//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "build.h" #include "names2.h" #include "panel.h" #include "misc.h" #include "tags.h" #include "ai.h" #include "light.h" #include "break.h" #include "network.h" #include "pal.h" #include "sounds.h" #include "interpolate.h" #include "interpso.h" #include "sprite.h" #include "weapon.h" #include "jsector.h" #include "misc.h" #include "player.h" #include "quotemgr.h" #include "v_text.h" #include "gamecontrol.h" #include "gamefuncs.h" BEGIN_SW_NS int SetupCoolie(DSWActor*); int SetupNinja(DSWActor*); int SetupGoro(DSWActor*); int SetupCoolg(DSWActor*); int SetupEel(DSWActor*); int SetupSumo(DSWActor*); int SetupZilla(DSWActor*); int SetupToiletGirl(DSWActor*); int SetupWashGirl(DSWActor*); int SetupCarGirl(DSWActor*); int SetupMechanicGirl(DSWActor*); int SetupSailorGirl(DSWActor*); int SetupPruneGirl(DSWActor*); int SetupTrashCan(DSWActor*); int SetupBunny(DSWActor*); int SetupRipper(DSWActor*); int SetupRipper2(DSWActor*); int SetupSerp(DSWActor*); int SetupLava(DSWActor* actor); int SetupSkel(DSWActor*); int SetupHornet(DSWActor*); int SetupSkull(DSWActor*); int SetupBetty(DSWActor*); int SetupPachinkoLight(DSWActor*); int SetupPachinko1(DSWActor*); int SetupPachinko2(DSWActor*); int SetupPachinko3(DSWActor*); int SetupPachinko4(DSWActor*); int SetupGirlNinja(DSWActor*); ANIMATOR DoVator, DoVatorAuto; ANIMATOR DoRotator; ANIMATOR DoSlidor; ANIMATOR DoSpike, DoSpikeAuto; ANIMATOR DoLavaErupt; int DoSlidorInstantClose(DSWActor*); void InitWeaponRocket(PLAYERp); void InitWeaponUzi(PLAYERp); bool FAF_Sector(short sectnum); int MoveSkip4, MoveSkip2, MoveSkip8; int MinEnemySkill; extern STATE s_CarryFlag[]; extern STATE s_CarryFlagNoDet[]; static int globhiz, globloz, globhihit, globlohit; short wait_active_check_offset; int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust; void SetSectorWallBits(short sectnum, int bit_mask, bool set_sectwall, bool set_nextwall); int DoActorDebris(DSWActor* actor); void ActorWarpUpdatePos(short SpriteNum,short sectnum); void ActorWarpType(DSWActor* sp, DSWActor* act_warp); int MissileZrange(short SpriteNum); #define ACTIVE_CHECK_TIME (3*120) /* short GetRotation(short sn); int StateControl(int16_t SpriteNum); void PreCacheRange(short, short); */ TRACK Track[MAX_TRACKS]; SECTOR_OBJECT SectorObject[MAX_SECTOR_OBJECTS]; int DirArr[] = {NORTH, NE, EAST, SE, SOUTH, SW, WEST, NW, NORTH, NE, EAST, SE, SOUTH, SW, WEST, NW}; #define SCROLL_RATE 20 #define SCROLL_FIRE_RATE 20 STATE s_DebrisNinja[] = { {NINJA_DIE + 3, 100, DoActorDebris, &s_DebrisNinja[0]}, }; STATE s_DebrisRat[] = { {750, 100, DoActorDebris, &s_DebrisRat[0]}, }; STATE s_DebrisCrab[] = { {423, 100, DoActorDebris, &s_DebrisCrab[0]}, }; STATE s_DebrisStarFish[] = { {426, 100, DoActorDebris, &s_DebrisStarFish[0]}, }; ANIMATOR DoGet, DoKey, DoSpriteFade; // temporary #define ICON_REPAIR_KIT 1813 #define REPAIR_KIT_RATE 1100 STATE s_RepairKit[] = { {ICON_REPAIR_KIT + 0, REPAIR_KIT_RATE, DoGet, &s_RepairKit[0]} }; STATE s_GoldSkelKey[] = { {GOLD_SKELKEY, 100, DoGet, &s_GoldSkelKey[0]} }; STATE s_BlueKey[] = { {BLUE_KEY, 100, DoGet, &s_BlueKey[0]} }; STATE s_BlueCard[] = { {BLUE_CARD, 100, DoGet, &s_BlueCard[0]} }; STATE s_SilverSkelKey[] = { {SILVER_SKELKEY, 100, DoGet, &s_SilverSkelKey[0]} }; STATE s_RedKey[] = { {RED_KEY, 100, DoGet, &s_RedKey[0]} }; STATE s_RedCard[] = { {RED_CARD, 100, DoGet, &s_RedCard[0]} }; STATE s_BronzeSkelKey[] = { {BRONZE_SKELKEY, 100, DoGet, &s_BronzeSkelKey[0]} }; STATE s_GreenKey[] = { {GREEN_KEY, 100, DoGet, &s_GreenKey[0]} }; STATE s_GreenCard[] = { {GREEN_CARD, 100, DoGet, &s_GreenCard[0]} }; STATE s_RedSkelKey[] = { {RED_SKELKEY, 100, DoGet, &s_RedSkelKey[0]} }; STATE s_YellowKey[] = { {YELLOW_KEY, 100, DoGet, &s_YellowKey[0]} }; STATE s_YellowCard[] = { {YELLOW_CARD, 100, DoGet, &s_YellowCard[0]} }; STATEp s_Key[] = { s_RedKey, s_BlueKey, s_GreenKey, s_YellowKey, s_RedCard, s_BlueCard, s_GreenCard, s_YellowCard, s_GoldSkelKey, s_SilverSkelKey, s_BronzeSkelKey, s_RedSkelKey }; #define KEY_RATE 25 #if 0 STATE s_BlueKey[] = { {BLUE_KEY + 0, KEY_RATE, DoKey, &s_BlueKey[0]} }; STATE s_RedKey[] = { {RED_KEY + 0, KEY_RATE, DoKey, &s_RedKey[0]} }; STATE s_GreenKey[] = { {GREEN_KEY + 0, KEY_RATE, DoKey, &s_GreenKey[0]} }; STATE s_YellowKey[] = { {YELLOW_KEY + 0, KEY_RATE, DoKey, &s_YellowKey[0]} }; STATEp s_Key[] = { s_RedKey, s_BlueKey, s_GreenKey, s_YellowKey, s_RedCard, s_BlueCard, s_GreenCard, s_YellowCard, s_GoldSkelKey, s_SilverSkelKey, s_BronzeSkelKey, s_RedSkelKey }; #endif #if 0 STATE s_BlueKeyStatue[] = { {BLUE_KEY_STATUE + 0, KEY_RATE, DoSpriteFade, &s_BlueKeyStatue[0]} }; STATE s_RedKeyStatue[] = { {RED_KEY_STATUE + 0, KEY_RATE, DoSpriteFade, &s_RedKeyStatue[0]} }; STATE s_GreenKeyStatue[] = { {GREEN_KEY_STATUE + 0, KEY_RATE, DoSpriteFade, &s_GreenKeyStatue[0]} }; STATE s_YellowKeyStatue[] = { {YELLOW_KEY_STATUE + 0, KEY_RATE, DoSpriteFade, &s_YellowKeyStatue[0]} }; STATEp s_KeyStatue[] = { s_RedKeyStatue, s_BlueKeyStatue, s_GreenKeyStatue, s_YellowKeyStatue, }; #endif #define Red_COIN 2440 #define Yellow_COIN 2450 #define Green_COIN 2460 #define RED_COIN_RATE 10 #define YELLOW_COIN_RATE 8 #define GREEN_COIN_RATE 6 ANIMATOR DoCoin; STATE s_RedCoin[] = { {Red_COIN + 0, RED_COIN_RATE, DoCoin, &s_RedCoin[1]}, {Red_COIN + 1, RED_COIN_RATE, DoCoin, &s_RedCoin[2]}, {Red_COIN + 2, RED_COIN_RATE, DoCoin, &s_RedCoin[3]}, {Red_COIN + 3, RED_COIN_RATE, DoCoin, &s_RedCoin[4]}, {Red_COIN + 4, RED_COIN_RATE, DoCoin, &s_RedCoin[5]}, {Red_COIN + 5, RED_COIN_RATE, DoCoin, &s_RedCoin[6]}, {Red_COIN + 6, RED_COIN_RATE, DoCoin, &s_RedCoin[7]}, {Red_COIN + 7, RED_COIN_RATE, DoCoin, &s_RedCoin[0]}, }; // !JIM! Frank, I made coins go progressively faster STATE s_YellowCoin[] = { {Yellow_COIN + 0, YELLOW_COIN_RATE, DoCoin, &s_YellowCoin[1]}, {Yellow_COIN + 1, YELLOW_COIN_RATE, DoCoin, &s_YellowCoin[2]}, {Yellow_COIN + 2, YELLOW_COIN_RATE, DoCoin, &s_YellowCoin[3]}, {Yellow_COIN + 3, YELLOW_COIN_RATE, DoCoin, &s_YellowCoin[4]}, {Yellow_COIN + 4, YELLOW_COIN_RATE, DoCoin, &s_YellowCoin[5]}, {Yellow_COIN + 5, YELLOW_COIN_RATE, DoCoin, &s_YellowCoin[6]}, {Yellow_COIN + 6, YELLOW_COIN_RATE, DoCoin, &s_YellowCoin[7]}, {Yellow_COIN + 7, YELLOW_COIN_RATE, DoCoin, &s_YellowCoin[0]}, }; STATE s_GreenCoin[] = { {Green_COIN + 0, GREEN_COIN_RATE, DoCoin, &s_GreenCoin[1]}, {Green_COIN + 1, GREEN_COIN_RATE, DoCoin, &s_GreenCoin[2]}, {Green_COIN + 2, GREEN_COIN_RATE, DoCoin, &s_GreenCoin[3]}, {Green_COIN + 3, GREEN_COIN_RATE, DoCoin, &s_GreenCoin[4]}, {Green_COIN + 4, GREEN_COIN_RATE, DoCoin, &s_GreenCoin[5]}, {Green_COIN + 5, GREEN_COIN_RATE, DoCoin, &s_GreenCoin[6]}, {Green_COIN + 6, GREEN_COIN_RATE, DoCoin, &s_GreenCoin[7]}, {Green_COIN + 7, GREEN_COIN_RATE, DoCoin, &s_GreenCoin[0]}, }; ANIMATOR DoFireFly; #if 0 STATE s_FireFly[] = { {FIRE_FLY0, 120 * 3, DoFireFly, &s_FireFly[1]}, {FIRE_FLY1, 20, DoFireFly, &s_FireFly[2]}, {FIRE_FLY2, 20, DoFireFly, &s_FireFly[3]}, {FIRE_FLY3, 20, DoFireFly, &s_FireFly[4]}, {FIRE_FLY4, 60, DoFireFly, &s_FireFly[0]}, }; #else STATE s_FireFly[] = { {FIRE_FLY0, FIRE_FLY_RATE * 4, DoFireFly, &s_FireFly[0]} }; #endif STATE s_IconStar[] = { {ICON_STAR, 100, DoGet, &s_IconStar[0]} }; STATE s_IconUzi[] = { {ICON_UZI, 100, DoGet, &s_IconUzi[0]} }; STATE s_IconLgUziAmmo[] = { {ICON_LG_UZI_AMMO, 100, DoGet, &s_IconLgUziAmmo[0]} }; STATE s_IconUziFloor[] = { {ICON_UZIFLOOR, 100, DoGet, &s_IconUziFloor[0]} }; STATE s_IconRocket[] = { {ICON_ROCKET, 100, DoGet, &s_IconRocket[0]} }; STATE s_IconLgRocket[] = { {ICON_LG_ROCKET, 100, DoGet, &s_IconLgRocket[0]} }; STATE s_IconShotgun[] = { {ICON_SHOTGUN, 100, DoGet, &s_IconShotgun[0]} }; STATE s_IconLgShotshell[] = { {ICON_LG_SHOTSHELL, 100, DoGet, &s_IconLgShotshell[0]} }; STATE s_IconAutoRiot[] = { {ICON_AUTORIOT, 100, DoGet, &s_IconAutoRiot[0]} }; STATE s_IconGrenadeLauncher[] = { {ICON_GRENADE_LAUNCHER, 100, DoGet, &s_IconGrenadeLauncher[0]} }; STATE s_IconLgGrenade[] = { {ICON_LG_GRENADE, 100, DoGet, &s_IconLgGrenade[0]} }; STATE s_IconLgMine[] = { {ICON_LG_MINE, 100, DoGet, &s_IconLgMine[0]} }; STATE s_IconGuardHead[] = { {ICON_GUARD_HEAD + 0, 15, DoGet, &s_IconGuardHead[0]}, // {ICON_GUARD_HEAD + 1, 15, DoGet, &s_IconGuardHead[2]}, // {ICON_GUARD_HEAD + 2, 15, DoGet, &s_IconGuardHead[0]} }; #define FIREBALL_LG_AMMO_RATE 12 STATE s_IconFireballLgAmmo[] = { {ICON_FIREBALL_LG_AMMO + 0, FIREBALL_LG_AMMO_RATE, DoGet, &s_IconFireballLgAmmo[1]}, {ICON_FIREBALL_LG_AMMO + 1, FIREBALL_LG_AMMO_RATE, DoGet, &s_IconFireballLgAmmo[2]}, {ICON_FIREBALL_LG_AMMO + 2, FIREBALL_LG_AMMO_RATE, DoGet, &s_IconFireballLgAmmo[0]}, }; STATE s_IconHeart[] = { {ICON_HEART + 0, 25, DoGet, &s_IconHeart[1]}, {ICON_HEART + 1, 25, DoGet, &s_IconHeart[0]}, }; #define HEART_LG_AMMO_RATE 12 STATE s_IconHeartLgAmmo[] = { {ICON_HEART_LG_AMMO + 0, HEART_LG_AMMO_RATE, DoGet, &s_IconHeartLgAmmo[1]}, {ICON_HEART_LG_AMMO + 1, HEART_LG_AMMO_RATE, DoGet, &s_IconHeartLgAmmo[0]}, }; STATE s_IconMicroGun[] = { {ICON_MICRO_GUN, 100, DoGet, &s_IconMicroGun[0]} }; STATE s_IconMicroBattery[] = { {ICON_MICRO_BATTERY, 100, DoGet, &s_IconMicroBattery[0]} }; // !JIM! Added rail crap STATE s_IconRailGun[] = { {ICON_RAIL_GUN, 100, DoGet, &s_IconRailGun[0]} }; STATE s_IconRailAmmo[] = { {ICON_RAIL_AMMO, 100, DoGet, &s_IconRailAmmo[0]} }; STATE s_IconElectro[] = { {ICON_ELECTRO + 0, 25, DoGet, &s_IconElectro[1]}, {ICON_ELECTRO + 1, 25, DoGet, &s_IconElectro[0]}, }; #define ICON_SPELL_RATE 8 STATE s_IconSpell[] = { {ICON_SPELL + 0, ICON_SPELL_RATE, DoGet, &s_IconSpell[1]}, {ICON_SPELL + 1, ICON_SPELL_RATE, DoGet, &s_IconSpell[2]}, {ICON_SPELL + 2, ICON_SPELL_RATE, DoGet, &s_IconSpell[3]}, {ICON_SPELL + 3, ICON_SPELL_RATE, DoGet, &s_IconSpell[4]}, {ICON_SPELL + 4, ICON_SPELL_RATE, DoGet, &s_IconSpell[5]}, {ICON_SPELL + 5, ICON_SPELL_RATE, DoGet, &s_IconSpell[6]}, {ICON_SPELL + 6, ICON_SPELL_RATE, DoGet, &s_IconSpell[7]}, {ICON_SPELL + 7, ICON_SPELL_RATE, DoGet, &s_IconSpell[8]}, {ICON_SPELL + 8, ICON_SPELL_RATE, DoGet, &s_IconSpell[9]}, {ICON_SPELL + 9, ICON_SPELL_RATE, DoGet, &s_IconSpell[10]}, {ICON_SPELL + 10, ICON_SPELL_RATE, DoGet, &s_IconSpell[11]}, {ICON_SPELL + 11, ICON_SPELL_RATE, DoGet, &s_IconSpell[12]}, {ICON_SPELL + 12, ICON_SPELL_RATE, DoGet, &s_IconSpell[13]}, {ICON_SPELL + 13, ICON_SPELL_RATE, DoGet, &s_IconSpell[14]}, {ICON_SPELL + 14, ICON_SPELL_RATE, DoGet, &s_IconSpell[15]}, {ICON_SPELL + 15, ICON_SPELL_RATE, DoGet, &s_IconSpell[0]}, }; STATE s_IconArmor[] = { {ICON_ARMOR + 0, 15, DoGet, &s_IconArmor[0]}, }; STATE s_IconMedkit[] = { {ICON_MEDKIT + 0, 15, DoGet, &s_IconMedkit[0]}, }; STATE s_IconChemBomb[] = { {ICON_CHEMBOMB, 15, DoGet, &s_IconChemBomb[0]}, }; STATE s_IconFlashBomb[] = { {ICON_FLASHBOMB, 15, DoGet, &s_IconFlashBomb[0]}, }; STATE s_IconNuke[] = { {ICON_NUKE, 15, DoGet, &s_IconNuke[0]}, }; STATE s_IconCaltrops[] = { {ICON_CALTROPS, 15, DoGet, &s_IconCaltrops[0]}, }; #define ICON_SM_MEDKIT 1802 STATE s_IconSmMedkit[] = { {ICON_SM_MEDKIT + 0, 15, DoGet, &s_IconSmMedkit[0]}, }; #define ICON_BOOSTER 1810 STATE s_IconBooster[] = { {ICON_BOOSTER + 0, 15, DoGet, &s_IconBooster[0]}, }; #define ICON_HEAT_CARD 1819 STATE s_IconHeatCard[] = { {ICON_HEAT_CARD + 0, 15, DoGet, &s_IconHeatCard[0]}, }; #if 0 STATE s_IconEnvironSuit[] = { {ICON_ENVIRON_SUIT + 0, 20, DoGet, &s_IconEnvironSuit[0]}, }; #endif STATE s_IconCloak[] = { // {ICON_CLOAK + 0, 20, DoGet, &s_IconCloak[1]}, // {ICON_CLOAK + 1, 20, DoGet, &s_IconCloak[2]}, {ICON_CLOAK + 0, 20, DoGet, &s_IconCloak[0]}, }; STATE s_IconFly[] = { {ICON_FLY + 0, 20, DoGet, &s_IconFly[1]}, {ICON_FLY + 1, 20, DoGet, &s_IconFly[2]}, {ICON_FLY + 2, 20, DoGet, &s_IconFly[3]}, {ICON_FLY + 3, 20, DoGet, &s_IconFly[4]}, {ICON_FLY + 4, 20, DoGet, &s_IconFly[5]}, {ICON_FLY + 5, 20, DoGet, &s_IconFly[6]}, {ICON_FLY + 6, 20, DoGet, &s_IconFly[7]}, {ICON_FLY + 7, 20, DoGet, &s_IconFly[0]} }; STATE