raze/source/games/blood/src/actor.cpp

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2019-09-19 22:42:45 +00:00
//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
//#include <iostream>
#include "ns.h" // Must come before everything else!
2019-09-19 22:42:45 +00:00
#include "build.h"
2020-09-06 10:44:58 +00:00
#include "automap.h"
#include "savegamehelp.h"
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#include "blood.h"
BEGIN_BLD_NS
VECTORDATA gVectorData[] = { // this is constant EXCEPT for [VECTOR_TYPE_20].maxDist. What were they thinking...
// Tine
{
kDamageBullet,
17,
174762,
1152,
10240,
0,
1,
20480,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_43, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_43, FX_6, FX_NONE, 502,
FX_43, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_7, 502,
FX_43, FX_6, FX_7, 502,
FX_NONE, FX_NONE, FX_NONE, 503,
FX_43, FX_NONE, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 503,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Shell
{
kDamageBullet,
4,
65536,
0,
8192,
0,
1,
12288,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_43, FX_5, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 501,
FX_43, FX_6, FX_NONE, -1,
FX_43, FX_0, FX_NONE, -1,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_43, FX_6, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_43, FX_NONE, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Bullet
{
kDamageBullet,
7,
21845,
0,
32768,
0,
1,
12288,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_43, FX_5, FX_7, 510,
FX_NONE, FX_5, FX_7, 511,
FX_43, FX_6, FX_NONE, 512,
FX_43, FX_0, FX_NONE, 513,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_7, 512,
FX_43, FX_6, FX_7, 512,
FX_NONE, FX_NONE, FX_NONE, 513,
FX_43, FX_NONE, FX_NONE, 513,
FX_NONE, FX_6, FX_NONE, 513,
FX_NONE, FX_6, FX_NONE, 513,
FX_NONE, FX_6, FX_NONE, 513,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Tommy AP
{
kDamageBullet,
20,
65536,
0,
16384,
0,
1,
20480,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_43, FX_5, FX_7, 510,
FX_NONE, FX_5, FX_7, 511,
FX_43, FX_6, FX_NONE, 512,
FX_43, FX_0, FX_NONE, 513,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_7, 512,
FX_43, FX_6, FX_7, 512,
FX_NONE, FX_NONE, FX_NONE, 513,
FX_43, FX_NONE, FX_NONE, 513,
FX_NONE, FX_6, FX_NONE, 513,
FX_NONE, FX_6, FX_NONE, 513,
FX_NONE, FX_6, FX_NONE, 513,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Shell AP
{
kDamageBullet,
6,
87381,
0,
12288,
0,
1,
6144,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_43, FX_5, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 501,
FX_43, FX_6, FX_NONE, -1,
FX_43, FX_0, FX_NONE, -1,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_43, FX_6, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_43, FX_NONE, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Tommy regular
{
kDamageBullet,
12,
65536,
0,
16384,
0,
1,
12288,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_43, FX_5, FX_7, 510,
FX_NONE, FX_5, FX_7, 511,
FX_43, FX_6, FX_NONE, 512,
FX_43, FX_0, FX_NONE, 513,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_7, 512,
FX_43, FX_6, FX_7, 512,
FX_NONE, FX_NONE, FX_NONE, 513,
FX_43, FX_NONE, FX_NONE, 513,
FX_NONE, FX_6, FX_NONE, 513,
FX_NONE, FX_6, FX_NONE, 513,
FX_NONE, FX_6, FX_NONE, 513,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Bat bite
{
kDamageBullet,
4,
0,
921,
0,
0,
1,
4096,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Eel bite
{
kDamageBullet,
12,
0,
1177,
0,
0,
0,
0,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Gill bite
{
kDamageBullet,
9,
0,
1177,
0,
0,
0,
0,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Beast slash
{
kDamageExplode,
50,
43690,
1024,
8192,
0,
4,
32768,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Axe
{
kDamageBullet,
18,
436906,
1024,
16384,
0,
2,
20480,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Cleaver
{
kDamageBullet,
9,
218453,
1024,
0,
0,
1,
24576,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Phantasm slash
{
kDamageBullet,
20,
436906,
1024,
16384,
0,
3,
24576,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Gargoyle Slash
{
kDamageBullet,
16,
218453,
1024,
8192,
0,
4,
20480,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
},
// Cerberus bite
{
kDamageBullet,
19,
218453,
614,
8192,
0,
2,
24576,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Hound bite
{
kDamageBullet,
10,
218453,
614,
8192,
0,
2,
24576,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Rat bite
{
kDamageBullet,
4,
0,
921,
0,
0,
1,
24576,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Spider bite
{
kDamageBullet,
8,
0,
614,
0,
0,
1,
24576,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Unk
{
kDamageBullet,
9,
0,
512,
0,
0,
0,
0,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_5, FX_NONE, 500,
FX_NONE, FX_5, FX_NONE, 501,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_0, FX_NONE, 503,
FX_NONE, FX_4, FX_NONE, -1,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_6, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 502,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
{
(DAMAGE_TYPE)-1,
0,
0,
2560,
0,
0,
0,
0,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_34, FX_35, -1,
FX_NONE, FX_34, FX_35, -1,
FX_NONE, FX_34, FX_35, -1,
FX_NONE, FX_34, FX_35, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_34, FX_35, -1,
FX_NONE, FX_34, FX_35, -1,
FX_NONE, FX_34, FX_35, -1,
FX_NONE, FX_34, FX_35, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Tchernobog burn vector
{
kDamageBurn,
2,
0,
0,
0,
15,
0,
0,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// Vodoo 1.0 vector
{
kDamageSpirit,
25,
0,
0,
0,
0,
0,
0,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, -1,
},
// 22 kVectorGenDudePunch
{
kDamageFall,
37,
874762,
620,
0,
0,
0,
0,
FX_NONE, FX_NONE, FX_NONE, -1,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
FX_NONE, FX_NONE, FX_NONE, 357,
},
2019-09-19 22:42:45 +00:00
};
const ITEMDATA gItemData[] = {
{
0,
2552,
-8,
0,
32,
32,
-1,
},
{
0,
2553,
-8,
0,
32,
32,
-1,
},
{
0,
2554,
-8,
0,
32,
32,
-1,
},
{
0,
2555,
-8,
0,
32,
32,
-1,
},
{
0,
2556,
-8,
0,
32,
32,
-1,
},
{
0,
2557,
-8,
0,
32,
32,
-1,
},
{
0,
2558,
-8,
0,
32,
32,
-1,
},
{
0,
519,
-8,
0,
48,
48,
0,
},
{
0,
822,
-8,
0,
40,
40,
-1,
},
{
0,
2169,
-8,
0,
40,
40,
-1,
},
{
0,
2433,
-8,
0,
40,
40,
-1,
},
{
0,
517,
-8,
0,
40,
40,
-1,
},
{
0,
783,
-8,
0,
40,
40,
-1,
},
{
0,
896,
-8,
0,
40,
40,
-1,
},
{
0,
825,
-8,
0,
40,
40,
-1,
},
{
0,
827,
-8,
0,
40,
40,
4,
},
{
0,
828,
-8,
0,
40,
40,
-1,
},
{
0,
829,
-8,
0,
40,
40,
-1,
},
{
0,
830,
-8,
0,
80,
64,
1,
},
{
0,
831,
-8,
0,
40,
40,
-1,
},
{
0,
863,
-8,
0,
40,
40,
-1,
},
{
0,
760,
-8,
0,
40,
40,
2,
},
{
0,
836,
-8,
0,
40,
40,
-1,
},
{
0,
851,
-8,
0,
40,
40,
-1,
},
{
0,
2428,
-8,
0,
40,
40,
-1,
},
{
0,
839,
-8,
0,
40,
40,
3,
},
{
0,
768,
-8,
0,
64,
64,
-1,
},
{
0,
840,
-8,
0,
48,
48,
-1,
},
{
0,
841,
-8,
0,
48,
48,
-1,
},
{
0,
842,
-8,
0,
48,
48,
-1,
},
{
0,
843,
-8,
0,
48,
48,
-1,
},
{
0,
683,
-8,
0,
40,
40,
-1,
},
{
0,
521,
-8,
0,
40,
40,
-1,
},
{
0,
604,
-8,
0,
40,
40,
-1,
},
{
0,
520,
-8,
0,
40,
40,
-1,
},
{
0,
803,
-8,
0,
40,
40,
-1,
},
{
0,
518,
-8,
0,
40,
40,
-1,
},
{
0,
522,
-8,
0,
40,
40,
-1,
},
{
0,
523,
-8,
0,
40,
40,
-1,
},
{
0,
837,
-8,
0,
80,
64,
-1,
},
{
0,
2628,
-8,
0,
64,
64,
-1,
},
{
0,
2586,
-8,
0,
64,
64,
-1,
},
{
0,
2578,
-8,
0,
64,
64,
-1,
},
{
0,
2602,
-8,
0,
64,
64,
-1,
},
{
0,
2594,
-8,
0,
64,
64,
-1,
},
{
0,
753,
-8,
0,
64,
64,
-1,
},
{
0,
753,
-8,
7,
64,
64,
-1,
},
{
0,
3558,
-128,
0,
64,
64,
-1,
},
{
0,
3558,
-128,
7,
64,
64,
-1,
}
2019-09-19 22:42:45 +00:00
};
const AMMOITEMDATA gAmmoItemData[] = {
{
0,
618,
-8,
0,
40,
40,
480,
6,
7
},
{
0,
589,
-8,
0,
48,
48,
1,
5,
6
},
{
0,
589,
-8,
0,
48,
48,
1,
5,
6
},
{
0,
809,
-8,
0,
48,
48,
5,
5,
6
},
{
0,
811,
-8,
0,
48,
48,
1,
10,
11
},
{
0,
810,
-8,
0,
48,
48,
1,
11,
12
},
{
0,
820,
-8,
0,
24,
24,
10,
8,
0
},
{
0,
619,
-8,
0,
48,
48,
4,
2,
0
},
{
0,
812,
-8,
0,
48,
48,
15,
2,
0
},
{
0,
813,
-8,
0,
48,
48,
15,
3,
0
},
{
0,
525,
-8,
0,
48,
48,
100,
9,
10
},
{
0,
814,
-8,
0,
48,
48,
15,
255,
0
},
{
0,
817,
-8,
0,
48,
48,
100,
3,
0
},
{
0,
548,
-8,
0,
24,
24,
32,
7,
0
},
{
0,
0,
-8,
0,
48,
48,
6,
255,
0
},
{
0,
0,
-8,
0,
48,
48,
6,
255,
0
},
{
0,
816,
-8,
0,
48,
48,
8,
1,
0
},
{
0,
818,
-8,
0,
48,
48,
8,
255,
0
},
{
0,
819,
-8,
0,
48,
48,
8,
255,
0
},
{
0,
801,
-8,
0,
48,
48,
6,
4,
0
},
{
0,
0,
0,
0,
0,
0,
0,
0,
0
},
2019-09-19 22:42:45 +00:00
};
const WEAPONITEMDATA gWeaponItemData[] = {
{
0,
-1,
0,
0,
0,
0,
0,
-1,
0
},
{
0,
559,
-8,
0,
48,
48,
3,
2,
8
},
{
0,
558,
-8,
0,
48,
48,
4,
3,
50
},
{
0,
524,
-8,
0,
48,
48,
2,
1,
9
},
{
0,
525,
-8,
0,
48,
48,
10,
9,
100
},
{
0,
539,
-8,
0,
48,
48,
8,
7,
64
},
{
0,
526,
-8,
0,
48,
48,
5,
4,
6
},
{
0,
-1,
0,
0,
0,
0,
1,
-1,
0
},
{
0,
618,
-8,
0,
48,
48,
7,
6,
480
},
{
0,
589,
-8,
0,
48,
48,
6,
5,
1
},
{
0,
800,
-8,
0,
48,
48,
9,
8,
35
}
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};
const MissileType missileInfo[] = {
// Cleaver
{
2138,
978670,
512,
40,
40,
-16,
16,
},
// Regular flare
{
2424,
3145728,
0,
32,
32,
-128,
32,
},
// Tesla alt
{
3056,
2796202,
0,
32,
32,
-128,
32,
},
// Flare alt
{
2424,
2446677,
0,
32,
32,
-128,
4,
},
// Spray flame
{
0,
1118481,
0,
24,
24,
-128,
16,
},
// Fireball
{
0,
1118481,
0,
32,
32,
-128,
32,
},
// Tesla regular
{
2130,
2796202,
0,
32,
32,
-128,
16,
},
// EctoSkull
{
870,
699050,
0,
32,
32,
-24,
32,
},
// Hellhound flame
{
0,
1118481,
0,
24,
24,
-128,
16,
},
// Puke
{
0,
838860,
0,
16,
16,
-16,
16,
},
// Reserved
{
0,
838860,
0,
8,
8,
0,
16,
},
// Stone gargoyle projectile
{
3056,
2097152,
0,
32,
32,
-128,
16,
},
// Napalm launcher
{
0,
2446677,
0,
30,
30,
-128,
24,
},
// Cerberus fireball
{
0,
2446677,
0,
30,
30,
-128,
24,
},
// Tchernobog fireball
{
0,
1398101,
0,
24,
24,
-128,
16,
},
// Regular life leech
{
2446,
2796202,
0,
32,
32,
-128,
16,
},
// Dropped life leech (enough ammo)
{
3056,
2446677,
0,
16,
16,
-128,
16,
},
// Dropped life leech (no ammo)
{
3056,
1747626,
0,
32,
32,
-128,
16,
}
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};
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const THINGINFO thingInfo[] = {
//TNT Barrel
{
25,
250,
32,
11,
4096,
80,
CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_BLOCK_HITSCAN,
907,
0,
0,
0,
0,
256, 256, 128, 64, 0, 0, 128,
},
// Armed Proxy Dynamite
{
5,
5,
16,
3,
24576,
1600,
CSTAT_SPRITE_BLOCK_HITSCAN,
3444,
-16,
0,
32,
32,
256, 256, 256, 64, 0, 0, 512,
},
// Armed Remote Dynamite
{
5,
5,
16,
3,
24576,
1600,
CSTAT_SPRITE_BLOCK_HITSCAN,
3457,
-16,
0,
32,
32,
256, 256, 256, 64, 0, 0, 512,
},
// Vase1
{
1,
20,
32,
3,
32768,
80,
0,
739,
0,
0,
0,
0,
256, 0, 256, 128, 0, 0, 0,
},
// Vase2
{
1,
150,
32,
3,
32768,
80,
0,
642,
0,
0,
0,
0,
256, 256, 256, 128, 0, 0, 0,
},
// Crate face
{
10,
0,
0,
0,
0,
0,
0,
462,
0,
0,
0,
0,
0, 0, 0, 256, 0, 0, 0,
},
// Glass window
{
1,
0,
0,
0,
0,
0,
0,
266,
0,
0,
0,
0,
256, 0, 256, 256, 0, 0, 0,
},
// Flourescent Light
{
1,
0,
0,
0,
0,
0,
0,
796,
0,
0,
0,
0,
256, 0, 256, 256, 0, 0, 512,
},
// Wall Crack
{
50,
0,
0,
0,
0,
0,
0,
1127,
0,
0,
0,
0,
0, 0, 0, 256, 0, 0, 0,
},
// Wood Beam
{
8,
0,
0,
0,
0,
0,
0,
1142,
0,
0,
0,
0,
256, 0, 256, 128, 0, 0, 0,
},
// Spider's Web
{
4,
0,
0,
0,
0,
0,
0,
1069,
0,
0,
0,
0,
256, 256, 64, 256, 0, 0, 128,
},
// Metal Grate
{
40,
0,
0,
0,
0,
0,
0,
483,
0,
0,
0,
0,
64, 0, 128, 256, 0, 0, 0,
},
// Flammable Tree
{
1,
0,
0,
0,
0,
0,
0,
-1,
0,
0,
0,
0,
0, 256, 0, 256, 0, 0, 128,
},
// MachineGun Trap
{
1000,
0,
0,
8,
0,
0,
0,
-1,
0,
0,
0,
0,
0, 0, 128, 256, 0, 0, 512,
},
// Falling Rock
{
0,
15,
8,
3,
32768,
0,
0,
-1,
0,
0,
0,
0,
0, 0, 0, 0, 0, 0, 0,
},
// Kickable Pail
{
0,
8,
48,
3,
49152,
0,
0,
-1,
0,
0,
0,
0,
0, 0, 0, 0, 0, 0, 0,
},
// Gib Object
{
10,
2,
0,
0,
32768,
0,
0,
-1,
0,
0,
0,
0,
256, 0, 256, 256, 0, 0, 128,
},
// Explode Object
{
20,
2,
0,
0,
32768,
0,
0,
-1,
0,
0,
0,
0,
0, 0, 0, 256, 0, 0, 128,
},
// Armed stick Of TNT
{
5,
14,
16,
3,
24576,
1600,
CSTAT_SPRITE_BLOCK_HITSCAN,
3422,
-32,
0,
32,
32,
64, 256, 128, 64, 0, 0, 256,
},
// Armed bundle Of TNT
{
5,
14,
16,
3,
24576,
1600,
CSTAT_SPRITE_BLOCK_HITSCAN,
3433,
-32,
0,
32,
32,
64, 256, 128, 64, 0, 0, 256,
},
// Armed aerosol
{
5,
14,
16,
3,
32768,
1600,
CSTAT_SPRITE_BLOCK_HITSCAN,
3467,
-128,
0,
32,
32,
64, 256, 128, 64, 0, 0, 256,
},
// Bone (Flesh Garg.)
{
5,
6,
16,
3,
32768,
1600,
CSTAT_SPRITE_BLOCK_HITSCAN,
1462,
0,
0,
32,
32,
0, 0, 0, 0, 0, 0, 0,
},
// Some alpha stuff
{
8,
3,
16,
11,
32768,
1600,
CSTAT_SPRITE_BLOCK_HITSCAN,
-1,
0,
0,
0,
0,
256, 0, 256, 256, 0, 0, 0,
},
// WaterDrip
{
0,
1,
1,
2,
0,
0,
0,
1147,
0,
10,
0,
0,
0, 0, 0, 0, 0, 0, 0,
},
// BloodDrip
{
0,
1,
1,
2,
0,
0,
0,
1160,
0,
2,
0,
0,
0, 0, 0, 0, 0, 0, 0,
},
// Blood chucks1
{
15,
4,
4,
3,
24576,
0,
CSTAT_SPRITE_BLOCK_ALL,
-1,
0,
0,
0,
0,
128, 64, 256, 256, 0, 0, 256,
},
// Blood chucks2
{
30,
30,
8,
3,
8192,
0,
CSTAT_SPRITE_BLOCK_ALL,
-1,
0,
0,
0,
0,
128, 64, 256, 256, 0, 0, 64,
},
// Axe Zombie Head
{
60,
5,
32,
3,
40960,
1280,
CSTAT_SPRITE_BLOCK_ALL,
3405,
0,
0,
40,
40,
128, 64, 256, 256, 0, 0, 64,
},
// Napalm's Alt Fire explosion
{
80,
30,
32,
3,
57344,
1600,
CSTAT_SPRITE_BLOCK_HITSCAN,
3281,
-128,
0,
32,
32,
0, 0, 0, 0, 0, 0, 0,
},
// Fire Pod Explosion
{
80,
30,
32,
3,
57344,
1600,
CSTAT_SPRITE_BLOCK_HITSCAN,
2020,
-128,
0,
32,
32,
256, 0, 256, 256, 0, 0, 0,
},
// Green Pod Explosion
{
80,
30,
32,
3,
57344,
1600,
CSTAT_SPRITE_BLOCK_HITSCAN,
1860,
-128,
0,
32,
32,
256, 0, 256, 256, 0, 0, 0,
},
// Life Leech
{
150,
30,
48,
3,
32768,
1600,
CSTAT_SPRITE_BLOCK_ALL,
800,
-128,
0,
48,
48,
64, 64, 112, 64, 0, 96, 96,
},
// Voodoo Head
{
1,
30,
48,
3,
32768,
1600,
0,
2443,
-128,
0,
16,
16,
0, 0, 0, 0, 0, 0, 0,
},
// 433 - kModernThingTNTProx
{
5,
5,
16,
3,
24576,
1600,
CSTAT_SPRITE_BLOCK_HITSCAN,
3444,
-16,
7,
32,
32,
256, 256, 256, 64, 0, 0, 512,
},
// 434 - kModernThingThrowableRock
{
5,
6,
16,
3,
32768,
1600,
CSTAT_SPRITE_BLOCK_HITSCAN,
1462,
0,
0,
32,
32,
0, 0, 0, 0, 0, 0, 0,
},
// 435 - kModernThingEnemyLifeLeech
{
150,
30,
48,
3,
32768,
1600,
CSTAT_SPRITE_BLOCK_ALL,
800,
-128,
0,
44,
44,
0, 1024, 512, 1024, 0, 64, 512,
},
2019-09-19 22:42:45 +00:00
};
const EXPLOSION explodeInfo[] = {
{
40,
10,
10,
75,
450,
0,
60,
80,
40
},
{
80,
20,
10,
150,
900,
0,
60,
160,
60
},
{
120,
40,
15,
225,
1350,
0,
60,
240,
80
},
{
80,
5,
10,
120,
20,
10,
60,
0,
40
},
{
120,
10,
10,
180,
40,
10,
60,
0,
80
},
{
160,
15,
10,
240,
60,
10,
60,
0,
120
},
{
40,
20,
10,
120,
0,
10,
30,
60,
40
},
{
80,
20,
10,
150,
800,
5,
60,
160,
60
},
2019-09-19 22:42:45 +00:00
};
static const int16_t gPlayerGibThingComments[] = {
734, 735, 736, 737, 738, 739, 740, 741, 3038, 3049
2019-09-19 22:42:45 +00:00
};
const int16_t DudeDifficulty[5] = {
512, 384, 256, 208, 160
};
2019-09-19 22:42:45 +00:00
struct POSTPONE
{
DBloodActor* sprite;
int status;
2019-09-19 22:42:45 +00:00
};
TArray<POSTPONE> gPost;
2019-09-19 22:42:45 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool IsUnderwaterSector(sectortype* pSector)
2019-09-19 22:42:45 +00:00
{
return !!pSector->hasX() && pSector->xs().Underwater;
2019-09-19 22:42:45 +00:00
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2019-09-19 22:42:45 +00:00
2020-12-02 19:55:08 +00:00
static void actInitTraps()
{
BloodStatIterator it(kStatTraps);
while (auto act = it.Next())
{
if (act->spr.type == kTrapExploder)
{
act->spr.cstat &= ~CSTAT_SPRITE_BLOCK;
act->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
if (!act->hasX()) continue;
act->xspr.waitTime = ClipLow(act->xspr.waitTime, 1);
act->xspr.state = 0;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2020-12-02 19:55:08 +00:00
static void actInitThings()
{
BloodStatIterator it(kStatThing);
while (auto act = it.Next())
{
if (!act->hasX()) continue;
int nType = act->spr.type - kThingBase;
act->xspr.health = thingInfo[nType].startHealth << 4;
#ifdef NOONE_EXTENSIONS
// allow level designer to set custom clipdist.
// this is especially useful for various Gib and Explode objects which have clipdist 1 for some reason predefined,
// but what if it have voxel model...?
if (!gModernMap)
#endif
act->spr.clipdist = thingInfo[nType].clipdist;
act->spr.flags = thingInfo[nType].flags;
if (act->spr.flags & kPhysGravity) act->spr.flags |= kPhysFalling;
act->vel.X = act->vel.Y = act->vel.Z = 0;
switch (act->spr.type)
{
case kThingArmedProxBomb:
case kTrapMachinegun:
#ifdef NOONE_EXTENSIONS
case kModernThingTNTProx:
#endif
act->xspr.state = 0;
break;
case kThingBloodChunks:
2020-12-03 19:30:30 +00:00
{
SEQINST* pInst = GetInstance(act);
if (pInst)
{
auto seq = getSequence(pInst->nSeqID);
if (!seq) break;
2020-12-03 19:30:30 +00:00
seqSpawn(pInst->nSeqID, act);
}
break;
}
default:
act->xspr.state = 1;
break;
}
}
}
2019-09-19 22:42:45 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2020-12-02 19:55:08 +00:00
static void actInitDudes()
{
if (gGameOptions.nMonsterSettings == 0)
{
gKillMgr.SetCount(0);
BloodStatIterator it(kStatDude);
while (auto act = it.Next())
{
if (act->hasX() && act->xspr.key > 0) // Drop Key
actDropObject(act, kItemKeyBase + (act->xspr.key - 1));
DeleteSprite(act);
}
}
else
{
// by NoOne: WTF is this?
