3;
T3 = 16;
}
s->extra = x;
s->ang = l;
}
switch (T1)
{
default:
p = A_FindPlayer(s,&x);
if (x > 768 || T1 > 16) T1++;
break;
case 32:
l = s->ang;
s->ang = T6;
T4 = s->x;
T5 = s->y;
s->x += sintable[(T6+512)&2047]>>9;
s->y += sintable[(T6)&2047]>>9;
s->z -= (3<<8);
setsprite(i,(vec3_t *)s);
x = A_CheckHitSprite(i,&m);
actor[i].lastvx = x;
s->ang = l;
k = 0;
// if(lTripBombControl & TRIPBOMB_TRIPWIRE)
if (actor[i].t_data[6] != 1)
{
// we're on a trip wire
int16_t cursectnum;
while (x > 0)
{
j = A_Spawn(i,LASERLINE);
setsprite(j,(vec3_t *)&sprite[j]);
sprite[j].hitag = s->hitag;
actor[j].t_data[1] = sprite[j].z;
s->x += sintable[(T6+512)&2047]>>4;
s->y += sintable[(T6)&2047]>>4;
if (x < 1024)
{
sprite[j].xrepeat = x>>5;
break;
}
x -= 1024;
cursectnum = s->sectnum;
updatesector(s->x, s->y, &cursectnum);
if (cursectnum < 0)
break;
}
}
T1++;
s->x = T4;
s->y = T5;
s->z += (3<<8);
setsprite(i,(vec3_t *)s);
T4 = T3 = 0;
if (m >= 0 && actor[i].t_data[6] != 1)
{
actor[i].t_data[6] = 3;
T3 = 13;
A_PlaySound(LASERTRIP_ARMING,i);
}
break;
case 33:
T2++;
T4 = s->x;
T5 = s->y;
s->x += sintable[(T6+512)&2047]>>9;
s->y += sintable[(T6)&2047]>>9;
s->z -= (3<<8);
setsprite(i,(vec3_t *)s);
x = A_CheckHitSprite(i,&m);
s->x = T4;
s->y = T5;
s->z += (3<<8);
setsprite(i,(vec3_t *)s);
// if( Actor[i].lastvx != x && lTripBombControl & TRIPBOMB_TRIPWIRE)
if (actor[i].lastvx != x && actor[i].t_data[6] != 1)
{
actor[i].t_data[6] = 3;
T3 = 13;
A_PlaySound(LASERTRIP_ARMING,i);
}
break;
}
goto BOLT;
}
if (s->picnum >= CRACK1 && s->picnum <= CRACK4)
{
if (s->hitag > 0)
{
t[0] = s->cstat;
t[1] = s->ang;
j = A_IncurDamage(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];
}
goto DETONATE;
}
else
{
s->cstat = t[0];
s->ang = t[1];
s->extra = 0;
}
}
goto BOLT;
}
if (s->picnum == FIREEXT)
{
j = A_IncurDamage(i);
if (j == -1) goto BOLT;
for (k=0; k<16; k++)
{
j = A_InsertSprite(SECT,SX,SY,SZ-(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;
}
j = A_Spawn(i,EXPLOSION2);
A_PlaySound(PIPEBOMB_EXPLODE,j);
A_PlaySound(GLASS_HEAVYBREAK,j);
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];
}
x = s->extra;
A_RadiusDamage(i, g_pipebombBlastRadius,x>>2, x-(x>>1),x-(x>>2), x);
j = A_Spawn(i,EXPLOSION2);
A_PlaySound(PIPEBOMB_EXPLODE,j);
goto DETONATE;
}
else
{
A_RadiusDamage(i,g_seenineBlastRadius,10,15,20,25);
KILLIT(i);
}
goto BOLT;
}
if (s->picnum == OOZFILTER || s->picnum == SEENINE || s->picnum == SEENINEDEAD || s->picnum == (SEENINEDEAD+1))
{
if (s->shade != -32 && s->shade != -33)
{
if (s->xrepeat)
j = (A_IncurDamage(i) >= 0);
else
j = 0;
if (j || s->shade == -31)
{
if (j) s->lotag = 0;
t[3] = 1;
j = headspritestat[STAT_STANDABLE];
while (j >= 0)
{
if (s->hitag == sprite[j].hitag && (sprite[j].picnum == SEENINE || sprite[j].picnum == OOZFILTER))
sprite[j].shade = -32;
j = nextspritestat[j];
}
}
}
else
{
if (s->shade == -32)
{
if (s->lotag > 0)
{
s->lotag-=3;
if (s->lotag <= 0) s->lotag = -99;
}
else
s->shade = -33;
}
else
{
if (s->xrepeat > 0)
{
T3++;
if (T3 == 3)
{
if (s->picnum == OOZFILTER)
{
T3 = 0;
goto DETONATE;
}
if (s->picnum != (SEENINEDEAD+1))
{
T3 = 0;
if (s->picnum == SEENINEDEAD) s->picnum++;
else if (s->picnum == SEENINE)
s->picnum = SEENINEDEAD;
}
else goto DETONATE;
}
goto BOLT;
}
DETONATE:
g_earthquakeTime = 16;
j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if (s->hitag == sprite[j].hitag)
{
if (sprite[j].lotag == 13)
{
if (actor[j].t_data[2] == 0)
actor[j].t_data[2] = 1;
}
else if (sprite[j].lotag == 8)
actor[j].t_data[4] = 1;
else if (sprite[j].lotag == 18)
{
if (actor[j].t_data[0] == 0)
actor[j].t_data[0] = 1;
}
else if (sprite[j].lotag == 21)
actor[j].t_data[0] = 1;
}
j = nextspritestat[j];
}
s->z -= (32<<8);
if (s->xrepeat)
for (x=0; x<8; x++) RANDOMSCRAP;
if ((t[3] == 1 && s->xrepeat) || s->lotag == -99)
{
int32_t j = A_Spawn(i,EXPLOSION2);
x = s->extra;
A_RadiusDamage(i,g_seenineBlastRadius,x>>2, x-(x>>1),x-(x>>2), x);
A_PlaySound(PIPEBOMB_EXPLODE,j);
}
KILLIT(i);
}
}
goto BOLT;
}
if (s->picnum == MASTERSWITCH)
{
if (s->yvel == 1)
{
s->hitag--;
if (s->hitag <= 0)
{
G_OperateSectors(sect,i);
j = headspritesect[sect];
while (j >= 0)
{
if (sprite[j].statnum == STAT_EFFECTOR)
{
switch (sprite[j].lotag)
{
case 2:
case 21:
case 31:
case 32:
case 36:
actor[j].t_data[0] = 1;
break;
case 3:
actor[j].t_data[4] = 1;
break;
}
}
else if (sprite[j].statnum == STAT_STANDABLE)
{
switch (DYNAMICTILEMAP(sprite[j].picnum))
{
case SEENINE__STATIC:
case OOZFILTER__STATIC:
sprite[j].shade = -31;
break;
}
}
j = nextspritesect[j];
}
KILLIT(i);
}
}
goto BOLT;
}
switchpicnum = s->picnum;
if ((s->picnum > SIDEBOLT1) && (s->picnum <= SIDEBOLT1+3))
{
switchpicnum = SIDEBOLT1;
}
if ((s->picnum > BOLT1) && (s->picnum <= BOLT1+3))
{
switchpicnum = BOLT1;
}
switch (DYNAMICTILEMAP(switchpicnum))
{
case VIEWSCREEN__STATIC:
case VIEWSCREEN2__STATIC:
if (s->xrepeat == 0)
KILLIT(i);
p = A_FindPlayer(s, &x);
if (x < 2048)
{
if (SP == 1)
camsprite = i;
}
else if (camsprite != -1 && T1 == 1)
{
camsprite = -1;
T1 = 0;
//loadtile(s->picnum);
//invalidatetile(s->picnum,-1,255);
walock[TILE_VIEWSCR] = 199;
}
goto BOLT;
case TRASH__STATIC:
if (s->xvel == 0) s->xvel = 1;
if (A_SetSprite(i, CLIPMASK0))
{
A_Fall(i);
if (krand()&1) s->zvel -= 256;
if (klabs(s->xvel) < 48)
s->xvel += (krand()&3);
}
else KILLIT(i);
break;
case SIDEBOLT1__STATIC:
// case SIDEBOLT1+1:
// case SIDEBOLT1+2:
// case SIDEBOLT1+3:
p = A_FindPlayer(s, &x);
if (x > 20480) goto BOLT;
CLEAR_THE_BOLT2:
if (t[2])
{
t[2]--;
goto BOLT;
}
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] = g_globalRandom&4;
s->xrepeat=s->yrepeat=0;
goto CLEAR_THE_BOLT2;
}
s->picnum++;
if (l&1) s->cstat ^= 2;
if ((krand()&1) && sector[sect].floorpicnum == HURTRAIL)
A_PlaySound(SHORT_CIRCUIT,i);
if (s->picnum == SIDEBOLT1+4) s->picnum = SIDEBOLT1;
goto BOLT;
case BOLT1__STATIC:
// case BOLT1+1:
// case BOLT1+2:
// case BOLT1+3:
p = A_FindPlayer(s, &x);
if (x > 20480) goto BOLT;
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;
goto BOLT;
}
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] = g_globalRandom&4;
s->xrepeat=s->yrepeat=0;
goto CLEAR_THE_BOLT;
}
s->picnum++;
l = g_globalRandom&7;
s->xrepeat=l+8;
if (l&1) s->cstat ^= 2;
if (s->picnum == (BOLT1+1) && (krand()&7) == 0 && sector[sect].floorpicnum == HURTRAIL)
A_PlaySound(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;
}
goto BOLT;
case WATERDRIP__STATIC:
if (t[1])
{
if (--t[1] == 0)
s->cstat &= 32767;
}
else
{
A_Fall(i);
A_SetSprite(i,CLIPMASK0);
if (s->xvel > 0) s->xvel -= 2;
if (s->zvel == 0)
{
s->cstat |= 32768;
if (s->pal != 2 && s->hitag == 0)
A_PlaySound(SOMETHING_DRIPPING,i);
if (sprite[s->owner].picnum != WATERDRIP)
{
KILLIT(i);
}
else
{
actor[i].bposz = s->z = t[0];
t[1] = 48+(krand()&31);
}
}
}
goto BOLT;
case DOORSHOCK__STATIC:
j = klabs(sector[sect].ceilingz-sector[sect].floorz)>>9;
s->yrepeat = j+4;
s->xrepeat = 16;
s->z = sector[sect].floorz;
goto BOLT;
case TOUCHPLATE__STATIC:
if (t[1] == 1 && s->hitag >= 0) //Move the sector floor
{
x = sector[sect].floorz;
if (t[3] == 1)
{
if (x >= t[2])
{
sector[sect].floorz = x;
t[1] = 0;
}
else
{
sector[sect].floorz += sector[sect].extra;
p = G_CheckPlayerInSector(sect);
if (p >= 0) g_player[p].ps->pos.z += sector[sect].extra;
}
}
else
{
if (x <= s->z)
{
sector[sect].floorz = s->z;
t[1] = 0;
}
else
{
sector[sect].floorz -= sector[sect].extra;
p = G_CheckPlayerInSector(sect);
if (p >= 0)
g_player[p].ps->pos.z -= sector[sect].extra;
}
}
goto BOLT;
}
if (t[5] == 1) goto BOLT;
if ((p = G_CheckPlayerInSector(sect)) >= 0 &&
(g_player[p].ps->on_ground || s->ang == 512))
{
if (t[0] == 0 && !G_CheckActivatorMotion(s->lotag))
{
t[0] = 1;
t[1] = 1;
t[3] = !t[3];
G_OperateMasterSwitches(s->lotag);
G_OperateActivators(s->lotag,p);
if (s->hitag > 0)
{
s->hitag--;
if (s->hitag == 0) t[5] = 1;
}
}
}
else t[0] = 0;
if (t[1] == 1)
{
j = headspritestat[STAT_STANDABLE];
while (j >= 0)
{
if (j != i && sprite[j].picnum == TOUCHPLATE && sprite[j].lotag == s->lotag)
{
actor[j].t_data[1] = 1;
actor[j].t_data[3] = t[3];
}
j = nextspritestat[j];
}
}
goto BOLT;
case CANWITHSOMETHING__STATIC:
case CANWITHSOMETHING2__STATIC:
case CANWITHSOMETHING3__STATIC:
case CANWITHSOMETHING4__STATIC:
A_Fall(i);
if ((j = A_IncurDamage(i)) >= 0)
{
A_PlaySound(VENT_BUST,i);
for (j=9; j>=0; j--)
RANDOMSCRAP;
if (s->lotag) A_Spawn(i,s->lotag);
KILLIT(i);
}
goto BOLT;
case FLOORFLAME__STATIC:
case FIREBARREL__STATIC:
case FIREVASE__STATIC:
case EXPLODINGBARREL__STATIC:
case WOODENHORSE__STATIC:
case HORSEONSIDE__STATIC:
case NUKEBARREL__STATIC:
case NUKEBARRELDENTED__STATIC:
case NUKEBARRELLEAKED__STATIC:
case TOILETWATER__STATIC:
case RUBBERCAN__STATIC:
case STEAM__STATIC:
case CEILINGSTEAM__STATIC:
if (!actorscrptr[sprite[i].picnum])
goto BOLT;
p = A_FindPlayer(s, &x);
A_Execute(i,p,x);
goto BOLT;
case WATERBUBBLEMAKER__STATIC:
if (!actorscrptr[sprite[i].picnum])
goto BOLT;
p = A_FindPlayer(s, &x);
A_Execute(i,p,x);
goto BOLT;
}
BOLT:
i = nexti;
}
}
ACTOR_STATIC void A_DoProjectileBounce(int32_t i)
{
int32_t dax, day, daz = 4096;
spritetype *s = &sprite[i];
int32_t hitsect = s->sectnum;
int32_t k = sector[hitsect].wallptr;
int32_t l = wall[k].point2;
int32_t xvect = mulscale10(s->xvel,sintable[(s->ang+512)&2047]);
int32_t yvect = mulscale10(s->xvel,sintable[s->ang&2047]);
int32_t zvect = s->zvel;
int32_t daang = getangle(wall[l].x-wall[k].x,wall[l].y-wall[k].y);
if (s->z < (actor[i].floorz+actor[i].ceilingz)>>1)
k = sector[hitsect].ceilingheinum;
else
k = sector[hitsect].floorheinum;
dax = mulscale14(k,sintable[(daang)&2047]);
day = mulscale14(k,sintable[(daang+1536)&2047]);
k = xvect*dax+yvect*day+zvect*daz;
l = dax*dax+day*day+daz*daz;
if ((klabs(k)>>14) < l)
{
k = divscale17(k,l);
xvect -= mulscale16(dax,k);
yvect -= mulscale16(day,k);
zvect -= mulscale16(daz,k);
}
s->zvel = zvect;
s->xvel = ksqrt(dmulscale8(xvect,xvect,yvect,yvect));
s->ang = getangle(xvect,yvect);
}
ACTOR_STATIC void A_HandleBeingSpitOn(DukePlayer_t *ps)
{
ps->horiz += 32;
ps->return_to_center = 8;
if (ps->loogcnt == 0)
{
int32_t j, x;
if (!A_CheckSoundPlaying(ps->i, DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN,ps->i);
j = 3+(krand()&3);
ps->numloogs = j;
ps->loogcnt = 24*4;
for (x=0; x < j; x++)
{
ps->loogiex[x] = krand()%xdim;
ps->loogiey[x] = krand()%ydim;
}
}
}
ACTOR_STATIC void G_MoveWeapons(void)
{
int32_t i = headspritestat[STAT_PROJECTILE], j=0, k, f, nexti, p, q;
vec3_t davect;
int32_t x, ll;
uint32_t qq;
spritetype *s;
while (i >= 0)
{
nexti = nextspritestat[i];
s = &sprite[i];
if (s->sectnum < 0)
KILLIT(i);
Bmemcpy(&actor[i].bposx, s, sizeof(vec3_t));
// here
if (A_CheckSpriteFlags(i,SPRITE_PROJECTILE))
{
/* Custom projectiles. This is a big hack. */
if (SpriteProjectile[i].pal >= 0)
s->pal=SpriteProjectile[i].pal;
if (SpriteProjectile[i].workslike & PROJECTILE_KNEE)
KILLIT(i);
if (SpriteProjectile[i].workslike & PROJECTILE_RPG)
{
// if (SpriteProjectile[i].workslike & COOLEXPLOSION1)
// if( g_sounds[WIERDSHOT_FLY].num == 0 )
// A_PlaySound(WIERDSHOT_FLY,i);
Bmemcpy(&davect,s,sizeof(vec3_t));
if (SpriteProjectile[i].flashcolor)
G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), 2048, SpriteProjectile[i].flashcolor,PR_LIGHT_PRIO_LOW_GAME);
if (SpriteProjectile[i].workslike & PROJECTILE_BOUNCESOFFWALLS)
{
/* if(s->yvel < 1 || s->extra < 2 || (s->xvel|s->zvel) == 0)
Did this cause the bug with prematurely exploding projectiles? */
if (s->yvel < 1)
{
if (SpriteProjectile[i].spawns >= 0)
{
k = A_Spawn(i,SpriteProjectile[i].spawns);
// Bmemcpy(&sprite[k],&davect,sizeof(vec3_t));
/*
sprite[k].x = dax;
sprite[k].y = day;
sprite[k].z = daz;
*/
if (SpriteProjectile[i].sxrepeat > 4)
sprite[k].xrepeat=SpriteProjectile[i].sxrepeat;
if (SpriteProjectile[i].syrepeat > 4)
sprite[k].yrepeat=SpriteProjectile[i].syrepeat;
}
if (SpriteProjectile[i].isound >= 0)
A_PlaySound(SpriteProjectile[i].isound,i);
s->extra=SpriteProjectile[i].extra;
if (SpriteProjectile[i].extra_rand > 0)
s->extra += (krand()&SpriteProjectile[i].extra_rand);
x = s->extra;
A_RadiusDamage(i,SpriteProjectile[i].hitradius, x>>2,x>>1,x-(x>>2),x);
KILLIT(i);
}
}
p = -1;
if (SpriteProjectile[i].workslike & PROJECTILE_COOLEXPLOSION1)
{
s->shade++;
if (s->shade >= 40)
KILLIT(i);
}
if (SpriteProjectile[i].drop)
s->zvel -= SpriteProjectile[i].drop;
if (SpriteProjectile[i].workslike & PROJECTILE_SPIT)
if (s->zvel < 6144)
s->zvel += g_spriteGravity-112;
k = s->xvel;
ll = s->zvel;
if (sector[s->sectnum].lotag == 2)
{
k = s->xvel>>1;
ll = s->zvel>>1;
}
A_GetZLimits(i);
qq = CLIPMASK1;
if (SpriteProjectile[i].trail >= 0)
{
for (f=0; f<=SpriteProjectile[i].tnum; f++)
{
j = A_Spawn(i,SpriteProjectile[i].trail);
if (SpriteProjectile[i].toffset != 0)
sprite[j].z += (SpriteProjectile[i].toffset<<8);
if (SpriteProjectile[i].txrepeat >= 0)
sprite[j].xrepeat=SpriteProjectile[i].txrepeat;
if (SpriteProjectile[i].tyrepeat >= 0)
sprite[j].yrepeat=SpriteProjectile[i].tyrepeat;
}
}
for (f=1; f<=SpriteProjectile[i].velmult; f++)
{
vec3_t tmpvect;
Bmemcpy(&davect,s,sizeof(vec3_t));
tmpvect.x = (k*(sintable[(s->ang+512)&2047]))>>14;
tmpvect.y = (k*(sintable[s->ang&2047]))>>14;
tmpvect.z = ll;
j = A_MoveSprite(i,&tmpvect,qq);
if (j)
break;
}
if (!(SpriteProjectile[i].workslike & PROJECTILE_BOUNCESOFFWALLS) &&
s->yvel >= 0 && sprite[s->yvel].sectnum != MAXSECTORS)
if (FindDistance2D(s->x-sprite[s->yvel].x,s->y-sprite[s->yvel].y) < 256)
j = 49152|s->yvel;
actor[i].movflag = j;
if (s->sectnum < 0)
KILLIT(i);
if (SpriteProjectile[i].workslike & PROJECTILE_TIMED && SpriteProjectile[i].range > 0)
{
if (!(actor[i].t_data[8]))
actor[i].t_data[8] = 1;
else
actor[i].t_data[8]++;
if (actor[i].t_data[8] > SpriteProjectile[i].range)
{
if (SpriteProjectile[i].workslike & PROJECTILE_EXPLODEONTIMER)
{
if (SpriteProjectile[i].spawns >= 0)
{
k = A_Spawn(i,SpriteProjectile[i].spawns);
Bmemcpy(&sprite[k],&davect,sizeof(vec3_t));
if (SpriteProjectile[i].sxrepeat > 4)
sprite[k].xrepeat=SpriteProjectile[i].sxrepeat;
if (SpriteProjectile[i].syrepeat > 4)
sprite[k].yrepeat=SpriteProjectile[i].syrepeat;
}
if (SpriteProjectile[i].isound >= 0)
A_PlaySound(SpriteProjectile[i].isound,i);
s->extra=SpriteProjectile[i].extra;
if (SpriteProjectile[i].extra_rand > 0)
s->extra += (krand()&SpriteProjectile[i].extra_rand);
x = s->extra;
A_RadiusDamage(i,SpriteProjectile[i].hitradius, x>>2,x>>1,x-(x>>2),x);
}
KILLIT(i);
}
}
if ((j&49152) != 49152)
if (!(SpriteProjectile[i].workslike & PROJECTILE_BOUNCESOFFWALLS))
{
if (s->z < actor[i].ceilingz)
{
j = 16384|(s->sectnum);
s->zvel = -1;
}
else if ((s->z > actor[i].floorz && sector[s->sectnum].lotag != 1) ||
(s->z > actor[i].floorz+(16<<8) && sector[s->sectnum].lotag == 1))
{
j = 16384|(s->sectnum);
if (sector[s->sectnum].lotag != 1)
s->zvel = 1;
}
}
if (SpriteProjectile[i].workslike & PROJECTILE_WATERBUBBLES &&
sector[s->sectnum].lotag == 2 && rnd(140))
A_Spawn(i,WATERBUBBLE);
if (j != 0)
{