s_IconNightVision[] = { {ICON_NIGHT_VISION + 0, 20, DoGet, &s_IconNightVision[0]}, }; STATE s_IconFlag[] = { {ICON_FLAG + 0, 32, DoGet, &s_IconFlag[1]}, {ICON_FLAG + 1, 32, DoGet, &s_IconFlag[2]}, {ICON_FLAG + 2, 32, DoGet, &s_IconFlag[0]} }; void SetOwner(DSWActor* ownr, DSWActor* child, bool flag) { SPRITEp cp = &child->s(); if (flag && ownr != nullptr && ownr->hasU()) { SET(ownr->u()->Flags2, SPR2_CHILDREN); } cp->owner = ownr? ownr->GetSpriteIndex() : -1; } DSWActor* GetOwner(DSWActor* child) { if (!child || child->s().owner < 0) return nullptr; return &swActors[child->s().owner]; } void ClearOwner(DSWActor* child) { if (child) child->s().owner = -1; } void SetOwner(int a, int b) { if (a >= 0 && b >= 0) SetOwner(&swActors[a], &swActors[b]); else if (b >= 0) ClearOwner(&swActors[b]); } void SetAttach(DSWActor* ownr, DSWActor* child) { if (child && child->hasU() && ownr->hasU()) { USERp cu = child->u(); SET(ownr->u()->Flags2, SPR2_CHILDREN); cu->attachActor = ownr; } } void KillActor(DSWActor* actor) { KillSprite(actor->GetSpriteIndex()); } void KillSprite(int16_t SpriteNum) { auto actor = &swActors[SpriteNum]; SPRITEp sp = &actor->s(); USERp u = actor->u(); int i; unsigned stat; short statnum,sectnum; //extern short Zombies; ASSERT(!Prediction); ASSERT(sp->statnum < MAXSTATUS); ////////////////////////////////////////////// // Check sounds list to kill attached sounds DeleteNoSoundOwner(actor); DeleteNoFollowSoundOwner(SpriteNum); ////////////////////////////////////////////// if (u) { PLAYERp pp; short pnum; // doing a MissileSetPos - don't allow killing if (TEST(u->Flags, SPR_SET_POS_DONT_KILL)) return; // for attached sprites that are getable make sure they don't have // any Anims attached AnimDelete(ANIM_Userz, 0, actor); AnimDelete(ANIM_Spritez, 0, actor); StopInterpolation(SpriteNum, Interp_Sprite_Z); //if (TEST(u->Flags2, SPR2_DONT_TARGET_OWNER)) // Zombies--; // adjust sprites attached to sector objects if (TEST(u->Flags, SPR_SO_ATTACHED)) { SECTOR_OBJECTp sop; short sn, FoundSpriteNdx = -1; for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++) { for (sn = 0; sop->so_actors[sn] != nullptr; sn++) { if (sop->so_actors[sn] == actor) { FoundSpriteNdx = sn; } } if (FoundSpriteNdx >= 0) { // back up sn so it points to the last valid sprite num sn--; ASSERT(sop->so_actors[sn] != nullptr); so_stopspriteinterpolation(sop, actor); // replace the one to be deleted with the last ndx sop->so_actors[FoundSpriteNdx] = sop->so_actors[sn]; // the last ndx is not -1 sop->so_actors[sn] = nullptr; break; } } ASSERT(FoundSpriteNdx >= 0); } // if a player is dead and watching this sprite // reset it. TRAVERSE_CONNECT(pnum) { pp = Player + pnum; if (pp->KillerActor != nullptr) { if (pp->KillerActor == actor) { pp->KillerActor = nullptr;; } } } // if on a track and died reset the track to non-occupied if (sp->statnum == STAT_ENEMY) { if (u->track != -1) { if (Track[u->track].flags) RESET(Track[u->track].flags, TF_TRACK_OCCUPIED); } } // if missile is heading for the sprite, the missile need to know // that it is already dead if (TEST(sp->extra, SPRX_PLAYER_OR_ENEMY)) { USERp mu; static short MissileStats[] = {STAT_MISSILE, STAT_MISSILE_SKIP4}; for (stat = 0; stat < SIZ(MissileStats); stat++) { SWStatIterator it(MissileStats[stat]); while (auto actor = it.Next()) { if (!actor->hasU()) continue; mu = actor->u(); if (mu->WpnGoalActor == actor) { mu->WpnGoalActor = nullptr; } } } } // much faster if (TEST(u->Flags2, SPR2_CHILDREN)) //if (TEST(sp->extra, SPRX_CHILDREN)) { // check for children and alert them that the Owner is dead // don't bother th check if you've never had children for (stat = 0; stat < STAT_DONT_DRAW; stat++) { SWStatIterator it(stat); while (auto itActor = it.Next()) { if (GetOwner(itActor) == actor) { ClearOwner(itActor); } if (itActor->hasU() && itActor->u()->attachActor == actor) { itActor->u()->attachActor = nullptr; } } } } if (sp->statnum == STAT_ENEMY) { SWStatIterator it(STAT_ENEMY); while (auto itActor = it.Next()) { if (itActor->hasU() && itActor->u()->targetActor == actor) { DoActorPickClosePlayer(itActor); } } } if (u->flameActor != nullptr) { SetSuicide(u->flameActor); } User[SpriteNum].Clear(); } FVector3 pos = GetSoundPos(&actor->s().pos); soundEngine->RelinkSound(SOURCE_Actor, &actor->s(), nullptr, &pos); deletesprite(actor->GetSpriteIndex()); // shred your garbage - but not statnum statnum = sp->statnum; sectnum = sp->sectnum; memset(sp, 0xCC, sizeof(SPRITE)); sp->statnum = statnum; sp->sectnum = sectnum; // Kill references in all users - slow but unavoidable if we don't want the game to crash on stale pointers. for (auto& u : User) { if (u.Data()) { if (u->highActor == actor) u->highActor = nullptr; if (u->lowActor == actor) u->lowActor = nullptr; if (u->targetActor == actor) u->targetActor = nullptr; } } } void ChangeState(DSWActor* actor, STATEp statep) { if (!actor->hasU()) return; USERp u = actor->u(); u->Tics = 0; u->State = u->StateStart = statep; // Just in case PicAnimOff(u->State->Pic); } void change_actor_stat(DSWActor* actor, int stat, bool quick) { changespritestat(actor->GetSpriteIndex(), stat); if (actor->hasU() && !quick) { USERp u = actor->u(); RESET(u->Flags, SPR_SKIP2|SPR_SKIP4); if (stat >= STAT_SKIP4_START && stat <= STAT_SKIP4_END) SET(u->Flags, SPR_SKIP4); if (stat >= STAT_SKIP2_START && stat <= STAT_SKIP2_END) SET(u->Flags, SPR_SKIP2); switch (stat) { //case STAT_DEAD_ACTOR: //case STAT_ITEM: //case STAT_SKIP4: #if 0 case STAT_PLAYER0: case STAT_PLAYER1: case STAT_PLAYER2: case STAT_PLAYER3: case STAT_PLAYER4: case STAT_PLAYER5: case STAT_PLAYER6: case STAT_PLAYER7: #endif case STAT_ENEMY_SKIP4: case STAT_ENEMY: // for enemys - create offsets so all enemys don't call FAFcansee at once wait_active_check_offset += ACTORMOVETICS*3; if (wait_active_check_offset > ACTIVE_CHECK_TIME) wait_active_check_offset = 0; u->wait_active_check = wait_active_check_offset; // don't do a break here SET(u->Flags, SPR_SHADOW); break; } } } USERp SpawnUser(DSWActor* actor, short id, STATEp state) { SPRITEp sp = &actor->s(); USERp u; ASSERT(!Prediction); User[actor->GetSpriteIndex()].Clear(); // make sure to delete old, stale content first! User[actor->GetSpriteIndex()].Alloc(); u = actor->u(); PRODUCTION_ASSERT(u != nullptr); // be careful State can be nullptr u->State = u->StateStart = state; change_actor_stat(actor, sp->statnum); u->ID = id; u->Health = 100; u->WpnGoalActor = nullptr; u->attachActor = nullptr; u->track = -1; u->targetActor = Player[0].Actor(); u->Radius = 220; u->Sibling = -1; u->SpriteP = &actor->s(); u->SpriteNum = actor->GetSpriteIndex(); u->WaitTics = 0; u->OverlapZ = Z(4); u->bounce = 0; u->motion_blur_num = 0; u->motion_blur_dist = 256; sp->backuppos(); u->oz = sp->oz; u->active_range = MIN_ACTIVE_RANGE; // default // based on clipmove z of 48 pixels off the floor u->floor_dist = Z(48) - Z(28); u->ceiling_dist = Z(8); // Problem with sprites spawned really close to white sector walls // cant do a getzrange there // Just put in some valid starting values u->loz = sector[sp->sectnum].floorz; u->hiz = sector[sp->sectnum].ceilingz; u->lowActor = nullptr; u->highActor = nullptr; u->lo_sectp = §or[sp->sectnum]; u->hi_sectp = §or[sp->sectnum]; return u; } SECT_USERp GetSectUser(short sectnum) { SECT_USERp sectu; if (SectUser[sectnum].Data()) return SectUser[sectnum].Data(); SectUser[sectnum].Alloc(); sectu = SectUser[sectnum].Data(); ASSERT(sectu != nullptr); return sectu; } int16_t SpawnSprite(short stat, short id, STATEp state, short sectnum, int x, int y, int z, int init_ang, int vel) { SPRITEp sp; USERp u; if (sectnum < 0) return -1; ASSERT(!Prediction); auto spawnedActor = InsertActor(sectnum, stat); sp = &spawnedActor->s(); sp->pal = 0; sp->x = x; sp->y = y; sp->z = z; sp->cstat = 0; u = SpawnUser(spawnedActor, id, state); // be careful State can be nullptr if (u->State) { sp->picnum = u->State->Pic; PicAnimOff(sp->picnum); } sp->shade = 0; sp->xrepeat = 64; sp->yrepeat = 64; sp->ang = NORM_ANGLE(init_ang); sp->xvel = vel; sp->zvel = 0; sp->lotag = 0L; sp->hitag = 0L; sp->extra = 0; sp->xoffset = 0; sp->yoffset = 0; sp->clipdist = 0; return spawnedActor->GetSpriteIndex(); } DSWActor* SpawnActor(short stat, short id, STATEp state, short sectnum, int x, int y, int z, int ang, int vel) { int s = SpawnSprite(stat, id, state, sectnum, x, y, z, ang, vel); return s >= 0 ? &swActors[s] : nullptr; } void PicAnimOff(short picnum) { short anim_type = TEST(picanm[picnum].sf, PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT; ASSERT(picnum >= 0 && picnum < MAXTILES); if (!anim_type) return; RESET(picanm[picnum].sf, PICANM_ANIMTYPE_MASK); } bool IconSpawn(SPRITEp sp) { // if multi item and not a modem game if (TEST(sp->extra, SPRX_MULTI_ITEM)) { if (numplayers <= 1 || gNet.MultiGameType == MULTI_GAME_COOPERATIVE) return false; } sp->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN | CSTAT_SPRITE_ONE_SIDED | CSTAT_SPRITE_ALIGNMENT_FLOOR); return true; } bool ActorTestSpawn(DSWActor* actor) { auto sp = &actor->s(); if (sp->statnum == STAT_DEFAULT && sp->lotag == TAG_SPAWN_ACTOR) { auto actorNew = InsertActor(sp->sectnum, STAT_DEFAULT); int t = actorNew->s().time; // must be preserved! actorNew->s() = *sp; actorNew->s().time = t; change_actor_stat(actorNew, STAT_SPAWN_TRIGGER); RESET(actorNew->s().cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); return false; } // Countermeasure for mods that leave the lower skills unpopulated. int spawnskill = TEST(sp->extra, SPRX_SKILL); if (MinEnemySkill > 0 && spawnskill == MinEnemySkill) spawnskill = 0; // Skill ranges from -1 (No Monsters) to 3. if (spawnskill > Skill) { // JBF: hack to fix Wanton Destruction's missing Sumos, Serpents, and Zilla on Skill < 2 if (((sp->picnum == SERP_RUN_R0 || sp->picnum == SUMO_RUN_R0) && sp->lotag > 0 && sp->lotag != TAG_SPAWN_ACTOR && sp->extra > 0) || sp->picnum == ZILLA_RUN_R0) { const char *c; // NOTE: Wanton's $boat.map has two sumos, neither of which actually activate // anything but are spawned in, and one of them has a skill level 2 mask. This // hack however forces both sumos to appear on the easy levels. Bummer. switch (sp->picnum) { case SERP_RUN_R0: c = "serpent"; break; case SUMO_RUN_R0: c = "sumo"; break; case ZILLA_RUN_R0: c = "zilla"; break; default: c = "?"; break; } Printf("WARNING: skill-masked %s at %d,%d,%d not being killed because it " "activates something\n", c, sp->x, sp->y, sp->z); return true; } //always spawn girls in addons if ((sp->picnum == TOILETGIRL_R0 || sp->picnum == WASHGIRL_R0 || sp->picnum == MECHANICGIRL_R0 || sp->picnum == CARGIRL_R0 || sp->picnum == PRUNEGIRL_R0 || sp->picnum == SAILORGIRL_R0) && (g_gameType & GAMEFLAG_ADDON)) return true; // spawn Bouncing Betty (mine) in TD map 09 Warehouse if (sp->picnum == 817 && (currentLevel->flags & LEVEL_SW_SPAWNMINES)) return true; return false; } return true; } int EnemyCheckSkill() { SWStatIterator it(STAT_DEFAULT); int maxskill = INT_MAX; while (auto actor = it.Next()) { auto sp = &actor->s(); switch (sp->picnum) { case COOLIE_RUN_R0: case NINJA_RUN_R0: case NINJA_CRAWL_R0: case GORO_RUN_R0: case 1441: case COOLG_RUN_R0: case EEL_RUN_R0: case SUMO_RUN_R0: case ZILLA_RUN_R0: case RIPPER_RUN_R0: case RIPPER2_RUN_R0: case SERP_RUN_R0: case LAVA_RUN_R0: case SKEL_RUN_R0: case HORNET_RUN_R0: case SKULL_R0: case BETTY_R0: case GIRLNINJA_RUN_R0: { int myskill = sp->extra & SPRX_SKILL; if (myskill < maxskill) maxskill = myskill; } } } if (maxskill < 0 || maxskill == INT_MAX) maxskill = 0; return maxskill; } bool ActorSpawn(DSWActor* actor) { bool ret = true; int picnum = actor->s().picnum; switch (picnum) { case COOLIE_RUN_R0: { //PreCacheCoolie(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupCoolie(actor); break; } case NINJA_RUN_R0: case NINJA_CRAWL_R0: { //PreCacheNinja(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupNinja(actor); break; } case GORO_RUN_R0: { //PreCacheGuardian(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupGoro(actor); break; } case 1441: case COOLG_RUN_R0: { if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupCoolg(actor); break; } case EEL_RUN_R0: { //PreCacheEel(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupEel(actor); break; } case SUMO_RUN_R0: { //PreCacheSumo(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupSumo(actor); break; } case ZILLA_RUN_R0: { //PreCacheSumo(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupZilla(actor); break; } case TOILETGIRL_R0: { //PreCacheToiletGirl(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupToiletGirl(actor); break; } case WASHGIRL_R0: { //PreCacheWashGirl(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupWashGirl(actor); break; } case CARGIRL_R0: { //PreCacheCarGirl(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupCarGirl(actor); break; } case MECHANICGIRL_R0: { //PreCacheMechanicGirl(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupMechanicGirl(actor); break; } case SAILORGIRL_R0: { //PreCacheSailorGirl(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupSailorGirl(actor); break; } case PRUNEGIRL_R0: { //PreCachePruneGirl(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupPruneGirl(actor); break; } case TRASHCAN: { //PreCacheTrash(); PicAnimOff(picnum); SetupTrashCan(actor); break; } case BUNNY_RUN_R0: { //PreCacheBunny(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupBunny(actor); break; } case RIPPER_RUN_R0: { //PreCacheRipper(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupRipper(actor); break; } case RIPPER2_RUN_R0: { //PreCacheRipper2(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupRipper2(actor); break; } case SERP_RUN_R0: { //PreCacheSerpent(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupSerp(actor); break; } case LAVA_RUN_R0: { if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupLava(actor); break; } case SKEL_RUN_R0: { //PreCacheSkel(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupSkel(actor); break; } case HORNET_RUN_R0: { //PreCacheHornet(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupHornet(actor); break; } case SKULL_R0: { //PreCacheSkull(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupSkull(actor); break; } case BETTY_R0: { //PreCacheBetty(); if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupBetty(actor); break; } case 623: // Pachinko win light { //PreCachePachinko(); PicAnimOff(picnum); SetupPachinkoLight(actor); break; } case PACHINKO1: { //PreCachePachinko(); PicAnimOff(picnum); SetupPachinko1(actor); break; } case PACHINKO2: { //PreCachePachinko(); PicAnimOff(picnum); SetupPachinko2(actor); break; } case PACHINKO3: { //PreCachePachinko(); PicAnimOff(picnum); SetupPachinko3(actor); break; } case PACHINKO4: { //PreCachePachinko(); PicAnimOff(picnum); SetupPachinko4(actor); break; } case GIRLNINJA_RUN_R0: { if (!ActorTestSpawn(actor)) { KillActor(actor); return false; } PicAnimOff(picnum); SetupGirlNinja(actor); break; } default: ret = false; break; } return ret; } void IconDefault(DSWActor* actor) { USERp u = actor->u(); SPRITEp sp = &actor->s(); //if (sp->statnum == STAT_ITEM) change_actor_stat(actor, STAT_ITEM); RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); u->Radius = 650; DoActorZrange(actor); } void PreMapCombineFloors(void) { const int MAX_FLOORS = 32; SPRITEp sp; int i, j, k; int base_offset; int dx, dy; int dasect, startwall, endwall, nextsector; short pnum; typedef struct { SPRITEp offset; } BOUND_LIST; BOUND_LIST BoundList[MAX_FLOORS]; memset(BoundList, 0, MAX_FLOORS * sizeof(BOUND_LIST)); SWStatIterator it(0); while (auto actor = it.Next()) { USERp u = actor->u(); SPRITEp sp = &actor->s(); if (sp->picnum != ST1) continue; if (sp->hitag == BOUND_FLOOR_OFFSET || sp->hitag == BOUND_FLOOR_BASE_OFFSET) { ASSERT(sp->lotag < MAX_FLOORS); BoundList[sp->lotag].offset = sp; change_actor_stat(actor, STAT_FAF); } } for (i = base_offset = 0; i < MAX_FLOORS; i++) { // blank so continue if (!BoundList[i].offset) continue; if (BoundList[i].offset->hitag == BOUND_FLOOR_BASE_OFFSET) { base_offset = i; continue; } dx = BoundList[base_offset].offset->x - BoundList[i].offset->x; dy = BoundList[base_offset].offset->y - BoundList[i].offset->y; BFSSearch search(numsectors, BoundList[i].offset->sectnum); for (unsigned dasect; (dasect = search.GetNext()) != BFSSearch::EOL;) { SWSectIterator it(dasect); while (auto jActor = it.Next()) { jActor->s().x += dx; jActor->s().y += dy; } for (auto& wal : wallsofsector(dasect)) { wal.x += dx; wal.y += dy; nextsector = wal.nextsector; if (nextsector >= 0) search.Add(nextsector); } } TRAVERSE_CONNECT(pnum) { PLAYERp pp = &Player[pnum]; dasect = pp->cursectnum; search.Rewind(); for (unsigned itsect; (itsect = search.GetNext()) != BFSSearch::EOL;) { if (itsect == dasect) { pp->posx += dx; pp->posy += dy; pp->oposx = pp->oldposx = pp->posx; pp->oposy = pp->oldposy = pp->posy; break; } } } } // get rid of the sprites used it.Reset(STAT_FAF); while (auto actor = it.Next()) { KillActor(actor); } } #if 0 // example of way to traverse through sectors from closest to farthest void TraverseSectors(short start_sect) { int i, j, k; short sectlist[M AXSECTORS]; short sectlistplc, sectlistend, sect, startwall, endwall, nextsector; sectlist[0] = start_sect; sectlistplc = 0; sectlistend = 1; while (sectlistplc < sectlistend) { sect = sectlist[sectlistplc++]; startwall = sector[sect].wallptr; endwall = startwall + sector[sect].wallnum; for (j=startwall; j= 0; k--) { if (sectlist[k] == nextsector) break; } // if its not on the list add it to the end if (k < 0) sectlist[sectlistend++] = nextsector; } } // list is finished - can now traverse it #if 0 sect = pp->cursectnum; for (j=0; js().sectnum); while (auto jActor = it.Next()) { ds = &jActor->s(); if (ds->picnum == ST1) continue; if (TEST(ds->cstat, CSTAT_SPRITE_ALIGNMENT_WALL|CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue; if (jActor->hasU()) continue; getzsofslope(ds->sectnum, ds->x, ds->y, &cz, &fz); if (labs(ds->z - fz) > Z(4)) continue; u = SpawnUser(jActor, 0, nullptr); change_actor_stat(jActor, STAT_NO_STATE); u->ceiling_dist = Z(4); u->floor_dist = -Z(2); u->ActorActionFunc = DoActorDebris; SET(ds->cstat, CSTAT_SPRITE_BREAKABLE); SET(ds->extra, SPRX_BREAKABLE); } } } void SpriteSetup(void) { short num; int cz,fz; MinEnemySkill = EnemyCheckSkill(); // special case for player PicAnimOff(PLAYER_NINJA_RUN_R0); // Clear Sprite Extension structure // Clear all extra bits - they are set by sprites for (int i = 0; i < numsectors; i++) { SectUser[i].Clear(); sector[i].extra = 0; } // Clear PARALLAX_LEVEL overrides parallaxyscale_override = 0; pskybits_override = -1; // Call my little sprite setup routine first JS_SpriteSetup(); int minEnemySkill = EnemyCheckSkill(); SWStatIterator it(STAT_DEFAULT); while (auto actor = it.Next()) { USERp u = actor->u(); SPRITEp sp = &actor->s(); // not used yetv getzsofslope(sp->sectnum, sp->x, sp->y, &cz, &fz); if (sp->z > DIV2(cz + fz)) { // closer to a floor SET(sp->cstat, CSTAT_SPRITE_CLOSE_FLOOR); } // CSTAT_SPIN is insupported - get rid of it if (TEST(sp->cstat, CSTAT_SPRITE_ALIGNMENT) == CSTAT_SPRITE_ALIGNMENT_SLAB) RESET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_SLAB); // if BLOCK is set set BLOCK_HITSCAN // Hope this doesn't screw up anything if (TEST(sp->cstat, CSTAT_SPRITE_BLOCK)) SET(sp->cstat, CSTAT_SPRITE_BLOCK_HITSCAN); //////////////////////////////////////////// // // BREAKABLE CHECK // //////////////////////////////////////////// // USER SETUP - TAGGED BY USER // Non ST1 sprites that are tagged like them if (TEST_BOOL1(sp) && sp->picnum != ST1) { RESET(sp->extra, SPRX_BOOL4| SPRX_BOOL5| SPRX_BOOL6| SPRX_BOOL7| SPRX_BOOL8| SPRX_BOOL9| SPRX_BOOL10); switch (sp->hitag) { case BREAKABLE: // need something that tells missiles to hit them // but allows actors to move through them sp->clipdist = SPRITEp_SIZE_X(sp); SET(sp->extra, SPRX_BREAKABLE); SET(sp->cstat, CSTAT_SPRITE_BREAKABLE); break; } } else { // BREAK SETUP TABLE AUTOMATED SetupSpriteForBreak(actor); } if (sp->lotag == TAG_SPRITE_HIT_MATCH) { // if multi item and not a modem game if (TEST(sp->extra, SPRX_MULTI_ITEM)) { if (numplayers <= 1 || gNet.MultiGameType == MULTI_GAME_COOPERATIVE) { KillActor(actor); continue; } } // crack sprite if (sp->picnum == 80) { RESET(sp->cstat, CSTAT_SPRITE_BLOCK); SET(sp->cstat, CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE);; } else { RESET(sp->cstat, CSTAT_SPRITE_BLOCK); SET(sp->cstat, CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE);; SET(sp->cstat, CSTAT_SPRITE_INVISIBLE);; } if (TEST(SP_TAG8(sp), BIT(0))) SET(sp->cstat, CSTAT_SPRITE_INVISIBLE); ; if (TEST(SP_TAG8(sp), BIT(1))) RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE); change_actor_stat(actor, STAT_SPRITE_HIT_MATCH); continue; } if (sp->picnum >= TRACK_SPRITE && sp->picnum <= TRACK_SPRITE + MAX_TRACKS) { short track_num; // skip this sprite, just for numbering walls/sectors if (TEST(sp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL)) continue; track_num = sp->picnum - TRACK_SPRITE + 0; change_actor_stat(actor, STAT_TRACK + track_num); continue; } if (ActorSpawn(actor)) continue; switch (sp->picnum) { case ST_QUICK_JUMP: change_actor_stat(actor, STAT_QUICK_JUMP); break; case ST_QUICK_JUMP_DOWN: change_actor_stat(actor, STAT_QUICK_JUMP_DOWN); break; case ST_QUICK_SUPER_JUMP: change_actor_stat(actor, STAT_QUICK_SUPER_JUMP); break; case ST_QUICK_SCAN: change_actor_stat(actor, STAT_QUICK_SCAN); break; case ST_QUICK_EXIT: change_actor_stat(actor, STAT_QUICK_EXIT); break; case ST_QUICK_OPERATE: change_actor_stat(actor, STAT_QUICK_OPERATE); break; case ST_QUICK_DUCK: change_actor_stat(actor, STAT_QUICK_DUCK); break; case ST_QUICK_DEFEND: change_actor_stat(actor, STAT_QUICK_DEFEND); break; case ST1: { SECT_USERp sectu; short tag; short bit; // get rid of defaults if (SP_TAG3(sp) == 32) SP_TAG3(sp) = 0; tag = sp->hitag; RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); SET(sp->cstat, CSTAT_SPRITE_INVISIBLE); // for bounding sector objects if ((tag >= 500 && tag < 600) || tag == SECT_SO_CENTER) { // NOTE: These will get deleted by the sector object // setup code change_actor_stat(actor, STAT_ST1); break; } if (tag < 16) { bit = 1 << (tag); SET(sector[sp->sectnum].extra, bit); if (TEST(bit, SECTFX_SINK)) { sectu = GetSectUser(sp->sectnum); sectu->depth_fixed = IntToFixed(sp->lotag); KillActor(actor); } else if (TEST(bit, SECTFX_OPERATIONAL)) { KillActor(actor); } else if (TEST(bit, SECTFX_CURRENT)) { sectu = GetSectUser(sp->sectnum); sectu->speed = sp->lotag; sectu->ang = sp->ang; KillActor(actor); } else if (TEST(bit, SECTFX_NO_RIDE)) { change_actor_stat(actor, STAT_NO_RIDE); } else if (TEST(bit, SECTFX_DIVE_AREA)) { sectu = GetSectUser(sp->sectnum); sectu->number = sp->lotag; change_actor_stat(actor, STAT_DIVE_AREA); } else if (TEST(bit, SECTFX_UNDERWATER)) { sectu = GetSectUser(sp->sectnum); sectu->number = sp->lotag; change_actor_stat(actor, STAT_UNDERWATER); } else if (TEST(bit, SECTFX_UNDERWATER2)) { sectu = GetSectUser(sp->sectnum); sectu->number = sp->lotag; if (sp->clipdist == 1) SET(sectu->flags, SECTFU_CANT_SURFACE); change_actor_stat(actor, STAT_UNDERWATER2); } } else { switch (tag) { #if 0 case MULTI_PLAYER_START: change_actor_stat(actor, STAT_MULTI_START + sp->lotag); break; case MULTI_COOPERATIVE_START: change_actor_stat(actor, STAT_CO_OP_START + sp->lotag); break; #endif case SECT_MATCH: sectu = GetSectUser(sp->sectnum); sectu->number = sp->lotag; KillActor(actor); break; case SLIDE_SECTOR: sectu = GetSectUser(sp->sectnum); SET(sectu->flags, SECTFU_SLIDE_SECTOR); sectu->speed = SP_TAG2(sp); KillActor(actor); break; case