///////////////
BloodStatIterator it(kStatDude);
while (auto act = it.Next())
{
if (act->spr.type < kDudeBase || act->spr.type >= kDudeMax)
I_Error("Non-enemy sprite (%d) in the enemy sprite list.\n", act->GetIndex());
}
gKillMgr.CountTotalKills();
///////////////
for (int i = 0; i < kDudeMax - kDudeBase; i++)
for (int j = 0; j < 7; j++)
2020-12-02 23:30:19 +00:00
dudeInfo[i].damageVal[j] = MulScale(DudeDifficulty[gGameOptions.nDifficulty], dudeInfo[i].startDamage[j], 8);
it.Reset(kStatDude);
while (auto act = it.Next())
{
if (!act->hasX()) continue;
int nType = act->spr.type - kDudeBase;
int seqStartId = dudeInfo[nType].seqStartID;
if (!act->IsPlayerActor())
{
#ifdef NOONE_EXTENSIONS
switch (act->spr.type)
{
case kDudeModernCustom:
case kDudeModernCustomBurning:
act->spr.cstat |= CSTAT_SPRITE_BLOOD_BIT1 | CSTAT_SPRITE_BLOCK_ALL;
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if (act->xspr.data2 > 0 && getSequence(act->xspr.data2))
seqStartId = act->xspr.data2; // Custom Dude stores it's SEQ in data2
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seqStartId = genDudeSeqStartId(act); // Custom Dude stores its SEQ in data2
act->xspr.sysData1 = act->xspr.data3; // move sndStartId to sysData1, because data3 used by the game;
act->xspr.data3 = 0;
break;
case kDudePodMother: // FakeDude type (no seq, custom flags, clipdist and cstat)
if (gModernMap) break;
[[fallthrough]];
default:
act->spr.clipdist = dudeInfo[nType].clipdist;
act->spr.cstat |= CSTAT_SPRITE_BLOOD_BIT1 | CSTAT_SPRITE_BLOCK_ALL;
break;
}
#else
act->spr.clipdist = dudeInfo[nType].clipdist;
act->spr.cstat |= CSTAT_SPRITE_BLOOD_BIT1 | CSTAT_SPRITE_BLOCK_ALL;
#endif
act->vel.X = act->vel.Y = act->vel.Z = 0;
#ifdef NOONE_EXTENSIONS
// add a way to set custom hp for every enemy - should work only if map just started and not loaded.
if (!gModernMap || act->xspr.sysData2 <= 0) act->xspr.health = dudeInfo[nType].startHealth << 4;
else act->xspr.health = ClipRange(act->xspr.sysData2 << 4, 1, 65535);
#else
act->xspr.health = dudeInfo[nType].startHealth << 4;
#endif
}
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if (getSequence(seqStartId)) seqSpawn(seqStartId, act);
}
aiInit();
}
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actInit(TArray<DBloodActor*>& actors)
{
#ifdef NOONE_EXTENSIONS
if (!gModernMap) nnExtResetGlobals();
else nnExtInitModernStuff(actors);
#endif
BloodStatIterator it(kStatItem);
while (auto act = it.Next())
{
if (act->spr.type == kItemWeaponVoodooDoll)
{
act->spr.type = kItemAmmoVoodooDoll;
break;
}
}
actInitTraps();
actInitThings();
actInitDudes();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static void ConcussSprite(DBloodActor* source, DBloodActor* actor, int x, int y, int z, int damage)
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{
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int dx = actor->spr.pos.X - x;
int dy = actor->spr.pos.Y - y;
int dz = (actor->spr.pos.Z - z) >> 4;
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int dist2 = 0x40000 + dx * dx + dy * dy + dz * dz;
assert(dist2 > 0);
damage = Scale(0x40000, damage, dist2);
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if (actor->spr.flags & kPhysMove)
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{
int mass = 0;
if (actor->IsDudeActor())
{
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mass = getDudeInfo(actor->spr.type)->mass;
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#ifdef NOONE_EXTENSIONS
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if (actor->spr.type == kDudeModernCustom || actor->spr.type == kDudeModernCustomBurning)
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{
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mass = getSpriteMassBySize(actor);
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}
#endif
}
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else if (actor->spr.type >= kThingBase && actor->spr.type < kThingMax)
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{
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mass = thingInfo[actor->spr.type - kThingBase].mass;
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}
else
{
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Printf(PRINT_HIGH, "Unexpected type in ConcussSprite(): Sprite: %d Type: %d Stat: %d", actor->GetIndex(), (int)actor->spr.type, (int)actor->spr.statnum);
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return;
}
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if (mass > 0)
{
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int size = (tileWidth(actor->spr.picnum) * actor->spr.xrepeat * tileHeight(actor->spr.picnum) * actor->spr.yrepeat) >> 1;
int t = Scale(damage, size, mass);
actor->vel.X += MulScale(t, dx, 16);
actor->vel.Y += MulScale(t, dy, 16);
actor->vel.Z += MulScale(t, dz, 16);
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}
}
actDamageSprite(source, actor, kDamageExplode, damage);
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int actWallBounceVector(int* x, int* y, walltype* pWall, int a4)
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{
int wx, wy;
GetWallNormal(pWall, &wx, &wy);
int t = DMulScale(*x, wx, *y, wy, 16);
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int t2 = mulscale16r(t, a4 + 0x10000);
*x -= MulScale(wx, t2, 16);
*y -= MulScale(wy, t2, 16);
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return mulscale16r(t, 0x10000 - a4);
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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int actFloorBounceVector(int* x, int* y, int* z, sectortype* pSector, int a5)
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{
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int t = 0x10000 - a5;
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if (pSector->floorheinum == 0)
{
int t2 = MulScale(*z, t, 16);
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*z = -(*z - t2);
return t2;
}
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walltype* pWall = pSector->firstWall();
walltype* pWall2 = pWall->point2Wall();
int angle = getangle(pWall2->wall_int_pos().X - pWall->wall_int_pos().X, pWall2->wall_int_pos().Y - pWall->wall_int_pos().Y) + 512;
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int t2 = pSector->floorheinum << 4;
int t3 = approxDist(-0x10000, t2);
int t4 = DivScale(-0x10000, t3, 16);
int t5 = DivScale(t2, t3, 16);
int t6 = MulScale(t5, Cos(angle), 30);
int t7 = MulScale(t5, Sin(angle), 30);
int t8 = TMulScale(*x, t6, *y, t7, *z, t4, 16);
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int t9 = MulScale(t8, 0x10000 + a5, 16);
*x -= MulScale(t6, t9, 16);
*y -= MulScale(t7, t9, 16);
*z -= MulScale(t4, t9, 16);
return mulscale16r(t8, t);
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void actRadiusDamage(DBloodActor* source, int x, int y, int z, sectortype* pSector, int nDist, int baseDmg, int distDmg, DAMAGE_TYPE dmgType, int flags, int burn)
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{
auto pOwner = source->GetOwner();
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && pOwner && pOwner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
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auto sectorMap = GetClosestSpriteSectors(pSector, x, y, nDist, nullptr, newSectCheckMethod);
nDist <<= 4;
if (flags & 2)
{
BloodStatIterator it(kStatDude);
while (auto act2 = it.Next())
{
if (act2 != source || (flags & 1))
{
if (act2->hasX())
{
if (act2->spr.flags & 0x20) continue;
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if (!CheckSector(sectorMap, act2)) continue;
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if (!CheckProximity(act2, x, y, z, pSector, nDist)) continue;
int dx = abs(x - act2->spr.pos.X);
int dy = abs(y - act2->spr.pos.Y);
int dz = abs(z - act2->spr.pos.Z) >> 4;
int dist = ksqrt(dx * dx + dy * dy + dz * dz);
if (dist > nDist) continue;
int totaldmg;
if (dist != 0) totaldmg = baseDmg + ((nDist - dist) * distDmg) / nDist;
else totaldmg = baseDmg + distDmg;
actDamageSprite(source, act2, dmgType, totaldmg << 4);
if (burn) actBurnSprite(pOwner, act2, burn);
}
}
}
}
if (flags & 4)
{
BloodStatIterator it(kStatDude);
while (auto act2 = it.Next())
{
if (act2->spr.flags & 0x20) continue;
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if (!CheckSector(sectorMap, act2)) continue;
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if (!CheckProximity(act2, x, y, z, pSector, nDist)) continue;
if (act2->xspr.locked) continue;
int dx = abs(x - act2->spr.pos.X);
int dy = abs(y - act2->spr.pos.Y);
int dist = ksqrt(dx * dx + dy * dy);
if (dist > nDist) continue;
int totaldmg;
if (dist != 0) totaldmg = baseDmg + ((nDist - dist) * distDmg) / nDist;
else totaldmg = baseDmg + distDmg;
actDamageSprite(source, act2, dmgType, totaldmg << 4);
if (burn) actBurnSprite(pOwner, act2, burn);
}
}
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actNapalmMove(DBloodActor* actor)
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{
auto pOwner = actor->GetOwner();
actPostSprite(actor, kStatDecoration);
seqSpawn(9, actor);
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if (Chance(0x8000)) actor->spr.cstat |= CSTAT_SPRITE_XFLIP;
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sfxPlay3DSound(actor, 303, 24 + (actor->spr.flags & 3), 1);
actRadiusDamage(pOwner, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->sector(), 128, 0, 60, kDamageExplode, 15, 120);
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if (actor->xspr.data4 > 1)
{
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GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
int spawnparam[2];
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spawnparam[0] = actor->xspr.data4 >> 1;
spawnparam[1] = actor->xspr.data4 - spawnparam[0];
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int ang = actor->spr.ang;
actor->vel.X = 0;
actor->vel.Y = 0;
actor->vel.Z = 0;
for (int i = 0; i < 2; i++)
{
int t1 = Random(0x33333) + 0x33333;
int rndang = Random2(0x71);
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actor->spr.ang = (rndang + ang + 2048) & 2047;
auto spawned = actFireThing(actor, 0, 0, -0x93d0, kThingNapalmBall, t1);
spawned->SetOwner(actor->GetOwner());
seqSpawn(61, spawned, nNapalmClient);
spawned->xspr.data4 = spawnparam[i];
}
}
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static DBloodActor* actSpawnFloor(DBloodActor* actor)
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{
auto pSector = actor->sector();
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int x = actor->spr.pos.X;
int y = actor->spr.pos.Y;
updatesector(x, y, &pSector);
int zFloor = getflorzofslopeptr(pSector, x, y);
auto spawned = actSpawnSprite(pSector, x, y, zFloor, 3, 0);
if (spawned) spawned->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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return spawned;
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}
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static DBloodActor* actDropAmmo(DBloodActor* actor, int nType)
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{
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if (!actor) return nullptr;
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if (actor->spr.statnum < kMaxStatus && nType >= kItemAmmoBase && nType < kItemAmmoMax)
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{
auto act2 = actSpawnFloor(actor);
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const AMMOITEMDATA* pAmmo = &gAmmoItemData[nType - kItemAmmoBase];
act2->spr.type = nType;
act2->spr.picnum = pAmmo->picnum;
act2->spr.shade = pAmmo->shade;
act2->spr.xrepeat = pAmmo->xrepeat;
act2->spr.yrepeat = pAmmo->yrepeat;
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return act2;
}
return nullptr;
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}
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static DBloodActor* actDropWeapon(DBloodActor* actor, int nType)
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{
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if (!actor) return nullptr;
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if (actor->spr.statnum < kMaxStatus && nType >= kItemWeaponBase && nType < kItemWeaponMax)
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{
auto act2 = actSpawnFloor(actor);
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const WEAPONITEMDATA* pWeapon = &gWeaponItemData[nType - kItemWeaponBase];
act2->spr.type = nType;
act2->spr.picnum = pWeapon->picnum;
act2->spr.shade = pWeapon->shade;
act2->spr.xrepeat = pWeapon->xrepeat;
act2->spr.yrepeat = pWeapon->yrepeat;
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return act2;
}
return nullptr;
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}
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static DBloodActor* actDropItem(DBloodActor* actor, int nType)
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{
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if (!actor) return nullptr;
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if (actor->spr.statnum < kMaxStatus && nType >= kItemBase && nType < kItemMax)
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{
auto act2 = actSpawnFloor(actor);
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const ITEMDATA* pItem = &gItemData[nType - kItemBase];
act2->spr.type = nType;
act2->spr.picnum = pItem->picnum;
act2->spr.shade = pItem->shade;
act2->spr.xrepeat = pItem->xrepeat;
act2->spr.yrepeat = pItem->yrepeat;
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return act2;
}
return nullptr;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static DBloodActor* actDropKey(DBloodActor* actor, int nType)
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{
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if (!actor) return nullptr;
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if (actor->spr.statnum < kMaxStatus && nType >= kItemKeyBase && nType < kItemKeyMax)
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{
auto act2 = actDropItem(actor, nType);
if (act2 && gGameOptions.nGameType == 1)
{
act2->addX();
act2->xspr.respawn = 3;
act2->hit.florhit.setNone();
act2->hit.ceilhit.setNone();
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}
return act2;
}
return nullptr;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static DBloodActor* actDropFlag(DBloodActor* actor, int nType)
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{
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if (!actor) return nullptr;
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if (actor->spr.statnum < kMaxStatus && (nType == 147 || nType == 148))
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{
auto act2 = actDropItem(actor, nType);
if (act2 && gGameOptions.nGameType == 3)
{
evPostActor(act2, 1800, kCallbackReturnFlag);
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}
return act2;
}
return nullptr;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* actDropObject(DBloodActor* actor, int nType)
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{
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DBloodActor* act2 = nullptr;
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if (nType >= kItemKeyBase && nType < kItemKeyMax) act2 = actDropKey(actor, nType);
else if (nType == kItemFlagA || nType == kItemFlagB) act2 = actDropFlag(actor, nType);
else if (nType >= kItemBase && nType < kItemMax) act2 = actDropItem(actor, nType);
else if (nType >= kItemAmmoBase && nType < kItemAmmoMax) act2 = actDropAmmo(actor, nType);
else if (nType >= kItemWeaponBase && nType < kItemWeaponMax) act2 = actDropWeapon(actor, nType);
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if (act2)
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{
int top, bottom;
GetActorExtents(act2, &top, &bottom);
if (bottom >= act2->spr.pos.Z)
act2->spr.pos.Z -= bottom - act2->spr.pos.Z;
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}
return act2;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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bool actHealDude(DBloodActor* actor, int add, int threshold)
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{
if (!actor) return false;
add <<= 4;
threshold <<= 4;
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if (actor->xspr.health < (unsigned)threshold)
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{
if (actor->IsPlayerActor()) sfxPlay3DSound(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 780, actor->sector());
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actor->xspr.health = min<uint32_t>(actor->xspr.health + add, threshold);
return true;
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}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
#ifdef NOONE_EXTENSIONS
static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType)
{
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
removeDudeStuff(actor);
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if (actor->xspr.txID <= 0 || getNextIncarnation(actor) == nullptr)
{
if (pExtra->weaponType == kGenDudeWeaponKamikaze && Chance(0x4000) && damageType != kDamageSpirit && damageType != kDamageDrown)
{
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doExplosion(actor, actor->xspr.data1 - kTrapExploder);
if (Chance(0x9000)) damageType = kDamageExplode;
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}
if (damageType == kDamageBurn)
{
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if (pExtra->availDeaths[kDamageBurn] && !spriteIsUnderwater(actor))
{
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if (pExtra->canBurn)
{
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actor->spr.type = kDudeModernCustomBurning;
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if (actor->xspr.data2 == kGenDudeDefaultSeq) // don't inherit palette for burning if using default animation
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actor->spr.pal = 0;
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aiGenDudeNewState(actor, &genDudeBurnGoto);
actHealDude(actor, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
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if (actor->xspr.burnTime <= 0) actor->xspr.burnTime = 1200;
actor->dudeExtra.time = PlayClock + 360;
return true;
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}
}
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else
{
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actor->xspr.burnTime = 0;
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actor->SetBurnSource(nullptr);
damageType = kDamageFall;
}
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}
}
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else
{
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actor->xspr.locked = 1; // lock while transforming
2021-08-28 07:50:01 +00:00
aiSetGenIdleState(actor); // set idle state
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if (actor->xspr.key > 0) // drop keys
actDropObject(actor, kItemKeyBase + actor->xspr.key - 1);
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if (actor->xspr.dropMsg > 0) // drop items
actDropObject(actor, actor->xspr.dropMsg);
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actor->spr.flags &= ~kPhysMove;
actor->vel.X = actor->vel.Y = 0;
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playGenDudeSound(actor, kGenDudeSndTransforming);
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int seqId = actor->xspr.data2 + kGenDudeSeqTransform;
if (getSequence(seqId)) seqSpawn(seqId, actor, -1);
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else
{
seqKill(actor);
DBloodActor* pEffect = gFX.fxSpawnActor((FX_ID)52, actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang);
if (pEffect != nullptr)
{
pEffect->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FACING;
pEffect->spr.pal = 6;
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pEffect->spr.xrepeat = actor->spr.xrepeat;
pEffect->spr.yrepeat = actor->spr.yrepeat;
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}
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GIBTYPE nGibType;
for (int i = 0; i < 3; i++)
{
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if (Chance(0x3000)) nGibType = GIBTYPE_6;
else if (Chance(0x2000)) nGibType = GIBTYPE_5;
else nGibType = GIBTYPE_17;
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int top, bottom;
GetActorExtents(actor, &top, &bottom);
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CGibPosition gibPos(actor->spr.pos.X, actor->spr.pos.Y, top);
CGibVelocity gibVel(actor->vel.X >> 1, actor->vel.Y >> 1, -0xccccc);
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GibSprite(actor, nGibType, &gibPos, &gibVel);
}
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}
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actor->xspr.sysData1 = kGenDudeTransformStatus; // in transform
return true;
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}
return false;
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}
#endif
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static bool actKillDudeStage1(DBloodActor* actor, DAMAGE_TYPE damageType)
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{
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switch (actor->spr.type)
{
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
if (actKillModernDude(actor, damageType)) return true;
break;
#endif
case kDudeCerberusTwoHead: // Cerberus
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seqSpawn(dudeInfo[actor->spr.type - kDudeBase].seqStartID + 1, actor, -1);
return true;
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
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if (damageType == kDamageBurn && actor->xspr.medium == kMediumNormal)
{
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actor->spr.type = kDudeBurningCultist;
aiNewState(actor, &cultistBurnGoto);
actHealDude(actor, dudeInfo[40].startHealth, dudeInfo[40].startHealth);
return true;
}
break;
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case kDudeBeast:
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if (damageType == kDamageBurn && actor->xspr.medium == kMediumNormal)
{
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actor->spr.type = kDudeBurningBeast;
aiNewState(actor, &beastBurnGoto);
actHealDude(actor, dudeInfo[53].startHealth, dudeInfo[53].startHealth);
return true;
}
break;
case kDudeInnocent:
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if (damageType == kDamageBurn && actor->xspr.medium == kMediumNormal)
{
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actor->spr.type = kDudeBurningInnocent;
aiNewState(actor, &innocentBurnGoto);
actHealDude(actor, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
return true;
}
break;
case kDudeTinyCaleb:
if (cl_bloodvanillaenemies || VanillaMode())
break;
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if (damageType == kDamageBurn && actor->xspr.medium == kMediumNormal)
{
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actor->spr.type = kDudeBurningTinyCaleb;
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aiNewState(actor, &tinycalebBurnGoto);
actHealDude(actor, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
return true;
}
break;
}
return false;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static void checkAddFrag(DBloodActor* killerActor, DBloodActor* actor)
{
if (VanillaMode())
{
if (killerActor->IsPlayerActor())
{
PLAYER* pPlayer = &gPlayer[killerActor->spr.type - kDudePlayer1];
if (gGameOptions.nGameType == 1)
pPlayer->fragCount++;
}
}
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else if (gGameOptions.nGameType == 1 && killerActor->IsPlayerActor() && actor->spr.statnum == kStatDude)
{
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switch (actor->spr.type)
{
case kDudeBat:
case kDudeRat:
case kDudeInnocent:
case kDudeBurningInnocent:
break;
default:
PLAYER* pKillerPlayer = &gPlayer[killerActor->spr.type - kDudePlayer1];
pKillerPlayer->fragCount++;
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void checkDropObjects(DBloodActor* actor)
{
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if (actor->xspr.key > 0) actDropObject(actor, kItemKeyBase + actor->xspr.key - 1);
if (actor->xspr.dropMsg > 0) actDropObject(actor, actor->xspr.dropMsg);
switch (actor->spr.type)
{
case kDudeCultistTommy:
{
int nRand = Random(100);
if (nRand < 10) actDropObject(actor, kItemWeaponTommygun);
else if (nRand < 50) actDropObject(actor, kItemAmmoTommygunFew);
break;
}
case kDudeCultistShotgun:
{
int nRand = Random(100);
if (nRand <= 10) actDropObject(actor, kItemWeaponSawedoff);
else if (nRand <= 50) actDropObject(actor, kItemAmmoSawedoffFew);
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static int checkDamageType(DBloodActor* actor, DAMAGE_TYPE damageType)
{
int nSeq;
switch (damageType)
{
case kDamageExplode:
nSeq = 2;
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switch (actor->spr.type)
{
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
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case kDudeModernCustomBurning:
{
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playGenDudeSound(actor, kGenDudeSndDeathExplode);
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
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if (!pExtra->availDeaths[damageType])
{
nSeq = 1;
damageType = kDamageFall;
}
break;
}
#endif
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTommyProne:
case kDudeBurningInnocent:
case kDudeBurningCultist:
case kDudeInnocent:
case kDudeCultistShotgunProne:
case kDudeCultistTesla:
case kDudeCultistTNT:
case kDudeCultistBeast:
case kDudeTinyCaleb:
case kDudeBurningTinyCaleb:
sfxPlay3DSound(actor, 717, -1, 0);
break;
}
break;
case kDamageBurn:
nSeq = 3;
sfxPlay3DSound(actor, 351, -1, 0);
break;
case kDamageSpirit:
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switch (actor->spr.type) {
case kDudeZombieAxeNormal:
case kDudeZombieAxeBuried:
nSeq = 14;
break;
case kDudeZombieButcher:
nSeq = 11;
break;
default:
nSeq = 1;
break;
}
break;
case kDamageFall:
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switch (actor->spr.type)
{
case kDudeCultistTommy:
case kDudeCultistShotgun:
nSeq = 1;
break;
default:
nSeq = 1;
break;
}
break;
default:
nSeq = 1;
break;
}
return nSeq;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static void spawnGibs(DBloodActor* actor, int type, int velz)
{
int top, bottom;
GetActorExtents(actor, &top, &bottom);
CGibPosition gibPos(actor->spr.pos.X, actor->spr.pos.Y, top);
CGibVelocity gibVel(actor->vel.X >> 1, actor->vel.Y >> 1, velz);
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GibSprite(actor, GIBTYPE_27, &gibPos, &gibVel);
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void zombieAxeNormalDeath(DBloodActor* actor, int nSeq)
{
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int nType = actor->spr.type - kDudeBase;
sfxPlay3DSound(actor, 1107 + Random(2), -1, 0);
if (nSeq == 2)
{
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nDudeToGibClient1);
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spawnGibs(actor, GIBTYPE_27, -0xccccc);
}
else if (nSeq == 1 && Chance(0x4000))
{
seqSpawn(dudeInfo[nType].seqStartID + 7, actor, nDudeToGibClient1);
evPostActor(actor, 0, kCallbackFXZombieSpurt);
sfxPlay3DSound(actor, 362, -1, 0);
actor->xspr.data1 = 35;
actor->xspr.data2 = 5;
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spawnGibs(actor, GIBTYPE_27, -0x111111);
}
else if (nSeq == 14)seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
else if (nSeq == 3) seqSpawn(dudeInfo[nType].seqStartID + 13, actor, nDudeToGibClient2);
else seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nDudeToGibClient1);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void burningCultistDeath(DBloodActor* actor, int nSeq)
{
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(actor, 718, -1, 0);
else sfxPlay3DSound(actor, 1018 + Random(2), -1, 0);
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int nType = actor->spr.type - kDudeBase;
if (Chance(0x8000))
{
for (int i = 0; i < 3; i++)
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GibSprite(actor, GIBTYPE_7, nullptr, nullptr);
seqSpawn(dudeInfo[nType].seqStartID + 16 - Random(1), actor, nDudeToGibClient1);
}
else
seqSpawn(dudeInfo[nType].seqStartID + 15, actor, nDudeToGibClient2);
}
#ifdef NOONE_EXTENSIONS
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void modernCustomDudeDeath(DBloodActor* actor, int nSeq, int damageType)
{
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playGenDudeSound(actor, kGenDudeSndDeathNormal);
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int dudeToGib = (actCheckRespawn(actor)) ? -1 : ((nSeq == 3) ? nDudeToGibClient2 : nDudeToGibClient1);
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if (nSeq == 3)
{
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
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if (pExtra->availDeaths[kDmgBurn] == 3) seqSpawn((15 + Random(2)) + actor->xspr.data2, actor, dudeToGib);
else if (pExtra->availDeaths[kDmgBurn] == 2) seqSpawn(16 + actor->xspr.data2, actor, dudeToGib);
else if (pExtra->availDeaths[kDmgBurn] == 1) seqSpawn(15 + actor->xspr.data2, actor, dudeToGib);
else if (getSequence(actor->xspr.data2 + nSeq))seqSpawn(nSeq + actor->xspr.data2, actor, dudeToGib);
else seqSpawn(1 + actor->xspr.data2, actor, dudeToGib);
}
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else
{
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seqSpawn(nSeq + actor->xspr.data2, actor, dudeToGib);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void modernCustomDudeBurningDeath(DBloodActor* actor, int nSeq)
{
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playGenDudeSound(actor, kGenDudeSndDeathExplode);
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int dudeToGib = (actCheckRespawn(actor)) ? -1 : nDudeToGibClient1;
if (Chance(0x4000)) spawnGibs(actor, GIBTYPE_27, -0xccccc);
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
int seqofs = actor->xspr.data2;
if (pExtra->availDeaths[kDmgBurn] == 3) seqSpawn((15 + Random(2)) + seqofs, actor, dudeToGib);