if (SpriteProjectile[i].workslike & PROJECTILE_COOLEXPLOSION1)
{
s->xvel = 0;
s->zvel = 0;
}
if ((j&49152) == 49152)
{
j &= (MAXSPRITES-1);
if (SpriteProjectile[i].workslike & PROJECTILE_BOUNCESOFFSPRITES)
{
s->yvel--;
k = getangle(sprite[j].x-s->x,sprite[j].y-s->y)+(sprite[j].cstat&16?0:512);
s->ang = ((k<<1) - s->ang)&2047;
if (SpriteProjectile[i].bsound >= 0)
A_PlaySound(SpriteProjectile[i].bsound,i);
if (SpriteProjectile[i].workslike & PROJECTILE_LOSESVELOCITY)
{
s->xvel=s->xvel>>1;
s->zvel=s->zvel>>1;
}
if (!(SpriteProjectile[i].workslike & PROJECTILE_FORCEIMPACT))goto BOLT;
}
A_DamageObject(j,i);
if (sprite[j].picnum == APLAYER)
{
p = sprite[j].yvel;
A_PlaySound(PISTOL_BODYHIT,j);
if (SpriteProjectile[i].workslike & PROJECTILE_SPIT)
A_HandleBeingSpitOn(g_player[p].ps);
}
if (SpriteProjectile[i].workslike & PROJECTILE_RPG_IMPACT)
{
actor[j].owner = s->owner;
actor[j].picnum = s->picnum;
actor[j].extra += SpriteProjectile[i].extra;
if (SpriteProjectile[i].spawns >= 0)
{
k = A_Spawn(i,SpriteProjectile[i].spawns);
Bmemcpy(&sprite[k],&davect,sizeof(vec3_t));
if (SpriteProjectile[i].sxrepeat > 4)
sprite[k].xrepeat=SpriteProjectile[i].sxrepeat;
if (SpriteProjectile[i].syrepeat > 4)
sprite[k].yrepeat=SpriteProjectile[i].syrepeat;
}
if (SpriteProjectile[i].isound >= 0)
A_PlaySound(SpriteProjectile[i].isound,i);
if (!(SpriteProjectile[i].workslike & PROJECTILE_FORCEIMPACT))
KILLIT(i);
}
if (SpriteProjectile[i].workslike & PROJECTILE_FORCEIMPACT)
goto BOLT;
}
else if ((j&49152) == 32768)
{
j &= (MAXWALLS-1);
if (SpriteProjectile[i].workslike & PROJECTILE_BOUNCESOFFMIRRORS &&
(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;
A_Spawn(i,TRANSPORTERSTAR);
goto BOLT;
}
else
{
setsprite(i,&davect);
A_DamageWall(i,j,(vec3_t *)s,s->picnum);
if (SpriteProjectile[i].workslike & PROJECTILE_BOUNCESOFFWALLS)
{
if (wall[j].overpicnum != MIRROR && wall[j].picnum != MIRROR)
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;
if (SpriteProjectile[i].bsound >= 0)
A_PlaySound(SpriteProjectile[i].bsound,i);
if (SpriteProjectile[i].workslike & PROJECTILE_LOSESVELOCITY)
{
s->xvel=s->xvel>>1;
s->zvel=s->zvel>>1;
}
goto BOLT;
}
}
}
else if ((j&49152) == 16384)
{
setsprite(i,&davect);
if (s->zvel < 0)
{
if (sector[s->sectnum].ceilingstat&1 && sector[s->sectnum].ceilingpal == 0)
KILLIT(i);
Sect_DamageCeiling(s->sectnum);
}
if (SpriteProjectile[i].workslike & PROJECTILE_BOUNCESOFFWALLS)
{
A_DoProjectileBounce(i);
A_SetSprite(i,qq);
s->yvel--;
if (SpriteProjectile[i].bsound >= 0)
A_PlaySound(SpriteProjectile[i].bsound,i);
if (SpriteProjectile[i].workslike & PROJECTILE_LOSESVELOCITY)
{
s->xvel=s->xvel>>1;
s->zvel=s->zvel>>1;
}
goto BOLT;
}
}
if (SpriteProjectile[i].workslike & PROJECTILE_HITSCAN)
{
if (!actorscrptr[sprite[i].picnum])
goto BOLT;
p = A_FindPlayer(s,&x);
A_Execute(i,p,x);
goto BOLT;
}
if (SpriteProjectile[i].workslike & PROJECTILE_RPG)
{
if (SpriteProjectile[i].spawns > 0)
{
k = A_Spawn(i,SpriteProjectile[i].spawns);
Bmemcpy(&sprite[k],&davect,sizeof(vec3_t));
if (SpriteProjectile[i].sxrepeat > 4)
sprite[k].xrepeat=SpriteProjectile[i].sxrepeat;
if (SpriteProjectile[i].syrepeat > 4)
sprite[k].yrepeat=SpriteProjectile[i].syrepeat;
}
if (SpriteProjectile[i].isound >= 0)
A_PlaySound(SpriteProjectile[i].isound,i);
s->extra=SpriteProjectile[i].extra;
if (SpriteProjectile[i].extra_rand > 0)
s->extra += (krand()&SpriteProjectile[i].extra_rand);
A_RadiusDamage(i,SpriteProjectile[i].hitradius,
s->extra>>2,s->extra>>1,s->extra-(s->extra>>2),s->extra);
KILLIT(i);
}
}
goto BOLT;
}
}
else
{
// here
switch (DYNAMICTILEMAP(s->picnum))
{
case RADIUSEXPLOSION__STATIC:
case KNEE__STATIC:
KILLIT(i);
case TONGUE__STATIC:
T1 = sintable[(T2)&2047]>>9;
T2 += 32;
if (T2 > 2047)
KILLIT(i);
if (sprite[s->owner].statnum == MAXSTATUS)
if (A_CheckEnemySprite(&sprite[s->owner]) == 0)
KILLIT(i);
s->ang = sprite[s->owner].ang;
s->x = sprite[s->owner].x;
s->y = sprite[s->owner].y;
if (sprite[s->owner].picnum == APLAYER)
s->z = sprite[s->owner].z-(34<<8);
for (k=0; k<T1; k++)
{
q = A_InsertSprite(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))*klabs(s->zvel/12)),TONGUE,-40+(k<<1),
8,8,0,0,0,i,5);
sprite[q].cstat = 128;
sprite[q].pal = 8;
}
q = A_InsertSprite(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))*klabs(s->zvel/12)),INNERJAW,-40,
32,32,0,0,0,i,5);
sprite[q].cstat = 128;
if (T2 > 512 && T2 < (1024))
sprite[q].picnum = INNERJAW+1;
goto BOLT;
case FREEZEBLAST__STATIC:
if (s->yvel < 1 || s->extra < 2 || (s->xvel|s->zvel) == 0)
{
j = A_Spawn(i,TRANSPORTERSTAR);
sprite[j].pal = 1;
sprite[j].xrepeat = 32;
sprite[j].yrepeat = 32;
KILLIT(i);
}
case SHRINKSPARK__STATIC:
case RPG__STATIC:
case FIRELASER__STATIC:
case SPIT__STATIC:
case COOLEXPLOSION1__STATIC:
if (s->picnum == COOLEXPLOSION1)
if (!S_CheckSoundPlaying(i,WIERDSHOT_FLY))
A_PlaySound(WIERDSHOT_FLY,i);
p = -1;
k = s->xvel;
ll = s->zvel;
if (s->picnum == RPG && sector[s->sectnum].lotag == 2)
{
k = s->xvel>>1;
ll = s->zvel>>1;
}
Bmemcpy(&davect,s,sizeof(vec3_t));
A_GetZLimits(i);
qq = CLIPMASK1;
switch (DYNAMICTILEMAP(s->picnum))
{
case RPG__STATIC:
if (DYNAMICTILEMAP(s->picnum) == RPG__STATIC && actor[i].picnum != BOSS2 &&
s->xrepeat >= 10 && sector[s->sectnum].lotag != 2)
{
j = A_Spawn(i,SMALLSMOKE);
sprite[j].z += (1<<8);
}
break;
}
{
vec3_t tmpvect;
tmpvect.x = (k*(sintable[(s->ang+512)&2047]))>>14;
tmpvect.y = (k*(sintable[s->ang&2047]))>>14;
tmpvect.z = ll;
j = A_MoveSprite(i,&tmpvect,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;
actor[i].movflag = j;
if (s->sectnum < 0)
KILLIT(i);
if ((j&49152) != 49152)
if (s->picnum != FREEZEBLAST)
{
if (s->z < actor[i].ceilingz)
{
j = 16384|(s->sectnum);
s->zvel = -1;
}
else if ((s->z > actor[i].floorz && sector[s->sectnum].lotag != 1) ||
(s->z > actor[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 = A_InsertSprite(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))*klabs(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 += g_spriteGravity-112;
if (j != 0)
{
if (s->picnum == COOLEXPLOSION1)
{
if ((j&49152) == 49152 && sprite[j&(MAXSPRITES-1)].picnum != APLAYER)
goto COOLEXPLOSION;
s->xvel = 0;
s->zvel = 0;
}
if ((j&49152) == 49152)
{
j &= (MAXSPRITES-1);
if (s->picnum == FREEZEBLAST && sprite[j].pal == 1)
if (A_CheckEnemySprite(&sprite[j]) || sprite[j].picnum == APLAYER)
{
j = A_Spawn(i,TRANSPORTERSTAR);
sprite[j].pal = 1;
sprite[j].xrepeat = 32;
sprite[j].yrepeat = 32;
KILLIT(i);
}
A_DamageObject(j,i);
if (sprite[j].picnum == APLAYER)
{
p = sprite[j].yvel;
A_PlaySound(PISTOL_BODYHIT,j);
if (s->picnum == SPIT)
A_HandleBeingSpitOn(g_player[p].ps);
}
}
else if ((j&49152) == 32768)
{
j &= (MAXWALLS-1);
if (s->picnum != RPG && s->picnum != FREEZEBLAST && s->picnum != SPIT && (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;
A_Spawn(i,TRANSPORTERSTAR);
goto BOLT;
}
else
{
setsprite(i,&davect);
A_DamageWall(i,j,(vec3_t *)s,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;
goto BOLT;
}
}
}
else if ((j&49152) == 16384)
{
setsprite(i,&davect);
if (s->zvel < 0)
{
if (sector[s->sectnum].ceilingstat&1)
if (sector[s->sectnum].ceilingpal == 0)
KILLIT(i);
Sect_DamageCeiling(s->sectnum);
}
if (s->picnum == FREEZEBLAST)
{
A_DoProjectileBounce(i);
A_SetSprite(i,qq);
s->extra >>= 1;
if (s->xrepeat > 8)
s->xrepeat -= 2;
if (s->yrepeat > 8)
s->yrepeat -= 2;
s->yvel--;
goto BOLT;
}
}
if (s->picnum != SPIT)
{
if (s->picnum == RPG)
{
k = A_Spawn(i,EXPLOSION2);
A_PlaySound(RPG_EXPLODE,k);
Bmemcpy(&sprite[k],&davect,sizeof(vec3_t));
if (s->xrepeat < 10)
{
sprite[k].xrepeat = 6;
sprite[k].yrepeat = 6;
}
else if ((j&49152) == 16384)
{
if (s->zvel > 0)
A_Spawn(i,EXPLOSION2BOT);
else
{
sprite[k].cstat |= 8;
sprite[k].z += (48<<8);
}
}
if (s->xrepeat >= 10)
{
x = s->extra;
A_RadiusDamage(i,g_rpgBlastRadius, x>>2,x>>1,x-(x>>2),x);
}
else
{
x = s->extra+(g_globalRandom&3);
A_RadiusDamage(i,(g_rpgBlastRadius>>1),x>>2,x>>1,x-(x>>2),x);
}
}
else if (s->picnum == SHRINKSPARK)
{
A_Spawn(i,SHRINKEREXPLOSION);
A_PlaySound(SHRINKER_HIT,i);
A_RadiusDamage(i,g_shrinkerBlastRadius,0,0,0,0);
}
else if (s->picnum != COOLEXPLOSION1 && s->picnum != FREEZEBLAST && s->picnum != FIRELASER)
{
k = A_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 != COOLEXPLOSION1)
KILLIT(i);
}
if (s->picnum == COOLEXPLOSION1)
{
COOLEXPLOSION:
s->shade++;
if (s->shade >= 40)
KILLIT(i);
}
else if (s->picnum == RPG && sector[s->sectnum].lotag == 2 && s->xrepeat >= 10 && rnd(140))
A_Spawn(i,WATERBUBBLE);
goto BOLT;
case SHOTSPARK1__STATIC:
if (!actorscrptr[sprite[i].picnum])
goto BOLT;
p = A_FindPlayer(s,&x);
A_Execute(i,p,x);
goto BOLT;
}
}
BOLT:
i = nexti;
}
}
ACTOR_STATIC void G_MoveTransports(void)
{
int32_t warpspriteto;
int32_t i = headspritestat[STAT_TRANSPORT], j, k, l, p, sect, sectlotag, nexti, nextj;
int32_t ll,onfloorz,q;
while (i >= 0)
{
sect = SECT;
sectlotag = sector[sect].lotag;
nexti = nextspritestat[i];
if (OW == i)
{
i = nexti;
continue;
}
onfloorz = T5;
if (T1 > 0) T1--;
j = headspritesect[sect];
while (j >= 0)
{
nextj = nextspritesect[j];
switch (sprite[j].statnum)
{
case STAT_PLAYER:
if (sprite[j].owner != -1)
{
p = sprite[j].yvel;
g_player[p].ps->on_warping_sector = 1;
if (g_player[p].ps->transporter_hold == 0 && g_player[p].ps->jumping_counter == 0)
{
if (g_player[p].ps->on_ground && sectlotag == 0 && onfloorz && g_player[p].ps->jetpack_on == 0)
{
if (sprite[i].pal == 0)
{
A_Spawn(i,TRANSPORTERBEAM);
A_PlaySound(TELEPORTER,i);
}
for (TRAVERSE_CONNECT(k))
if (g_player[k].ps->cursectnum == sprite[OW].sectnum)
{
g_player[k].ps->frag_ps = p;
sprite[g_player[k].ps->i].extra = 0;
}
g_player[p].ps->ang = sprite[OW].ang;
if (sprite[OW].owner != OW)
{
T1 = 13;
actor[OW].t_data[0] = 13;
g_player[p].ps->transporter_hold = 13;
}
g_player[p].ps->bobposx = g_player[p].ps->opos.x = g_player[p].ps->pos.x = sprite[OW].x;
g_player[p].ps->bobposy = g_player[p].ps->opos.y = g_player[p].ps->pos.y = sprite[OW].y;
g_player[p].ps->opos.z = g_player[p].ps->pos.z = sprite[OW].z-PHEIGHT;
changespritesect(j,sprite[OW].sectnum);
g_player[p].ps->cursectnum = sprite[j].sectnum;
if (sprite[i].pal == 0)
{
k = A_Spawn(OW,TRANSPORTERBEAM);
A_PlaySound(TELEPORTER,k);
}
break;
}
}
else if (!(sectlotag == 1 && g_player[p].ps->on_ground == 1)) break;
if (onfloorz == 0 && klabs(SZ-g_player[p].ps->pos.z) < 6144)
if ((g_player[p].ps->jetpack_on == 0) || (g_player[p].ps->jetpack_on && TEST_SYNC_KEY(g_player[p].sync->bits, SK_JUMP)) ||
(g_player[p].ps->jetpack_on && TEST_SYNC_KEY(g_player[p].sync->bits, SK_CROUCH)))
{
g_player[p].ps->bobposx = g_player[p].ps->opos.x = g_player[p].ps->pos.x += sprite[OW].x-SX;
g_player[p].ps->bobposy = g_player[p].ps->opos.y = g_player[p].ps->pos.y += sprite[OW].y-SY;
if (g_player[p].ps->jetpack_on && (TEST_SYNC_KEY(g_player[p].sync->bits, SK_JUMP) || g_player[p].ps->jetpack_on < 11))
g_player[p].ps->pos.z = sprite[OW].z-6144;
else g_player[p].ps->pos.z = sprite[OW].z+6144;
g_player[p].ps->opos.z = g_player[p].ps->pos.z;
actor[g_player[p].ps->i].bposx = g_player[p].ps->pos.x;
actor[g_player[p].ps->i].bposy = g_player[p].ps->pos.y;
actor[g_player[p].ps->i].bposz = g_player[p].ps->pos.z;
changespritesect(j,sprite[OW].sectnum);
g_player[p].ps->cursectnum = sprite[OW].sectnum;
break;
}
k = 0;
if (onfloorz && sectlotag == 1 && g_player[p].ps->on_ground &&
g_player[p].ps->pos.z >= sector[sect].floorz &&
(TEST_SYNC_KEY(g_player[p].sync->bits, SK_CROUCH) || g_player[p].ps->vel.z > 2048))
// if( onfloorz && sectlotag == 1 && g_player[p].ps->pos.z > (sector[sect].floorz-(6<<8)) )
{
k = 1;
if (screenpeek == p)
{
FX_StopAllSounds();
S_ClearSoundLocks();
}
if (sprite[g_player[p].ps->i].extra > 0)
A_PlaySound(DUKE_UNDERWATER,j);
g_player[p].ps->opos.z = g_player[p].ps->pos.z =
sector[sprite[OW].sectnum].ceilingz;
/*
g_player[p].ps->vel.x = 4096-(krand()&8192);
g_player[p].ps->vel.y = 4096-(krand()&8192);
*/
if (TEST_SYNC_KEY(g_player[p].sync->bits, SK_CROUCH))
g_player[p].ps->vel.z += 512;
}
// r1449-:
if (onfloorz && sectlotag == 2 && g_player[p].ps->pos.z < (sector[sect].ceilingz+1080) && g_player[p].ps->vel.z == 0)
// r1450+, breaks submergible slime in bobsp2:
// if (onfloorz && sectlotag == 2 && g_player[p].ps->pos.z <= sector[sect].ceilingz /*&& g_player[p].ps->vel.z == 0*/)
{
k = 1;
// if( sprite[j].extra <= 0) break;
if (screenpeek == p)
{
FX_StopAllSounds();
S_ClearSoundLocks();
}
A_PlaySound(DUKE_GASP,j);
g_player[p].ps->opos.z = g_player[p].ps->pos.z =
sector[sprite[OW].sectnum].floorz;
g_player[p].ps->jumping_toggle = 1;
g_player[p].ps->jumping_counter = 0;
g_player[p].ps->vel.z = 0;
// g_player[p].ps->vel.z += 1024;
}
if (k == 1)
{
vec3_t vect;
g_player[p].ps->bobposx = g_player[p].ps->opos.x = g_player[p].ps->pos.x += sprite[OW].x-SX;
g_player[p].ps->bobposy = g_player[p].ps->opos.y = g_player[p].ps->pos.y += sprite[OW].y-SY;
if (sprite[OW].owner != OW)
g_player[p].ps->transporter_hold = -2;
g_player[p].ps->cursectnum = sprite[OW].sectnum;
changespritesect(j,sprite[OW].sectnum);
vect.x = g_player[p].ps->pos.x;
vect.y = g_player[p].ps->pos.y;
vect.z = g_player[p].ps->pos.z+PHEIGHT;
setsprite(g_player[p].ps->i,&vect);
P_UpdateScreenPal(g_player[p].ps);
if ((krand()&255) < 32)
A_Spawn(j,WATERSPLASH2);
if (sectlotag == 1)
for (l = 0; l < 9; l++)
{
q = A_Spawn(g_player[p].ps->i,WATERBUBBLE);
sprite[q].z += krand()&16383;
}
}
}
break;
case STAT_PROJECTILE:
// comment out to make RPGs pass through water: (r1450 breaks this)
// if (sectlotag != 0) goto JBOLT;
case STAT_ACTOR:
if ((sprite[j].picnum == SHARK) || (sprite[j].picnum == COMMANDER) || (sprite[j].picnum == OCTABRAIN)
|| ((sprite[j].picnum >= GREENSLIME) && (sprite[j].picnum <= GREENSLIME+7)))
{
if (sprite[j].extra > 0)
goto JBOLT;
}
case STAT_MISC:
case STAT_FALLER:
case STAT_DUMMYPLAYER:
ll = klabs(sprite[j].zvel);
if (totalclock > actor[j].lasttransport)
{
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 || klabs(sprite[j].z-SZ) < 4096))
{
if (sprite[OW].owner != OW && onfloorz && T1 > 0 && sprite[j].statnum != STAT_MISC)
{
T1++;
goto BOLT;
}
warpspriteto = 1;
}
if (warpspriteto && A_CheckSpriteFlags(j,SPRITE_DECAL)) goto JBOLT;
if (warpspriteto) switch (DYNAMICTILEMAP(sprite[j].picnum))
{
case TRANSPORTERSTAR__STATIC:
case TRANSPORTERBEAM__STATIC:
case TRIPBOMB__STATIC:
case BULLETHOLE__STATIC:
case WATERSPLASH2__STATIC:
case BURNING__STATIC:
case BURNING2__STATIC:
case FIRE__STATIC:
case FIRE2__STATIC:
case TOILETWATER__STATIC:
case LASERLINE__STATIC:
goto JBOLT;
case PLAYERONWATER__STATIC:
if (sectlotag == 2)
{
sprite[j].cstat &= 32768;
break;
}
default:
if (sprite[j].statnum == STAT_MISC && !(sectlotag == 1 || sectlotag == 2))
break;
case WATERBUBBLE__STATIC:
// if( rnd(192) && sprite[j].picnum == WATERBUBBLE)
// break;
if (sectlotag > 0)
{
k = A_Spawn(j,WATERSPLASH2);
if (sectlotag == 1 && sprite[j].statnum == STAT_PROJECTILE)
{
sprite[k].xvel = sprite[j].xvel>>1;
sprite[k].ang = sprite[j].ang;
