raze/source/games/duke/src/spawn_r.cpp

1505 lines
29 KiB
C++
Raw Normal View History

2020-05-15 20:59:13 +00:00
//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2017-2019 Nuke.YKT
Copyright (C) 2020 - Christoph Oelckers
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include <utility>
#include "ns.h"
#include "global.h"
2020-06-24 19:21:02 +00:00
#include "sounds.h"
#include "names_r.h"
2020-10-21 17:38:53 +00:00
#include "dukeactor.h"
2020-05-15 20:59:13 +00:00
BEGIN_DUKE_NS
DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>* actors)
2020-05-15 20:59:13 +00:00
{
auto sp = act->s;
auto spj = actj == nullptr ? nullptr : actj->s;
2020-11-02 17:58:23 +00:00
auto t = act->temp_data;
auto sectp = sp->sector();
2020-07-20 21:21:27 +00:00
switch (sp->picnum)
2020-07-20 21:21:27 +00:00
{
default:
default_case:
spawninitdefault(actj, act);
break;
case BOWLINGPINSPOT:
case RRTILE281:
case BOWLINGBALLSPOT:
case RRTILE283:
case RRTILE2025:
case RRTILE2026:
case RRTILE2027:
case RRTILE2028:
sp->cstat = 0;
sp->cstat |= CSTAT_SPRITE_INVISIBLE;
sp->xrepeat = 0;
sp->yrepeat = 0;
sp->clipdist = 0;
sp->extra = 0;
ChangeActorStat(act, STAT_BOWLING);
break;
case RRTILE3410:
sp->extra = 0;
ChangeActorStat(act, 107);
break;
case RRTILE8450:
if (!isRRRA()) goto default_case;
sp->xrepeat = 64;
sp->yrepeat = 64;
sp->extra = sp->lotag;
sp->cstat |= 257;
ChangeActorStat(act, 116);
break;
case PIG + 11:
if (!isRRRA()) goto default_case;
sp->xrepeat = 16;
sp->yrepeat = 16;
sp->clipdist = 0;
sp->extra = 0;
sp->cstat = 0;
ChangeActorStat(act, 121);
break;
case RRTILE8487:
case RRTILE8489:
if (!isRRRA()) goto default_case;
sp->xrepeat = 32;
sp->yrepeat = 32;
sp->extra = 0;
sp->cstat |= 257;
sp->hitag = 0;
ChangeActorStat(act, 117);
break;
case RRTILE7424:
if (!isRRRA()) goto default_case;
sp->extra = 0;
sp->xrepeat = 0;
sp->yrepeat = 0;
ChangeActorStat(act, 11);
break;
case RRTILE7936:
if (!isRRRA()) goto default_case;
sp->xrepeat = 0;
sp->yrepeat = 0;
fogactive = 1;
break;
case RRTILE6144:
if (!isRRRA()) goto default_case;
sp->xrepeat = 0;
sp->yrepeat = 0;
ps[screenpeek].sea_sick_stat = 1;
break;
case RRTILE8448:
if (!isRRRA()) goto default_case;
sp->lotag = 1;
sp->clipdist = 0;
break;
case RRTILE8099:
if (!isRRRA()) goto default_case;
sp->lotag = 5;
sp->clipdist = 0;
ChangeActorStat(act, 123);
break;
case RRTILE8704:
if (!isRRRA()) goto default_case;
sp->lotag = 1;
sp->clipdist = 0;
break;
case RRTILE8192:
if (!isRRRA()) goto default_case;
sp->xrepeat = 0;
sp->yrepeat = 0;
ufospawnsminion = 1;
break;
case RRTILE8193:
if (!isRRRA()) goto default_case;
sp->xrepeat = 0;
sp->yrepeat = 0;
pistonsound = 1;
break;
case RRTILE8165:
if (!isRRRA()) goto default_case;
sp->lotag = 1;
sp->clipdist = 0;
act->SetOwner(act);
sp->extra = 0;
ChangeActorStat(act, 115);
break;
case RRTILE8593:
if (!isRRRA()) goto default_case;
sp->lotag = 1;
sp->clipdist = 0;
act->SetOwner(act);
sp->extra = 0;
ChangeActorStat(act, 122);
break;
case RRTILE285:
case RRTILE286:
case RRTILE287:
case RRTILE288:
case RRTILE289:
case RRTILE290:
case RRTILE291:
case RRTILE292:
case RRTILE293:
sp->cstat = 0;
sp->cstat |= CSTAT_SPRITE_INVISIBLE;
sp->xrepeat = 0;
sp->yrepeat = 0;
sp->clipdist = 0;
sp->lotag = 0;
ChangeActorStat(act, 106);
break;
