raze-gles/polymer/eduke32/source/actors.c
helixhorned 5d79003e60 Take a stab at hidden model switch handling. There are at least two ways by
which switches have been hidden in the original and user maps. One is to make
it face a wall, and another is to 'embed' it in e.g. the floor, like the
monitor with the burning fuse in E4L1. Both kinds show up when the switches
are rendered as models, revealing the secrets that the mapper sought to hide.
My proposal, implemented in this commit, is to apply a heuristic for such
switches at premap and make them invisible (set cstat bit 32768). The
conditions are re-checked during the game in case there is a switch coming
out of the floor, for example. A new spriteext bit is used for this feature.

git-svn-id: https://svn.eduke32.com/eduke32@1968 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-17 18:52:16 +00:00

8354 lines
284 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) { deletesprite(KX); goto BOLT; }
extern int32_t g_numEnvSoundsPlaying;
extern int32_t g_noEnemies;
extern int32_t ticrandomseed;
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;
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;
// all calls to deletesprite() from the game are wrapped by this function
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);
aGameVars[g_iReturnVarID].val.lValue = 0;
VM_OnEvent(EVENT_KILLIT, s, pl, p);
if (aGameVars[g_iReturnVarID].val.lValue)
return;
}
#ifdef POLYMER
if (getrendermode() == 4 && actor[s].lightptr != NULL)
{
polymer_deletelight(actor[s].lightId);
actor[s].lightId = -1;
actor[s].lightptr = NULL;
}
#endif
#undef deletesprite
deletesprite(s);
#define deletesprite A_DeleteSprite
}
void A_AddToDeleteQueue(int32_t i)
{
if (g_netClientPeer || g_spriteDeleteQueueSize == 0)
{
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].picnum==SECTOREFFECTOR && (sprite[j].lotag==49||sprite[j].lotag==50)) ||
((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++;
}
}
}
// this is the same crap as in game.c's tspr manipulation. puke.
#define LIGHTRAD (s->yrepeat * tilesizy[s->picnum+(T5?(*(intptr_t *)T5) + *(((intptr_t *)T5)+2) * T4:0)])
#define LIGHTRAD2 (((s->yrepeat) + (rand()%(s->yrepeat>>2))) * tilesizy[s->picnum+(T5?(*(intptr_t *)T5) + *(((intptr_t *)T5)+2) * T4:0)])
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,6);
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 j=ifhitsectors(s->sectnum);if(j >= 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)
{
nexti = nextspritestat[i];
p = sprite[OW].yvel;
if (g_player[p].ps->on_crane >= 0 || (g_player[p].ps->cursectnum >= 0 && sector[g_player[p].ps->cursectnum].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 && sector[g_player[p].ps->cursectnum].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
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;
intptr_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
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;
}
}
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 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)
{
g_player[p].ps->horiz += 32;
g_player[p].ps->return_to_center = 8;
if (g_player[p].ps->loogcnt == 0)
{
if (!A_CheckSoundPlaying(g_player[p].ps->i, DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN,g_player[p].ps->i);
j = 3+(krand()&3);
g_player[p].ps->numloogs = j;
g_player[p].ps->loogcnt = 24*4;
for (x=0; x < j; x++)
{
g_player[p].ps->loogiex[x] = krand()%xdim;
g_player[p].ps->loogiey[x] = krand()%ydim;
}
}
}
}
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)
{
g_player[p].ps->horiz += 32;
g_player[p].ps->return_to_center = 8;
if (g_player[p].ps->loogcnt == 0)
{
if (!A_CheckSoundPlaying(g_player[p].ps->i, DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN,g_player[p].ps->i);
j = 3+(krand()&3);
g_player[p].ps->numloogs = j;
g_player[p].ps->loogcnt = 24*4;
for (x=0; x < j; x++)
{
g_player[p].ps->loogiex[x] = krand()%xdim;
g_player[p].ps->loogiey[x] = krand()%ydim;
}
}
}
}
}
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);
}
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->opos.x = g_player[p].ps->pos.x += sprite[OW].x-SX;
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;
intptr_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 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)
{
g_player[p].ps->pals.r = 0;
g_player[p].ps->pals.g = 32;
g_player[p].ps->pals.b = 0;
g_player[p].ps->pals.f = 32;
}
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 --;
g_player[p].ps->pals.f = 32;
g_player[p].ps->pals.r = 32;