SECT_DAMAGE: { sectu = GetSectUser(sp->sectnum); if (TEST_BOOL1(sp)) SET(sectu->flags, SECTFU_DAMAGE_ABOVE_SECTOR); sectu->damage = sp->lotag; KillActor(actor); break; } case PARALLAX_LEVEL: { parallaxyscale_override = 8192; pskybits_override = sp->lotag; if (SP_TAG4(sp) > 2048) parallaxyscale_override = SP_TAG4(sp); KillActor(actor); break; } case BREAKABLE: // used for wall info change_actor_stat(actor, STAT_BREAKABLE); break; case SECT_DONT_COPY_PALETTE: { sectu = GetSectUser(sp->sectnum); SET(sectu->flags, SECTFU_DONT_COPY_PALETTE); KillActor(actor); break; } case SECT_FLOOR_PAN: { // if moves with SO if (TEST_BOOL1(sp)) sp->xvel = 0; else sp->xvel = sp->lotag; StartInterpolation(sp->sectnum, Interp_Sect_FloorPanX); StartInterpolation(sp->sectnum, Interp_Sect_FloorPanY); change_actor_stat(actor, STAT_FLOOR_PAN); break; } case SECT_CEILING_PAN: { // if moves with SO if (TEST_BOOL1(sp)) sp->xvel = 0; else sp->xvel = sp->lotag; StartInterpolation(sp->sectnum, Interp_Sect_CeilingPanX); StartInterpolation(sp->sectnum, Interp_Sect_CeilingPanY); change_actor_stat(actor, STAT_CEILING_PAN); break; } case SECT_WALL_PAN_SPEED: { vec3_t hit_pos = { sp->x, sp->y, sp->z - Z(8) }; hitdata_t hitinfo; hitscan(&hit_pos, sp->sectnum, // Start position bcos(sp->ang), // X vector of 3D ang bsin(sp->ang), // Y vector of 3D ang 0, // Z vector of 3D ang &hitinfo, CLIPMASK_MISSILE); if (hitinfo.wall == -1) { KillActor(actor); break; } sp->owner = hitinfo.wall; // if moves with SO if (TEST_BOOL1(sp)) sp->xvel = 0; else sp->xvel = sp->lotag; sp->ang = SP_TAG6(sp); // attach to the sector that contains the wall ChangeActorSect(actor, hitinfo.sect); StartInterpolation(hitinfo.wall, Interp_Wall_PanX); StartInterpolation(hitinfo.wall, Interp_Wall_PanY); change_actor_stat(actor, STAT_WALL_PAN); break; } case WALL_DONT_STICK: { vec3_t hit_pos = { sp->x, sp->y, sp->z - Z(8) }; hitdata_t hitinfo; hitscan(&hit_pos, sp->sectnum, // Start position bcos(sp->ang), // X vector of 3D ang bcos(sp->ang), // Y vector of 3D ang 0, // Z vector of 3D ang &hitinfo, CLIPMASK_MISSILE); if (hitinfo.wall == -1) { KillActor(actor); break; } SET(wall[hitinfo.wall].extra, WALLFX_DONT_STICK); KillActor(actor); break; } case TRIGGER_SECTOR: { SET(sector[sp->sectnum].extra, SECTFX_TRIGGER); change_actor_stat(actor, STAT_TRIGGER); break; } case DELETE_SPRITE: { change_actor_stat(actor, STAT_DELETE_SPRITE); break; } case SPAWN_ITEMS: { if (TEST(sp->extra, SPRX_MULTI_ITEM)) { if (numplayers <= 1 || gNet.MultiGameType == MULTI_GAME_COOPERATIVE) { KillActor(actor); break; } } change_actor_stat(actor, STAT_SPAWN_ITEMS); break; } case CEILING_FLOOR_PIC_OVERRIDE: { // block hitscans depending on translucency if (SP_TAG7(sp) == 0 || SP_TAG7(sp) == 1) { if (SP_TAG3(sp) == 0) SET(sector[sp->sectnum].ceilingstat, CEILING_STAT_FAF_BLOCK_HITSCAN); else SET(sector[sp->sectnum].floorstat, FLOOR_STAT_FAF_BLOCK_HITSCAN); } else if (TEST_BOOL1(sp)) { if (SP_TAG3(sp) == 0) SET(sector[sp->sectnum].ceilingstat, CEILING_STAT_FAF_BLOCK_HITSCAN); else SET(sector[sp->sectnum].floorstat, FLOOR_STAT_FAF_BLOCK_HITSCAN); } // copy tag 7 to tag 6 and pre-shift it SP_TAG6(sp) = SP_TAG7(sp); SP_TAG6(sp) <<= 7; change_actor_stat(actor, STAT_CEILING_FLOOR_PIC_OVERRIDE); break; } case QUAKE_SPOT: { change_actor_stat(actor, STAT_QUAKE_SPOT); //SP_TAG13(sp) = (SP_TAG6(sp)*10L) * 120L; SET_SP_TAG13(sp, ((SP_TAG6(sp)*10L) * 120L)); break; } case SECT_CHANGOR: { change_actor_stat(actor, STAT_CHANGOR); break; } #if 0 case SECT_DEBRIS_SEWER: { ANIMATOR DoGenerateSewerDebris; u = SpawnUser(actor, 0, nullptr); ASSERT(u != nullptr); u->RotNum = 0; u->WaitTics = sp->lotag * 120; u->ActorActionFunc = DoGenerateSewerDebris; change_actor_stat(actor, STAT_NO_STATE); break; } #endif case SECT_VATOR: { SECTORp sectp = §or[sp->sectnum]; SECT_USERp sectu; short speed,vel,time,type,start_on,floor_vator; u = SpawnUser(actor, 0, nullptr); // vator already set - ceiling AND floor vator if (TEST(sectp->extra, SECTFX_VATOR)) { sectu = GetSectUser(sp->sectnum); SET(sectu->flags, SECTFU_VATOR_BOTH); } SET(sectp->extra, SECTFX_VATOR); SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, true, true); SET(sector[sp->sectnum].extra, SECTFX_DYNAMIC_AREA); // don't step on toes of other sector settings if (sectp->lotag == 0 && sectp->hitag == 0) sectp->lotag = TAG_VATOR; type = SP_TAG3(sp); speed = SP_TAG4(sp); vel = SP_TAG5(sp); time = SP_TAG9(sp); start_on = !!TEST_BOOL1(sp); floor_vator = true; if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP)) floor_vator = false; u->jump_speed = u->vel_tgt = speed; u->vel_rate = vel; u->WaitTics = time*15; // 1/8 of a sec u->Tics = 0; SET(u->Flags, SPR_ACTIVE); switch (type) { case 0: RESET(u->Flags, SPR_ACTIVE); u->ActorActionFunc = DoVator; break; case 1: RESET(u->Flags, SPR_ACTIVE); u->ActorActionFunc = DoVator; break; case 2: u->ActorActionFunc = DoVatorAuto; break; case 3: RESET(u->Flags, SPR_ACTIVE); u->ActorActionFunc = DoVatorAuto; break; } if (floor_vator) { // start off u->sz = sectp->floorz; u->z_tgt = sp->z; if (start_on) { int amt; amt = sp->z - sectp->floorz; // start in the on position //sectp->floorz = sp->z; sectp->floorz += amt; u->z_tgt = u->sz; MoveSpritesWithSector(sp->sectnum, amt, false); // floor } // set orig z u->oz = sp->oz = sectp->floorz; } else { // start off u->sz = sectp->ceilingz; u->z_tgt = sp->z; if (start_on) { int amt; amt = sp->z - sectp->ceilingz; // starting in the on position //sectp->ceilingz = sp->z; sectp->ceilingz += amt; u->z_tgt = u->sz; MoveSpritesWithSector(sp->sectnum, amt, true); // ceiling } // set orig z u->oz = sp->oz = sectp->ceilingz; } change_actor_stat(actor, STAT_VATOR); break; } case SECT_ROTATOR_PIVOT: { change_actor_stat(actor, STAT_ROTATOR_PIVOT); break; } case SECT_ROTATOR: { SECTORp sectp = §or[sp->sectnum]; short time,type; short wallcount,startwall,endwall,w; u = SpawnUser(actor, 0, nullptr); SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, true, true); // need something for this sectp->lotag = TAG_ROTATOR; sectp->hitag = sp->lotag; type = SP_TAG3(sp); time = SP_TAG9(sp); u->WaitTics = time*15; // 1/8 of a sec u->Tics = 0; startwall = sector[sp->sectnum].wallptr; endwall = startwall + sector[sp->sectnum].wallnum - 1; // count walls of sector for (w = startwall, wallcount = 0; w <= endwall; w++) wallcount++; u->rotator.Alloc(); u->rotator->open_dest = SP_TAG5(sp); u->rotator->speed = SP_TAG7(sp); u->rotator->vel = SP_TAG8(sp); u->rotator->pos = 0; // closed u->rotator->tgt = u->rotator->open_dest; // closed u->rotator->SetNumWalls(wallcount); u->rotator->orig_speed = u->rotator->speed; for (w = startwall, wallcount = 0; w <= endwall; w++) { u->rotator->origX[wallcount] = wall[w].x; u->rotator->origY[wallcount] = wall[w].y; wallcount++; } SET(u->Flags, SPR_ACTIVE); switch (type) { case 0: RESET(u->Flags, SPR_ACTIVE); u->ActorActionFunc = DoRotator; break; case 1: RESET(u->Flags, SPR_ACTIVE); u->ActorActionFunc = DoRotator; break; } change_actor_stat(actor, STAT_ROTATOR); break; } case SECT_SLIDOR: { SECTORp sectp = §or[sp->sectnum]; short time,type; u = SpawnUser(actor, 0, nullptr); SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, true, true); // need something for this sectp->lotag = TAG_SLIDOR; sectp->hitag = sp->lotag; type = SP_TAG3(sp); time = SP_TAG9(sp); u->WaitTics = time*15; // 1/8 of a sec u->Tics = 0; u->rotator.Alloc(); u->rotator->open_dest = SP_TAG5(sp); u->rotator->speed = SP_TAG7(sp); u->rotator->vel = SP_TAG8(sp); u->rotator->pos = 0; // closed u->rotator->tgt = u->rotator->open_dest; // closed u->rotator->ClearWalls(); u->rotator->orig_speed = u->rotator->speed; SET(u->Flags, SPR_ACTIVE); switch (type) { case 0: RESET(u->Flags, SPR_ACTIVE); u->ActorActionFunc = DoSlidor; break; case 1: RESET(u->Flags, SPR_ACTIVE); u->ActorActionFunc = DoSlidor; break; } if (TEST_BOOL5(sp)) { DoSlidorInstantClose(actor); } change_actor_stat(actor, STAT_SLIDOR); break; } case SECT_SPIKE: { short speed,vel,time,type,start_on,floor_vator; int floorz,ceilingz,trash; u = SpawnUser(actor, 0, nullptr); SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, false, true); SET(sector[sp->sectnum].extra, SECTFX_DYNAMIC_AREA); type = SP_TAG3(sp); speed = SP_TAG4(sp); vel = SP_TAG5(sp); time = SP_TAG9(sp); start_on = !!TEST_BOOL1(sp); floor_vator = true; if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP)) floor_vator = false; u->jump_speed = u->vel_tgt = speed; u->vel_rate = vel; u->WaitTics = time*15; // 1/8 of a sec u->Tics = 0; SET(u->Flags, SPR_ACTIVE); switch (type) { case 0: RESET(u->Flags, SPR_ACTIVE); u->ActorActionFunc = DoSpike; break; case 1: RESET(u->Flags, SPR_ACTIVE); u->ActorActionFunc = DoSpike; break; case 2: u->ActorActionFunc = DoSpikeAuto; break; case 3: RESET(u->Flags, SPR_ACTIVE); u->ActorActionFunc = DoSpikeAuto; break; } getzrangepoint(sp->x, sp->y, sp->z, sp->sectnum, &ceilingz, &trash, &floorz, &trash); if (floor_vator) { u->zclip = floorz; // start off u->sz = u->zclip; u->z_tgt = sp->z; if (start_on) { // start in the on position u->zclip = sp->z; u->z_tgt = u->sz; SpikeAlign(actor); } // set orig z u->oz = sp->oz = u->zclip; } else { u->zclip = ceilingz; // start off u->sz = u->zclip; u->z_tgt = sp->z; if (start_on) { // starting in the on position u->zclip = sp->z; u->z_tgt = u->sz; SpikeAlign(actor); } // set orig z u->oz = sp->oz = u->zclip; } change_actor_stat(actor, STAT_SPIKE); break; } case LIGHTING: { short w, startwall, endwall; short wallcount; int8_t* wall_shade; USERp u; LIGHT_Tics(sp) = 0; if (LIGHT_ShadeInc(sp) == 0) LIGHT_ShadeInc(sp) = 1; // save off original floor and ceil shades LIGHT_FloorShade(sp) = sector[sp->sectnum].floorshade; LIGHT_CeilingShade(sp) = sector[sp->sectnum].ceilingshade; startwall = sector[sp->sectnum].wallptr; endwall = startwall + sector[sp->sectnum].wallnum - 1; // count walls of sector for (w = startwall, wallcount = 0; w <= endwall; w++) { wallcount++; if (TEST_BOOL5(sp)) { if (wall[w].nextwall >= 0) wallcount++; } } u = SpawnUser(actor, 0, nullptr); u->WallShade.Resize(wallcount); wall_shade = u->WallShade.Data(); // save off original wall shades for (w = startwall, wallcount = 0; w <= endwall; w++) { wall_shade[wallcount] = wall[w].shade; wallcount++; if (TEST_BOOL5(sp)) { uint16_t const nextwall = wall[w].nextwall; if (validWallIndex(nextwall)) { wall_shade[wallcount] = wall[wall[w].nextwall].shade; wallcount++; } } } u->spal = sp->pal; // DON'T USE COVER function change_actor_stat(actor, STAT_LIGHTING, true); break; } case LIGHTING_DIFFUSE: { short w, startwall, endwall; short wallcount; int8_t* wall_shade; USERp u; LIGHT_Tics(sp) = 0; // save off original floor and ceil shades LIGHT_FloorShade(sp) = sector[sp->sectnum].floorshade; LIGHT_CeilingShade(sp) = sector[sp->sectnum].ceilingshade; startwall = sector[sp->sectnum].wallptr; endwall = startwall + sector[sp->sectnum].wallnum - 1; // count walls of sector for (w = startwall, wallcount = 0; w <= endwall; w++) { wallcount++; if (TEST_BOOL5(sp)) { if (wall[w].nextwall >= 0) wallcount++; } } // !LIGHT // make an wall_shade array and put it in User u = SpawnUser(actor, 0, nullptr); u->WallShade.Resize(wallcount); wall_shade = u->WallShade.Data(); // save off original wall shades for (w = startwall, wallcount = 0; w <= endwall; w++) { wall_shade[wallcount] = wall[w].shade; wallcount++; if (TEST_BOOL5(sp)) { uint16_t const nextwall = wall[w].nextwall; if (validWallIndex(nextwall)) { wall_shade[wallcount] = wall[wall[w].nextwall].shade; wallcount++; } } } // DON'T USE COVER function change_actor_stat(actor, STAT_LIGHTING_DIFFUSE, true); break; } case SECT_VATOR_DEST: change_actor_stat(actor, STAT_VATOR); break; case SO_WALL_DONT_MOVE_UPPER: change_actor_stat(actor, STAT_WALL_DONT_MOVE_UPPER); break; case SO_WALL_DONT_MOVE_LOWER: change_actor_stat(actor, STAT_WALL_DONT_MOVE_LOWER); break; case FLOOR_SLOPE_DONT_DRAW: change_actor_stat(actor, STAT_FLOOR_SLOPE_DONT_DRAW); break; case DEMO_CAMERA: sp->yvel = sp->zvel = 100; //attempt horiz control change_actor_stat(actor, STAT_DEMO_CAMERA); break; case LAVA_ERUPT: { u = SpawnUser(actor, ST1, nullptr); change_actor_stat(actor, STAT_NO_STATE); u->ActorActionFunc = DoLavaErupt; // interval between erupts if (SP_TAG10(sp) == 0) SP_TAG10(sp) = 20; // interval in seconds u->WaitTics = RandomRange(SP_TAG10(sp)) * 120; // time to erupt if (SP_TAG9(sp) == 0) SP_TAG9(sp) = 10; sp->z += Z(30); break; } case SECT_EXPLODING_CEIL_FLOOR: { SECTORp sectp = §or[sp->sectnum]; SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, false, true); if (TEST(sectp->floorstat, FLOOR_STAT_SLOPE)) { SP_TAG5(sp) = sectp->floorheinum; RESET(sectp->floorstat, FLOOR_STAT_SLOPE); sectp->floorheinum = 0; } if (TEST(sectp->ceilingstat, CEILING_STAT_SLOPE)) { SP_TAG6(sp) = sectp->ceilingheinum; RESET(sectp->ceilingstat, CEILING_STAT_SLOPE); sectp->ceilingheinum = 0; } SP_TAG4(sp) = abs(sectp->ceilingz - sectp->floorz)>>8; sectp->ceilingz = sectp->floorz; change_actor_stat(actor, STAT_EXPLODING_CEIL_FLOOR); break; } case SECT_COPY_SOURCE: change_actor_stat(actor, STAT_COPY_SOURCE); break; case SECT_COPY_DEST: { SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, false, true); change_actor_stat(actor, STAT_COPY_DEST); break; } case SECT_WALL_MOVE: change_actor_stat(actor, STAT_WALL_MOVE); break; case SECT_WALL_MOVE_CANSEE: change_actor_stat(actor, STAT_WALL_MOVE_CANSEE); break; case SPRI_CLIMB_MARKER: { short ns; SPRITEp np; // setup climb marker change_actor_stat(actor, STAT_CLIMB_MARKER); // make a QUICK_LADDER sprite automatically ns = COVERinsertsprite(sp->sectnum, STAT_QUICK_LADDER); np = &sprite[ns]; np->cstat = 0; np->extra = 0; np->x = sp->x; np->y = sp->y; np->z = sp->z; np->ang = NORM_ANGLE(sp->ang + 1024); np->picnum = sp->picnum; np->x += MOVEx(256+128, sp->ang); np->y += MOVEy(256+128, sp->ang); break; } case SO_AUTO_TURRET: #if 0 switch (gNet.MultiGameType) { case MULTI_GAME_NONE: change_actor_stat(actor, STAT_ST1); break; case MULTI_GAME_COMMBAT: KillActor(actor); break; case MULTI_GAME_COOPERATIVE: change_actor_stat(actor, STAT_ST1); break; } #else change_actor_stat(actor, STAT_ST1); #endif break; case SO_DRIVABLE_ATTRIB: case SO_SCALE_XY_MULT: case SO_SCALE_INFO: case SO_SCALE_POINT_INFO: case SO_TORNADO: case SO_FLOOR_MORPH: case SO_AMOEBA: case SO_SET_SPEED: case SO_ANGLE: case SO_SPIN: case SO_SPIN_REVERSE: case SO_BOB_START: case SO_BOB_SPEED: case SO_TURN_SPEED: case SO_SYNC1: case SO_SYNC2: case SO_LIMIT_TURN: case SO_MATCH_EVENT: case SO_MAX_DAMAGE: case SO_RAM_DAMAGE: case SO_SLIDE: case SO_KILLABLE: case SECT_SO_SPRITE_OBJ: case SECT_SO_DONT_ROTATE: case SECT_SO_CLIP_DIST: { // NOTE: These will get deleted by the sector // object // setup code change_actor_stat(actor, STAT_ST1); break; } case SOUND_SPOT: //SP_TAG13(sp) = SP_TAG4(sp); SET_SP_TAG13(sp, SP_TAG4(sp)); change_actor_stat(actor, STAT_SOUND_SPOT); break; case STOP_SOUND_SPOT: change_actor_stat(actor, STAT_STOP_SOUND_SPOT); break; case SPAWN_SPOT: if (!actor->hasU()) u = SpawnUser(actor, ST1, nullptr); if (SP_TAG14(sp) == ((64<<8)|64)) //SP_TAG14(sp) = 0; SET_SP_TAG14(sp, 0); change_actor_stat(actor, STAT_SPAWN_SPOT); break; case VIEW_THRU_CEILING: case VIEW_THRU_FLOOR: { // make sure there is only one set per level of these SWStatIterator it(STAT_FAF); while (auto itActor = it.Next()) { auto ispr = &itActor->s(); if (ispr->hitag == sp->hitag && ispr->lotag == sp->lotag) { I_Error("Two VIEW_THRU_ tags with same match found on level\n1: x %d, y %d \n2: x %d, y %d", sp->x, sp->y, ispr->x, ispr->y); } } change_actor_stat(actor, STAT_FAF); break; } case VIEW_LEVEL1: case VIEW_LEVEL2: case VIEW_LEVEL3: case VIEW_LEVEL4: case VIEW_LEVEL5: case VIEW_LEVEL6: { change_actor_stat(actor, STAT_FAF); break; } case PLAX_GLOB_Z_ADJUST: { SET(sector[sp->sectnum].extra, SECTFX_Z_ADJUST); PlaxCeilGlobZadjust = SP_TAG2(sp); PlaxFloorGlobZadjust = SP_TAG3(sp); KillActor(actor); break; } case CEILING_Z_ADJUST: { //SET(sector[sp->sectnum].ceilingstat, CEILING_STAT_FAF_BLOCK_HITSCAN); SET(sector[sp->sectnum].extra, SECTFX_Z_ADJUST); change_actor_stat(actor, STAT_ST1); break; } case FLOOR_Z_ADJUST: { //SET(sector[sp->sectnum].floorstat, FLOOR_STAT_FAF_BLOCK_HITSCAN); SET(sector[sp->sectnum].extra, SECTFX_Z_ADJUST); change_actor_stat(actor, STAT_ST1); break; } case WARP_TELEPORTER: { short start_wall, wall_num; short sectnum = sp->sectnum; SET(sp->cstat, CSTAT_SPRITE_INVISIBLE); SET(sector[sp->sectnum].extra, SECTFX_WARP_SECTOR); change_actor_stat(actor, STAT_WARP); // if just a destination teleporter // don't set up flags if (SP_TAG10(sp) == 1) break; // move the the next wall wall_num = start_wall = sector[sectnum].wallptr; // Travel all the way around loop setting wall bits do { // DO NOT TAG WHITE WALLS! if (validWallIndex(wall[wall_num].nextwall)) { SET(wall[wall_num].cstat, CSTAT_WALL_WARP_HITSCAN); } wall_num = wall[wall_num].point2; } while (wall_num != start_wall); break; } case WARP_CEILING_PLANE: case WARP_FLOOR_PLANE: { SET(sp->cstat, CSTAT_SPRITE_INVISIBLE); SET(sector[sp->sectnum].extra, SECTFX_WARP_SECTOR); change_actor_stat(actor, STAT_WARP); break; } case WARP_COPY_SPRITE1: SET(sp->cstat, CSTAT_SPRITE_INVISIBLE); SET(sector[sp->sectnum].extra, SECTFX_WARP_SECTOR); change_actor_stat(actor, STAT_WARP_COPY_SPRITE1); break; case WARP_COPY_SPRITE2: SET(sp->cstat, CSTAT_SPRITE_INVISIBLE); SET(sector[sp->sectnum].extra, SECTFX_WARP_SECTOR); change_actor_stat(actor, STAT_WARP_COPY_SPRITE2); break; case FIREBALL_TRAP: case BOLT_TRAP: case SPEAR_TRAP: { u = SpawnUser(actor, 0, nullptr); ClearOwner(actor); change_actor_stat(actor, STAT_TRAP); break; } case SECT_SO_DONT_BOB: { sectu = GetSectUser(sp->sectnum); SET(sectu->flags, SECTFU_SO_DONT_BOB); KillActor(actor); break; } case SECT_LOCK_DOOR: { sectu = GetSectUser(sp->sectnum); sectu->number = sp->lotag; sectu->stag = SECT_LOCK_DOOR; KillActor(actor); break; } case SECT_SO_SINK_DEST: { sectu = GetSectUser(sp->sectnum); SET(sectu->flags, SECTFU_SO_SINK_DEST); sectu->number = sp->lotag; // acually the offset Z // value KillActor(actor); break; } case SECT_SO_DONT_SINK: { sectu = GetSectUser(sp->sectnum); SET(sectu->flags, SECTFU_SO_DONT_SINK); KillActor(actor); break; } case SO_SLOPE_FLOOR_TO_POINT: { sectu = GetSectUser(sp->sectnum); SET(sectu->flags, SECTFU_SO_SLOPE_FLOOR_TO_POINT); SET(sector[sp->sectnum].extra, SECTFX_DYNAMIC_AREA); KillActor(actor); break; } case SO_SLOPE_CEILING_TO_POINT: { sectu = GetSectUser(sp->sectnum); SET(sectu->flags, SECTFU_SO_SLOPE_CEILING_TO_POINT); SET(sector[sp->sectnum].extra, SECTFX_DYNAMIC_AREA); KillActor(actor); break; } case SECT_SO_FORM_WHIRLPOOL: { sectu = GetSectUser(sp->sectnum); sectu->stag = SECT_SO_FORM_WHIRLPOOL; sectu->height = sp->lotag; KillActor(actor); break; } case SECT_ACTOR_BLOCK: { short start_wall, wall_num; short sectnum = sp->sectnum; // move the the next wall wall_num = start_wall = sector[sectnum].wallptr; // Travel all the way around loop setting wall bits do { SET(wall[wall_num].cstat, CSTAT_WALL_BLOCK_ACTOR); uint16_t const nextwall = wall[wall_num].nextwall; if (validWallIndex(nextwall)) SET(wall[nextwall].cstat, CSTAT_WALL_BLOCK_ACTOR); wall_num = wall[wall_num].point2; } while (wall_num != start_wall); KillActor(actor); break; } } } } break; case RED_CARD: num = 4; goto KeyMain; case RED_KEY: num = 0; goto KeyMain; case BLUE_CARD: num = 5; goto KeyMain; case BLUE_KEY: num = 1; goto KeyMain; case GREEN_CARD: num = 6; goto KeyMain; case GREEN_KEY: num = 2; goto KeyMain; case YELLOW_CARD: num = 7; goto KeyMain; case YELLOW_KEY: num = 3; goto KeyMain; case GOLD_SKELKEY: num = 8; goto KeyMain; case SILVER_SKELKEY: num = 9; goto KeyMain; case BRONZE_SKELKEY: num = 10; goto KeyMain; case RED_SKELKEY: num = 11; KeyMain: { if (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS) { KillActor(actor); break; } u = SpawnUser(actor, 0, nullptr); ASSERT(u != nullptr); sp->picnum = u->ID = sp->picnum; u->spal = sp->pal; // Set the palette from build //SET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL); ChangeState(actor, s_Key[num]); RESET(picanm[sp->picnum].sf, PICANM_ANIMTYPE_MASK); RESET(picanm[sp->picnum + 1].sf, PICANM_ANIMTYPE_MASK); change_actor_stat(actor, STAT_ITEM); RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN | CSTAT_SPRITE_ONE_SIDED); u->Radius = 500; sp->hitag = LUMINOUS; //Set so keys over ride colored lighting DoActorZrange(actor); } break; // Used for multiplayer locks case 1846: case 1850: case 1852: case 2470: if (TEST(sp->extra, SPRX_MULTI_ITEM)) if (numplayers <= 1 || gNet.MultiGameType == MULTI_GAME_COOPERATIVE) { KillActor(actor); } break; case FIRE_FLY0: /* * u = SpawnUser(actor, FIRE_FLY0, nullptr); * * u->State = u->StateStart = &s_FireFly[0]; u->RotNum = 0; * * sp->ang = 0; sp->xvel = 4; * * if (labs(sp->z - sector[sp->sectnum].floorz) < Z(32)) sp->z = * sector[sp->sectnum].floorz - Z(32); * * u->sz = sp->z; * * change_actor_stat(actor, STAT_MISC); */ break; case ICON_REPAIR_KIT: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_REPAIR_KIT, s_RepairKit); IconDefault(actor); break; case ICON_STAR: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_STAR, s_IconStar); IconDefault(actor); break; case ICON_LG_MINE: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_LG_MINE, s_IconLgMine); IconDefault(actor); break; case ICON_MICRO_GUN: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_MICRO_GUN, s_IconMicroGun); IconDefault(actor); break; case ICON_MICRO_BATTERY: NUKE_REPLACEMENT: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_MICRO_BATTERY, s_IconMicroBattery); IconDefault(actor); break; case ICON_UZI: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_UZI, s_IconUzi); IconDefault(actor); break; case ICON_UZIFLOOR: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_UZIFLOOR, s_IconUziFloor); IconDefault(actor); break; case ICON_LG_UZI_AMMO: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_LG_UZI_AMMO, s_IconLgUziAmmo); IconDefault(actor); break; case ICON_GRENADE_LAUNCHER: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_GRENADE_LAUNCHER, s_IconGrenadeLauncher); IconDefault(actor); break; case ICON_LG_GRENADE: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_LG_GRENADE, s_IconLgGrenade); IconDefault(actor); break; case ICON_RAIL_GUN: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_RAIL_GUN, s_IconRailGun); IconDefault(actor); break; case ICON_RAIL_AMMO: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_RAIL_AMMO, s_IconRailAmmo); IconDefault(actor); break; case ICON_ROCKET: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_ROCKET, s_IconRocket); IconDefault(actor); break; case ICON_LG_ROCKET: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_LG_ROCKET, s_IconLgRocket); IconDefault(actor); break; case ICON_SHOTGUN: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_SHOTGUN, s_IconShotgun); u->Radius = 350; // Shotgun is hard to pick up for some reason. IconDefault(actor); break; case ICON_LG_SHOTSHELL: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_LG_SHOTSHELL, s_IconLgShotshell); IconDefault(actor); break; case ICON_AUTORIOT: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_AUTORIOT, s_IconAutoRiot); IconDefault(actor); break; case ICON_GUARD_HEAD: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_GUARD_HEAD, s_IconGuardHead); IconDefault(actor); break; case ICON_FIREBALL_LG_AMMO: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_FIREBALL_LG_AMMO, s_IconFireballLgAmmo); IconDefault(actor); break; case ICON_HEART: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_HEART, s_IconHeart); IconDefault(actor); break; case