else if (pExtra->availDeaths[kDmgBurn] == 2) seqSpawn(16 + seqofs, actor, dudeToGib);
else if (pExtra->availDeaths[kDmgBurn] == 1) seqSpawn(15 + seqofs, actor, dudeToGib);
else seqSpawn(1 + seqofs, actor, dudeToGib);
}
#endif
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void zombieAxeBurningDeath(DBloodActor* actor, int nSeq)
{
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int nType = actor->spr.type - kDudeBase;
if (Chance(0x8000) && nSeq == 3)
sfxPlay3DSound(actor, 1109, -1, 0);
else
sfxPlay3DSound(actor, 1107 + Random(2), -1, 0);
if (Chance(0x8000))
{
seqSpawn(dudeInfo[nType].seqStartID + 13, actor, nDudeToGibClient1);
spawnGibs(actor, GIBTYPE_27, -0xccccc);
}
else
seqSpawn(dudeInfo[nType].seqStartID + 13, actor, nDudeToGibClient2);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void zombieButcherDeath(DBloodActor* actor, int nSeq)
{
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int nType = actor->spr.type - kDudeBase;
if (nSeq == 14)
{
sfxPlay3DSound(actor, 1206, -1, 0);
seqSpawn(dudeInfo[nType].seqStartID + 11, actor, -1);
return;
}
sfxPlay3DSound(actor, 1204 + Random(2), -1, 0);
if (nSeq == 3)
seqSpawn(dudeInfo[nType].seqStartID + 10, actor, -1);
else
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void genericDeath(DBloodActor* actor, int nSeq, int sound1, int seqnum)
{
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(actor, sound1 + 2, -1, 0);
else sfxPlay3DSound(actor, sound1 + Random(2), -1, 0);
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seqSpawn(seqnum, actor, -1);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damageType, int damage)
{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax&& actor->hasX());
int nType = actor->spr.type - kDudeBase;
if (actKillDudeStage1(actor, damageType)) return;
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
if (gPlayer[p].fragger == actor && gPlayer[p].deathTime > 0)
gPlayer[p].fragger = nullptr;
}
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if (actor->spr.type != kDudeCultistBeast)
trTriggerSprite(actor, kCmdOff, killerActor);
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actor->spr.flags |= 7;
checkAddFrag(killerActor, actor);
checkDropObjects(actor);
int nSeq = checkDamageType(actor, damageType);
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if (!getSequence(getDudeInfo(nType + kDudeBase)->seqStartID + nSeq))
{
seqKill(actor);
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gKillMgr.AddKill(actor);
actPostSprite(actor, kStatFree);
return;
}
auto Owner = actor->GetOwner();
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switch (actor->spr.type)
{
case kDudeZombieAxeNormal:
zombieAxeNormalDeath(actor, nSeq);
break;
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
sfxPlay3DSound(actor, 1018 + Random(2), -1, 0);
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seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nSeq == 3 ? nDudeToGibClient2 : nDudeToGibClient1);
break;
case kDudeBurningCultist:
burningCultistDeath(actor, nSeq);
damageType = kDamageExplode;
break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
modernCustomDudeDeath(actor, nSeq, damageType);
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genDudePostDeath(actor, damageType, damage);
return;
case kDudeModernCustomBurning:
modernCustomDudeBurningDeath(actor, nSeq);
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genDudePostDeath(actor, kDamageExplode, damage);
return;
#endif
case kDudeBurningZombieAxe:
zombieAxeBurningDeath(actor, nSeq);
damageType = kDamageExplode;
break;
case kDudeBurningZombieButcher:
genericDeath(actor, nSeq, 1204, dudeInfo[4].seqStartID + 10);
break;
case kDudeBurningInnocent:
damageType = kDamageExplode;
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seqSpawn(dudeInfo[nType].seqStartID + 7, actor, nDudeToGibClient1);
break;
case kDudeZombieButcher:
zombieButcherDeath(actor, nSeq);
break;
case kDudeGargoyleFlesh:
genericDeath(actor, nSeq, 1403, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeGargoyleStone:
genericDeath(actor, nSeq, 1453, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudePhantasm:
genericDeath(actor, nSeq, 1603, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeHellHound:
genericDeath(actor, nSeq, 1303, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeHand:
genericDeath(actor, nSeq, 1903, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeSpiderBrown:
if (Owner) Owner->dudeExtra.stats.birthCounter--;
genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeSpiderRed:
if (Owner) Owner->dudeExtra.stats.birthCounter--;
genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeSpiderBlack:
if (Owner) Owner->dudeExtra.stats.birthCounter--;
genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeSpiderMother:
sfxPlay3DSound(actor, 1850, -1, 0);
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seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
break;
case kDudeGillBeast:
genericDeath(actor, nSeq, 1703, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeBoneEel:
genericDeath(actor, nSeq, 1503, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeBat:
genericDeath(actor, nSeq, 2003, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeRat:
genericDeath(actor, nSeq, 2103, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudePodGreen:
case kDudeTentacleGreen:
case kDudePodFire:
case kDudeTentacleFire:
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if ((actor->spr.cstat & CSTAT_SPRITE_YFLIP)) actor->spr.cstat &= ~CSTAT_SPRITE_YFLIP;
switch (actor->spr.type)
{
case kDudePodGreen:
genericDeath(actor, nSeq, 2203, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeTentacleGreen:
sfxPlay3DSound(actor, damage == 5 ? 2471 : 2472, -1, 0);
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
break;
case kDudePodFire:
sfxPlay3DSound(actor, damage == 5 ? 2451 : 2452, -1, 0);
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
break;
case kDudeTentacleFire:
sfxPlay3DSound(actor, 2501, -1, 0);
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
break;
}
break;
case kDudePodMother:
case kDudeTentacleMother:
genericDeath(actor, nSeq, 2203, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeCerberusTwoHead:
case kDudeCerberusOneHead:
genericDeath(actor, nSeq, 2303, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeTchernobog:
sfxPlay3DSound(actor, 2380, -1, 0);
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seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
break;
case kDudeBurningTinyCaleb:
damageType = kDamageExplode;
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seqSpawn(dudeInfo[nType].seqStartID + 11, actor, nDudeToGibClient1);
break;
case kDudeBeast:
sfxPlay3DSound(actor, 9000 + Random(2), -1, 0);
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seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nSeq == 3 ? nDudeToGibClient2 : nDudeToGibClient1);
break;
case kDudeBurningBeast:
damageType = kDamageExplode;
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seqSpawn(dudeInfo[nType].seqStartID + 12, actor, nDudeToGibClient1);
break;
default:
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seqSpawn(getDudeInfo(nType + kDudeBase)->seqStartID + nSeq, actor, -1);
break;
}
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if (damageType == kDamageExplode)
{
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
for (int i = 0; i < 3; i++)
if (pDudeInfo->nGibType[i] > -1)
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GibSprite(actor, (GIBTYPE)pDudeInfo->nGibType[i], nullptr, nullptr);
for (int i = 0; i < 4; i++)
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fxSpawnBlood(actor, damage);
}
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gKillMgr.AddKill(actor);
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actCheckRespawn(actor);
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actor->spr.type = kThingBloodChunks;
actPostSprite(actor, kStatThing);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2020-12-02 23:30:19 +00:00
static int actDamageDude(DBloodActor* source, DBloodActor* actor, int damage, DAMAGE_TYPE damageType)
{
if (!actor->IsDudeActor())
{
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Printf(PRINT_HIGH, "Bad Dude Failed: initial=%d type=%d %s\n", (int)actor->spr.inittype, (int)actor->spr.type, (int)(actor->spr.flags & kHitagRespawn) ? "RESPAWN" : "NORMAL");
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return damage >> 4;
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//I_Error("Bad Dude Failed: initial=%d type=%d %s\n", (int)actor->spr.inittype, (int)actor->spr.type, (int)(actor->spr.flags & 16) ? "RESPAWN" : "NORMAL");
2020-12-02 23:30:19 +00:00
}
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int nType = actor->spr.type - kDudeBase;
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int nDamageFactor = getDudeInfo(nType + kDudeBase)->damageVal[damageType];
#ifdef NOONE_EXTENSIONS
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if (actor->spr.type == kDudeModernCustom)
nDamageFactor = actor->genDudeExtra.dmgControl[damageType];
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#endif
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if (!nDamageFactor) return 0;
else if (nDamageFactor != 256) damage = MulScale(damage, nDamageFactor, 8);
2021-08-29 07:44:08 +00:00
if (!actor->IsPlayerActor())
2020-12-02 23:30:19 +00:00
{
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if (actor->xspr.health <= 0) return 0;
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damage = aiDamageSprite(source, actor, damageType, damage);
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if (actor->xspr.health <= 0)
actKillDude(source, actor, ((damageType == kDamageExplode && damage < 160) ? kDamageFall : damageType), damage);
2020-12-02 23:30:19 +00:00
}
else
{
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PLAYER* pPlayer = &gPlayer[actor->spr.type - kDudePlayer1];
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if (actor->xspr.health > 0 || playerSeqPlaying(pPlayer, 16))
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damage = playerDamageSprite(source, pPlayer, damageType, damage);
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}
return damage;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static int actDamageThing(DBloodActor* source, DBloodActor* actor, int damage, DAMAGE_TYPE damageType, PLAYER* pSourcePlayer)
{
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assert(actor->spr.type >= kThingBase && actor->spr.type < kThingMax);
int nType = actor->spr.type - kThingBase;
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int nDamageFactor = thingInfo[nType].dmgControl[damageType];
2020-12-02 23:30:19 +00:00
if (!nDamageFactor) return 0;
else if (nDamageFactor != 256) damage = MulScale(damage, nDamageFactor, 8);
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actor->xspr.health = ClipLow(actor->xspr.health - damage, 0);
if (actor->xspr.health <= 0)
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{
auto Owner = actor->GetOwner();
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switch (actor->spr.type)
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{
case kThingDroppedLifeLeech:
#ifdef NOONE_EXTENSIONS
case kModernThingEnemyLifeLeech:
#endif
2021-08-29 20:22:16 +00:00
GibSprite(actor, GIBTYPE_14, nullptr, nullptr);
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actor->xspr.data1 = actor->xspr.data2 = actor->xspr.data3 = actor->xspr.DudeLockout = 0;
actor->xspr.stateTimer = actor->xspr.data4 = actor->xspr.isTriggered = 0;
2020-12-02 23:30:19 +00:00
#ifdef NOONE_EXTENSIONS
if (Owner && Owner->spr.type == kDudeModernCustom)
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Owner->SetSpecialOwner(); // indicates if custom dude had life leech.
#endif
break;
default:
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if (!(actor->spr.flags & kHitagRespawn))
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actor->SetOwner(source);
break;
}
trTriggerSprite(actor, kCmdOff, source);
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switch (actor->spr.type)
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{
case kThingObjectGib:
case kThingObjectExplode:
case kThingBloodBits:
case kThingBloodChunks:
case kThingZombieHead:
if (damageType == 3 && pSourcePlayer && PlayClock > pSourcePlayer->laughCount && Chance(0x4000))
{
sfxPlay3DSound(pSourcePlayer->actor, gPlayerGibThingComments[Random(10)], 0, 2);
2020-12-02 23:30:19 +00:00
pSourcePlayer->laughCount = PlayClock + 3600;
}
break;
case kTrapMachinegun:
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seqSpawn(28, actor, -1);
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break;
case kThingFluorescent:
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seqSpawn(12, actor, -1);
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GibSprite(actor, GIBTYPE_6, nullptr, nullptr);
2020-12-02 23:30:19 +00:00
break;
case kThingSpiderWeb:
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seqSpawn(15, actor, -1);
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break;
case kThingMetalGrate:
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seqSpawn(21, actor, -1);
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GibSprite(actor, GIBTYPE_4, nullptr, nullptr);
2020-12-02 23:30:19 +00:00
break;
case kThingFlammableTree:
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switch (actor->xspr.data1)
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{
case -1:
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GibSprite(actor, GIBTYPE_14, nullptr, nullptr);
sfxPlay3DSound(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 312, actor->sector());
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actPostSprite(actor, kStatFree);
break;
case 0:
seqSpawn(25, actor, nTreeToGibClient);
sfxPlay3DSound(actor, 351, -1, 0);
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break;
case 1:
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seqSpawn(26, actor, nTreeToGibClient);
sfxPlay3DSound(actor, 351, -1, 0);
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break;
}
break;
}
}
return damage;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int actDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE damageType, int damage)
2020-12-02 19:55:08 +00:00
{
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if (actor->spr.flags & 32 || !actor->hasX())
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return 0;
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if ((actor->xspr.health == 0 && actor->spr.statnum != kStatDude) || actor->xspr.locked)
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return 0;
if (source == nullptr) source = actor;
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PLAYER* pSourcePlayer = nullptr;
if (source->IsPlayerActor()) pSourcePlayer = &gPlayer[source->spr.type - kDudePlayer1];
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if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pSourcePlayer, actor)) return 0;
2020-12-02 23:30:19 +00:00
2021-12-22 15:43:59 +00:00
switch (actor->spr.statnum)
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{
case kStatDude:
damage = actDamageDude(source, actor, damage, damageType);
break;
case kStatThing:
damage = actDamageThing(source, actor, damage, damageType, pSourcePlayer);
break;
}
return damage >> 4;
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}
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//---------------------------------------------------------------------------
//
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// this was condensed to the parts actually in use.
2020-12-02 23:30:19 +00:00
//
//---------------------------------------------------------------------------
void actHitcodeToData(int a1, HitInfo* pHitInfo, DBloodActor** pActor, walltype** ppWall)
2019-09-19 22:42:45 +00:00
{
2020-12-03 17:00:07 +00:00
assert(pHitInfo != nullptr);
DBloodActor* actor = nullptr;
2020-12-03 17:00:07 +00:00
walltype* pWall = nullptr;
switch (a1)
{
case 3:
case 5:
actor = pHitInfo->actor();
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break;
case 0:
case 4:
pWall = pHitInfo->hitWall;
2020-12-03 17:00:07 +00:00
break;
default:
break;
}
if (pActor) *pActor = actor;
if (ppWall) *ppWall = pWall;
2019-09-19 22:42:45 +00:00
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actImpactMissile(DBloodActor* missileActor, int hitCode)
2019-09-19 22:42:45 +00:00
{
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auto missileOwner = missileActor->GetOwner();
2020-12-03 17:00:07 +00:00
DBloodActor* actorHit = nullptr;
walltype* pWallHit = nullptr;
2020-12-03 17:00:07 +00:00
actHitcodeToData(hitCode, &gHitInfo, &actorHit, &pWallHit);
const THINGINFO* pThingInfo = nullptr;
DUDEINFO* pDudeInfo = nullptr;
if (hitCode == 3 && actorHit)
2020-12-03 17:00:07 +00:00
{
switch (actorHit->spr.statnum)
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{
case kStatThing:
pThingInfo = &thingInfo[actorHit->spr.type - kThingBase];
2020-12-03 17:00:07 +00:00
break;
case kStatDude:
pDudeInfo = getDudeInfo(actorHit->spr.type);
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break;
}
}
switch (missileActor->spr.type)
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{
case kMissileLifeLeechRegular:
if (hitCode == 3 && actorHit && (pThingInfo || pDudeInfo))
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{
DAMAGE_TYPE rand1 = (DAMAGE_TYPE)Random(7);
int rand2 = (7 + Random(7)) << 4;
int nDamage = actDamageSprite(missileOwner, actorHit, rand1, rand2);
if ((pThingInfo && pThingInfo->dmgControl[kDamageBurn] != 0) || (pDudeInfo && pDudeInfo->damageVal[kDamageBurn] != 0))
2020-12-03 17:00:07 +00:00
actBurnSprite(missileActor->GetOwner(), actorHit, 360);
// by NoOne: make Life Leech heal user, just like it was in 1.0x versions
if (gGameOptions.weaponsV10x && !VanillaMode() && pDudeInfo != nullptr)
2020-12-03 17:00:07 +00:00
{
if (missileOwner->IsDudeActor() && missileOwner->hasX() && missileOwner->xspr.health != 0)
actHealDude(missileOwner, nDamage >> 2, getDudeInfo(missileOwner->spr.type)->startHealth);
2020-12-03 17:00:07 +00:00
}
}
if (missileActor->hasX())
2020-12-03 17:00:07 +00:00
{
actPostSprite(missileActor, kStatDecoration);
if (missileActor->spr.ang == 1024) sfxPlay3DSound(missileActor, 307, -1, 0);
missileActor->spr.type = kSpriteDecoration;
2020-12-03 17:00:07 +00:00
seqSpawn(9, missileActor, -1);
}
else
{
actPostSprite(missileActor, kStatFree);
2020-12-03 17:00:07 +00:00
}
break;
case kMissileTeslaAlt:
2021-09-04 22:10:28 +00:00
teslaHit(missileActor, hitCode);
2020-12-03 17:00:07 +00:00
switch (hitCode)
{
case 0:
case 4:
if (pWallHit)
{
auto pFX = gFX.fxSpawnActor(FX_52, missileActor->sector(), missileActor->spr.pos.X, missileActor->spr.pos.Y, missileActor->spr.pos.Z, 0);
if (pFX) pFX->spr.ang = (GetWallAngle(pWallHit) + 512) & 2047;
2020-12-03 17:00:07 +00:00
}
break;
}
2021-08-29 20:22:16 +00:00
GibSprite(missileActor, GIBTYPE_24, NULL, NULL);
2020-12-03 17:00:07 +00:00
actPostSprite(missileActor, kStatFree);
break;
case kMissilePukeGreen:
seqKill(missileActor);
if (hitCode == 3 && actorHit && (pThingInfo || pDudeInfo))
2020-12-03 17:00:07 +00:00
{
int nDamage = (15 + Random(7)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage);
2020-12-03 17:00:07 +00:00
}
actPostSprite(missileActor, kStatFree);
break;
case kMissileArcGargoyle:
sfxKill3DSound(missileActor, -1, -1);
sfxPlay3DSound(missileActor->spr.pos.X, missileActor->spr.pos.Y, missileActor->spr.pos.Z, 306, missileActor->sector());
2021-08-29 20:22:16 +00:00
GibSprite(missileActor, GIBTYPE_6, NULL, NULL);
2020-12-03 17:00:07 +00:00
if (hitCode == 3 && actorHit && (pThingInfo || pDudeInfo))
2020-12-03 17:00:07 +00:00
{
int nDamage = (25 + Random(20)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageSpirit, nDamage);
2020-12-03 17:00:07 +00:00
}
actPostSprite(missileActor, kStatFree);
break;
case kMissileLifeLeechAltNormal:
case kMissileLifeLeechAltSmall:
sfxKill3DSound(missileActor, -1, -1);
sfxPlay3DSound(missileActor->spr.pos.X, missileActor->spr.pos.Y, missileActor->spr.pos.Z, 306, missileActor->sector());
2020-12-03 17:00:07 +00:00
if (hitCode == 3 && actorHit && (pThingInfo || pDudeInfo))
2020-12-03 17:00:07 +00:00
{
int nDmgMul = (missileActor->spr.type == kMissileLifeLeechAltSmall) ? 6 : 3;
2020-12-03 17:00:07 +00:00
int nDamage = (nDmgMul + Random(nDmgMul)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageSpirit, nDamage);
2020-12-03 17:00:07 +00:00
}
actPostSprite(missileActor, kStatFree);
break;
case kMissileFireball:
case kMissileFireballNapalm:
if (hitCode == 3 && actorHit && (pThingInfo || pDudeInfo))
2020-12-03 17:00:07 +00:00
{
if (pThingInfo && actorHit->spr.type == kThingTNTBarrel && actorHit->xspr.burnTime == 0)
evPostActor(actorHit, 0, kCallbackFXFlameLick);
2020-12-03 17:00:07 +00:00
int nDamage = (50 + Random(50)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage);
2020-12-03 17:00:07 +00:00
}
actExplodeSprite(missileActor);
2020-12-03 17:00:07 +00:00
break;
case kMissileFlareAlt:
sfxKill3DSound(missileActor, -1, -1);
actExplodeSprite(missileActor);
2020-12-03 17:00:07 +00:00
break;
case kMissileFlareRegular:
sfxKill3DSound(missileActor, -1, -1);
if ((hitCode == 3 && actorHit) && (pThingInfo || pDudeInfo))
2020-12-03 17:00:07 +00:00
{
if ((pThingInfo && pThingInfo->dmgControl[kDamageBurn] != 0) || (pDudeInfo && pDudeInfo->damageVal[kDamageBurn] != 0))
2020-12-03 17:00:07 +00:00
{
if (pThingInfo && actorHit->spr.type == kThingTNTBarrel && actorHit->xspr.burnTime == 0)
evPostActor(actorHit, 0, kCallbackFXFlameLick);
2020-12-03 17:00:07 +00:00
actBurnSprite(missileOwner, actorHit, 480);
actRadiusDamage(missileOwner, missileActor->spr.pos.X, missileActor->spr.pos.Y, missileActor->spr.pos.Z, missileActor->sector(), 16, 20, 10, kDamageBullet, 6, 480);
2020-12-03 17:00:07 +00:00
// by NoOne: allow additional bullet damage for Flare Gun
if (gGameOptions.weaponsV10x && !VanillaMode())
2020-12-03 17:00:07 +00:00
{
int nDamage = (20 + Random(10)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage);
2020-12-03 17:00:07 +00:00
}
}
else
{
int nDamage = (20 + Random(10)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage);
2020-12-03 17:00:07 +00:00
}
if (surfType[actorHit->spr.picnum] == kSurfFlesh)
2020-12-03 17:00:07 +00:00
{
missileActor->spr.picnum = 2123;
2020-12-03 17:00:07 +00:00
missileActor->SetTarget(actorHit);
missileActor->xspr.TargetPos.Z = missileActor->spr.pos.Z - actorHit->spr.pos.Z;
missileActor->xspr.goalAng = getangle(missileActor->spr.pos.X - actorHit->spr.pos.X, missileActor->spr.pos.Y - actorHit->spr.pos.Y) - actorHit->spr.ang;
missileActor->xspr.state = 1;
actPostSprite(missileActor, kStatFlare);
missileActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
2020-12-03 17:00:07 +00:00
break;
}
}
2021-08-29 20:22:16 +00:00
GibSprite(missileActor, GIBTYPE_17, NULL, NULL);
2020-12-03 17:00:07 +00:00
actPostSprite(missileActor, kStatFree);
break;
case kMissileFlameSpray:
case kMissileFlameHound:
if (hitCode == 3 && actorHit && actorHit->hasX())
{
if ((actorHit->spr.statnum == kStatThing || actorHit->spr.statnum == kStatDude) && actorHit->xspr.burnTime == 0)
evPostActor(actorHit, 0, kCallbackFXFlameLick);
2020-12-03 17:00:07 +00:00
actBurnSprite(missileOwner, actorHit, (4 + gGameOptions.nDifficulty) << 2);
actDamageSprite(missileOwner, actorHit, kDamageBurn, 8);
2020-12-03 17:00:07 +00:00
}
break;
case kMissileFireballCerberus:
actExplodeSprite(missileActor);
2020-12-03 17:00:07 +00:00
if (hitCode == 3 && actorHit && actorHit->hasX())
{
if ((actorHit->spr.statnum == kStatThing || actorHit->spr.statnum == kStatDude) && actorHit->xspr.burnTime == 0)
evPostActor(actorHit, 0, kCallbackFXFlameLick);
2020-12-03 17:00:07 +00:00
actBurnSprite(missileOwner, actorHit, (4 + gGameOptions.nDifficulty) << 2);
actDamageSprite(missileOwner, actorHit, kDamageBurn, 8);
2020-12-03 17:00:07 +00:00
int nDamage = (25 + Random(10)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage);
2020-12-03 17:00:07 +00:00
}
actExplodeSprite(missileActor);
2020-12-03 17:00:07 +00:00
break;
case kMissileFireballTchernobog:
actExplodeSprite(missileActor);
2020-12-03 17:00:07 +00:00
if (hitCode == 3 && actorHit && actorHit->hasX())
{
if ((actorHit->spr.statnum == kStatThing || actorHit->spr.statnum == kStatDude) && actorHit->xspr.burnTime == 0)
evPostActor(actorHit, 0, kCallbackFXFlameLick);
2020-12-03 17:00:07 +00:00
actBurnSprite(missileOwner, actorHit, 32);
actDamageSprite(missileOwner, actorHit, kDamageSpirit, 12);
2020-12-03 17:00:07 +00:00
int nDamage = (25 + Random(10)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage);
2020-12-03 17:00:07 +00:00
}
actExplodeSprite(missileActor);
2020-12-03 17:00:07 +00:00
break;
case kMissileEctoSkull:
sfxKill3DSound(missileActor, -1, -1);
sfxPlay3DSound(missileActor->spr.pos.X, missileActor->spr.pos.Y, missileActor->spr.pos.Z, 522, missileActor->sector());
actPostSprite(missileActor, kStatDebris);
2021-09-04 21:27:21 +00:00
seqSpawn(20, missileActor, -1);
2020-12-03 17:00:07 +00:00
if (hitCode == 3 && actorHit && actorHit->hasX())
{
if (actorHit->spr.statnum == kStatDude)
2020-12-03 17:00:07 +00:00
{
int nDamage = (25 + Random(10)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageSpirit, nDamage);
2020-12-03 17:00:07 +00:00
}
}
break;
case kMissileButcherKnife:
actPostSprite(missileActor, kStatDebris);
missileActor->spr.cstat &= ~CSTAT_SPRITE_ALIGNMENT_WALL;
missileActor->spr.type = kSpriteDecoration;
2021-09-04 21:27:21 +00:00
seqSpawn(20, missileActor, -1);
2020-12-03 17:00:07 +00:00
if (hitCode == 3 && actorHit && actorHit->hasX())
{
if (actorHit->spr.statnum == kStatDude)
2020-12-03 17:00:07 +00:00
{
int nDamage = (10 + Random(10)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageSpirit, nDamage);
int nType = missileOwner->spr.type - kDudeBase;
if (missileOwner->xspr.health > 0)
2020-12-03 17:00:07 +00:00
actHealDude(missileOwner, 10, getDudeInfo(nType + kDudeBase)->startHealth);
}
}
break;
case kMissileTeslaRegular:
sfxKill3DSound(missileActor, -1, -1);
sfxPlay3DSound(missileActor->spr.pos.X, missileActor->spr.pos.Y, missileActor->spr.pos.Z, 518, missileActor->sector());
2021-08-29 20:22:16 +00:00
GibSprite(missileActor, (hitCode == 2) ? GIBTYPE_23 : GIBTYPE_22, NULL, NULL);
evKillActor(missileActor);
2020-12-03 17:00:07 +00:00
seqKill(missileActor);
actPostSprite(missileActor, kStatFree);
if (hitCode == 3 && actorHit)
{
int nDamage = (15 + Random(10)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageTesla, nDamage);
2020-12-03 17:00:07 +00:00
}
break;
default:
seqKill(missileActor);
actPostSprite(missileActor, kStatFree);
if (hitCode == 3 && actorHit)
{
int nDamage = (10 + Random(10)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageFall, nDamage);
2020-12-03 17:00:07 +00:00
}
break;
}
#ifdef NOONE_EXTENSIONS
if (gModernMap && actorHit && actorHit->hasX() && actorHit->xspr.state != actorHit->xspr.restState && actorHit->xspr.Impact)
trTriggerSprite(actorHit, kCmdSpriteImpact, missileActor);
2020-12-03 17:00:07 +00:00
#endif
missileActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
2019-09-19 22:42:45 +00:00
}
2020-12-03 17:38:30 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actKickObject(DBloodActor* kicker, DBloodActor* kicked)
2019-09-19 22:42:45 +00:00
{
int nSpeed = ClipLow(approxDist(kicker->vel.X, kicker->vel.Y) * 2, 0xaaaaa);
kicked->vel.X = MulScale(nSpeed, Cos(kicker->spr.ang + Random2(85)), 30);
kicked->vel.Y = MulScale(nSpeed, Sin(kicker->spr.ang + Random2(85)), 30);
kicked->vel.Z = MulScale(nSpeed, -0x2000, 14);
kicked->spr.flags = 7;
2019-09-19 22:42:45 +00:00
}
2020-12-03 17:38:30 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actTouchFloor(DBloodActor* actor, sectortype* pSector)
2019-09-19 22:42:45 +00:00
{
XSECTOR* pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
2019-09-19 22:42:45 +00:00
2020-12-06 20:56:09 +00:00
bool doDamage = (pXSector && (pSector->type == kSectorDamage || pXSector->damageType > 0));
// don't allow damage for damage sectors if they are not enabled
#ifdef NOONE_EXTENSIONS
2020-12-06 20:56:09 +00:00
if (gModernMap && doDamage && pSector->type == kSectorDamage && !pXSector->state)
doDamage = false;
#endif
2020-12-06 20:56:09 +00:00
if (doDamage) {
2020-12-03 17:38:30 +00:00
DAMAGE_TYPE nDamageType;
if (pSector->type == kSectorDamage) nDamageType = (DAMAGE_TYPE)ClipRange(pXSector->damageType, kDamageFall, kDamageTesla);
else nDamageType = (DAMAGE_TYPE)ClipRange(pXSector->damageType - 1, kDamageFall, kDamageTesla);
2020-12-03 17:38:30 +00:00
int nDamage;
if (pXSector->data) nDamage = ClipRange(pXSector->data, 0, 1000);
else nDamage = 1000;
actDamageSprite(actor, actor, nDamageType, Scale(4, nDamage, 120) << 4);
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}
if (tileGetSurfType(pSector->floorpicnum) == kSurfLava)
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{
actDamageSprite(actor, actor, kDamageBurn, 16);
sfxPlay3DSound(actor, 352, 5, 2);
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}
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static void checkCeilHit(DBloodActor* actor)
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{
auto& coll = actor->hit.ceilhit;
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switch (coll.type)
{
case kHitWall:
break;
case kHitSprite:
auto actor2 = coll.actor();
if (actor2 && actor2->hasX())
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{
if ((actor2->spr.statnum == kStatThing || actor2->spr.statnum == kStatDude) && (actor->vel.X != 0 || actor->vel.Y != 0 || actor->vel.Z != 0))
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{
if (actor2->spr.statnum == kStatThing)
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{
int nType = actor2->spr.type - kThingBase;
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const THINGINFO* pThingInfo = &thingInfo[nType];
if (pThingInfo->flags & 1) actor2->spr.flags |= 1;
if (pThingInfo->flags & 2) actor2->spr.flags |= 4;
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// Inlined ?