A_SetSprite(k,CLIPMASK0);
}
}
switch (sectlotag)
{
case 0:
if (onfloorz)
{
if (sprite[j].statnum == STAT_PROJECTILE ||
(G_CheckPlayerInSector(sect) == -1 && G_CheckPlayerInSector(sprite[OW].sectnum) == -1))
{
sprite[j].x += (sprite[OW].x-SX);
sprite[j].y += (sprite[OW].y-SY);
sprite[j].z -= SZ - sector[sprite[OW].sectnum].floorz;
sprite[j].ang = sprite[OW].ang;
Bmemcpy(&actor[j].bposx, &sprite[j], sizeof(vec3_t));
if (sprite[i].pal == 0)
{
k = A_Spawn(i,TRANSPORTERBEAM);
A_PlaySound(TELEPORTER,k);
k = A_Spawn(OW,TRANSPORTERBEAM);
A_PlaySound(TELEPORTER,k);
}
if (sprite[OW].owner != OW)
{
T1 = 13;
actor[OW].t_data[0] = 13;
}
changespritesect(j,sprite[OW].sectnum);
}
}
else
{
sprite[j].x += (sprite[OW].x-SX);
sprite[j].y += (sprite[OW].y-SY);
sprite[j].z = sprite[OW].z+4096;
Bmemcpy(&actor[j].bposx, &sprite[j], sizeof(vec3_t));
changespritesect(j,sprite[OW].sectnum);
}
break;
case 1:
actor[j].lasttransport = totalclock + (TICSPERFRAME<<2);
sprite[j].x += (sprite[OW].x-SX);
sprite[j].y += (sprite[OW].y-SY);
sprite[j].z = sector[sprite[OW].sectnum].ceilingz;
Bmemcpy(&actor[j].bposx, &sprite[j], sizeof(vec3_t));
changespritesect(j,sprite[OW].sectnum);
break;
case 2:
actor[j].lasttransport = totalclock + (TICSPERFRAME<<2);
sprite[j].x += (sprite[OW].x-SX);
sprite[j].y += (sprite[OW].y-SY);
sprite[j].z = sector[sprite[OW].sectnum].floorz;
Bmemcpy(&actor[j].bposx, &sprite[j], sizeof(vec3_t));
changespritesect(j,sprite[OW].sectnum);
break;
}
break;
}
}
break;
}
JBOLT:
j = nextj;
}
BOLT:
i = nexti;
}
}
static int16_t A_FindLocator(int32_t n,int32_t sn)
{
int32_t i = headspritestat[STAT_LOCATOR];
while (i >= 0)
{
if ((sn == -1 || sn == SECT) && n == SLT)
return i;
i = nextspritestat[i];
}
return -1;
}
ACTOR_STATIC void G_MoveActors(void)
{
int32_t x, m, l;
int32_t *t;
int32_t a, j, nexti, nextj, sect, p, switchpicnum, k;
spritetype *s;
int32_t i = headspritestat[STAT_ACTOR];
while (i >= 0)
{
nexti = nextspritestat[i];
s = &sprite[i];
sect = s->sectnum;
if (s->xrepeat == 0 || sect < 0 || sect >= MAXSECTORS)
KILLIT(i);
t = &actor[i].t_data[0];
Bmemcpy(&actor[i].bposx, s, sizeof(vec3_t));
switchpicnum=s->picnum;
if ((s->picnum > GREENSLIME) && (s->picnum <= GREENSLIME+7))
switchpicnum = GREENSLIME;
switch (DYNAMICTILEMAP(switchpicnum))
{
case DUCK__STATIC:
case TARGET__STATIC:
if (s->cstat&32)
{
t[0]++;
if (t[0] > 60)
{
t[0] = 0;
s->cstat = 128+257+16;
s->extra = 1;
}
}
else
{
j = A_IncurDamage(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)
{
G_OperateActivators(s->lotag,-1);
G_OperateForceFields(i,s->lotag);
G_OperateMasterSwitches(s->lotag);
}
}
}
goto BOLT;
case RESPAWNMARKERRED__STATIC:
case RESPAWNMARKERYELLOW__STATIC:
case RESPAWNMARKERGREEN__STATIC:
if (++T1 > g_itemRespawnTime)
KILLIT(i);
if (T1 >= (g_itemRespawnTime>>1) && T1 < ((g_itemRespawnTime>>1)+(g_itemRespawnTime>>2)))
PN = RESPAWNMARKERYELLOW;
else if (T1 > ((g_itemRespawnTime>>1)+(g_itemRespawnTime>>2)))
PN = RESPAWNMARKERGREEN;
A_Fall(i);
break;
case HELECOPT__STATIC:
case DUKECAR__STATIC:
s->z += s->zvel;
t[0]++;
if (t[0] == 4) A_PlaySound(WAR_AMBIENCE2,i);
if (t[0] > (GAMETICSPERSEC*8))
{
S_PlaySound(RPG_EXPLODE);
for (j=0; j<32; j++) RANDOMSCRAP;
g_earthquakeTime = 16;
KILLIT(i);
}
else if ((t[0]&3) == 0)
A_Spawn(i,EXPLOSION2);
A_SetSprite(i,CLIPMASK0);
break;
case RAT__STATIC:
A_Fall(i);
if (A_SetSprite(i, CLIPMASK0))
{
if ((krand()&255) < 3) A_PlaySound(RATTY,i);
s->ang += (krand()&31)-15+(sintable[(t[0]<<8)&2047]>>11);
}
else
{
T1++;
if (T1 > 1)
{
KILLIT(i);
}
else s->ang = (krand()&2047);
}
if (s->xvel < 128)
s->xvel+=2;
s->ang += (krand()&3)-6;
break;
case QUEBALL__STATIC:
case STRIPEBALL__STATIC:
if (s->xvel)
{
j = headspritestat[STAT_DEFAULT];
while (j >= 0)
{
nextj = nextspritestat[j];
if (sprite[j].picnum == POCKET && ldist(&sprite[j],s) < 52)
KILLIT(i);
j = nextj;
}
j = clipmove((vec3_t *)s,&s->sectnum,
(((s->xvel*(sintable[(s->ang+512)&2047]))>>14)*TICSPERFRAME)<<11,
(((s->xvel*(sintable[s->ang&2047]))>>14)*TICSPERFRAME)<<11,
24L,(4<<8),(4<<8),CLIPMASK1);
if (j&49152)
{
if ((j&49152) == 32768)
{
j &= (MAXWALLS-1);
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;
}
else if ((j&49152) == 49152)
{
j &= (MAXSPRITES-1);
A_DamageObject(i,j);
}
}
s->xvel --;
if (s->xvel < 0) s->xvel = 0;
if (s->picnum == STRIPEBALL)
{
s->cstat = 257;
s->cstat |= (4 & s->xvel) | (8 & s->xvel);
}
}
else
{
p = A_FindPlayer(s,&x);
if (x < 1596)
{
// if(s->pal == 12)
{
j = G_GetAngleDelta(g_player[p].ps->ang,getangle(s->x-g_player[p].ps->pos.x,s->y-g_player[p].ps->pos.y));
if (j > -64 && j < 64 && TEST_SYNC_KEY(g_player[p].sync->bits, SK_OPEN))
if (g_player[p].ps->toggle_key_flag == 1)
{
a = headspritestat[STAT_ACTOR];
while (a >= 0)
{
if (sprite[a].picnum == QUEBALL || sprite[a].picnum == STRIPEBALL)
{
j = G_GetAngleDelta(g_player[p].ps->ang,getangle(sprite[a].x-g_player[p].ps->pos.x,sprite[a].y-g_player[p].ps->pos.y));
if (j > -64 && j < 64)
{
A_FindPlayer(&sprite[a],&l);
if (x > l) break;
}
}
a = nextspritestat[a];
}
if (a == -1)
{
if (s->pal == 12)
s->xvel = 164;
else s->xvel = 140;
s->ang = g_player[p].ps->ang;
g_player[p].ps->toggle_key_flag = 2;
}
}
}
}
if (x < 512 && s->sectnum == g_player[p].ps->cursectnum)
{
s->ang = getangle(s->x-g_player[p].ps->pos.x,s->y-g_player[p].ps->pos.y);
s->xvel = 48;
}
}
break;
case FORCESPHERE__STATIC:
if (s->yvel == 0)
{
s->yvel = 1;
for (l=512; l<(2048-512); l+= 128)
for (j=0; j<2048; j += 128)
{
k = A_Spawn(i,FORCESPHERE);
sprite[k].cstat = 257+128;
sprite[k].clipdist = 64;
sprite[k].ang = j;
sprite[k].zvel = sintable[l&2047]>>5;
sprite[k].xvel = sintable[(l+512)&2047]>>9;
sprite[k].owner = i;
}
}
if (t[3] > 0)
{
if (s->zvel < 6144)
s->zvel += 192;
s->z += s->zvel;
if (s->z > sector[sect].floorz)
s->z = sector[sect].floorz;
t[3]--;
if (t[3] == 0)
KILLIT(i);
}
else if (t[2] > 10)
{
j = headspritestat[STAT_MISC];
while (j >= 0)
{
if (sprite[j].owner == i && sprite[j].picnum == FORCESPHERE)
actor[j].t_data[1] = 1+(krand()&63);
j = nextspritestat[j];
}
t[3] = 64;
}
goto BOLT;
case RECON__STATIC:
A_GetZLimits(i);
if (sector[s->sectnum].ceilingstat&1)
s->shade += (sector[s->sectnum].ceilingshade-s->shade)>>1;
else s->shade += (sector[s->sectnum].floorshade-s->shade)>>1;
if (s->z < sector[sect].ceilingz+(32<<8))
s->z = sector[sect].ceilingz+(32<<8);
#ifdef POLYMER
/*
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = s->y;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].z = s->z + 10248;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].range = 8192;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].angle = s->ang;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].horiz = 100;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = 256;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].faderadius = 200;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = 255;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = 255;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = 255;
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_MAX_GAME;
if (gamelightcount < PR_MAXLIGHTS)
gamelightcount++;
*/
#endif // POLYMER
if (!g_netServer && ud.multimode < 2)
{
if (g_noEnemies == 1)
{
s->cstat = (int16_t)32768;
goto BOLT;
}
else if (g_noEnemies == 2) s->cstat = 257;
}
if ((j = A_IncurDamage(i)) >= 0)
{
if (s->extra < 0 && t[0] != -1)
{
t[0] = -1;
s->extra = 0;
}
A_PlaySound(RECO_PAIN,i);
RANDOMSCRAP;
}
if (t[0] == -1)
{
s->z += 1024;
t[2]++;
if ((t[2]&3) == 0) A_Spawn(i,EXPLOSION2);
A_GetZLimits(i);
s->ang += 96;
s->xvel = 128;
j = A_SetSprite(i,CLIPMASK0);
if (j != 1 || s->z > actor[i].floorz)
{
for (l=0; l<16; l++)
RANDOMSCRAP;
j = A_Spawn(i,EXPLOSION2);
A_PlaySound(LASERTRIP_EXPLODE,j);
A_Spawn(i,PIGCOP);
g_player[myconnectindex].ps->actors_killed++;
KILLIT(i);
}
goto BOLT;
}
else
{
if (s->z > actor[i].floorz-(48<<8))
s->z = actor[i].floorz-(48<<8);
}
p = A_FindPlayer(s,&x);
j = s->owner;
// 3 = findplayerz, 4 = shoot
if (t[0] >= 4)
{
t[2]++;
if ((t[2]&15) == 0)
{
a = s->ang;
s->ang = actor[i].tempang;
A_PlaySound(RECO_ATTACK,i);
A_Shoot(i,FIRELASER);
s->ang = a;
}
if (t[2] > (GAMETICSPERSEC*3) || !cansee(s->x,s->y,s->z-(16<<8),s->sectnum, g_player[p].ps->pos.x,g_player[p].ps->pos.y,g_player[p].ps->pos.z,g_player[p].ps->cursectnum))
{
t[0] = 0;
t[2] = 0;
}
else actor[i].tempang +=
G_GetAngleDelta(actor[i].tempang,getangle(g_player[p].ps->pos.x-s->x,g_player[p].ps->pos.y-s->y))/3;
}
else if (t[0] == 2 || t[0] == 3)
{
t[3] = 0;
if (s->xvel > 0) s->xvel -= 16;
else s->xvel = 0;
if (t[0] == 2)
{
l = g_player[p].ps->pos.z-s->z;
if (klabs(l) < (48<<8)) t[0] = 3;
else s->z += ksgn(g_player[p].ps->pos.z-s->z)<<10;
}
else
{
t[2]++;
if (t[2] > (GAMETICSPERSEC*3) || !cansee(s->x,s->y,s->z-(16<<8),s->sectnum, g_player[p].ps->pos.x,g_player[p].ps->pos.y,g_player[p].ps->pos.z,g_player[p].ps->cursectnum))
{
t[0] = 1;
t[2] = 0;
}
else if ((t[2]&15) == 0)
{
A_PlaySound(RECO_ATTACK,i);
A_Shoot(i,FIRELASER);
}
}
s->ang += G_GetAngleDelta(s->ang,getangle(g_player[p].ps->pos.x-s->x,g_player[p].ps->pos.y-s->y))>>2;
}
if (t[0] != 2 && t[0] != 3)
{
l = ldist(&sprite[j],s);
if (l <= 1524)
{
a = s->ang;
s->xvel >>= 1;
}
else a = getangle(sprite[j].x-s->x,sprite[j].y-s->y);
if (t[0] == 1 || t[0] == 4) // Found a locator and going with it
{
l = dist(&sprite[j],s);
if (l <= 1524)
{
if (t[0] == 1) t[0] = 0;
else t[0] = 5;
}
else
{
// Control speed here
if (l > 1524)
{
if (s->xvel < 256) s->xvel += 32;
}
else
{
if (s->xvel > 0) s->xvel -= 16;
else s->xvel = 0;
}
}
if (t[0] < 2) t[2]++;
if (x < 6144 && t[0] < 2 && t[2] > (GAMETICSPERSEC*4))
{
t[0] = 2+(krand()&2);
t[2] = 0;
actor[i].tempang = s->ang;
}
}
if (t[0] == 0 || t[0] == 5)
{
if (t[0] == 0)
t[0] = 1;
else t[0] = 4;
j = s->owner = A_FindLocator(s->hitag,-1);
if (j == -1)
{
s->hitag = j = actor[i].t_data[5];
s->owner = A_FindLocator(j,-1);
j = s->owner;
if (j == -1)
KILLIT(i);
}
else s->hitag++;
}
t[3] = G_GetAngleDelta(s->ang,a);
s->ang += t[3]>>3;
if ((s->z - sprite[j].z) < -512)
s->z += 512;
else if ((s->z - sprite[j].z) > 512)
s->z -= 512;
else s->z = sprite[j].z;
}
if (!A_CheckSoundPlaying(i,RECO_ROAM))
A_PlaySound(RECO_ROAM,i);
A_SetSprite(i,CLIPMASK0);
goto BOLT;
case OOZ__STATIC:
case OOZ2__STATIC:
A_GetZLimits(i);
j = (actor[i].floorz-actor[i].ceilingz)>>9;
if (j > 255) j = 255;
x = 25-(j>>1);
if (x < 8) x = 8;
else if (x > 48) x = 48;
s->yrepeat = j;
s->xrepeat = x;
s->z = actor[i].floorz;
goto BOLT;
case GREENSLIME__STATIC:
// case GREENSLIME+1:
// case GREENSLIME+2:
// case GREENSLIME+3:
// case GREENSLIME+4:
// case GREENSLIME+5:
// case GREENSLIME+6:
// case GREENSLIME+7:
// #ifndef VOLUMEONE
if (g_netServer && (!g_netServer && ud.multimode < 2))
{
if (g_noEnemies == 1)
{
s->cstat = (int16_t)32768;
goto BOLT;
}
else if (g_noEnemies == 2) s->cstat = 257;
}
// #endif
t[1]+=128;
if (sector[sect].floorstat&1)
KILLIT(i);
p = A_FindPlayer(s,&x);
if (x > 20480)
{
actor[i].timetosleep++;
if (actor[i].timetosleep > SLEEPTIME)
{
actor[i].timetosleep = 0;
changespritestat(i, STAT_ZOMBIEACTOR);
goto BOLT;
}
}
if (t[0] == -5) // FROZEN
{
t[3]++;
if (t[3] > 280)
{
s->pal = 0;
t[0] = 0;
goto BOLT;
}
A_Fall(i);
s->cstat = 257;
s->picnum = GREENSLIME+2;
s->extra = 1;
s->pal = 1;
if ((j = A_IncurDamage(i)) >= 0)
{
if (j == FREEZEBLAST) goto BOLT;
for (j=16; j >= 0 ; j--)
{
k = A_InsertSprite(SECT,SX,SY,SZ,GLASSPIECES+(j%3),-32,36,36,krand()&2047,32+(krand()&63),1024-(krand()&1023),i,5);
sprite[k].pal = 1;
}
A_PlaySound(GLASS_BREAKING,i);
KILLIT(i);
}
else if (x < 1024 && g_player[p].ps->quick_kick == 0)
{
j = G_GetAngleDelta(g_player[p].ps->ang,getangle(SX-g_player[p].ps->pos.x,SY-g_player[p].ps->pos.y));
if (j > -128 && j < 128)
g_player[p].ps->quick_kick = 14;
}
goto BOLT;
}
if (x < 1596)
s->cstat = 0;
else s->cstat = 257;
if (t[0] == -4) //On the player
{
if (sprite[g_player[p].ps->i].extra < 1)
{
t[0] = 0;
goto BOLT;
}
setsprite(i,(vec3_t *)s);
s->ang = g_player[p].ps->ang;
if ((TEST_SYNC_KEY(g_player[p].sync->bits, SK_FIRE) || (g_player[p].ps->quick_kick > 0)) && sprite[g_player[p].ps->i].extra > 0)
if (g_player[p].ps->quick_kick > 0 || (g_player[p].ps->curr_weapon != HANDREMOTE_WEAPON && g_player[p].ps->curr_weapon != HANDBOMB_WEAPON && g_player[p].ps->curr_weapon != TRIPBOMB_WEAPON && g_player[p].ps->ammo_amount[g_player[p].ps->curr_weapon] >= 0))
{
for (x=0; x<8; x++)
{
j = A_InsertSprite(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;
}
A_PlaySound(SLIM_DYING,i);
A_PlaySound(SQUISHED,i);
if ((krand()&255) < 32)
{
j = A_Spawn(i,BLOODPOOL);
sprite[j].pal = 0;
}
g_player[p].ps->actors_killed ++;
t[0] = -3;
if (g_player[p].ps->somethingonplayer == i)
g_player[p].ps->somethingonplayer = -1;
KILLIT(i);
}
s->z = g_player[p].ps->pos.z+g_player[p].ps->pyoff-t[2]+(8<<8);
s->z += (100-g_player[p].ps->horiz)<<4;
if (t[2] > 512)
t[2] -= 128;
if (t[2] < 348)
t[2] += 128;
if (g_player[p].ps->newowner >= 0)
{
g_player[p].ps->newowner = -1;
g_player[p].ps->pos.x = g_player[p].ps->opos.x;
g_player[p].ps->pos.y = g_player[p].ps->opos.y;
g_player[p].ps->pos.z = g_player[p].ps->opos.z;
g_player[p].ps->ang = g_player[p].ps->oang;
updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&g_player[p].ps->cursectnum);
P_UpdateScreenPal(g_player[p].ps);
j = headspritestat[STAT_ACTOR];
while (j >= 0)
{
if (sprite[j].picnum==CAMERA1) sprite[j].yvel = 0;
j = nextspritestat[j];
}
}
if (t[3]>0)
{
static const char frames[] = {5,5,6,6,7,7,6,5};
s->picnum = GREENSLIME+frames[t[3]];
if (t[3] == 5)
{
sprite[g_player[p].ps->i].extra += -(5+(krand()&3));
A_PlaySound(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 = g_player[p].ps->pos.x + (sintable[(g_player[p].ps->ang+512)&2047]>>7);
s->y = g_player[p].ps->pos.y + (sintable[g_player[p].ps->ang&2047]>>7);
goto BOLT;
}
else if (s->xvel < 64 && x < 768)
{
if (g_player[p].ps->somethingonplayer == -1)
{
g_player[p].ps->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;
}
}
if ((j = A_IncurDamage(i)) >= 0)
{
A_PlaySound(SLIM_DYING,i);
g_player[p].ps->actors_killed ++;
if (g_player[p].ps->somethingonplayer == i)
g_player[p].ps->somethingonplayer = -1;
if (j == FREEZEBLAST)
{
A_PlaySound(SOMETHINGFROZE,i);
t[0] = -5 ;
t[3] = 0 ;
goto BOLT;
}
if ((krand()&255) < 32)
{
j = A_Spawn(i,BLOODPOOL);
sprite[j].pal = 0;
}
for (x=0; x<8; x++)
{
j = A_InsertSprite(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;
KILLIT(i);
}
// All weap
if (t[0] == -1) //Shrinking down
{
A_Fall(i);
s->cstat &= 65535-8;
s->picnum = GREENSLIME+4;
// if(s->yrepeat > 62)
// A_DoGuts(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;
}
goto BOLT;
}
else if (t[0] != -2) A_GetZLimits(i);
if (t[0] == -2) //On top of somebody
{
A_Fall(i);
sprite[t[5]].xvel = 0;
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+(g_globalRandom&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;
// JBF 20041129: a slimer eating another enemy really ought
// to decrease the maximum kill count by one.