ICON_HEART_LG_AMMO: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_HEART_LG_AMMO, s_IconHeartLgAmmo); IconDefault(actor); break; #if 0 case ICON_ELECTRO: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_ELECTRO, s_IconElectro); IconDefault(actor); break; #endif case ICON_SPELL: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_SPELL, s_IconSpell); IconDefault(actor); PicAnimOff(sp->picnum); break; case ICON_ARMOR: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_ARMOR, s_IconArmor); if (sp->pal != PALETTE_PLAYER3) sp->pal = u->spal = PALETTE_PLAYER1; else sp->pal = u->spal = PALETTE_PLAYER3; IconDefault(actor); break; case ICON_MEDKIT: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_MEDKIT, s_IconMedkit); IconDefault(actor); break; case ICON_SM_MEDKIT: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_SM_MEDKIT, s_IconSmMedkit); IconDefault(actor); break; case ICON_CHEMBOMB: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_CHEMBOMB, s_IconChemBomb); IconDefault(actor); break; case ICON_FLASHBOMB: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_FLASHBOMB, s_IconFlashBomb); IconDefault(actor); break; case ICON_NUKE: if (gNet.MultiGameType) { if (!gNet.Nuke) { goto NUKE_REPLACEMENT; break; } } if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_NUKE, s_IconNuke); IconDefault(actor); break; case ICON_CALTROPS: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_CALTROPS, s_IconCaltrops); IconDefault(actor); break; case ICON_BOOSTER: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_BOOSTER, s_IconBooster); IconDefault(actor); break; case ICON_HEAT_CARD: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_HEAT_CARD, s_IconHeatCard); IconDefault(actor); break; #if 0 case ICON_ENVIRON_SUIT: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_ENVIRON_SUIT, s_IconEnvironSuit); IconDefault(actor); PicAnimOff(sp->picnum); break; #endif case ICON_CLOAK: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_CLOAK, s_IconCloak); IconDefault(actor); PicAnimOff(sp->picnum); break; case ICON_FLY: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_FLY, s_IconFly); IconDefault(actor); PicAnimOff(sp->picnum); break; case ICON_NIGHT_VISION: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_NIGHT_VISION, s_IconNightVision); IconDefault(actor); PicAnimOff(sp->picnum); break; case ICON_FLAG: if (!IconSpawn(sp)) { KillActor(actor); break; } u = SpawnUser(actor, ICON_FLAG, s_IconFlag); u->spal = sp->pal; sector[sp->sectnum].hitag = 9000; // Put flag's color in sect containing it sector[sp->sectnum].lotag = u->spal; IconDefault(actor); PicAnimOff(sp->picnum); break; #if 0 case 380: case 396: case 430: case 512: case 521: case 541: case 2720: #endif case 3143: case 3157: { u = SpawnUser(actor, sp->picnum, nullptr); change_actor_stat(actor, STAT_STATIC_FIRE); u->ID = FIREBALL_FLAMES; u->Radius = 200; RESET(sp->cstat, CSTAT_SPRITE_BLOCK); RESET(sp->cstat, CSTAT_SPRITE_BLOCK_HITSCAN); sp->hitag = LUMINOUS; //Always full brightness sp->shade = -40; break; } // blades case BLADE1: case BLADE2: case BLADE3: case 5011: { u = SpawnUser(actor, sp->picnum, nullptr); change_actor_stat(actor, STAT_DEFAULT); RESET(sp->cstat, CSTAT_SPRITE_BLOCK); SET(sp->cstat, CSTAT_SPRITE_BLOCK_HITSCAN); SET(sp->extra, SPRX_BLADE); break; } case BREAK_LIGHT: case BREAK_BARREL: case BREAK_PEDISTAL: case BREAK_BOTTLE1: case BREAK_BOTTLE2: case BREAK_MUSHROOM: //if (TEST(sp->extra, SPRX_BREAKABLE)) // break; u = SpawnUser(actor, sp->picnum, nullptr); sp->clipdist = SPRITEp_SIZE_X(sp); SET(sp->cstat, CSTAT_SPRITE_BREAKABLE); SET(sp->extra, SPRX_BREAKABLE); break; // switches case 581: case 582: case 558: case 559: case 560: case 561: case 562: case 563: case 564: case 565: case 566: case 567: case 568: case 569: case 570: case 571: case 572: case 573: case 574: case 551: case 552: case 575: case 576: case 577: case 578: case 579: case 589: case 583: case 584: case 553: case 554: { if (TEST(sp->extra, SPRX_MULTI_ITEM)) { if (numplayers <= 1 || gNet.MultiGameType == MULTI_GAME_COOPERATIVE) { KillActor(actor); break; } } SET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); break; } } } } bool ItemSpotClear(DSWActor* actor, short statnum, short id) { bool found = false; int i; auto sip = &actor->s(); if (TEST_BOOL2(sip)) { SWSectIterator it(sip->sectnum); while (auto itActor = it.Next()) { if (itActor->s().statnum == statnum && itActor->u()->ID == id) { found = true; break; } } } return !found; } void SetupItemForJump(DSWActor* spawner, DSWActor* actor) { USERp u = actor->u(); SPRITEp sp = &actor->s(); auto sip = &spawner->s(); // setup item for jumping if (SP_TAG7(sip)) { change_actor_stat(actor, STAT_SKIP4); u->ceiling_dist = Z(6); u->floor_dist = Z(0); u->Counter = 0; sp->xvel = (int)SP_TAG7(sip)<<2; sp->zvel = -(((int)SP_TAG8(sip))<<5); u->xchange = MOVEx(sp->xvel, sp->ang); u->ychange = MOVEy(sp->xvel, sp->ang); u->zchange = sp->zvel; } } int ActorCoughItem(DSWActor* actor) { SPRITEp sp = &actor->s(); USERp u = actor->u(); short choose; SPRITEp np; DSWActor* actorNew = nullptr; switch (u->ID) { case SAILORGIRL_R0: ASSERT(sp->sectnum >= 0); actorNew = InsertActor(sp->sectnum, STAT_SPAWN_ITEMS); np = &actorNew->s(); np->cstat = np->extra = 0; np->x = sp->x; np->y = sp->y; np->z = SPRITEp_MID(sp); np->ang = 0; np->extra = 0; // vel SP_TAG7(np) = 1; // zvel SP_TAG8(np) = 40; choose = RANDOM_P2(1024); if (choose > 854) SP_TAG3(np) = 91; // Match number else if (choose > 684) SP_TAG3(np) = 48; // Match number else if (choose > 514) SP_TAG3(np) = 58; // Match number else if (choose > 344) SP_TAG3(np) = 60; // Match number else if (choose > 174) SP_TAG3(np) = 62; // Match number else SP_TAG3(np) = 68; // Match number // match SP_TAG2(np) = -1; // kill RESET_BOOL1(np); SpawnItemsMatch(-1); break; case GORO_RUN_R0: if (RANDOM_P2(1024) < 700) return 0; ASSERT(sp->sectnum >= 0); actorNew = InsertActor(sp->sectnum, STAT_SPAWN_ITEMS); np = &actorNew->s(); np->cstat = np->extra = 0; np->x = sp->x; np->y = sp->y; np->z = SPRITEp_MID(sp); np->ang = 0; np->extra = 0; // vel SP_TAG7(np) = 1; // zvel SP_TAG8(np) = 40; SP_TAG3(np) = 69; // Match number // match SP_TAG2(np) = -1; // kill RESET_BOOL1(np); SpawnItemsMatch(-1); break; case RIPPER2_RUN_R0: if (RANDOM_P2(1024) < 700) return 0; ASSERT(sp->sectnum >= 0); actorNew = InsertActor(sp->sectnum, STAT_SPAWN_ITEMS); np = &actorNew->s(); np->cstat = np->extra = 0; np->x = sp->x; np->y = sp->y; np->z = SPRITEp_MID(sp); np->ang = 0; np->extra = 0; // vel SP_TAG7(np) = 1; // zvel SP_TAG8(np) = 40; SP_TAG3(np) = 70; // Match number // match SP_TAG2(np) = -1; // kill RESET_BOOL1(np); SpawnItemsMatch(-1); break; case NINJA_RUN_R0: if (u->PlayerP) { if (RANDOM_P2(1024) > 200) return 0; ASSERT(sp->sectnum >= 0); actorNew = InsertActor(sp->sectnum, STAT_SPAWN_ITEMS); np = &actorNew->s(); np->cstat = 0; np->extra = 0; np->x = sp->x; np->y = sp->y; np->z = SPRITEp_MID(sp); np->ang = 0; np->extra = 0; // vel SP_TAG7(np) = 1; // zvel SP_TAG8(np) = 40; switch (u->WeaponNum) { case WPN_UZI: SP_TAG3(np) = 0; break; case WPN_SHOTGUN: SP_TAG3(np) = 51; break; case WPN_STAR: if (u->PlayerP->WpnAmmo[WPN_STAR] < 9) break; SP_TAG3(np) = 41; break; case WPN_MINE: if (u->PlayerP->WpnAmmo[WPN_MINE] < 5) break; SP_TAG3(np) = 42; break; case WPN_MICRO: case WPN_ROCKET: SP_TAG3(np) = 43; break; case WPN_GRENADE: SP_TAG3(np) = 45; break; case WPN_RAIL: SP_TAG3(np) = 47; break; case WPN_HEART: SP_TAG3(np) = 55; break; case WPN_HOTHEAD: SP_TAG3(np) = 53; break; } // match SP_TAG2(np) = -1; // kill RESET_BOOL1(np); SpawnItemsMatch(-1); break; } if (RANDOM_P2(1024) < 512) return 0; ASSERT(sp->sectnum >= 0); actorNew = InsertActor(sp->sectnum, STAT_SPAWN_ITEMS); np = &actorNew->s(); np->cstat = np->extra = 0; np->x = sp->x; np->y = sp->y; np->z = SPRITEp_MID(sp); np->ang = 0; np->extra = 0; // vel SP_TAG7(np) = 1; // zvel SP_TAG8(np) = 40; if (u->spal == PAL_XLAT_LT_TAN) { SP_TAG3(np) = 44; } else if (u->spal == PAL_XLAT_LT_GREY) { SP_TAG3(np) = 46; } else if (u->spal == PALETTE_PLAYER5) // Green Ninja { if (RANDOM_P2(1024) < 700) SP_TAG3(np) = 61; else SP_TAG3(np) = 60; } else if (u->spal == PALETTE_PLAYER3) // Red Ninja { // type if (RANDOM_P2(1024) < 800) SP_TAG3(np) = 68; else SP_TAG3(np) = 44; } else { if (RANDOM_P2(1024) < 512) SP_TAG3(np) = 41; else SP_TAG3(np) = 68; } // match SP_TAG2(np) = -1; // kill RESET_BOOL1(np); SpawnItemsMatch(-1); break; case PACHINKO1: case PACHINKO2: case PACHINKO3: case PACHINKO4: ASSERT(sp->sectnum >= 0); actorNew = InsertActor(sp->sectnum, STAT_SPAWN_ITEMS); np = &actorNew->s(); np->cstat = np->extra = 0; np->x = sp->x; np->y = sp->y; np->z = SPRITEp_LOWER(sp)+Z(10); np->ang = sp->ang; // vel SP_TAG7(np) = 10; // zvel SP_TAG8(np) = 10; if (u->ID == PACHINKO1) { if (RANDOM_P2(1024) < 600) SP_TAG3(np) = 64; // Small MedKit else SP_TAG3(np) = 59; // Fortune Cookie } else if (u->ID == PACHINKO2) { if (RANDOM_P2(1024) < 600) SP_TAG3(np) = 52; // Lg Shot Shell else SP_TAG3(np) = 68; // Uzi clip } else if (u->ID == PACHINKO3) { if (RANDOM_P2(1024) < 600) SP_TAG3(np) = 57; else SP_TAG3(np) = 63; } else if (u->ID == PACHINKO4) { if (RANDOM_P2(1024) < 600) SP_TAG3(np) = 60; else SP_TAG3(np) = 61; } // match SP_TAG2(np) = -1; // kill RESET_BOOL1(np); SpawnItemsMatch(-1); break; } return 0; } int SpawnItemsMatch(short match) { DSWActor* spawnedActor = nullptr; SPRITEp sp,sip; SWStatIterator it(STAT_SPAWN_ITEMS); while (auto itActor = it.Next()) { int si = itActor->GetSpriteIndex(); sip = &itActor->s(); if (SP_TAG2(sip) != match) continue; switch (SP_TAG3(sip)) { case 90: spawnedActor = BunnyHatch2(itActor); sp = &spawnedActor->s(); spawnedActor->u()->spal = sp->pal = PALETTE_PLAYER8; // Boy sp->ang = sip->ang; break; case 91: spawnedActor = BunnyHatch2(itActor); sp = &spawnedActor->s(); spawnedActor->u()->spal = sp->pal = PALETTE_PLAYER0; // Girl sp->ang = sip->ang; break; case 92: spawnedActor = BunnyHatch2(itActor); sp = &spawnedActor->s(); sp->ang = sip->ang; break; case 40: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_REPAIR_KIT)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_REPAIR_KIT, s_RepairKit, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 41: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_STAR)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_STAR, s_IconStar, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 42: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_LG_MINE)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_MINE, s_IconLgMine, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 43: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_MICRO_GUN)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_GUN, s_IconMicroGun, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 44: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_MICRO_BATTERY)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_BATTERY, s_IconMicroBattery, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 45: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_GRENADE_LAUNCHER)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_GRENADE_LAUNCHER, s_IconGrenadeLauncher, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 46: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_LG_GRENADE)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_GRENADE, s_IconLgGrenade, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 47: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_RAIL_GUN)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_GUN, s_IconRailGun, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 48: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_RAIL_AMMO)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_AMMO, s_IconRailAmmo, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 