diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index f09bc58f3..501941295 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -53,57 +53,57 @@ void check_fta_sounds_d(DDukeActor* actor) { if (actor->spr.extra > 0) switch (actor->spr.picnum) { - case LIZTROOPONTOILET: - case LIZTROOPJUSTSIT: - case LIZTROOPSHOOT: - case LIZTROOPJETPACK: - case LIZTROOPDUCKING: - case LIZTROOPRUNNING: - case LIZTROOP: + case DTILE_LIZTROOPONTOILET: + case DTILE_LIZTROOPJUSTSIT: + case DTILE_LIZTROOPSHOOT: + case DTILE_LIZTROOPJETPACK: + case DTILE_LIZTROOPDUCKING: + case DTILE_LIZTROOPRUNNING: + case DTILE_LIZTROOP: S_PlayActorSound(PRED_RECOG, actor); break; - case LIZMAN: - case LIZMANSPITTING: - case LIZMANFEEDING: - case LIZMANJUMP: + case DTILE_LIZMAN: + case DTILE_LIZMANSPITTING: + case DTILE_LIZMANFEEDING: + case DTILE_LIZMANJUMP: S_PlayActorSound(CAPT_RECOG, actor); break; - case PIGCOP: - case PIGCOPDIVE: + case DTILE_PIGCOP: + case DTILE_PIGCOPDIVE: S_PlayActorSound(PIG_RECOG, actor); break; - case RECON: + case DTILE_RECON: S_PlayActorSound(RECO_RECOG, actor); break; - case DRONE: + case DTILE_DRONE: S_PlayActorSound(DRON_RECOG, actor); break; - case COMMANDER: - case COMMANDERSTAYPUT: + case DTILE_COMMANDER: + case DTILE_COMMANDERSTAYPUT: S_PlayActorSound(COMM_RECOG, actor); break; - case ORGANTIC: + case DTILE_ORGANTIC: S_PlayActorSound(TURR_RECOG, actor); break; - case OCTABRAIN: - case OCTABRAINSTAYPUT: + case DTILE_OCTABRAIN: + case DTILE_OCTABRAINSTAYPUT: S_PlayActorSound(OCTA_RECOG, actor); break; - case BOSS1: + case DTILE_BOSS1: S_PlaySound(BOS1_RECOG); break; - case BOSS2: + case DTILE_BOSS2: if (actor->spr.pal == 1) S_PlaySound(BOS2_RECOG); else S_PlaySound(WHIPYOURASS); break; - case BOSS3: + case DTILE_BOSS3: if (actor->spr.pal == 1) S_PlaySound(BOS3_RECOG); else S_PlaySound(RIPHEADNECK); break; - case BOSS4: - case BOSS4STAYPUT: + case DTILE_BOSS4: + case DTILE_BOSS4STAYPUT: if (actor->spr.pal == 1) S_PlaySound(BOS4_RECOG); S_PlaySound(BOSS4_FIRSTSEE); @@ -199,7 +199,7 @@ bool ifsquished(DDukeActor* actor, int p) if (actor->spr.pal == 1) { - actor->attackertype = SHOTSPARK1; + actor->attackertype = DTILE_SHOTSPARK1; actor->hitextra = 1; return false; } @@ -220,7 +220,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h double radius = r * inttoworld; static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC }; - if(actor->spr.picnum != SHRINKSPARK && !(actor->spr.picnum == RPG && actor->spr.scale.X < 0.171875)) + if(actor->spr.picnum != DTILE_SHRINKSPARK && !(actor->spr.picnum == DTILE_RPG && actor->spr.scale.X < 0.171875)) { BFSSectorSearch search(actor->sector()); @@ -275,7 +275,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h continue; } - if (actor->spr.picnum == FLAMETHROWERFLAME && ((Owner->spr.picnum == FIREFLY && act2->spr.picnum == FIREFLY) || (Owner->spr.picnum == BOSS5 && act2->spr.picnum == BOSS5))) + if (actor->spr.picnum == DTILE_FLAMETHROWERFLAME && ((Owner->spr.picnum == DTILE_FIREFLY && act2->spr.picnum == DTILE_FIREFLY) || (Owner->spr.picnum == DTILE_BOSS5 && act2->spr.picnum == DTILE_BOSS5))) { continue; } @@ -283,7 +283,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h if (x == 0 || x >= 5 || actorflag(act2, SFLAG_HITRADIUS_FLAG1)) { - if (actor->spr.picnum != SHRINKSPARK || (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)) + if (actor->spr.picnum != DTILE_SHRINKSPARK || (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)) if ((actor->spr.pos - act2->spr.pos).Length() < radius) { if (badguy(act2) && !cansee(act2->spr.pos.plusZ(q), act2->sector(), actor->spr.pos.plusZ(q), actor->sector())) @@ -293,11 +293,11 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h } else if (act2->spr.extra >= 0 && act2 != actor && (actorflag(act2, SFLAG_HITRADIUS_FLAG2) || badguy(act2) || (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL))) { - if (actor->spr.picnum == SHRINKSPARK && act2->spr.picnum != SHARK && (act2 == Owner || act2->spr.scale.X < 0.375)) + if (actor->spr.picnum == DTILE_SHRINKSPARK && act2->spr.picnum != DTILE_SHARK && (act2 == Owner || act2->spr.scale.X < 0.375)) { continue; } - if (actor->spr.picnum == MORTER && act2 == Owner) + if (actor->spr.picnum == DTILE_MORTER && act2 == Owner) { continue; } @@ -308,30 +308,30 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h { act2->hitang = (act2->spr.pos - actor->spr.pos).Angle(); - if (actor->spr.picnum == RPG && act2->spr.extra > 0) - act2->attackertype = RPG; + if (actor->spr.picnum == DTILE_RPG && act2->spr.extra > 0) + act2->attackertype = DTILE_RPG; else if (!isWorldTour()) { - if (actor->spr.picnum == SHRINKSPARK) - act2->attackertype = SHRINKSPARK; - else act2->attackertype = RADIUSEXPLOSION; + if (actor->spr.picnum == DTILE_SHRINKSPARK) + act2->attackertype = DTILE_SHRINKSPARK; + else act2->attackertype = DTILE_RADIUSEXPLOSION; } else { - if (actor->spr.picnum == SHRINKSPARK || actor->spr.picnum == FLAMETHROWERFLAME) + if (actor->spr.picnum == DTILE_SHRINKSPARK || actor->spr.picnum == DTILE_FLAMETHROWERFLAME) act2-> attackertype = actor->spr.picnum; - else if (actor->spr.picnum != FIREBALL || !Owner || !Owner->isPlayer()) + else if (actor->spr.picnum != DTILE_FIREBALL || !Owner || !Owner->isPlayer()) { - if (actor->spr.picnum == LAVAPOOL) - act2->attackertype = FLAMETHROWERFLAME; + if (actor->spr.picnum == DTILE_LAVAPOOL) + act2->attackertype = DTILE_FLAMETHROWERFLAME; else - act2->attackertype = RADIUSEXPLOSION; + act2->attackertype = DTILE_RADIUSEXPLOSION; } else - act2->attackertype = FLAMETHROWERFLAME; + act2->attackertype = DTILE_FLAMETHROWERFLAME; } - if (actor->spr.picnum != SHRINKSPARK && (!isWorldTour() || actor->spr.picnum != LAVAPOOL)) + if (actor->spr.picnum != DTILE_SHRINKSPARK && (!isWorldTour() || actor->spr.picnum != DTILE_LAVAPOOL)) { if (dist < radius / 3) { @@ -360,13 +360,13 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h } else if (actor->spr.extra == 0) act2->hitextra = 0; - if (act2->spr.picnum != RADIUSEXPLOSION && Owner && Owner->spr.statnum < MAXSTATUS) + if (act2->spr.picnum != DTILE_RADIUSEXPLOSION && Owner && Owner->spr.statnum < MAXSTATUS) { if (act2->isPlayer()) { int p = act2->spr.yint; - if (isWorldTour() && act2->attackertype == FLAMETHROWERFLAME && Owner->isPlayer()) + if (isWorldTour() && act2->attackertype == DTILE_FLAMETHROWERFLAME && Owner->isPlayer()) { ps[p].numloogs = -1 - actor->spr.yint; } @@ -415,7 +415,7 @@ int movesprite_ex_d(DDukeActor* actor, const DVector3& change, unsigned int clip else { double clipdist; - if (actor->spr.picnum == LIZMAN) + if (actor->spr.picnum == DTILE_LIZMAN) clipdist = 18.25; else if (actorflag(actor, SFLAG_BADGUY)) clipdist = actor->clipdist; @@ -428,15 +428,15 @@ int movesprite_ex_d(DDukeActor* actor, const DVector3& change, unsigned int clip // conditional code from hell... if (dasectp == nullptr || (dasectp != nullptr && ((actor->actorstayput != nullptr && actor->actorstayput != dasectp) || - ((actor->spr.picnum == BOSS2) && actor->spr.pal == 0 && dasectp->lotag != 3) || - ((actor->spr.picnum == BOSS1 || actor->spr.picnum == BOSS2) && dasectp->lotag == ST_1_ABOVE_WATER) || - (dasectp->lotag == ST_1_ABOVE_WATER && (actor->spr.picnum == LIZMAN || (actor->spr.picnum == LIZTROOP && actor->vel.Z == 0))) + ((actor->spr.picnum == DTILE_BOSS2) && actor->spr.pal == 0 && dasectp->lotag != 3) || + ((actor->spr.picnum == DTILE_BOSS1 || actor->spr.picnum == DTILE_BOSS2) && dasectp->lotag == ST_1_ABOVE_WATER) || + (dasectp->lotag == ST_1_ABOVE_WATER && (actor->spr.picnum == DTILE_LIZMAN || (actor->spr.picnum == DTILE_LIZTROOP && actor->vel.Z == 0))) )) ) { - if (dasectp && dasectp->lotag == ST_1_ABOVE_WATER && actor->spr.picnum == LIZMAN) + if (dasectp && dasectp->lotag == ST_1_ABOVE_WATER && actor->spr.picnum == DTILE_LIZMAN) actor->spr.Angles.Yaw = randomAngle(); - else if ((actor->temp_data[0]&3) == 1 && actor->spr.picnum != COMMANDER) + else if ((actor->temp_data[0]&3) == 1 && actor->spr.picnum != DTILE_COMMANDER) actor->spr.Angles.Yaw = randomAngle(); SetActor(actor,actor->spr.pos); if (dasectp == nullptr) dasectp = §or[0]; @@ -472,17 +472,17 @@ int movesprite_ex_d(DDukeActor* actor, const DVector3& change, unsigned int clip void lotsofmoney_d(DDukeActor *actor, int n) { - lotsofstuff(actor, n, MONEY); + lotsofstuff(actor, n, DTILE_MONEY); } void lotsofmail_d(DDukeActor *actor, int n) { - lotsofstuff(actor, n, MAIL); + lotsofstuff(actor, n, DTILE_MAIL); } void lotsofpaper_d(DDukeActor *actor, int n) { - lotsofstuff(actor, n, PAPER); + lotsofstuff(actor, n, DTILE_PAPER); } //--------------------------------------------------------------------------- @@ -502,7 +502,7 @@ int ifhitbyweapon_d(DDukeActor *actor) { if (actor->isPlayer()) { - if (ud.god && actor->attackertype != SHRINKSPARK) return -1; + if (ud.god && actor->attackertype != DTILE_SHRINKSPARK) return -1; p = actor->PlayerIndex(); @@ -516,7 +516,7 @@ int ifhitbyweapon_d(DDukeActor *actor) if (hitowner) { - if (actor->spr.extra <= 0 && actor->attackertype != FREEZEBLAST) + if (actor->spr.extra <= 0 && actor->attackertype != DTILE_FREEZEBLAST) { actor->spr.extra = 0; @@ -542,12 +542,12 @@ int ifhitbyweapon_d(DDukeActor *actor) else { if (actor->hitextra == 0) - if (actor->attackertype == SHRINKSPARK && actor->spr.scale.X < 0.375) + if (actor->attackertype == DTILE_SHRINKSPARK && actor->spr.scale.X < 0.375) return -1; - if (isWorldTour() && actor->attackertype == FIREFLY && actor->spr.scale.X < 0.75) + if (isWorldTour() && actor->attackertype == DTILE_FIREFLY && actor->spr.scale.X < 0.75) { - if (actor->attackertype != RADIUSEXPLOSION && actor->attackertype != RPG) + if (actor->attackertype != DTILE_RADIUSEXPLOSION && actor->attackertype != DTILE_RPG) return -1; } @@ -564,7 +564,7 @@ int ifhitbyweapon_d(DDukeActor *actor) if (ud.multimode < 2 || !isWorldTour() - || actor->attackertype != FLAMETHROWERFLAME + || actor->attackertype != DTILE_FLAMETHROWERFLAME || actor->hitextra >= 0 || actor->spr.extra > 0 || !actor->isPlayer() @@ -586,7 +586,7 @@ int ifhitbyweapon_d(DDukeActor *actor) actor->SetHitOwner(ps[p].GetActor()); actor->hitextra = -1; - return FLAMETHROWERFLAME; + return DTILE_FLAMETHROWERFLAME; } } @@ -626,7 +626,7 @@ void movefallers_d(void) { a2->temp_data[0] = 1; a2->spr.cstat &= ~CSTAT_SPRITE_ONE_SIDE; - if (a2->spr.picnum == CEILINGSTEAM || a2->spr.picnum == STEAM) + if (a2->spr.picnum == DTILE_CEILINGSTEAM || a2->spr.picnum == DTILE_STEAM) a2->spr.cstat |= CSTAT_SPRITE_INVISIBLE; } } @@ -735,7 +735,7 @@ void movetransports_d(void) { if (act->spr.pal == 0) { - spawn(act, TRANSPORTERBEAM); + spawn(act, DTILE_TRANSPORTERBEAM); S_PlayActorSound(TELEPORTER, act); } @@ -764,7 +764,7 @@ void movetransports_d(void) if (act->spr.pal == 0) { - auto k = spawn(Owner, TRANSPORTERBEAM); + auto k = spawn(Owner, DTILE_TRANSPORTERBEAM); if (k) S_PlayActorSound(TELEPORTER, k); } @@ -845,12 +845,12 @@ void movetransports_d(void) SetActor(act2, act2->spr.pos); if ((krand() & 255) < 32) - spawn(act2, WATERSPLASH2); + spawn(act2, DTILE_WATERSPLASH2); if (sectlotag == 1) for (int l = 0; l < 9; l++) { - auto q = spawn(ps[p].GetActor(), WATERBUBBLE); + auto q = spawn(ps[p].GetActor(), DTILE_WATERBUBBLE); if (q) q->spr.pos.Z += krandf(64); } } @@ -891,7 +891,7 @@ void movetransports_d(void) if (actorflag(act2, SFLAG_NOTELEPORT)) continue; switch (act2->spr.picnum) { - case PLAYERONWATER: + case DTILE_PLAYERONWATER: if (sectlotag == 2) { act2->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; @@ -903,13 +903,13 @@ void movetransports_d(void) break; [[fallthrough]]; - case WATERBUBBLE: - //if( rnd(192) && a2->s.picnum == WATERBUBBLE) + case DTILE_WATERBUBBLE: + //if( rnd(192) && a2->s.picnum == DTILE_WATERBUBBLE) // break; if (sectlotag > 0) { - auto k = spawn(act2, WATERSPLASH2); + auto k = spawn(act2, DTILE_WATERSPLASH2); if (k && sectlotag == 1 && act2->spr.statnum == 4) { k->vel.X = act2->vel.X * 0.5; @@ -932,10 +932,10 @@ void movetransports_d(void) if (act->spr.pal == 0) { - auto k = spawn(act, TRANSPORTERBEAM); + auto k = spawn(act, DTILE_TRANSPORTERBEAM); if (k) S_PlayActorSound(TELEPORTER, k); - k = spawn(Owner, TRANSPORTERBEAM); + k = spawn(Owner, DTILE_TRANSPORTERBEAM); if (k) S_PlayActorSound(TELEPORTER, k); } @@ -998,7 +998,7 @@ static void flamethrowerflame(DDukeActor *actor) actor->temp_data[0]++; if (sectp->lotag == 2) { - spawn(actor, EXPLOSION2)->spr.shade = 127; + spawn(actor, DTILE_EXPLOSION2)->spr.shade = 127; actor->Destroy(); return; } @@ -1018,7 +1018,7 @@ static void flamethrowerflame(DDukeActor *actor) actor->temp_data[3] = krand() % 10; if (actor->temp_data[0] > 30) { - spawn(actor, EXPLOSION2)->spr.shade = 127; + spawn(actor, DTILE_EXPLOSION2)->spr.shade = 127; actor->Destroy(); return; } @@ -1102,7 +1102,7 @@ void moveactors_d(void) { continue; } - else if (isWorldTour() && act->spr.picnum == FLAMETHROWERFLAME) + else if (isWorldTour() && act->spr.picnum == DTILE_FLAMETHROWERFLAME) { flamethrowerflame(act); } @@ -1128,7 +1128,7 @@ static void fireflyflyingeffect(DDukeActor *actor) if (actor->ObjectFlags & OF_EuthanizeMe) return; // killed by script. auto Owner = actor->GetOwner(); - if (!Owner || Owner->spr.picnum != FIREFLY) + if (!Owner || Owner->spr.picnum != DTILE_FIREFLY) { actor->Destroy(); return; @@ -1166,7 +1166,7 @@ void moveexplosions_d(void) // STATNUM 5 { act->Destroy(); } - else if (isWorldTour() && act->spr.picnum == FIREFLYFLYINGEFFECT) + else if (isWorldTour() && act->spr.picnum == DTILE_FIREFLYFLYINGEFFECT) { fireflyflyingeffect(act); } @@ -1225,7 +1225,7 @@ void handle_se06_d(DDukeActor* actor) act2->temp_data[4] = actor->temp_data[4]; } } - handle_se14(actor, true, RPG, JIBS6); + handle_se14(actor, true, DTILE_RPG, DTILE_JIBS6); } @@ -1293,7 +1293,7 @@ static void handle_se28(DDukeActor* actor) if (rnd(32) && (actor->temp_data[2] & 1)) { act2->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; - spawn(act2, SMALLSMOKE); + spawn(act2, DTILE_SMALLSMOKE); double x; int p = findplayer(actor, &x); @@ -1345,18 +1345,18 @@ void moveeffectors_d(void) //STATNUM 3 break; case SE_14_SUBWAY_CAR: - handle_se14(act, true, RPG, JIBS6); + handle_se14(act, true, DTILE_RPG, DTILE_JIBS6); break; case SE_30_TWO_WAY_TRAIN: - handle_se30(act, JIBS6); + handle_se30(act, DTILE_JIBS6); break; case SE_2_EARTHQUAKE: handle_se02(act); break; - //Flashing sector lights after reactor EXPLOSION2 + //Flashing sector lights after reactor DTILE_EXPLOSION2 case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT: handle_se03(act); break; @@ -1410,7 +1410,7 @@ void moveeffectors_d(void) //STATNUM 3 break; case SE_19_EXPLOSION_LOWERS_CEILING: - handle_se19(act, BIGFORCE); + handle_se19(act, DTILE_BIGFORCE); break; case SE_20_STRETCH_BRIDGE: @@ -1433,7 +1433,7 @@ void moveeffectors_d(void) //STATNUM 3 break; } case SE_35: - handle_se35(act, SMALLSMOKE, EXPLOSION2); + handle_se35(act, DTILE_SMALLSMOKE, DTILE_EXPLOSION2); break; case SE_25_PISTON: //PISTONS @@ -1485,10 +1485,10 @@ void moveeffectors_d(void) //STATNUM 3 break; case 130: - handle_se130(act, 80, EXPLOSION2); + handle_se130(act, 80, DTILE_EXPLOSION2); break; case 131: - handle_se130(act, 40, EXPLOSION2); + handle_se130(act, 40, DTILE_EXPLOSION2); break; } } @@ -1570,7 +1570,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel) return; } - if (actor->spr.picnum == WATERBUBBLE) + if (actor->spr.picnum == DTILE_WATERBUBBLE) { int a = 0; } @@ -1592,11 +1592,11 @@ void move_d(DDukeActor *actor, int playernum, int xvel) if (actor->vel.X != 0 || actor->vel.Z != 0) { - if (a && actor->spr.picnum != ROTATEGUN) + if (a && actor->spr.picnum != DTILE_ROTATEGUN) { - if ((actor->spr.picnum == DRONE || actor->spr.picnum == COMMANDER) && actor->spr.extra > 0) + if ((actor->spr.picnum == DTILE_DRONE || actor->spr.picnum == DTILE_COMMANDER) && actor->spr.extra > 0) { - if (actor->spr.picnum == COMMANDER) + if (actor->spr.picnum == DTILE_COMMANDER) { double c, f; calcSlope(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, &c, &f); @@ -1636,7 +1636,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel) } } } - else if (actor->spr.picnum != ORGANTIC) + else if (actor->spr.picnum != DTILE_ORGANTIC) { if (actor->vel.Z > 0 && actor->floorz < actor->spr.pos.Z) actor->spr.pos.Z = actor->floorz; @@ -1655,7 +1655,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel) daxvel = actor->vel.X; angdif = actor->spr.Angles.Yaw; - if (a && actor->spr.picnum != ROTATEGUN) + if (a && actor->spr.picnum != DTILE_ROTATEGUN) { if (xvel < 960 && actor->spr.scale.X > 0.25 ) { @@ -1701,7 +1701,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel) actor->spr.shade += (actor->sector()->ceilingshade - actor->spr.shade) >> 1; else actor->spr.shade += (actor->sector()->floorshade - actor->spr.shade) >> 1; - if (actor->sector()->floorpicnum == MIRROR) + if (actor->sector()->floorpicnum == DTILE_MIRROR) actor->Destroy(); } } @@ -1715,12 +1715,12 @@ void move_d(DDukeActor *actor, int playernum, int xvel) void fall_d(DDukeActor *actor, int g_p) { - fall_common(actor, g_p, JIBS6, DRONE, BLOODPOOL, SHOTSPARK1, SQUISHED, THUD, nullptr); + fall_common(actor, g_p, DTILE_JIBS6, DTILE_DRONE, DTILE_BLOODPOOL, DTILE_SHOTSPARK1, SQUISHED, THUD, nullptr); } bool spawnweapondebris_d(int picnum) { - return picnum == BLIMP; + return picnum == DTILE_BLIMP; } //--------------------------------------------------------------------------- diff --git a/source/games/duke/src/animatesprites_d.cpp b/source/games/duke/src/animatesprites_d.cpp index 383f73d5c..76a65217b 100644 --- a/source/games/duke/src/animatesprites_d.cpp +++ b/source/games/duke/src/animatesprites_d.cpp @@ -134,11 +134,11 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi switch (h->spr.picnum) { - case DUKELYINGDEAD: + case DTILE_DUKELYINGDEAD: t->pos.Z += 24; break; - case BURNING: - case BURNING2: + case DTILE_BURNING: + case DTILE_BURNING2: if (OwnerAc && OwnerAc->spr.statnum == STAT_PLAYER) { if (display_mirror == 0 && OwnerAc->PlayerIndex() == screenpeek && ps[screenpeek].over_shoulder_on == 0) @@ -151,16 +151,16 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi } break; - case ATOMICHEALTH: + case DTILE_ATOMICHEALTH: t->pos.Z -= 4; break; - case CRYSTALAMMO: + case DTILE_CRYSTALAMMO: t->shade = int(BobVal(PlayClock << 4) * 16); continue; - case GROWSPARK: - t->picnum = GROWSPARK + ((PlayClock >> 4) & 3); + case DTILE_GROWSPARK: + t->picnum = DTILE_GROWSPARK + ((PlayClock >> 4) & 3); break; - case APLAYER: + case DTILE_APLAYER: p = h->PlayerIndex(); @@ -193,21 +193,21 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi switch (ps[p].curr_weapon) { - case PISTOL_WEAPON: newtspr->picnum = FIRSTGUNSPRITE; break; - case SHOTGUN_WEAPON: newtspr->picnum = SHOTGUNSPRITE; break; - case CHAINGUN_WEAPON: newtspr->picnum = CHAINGUNSPRITE; break; - case RPG_WEAPON: newtspr->picnum = RPGSPRITE; break; + case PISTOL_WEAPON: newtspr->picnum = DTILE_FIRSTGUNSPRITE; break; + case SHOTGUN_WEAPON: newtspr->picnum = DTILE_SHOTGUNSPRITE; break; + case CHAINGUN_WEAPON: newtspr->picnum = DTILE_CHAINGUNSPRITE; break; + case RPG_WEAPON: newtspr->picnum = DTILE_RPGSPRITE; break; case HANDREMOTE_WEAPON: - case HANDBOMB_WEAPON: newtspr->picnum = HEAVYHBOMB; break; - case TRIPBOMB_WEAPON: newtspr->picnum = TRIPBOMBSPRITE; break; - case GROW_WEAPON: newtspr->picnum = GROWSPRITEICON; break; - case SHRINKER_WEAPON: newtspr->picnum = SHRINKERSPRITE; break; - case FREEZE_WEAPON: newtspr->picnum = FREEZESPRITE; break; + case HANDBOMB_WEAPON: newtspr->picnum = DTILE_HEAVYHBOMB; break; + case TRIPBOMB_WEAPON: newtspr->picnum = DTILE_TRIPBOMBSPRITE; break; + case GROW_WEAPON: newtspr->picnum = DTILE_GROWSPRITEICON; break; + case SHRINKER_WEAPON: newtspr->picnum = DTILE_SHRINKERSPRITE; break; + case FREEZE_WEAPON: newtspr->picnum = DTILE_FREEZESPRITE; break; case FLAMETHROWER_WEAPON: //Twentieth Anniversary World Tour if (isWorldTour()) - newtspr->picnum = FLAMETHROWERSPRITE; + newtspr->picnum = DTILE_FLAMETHROWERSPRITE; break; - case DEVISTATOR_WEAPON: newtspr->picnum = DEVISTATORSPRITE; break; + case DEVISTATOR_WEAPON: newtspr->picnum = DTILE_DEVISTATORSPRITE; break; } if (h->GetOwner()) newtspr->pos.Z = ps[p].GetActor()->getOffsetZ() - 12; @@ -260,9 +260,9 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi if (ps[p].newOwner != nullptr) { - t4 = ScriptCode[gs.actorinfo[APLAYER].scriptaddress + 1]; + t4 = ScriptCode[gs.actorinfo[DTILE_APLAYER].scriptaddress + 1]; t3 = 0; - t1 = ScriptCode[gs.actorinfo[APLAYER].scriptaddress + 2]; + t1 = ScriptCode[gs.actorinfo[DTILE_APLAYER].scriptaddress + 2]; } if (ud.cameraactor == nullptr && ps[p].newOwner == nullptr) @@ -286,8 +286,8 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi break; - case WATERBUBBLE: - if (t->sectp->floorpicnum == FLOORSLIME) + case DTILE_WATERBUBBLE: + if (t->sectp->floorpicnum == DTILE_FLOORSLIME) { t->pal = 7; break; @@ -314,32 +314,32 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi switch (h->spr.picnum) { - case EXPLOSION2: - case EXPLOSION2BOT: - case ATOMICHEALTH: - case GROWSPARK: - case CHAINGUN: - case SHRINKEREXPLOSION: - case FLOORFLAME: - if (t->picnum == EXPLOSION2) + case DTILE_EXPLOSION2: + case DTILE_EXPLOSION2BOT: + case DTILE_ATOMICHEALTH: + case DTILE_GROWSPARK: + case DTILE_CHAINGUN: + case DTILE_SHRINKEREXPLOSION: + case DTILE_FLOORFLAME: + if (t->picnum == DTILE_EXPLOSION2) { ps[screenpeek].visibility = -127; lastvisinc = PlayClock + 32; } t->shade = -127; break; - case FIRE: - case FIRE2: + case DTILE_FIRE: + case DTILE_FIRE2: t->cstat |= CSTAT_SPRITE_YCENTER; [[fallthrough]]; - case BURNING: - case BURNING2: + case DTILE_BURNING: + case DTILE_BURNING2: if (!OwnerAc) break; if (!actorflag(OwnerAc, SFLAG_NOFLOORFIRE)) t->pos.Z = t->sectp->floorz; t->shade = -127; break; - case PLAYERONWATER: + case DTILE_PLAYERONWATER: if (hw_models && modelManager.CheckModel(h->spr.picnum, h->spr.pal)) { k = 0; @@ -364,7 +364,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi } h->dispicnum = t->picnum; - if (t->sectp->floorpicnum == MIRROR) + if (t->sectp->floorpicnum == DTILE_MIRROR) t->scale = DVector2(0, 0); } } diff --git a/source/games/duke/src/flags_d.cpp b/source/games/duke/src/flags_d.cpp index 66d994c09..b79000448 100644 --- a/source/games/duke/src/flags_d.cpp +++ b/source/games/duke/src/flags_d.cpp @@ -41,263 +41,263 @@ BEGIN_DUKE_NS void initactorflags_d() { - gs.actorinfo[COMMANDER].gutsoffset = -24; + gs.actorinfo[DTILE_COMMANDER].gutsoffset = -24; for (auto &fa : gs.actorinfo) { fa.falladjustz = 24; } - gs.actorinfo[OCTABRAIN].falladjustz = gs.actorinfo[COMMANDER].falladjustz = gs.actorinfo[DRONE].falladjustz = 0; + gs.actorinfo[DTILE_OCTABRAIN].falladjustz = gs.actorinfo[DTILE_COMMANDER].falladjustz = gs.actorinfo[DTILE_DRONE].falladjustz = 0; setflag(SFLAG_INTERNAL_BADGUY, { - SHARK, - RECON, - DRONE, - LIZTROOPONTOILET, - LIZTROOPJUSTSIT, - LIZTROOPSTAYPUT, - LIZTROOPSHOOT, - LIZTROOPJETPACK, - LIZTROOPDUCKING, - LIZTROOPRUNNING, - LIZTROOP, - OCTABRAIN, - COMMANDER, - COMMANDERSTAYPUT, - PIGCOP, - EGG, - PIGCOPSTAYPUT, - PIGCOPDIVE, - LIZMAN, - LIZMANSPITTING, - LIZMANFEEDING, - LIZMANJUMP, - ORGANTIC, - BOSS1, - BOSS2, - BOSS3, - BOSS4, - GREENSLIME, - RAT, - ROTATEGUN }); + DTILE_SHARK, + DTILE_RECON, + DTILE_DRONE, + DTILE_LIZTROOPONTOILET, + DTILE_LIZTROOPJUSTSIT, + DTILE_LIZTROOPSTAYPUT, + DTILE_LIZTROOPSHOOT, + DTILE_LIZTROOPJETPACK, + DTILE_LIZTROOPDUCKING, + DTILE_LIZTROOPRUNNING, + DTILE_LIZTROOP, + DTILE_OCTABRAIN, + DTILE_COMMANDER, + DTILE_COMMANDERSTAYPUT, + DTILE_PIGCOP, + DTILE_EGG, + DTILE_PIGCOPSTAYPUT, + DTILE_PIGCOPDIVE, + DTILE_LIZMAN, + DTILE_LIZMANSPITTING, + DTILE_LIZMANFEEDING, + DTILE_LIZMANJUMP, + DTILE_ORGANTIC, + DTILE_BOSS1, + DTILE_BOSS2, + DTILE_BOSS3, + DTILE_BOSS4, + DTILE_GREENSLIME, + DTILE_RAT, + DTILE_ROTATEGUN }); // non-STAT_ACTOR classes that need CON support. For compatibility this must be explicitly enabled. setflag(SFLAG3_FORCERUNCON, { - EXPLODINGBARREL, - WOODENHORSE, - HORSEONSIDE, - FLOORFLAME, - FIREBARREL, - FIREVASE, - NUKEBARREL, - NUKEBARRELDENTED, - NUKEBARRELLEAKED, - TOILETWATER, - RUBBERCAN, - STEAM, - CEILINGSTEAM, - WATERBUBBLEMAKER, - SHOTSPARK1, - BURNING, - BURNING2, - FECES, - WATERBUBBLE, - SMALLSMOKE, - EXPLOSION2, - SHRINKEREXPLOSION, - EXPLOSION2BOT, - BLOOD, - LASERSITE, - FORCERIPPLE, - TRANSPORTERSTAR, - TRANSPORTERBEAM + DTILE_EXPLODINGBARREL, + DTILE_WOODENHORSE, + DTILE_HORSEONSIDE, + DTILE_FLOORFLAME, + DTILE_FIREBARREL, + DTILE_FIREVASE, + DTILE_NUKEBARREL, + DTILE_NUKEBARRELDENTED, + DTILE_NUKEBARRELLEAKED, + DTILE_TOILETWATER, + DTILE_RUBBERCAN, + DTILE_STEAM, + DTILE_CEILINGSTEAM, + DTILE_WATERBUBBLEMAKER, + DTILE_SHOTSPARK1, + DTILE_BURNING, + DTILE_BURNING2, + DTILE_FECES, + DTILE_WATERBUBBLE, + DTILE_SMALLSMOKE, + DTILE_EXPLOSION2, + DTILE_SHRINKEREXPLOSION, + DTILE_EXPLOSION2BOT, + DTILE_BLOOD, + DTILE_LASERSITE, + DTILE_FORCERIPPLE, + DTILE_TRANSPORTERSTAR, + DTILE_TRANSPORTERBEAM }); // Some flags taken from RedNukem's init code. This is a good start as any to reduce the insane dependency on tile numbers for making decisions in the play code. A lot more will be added here later. - setflag(SFLAG_NODAMAGEPUSH, { TANK, BOSS1, BOSS2, BOSS3, BOSS4, RECON, ROTATEGUN }); - setflag(SFLAG_BOSS, { BOSS1, BOSS2, BOSS3, BOSS4, BOSS4STAYPUT, BOSS1STAYPUT }); - if (isWorldTour()) setflag(SFLAG_BOSS, { BOSS2STAYPUT, BOSS3STAYPUT, BOSS5, BOSS5STAYPUT }); - setflag(SFLAG_NOWATERDIP, { OCTABRAIN, COMMANDER, DRONE }); - setflag(SFLAG_GREENSLIMEFOOD, { LIZTROOP, LIZMAN, PIGCOP, NEWBEAST }); - setflag(SFLAG_NOINTERPOLATE, { CRANEPOLE }); - setflag(SFLAG_FLAMMABLEPOOLEFFECT, { TIRE }); - setflag(SFLAG_FALLINGFLAMMABLE, { BOX }); - setflag(SFLAG_INFLAME, { RADIUSEXPLOSION, RPG, FIRELASER, HYDRENT, HEAVYHBOMB }); - setflag(SFLAG_NOFLOORFIRE, { TREE1, TREE2 }); - setflag(SFLAG_HITRADIUS_FLAG1, { BOX, TREE1, TREE2, TIRE, CONE }); - setflag(SFLAG_HITRADIUS_FLAG2, { TRIPBOMB, QUEBALL, STRIPEBALL, DUKELYINGDEAD }); - setflag(SFLAG_CHECKSLEEP, { RUBBERCAN, EXPLODINGBARREL, WOODENHORSE, HORSEONSIDE, CANWITHSOMETHING, FIREBARREL, NUKEBARREL, NUKEBARRELDENTED, NUKEBARRELLEAKED, TRIPBOMB }); - setflag(SFLAG_NOTELEPORT, { TRANSPORTERSTAR, TRANSPORTERBEAM, TRIPBOMB, BULLETHOLE, WATERSPLASH2, BURNING, BURNING2, FIRE, FIRE2, TOILETWATER, LASERLINE }); - setflag(SFLAG_SE24_NOCARRY, { TRIPBOMB, LASERLINE, BOLT1, BOLT2, BOLT3, BOLT4, SIDEBOLT1, SIDEBOLT2, SIDEBOLT3, SIDEBOLT4, CRANE, CRANE1, CRANE2, BARBROKE }); - setflag(SFLAG_SE24_REMOVE, { BLOODPOOL, PUKE, FOOTPRINTS, FOOTPRINTS2, FOOTPRINTS3, FOOTPRINTS4, BULLETHOLE, BLOODSPLAT1, BLOODSPLAT2, BLOODSPLAT3, BLOODSPLAT4 }); - setflag(SFLAG_BLOCK_TRIPBOMB, { TRIPBOMB }); // making this a flag adds the option to let other things block placing trip bombs as well. - setflag(SFLAG_NOFALLER, { CRACK1, CRACK2, CRACK3, CRACK4, SPEAKER, LETTER, DUCK, TARGET, TRIPBOMB, VIEWSCREEN, VIEWSCREEN2 }); - setflag(SFLAG2_NOROTATEWITHSECTOR, { LASERLINE }); - setflag(SFLAG2_SHOWWALLSPRITEONMAP, { LASERLINE }); + setflag(SFLAG_NODAMAGEPUSH, { DTILE_TANK, DTILE_BOSS1, DTILE_BOSS2, DTILE_BOSS3, DTILE_BOSS4, DTILE_RECON, DTILE_ROTATEGUN }); + setflag(SFLAG_BOSS, { DTILE_BOSS1, DTILE_BOSS2, DTILE_BOSS3, DTILE_BOSS4, DTILE_BOSS4STAYPUT, DTILE_BOSS1STAYPUT }); + if (isWorldTour()) setflag(SFLAG_BOSS, { DTILE_BOSS2STAYPUT, DTILE_BOSS3STAYPUT, DTILE_BOSS5, DTILE_BOSS5STAYPUT }); + setflag(SFLAG_NOWATERDIP, { DTILE_OCTABRAIN, DTILE_COMMANDER, DTILE_DRONE }); + setflag(SFLAG_GREENSLIMEFOOD, { DTILE_LIZTROOP, DTILE_LIZMAN, DTILE_PIGCOP, DTILE_NEWBEAST }); + setflag(SFLAG_NOINTERPOLATE, { DTILE_CRANEPOLE }); + setflag(SFLAG_FLAMMABLEPOOLEFFECT, { DTILE_TIRE }); + setflag(SFLAG_FALLINGFLAMMABLE, { DTILE_BOX }); + setflag(SFLAG_INFLAME, { DTILE_RADIUSEXPLOSION, DTILE_RPG, DTILE_FIRELASER, DTILE_HYDRENT, DTILE_HEAVYHBOMB }); + setflag(SFLAG_NOFLOORFIRE, { DTILE_TREE1, DTILE_TREE2 }); + setflag(SFLAG_HITRADIUS_FLAG1, { DTILE_BOX, DTILE_TREE1, DTILE_TREE2, DTILE_TIRE, DTILE_CONE }); + setflag(SFLAG_HITRADIUS_FLAG2, { DTILE_TRIPBOMB, DTILE_QUEBALL, DTILE_STRIPEBALL, DTILE_DUKELYINGDEAD }); + setflag(SFLAG_CHECKSLEEP, { DTILE_RUBBERCAN, DTILE_EXPLODINGBARREL, DTILE_WOODENHORSE, DTILE_HORSEONSIDE, DTILE_CANWITHSOMETHING, DTILE_FIREBARREL, DTILE_NUKEBARREL, DTILE_NUKEBARRELDENTED, DTILE_NUKEBARRELLEAKED, DTILE_TRIPBOMB }); + setflag(SFLAG_NOTELEPORT, { DTILE_TRANSPORTERSTAR, DTILE_TRANSPORTERBEAM, DTILE_TRIPBOMB, DTILE_BULLETHOLE, DTILE_WATERSPLASH2, DTILE_BURNING, DTILE_BURNING2, DTILE_FIRE, DTILE_FIRE2, DTILE_TOILETWATER, DTILE_LASERLINE }); + setflag(SFLAG_SE24_NOCARRY, { DTILE_TRIPBOMB, DTILE_LASERLINE, DTILE_BOLT1, DTILE_BOLT2, DTILE_BOLT3, DTILE_BOLT4, DTILE_SIDEBOLT1, DTILE_SIDEBOLT2, DTILE_SIDEBOLT3, DTILE_SIDEBOLT4, DTILE_CRANE, DTILE_CRANE1, DTILE_CRANE2, DTILE_BARBROKE }); + setflag(SFLAG_SE24_REMOVE, { DTILE_BLOODPOOL, DTILE_PUKE, DTILE_FOOTPRINTS, DTILE_FOOTPRINTS2, DTILE_FOOTPRINTS3, DTILE_FOOTPRINTS4, DTILE_BULLETHOLE, DTILE_BLOODSPLAT1, DTILE_BLOODSPLAT2, DTILE_BLOODSPLAT3, DTILE_BLOODSPLAT4 }); + setflag(SFLAG_BLOCK_TRIPBOMB, { DTILE_TRIPBOMB }); // making this a flag adds the option to let other things block placing trip bombs as well. + setflag(SFLAG_NOFALLER, { DTILE_CRACK1, DTILE_CRACK2, DTILE_CRACK3, DTILE_CRACK4, DTILE_SPEAKER, DTILE_LETTER, DTILE_DUCK, DTILE_TARGET, DTILE_TRIPBOMB, DTILE_VIEWSCREEN, DTILE_VIEWSCREEN2 }); + setflag(SFLAG2_NOROTATEWITHSECTOR, { DTILE_LASERLINE }); + setflag(SFLAG2_SHOWWALLSPRITEONMAP, { DTILE_LASERLINE }); setflag(SFLAG2_NOFLOORPAL, { - TRIPBOMB, - LASERLINE, - FORCESPHERE, - BURNING, - BURNING2, - ATOMICHEALTH, - CRYSTALAMMO, - VIEWSCREEN, - VIEWSCREEN2, - SHRINKSPARK, - GROWSPARK, - RPG, - RECON }); + DTILE_TRIPBOMB, + DTILE_LASERLINE, + DTILE_FORCESPHERE, + DTILE_BURNING, + DTILE_BURNING2, + DTILE_ATOMICHEALTH, + DTILE_CRYSTALAMMO, + DTILE_VIEWSCREEN, + DTILE_VIEWSCREEN2, + DTILE_SHRINKSPARK, + DTILE_GROWSPARK, + DTILE_RPG, + DTILE_RECON }); - setflag(SFLAG2_EXPLOSIVE, { FIREEXT, RPG, RADIUSEXPLOSION, SEENINE, OOZFILTER }); - setflag(SFLAG2_BRIGHTEXPLODE, { SEENINE, OOZFILTER }); - setflag(SFLAG2_DOUBLEDMGTHRUST, { RADIUSEXPLOSION, RPG, HYDRENT, HEAVYHBOMB, SEENINE, OOZFILTER, EXPLODINGBARREL }); - setflag(SFLAG2_BREAKMIRRORS, { RADIUSEXPLOSION, RPG, HYDRENT, HEAVYHBOMB, SEENINE, OOZFILTER, EXPLODINGBARREL }); - setflag(SFLAG2_CAMERA, { CAMERA1 }); - setflag(SFLAG2_DONTANIMATE, { TRIPBOMB, LASERLINE }); - setflag(SFLAG2_INTERPOLATEANGLE, { BEARINGPLATE }); - setflag(SFLAG2_GREENBLOOD, { OOZFILTER, NEWBEAST, NUKEBARREL }); - setflag(SFLAG2_ALWAYSROTATE1, { RAT, CAMERA1, CHAIR3 }); - setflag(SFLAG2_ALWAYSROTATE2, { RPG }); - setflag(SFLAG2_DIENOW, { RADIUSEXPLOSION, KNEE }); - setflag(SFLAG2_TRANFERPALTOJIBS, { LIZTROOP }); - setflag(SFLAG2_NORADIUSPUSH, { TANK, ROTATEGUN, RECON }); - setflag(SFLAG2_FREEZEDAMAGE | SFLAG2_REFLECTIVE, { FREEZEBLAST }); - setflag(SFLAG2_ALWAYSROTATE2, { RECON }); - setflag(SFLAG2_SPECIALAUTOAIM, { RECON }); - setflag(SFLAG2_IGNOREHITOWNER, { RECON }); - setflag(SFLAG2_NODAMAGEPUSH, { RECON, TANK, ROTATEGUN }); - setflag(SFLAG2_FLOATING, { DRONE, SHARK, COMMANDER }); - setflag(SFLAG2_NONSMOKYROCKET, { BOSS2 }); // If this wasn't needed for a CON defined actor it could be handled better - setflag(SFLAG2_MIRRORREFLECT, { SHRINKSPARK, FIRELASER, COOLEXPLOSION1 }); - setflag(SFLAG2_UNDERWATERSLOWDOWN, { RPG }); - setflag(SFLAG3_BROWNBLOOD, { FECES }); - setflag(SFLAG3_DONTDIVEALIVE, { OCTABRAIN, SHARK, GREENSLIME }); - setflag(SFLAG3_LIGHTDAMAGE, { SHOTSPARK1 }); + setflag(SFLAG2_EXPLOSIVE, { DTILE_FIREEXT, DTILE_RPG, DTILE_RADIUSEXPLOSION, DTILE_SEENINE, DTILE_OOZFILTER }); + setflag(SFLAG2_BRIGHTEXPLODE, { DTILE_SEENINE, DTILE_OOZFILTER }); + setflag(SFLAG2_DOUBLEDMGTHRUST, { DTILE_RADIUSEXPLOSION, DTILE_RPG, DTILE_HYDRENT, DTILE_HEAVYHBOMB, DTILE_SEENINE, DTILE_OOZFILTER, DTILE_EXPLODINGBARREL }); + setflag(SFLAG2_BREAKMIRRORS, { DTILE_RADIUSEXPLOSION, DTILE_RPG, DTILE_HYDRENT, DTILE_HEAVYHBOMB, DTILE_SEENINE, DTILE_OOZFILTER, DTILE_EXPLODINGBARREL }); + setflag(SFLAG2_CAMERA, { DTILE_CAMERA1 }); + setflag(SFLAG2_DONTANIMATE, { DTILE_TRIPBOMB, DTILE_LASERLINE }); + setflag(SFLAG2_INTERPOLATEANGLE, { DTILE_BEARINGPLATE }); + setflag(SFLAG2_GREENBLOOD, { DTILE_OOZFILTER, DTILE_NEWBEAST, DTILE_NUKEBARREL }); + setflag(SFLAG2_ALWAYSROTATE1, { DTILE_RAT, DTILE_CAMERA1, DTILE_CHAIR3 }); + setflag(SFLAG2_ALWAYSROTATE2, { DTILE_RPG }); + setflag(SFLAG2_DIENOW, { DTILE_RADIUSEXPLOSION, DTILE_KNEE }); + setflag(SFLAG2_TRANFERPALTOJIBS, { DTILE_LIZTROOP }); + setflag(SFLAG2_NORADIUSPUSH, { DTILE_TANK, DTILE_ROTATEGUN, DTILE_RECON }); + setflag(SFLAG2_FREEZEDAMAGE | SFLAG2_REFLECTIVE, { DTILE_FREEZEBLAST }); + setflag(SFLAG2_ALWAYSROTATE2, { DTILE_RECON }); + setflag(SFLAG2_SPECIALAUTOAIM, { DTILE_RECON }); + setflag(SFLAG2_IGNOREHITOWNER, { DTILE_RECON }); + setflag(SFLAG2_NODAMAGEPUSH, { DTILE_RECON, DTILE_TANK, DTILE_ROTATEGUN }); + setflag(SFLAG2_FLOATING, { DTILE_DRONE, DTILE_SHARK, DTILE_COMMANDER }); + setflag(SFLAG2_NONSMOKYROCKET, { DTILE_BOSS2 }); // If this wasn't needed for a CON defined actor it could be handled better + setflag(SFLAG2_MIRRORREFLECT, { DTILE_SHRINKSPARK, DTILE_FIRELASER, DTILE_COOLEXPLOSION1 }); + setflag(SFLAG2_UNDERWATERSLOWDOWN, { DTILE_RPG }); + setflag(SFLAG3_BROWNBLOOD, { DTILE_FECES }); + setflag(SFLAG3_DONTDIVEALIVE, { DTILE_OCTABRAIN, DTILE_SHARK, DTILE_GREENSLIME }); + setflag(SFLAG3_LIGHTDAMAGE, { DTILE_SHOTSPARK1 }); if (isWorldTour()) { - setflag(SFLAG_INTERNAL_BADGUY, { FIREFLY }); - setflag(SFLAG_INTERNAL_BADGUY|SFLAG_NODAMAGEPUSH|SFLAG_BOSS, { BOSS5 }); - setflag(SFLAG3_FORCERUNCON, { LAVAPOOL, ONFIRE, ONFIRESMOKE, BURNEDCORPSE, LAVAPOOLBUBBLE, WHISPYSMOKE, FIREFLYFLYINGEFFECT }); + setflag(SFLAG_INTERNAL_BADGUY, { DTILE_FIREFLY }); + setflag(SFLAG_INTERNAL_BADGUY|SFLAG_NODAMAGEPUSH|SFLAG_BOSS, { DTILE_BOSS5 }); + setflag(SFLAG3_FORCERUNCON, { DTILE_LAVAPOOL, DTILE_ONFIRE, DTILE_ONFIRESMOKE, DTILE_BURNEDCORPSE, DTILE_LAVAPOOLBUBBLE, DTILE_WHISPYSMOKE, DTILE_FIREFLYFLYINGEFFECT }); } setflag(SFLAG_INVENTORY, { - FIRSTAID, - STEROIDS, - HEATSENSOR, - BOOTS, - JETPACK, - HOLODUKE, - AIRTANK }); + DTILE_FIRSTAID, + DTILE_STEROIDS, + DTILE_HEATSENSOR, + DTILE_BOOTS, + DTILE_JETPACK, + DTILE_HOLODUKE, + DTILE_AIRTANK }); setflag(SFLAG_SHRINKAUTOAIM, { - GREENSLIME, + DTILE_GREENSLIME, }); setflag(SFLAG_HITRADIUSCHECK, { - PODFEM1 , - FEM1, - FEM2, - FEM3, - FEM4, - FEM5, - FEM6, - FEM7, - FEM8, - FEM9, - FEM10, - STATUE, - STATUEFLASH, - SPACEMARINE, - QUEBALL, - STRIPEBALL + DTILE_PODFEM1 , + DTILE_FEM1, + DTILE_FEM2, + DTILE_FEM3, + DTILE_FEM4, + DTILE_FEM5, + DTILE_FEM6, + DTILE_FEM7, + DTILE_FEM8, + DTILE_FEM9, + DTILE_FEM10, + DTILE_STATUE, + DTILE_STATUEFLASH, + DTILE_SPACEMARINE, + DTILE_QUEBALL, + DTILE_STRIPEBALL }); - setflag(SFLAG_TRIGGER_IFHITSECTOR, { EXPLOSION2 }); + setflag(SFLAG_TRIGGER_IFHITSECTOR, { DTILE_EXPLOSION2 }); setflag(SFLAG_MOVEFTA_MAKESTANDABLE, { - RUBBERCAN, - EXPLODINGBARREL, - WOODENHORSE, - HORSEONSIDE, - CANWITHSOMETHING, - CANWITHSOMETHING2, - CANWITHSOMETHING3, - CANWITHSOMETHING4, - FIREBARREL, - FIREVASE, - NUKEBARREL, - NUKEBARRELDENTED, - NUKEBARRELLEAKED, - TRIPBOMB + DTILE_RUBBERCAN, + DTILE_EXPLODINGBARREL, + DTILE_WOODENHORSE, + DTILE_HORSEONSIDE, + DTILE_CANWITHSOMETHING, + DTILE_CANWITHSOMETHING2, + DTILE_CANWITHSOMETHING3, + DTILE_CANWITHSOMETHING4, + DTILE_FIREBARREL, + DTILE_FIREVASE, + DTILE_NUKEBARREL, + DTILE_NUKEBARRELDENTED, + DTILE_NUKEBARRELLEAKED, + DTILE_TRIPBOMB }); setflag(SFLAG2_TRIGGERRESPAWN, { - FEM1, - FEM2, - FEM3, - FEM4, - FEM5, - FEM6, - FEM7, - FEM8, - FEM9, - FEM10, - PODFEM1, - NAKED1, - STATUE, - TOUGHGAL + DTILE_FEM1, + DTILE_FEM2, + DTILE_FEM3, + DTILE_FEM4, + DTILE_FEM5, + DTILE_FEM6, + DTILE_FEM7, + DTILE_FEM8, + DTILE_FEM9, + DTILE_FEM10, + DTILE_PODFEM1, + DTILE_NAKED1, + DTILE_STATUE, + DTILE_TOUGHGAL }); - setflag(SFLAG2_FORCESECTORSHADE, { GREENSLIME }); - setflag(SFLAG3_DONTDIVEALIVE, { GREENSLIME, SHARK, OCTABRAIN }); - setflag(SFLAG3_BLOODY, { BLOODPOOL }); + setflag(SFLAG2_FORCESECTORSHADE, { DTILE_GREENSLIME }); + setflag(SFLAG3_DONTDIVEALIVE, { DTILE_GREENSLIME, DTILE_SHARK, DTILE_OCTABRAIN }); + setflag(SFLAG3_BLOODY, { DTILE_BLOODPOOL }); // The feature guarded by this flag does not exist in Duke, it always acts as if the flag was set. for (auto& ainf : gs.actorinfo) ainf.flags |= SFLAG_MOVEFTA_CHECKSEE; - gs.actorinfo[ORGANTIC].aimoffset = 32; - gs.actorinfo[ROTATEGUN].aimoffset = 32; + gs.actorinfo[DTILE_ORGANTIC].aimoffset = 32; + gs.actorinfo[DTILE_ROTATEGUN].aimoffset = 32; - gs.weaponsandammosprites[0] = RPGSPRITE; - gs.weaponsandammosprites[1] = CHAINGUNSPRITE; - gs.weaponsandammosprites[2] = DEVISTATORAMMO; - gs.weaponsandammosprites[3] = RPGAMMO; - gs.weaponsandammosprites[4] = RPGAMMO; - gs.weaponsandammosprites[5] = JETPACK; - gs.weaponsandammosprites[6] = SHIELD; - gs.weaponsandammosprites[7] = FIRSTAID; - gs.weaponsandammosprites[8] = STEROIDS; - gs.weaponsandammosprites[9] = RPGAMMO; - gs.weaponsandammosprites[10] = RPGAMMO; - gs.weaponsandammosprites[11] = RPGSPRITE; - gs.weaponsandammosprites[12] = RPGAMMO; - gs.weaponsandammosprites[13] = FREEZESPRITE; - gs.weaponsandammosprites[14] = FREEZEAMMO; - gs.firstdebris = SCRAP6; + gs.weaponsandammosprites[0] = DTILE_RPGSPRITE; + gs.weaponsandammosprites[1] = DTILE_CHAINGUNSPRITE; + gs.weaponsandammosprites[2] = DTILE_DEVISTATORAMMO; + gs.weaponsandammosprites[3] = DTILE_RPGAMMO; + gs.weaponsandammosprites[4] = DTILE_RPGAMMO; + gs.weaponsandammosprites[5] = DTILE_JETPACK; + gs.weaponsandammosprites[6] = DTILE_SHIELD; + gs.weaponsandammosprites[7] = DTILE_FIRSTAID; + gs.weaponsandammosprites[8] = DTILE_STEROIDS; + gs.weaponsandammosprites[9] = DTILE_RPGAMMO; + gs.weaponsandammosprites[10] = DTILE_RPGAMMO; + gs.weaponsandammosprites[11] = DTILE_RPGSPRITE; + gs.weaponsandammosprites[12] = DTILE_RPGAMMO; + gs.weaponsandammosprites[13] = DTILE_FREEZESPRITE; + gs.weaponsandammosprites[14] = DTILE_FREEZEAMMO; + gs.firstdebris = DTILE_SCRAP6; - TILE_W_FORCEFIELD = W_FORCEFIELD; - TILE_APLAYER = APLAYER; - TILE_DRONE = DRONE; - TILE_SCREENBORDER = BIGHOLE; - TILE_VIEWBORDER = VIEWBORDER; - TILE_APLAYERTOP = APLAYERTOP; - TILE_CAMCORNER = CAMCORNER; - TILE_CAMLIGHT = CAMLIGHT; - TILE_STATIC = STATIC; - TILE_BOTTOMSTATUSBAR = isWorldTour()? WIDESCREENSTATUSBAR : BOTTOMSTATUSBAR; - TILE_ATOMICHEALTH = ATOMICHEALTH; - TILE_FIRE = FIRE; - TILE_WATERBUBBLE = WATERBUBBLE; - TILE_SMALLSMOKE = SMALLSMOKE; - TILE_BLOODPOOL = BLOODPOOL; - TILE_CLOUDYSKIES = CLOUDYSKIES; - TILE_ACCESSSWITCH = ACCESSSWITCH; - TILE_ACCESSSWITCH2 = ACCESSSWITCH2; - TILE_MIRROR = MIRROR; - TILE_LOADSCREEN = LOADSCREEN; - TILE_CROSSHAIR = CROSSHAIR; - TILE_EGG = EGG; + TILE_W_FORCEFIELD = DTILE_W_FORCEFIELD; + TILE_APLAYER = DTILE_APLAYER; + TILE_DRONE = DTILE_DRONE; + TILE_SCREENBORDER = DTILE_BIGHOLE; + TILE_VIEWBORDER = DTILE_VIEWBORDER; + TILE_APLAYERTOP = DTILE_APLAYERTOP; + TILE_CAMCORNER = DTILE_CAMCORNER; + TILE_CAMLIGHT = DTILE_CAMLIGHT; + TILE_STATIC = DTILE_STATIC; + TILE_BOTTOMSTATUSBAR = isWorldTour()? DTILE_WIDESCREENSTATUSBAR : DTILE_BOTTOMSTATUSBAR; + TILE_ATOMICHEALTH = DTILE_ATOMICHEALTH; + TILE_FIRE = DTILE_FIRE; + TILE_WATERBUBBLE = DTILE_WATERBUBBLE; + TILE_SMALLSMOKE = DTILE_SMALLSMOKE; + TILE_BLOODPOOL = DTILE_BLOODPOOL; + TILE_CLOUDYSKIES = DTILE_CLOUDYSKIES; + TILE_ACCESSSWITCH = DTILE_ACCESSSWITCH; + TILE_ACCESSSWITCH2 = DTILE_ACCESSSWITCH2; + TILE_MIRROR = DTILE_MIRROR; + TILE_LOADSCREEN = DTILE_LOADSCREEN; + TILE_CROSSHAIR = DTILE_CROSSHAIR; + TILE_EGG = DTILE_EGG; } diff --git a/source/games/duke/src/gamevar.cpp b/source/games/duke/src/gamevar.cpp index de657789f..5d725fa8e 100644 --- a/source/games/duke/src/gamevar.cpp +++ b/source/games/duke/src/gamevar.cpp @@ -642,7 +642,7 @@ void AddSystemVars() AddGameVar(aszBuf, WEAPON_FLAG_NOVISIBLE | WEAPON_FLAG_AUTOMATIC | WEAPON_FLAG_RANDOMRESTART, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOOTS", KNEE_WEAPON); - AddGameVar(aszBuf, KNEE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); + AddGameVar(aszBuf, DTILE_KNEE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", KNEE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); @@ -689,13 +689,13 @@ void AddSystemVars() AddGameVar(aszBuf, WEAPON_FLAG_AUTOMATIC | WEAPON_FLAG_HOLSTER_CLEARS_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOOTS", PISTOL_WEAPON); - AddGameVar(aszBuf, SHOTSPARK1, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); + AddGameVar(aszBuf, DTILE_SHOTSPARK1, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", PISTOL_WEAPON); AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWN", PISTOL_WEAPON); - AddGameVar(aszBuf, SHELL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); + AddGameVar(aszBuf, DTILE_SHELL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", PISTOL_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); @@ -735,13 +735,13 @@ void AddSystemVars() AddGameVar(aszBuf, WEAPON_FLAG_CHECKATRELOAD, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOOTS", SHOTGUN_WEAPON); - AddGameVar(aszBuf, SHOTGUN, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); + AddGameVar(aszBuf, DTILE_SHOTGUN, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", SHOTGUN_WEAPON); AddGameVar(aszBuf, 24, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWN", SHOTGUN_WEAPON); - AddGameVar(aszBuf, SHOTGUNSHELL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); + AddGameVar(aszBuf, DTILE_SHOTGUNSHELL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", SHOTGUN_WEAPON); AddGameVar(aszBuf, 7, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); @@ -783,13 +783,13 @@ void AddSystemVars() sprintf(aszBuf, "WEAPON%d_SHOOTS", CHAINGUN_WEAPON); - AddGameVar(aszBuf, CHAINGUN, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); + AddGameVar(aszBuf, DTILE_CHAINGUN, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", CHAINGUN_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWN", CHAINGUN_WEAPON); - AddGameVar(aszBuf, SHELL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); + AddGameVar(aszBuf, DTILE_SHELL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", CHAINGUN_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); @@ -829,7 +829,7 @@ void AddSystemVars() AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOOTS", RPG_WEAPON); - AddGameVar(aszBuf, RPG, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); + AddGameVar(aszBuf, DTILE_RPG, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", RPG_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); @@ -875,7 +875,7 @@ void AddSystemVars() AddGameVar(aszBuf, WEAPON_FLAG_THROWIT, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOOTS", HANDBOMB_WEAPON); - AddGameVar(aszBuf, HEAVYHBOMB, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); + AddGameVar(aszBuf, DTILE_HEAVYHBOMB, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", HANDBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); @@ -923,7 +923,7 @@ void AddSystemVars() AddGameVar(aszBuf, WEAPON_FLAG_GLOWS, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOOTS", SHRINKER_WEAPON); - AddGameVar(aszBuf, SHRINKER, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); + AddGameVar(aszBuf, DTILE_SHRINKER, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", SHRINKER_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); @@ -969,7 +969,7 @@ void AddSystemVars() AddGameVar(aszBuf, WEAPON_FLAG_FIREEVERYOTHER, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOOTS", DEVISTATOR_WEAPON); - AddGameVar(aszBuf, RPG, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); + AddGameVar(aszBuf, DTILE_RPG, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", DEVISTATOR_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); @@ -1015,7 +1015,7 @@ void AddSystemVars() AddGameVar(aszBuf, WEAPON_FLAG_STANDSTILL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOOTS", TRIPBOMB_WEAPON); - AddGameVar(aszBuf, HANDHOLDINGLASER, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); + AddGameVar(aszBuf, DTILE_HANDHOLDINGLASER, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", TRIPBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); @@ -1061,7 +1061,7 @@ void AddSystemVars() AddGameVar(aszBuf, WEAPON_FLAG_FIREEVERYOTHER, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOOTS", FREEZE_WEAPON); - AddGameVar(aszBuf, FREEZEBLAST, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); + AddGameVar(aszBuf, DTILE_FREEZEBLAST, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", FREEZE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); @@ -1156,7 +1156,7 @@ void AddSystemVars() AddGameVar(aszBuf, WEAPON_FLAG_GLOWS, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOOTS", GROW_WEAPON); - AddGameVar(aszBuf, GROWSPARK, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); + AddGameVar(aszBuf, DTILE_GROWSPARK, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", GROW_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); diff --git a/source/games/duke/src/hudweapon_d.cpp b/source/games/duke/src/hudweapon_d.cpp index dd0f20c0d..83a62e2b1 100644 --- a/source/games/duke/src/hudweapon_d.cpp +++ b/source/games/duke/src/hudweapon_d.cpp @@ -74,7 +74,7 @@ static void displayloogie(player_struct* p, double const interpfrac) const double z = 4096. + ((loogi + i) * 512.); const double x = -getavel(p->GetPlayerNum()) + BobVal((loogi + i) * 64.) * 16; - hud_drawsprite((p->loogie[i].X + x), (200 + p->loogie[i].Y - y), z - (i << 8), 256 - a, LOOGIE, 0, 0, 2); + hud_drawsprite((p->loogie[i].X + x), (200 + p->loogie[i].Y - y), z - (i << 8), 256 - a, DTILE_LOOGIE, 0, 0, 2); } } @@ -92,7 +92,7 @@ static bool animatefist(int gs, player_struct* p, double xoffset, double yoffset hud_drawsprite( (-fisti + 222 + xoffset), (yoffset + 194 + BobVal((6 + fisti) * 128.) * 32), - clamp(65536. - 65536. * BobVal(512 + fisti * 64.), 40920., 90612.), 0, FIST, gs, fistpal, 2); + clamp(65536. - 65536. * BobVal(512 + fisti * 64.), 40920., 90612.), 0, DTILE_FIST, gs, fistpal, 2); return true; } @@ -110,7 +110,7 @@ static bool animateknee(int gs, player_struct* p, double xoffset, double yoffset static const int8_t knee_y[] = { 0,-8,-16,-32,-64,-84,-108,-108,-108,-72,-32,-8 }; const double kneei = interpolatedvalue(knee_y[p->oknee_incs], knee_y[p->knee_incs], interpfrac); - hud_drawpal(105 + (kneei * 0.25) + xoffset, 280 + kneei + yoffset, KNEE, gs, 4, pal, angle); + hud_drawpal(105 + (kneei * 0.25) + xoffset, 280 + kneei + yoffset, DTILE_KNEE, gs, 4, pal, angle); return true; } @@ -127,7 +127,7 @@ static bool animateknuckles(int gs, player_struct* p, double xoffset, double yof static const uint8_t knuckle_frames[] = { 0,1,2,2,3,3,3,2,2,1,0 }; - hud_drawpal(160 + xoffset, 180 + yoffset, CRACKKNUCKLES + knuckle_frames[p->knuckle_incs >> 1], gs, 4, pal, angle); + hud_drawpal(160 + xoffset, 180 + yoffset, DTILE_CRACKKNUCKLES + knuckle_frames[p->knuckle_incs >> 1], gs, 4, pal, angle); return true; } @@ -143,9 +143,9 @@ void displaymasks_d(int snum, int p, double interpfrac) { if (ps[snum].scuba_on) { - int y = 200 - tileHeight(SCUBAMASK); - hud_drawsprite(44, y, 65536, 0, SCUBAMASK, 0, p, 2 + 16); - hud_drawsprite((320 - 43), y, 65536, 0, SCUBAMASK, 0, p, 2 + 4 + 16); + int y = 200 - tileHeight(DTILE_SCUBAMASK); + hud_drawsprite(44, y, 65536, 0, DTILE_SCUBAMASK, 0, p, 2 + 16); + hud_drawsprite((320 - 43), y, 65536, 0, DTILE_SCUBAMASK, 0, p, 2 + 4 + 16); } } @@ -162,7 +162,7 @@ static bool animatetip(int gs, player_struct* p, double xoffset, double yoffset, static const int8_t tip_y[] = { 0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16 }; const double tipi = interpolatedvalue(tip_y[p->otipincs], tip_y[p->tipincs], interpfrac) * 0.5; - hud_drawpal(170 + xoffset, 240 + tipi + yoffset, TIP + ((26 - p->tipincs) >> 4), gs, 0, pal, angle); + hud_drawpal(170 + xoffset, 240 + tipi + yoffset, DTILE_TIP + ((26 - p->tipincs) >> 4), gs, 0, pal, angle); return true; } @@ -183,9 +183,9 @@ static bool animateaccess(int gs, player_struct* p, double xoffset, double yoffs const int pal = p->access_spritenum != nullptr ? p->access_spritenum->spr.pal : 0; if ((p->access_incs-3) > 0 && (p->access_incs-3)>>3) - hud_drawpal(170 + (accessi * 0.25) + xoffset, 266 + accessi + yoffset, HANDHOLDINGLASER + (p->access_incs >> 3), gs, 0, pal, angle); + hud_drawpal(170 + (accessi * 0.25) + xoffset, 266 + accessi + yoffset, DTILE_HANDHOLDINGLASER + (p->access_incs >> 3), gs, 0, pal, angle); else - hud_drawpal(170 + (accessi * 0.25) + xoffset, 266 + accessi + yoffset, HANDHOLDINGACCESS, gs, 4, pal, angle); + hud_drawpal(170 + (accessi * 0.25) + xoffset, 266 + accessi + yoffset, DTILE_HANDHOLDINGACCESS, gs, 4, pal, angle); return true; } @@ -266,18 +266,18 @@ void displayweapon_d(int snum, double interpfrac) { if (quick_kick < 5 || quick_kick > 9) { - hud_drawpal(80 + offsets.X, 250 + offsets.Y, KNEE, shade, o | 4, pal2, angle); + hud_drawpal(80 + offsets.X, 250 + offsets.Y, DTILE_KNEE, shade, o | 4, pal2, angle); } else { - hud_drawpal(160 - 16 + offsets.X, 214 + offsets.Y, KNEE + 1, shade, o | 4, pal2, angle); + hud_drawpal(160 - 16 + offsets.X, 214 + offsets.Y, DTILE_KNEE + 1, shade, o | 4, pal2, angle); } } if (p->GetActor()->spr.scale.X < 0.625) { //shrunken.. - animateshrunken(p, 0, offsets.Y + gun_pos, -offsets.X, FIST, shade, o, interpfrac); + animateshrunken(p, 0, offsets.Y + gun_pos, -offsets.X, DTILE_FIST, shade, o, interpfrac); } else { @@ -297,11 +297,11 @@ void displayweapon_d(int snum, double interpfrac) { if (*kb < 5 || *kb > 9) { - hud_drawpal(220 + offsets.X, 250 + offsets.Y, KNEE, shade, o, pal2, angle); + hud_drawpal(220 + offsets.X, 250 + offsets.Y, DTILE_KNEE, shade, o, pal2, angle); } else { - hud_drawpal(160 + offsets.X, 214 + offsets.Y, KNEE + 1, shade, o, pal2, angle); + hud_drawpal(160 + offsets.X, 214 + offsets.Y, DTILE_KNEE + 1, shade, o, pal2, angle); } } }; @@ -320,10 +320,10 @@ void displayweapon_d(int snum, double interpfrac) if (*kb > 6) offsets.Y += kickback_pic * 8.; else if (*kb < 4) - hud_drawpal(142 + offsets.X, 234 + offsets.Y, HANDHOLDINGLASER + 3, shade, o, pal, angle); + hud_drawpal(142 + offsets.X, 234 + offsets.Y, DTILE_HANDHOLDINGLASER + 3, shade, o, pal, angle); - hud_drawpal(130 + offsets.X, 249 + offsets.Y, HANDHOLDINGLASER + (*kb >> 2), shade, o, pal, angle); - hud_drawpal(152 + offsets.X, 249 + offsets.Y, HANDHOLDINGLASER + (*kb >> 2), shade, o | 4, pal, angle); + hud_drawpal(130 + offsets.X, 249 + offsets.Y, DTILE_HANDHOLDINGLASER + (*kb >> 2), shade, o, pal, angle); + hud_drawpal(152 + offsets.X, 249 + offsets.Y, DTILE_HANDHOLDINGLASER + (*kb >> 2), shade, o | 4, pal, angle); }; //--------------------------------------------------------------------------- @@ -342,7 +342,7 @@ void displayweapon_d(int snum, double interpfrac) { if (*kb < (isWW2GI() ? weapTotalTime : 8)) { - hud_drawpal(164 + offsets.X, 176 + offsets.Y, RPGGUN + (*kb >> 1), shade, o | pin, pal, angle); + hud_drawpal(164 + offsets.X, 176 + offsets.Y, DTILE_RPGGUN + (*kb >> 1), shade, o | pin, pal, angle); } else if (isWW2GI()) { @@ -360,7 +360,7 @@ void displayweapon_d(int snum, double interpfrac) } } - hud_drawpal(164 + offsets.X, 176 + offsets.Y, RPGGUN, shade, o | pin, pal, angle); + hud_drawpal(164 + offsets.X, 176 + offsets.Y, DTILE_RPGGUN, shade, o | pin, pal, angle); }; //--------------------------------------------------------------------------- @@ -379,7 +379,7 @@ void displayweapon_d(int snum, double interpfrac) if (*kb > 0 && p->GetActor()->spr.pal != 1) offsets.X += 1 - (rand() & 3); - int pic = SHOTGUN; + int pic = DTILE_SHOTGUN; if (*kb == 0) { @@ -418,13 +418,13 @@ void displayweapon_d(int snum, double interpfrac) { case 1: case 2: - hud_drawpal(168 + offsets.X, 201 + offsets.Y, SHOTGUN + 2, -128, o, pal, angle); + hud_drawpal(168 + offsets.X, 201 + offsets.Y, DTILE_SHOTGUN + 2, -128, o, pal, angle); [[fallthrough]]; case 0: case 6: case 7: case 8: - hud_drawpal(146 + offsets.X, 202 + offsets.Y, SHOTGUN, shade, o, pal, angle); + hud_drawpal(146 + offsets.X, 202 + offsets.Y, DTILE_SHOTGUN, shade, o, pal, angle); break; case 3: case 4: @@ -438,37 +438,37 @@ void displayweapon_d(int snum, double interpfrac) offsets.Y += 40; offsets.X += 20; - hud_drawpal(178 + offsets.X, 194 + offsets.Y, SHOTGUN + 1 + ((*(kb)-1) >> 1), -128, o, pal, angle); + hud_drawpal(178 + offsets.X, 194 + offsets.Y, DTILE_SHOTGUN + 1 + ((*(kb)-1) >> 1), -128, o, pal, angle); } - hud_drawpal(158 + offsets.X, 220 + offsets.Y, SHOTGUN + 3, shade, o, pal, angle); + hud_drawpal(158 + offsets.X, 220 + offsets.Y, DTILE_SHOTGUN + 3, shade, o, pal, angle); break; case 13: case 14: case 15: - hud_drawpal(198 + offsets.X, 210 + offsets.Y, SHOTGUN + 4, shade, o, pal, angle); + hud_drawpal(198 + offsets.X, 210 + offsets.Y, DTILE_SHOTGUN + 4, shade, o, pal, angle); break; case 16: case 17: case 18: case 19: - hud_drawpal(234 + offsets.X, 196 + offsets.Y, SHOTGUN + 5, shade, o, pal, angle); + hud_drawpal(234 + offsets.X, 196 + offsets.Y, DTILE_SHOTGUN + 5, shade, o, pal, angle); break; case 20: case 21: case 22: case 23: - hud_drawpal(240 + offsets.X, 196 + offsets.Y, SHOTGUN + 6, shade, o, pal, angle); + hud_drawpal(240 + offsets.X, 196 + offsets.Y, DTILE_SHOTGUN + 6, shade, o, pal, angle); break; case 