if (sprite[t[5]].extra > 0)
g_player[myconnectindex].ps->max_actors_killed--;
}
}
}
goto BOLT;
}
//Check randomly to see of there is an actor near
if (rnd(32))
{
j = headspritesect[sect];
while (j>=0)
{
switch (DYNAMICTILEMAP(sprite[j].picnum))
{
case LIZTROOP__STATIC:
case LIZMAN__STATIC:
case PIGCOP__STATIC:
case NEWBEAST__STATIC:
if (ldist(s,&sprite[j]) < 768 && (klabs(s->z-sprite[j].z)<8192)) //Gulp them
{
t[5] = j;
t[0] = -2;
t[1] = 0;
goto BOLT;
}
}
j = nextspritesect[j];
}
}
//Moving on the ground or ceiling
if (t[0] == 0 || t[0] == 2)
{
s->picnum = GREENSLIME;
if ((krand()&511) == 0)
A_PlaySound(SLIM_ROAM,i);
if (t[0]==2)
{
s->zvel = 0;
s->cstat &= (65535-8);
if ((sector[sect].ceilingstat&1) || (actor[i].ceilingz+6144) < s->z)
{
s->z += 2048;
t[0] = 3;
goto BOLT;
}
}
else
{
s->cstat |= 8;
A_Fall(i);
}
if (everyothertime&1) A_SetSprite(i,CLIPMASK0);
if (s->xvel > 96)
{
s->xvel -= 2;
goto BOLT;
}
else
{
if (s->xvel < 32) s->xvel += 4;
s->xvel = 64 - (sintable[(t[1]+512)&2047]>>9);
s->ang += G_GetAngleDelta(s->ang,
getangle(g_player[p].ps->pos.x-s->x,g_player[p].ps->pos.y-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 &&
klabs(actor[i].floorz-actor[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 < actor[i].ceilingz+4096)
{
s->z = actor[i].ceilingz+4096;
s->xvel = 0;
t[0] = 2;
}
}
if (t[0]==3)
{
s->picnum = GREENSLIME+1;
A_Fall(i);
if (s->z > actor[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 > actor[i].floorz-2048)
{
s->z = actor[i].floorz-2048;
t[0] = 0;
s->xvel = 0;
}
}
goto BOLT;
case BOUNCEMINE__STATIC:
case MORTER__STATIC:
j = A_Spawn(i,(PLUTOPAK?FRAMEEFFECT1:FRAMEEFFECT1_13));
actor[j].t_data[0] = 3;
case HEAVYHBOMB__STATIC:
if ((s->cstat&32768))
{
t[2]--;
if (t[2] <= 0)
{
A_PlaySound(TELEPORTER,i);
A_Spawn(i,TRANSPORTERSTAR);
s->cstat = 257;
}
goto BOLT;
}
p = A_FindPlayer(s,&x);
if (x < 1220) s->cstat &= ~257;
else s->cstat |= 257;
if (t[3] == 0)
{
j = A_IncurDamage(i);
if (j >= 0)
{
t[3] = 1;
t[2] = 0;
l = 0;
s->xvel = 0;
goto DETONATEB;
}
}
if (s->picnum != BOUNCEMINE)
{
A_Fall(i);
if ((sector[sect].lotag != 1 || actor[i].floorz != sector[sect].floorz) && s->z >= actor[i].floorz-(ZOFFSET) && s->yvel < 3)
{
if (s->yvel > 0 || (s->yvel == 0 && actor[i].floorz == sector[sect].floorz))
A_PlaySound(PIPEBOMB_BOUNCE,i);
s->zvel = -((4-s->yvel)<<8);
if (sector[s->sectnum].lotag== 2)
s->zvel >>= 2;
s->yvel++;
}
if (s->z < actor[i].ceilingz) // && sector[sect].lotag != 2 )
{
s->z = actor[i].ceilingz+(3<<8);
s->zvel = 0;
}
}
{
vec3_t tmpvect;
tmpvect.x = (s->xvel*(sintable[(s->ang+512)&2047]))>>14;
tmpvect.y = (s->xvel*(sintable[s->ang&2047]))>>14;
tmpvect.z = s->zvel;
j = A_MoveSprite(i,&tmpvect,CLIPMASK0);
}
actor[i].movflag = j;
if (sector[SECT].lotag == 1 && s->zvel == 0 && actor[i].floorz == sector[sect].floorz)
{
s->z += (32<<8);
if (t[5] == 0)
{
t[5] = 1;
A_Spawn(i,WATERSPLASH2);
}
}
else t[5] = 0;
if (t[3] == 0 && (s->picnum == BOUNCEMINE || s->picnum == MORTER) && (j || x < 844))
{
t[3] = 1;
t[2] = 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)
{
vec3_t davect;
j &= (MAXWALLS-1);
Bmemcpy(&davect, s, sizeof(vec3_t));
A_DamageWall(i,j,&davect,s->picnum);
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;
}
// int32_t lPipeBombControl=Gv_GetVarByLabel("PIPEBOMB_CONTROL", PIPEBOMB_REMOTE, -1, -1);
DETONATEB:
// if(lPipeBombControl & PIPEBOMB_TIMER)
// {
if (s->picnum == HEAVYHBOMB && t[6] == 1)
{
/* if(s->extra >= 1)
{
s->extra--;
}
if(s->extra <= 0)
s->lotag=911;
*/
if (t[7] > 0)
t[7]--;
if (t[7] == 0)
t[6] = 3;
}
// }
if ((l >= 0 && g_player[l].ps->hbomb_on == 0 && t[6] == 2) || t[3] == 1)
t[6] = 3;
if (t[6] == 3)
{
t[2]++;
if (t[2] == 2)
{
int32_t j;
x = s->extra;
m = 0;
switch (DYNAMICTILEMAP(s->picnum))
{
case HEAVYHBOMB__STATIC:
m = g_pipebombBlastRadius;
break;
case MORTER__STATIC:
m = g_morterBlastRadius;
break;
case BOUNCEMINE__STATIC:
m = g_bouncemineBlastRadius;
break;
}
A_RadiusDamage(i, m,x>>2,x>>1,x-(x>>2),x);
j = A_Spawn(i,EXPLOSION2);
A_PlaySound(PIPEBOMB_EXPLODE,j);
if (s->zvel == 0)
A_Spawn(i,EXPLOSION2BOT);
for (x=0; x<8; x++)
RANDOMSCRAP;
}
if (s->yrepeat)
{
s->yrepeat = 0;
goto BOLT;
}
if (t[2] > 20)
{
if (s->owner != i || ud.respawn_items == 0)
{
KILLIT(i);
}
else
{
t[2] = g_itemRespawnTime;
A_Spawn(i,RESPAWNMARKERRED);
s->cstat = (int16_t) 32768;
s->yrepeat = 9;
goto BOLT;
}
}
}
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,g_player[p].ps->pos.x,g_player[p].ps->pos.y,g_player[p].ps->pos.z,g_player[p].ps->cursectnum))
if (g_player[p].ps->ammo_amount[HANDBOMB_WEAPON] < g_player[p].ps->max_ammo_amount[HANDBOMB_WEAPON])
{
if ((GametypeFlags[ud.coop] & GAMETYPE_WEAPSTAY) && s->owner == i)
{
for (j=0; j<g_player[p].ps->weapreccnt; j++)
if (g_player[p].ps->weaprecs[j] == s->picnum)
goto BOLT;
if (g_player[p].ps->weapreccnt < MAX_WEAPONS)
g_player[p].ps->weaprecs[g_player[p].ps->weapreccnt++] = s->picnum;
}
P_AddAmmo(HANDBOMB_WEAPON,g_player[p].ps,1);
A_PlaySound(DUKE_GET,g_player[p].ps->i);
if ((g_player[p].ps->gotweapon & (1<<HANDBOMB_WEAPON)) == 0 || s->owner == g_player[p].ps->i)
{
/* P_AddWeapon(g_player[p].ps,HANDBOMB_WEAPON); */
if (!(g_player[p].ps->weaponswitch & 1) && *aplWeaponWorksLike[g_player[p].ps->curr_weapon] != HANDREMOTE_WEAPON)
P_AddWeaponNoSwitch(g_player[p].ps,HANDBOMB_WEAPON);
else P_AddWeapon(g_player[p].ps,HANDBOMB_WEAPON);
}
if (sprite[s->owner].picnum != APLAYER)
P_PalFrom(g_player[p].ps, 32, 0,32,0);
if (s->owner != i || ud.respawn_items == 0)
{
if (s->owner == i && (GametypeFlags[ud.coop] & GAMETYPE_WEAPSTAY))
goto BOLT;
KILLIT(i);
}
else
{
t[2] = g_itemRespawnTime;
A_Spawn(i,RESPAWNMARKERRED);
s->cstat = (int16_t) 32768;
}
}
if (t[0] < 8) t[0]++;
goto BOLT;
case REACTORBURNT__STATIC:
case REACTOR2BURNT__STATIC:
goto BOLT;
case REACTOR__STATIC:
case REACTOR2__STATIC:
if (t[4] == 1)
{
j = headspritesect[sect];
while (j >= 0)
{
switch (DYNAMICTILEMAP(sprite[j].picnum))
{
case SECTOREFFECTOR__STATIC:
if (sprite[j].lotag == 1)
{
sprite[j].lotag = (int16_t) 65535;
sprite[j].hitag = (int16_t) 65535;
}
break;
case REACTOR__STATIC:
sprite[j].picnum = REACTORBURNT;
break;
case REACTOR2__STATIC:
sprite[j].picnum = REACTOR2BURNT;
break;
case REACTORSPARK__STATIC:
case REACTOR2SPARK__STATIC:
sprite[j].cstat = (int16_t) 32768;
break;
}
j = nextspritesect[j];
}
goto BOLT;
}
if (t[1] >= 20)
{
t[4] = 1;
goto BOLT;
}
p = A_FindPlayer(s,&x);
t[2]++;
if (t[2] == 4) t[2]=0;
if (x < 4096)
{
if ((krand()&255) < 16)
{
if (!A_CheckSoundPlaying(g_player[p].ps->i, DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN,g_player[p].ps->i);
A_PlaySound(SHORT_CIRCUIT,i);
sprite[g_player[p].ps->i].extra --;
P_PalFrom(g_player[p].ps, 32, 32,0,0);
}
t[0] += 128;
if (t[3] == 0)
t[3] = 1;
}
else t[3] = 0;
if (t[1])
{
t[1]++;
t[4] = s->z;
s->z = sector[sect].floorz-(krand()%(sector[sect].floorz-sector[sect].ceilingz));
switch (t[1])
{
case 3:
//Turn on all of those flashing sectoreffector.
A_RadiusDamage(i, 4096,
g_impactDamage<<2,
g_impactDamage<<2,
g_impactDamage<<2,
g_impactDamage<<2);
/*
j = headspritestat[STAT_EFFECTOR];
while(j>=0)
{
if( sprite[j].lotag == 3 )
Actor[j].t_data[4]=1;
else if(sprite[j].lotag == 12)
{
Actor[j].t_data[4] = 1;
sprite[j].lotag = 3;
sprite[j].owner = 0;
Actor[j].t_data[0] = s->shade;
}
j = nextspritestat[j];
}
*/
j = headspritestat[STAT_STANDABLE];
while (j >= 0)
{
if (sprite[j].picnum == MASTERSWITCH)
if (sprite[j].hitag == s->hitag)
if (sprite[j].yvel == 0)
sprite[j].yvel = 1;
j = nextspritestat[j];
}
break;
case 4:
case 7:
case 10:
case 15:
j = headspritesect[sect];
while (j >= 0)
{
l = nextspritesect[j];
if (j != i)
{
A_DeleteSprite(j);
break;
}
j = l;
}
break;
}
for (x=0; x<16; x++)
RANDOMSCRAP;
s->z = t[4];
t[4] = 0;
}
else
{
if ((j = A_IncurDamage(i)) >= 0)
{
for (x=0; x<32; x++)
RANDOMSCRAP;
if (s->extra < 0)
t[1] = 1;
}
}
goto BOLT;
case CAMERA1__STATIC:
if (t[0] == 0)
{
t[1]+=8;
if (g_damageCameras)
{
if ((j = A_IncurDamage(i)) >= 0)
{
t[0] = 1; // static
s->cstat = (int16_t)32768;
for (x=0; x<5; x++) RANDOMSCRAP;
goto BOLT;
}
}
if (s->hitag > 0)
{
if (t[1]<s->hitag)
s->ang+=8;
else if (t[1]<(s->hitag*3))
s->ang-=8;
else if (t[1] < (s->hitag<<2))
s->ang+=8;
else
{
t[1]=8;
s->ang+=16;
}
}
}
goto BOLT;
}
if (!g_netServer && (!g_netServer && ud.multimode < 2) && A_CheckEnemySprite(s))
{
if (g_noEnemies == 1)
{
s->cstat = (int16_t)32768;
goto BOLT;
}
else if (g_noEnemies == 2)
{
s->cstat = 0;
if (s->extra)
s->cstat = 257;
}
}
if (!actorscrptr[sprite[i].picnum])
goto BOLT;
p = A_FindPlayer(s,&x);
A_Execute(i,p,x);
BOLT:
i = nexti;
}
}
ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
{
int16_t i, j, nexti, sect, p;
int32_t l, x;
int32_t *t;
spritetype *s;
int32_t switchpicnum;
i = headspritestat[STAT_MISC];
while (i >= 0)
{
nexti = nextspritestat[i];
t = &actor[i].t_data[0];
s = &sprite[i];
sect = s->sectnum;
if (sect < 0 || s->xrepeat == 0)
KILLIT(i);
Bmemcpy(&actor[i].bposx, s, sizeof(vec3_t));
switchpicnum = s->picnum;
if ((s->picnum > NUKEBUTTON)&&(s->picnum <= NUKEBUTTON+3))
{
switchpicnum = NUKEBUTTON;
}
if ((s->picnum > GLASSPIECES)&&(s->picnum <= GLASSPIECES+2))
{
switchpicnum = GLASSPIECES;
}
if (s->picnum ==INNERJAW+1)
{
switchpicnum--;
}
if ((s->picnum == MONEY+1) || (s->picnum == MAIL+1) || (s->picnum == PAPER+1))
actor[i].floorz = s->z = getflorzofslope(s->sectnum,s->x,s->y);
else switch (DYNAMICTILEMAP(switchpicnum))
{
case APLAYER__STATIC:
s->cstat = 32768;
goto BOLT;
case NEON1__STATIC:
case NEON2__STATIC:
case NEON3__STATIC:
case NEON4__STATIC:
case NEON5__STATIC:
case NEON6__STATIC:
if ((g_globalRandom/(s->lotag+1)&31) > 4) s->shade = -127;
else s->shade = 127;
goto BOLT;
case BLOODSPLAT1__STATIC:
case BLOODSPLAT2__STATIC:
case BLOODSPLAT3__STATIC:
case BLOODSPLAT4__STATIC:
if (t[0] == 7*GAMETICSPERSEC) goto BOLT;
s->z += 16+(krand()&15);
t[0]++;
if ((t[0]%9) == 0) s->yrepeat++;
goto BOLT;
case NUKEBUTTON__STATIC:
// 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;
g_player[sprite[s->owner].yvel].ps->fist_incs = 1;
}
if (g_player[sprite[s->owner].yvel].ps->fist_incs == GAMETICSPERSEC)
s->picnum = NUKEBUTTON+3;
}
goto BOLT;
case FORCESPHERE__STATIC:
l = s->xrepeat;
if (t[1] > 0)
{
t[1]--;
if (t[1] == 0)
KILLIT(i);
}
if (actor[s->owner].t_data[1] == 0)
{
if (t[0] < 64)
{
t[0]++;
l += 3;
}
}
else if (t[0] > 64)
{
t[0]--;
l -= 3;
}
s->x = sprite[s->owner].x;
s->y = sprite[s->owner].y;
s->z = sprite[s->owner].z;
s->ang += actor[s->owner].t_data[0];
if (l > 64) l = 64;
else if (l < 1) l = 1;
s->xrepeat = l;
s->yrepeat = l;
s->shade = (l>>1)-48;
for (j=t[0]; j > 0; j--)
A_SetSprite(i,CLIPMASK0);
goto BOLT;
case WATERSPLASH2__STATIC:
t[0]++;
if (t[0] == 1)
{
if (sector[sect].lotag != 1 && sector[sect].lotag != 2)
KILLIT(i);
/* else
{
l = getflorzofslope(sect,s->x,s->y)-s->z;
if( l > (16<<8) ) KILLIT(i);
}
else */
if (!S_CheckSoundPlaying(i,ITEM_SPLASH))
A_PlaySound(ITEM_SPLASH,i);
}
if (t[0] == 3)
{
t[0] = 0;
t[1]++;
}
if (t[1] == 5)
A_DeleteSprite(i);
goto BOLT;
case FRAMEEFFECT1_13__STATIC:
if (PLUTOPAK) goto BOLT; // JBF: ideally this should never happen...