g_player[p].ps->pals.g = 0;
g_player[p].ps->pals.b = 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)
{
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;
intptr_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)
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)
{
g_player[p].ps->pals.f = 32;
g_player[p].ps->pals.r = 32;
g_player[p].ps->pals.g = 0;
g_player[p].ps->pals.b = 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 --;
g_player[p].ps->pals.f = 32;
g_player[p].ps->pals.r = 16;
g_player[p].ps->pals.g = 0;
g_player[p].ps->pals.b = 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;
}
}
ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
{
int32_t q=0, m, x, st, j;
intptr_t *t,l;
int32_t i = headspritestat[STAT_EFFECTOR], nexti, nextk, p, sh, nextj;
int16_t k;
spritetype *s;
sectortype *sc;
walltype *wal;
fricxv = fricyv = 0;
while (i >= 0)
{
nexti = nextspritestat[i];
s = &sprite[i];
sc = &sector[s->sectnum];
st = s->lotag;
sh = s->hitag;
t = &actor[i].t_data[0];
switch (st)
{
case 0:
{
int32_t zchange = 0;
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;
}
}
s->ang += (l*q);
t[2] += (l*q);
}
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))
{
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;
}
}
}
p = headspritesect[s->sectnum];
while (p >= 0)
{
// 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].lotag==49||sprite[p].lotag==50))
&& sprite[p].statnum != STAT_PROJECTILE)
if (sprite[p].picnum != LASERLINE)
{
if (sprite[p].picnum == APLAYER && sprite[p].owner >= 0)
{
p = nextspritesect[p];
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);
}
p = nextspritesect[p];
}
}
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].lotag==49||sprite[p].lotag==50))
&& 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.clipping == 0 && s->xvel >= 192)
TRAVERSE_CONNECT(p)
if (sprite[g_player[p].ps->i].extra > 0)
{
k = g_player[p].ps->cursectnum;
updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&k);
if ((k == -1 && ud.clipping == 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;
g_player[p].ps->cursectnum = s->sectnum;
setsprite(g_player[p].ps->i,(vec3_t *)s);
P_QuickKill(g_player[p].ps);
}
}
}
m = (s->xvel*sintable[(s->ang+512)&2047])>>14;
x = (s->xvel*sintable[s->ang&2047])>>14;
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;
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].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.clipping == 0 && s->xvel >= 192)
TRAVERSE_CONNECT(p)
if (sprite[g_player[p].ps->i].extra > 0)
{
k = g_player[p].ps->cursectnum;
updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&k);
if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && g_player[p].ps->cursectnum != s->sectnum))
{
g_player[p].ps->opos.x = g_player[p].ps->pos.x = s->x;
g_player[p].ps->opos.y = g_player[p].ps->pos.y = s->y;
g_player[p].ps->cursectnum = s->sectnum;
setsprite(g_player[p].ps->i,(vec3_t *)s);
P_QuickKill(g_player[p].ps);
}
}
j = headspritesect[sprite[OW].sectnum];
while (j >= 0)
{
l = nextspritesect[j];
if (sprite[j].statnum == STAT_ACTOR && A_CheckEnemySprite(&sprite[j]) &&
sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS)
{
k = sprite[j].sectnum;
updatesector(sprite[j].x,sprite[j].y,&k);
if (sprite[j].extra >= 0 && k == s->sectnum)
{
A_DoGutsDir(j,JIBS6,72);
A_PlaySound(SQUISHED,i);
deletesprite(j);
}
}
j = l;
}
}
}
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].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.clipping == 0)
TRAVERSE_CONNECT(p)
if (sprite[g_player[p].ps->i].extra > 0)
{
k = g_player[p].ps->cursectnum;
updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&k);
if ((k == -1 && ud.clipping == 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;
g_player[p].ps->cursectnum = s->sectnum;
setsprite(g_player[p].ps->i,(vec3_t *)s);
P_QuickKill(g_player[p].ps);
}
}
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].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.clipping == 0)
TRAVERSE_CONNECT(p)
if (sprite[g_player[p].ps->i].extra > 0)
{
k = g_player[p].ps->cursectnum;
updatesector(g_player[p].ps->pos.x,g_player[p].ps->pos.y,&k);
if ((k == -1 && ud.clipping == 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;
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);
}
}
j = headspritesect[sprite[OW].sectnum];
while (j >= 0)
{
l = nextspritesect[j];
if (sprite[j].statnum == STAT_ACTOR && A_CheckEnemySprite(&sprite[j]) &&
sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS)
{
// if(sprite[j].sectnum != s->sectnum)
{
k = sprite[j].sectnum;