actor2->vel.X += MulScale(4, actor2->spr.pos.X - actor->spr.pos.X, 2);
actor2->vel.Y += MulScale(4, actor2->spr.pos.Y - actor->spr.pos.Y, 2);
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}
else
{
actor2->spr.flags |= 5;
actor2->vel.X += MulScale(4, actor2->spr.pos.X - actor->spr.pos.X, 2);
actor2->vel.Y += MulScale(4, actor2->spr.pos.Y - actor->spr.pos.Y, 2);
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#ifdef NOONE_EXTENSIONS
// add size shroom abilities
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if ((actor->IsPlayerActor() && isShrinked(actor)) || (actor2->IsPlayerActor() && isGrown(actor2))) {
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int mass1 = getDudeInfo(actor2->spr.type)->mass;
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int mass2 = getDudeInfo(actor->spr.type)->mass;
switch (actor->spr.type)
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{
case kDudeModernCustom:
case kDudeModernCustomBurning:
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mass2 = getSpriteMassBySize(actor);
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break;
}
if (mass1 > mass2)
{
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int dmg = abs((mass1 - mass2) * (actor2->spr.clipdist - actor->spr.clipdist));
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if (actor2->IsDudeActor())
{
if (dmg > 0) actDamageSprite(actor2, actor, (Chance(0x2000)) ? kDamageFall : (Chance(0x4000)) ? kDamageExplode : kDamageBullet, dmg);
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if (Chance(0x0200)) actKickObject(actor2, actor);
}
}
}
#endif
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if (!actor->IsPlayerActor() || gPlayer[actor->spr.type - kDudePlayer1].godMode == 0)
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{
switch (actor2->spr.type)
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{
case kDudeTchernobog:
actDamageSprite(actor2, actor, kDamageExplode, actor->xspr.health << 2);
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break;
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
case kDudeModernCustomBurning:
int dmg = 0;
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if (!actor->IsDudeActor() || (dmg = ClipLow((getSpriteMassBySize(actor2) - getSpriteMassBySize(actor)) >> 1, 0)) == 0)
2020-12-03 19:30:30 +00:00
break;
if (!actor->IsPlayerActor())
{
actDamageSprite(actor2, actor, kDamageFall, dmg);
if (actor->hasX() && !actor->isActive()) aiActivateDude(actor);
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}
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else if (powerupCheck(&gPlayer[actor->spr.type - kDudePlayer1], kPwUpJumpBoots) > 0) actDamageSprite(actor2, actor, kDamageExplode, dmg);
else actDamageSprite(actor2, actor, kDamageFall, dmg);
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break;
#endif
}
}
}
}
if (actor2->spr.type == kTrapSawCircular && actor2->hasX())
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{
if (!actor2->xspr.state) actDamageSprite(actor, actor, kDamageBullet, 1);
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else {
actor2->xspr.data1 = 1;
actor2->xspr.data2 = ClipHigh(actor2->xspr.data2 + 8, 600);
actDamageSprite(actor, actor, kDamageBullet, 16);
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}
}
}
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void checkHit(DBloodActor* actor)
{
const auto& coll = actor->hit.hit;
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switch (coll.type)
{
case kHitWall:
break;
case kHitSprite:
if (coll.actor()->hasX())
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{
auto actor2 = coll.actor();
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#ifdef NOONE_EXTENSIONS
// add size shroom abilities
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if ((actor2->IsPlayerActor() && isShrinked(actor2)) || (actor->IsPlayerActor() && isGrown(actor)))
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{
if (actor->vel.X != 0 && actor2->IsDudeActor())
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{
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int mass1 = getDudeInfo(actor->spr.type)->mass;
int mass2 = getDudeInfo(actor2->spr.type)->mass;
switch (actor2->spr.type)
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{
case kDudeModernCustom:
case kDudeModernCustomBurning:
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mass2 = getSpriteMassBySize(actor2);
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break;
}
if (mass1 > mass2)
{
actKickObject(actor, actor2);
sfxPlay3DSound(actor, 357, -1, 1);
int dmg = (mass1 - mass2) + abs(FixedToInt(actor->vel.X));
if (dmg > 0) actDamageSprite(actor, actor2, (Chance(0x2000)) ? kDamageFall : kDamageBullet, dmg);
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}
}
}
#endif
switch (actor2->spr.type)
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{
case kThingKickablePail:
actKickObject(actor, actor2);
break;
case kThingZombieHead:
sfxPlay3DSound(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 357, actor->sector());
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actKickObject(actor, actor2);
actDamageSprite(nullptr, actor2, kDamageFall, 80);
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break;
case kDudeBurningInnocent:
case kDudeBurningCultist:
case kDudeBurningZombieAxe:
case kDudeBurningZombieButcher:
// This does not make sense
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actor->xspr.burnTime = ClipLow(actor->xspr.burnTime - 4, 0);
actDamageSprite(actor->GetBurnSource(), actor, kDamageBurn, 8);
2020-12-03 19:30:30 +00:00
break;
}
}
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void checkFloorHit(DBloodActor* actor)
{
const auto& coll = actor->hit.florhit;
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switch (coll.type)
{
case kHitWall:
break;
case kHitSector:
actTouchFloor(actor, coll.hitSector);
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break;
case kHitSprite:
if (coll.actor()->hasX())
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{
auto actor2 = coll.actor();
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#ifdef NOONE_EXTENSIONS
// add size shroom abilities
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if ((actor2->IsPlayerActor() && isShrinked(actor2)) || (actor->IsPlayerActor() && isGrown(actor)))
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{
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int mass1 = getDudeInfo(actor->spr.type)->mass;
int mass2 = getDudeInfo(actor2->spr.type)->mass;
switch (actor2->spr.type)
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{
case kDudeModernCustom:
case kDudeModernCustomBurning:
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mass2 = getSpriteMassBySize(actor2);
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break;
}
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if (mass1 > mass2 && actor2->IsDudeActor())
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{
if ((actor2->IsPlayerActor() && Chance(0x500)) || !actor2->IsPlayerActor())
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actKickObject(actor, actor2);
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int dmg = (mass1 - mass2) + actor->spr.clipdist;
if (dmg > 0) actDamageSprite(actor, actor2, (Chance(0x2000)) ? kDamageFall : kDamageBullet, dmg);
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}
}
#endif
PLAYER* pPlayer = nullptr;
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if (actor->IsPlayerActor()) pPlayer = &gPlayer[actor->spr.type - kDudePlayer1];
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switch (actor2->spr.type)
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{
case kThingKickablePail:
if (pPlayer)
{
if (pPlayer->kickPower > PlayClock) return;
pPlayer->kickPower = PlayClock + 60;
}
actKickObject(actor, actor2);
sfxPlay3DSound(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 357, actor->sector());
sfxPlay3DSound(actor, 374, 0, 0);
2020-12-03 19:30:30 +00:00
break;
case kThingZombieHead:
if (pPlayer)
{
if (pPlayer->kickPower > PlayClock) return;
pPlayer->kickPower = PlayClock + 60;
}
actKickObject(actor, actor2);
sfxPlay3DSound(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 357, actor->sector());
actDamageSprite(nullptr, actor2, kDamageFall, 80);
2020-12-03 19:30:30 +00:00
break;
case kTrapSawCircular:
if (!actor2->xspr.state) actDamageSprite(actor, actor, kDamageBullet, 1);
2020-12-03 19:30:30 +00:00
else
{
actor2->xspr.data1 = 1;
actor2->xspr.data2 = ClipHigh(actor2->xspr.data2 + 8, 600);
actDamageSprite(actor, actor, kDamageBullet, 16);
2020-12-03 19:30:30 +00:00
}
break;
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeZombieAxeNormal:
case kDudeZombieButcher:
case kDudeZombieAxeBuried:
case kDudeGargoyleFlesh:
case kDudeGargoyleStone:
case kDudePhantasm:
case kDudeHellHound:
case kDudeHand:
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
case kDudeGillBeast:
case kDudeBat:
case kDudeRat:
case kDudePodGreen:
case kDudeTentacleGreen:
case kDudePodFire:
case kDudeTentacleFire:
case kDudePodMother:
case kDudeTentacleMother:
case kDudeCerberusTwoHead:
case kDudeCerberusOneHead:
case kDudeTchernobog:
case kDudePlayer1:
case kDudePlayer2:
case kDudePlayer3:
case kDudePlayer4:
case kDudePlayer5:
case kDudePlayer6:
case kDudePlayer7:
case kDudePlayer8:
#ifdef NOONE_EXTENSIONS
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if (pPlayer && !isShrinked(actor))
2020-12-03 19:30:30 +00:00
#else
if (pPlayer)
#endif
actDamageSprite(actor, actor2, kDamageBullet, 8);
2020-12-03 19:30:30 +00:00
break;
}
}
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void ProcessTouchObjects(DBloodActor* actor)
{
checkCeilHit(actor);
checkHit(actor);
checkFloorHit(actor);
#ifdef NOONE_EXTENSIONS
// add more trigger statements for Touch flag
if (gModernMap && actor->IsDudeActor())
{
DBloodActor* actor2 = nullptr;
for (auto* coll : { &actor->hit.hit, &actor->hit.florhit, &actor->hit.ceilhit })
2020-12-03 19:30:30 +00:00
{
if (coll->type == kHitSprite)
2020-12-03 19:30:30 +00:00
{
actor2 = coll->actor();
2020-12-03 19:30:30 +00:00
break;
}
}
if (actor2 && actor2->hasX())
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{
triggerTouchSprite(actor, actor2);
2020-12-03 19:30:30 +00:00
}
// Touch walls
const auto& coll = actor->hit.hit;
2021-11-19 00:12:05 +00:00
walltype* pHWall = nullptr;
2020-12-03 19:30:30 +00:00
if (coll.type == kHitWall)
{
pHWall = coll.hitWall;
2021-11-19 00:12:05 +00:00
if (pHWall && pHWall->hasX())
2020-12-03 17:38:30 +00:00
{
triggerTouchWall(actor, pHWall);
2020-12-03 19:30:30 +00:00
}
}
}
#endif
2019-09-19 22:42:45 +00:00
}
2020-12-03 19:30:30 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actAirDrag(DBloodActor* actor, int a2)
2019-09-19 22:42:45 +00:00
{
int wind_x = 0;
int wind_y = 0;
assert(actor->sector());
sectortype* pSector = actor->sector();
if (pSector->hasX())
2021-08-23 17:21:41 +00:00
{
XSECTOR* pXSector = &pSector->xs();
2021-08-23 17:21:41 +00:00
if (pXSector->windVel && (pXSector->windAlways || pXSector->busy))
{
int wind = pXSector->windVel << 12;
if (!pXSector->windAlways && pXSector->busy) wind = MulScale(wind, pXSector->busy, 16);
wind_x = MulScale(wind, Cos(pXSector->windAng), 30);
wind_y = MulScale(wind, Sin(pXSector->windAng), 30);
2021-08-23 17:21:41 +00:00
}
}
actor->vel.X += MulScale(wind_x - actor->vel.X, a2, 16);
actor->vel.Y += MulScale(wind_y - actor->vel.Y, a2, 16);
actor->vel.Z -= MulScale(actor->vel.Z, a2, 16);
2019-09-19 22:42:45 +00:00
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static Collision MoveThing(DBloodActor* actor)
2019-09-19 22:42:45 +00:00
{
assert(actor->hasX());
2021-12-22 15:43:59 +00:00
assert(actor->spr.type >= kThingBase && actor->spr.type < kThingMax);
const THINGINFO* pThingInfo = &thingInfo[actor->spr.type - kThingBase];
auto pSector = actor->sector();
2021-11-23 23:18:14 +00:00
assert(pSector);
2021-08-23 17:21:41 +00:00
int top, bottom;
Collision lhit;
lhit.setNone();
GetActorExtents(actor, &top, &bottom);
2021-08-23 17:21:41 +00:00
const int bakCompat = enginecompatibility_mode;
if (actor->vel.X || actor->vel.Y)
2021-08-23 17:21:41 +00:00
{
2021-12-22 15:43:59 +00:00
auto bakCstat = actor->spr.cstat;
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
if ((actor->GetOwner()) && !cl_bloodvanillaexplosions && !VanillaMode())
2021-08-23 17:21:41 +00:00
enginecompatibility_mode = ENGINECOMPATIBILITY_NONE; // improved clipmove accuracy
ClipMove(actor->spr.pos, &pSector, actor->vel.X >> 12, actor->vel.Y >> 12, actor->spr.clipdist << 2, (actor->spr.pos.Z - top) / 4, (bottom - actor->spr.pos.Z) / 4, CLIPMASK0, lhit);
actor->hit.hit = lhit;
2021-08-23 17:21:41 +00:00
enginecompatibility_mode = bakCompat; // restore
2021-12-22 15:43:59 +00:00
actor->spr.cstat = bakCstat;
2021-11-23 23:18:14 +00:00
assert(pSector);
if (actor->sector() != pSector)
2021-08-23 17:21:41 +00:00
{
2021-11-23 23:18:14 +00:00
assert(pSector);
ChangeActorSect(actor, pSector);
2021-08-23 17:21:41 +00:00
}
auto& coll = actor->hit.hit;
if (coll.type == kHitWall)
{
actWallBounceVector(&actor->vel.X, &actor->vel.Y, coll.hitWall, pThingInfo->elastic);
2021-12-22 15:43:59 +00:00
switch (actor->spr.type)
{
case kThingZombieHead:
sfxPlay3DSound(actor, 607, 0, 0);
actDamageSprite(nullptr, actor, kDamageFall, 80);
break;
2021-08-23 17:21:41 +00:00
case kThingKickablePail:
sfxPlay3DSound(actor, 374, 0, 0);
break;
2021-08-23 17:21:41 +00:00
}
}
}
else
{
2021-11-23 23:18:14 +00:00
assert(pSector);
2021-12-22 15:43:59 +00:00
FindSector(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, &pSector);
2021-08-23 17:21:41 +00:00
}
actor->spr.pos.Z += actor->vel.Z >> 8;
int ceilZ, floorZ;
Collision ceilColl, floorColl;
2021-12-22 15:43:59 +00:00
GetZRange(actor, &ceilZ, &ceilColl, &floorZ, &floorColl, actor->spr.clipdist << 2, CLIPMASK0);
GetActorExtents(actor, &top, &bottom);
2021-12-22 15:43:59 +00:00
if ((actor->spr.flags & 2) && bottom < floorZ)
2021-08-23 17:21:41 +00:00
{
2021-12-22 15:43:59 +00:00
actor->spr.pos.Z += 455;
actor->vel.Z += 58254;
2021-12-22 15:43:59 +00:00
if (actor->spr.type == kThingZombieHead)
2021-08-23 17:21:41 +00:00
{
auto* fxActor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 0);
if (fxActor)
2021-08-23 17:21:41 +00:00
{
int v34 = (PlayClock * 3) & 2047;
int v30 = (PlayClock * 5) & 2047;
int vbx = (PlayClock * 11) & 2047;
2021-08-23 17:21:41 +00:00
int v2c = 0x44444;
int v28 = 0;
int v24 = 0;
RotateVector(&v2c, &v28, vbx);
RotateVector(&v2c, &v24, v30);
RotateVector(&v28, &v24, v34);
fxActor->vel.X = actor->vel.X + v2c;
fxActor->vel.Y = actor->vel.Y + v28;
fxActor->vel.Z = actor->vel.Z + v24;
2021-08-23 17:21:41 +00:00
}
}
}
2021-12-22 15:43:59 +00:00
if (CheckLink(actor)) GetZRange(actor, &ceilZ, &ceilColl, &floorZ, &floorColl, actor->spr.clipdist << 2, CLIPMASK0);
GetActorExtents(actor, &top, &bottom);
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if (bottom >= floorZ)
{
actTouchFloor(actor, actor->sector());
2021-08-29 17:09:29 +00:00
actor->hit.florhit = floorColl;
2021-12-22 15:43:59 +00:00
actor->spr.pos.Z += floorZ - bottom;
int v20 = actor->vel.Z - actor->sector()->velFloor;
2021-08-23 17:21:41 +00:00
if (v20 > 0)
{
2021-12-22 15:43:59 +00:00
actor->spr.flags |= 4;
int vax = actFloorBounceVector(&actor->vel.X, &actor->vel.Y, (int*)&v20, actor->sector(), pThingInfo->elastic);
int nDamage = MulScale(vax, vax, 30) - pThingInfo->dmgResist;
if (nDamage > 0) actDamageSprite(actor, actor, kDamageFall, nDamage);
actor->vel.Z = v20;
if (actor->sector()->velFloor == 0 && abs(actor->vel.Z) < 0x10000)
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{
actor->vel.Z = 0;
2021-12-22 15:43:59 +00:00
actor->spr.flags &= ~4;
2021-08-23 17:21:41 +00:00
}
2021-12-22 15:43:59 +00:00
switch (actor->spr.type)
{
case kThingNapalmBall:
if (actor->vel.Z == 0 || Chance(0xA000)) actNapalmMove(actor);
break;
case kThingZombieHead:
if (abs(actor->vel.Z) > 0x80000)
{
sfxPlay3DSound(actor, 607, 0, 0);
actDamageSprite(nullptr, actor, kDamageFall, 80);
}
break;
case kThingKickablePail:
if (abs(actor->vel.Z) > 0x80000)
sfxPlay3DSound(actor, 374, 0, 0);
break;
2021-08-23 17:21:41 +00:00
}
2021-11-23 23:18:14 +00:00
lhit.setSector(pSector);
2021-08-23 17:21:41 +00:00
}
else if (actor->vel.Z == 0)
2021-12-22 15:43:59 +00:00
actor->spr.flags &= ~4;
2021-08-23 17:21:41 +00:00
}
else
{
actor->hit.florhit.setNone();
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if (actor->spr.flags & 2)
actor->spr.flags |= 4;
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}
2021-08-23 17:21:41 +00:00
if (top <= ceilZ)
{
2021-08-29 17:09:29 +00:00
actor->hit.ceilhit = ceilColl;
2021-12-22 15:43:59 +00:00
actor->spr.pos.Z += ClipLow(ceilZ - top, 0);
if (actor->vel.Z < 0)
2021-08-23 17:21:41 +00:00
{
actor->vel.X = MulScale(actor->vel.X, 0xc000, 16);
actor->vel.Y = MulScale(actor->vel.Y, 0xc000, 16);
actor->vel.Z = MulScale(-actor->vel.Z, 0x4000, 16);
2021-12-22 15:43:59 +00:00
switch (actor->spr.type)
{
case kThingZombieHead:
if (abs(actor->vel.Z) > 0x80000)
{
sfxPlay3DSound(actor, 607, 0, 0);
actDamageSprite(nullptr, actor, kDamageFall, 80);
}
break;
case kThingKickablePail:
if (abs(actor->vel.Z) > 0x80000)
sfxPlay3DSound(actor, 374, 0, 0);
break;
2021-08-23 17:21:41 +00:00
}
}
}
else actor->hit.ceilhit.setNone();
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if (bottom >= floorZ)
{
int nVel = approxDist(actor->vel.X, actor->vel.Y);
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int nVelClipped = ClipHigh(nVel, 0x11111);
Collision& coll = floorColl;
if (coll.type == kHitSprite)
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{
auto hitActor = coll.actor();
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FACING)
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{
actor->vel.X += MulScale(4, actor->spr.pos.X - hitActor->spr.pos.X, 2);
actor->vel.Y += MulScale(4, actor->spr.pos.Y - hitActor->spr.pos.Y, 2);
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lhit = actor->hit.hit;
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}
}
if (nVel > 0)
{
int t = DivScale(nVelClipped, nVel, 16);
actor->vel.X -= MulScale(t, actor->vel.X, 16);
actor->vel.Y -= MulScale(t, actor->vel.Y, 16);
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}
}
if (actor->vel.X || actor->vel.Y)
actor->spr.ang = getangle(actor->vel.X, actor->vel.Y);
return lhit;
2019-09-19 22:42:45 +00:00
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void MoveDude(DBloodActor* actor)
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{
PLAYER* pPlayer = nullptr;
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if (actor->IsPlayerActor()) pPlayer = &gPlayer[actor->spr.type - kDudePlayer1];
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax))
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{
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Printf(PRINT_HIGH, "%d: actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax", actor->spr.type);
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return;
}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int top, bottom;
GetActorExtents(actor, &top, &bottom);
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int bz = (bottom - actor->spr.pos.Z) / 4;
int tz = (actor->spr.pos.Z - top) / 4;
int wd = actor->spr.clipdist << 2;
auto pSector = actor->sector();
2021-12-22 17:12:55 +00:00
int nAiStateType = (actor->xspr.aiState) ? actor->xspr.aiState->stateType : -1;
Increase kMaxSuperXSprites from 128 to 512. Fix mirror (ROR) intialization so it won't crash if more than 1024 sectors used. Fix random item generator so items that inherits TX ID won't send command at respawn. Fix for things (400 - 433) that affected by modern physics so it won't return to vanilla physics after getting damage. Fix kTeleportTarget so teleported sprites won't stuck in floors or ceilings. Corpses won't gib as gargoyles anymore (gModernMap). kModernCondition: - remove bool comparison (condCmpb). - remove no extra comparison (condCmpne). - remove "else if" search at level start. - add global (game) conditions type. - add more conditions. - make error report a bit more informative. Add more options and damage effects for kModernSpriteDamager. Add more options for kModernMissileGen and allow to spawn projectile on TX ID sprites location. Add more options and vertical wind processing for kModernWindGen. Add more options and effects for kModernEffectGen. Allow kMarkerDudeSpawn to spawn enemies on TX ID sprites location (gModernMap). Allow kModernCustomDudeSpawn to spawn dude on TX ID sprites location. Add Screen and Aim trigger flags for sprites that can be triggered with Sight (gModernMap). Patrolling enemies: - add turn AI state. - add "return back" option for path markers. - add "turning while waiting" option for markers. - make enemies to hear some sounds assuming that player generates and hears it too. - add kModernStealthRegion type to affect current spot progress velocity. - replace AI's CanMove and aiChooseDirection to a better versions. - make flying enemies to not spin around the marker. - treat Phantasm as flying enemy! - allow to continue patrol when falling in water. Fix compile warnings Various minor fixes / cleanup.