case FRAMEEFFECT1__STATIC:
if (s->owner >= 0)
{
t[0]++;
if (t[0] > 7)
{
KILLIT(i);
}
else if (t[0] > 4)
s->cstat |= 512+2;
else if (t[0] > 2)
s->cstat |= 2;
s->xoffset = sprite[s->owner].xoffset;
s->yoffset = sprite[s->owner].yoffset;
}
goto BOLT;
case INNERJAW__STATIC:
// case INNERJAW+1:
p = A_FindPlayer(s,&x);
if (x < 512)
{
P_PalFrom(g_player[p].ps, 32, 32,0,0);
sprite[g_player[p].ps->i].extra -= 4;
}
case FIRELASER__STATIC:
if (s->extra != 5)
s->extra = 5;
else KILLIT(i);
break;
case TONGUE__STATIC:
KILLIT(i);
case MONEY__STATIC:
case MAIL__STATIC:
case PAPER__STATIC:
s->xvel = (krand()&7)+(sintable[T1&2047]>>9);
T1 += (krand()&63);
if ((T1&2047) > 512 && (T1&2047) < 1596)
{
if (sector[sect].lotag == 2)
{
if (s->zvel < 64)
s->zvel += (g_spriteGravity>>5)+(krand()&7);
}
else if (s->zvel < 144)
s->zvel += (g_spriteGravity>>5)+(krand()&7);
}
A_SetSprite(i,CLIPMASK0);
if ((krand()&3) == 0)
setsprite(i,(vec3_t *)s);
if (s->sectnum == -1)
KILLIT(i);
l = getflorzofslope(s->sectnum,s->x,s->y);
if (s->z > l)
{
s->z = l;
A_AddToDeleteQueue(i);
PN ++;
j = headspritestat[STAT_MISC];
while (j >= 0)
{
if (sprite[j].picnum == BLOODPOOL)
if (ldist(s,&sprite[j]) < 348)
{
s->pal = 2;
break;
}
j = nextspritestat[j];
}
}
break;
case JIBS1__STATIC:
case JIBS2__STATIC:
case JIBS3__STATIC:
case JIBS4__STATIC:
case JIBS5__STATIC:
case JIBS6__STATIC:
case HEADJIB1__STATIC:
case ARMJIB1__STATIC:
case LEGJIB1__STATIC:
case LIZMANHEAD1__STATIC:
case LIZMANARM1__STATIC:
case LIZMANLEG1__STATIC:
case DUKETORSO__STATIC:
case DUKEGUN__STATIC:
case DUKELEG__STATIC:
if (s->xvel > 0) s->xvel--;
else s->xvel = 0;
if (++t[5] == (30*10))
KILLIT(i);
if (s->zvel > 1024 && s->zvel < 1280)
{
setsprite(i,(vec3_t *)s);
sect = s->sectnum;
}
getzsofslope(sect,s->x,s->y,&x,&l);
if (x == l || sect < 0 || sect >= MAXSECTORS) KILLIT(i);
if (s->z < l-(2<<8))
{
if (t[1] < 2) t[1]++;
else if (sector[sect].lotag != 2)
{
t[1] = 0;
if (s->picnum == DUKELEG || s->picnum == DUKETORSO || s->picnum == DUKEGUN)
{
if (t[0] > 6) t[0] = 0;
else t[0]++;
}
else
{
if (t[0] > 2)
t[0] = 0;
else t[0]++;
}
}
if (s->zvel < 6144)
{
if (sector[sect].lotag == 2)
{
if (s->zvel < 1024)
s->zvel += 48;
else s->zvel = 1024;
}
else s->zvel += g_spriteGravity-50;
}
s->x += (s->xvel*sintable[(s->ang+512)&2047])>>14;
s->y += (s->xvel*sintable[s->ang&2047])>>14;
s->z += s->zvel;
}
else
{
if (t[2] == 0)
{
if (s->sectnum == -1)
KILLIT(i);
if ((sector[s->sectnum].floorstat&2))
KILLIT(i);
t[2]++;
}
l = getflorzofslope(s->sectnum,s->x,s->y);
s->z = l-(2<<8);
s->xvel = 0;
if (s->picnum == JIBS6)
{
t[1]++;
if ((t[1]&3) == 0 && t[0] < 7)
t[0]++;
if (t[1] > 20)
KILLIT(i);
}
else
{
s->picnum = JIBS6;
t[0] = 0;
t[1] = 0;
}
}
goto BOLT;
case BLOODPOOL__STATIC:
case PUKE__STATIC:
if (t[0] == 0)
{
t[0] = 1;
if (sector[sect].floorstat&2)
{
KILLIT(i);
}
else A_AddToDeleteQueue(i);
}
A_Fall(i);
p = A_FindPlayer(s,&x);
s->z = actor[i].floorz-(ZOFFSET);
if (t[2] < 32)
{
t[2]++;
if (actor[i].picnum == TIRE)
{
if (s->xrepeat < 64 && s->yrepeat < 64)
{
s->xrepeat += krand()&3;
s->yrepeat += krand()&3;
}
}
else
{
if (s->xrepeat < 32 && s->yrepeat < 32)
{
s->xrepeat += krand()&3;
s->yrepeat += krand()&3;
}
}
}
if (x < 844 && s->xrepeat > 6 && s->yrepeat > 6)
{
if (s->pal == 0 && (krand()&255) < 16 && s->picnum != PUKE)
{
if (g_player[p].ps->inv_amount[GET_BOOTS] > 0)
g_player[p].ps->inv_amount[GET_BOOTS]--;
else
{
if (!A_CheckSoundPlaying(g_player[p].ps->i,DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN,g_player[p].ps->i);
sprite[g_player[p].ps->i].extra --;
P_PalFrom(g_player[p].ps, 32, 16,0,0);
}
}
if (t[1] == 1) goto BOLT;
t[1] = 1;
if (actor[i].picnum == TIRE)
g_player[p].ps->footprintcount = 10;
else g_player[p].ps->footprintcount = 3;
g_player[p].ps->footprintpal = s->pal;
g_player[p].ps->footprintshade = s->shade;
if (t[2] == 32)
{
s->xrepeat -= 6;
s->yrepeat -= 6;
}
}
else t[1] = 0;
goto BOLT;
case BURNING__STATIC:
case BURNING2__STATIC:
case FECES__STATIC:
case WATERBUBBLE__STATIC:
case SMALLSMOKE__STATIC:
case EXPLOSION2__STATIC:
case SHRINKEREXPLOSION__STATIC:
case EXPLOSION2BOT__STATIC:
case BLOOD__STATIC:
case LASERSITE__STATIC:
case FORCERIPPLE__STATIC:
case TRANSPORTERSTAR__STATIC:
case TRANSPORTERBEAM__STATIC:
{
if (!actorscrptr[sprite[i].picnum])
goto BOLT;
p = A_FindPlayer(s,&x);
A_Execute(i,p,x);
goto BOLT;
}
case SHELL__STATIC:
case SHOTGUNSHELL__STATIC:
A_SetSprite(i,CLIPMASK0);
if (sect < 0 || (sector[sect].floorz + 256) < s->z)
KILLIT(i);
if (sector[sect].lotag == 2)
{
t[1]++;
if (t[1] > 8)
{
t[1] = 0;
t[0]++;
t[0] &= 3;
}
if (s->zvel < 128) s->zvel += (g_spriteGravity/13); // 8
else s->zvel -= 64;
if (s->xvel > 0)
s->xvel -= 4;
else s->xvel = 0;
}
else
{
t[1]++;
if (t[1] > 3)
{
t[1] = 0;
t[0]++;
t[0] &= 3;
}
if (s->zvel < 512) s->zvel += (g_spriteGravity/3); // 52;
if (s->xvel > 0)
s->xvel --;
// else KILLIT(i);
}
goto BOLT;
case GLASSPIECES__STATIC:
// case GLASSPIECES+1:
// case GLASSPIECES+2:
A_Fall(i);
if (s->zvel > 4096) s->zvel = 4096;
if (sect < 0)
KILLIT(i);
if (s->z == actor[i].floorz-(ZOFFSET) && t[0] < 3)
{
s->zvel = -((3-t[0])<<8)-(krand()&511);
if (sector[sect].lotag == 2)
s->zvel >>= 1;
s->xrepeat >>= 1;
s->yrepeat >>= 1;
if (rnd(96))
setsprite(i,(vec3_t *)s);
t[0]++;//Number of bounces
}
else if (t[0] == 3)
KILLIT(i);
if (s->xvel > 0)
{
s->xvel -= 2;
s->cstat = ((s->xvel&3)<<2);
}
else s->xvel = 0;
A_SetSprite(i,CLIPMASK0);
goto BOLT;
}
IFWITHIN(SCRAP6,SCRAP5+3)
{
if (s->xvel > 0)
s->xvel--;
else s->xvel = 0;
if (s->zvel > 1024 && s->zvel < 1280)
{
setsprite(i,(vec3_t *)s);
sect = s->sectnum;
}
if (s->z < sector[sect].floorz-(2<<8))
{
if (t[1] < 1) t[1]++;
else
{
t[1] = 0;
if (s->picnum < SCRAP6+8)
{
if (t[0] > 6)
t[0] = 0;
else t[0]++;
}
else
{
if (t[0] > 2)
t[0] = 0;
else t[0]++;
}
}
if (s->zvel < 4096) s->zvel += g_spriteGravity-50;
s->x += (s->xvel*sintable[(s->ang+512)&2047])>>14;
s->y += (s->xvel*sintable[s->ang&2047])>>14;
s->z += s->zvel;
}
else
{
if (s->picnum == SCRAP1 && s->yvel > 0)
{
j = A_Spawn(i,s->yvel);
setsprite(j,(vec3_t *)s);
A_GetZLimits(j);
sprite[j].hitag = sprite[j].lotag = 0;
}
KILLIT(i);
}
goto BOLT;
}
BOLT:
i = nexti;
}
}
// i: SE spritenum
static void HandleSE31(int32_t i, int32_t zref, int32_t t2val, int32_t movesignexp)
{
const spritetype *s = &sprite[i];
sectortype *sc = &sector[sprite[i].sectnum];
int32_t *const t = actor[i].t_data;
if (klabs(sc->floorz - zref) < SP)
{
sc->floorz = zref;
t[2] = t2val;
t[0] = 0;
t[3] = s->hitag;
A_CallSound(s->sectnum,i);
}
else
{
int32_t j;
int32_t l = ksgn(movesignexp)*SP;
sc->floorz += l;
for (j=headspritesect[s->sectnum]; j >= 0; j=nextspritesect[j])
{
if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
if (g_player[sprite[j].yvel].ps->on_ground == 1)
g_player[sprite[j].yvel].ps->pos.z += l;
if (sprite[j].zvel == 0 && sprite[j].statnum != STAT_EFFECTOR && sprite[j].statnum != STAT_PROJECTILE)
{
actor[j].bposz = sprite[j].z += l;
actor[j].floorz = sc->floorz;
}
}
}
}
// s: SE sprite
static void MaybeTrainKillPlayer(const spritetype *s, int32_t dosetopos)
{
int32_t p;
for (TRAVERSE_CONNECT(p))
if (sprite[g_player[p].ps->i].extra > 0)
{
int16_t k = g_player[p].ps->cursectnum;
updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&k);
if ((k == -1 && ud.noclip == 0) || (k == s->sectnum && g_player[p].ps->cursectnum != s->sectnum))
{
g_player[p].ps->pos.x = s->x;
g_player[p].ps->pos.y = s->y;
if (dosetopos)
{
g_player[p].ps->opos.x = g_player[p].ps->pos.x;
g_player[p].ps->opos.y = g_player[p].ps->pos.y;
}
g_player[p].ps->cursectnum = s->sectnum;
setsprite(g_player[p].ps->i,(vec3_t *)s);
P_QuickKill(g_player[p].ps);
}
}
}
// i: SE spritenum
static void MaybeTrainKillEnemies(int32_t i, int32_t numguts)
{
int32_t j = headspritesect[sprite[OW].sectnum];
while (j >= 0)
{
int32_t l = nextspritesect[j];
if (sprite[j].statnum == STAT_ACTOR && A_CheckEnemySprite(&sprite[j]) &&
sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS)
{
int16_t k = sprite[j].sectnum;
updatesector(sprite[j].x,sprite[j].y,&k);
if (sprite[j].extra >= 0 && k == sprite[i].sectnum)
{
A_DoGutsDir(j,JIBS6,numguts);
A_PlaySound(SQUISHED,j);
A_DeleteSprite(j);
}
}
j = l;
}
}
ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
{
int32_t q=0, m, x, j, l;
int32_t i = headspritestat[STAT_EFFECTOR], nextk, p, nextj;
int16_t k;
walltype *wal;
fricxv = fricyv = 0;
while (i >= 0)
{
const int32_t nexti = nextspritestat[i];
spritetype *const s = &sprite[i];
sectortype *const sc = &sector[s->sectnum];
const int32_t st = s->lotag;
const int32_t sh = s->hitag;
int32_t *const t = &actor[i].t_data[0];
switch (st)
{
case 0:
{
int32_t zchange = 0;
j = s->owner;
if (sprite[j].lotag == (int16_t) 65535)
KILLIT(i);
q = sc->extra>>3;
l = 0;
if (sc->lotag == 30)
{
q >>= 2;
if (sprite[i].extra == 1)
{
if (actor[i].tempang < 256)
{
actor[i].tempang += 4;
if (actor[i].tempang >= 256)
A_CallSound(s->sectnum,i);
if (s->clipdist) l = 1;
else l = -1;
}
else actor[i].tempang = 256;
if (sc->floorz > s->z) //z's are touching
{
sc->floorz -= 512;
zchange = -512;
if (sc->floorz < s->z)
sc->floorz = s->z;
}
else if (sc->floorz < s->z) //z's are touching
{
sc->floorz += 512;
zchange = 512;
if (sc->floorz > s->z)
sc->floorz = s->z;
}
}
else if (sprite[i].extra == 3)
{
if (actor[i].tempang > 0)
{
actor[i].tempang -= 4;
if (actor[i].tempang <= 0)
A_CallSound(s->sectnum,i);
if (s->clipdist) l = -1;
else l = 1;
}
else actor[i].tempang = 0;
if (sc->floorz > T4) //z's are touching
{
sc->floorz -= 512;
zchange = -512;
if (sc->floorz < T4)
sc->floorz = T4;
}
else if (sc->floorz < T4) //z's are touching
{
sc->floorz += 512;
zchange = 512;
if (sc->floorz > T4)
sc->floorz = T4;
}
}
}
else
{
if (actor[j].t_data[0] == 0) break;
if (actor[j].t_data[0] == 2) KILLIT(i);
if (sprite[j].ang > 1024)
l = -1;
else l = 1;
if (t[3] == 0)
t[3] = ldist(s,&sprite[j]);
s->xvel = t[3];
s->x = sprite[j].x;
s->y = sprite[j].y;
}
s->ang += (l*q);
t[2] += (l*q);
if (l && (sc->floorstat&64))
{
for (TRAVERSE_CONNECT(p))
{
if (g_player[p].ps->cursectnum == s->sectnum && g_player[p].ps->on_ground == 1)
{
g_player[p].ps->ang += (l*q);
g_player[p].ps->ang &= 2047;
g_player[p].ps->pos.z += zchange;
rotatepoint(sprite[j].x,sprite[j].y,g_player[p].ps->pos.x,g_player[p].ps->pos.y,(q*l),&m,&x);
g_player[p].ps->bobposx += m-g_player[p].ps->pos.x;
g_player[p].ps->bobposy += x-g_player[p].ps->pos.y;
g_player[p].ps->pos.x = m;
g_player[p].ps->pos.y = x;
if (sprite[g_player[p].ps->i].extra <= 0)
{
sprite[g_player[p].ps->i].x = m;
sprite[g_player[p].ps->i].y = x;
}
}
}
for (SPRITES_OF_SECT(s->sectnum, p))
{
// that hardcoded SE light behavior here should be considered temporary at best...
// really need some more general system for handling them!
if ((sprite[p].statnum != STAT_EFFECTOR)
&& sprite[p].statnum != STAT_PROJECTILE)
if (sprite[p].picnum != LASERLINE)
{
if (sprite[p].picnum == APLAYER && sprite[p].owner >= 0)
continue;
sprite[p].ang += (l*q);
sprite[p].ang &= 2047;
sprite[p].z += zchange;
// interpolation fix
actor[p].bposx = sprite[p].x;
actor[p].bposy = sprite[p].y;
if (move_fixed_sprite(p, j, t[2]))
rotatepoint(sprite[j].x,sprite[j].y,sprite[p].x,sprite[p].y,(q*l),&sprite[p].x,&sprite[p].y);
}
}
}
else if (l==0 && (sc->floorstat&64))
{
// fix for jittering of sprites in halted rotating sectors
for (p=headspritesect[s->sectnum]; p>=0; p=nextspritesect[p])
{
// keep this conditional in sync with above!
if ((sprite[p].statnum != STAT_EFFECTOR)
&& sprite[p].statnum != STAT_PROJECTILE)
if (sprite[p].picnum != LASERLINE)
{
if (sprite[p].picnum == APLAYER && sprite[p].owner >= 0)
continue;
actor[p].bposx = sprite[p].x;
actor[p].bposy = sprite[p].y;
}
}
}
A_MoveSector(i);
}
break;
case 1: //Nothing for now used as the pivot
if (s->owner == -1) //Init
{
s->owner = i;
j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if (sprite[j].lotag == 19 && sprite[j].hitag == sh)
{
t[0] = 0;
break;
}
j = nextspritestat[j];
}
}
break;
case 6:
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) && (actor[j].t_data[0] == t[0]))
{
sprite[j].xvel = s->xvel;
// if( t[4] == 1 )
{
if (actor[j].t_data[5] == 0)
actor[j].t_data[5] = dist(&sprite[j],s);
x = ksgn(dist(&sprite[j],s)-actor[j].t_data[5]);
if (sprite[j].extra)
x = -x;
s->xvel += x;
}
actor[j].t_data[4] = t[4];
}
j = nextspritestat[j];
}
x = 0;
case 14:
if (s->owner==-1)
s->owner = A_FindLocator((int16_t)t[3],(int16_t)t[0]);
if (s->owner == -1)
{
// debugging subway cars (mapping-wise) is freakin annoying
// let's at least have a helpful message...
Bsprintf(tempbuf,"Could not find any locators in sector %d"
" for SE# 6 or 14 with hitag %d.\n", (int)t[0], (int)t[3]);
G_GameExit(tempbuf);
}
j = ldist(&sprite[s->owner],s);
if (j < 1024L)
{
if (st==6)
if (sprite[s->owner].hitag&1)
t[4]=sc->extra; //Slow it down
t[3]++;
s->owner = A_FindLocator(t[3],t[0]);
if (s->owner==-1)
{
t[3]=0;
s->owner = A_FindLocator(0,t[0]);
}
}
if (s->xvel)
{
#ifdef YAX_ENABLE
int32_t firstrun = 1;
#endif
x = getangle(sprite[s->owner].x-s->x,sprite[s->owner].y-s->y);
q = G_GetAngleDelta(s->ang,x)>>3;
t[2] += q;
s->ang += q;
if (s->xvel == sc->extra)
{
if ((sc->floorstat&1) == 0 && (sc->ceilingstat&1) == 0)
{
if (!S_CheckSoundPlaying(i,actor[i].lastvx))
A_PlaySound(actor[i].lastvx,i);
}
else if (ud.monsters_off == 0 && sc->floorpal == 0 && (sc->floorstat&1) && rnd(8))
{
p = A_FindPlayer(s,&x);
if (x < 20480)
{
j = s->ang;
s->ang = getangle(s->x-g_player[p].ps->pos.x,s->y-g_player[p].ps->pos.y);
A_Shoot(i,RPG);
s->ang = j;
}
}
}
if (s->xvel <= 64 && (sc->floorstat&1) == 0 && (sc->ceilingstat&1) == 0)
S_StopEnvSound(actor[i].lastvx,i);
if ((sc->floorz-sc->ceilingz) < (108<<8))
{
if (ud.noclip == 0 && s->xvel >= 192)
MaybeTrainKillPlayer(s, 0);
}
m = (s->xvel*sintable[(s->ang+512)&2047])>>14;
x = (s->xvel*sintable[s->ang&2047])>>14;
for (TRAVERSE_CONNECT(p))
{
if (g_player[p].ps->cursectnum < 0)
{
// might happen when squished into void space
// initprintf("cursectnum < 0!\n");
break;
}
if (sector[g_player[p].ps->cursectnum].lotag != 2)
{
if (g_playerSpawnPoints[p].os == s->sectnum)
{
g_playerSpawnPoints[p].ox += m;
g_playerSpawnPoints[p].oy += x;
}
if (s->sectnum == sprite[g_player[p].ps->i].sectnum
#ifdef YAX_ENABLE
|| (t[9]>=0 && t[9] == sprite[g_player[p].ps->i].sectnum)
#endif
)
{
rotatepoint(s->x,s->y,g_player[p].ps->pos.x,g_player[p].ps->pos.y,q,&g_player[p].ps->pos.x,&g_player[p].ps->pos.y);
g_player[p].ps->pos.x += m;
g_player[p].ps->pos.y += x;
g_player[p].ps->bobposx += m;
g_player[p].ps->bobposy += x;
g_player[p].ps->ang += q;
g_player[p].ps->ang &= 2047;
if (g_netServer || numplayers > 1)
{
g_player[p].ps->opos.x = g_player[p].ps->pos.x;
g_player[p].ps->opos.y = g_player[p].ps->pos.y;
}
if (sprite[g_player[p].ps->i].extra <= 0)
{
sprite[g_player[p].ps->i].x = g_player[p].ps->pos.x;
sprite[g_player[p].ps->i].y = g_player[p].ps->pos.y;
}
}
}
}
j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].statnum != STAT_PLAYER && sector[sprite[j].sectnum].lotag != 2 &&
(sprite[j].picnum != SECTOREFFECTOR || (sprite[j].lotag == 49||sprite[j].lotag == 50))
&& sprite[j].picnum != LOCATORS)
{
// fix interpolation
if (numplayers < 2 && !g_netServer)
{
actor[j].bposx = sprite[j].x;
actor[j].bposy = sprite[j].y;
}
if (move_fixed_sprite(j, s-sprite, t[2]))
rotatepoint(s->x,s->y,sprite[j].x,sprite[j].y,q,&sprite[j].x,&sprite[j].y);
sprite[j].x+= m;
sprite[j].y+= x;
sprite[j].ang+=q;
if (g_netServer || numplayers > 1)
{
actor[j].bposx = sprite[j].x;
actor[j].bposy = sprite[j].y;
}
}
j = nextspritesect[j];
#ifdef YAX_ENABLE
if (j < 0)
{
if (t[9]>=0 && firstrun)
{
firstrun = 0;
j = headspritesect[t[9]];
}
}
#endif
}
A_MoveSector(i);
setsprite(i,(vec3_t *)s);
if ((sc->floorz-sc->ceilingz) < (108<<8))
{
if (ud.noclip == 0 && s->xvel >= 192)
MaybeTrainKillPlayer(s, 1);
MaybeTrainKillEnemies(i, 72);
}
}
else
{
// fix for jittering of sprites in halted subways
for (j=headspritesect[s->sectnum]; j >= 0; j=nextspritesect[j])
{
// keep this conditional in sync with above!