case RRTILE2460:
case RRTILE2465:
case BIKEJIBA:
case BIKEJIBB:
case BIKEJIBC:
case BIKERJIBA:
case BIKERJIBB:
case BIKERJIBC:
case BIKERJIBD:
case CHEERJIBA:
case CHEERJIBB:
case CHEERJIBC:
case CHEERJIBD:
case FBOATJIBA:
case FBOATJIBB:
case RABBITJIBA:
case RABBITJIBB:
case RABBITJIBC:
case MAMAJIBA:
case MAMAJIBB:
// impossible to do with better methods outside of redoing the entire switch/case block
if (isRRRA()) goto rrra_badguy;
else goto default_case;
case WATERSPLASH2:
case MUD:
if (spj)
{
SetActor(act, spj->pos);
sp->xrepeat = sp->yrepeat = 8 + (krand() & 7);
}
else sp->xrepeat = sp->yrepeat = 16 + (krand() & 15);
sp->shade = -16;
sp->cstat |= 128;
if (spj)
{
if (spj->sector()->lotag == 2)
{
sp->z = getceilzofslopeptr(sp->sector(), sp->x, sp->y) + (16 << 8);
sp->cstat |= CSTAT_SPRITE_YFLIP;
}
else if (spj->sector()->lotag == 1)
sp->z = getflorzofslopeptr(sp->sector(), sp->x, sp->y);
}
if (sectp->floorpicnum == FLOORSLIME ||
sectp->ceilingpicnum == FLOORSLIME)
sp->pal = 7;
[[fallthrough]];
case NEON1:
case NEON2:
case NEON3:
case NEON4:
case NEON5:
case NEON6:
case DOMELITE:
if (sp->picnum != WATERSPLASH2)
sp->cstat |= 257;
if (sp->picnum == DOMELITE)
sp->cstat |= 257;
[[fallthrough]];
case JIBS1:
case JIBS2:
case JIBS3:
case JIBS4:
case JIBS5:
case JIBS6:
case DUKETORSO:
case DUKEGUN:
case DUKELEG:
case BILLYJIBA:
case BILLYJIBB:
case HULKJIBA:
case HULKJIBB:
case HULKJIBC:
case MINJIBA:
case MINJIBB:
case MINJIBC:
case COOTJIBA:
case COOTJIBB:
case COOTJIBC:
rrra_badguy:
if (sp->picnum == JIBS6)
{
sp->xrepeat >>= 1;
sp->yrepeat >>= 1;
}
else if (isRRRA())
{
if (sp->picnum == RABBITJIBA)
{
sp->xrepeat = 18;
sp->yrepeat = 18;
}
else if (sp->picnum == RABBITJIBB)
{
sp->xrepeat = 36;
sp->yrepeat = 36;
}
else if (sp->picnum == RABBITJIBC)
{
sp->xrepeat = 54;
sp->yrepeat = 54;
}
}
ChangeActorStat(act, STAT_MISC);
break;
case TONGUE:
if (spj)
sp->ang = spj->ang;
sp->z -= PHEIGHT_RR;
sp->zvel = 256 - (krand() & 511);
sp->xvel = 64 - (krand() & 127);
ChangeActorStat(act, 4);
break;
case TRANSPORTERSTAR:
case TRANSPORTERBEAM:
spawntransporter(actj, act, sp->picnum == TRANSPORTERBEAM);
break;
case FRAMEEFFECT1:
if (spj)
{
sp->xrepeat = spj->xrepeat;
sp->yrepeat = spj->yrepeat;
if (spj->picnum == APLAYER)
t[1] = SMALLSMOKE;
else
t[1] = spj->picnum;
}
else sp->xrepeat = sp->yrepeat = 0;
ChangeActorStat(act, STAT_MISC);
break;
case FORCESPHERE:
if (!spj)
{
sp->cstat = CSTAT_SPRITE_INVISIBLE;
ChangeActorStat(act, 2);
}
else
{
sp->xrepeat = sp->yrepeat = 1;
ChangeActorStat(act, STAT_MISC);
}
break;
case BLOOD:
sp->xrepeat = sp->yrepeat = 4;
sp->z -= (26 << 8);
ChangeActorStat(act, STAT_MISC);
break;
case BLOODPOOL:
if (spawnbloodpoolpart1(act)) break;
if (spj)
{
if (spj->pal == 1)
sp->pal = 1;
else if (spj->pal != 6 && spj->picnum != NUKEBARREL && spj->picnum != TIRE)
{
sp->pal = 2; // Red
}
else sp->pal = 0; // green
if (spj->picnum == TIRE)
sp->shade = 127;
}
sp->cstat |= 32;
[[fallthrough]];
case BLOODSPLAT1:
case BLOODSPLAT2:
case BLOODSPLAT3:
case BLOODSPLAT4:
sp->cstat |= 16;
sp->xrepeat = 7 + (krand() & 7);
sp->yrepeat = 7 + (krand() & 7);
sp->z -= (16 << 8);
if (spj && spj->pal == 6)
sp->pal = 6;
insertspriteq(act);
ChangeActorStat(act, STAT_MISC);
break;
case HYDRENT:
case SATELITE:
case FUELPOD:
case SOLARPANNEL:
case ANTENNA:
case GRATE1:
case CHAIR1:
case CHAIR2:
case CHAIR3:
case BOTTLE1:
case BOTTLE2:
case BOTTLE3:
case BOTTLE4:
case BOTTLE5:
case BOTTLE6:
case BOTTLE7:
case BOTTLE8:
case BOTTLE10:
case BOTTLE11:
case BOTTLE12:
case BOTTLE13:
case BOTTLE14:
case BOTTLE15:
case BOTTLE16:
case BOTTLE17:
case BOTTLE18:
case BOTTLE19:
case SCALE:
case VACUUM:
case FANSPRITE:
case CACTUS:
case CACTUSBROKE:
case CAMERALIGHT:
case MOVIECAMERA:
case IVUNIT:
case POT1:
case POT2:
case POT3:
case SUSHIPLATE1:
case SUSHIPLATE2:
case SUSHIPLATE3:
case SUSHIPLATE4:
case SUSHIPLATE5:
case WAITTOBESEATED:
case VASE:
case PIPE1:
case PIPE2:
case PIPE3:
case PIPE4:
case PIPE5:
case PIPE6:
sp->clipdist = 32;
sp->cstat |= 257;
ChangeActorStat(act, 0);
break;
case FEMMAG1:
case FEMMAG2:
sp->cstat &= ~257;
ChangeActorStat(act, 0);
break;
case MASKWALL7:
{
int j = sp->cstat & 60;
sp->cstat = j | 1;
ChangeActorStat(act, 0);
break;
}
case FOOTPRINTS:
case FOOTPRINTS2:
case FOOTPRINTS3:
case FOOTPRINTS4:
initfootprint(actj, act);
break;
case FEM10:
case NAKED1:
case STATUE:
case TOUGHGAL:
sp->yvel = sp->hitag;
sp->hitag = -1;
[[fallthrough]];
case QUEBALL:
case STRIPEBALL:
if (sp->picnum == QUEBALL || sp->picnum == STRIPEBALL)
{
sp->cstat = 256;
sp->clipdist = 8;
}
else
{
sp->cstat |= 257;
sp->clipdist = 32;
}
ChangeActorStat(act, 2);
break;
case BOWLINGBALL:
sp->cstat = 256;
sp->clipdist = 64;
sp->xrepeat = 11;
sp->yrepeat = 9;
ChangeActorStat(act, 2);
break;
case HENSTAND:
sp->cstat = CSTAT_SPRITE_BLOCK_ALL;
sp->clipdist = 48;
sp->xrepeat = 21;
sp->yrepeat = 15;
ChangeActorStat(act, 2);
break;
case RRTILE295:
sp->cstat |= CSTAT_SPRITE_INVISIBLE;
ChangeActorStat(act, 107);
break;
case RRTILE296:
case RRTILE297:
sp->xrepeat = 64;
sp->yrepeat = 64;
sp->clipdist = 64;
ChangeActorStat(act, 108);
break;
case RRTILE3190:
case RRTILE3191:
case RRTILE3192:
sp->cstat = CSTAT_SPRITE_BLOCK_ALL;
sp->clipdist = 8;
sp->xrepeat = 32;
sp->yrepeat = 26;
sp->xvel = 32;
ChangeActorStat(act, 1);
break;
case RRTILE3120:
sp->cstat = CSTAT_SPRITE_BLOCK_ALL;
sp->clipdist = 8;
sp->xrepeat = 12;
sp->yrepeat = 10;
sp->xvel = 32;
ChangeActorStat(act, 1);
break;
case RRTILE3122:
sp->cstat = CSTAT_SPRITE_BLOCK_ALL;
sp->clipdist = 2;
sp->xrepeat = 8;
sp->yrepeat = 6;
sp->xvel = 16;
ChangeActorStat(act, 1);
break;
case RRTILE3123:
sp->cstat = CSTAT_SPRITE_BLOCK_ALL;
sp->clipdist = 8;
sp->xrepeat = 13;
sp->yrepeat = 13;
sp->xvel = 16;
ChangeActorStat(act, 1);
break;
case RRTILE3124:
sp->cstat = CSTAT_SPRITE_BLOCK_ALL;
sp->clipdist = 8;
sp->xrepeat = 17;
sp->yrepeat = 12;
sp->xvel = 32;
ChangeActorStat(act, 1);
break;
case RRTILE3132:
sp->cstat = CSTAT_SPRITE_BLOCK_ALL;
sp->clipdist = 8;
sp->xrepeat = 13;
sp->yrepeat = 10;
sp->xvel = 0;
ChangeActorStat(act, 1);
break;
case BOWLINGPIN:
sp->cstat = CSTAT_SPRITE_BLOCK_ALL;
sp->clipdist = 48;
sp->xrepeat = 23;
sp->yrepeat = 23;
ChangeActorStat(act, 2);
break;
case DUKELYINGDEAD:
if (spj && spj->picnum == APLAYER)
{
sp->xrepeat = spj->xrepeat;
sp->yrepeat = spj->yrepeat;
sp->shade = spj->shade;
sp->pal = ps[spj->yvel].palookup;
}
sp->cstat = 0;
sp->extra = 1;
sp->xvel = 292;
sp->zvel = 360;
[[fallthrough]];
case RESPAWNMARKERRED:
if (sp->picnum == RESPAWNMARKERRED)
{
sp->xrepeat = sp->yrepeat = 8;