2021-07-19 21:15:26 +00:00
2021-11-23 23:16:02 +00:00
assert(pSector);
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if (actor->vel.X || actor->vel.Y)
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{
if (pPlayer && gNoClip)
{
actor->spr.pos.X += actor->vel.X >> 12;
actor->spr.pos.Y += actor->vel.Y >> 12;
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if (!FindSector(actor->spr.pos.X, actor->spr.pos.Y, &pSector))
pSector = actor->sector();
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}
else
{
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auto bakCstat = actor->spr.cstat;
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
ClipMove(actor->spr.pos, &pSector, actor->vel.X >> 12, actor->vel.Y >> 12, wd, tz, bz, CLIPMASK0, actor->hit.hit);
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if (pSector == nullptr)
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{
pSector = actor->sector();
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if (actor->spr.statnum == kStatDude || actor->spr.statnum == kStatThing)
actDamageSprite(actor, actor, kDamageFall, 1000 << 4);
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}
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if (pSector->type >= kSectorPath && pSector->type <= kSectorRotate)
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{
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auto pSector2 = pSector;
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if (pushmove(&actor->spr.pos, &pSector2, wd, tz, bz, CLIPMASK0) == -1)
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actDamageSprite(actor, actor, kDamageFall, 1000 << 4);
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if (pSector2 != nullptr)
pSector = pSector2;
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}
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assert(pSector);
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actor->spr.cstat = bakCstat;
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}
auto& coll = actor->hit.hit;
switch (coll.type)
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{
case kHitSprite:
{
auto hitActor = coll.actor();
auto Owner = hitActor->GetOwner();
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if (hitActor->spr.statnum == kStatProjectile && !(hitActor->spr.flags & 32) && actor != Owner)
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{
auto hitInfo = gHitInfo;
gHitInfo.hitActor = actor;
actImpactMissile(hitActor, 3);
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gHitInfo = hitInfo;
}
#ifdef NOONE_EXTENSIONS
if (!gModernMap && hitActor->hasX() && hitActor->xspr.Touch && !hitActor->xspr.state && !hitActor->xspr.isTriggered)
trTriggerSprite(coll.actor(), kCmdSpriteTouch, actor);
#else
if (hitActor->hasX() && hitActor->xspr.Touch && !hitActor->xspr.state && !hitActor->xspr.isTriggered)
trTriggerSprite(coll.actor, kCmdSpriteTouch);
#endif
if (pDudeInfo->lockOut && hitActor->hasX() && hitActor->xspr.Push && !hitActor->xspr.key && !hitActor->xspr.DudeLockout && !hitActor->xspr.state && !hitActor->xspr.busy && !pPlayer)
trTriggerSprite(coll.actor(), kCmdSpritePush, actor);
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break;
}
case kHitWall:
{
walltype* pHitWall = coll.hitWall;
XWALL* pHitXWall = nullptr;
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if (pHitWall->hasX()) pHitXWall = &pHitWall->xw();
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if (pDudeInfo->lockOut && pHitXWall && pHitXWall->triggerPush && !pHitXWall->key && !pHitXWall->dudeLockout && !pHitXWall->state && !pHitXWall->busy && !pPlayer)
trTriggerWall(pHitWall, kCmdWallPush, actor);
2020-12-04 13:25:04 +00:00
if (pHitWall->twoSided())
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{
sectortype* pHitSector = pHitWall->nextSector();
XSECTOR* pHitXSector = pHitSector->hasX() ? &pHitSector->xs() : nullptr;
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if (pDudeInfo->lockOut && pHitXSector && pHitXSector->Wallpush && !pHitXSector->Key && !pHitXSector->dudeLockout && !pHitXSector->state && !pHitXSector->busy && !pPlayer)
trTriggerSector(pHitSector, kCmdSectorPush, actor);
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if (top < pHitSector->ceilingz || bottom > pHitSector->floorz)
{
// ???
}
}
actWallBounceVector((int*)&actor->vel.X, (int*)&actor->vel.Y, pHitWall, 0);
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break;
}
}
}
else
{
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assert(pSector);
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FindSector(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, &pSector);
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}
XSECTOR* pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
if (actor->sector() != pSector)
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{
assert(actor->sector());
auto pOldSector = actor->sector();
XSECTOR* pXOldSector = pOldSector->hasX() ? &pOldSector->xs() : nullptr;
if (pXOldSector && pXOldSector->Exit && (pPlayer || !pXOldSector->dudeLockout))
trTriggerSector(pOldSector, kCmdSectorExit, actor);
2021-11-23 23:16:02 +00:00
ChangeActorSect(actor, pSector);
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if (pXSector && pXSector->Enter && (pPlayer || !pXSector->dudeLockout))
2020-12-04 13:25:04 +00:00
{
if (pSector->type == kSectorTeleport)
pXSector->actordata = actor;
trTriggerSector(pSector, kCmdSectorEnter, actor);
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}
pSector = actor->sector();
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}
int bUnderwater = 0;
int bDepth = 0;
if (pXSector)
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{
if (pXSector->Underwater) bUnderwater = 1;
if (pXSector->Depth) bDepth = 1;
}
DCoreActor* pUpperLink = pSector->upperLink;
DCoreActor* pLowerLink = pSector->lowerLink;
if (pUpperLink && (pUpperLink->spr.type == kMarkerUpWater || pUpperLink->spr.type == kMarkerUpGoo)) bDepth = 1;
if (pLowerLink && (pLowerLink->spr.type == kMarkerLowWater || pLowerLink->spr.type == kMarkerLowGoo)) bDepth = 1;
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if (pPlayer) wd += 16;
if (actor->vel.Z) actor->spr.pos.Z += actor->vel.Z >> 8;
int ceilZ, floorZ;
Collision ceilColl, floorColl;
2021-09-04 18:19:38 +00:00
GetZRange(actor, &ceilZ, &ceilColl, &floorZ, &floorColl, wd, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
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GetActorExtents(actor, &top, &bottom);
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if (actor->spr.flags & 2)
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{
int vc = 58254;
if (bDepth)
{
if (bUnderwater)
{
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int cz = getceilzofslopeptr(pSector, actor->spr.pos.X, actor->spr.pos.Y);
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if (cz > top)
vc += ((bottom - cz) * -80099) / (bottom - top);
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else
vc = 0;
}
else
{
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int fz = getflorzofslopeptr(pSector, actor->spr.pos.X, actor->spr.pos.Y);
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if (fz < bottom)
vc += ((bottom - fz) * -80099) / (bottom - top);
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}
}
else
{
if (bUnderwater)
vc = 0;
else if (bottom >= floorZ)
vc = 0;
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}
if (vc)
{
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actor->spr.pos.Z += ((vc * 4) / 2) >> 8;
actor->vel.Z += vc;
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}
}
if (pPlayer && actor->vel.Z > 0x155555 && !pPlayer->fallScream && actor->xspr.height > 0)
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{
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const bool playerAlive = (actor->xspr.health > 0) || VanillaMode(); // only trigger falling scream if player is alive or vanilla mode
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if (playerAlive)
{
pPlayer->fallScream = 1;
sfxPlay3DSound(actor, 719, 0, 0);
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}
}
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vec3_t const oldpos = actor->spr.pos;
int nLink = CheckLink(actor);
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if (nLink)
{
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GetZRange(actor, &ceilZ, &ceilColl, &floorZ, &floorColl, wd, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
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if (pPlayer)
playerCorrectInertia(pPlayer, &oldpos);
switch (nLink)
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{
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case kMarkerLowStack:
if (pPlayer == gView)
gotpic.Set(actor->sector()->floorpicnum);
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break;
case kMarkerUpStack:
if (pPlayer == gView)
gotpic.Set(actor->sector()->ceilingpicnum);
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break;
case kMarkerLowWater:
case kMarkerLowGoo:
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actor->xspr.medium = kMediumNormal;
if (pPlayer)
2020-12-04 13:25:04 +00:00
{
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pPlayer->posture = 0;
pPlayer->bubbleTime = 0;
if (!pPlayer->cantJump && (pPlayer->input.actions & SB_JUMP))
2020-12-04 13:25:04 +00:00
{
actor->vel.Z = -0x6aaaa;
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pPlayer->cantJump = 1;
}
sfxPlay3DSound(actor, 721, -1, 0);
}
else
2020-12-04 13:25:04 +00:00
{
2021-12-22 15:43:59 +00:00
switch (actor->spr.type)
2020-12-04 13:25:04 +00:00
{
case kDudeCultistTommy:
case kDudeCultistShotgun:
aiNewState(actor, &cultistGoto);
break;
case kDudeGillBeast:
aiNewState(actor, &gillBeastGoto);
2021-12-22 15:43:59 +00:00
actor->spr.flags |= 6;
break;
case kDudeBoneEel:
actKillDude(actor, actor, kDamageFall, 1000 << 4);
break;
2021-08-23 17:21:41 +00:00
}
#ifdef NOONE_EXTENSIONS
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if (actor->IsDudeActor() && actor->xspr.health > 0 && aiInPatrolState(nAiStateType))
2021-08-29 12:36:40 +00:00
aiPatrolState(actor, kAiStatePatrolMoveL); // continue patrol when going from water
#endif
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}
break;
case kMarkerUpWater:
case kMarkerUpGoo:
{
int chance = 0xa00; int medium = kMediumWater;
if (nLink == kMarkerUpGoo) {
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medium = kMediumGoo;
chance = 0x400;
}
2021-12-22 17:12:55 +00:00
actor->xspr.medium = medium;
2019-09-19 22:42:45 +00:00
2021-08-23 17:21:41 +00:00
if (pPlayer)
{
#ifdef NOONE_EXTENSIONS
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// look for palette in data2 of marker. If value <= 0, use default ones.
if (gModernMap)
{
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pPlayer->nWaterPal = 0;
auto pUpper = barrier_cast<DBloodActor*>(pSector->upperLink);
if (pUpper && pUpper->hasX()) pPlayer->nWaterPal = pUpper->xspr.data2;
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}
#endif
2021-08-23 17:21:41 +00:00
pPlayer->posture = 1;
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actor->xspr.burnTime = 0;
pPlayer->bubbleTime = abs(actor->vel.Z) >> 12;
evPostActor(actor, 0, kCallbackPlayerBubble);
sfxPlay3DSound(actor, 720, -1, 0);
2021-08-23 17:21:41 +00:00
}
else
{
2021-12-22 15:43:59 +00:00
switch (actor->spr.type)
2020-12-04 13:25:04 +00:00
{
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case kDudeCultistTommy:
case kDudeCultistShotgun:
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actor->xspr.burnTime = 0;
evPostActor(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(actor, 720, -1, 0);
2021-08-23 17:21:41 +00:00
aiNewState(actor, &cultistSwimGoto);
break;
case kDudeBurningCultist:
{
const bool fixRandomCultist = !cl_bloodvanillaenemies && (actor->spr.inittype >= kDudeBase) && (actor->spr.inittype < kDudeMax) && (actor->spr.inittype != actor->spr.type) && !VanillaMode(); // fix burning cultists randomly switching types underwater
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if (Chance(chance))
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actor->spr.type = kDudeCultistTommy;
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else
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actor->spr.type = kDudeCultistShotgun;
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if (fixRandomCultist) // fix burning cultists randomly switching types underwater
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actor->spr.type = actor->spr.inittype; // restore back to spawned cultist type
2021-12-22 17:12:55 +00:00
actor->xspr.burnTime = 0;
evPostActor(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(actor, 720, -1, 0);
aiNewState(actor, &cultistSwimGoto);
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break;
}
case kDudeZombieAxeNormal:
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actor->xspr.burnTime = 0;
evPostActor(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(actor, 720, -1, 0);
2021-08-23 17:21:41 +00:00
aiNewState(actor, &zombieAGoto);
break;
case kDudeZombieButcher:
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actor->xspr.burnTime = 0;
evPostActor(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(actor, 720, -1, 0);
2021-08-23 17:21:41 +00:00
aiNewState(actor, &zombieFGoto);
break;
case kDudeGillBeast:
2021-12-22 17:12:55 +00:00
actor->xspr.burnTime = 0;
evPostActor(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(actor, 720, -1, 0);
2021-08-23 17:21:41 +00:00
aiNewState(actor, &gillBeastSwimGoto);
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actor->spr.flags &= ~6;
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break;
case kDudeGargoyleFlesh:
case kDudeHellHound:
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
case kDudeBat:
case kDudeRat:
case kDudeBurningInnocent:
actKillDude(actor, actor, kDamageFall, 1000 << 4);
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break;
}
#ifdef NOONE_EXTENSIONS
2021-08-23 17:21:41 +00:00
if (gModernMap) {
2021-12-22 15:43:59 +00:00
if (actor->spr.type == kDudeModernCustom) {
Increase kMaxSuperXSprites from 128 to 512. Fix mirror (ROR) intialization so it won't crash if more than 1024 sectors used. Fix random item generator so items that inherits TX ID won't send command at respawn. Fix for things (400 - 433) that affected by modern physics so it won't return to vanilla physics after getting damage. Fix kTeleportTarget so teleported sprites won't stuck in floors or ceilings. Corpses won't gib as gargoyles anymore (gModernMap). kModernCondition: - remove bool comparison (condCmpb). - remove no extra comparison (condCmpne). - remove "else if" search at level start. - add global (game) conditions type. - add more conditions. - make error report a bit more informative. Add more options and damage effects for kModernSpriteDamager. Add more options for kModernMissileGen and allow to spawn projectile on TX ID sprites location. Add more options and vertical wind processing for kModernWindGen. Add more options and effects for kModernEffectGen. Allow kMarkerDudeSpawn to spawn enemies on TX ID sprites location (gModernMap). Allow kModernCustomDudeSpawn to spawn dude on TX ID sprites location. Add Screen and Aim trigger flags for sprites that can be triggered with Sight (gModernMap). Patrolling enemies: - add turn AI state. - add "return back" option for path markers. - add "turning while waiting" option for markers. - make enemies to hear some sounds assuming that player generates and hears it too. - add kModernStealthRegion type to affect current spot progress velocity. - replace AI's CanMove and aiChooseDirection to a better versions. - make flying enemies to not spin around the marker. - treat Phantasm as flying enemy! - allow to continue patrol when falling in water. Fix compile warnings Various minor fixes / cleanup.
2021-07-19 21:15:26 +00:00
evPostActor(actor, 0, kCallbackEnemeyBubble);
if (!canSwim(actor)) actKillDude(actor, actor, kDamageFall, 1000 << 4);
2020-12-04 13:25:04 +00:00
break;
2021-08-23 17:21:41 +00:00
}
// continue patrol when fall into water
2021-12-22 17:12:55 +00:00
if (actor->IsDudeActor() && actor->xspr.health > 0 && aiInPatrolState(nAiStateType))
2021-08-29 12:36:40 +00:00
aiPatrolState(actor, kAiStatePatrolMoveW);
2021-08-23 17:21:41 +00:00
}
#endif
2021-08-23 17:21:41 +00:00
}
break;
}
}
}
2021-08-23 17:21:41 +00:00
GetActorExtents(actor, &top, &bottom);
if (pPlayer && bottom >= floorZ)
{
int floorZ2 = floorZ;
auto floorColl2 = floorColl;
2021-12-22 15:43:59 +00:00
GetZRange(actor, &ceilZ, &ceilColl, &floorZ, &floorColl, actor->spr.clipdist << 2, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
if (bottom <= floorZ && actor->spr.pos.Z - floorZ2 < bz)
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{
floorZ = floorZ2;
floorColl = floorColl2;
2021-08-23 17:21:41 +00:00
}
}
if (floorZ <= bottom)
{
2021-08-29 17:09:29 +00:00
actor->hit.florhit = floorColl;
2021-12-22 15:43:59 +00:00
actor->spr.pos.Z += floorZ - bottom;
int v30 = actor->vel.Z - actor->sector()->velFloor;
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if (v30 > 0)
{
int vax = actFloorBounceVector((int*)&actor->vel.X, (int*)&actor->vel.Y, (int*)&v30, actor->sector(), 0);
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int nDamage = MulScale(vax, vax, 30);
if (pPlayer)
{
pPlayer->fallScream = 0;
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if (nDamage > (15 << 4) && (actor->spr.flags & 4))
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playerLandingSound(pPlayer);
if (nDamage > (30 << 4))
sfxPlay3DSound(actor, 701, 0, 0);
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}
nDamage -= 100 << 4;
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if (nDamage > 0)
actDamageSprite(actor, actor, kDamageFall, nDamage);
actor->vel.Z = v30;
if (abs(actor->vel.Z) < 0x10000)
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{
actor->vel.Z = actor->sector()->velFloor;
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actor->spr.flags &= ~4;
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}
else
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actor->spr.flags |= 4;
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2021-08-27 19:49:18 +00:00
switch (tileGetSurfType(floorColl))
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{
case kSurfWater:
gFX.fxSpawnActor(FX_9, actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, floorZ, 0);
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break;
case kSurfLava:
{
auto pFX = gFX.fxSpawnActor(FX_10, actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, floorZ, 0);
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if (pFX)
{
for (int i = 0; i < 7; i++)
{
auto pFX2 = gFX.fxSpawnActor(FX_14, pFX->sector(), pFX->spr.pos.X, pFX->spr.pos.Y, pFX->spr.pos.Z, 0);
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if (pFX2)
{
pFX2->vel.X = Random2(0x6aaaa);
pFX2->vel.Y = Random2(0x6aaaa);
pFX2->vel.Z = -(int)Random(0xd5555);
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}
}
}
break;
}
}
}
else if (actor->vel.Z == 0)
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actor->spr.flags &= ~4;
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}
else
{
actor->hit.florhit.setNone();
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if (actor->spr.flags & 2)
actor->spr.flags |= 4;
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}
if (top <= ceilZ)
{
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actor->hit.ceilhit = ceilColl;
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actor->spr.pos.Z += ClipLow(ceilZ - top, 0);
if (actor->vel.Z <= 0 && (actor->spr.flags & 4))
actor->vel.Z = MulScale(-actor->vel.Z, 0x2000, 16);
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}
else
actor->hit.ceilhit.setNone();
GetActorExtents(actor, &top, &bottom);
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actor->xspr.height = ClipLow(floorZ - bottom, 0) >> 8;
if (actor->vel.X || actor->vel.Y)
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{
if (floorColl.type == kHitSprite)
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{
auto hitAct = floorColl.actor();
if ((hitAct->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FACING)
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{
actor->vel.X += MulScale(4, actor->spr.pos.X - hitAct->spr.pos.X, 2);
actor->vel.Y += MulScale(4, actor->spr.pos.Y - hitAct->spr.pos.Y, 2);
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return;
}
}
if (IsUnderwaterSector(actor->sector()))
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return;
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if (actor->xspr.height >= 0x100)
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return;
int nDrag = gDudeDrag;
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if (actor->xspr.height > 0)
nDrag -= Scale(gDudeDrag, actor->xspr.height, 0x100);
actor->vel.X -= mulscale16r(actor->vel.X, nDrag);
actor->vel.Y -= mulscale16r(actor->vel.Y, nDrag);
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if (approxDist(actor->vel.X, actor->vel.Y) < 0x1000)
actor->vel.X = actor->vel.Y = 0;
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}
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int MoveMissile(DBloodActor* actor)
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{
auto Owner = actor->GetOwner();
int cliptype = -1;
ESpriteFlags bakCstat = 0;
if (Owner)
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{
bakCstat = Owner->spr.cstat;
if (Owner->IsDudeActor())
{
Owner->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
}
}
gHitInfo.clearObj();
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if (actor->spr.type == kMissileFlameSpray) actAirDrag(actor, 0x1000);
if (actor->GetTarget() != nullptr && (actor->vel.X || actor->vel.Y || actor->vel.Z))
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{
auto target = actor->GetTarget();
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if (target->spr.statnum == kStatDude && target->hasX() && target->xspr.health > 0)
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{
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int nTargetAngle = getangle(-(target->spr.pos.Y - actor->spr.pos.Y), target->spr.pos.X - actor->spr.pos.X);
int vx = missileInfo[actor->spr.type - kMissileBase].velocity;
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int vy = 0;
RotatePoint(&vx, &vy, (nTargetAngle + 1536) & 2047, 0, 0);
actor->vel.X = vx;
actor->vel.Y = vy;
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int dz = target->spr.pos.Z - actor->spr.pos.Z;
int deltaz = dz / 10;
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if (target->spr.pos.Z < actor->spr.pos.Z) deltaz = -deltaz;
actor->vel.Z += deltaz;
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}
}
int vx = actor->vel.X >> 12;
int vy = actor->vel.Y >> 12;
int vz = actor->vel.Z >> 8;
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int top, bottom;
GetActorExtents(actor, &top, &bottom);
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int i = 1;
const int bakCompat = enginecompatibility_mode;
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const bool isFlameSprite = (actor->spr.type == kMissileFlameSpray || actor->spr.type == kMissileFlameHound); // do not use accurate clipmove for flame based sprites (changes damage too much)
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while (1)
{
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vec3_t pos = actor->spr.pos;
auto pSector2 = actor->sector();
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const auto bakSpriteCstat = actor->spr.cstat;
if (Owner && !isFlameSprite && !cl_bloodvanillaexplosions && !VanillaMode())
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{
enginecompatibility_mode = ENGINECOMPATIBILITY_NONE; // improved clipmove accuracy
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actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; // remove self collisions for accurate clipmove
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}
Collision clipmoveresult;
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ClipMove(pos, &pSector2, vx, vy, actor->spr.clipdist << 2, (pos.Z - top) / 4, (bottom - pos.Z) / 4, CLIPMASK0, clipmoveresult, 1);
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enginecompatibility_mode = bakCompat; // restore
2021-12-22 15:43:59 +00:00
actor->spr.cstat = bakSpriteCstat;
2021-11-23 23:21:08 +00:00
auto pSector = pSector2;
if (pSector2 == nullptr)
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{
cliptype = -1;
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break;
}
if (clipmoveresult.type == kHitSprite)
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{
gHitInfo.hitActor = clipmoveresult.actor();
cliptype = 3;
}