if (sprite[j].statnum != STAT_PLAYER && sector[sprite[j].sectnum].lotag != 2 &&
(sprite[j].picnum != SECTOREFFECTOR || (sprite[j].lotag == 49||sprite[j].lotag == 50))
&& sprite[j].picnum != LOCATORS)
{
actor[j].bposx = sprite[j].x;
actor[j].bposy = sprite[j].y;
}
}
}
break;
case 30:
if (s->owner == -1)
{
t[3] = !t[3];
s->owner = A_FindLocator(t[3],t[0]);
}
else
{
if (t[4] == 1) // Starting to go
{
if (ldist(&sprite[s->owner],s) < (2048-128))
t[4] = 2;
else
{
if (s->xvel == 0)
G_OperateActivators(s->hitag+(!t[3]),-1);
if (s->xvel < 256)
s->xvel += 16;
}
}
if (t[4] == 2)
{
l = FindDistance2D(sprite[s->owner].x-s->x,sprite[s->owner].y-s->y);
if (l <= 128)
s->xvel = 0;
if (s->xvel > 0)
s->xvel -= 16;
else
{
s->xvel = 0;
G_OperateActivators(s->hitag+(int16_t)t[3],-1);
s->owner = -1;
s->ang += 1024;
t[4] = 0;
G_OperateForceFields(i,s->hitag);
j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS)
{
actor[j].bposx = sprite[j].x;
actor[j].bposy = sprite[j].y;
}
j = nextspritesect[j];
}
}
}
}
if (s->xvel)
{
l = (s->xvel*sintable[(s->ang+512)&2047])>>14;
x = (s->xvel*sintable[s->ang&2047])>>14;
if ((sc->floorz-sc->ceilingz) < (108<<8))
if (ud.noclip == 0)
MaybeTrainKillPlayer(s, 0);
for (TRAVERSE_CONNECT(p))
{
if (sprite[g_player[p].ps->i].sectnum == s->sectnum)
{
g_player[p].ps->pos.x += l;
g_player[p].ps->pos.y += x;
if (g_netServer || numplayers > 1)
{
g_player[p].ps->opos.x = g_player[p].ps->pos.x;
g_player[p].ps->opos.y = g_player[p].ps->pos.y;
}
g_player[p].ps->bobposx += l;
g_player[p].ps->bobposy += x;
}
if (g_playerSpawnPoints[p].os == s->sectnum)
{
g_playerSpawnPoints[p].ox += l;
g_playerSpawnPoints[p].oy += x;
}
}
j = headspritesect[s->sectnum];
while (j >= 0)
{
if ((sprite[j].picnum != SECTOREFFECTOR || sprite[j].lotag==49 || sprite[j].lotag==50)
&& sprite[j].picnum != LOCATORS)
{
if (numplayers < 2 && !g_netServer)
{
actor[j].bposx = sprite[j].x;
actor[j].bposy = sprite[j].y;
}
sprite[j].x += l;
sprite[j].y += x;
if (g_netServer || numplayers > 1)
{
actor[j].bposx = sprite[j].x;
actor[j].bposy = sprite[j].y;
}
}
j = nextspritesect[j];
}
A_MoveSector(i);
setsprite(i,(vec3_t *)s);
if ((sc->floorz-sc->ceilingz) < (108<<8))
{
if (ud.noclip == 0)
MaybeTrainKillPlayer(s, 1);
MaybeTrainKillEnemies(i, 24);
}
}
break;
case 2://Quakes
if (t[4] > 0 && t[0] == 0)
{
if (t[4] < sh)
t[4]++;
else t[0] = 1;
}
if (t[0] > 0)
{
t[0]++;
s->xvel = 3;
if (t[0] > 96)
{
t[0] = -1; //Stop the quake
t[4] = -1;
KILLIT(i);
}
else
{
if ((t[0]&31) == 8)
{
g_earthquakeTime = 48;
A_PlaySound(EARTHQUAKE,g_player[screenpeek].ps->i);
}
if (klabs(sc->floorheinum-t[5]) < 8)
sc->floorheinum = t[5];
else sc->floorheinum += (ksgn(t[5]-sc->floorheinum)<<4);
}
m = (s->xvel*sintable[(s->ang+512)&2047])>>14;
x = (s->xvel*sintable[s->ang&2047])>>14;
for (TRAVERSE_CONNECT(p))
if (g_player[p].ps->cursectnum == s->sectnum && g_player[p].ps->on_ground)
{
g_player[p].ps->pos.x += m;
g_player[p].ps->pos.y += x;
g_player[p].ps->bobposx += m;
g_player[p].ps->bobposy += x;
}
j = headspritesect[s->sectnum];
while (j >= 0)
{
nextj = nextspritesect[j];
if (sprite[j].picnum != SECTOREFFECTOR)
{
sprite[j].x+=m;
sprite[j].y+=x;
setsprite(j,(vec3_t *)&sprite[j]);
}
j = nextj;
}
A_MoveSector(i);
setsprite(i,(vec3_t *)s);
}
break;
//Flashing sector lights after reactor EXPLOSION2
case 3:
if (t[4] == 0) break;
p = A_FindPlayer(s,&x);
// if(t[5] > 0) { t[5]--; break; }
if ((g_globalRandom/(sh+1)&31) < 4 && !t[2])
{
// t[5] = 4+(g_globalRandom&7);
sc->ceilingpal = s->owner>>8;
sc->floorpal = s->owner&0xff;
t[0] = s->shade + (g_globalRandom&15);
}
else
{
// t[5] = 4+(g_globalRandom&3);
sc->ceilingpal = s->pal;
sc->floorpal = s->pal;
t[0] = t[3];
}
sc->ceilingshade = t[0];
sc->floorshade = t[0];
wal = &wall[sc->wallptr];
for (x=sc->wallnum; x > 0; x--,wal++)
{
if (wal->hitag != 1)
{
wal->shade = t[0];
if ((wal->cstat&2) && wal->nextwall >= 0)
{
wall[wal->nextwall].shade = wal->shade;
}
}
}
break;
case 4:
if ((g_globalRandom/(sh+1)&31) < 4)
{
t[1] = s->shade + (g_globalRandom&15);//Got really bright
t[0] = s->shade + (g_globalRandom&15);
sc->ceilingpal = s->owner>>8;
sc->floorpal = s->owner&0xff;
j = 1;
}
else
{
t[1] = t[2];
t[0] = t[3];
sc->ceilingpal = s->pal;
sc->floorpal = s->pal;
j = 0;
}
sc->floorshade = t[1];
sc->ceilingshade = t[1];
wal = &wall[sc->wallptr];
for (x=sc->wallnum; x > 0; x--,wal++)
{
if (j) wal->pal = (s->owner&0xff);
else wal->pal = s->pal;
if (wal->hitag != 1)
{
wal->shade = t[0];
if ((wal->cstat&2) && wal->nextwall >= 0)
wall[wal->nextwall].shade = wal->shade;
}
}
j = headspritesect[SECT];
while (j >= 0)
{
if (sprite[j].cstat&16 && A_CheckSpriteFlags(j,SPRITE_NOSHADE) == 0)
{
if (sc->ceilingstat&1)
sprite[j].shade = sc->ceilingshade;
else sprite[j].shade = sc->floorshade;
}
j = nextspritesect[j];
}
if (t[4])
KILLIT(i);
break;
//BOSS
case 5:
p = A_FindPlayer(s,&x);
if (x < 8192)
{
j = s->ang;
s->ang = getangle(s->x-g_player[p].ps->pos.x,s->y-g_player[p].ps->pos.y);
A_Shoot(i,FIRELASER);
s->ang = j;
}
if (s->owner==-1) //Start search
{
t[4]=0;
l = 0x7fffffff;
while (1) //Find the shortest dist
{
s->owner = A_FindLocator((int16_t)t[4],-1); //t[0] hold sectnum
if (s->owner==-1) break;
m = ldist(&sprite[g_player[p].ps->i],&sprite[s->owner]);
if (l > m)
{
q = s->owner;
l = m;
}
t[4]++;
}
s->owner = q;
s->zvel = ksgn(sprite[q].z-s->z)<<4;
}
if (ldist(&sprite[s->owner],s) < 1024)
{
int16_t ta;
ta = s->ang;
s->ang = getangle(g_player[p].ps->pos.x-s->x,g_player[p].ps->pos.y-s->y);
s->ang = ta;
s->owner = -1;
goto BOLT;
}
else s->xvel=256;
x = getangle(sprite[s->owner].x-s->x,sprite[s->owner].y-s->y);
q = G_GetAngleDelta(s->ang,x)>>3;
s->ang += q;
if (rnd(32))
{
t[2]+=q;
sc->ceilingshade = 127;
}
else
{
t[2] += G_GetAngleDelta(t[2]+512,getangle(g_player[p].ps->pos.x-s->x,g_player[p].ps->pos.y-s->y))>>2;
sc->ceilingshade = 0;
}
if ((j = A_IncurDamage(i)) >= 0)
{
if (++t[3] == 5)
{
s->zvel += 1024;
P_DoQuote(QUOTE_WASTED, g_player[myconnectindex].ps);
}
}
s->z += s->zvel;
sc->ceilingz += s->zvel;
sector[t[0]].ceilingz += s->zvel;
A_MoveSector(i);
setsprite(i,(vec3_t *)s);
break;
case 8:
case 9:
// work only if its moving
j = -1;
if (actor[i].t_data[4])
{
actor[i].t_data[4]++;
if (actor[i].t_data[4] > 8)
KILLIT(i);
j = 1;
}
else j = GetAnimationGoal(&sc->ceilingz);
if (j >= 0)
{
int16_t sn;
if ((sc->lotag&0x8000) || actor[i].t_data[4])
x = -t[3];
else
x = t[3];
if (st == 9) x = -x;
j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if (((sprite[j].lotag) == st) && (sprite[j].hitag) == sh)
{
sn = sprite[j].sectnum;
m = sprite[j].shade;
wal = &wall[sector[sn].wallptr];
for (l=sector[sn].wallnum; l>0; l--,wal++)
{
if (wal->hitag != 1)
{
wal->shade+=x;
if (wal->shade < m)
wal->shade = m;
else if (wal->shade > actor[j].t_data[2])
wal->shade = actor[j].t_data[2];
if (wal->nextwall >= 0)
if (wall[wal->nextwall].hitag != 1)
wall[wal->nextwall].shade = wal->shade;
}
}
sector[sn].floorshade += x;
sector[sn].ceilingshade += x;
if (sector[sn].floorshade < m)
sector[sn].floorshade = m;
else if (sector[sn].floorshade > actor[j].t_data[0])
sector[sn].floorshade = actor[j].t_data[0];
if (sector[sn].ceilingshade < m)
sector[sn].ceilingshade = m;
else if (sector[sn].ceilingshade > actor[j].t_data[1])
sector[sn].ceilingshade = actor[j].t_data[1];
}
j = nextspritestat[j];
}
}
break;
case 10:
if ((sc->lotag&0xff) == 27 || (sc->floorz > sc->ceilingz && (sc->lotag&0xff) != 23) || sc->lotag == (int16_t) 32791)
{
j = 1;
if ((sc->lotag&0xff) != 27)
for (TRAVERSE_CONNECT(p))
if (sc->lotag != 30 && sc->lotag != 31 && sc->lotag != 0)
if (s->sectnum == sprite[g_player[p].ps->i].sectnum)
j = 0;
if (j == 1)
{
if (t[0] > sh)
switch (sector[s->sectnum].lotag)
{
case 20:
case 21:
case 22:
case 26:
if (GetAnimationGoal(&sector[s->sectnum].ceilingz) >= 0)
break;
default:
G_ActivateBySector(s->sectnum,i);
t[0] = 0;
break;
}
else t[0]++;
}
}
else t[0]=0;
break;
case 11: //Swingdoor
if (t[5] > 0)
{
t[5]--;
break;
}
if (t[4])
{
int32_t endwall = sc->wallptr+sc->wallnum;
for (j=sc->wallptr; j<endwall; j++)
{
k = headspritestat[STAT_ACTOR];
while (k >= 0)
{
if (sprite[k].extra > 0 && A_CheckEnemySprite(&sprite[k]) && clipinsidebox(sprite[k].x,sprite[k].y,j,256L) == 1)
goto BOLT;
k = nextspritestat[k];
}
k = headspritestat[STAT_PLAYER];
while (k >= 0)
{
if (sprite[k].owner >= 0 && clipinsidebox(sprite[k].x,sprite[k].y,j,144L) == 1)
{
t[5] = 8; // Delay
k = (SP>>3)*t[3];
t[2]-=k;
t[4]-=k;
A_MoveSector(i);
setsprite(i,(vec3_t *)s);
goto BOLT;
}
k = nextspritestat[k];
}
}
k = (SP>>3)*t[3];
t[2]+=k;
t[4]+=k;
A_MoveSector(i);
setsprite(i,(vec3_t *)s);
if (t[4] <= -511 || t[4] >= 512)
{
t[4] = 0;
t[2] &= 0xffffff00;
A_MoveSector(i);
setsprite(i,(vec3_t *)s);
break;
}
}
break;
case 12:
if (t[0] == 3 || t[3] == 1) //Lights going off
{
sc->floorpal = 0;
sc->ceilingpal = 0;
wal = &wall[sc->wallptr];
for (j = sc->wallnum; j > 0; j--, wal++)
if (wal->hitag != 1)
{
wal->shade = t[1];
wal->pal = 0;
}
sc->floorshade = t[1];
sc->ceilingshade = t[2];
t[0]=0;
j = headspritesect[SECT];
while (j >= 0)
{
if (sprite[j].cstat&16 && A_CheckSpriteFlags(j,SPRITE_NOSHADE) == 0)
{
if (sc->ceilingstat&1)
sprite[j].shade = sc->ceilingshade;
else sprite[j].shade = sc->floorshade;
}
j = nextspritesect[j];
}
if (t[3] == 1)
KILLIT(i);
}
if (t[0] == 1) //Lights flickering on
{
if (sc->floorshade > s->shade)
{
sc->floorpal = s->pal;
sc->ceilingpal = s->pal;
sc->floorshade -= 2;
sc->ceilingshade -= 2;
wal = &wall[sc->wallptr];
for (j=sc->wallnum; j>0; j--,wal++)
if (wal->hitag != 1)
{
wal->pal = s->pal;
wal->shade -= 2;
}
}
else t[0] = 2;
j = headspritesect[SECT];
while (j >= 0)
{
if (sprite[j].cstat&16)
{
if (sc->ceilingstat&1 && A_CheckSpriteFlags(j,SPRITE_NOSHADE) == 0)
sprite[j].shade = sc->ceilingshade;
else sprite[j].shade = sc->floorshade;
}
j = nextspritesect[j];
}
}
break;
case 13:
if (t[2])
{
// t[0]: ceiling z
// t[1]: floor z
// s->owner: 1 if affect ceiling, 0 if affect floor
// t[3]: 1 if ceiling was parallaxed at premap, 0 else
j = (SP<<5)|1;
if (s->ang == 512)
{
if (s->owner)
{
if (klabs(t[0]-sc->ceilingz) >= j)
sc->ceilingz += ksgn(t[0]-sc->ceilingz)*j;
else sc->ceilingz = t[0];
}
else
{
if (klabs(t[1]-sc->floorz) >= j)
sc->floorz += ksgn(t[1]-sc->floorz)*j;
else sc->floorz = t[1];
}
}
else
{
if (klabs(t[1]-sc->floorz) >= j)
sc->floorz += ksgn(t[1]-sc->floorz)*j;
else sc->floorz = t[1];
if (klabs(t[0]-sc->ceilingz) >= j)
sc->ceilingz += ksgn(t[0]-sc->ceilingz)*j;
sc->ceilingz = t[0];
}
#ifdef YAX_ENABLE
if (s->ang == 512)
{
int16_t cf=!s->owner, bn=yax_getbunch(sc-sector, cf);
int32_t jj, daz=SECTORFLD(sc-sector,z, cf);
if (bn >= 0)
{
for (SECTORS_OF_BUNCH(bn, cf, jj))
{
SECTORFLD(jj,z, cf) = daz;
SECTORFLD(jj,stat, cf) &= ~(128+256 + 512+2048);
}
for (SECTORS_OF_BUNCH(bn, !cf, jj))
{
SECTORFLD(jj,z, !cf) = daz;
SECTORFLD(jj,stat, !cf) &= ~(128+256 + 512+2048);
}
}
}
#endif
if (t[3] == 1)
{
//Change the shades
t[3]++;
sc->ceilingstat ^= 1;
if (s->ang == 512)
{
wal = &wall[sc->wallptr];
for (j=sc->wallnum; j>0; j--,wal++)
wal->shade = s->shade;
sc->floorshade = s->shade;
if (g_player[0].ps->one_parallax_sectnum >= 0)
{
sc->ceilingpicnum =
sector[g_player[0].ps->one_parallax_sectnum].ceilingpicnum;
sc->ceilingshade =
sector[g_player[0].ps->one_parallax_sectnum].ceilingshade;
}
}
}
t[2]++;
if (t[2] > 256)
KILLIT(i);
}
if (t[2] == 4 && s->ang != 512)
for (x=0; x<7; x++) RANDOMSCRAP;
break;
case 15:
if (t[4])
{
s->xvel = 16;
if (t[4] == 1) //Opening
{
if (t[3] >= (SP>>3))
{
t[4] = 0; //Turn off the sliders
A_CallSound(s->sectnum,i);
break;
}
t[3]++;
}
else if (t[4] == 2)
{
if (t[3]<1)
{
t[4] = 0;
A_CallSound(s->sectnum,i);
break;
}
t[3]--;
}
A_MoveSector(i);
setsprite(i,(vec3_t *)s);
}
break;
case 16: //Reactor
t[2]+=32;
if (sc->floorz<sc->ceilingz) s->shade=0;
else if (sc->ceilingz < t[3])
{
//The following code check to see if
//there is any other sprites in the sector.