24: case 25: case 26: case 27: - hud_drawpal(234 + offsets.X, 196 + offsets.Y, SHOTGUN + 5, shade, o, pal, angle); + hud_drawpal(234 + offsets.X, 196 + offsets.Y, DTILE_SHOTGUN + 5, shade, o, pal, angle); break; case 28: case 29: case 30: - hud_drawpal(188 + offsets.X, 206 + offsets.Y, SHOTGUN + 4, shade, o, pal, angle); + hud_drawpal(188 + offsets.X, 206 + offsets.Y, DTILE_SHOTGUN + 4, shade, o, pal, angle); break; } }; @@ -489,11 +489,11 @@ void displayweapon_d(int snum, double interpfrac) if (*kb == 0) { - hud_drawpal(178 + offsets.X, 233 + offsets.Y, CHAINGUN + 1, shade, o, pal, angle); + hud_drawpal(178 + offsets.X, 233 + offsets.Y, DTILE_CHAINGUN + 1, shade, o, pal, angle); } else if (*kb <= weapTotalTime) { - hud_drawpal(188 + offsets.X, 243 + offsets.Y, CHAINGUN + 2, shade, o, pal, angle); + hud_drawpal(188 + offsets.X, 243 + offsets.Y, DTILE_CHAINGUN + 2, shade, o, pal, angle); } else { @@ -558,32 +558,32 @@ void displayweapon_d(int snum, double interpfrac) if (*kb > 0 && p->GetActor()->spr.pal != 1) offsets.X += 1 - (rand() & 3); - hud_drawpal(168 + offsets.X, 260 + offsets.Y, CHAINGUN, shade, o, pal, angle); + hud_drawpal(168 + offsets.X, 260 + offsets.Y, DTILE_CHAINGUN, shade, o, pal, angle); switch(*kb) { case 0: - hud_drawpal(178 + offsets.X, 233 + offsets.Y, CHAINGUN + 1, shade, o, pal, angle); + hud_drawpal(178 + offsets.X, 233 + offsets.Y, DTILE_CHAINGUN + 1, shade, o, pal, angle); break; default: if (*kb > 4 && *kb < 12) { auto rnd = p->GetActor()->spr.pal != 1 ? rand() & 7 : 0; - hud_drawpal(136 + offsets.X + rnd, 208 + offsets.Y + rnd - (kickback_pic * 0.5), CHAINGUN + 5 + ((*kb - 4) / 5), shade, o, pal, angle); + hud_drawpal(136 + offsets.X + rnd, 208 + offsets.Y + rnd - (kickback_pic * 0.5), DTILE_CHAINGUN + 5 + ((*kb - 4) / 5), shade, o, pal, angle); if (p->GetActor()->spr.pal != 1) rnd = rand() & 7; - hud_drawpal(180 + offsets.X + rnd, 208 + offsets.Y + rnd - (kickback_pic * 0.5), CHAINGUN + 5 + ((*kb - 4) / 5), shade, o, pal, angle); + hud_drawpal(180 + offsets.X + rnd, 208 + offsets.Y + rnd - (kickback_pic * 0.5), DTILE_CHAINGUN + 5 + ((*kb - 4) / 5), shade, o, pal, angle); } if (*kb < 8) { auto rnd = rand() & 7; - hud_drawpal(158 + offsets.X + rnd, 208 + offsets.Y + rnd - (kickback_pic * 0.5), CHAINGUN + 5 + ((*kb - 2) / 5), shade, o, pal, angle); - hud_drawpal(178 + offsets.X, 233 + offsets.Y, CHAINGUN + 1 + (*kb >> 1), shade, o, pal, angle); + hud_drawpal(158 + offsets.X + rnd, 208 + offsets.Y + rnd - (kickback_pic * 0.5), DTILE_CHAINGUN + 5 + ((*kb - 2) / 5), shade, o, pal, angle); + hud_drawpal(178 + offsets.X, 233 + offsets.Y, DTILE_CHAINGUN + 1 + (*kb >> 1), shade, o, pal, angle); } else { - hud_drawpal(178 + offsets.X, 233 + offsets.Y, CHAINGUN + 1, shade, o, pal, angle); + hud_drawpal(178 + offsets.X, 233 + offsets.Y, DTILE_CHAINGUN + 1, shade, o, pal, angle); } break; } @@ -600,12 +600,12 @@ void displayweapon_d(int snum, double interpfrac) if (*kb < 5) { static constexpr uint8_t kb_frames[] = { 0,1,2,0,0 }; - hud_drawpal((195 - 12 - (*kb == 2) * 3) + offsets.X, 244 + offsets.Y, FIRSTGUN + kb_frames[*kb], shade, 2, pal, angle); + hud_drawpal((195 - 12 - (*kb == 2) * 3) + offsets.X, 244 + offsets.Y, DTILE_FIRSTGUN + kb_frames[*kb], shade, 2, pal, angle); } else { const int pin = (isWW2GI() || (gs.displayflags & DUKE3D_NO_WIDESCREEN_PINNING)) ? 0 : RS_ALIGN_R; - const int pic_5 = FIRSTGUN+5; + const int pic_5 = DTILE_FIRSTGUN+5; const int WEAPON2_RELOAD_TIME = 50; const int reload_time = isWW2GI() ? weapReload : WEAPON2_RELOAD_TIME; @@ -613,26 +613,26 @@ void displayweapon_d(int snum, double interpfrac) if (*kb < 10) { - hud_drawpal(194 + offsets.X, 230 + offsets.Y, FIRSTGUN + 4, shade, o | pin, pal, angle); + hud_drawpal(194 + offsets.X, 230 + offsets.Y, DTILE_FIRSTGUN + 4, shade, o | pin, pal, angle); } else if (*kb < 15) { - hud_drawpal(244 + offsets.X - (kickback_pic * 8.), 130 + offsets.Y + (kickback_pic * 16.), FIRSTGUN + 6, shade, o | pin, pal, angle); + hud_drawpal(244 + offsets.X - (kickback_pic * 8.), 130 + offsets.Y + (kickback_pic * 16.), DTILE_FIRSTGUN + 6, shade, o | pin, pal, angle); hud_drawpal(224 + offsets.X, 220 + offsets.Y, pic_5, shade, o | pin, pal, angle); } else if (*kb < 20) { - hud_drawpal(124 + offsets.X + (kickback_pic * 2.), 430 + offsets.Y - (kickback_pic * 8.), FIRSTGUN + 6, shade, o | pin, pal, angle); + hud_drawpal(124 + offsets.X + (kickback_pic * 2.), 430 + offsets.Y - (kickback_pic * 8.), DTILE_FIRSTGUN + 6, shade, o | pin, pal, angle); hud_drawpal(224 + offsets.X, 220 + offsets.Y, pic_5, shade, o | pin, pal, angle); } else if (*kb < (isNamWW2GI()? (reload_time - 12) : 23)) { - hud_drawpal(184 + offsets.X, 235 + offsets.Y, FIRSTGUN + 8, shade, o | pin, pal, angle); + hud_drawpal(184 + offsets.X, 235 + offsets.Y, DTILE_FIRSTGUN + 8, shade, o | pin, pal, angle); hud_drawpal(224 + offsets.X, 210 + offsets.Y, pic_5, shade, o | pin, pal, angle); } else if (*kb < (isNamWW2GI()? (reload_time - 6) : 25)) { - hud_drawpal(164 + offsets.X, 245 + offsets.Y, FIRSTGUN + 8, shade, o | pin, pal, angle); + hud_drawpal(164 + offsets.X, 245 + offsets.Y, DTILE_FIRSTGUN + 8, shade, o | pin, pal, angle); hud_drawpal(224 + offsets.X, 220 + offsets.Y, pic_5, shade, o | pin, pal, angle); } else if (*kb < (isNamWW2GI()? reload_time : 27)) @@ -650,7 +650,7 @@ void displayweapon_d(int snum, double interpfrac) auto displayhandbomb = [&]() { - int pic = HANDTHROW; + int pic = DTILE_HANDTHROW; if (*kb) { @@ -703,7 +703,7 @@ void displayweapon_d(int snum, double interpfrac) auto displayhandremote = [&]() { static constexpr uint8_t remote_frames[] = { 0,1,1,2,1,1,0,0,0,0,0 }; - hud_drawpal(102 + offsets.X, 258 + offsets.Y, HANDREMOTE + (*kb ? remote_frames[*kb] : 0), shade, o, pal, angle); + hud_drawpal(102 + offsets.X, 258 + offsets.Y, DTILE_HANDREMOTE + (*kb ? remote_frames[*kb] : 0), shade, o, pal, angle); }; //--------------------------------------------------------------------------- @@ -722,13 +722,13 @@ void displayweapon_d(int snum, double interpfrac) if (p->ammo_amount[p->curr_weapon] & 1) { - hud_drawpal(30 + offsets.X, 240 + offsets.Y, DEVISTATOR, shade, o | 4, pal, angle); - hud_drawpal(268 + offsets.X, 238 + offsets.Y, DEVISTATOR + i, -32, o, pal, angle); + hud_drawpal(30 + offsets.X, 240 + offsets.Y, DTILE_DEVISTATOR, shade, o | 4, pal, angle); + hud_drawpal(268 + offsets.X, 238 + offsets.Y, DTILE_DEVISTATOR + i, -32, o, pal, angle); } else { - hud_drawpal(30 + offsets.X, 240 + offsets.Y, DEVISTATOR + i, -32, o | 4, pal, angle); - hud_drawpal(268 + offsets.X, 238 + offsets.Y, DEVISTATOR, shade, o, pal, angle); + hud_drawpal(30 + offsets.X, 240 + offsets.Y, DTILE_DEVISTATOR + i, -32, o | 4, pal, angle); + hud_drawpal(268 + offsets.X, 238 + offsets.Y, DTILE_DEVISTATOR, shade, o, pal, angle); } } // else we are in 'reload time' @@ -737,22 +737,22 @@ void displayweapon_d(int snum, double interpfrac) // down offsets.Y += 10 * (kickback_pic - weapTotalTime); //D // offsets.X += 80 * (*kb - aplWeaponTotalTime[cw][snum]); - hud_drawpal(268 + offsets.X, 238 + offsets.Y, DEVISTATOR, shade, o, pal, angle); - hud_drawpal(30 + offsets.X, 240 + offsets.Y, DEVISTATOR, shade, o | 4, pal, angle); + hud_drawpal(268 + offsets.X, 238 + offsets.Y, DTILE_DEVISTATOR, shade, o, pal, angle); + hud_drawpal(30 + offsets.X, 240 + offsets.Y, DTILE_DEVISTATOR, shade, o | 4, pal, angle); } else { // up and left offsets.Y += 10 * (weapReload - kickback_pic); //U // offsets.X += 80 * (*kb - aplWeaponTotalTime[cw][snum]); - hud_drawpal(268 + offsets.X, 238 + offsets.Y, DEVISTATOR, shade, o, pal, angle); - hud_drawpal(30 + offsets.X, 240 + offsets.Y, DEVISTATOR, shade, o | 4, pal, angle); + hud_drawpal(268 + offsets.X, 238 + offsets.Y, DTILE_DEVISTATOR, shade, o, pal, angle); + hud_drawpal(30 + offsets.X, 240 + offsets.Y, DTILE_DEVISTATOR, shade, o | 4, pal, angle); } } else { - hud_drawpal(268 + offsets.X, 238 + offsets.Y, DEVISTATOR, shade, o, pal, angle); - hud_drawpal(30 + offsets.X, 240 + offsets.Y, DEVISTATOR, shade, o | 4, pal, angle); + hud_drawpal(268 + offsets.X, 238 + offsets.Y, DTILE_DEVISTATOR, shade, o, pal, angle); + hud_drawpal(30 + offsets.X, 240 + offsets.Y, DTILE_DEVISTATOR, shade, o | 4, pal, angle); } }; @@ -771,19 +771,19 @@ void displayweapon_d(int snum, double interpfrac) if (p->hbomb_hold_delay) { - hud_drawpal(268 + offsets.X + (cycloidy[*kb] >> 1), 238 + offsets.Y + cycloidy[*kb], DEVISTATOR + i, -32, o, pal, angle); - hud_drawpal(30 + offsets.X, 240 + offsets.Y, DEVISTATOR, shade, o | 4, pal, angle); + hud_drawpal(268 + offsets.X + (cycloidy[*kb] >> 1), 238 + offsets.Y + cycloidy[*kb], DTILE_DEVISTATOR + i, -32, o, pal, angle); + hud_drawpal(30 + offsets.X, 240 + offsets.Y, DTILE_DEVISTATOR, shade, o | 4, pal, angle); } else { - hud_drawpal(30 + offsets.X - (cycloidy[*kb] >> 1), 240 + offsets.Y + cycloidy[*kb], DEVISTATOR + i, -32, o | 4, pal, angle); - hud_drawpal(268 + offsets.X, 238 + offsets.Y, DEVISTATOR, shade, o, pal, angle); + hud_drawpal(30 + offsets.X - (cycloidy[*kb] >> 1), 240 + offsets.Y + cycloidy[*kb], DTILE_DEVISTATOR + i, -32, o | 4, pal, angle); + hud_drawpal(268 + offsets.X, 238 + offsets.Y, DTILE_DEVISTATOR, shade, o, pal, angle); } } else { - hud_drawpal(268 + offsets.X, 238 + offsets.Y, DEVISTATOR, shade, o, pal, angle); - hud_drawpal(30 + offsets.X, 240 + offsets.Y, DEVISTATOR, shade, o | 4, pal, angle); + hud_drawpal(268 + offsets.X, 238 + offsets.Y, DTILE_DEVISTATOR, shade, o, pal, angle); + hud_drawpal(30 + offsets.X, 240 + offsets.Y, DTILE_DEVISTATOR, shade, o | 4, pal, angle); } }; @@ -809,12 +809,12 @@ void displayweapon_d(int snum, double interpfrac) offsets.Y += 16; - hud_drawpal(210 + offsets.X, 261 + offsets.Y, FREEZE + 2, -32, o | pin, pal, angle); - hud_drawpal(210 + offsets.X, 235 + offsets.Y, FREEZE + 3 + cat_frames[*kb % 6], -32, o | pin, pal, angle); + hud_drawpal(210 + offsets.X, 261 + offsets.Y, DTILE_FREEZE + 2, -32, o | pin, pal, angle); + hud_drawpal(210 + offsets.X, 235 + offsets.Y, DTILE_FREEZE + 3 + cat_frames[*kb % 6], -32, o | pin, pal, angle); } else { - hud_drawpal(210 + offsets.X, 261 + offsets.Y, FREEZE, shade, o | pin, pal, angle); + hud_drawpal(210 + offsets.X, 261 + offsets.Y, DTILE_FREEZE, shade, o | pin, pal, angle); } }; @@ -834,13 +834,13 @@ void displayweapon_d(int snum, double interpfrac) // the 'at rest' display if (p->ammo_amount[cw] <= 0) //p->last_weapon >= 0) { - hud_drawpal(184 + offsets.X, 240 + offsets.Y, SHRINKER + 3 + (*kb & 3), -32, o, 0, angle); - hud_drawpal(188 + offsets.X, 240 + offsets.Y, SHRINKER + 1, shade, o, pal, angle); + hud_drawpal(184 + offsets.X, 240 + offsets.Y, DTILE_SHRINKER + 3 + (*kb & 3), -32, o, 0, angle); + hud_drawpal(188 + offsets.X, 240 + offsets.Y, DTILE_SHRINKER + 1, shade, o, pal, angle); } else { - hud_drawpal(184 + offsets.X, 240 + offsets.Y, SHRINKER + 2, 16 - int(BobVal(random_club_frame) * 16), o, 0, angle); - hud_drawpal(188 + offsets.X, 240 + offsets.Y, SHRINKER, shade, o, pal, angle); + hud_drawpal(184 + offsets.X, 240 + offsets.Y, DTILE_SHRINKER + 2, 16 - int(BobVal(random_club_frame) * 16), o, 0, angle); + hud_drawpal(188 + offsets.X, 240 + offsets.Y, DTILE_SHRINKER, shade, o, pal, angle); } } else @@ -874,8 +874,8 @@ void displayweapon_d(int snum, double interpfrac) } // draw weapon - hud_drawpal(184 + offsets.X, 240 + offsets.Y, SHRINKER + 3 + (*kb & 3), -32, o, 0, angle); - hud_drawpal(188 + offsets.X, 240 + offsets.Y, SHRINKER + 1, shade, o, pal, angle); + hud_drawpal(184 + offsets.X, 240 + offsets.Y, DTILE_SHRINKER + 3 + (*kb & 3), -32, o, 0, angle); + hud_drawpal(188 + offsets.X, 240 + offsets.Y, DTILE_SHRINKER + 1, shade, o, pal, angle); } }; @@ -892,7 +892,7 @@ void displayweapon_d(int snum, double interpfrac) if (*kb == 0) { - hud_drawpal(188 + offsets.X, 240 + offsets.Y, SHRINKER - 2, shade, o, pal, angle); + hud_drawpal(188 + offsets.X, 240 + offsets.Y, DTILE_SHRINKER - 2, shade, o, pal, angle); } else { @@ -923,8 +923,8 @@ void displayweapon_d(int snum, double interpfrac) } // display weapon - hud_drawpal(184 + offsets.X, 240 + offsets.Y, SHRINKER + 3 + (*kb & 3), -32, o, 2, angle); - hud_drawpal(188 + offsets.X, 240 + offsets.Y, SHRINKER - 1, shade, o, pal, angle); + hud_drawpal(184 + offsets.X, 240 + offsets.Y, DTILE_SHRINKER + 3 + (*kb & 3), -32, o, 2, angle); + hud_drawpal(188 + offsets.X, 240 + offsets.Y, DTILE_SHRINKER - 1, shade, o, pal, angle); } }; @@ -936,7 +936,7 @@ void displayweapon_d(int snum, double interpfrac) auto displayshrinker = [&] { - auto shrinker = /*isWorldTour() ? SHRINKERWIDE :*/ SHRINKER; + auto shrinker = /*isWorldTour() ? DTILE_SHRINKERWIDE :*/ DTILE_SHRINKER; offsets.X += 28; offsets.Y += 18; @@ -944,12 +944,12 @@ void displayweapon_d(int snum, double interpfrac) { if (cw == GROW_WEAPON) { - hud_drawpal(184 + offsets.X, 240 + offsets.Y, SHRINKER + 2, 16 - int(BobVal(random_club_frame) * 16), o, 2, angle); + hud_drawpal(184 + offsets.X, 240 + offsets.Y, DTILE_SHRINKER + 2, 16 - int(BobVal(random_club_frame) * 16), o, 2, angle); hud_drawpal(188 + offsets.X, 240 + offsets.Y, shrinker - 2, shade, o, pal, angle); } else { - hud_drawpal(184 + offsets.X, 240 + offsets.Y, SHRINKER + 2, 16 - int(BobVal(random_club_frame) * 16), o, 0, angle); + hud_drawpal(184 + offsets.X, 240 + offsets.Y, DTILE_SHRINKER + 2, 16 - int(BobVal(random_club_frame) * 16), o, 0, angle); hud_drawpal(188 + offsets.X, 240 + offsets.Y, shrinker, shade, o, pal, angle); } } @@ -963,12 +963,12 @@ void displayweapon_d(int snum, double interpfrac) if (cw == GROW_WEAPON) { - hud_drawpal(184 + offsets.X, 240 + offsets.Y, SHRINKER + 3 + (*kb & 3), -32, o, 2, angle); + hud_drawpal(184 + offsets.X, 240 + offsets.Y, DTILE_SHRINKER + 3 + (*kb & 3), -32, o, 2, angle); hud_drawpal(188 + offsets.X, 240 + offsets.Y, shrinker - 1, shade, o, pal, angle); } else { - hud_drawpal(184 + offsets.X, 240 + offsets.Y, SHRINKER + 3 + (*kb & 3), -32, o, 0, angle); + hud_drawpal(184 + offsets.X, 240 + offsets.Y, DTILE_SHRINKER + 3 + (*kb & 3), -32, o, 0, angle); hud_drawpal(188 + offsets.X, 240 + offsets.Y, shrinker + 1, shade, o, pal, angle); } } @@ -984,8 +984,8 @@ void displayweapon_d(int snum, double interpfrac) { if (*kb < 1 || p->cursector->lotag == 2) { - hud_drawpal(210 + offsets.X, 261 + offsets.Y, FLAMETHROWER, shade, o, pal, angle); - hud_drawpal(210 + offsets.X, 261 + offsets.Y, FLAMETHROWERPILOT, shade, o, pal, angle); + hud_drawpal(210 + offsets.X, 261 + offsets.Y, DTILE_FLAMETHROWER, shade, o, pal, angle); + hud_drawpal(210 + offsets.X, 261 + offsets.Y, DTILE_FLAMETHROWERPILOT, shade, o, pal, angle); } else { @@ -999,8 +999,8 @@ void displayweapon_d(int snum, double interpfrac) offsets.Y += 16; - hud_drawpal(210 + offsets.X, 261 + offsets.Y, FLAMETHROWER + 1, -32, o, pal, angle); - hud_drawpal(210 + offsets.X, 235 + offsets.Y, FLAMETHROWER + 2 + cat_frames[*kb % 6], -32, o, pal, angle); + hud_drawpal(210 + offsets.X, 261 + offsets.Y, DTILE_FLAMETHROWER + 1, -32, o, pal, angle); + hud_drawpal(210 + offsets.X, 235 + offsets.Y, DTILE_FLAMETHROWER + 2 + cat_frames[*kb % 6], -32, o, pal, angle); } }; diff --git a/source/games/duke/src/names_d.h b/source/games/duke/src/names_d.h index 69f84fdff..2dfb6772d 100644 --- a/source/games/duke/src/names_d.h +++ b/source/games/duke/src/names_d.h @@ -27,7 +27,8 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms BEGIN_DUKE_NS -#define x(a, b) a = b, +#define x(a, b) DTILE_##a = b, +#define y(a, b) DTILE_##a = b, enum { #include "namelist_d.h" diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index e8794462c..b1d394b36 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -96,7 +96,7 @@ static void shootfireball(DDukeActor *actor, int p, DVector3 pos, DAngle ang) actor->spr.shade = -96; pos.Z -= 2; - if (actor->spr.picnum != BOSS5) + if (actor->spr.picnum != DTILE_BOSS5) vel = 840/16.; else { vel = 968/16.; @@ -120,11 +120,11 @@ static void shootfireball(DDukeActor *actor, int p, DVector3 pos, DAngle ang) double scale = p >= 0? 