else if (clipmoveresult.type == kHitWall)
{
gHitInfo.hitWall = clipmoveresult.hitWall;
if (!gHitInfo.hitWall->twoSided()) cliptype = 0;
else
{
int32_t fz, cz;
2021-12-22 09:40:26 +00:00
getzsofslopeptr(clipmoveresult.hitWall->nextSector(), pos.X, pos.Y, &cz, &fz);
2021-12-22 09:41:47 +00:00
if (pos.Z <= cz || pos.Z >= fz) cliptype = 0;
else cliptype = 4;
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}
}
if (cliptype == 4)
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{
walltype* pWall = clipmoveresult.hitWall;
2021-11-19 14:46:20 +00:00
if (pWall->hasX())
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{
2021-11-19 00:13:33 +00:00
XWALL* pXWall = &pWall->xw();
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if (pXWall->triggerVector)
{
trTriggerWall(pWall, kCmdWallImpact, Owner? Owner : actor);
2021-12-18 14:36:50 +00:00
if (!(pWall->cstat & CSTAT_WALL_BLOCK_HITSCAN))
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{
cliptype = -1;
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if (i-- > 0)
continue;
cliptype = 0;
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break;
}
}
}
}
if (cliptype >= 0 && cliptype != 3)
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{
int nAngle = getangle(actor->vel.X, actor->vel.Y);
2021-12-22 09:36:09 +00:00
pos.X -= MulScale(Cos(nAngle), 16, 30);
2021-12-22 09:40:26 +00:00
pos.Y -= MulScale(Sin(nAngle), 16, 30);
int nVel = approxDist(actor->vel.X, actor->vel.Y);
vz -= Scale(0x100, actor->vel.Z, nVel);
2021-12-22 09:40:26 +00:00
updatesector(pos.X, pos.Y, &pSector);
2021-11-23 23:21:08 +00:00
pSector2 = pSector;
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}
int ceilZ, floorZ;
Collision ceilColl, floorColl;
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GetZRangeAtXYZ(pos.X, pos.Y, pos.Z, pSector2, &ceilZ, &ceilColl, &floorZ, &floorColl, actor->spr.clipdist << 2, CLIPMASK0);
GetActorExtents(actor, &top, &bottom);
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top += vz;
bottom += vz;
if (bottom >= floorZ)
{
2021-08-29 17:09:29 +00:00
actor->hit.florhit = floorColl;
vz += floorZ - bottom;
cliptype = 2;
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}
if (top <= ceilZ)
{
2021-08-29 17:09:29 +00:00
actor->hit.ceilhit = ceilColl;
vz += ClipLow(ceilZ - top, 0);
cliptype = 1;
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}
2021-12-22 15:43:59 +00:00
actor->spr.pos = pos;
actor->spr.pos.Z += vz;
2021-12-22 09:40:26 +00:00
updatesector(pos.X, pos.Y, &pSector);
if (pSector != nullptr && pSector != actor->sector())
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{
2021-11-23 23:21:08 +00:00
assert(pSector);
ChangeActorSect(actor, pSector);
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}
CheckLink(actor);
gHitInfo.hitSector = actor->sector();
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gHitInfo.hitpos.X = actor->spr.pos.X;
gHitInfo.hitpos.Y = actor->spr.pos.Y;
gHitInfo.hitpos.Z = actor->spr.pos.Z;
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break;
}
if (Owner) Owner->spr.cstat = bakCstat;
return cliptype;
2019-09-19 22:42:45 +00:00
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actExplodeSprite(DBloodActor* actor)
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{
if (!actor->hasX()) return;
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if (actor->spr.statnum == kStatExplosion) return;
sfxKill3DSound(actor, -1, -1);
evKillActor(actor);
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int nType = kExplosionStandard;
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switch (actor->spr.type)
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{
case kMissileFireballNapalm:
nType = kExplosionNapalm;
seqSpawn(4, actor, -1);
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if (Chance(0x8000)) actor->spr.cstat |= CSTAT_SPRITE_XFLIP;
sfxPlay3DSound(actor, 303, -1, 0);
2021-08-29 20:22:16 +00:00
GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
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break;
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case kMissileFlareAlt:
nType = kExplosionFireball;
seqSpawn(9, actor, -1);
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if (Chance(0x8000)) actor->spr.cstat |= CSTAT_SPRITE_XFLIP;
sfxPlay3DSound(actor, 306, 24 + (actor->GetIndex() & 3), FX_GlobalChannel);
2021-08-29 20:22:16 +00:00
GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
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break;
2021-08-23 17:21:41 +00:00
case kMissileFireballCerberus:
case kMissileFireballTchernobog:
nType = kExplosionFireball;
seqSpawn(5, actor, -1);
sfxPlay3DSound(actor, 304, -1, 0);
2021-08-29 20:22:16 +00:00
GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
2021-08-23 17:21:41 +00:00
break;
2021-08-23 17:21:41 +00:00
case kThingArmedTNTStick:
nType = kExplosionSmall;
2021-08-29 17:09:29 +00:00
if (actor->hit.florhit.type == kHitNone) seqSpawn(4, actor, -1);
else seqSpawn(3, actor, -1);
sfxPlay3DSound(actor, 303, -1, 0);
2021-08-29 20:22:16 +00:00
GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
2021-08-23 17:21:41 +00:00
break;
2021-08-23 17:21:41 +00:00
case kThingArmedProxBomb:
case kThingArmedRemoteBomb:
case kThingArmedTNTBundle:
#ifdef NOONE_EXTENSIONS
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case kModernThingTNTProx:
#endif
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nType = kExplosionStandard;
2021-08-29 17:09:29 +00:00
if (actor->hit.florhit.type == kHitNone) seqSpawn(4, actor, -1);
2021-08-23 17:21:41 +00:00
else
seqSpawn(3, actor, -1);
sfxPlay3DSound(actor, 304, -1, 0);
2021-08-29 20:22:16 +00:00
GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
2021-08-23 17:21:41 +00:00
break;
2021-08-23 17:21:41 +00:00
case kThingArmedSpray:
nType = kExplosionSpray;
seqSpawn(5, actor, -1);
sfxPlay3DSound(actor, 307, -1, 0);
2021-08-29 20:22:16 +00:00
GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
2021-08-23 17:21:41 +00:00
break;
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case kThingTNTBarrel:
{
auto spawned = actSpawnSprite(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 0, 1);
spawned->SetOwner(actor->GetOwner());
2021-08-30 18:21:49 +00:00
if (actCheckRespawn(actor))
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{
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actor->xspr.state = 1;
actor->xspr.health = thingInfo[0].startHealth << 4;
2021-08-23 17:21:41 +00:00
}
else actPostSprite(actor, kStatFree);
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nType = kExplosionLarge;
seqSpawn(4, spawned, -1);
actor = spawned;
sfxPlay3DSound(actor, 305, -1, 0);
2021-08-29 20:22:16 +00:00
GibSprite(actor, GIBTYPE_14, nullptr, nullptr);
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break;
}
case kTrapExploder:
2019-09-19 22:42:45 +00:00
{
// Defaults for exploder
nType = 1;
int nSnd = 304;
int nSeq = 4;
2019-09-19 22:42:45 +00:00
#ifdef NOONE_EXTENSIONS
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// allow to customize hidden exploder trap
if (gModernMap)
{
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nType = actor->xspr.data1; // Explosion type
int tSeq = actor->xspr.data2; // SEQ id
int tSnd = actor->xspr.data3; // Sound Id
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if (nType <= 1 || nType > kExplodeMax) { nType = 1; nSeq = 4; nSnd = 304; }
else if (nType == 2) { nSeq = 4; nSnd = 305; }
else if (nType == 3) { nSeq = 9; nSnd = 307; }
else if (nType == 4) { nSeq = 5; nSnd = 307; }
else if (nType <= 6) { nSeq = 4; nSnd = 303; }
else if (nType == 7) { nSeq = 4; nSnd = 303; }
else if (nType == 8) { nType = 0; nSeq = 3; nSnd = 303; }
// Override previous sound and seq assigns
if (tSeq > 0) nSeq = tSeq;
if (tSnd > 0) nSnd = tSnd;
}
#endif
2019-09-19 22:42:45 +00:00
if (getSequence(nSeq)) seqSpawn(nSeq, actor, -1);
sfxPlay3DSound(actor, nSnd, -1, 0);
break;
2019-09-19 22:42:45 +00:00
}
2021-08-23 17:21:41 +00:00
case kThingPodFireBall:
nType = kExplosionFireball;
seqSpawn(9, actor, -1);
sfxPlay3DSound(actor, 307, -1, 0);
2021-08-29 20:22:16 +00:00
GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
2021-08-26 22:07:33 +00:00
fxSpawnPodStuff(actor, 240);
2021-08-23 17:21:41 +00:00
break;
2021-08-23 17:21:41 +00:00
default:
nType = kExplosionStandard;
seqSpawn(4, actor, -1);
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if (Chance(0x8000)) actor->spr.cstat |= CSTAT_SPRITE_XFLIP;
sfxPlay3DSound(actor, 303, -1, 0);
2021-08-29 20:22:16 +00:00
GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
2021-08-23 17:21:41 +00:00
break;
}
actor->vel.X = actor->vel.Y = actor->vel.Z = 0;
actPostSprite(actor, kStatExplosion);
2021-12-22 15:43:59 +00:00
actor->spr.xrepeat = actor->spr.yrepeat = explodeInfo[nType].repeat;
2021-12-22 15:43:59 +00:00
actor->spr.flags &= ~3;
actor->spr.type = nType;
const EXPLOSION* pExplodeInfo = &explodeInfo[nType];
2021-08-29 12:36:40 +00:00
actor->SetTarget(nullptr);
actor->explosionhackflag = true;
2021-12-22 17:12:55 +00:00
actor->xspr.data1 = pExplodeInfo->ticks;
actor->xspr.data2 = pExplodeInfo->quakeEffect;
actor->xspr.data3 = pExplodeInfo->flashEffect;
2019-09-19 22:42:45 +00:00
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actActivateGibObject(DBloodActor* actor)
2019-09-19 22:42:45 +00:00
{
2021-12-22 17:12:55 +00:00
int gib1 = ClipRange(actor->xspr.data1, 0, 31);
int gib2 = ClipRange(actor->xspr.data2, 0, 31);
int gib3 = ClipRange(actor->xspr.data3, 0, 31);
int sound = actor->xspr.data4;
int dropmsg = actor->xspr.dropMsg;
2021-08-29 20:22:16 +00:00
if (gib1 > 0) GibSprite(actor, (GIBTYPE)(gib1 - 1), nullptr, nullptr);
if (gib2 > 0) GibSprite(actor, (GIBTYPE)(gib2 - 1), nullptr, nullptr);
2021-12-22 17:12:55 +00:00
if (gib3 > 0 && actor->xspr.burnTime > 0) GibSprite(actor, (GIBTYPE)(gib3 - 1), nullptr, nullptr);
if (sound > 0) sfxPlay3DSound(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, sound, actor->sector());
if (dropmsg > 0) actDropObject(actor, dropmsg);
2021-12-22 15:43:59 +00:00
if (!(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE) && !(actor->spr.flags & kHitagRespawn))
actPostSprite(actor, kStatFree);
2019-09-19 22:42:45 +00:00
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actCheckProximity()
2019-09-19 22:42:45 +00:00
{
BloodStatIterator it(kStatThing);
while (auto actor = it.Next())
{
2021-12-22 15:43:59 +00:00
if (actor->spr.flags & 32) continue;
if (actor->hasX())
{
2021-12-22 15:43:59 +00:00
switch (actor->spr.type)
{
case kThingBloodBits:
case kThingBloodChunks:
case kThingZombieHead:
if (actor->xspr.locked && PlayClock >= actor->xspr.TargetPos.X) actor->xspr.locked = 0;
break;
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}
2021-12-22 17:12:55 +00:00
if (actor->xspr.burnTime > 0)
2021-08-23 17:21:41 +00:00
{
2021-12-22 17:12:55 +00:00
actor->xspr.burnTime = ClipLow(actor->xspr.burnTime - 4, 0);
actDamageSprite(actor->GetBurnSource(), actor, kDamageBurn, 8);
2021-08-23 17:21:41 +00:00
}
2021-12-22 17:12:55 +00:00
if (actor->xspr.Proximity)
{
#ifdef NOONE_EXTENSIONS
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// don't process locked or 1-shot things for proximity
2021-12-22 17:12:55 +00:00
if (gModernMap && (actor->xspr.locked || actor->xspr.isTriggered))
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continue;
#endif
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if (actor->spr.type == kThingDroppedLifeLeech) actor->SetTarget(nullptr);
BloodStatIterator it1(kStatDude);
while (auto dudeactor = it1.Next())
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{
auto nextdude = it1.Peek();
if (dudeactor->spr.flags & 32 || !dudeactor->hasX()) continue;
if ((unsigned int)dudeactor->xspr.health > 0)
{
int proxyDist = 96;
#ifdef NOONE_EXTENSIONS
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// allow dudeLockout for proximity flag
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if (gModernMap && actor->spr.type != kThingDroppedLifeLeech && actor->xspr.DudeLockout && !dudeactor->IsPlayerActor())
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continue;
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if (actor->spr.type == kModernThingEnemyLifeLeech) proxyDist = 512;
#endif
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if (actor->spr.type == kThingDroppedLifeLeech && actor->GetTarget() == nullptr)
{
auto Owner = actor->GetOwner();
if (!Owner->IsPlayerActor()) continue;
PLAYER* pPlayer = &gPlayer[Owner->spr.type - kDudePlayer1];
PLAYER* pPlayer2 = dudeactor->IsPlayerActor() ? &gPlayer[dudeactor->spr.type - kDudePlayer1] : nullptr;
if (dudeactor == Owner || dudeactor->spr.type == kDudeZombieAxeBuried || dudeactor->spr.type == kDudeRat || dudeactor->spr.type == kDudeBat) continue;
if (gGameOptions.nGameType == 3 && pPlayer2 && pPlayer->teamId == pPlayer2->teamId) continue;
if (gGameOptions.nGameType == 1 && pPlayer2) continue;
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proxyDist = 512;
}
if (CheckProximity(dudeactor, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->sector(), proxyDist))
{
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switch (actor->spr.type)
{
case kThingDroppedLifeLeech:
if (!Chance(0x4000) && nextdude) continue;
if (dudeactor->spr.cstat & CSTAT_SPRITE_BLOCK) actor->SetTarget(dudeactor);
else continue;
break;
#ifdef NOONE_EXTENSIONS
case kModernThingTNTProx:
if (!dudeactor->IsPlayerActor()) continue;
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actor->spr.pal = 0;
break;
case kModernThingEnemyLifeLeech:
if (actor->GetTarget() != dudeactor) continue;
break;
#endif
default:
break;
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}
if (actor->GetOwner() == nullptr) actor->SetOwner(dudeactor);
trTriggerSprite(actor, kCmdSpriteProximity, dudeactor);
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}
}
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actCheckThings()
{
BloodStatIterator it(kStatThing);
while (auto actor = it.Next())
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{
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if (actor->spr.flags & 32) continue;
if (!actor->hasX()) continue;
auto pSector = actor->sector();
XSECTOR* pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
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if (pXSector && pXSector->panVel && (pXSector->panAlways || pXSector->state || pXSector->busy))
{
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int nType = actor->spr.type - kThingBase;
const THINGINFO* pThingInfo = &thingInfo[nType];
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if (pThingInfo->flags & 1) actor->spr.flags |= 1;
if (pThingInfo->flags & 2) actor->spr.flags |= 4;
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}
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if (actor->spr.flags & 3)
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{
viewBackupSpriteLoc(actor);
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if (pXSector && pXSector->panVel)
{
int top, bottom;
GetActorExtents(actor, &top, &bottom);
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if (getflorzofslopeptr(pSector, actor->spr.pos.X, actor->spr.pos.Y) <= bottom)
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{
int angle = pXSector->panAngle;
int speed = 0;
if (pXSector->panAlways || pXSector->state || pXSector->busy)
{
speed = pXSector->panVel << 9;
if (!pXSector->panAlways && pXSector->busy) speed = MulScale(speed, pXSector->busy, 16);
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}
if (pSector->floorstat & CSTAT_SECTOR_ALIGN) angle = (angle + GetWallAngle(pSector->firstWall()) + 512) & 2047;
actor->vel.X += MulScale(speed, Cos(angle), 30);
actor->vel.Y += MulScale(speed, Sin(angle), 30);
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}
}
actAirDrag(actor, 128);
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if (((actor->GetIndex() >> 8) & 15) == (gFrameCount & 15) && (actor->spr.flags & 2)) actor->spr.flags |= 4;
if ((actor->spr.flags & 4) || actor->vel.X || actor->vel.Y || actor->vel.Z || actor->sector()->velFloor || actor->sector()->velCeil)
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{
Collision hit = MoveThing(actor);
if (hit.type)
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{
if (actor->xspr.Impact) trTriggerSprite(actor, kCmdOff, hit.type == kHitSprite? hit.safeActor() : nullptr);
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switch (actor->spr.type)
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{
case kThingDripWater:
case kThingDripBlood:
MakeSplash(actor);
break;
#ifdef NOONE_EXTENSIONS
case kModernThingThrowableRock:
seqSpawn(24, actor, -1);
if (hit.type == kHitSprite)
{
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actor->spr.xrepeat = 32;
actor->spr.yrepeat = 32;
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actDamageSprite(actor->GetOwner(), hit.actor(), kDamageFall, actor->xspr.data1);
}
break;
#endif
case kThingBone:
seqSpawn(24, actor, -1);
if (hit.type == kHitSprite)
{
actDamageSprite(actor->GetOwner(), hit.actor(), kDamageFall, 12);
}
break;
case kThingPodGreenBall:
if (hit.type == kHitSector)
{
actRadiusDamage(actor->GetOwner(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->sector(), 200, 1, 20, kDamageExplode, 6, 0);
evPostActor(actor, 0, kCallbackFXPodBloodSplat);
}
else if (hit.type == kHitSprite)
{
actDamageSprite(actor->GetOwner(), hit.actor(), kDamageFall, 12);
evPostActor(actor, 0, kCallbackFXPodBloodSplat);
}
break;
case kThingPodFireBall:
actExplodeSprite(actor);
break;
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}
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actCheckProjectiles()
{
BloodStatIterator it(kStatProjectile);
while (auto actor = it.Next())
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{
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if (actor->spr.flags & 32)
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continue;
viewBackupSpriteLoc(actor);
int hit = MoveMissile(actor);
if (hit >= 0) actImpactMissile(actor, hit);
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}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static TArray<walltype*> affectedXWalls; // keep this outside the function so that it only needs to be allocated once
static void actCheckExplosion()
{
BloodStatIterator it(kStatExplosion);
while (auto actor = it.Next())
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{
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if (actor->spr.flags & 32)
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continue;
if (!actor->hasX()) continue;
auto Owner = actor->GetOwner();
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int nType = actor->spr.type;
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assert(nType >= 0 && nType < kExplodeMax);
const EXPLOSION* pExplodeInfo = &explodeInfo[nType];
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int x = actor->spr.pos.X;
int y = actor->spr.pos.Y;
int z = actor->spr.pos.Z;
auto pSector = actor->sector();
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int radius = pExplodeInfo->radius;
#ifdef NOONE_EXTENSIONS
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// Allow to override explosion radius by data4 field of any sprite which have statnum 2 set in editor
// or of Hidden Exploder.
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if (gModernMap && actor->xspr.data4 > 0)
radius = actor->xspr.data4;
#endif
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// GetClosestSpriteSectors() has issues checking some sectors due to optimizations
// the new flag newSectCheckMethod for GetClosestSpriteSectors() does rectify these issues, but this may cause unintended side effects for level scripted explosions
// so only allow this new checking method for dude spawned explosions
affectedXWalls.Clear();
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && Owner && Owner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
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auto sectorMap = GetClosestSpriteSectors(pSector, x, y, radius, &affectedXWalls, newSectCheckMethod);
for (auto pWall : affectedXWalls)
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{
trTriggerWall(pWall, kCmdWallImpact, Owner);
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}
BloodStatIterator it1(kStatDude);
while (auto dudeactor = it1.Next())
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{
if (dudeactor->spr.flags & 32) continue;
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if (CheckSector(sectorMap, dudeactor))
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{
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if (actor->xspr.data1 && CheckProximity(dudeactor, x, y, z, pSector, radius))
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{
if (pExplodeInfo->dmg && actor->explosionhackflag)
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{
actor->explosionhackflag = false;
actDamageSprite(Owner, dudeactor, kDamageFall, (pExplodeInfo->dmg + Random(pExplodeInfo->dmgRng)) << 4);
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}
if (pExplodeInfo->dmgType) ConcussSprite(actor, dudeactor, x, y, z, pExplodeInfo->dmgType);
if (pExplodeInfo->burnTime && dudeactor->hasX())
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{
if (!dudeactor->xspr.burnTime) evPostActor(dudeactor, 0, kCallbackFXFlameLick);
actBurnSprite(Owner, dudeactor, pExplodeInfo->burnTime << 2);
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}
}
}
}
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it1.Reset(kStatThing);
while (auto thingactor = it1.Next())
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{
if (thingactor->spr.flags & 32) continue;
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if (CheckSector(sectorMap, thingactor))
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{
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if (actor->xspr.data1 && CheckProximity(thingactor, x, y, z, pSector, radius) && thingactor->hasX())
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{
if (!thingactor->xspr.locked)
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{
if (pExplodeInfo->dmgType) ConcussSprite(Owner, thingactor, x, y, z, pExplodeInfo->dmgType);
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if (pExplodeInfo->burnTime)
{
if (thingactor->spr.type == kThingTNTBarrel && !thingactor->xspr.burnTime)
evPostActor(thingactor, 0, kCallbackFXFlameLick);
actBurnSprite(Owner, thingactor, pExplodeInfo->burnTime << 2);
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}
}
}
}
}
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
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auto pos = gPlayer[p].actor->spr.pos;
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int dx = (x - pos.X) >> 4;
int dy = (y - pos.Y) >> 4;
int dz = (z - pos.Z) >> 8;
int nDist = dx * dx + dy * dy + dz * dz + 0x40000;
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int t = DivScale(actor->xspr.data2, nDist, 16);
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gPlayer[p].flickerEffect += t;
}
#ifdef NOONE_EXTENSIONS
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if (actor->xspr.data1 != 0)
{
// add impulse for sprites from physics list
if (gPhysSpritesCount > 0 && pExplodeInfo->dmgType != 0)
{
for (int i = 0; i < gPhysSpritesCount; i++)
{
if (gPhysSpritesList[i] == nullptr) continue;
DBloodActor* physactor = gPhysSpritesList[i];
if (!physactor->insector() || (physactor->spr.flags & kHitagFree) != 0) continue;
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if (!CheckSector(sectorMap, physactor) || !CheckProximity(physactor, x, y, z, pSector, radius)) continue;
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else debrisConcuss(Owner, i, x, y, z, pExplodeInfo->dmgType);
}
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}
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// trigger sprites from impact list
if (gImpactSpritesCount > 0) {
for (int i = 0; i < gImpactSpritesCount; i++)
{
if (gImpactSpritesList[i] == nullptr) continue;
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DBloodActor* impactactor = gImpactSpritesList[i];
if (!impactactor->hasX() || !impactactor->insector() || (impactactor->spr.flags & kHitagFree) != 0) continue;
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if (!CheckSector(sectorMap, impactactor) || !CheckProximity(impactactor, x, y, z, pSector, radius))
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continue;
trTriggerSprite(impactactor, kCmdSpriteImpact, Owner);
}
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}
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}
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if (!gModernMap || !(actor->spr.flags & kModernTypeFlag1))
{
// if data4 > 0, do not remove explosion. This can be useful when designer wants put explosion generator in map manually via sprite statnum 2.