//If there isn't, then kill this sectoreffector
//itself.....
j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].picnum == REACTOR || sprite[j].picnum == REACTOR2)
break;
j = nextspritesect[j];
}
if (j == -1)
{
KILLIT(i);
}
else s->shade=1;
}
if (s->shade) sc->ceilingz+=1024;
else sc->ceilingz-=512;
A_MoveSector(i);
setsprite(i,(vec3_t *)s);
break;
case 17:
q = t[0]*(SP<<2);
sc->ceilingz += q;
sc->floorz += q;
j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].statnum == STAT_PLAYER && sprite[j].owner >= 0)
{
p = sprite[j].yvel;
if (numplayers < 2 && !g_netServer)
g_player[p].ps->opos.z = g_player[p].ps->pos.z;
g_player[p].ps->pos.z += q;
g_player[p].ps->truefz += q;
g_player[p].ps->truecz += q;
if (g_netServer || numplayers > 1)
g_player[p].ps->opos.z = g_player[p].ps->pos.z;
}
if (sprite[j].statnum != STAT_EFFECTOR)
{
actor[j].bposz = sprite[j].z;
sprite[j].z += q;
}
actor[j].floorz = sc->floorz;
actor[j].ceilingz = sc->ceilingz;
j = nextspritesect[j];
}
if (t[0]) //If in motion
{
if (klabs(sc->floorz-t[2]) <= SP)
{
G_ActivateWarpElevators(i,0);
break;
}
if (t[0]==-1)
{
if (sc->floorz > t[3])
break;
}
else if (sc->ceilingz < t[4]) break;
if (t[1] == 0) break;
t[1] = 0;
j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if (i != j && (sprite[j].lotag) == 17)
if ((sc->hitag-t[0]) ==
(sector[sprite[j].sectnum].hitag)
&& sh == (sprite[j].hitag))
break;
j = nextspritestat[j];
}
if (j == -1) break;
k = headspritesect[s->sectnum];
while (k >= 0)
{
nextk = nextspritesect[k];
if (sprite[k].statnum == STAT_PLAYER && sprite[k].owner >= 0)
{
p = sprite[k].yvel;
g_player[p].ps->pos.x += sprite[j].x-s->x;
g_player[p].ps->pos.y += sprite[j].y-s->y;
g_player[p].ps->pos.z = sector[sprite[j].sectnum].floorz-(sc->floorz-g_player[p].ps->pos.z);
actor[k].floorz = sector[sprite[j].sectnum].floorz;
actor[k].ceilingz = sector[sprite[j].sectnum].ceilingz;
g_player[p].ps->bobposx = g_player[p].ps->opos.x = g_player[p].ps->pos.x;
g_player[p].ps->bobposy = g_player[p].ps->opos.y = g_player[p].ps->pos.y;
g_player[p].ps->opos.z = g_player[p].ps->pos.z;
g_player[p].ps->truefz = actor[k].floorz;
g_player[p].ps->truecz = actor[k].ceilingz;
g_player[p].ps->bobcounter = 0;
changespritesect(k,sprite[j].sectnum);
g_player[p].ps->cursectnum = sprite[j].sectnum;
}
else if (sprite[k].statnum != STAT_EFFECTOR)
{
sprite[k].x +=
sprite[j].x-s->x;
sprite[k].y +=
sprite[j].y-s->y;
sprite[k].z = sector[sprite[j].sectnum].floorz-
(sc->floorz-sprite[k].z);
Bmemcpy(&actor[k].bposx, &sprite[k], sizeof(vec3_t));
changespritesect(k,sprite[j].sectnum);
setsprite(k,(vec3_t *)&sprite[k]);
actor[k].floorz = sector[sprite[j].sectnum].floorz;
actor[k].ceilingz = sector[sprite[j].sectnum].ceilingz;
}
k = nextk;
}
}
break;
case 18:
if (t[0])
{
if (s->pal)
{
if (s->ang == 512)
{
sc->ceilingz -= sc->extra;
if (sc->ceilingz <= t[1])
{
sc->ceilingz = t[1];
KILLIT(i);
}
}
else
{
sc->floorz += sc->extra;
j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
if (g_player[sprite[j].yvel].ps->on_ground == 1)
g_player[sprite[j].yvel].ps->pos.z += sc->extra;
if (sprite[j].zvel == 0 && sprite[j].statnum != STAT_EFFECTOR && sprite[j].statnum != STAT_PROJECTILE)
{
actor[j].bposz = sprite[j].z += sc->extra;
actor[j].floorz = sc->floorz;
}
j = nextspritesect[j];
}
if (sc->floorz >= t[1])
{
sc->floorz = t[1];
KILLIT(i);
}
}
}
else
{
if (s->ang == 512)
{
sc->ceilingz += sc->extra;
if (sc->ceilingz >= s->z)
{
sc->ceilingz = s->z;
KILLIT(i);
}
}
else
{
sc->floorz -= sc->extra;
j = headspritesect[s->sectnum];
while (j >= 0)
{
if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
if (g_player[sprite[j].yvel].ps->on_ground == 1)
g_player[sprite[j].yvel].ps->pos.z -= sc->extra;
if (sprite[j].zvel == 0 && sprite[j].statnum != STAT_EFFECTOR && sprite[j].statnum != STAT_PROJECTILE)
{
actor[j].bposz = sprite[j].z -= sc->extra;
actor[j].floorz = sc->floorz;
}
j = nextspritesect[j];
}
if (sc->floorz <= s->z)
{
sc->floorz = s->z;
KILLIT(i);
}
}
}
t[2]++;
if (t[2] >= s->hitag)
{
t[2] = 0;
t[0] = 0;
}
}
break;
case 19: //Battlestar galactia shields
if (t[0])
{
if (t[0] == 1)
{
t[0]++;
x = sc->wallptr;
q = x+sc->wallnum;
for (j=x; j<q; j++)
if (wall[j].overpicnum == BIGFORCE)
{
wall[j].cstat &= (128+32+8+4+2);
wall[j].overpicnum = 0;
if (wall[j].nextwall >= 0)
{
wall[wall[j].nextwall].overpicnum = 0;
wall[wall[j].nextwall].cstat &= (128+32+8+4+2);
}
}
}
if (sc->ceilingz < sc->floorz)
sc->ceilingz += SP;
else
{
sc->ceilingz = sc->floorz;
j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if (sprite[j].lotag == 0 && sprite[j].hitag==sh)
{
q = sprite[sprite[j].owner].sectnum;
sector[sprite[j].sectnum].floorpal = sector[sprite[j].sectnum].ceilingpal =
sector[q].floorpal;
sector[sprite[j].sectnum].floorshade = sector[sprite[j].sectnum].ceilingshade =
sector[q].floorshade;
actor[sprite[j].owner].t_data[0] = 2;
}
j = nextspritestat[j];
}
KILLIT(i);
}
}
else //Not hit yet
{
IFHITSECT(s->sectnum)
{
P_DoQuote(QUOTE_UNLOCKED,g_player[myconnectindex].ps);
l = headspritestat[STAT_EFFECTOR];
while (l >= 0)
{
x = sprite[l].lotag&0x7fff;
switch (x)
{
case 0:
if (sprite[l].hitag == sh)
{
int32_t ow = sprite[l].owner;
q = sprite[l].sectnum;
sector[q].floorshade = sector[q].ceilingshade = sprite[ow].shade;
sector[q].floorpal = sector[q].ceilingpal = sprite[ow].pal;
}
break;
case 1:
case 12:
// case 18:
case 19:
if (sh == sprite[l].hitag)
if (actor[l].t_data[0] == 0)
{
actor[l].t_data[0] = 1; //Shut them all on
sprite[l].owner = i;
}
break;
}
l = nextspritestat[l];
}
}
}
break;
case 20: //Extend-o-bridge
if (t[0] == 0) break;
if (t[0] == 1) s->xvel = 8;
else s->xvel = -8;
if (s->xvel) //Moving
{
x = (s->xvel*sintable[(s->ang+512)&2047])>>14;
l = (s->xvel*sintable[s->ang&2047])>>14;
t[3] += s->xvel;
s->x += x;
s->y += l;
if (t[3] <= 0 || (t[3]>>6) >= (SP>>6))
{
s->x -= x;
s->y -= l;
t[0] = 0;
A_CallSound(s->sectnum,i);
break;
}
j = headspritesect[s->sectnum];
while (j >= 0)
{
nextj = nextspritesect[j];
if (sprite[j].statnum != STAT_EFFECTOR && sprite[j].zvel == 0)
{
sprite[j].x += x;
sprite[j].y += l;
setsprite(j,(vec3_t *)&sprite[j]);
if (sector[sprite[j].sectnum].floorstat&2)
if (sprite[j].statnum == STAT_ZOMBIEACTOR)
A_Fall(j);
}
j = nextj;
}
dragpoint((int16_t)t[1],wall[t[1]].x+x,wall[t[1]].y+l);
dragpoint((int16_t)t[2],wall[t[2]].x+x,wall[t[2]].y+l);
for (TRAVERSE_CONNECT(p))
if (g_player[p].ps->cursectnum == s->sectnum && g_player[p].ps->on_ground)
{
g_player[p].ps->pos.x += x;
g_player[p].ps->pos.y += l;
g_player[p].ps->opos.x = g_player[p].ps->pos.x;
g_player[p].ps->opos.y = g_player[p].ps->pos.y;
g_player[p].ps->pos.z += PHEIGHT;
setsprite(g_player[p].ps->i,(vec3_t *)g_player[p].ps);
g_player[p].ps->pos.z -= PHEIGHT;
}
sc->floorxpanning-=x>>3;
sc->floorypanning-=l>>3;
sc->ceilingxpanning-=x>>3;
sc->ceilingypanning-=l>>3;
}
break;
case 21: // Cascading effect
{
int32_t *zptr;
if (t[0] == 0) break;
if (s->ang == 1536)
zptr = &sc->ceilingz;
else
zptr = &sc->floorz;
if (t[0] == 1) //Decide if the s->sectnum should go up or down
{
s->zvel = ksgn(s->z-*zptr) * (SP<<4);
t[0]++;
}
if (sc->extra == 0)
{
*zptr += s->zvel;
if (klabs(*zptr-s->z) < 1024)
{
*zptr = s->z;
KILLIT(i); //All done // SE_21_KILLIT, see sector.c
}
}
else sc->extra--;
break;
}
case 22:
if (t[1])
{
if (GetAnimationGoal(&sector[t[0]].ceilingz) >= 0)
sc->ceilingz += sc->extra*9;
else t[1] = 0;
}
break;
case 24:
case 34:
if (t[4])
break;
x = (SP*sintable[(s->ang+512)&2047])>>18;
l = (SP*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 STAT_MISC:
switch (DYNAMICTILEMAP(sprite[j].picnum))
{
case BLOODPOOL__STATIC:
case PUKE__STATIC:
case FOOTPRINTS__STATIC:
case FOOTPRINTS2__STATIC:
case FOOTPRINTS3__STATIC:
case FOOTPRINTS4__STATIC:
case BULLETHOLE__STATIC:
case BLOODSPLAT1__STATIC:
case BLOODSPLAT2__STATIC:
case BLOODSPLAT3__STATIC:
case BLOODSPLAT4__STATIC:
sprite[j].xrepeat = sprite[j].yrepeat = 0;
j = nextj;
continue;
case LASERLINE__STATIC:
j = nextj;
continue;
}
case STAT_STANDABLE:
if (sprite[j].picnum == TRIPBOMB) break;
case STAT_ACTOR:
case STAT_DEFAULT:
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 ||
A_CheckSwitchTile(j)
)
break;
if (!(sprite[j].picnum >= CRANE && sprite[j].picnum <= (CRANE+3)))
{
if (sprite[j].z > (actor[j].floorz-(16<<8)))
{
actor[j].bposx = sprite[j].x;
actor[j].bposy = sprite[j].y;
sprite[j].x += x>>2;
sprite[j].y += l>>2;
setsprite(j,(vec3_t *)&sprite[j]);
if (sector[sprite[j].sectnum].floorstat&2)
if (sprite[j].statnum == STAT_ZOMBIEACTOR)
A_Fall(j);
}
}
break;
}
j = nextj;
}
p = myconnectindex;
if (g_player[p].ps->cursectnum == s->sectnum && g_player[p].ps->on_ground)
if (klabs(g_player[p].ps->pos.z-g_player[p].ps->truefz) < PHEIGHT+(9<<8))
{
fricxv += x<<3;
fricyv += l<<3;
}
sc->floorxpanning += SP>>7;
break;
case 35:
if (sc->ceilingz > s->z)
for (j = 0; j < 8; j++)
{
s->ang += krand()&511;
k = A_Spawn(i,SMALLSMOKE);
sprite[k].xvel = 96+(krand()&127);
A_SetSprite(k,CLIPMASK0);
setsprite(k,(vec3_t *)&sprite[k]);
if (rnd(16))
A_Spawn(i,EXPLOSION2);
}
switch (t[0])
{
case 0:
sc->ceilingz += s->yvel;
if (sc->ceilingz > sc->floorz)
sc->floorz = sc->ceilingz;
if (sc->ceilingz > s->z+(32<<8))
t[0]++;
break;
case 1:
sc->ceilingz-=(s->yvel<<2);
if (sc->ceilingz < t[4])
{
sc->ceilingz = t[4];
t[0] = 0;
}
break;
}
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 += SP<<4;
if (sc->ceilingz > sc->floorz)
sc->ceilingz = sc->floorz;
}
else
{
sc->ceilingz -= SP<<4;
if (sc->ceilingz < t[3])
sc->ceilingz = t[3];
}
break;
case 26:
s->xvel = 32;
l = (s->xvel*sintable[(s->ang+512)&2047])>>14;
x = (s->xvel*sintable[s->ang&2047])>>14;
s->shade++;
if (s->shade > 7)
{
s->x = t[3];
s->y = t[4];
sc->floorz -= ((s->zvel*s->shade)-s->zvel);
s->shade = 0;
}
else
sc->floorz += s->zvel;
j = headspritesect[s->sectnum];
while (j >= 0)
{
nextj = nextspritesect[j];
if (sprite[j].statnum != STAT_EFFECTOR && sprite[j].statnum != STAT_PLAYER)
{
actor[j].bposx = sprite[j].x;
actor[j].bposy = sprite[j].y;
sprite[j].x += l;
sprite[j].y += x;
sprite[j].z += s->zvel;
setsprite(j,(vec3_t *)&sprite[j]);
}
j = nextj;
}
p = myconnectindex;
if (sprite[g_player[p].ps->i].sectnum == s->sectnum && g_player[p].ps->on_ground)
{
fricxv += l<<5;
fricyv += x<<5;
}
for (TRAVERSE_CONNECT(p))
if (sprite[g_player[p].ps->i].sectnum == s->sectnum && g_player[p].ps->on_ground)
g_player[p].ps->pos.z += s->zvel;
A_MoveSector(i);
setsprite(i,(vec3_t *)s);
break;
case 27:
if (ud.recstat == 0 || !ud.democams) break;
actor[i].tempang = s->ang;
p = A_FindPlayer(s,&x);
if (sprite[g_player[p].ps->i].extra > 0 && myconnectindex == screenpeek)
{
if (t[0] < 0)
{
ud.camerasprite = i;
t[0]++;
}
else if (ud.recstat == 2 && g_player[p].ps->newowner == -1)
{
if (cansee(s->x,s->y,s->z,SECT,g_player[p].ps->pos.x,g_player[p].ps->pos.y,g_player[p].ps->pos.z,g_player[p].ps->cursectnum))
{
if (x < (int32_t)((unsigned)sh))
{
ud.camerasprite = i;
t[0] = 999;
s->ang += G_GetAngleDelta(s->ang,getangle(g_player[p].ps->pos.x-s->x,g_player[p].ps->pos.y-s->y))>>3;
SP = 100+((s->z-g_player[p].ps->pos.z)/257);
}
else if (t[0] == 999)
{
if (ud.camerasprite == i)
t[0] = 0;
else t[0] = -10;
ud.camerasprite = i;
}
}
else
{
s->ang = getangle(g_player[p].ps->pos.x-s->x,g_player[p].ps->pos.y-s->y);
if (t[0] == 999)
{
if (ud.camerasprite == i)
t[0] = 0;
else t[0] = -20;
ud.camerasprite = i;
}
}
}
}
break;
case 28:
if (t[5] > 0)
{
t[5]--;
break;
}
if (T1 == 0)
{
p = A_FindPlayer(s,&x);
if (x > 15500)
break;
T1 = 1;
T2 = 64 + (krand()&511);
T3 = 0;
}
else
{
T3++;
if (T3 > T2)
{
T1 = 0;
g_player[screenpeek].ps->visibility = ud.const_visibility;
break;
}
else if (T3 == (T2>>1))
A_PlaySound(THUNDER,i);
else if (T3 == (T2>>3))
A_PlaySound(LIGHTNING_SLAP,i);
else if (T3 == (T2>>2))
{
for (SPRITES_OF(STAT_DEFAULT, j))
if (sprite[j].picnum == NATURALLIGHTNING && sprite[j].hitag == s->hitag)
sprite[j].cstat |= 32768;
}
else if (T3 > (T2>>3) && T3 < (T2>>2))
{
if (cansee(s->x,s->y,s->z,s->sectnum,g_player[screenpeek].ps->pos.x,g_player[screenpeek].ps->pos.y,g_player[screenpeek].ps->pos.z,g_player[screenpeek].ps->cursectnum))
j = 1;
else j = 0;
if (rnd(192) && (T3&1))
{
if (j)
g_player[screenpeek].ps->visibility = 0;
}
else if (j)
g_player[screenpeek].ps->visibility = ud.const_visibility;
j = headspritestat[STAT_DEFAULT];
while (j >= 0)
{
if (sprite[j].picnum == NATURALLIGHTNING && sprite[j].hitag == s->hitag)
{
if (rnd(32) && (T3&1))
{
sprite[j].cstat &= 32767;
A_Spawn(j,SMALLSMOKE);
p = A_FindPlayer(s,&x);
x = ldist(&sprite[g_player[p].ps->i], &sprite[j]);
if (x < 768)
{
if (!A_CheckSoundPlaying(g_player[p].ps->i,DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN,g_player[p].ps->i);
A_PlaySound(SHORT_CIRCUIT,g_player[p].ps->i);
sprite[g_player[p].ps->i].extra -= 8+(krand()&7);
P_PalFrom(g_player[p].ps, 32, 16,0,0);
}
break;
}
else sprite[j].cstat |= 32768;
}
j = nextspritestat[j];
}
}
}
break;
case 29:
s->hitag += 64;
l = mulscale12((int32_t)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 (SA != 1536)
HandleSE31(i, s->z, 0, s->z-sc->floorz);
else
HandleSE31(i, t[1], 0, t[1]-sc->floorz);
Yax_SetBunchZs(sc-sector, YAX_FLOOR, sc->floorz);
break;
}
if ((s->ang&2047) == 1536)
HandleSE31(i, s->z, 1, s->z-sc->floorz);
else
HandleSE31(i, t[1], 1, t[1]-s->z);
Yax_SetBunchZs(sc-sector, YAX_FLOOR, sc->floorz);
}
break;
case 32: // True Drop Ceiling
if (t[0] == 1)
{
// Choose dir
if (t[2] == 1) // Retract
{
if (SA != 1536)
{
if (klabs(sc->ceilingz - s->z) < (SP<<1))
{
sc->ceilingz = s->z;
A_CallSound(s->sectnum,i);
t[2] = 0;
t[0] = 0;
}
else sc->ceilingz += ksgn(s->z-sc->ceilingz)*SP;
}
else
{
if (klabs(sc->ceilingz - t[1]) < (SP<<1))
{
sc->ceilingz = t[1];
A_CallSound(s->sectnum,i);
t[2] = 0;
t[0] = 0;
}
else sc->ceilingz += ksgn(t[1]-sc->ceilingz)*SP;
}
Yax_SetBunchZs(sc-sector, YAX_CEILING, sc->ceilingz);
break;
}
if ((s->ang&2047) == 1536)
{
if (klabs(sc->ceilingz-s->z) < (SP<<1))
{
t[0] = 0;
t[2] = !t[2];
A_CallSound(s->sectnum,i);
sc->ceilingz = s->z;
}
else sc->ceilingz += ksgn(s->z-sc->ceilingz)*SP;
}
else
{
if (klabs(sc->ceilingz-t[1]) < (SP<<1))
{
t[0] = 0;
t[2] = !t[2];
A_CallSound(s->sectnum,i);
}
else sc->ceilingz -= ksgn(s->z-t[1])*SP;
}
Yax_SetBunchZs(sc-sector, YAX_CEILING, sc->ceilingz);
}
break;
case 33:
if (g_earthquakeTime > 0 && (krand()&7) == 0)
RANDOMSCRAP;
break;
case 36:
if (t[0])
{
if (t[0] == 1)
A_Shoot(i,sc->extra);
else if (t[0] == GAMETICSPERSEC*5)
t[0] = 0;
t[0]++;
}
break;
case 128: //SE to control glass breakage
wal = &wall[t[2]];
if (wal->cstat|32)
{
wal->cstat &= (255-32);
wal->cstat |= 16;
if (wal->nextwall >= 0)
{
wall[wal->nextwall].cstat &= (255-32);
wall[wal->nextwall].cstat |= 16;
}
}
else break;
wal->overpicnum++;
if (wal->nextwall >= 0)
wall[wal->nextwall].overpicnum++;
if (t[0] < t[1]) t[0]++;
else
{
wal->cstat &= (128+32+8+4+2);
if (wal->nextwall >= 0)
wall[wal->nextwall].cstat &= (128+32+8+4+2);
KILLIT(i);
}
break;
case 130:
if (t[0] > 80)
{
KILLIT(i);
}
else t[0]++;
x = sc->floorz-sc->ceilingz;
if (rnd(64))
{
k = A_Spawn(i,EXPLOSION2);
sprite[k].xrepeat = sprite[k].yrepeat = 2+(krand()&7);
sprite[k].z = sc->floorz-(krand()%x);
sprite[k].ang += 256-(krand()%511);
sprite[k].xvel = krand()&127;
A_SetSprite(k,CLIPMASK0);
}
break;
case 131:
if (t[0] > 40)
{
KILLIT(i);
}
else t[0]++;
x = sc->floorz-sc->ceilingz;
if (rnd(32))
{
k = A_Spawn(i,EXPLOSION2);
sprite[k].xrepeat = sprite[k].yrepeat = 2+(krand()&3);
sprite[k].z = sc->floorz-(krand()%x);
sprite[k].ang += 256-(krand()%511);
sprite[k].xvel = krand()&127;
A_SetSprite(k,CLIPMASK0);
}
break;
case 49:
case 50:
changespritestat(i, STAT_LIGHT);
break;
}
BOLT:
i = nexti;
}
//Sloped sin-wave floors!