if (spj) sp->z = actj->floorz;
}
else
{
sp->cstat |= 257;
sp->clipdist = 128;
}
[[fallthrough]];
case MIKE:
if (sp->picnum == MIKE)
sp->yvel = sp->hitag;
ChangeActorStat(act, 1);
break;
case SPOTLITE:
t[0] = sp->x;
t[1] = sp->y;
break;
case BULLETHOLE:
sp->xrepeat = sp->yrepeat = 3;
sp->cstat = 16 + (krand() & 12);
insertspriteq(act);
[[fallthrough]];
case MONEY:
if (sp->picnum == MONEY)
{
act->temp_data[0] = krand() & 2047;
sp->cstat = krand() & 12;
sp->xrepeat = sp->yrepeat = 8;
sp->ang = krand() & 2047;
}
ChangeActorStat(act, STAT_MISC);
break;
case SHELL: //From the player
case SHOTGUNSHELL:
initshell(actj, act, sp->picnum == SHELL);
break;
case RESPAWN:
sp->extra = 66 - 13;
[[fallthrough]];
case MUSICANDSFX:
if (ud.multimode < 2 && sp->pal == 1)
{
sp->xrepeat = sp->yrepeat = 0;
ChangeActorStat(act, STAT_MISC);
break;
}
sp->cstat = CSTAT_SPRITE_INVISIBLE;
ChangeActorStat(act, 11);
break;
case SOUNDFX:
{
sp->cstat |= CSTAT_SPRITE_INVISIBLE;
ChangeActorStat(act, 2);
}
break;
case EXPLOSION2:
case EXPLOSION3:
case BURNING:
case SMALLSMOKE:
if (spj)
{
sp->ang = spj->ang;
sp->shade = -64;
sp->cstat = 128 | (krand() & 4);
}
if (sp->picnum == EXPLOSION2)
{
sp->xrepeat = 48;
sp->yrepeat = 48;
sp->shade = -127;
sp->cstat |= 128;
}
else if (sp->picnum == EXPLOSION3)
{
sp->xrepeat = 128;
sp->yrepeat = 128;
sp->shade = -127;
sp->cstat |= 128;
}
else if (sp->picnum == SMALLSMOKE)
{
sp->xrepeat = 12;
sp->yrepeat = 12;
}
else if (sp->picnum == BURNING)
{
sp->xrepeat = 4;
sp->yrepeat = 4;
}
if (spj)
{
int x = getflorzofslopeptr(sp->sector(), sp->x, sp->y);
if (sp->z > x - (12 << 8))
sp->z = x - (12 << 8);
}
ChangeActorStat(act, STAT_MISC);
break;
case PLAYERONWATER:
if (spj)
{
sp->xrepeat = spj->xrepeat;
sp->yrepeat = spj->yrepeat;
sp->zvel = 128;
if (sp->sector()->lotag != 2)
sp->cstat |= CSTAT_SPRITE_INVISIBLE;
}
ChangeActorStat(act, 13);
break;
case APLAYER:
{
sp->xrepeat = sp->yrepeat = 0;
int j = ud.coop;
if (j == 2) j = 0;
if (ud.multimode < 2 || (ud.multimode > 1 && j != sp->lotag))
ChangeActorStat(act, STAT_MISC);
else
ChangeActorStat(act, 10);
break;
}
case WATERBUBBLE:
if (spj && spj->picnum == APLAYER)
sp->z -= (16 << 8);
if (sp->picnum == WATERBUBBLE)
{
if (spj)
sp->ang = spj->ang;
sp->xrepeat = sp->yrepeat = 1 + (krand() & 7);
}
else
sp->xrepeat = sp->yrepeat = 32;
ChangeActorStat(act, STAT_MISC);
break;
case CRANE:
initcrane(actj, act, CRANEPOLE);
break;
case WATERDRIP:
initwaterdrip(actj, act);
break;
case TRASH:
if (sp->picnum != WATERDRIP) sp->ang = krand() & 2047;
sp->xrepeat = 24;
sp->yrepeat = 24;
ChangeActorStat(act, 6);
break;
case PLUG:
sp->lotag = 9999;
ChangeActorStat(act, 6);
break;
case TOUCHPLATE:
t[2] = sectp->floorz;
if (sectp->lotag != 1 && sectp->lotag != 2)
sectp->floorz = sp->z;
if (sp->pal && ud.multimode > 1)
{
sp->xrepeat = sp->yrepeat = 0;
ChangeActorStat(act, STAT_MISC);
break;
}
[[fallthrough]];
case WATERBUBBLEMAKER:
sp->cstat |= CSTAT_SPRITE_INVISIBLE;
ChangeActorStat(act, 6);
break;
case BOLT1:
case BOLT1 + 1:
case BOLT1 + 2:
case BOLT1 + 3:
t[0] = sp->xrepeat;
t[1] = sp->yrepeat;
[[fallthrough]];
case MASTERSWITCH:
if (sp->picnum == MASTERSWITCH)
sp->cstat |= CSTAT_SPRITE_INVISIBLE;
sp->yvel = 0;
ChangeActorStat(act, 6);
break;
// this is not really nice...