updatesector(sprite[j].x,sprite[j].y,&k);
if (sprite[j].extra >= 0 && k == s->sectnum)
{
A_DoGutsDir(j,JIBS6,24);
A_PlaySound(SQUISHED,j);
deletesprite(j);
}
}
}
j = l;
}
}
}
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;
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)
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
{
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)
{
q = sprite[l].sectnum;
sector[q].floorshade =
sector[q].ceilingshade =
sprite[sprite[l].owner].shade;
sector[q].floorpal =
sector[q].ceilingpal =
sprite[sprite[l].owner].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);
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
if (t[0] == 0) break;
if (s->ang == 1536)
l = (intptr_t) &sc->ceilingz;
else
l = (intptr_t) &sc->floorz;
if (t[0] == 1) //Decide if the s->sectnum should go up or down
{
s->zvel = ksgn(s->z-*(int32_t *)l) * (SP<<4);
t[0]++;
}
if (sc->extra == 0)
{
*(int32_t *)l += s->zvel;
if (klabs(*(int32_t *)l-s->z) < 1024)
{
*(int32_t *)l = s->z;
KILLIT(i); //All done
}
}
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;
}
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))
{
j = headspritestat[STAT_DEFAULT];
while (j >= 0)
{
if (sprite[j].picnum == NATURALLIGHTNING && sprite[j].hitag == s->hitag)
sprite[j].cstat |= 32768;
j = nextspritestat[j];
}
}
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);
g_player[p].ps->pals.f = 32;
g_player[p].ps->pals.r = 16;
g_player[p].ps->pals.g = 0;
g_player[p].ps->pals.b = 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)
{
if (klabs(sc->floorz - s->z) < SP)
{
sc->floorz = s->z;
t[2] = 0;
t[0] = 0;
t[3] = s->hitag;
A_CallSound(s->sectnum,i);
}
else
{
l = ksgn(s->z-sc->floorz)*SP;
sc->floorz += l;
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 += 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;
}
j = nextspritesect[j];
}
}
}
else
{
if (klabs(sc->floorz - t[1]) < SP)
{
sc->floorz = t[1];
A_CallSound(s->sectnum,i);
t[2] = 0;
t[0] = 0;
t[3] = s->hitag;
}
else
{
l = ksgn(t[1]-sc->floorz)*SP;
sc->floorz += l;
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 += 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;
}
j = nextspritesect[j];
}
}
}
Yax_SetBunchZs(sc-sector, YAX_FLOOR, sc->floorz);
break;
}
if ((s->ang&2047) == 1536)
{
if (klabs(s->z-sc->floorz) < SP)
{
A_CallSound(s->sectnum,i);
t[0] = 0;
t[2] = 1;
t[3] = s->hitag;
}
else
{
l = ksgn(s->z-sc->floorz)*SP;
sc->floorz += l;
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 += 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;
}
j = nextspritesect[j];
}
}
}
else
{
if (klabs(sc->floorz-t[1]) < SP)
{
t[0] = 0;
A_CallSound(s->sectnum,i);
t[2] = 1;
t[3] = s->hitag;
}
else
{
l = ksgn(s->z-t[1])*SP;
sc->floorz -= l;
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 -= 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;
}
j = nextspritesect[j];
}
}
}
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;
#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];
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
}
BOLT:
i = nexti;
}
//Sloped sin-wave floors!
for (i=headspritestat[STAT_EFFECTOR]; i>=0; i=nextspritestat[i])
{
s = &sprite[i];
if (s->lotag != 29) continue;
sc = &sector[s->sectnum];
if (sc->wallnum != 4) continue;
wal = &wall[sc->wallptr+2];
alignflorslope(s->sectnum,wal->x,wal->y,sector[wal->nextsector].floorz);
}
}
void 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] ||
(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(spritetype *s)
{
return(A_CheckEnemyTile(s->picnum));
}
int32_t A_CheckSwitchTile(int32_t i)
{
int32_t j;
//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
G_MoveEffectors(); //ST 3
G_MoveStandables(); //ST 6
{
int32_t i, p, j, k = MAXSTATUS-1, pl;
#ifdef POLYMER
int32_t numsavedfires = 0;
int32_t ii;
#endif
do
{
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)
{
polymer_deletelight(actor[i].lightId);
actor[i].lightId = -1;
actor[i].lightptr = NULL;
}
}
else
{
if (actor[i].lightptr != NULL && actor[i].lightcount)
{
if (!(--actor[i].lightcount))
{
polymer_deletelight(actor[i].lightId);
actor[i].lightId = -1;
actor[i].lightptr = NULL;
}
}
for (ii=0; ii<2; ii++)
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];
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;
}
}
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)
{
polymer_deletelight(actor[i].lightId);
actor[i].lightId = -1;
actor[i].lightptr = NULL;
}
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);
i = j;
}
}
while (k--);
}
G_DoSectorAnimations();
G_MoveFX(); //ST 11
}