for (i=headspritestat[STAT_EFFECTOR]; i>=0; i=nextspritestat[i])
{
const spritetype *s = &sprite[i];
sectortype *sc;
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);
}
}
static void G_DoPolymerLights(void) // STATNUM 14
{
int32_t i;
for (i=headspritestat[STAT_LIGHT]; i>=0; i=nextspritestat[i])
{
switch (sprite[i].lotag)
{
#ifdef POLYMER
case 49:
{
if (!A_CheckSpriteFlags(i, SPRITE_NOLIGHT) && getrendermode() == 4 &&
!(A_CheckSpriteFlags(i, SPRITE_USEACTIVATOR) && sector[sprite[i].sectnum].lotag & 16384))
{
if (actor[i].lightptr == NULL)
{
#pragma pack(push,1)
_prlight mylight;
#pragma pack(pop)
mylight.sector = SECT;
Bmemcpy(&mylight, &sprite[i], sizeof(int32_t) * 3);
mylight.range = SHT;
mylight.color[0] = sprite[i].xvel;
mylight.color[1] = sprite[i].yvel;
mylight.color[2] = sprite[i].zvel;
mylight.radius = 0;
mylight.angle = SA;
mylight.horiz = SH;
mylight.minshade = sprite[i].xoffset;
mylight.maxshade = sprite[i].yoffset;
mylight.tilenum = 0;
if (CS & 2)
{
if (CS & 512)
mylight.priority = PR_LIGHT_PRIO_LOW;
else
mylight.priority = PR_LIGHT_PRIO_HIGH;
}
else
mylight.priority = PR_LIGHT_PRIO_MAX;
actor[i].lightId = polymer_addlight(&mylight);
if (actor[i].lightId >= 0)
actor[i].lightptr = &prlights[actor[i].lightId];
break;
}
if (Bmemcmp(&sprite[i], actor[i].lightptr, sizeof(int32_t) * 3))
{
Bmemcpy(actor[i].lightptr, &sprite[i], sizeof(int32_t) * 3);
actor[i].lightptr->sector = sprite[i].sectnum;
actor[i].lightptr->flags.invalidate = 1;
}
if (SHT != actor[i].lightptr->range)
{
actor[i].lightptr->range = SHT;
actor[i].lightptr->flags.invalidate = 1;
}
if ((sprite[i].xvel != actor[i].lightptr->color[0]) ||
(sprite[i].yvel != actor[i].lightptr->color[1]) ||
(sprite[i].zvel != actor[i].lightptr->color[2]))
{
actor[i].lightptr->color[0] = sprite[i].xvel;
actor[i].lightptr->color[1] = sprite[i].yvel;
actor[i].lightptr->color[2] = sprite[i].zvel;
}
}
break;
}
case 50:
{
if (!A_CheckSpriteFlags(i, SPRITE_NOLIGHT) && getrendermode() == 4 &&
!(A_CheckSpriteFlags(i, SPRITE_USEACTIVATOR) && sector[sprite[i].sectnum].lotag & 16384))
{
if (actor[i].lightptr == NULL)
{
#pragma pack(push,1)
_prlight mylight;
#pragma pack(pop)
mylight.sector = SECT;
Bmemcpy(&mylight, &sprite[i], sizeof(int32_t) * 3);
mylight.range = SHT;
mylight.color[0] = sprite[i].xvel;
mylight.color[1] = sprite[i].yvel;
mylight.color[2] = sprite[i].zvel;
mylight.radius = (256-(SS+128))<<1;
mylight.faderadius = (int16_t)(mylight.radius * 0.75f);
mylight.angle = SA;
mylight.horiz = SH;
mylight.minshade = sprite[i].xoffset;
mylight.maxshade = sprite[i].yoffset;
mylight.tilenum = actor[i].picnum;
if (CS & 2)
{
if (CS & 512)
mylight.priority = PR_LIGHT_PRIO_LOW;
else
mylight.priority = PR_LIGHT_PRIO_HIGH;
}
else
mylight.priority = PR_LIGHT_PRIO_MAX;
actor[i].lightId = polymer_addlight(&mylight);
if (actor[i].lightId >= 0)
{
actor[i].lightptr = &prlights[actor[i].lightId];
// Hack in case polymer_addlight tweaked the horiz value
if (actor[i].lightptr->horiz != SH)
SH = actor[i].lightptr->horiz;
}
break;
}
if (Bmemcmp(&sprite[i], actor[i].lightptr, sizeof(int32_t) * 3))
{
Bmemcpy(actor[i].lightptr, &sprite[i], sizeof(int32_t) * 3);
actor[i].lightptr->sector = sprite[i].sectnum;
actor[i].lightptr->flags.invalidate = 1;
}
if (SHT != actor[i].lightptr->range)
{
actor[i].lightptr->range = SHT;
actor[i].lightptr->flags.invalidate = 1;
}
if ((sprite[i].xvel != actor[i].lightptr->color[0]) ||
(sprite[i].yvel != actor[i].lightptr->color[1]) ||
(sprite[i].zvel != actor[i].lightptr->color[2]))
{
actor[i].lightptr->color[0] = sprite[i].xvel;
actor[i].lightptr->color[1] = sprite[i].yvel;
actor[i].lightptr->color[2] = sprite[i].zvel;
}
if (((256-(SS+128))<<1) != actor[i].lightptr->radius)
{
actor[i].lightptr->radius = (256-(SS+128))<<1;
actor[i].lightptr->faderadius = (int16_t)(actor[i].lightptr->radius * 0.75f);
actor[i].lightptr->flags.invalidate = 1;
}
if (SA != actor[i].lightptr->angle)
{
actor[i].lightptr->angle = SA;
actor[i].lightptr->flags.invalidate = 1;
}
if (SH != actor[i].lightptr->horiz)
{
actor[i].lightptr->horiz = SH;
actor[i].lightptr->flags.invalidate = 1;
}
actor[i].lightptr->tilenum = actor[i].picnum;
}
break;
}
#endif // POLYMER
}
}
}
void A_PlayAlertSound(int32_t i)
{
if (sprite[i].extra > 0)
switch (DYNAMICTILEMAP(PN))
{
case LIZTROOPONTOILET__STATIC:
case LIZTROOPJUSTSIT__STATIC:
case LIZTROOPSHOOT__STATIC:
case LIZTROOPJETPACK__STATIC:
case LIZTROOPDUCKING__STATIC:
case LIZTROOPRUNNING__STATIC:
case LIZTROOP__STATIC:
A_PlaySound(PRED_RECOG,i);
break;
case LIZMAN__STATIC:
case LIZMANSPITTING__STATIC:
case LIZMANFEEDING__STATIC:
case LIZMANJUMP__STATIC:
A_PlaySound(CAPT_RECOG,i);
break;
case PIGCOP__STATIC:
case PIGCOPDIVE__STATIC:
A_PlaySound(PIG_RECOG,i);
break;
case RECON__STATIC:
A_PlaySound(RECO_RECOG,i);
break;
case DRONE__STATIC:
A_PlaySound(DRON_RECOG,i);
break;
case COMMANDER__STATIC:
case COMMANDERSTAYPUT__STATIC:
A_PlaySound(COMM_RECOG,i);
break;
case ORGANTIC__STATIC:
A_PlaySound(TURR_RECOG,i);
break;
case OCTABRAIN__STATIC:
case OCTABRAINSTAYPUT__STATIC:
A_PlaySound(OCTA_RECOG,i);
break;
case BOSS1__STATIC:
S_PlaySound(BOS1_RECOG);
break;
case BOSS2__STATIC:
if (sprite[i].pal == 1)
S_PlaySound(BOS2_RECOG);
else S_PlaySound(WHIPYOURASS);
break;
case BOSS3__STATIC:
if (sprite[i].pal == 1)
S_PlaySound(BOS3_RECOG);
else S_PlaySound(RIPHEADNECK);
break;
case BOSS4__STATIC:
case BOSS4STAYPUT__STATIC:
if (sprite[i].pal == 1)
S_PlaySound(BOS4_RECOG);
S_PlaySound(BOSS4_FIRSTSEE);
break;
case GREENSLIME__STATIC:
A_PlaySound(SLIM_RECOG,i);
break;
}
}
int32_t A_CheckEnemyTile(int32_t pn)
{
//this case can't be handled by the dynamictostatic system because it adds
//stuff to the value from names.h so handling separately
if (A_CheckSpriteTileFlags(pn, SPRITE_BADGUY) ||
(ActorType[pn]&3) ||
(pn >= GREENSLIME && pn <= GREENSLIME+7))
return 1;
switch (DYNAMICTILEMAP(pn))
{
case SHARK__STATIC:
case RECON__STATIC:
case DRONE__STATIC:
case LIZTROOPONTOILET__STATIC:
case LIZTROOPJUSTSIT__STATIC:
case LIZTROOPSTAYPUT__STATIC:
case LIZTROOPSHOOT__STATIC:
case LIZTROOPJETPACK__STATIC:
case LIZTROOPDUCKING__STATIC:
case LIZTROOPRUNNING__STATIC:
case LIZTROOP__STATIC:
case OCTABRAIN__STATIC:
case COMMANDER__STATIC:
case COMMANDERSTAYPUT__STATIC:
case PIGCOP__STATIC:
case EGG__STATIC:
case PIGCOPSTAYPUT__STATIC:
case PIGCOPDIVE__STATIC:
case LIZMAN__STATIC:
case LIZMANSPITTING__STATIC:
case LIZMANFEEDING__STATIC:
case LIZMANJUMP__STATIC:
case ORGANTIC__STATIC:
case BOSS1__STATIC:
case BOSS2__STATIC:
case BOSS3__STATIC:
case BOSS4__STATIC:
case RAT__STATIC:
case ROTATEGUN__STATIC:
return 1;
}
return 0;
}
inline int32_t A_CheckEnemySprite(const spritetype *s)
{
return(A_CheckEnemyTile(s->picnum));
}
int32_t A_CheckSwitchTile(int32_t i)
{
int32_t j;
if (PN <= 0) // picnum 0 would oob in the switch below
return 0;
//MULTISWITCH has 4 states so deal with it separately
if ((PN >= MULTISWITCH) && (PN <=MULTISWITCH+3)) return 1;
// ACCESSSWITCH and ACCESSSWITCH2 are only active in 1 state so deal with them separately
if ((PN == ACCESSSWITCH) || (PN == ACCESSSWITCH2)) return 1;
//loop to catch both states of switches
for (j=1; j>=0; j--)
{
switch (DYNAMICTILEMAP(PN-j))
{
case HANDPRINTSWITCH__STATIC:
//case HANDPRINTSWITCH+1:
case ALIENSWITCH__STATIC:
//case ALIENSWITCH+1:
case MULTISWITCH__STATIC:
//case MULTISWITCH+1:
//case MULTISWITCH+2:
//case MULTISWITCH+3:
//case ACCESSSWITCH:
//case ACCESSSWITCH2:
case PULLSWITCH__STATIC:
//case PULLSWITCH+1:
case HANDSWITCH__STATIC:
//case HANDSWITCH+1:
case SLOTDOOR__STATIC:
//case SLOTDOOR+1:
case LIGHTSWITCH__STATIC:
//case LIGHTSWITCH+1:
case SPACELIGHTSWITCH__STATIC:
//case SPACELIGHTSWITCH+1:
case SPACEDOORSWITCH__STATIC:
//case SPACEDOORSWITCH+1:
case FRANKENSTINESWITCH__STATIC:
//case FRANKENSTINESWITCH+1:
case LIGHTSWITCH2__STATIC:
//case LIGHTSWITCH2+1:
case POWERSWITCH1__STATIC:
//case POWERSWITCH1+1:
case LOCKSWITCH1__STATIC:
//case LOCKSWITCH1+1:
case POWERSWITCH2__STATIC:
//case POWERSWITCH2+1:
case DIPSWITCH__STATIC:
//case DIPSWITCH+1:
case DIPSWITCH2__STATIC:
//case DIPSWITCH2+1:
case TECHSWITCH__STATIC:
//case TECHSWITCH+1:
case DIPSWITCH3__STATIC:
//case DIPSWITCH3+1:
return 1;
}
}
return 0;
}
void G_MoveWorld(void)
{
G_MoveZombieActors(); //ST 2
G_MoveWeapons(); //ST 4
G_MoveTransports(); //ST 9
G_MovePlayers(); //ST 10
G_MoveFallers(); //ST 12
G_MoveMisc(); //ST 5
G_MoveActors(); //ST 1
// XXX: Has to be before effectors, in particular movers?
// TODO: lights in moving sectors ought to be interpolated
G_DoPolymerLights();
G_MoveEffectors(); //ST 3
G_MoveStandables(); //ST 6
{
int32_t p, j, k = MAXSTATUS-1, pl;
#ifdef POLYMER
int32_t numsavedfires = 0;
#endif
do
{
int32_t i = headspritestat[k];
while (i >= 0)
{
#ifdef POLYMER
if (getrendermode() == 4)
{
spritetype *s = &sprite[i];
if ((sprite[i].picnum != SECTOREFFECTOR && ((s->cstat & 32768) || (s->yrepeat < 4))) || A_CheckSpriteFlags(i, SPRITE_NOLIGHT) ||
(A_CheckSpriteFlags(i, SPRITE_USEACTIVATOR) && sector[sprite[i].sectnum].lotag & 16384))
{
if (actor[i].lightptr != NULL)
{
A_DeletePolymerLight(i);
}
}
else
{
int32_t ii;
if (actor[i].lightptr != NULL && actor[i].lightcount)
{
if (!(--actor[i].lightcount))
{
A_DeletePolymerLight(i);
}
}
for (ii=0; ii<2; ii++)
{
if (sprite[i].picnum <= 0) // oob safety
break;
switch (DYNAMICTILEMAP(sprite[i].picnum-1+ii))
{
case DIPSWITCH__STATIC:
case DIPSWITCH2__STATIC:
case DIPSWITCH3__STATIC:
case PULLSWITCH__STATIC:
case SLOTDOOR__STATIC:
case LIGHTSWITCH__STATIC:
case SPACELIGHTSWITCH__STATIC:
case SPACEDOORSWITCH__STATIC:
case FRANKENSTINESWITCH__STATIC:
case POWERSWITCH1__STATIC:
case LOCKSWITCH1__STATIC:
case POWERSWITCH2__STATIC:
case TECHSWITCH__STATIC:
case ACCESSSWITCH__STATIC:
case ACCESSSWITCH2__STATIC:
{
int32_t dx = sintable[(s->ang+512)&2047];
int32_t dy = sintable[(s->ang)&2047];
#if 0
int32_t madevisagain = 0;
// dynamic make-invisible check for 'hidden' switches
if (spriteext[i].flags&SPREXT_TEMPINVISIBLE)
{
int16_t sprsect = s->sectnum;
updatesectorz(s->x, s->y, s->z, &sprsect);
if (sprsect < 0)
s->cstat |= 32768;
else if (inside(s->x+(dx>>9), s->y+(dx>>9), s->sectnum)==1)
{
s->cstat &= ~32768;
madevisagain = 1;
}
}
#endif
if ((s->cstat & 32768) || A_CheckSpriteFlags(i, SPRITE_NOLIGHT))
// || (madevisagain==0 && !inside(s->x+(dx>>9), s->y+(dx>>9), s->sectnum))
{
if (actor[i].lightptr != NULL)
{
A_DeletePolymerLight(i);
}
break;
}
s->x += dx>>7;
s->y += dy>>7;
G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), 1024-ii*256,
ii==0 ? (48+(255<<8)+(48<<16)) : 255+(48<<8)+(48<<16), PR_LIGHT_PRIO_LOW);
s->x -= dx>>7;
s->y -= dy>>7;
}
break;
}
}
switch (DYNAMICTILEMAP(sprite[i].picnum))
{
case ATOMICHEALTH__STATIC:
G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), LIGHTRAD2 * 3, 128+(128<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME);
break;
case FIRE__STATIC:
case FIRE2__STATIC:
case BURNING__STATIC:
case BURNING2__STATIC:
{
uint32_t color;
int32_t jj;
static int32_t savedfires[32][4]; // sectnum x y z
/*
if (Actor[i].floorz - Actor[i].ceilingz < 128) break;
if (s->z > Actor[i].floorz+2048) break;
*/
switch (s->pal)
{
case 1: color = 128+(128<<8)+(255<<16); break;
case 2: color = 255+(48<<8)+(48<<16); break;
case 8: color = 48+(255<<8)+(48<<16); break;
default: color = 255+(95<<8); break;
}
for (jj=numsavedfires-1; jj>=0; jj--)
if (savedfires[jj][0]==s->sectnum && savedfires[jj][1]==(s->x>>3) &&
savedfires[jj][2]==(s->y>>3) && savedfires[jj][3]==(s->z>>7))
break;
if (jj==-1 && numsavedfires<32)
{
jj = numsavedfires;
G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), LIGHTRAD2, color, PR_LIGHT_PRIO_HIGH_GAME);
savedfires[jj][0] = s->sectnum;
savedfires[jj][1] = s->x>>3;
savedfires[jj][2] = s->y>>3;
savedfires[jj][3] = s->z>>7;
numsavedfires++;
}
}
break;
case OOZFILTER__STATIC:
if (s->xrepeat > 4)
G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), 4096, 128+(255<<8)+(128<<16),PR_LIGHT_PRIO_HIGH_GAME);
break;
case FLOORFLAME__STATIC:
case FIREBARREL__STATIC:
case FIREVASE__STATIC:
G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), LIGHTRAD, 255+(95<<8),PR_LIGHT_PRIO_HIGH_GAME);
break;
case EXPLOSION2__STATIC:
if (!actor[i].lightcount)
{
int32_t x = ((sintable[(s->ang+512)&2047])>>6);
int32_t y = ((sintable[(s->ang)&2047])>>6);
s->x -= x;
s->y -= y;
G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), LIGHTRAD, 255+(95<<8),
s->yrepeat > 32 ? PR_LIGHT_PRIO_HIGH_GAME : PR_LIGHT_PRIO_LOW_GAME);
s->x += x;
s->y += y;
}
break;
case FORCERIPPLE__STATIC:
case TRANSPORTERBEAM__STATIC:
G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), LIGHTRAD, 80+(80<<8)+(255<<16),PR_LIGHT_PRIO_LOW_GAME);
break;
case GROWSPARK__STATIC:
{
int32_t x = ((sintable[(s->ang+512)&2047])>>6);
int32_t y = ((sintable[(s->ang)&2047])>>6);
s->x -= x;
s->y -= y;
G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 255+(95<<8),PR_LIGHT_PRIO_HIGH_GAME);
s->x += x;
s->y += y;
}
break;
case SHRINKEREXPLOSION__STATIC:
{
int32_t x = ((sintable[(s->ang+512)&2047])>>6);
int32_t y = ((sintable[(s->ang)&2047])>>6);
s->x -= x;
s->y -= y;
G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(255<<8)+(128<<16),PR_LIGHT_PRIO_HIGH_GAME);
s->x += x;
s->y += y;
}
break;
case FREEZEBLAST__STATIC:
G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), LIGHTRAD<<2, 128+(128<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME);
break;
case COOLEXPLOSION1__STATIC:
G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), LIGHTRAD<<2, 128+(0<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME);
break;
case SHRINKSPARK__STATIC:
G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), LIGHTRAD, 128+(255<<8)+(128<<16),PR_LIGHT_PRIO_HIGH_GAME);
break;
case FIRELASER__STATIC:
G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->yrepeat, 255+(95<<8),PR_LIGHT_PRIO_LOW_GAME);
break;
case RPG__STATIC:
G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), 128 * s->yrepeat, 255+(95<<8),PR_LIGHT_PRIO_LOW_GAME);
break;
case SHOTSPARK1__STATIC:
if (actor[i].t_data[2] == 0) // check for first frame of action
{
int32_t x = ((sintable[(s->ang+512)&2047])>>7);
int32_t y = ((sintable[(s->ang)&2047])>>7);
s->x -= x;
s->y -= y;
G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), 16 * s->yrepeat, 255+(95<<8),PR_LIGHT_PRIO_LOW_GAME);
actor[i].lightcount = 1;
s->x += x;
s->y += y;
}
break;
}
}
}
#endif
if (!apScriptGameEvent[EVENT_GAME] || A_CheckSpriteFlags(i, SPRITE_NOEVENTCODE))
{
i = nextspritestat[i];
continue;
}
j = nextspritestat[i];
pl = A_FindPlayer(&sprite[i], &p);
VM_OnEvent(EVENT_GAME,i, pl, p, 0);
i = j;
}
}
while (k--);
}
G_DoSectorAnimations();
G_MoveFX(); //ST 11
}