case BIKERB:
case BIKERBV2:
case BIKER:
case MAKEOUT:
case CHEERB:
case CHEER:
case COOTPLAY:
case BILLYPLAY:
case MINIONBOAT:
case HULKBOAT:
case CHEERBOAT:
case RABBIT:
case ROCK:
case ROCK2:
case MAMACLOUD:
case MAMA:
case UFO1_RRRA:
if (isRRRA()) goto rrra_badguy2;
else goto default_case;
case UFO1_RR:
if (!isRRRA()) goto rrra_badguy2;
else goto default_case;
case SBSWIPE:
case CHEERSTAYPUT:
if (isRRRA()) goto rrra_stayput;
else goto default_case;
case SBMOVE:
if (isRRRA()) goto default_case;
[[fallthrough]];
case BILLYRAYSTAYPUT:
case BRAYSNIPER:
case BUBBASTAND:
case HULKSTAYPUT:
case HENSTAYPUT:
case PIGSTAYPUT:
case MINIONSTAYPUT:
case COOTSTAYPUT:
rrra_stayput:
act->actorstayput = sp->sector();
[[fallthrough]];
case BOULDER:
case BOULDER1:
case RAT:
case TORNADO:
case BILLYCOCK:
case BILLYRAY:
case DOGRUN:
case LTH:
case HULK:
case HEN:
case DRONE:
case PIG:
case MINION:
case UFO2:
case UFO3:
case UFO4:
case UFO5:
case COW:
case COOT:
case SHARK:
case VIXEN:
rrra_badguy2:
sp->xrepeat = 40;
sp->yrepeat = 40;
// Note: All inappropriate tiles have already been weeded out by the outer switch block so this does not need game type checks anymore.
switch (sp->picnum)
{
case VIXEN:
if (sp->pal == 34)
{
sp->xrepeat = 22;
sp->yrepeat = 21;
}
else
{
sp->xrepeat = 22;
sp->yrepeat = 20;
}
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
break;
case HULKHANG:
case HULKHANGDEAD:
case HULKJUMP:
case HULK:
case HULKSTAYPUT:
sp->xrepeat = 32;
sp->yrepeat = 32;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
break;
case COOTPLAY:
case COOT:
case COOTSTAYPUT:
sp->xrepeat = 24;
sp->yrepeat = 18;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
sp->clipdist <<= 2;
break;
case DRONE:
sp->xrepeat = 14;
sp->yrepeat = 7;
sp->clipdist = 128;
break;
case SBSWIPE:
case BILLYPLAY:
case BILLYCOCK:
case BILLYRAY:
case BILLYRAYSTAYPUT:
case BRAYSNIPER:
case BUBBASTAND:
sp->xrepeat = 25;
sp->yrepeat = 21;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
break;
case COW:
sp->xrepeat = 32;
sp->yrepeat = 32;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
break;
case HEN:
case HENSTAYPUT:
case HENSTAND:
if (sp->pal == 35)
{
sp->xrepeat = 42;
sp->yrepeat = 30;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
}
else
{
2020-07-20 21:21:27 +00:00
sp->xrepeat = 21;
sp->yrepeat = 15;
sp->clipdist = 64;
}
break;
case MINION:
case MINIONSTAYPUT:
sp->xrepeat = 16;
sp->yrepeat = 16;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
if (isRRRA() && ufospawnsminion)
sp->pal = 8;
break;
case DOGRUN:
case PIG:
sp->xrepeat = 16;
sp->yrepeat = 16;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
break;
case RABBIT:
sp->xrepeat = 18;
sp->yrepeat = 18;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
break;
case MAMACLOUD:
sp->xrepeat = 64;
sp->yrepeat = 64;
sp->cstat = 2;
sp->cstat |= 512;
sp->x += (krand() & 2047) - 1024;
sp->y += (krand() & 2047) - 1024;
sp->z += (krand() & 2047) - 1024;
break;
case MAMA:
if (sp->pal == 30)
{
sp->xrepeat = 26;
2020-07-20 21:21:27 +00:00
sp->yrepeat = 26;
sp->clipdist = 75;
}
else if (sp->pal == 31)
{
sp->xrepeat = 36;
sp->yrepeat = 36;
sp->clipdist = 100;
}
else if (sp->pal == 32)
{
sp->xrepeat = 50;
sp->yrepeat = 50;