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actor->xspr.data1 = ClipLow(actor->xspr.data1 - 4, 0);
actor->xspr.data2 = ClipLow(actor->xspr.data2 - 4, 0);
actor->xspr.data3 = ClipLow(actor->xspr.data3 - 4, 0);
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}
#else
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actor->xspr.data1 = ClipLow(actor->xspr.data1 - 4, 0);
actor->xspr.data2 = ClipLow(actor->xspr.data2 - 4, 0);
actor->xspr.data3 = ClipLow(actor->xspr.data3 - 4, 0);
#endif
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if (actor->xspr.data1 == 0 && actor->xspr.data2 == 0 && actor->xspr.data3 == 0 && seqGetStatus(actor) < 0)
actPostSprite(actor, kStatFree);
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}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actCheckTraps()
{
BloodStatIterator it(kStatTraps);
while (auto actor = it.Next())
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{
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if ((actor->spr.flags & 32) || !actor->hasX())
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continue;
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switch (actor->spr.type) {
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case kTrapSawCircular:
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actor->xspr.data2 = ClipLow(actor->xspr.data2 - 4, 0);
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break;
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case kTrapFlame:
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if (actor->xspr.state && seqGetStatus(actor) < 0)
{
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int x = actor->spr.pos.X;
int y = actor->spr.pos.Y;
int z = actor->spr.pos.Z;
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int t = (actor->xspr.data1 << 23) / 120;
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int dx = MulScale(t, Cos(actor->spr.ang), 30);
int dy = MulScale(t, Sin(actor->spr.ang), 30);
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for (int i = 0; i < 2; i++)
{
auto pFX = gFX.fxSpawnActor(FX_32, actor->sector(), x, y, z, 0);
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if (pFX)
{
pFX->vel.X = dx + Random2(0x8888);
pFX->vel.Y = dy + Random2(0x8888);
pFX->vel.Z = Random2(0x8888);
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}
x += (dx / 2) >> 12;
y += (dy / 2) >> 12;
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}
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dy = bsin(actor->spr.ang);
dx = bcos(actor->spr.ang);
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gVectorData[kVectorTchernobogBurn].maxDist = actor->xspr.data1 << 9;
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actFireVector(actor, 0, 0, dx, dy, Random2(0x8888), kVectorTchernobogBurn);
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}
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void actCheckDudes()
{
BloodStatIterator it(kStatDude);
while (auto actor = it.Next())
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{
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if (actor->spr.flags & 32)
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continue;
if (actor->hasX())
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{
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const bool fixBurnGlitch = !cl_bloodvanillaenemies && IsBurningDude(actor) && !VanillaMode(); // if enemies are burning, always apply burning damage per tick
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if ((actor->xspr.burnTime > 0) || fixBurnGlitch)
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{
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switch (actor->spr.type)
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{
case kDudeBurningInnocent:
case kDudeBurningCultist:
case kDudeBurningZombieAxe:
case kDudeBurningZombieButcher:
actDamageSprite(actor->GetBurnSource(), actor, kDamageBurn, 8);
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break;
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default:
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actor->xspr.burnTime = ClipLow(actor->xspr.burnTime - 4, 0);
actDamageSprite(actor->GetBurnSource(), actor, kDamageBurn, 8);
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break;
}
}
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#ifdef NOONE_EXTENSIONS
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// handle incarnations of custom dude
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if (actor->spr.type == kDudeModernCustom && actor->xspr.txID > 0 && actor->xspr.sysData1 == kGenDudeTransformStatus)
{
actor->vel.X = actor->vel.Y = 0;
if (seqGetStatus(actor) < 0) genDudeTransform(actor);
}
#endif
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if (actor->spr.type == kDudeCerberusTwoHead)
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{
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if (actor->xspr.health <= 0 && seqGetStatus(actor) < 0)
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{
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actor->xspr.health = dudeInfo[28].startHealth << 4;
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actor->spr.type = kDudeCerberusOneHead;
if (actor->GetTarget() != nullptr) aiSetTarget(actor, actor->GetTarget());
aiActivateDude(actor);
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}
}
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if (actor->xspr.Proximity && !actor->xspr.isTriggered)
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{
BloodStatIterator it1(kStatDude);
while (auto actor2 = it1.Next())
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{
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if (actor2->spr.flags & 32) continue;
if (actor2->IsPlayerActor() && (unsigned int)actor2->xspr.health > 0)
{
if (CheckProximity(actor2, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->sector(), 128))
trTriggerSprite(actor, kCmdSpriteProximity, actor2);
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}
}
}
if (actor->IsPlayerActor())
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{
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PLAYER* pPlayer = &gPlayer[actor->spr.type - kDudePlayer1];
if (pPlayer->voodooTargets) voodooTarget(pPlayer);
if (pPlayer->hand && Chance(0x8000)) actDamageSprite(actor, actor, kDamageDrown, 12);
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if (pPlayer->isUnderwater)
{
bool bActive = packItemActive(pPlayer, 1);
if (bActive || pPlayer->godMode) pPlayer->underwaterTime = 1200;
else pPlayer->underwaterTime = ClipLow(pPlayer->underwaterTime - 4, 0);
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if (pPlayer->underwaterTime < 1080 && packCheckItem(pPlayer, 1) && !bActive)
packUseItem(pPlayer, 1);
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if (!pPlayer->underwaterTime)
{
pPlayer->chokeEffect += 4;
if (Chance(pPlayer->chokeEffect))
actDamageSprite(actor, actor, kDamageDrown, 3 << 4);
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}
else
pPlayer->chokeEffect = 0;
if (actor->vel.X || actor->vel.Y)
sfxPlay3DSound(actor, 709, 100, 2);
pPlayer->bubbleTime = ClipLow(pPlayer->bubbleTime - 4, 0);
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}
else if (gGameOptions.nGameType == 0)
{
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if (pPlayer->actor->xspr.health > 0 && pPlayer->restTime >= 1200 && Chance(0x200))
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{
pPlayer->restTime = -1;
sfxPlay3DSound(actor, 3100 + Random(11), 0, 2);
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}
}
}
ProcessTouchObjects(actor);
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}
}
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it.Reset(kStatDude);
while (auto actor = it.Next())
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{
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if (actor->spr.flags & 32 || !actor->hasX()) continue;
auto pSector = actor->sector();
viewBackupSpriteLoc(actor);
XSECTOR* pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
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if (pXSector)
{
int top, bottom;
GetActorExtents(actor, &top, &bottom);
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if (getflorzofslopeptr(pSector, actor->spr.pos.X, actor->spr.pos.Y) <= bottom)
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{
int angle = pXSector->panAngle;
int speed = 0;
if (pXSector->panAlways || pXSector->state || pXSector->busy)
{
speed = pXSector->panVel << 9;
if (!pXSector->panAlways && pXSector->busy)
speed = MulScale(speed, pXSector->busy, 16);
}
if (pSector->floorstat & CSTAT_SECTOR_ALIGN)
angle = (angle + GetWallAngle(pSector->firstWall()) + 512) & 2047;
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int dx = MulScale(speed, Cos(angle), 30);
int dy = MulScale(speed, Sin(angle), 30);
actor->vel.X += dx;
actor->vel.Y += dy;
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}
}
if (pXSector && pXSector->Underwater) actAirDrag(actor, 5376);
else actAirDrag(actor, 128);
if ((actor->spr.flags & 4) || actor->vel.X || actor->vel.Y || actor->vel.Z || actor->sector()->velFloor || actor->sector()->velCeil)
MoveDude(actor);
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}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actCheckFlares()
{
BloodStatIterator it(kStatFlare);
while (auto actor = it.Next())
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{
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if ((actor->spr.flags & 32) || !actor->hasX()) continue;
auto target = actor->GetTarget();
if (!target) continue;
viewBackupSpriteLoc(actor);
if (target->spr.statnum == kMaxStatus)
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{
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GibSprite(actor, GIBTYPE_17, NULL, NULL);
actPostSprite(actor, kStatFree);
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}
if (target->hasX() && target->xspr.health > 0)
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{
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int x = target->spr.pos.X + mulscale30r(Cos(actor->xspr.goalAng + target->spr.ang), target->spr.clipdist * 2);
int y = target->spr.pos.Y + mulscale30r(Sin(actor->xspr.goalAng + target->spr.ang), target->spr.clipdist * 2);
int z = target->spr.pos.Z + actor->xspr.TargetPos.Z;
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vec3_t pos = { x, y, z };
SetActor(actor, &pos);
actor->vel.X = target->vel.X;
actor->vel.Y = target->vel.Y;
actor->vel.Z = target->vel.Z;
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}
else
{
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GibSprite(actor, GIBTYPE_17, NULL, NULL);
actPostSprite(actor, kStatFree);
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}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actProcessSprites(void)
{
#ifdef NOONE_EXTENSIONS
if (gModernMap) nnExtProcessSuperSprites();
#endif
actCheckProximity();
actCheckThings();
actCheckProjectiles();
actCheckExplosion();
actCheckTraps();
actCheckDudes();
actCheckFlares();
aiProcessDudes();
gFX.fxProcess();
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* actSpawnSprite(sectortype* pSector, int x, int y, int z, int nStat, bool setextra)
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{
DBloodActor* actor = InsertSprite(pSector, nStat);
vec3_t pos = { x, y, z };
SetActor(actor, &pos);
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actor->spr.type = kSpriteDecoration;
if (setextra && !actor->hasX())
{
actor->addX();
actor->hit.florhit.setNone();
actor->hit.ceilhit.setNone();
if (!VanillaMode()) actor->SetTarget(nullptr);
}
return actor;
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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DBloodActor* actSpawnSprite(DBloodActor* source, int nStat)
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{
DBloodActor* actor = InsertSprite(source->sector(), nStat);
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actor->spr.pos.X = source->spr.pos.X;
actor->spr.pos.Y = source->spr.pos.Y;
actor->spr.pos.Z = source->spr.pos.Z;
actor->vel.X = source->vel.X;
actor->vel.Y = source->vel.Y;
actor->vel.Z = source->vel.Z;
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actor->spr.flags = 0;
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actor->addX();
actor->hit.florhit.setNone();
actor->hit.ceilhit.setNone();
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if (!VanillaMode()) actor->SetTarget(nullptr);
return actor;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* actSpawnDude(DBloodActor* source, int nType, int a3, int a4)
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{
auto spawned = actSpawnSprite(source, kStatDude);
if (!spawned) return nullptr;
int angle = source->spr.ang;
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int nDude = nType - kDudeBase;
int x, y, z;
z = a4 + source->spr.pos.Z;
if (a3 < 0)
{
x = source->spr.pos.X;
y = source->spr.pos.Y;
}
else
{
x = source->spr.pos.X + mulscale30r(Cos(angle), a3);
y = source->spr.pos.Y + mulscale30r(Sin(angle), a3);
}
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spawned->spr.type = nType;
if (!VanillaMode())
spawned->spr.inittype = nType;
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spawned->spr.ang = angle;
vec3_t pos = { x, y, z };
SetActor(spawned, &pos);
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spawned->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_BLOOD_BIT1;
spawned->spr.clipdist = getDudeInfo(nDude + kDudeBase)->clipdist;
spawned->xspr.health = getDudeInfo(nDude + kDudeBase)->startHealth << 4;
spawned->xspr.respawn = 1;
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if (getSequence(getDudeInfo(nDude + kDudeBase)->seqStartID))
seqSpawn(getDudeInfo(nDude + kDudeBase)->seqStartID, spawned, -1);
#ifdef NOONE_EXTENSIONS
// add a way to inherit some values of spawner type 18 by dude.
// This way designer can count enemies via switches and do many other interesting things.
if (gModernMap && source->spr.flags & kModernTypeFlag1)
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{
// allow inheriting only for selected source types
switch (source->spr.type)
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{
case kMarkerDudeSpawn:
//inherit pal?
if (spawned->spr.pal <= 0) spawned->spr.pal = source->spr.pal;
// inherit spawn sprite trigger settings, so designer can count monsters.
spawned->xspr.txID = source->xspr.txID;
spawned->xspr.command = source->xspr.command;
spawned->xspr.triggerOn = source->xspr.triggerOn;
spawned->xspr.triggerOff = source->xspr.triggerOff;
// inherit drop items
spawned->xspr.dropMsg = source->xspr.dropMsg;
// inherit dude flags
spawned->xspr.dudeDeaf = source->xspr.dudeDeaf;
spawned->xspr.dudeGuard = source->xspr.dudeGuard;
spawned->xspr.dudeAmbush = source->xspr.dudeAmbush;
spawned->xspr.dudeFlag4 = source->xspr.dudeFlag4;
spawned->xspr.unused1 = source->xspr.unused1;
break;
}
}
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#endif
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aiInitSprite(spawned);
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return spawned;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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DBloodActor* actSpawnThing(sectortype* pSector, int x, int y, int z, int nThingType)
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{
assert(nThingType >= kThingBase && nThingType < kThingMax);
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auto actor = actSpawnSprite(pSector, x, y, z, 4, 1);
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int nType = nThingType - kThingBase;
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actor->spr.type = nThingType;
assert(actor->hasX());
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const THINGINFO* pThingInfo = &thingInfo[nType];
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actor->xspr.health = pThingInfo->startHealth << 4;
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actor->spr.clipdist = pThingInfo->clipdist;
actor->spr.flags = pThingInfo->flags;
if (actor->spr.flags & 2) actor->spr.flags |= 4;
actor->spr.cstat |= pThingInfo->cstat;
actor->spr.picnum = pThingInfo->picnum;
actor->spr.shade = pThingInfo->shade;
actor->spr.pal = pThingInfo->pal;
if (pThingInfo->xrepeat) actor->spr.xrepeat = pThingInfo->xrepeat;
if (pThingInfo->yrepeat) actor->spr.yrepeat = pThingInfo->yrepeat;
actor->spr.cstat2 |= CSTAT2_SPRITE_MAPPED;
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switch (nThingType)
{
case kThingVoodooHead:
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actor->xspr.data1 = 0;
actor->xspr.data2 = 0;
actor->xspr.data3 = 0;
actor->xspr.data4 = 0;
actor->xspr.state = 1;
actor->xspr.triggerOnce = 1;
actor->xspr.isTriggered = 0;
break;
case kThingDroppedLifeLeech:
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#ifdef NOONE_EXTENSIONS
case kModernThingEnemyLifeLeech:
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#endif
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actor->xspr.data1 = 0;
actor->xspr.data2 = 0;
actor->xspr.data3 = 0;
actor->xspr.data4 = 0;
actor->xspr.state = 1;
actor->xspr.triggerOnce = 0;
actor->xspr.isTriggered = 0;
break;
case kThingZombieHead:
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actor->xspr.data1 = 8;
actor->xspr.data2 = 0;
actor->xspr.data3 = 0;
actor->xspr.data4 = 318;
actor->xspr.TargetPos.X = PlayClock + 180;
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actor->xspr.locked = 1;
actor->xspr.state = 1;
actor->xspr.triggerOnce = 0;
actor->xspr.isTriggered = 0;
break;
case kThingBloodBits:
case kThingBloodChunks:
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actor->xspr.data1 = (nThingType == kThingBloodBits) ? 19 : 8;
actor->xspr.data2 = 0;
actor->xspr.data3 = 0;
actor->xspr.data4 = 319;
actor->xspr.TargetPos.X = PlayClock + 180;
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actor->xspr.locked = 1;
actor->xspr.state = 1;
actor->xspr.triggerOnce = 0;
actor->xspr.isTriggered = 0;
break;
case kThingArmedTNTStick:
evPostActor(actor, 0, kCallbackFXDynPuff);
sfxPlay3DSound(actor, 450, 0, 0);
break;
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case kThingArmedTNTBundle:
sfxPlay3DSound(actor, 450, 0, 0);
evPostActor(actor, 0, kCallbackFXDynPuff);
break;
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case kThingArmedSpray:
evPostActor(actor, 0, kCallbackFXDynPuff);
break;
}
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return actor;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* actFireThing(DBloodActor* actor, int a2, int a3, int a4, int thingType, int a6)
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{
assert(thingType >= kThingBase && thingType < kThingMax);
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int x = actor->spr.pos.X + MulScale(a2, Cos(actor->spr.ang + 512), 30);
int y = actor->spr.pos.Y + MulScale(a2, Sin(actor->spr.ang + 512), 30);
int z = actor->spr.pos.Z + a3;
x += MulScale(actor->spr.clipdist, Cos(actor->spr.ang), 28);
y += MulScale(actor->spr.clipdist, Sin(actor->spr.ang), 28);
if (HitScan(actor, z, x - actor->spr.pos.X, y - actor->spr.pos.Y, 0, CLIPMASK0, actor->spr.clipdist) != -1)
{
x = gHitInfo.hitpos.X - MulScale(actor->spr.clipdist << 1, Cos(actor->spr.ang), 28);
y = gHitInfo.hitpos.Y - MulScale(actor->spr.clipdist << 1, Sin(actor->spr.ang), 28);
}
auto fired = actSpawnThing(actor->sector(), x, y, z, thingType);
fired->SetOwner(actor);
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fired->spr.ang = actor->spr.ang;
fired->vel.X = MulScale(a6, Cos(fired->spr.ang), 30);
fired->vel.Y = MulScale(a6, Sin(fired->spr.ang), 30);
fired->vel.Z = MulScale(a6, a4, 14);
fired->vel.X += actor->vel.X / 2;
fired->vel.Y += actor->vel.Y / 2;
fired->vel.Z += actor->vel.Z / 2;
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return fired;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void actBuildMissile(DBloodActor* spawned, DBloodActor* actor)
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{
switch (spawned->spr.type)
{
case kMissileLifeLeechRegular:
evPostActor(spawned, 0, kCallbackFXFlameLick);
break;
case kMissileTeslaAlt:
evPostActor(spawned, 0, kCallbackFXTeslaAlt);
break;
case kMissilePukeGreen:
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seqSpawn(29, spawned, -1);
break;
case kMissileButcherKnife:
spawned->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_WALL;
break;
case kMissileTeslaRegular:
sfxPlay3DSound(spawned, 251, 0, 0);
break;
case kMissileEctoSkull:
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seqSpawn(2, spawned, -1);
sfxPlay3DSound(spawned, 493, 0, 0);
break;
case kMissileFireballNapalm:
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seqSpawn(61, spawned, nNapalmClient);
sfxPlay3DSound(spawned, 441, 0, 0);
break;
case kMissileFireball:
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seqSpawn(22, spawned, nFireballClient);
sfxPlay3DSound(spawned, 441, 0, 0);
break;
case kMissileFlameHound:
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seqSpawn(27, spawned, -1);
spawned->vel.X += actor->vel.X / 2 + Random2(0x11111);
spawned->vel.Y += actor->vel.Y / 2 + Random2(0x11111);
spawned->vel.Z += actor->vel.Z / 2 + Random2(0x11111);
break;
case kMissileFireballCerberus:
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seqSpawn(61, spawned, dword_2192E0);
sfxPlay3DSound(spawned, 441, 0, 0);
break;
case kMissileFireballTchernobog:
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seqSpawn(23, spawned, dword_2192D8);
spawned->vel.X += actor->vel.X / 2 + Random2(0x11111);
spawned->vel.Y += actor->vel.Y / 2 + Random2(0x11111);
spawned->vel.Z += actor->vel.Z / 2 + Random2(0x11111);
break;
case kMissileFlameSpray:
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if (Chance(0x8000)) seqSpawn(0, spawned, -1);
else seqSpawn(1, spawned, -1);
spawned->vel.X += actor->vel.X / 2 + Random2(0x11111);
spawned->vel.Y += actor->vel.Y / 2 + Random2(0x11111);
spawned->vel.Z += actor->vel.Z / 2 + Random2(0x11111);
break;
case kMissileFlareAlt:
evPostActor(spawned, 30, kCallbackFXFlareBurst);
evPostActor(spawned, 0, kCallbackFXFlareSpark);
sfxPlay3DSound(spawned, 422, 0, 0);
break;
case kMissileFlareRegular:
evPostActor(spawned, 0, kCallbackFXFlareSpark);
sfxPlay3DSound(spawned, 422, 0, 0);
break;
case kMissileLifeLeechAltSmall:
evPostActor(spawned, 0, kCallbackFXArcSpark);
break;
case kMissileArcGargoyle:
sfxPlay3DSound(spawned, 252, 0, 0);
break;
}
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DBloodActor* actFireMissile(DBloodActor* actor, int a2, int a3, int a4, int a5, int a6, int nType)
{
assert(nType >= kMissileBase && nType < kMissileMax);
bool impact = false;
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const MissileType* pMissileInfo = &missileInfo[nType - kMissileBase];
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int x = actor->spr.pos.X + MulScale(a2, Cos(actor->spr.ang + 512), 30);
int y = actor->spr.pos.Y + MulScale(a2, Sin(actor->spr.ang + 512), 30);
int z = actor->spr.pos.Z + a3;
int clipdist = pMissileInfo->clipDist + actor->spr.clipdist;
x += MulScale(clipdist, Cos(actor->spr.ang), 28);
y += MulScale(clipdist, Sin(actor->spr.ang), 28);
int hit = HitScan(actor, z, x - actor->spr.pos.X, y - actor->spr.pos.Y, 0, CLIPMASK0, clipdist);
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if (hit != -1)
{
if (hit == 3 || hit == 0)
{
impact = true;
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x = gHitInfo.hitpos.X - MulScale(Cos(actor->spr.ang), 16, 30);
y = gHitInfo.hitpos.Y - MulScale(Sin(actor->spr.ang), 16, 30);
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}
else
{
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x = gHitInfo.hitpos.X - MulScale(pMissileInfo->clipDist << 1, Cos(actor->spr.ang), 28);
y = gHitInfo.hitpos.Y - MulScale(pMissileInfo->clipDist << 1, Sin(actor->spr.ang), 28);
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}
}
auto spawned = actSpawnSprite(actor->sector(), x, y, z, 5, 1);
spawned->spr.cstat2 |= CSTAT2_SPRITE_MAPPED;
spawned->spr.type = nType;
spawned->spr.shade = pMissileInfo->shade;
spawned->spr.pal = 0;
spawned->spr.clipdist = pMissileInfo->clipDist;
spawned->spr.flags = 1;
spawned->spr.xrepeat = pMissileInfo->xrepeat;
spawned->spr.yrepeat = pMissileInfo->yrepeat;
spawned->spr.picnum = pMissileInfo->picnum;
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spawned->spr.ang = (actor->spr.ang + pMissileInfo->angleOfs) & 2047;
spawned->vel.X = MulScale(pMissileInfo->velocity, a4, 14);
spawned->vel.Y = MulScale(pMissileInfo->velocity, a5, 14);
spawned->vel.Z = MulScale(pMissileInfo->velocity, a6, 14);
spawned->SetOwner(actor);
spawned->spr.cstat |= CSTAT_SPRITE_BLOCK;
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spawned->SetTarget(nullptr);
evPostActor(spawned, 600, kCallbackRemove);
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actBuildMissile(spawned, actor);
if (impact)
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{
actImpactMissile(spawned, hit);
return nullptr;
}
return spawned;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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int actGetRespawnTime(DBloodActor* actor)
{
if (!actor->hasX()) return -1;
if (actor->IsDudeActor() && !actor->IsPlayerActor())
{
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if (actor->xspr.respawn == 2 || (actor->xspr.respawn != 1 && gGameOptions.nMonsterSettings == 2))
return gGameOptions.nMonsterRespawnTime;
return -1;
}
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if (actor->IsWeaponActor())
{
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if (actor->xspr.respawn == 3 || gGameOptions.nWeaponSettings == 1) return 0;
else if (actor->xspr.respawn != 1 && gGameOptions.nWeaponSettings != 0)
return gGameOptions.nWeaponRespawnTime;
return -1;
}
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if (actor->IsAmmoActor())
{
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if (actor->xspr.respawn == 2 || (actor->xspr.respawn != 1 && gGameOptions.nWeaponSettings != 0))
return gGameOptions.nWeaponRespawnTime;
return -1;
}
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if (actor->IsItemActor())
{
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if (actor->xspr.respawn == 3 && gGameOptions.nGameType == 1) return 0;
else if (actor->xspr.respawn == 2 || (actor->xspr.respawn != 1 && gGameOptions.nItemSettings != 0))
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{
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switch (actor->spr.type)
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{
case kItemShadowCloak:
case kItemTwoGuns:
case kItemReflectShots:
return gGameOptions.nSpecialRespawnTime;
case kItemDeathMask:
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return gGameOptions.nSpecialRespawnTime << 1;
default:
return gGameOptions.nItemRespawnTime;
}
}
return -1;
}
return -1;
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool actCheckRespawn(DBloodActor* actor)
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{
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if (actor->hasX())
{
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int nRespawnTime = actGetRespawnTime(actor);
if (nRespawnTime < 0) return 0;
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actor->xspr.respawnPending = 1;
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if (actor->spr.type >= kThingBase && actor->spr.type < kThingMax)
{
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actor->xspr.respawnPending = 3;
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if (actor->spr.type == kThingTNTBarrel) actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
}
if (nRespawnTime > 0)
{
2021-12-22 17:12:55 +00:00
if (actor->xspr.respawnPending == 1) nRespawnTime = MulScale(nRespawnTime, 0xa000, 16);
actor->spr.intowner = actor->spr.statnum;
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actPostSprite(actor, kStatRespawn);
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actor->spr.flags |= kHitagRespawn;
2021-08-30 18:21:49 +00:00
2021-12-22 15:43:59 +00:00
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax))
{
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actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
actor->spr.pos = actor->basePoint;
}
evPostActor(actor, nRespawnTime, kCallbackRespawn);
}
return 1;
}
return 0;
2019-09-19 22:42:45 +00:00
}
2021-08-30 18:28:24 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool actCanSplatWall(walltype* pWall)
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{
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if (pWall->cstat & (CSTAT_WALL_MOVE_MASK)) return 0;
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int nType = pWall->type;
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if (nType >= kWallBase && nType < kWallMax) return 0;
if (pWall->twoSided())
{
sectortype* pSector = pWall->nextSector();
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if (pSector->type >= kSectorBase && pSector->type < kSectorMax) return 0;
}
return 1;
2019-09-19 22:42:45 +00:00
}
2021-08-30 18:28:24 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, VECTOR_TYPE vectorType)
2019-09-19 22:42:45 +00:00
{
assert(vectorType >= 0 && vectorType < kVectorMax);
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const VECTORDATA* pVectorData = &gVectorData[vectorType];
int nRange = pVectorData->maxDist;
int hit = VectorScan(shooter, a2, a3, a4, a5, a6, nRange, 1);
if (hit == 3)
{
auto hitactor = gHitInfo.actor();
assert(hitactor != nullptr);
if (!gGameOptions.bFriendlyFire && IsTargetTeammate(shooter, hitactor)) return;
if (hitactor->IsPlayerActor())
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{
PLAYER* pPlayer = &gPlayer[hitactor->spr.type - kDudePlayer1];
if (powerupCheck(pPlayer, kPwUpReflectShots))
{
gHitInfo.hitActor = shooter;
gHitInfo.hitpos = shooter->spr.pos;
}
}
}
2021-12-22 09:36:09 +00:00
int x = gHitInfo.hitpos.X - MulScale(a4, 16, 14);
2021-12-22 09:40:26 +00:00
int y = gHitInfo.hitpos.Y - MulScale(a5, 16, 14);
2021-12-22 09:41:47 +00:00
int z = gHitInfo.hitpos.Z - MulScale(a6, 256, 14);
auto pSector = gHitInfo.hitSector;
uint8_t nSurf = kSurfNone;
if (nRange == 0 || approxDist(gHitInfo.hitpos.X - shooter->spr.pos.X, gHitInfo.hitpos.Y - shooter->spr.pos.Y) < nRange)
{
switch (hit)
{
case 1:
{
if (pSector->ceilingstat & CSTAT_SECTOR_SKY)
nSurf = kSurfNone;
else
nSurf = surfType[pSector->ceilingpicnum];
break;
}
case 2:
{
if (pSector->floorstat & CSTAT_SECTOR_SKY)
nSurf = kSurfNone;
else
nSurf = surfType[pSector->floorpicnum];
break;
}
case 0:
{
auto pWall = gHitInfo.hitWall;
2021-11-19 19:35:33 +00:00
nSurf = surfType[pWall->picnum];
if (actCanSplatWall(pWall))
{
int xx = gHitInfo.hitpos.X - MulScale(a4, 16, 14);
int yy = gHitInfo.hitpos.Y - MulScale(a5, 16, 14);
int zz = gHitInfo.hitpos.Z - MulScale(a6, 256, 14);
int nnSurf = surfType[pWall->picnum];
assert(nnSurf < kSurfMax);
if (pVectorData->surfHit[nnSurf].fx1 >= 0)
{
auto pFX = gFX.fxSpawnActor(pVectorData->surfHit[nnSurf].fx1, pSector, xx, yy, zz, 0);
if (pFX)
{
pFX->spr.ang = (GetWallAngle(pWall) + 512) & 2047;
pFX->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_WALL;
}
}
}
break;
}
case 4:
{
auto pWall = gHitInfo.hitWall;
2021-11-19 14:46:20 +00:00
nSurf = surfType[pWall->overpicnum];
if (pWall->hasX())
{
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if (pWall->xw().triggerVector)
trTriggerWall(pWall, kCmdWallImpact, shooter);
}
break;
}
case 3:
{
auto actor = gHitInfo.actor();
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nSurf = surfType[actor->spr.picnum];
x -= MulScale(a4, 112, 14);
y -= MulScale(a5, 112, 14);
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z -= MulScale(a6, 112 << 4, 14);
int shift = 4;
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if (vectorType == kVectorTine && !actor->IsPlayerActor()) shift = 3;
actDamageSprite(shooter, actor, pVectorData->dmgType, pVectorData->dmg << shift);
if (actor->hasX() && actor->xspr.Vector) trTriggerSprite(actor, kCmdSpriteImpact, shooter);
2021-08-30 18:28:24 +00:00
2021-12-22 15:43:59 +00:00
if (actor->spr.statnum == kStatThing)
{
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int t = thingInfo[actor->spr.type - kThingBase].mass;
if (t > 0 && pVectorData->impulse)
{
int t2 = DivScale(pVectorData->impulse, t, 8);
actor->vel.X += MulScale(a4, t2, 16);
actor->vel.Y += MulScale(a5, t2, 16);
actor->vel.Z += MulScale(a6, t2, 16);
}
if (pVectorData->burnTime)
{
if (!actor->xspr.burnTime) evPostActor(actor, 0, kCallbackFXFlameLick);
2021-08-30 18:28:24 +00:00
actBurnSprite(shooter->GetOwner(), actor, pVectorData->burnTime);
}
}
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if (actor->spr.statnum == kStatDude && actor->hasX())
{
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int t = getDudeInfo(actor->spr.type)->mass;
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#ifdef NOONE_EXTENSIONS
if (actor->IsDudeActor())
{
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switch (actor->spr.type)
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{
case kDudeModernCustom:
case kDudeModernCustomBurning:
t = getSpriteMassBySize(actor);
break;
}
}
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#endif
2019-09-19 22:42:45 +00:00
if (t > 0 && pVectorData->impulse)
{
int t2 = DivScale(pVectorData->impulse, t, 8);
actor->vel.X += MulScale(a4, t2, 16);
actor->vel.Y += MulScale(a5, t2, 16);
actor->vel.Z += MulScale(a6, t2, 16);
}
if (pVectorData->burnTime)
{
if (!actor->xspr.burnTime) evPostActor(actor, 0, kCallbackFXFlameLick);
2021-08-30 18:28:24 +00:00
actBurnSprite(shooter->GetOwner(), actor, pVectorData->burnTime);
}
if (Chance(pVectorData->fxChance))
{
int tt = gVectorData[19].maxDist;
a4 += Random3(4000);
a5 += Random3(4000);
a6 += Random3(4000);
if (HitScan(actor, gHitInfo.hitpos.Z, a4, a5, a6, CLIPMASK1, tt) == 0)
{
if (approxDist(gHitInfo.hitpos.X - actor->spr.pos.X, gHitInfo.hitpos.Y - actor->spr.pos.Y) <= tt)
{
auto pWall = gHitInfo.hitWall;
auto pSector1 = gHitInfo.hitSector;
if (actCanSplatWall(pWall))
{
int xx = gHitInfo.hitpos.X - MulScale(a4, 16, 14);
int yy = gHitInfo.hitpos.Y - MulScale(a5, 16, 14);
int zz = gHitInfo.hitpos.Z - MulScale(a6, 16 << 4, 14);
int nnSurf = surfType[pWall->picnum];
const VECTORDATA* pVectorData1 = &gVectorData[19];
FX_ID t2 = pVectorData1->surfHit[nnSurf].fx2;
FX_ID t3 = pVectorData1->surfHit[nnSurf].fx3;
2021-08-30 18:28:24 +00:00
DBloodActor* pFX = nullptr;
if (t2 > FX_NONE && (t3 == FX_NONE || Chance(0x4000))) pFX = gFX.fxSpawnActor(t2, pSector1, xx, yy, zz, 0);
else if (t3 > FX_NONE) pFX = gFX.fxSpawnActor(t3, pSector1, xx, yy, zz, 0);
if (pFX)
{
pFX->vel.Z = 0x2222;
pFX->spr.ang = (GetWallAngle(pWall) + 512) & 2047;
pFX->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_WALL;
}
}
}
}
}
for (int i = 0; i < pVectorData->bloodSplats; i++)
if (Chance(pVectorData->splatChance))
2021-08-26 22:07:33 +00:00
fxSpawnBlood(actor, pVectorData->dmg << 4);
}
2021-08-30 18:28:24 +00:00
#ifdef NOONE_EXTENSIONS
// add impulse for sprites from physics list
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if (gPhysSpritesCount > 0 && pVectorData->impulse)
{
if (actor->hasX())
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{
2021-12-22 17:12:55 +00:00
if (actor->xspr.physAttr & kPhysDebrisVector) {
int impulse = DivScale(pVectorData->impulse, ClipLow(actor->spriteMass.mass, 10), 6);
actor->vel.X += MulScale(a4, impulse, 16);
actor->vel.Y += MulScale(a5, impulse, 16);
actor->vel.Z += MulScale(a6, impulse, 16);
Increase kMaxSuperXSprites from 128 to 512. Fix mirror (ROR) intialization so it won't crash if more than 1024 sectors used. Fix random item generator so items that inherits TX ID won't send command at respawn. Fix for things (400 - 433) that affected by modern physics so it won't return to vanilla physics after getting damage. Fix kTeleportTarget so teleported sprites won't stuck in floors or ceilings. Corpses won't gib as gargoyles anymore (gModernMap). kModernCondition: - remove bool comparison (condCmpb). - remove no extra comparison (condCmpne). - remove "else if" search at level start. - add global (game) conditions type. - add more conditions. - make error report a bit more informative. Add more options and damage effects for kModernSpriteDamager. Add more options for kModernMissileGen and allow to spawn projectile on TX ID sprites location. Add more options and vertical wind processing for kModernWindGen. Add more options and effects for kModernEffectGen. Allow kMarkerDudeSpawn to spawn enemies on TX ID sprites location (gModernMap). Allow kModernCustomDudeSpawn to spawn dude on TX ID sprites location. Add Screen and Aim trigger flags for sprites that can be triggered with Sight (gModernMap). Patrolling enemies: - add turn AI state. - add "return back" option for path markers. - add "turning while waiting" option for markers. - make enemies to hear some sounds assuming that player generates and hears it too. - add kModernStealthRegion type to affect current spot progress velocity. - replace AI's CanMove and aiChooseDirection to a better versions. - make flying enemies to not spin around the marker. - treat Phantasm as flying enemy! - allow to continue patrol when falling in water. Fix compile warnings Various minor fixes / cleanup.