0.109375 : 0.28125; - auto spawned = CreateActor(actor->sector(), pos, FIREBALL, -127, DVector2(scale, scale), ang, vel, zvel, actor, (short)4); + auto spawned = CreateActor(actor->sector(), pos, DTILE_FIREBALL, -127, DVector2(scale, scale), ang, vel, zvel, actor, (short)4); if (spawned) { spawned->spr.extra += (krand() & 7); - if (actor->spr.picnum == BOSS5 || p >= 0) + if (actor->spr.picnum == DTILE_BOSS5 || p >= 0) { spawned->spr.scale = DVector2(0.625, 0.625); } @@ -155,12 +155,12 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAng int j = findplayer(actor, &x); sang = (ps[j].GetActor()->opos.XY() - spos.XY()).Angle(); - if (actor->spr.picnum == BOSS5) + if (actor->spr.picnum == DTILE_BOSS5) { vel = 33; spos.Z += 24; } - else if (actor->spr.picnum == BOSS3) + else if (actor->spr.picnum == DTILE_BOSS3) spos.Z -= 32; double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length(); @@ -171,7 +171,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAng sang = actor->spr.Angles.Yaw + mapangle((krand() & 31) - 16); if (actor->sector()->lotag == 2 && (krand() % 5) == 0) - spawned = spawn(actor, WATERBUBBLE); + spawned = spawn(actor, DTILE_WATERBUBBLE); } else { @@ -182,12 +182,12 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAng if (ps[p].GetActor()->vel.X != 0) vel = ((myang / DAngle90) * ps[p].GetActor()->vel.X) + 25; if (actor->sector()->lotag == 2 && (krand() % 5) == 0) - spawned = spawn(actor, WATERBUBBLE); + spawned = spawn(actor, DTILE_WATERBUBBLE); } if (spawned == nullptr) { - spawned = spawn(actor, FLAMETHROWERFLAME); + spawned = spawn(actor, DTILE_FLAMETHROWERFLAME); if (!spawned) return; spawned->vel.X = vel; spawned->vel.Z = zvel; @@ -211,7 +211,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAng if (p == -1) { - if (actor->spr.picnum == BOSS5) + if (actor->spr.picnum == DTILE_BOSS5) { spawned->spr.pos += sang.ToVector() * (128. / 7); spawned->spr.scale = DVector2(0.15625, 0.15625); @@ -254,13 +254,13 @@ static void shootknee(DDukeActor* actor, int p, DVector3 pos, DAngle ang) { if (hit.hitWall || hit.actor()) { - auto knee = CreateActor(hit.hitSector, hit.hitpos, KNEE, -15, DVector2(0, 0), ang, 2., 0., actor, 4); + auto knee = CreateActor(hit.hitSector, hit.hitpos, DTILE_KNEE, -15, DVector2(0, 0), ang, 2., 0., actor, 4); if (knee) { knee->spr.extra += (krand() & 7); if (p >= 0) { - auto k = spawn(knee, SMALLSMOKE); + auto k = spawn(knee, DTILE_SMALLSMOKE); if (k) k->spr.pos.Z -= 8; S_PlayActorSound(KICK_HIT, knee); } @@ -268,7 +268,7 @@ static void shootknee(DDukeActor* actor, int p, DVector3 pos, DAngle ang) if (p >= 0 && ps[p].steroids_amount > 0 && ps[p].steroids_amount < 400) knee->spr.extra += (gs.max_player_health >> 2); } - if (hit.actor() && hit.actor()->spr.picnum != ACCESSSWITCH && hit.actor()->spr.picnum != ACCESSSWITCH2) + if (hit.actor() && hit.actor()->spr.picnum != DTILE_ACCESSSWITCH && hit.actor()->spr.picnum != DTILE_ACCESSSWITCH2) { fi.checkhitsprite(hit.actor(), knee); if (p >= 0) fi.checkhitswitch(p, nullptr, hit.actor()); @@ -281,16 +281,16 @@ static void shootknee(DDukeActor* actor, int p, DVector3 pos, DAngle ang) if (hit.hitpos.Z >= hit.hitWall->nextSector()->floorz) hit.hitWall =hit.hitWall->nextWall(); - if (hit.hitWall->picnum != ACCESSSWITCH && hit.hitWall->picnum != ACCESSSWITCH2) + if (hit.hitWall->picnum != DTILE_ACCESSSWITCH && hit.hitWall->picnum != DTILE_ACCESSSWITCH2) { - fi.checkhitwall(knee, hit.hitWall, hit.hitpos, KNEE); + fi.checkhitwall(knee, hit.hitWall, hit.hitpos, DTILE_KNEE); if (p >= 0) fi.checkhitswitch(p, hit.hitWall, nullptr); } } } else if (p >= 0 && zvel > 0 && hit.hitSector->lotag == 1) { - auto splash = spawn(ps[p].GetActor(), WATERSPLASH2); + auto splash = spawn(ps[p].GetActor(), DTILE_WATERSPLASH2); if (splash) { splash->spr.pos.XY() = hit.hitpos.XY(); @@ -334,8 +334,8 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int double dal = ((aimed->spr.scale.X * tileHeight(aimed->spr.picnum)) * 0.5) + 5; switch (aimed->spr.picnum) { - case GREENSLIME: - case ROTATEGUN: + case DTILE_GREENSLIME: + case DTILE_ROTATEGUN: dal -= 8; break; } @@ -379,7 +379,7 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length(); zvel = ((ps[j].GetActor()->getOffsetZ() - pos.Z) * 16) / dist; zvel += 0.5 - krandf(1); - if (actor->spr.picnum != BOSS1) + if (actor->spr.picnum != DTILE_BOSS1) { ang += DAngle22_5 / 8 - randomAngle(22.5 / 4); } @@ -402,7 +402,7 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int DDukeActor* spark; if (p >= 0) { - spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, DVector2(0.15625, 0.15625), ang, 0., 0., actor, 4); + spark = CreateActor(hit.hitSector, hit.hitpos, DTILE_SHOTSPARK1, -15, DVector2(0.15625, 0.15625), ang, 0., 0., actor, 4); if (!spark) return; spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress]; @@ -420,7 +420,7 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int else fi.checkhitceiling(hit.hitSector); } - spawn(spark, SMALLSMOKE); + spawn(spark, DTILE_SMALLSMOKE); } if (hit.actor()) @@ -429,7 +429,7 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int if (hit.actor()->isPlayer() && (ud.coop != 1 || ud.ffire == 1)) { spark->spr.scale = DVector2(0, 0); - auto jib = spawn(spark, JIBS6); + auto jib = spawn(spark, DTILE_JIBS6); if (jib) { jib->spr.pos.Z += 4; @@ -438,17 +438,17 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int jib->spr.Angles.Yaw += DAngle22_5 / 2 - randomAngle(22.5); } } - else spawn(spark, SMALLSMOKE); + else spawn(spark, DTILE_SMALLSMOKE); if (p >= 0 && ( - hit.actor()->spr.picnum == DIPSWITCH || - hit.actor()->spr.picnum == DIPSWITCHON || - hit.actor()->spr.picnum == DIPSWITCH2 || - hit.actor()->spr.picnum == DIPSWITCH2ON || - hit.actor()->spr.picnum == DIPSWITCH3 || - hit.actor()->spr.picnum == DIPSWITCH3ON || - hit.actor()->spr.picnum == HANDSWITCH || - hit.actor()->spr.picnum == HANDSWITCHON)) + hit.actor()->spr.picnum == DTILE_DIPSWITCH || + hit.actor()->spr.picnum == DTILE_DIPSWITCHON || + hit.actor()->spr.picnum == DTILE_DIPSWITCH2 || + hit.actor()->spr.picnum == DTILE_DIPSWITCH2ON || + hit.actor()->spr.picnum == DTILE_DIPSWITCH3 || + hit.actor()->spr.picnum == DTILE_DIPSWITCH3ON || + hit.actor()->spr.picnum == DTILE_HANDSWITCH || + hit.actor()->spr.picnum == DTILE_HANDSWITCHON)) { fi.checkhitswitch(p, nullptr, hit.actor()); return; @@ -456,21 +456,21 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int } else if (hit.hitWall) { - spawn(spark, SMALLSMOKE); + spawn(spark, DTILE_SMALLSMOKE); if (isadoorwall(hit.hitWall->picnum) == 1) goto SKIPBULLETHOLE; if (isablockdoor(hit.hitWall->picnum) == 1) goto SKIPBULLETHOLE; if (p >= 0 && ( - hit.hitWall->picnum == DIPSWITCH || - hit.hitWall->picnum == DIPSWITCHON || - hit.hitWall->picnum == DIPSWITCH2 || - hit.hitWall->picnum == DIPSWITCH2ON || - hit.hitWall->picnum == DIPSWITCH3 || - hit.hitWall->picnum == DIPSWITCH3ON || - hit.hitWall->picnum == HANDSWITCH || - hit.hitWall->picnum == HANDSWITCHON)) + hit.hitWall->picnum == DTILE_DIPSWITCH || + hit.hitWall->picnum == DTILE_DIPSWITCHON || + hit.hitWall->picnum == DTILE_DIPSWITCH2 || + hit.hitWall->picnum == DTILE_DIPSWITCH2ON || + hit.hitWall->picnum == DTILE_DIPSWITCH3 || + hit.hitWall->picnum == DTILE_DIPSWITCH3ON || + hit.hitWall->picnum == DTILE_HANDSWITCH || + hit.hitWall->picnum == DTILE_HANDSWITCHON)) { fi.checkhitswitch(p, hit.hitWall, nullptr); return; @@ -480,7 +480,7 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int goto SKIPBULLETHOLE; if (hit.hitSector && hit.hitSector->lotag == 0) - if (hit.hitWall->overpicnum != BIGFORCE) + if (hit.hitWall->overpicnum != DTILE_BIGFORCE) if ((hit.hitWall->twoSided() && hit.hitWall->nextSector()->lotag == 0) || (!hit.hitWall->twoSided() && hit.hitSector->lotag == 0)) if ((hit.hitWall->cstat & CSTAT_WALL_MASKED) == 0) @@ -498,11 +498,11 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int DukeStatIterator it(STAT_MISC); while (auto l = it.Next()) { - if (l->spr.picnum == BULLETHOLE) + if (l->spr.picnum == DTILE_BULLETHOLE) if ((l->spr.pos - spark->spr.pos).Length() < 0.75 + krandf(0.5)) goto SKIPBULLETHOLE; } - auto hole = spawn(spark, BULLETHOLE); + auto hole = spawn(spark, DTILE_BULLETHOLE); if (hole) { hole->vel.X = -1 / 16.; @@ -519,12 +519,12 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int if (hit.hitpos.Z >= hit.hitWall->nextSector()->floorz) hit.hitWall = hit.hitWall->nextWall(); - fi.checkhitwall(spark, hit.hitWall, hit.hitpos, SHOTSPARK1); + fi.checkhitwall(spark, hit.hitWall, hit.hitpos, DTILE_SHOTSPARK1); } } else { - spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, DVector2(0.375, 0.375), ang, 0., 0., actor, 4); + spark = CreateActor(hit.hitSector, hit.hitpos, DTILE_SHOTSPARK1, -15, DVector2(0.375, 0.375), ang, 0., 0., actor, 4); if (spark) { spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress]; @@ -533,11 +533,11 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int { fi.checkhitsprite(hit.actor(), spark); if (!hit.actor()->isPlayer()) - spawn(spark, SMALLSMOKE); + spawn(spark, DTILE_SMALLSMOKE); else spark->spr.scale = DVector2(0, 0); } else if (hit.hitWall) - fi.checkhitwall(spark, hit.hitWall, hit.hitpos, SHOTSPARK1); + fi.checkhitwall(spark, hit.hitWall, hit.hitpos, DTILE_SHOTSPARK1); } } @@ -562,12 +562,12 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a if (actor->spr.extra >= 0) actor->spr.shade = -96; scount = 1; - if (atwith == SPIT) vel = 292 / 16.; + if (atwith == DTILE_SPIT) vel = 292 / 16.; else { - if (atwith == COOLEXPLOSION1) + if (atwith == DTILE_COOLEXPLOSION1) { - if (actor->spr.picnum == BOSS2) vel = 644 / 16.; + if (actor->spr.picnum == DTILE_BOSS2) vel = 644 / 16.; else vel = 348 / 16.; pos.Z -= 2; } @@ -611,7 +611,7 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a double oldzvel = zvel; double scale = p >= 0? 0.109375 : 0.28125; - if (atwith == SPIT) + if (atwith == DTILE_SPIT) { pos.Z -= 10; } @@ -624,10 +624,10 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a if (!spawned) return; spawned->spr.extra += (krand() & 7); - if (atwith == COOLEXPLOSION1) + if (atwith == DTILE_COOLEXPLOSION1) { spawned->spr.shade = 0; - if (actor->spr.picnum == BOSS2) + if (actor->spr.picnum == DTILE_BOSS2) { auto ovel = spawned->vel.X; spawned->vel.X = 64; @@ -685,14 +685,14 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw double x; int j = findplayer(actor, &x); ang = (ps[j].GetActor()->opos.XY() - pos.XY()).Angle(); - if (actor->spr.picnum == BOSS3) + if (actor->spr.picnum == DTILE_BOSS3) { double zoffs = 32; if (isWorldTour()) // Twentieth Anniversary World Tour zoffs *= (actor->spr.scale.Y * 0.8); pos.Z += zoffs; } - else if (actor->spr.picnum == BOSS2) + else if (actor->spr.picnum == DTILE_BOSS2) { vel += 8; double zoffs = 24; @@ -733,7 +733,7 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw if (p == -1) { - if (actor->spr.picnum == BOSS3) + if (actor->spr.picnum == DTILE_BOSS3) { DVector2 spawnofs(ang.Sin() * 4, ang.Cos() * -4); DAngle aoffs = DAngle22_5 / 32.; @@ -756,7 +756,7 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw spawned->spr.scale = DVector2(0.65625, 0.65625); } - else if (actor->spr.picnum == BOSS2) + else if (actor->spr.picnum == DTILE_BOSS2) { DVector2 spawnofs(ang.Sin() * (1024. / 56.), ang.Cos() * -(1024. / 56.)); DAngle aoffs = DAngle22_5 / 16. - DAngle45 + randomAngle(90); @@ -772,7 +772,7 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw spawned->spr.scale = DVector2(0.375, 0.375); } - else if (atwith != FREEZEBLAST) + else if (atwith != DTILE_FREEZEBLAST) { spawned->spr.scale = DVector2(0.46875, 0.46875); spawned->spr.extra >>= 2; @@ -798,7 +798,7 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw } spawned->spr.cstat = CSTAT_SPRITE_YCENTER; - if (atwith == RPG) + if (atwith == DTILE_RPG) spawned->clipdist = 1; else spawned->clipdist = 10; @@ -842,7 +842,7 @@ static void shootlaser(DDukeActor* actor, int p, DVector3 pos, DAngle ang) if (j == 1) { - auto bomb = CreateActor(hit.hitSector, hit.hitpos, TRIPBOMB, -16, DVector2(0.0625, 0.078125), ang, 0., 0., actor, STAT_STANDABLE); + auto bomb = CreateActor(hit.hitSector, hit.hitpos, DTILE_TRIPBOMB, -16, DVector2(0.0625, 0.078125), ang, 0., 0., actor, STAT_STANDABLE); if (!bomb) return; if (isWW2GI()) { @@ -899,8 +899,8 @@ static void shootgrowspark(DDukeActor* actor, int p, DVector3 pos, DAngle ang) double dal = ((aimed->spr.scale.X * tileHeight(aimed->spr.picnum)) * 0.5) + 5; switch (aimed->spr.picnum) { - case GREENSLIME: - case ROTATEGUN: + case DTILE_GREENSLIME: + case DTILE_ROTATEGUN: dal -= 8; break; } @@ -937,7 +937,7 @@ static void shootgrowspark(DDukeActor* actor, int p, DVector3 pos, DAngle ang) actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL; - auto spark = CreateActor(sect, hit.hitpos, GROWSPARK, -16, DVector2(0.4375, 0.4375), ang, 0., 0., actor, 1); + auto spark = CreateActor(sect, hit.hitpos, DTILE_GROWSPARK, -16, DVector2(0.4375, 0.4375), ang, 0., 0., actor, 1); if (!spark) return; spark->spr.pal = 2; @@ -952,9 +952,9 @@ static void shootgrowspark(DDukeActor* actor, int p, DVector3 pos, DAngle ang) else if (hit.actor() != nullptr) fi.checkhitsprite(hit.actor(), spark); else if (hit.hitWall != nullptr) { - if (hit.hitWall->picnum != ACCESSSWITCH && hit.hitWall->picnum != ACCESSSWITCH2) + if (hit.hitWall->picnum != DTILE_ACCESSSWITCH && hit.hitWall->picnum != DTILE_ACCESSSWITCH2) { - fi.checkhitwall(spark, hit.hitWall, hit.hitpos, GROWSPARK); + fi.checkhitwall(spark, hit.hitWall, hit.hitpos, DTILE_GROWSPARK); } } } @@ -1053,10 +1053,10 @@ void shoot_d(DDukeActor* actor, int atwith, PClass *cls) p = -1; spos = actor->spr.pos.plusZ(-(actor->spr.scale.Y * tileHeight(actor->spr.picnum) * 0.5) + 4); - if (actor->spr.picnum != ROTATEGUN) + if (actor->spr.picnum != DTILE_ROTATEGUN) { spos.Z -= 7; - if (badguy(actor) && actor->spr.picnum != COMMANDER) + if (badguy(actor) && actor->spr.picnum != DTILE_COMMANDER) { spos.X -= (sang + DAngle22_5 * 0.75).Sin() * 8; spos.Y += (sang + DAngle22_5 * 0.75).Cos() * 8; @@ -1078,15 +1078,15 @@ void shoot_d(DDukeActor* actor, int atwith, PClass *cls) { // Twentieth Anniversary World Tour switch (atwith) { - case FIREBALL: + case DTILE_FIREBALL: shootfireball(actor, p, spos, sang); return; - case FLAMETHROWERFLAME: + case DTILE_FLAMETHROWERFLAME: shootflamethrowerflame(actor, p, spos, sang); return; - case FIREFLY: // BOSS5 shot + case DTILE_FIREFLY: // DTILE_BOSS5 shot { auto k = spawn(actor, atwith); if (k) @@ -1104,44 +1104,44 @@ void shoot_d(DDukeActor* actor, int atwith, PClass *cls) switch (atwith) { - case KNEE: + case DTILE_KNEE: shootknee(actor, p, spos, sang); break; - case SHOTSPARK1: - case SHOTGUN: - case CHAINGUN: + case DTILE_SHOTSPARK1: + case DTILE_SHOTGUN: + case DTILE_CHAINGUN: shootweapon(actor, p, spos, sang, atwith); return; - case FIRELASER: - case SPIT: - case COOLEXPLOSION1: + case DTILE_FIRELASER: + case DTILE_SPIT: + case DTILE_COOLEXPLOSION1: shootstuff(actor, p, spos, sang, atwith); return; - case FREEZEBLAST: + case DTILE_FREEZEBLAST: spos.Z += 3; [[fallthrough]]; - case RPG: + case DTILE_RPG: shootrpg(actor, p, spos, sang, atwith); break; - case HANDHOLDINGLASER: + case DTILE_HANDHOLDINGLASER: shootlaser(actor, p, spos, sang); return; - case BOUNCEMINE: - case MORTER: + case DTILE_BOUNCEMINE: + case DTILE_MORTER: shootmortar(actor, p, spos, sang, atwith); return; - case GROWSPARK: + case DTILE_GROWSPARK: shootgrowspark(actor, p, spos, sang); break; - case SHRINKER: + case DTILE_SHRINKER: shootshrinker(actor, p, spos, sang, atwith); break; } @@ -1288,7 +1288,7 @@ void selectweapon_d(int snum, int weap) // playernum, weaponnum DukeStatIterator it(STAT_ACTOR); while (auto act = it.Next()) { - if (act->spr.picnum == HEAVYHBOMB && act->GetOwner() == p->GetActor()) + if (act->spr.picnum == DTILE_HEAVYHBOMB && act->GetOwner() == p->GetActor()) { p->gotweapon[HANDBOMB_WEAPON] = true; j = HANDREMOTE_WEAPON; @@ -1501,7 +1501,7 @@ int doincrements_d(player_struct* p) p->last_quick_kick = p->quick_kick + 1; p->quick_kick--; if (p->quick_kick == 8) - fi.shoot(p->GetActor(), KNEE, nullptr); + fi.shoot(p->GetActor(), DTILE_KNEE, nullptr); } else if (p->last_quick_kick > 0) p->last_quick_kick--; @@ -1606,9 +1606,9 @@ int doincrements_d(player_struct* p) void checkweapons_d(player_struct* p) { - static const uint16_t weapon_sprites[MAX_WEAPONS] = { KNEE, FIRSTGUNSPRITE, SHOTGUNSPRITE, - CHAINGUNSPRITE, RPGSPRITE, HEAVYHBOMB, SHRINKERSPRITE, DEVISTATORSPRITE, - TRIPBOMBSPRITE, FREEZESPRITE, HEAVYHBOMB, SHRINKERSPRITE }; + static const uint16_t weapon_sprites[MAX_WEAPONS] = { DTILE_KNEE, DTILE_FIRSTGUNSPRITE, DTILE_SHOTGUNSPRITE, + DTILE_CHAINGUNSPRITE, DTILE_RPGSPRITE, DTILE_HEAVYHBOMB, DTILE_SHRINKERSPRITE, DTILE_DEVISTATORSPRITE, + DTILE_TRIPBOMBSPRITE, DTILE_FREEZESPRITE, DTILE_HEAVYHBOMB, DTILE_SHRINKERSPRITE }; int cw; @@ -1631,7 +1631,7 @@ void checkweapons_d(player_struct* p) { case RPG_WEAPON: case HANDBOMB_WEAPON: - spawn(p->GetActor(), EXPLOSION2); + spawn(p->GetActor(), DTILE_EXPLOSION2); break; } } @@ -1746,10 +1746,10 @@ static void movement(int snum, ESyncBits actions, sectortype* psect, double floo if (p->on_ground == 1) { if (p->dummyplayersprite == nullptr) - p->dummyplayersprite = spawn(pact, PLAYERONWATER); + p->dummyplayersprite = spawn(pact, DTILE_PLAYERONWATER); p->footprintcount = 6; - if (p->cursector->floorpicnum == FLOORSLIME) + if (p->cursector->floorpicnum == DTILE_FLOORSLIME) p->footprintpal = 8; else p->footprintpal = 0; p->footprintshade = 0; @@ -1964,7 +1964,7 @@ static void underwater(int snum, ESyncBits actions, double floorz, double ceilin if (p->scuba_on && (krand() & 255) < 8) { - auto j = spawn(pact, WATERBUBBLE); + auto j = spawn(pact, DTILE_WATERBUBBLE); if (j) { j->spr.pos += (p->GetActor()->spr.Angles.Yaw.ToVector() + DVector2(4 - (global_random & 8), 4 - (global_random & 8))) * 16; @@ -1996,7 +1996,7 @@ int operateTripbomb(int snum) return 0; if (hit.hitWall != nullptr && hit.hitWall->overpicnum >= 0) - if (hit.hitWall->overpicnum == BIGFORCE) + if (hit.hitWall->overpicnum == DTILE_BIGFORCE) return 0; DDukeActor* act; @@ -2184,7 +2184,7 @@ static void operateweapon(int snum, ESyncBits actions) zvel -= 4; } - auto spawned = CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ() + p->GetActor()->spr.Angles.Yaw.ToVector() * 16, HEAVYHBOMB, -16, DVector2(0.140625, 0.140625), + auto spawned = CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ() + p->GetActor()->spr.Angles.Yaw.ToVector() * 16, DTILE_HEAVYHBOMB, -16, DVector2(0.140625, 0.140625), p->GetActor()->spr.Angles.Yaw, vel + p->hbomb_hold_delay * 2, zvel, pact, STAT_ACTOR); if (isNam()) @@ -2250,14 +2250,14 @@ static void operateweapon(int snum, ESyncBits actions) case PISTOL_WEAPON: // m-16 in NAM if (p->kickback_pic == 1) { - fi.shoot(pact, SHOTSPARK1, nullptr); + fi.shoot(pact, DTILE_SHOTSPARK1, nullptr); S_PlayActorSound(PISTOL_FIRE, pact); lastvisinc = PlayClock + 32; p->visibility = 0; } else if (p->kickback_pic == 2) - spawn(pact, SHELL); + spawn(pact, DTILE_SHELL); p->kickback_pic++; @@ -2301,7 +2301,7 @@ static void operateweapon(int snum, ESyncBits actions) if (p->kickback_pic == 4) { for(int ii = 0; ii < 7; ii++) - fi.shoot(pact, SHOTGUN, nullptr); + fi.shoot(pact, DTILE_SHOTGUN, nullptr); p->ammo_amount[SHOTGUN_WEAPON]--; S_PlayActorSound(SHOTGUN_FIRE, pact); @@ -2325,7 +2325,7 @@ static void operateweapon(int snum, ESyncBits actions) break; case 24: { - auto j = spawn(pact, SHOTGUNSHELL); + auto j = spawn(pact, DTILE_SHOTGUNSHELL); if (j) { j->spr.Angles.Yaw += DAngle180; @@ -2359,7 +2359,7 @@ static void operateweapon(int snum, ESyncBits actions) if ((p->kickback_pic % 3) == 0) { - auto j = spawn(pact, SHELL); + auto j = spawn(pact, DTILE_SHELL); if (j) { j->spr.Angles.Yaw += DAngle180; @@ -2370,7 +2370,7 @@ static void operateweapon(int snum, ESyncBits actions) } S_PlayActorSound(CHAINGUN_FIRE, pact); - fi.shoot(pact, CHAINGUN, nullptr); + fi.shoot(pact, DTILE_CHAINGUN, nullptr); lastvisinc = PlayClock + 32; p->visibility = 0; checkavailweapon(p); @@ -2414,7 +2414,7 @@ static void operateweapon(int snum, ESyncBits actions) else p->okickback_pic = p->kickback_pic = 0; p->ammo_amount[p->curr_weapon]--; - fi.shoot(pact, GROWSPARK, nullptr); + fi.shoot(pact, DTILE_GROWSPARK, nullptr); //#ifdef NAM //#else @@ -2449,7 +2449,7 @@ static void operateweapon(int snum, ESyncBits actions) else p->okickback_pic = p->kickback_pic = 0; p->ammo_amount[SHRINKER_WEAPON]--; - fi.shoot(pact, SHRINKER, nullptr); + fi.shoot(pact, DTILE_SHRINKER, nullptr); if (!isNam()) { @@ -2482,7 +2482,7 @@ static void operateweapon(int snum, ESyncBits actions) { p->visibility = 0; lastvisinc = PlayClock + 32; - fi.shoot(pact, RPG, nullptr); + fi.shoot(pact, DTILE_RPG, nullptr); p->ammo_amount[DEVISTATOR_WEAPON]--; checkavailweapon(p); } @@ -2492,7 +2492,7 @@ static void operateweapon(int snum, ESyncBits actions) { p->visibility = 0; lastvisinc = PlayClock + 32; - fi.shoot(pact, RPG, nullptr); + fi.shoot(pact, DTILE_RPG, nullptr); p->ammo_amount[DEVISTATOR_WEAPON]--; checkavailweapon(p); if (p->ammo_amount[DEVISTATOR_WEAPON] <= 0) p->okickback_pic = p->kickback_pic = 0; @@ -2512,7 +2512,7 @@ static void operateweapon(int snum, ESyncBits actions) p->visibility = 0; lastvisinc = PlayClock + 32; - fi.shoot(pact, FREEZEBLAST, nullptr); + fi.shoot(pact, DTILE_FREEZEBLAST, nullptr); checkavailweapon(p); } if (pact->spr.scale.X < 0.5) @@ -2540,7 +2540,7 @@ static void operateweapon(int snum, ESyncBits actions) if (p->cursector->lotag != 2) { p->ammo_amount[FLAMETHROWER_WEAPON]--; - fi.shoot(pact, FIREBALL, nullptr); + fi.shoot(pact, DTILE_FIREBALL, nullptr); } checkavailweapon(p); } @@ -2562,7 +2562,7 @@ static void operateweapon(int snum, ESyncBits actions) p->GetActor()->restorez(); p->vel.Z = 0; if (p->kickback_pic == 3) - fi.shoot(pact, HANDHOLDINGLASER, nullptr); + fi.shoot(pact, DTILE_HANDHOLDINGLASER, nullptr); } if (p->kickback_pic == 16) { @@ -2575,7 +2575,7 @@ static void operateweapon(int snum, ESyncBits actions) case KNEE_WEAPON: p->kickback_pic++; - if (p->kickback_pic == 7) fi.shoot(pact, KNEE, nullptr); + if (p->kickback_pic == 7) fi.shoot(pact, DTILE_KNEE, nullptr); else if (p->kickback_pic == 14) { if (actions & SB_FIRE) @@ -2594,7 +2594,7 @@ static void operateweapon(int snum, ESyncBits actions) p->ammo_amount[RPG_WEAPON]--; lastvisinc = PlayClock + 32; p->visibility = 0; - fi.shoot(pact, RPG, nullptr); + fi.shoot(pact, DTILE_RPG, nullptr); checkavailweapon(p); } else if (p->kickback_pic == 20) @@ -2837,7 +2837,7 @@ void processinput_d(int snum) pact->vel.X = clamp((p->GetActor()->spr.pos.XY() - p->bobpos).Length(), 0., 32.); if (p->on_ground) p->bobcounter += int(p->GetActor()->vel.X * 8); - p->backuppos(ud.clipping == 0 && ((p->insector() && p->cursector->floorpicnum == MIRROR) || !p->insector())); + p->backuppos(ud.clipping == 0 && ((p->insector() && p->cursector->floorpicnum == DTILE_MIRROR) || !p->insector())); // Shrinking code @@ -2881,7 +2881,7 @@ void processinput_d(int snum) { int j = pact->sector()->floorpicnum; - if (j == PURPLELAVA || pact->sector()->ceilingpicnum == PURPLELAVA) + if (j == DTILE_PURPLELAVA || pact->sector()->ceilingpicnum == DTILE_PURPLELAVA) { if (p->boot_amount > 0) { @@ -2903,7 +2903,7 @@ void processinput_d(int snum) if (p->on_ground && truefdist <= gs.playerheight + 16) { - int whichsound = (tileflags(j) & TFLAG_ELECTRIC) ? 0 : j == FLOORSLIME ? 1 : j == FLOORPLASMA ? 2 : -1; + int whichsound = (tileflags(j) & TFLAG_ELECTRIC) ? 0 : j == DTILE_FLOORSLIME ? 1 : j == DTILE_FLOORPLASMA ? 2 : -1; if (j >= 0) k = makepainsounds(snum, whichsound); } @@ -2938,8 +2938,8 @@ void processinput_d(int snum) switch (j) { - case PANNEL1: - case PANNEL2: + case DTILE_PANNEL1: + case DTILE_PANNEL2: S_PlayActorSound(DUKE_WALKINDUCTS, pact); p->walking_snd_toggle = 1; break; diff --git a/source/games/duke/src/player_w.cpp b/source/games/duke/src/player_w.cpp index c21b94927..33655e688 100644 --- a/source/games/duke/src/player_w.cpp +++ b/source/games/duke/src/player_w.cpp @@ -342,7 +342,7 @@ void operateweapon_ww(int snum, ESyncBits actions) zvel -= 4; } - auto spawned = CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ() + p->GetActor()->spr.Angles.Yaw.ToVector() * 16, HEAVYHBOMB, -16, DVector2(0.140625, 0.140625), + auto spawned = CreateActor(p->cursector, p->GetActor()->getPosWithOffsetZ() + p->GetActor()->spr.Angles.Yaw.ToVector() * 16, DTILE_HEAVYHBOMB, -16, DVector2(0.140625, 0.140625), p->GetActor()->spr.Angles.Yaw, vel + p->hbomb_hold_delay * 2, zvel, pact, 1); if (spawned) diff --git a/source/games/duke/src/premap_d.cpp b/source/games/duke/src/premap_d.cpp index ecfdba872..61bc033f1 100644 --- a/source/games/duke/src/premap_d.cpp +++ b/source/games/duke/src/premap_d.cpp @@ -65,81 +65,81 @@ static void cachespritenum(DDukeActor* actor) switch(actor->spr.picnum) { - case HYDRENT: - tloadtile(BROKEFIREHYDRENT); - for(j = TOILETWATER; j < (TOILETWATER+4); j++) + case DTILE_HYDRENT: + tloadtile(DTILE_BROKEFIREHYDRENT); + for(j = DTILE_TOILETWATER; j < (DTILE_TOILETWATER+4); j++) tloadtile(j, pal); break; - case TOILET: - tloadtile(TOILETBROKE); - for(j = TOILETWATER; j < (TOILETWATER+4); j++) + case DTILE_TOILET: + tloadtile(DTILE_TOILETBROKE); + for(j = DTILE_TOILETWATER; j < (DTILE_TOILETWATER+4); j++) tloadtile(j, pal); break; - case STALL: - tloadtile(STALLBROKE); - for(j = TOILETWATER; j < (TOILETWATER+4); j++) + case DTILE_STALL: + tloadtile(DTILE_STALLBROKE); + for(j = DTILE_TOILETWATER; j < (DTILE_TOILETWATER+4); j++) tloadtile(j, pal); break; - case RUBBERCAN: + case DTILE_RUBBERCAN: maxc = 2; break; - case TOILETWATER: + case DTILE_TOILETWATER: maxc = 4; break; - case FEMPIC1: + case DTILE_FEMPIC1: maxc = 44; break; - case LIZTROOP: - case LIZTROOPRUNNING: - case LIZTROOPSHOOT: - case LIZTROOPJETPACK: - case LIZTROOPONTOILET: - case LIZTROOPDUCKING: - for(j = LIZTROOP; j < (LIZTROOP+72); j++) + case DTILE_LIZTROOP: + case DTILE_LIZTROOPRUNNING: + case DTILE_LIZTROOPSHOOT: + case DTILE_LIZTROOPJETPACK: + case DTILE_LIZTROOPONTOILET: + case DTILE_LIZTROOPDUCKING: + for(j = DTILE_LIZTROOP; j < (DTILE_LIZTROOP+72); j++) tloadtile(j, pal); - for(j=HEADJIB1;j 1) { @@ -148,16 +148,16 @@ static void cachespritenum(DDukeActor* actor) tloadtile(j, pal); } break; - case ATOMICHEALTH: + case DTILE_ATOMICHEALTH: maxc = 14; break; - case DRONE: + case DTILE_DRONE: maxc = 10; break; - case EXPLODINGBARREL: + case DTILE_EXPLODINGBARREL: maxc = 3; break; - case NUKEBARREL: + case DTILE_NUKEBARREL: maxc = 5; break; } @@ -176,46 +176,46 @@ static void cachegoodsprites(void) { int i; - tloadtile(BOTTOMSTATUSBAR); + tloadtile(DTILE_BOTTOMSTATUSBAR); if (ud.multimode > 1) { - tloadtile(FRAGBAR); - for (i = MINIFONT; i < MINIFONT + 63; i++) + tloadtile(DTILE_FRAGBAR); + for (i = DTILE_MINIFONT; i < DTILE_MINIFONT + 63; i++) tloadtile(i); } - for(i=FOOTPRINTS;i& actors) { switch (actor->spr.picnum) { - case DIPSWITCHON: - case DIPSWITCH2ON: - case PULLSWITCHON: - case HANDSWITCHON: - case SLOTDOORON: - case LIGHTSWITCHON: - case SPACELIGHTSWITCHON: - case SPACEDOORSWITCHON: - case FRANKENSTINESWITCHON: - case LIGHTSWITCH2ON: - case POWERSWITCH1ON: - case LOCKSWITCH1ON: - case POWERSWITCH2ON: + case DTILE_DIPSWITCHON: + case DTILE_DIPSWITCH2ON: + case DTILE_PULLSWITCHON: + case DTILE_HANDSWITCHON: + case DTILE_SLOTDOORON: + case DTILE_LIGHTSWITCHON: + case DTILE_SPACELIGHTSWITCHON: + case DTILE_SPACEDOORSWITCHON: + case DTILE_FRANKENSTINESWITCHON: + case DTILE_LIGHTSWITCH2ON: + case DTILE_POWERSWITCH1ON: + case DTILE_LOCKSWITCH1ON: + case DTILE_POWERSWITCH2ON: j = lotags.Find(actor->spr.lotag); if (j == lotags.Size()) { @@ -343,16 +343,16 @@ void prelevel_d(int g, TArray& actors) for (auto& wal : wall) { - if (wal.overpicnum == MIRROR && (wal.cstat & CSTAT_WALL_1WAY) != 0) + if (wal.overpicnum == DTILE_MIRROR && (wal.cstat & CSTAT_WALL_1WAY) != 0) { auto sectp = wal.nextSector(); if (mirrorcnt > 63) I_Error("Too many mirrors (64 max.)"); - if (sectp && sectp->ceilingpicnum != MIRROR) + if (sectp && sectp->ceilingpicnum != DTILE_MIRROR) { - sectp->ceilingpicnum = MIRROR; - sectp->floorpicnum = MIRROR; + sectp->ceilingpicnum = DTILE_MIRROR; + sectp->floorpicnum = DTILE_MIRROR; mirrorwall[mirrorcnt] = &wal; mirrorsector[mirrorcnt] = sectp; mirrorcnt++; @@ -368,19 +368,19 @@ void prelevel_d(int g, TArray& actors) switch (wal.overpicnum) { - case FANSHADOW: - case FANSPRITE: + case DTILE_FANSHADOW: + case DTILE_FANSPRITE: //wal.cstat |= CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN; Original code assigned this to 'wall', i.e. wall[0] animwall[numanimwalls].wall = &wal; numanimwalls++; break; - case W_FORCEFIELD: + case DTILE_W_FORCEFIELD: for (int jj = 0; jj < 3; jj++) - tloadtile(W_FORCEFIELD + jj); + tloadtile(DTILE_W_FORCEFIELD + jj); [[fallthrough]]; - case W_FORCEFIELD + 1: - case W_FORCEFIELD + 2: + case DTILE_W_FORCEFIELD + 1: + case DTILE_W_FORCEFIELD + 2: if (wal.shade > 31) wal.cstat = 0; else wal.cstat |= CSTAT_WALL_BLOCK | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_MASKED | CSTAT_WALL_BLOCK_HITSCAN | CSTAT_WALL_YFLIP; @@ -389,7 +389,7 @@ void prelevel_d(int g, TArray& actors) wal.nextWall()->lotag = wal.lotag; [[fallthrough]]; - case BIGFORCE: + case DTILE_BIGFORCE: animwall[numanimwalls].wall = &wal; numanimwalls++; @@ -401,27 +401,27 @@ void prelevel_d(int g, TArray& actors) switch (wal.picnum) { - case W_TECHWALL1: - case W_TECHWALL2: - case W_TECHWALL3: - case W_TECHWALL4: + case DTILE_W_TECHWALL1: + case DTILE_W_TECHWALL2: + case DTILE_W_TECHWALL3: + case DTILE_W_TECHWALL4: animwall[numanimwalls].wall = &wal; // animwall[numanimwalls].tag = -1; numanimwalls++; break; - case SCREENBREAK6: - case SCREENBREAK7: - case SCREENBREAK8: - for (int jj = SCREENBREAK6; jj < SCREENBREAK9; jj++) + case DTILE_SCREENBREAK6: + case DTILE_SCREENBREAK7: + case DTILE_SCREENBREAK8: + for (int jj = DTILE_SCREENBREAK6; jj < DTILE_SCREENBREAK9; jj++) tloadtile(jj); animwall[numanimwalls].wall = &wal; animwall[numanimwalls].tag = -1; numanimwalls++; break; - case FEMPIC1: - case FEMPIC2: - case FEMPIC3: + case DTILE_FEMPIC1: + case DTILE_FEMPIC2: + case DTILE_FEMPIC3: wal.extra = wal.picnum; animwall[numanimwalls].tag = -1; @@ -431,23 +431,23 @@ void prelevel_d(int g, TArray& actors) numanimwalls++; break; - case SCREENBREAK1: - case SCREENBREAK2: - case SCREENBREAK3: - case SCREENBREAK4: - case SCREENBREAK5: + case DTILE_SCREENBREAK1: + case DTILE_SCREENBREAK2: + case DTILE_SCREENBREAK3: + case DTILE_SCREENBREAK4: + case DTILE_SCREENBREAK5: - case SCREENBREAK9: - case SCREENBREAK10: - case SCREENBREAK11: - case SCREENBREAK12: - case SCREENBREAK13: - case SCREENBREAK14: - case SCREENBREAK15: - case SCREENBREAK16: - case SCREENBREAK17: - case SCREENBREAK18: - case SCREENBREAK19: + case DTILE_SCREENBREAK9: + case DTILE_SCREENBREAK10: + case DTILE_SCREENBREAK11: + case DTILE_SCREENBREAK12: + case DTILE_SCREENBREAK13: + case DTILE_SCREENBREAK14: + case DTILE_SCREENBREAK15: + case DTILE_SCREENBREAK16: + case DTILE_SCREENBREAK17: + case DTILE_SCREENBREAK18: + case DTILE_SCREENBREAK19: animwall[numanimwalls].wall = &wal; animwall[numanimwalls].tag = wal.picnum; @@ -461,8 +461,8 @@ void prelevel_d(int g, TArray& actors) { for (auto& wal : mirrorsector[i]->walls) { - wal.picnum = MIRROR; - wal.overpicnum = MIRROR; + wal.picnum = DTILE_MIRROR; + wal.overpicnum = DTILE_MIRROR; } } } diff --git a/source/games/duke/src/sectors_d.cpp b/source/games/duke/src/sectors_d.cpp index 1722ddd27..8fa7d92c4 100644 --- a/source/games/duke/src/sectors_d.cpp +++ b/source/games/duke/src/sectors_d.cpp @@ -60,43 +60,43 @@ void animatewalls_d(void) switch (j) { - case SCREENBREAK1: - case SCREENBREAK2: - case SCREENBREAK3: - case SCREENBREAK4: - case SCREENBREAK5: + case DTILE_SCREENBREAK1: + case DTILE_SCREENBREAK2: + case DTILE_SCREENBREAK3: + case DTILE_SCREENBREAK4: + case DTILE_SCREENBREAK5: - case SCREENBREAK9: - case SCREENBREAK10: - case SCREENBREAK11: - case SCREENBREAK12: - case SCREENBREAK13: - case SCREENBREAK14: - case SCREENBREAK15: - case SCREENBREAK16: - case SCREENBREAK17: - case SCREENBREAK18: - case SCREENBREAK19: + case DTILE_SCREENBREAK9: + case DTILE_SCREENBREAK10: + case DTILE_SCREENBREAK11: + case DTILE_SCREENBREAK12: + case DTILE_SCREENBREAK13: + case DTILE_SCREENBREAK14: + case DTILE_SCREENBREAK15: + case DTILE_SCREENBREAK16: + case DTILE_SCREENBREAK17: + case DTILE_SCREENBREAK18: + case DTILE_SCREENBREAK19: if ((krand() & 255) < 16) { animwall[p].tag = wal->picnum; - wal->picnum = SCREENBREAK6; + wal->picnum = DTILE_SCREENBREAK6; } continue; - case SCREENBREAK6: - case SCREENBREAK7: - case SCREENBREAK8: + case DTILE_SCREENBREAK6: + case DTILE_SCREENBREAK7: + case DTILE_SCREENBREAK8: - if (animwall[p].tag >= 0 && wal->extra != FEMPIC2 && wal->extra != FEMPIC3) + if (animwall[p].tag >= 0 && wal->extra != DTILE_FEMPIC2 && wal->extra != DTILE_FEMPIC3) wal->picnum = animwall[p].tag; else { wal->picnum++; - if (wal->picnum == (SCREENBREAK6 + 3)) - wal->picnum = SCREENBREAK6; + if (wal->picnum == (DTILE_SCREENBREAK6 + 3)) + wal->picnum = DTILE_SCREENBREAK6; } continue; @@ -105,9 +105,9 @@ void animatewalls_d(void) if (wal->cstat & CSTAT_WALL_MASKED) switch (wal->overpicnum) { - case W_FORCEFIELD: - case W_FORCEFIELD + 1: - case W_FORCEFIELD + 2: + case DTILE_W_FORCEFIELD: + case DTILE_W_FORCEFIELD + 1: + case DTILE_W_FORCEFIELD + 2: t = animwall[p].tag; @@ -127,14 +127,14 @@ void animatewalls_d(void) if (animwall[p].tag < (128 << 4)) { if (animwall[p].tag & 128) - wal->overpicnum = W_FORCEFIELD; - else wal->overpicnum = W_FORCEFIELD + 1; + wal->overpicnum = DTILE_W_FORCEFIELD; + else wal->overpicnum = DTILE_W_FORCEFIELD + 1; } else { if ((krand() & 255) < 32) animwall[p].tag = 128 << (krand() & 3); - else wal->overpicnum = W_FORCEFIELD + 1; + else wal->overpicnum = DTILE_W_FORCEFIELD + 1; } } @@ -151,7 +151,7 @@ void animatewalls_d(void) void operateforcefields_d(DDukeActor* act, int low) { - operateforcefields_common(act, low, { W_FORCEFIELD, W_FORCEFIELD + 1, W_FORCEFIELD + 2, BIGFORCE }); + operateforcefields_common(act, low, { DTILE_W_FORCEFIELD, DTILE_W_FORCEFIELD + 1, DTILE_W_FORCEFIELD + 2, DTILE_BIGFORCE }); } //--------------------------------------------------------------------------- @@ -191,15 +191,15 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act) switch (picnum) { - case DIPSWITCH: - case DIPSWITCHON: - case TECHSWITCH: - case TECHSWITCHON: - case ALIENSWITCH: - case ALIENSWITCHON: + case DTILE_DIPSWITCH: + case DTILE_DIPSWITCHON: + case DTILE_TECHSWITCH: + case DTILE_TECHSWITCHON: + case DTILE_ALIENSWITCH: + case DTILE_ALIENSWITCHON: break; - case ACCESSSWITCH: - case ACCESSSWITCH2: + case DTILE_ACCESSSWITCH: + case DTILE_ACCESSSWITCH2: if (ps[snum].access_incs == 0) { if (switchpal == 0) @@ -234,36 +234,36 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act) return 0; } [[fallthrough]]; - case DIPSWITCH2: - case DIPSWITCH2ON: - case DIPSWITCH3: - case DIPSWITCH3ON: - case MULTISWITCH: - case MULTISWITCH_2: - case MULTISWITCH_3: - case MULTISWITCH_4: - case PULLSWITCH: - case PULLSWITCHON: - case HANDSWITCH: - case HANDSWITCHON: - case SLOTDOOR: - case SLOTDOORON: - case LIGHTSWITCH: - case LIGHTSWITCHON: - case SPACELIGHTSWITCH: - case SPACELIGHTSWITCHON: - case SPACEDOORSWITCH: - case SPACEDOORSWITCHON: - case FRANKENSTINESWITCH: - case FRANKENSTINESWITCHON: - case LIGHTSWITCH2: - case LIGHTSWITCH2ON: - case POWERSWITCH1: - case POWERSWITCH1ON: - case LOCKSWITCH1: - case LOCKSWITCH1ON: - case POWERSWITCH2: - case POWERSWITCH2ON: + case DTILE_DIPSWITCH2: + case DTILE_DIPSWITCH2ON: + case DTILE_DIPSWITCH3: + case DTILE_DIPSWITCH3ON: + case DTILE_MULTISWITCH: + case DTILE_MULTISWITCH_2: + case DTILE_MULTISWITCH_3: + case DTILE_MULTISWITCH_4: + case DTILE_PULLSWITCH: + case DTILE_PULLSWITCHON: + case DTILE_HANDSWITCH: + case DTILE_HANDSWITCHON: + case DTILE_SLOTDOOR: + case DTILE_SLOTDOORON: + case DTILE_LIGHTSWITCH: + case DTILE_LIGHTSWITCHON: + case DTILE_SPACELIGHTSWITCH: + case DTILE_SPACELIGHTSWITCHON: + case DTILE_SPACEDOORSWITCH: + case DTILE_SPACEDOORSWITCHON: + case DTILE_FRANKENSTINESWITCH: + case DTILE_FRANKENSTINESWITCHON: + case DTILE_LIGHTSWITCH2: + case DTILE_LIGHTSWITCH2ON: + case DTILE_POWERSWITCH1: + case DTILE_POWERSWITCH1ON: + case DTILE_LOCKSWITCH1: + case DTILE_LOCKSWITCH1ON: + case DTILE_POWERSWITCH2: + case DTILE_POWERSWITCH2ON: if (check_activator_motion(lotag)) return 0; break; default: @@ -276,58 +276,58 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act) { if (lotag == other->spr.lotag) switch (other->spr.picnum) { - case DIPSWITCH: - case TECHSWITCH: - case ALIENSWITCH: + case DTILE_DIPSWITCH: + case DTILE_TECHSWITCH: + case DTILE_ALIENSWITCH: if (act && act == other) other->spr.picnum++; else if (other->spr.hitag == 0) correctdips++; numdips++; break; - case TECHSWITCHON: - case DIPSWITCHON: - case ALIENSWITCHON: + case DTILE_TECHSWITCHON: + case DTILE_DIPSWITCHON: + case DTILE_ALIENSWITCHON: if (act && act == other) other->spr.picnum--; else if (other->spr.hitag == 1) correctdips++; numdips++; break; - case MULTISWITCH: - case MULTISWITCH_2: - case MULTISWITCH_3: - case MULTISWITCH_4: + case DTILE_MULTISWITCH: + case DTILE_MULTISWITCH_2: + case DTILE_MULTISWITCH_3: + case DTILE_MULTISWITCH_4: other->spr.picnum++; - if (other->spr.picnum > (MULTISWITCH_4)) - other->spr.picnum = MULTISWITCH; + if (other->spr.picnum > (DTILE_MULTISWITCH_4)) + other->spr.picnum = DTILE_MULTISWITCH; break; - case ACCESSSWITCH: - case ACCESSSWITCH2: - case SLOTDOOR: - case LIGHTSWITCH: - case SPACELIGHTSWITCH: - case SPACEDOORSWITCH: - case FRANKENSTINESWITCH: - case LIGHTSWITCH2: - case POWERSWITCH1: - case LOCKSWITCH1: - case POWERSWITCH2: - case HANDSWITCH: - case PULLSWITCH: - case DIPSWITCH2: - case DIPSWITCH3: + case DTILE_ACCESSSWITCH: + case DTILE_ACCESSSWITCH2: + case DTILE_SLOTDOOR: + case DTILE_LIGHTSWITCH: + case DTILE_SPACELIGHTSWITCH: + case DTILE_SPACEDOORSWITCH: + case DTILE_FRANKENSTINESWITCH: + case DTILE_LIGHTSWITCH2: + case DTILE_POWERSWITCH1: + case DTILE_LOCKSWITCH1: + case DTILE_POWERSWITCH2: + case DTILE_HANDSWITCH: + case DTILE_PULLSWITCH: + case DTILE_DIPSWITCH2: + case DTILE_DIPSWITCH3: other->spr.picnum++; break; - case PULLSWITCHON: - case HANDSWITCHON: - case LIGHTSWITCH2ON: - case POWERSWITCH1ON: - case LOCKSWITCH1ON: - case POWERSWITCH2ON: - case SLOTDOORON: - case LIGHTSWITCHON: - case SPACELIGHTSWITCHON: - case SPACEDOORSWITCHON: - case FRANKENSTINESWITCHON: - case DIPSWITCH2ON: - case DIPSWITCH3ON: + case DTILE_PULLSWITCHON: + case DTILE_HANDSWITCHON: + case DTILE_LIGHTSWITCH2ON: + case DTILE_POWERSWITCH1ON: + case DTILE_LOCKSWITCH1ON: + case DTILE_POWERSWITCH2ON: + case DTILE_SLOTDOORON: + case DTILE_LIGHTSWITCHON: + case DTILE_SPACELIGHTSWITCHON: + case DTILE_SPACEDOORSWITCHON: + case DTILE_FRANKENSTINESWITCHON: + case DTILE_DIPSWITCH2ON: + case DTILE_DIPSWITCH3ON: other->spr.picnum--; break; } @@ -338,56 +338,56 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act) if (lotag == wal.lotag) switch (wal.picnum) { - case DIPSWITCH: - case TECHSWITCH: - case ALIENSWITCH: + case DTILE_DIPSWITCH: + case DTILE_TECHSWITCH: + case DTILE_ALIENSWITCH: if (!act && &wal == wwal) wal.picnum++; else if (wal.hitag == 0) correctdips++; numdips++; break; - case DIPSWITCHON: - case TECHSWITCHON: - case ALIENSWITCHON: + case DTILE_DIPSWITCHON: + case DTILE_TECHSWITCHON: + case DTILE_ALIENSWITCHON: if (!act && &wal == wwal) wal.picnum--; else if (wal.hitag == 1) correctdips++; numdips++; break; - case MULTISWITCH: - case MULTISWITCH_2: - case MULTISWITCH_3: - case MULTISWITCH_4: + case DTILE_MULTISWITCH: + case DTILE_MULTISWITCH_2: + case DTILE_MULTISWITCH_3: + case DTILE_MULTISWITCH_4: wal.picnum++; - if (wal.picnum > (MULTISWITCH_4)) - wal.picnum = MULTISWITCH; + if (wal.picnum > (DTILE_MULTISWITCH_4)) + wal.picnum = DTILE_MULTISWITCH; break; - case ACCESSSWITCH: - case ACCESSSWITCH2: - case SLOTDOOR: - case LIGHTSWITCH: - case SPACELIGHTSWITCH: - case SPACEDOORSWITCH: - case LIGHTSWITCH2: - case POWERSWITCH1: - case LOCKSWITCH1: - case POWERSWITCH2: - case PULLSWITCH: - case HANDSWITCH: - case DIPSWITCH2: - case DIPSWITCH3: + case DTILE_ACCESSSWITCH: + case DTILE_ACCESSSWITCH2: + case DTILE_SLOTDOOR: + case DTILE_LIGHTSWITCH: + case DTILE_SPACELIGHTSWITCH: + case DTILE_SPACEDOORSWITCH: + case DTILE_LIGHTSWITCH2: + case DTILE_POWERSWITCH1: + case DTILE_LOCKSWITCH1: + case DTILE_POWERSWITCH2: + case DTILE_PULLSWITCH: + case DTILE_HANDSWITCH: + case DTILE_DIPSWITCH2: + case DTILE_DIPSWITCH3: wal.picnum++; break; - case HANDSWITCHON: - case PULLSWITCHON: - case LIGHTSWITCH2ON: - case POWERSWITCH1ON: - case LOCKSWITCH1ON: - case POWERSWITCH2ON: - case SLOTDOORON: - case LIGHTSWITCHON: - case SPACELIGHTSWITCHON: - case SPACEDOORSWITCHON: - case DIPSWITCH2ON: - case DIPSWITCH3ON: + case DTILE_HANDSWITCHON: + case DTILE_PULLSWITCHON: + case DTILE_LIGHTSWITCH2ON: + case DTILE_POWERSWITCH1ON: + case DTILE_LOCKSWITCH1ON: + case DTILE_POWERSWITCH2ON: + case DTILE_SLOTDOORON: + case DTILE_LIGHTSWITCHON: + case DTILE_SPACELIGHTSWITCHON: + case DTILE_SPACEDOORSWITCHON: + case DTILE_DIPSWITCH2ON: + case DTILE_DIPSWITCH3ON: wal.picnum--; break; } @@ -405,17 +405,17 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act) default: if (isadoorwall(picnum) == 0) break; [[fallthrough]]; - case DIPSWITCH: - case DIPSWITCHON: - case TECHSWITCH: - case TECHSWITCHON: - case ALIENSWITCH: - case ALIENSWITCHON: - if (picnum == DIPSWITCH || picnum == DIPSWITCHON || - picnum == ALIENSWITCH || picnum == ALIENSWITCHON || - picnum == TECHSWITCH || picnum == TECHSWITCHON) + case DTILE_DIPSWITCH: + case DTILE_DIPSWITCHON: + case DTILE_TECHSWITCH: + case DTILE_TECHSWITCHON: + case DTILE_ALIENSWITCH: + case DTILE_ALIENSWITCHON: + if (picnum == DTILE_DIPSWITCH || picnum == DTILE_DIPSWITCHON || + picnum == DTILE_ALIENSWITCH || picnum == DTILE_ALIENSWITCHON || + picnum == DTILE_TECHSWITCH || picnum == DTILE_TECHSWITCHON) { - if (picnum == ALIENSWITCH || picnum == ALIENSWITCHON) + if (picnum == DTILE_ALIENSWITCH || picnum == DTILE_ALIENSWITCHON) { if (act) S_PlaySound3D(ALIEN_SWITCH1, act, v); @@ -431,42 +431,42 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act) S_PlaySound3D(END_OF_LEVEL_WARN, ps[snum].GetActor(), v); } [[fallthrough]]; - case DIPSWITCH2: - case DIPSWITCH2ON: - case DIPSWITCH3: - case DIPSWITCH3ON: - case MULTISWITCH: - case MULTISWITCH_2: - case MULTISWITCH_3: - case MULTISWITCH_4: - case ACCESSSWITCH: - case ACCESSSWITCH2: - case SLOTDOOR: - case SLOTDOORON: - case LIGHTSWITCH: - case LIGHTSWITCHON: - case SPACELIGHTSWITCH: - case SPACELIGHTSWITCHON: - case SPACEDOORSWITCH: - case SPACEDOORSWITCHON: - case FRANKENSTINESWITCH: - case FRANKENSTINESWITCHON: - case LIGHTSWITCH2: - case LIGHTSWITCH2ON: - case POWERSWITCH1: - case POWERSWITCH1ON: - case LOCKSWITCH1: - case LOCKSWITCH1ON: - case POWERSWITCH2: - case POWERSWITCH2ON: - case HANDSWITCH: - case HANDSWITCHON: - case PULLSWITCH: - case PULLSWITCHON: + case DTILE_DIPSWITCH2: + case DTILE_DIPSWITCH2ON: + case DTILE_DIPSWITCH3: + case DTILE_DIPSWITCH3ON: + case DTILE_MULTISWITCH: + case DTILE_MULTISWITCH_2: + case DTILE_MULTISWITCH_3: + case DTILE_MULTISWITCH_4: + case DTILE_ACCESSSWITCH: + case DTILE_ACCESSSWITCH2: + case DTILE_SLOTDOOR: + case DTILE_SLOTDOORON: + case DTILE_LIGHTSWITCH: + case DTILE_LIGHTSWITCHON: + case DTILE_SPACELIGHTSWITCH: + case DTILE_SPACELIGHTSWITCHON: + case DTILE_SPACEDOORSWITCH: + case DTILE_SPACEDOORSWITCHON: + case DTILE_FRANKENSTINESWITCH: + case DTILE_FRANKENSTINESWITCHON: + case DTILE_LIGHTSWITCH2: + case DTILE_LIGHTSWITCH2ON: + case DTILE_POWERSWITCH1: + case DTILE_POWERSWITCH1ON: + case DTILE_LOCKSWITCH1: + case DTILE_LOCKSWITCH1ON: + case DTILE_POWERSWITCH2: + case DTILE_POWERSWITCH2ON: + case DTILE_HANDSWITCH: + case DTILE_HANDSWITCHON: + case DTILE_PULLSWITCH: + case DTILE_PULLSWITCHON: - if (picnum == MULTISWITCH || picnum == (MULTISWITCH_2) || - picnum == (MULTISWITCH_3) || picnum == (MULTISWITCH_4)) - lotag += picnum - MULTISWITCH; + if (picnum == DTILE_MULTISWITCH || picnum == (DTILE_MULTISWITCH_2) || + picnum == (DTILE_MULTISWITCH_3) || picnum == (DTILE_MULTISWITCH_4)) + lotag += picnum - DTILE_MULTISWITCH; DukeStatIterator itr(STAT_EFFECTOR); while (auto other = itr.Next()) @@ -501,9 +501,9 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act) fi.operateforcefields(ps[snum].GetActor(), lotag); operatemasterswitches(lotag); - if (picnum == DIPSWITCH || picnum == DIPSWITCHON || - picnum == ALIENSWITCH || picnum == ALIENSWITCHON || - picnum == TECHSWITCH || picnum == TECHSWITCHON) return 1; + if (picnum == DTILE_DIPSWITCH || picnum == DTILE_DIPSWITCHON || + picnum == DTILE_ALIENSWITCH || picnum == DTILE_ALIENSWITCHON || + picnum == DTILE_TECHSWITCH || picnum == DTILE_TECHSWITCHON) return 1; if (hitag == 0 && isadoorwall(picnum) == 0) { @@ -561,39 +561,39 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, const DVector3& pos, int atw { int j, sn = -1, darkestwall; - if (wal->overpicnum == MIRROR && atwith != -1 && gs.actorinfo[atwith].flags2 & SFLAG2_BREAKMIRRORS) + if (wal->overpicnum == DTILE_MIRROR && atwith != -1 && gs.actorinfo[atwith].flags2 & SFLAG2_BREAKMIRRORS) { lotsofglass(spr, wal, 70); wal->cstat &= ~CSTAT_WALL_MASKED; - wal->overpicnum = MIRRORBROKE; + wal->overpicnum = DTILE_MIRRORBROKE; wal->portalflags = 0; S_PlayActorSound(GLASS_HEAVYBREAK, spr); return; } - if (((wal->cstat & CSTAT_WALL_MASKED) || wal->overpicnum == BIGFORCE) && wal->twoSided()) + if (((wal->cstat & CSTAT_WALL_MASKED) || wal->overpicnum == DTILE_BIGFORCE) && wal->twoSided()) if (wal->nextSector()->floorz> pos.Z) if (wal->nextSector()->floorz - wal->nextSector()->ceilingz) switch (wal->overpicnum) { - case W_FORCEFIELD: - case W_FORCEFIELD + 1: - case W_FORCEFIELD + 2: + case DTILE_W_FORCEFIELD: + case DTILE_W_FORCEFIELD + 1: + case DTILE_W_FORCEFIELD + 2: wal->extra = 1; // tell the forces to animate [[fallthrough]]; - case BIGFORCE: + case DTILE_BIGFORCE: { sectortype* sptr = nullptr; updatesector(pos, &sptr); if (sptr == nullptr) return; DDukeActor* spawned; if (atwith == -1) - spawned = CreateActor(sptr, pos, FORCERIPPLE, -127, DVector2(0.125, 0.125), nullAngle, 0., 0., spr, 5); + spawned = CreateActor(sptr, pos, DTILE_FORCERIPPLE, -127, DVector2(0.125, 0.125), nullAngle, 0., 0., spr, 5); else { - if (atwith == CHAINGUN) - spawned = CreateActor(sptr, pos, FORCERIPPLE, -127, DVector2(0.25, 0.25) + spr->spr.scale, nullAngle, 0., 0., spr, 5); - else spawned = CreateActor(sptr, pos, FORCERIPPLE, -127, DVector2(0.5, 0.5), nullAngle, 0., 0., spr, 5); + if (atwith == DTILE_CHAINGUN) + spawned = CreateActor(sptr, pos, DTILE_FORCERIPPLE, -127, DVector2(0.25, 0.25) + spr->spr.scale, nullAngle, 0., 0., spr, 5); + else spawned = CreateActor(sptr, pos, DTILE_FORCERIPPLE, -127, DVector2(0.5, 0.5), nullAngle, 0., 0., spr, 5); } if (spawned) { @@ -604,24 +604,24 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, const DVector3& pos, int atw } return; } - case FANSPRITE: - wal->overpicnum = FANSPRITEBROKE; + case DTILE_FANSPRITE: + wal->overpicnum = DTILE_FANSPRITEBROKE; wal->cstat &= ~(CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN); if (wal->twoSided()) { - wal->nextWall()->overpicnum = FANSPRITEBROKE; + wal->nextWall()->overpicnum = DTILE_FANSPRITEBROKE; wal->nextWall()->cstat &= ~(CSTAT_WALL_BLOCK | CSTAT_WALL_BLOCK_HITSCAN); } S_PlayActorSound(VENT_BUST, spr); S_PlayActorSound(GLASS_BREAKING, spr); return; - case GLASS: + case DTILE_GLASS: { sectortype* sptr = nullptr; updatesector(pos, &sptr); if (sptr == nullptr) return; - wal->overpicnum = GLASS2; + wal->overpicnum = DTILE_GLASS2; lotsofglass(spr, wal, 10); wal->cstat = 0; @@ -638,7 +638,7 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, const DVector3& pos, int atw } return; } - case STAINGLASS1: + case DTILE_STAINGLASS1: sectortype* sptr = nullptr; updatesector(pos, &sptr); if (sptr == nullptr) return; @@ -653,122 +653,122 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, const DVector3& pos, int atw switch (wal->picnum) { - case COLAMACHINE: - case VENDMACHINE: + case DTILE_COLAMACHINE: + case DTILE_VENDMACHINE: breakwall(wal->picnum + 2, spr, wal); S_PlayActorSound(VENT_BUST, spr); return; - case OJ: - case FEMPIC2: - case FEMPIC3: + case DTILE_OJ: + case DTILE_FEMPIC2: + case DTILE_FEMPIC3: - case SCREENBREAK6: - case SCREENBREAK7: - case SCREENBREAK8: + case DTILE_SCREENBREAK6: + case DTILE_SCREENBREAK7: + case DTILE_SCREENBREAK8: - case SCREENBREAK1: - case SCREENBREAK2: - case SCREENBREAK3: - case SCREENBREAK4: - case SCREENBREAK5: + case DTILE_SCREENBREAK1: + case DTILE_SCREENBREAK2: + case DTILE_SCREENBREAK3: + case DTILE_SCREENBREAK4: + case DTILE_SCREENBREAK5: - case SCREENBREAK9: - case SCREENBREAK10: - case SCREENBREAK11: - case SCREENBREAK12: - case SCREENBREAK13: - case SCREENBREAK14: - case SCREENBREAK15: - case SCREENBREAK16: - case SCREENBREAK17: - case SCREENBREAK18: - case SCREENBREAK19: - case BORNTOBEWILDSCREEN: + case DTILE_SCREENBREAK9: + case DTILE_SCREENBREAK10: + case DTILE_SCREENBREAK11: + case DTILE_SCREENBREAK12: + case DTILE_SCREENBREAK13: + case DTILE_SCREENBREAK14: + case DTILE_SCREENBREAK15: + case DTILE_SCREENBREAK16: + case DTILE_SCREENBREAK17: + case DTILE_SCREENBREAK18: + case DTILE_SCREENBREAK19: + case DTILE_BORNTOBEWILDSCREEN: lotsofglass(spr, wal, 30); - wal->picnum = W_SCREENBREAK + (krand() % 3); + wal->picnum = DTILE_W_SCREENBREAK + (krand() % 3); S_PlayActorSound(GLASS_HEAVYBREAK, spr); return; - case W_TECHWALL5: - case W_TECHWALL6: - case W_TECHWALL7: - case W_TECHWALL8: - case W_TECHWALL9: + case DTILE_W_TECHWALL5: + case DTILE_W_TECHWALL6: + case DTILE_W_TECHWALL7: + case DTILE_W_TECHWALL8: + case DTILE_W_TECHWALL9: breakwall(wal->picnum + 1, spr, wal); return; - case W_MILKSHELF: - breakwall(W_MILKSHELFBROKE, spr, wal); + case DTILE_W_MILKSHELF: + breakwall(DTILE_W_MILKSHELFBROKE, spr, wal); return; - case W_TECHWALL10: - breakwall(W_HITTECHWALL10, spr, wal); + case DTILE_W_TECHWALL10: + breakwall(DTILE_W_HITTECHWALL10, spr, wal); return; - case W_TECHWALL1: - case W_TECHWALL11: - case W_TECHWALL12: - case W_TECHWALL13: - case W_TECHWALL14: - breakwall(W_HITTECHWALL1, spr, wal); + case DTILE_W_TECHWALL1: + case DTILE_W_TECHWALL11: + case DTILE_W_TECHWALL12: + case DTILE_W_TECHWALL13: + case DTILE_W_TECHWALL14: + breakwall(DTILE_W_HITTECHWALL1, spr, wal); return; - case W_TECHWALL15: - breakwall(W_HITTECHWALL15, spr, wal); + case DTILE_W_TECHWALL15: + breakwall(DTILE_W_HITTECHWALL15, spr, wal); return; - case W_TECHWALL16: - breakwall(W_HITTECHWALL16, spr, wal); + case DTILE_W_TECHWALL16: + breakwall(DTILE_W_HITTECHWALL16, spr, wal); return; - case W_TECHWALL2: - breakwall(W_HITTECHWALL2, spr, wal); + case DTILE_W_TECHWALL2: + breakwall(DTILE_W_HITTECHWALL2, spr, wal); return; - case W_TECHWALL3: - breakwall(W_HITTECHWALL3, spr, wal); + case DTILE_W_TECHWALL3: + breakwall(DTILE_W_HITTECHWALL3, spr, wal); return; - case W_TECHWALL4: - breakwall(W_HITTECHWALL4, spr, wal); + case DTILE_W_TECHWALL4: + breakwall(DTILE_W_HITTECHWALL4, spr, wal); return; - case ATM: - wal->picnum = ATMBROKE; + case DTILE_ATM: + wal->picnum = DTILE_ATMBROKE; fi.lotsofmoney(spr, 1 + (krand() & 7)); S_PlayActorSound(GLASS_HEAVYBREAK, spr); break; - case WALLLIGHT1: - case WALLLIGHT2: - case WALLLIGHT3: - case WALLLIGHT4: - case TECHLIGHT2: - case TECHLIGHT4: + case DTILE_WALLLIGHT1: + case DTILE_WALLLIGHT2: + case DTILE_WALLLIGHT3: + case DTILE_WALLLIGHT4: + case DTILE_TECHLIGHT2: + case DTILE_TECHLIGHT4: if (rnd(128)) S_PlayActorSound(GLASS_HEAVYBREAK, spr); else S_PlayActorSound(GLASS_BREAKING, spr); lotsofglass(spr, wal, 30); - if (wal->picnum == WALLLIGHT1) - wal->picnum = WALLLIGHTBUST1; + if (wal->picnum == DTILE_WALLLIGHT1) + wal->picnum = DTILE_WALLLIGHTBUST1; - if (wal->picnum == WALLLIGHT2) - wal->picnum = WALLLIGHTBUST2; + if (wal->picnum == DTILE_WALLLIGHT2) + wal->picnum = DTILE_WALLLIGHTBUST2; - if (wal->picnum == WALLLIGHT3) - wal->picnum = WALLLIGHTBUST3; + if (wal->picnum == DTILE_WALLLIGHT3) + wal->picnum = DTILE_WALLLIGHTBUST3; - if (wal->picnum == WALLLIGHT4) - wal->picnum = WALLLIGHTBUST4; + if (wal->picnum == DTILE_WALLLIGHT4) + wal->picnum = DTILE_WALLLIGHTBUST4; - if (wal->picnum == TECHLIGHT2) - wal->picnum = TECHLIGHTBUST2; + if (wal->picnum == DTILE_TECHLIGHT2) + wal->picnum = DTILE_TECHLIGHTBUST2; - if (wal->picnum == TECHLIGHT4) - wal->picnum = TECHLIGHTBUST4; + if (wal->picnum == DTILE_TECHLIGHT4) + wal->picnum = DTILE_TECHLIGHTBUST4; if (!wal->lotag) return; @@ -814,9 +814,9 @@ void checkplayerhurt_d(player_struct* p, const Collision& coll) if (p->hurt_delay > 0) p->hurt_delay--; else if (wal->cstat & (CSTAT_WALL_BLOCK | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_MASKED | CSTAT_WALL_BLOCK_HITSCAN)) switch (wal->overpicnum) { - case W_FORCEFIELD: - case W_FORCEFIELD + 1: - case W_FORCEFIELD + 2: + case DTILE_W_FORCEFIELD: + case DTILE_W_FORCEFIELD + 1: + case DTILE_W_FORCEFIELD + 2: p->GetActor()->spr.extra -= 5; p->hurt_delay = 16; @@ -828,7 +828,7 @@ void checkplayerhurt_d(player_struct* p, const Collision& coll) fi.checkhitwall(p->GetActor(), wal, p->GetActor()->getPosWithOffsetZ() + p->GetActor()->spr.Angles.Yaw.ToVector() * 2, -1); break; - case BIGFORCE: + case DTILE_BIGFORCE: p->hurt_delay = 26; fi.checkhitwall(p->GetActor(), wal, p->GetActor()->getPosWithOffsetZ() + p->GetActor()->spr.Angles.Yaw.ToVector() * 2, -1); break; @@ -848,33 +848,33 @@ bool checkhitceiling_d(sectortype* sectp) switch (sectp->ceilingpicnum) { - case WALLLIGHT1: - case WALLLIGHT2: - case WALLLIGHT3: - case WALLLIGHT4: - case TECHLIGHT2: - case TECHLIGHT4: + case DTILE_WALLLIGHT1: + case DTILE_WALLLIGHT2: + case DTILE_WALLLIGHT3: + case DTILE_WALLLIGHT4: + case DTILE_TECHLIGHT2: + case DTILE_TECHLIGHT4: ceilingglass(ps[myconnectindex].GetActor(), sectp, 10); S_PlayActorSound(GLASS_BREAKING, ps[screenpeek].GetActor()); - if (sectp->ceilingpicnum == WALLLIGHT1) - sectp->ceilingpicnum = WALLLIGHTBUST1; + if (sectp->ceilingpicnum == DTILE_WALLLIGHT1) + sectp->ceilingpicnum = DTILE_WALLLIGHTBUST1; - if (sectp->ceilingpicnum == WALLLIGHT2) - sectp->ceilingpicnum = WALLLIGHTBUST2; + if (sectp->ceilingpicnum == DTILE_WALLLIGHT2) + sectp->ceilingpicnum = DTILE_WALLLIGHTBUST2; - if (sectp->ceilingpicnum == WALLLIGHT3) - sectp->ceilingpicnum = WALLLIGHTBUST3; + if (sectp->ceilingpicnum == DTILE_WALLLIGHT3) + sectp->ceilingpicnum = DTILE_WALLLIGHTBUST3; - if (sectp->ceilingpicnum == WALLLIGHT4) - sectp->ceilingpicnum = WALLLIGHTBUST4; + if (sectp->ceilingpicnum == DTILE_WALLLIGHT4) + sectp->ceilingpicnum = DTILE_WALLLIGHTBUST4; - if (sectp->ceilingpicnum == TECHLIGHT2) - sectp->ceilingpicnum = TECHLIGHTBUST2; + if (sectp->ceilingpicnum == DTILE_TECHLIGHT2) + sectp->ceilingpicnum = DTILE_TECHLIGHTBUST2; - if (sectp->ceilingpicnum == TECHLIGHT4) - sectp->ceilingpicnum = TECHLIGHTBUST4; + if (sectp->ceilingpicnum == DTILE_TECHLIGHT4) + sectp->ceilingpicnum = DTILE_TECHLIGHTBUST4; if (!sectp->hitag) @@ -923,20 +923,20 @@ void checkhitdefault_d(DDukeActor* targ, DDukeActor* proj) if ((targ->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL) && targ->spr.hitag == 0 && targ->spr.lotag == 0 && targ->spr.statnum == STAT_DEFAULT) return; - if ((proj->spr.picnum == FREEZEBLAST || proj->GetOwner() != targ) && targ->spr.statnum != STAT_PROJECTILE) + if ((proj->spr.picnum == DTILE_FREEZEBLAST || proj->GetOwner() != targ) && targ->spr.statnum != STAT_PROJECTILE) { if (badguy(targ) == 1) { - if (isWorldTour() && targ->spr.picnum == FIREFLY && targ->spr.scale.X < 0.75) + if (isWorldTour() && targ->spr.picnum == DTILE_FIREFLY && targ->spr.scale.X < 0.75) return; - if (proj->spr.picnum == RPG) proj->spr.extra <<= 1; + if (proj->spr.picnum == DTILE_RPG) proj->spr.extra <<= 1; - if ((targ->spr.picnum != DRONE) && (targ->spr.picnum != ROTATEGUN) && (targ->spr.picnum != COMMANDER) && targ->spr.picnum != GREENSLIME) - if (proj->spr.picnum != FREEZEBLAST) + if ((targ->spr.picnum != DTILE_DRONE) && (targ->spr.picnum != DTILE_ROTATEGUN) && (targ->spr.picnum != DTILE_COMMANDER) && targ->spr.picnum != DTILE_GREENSLIME) + if (proj->spr.picnum != DTILE_FREEZEBLAST) //if (actortype[targ->spr.picnum] == 0) //TRANSITIONAL. { - auto spawned = spawn(proj, JIBS6); + auto spawned = spawn(proj, DTILE_JIBS6); if (spawned) { if (proj->spr.pal == 6) @@ -950,7 +950,7 @@ void checkhitdefault_d(DDukeActor* targ, DDukeActor* proj) auto Owner = proj->GetOwner(); - if (Owner && Owner->isPlayer() && targ->spr.picnum != ROTATEGUN && targ->spr.picnum != DRONE) + if (Owner && Owner->isPlayer() && targ->spr.picnum != DTILE_ROTATEGUN && targ->spr.picnum != DTILE_DRONE) if (ps[Owner->PlayerIndex()].curr_weapon == SHOTGUN_WEAPON) { fi.shoot(targ, -1, PClass::FindActor("DukeBloodSplat3")); @@ -976,12 +976,12 @@ void checkhitdefault_d(DDukeActor* targ, DDukeActor* proj) ChangeActorStat(targ, STAT_ACTOR); targ->timetosleep = SLEEPTIME; } - if ((targ->spr.scale.X < 0.375 || targ->spr.picnum == SHARK) && proj->spr.picnum == SHRINKSPARK) return; + if ((targ->spr.scale.X < 0.375 || targ->spr.picnum == DTILE_SHARK) && proj->spr.picnum == DTILE_SHRINKSPARK) return; } if (targ->spr.statnum != STAT_ZOMBIEACTOR) { - if (proj->spr.picnum == FREEZEBLAST && ((targ->isPlayer() && targ->spr.pal == 1) || (gs.freezerhurtowner == 0 && proj->GetOwner() == targ))) + if (proj->spr.picnum == DTILE_FREEZEBLAST && ((targ->isPlayer() && targ->spr.pal == 1) || (gs.freezerhurtowner == 0 && proj->GetOwner() == targ))) return; int hitpic = proj->spr.picnum; @@ -992,8 +992,8 @@ void checkhitdefault_d(DDukeActor* targ, DDukeActor* proj) return; auto tOwner = targ->GetOwner(); - if (isWorldTour() && hitpic == FIREBALL && tOwner && tOwner->spr.picnum != FIREBALL) - hitpic = FLAMETHROWERFLAME; + if (isWorldTour() && hitpic == DTILE_FIREBALL && tOwner && tOwner->spr.picnum != DTILE_FIREBALL) + hitpic = DTILE_FLAMETHROWERFLAME; } targ->attackertype = hitpic; @@ -1019,7 +1019,7 @@ void checkhitdefault_d(DDukeActor* targ, DDukeActor* proj) } } - if (targ->spr.scale.X < 0.375 && proj->spr.picnum == SHRINKSPARK) + if (targ->spr.scale.X < 0.375 && proj->spr.picnum == DTILE_SHRINKSPARK) return; auto hitowner = targ->GetHitOwner(); @@ -1040,7 +1040,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj) } - if (targ->spr.picnum == PLAYERONWATER) + if (targ->spr.picnum == DTILE_PLAYERONWATER) { targ = targ->GetOwner(); if (!targ) return; @@ -1149,7 +1149,7 @@ void checksectors_d(int snum) if (hitscanwall != nullptr) { - if (dist < 80 && hitscanwall->overpicnum == MIRROR) + if (dist < 80 && hitscanwall->overpicnum == DTILE_MIRROR) if (hitscanwall->lotag > 0 && S_CheckSoundPlaying(hitscanwall->lotag) == 0 && snum == screenpeek) { S_PlayActorSound(hitscanwall->lotag, pact); diff --git a/source/games/duke/src/spawn_d.cpp b/source/games/duke/src/spawn_d.cpp index 33c7ffb80..39dfdbdd6 100644 --- a/source/games/duke/src/spawn_d.cpp +++ b/source/games/duke/src/spawn_d.cpp @@ -61,14 +61,14 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* { switch (act->spr.picnum) { - case BOSS2STAYPUT: - case BOSS3STAYPUT: - case BOSS5STAYPUT: + case DTILE_BOSS2STAYPUT: + case DTILE_BOSS3STAYPUT: + case DTILE_BOSS5STAYPUT: act->actorstayput = act->sector(); [[fallthrough]]; - case FIREFLY: - case BOSS5: - if (act->spr.picnum != FIREFLY) + case DTILE_FIREFLY: + case DTILE_BOSS5: + if (act->spr.picnum != DTILE_FIREFLY) { if (actj && isrespawncontroller(actj)) act->spr.pal = actj->spr.pal; @@ -114,12 +114,12 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* ChangeActorStat(act, STAT_ZOMBIEACTOR); } return act; - case FIREFLYFLYINGEFFECT: + case DTILE_FIREFLYFLYINGEFFECT: act->SetOwner(actj); ChangeActorStat(act, STAT_MISC); act->spr.scale = DVector2(0.25, 0.25); return act; - case LAVAPOOLBUBBLE: + case DTILE_LAVAPOOLBUBBLE: if (actj->spr.scale.X < 0.46875) return act; act->SetOwner(actj); @@ -128,13 +128,13 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* act->spr.pos.Y += krandf(32) - 16; act->spr.scale = DVector2(0.25, 0.25); return act; - case WHISPYSMOKE: + case DTILE_WHISPYSMOKE: ChangeActorStat(act, STAT_MISC); act->spr.pos.X += krandf(16) - 8; act->spr.pos.Y += krandf(16) - 8; act->spr.scale = DVector2(0.3125, 0.3125); return act; - case SERIOUSSAM: + case DTILE_SERIOUSSAM: ChangeActorStat(act, STAT_ZOMBIEACTOR); act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; act->spr.extra = 150; @@ -151,19 +151,19 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); break; - case TRANSPORTERSTAR: - case TRANSPORTERBEAM: - spawntransporter(actj, act, act->spr.picnum == TRANSPORTERBEAM); + case DTILE_TRANSPORTERSTAR: + case DTILE_TRANSPORTERBEAM: + spawntransporter(actj, act, act->spr.picnum == DTILE_TRANSPORTERBEAM); break; - case BLOOD: + case DTILE_BLOOD: act->spr.scale = DVector2(0.25, 0.25); act->spr.pos.Z -= 26; if (actj && actj->spr.pal == 6) act->spr.pal = 6; ChangeActorStat(act, STAT_MISC); break; - case LAVAPOOL: + case DTILE_LAVAPOOL: if (!isWorldTour()) // Twentieth Anniversary World Tour return act; @@ -173,35 +173,35 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* act->spr.pos.Z = getflorzofslopeptr(act->sector(), act->spr.pos) - 0.78125; [[fallthrough]]; - case FECES: + case DTILE_FECES: if (actj) act->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE); ChangeActorStat(act, STAT_MISC); break; - case FEM1: - case FEM2: - case FEM3: - case FEM4: - case FEM5: - case FEM6: - case FEM7: - case FEM8: - case FEM9: - case FEM10: - case PODFEM1: - case NAKED1: - case TOUGHGAL: - if (act->spr.picnum == PODFEM1) act->spr.extra <<= 1; + case DTILE_FEM1: + case DTILE_FEM2: + case DTILE_FEM3: + case DTILE_FEM4: + case DTILE_FEM5: + case DTILE_FEM6: + case DTILE_FEM7: + case DTILE_FEM8: + case DTILE_FEM9: + case DTILE_FEM10: + case DTILE_PODFEM1: + case DTILE_NAKED1: + case DTILE_TOUGHGAL: + if (act->spr.picnum == DTILE_PODFEM1) act->spr.extra <<= 1; [[fallthrough]]; - case BLOODYPOLE: + case DTILE_BLOODYPOLE: act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL; act->clipdist = 8; ChangeActorStat(act, STAT_ZOMBIEACTOR); break; - case DUKELYINGDEAD: + case DTILE_DUKELYINGDEAD: if (actj && actj->isPlayer()) { act->spr.scale = actj->spr.scale; @@ -213,26 +213,26 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* act->vel.X = 292 / 16.; act->vel.Z = 360 / 256.; [[fallthrough]]; - case BLIMP: + case DTILE_BLIMP: act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL; act->clipdist = 32; [[fallthrough]]; - case MIKE: - if (act->spr.picnum == MIKE) + case DTILE_MIKE: + if (act->spr.picnum == DTILE_MIKE) act->spr.yint = act->spr.hitag; ChangeActorStat(act, 1); break; - case ONFIRE: + case DTILE_ONFIRE: // Twentieth Anniversary World Tour if (!isWorldTour()) break; [[fallthrough]]; - case EXPLOSION2: - case EXPLOSION2BOT: - case BURNING: - case BURNING2: - case SMALLSMOKE: - case SHRINKEREXPLOSION: + case DTILE_EXPLOSION2: + case DTILE_EXPLOSION2BOT: + case DTILE_BURNING: + case DTILE_BURNING2: + case DTILE_SMALLSMOKE: + case DTILE_SHRINKEREXPLOSION: if (actj) { @@ -241,21 +241,21 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* act->spr.cstat = CSTAT_SPRITE_YCENTER | randomXFlip(); } - if (act->spr.picnum == EXPLOSION2 || act->spr.picnum == EXPLOSION2BOT) + if (act->spr.picnum == DTILE_EXPLOSION2 || act->spr.picnum == DTILE_EXPLOSION2BOT) { act->spr.scale = DVector2(0.75, 0.75); act->spr.shade = -127; act->spr.cstat |= CSTAT_SPRITE_YCENTER; } - else if (act->spr.picnum == SHRINKEREXPLOSION) + else if (act->spr.picnum == DTILE_SHRINKEREXPLOSION) { act->spr.scale = DVector2(0.5, 0.5); } - else if (act->spr.picnum == SMALLSMOKE || act->spr.picnum == ONFIRE) + else if (act->spr.picnum == DTILE_SMALLSMOKE || act->spr.picnum == DTILE_ONFIRE) { act->spr.scale = DVector2(0.375, 0.375); } - else if (act->spr.picnum == BURNING || act->spr.picnum == BURNING2) + else if (act->spr.picnum == DTILE_BURNING || act->spr.picnum == DTILE_BURNING2) { act->spr.scale = DVector2(0.0625, 0.0625); } @@ -267,7 +267,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* act->spr.pos.Z = x - 12; } - if (act->spr.picnum == ONFIRE) + if (act->spr.picnum == DTILE_ONFIRE) { act->spr.pos.X += krandf(32) - 16; act->spr.pos.Y += krandf(32) - 16; @@ -279,7 +279,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* break; - case PLAYERONWATER: + case DTILE_PLAYERONWATER: if (actj) { act->spr.scale = actj->spr.scale; @@ -290,7 +290,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* ChangeActorStat(act, STAT_DUMMYPLAYER); break; - case APLAYER: + case DTILE_APLAYER: { act->spr.scale = DVector2(0, 0); int j = ud.coop; @@ -302,10 +302,10 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* ChangeActorStat(act, STAT_PLAYER); break; } - case WATERBUBBLE: + case DTILE_WATERBUBBLE: if (actj && actj->isPlayer()) act->spr.pos.Z -= 16; - if (act->spr.picnum == WATERBUBBLE) + if (act->spr.picnum == DTILE_WATERBUBBLE) { if (actj) act->spr.Angles.Yaw = actj->spr.Angles.Yaw; @@ -316,65 +316,65 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* ChangeActorStat(act, STAT_MISC); break; - case WATERDRIPSPLASH: // ok + case DTILE_WATERDRIPSPLASH: // ok act->spr.scale = DVector2(0.375, 0.375); ChangeActorStat(act, STAT_STANDABLE); break; - case WATERBUBBLEMAKER: - if (act->spr.hitag && act->spr.picnum == WATERBUBBLEMAKER) + case DTILE_WATERBUBBLEMAKER: + if (act->spr.hitag && act->spr.picnum == DTILE_WATERBUBBLEMAKER) { // JBF 20030913: Pisses off move(), eg. in bobsp2 - Printf(TEXTCOLOR_YELLOW "WARNING: WATERBUBBLEMAKER %d @ %d,%d with hitag!=0. Applying fixup.\n", act->GetIndex(), int(act->spr.pos.X), int(act->spr.pos.Y)); + Printf(TEXTCOLOR_YELLOW "WARNING: DTILE_WATERBUBBLEMAKER %d @ %d,%d with hitag!=0. Applying fixup.\n", act->GetIndex(), int(act->spr.pos.X), int(act->spr.pos.Y)); act->spr.hitag = 0; } act->spr.cstat |= CSTAT_SPRITE_INVISIBLE; ChangeActorStat(act, STAT_STANDABLE); break; - case OCTABRAINSTAYPUT: - case LIZTROOPSTAYPUT: - case PIGCOPSTAYPUT: - case LIZMANSTAYPUT: - case BOSS1STAYPUT: - case PIGCOPDIVE: - case COMMANDERSTAYPUT: - case BOSS4STAYPUT: + case DTILE_OCTABRAINSTAYPUT: + case DTILE_LIZTROOPSTAYPUT: + case DTILE_PIGCOPSTAYPUT: + case DTILE_LIZMANSTAYPUT: + case DTILE_BOSS1STAYPUT: + case DTILE_PIGCOPDIVE: + case DTILE_COMMANDERSTAYPUT: + case DTILE_BOSS4STAYPUT: act->actorstayput = act->sector(); [[fallthrough]]; - case BOSS1: - case BOSS2: - case BOSS3: - case BOSS4: - case ROTATEGUN: - case DRONE: - case LIZTROOPONTOILET: - case LIZTROOPJUSTSIT: - case LIZTROOPSHOOT: - case LIZTROOPJETPACK: - case LIZTROOPDUCKING: - case LIZTROOPRUNNING: - case LIZTROOP: - case OCTABRAIN: - case COMMANDER: - case PIGCOP: - case LIZMAN: - case LIZMANSPITTING: - case LIZMANFEEDING: - case LIZMANJUMP: - case ORGANTIC: - case SHARK: + case DTILE_BOSS1: + case DTILE_BOSS2: + case DTILE_BOSS3: + case DTILE_BOSS4: + case DTILE_ROTATEGUN: + case DTILE_DRONE: + case DTILE_LIZTROOPONTOILET: + case DTILE_LIZTROOPJUSTSIT: + case DTILE_LIZTROOPSHOOT: + case DTILE_LIZTROOPJETPACK: + case DTILE_LIZTROOPDUCKING: + case DTILE_LIZTROOPRUNNING: + case DTILE_LIZTROOP: + case DTILE_OCTABRAIN: + case DTILE_COMMANDER: + case DTILE_PIGCOP: + case DTILE_LIZMAN: + case DTILE_LIZMANSPITTING: + case DTILE_LIZMANFEEDING: + case DTILE_LIZMANJUMP: + case DTILE_ORGANTIC: + case DTILE_SHARK: if (act->spr.pal == 0) { switch (act->spr.picnum) { - case LIZTROOPONTOILET: - case LIZTROOPSHOOT: - case LIZTROOPJETPACK: - case LIZTROOPDUCKING: - case LIZTROOPRUNNING: - case LIZTROOPSTAYPUT: - case LIZTROOPJUSTSIT: - case LIZTROOP: + case DTILE_LIZTROOPONTOILET: + case DTILE_LIZTROOPSHOOT: + case DTILE_LIZTROOPJETPACK: + case DTILE_LIZTROOPDUCKING: + case DTILE_LIZTROOPRUNNING: + case DTILE_LIZTROOPSTAYPUT: + case DTILE_LIZTROOPJUSTSIT: + case DTILE_LIZTROOP: act->spr.pal = 22; break; } @@ -397,7 +397,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* } else { - if (act->spr.picnum != SHARK) + if (act->spr.picnum != DTILE_SHARK) { act->spr.scale = DVector2(0.625, 0.625); act->clipdist = 20; @@ -422,10 +422,10 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* makeitfall(act); act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL; - if (act->spr.picnum != SHARK) + if (act->spr.picnum != DTILE_SHARK) ps[myconnectindex].max_actors_killed++; - if (act->spr.picnum == ORGANTIC) act->spr.cstat |= CSTAT_SPRITE_YCENTER; + if (act->spr.picnum == DTILE_ORGANTIC) act->spr.cstat |= CSTAT_SPRITE_YCENTER; if (actj) { @@ -436,48 +436,48 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* else ChangeActorStat(act, STAT_ZOMBIEACTOR); } - if (act->spr.picnum == ROTATEGUN) + if (act->spr.picnum == DTILE_ROTATEGUN) act->vel.Z = 0; break; - case FLAMETHROWERSPRITE: - case FLAMETHROWERAMMO: // Twentieth Anniversary World Tour + case DTILE_FLAMETHROWERSPRITE: + case DTILE_FLAMETHROWERAMMO: // Twentieth Anniversary World Tour if (!isWorldTour()) break; [[fallthrough]]; - case ATOMICHEALTH: - case STEROIDS: - case HEATSENSOR: - case SHIELD: - case AIRTANK: - case TRIPBOMBSPRITE: - case JETPACK: - case HOLODUKE: + case DTILE_ATOMICHEALTH: + case DTILE_STEROIDS: + case DTILE_HEATSENSOR: + case DTILE_SHIELD: + case DTILE_AIRTANK: + case DTILE_TRIPBOMBSPRITE: + case DTILE_JETPACK: + case DTILE_HOLODUKE: - case FIRSTGUNSPRITE: - case CHAINGUNSPRITE: - case SHOTGUNSPRITE: - case RPGSPRITE: - case SHRINKERSPRITE: - case FREEZESPRITE: - case DEVISTATORSPRITE: + case DTILE_FIRSTGUNSPRITE: + case DTILE_CHAINGUNSPRITE: + case DTILE_SHOTGUNSPRITE: + case DTILE_RPGSPRITE: + case DTILE_SHRINKERSPRITE: + case DTILE_FREEZESPRITE: + case DTILE_DEVISTATORSPRITE: - case SHOTGUNAMMO: - case FREEZEAMMO: - case HBOMBAMMO: - case CRYSTALAMMO: - case GROWAMMO: - case BATTERYAMMO: - case DEVISTATORAMMO: - case RPGAMMO: - case BOOTS: - case AMMO: - case AMMOLOTS: - case COLA: - case FIRSTAID: - case SIXPAK: + case DTILE_SHOTGUNAMMO: + case DTILE_FREEZEAMMO: + case DTILE_HBOMBAMMO: + case DTILE_CRYSTALAMMO: + case DTILE_GROWAMMO: + case DTILE_BATTERYAMMO: + case DTILE_DEVISTATORAMMO: + case DTILE_RPGAMMO: + case DTILE_BOOTS: + case DTILE_AMMO: + case DTILE_AMMOLOTS: + case DTILE_COLA: + case DTILE_FIRSTAID: + case DTILE_SIXPAK: if (actj) { act->spr.lotag = 0; @@ -502,12 +502,12 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* act->spr.pal = 0; [[fallthrough]]; - case ACCESSCARD: + case DTILE_ACCESSCARD: - if (act->spr.picnum == ATOMICHEALTH) + if (act->spr.picnum == DTILE_ATOMICHEALTH) act->spr.cstat |= CSTAT_SPRITE_YCENTER; - if (ud.multimode > 1 && ud.coop != 1 && act->spr.picnum == ACCESSCARD) + if (ud.multimode > 1 && ud.coop != 1 && act->spr.picnum == DTILE_ACCESSCARD) { act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); @@ -515,7 +515,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* } else { - if (act->spr.picnum == AMMO) + if (act->spr.picnum == DTILE_AMMO) act->spr.scale = DVector2(0.25, 0.25); else act->spr.scale = DVector2(0.5, 0.5); } @@ -530,12 +530,12 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* } break; - case FLOORFLAME: + case DTILE_FLOORFLAME: act->spr.shade = -127; ChangeActorStat(act, STAT_STANDABLE); break; - case STEAM: + case DTILE_STEAM: if (actj) { act->spr.Angles.Yaw = actj->spr.Angles.Yaw; @@ -545,7 +545,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* ssp(act, CLIPMASK0); } [[fallthrough]]; - case CEILINGSTEAM: + case DTILE_CEILINGSTEAM: ChangeActorStat(act, STAT_STANDABLE); break; @@ -553,17 +553,17 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* spawneffector(act, actors); break; - case RUBBERCAN: + case DTILE_RUBBERCAN: act->spr.extra = 0; [[fallthrough]]; - case EXPLODINGBARREL: - case HORSEONSIDE: - case FIREBARREL: - case NUKEBARREL: - case FIREVASE: - case NUKEBARRELDENTED: - case NUKEBARRELLEAKED: - case WOODENHORSE: + case DTILE_EXPLODINGBARREL: + case DTILE_HORSEONSIDE: + case DTILE_FIREBARREL: + case DTILE_NUKEBARREL: + case DTILE_FIREVASE: + case DTILE_NUKEBARRELDENTED: + case DTILE_NUKEBARRELLEAKED: + case DTILE_WOODENHORSE: if (actj) act->spr.scale = DVector2(0.5, 0.5); @@ -573,15 +573,15 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* else act->SetOwner(act); [[fallthrough]]; - case EGG: - if (ud.monsters_off == 1 && act->spr.picnum == EGG) + case DTILE_EGG: + if (ud.monsters_off == 1 && act->spr.picnum == DTILE_EGG) { act->spr.scale = DVector2(0, 0); ChangeActorStat(act, STAT_MISC); } else { - if (act->spr.picnum == EGG) + if (act->spr.picnum == DTILE_EGG) { act->clipdist = 6; ps[connecthead].max_actors_killed++; @@ -590,7 +590,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray* ChangeActorStat(act, STAT_ZOMBIEACTOR); } break; - case TOILETWATER: + case DTILE_TOILETWATER: act->spr.shade = -16; ChangeActorStat(act, STAT_STANDABLE); break;