sp->clipdist = 100;
}
else
{
sp->xrepeat = 50;
sp->yrepeat = 50;
sp->clipdist = 100;
}
break;
case BIKERB:
sp->xrepeat = 28;
sp->yrepeat = 22;
sp->clipdist = 72;
break;
case BIKERBV2:
sp->xrepeat = 28;
sp->yrepeat = 22;
sp->clipdist = 72;
break;
case BIKER:
sp->xrepeat = 28;
sp->yrepeat = 22;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
break;
case CHEERB:
sp->xrepeat = 28;
sp->yrepeat = 22;
sp->clipdist = 72;
break;
case CHEER:
case CHEERSTAYPUT:
sp->xrepeat = 20;
sp->yrepeat = 20;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
break;
case MAKEOUT:
sp->xrepeat = 26;
sp->yrepeat = 26;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
break;
case MINIONBOAT:
sp->xrepeat = 16;
sp->yrepeat = 16;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
break;
case HULKBOAT:
sp->xrepeat = 48;
sp->yrepeat = 48;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
break;
case CHEERBOAT:
sp->xrepeat = 32;
sp->yrepeat = 32;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
break;
case TORNADO:
sp->xrepeat = 64;
sp->yrepeat = 128;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
sp->clipdist >>= 2;
sp->cstat = 2;
break;
case LTH:
sp->xrepeat = 24;
sp->yrepeat = 22;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
break;
case ROCK:
case ROCK2:
sp->xrepeat = 64;
sp->yrepeat = 64;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
break;
case UFO1_RRRA:
case UFO1_RR:
case UFO2:
case UFO3:
case UFO4:
case UFO5:
sp->xrepeat = 32;
sp->yrepeat = 32;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
sp->extra = 50;
break;
case SBMOVE:
sp->xrepeat = 48;
sp->yrepeat = 48;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
break;
default:
break;
}
if (spj) sp->lotag = 0;
if ((sp->lotag > ud.player_skill) || ud.monsters_off == 1)
{
sp->xrepeat = sp->yrepeat = 0;
ChangeActorStat(act, STAT_MISC);
break;
}
else
{
makeitfall(act);
if (sp->picnum == RAT)
{
sp->ang = krand() & 2047;
sp->xrepeat = sp->yrepeat = 48;
2020-07-20 21:21:27 +00:00
sp->cstat = 0;
}
else
{
2020-07-20 21:21:27 +00:00
sp->cstat |= 257;
if (sp->picnum != 5501)
if (actorfella(act))
ps[myconnectindex].max_actors_killed++;
}
if (spj)
{
act->timetosleep = 0;
check_fta_sounds_r(act);
ChangeActorStat(act, STAT_ACTOR);
sp->shade = spj->shade;
}
else ChangeActorStat(act, STAT_ZOMBIEACTOR);
}
break;
case LOCATORS:
// sp->xrepeat=sp->yrepeat=0;
sp->cstat |= CSTAT_SPRITE_INVISIBLE;
ChangeActorStat(act, STAT_LOCATOR);
break;
case ACTIVATORLOCKED:
case ACTIVATOR:
// sp->xrepeat=sp->yrepeat=0;
sp->cstat |= CSTAT_SPRITE_INVISIBLE;
if (sp->picnum == ACTIVATORLOCKED)
sectp->lotag ^= 16384;
ChangeActorStat(act, STAT_ACTIVATOR);
break;
case DOORSHOCK:
sp->cstat |= 1 + 256;
sp->shade = -12;
ChangeActorStat(act, STAT_STANDABLE);
break;
case OOZ:
{
sp->shade = -12;
if (spj)
if (spj->picnum == NUKEBARREL)
sp->pal = 8;
ChangeActorStat(act, STAT_STANDABLE);
getglobalz(act);
int j = (act->floorz - act->ceilingz) >> 9;
sp->yrepeat = j;
sp->xrepeat = 25 - (j >> 1);
sp->cstat |= (krand() & 4);
break;
}
case HEAVYHBOMB:
act->SetOwner(act);
sp->xrepeat = sp->yrepeat = 9;
sp->yvel = 4;
[[fallthrough]];
case REACTOR2:
case REACTOR:
case RECON:
if (initreactor(actj, act, sp->picnum == RECON)) return act;
break;
case RPG2SPRITE:
case MOTOAMMO:
case BOATAMMO:
if (!isRRRA()) goto default_case;
[[fallthrough]];
case ATOMICHEALTH:
case STEROIDS:
case HEATSENSOR:
case SHIELD:
case AIRTANK:
case TRIPBOMBSPRITE:
case COWPIE:
case HOLODUKE:
case FIRSTGUNSPRITE:
case CHAINGUNSPRITE:
case SHOTGUNSPRITE:
case RPGSPRITE:
case SHRINKERSPRITE:
case FREEZESPRITE:
case DEVISTATORSPRITE:
case SHOTGUNAMMO:
case FREEZEAMMO:
case HBOMBAMMO:
case CRYSTALAMMO:
case GROWAMMO:
case BATTERYAMMO:
case DEVISTATORAMMO:
case RPGAMMO:
case BOOTS:
case AMMO:
case AMMOLOTS:
case BEER:
case FIRSTAID:
case SIXPAK:
case SAWAMMO:
case BOWLINGBALLSPRITE:
if (spj)
{
sp->lotag = 0;
if (sp->picnum != BOWLINGBALLSPRITE)
{
sp->z -= (32 << 8);
sp->zvel = -(4 << 8);
}
else
{
sp->zvel = 0;
}
ssp(act, CLIPMASK0);
sp->cstat = krand() & 4;
}
else
{
act->SetOwner(act);
sp->cstat = 0;
}
if ((ud.multimode < 2 && sp->pal != 0) || (sp->lotag > ud.player_skill))
{
sp->xrepeat = sp->yrepeat = 0;
ChangeActorStat(act, STAT_MISC);
break;
}
sp->pal = 0;
[[fallthrough]];
case ACCESSCARD:
if (sp->picnum == ATOMICHEALTH)
sp->cstat |= 128;
if (ud.multimode > 1 && ud.coop != 1 && sp->picnum == ACCESSCARD)
{
sp->xrepeat = sp->yrepeat = 0;
ChangeActorStat(act, STAT_MISC);
break;
}
else
{
if (sp->picnum == AMMO)
sp->xrepeat = sp->yrepeat = 16;
else sp->xrepeat = sp->yrepeat = 32;
}
sp->shade = -17;
if (spj) ChangeActorStat(act, STAT_ACTOR);
else
{
ChangeActorStat(act, STAT_ZOMBIEACTOR);
makeitfall(act);
}
switch (sp->picnum)
{
case FIRSTGUNSPRITE:
sp->xrepeat = 16;
sp->yrepeat = 16;
break;
case SHOTGUNAMMO:
sp->xrepeat = 18;
sp->yrepeat = 17;
if (isRRRA()) sp->cstat = 256;
break;
case SIXPAK:
sp->xrepeat = 13;
sp->yrepeat = 9;
if (isRRRA()) sp->cstat = 256;
break;
case FIRSTAID:
sp->xrepeat = 8;
sp->yrepeat = 8;
break;
case BEER:
sp->xrepeat = 5;
sp->yrepeat = 4;
break;
case AMMO:
sp->xrepeat = 9;
sp->yrepeat = 9;
break;
case MOTOAMMO:
if (!isRRRA()) goto default_case;
sp->xrepeat = 23;
sp->yrepeat = 23;
break;
case BOATAMMO:
if (!isRRRA()) goto default_case;
sp->xrepeat = 16;
sp->yrepeat = 16;
break;
case COWPIE:
sp->xrepeat = 8;
sp->yrepeat = 6;
break;
case STEROIDS:
sp->xrepeat = 13;
sp->yrepeat = 9;
break;
case ACCESSCARD:
sp->xrepeat = 11;
sp->yrepeat = 12;
break;
case HEATSENSOR:
sp->xrepeat = 6;
sp->yrepeat = 4;
break;
case AIRTANK:
sp->xrepeat = 19;
sp->yrepeat = 16;
break;
case BATTERYAMMO:
sp->xrepeat = 15;
sp->yrepeat = 15;
break;
case BOWLINGBALLSPRITE:
sp->xrepeat = 11;
sp->yrepeat = 11;
break;
case TRIPBOMBSPRITE:
sp->xrepeat = 11;
sp->yrepeat = 11;
sp->yvel = 4;
sp->xvel = 32;
break;
case RPGSPRITE:
sp->xrepeat = 16;
sp->yrepeat = 14;
break;
case RPG2SPRITE:
if (!isRRRA()) goto default_case;
sp->xrepeat = 20;
sp->yrepeat = 20;
break;
case SHRINKERSPRITE:
sp->xrepeat = 22;
sp->yrepeat = 13;
break;
case DEVISTATORSPRITE:
sp->xrepeat = 18;
sp->yrepeat = 17;
break;
case SAWAMMO:
sp->xrepeat = 12;
sp->yrepeat = 7;
break;
case GROWSPRITEICON:
sp->xrepeat = 10;
sp->yrepeat = 9;
break;
case DEVISTATORAMMO:
sp->xrepeat = 10;
sp->yrepeat = 9;
break;
case ATOMICHEALTH:
sp->xrepeat = 8;
sp->yrepeat = 8;
break;
case FREEZESPRITE:
sp->xrepeat = 17;
sp->yrepeat = 16;
break;
}
sp->shade = sp->sector()->floorshade;
break;
case WATERFOUNTAIN:
sp->lotag = 1;
[[fallthrough]];
case TREE1:
case TREE2:
case TIRE:
sp->cstat = CSTAT_SPRITE_BLOCK_ALL; // Make it hitable
sp->extra = 1;
ChangeActorStat(act, 6);
break;
case CAMERA1:
case CAMERA1 + 1:
case CAMERA1 + 2:
case CAMERA1 + 3:
case CAMERA1 + 4:
case CAMERAPOLE:
sp->extra = 1;
if (gs.camerashitable) sp->cstat = CSTAT_SPRITE_BLOCK_ALL;
else sp->cstat = 0;
if (ud.multimode < 2 && sp->pal != 0)
{
sp->xrepeat = sp->yrepeat = 0;
ChangeActorStat(act, STAT_MISC);
break;
}
else sp->pal = 0;
if (sp->picnum == CAMERAPOLE) break;
sp->picnum = CAMERA1;
ChangeActorStat(act, 1);
break;
case STEAM:
if (spj)
{
sp->ang = spj->ang;
sp->cstat = 16 + 128 + 2;
sp->xrepeat = sp->yrepeat = 1;
sp->xvel = -8;
ssp(act, CLIPMASK0);
}
[[fallthrough]];
case CEILINGSTEAM:
ChangeActorStat(act, STAT_STANDABLE);
break;
case SECTOREFFECTOR:
spawneffector(act, actors);
break;
case SEENINE:
case OOZFILTER:
sp->shade = -16;
if (sp->xrepeat <= 8)
{
sp->cstat = CSTAT_SPRITE_INVISIBLE;
sp->xrepeat = sp->yrepeat = 0;
}
else sp->cstat = 1 + 256;
sp->extra = gs.impact_damage << 2;
act->SetOwner(act);
ChangeActorStat(act, STAT_STANDABLE);
break;
case CRACK1:
case CRACK2:
case CRACK3:
case CRACK4:
sp->cstat |= 17;
sp->extra = 1;
if (ud.multimode < 2 && sp->pal != 0)
{
sp->xrepeat = sp->yrepeat = 0;
ChangeActorStat(act, STAT_MISC);
break;
}
sp->pal = 0;
act->SetOwner(act);
ChangeActorStat(act, STAT_STANDABLE);
sp->xvel = 8;
ssp(act, CLIPMASK0);
break;
case EMPTYBIKE:
if (!isRRRA()) goto default_case;
if (ud.multimode < 2 && sp->pal == 1)
{
sp->xrepeat = sp->yrepeat = 0;
break;
}
sp->pal = 0;
sp->xrepeat = 18;
sp->yrepeat = 18;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
act->saved_ammo = 100;
sp->cstat = CSTAT_SPRITE_BLOCK_ALL;
sp->lotag = 1;
ChangeActorStat(act, STAT_ACTOR);
break;
case EMPTYBOAT:
if (!isRRRA()) goto default_case;
if (ud.multimode < 2 && sp->pal == 1)
{
sp->xrepeat = sp->yrepeat = 0;
break;
}
sp->pal = 0;
sp->xrepeat = 32;
sp->yrepeat = 32;
sp->clipdist = MulScale(sp->xrepeat, tileWidth(sp->picnum), 7);
act->saved_ammo = 20;
sp->cstat = CSTAT_SPRITE_BLOCK_ALL;
sp->lotag = 1;
ChangeActorStat(act, 1);
break;
case TOILET:
case STALL:
case RRTILE2121:
case RRTILE2122:
sp->lotag = 1;
sp->cstat |= 257;
sp->clipdist = 8;
act->SetOwner(act);
break;
case CANWITHSOMETHING:
case RUBBERCAN:
sp->extra = 0;
[[fallthrough]];
case EXPLODINGBARREL:
case HORSEONSIDE:
case FIREBARREL:
case NUKEBARREL:
case FIREVASE:
case NUKEBARRELDENTED:
case NUKEBARRELLEAKED:
case WOODENHORSE:
if (spj)
sp->xrepeat = sp->yrepeat = 32;
sp->clipdist = 72;
makeitfall(act);
if (spj) act->SetOwner(actj);
else act->SetOwner(act);
[[fallthrough]];
case EGG:
if (ud.monsters_off == 1 && sp->picnum == EGG)
{
sp->xrepeat = sp->yrepeat = 0;
ChangeActorStat(act, STAT_MISC);
}
else
{
if (sp->picnum == EGG)
sp->clipdist = 24;
sp->cstat = CSTAT_SPRITE_BLOCK_ALL | (krand() & 4);
ChangeActorStat(act, STAT_ZOMBIEACTOR);
}
break;
case TOILETWATER:
sp->shade = -16;
ChangeActorStat(act, STAT_STANDABLE);
break;
case RRTILE63:
sp->cstat |= CSTAT_SPRITE_INVISIBLE;
sp->xrepeat = 1;
sp->yrepeat = 1;
sp->clipdist = 1;
ChangeActorStat(act, 100);
break;
2020-07-20 21:21:27 +00:00
}
return act;
2020-05-15 20:59:13 +00:00
}
END_DUKE_NS