2021-07-19 21:15:26 +00:00
if (pVectorData->burnTime != 0) {
if (!actor->xspr.burnTime) evPostActor(actor, 0, kCallbackFXFlameLick);
actBurnSprite(shooter->GetOwner(), actor, pVectorData->burnTime);
}
Increase kMaxSuperXSprites from 128 to 512. Fix mirror (ROR) intialization so it won't crash if more than 1024 sectors used. Fix random item generator so items that inherits TX ID won't send command at respawn. Fix for things (400 - 433) that affected by modern physics so it won't return to vanilla physics after getting damage. Fix kTeleportTarget so teleported sprites won't stuck in floors or ceilings. Corpses won't gib as gargoyles anymore (gModernMap). kModernCondition: - remove bool comparison (condCmpb). - remove no extra comparison (condCmpne). - remove "else if" search at level start. - add global (game) conditions type. - add more conditions. - make error report a bit more informative. Add more options and damage effects for kModernSpriteDamager. Add more options for kModernMissileGen and allow to spawn projectile on TX ID sprites location. Add more options and vertical wind processing for kModernWindGen. Add more options and effects for kModernEffectGen. Allow kMarkerDudeSpawn to spawn enemies on TX ID sprites location (gModernMap). Allow kModernCustomDudeSpawn to spawn dude on TX ID sprites location. Add Screen and Aim trigger flags for sprites that can be triggered with Sight (gModernMap). Patrolling enemies: - add turn AI state. - add "return back" option for path markers. - add "turning while waiting" option for markers. - make enemies to hear some sounds assuming that player generates and hears it too. - add kModernStealthRegion type to affect current spot progress velocity. - replace AI's CanMove and aiChooseDirection to a better versions. - make flying enemies to not spin around the marker. - treat Phantasm as flying enemy! - allow to continue patrol when falling in water. Fix compile warnings Various minor fixes / cleanup.
2021-07-19 21:15:26 +00:00
2021-12-22 15:43:59 +00:00
if (actor->spr.type >= kThingBase && actor->spr.type < kThingMax) {
actor->spr.statnum = kStatThing; // temporary change statnum property
actDamageSprite(shooter, actor, pVectorData->dmgType, pVectorData->dmg << 4);
2021-12-22 15:43:59 +00:00
actor->spr.statnum = kStatDecoration; // return statnum property back
}
Increase kMaxSuperXSprites from 128 to 512. Fix mirror (ROR) intialization so it won't crash if more than 1024 sectors used. Fix random item generator so items that inherits TX ID won't send command at respawn. Fix for things (400 - 433) that affected by modern physics so it won't return to vanilla physics after getting damage. Fix kTeleportTarget so teleported sprites won't stuck in floors or ceilings. Corpses won't gib as gargoyles anymore (gModernMap). kModernCondition: - remove bool comparison (condCmpb). - remove no extra comparison (condCmpne). - remove "else if" search at level start. - add global (game) conditions type. - add more conditions. - make error report a bit more informative. Add more options and damage effects for kModernSpriteDamager. Add more options for kModernMissileGen and allow to spawn projectile on TX ID sprites location. Add more options and vertical wind processing for kModernWindGen. Add more options and effects for kModernEffectGen. Allow kMarkerDudeSpawn to spawn enemies on TX ID sprites location (gModernMap). Allow kModernCustomDudeSpawn to spawn dude on TX ID sprites location. Add Screen and Aim trigger flags for sprites that can be triggered with Sight (gModernMap). Patrolling enemies: - add turn AI state. - add "return back" option for path markers. - add "turning while waiting" option for markers. - make enemies to hear some sounds assuming that player generates and hears it too. - add kModernStealthRegion type to affect current spot progress velocity. - replace AI's CanMove and aiChooseDirection to a better versions. - make flying enemies to not spin around the marker. - treat Phantasm as flying enemy! - allow to continue patrol when falling in water. Fix compile warnings Various minor fixes / cleanup.
2021-07-19 21:15:26 +00:00
}
Increase kMaxSuperXSprites from 128 to 512. Fix mirror (ROR) intialization so it won't crash if more than 1024 sectors used. Fix random item generator so items that inherits TX ID won't send command at respawn. Fix for things (400 - 433) that affected by modern physics so it won't return to vanilla physics after getting damage. Fix kTeleportTarget so teleported sprites won't stuck in floors or ceilings. Corpses won't gib as gargoyles anymore (gModernMap). kModernCondition: - remove bool comparison (condCmpb). - remove no extra comparison (condCmpne). - remove "else if" search at level start. - add global (game) conditions type. - add more conditions. - make error report a bit more informative. Add more options and damage effects for kModernSpriteDamager. Add more options for kModernMissileGen and allow to spawn projectile on TX ID sprites location. Add more options and vertical wind processing for kModernWindGen. Add more options and effects for kModernEffectGen. Allow kMarkerDudeSpawn to spawn enemies on TX ID sprites location (gModernMap). Allow kModernCustomDudeSpawn to spawn dude on TX ID sprites location. Add Screen and Aim trigger flags for sprites that can be triggered with Sight (gModernMap). Patrolling enemies: - add turn AI state. - add "return back" option for path markers. - add "turning while waiting" option for markers. - make enemies to hear some sounds assuming that player generates and hears it too. - add kModernStealthRegion type to affect current spot progress velocity. - replace AI's CanMove and aiChooseDirection to a better versions. - make flying enemies to not spin around the marker. - treat Phantasm as flying enemy! - allow to continue patrol when falling in water. Fix compile warnings Various minor fixes / cleanup.
2021-07-19 21:15:26 +00:00
}
Increase kMaxSuperXSprites from 128 to 512. Fix mirror (ROR) intialization so it won't crash if more than 1024 sectors used. Fix random item generator so items that inherits TX ID won't send command at respawn. Fix for things (400 - 433) that affected by modern physics so it won't return to vanilla physics after getting damage. Fix kTeleportTarget so teleported sprites won't stuck in floors or ceilings. Corpses won't gib as gargoyles anymore (gModernMap). kModernCondition: - remove bool comparison (condCmpb). - remove no extra comparison (condCmpne). - remove "else if" search at level start. - add global (game) conditions type. - add more conditions. - make error report a bit more informative. Add more options and damage effects for kModernSpriteDamager. Add more options for kModernMissileGen and allow to spawn projectile on TX ID sprites location. Add more options and vertical wind processing for kModernWindGen. Add more options and effects for kModernEffectGen. Allow kMarkerDudeSpawn to spawn enemies on TX ID sprites location (gModernMap). Allow kModernCustomDudeSpawn to spawn dude on TX ID sprites location. Add Screen and Aim trigger flags for sprites that can be triggered with Sight (gModernMap). Patrolling enemies: - add turn AI state. - add "return back" option for path markers. - add "turning while waiting" option for markers. - make enemies to hear some sounds assuming that player generates and hears it too. - add kModernStealthRegion type to affect current spot progress velocity. - replace AI's CanMove and aiChooseDirection to a better versions. - make flying enemies to not spin around the marker. - treat Phantasm as flying enemy! - allow to continue patrol when falling in water. Fix compile warnings Various minor fixes / cleanup.
2021-07-19 21:15:26 +00:00
}
#endif
break;
}
}
}
assert(nSurf < kSurfMax);
Increase kMaxSuperXSprites from 128 to 512. Fix mirror (ROR) intialization so it won't crash if more than 1024 sectors used. Fix random item generator so items that inherits TX ID won't send command at respawn. Fix for things (400 - 433) that affected by modern physics so it won't return to vanilla physics after getting damage. Fix kTeleportTarget so teleported sprites won't stuck in floors or ceilings. Corpses won't gib as gargoyles anymore (gModernMap). kModernCondition: - remove bool comparison (condCmpb). - remove no extra comparison (condCmpne). - remove "else if" search at level start. - add global (game) conditions type. - add more conditions. - make error report a bit more informative. Add more options and damage effects for kModernSpriteDamager. Add more options for kModernMissileGen and allow to spawn projectile on TX ID sprites location. Add more options and vertical wind processing for kModernWindGen. Add more options and effects for kModernEffectGen. Allow kMarkerDudeSpawn to spawn enemies on TX ID sprites location (gModernMap). Allow kModernCustomDudeSpawn to spawn dude on TX ID sprites location. Add Screen and Aim trigger flags for sprites that can be triggered with Sight (gModernMap). Patrolling enemies: - add turn AI state. - add "return back" option for path markers. - add "turning while waiting" option for markers. - make enemies to hear some sounds assuming that player generates and hears it too. - add kModernStealthRegion type to affect current spot progress velocity. - replace AI's CanMove and aiChooseDirection to a better versions. - make flying enemies to not spin around the marker. - treat Phantasm as flying enemy! - allow to continue patrol when falling in water. Fix compile warnings Various minor fixes / cleanup.
2021-07-19 21:15:26 +00:00
#ifdef NOONE_EXTENSIONS
// let the patrol enemies hear surface hit sounds!
if (pVectorData->surfHit[nSurf].fx2 >= 0) {
auto pFX2 = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx2, pSector, x, y, z, 0);
if (pFX2 && gModernMap)
pFX2->SetOwner(shooter);
}
if (pVectorData->surfHit[nSurf].fx3 >= 0) {
auto pFX3 = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx3, pSector, x, y, z, 0);
if (pFX3 && gModernMap)
pFX3->SetOwner(shooter);
Increase kMaxSuperXSprites from 128 to 512. Fix mirror (ROR) intialization so it won't crash if more than 1024 sectors used. Fix random item generator so items that inherits TX ID won't send command at respawn. Fix for things (400 - 433) that affected by modern physics so it won't return to vanilla physics after getting damage. Fix kTeleportTarget so teleported sprites won't stuck in floors or ceilings. Corpses won't gib as gargoyles anymore (gModernMap). kModernCondition: - remove bool comparison (condCmpb). - remove no extra comparison (condCmpne). - remove "else if" search at level start. - add global (game) conditions type. - add more conditions. - make error report a bit more informative. Add more options and damage effects for kModernSpriteDamager. Add more options for kModernMissileGen and allow to spawn projectile on TX ID sprites location. Add more options and vertical wind processing for kModernWindGen. Add more options and effects for kModernEffectGen. Allow kMarkerDudeSpawn to spawn enemies on TX ID sprites location (gModernMap). Allow kModernCustomDudeSpawn to spawn dude on TX ID sprites location. Add Screen and Aim trigger flags for sprites that can be triggered with Sight (gModernMap). Patrolling enemies: - add turn AI state. - add "return back" option for path markers. - add "turning while waiting" option for markers. - make enemies to hear some sounds assuming that player generates and hears it too. - add kModernStealthRegion type to affect current spot progress velocity. - replace AI's CanMove and aiChooseDirection to a better versions. - make flying enemies to not spin around the marker. - treat Phantasm as flying enemy! - allow to continue patrol when falling in water. Fix compile warnings Various minor fixes / cleanup.
2021-07-19 21:15:26 +00:00
}
Increase kMaxSuperXSprites from 128 to 512. Fix mirror (ROR) intialization so it won't crash if more than 1024 sectors used. Fix random item generator so items that inherits TX ID won't send command at respawn. Fix for things (400 - 433) that affected by modern physics so it won't return to vanilla physics after getting damage. Fix kTeleportTarget so teleported sprites won't stuck in floors or ceilings. Corpses won't gib as gargoyles anymore (gModernMap). kModernCondition: - remove bool comparison (condCmpb). - remove no extra comparison (condCmpne). - remove "else if" search at level start. - add global (game) conditions type. - add more conditions. - make error report a bit more informative. Add more options and damage effects for kModernSpriteDamager. Add more options for kModernMissileGen and allow to spawn projectile on TX ID sprites location. Add more options and vertical wind processing for kModernWindGen. Add more options and effects for kModernEffectGen. Allow kMarkerDudeSpawn to spawn enemies on TX ID sprites location (gModernMap). Allow kModernCustomDudeSpawn to spawn dude on TX ID sprites location. Add Screen and Aim trigger flags for sprites that can be triggered with Sight (gModernMap). Patrolling enemies: - add turn AI state. - add "return back" option for path markers. - add "turning while waiting" option for markers. - make enemies to hear some sounds assuming that player generates and hears it too. - add kModernStealthRegion type to affect current spot progress velocity. - replace AI's CanMove and aiChooseDirection to a better versions. - make flying enemies to not spin around the marker. - treat Phantasm as flying enemy! - allow to continue patrol when falling in water. Fix compile warnings Various minor fixes / cleanup.
2021-07-19 21:15:26 +00:00
#else
if (pVectorData->surfHit[nSurf].fx2 >= 0)
gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx2, pSector, x, y, z, 0);
if (pVectorData->surfHit[nSurf].fx3 >= 0)
gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx3, pSector, x, y, z, 0);
Increase kMaxSuperXSprites from 128 to 512. Fix mirror (ROR) intialization so it won't crash if more than 1024 sectors used. Fix random item generator so items that inherits TX ID won't send command at respawn. Fix for things (400 - 433) that affected by modern physics so it won't return to vanilla physics after getting damage. Fix kTeleportTarget so teleported sprites won't stuck in floors or ceilings. Corpses won't gib as gargoyles anymore (gModernMap). kModernCondition: - remove bool comparison (condCmpb). - remove no extra comparison (condCmpne). - remove "else if" search at level start. - add global (game) conditions type. - add more conditions. - make error report a bit more informative. Add more options and damage effects for kModernSpriteDamager. Add more options for kModernMissileGen and allow to spawn projectile on TX ID sprites location. Add more options and vertical wind processing for kModernWindGen. Add more options and effects for kModernEffectGen. Allow kMarkerDudeSpawn to spawn enemies on TX ID sprites location (gModernMap). Allow kModernCustomDudeSpawn to spawn dude on TX ID sprites location. Add Screen and Aim trigger flags for sprites that can be triggered with Sight (gModernMap). Patrolling enemies: - add turn AI state. - add "return back" option for path markers. - add "turning while waiting" option for markers. - make enemies to hear some sounds assuming that player generates and hears it too. - add kModernStealthRegion type to affect current spot progress velocity. - replace AI's CanMove and aiChooseDirection to a better versions. - make flying enemies to not spin around the marker. - treat Phantasm as flying enemy! - allow to continue patrol when falling in water. Fix compile warnings Various minor fixes / cleanup.
2021-07-19 21:15:26 +00:00
#endif
if (pVectorData->surfHit[nSurf].fxSnd >= 0)
sfxPlay3DSound(x, y, z, pVectorData->surfHit[nSurf].fxSnd, pSector);
2019-09-19 22:42:45 +00:00
}
2021-08-30 18:28:24 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void FireballSeqCallback(int, DBloodActor* actor)
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{
auto pFX = gFX.fxSpawnActor(FX_11, actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 0);
if (pFX)
{
pFX->vel.X = actor->vel.X;
pFX->vel.Y = actor->vel.Y;
pFX->vel.Z = actor->vel.Z;
}
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}
void NapalmSeqCallback(int, DBloodActor* actor)
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{
auto pFX = gFX.fxSpawnActor(FX_12, actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 0);
if (pFX)
{
pFX->vel.X = actor->vel.X;
pFX->vel.Y = actor->vel.Y;
pFX->vel.Z = actor->vel.Z;
}
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}
void Fx32Callback(int, DBloodActor* actor)
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{
auto pFX = gFX.fxSpawnActor(FX_32, actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 0);
if (pFX)
{
pFX->vel.X = actor->vel.X;
pFX->vel.Y = actor->vel.Y;
pFX->vel.Z = actor->vel.Z;
}
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}
void Fx33Callback(int, DBloodActor* actor)
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{
auto pFX = gFX.fxSpawnActor(FX_33, actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 0);
if (pFX)
{
pFX->vel.X = actor->vel.X;
pFX->vel.Y = actor->vel.Y;
pFX->vel.Z = actor->vel.Z;
}
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void TreeToGibCallback(int, DBloodActor* actor)
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{
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actor->spr.type = kThingObjectExplode;
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actor->xspr.state = 1;
actor->xspr.data1 = 15;
actor->xspr.data2 = 0;
actor->xspr.data3 = 0;
actor->xspr.health = thingInfo[17].startHealth;
actor->xspr.data4 = 312;
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actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
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}
void DudeToGibCallback1(int, DBloodActor* actor)
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{
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actor->spr.type = kThingBloodChunks;
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actor->xspr.data1 = 8;
actor->xspr.data2 = 0;
actor->xspr.data3 = 0;
actor->xspr.health = thingInfo[26].startHealth;
actor->xspr.data4 = 319;
actor->xspr.triggerOnce = 0;
actor->xspr.isTriggered = 0;
actor->xspr.locked = 0;
actor->xspr.TargetPos.X = PlayClock;
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actor->xspr.state = 1;
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}
void DudeToGibCallback2(int, DBloodActor* actor)
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{
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actor->spr.type = kThingBloodChunks;
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actor->xspr.data1 = 3;
actor->xspr.data2 = 0;
actor->xspr.data3 = 0;
actor->xspr.health = thingInfo[26].startHealth;
actor->xspr.data4 = 319;
actor->xspr.triggerOnce = 0;
actor->xspr.isTriggered = 0;
actor->xspr.locked = 0;
actor->xspr.TargetPos.X = PlayClock;
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actor->xspr.state = 1;
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void actPostSprite(DBloodActor* actor, int nStatus)
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{
assert(nStatus >= 0 && nStatus <= kStatFree);
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if (actor->spr.flags & 32)
{
for (auto& post : gPost)
if (post.sprite == actor)
{
post.status = nStatus;
return;
}
}
else
{
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actor->spr.flags |= 32;
gPost.Push({ actor, nStatus });
}
}
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void actPostProcess(void)
{
for (auto& p : gPost)
{
p.sprite->spr.flags &= ~32;
int nStatus = p.status;
if (nStatus == kStatFree)
{
if (p.sprite->spr.statnum != kStatFree)
{
evKillActor(p.sprite);
if (p.sprite->hasX()) seqKill(p.sprite);
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DeleteSprite(p.sprite);
}
}
else
ChangeActorStat(p.sprite, nStatus);
}
gPost.Clear();
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void MakeSplash(DBloodActor* actor)
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{
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actor->spr.flags &= ~2;
actor->spr.pos.Z -= 4 << 8;
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int nSurface = tileGetSurfType(actor->hit.florhit);
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switch (actor->spr.type)
{
case kThingDripWater:
switch (nSurface)
{
case kSurfWater:
seqSpawn(6, actor, -1);
sfxPlay3DSound(actor, 356, -1, 0);
break;
default:
seqSpawn(7, actor, -1);
sfxPlay3DSound(actor, 354, -1, 0);
break;
}
break;
case kThingDripBlood:
seqSpawn(8, actor, -1);
sfxPlay3DSound(actor, 354, -1, 0);
break;
}
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}
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void actBurnSprite(DBloodActor* pSource, DBloodActor* pTarget, int nTime)
{
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pTarget->xspr.burnTime = ClipHigh(pTarget->xspr.burnTime + nTime, pTarget->spr.statnum == kStatDude ? 2400 : 1200);
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pTarget->SetBurnSource(pSource);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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FSerializer& Serialize(FSerializer& arc, const char* keyname, SPRITEHIT& w, SPRITEHIT* def)
{
if (arc.BeginObject(keyname))
{
arc("hit", w.hit)
("ceilhit", w.ceilhit)
("florhit", w.florhit)
.EndObject();
}
return arc;
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}
void SerializeActor(FSerializer& arc)
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{
if (arc.BeginObject("actor"))
{
arc("maxdist20", gVectorData[kVectorTchernobogBurn].maxDist) // The code messes around with this field so better save it.
.EndObject();
if (arc.isReading() && gGameOptions.nMonsterSettings != 0)
{
for (int i = 0; i < kDudeMax - kDudeBase; i++)
for (int j = 0; j < 7; j++)
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dudeInfo[i].damageVal[j] = MulScale(DudeDifficulty[gGameOptions.nDifficulty], dudeInfo[i].startDamage[j], 8);
}
}
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}
END_BLD_NS