49: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_ROCKET)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_ROCKET, s_IconRocket, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 51: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_SHOTGUN)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_SHOTGUN, s_IconShotgun, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 52: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_LG_SHOTSHELL)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_SHOTSHELL, s_IconLgShotshell, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 53: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_GUARD_HEAD)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 54: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_FIREBALL_LG_AMMO)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_FIREBALL_LG_AMMO, s_IconFireballLgAmmo, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 55: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_HEART)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 56: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_HEART_LG_AMMO)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART_LG_AMMO, s_IconHeartLgAmmo, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 57: { USERp u; if (!ItemSpotClear(itActor, STAT_ITEM, ICON_ARMOR)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_ARMOR, s_IconArmor, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); sp = &spawnedActor->s(); u = spawnedActor->u(); SET(u->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); if (sp->pal != PALETTE_PLAYER3) sp->pal = u->spal = PALETTE_PLAYER1; else sp->pal = u->spal = PALETTE_PLAYER3; break; } case 58: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_MEDKIT)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_MEDKIT, s_IconMedkit, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 59: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_SM_MEDKIT)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_SM_MEDKIT, s_IconSmMedkit, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 60: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_CHEMBOMB)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_CHEMBOMB, s_IconChemBomb, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 61: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_FLASHBOMB)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_FLASHBOMB, s_IconFlashBomb, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 62: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_NUKE)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_NUKE, s_IconNuke, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 63: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_CALTROPS)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_CALTROPS, s_IconCaltrops, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 64: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_BOOSTER)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_BOOSTER, s_IconBooster, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 65: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_HEAT_CARD)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_HEAT_CARD, s_IconHeatCard, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 66: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_CLOAK)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_CLOAK, s_IconCloak, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 67: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_NIGHT_VISION)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_NIGHT_VISION, s_IconNightVision, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 68: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_LG_UZI_AMMO)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_UZI_AMMO, s_IconLgUziAmmo, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 69: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_GUARD_HEAD)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 70: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_HEART)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 20: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_UZIFLOOR)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_UZIFLOOR, s_IconUziFloor, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 32: case 0: if (!ItemSpotClear(itActor, STAT_ITEM, ICON_UZI)) break; spawnedActor = SpawnActor(STAT_ITEM, ICON_UZI, s_IconUzi, sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); SET(spawnedActor->u()->Flags2, SPR2_NEVER_RESPAWN); IconDefault(spawnedActor); SetupItemForJump(itActor, spawnedActor); break; case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: case 9: case 10: case 11: case 12: { short num; USERp u; uint8_t KeyPal[] = { PALETTE_PLAYER9, PALETTE_PLAYER7, PALETTE_PLAYER6, PALETTE_PLAYER4, PALETTE_PLAYER9, PALETTE_PLAYER7, PALETTE_PLAYER6, PALETTE_PLAYER4, PALETTE_PLAYER4, PALETTE_PLAYER1, PALETTE_PLAYER8, PALETTE_PLAYER9 }; if (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS) break; num = SP_TAG3(sip) - 1; if (!ItemSpotClear(itActor, STAT_ITEM, s_Key[num]->Pic)) break; spawnedActor = SpawnActor(STAT_ITEM, s_Key[num]->Pic, s_Key[num], sip->sectnum, sip->x, sip->y, sip->z, sip->ang, 0); u = spawnedActor->u(); sp = &spawnedActor->s(); ASSERT(u != nullptr); sp->picnum = u->ID = s_Key[num]->Pic; // need to set the palette here - suggest table lookup u->spal = sp->pal = KeyPal[num]; //SET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL); ChangeState(spawnedActor, s_Key[num]); RESET(picanm[sp->picnum].sf, PICANM_ANIMTYPE_MASK); RESET(picanm[sp->picnum + 1].sf, PICANM_ANIMTYPE_MASK); SetupItemForJump(itActor, spawnedActor); break; } } if (!TEST_BOOL1(sip)) KillActor(itActor); } return 0; } int NewStateGroup(DSWActor* actor, STATEp StateGroup[]) { USERp u = actor->u(); //if (Prediction) // return; if (!StateGroup) return 0; ASSERT(u); // Kind of a goofy check, but it should catch alot of invalid states! // BTW, 6144 is the max tile number allowed in editart. if (u->State && (u->State->Pic < 0 || u->State->Pic > MAXTILES)) // JBF: verify this! return 0; u->Rot = StateGroup; u->State = u->StateStart = StateGroup[0]; //sprite[SpriteNum].picnum = u->State->Pic; u->Tics = 0; // turn anims off because people keep setting them in the // art file RESET(picanm[actor->s().picnum].sf, PICANM_ANIMTYPE_MASK); return 0; } bool SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b) { SPRITEp spa = &sprite[spritenum_a], spb = &sprite[spritenum_b]; USERp ua = User[spritenum_a].Data(); USERp ub = User[spritenum_b].Data(); int spa_tos, spa_bos, spb_tos, spb_bos, overlap_z; if (!ua || !ub) return false; if ((unsigned)Distance(spa->x, spa->y, spb->x, spb->y) > ua->Radius + ub->Radius) { return false; } spa_tos = SPRITEp_TOS(spa); spa_bos = SPRITEp_BOS(spa); spb_tos = SPRITEp_TOS(spb); spb_bos = SPRITEp_BOS(spb); overlap_z = ua->OverlapZ + ub->OverlapZ; // if the top of sprite a is below the bottom of b if (spa_tos - overlap_z > spb_bos) { return false; } // if the top of sprite b is is below the bottom of a if (spb_tos - overlap_z > spa_bos) { return false; } return true; } bool SpriteOverlapZ(int16_t spritenum_a, int16_t spritenum_b, int z_overlap) { SPRITEp spa = &sprite[spritenum_a], spb = &sprite[spritenum_b]; int spa_tos, spa_bos, spb_tos, spb_bos; spa_tos = SPRITEp_TOS(spa); spa_bos = SPRITEp_BOS(spa); spb_tos = SPRITEp_TOS(spb); spb_bos = SPRITEp_BOS(spb); // if the top of sprite a is below the bottom of b if (spa_tos + z_overlap > spb_bos) { return false; } // if the top of sprite b is is below the bottom of a if (spb_tos + z_overlap > spa_bos) { return false; } return true; } void getzrangepoint(int x, int y, int z, short sectnum, int32_t* ceilz, int32_t* ceilhit, int32_t* florz, int32_t* florhit) { spritetype *spr; int j, k, l, dax, day, daz, xspan, yspan, xoff, yoff; int x1, y1, x2, y2, x3, y3, x4, y4, cosang, sinang, tilenum; short cstat; char clipyou; if (sectnum < 0) { *ceilz = 0x80000000; *ceilhit = -1; *florz = 0x7fffffff; *florhit = -1; return; } // Initialize z's and hits to the current sector's top&bottom getzsofslope(sectnum, x, y, ceilz, florz); *ceilhit = sectnum + 16384; *florhit = sectnum + 16384; // Go through sprites of only the current sector SectIterator it(sectnum); while ((j = it.NextIndex()) >= 0) { spr = &sprite[j]; cstat = spr->cstat; if ((cstat & 49) != 33) continue; // Only check blocking floor sprites daz = spr->z; // Only check if sprite's 2-sided or your on the 1-sided side if (((cstat & 64) != 0) && ((z > daz) == ((cstat & 8) == 0))) continue; // Calculate and store centering offset information into xoff&yoff tilenum = spr->picnum; xoff = (int)tileLeftOffset(tilenum) + (int)spr->xoffset; yoff = (int)tileTopOffset(tilenum) + (int)spr->yoffset; if (cstat & 4) xoff = -xoff; if (cstat & 8) yoff = -yoff; // Calculate all 4 points of the floor sprite. // (x1,y1),(x2,y2),(x3,y3),(x4,y4) // These points will already have (x,y) subtracted from them cosang = bcos(spr->ang); sinang = bsin(spr->ang); xspan = tileWidth(tilenum); dax = ((xspan >> 1) + xoff) * spr->xrepeat; yspan = tileHeight(tilenum); day = ((yspan >> 1) + yoff) * spr->yrepeat; x1 = spr->x + DMulScale(sinang, dax, cosang, day, 16) - x; y1 = spr->y + DMulScale(sinang, day, -cosang, dax, 16) - y; l = xspan * spr->xrepeat; x2 = x1 - MulScale(sinang, l, 16); y2 = y1 + MulScale(cosang, l, 16); l = yspan * spr->yrepeat; k = -MulScale(cosang, l, 16); x3 = x2 + k; x4 = x1 + k; k = -MulScale(sinang, l, 16); y3 = y2 + k; y4 = y1 + k; // Check to see if point (0,0) is inside the 4 points by seeing if // the number of lines crossed as a line is shot outward is odd clipyou = 0; if ((y1 ^ y2) < 0) // If y1 and y2 have different signs // (- / +) { if ((x1 ^ x2) < 0) clipyou ^= (x1 * y2 < x2 * y1) ^ (y1 < y2); else if (x1 >= 0) clipyou ^= 1; } if ((y2 ^ y3) < 0) { if ((x2 ^ x3) < 0) clipyou ^= (x2 * y3 < x3 * y2) ^ (y2 < y3); else if (x2 >= 0) clipyou ^= 1; } if ((y3 ^ y4) < 0) { if ((x3 ^ x4) < 0) clipyou ^= (x3 * y4 < x4 * y3) ^ (y3 < y4); else if (x3 >= 0) clipyou ^= 1; } if ((y4 ^ y1) < 0) { if ((x4 ^ x1) < 0) clipyou ^= (x4 * y1 < x1 * y4) ^ (y4 < y1); else if (x4 >= 0) clipyou ^= 1; } if (clipyou == 0) continue; // Point is not inside, don't clip // Clipping time! if (z > daz) { if (daz > *ceilz) { *ceilz = daz; *ceilhit = j + 49152; } } else { if (daz < *florz) { *florz = daz; *florhit = j + 49152; } } } } void DoActorZrange(DSWActor* actor) { USERp u = actor->u(), wu; SPRITEp sp = &actor->s(), wp; int ceilhit, florhit; short save_cstat; save_cstat = TEST(sp->cstat, CSTAT_SPRITE_BLOCK); RESET(sp->cstat, CSTAT_SPRITE_BLOCK); vec3_t pos = sp->pos; pos.z -= DIV2(SPRITEp_SIZE_Z(sp)); FAFgetzrange(pos, sp->sectnum, &u->hiz, &ceilhit, &u->loz, &florhit, (((int) sp->clipdist) << 2) - GETZRANGE_CLIP_ADJ, CLIPMASK_ACTOR); SET(sp->cstat, save_cstat); u->lo_sectp = u->hi_sectp = nullptr; u->highActor = nullptr; u->lowActor = nullptr; switch (TEST(ceilhit, HIT_MASK)) { case HIT_SPRITE: u->highActor = &swActors[NORM_SPRITE(ceilhit)]; break; case HIT_SECTOR: u->hi_sectp = §or[NORM_SECTOR(ceilhit)]; break; default: ASSERT(true==false); break; } switch (TEST(florhit, HIT_MASK)) { case HIT_SPRITE: u->lowActor = &swActors[NORM_SPRITE(florhit)]; break; case HIT_SECTOR: u->lo_sectp = §or[NORM_SECTOR(florhit)]; break; default: ASSERT(true==false); break; } } // !AIC - puts getzrange results into USER varaible u->loz, u->hiz, u->lo_sectp, u->hi_sectp, etc. // The loz and hiz are used a lot. int DoActorGlobZ(short SpriteNum) { USERp u = User[SpriteNum].Data(); u->loz = globloz; u->hiz = globhiz; u->lo_sectp = u->hi_sectp = nullptr; u->highActor = nullptr; u->lowActor = nullptr; switch (TEST(globhihit, HIT_MASK)) { case HIT_SPRITE: u->highActor = &swActors[globhihit & 4095]; break; default: u->hi_sectp = §or[globhihit & 4095]; break; } switch (TEST(globlohit, HIT_MASK)) { case HIT_SPRITE: u->lowActor = &swActors[globlohit & 4095]; break; default: u->lo_sectp = §or[globlohit & 4095]; break; } return 0; } bool ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_height) { SPRITEp sp = &sprite[SpriteNum]; int ceilhit, florhit, hiz, loz; short save_cstat; // look only at the center point for a floor sprite save_cstat = TEST(sp->cstat, CSTAT_SPRITE_BLOCK); RESET(sp->cstat, CSTAT_SPRITE_BLOCK); FAFgetzrangepoint(x, y, z - DIV2(SPRITEp_SIZE_Z(sp)), new_sector, &hiz, &ceilhit, &loz, &florhit); SET(sp->cstat, save_cstat); if (florhit < 0 || ceilhit < 0) { //SetSuicide(actor); return true; } // ASSERT(florhit >= 0); // ASSERT(ceilhit >= 0); switch (TEST(florhit, HIT_MASK)) { case HIT_SPRITE: { SPRITEp hsp = &sprite[florhit & 4095]; // if its a floor sprite and not too far down if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR) && (labs(loz - z) <= min_height)) { return false; } break; } case HIT_SECTOR: { if (labs(loz - z) <= min_height) { return false; } break; } default: ASSERT(true == false); break; } return true; } // Primarily used in ai.c for now - need to get rid of bool DropAhead(DSWActor* actor, short min_height) { int SpriteNum = actor->GetSpriteIndex(); SPRITEp sp = &actor->s(); int dax, day; int newsector; // dax = sp->x + MOVEx(128, sp->ang); // day = sp->y + MOVEy(128, sp->ang); dax = sp->x + MOVEx(256, sp->ang); day = sp->y + MOVEy(256, sp->ang); newsector = sp->sectnum; updatesector(dax, day, &newsector); // look straight down for a drop if (ActorDrop(SpriteNum, dax, day, sp->z, newsector, min_height)) return true; return false; } /* !AIC KEY - Called by ai.c routines. Calls move_sprite which calls clipmove. This incapulates move_sprite and makes sure that actors don't walk off of ledges. If it finds itself in mid air then it restores the last good position. This is a hack because Ken had no good way of doing this from his code. ActorDrop() is called from here. */ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange) { USER* u = actor->u(); int SpriteNum = u->SpriteNum; SPRITEp sp = &actor->s(); int x, y, z, loz, hiz; DSWActor* highActor; DSWActor* lowActor; SECTORp lo_sectp, hi_sectp; short sectnum; short dist; int cliptype = CLIPMASK_ACTOR; if (TEST(u->Flags, SPR_NO_SCAREDZ)) { // For COOLG & HORNETS // set to actual z before you move sp->z = u->sz; } // save off x,y values x = sp->x; y = sp->y; z = sp->z; loz = u->loz; hiz = u->hiz; lowActor = u->lowActor; highActor = u->highActor; lo_sectp = u->lo_sectp; hi_sectp = u->hi_sectp; sectnum = sp->sectnum; SetCollision(u, move_sprite(SpriteNum, xchange, ychange, zchange, u->ceiling_dist, u->floor_dist, cliptype, ACTORMOVETICS)); ASSERT(sp->sectnum >= 0); // try and determine whether you moved > lo_step in the z direction if (!TEST(u->Flags, SPR_NO_SCAREDZ | SPR_JUMPING | SPR_CLIMBING | SPR_FALLING | SPR_DEAD | SPR_SWIMMING)) { if (labs(sp->z - globloz) > u->lo_step) { // cancel move sp->x = x; sp->y = y; sp->z = z; //sp->z = u->loz; // place on ground in case you are in the air u->loz = loz; u->hiz = hiz; u->lowActor = lowActor; u->highActor = highActor; u->lo_sectp = lo_sectp; u->hi_sectp = hi_sectp; SetCollision(u, -1); // caution!! ChangeActorSect(actor, sectnum); return false; } if (ActorDrop(SpriteNum, sp->x, sp->y, sp->z, sp->sectnum, u->lo_step)) { //printf("cancel move 2\n", sp->z, u->loz); // cancel move sp->x = x; sp->y = y; sp->z = z; //sp->z = u->loz; // place on ground in case you are in the air u->loz = loz; u->hiz = hiz; u->lowActor = lowActor; u->highActor = highActor; u->lo_sectp = lo_sectp; u->hi_sectp = hi_sectp; SetCollision(u, -1); // caution!! ChangeActorSect(actor, sectnum); return false; } } SET(u->Flags, SPR_MOVED); if (!u->ret) { // Keep track of how far sprite has moved dist = Distance(x, y, sp->x, sp->y); u->TargetDist -= dist; u->Dist += dist; u->DistCheck += dist; return true; } else { return false; } } int DoStayOnFloor(DSWActor* actor) { USER* u = actor->u(); int SpriteNum = u->SpriteNum; sprite[SpriteNum].z = sector[sprite[SpriteNum].sectnum].floorz; //sprite[SpriteNum].z = getflorzofslope(sprite[SpriteNum].sectnum, sprite[SpriteNum].x, sprite[SpriteNum].y); return 0; } int DoGrating(DSWActor* actor) { USER* u = actor->u(); int SpriteNum = u->SpriteNum; SPRITEp sp = User[SpriteNum]->SpriteP; int dir; #define GRATE_FACTOR 3 // reduce to 0 to 3 value dir = sp->ang >> 9; if ((dir & 1) == 0) { if (dir == 0) sp->x += 2 * GRATE_FACTOR; else sp->x -= 2 * GRATE_FACTOR; } else { if (dir == 1) sp->y += 2 * GRATE_FACTOR; else sp->y -= 2 * GRATE_FACTOR; } sp->hitag -= GRATE_FACTOR; if (sp->hitag <= 0) { change_actor_stat(actor, STAT_DEFAULT); User[SpriteNum].Clear(); } setspritez(SpriteNum, &sp->pos); return 0; } #if 0 int DoSpriteFade(short SpriteNum) { USERp u = User[SpriteNum].Data(); SPRITEp sp = User[SpriteNum]->SpriteP; short i; // adjust Shade based on clock for (i = 0; i < ACTORMOVETICS; i++) { if (TEST(u->Flags, SPR_SHADE_DIR)) { sp->shade++; if (sp->shade >= 10) RESET(u->Flags, SPR_SHADE_DIR); } else { sp->shade--; if (sp->shade <= -40) SET(u->Flags, SPR_SHADE_DIR); } } return 0; } #endif int DoKey(DSWActor* actor) { USER* u = actor->u(); int SpriteNum = u->SpriteNum; SPRITEp sp = User[SpriteNum]->SpriteP; sp->ang = NORM_ANGLE(sp->ang + (14 * ACTORMOVETICS)); //DoSpriteFade(SpriteNum); DoGet(actor); return 0; } int DoCoin(DSWActor* actor) { USER* u = actor->u(); int SpriteNum = u->SpriteNum; int offset; u->WaitTics -= ACTORMOVETICS * 2; if (u->WaitTics <= 0) { KillActor(actor); return 0; } if (u->WaitTics < 10*120) { if (u->StateStart != s_GreenCoin) { offset = int(u->State - u->StateStart); ChangeState(actor, s_GreenCoin); u->State = u->StateStart + offset; } } else if (u->WaitTics < 20*120) { if (u->StateStart != s_YellowCoin) { offset = int(u->State - u->StateStart); ChangeState(actor, s_YellowCoin); u->State = u->StateStart + offset; } } return 0; } int KillGet(short SpriteNum) { auto actor = &swActors[SpriteNum]; USERp u = actor->u(); SPRITEp sp = &actor->s(); USERp nu; SPRITEp np; short New; switch (gNet.MultiGameType) { case MULTI_GAME_NONE: case MULTI_GAME_COOPERATIVE: KillActor(actor); break; case MULTI_GAME_COMMBAT: case MULTI_GAME_AI_BOTS: if (TEST(u->Flags2, SPR2_NEVER_RESPAWN)) { KillActor(actor); break; } u->WaitTics = 30*120; SET(sp->cstat, CSTAT_SPRITE_INVISIBLE); // respawn markers if (!gNet.SpawnMarkers || sp->hitag == TAG_NORESPAWN_FLAG) // No coin if it's a special flag break; New = SpawnSprite(STAT_ITEM, Red_COIN, s_RedCoin, sp->sectnum, sp->x, sp->y, sp->z, 0, 0); np = &sprite[New]; nu = User[New].Data(); np->shade = -20; nu->WaitTics = u->WaitTics - 12; break; } return 0; } int KillGetAmmo(short SpriteNum) { auto actor = &swActors[SpriteNum]; USERp u = actor->u(); SPRITEp sp = &actor->s(); USERp nu; SPRITEp np; short New; switch (gNet.MultiGameType) { case MULTI_GAME_NONE: case MULTI_GAME_COOPERATIVE: KillActor(actor); break; case MULTI_GAME_COMMBAT: case MULTI_GAME_AI_BOTS: if (TEST(u->Flags2, SPR2_NEVER_RESPAWN)) { KillActor(actor); break; } // No Respawn mode - all ammo goes away if (gNet.NoRespawn) { KillActor(actor); break; } u->WaitTics = 30*120; SET(sp->cstat, CSTAT_SPRITE_INVISIBLE); // respawn markers if (!gNet.SpawnMarkers) break; New = SpawnSprite(STAT_ITEM, Red_COIN, s_RedCoin, sp->sectnum, sp->x, sp->y, sp->z, 0, 0); np = &sprite[New]; nu = User[New].Data(); np->shade = -20; nu->WaitTics = u->WaitTics - 12; break; } return 0; } int KillGetWeapon(short SpriteNum) { auto actor = &swActors[SpriteNum]; USERp u = actor->u(); SPRITEp sp = &actor->s(); USERp nu; SPRITEp np; short New; switch (gNet.MultiGameType) { case MULTI_GAME_NONE: KillActor(actor); break; case MULTI_GAME_COOPERATIVE: // don't kill weapons in coop // unless told too :) if (TEST(u->Flags2, SPR2_NEVER_RESPAWN)) { KillActor(actor); break; } break; case MULTI_GAME_COMMBAT: case MULTI_GAME_AI_BOTS: if (TEST(u->Flags2, SPR2_NEVER_RESPAWN)) { KillActor(actor); break; } // No Respawn mode - all weapons stay // but can only get once if (gNet.NoRespawn) break; u->WaitTics = 30*120; SET(sp->cstat, CSTAT_SPRITE_INVISIBLE); // respawn markers if (!gNet.SpawnMarkers) break; New = SpawnSprite(STAT_ITEM, Red_COIN, s_RedCoin, sp->sectnum, sp->x, sp->y, sp->z, 0, 0); np = &sprite[New]; nu = User[New].Data(); np->shade = -20; nu->WaitTics = u->WaitTics - 12; break; } return 0; } int DoSpawnItemTeleporterEffect(SPRITEp sp) { extern STATE s_TeleportEffect[]; short effect; SPRITEp ep; effect = SpawnSprite(STAT_MISSILE, 0, s_TeleportEffect, sp->sectnum, sp->x, sp->y, sp->z - Z(12), sp->ang, 0); ep = &sprite[effect]; ep->shade = -40; ep->xrepeat = ep->yrepeat = 36; SET(ep->cstat, CSTAT_SPRITE_YCENTER); RESET(ep->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); return 0; } void ChoosePlayerGetSound(PLAYERp pp) { int choose_snd=0; if (pp != Player+myconnectindex) return; choose_snd = STD_RANDOM_RANGE((MAX_GETSOUNDS-1)<<8)>>8; PlayerSound(PlayerGetItemVocs[choose_snd], v3df_follow|v3df_dontpan,pp); } bool CanGetWeapon(PLAYERp pp, short SpriteNum, int WPN) { USERp u = User[SpriteNum].Data(); switch (gNet.MultiGameType) { case MULTI_GAME_NONE: return true; case MULTI_GAME_COOPERATIVE: if (TEST(u->Flags2, SPR2_NEVER_RESPAWN)) return true; if (TEST(pp->WpnGotOnceFlags, BIT(WPN))) return false; return true; case MULTI_GAME_COMMBAT: case MULTI_GAME_AI_BOTS: if (TEST(u->Flags2, SPR2_NEVER_RESPAWN)) return true; // No Respawn - can't get a weapon again if you already got it if (gNet.NoRespawn && TEST(pp->WpnGotOnceFlags, BIT(WPN))) return false; return true; } return true; } struct InventoryDecl_t InventoryDecls[InvDecl_TOTAL] = { {50 }, {100 }, {20 }, {50 }, {100 }, {1 }, {2 }, {3 }, {100 }, {100 }, {100 }, }; #define ITEMFLASHAMT -8 #define ITEMFLASHCLR 144 int DoGet(DSWActor* actor) { USER* u = actor->u(); int SpriteNum = u->SpriteNum; USERp pu; SPRITEp sp = u->SpriteP; PLAYERp pp; short pnum, key_num; int dist, a,b,c; bool can_see; int cstat_bak; // For flag stuff USERp nu; SPRITEp np; short New; // Invisiblility is only used for DeathMatch type games // Sprites stays invisible for a period of time and is un-gettable // then "Re-Spawns" by becomming visible. Its never actually killed. if (TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE)) { u->WaitTics -= ACTORMOVETICS * 2; if (u->WaitTics <= 0) { PlaySound(DIGI_ITEM_SPAWN, sp, v3df_none); DoSpawnItemTeleporterEffect(sp); RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE); } return 0; } if (sp->xvel) { if (!DoItemFly(actor)) { sp->xvel = 0; change_actor_stat(actor, STAT_ITEM); } } TRAVERSE_CONNECT(pnum) { pp = &Player[pnum]; //pu = User[pp->PlayerSprite].Data(); pu = User[pp->SpriteP - sprite].Data(); if (TEST(pp->Flags, PF_DEAD)) continue; DISTANCE(pp->posx, pp->posy, sp->x, sp->y, dist, a,b,c); if ((unsigned)dist > (pu->Radius + u->Radius)) { continue; } if (!SpriteOverlap(SpriteNum, short(pp->SpriteP - sprite))) { continue; } cstat_bak = sp->cstat; SET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); can_see = FAFcansee(sp->x, sp->y, sp->z, sp->sectnum, pp->posx, pp->posy, pp->posz, pp->cursectnum); sp->cstat = cstat_bak; if (!can_see) { continue; } switch (u->ID) { // // Keys // case RED_CARD: case RED_KEY: key_num = 0; goto KeyMain; case BLUE_CARD: case BLUE_KEY: key_num = 1; goto KeyMain; case GREEN_CARD: case GREEN_KEY: key_num = 2; goto KeyMain; case YELLOW_CARD: case YELLOW_KEY: key_num = 3; goto KeyMain; case GOLD_SKELKEY: key_num = 4; goto KeyMain; case SILVER_SKELKEY: key_num = 5; goto KeyMain; case BRONZE_SKELKEY: key_num = 6; goto KeyMain; case RED_SKELKEY: key_num = 7; KeyMain: if (pp->HasKey[key_num]) break; PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_KEYMSG + key_num)); pp->HasKey[key_num] = true; SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_KEY, sp, v3df_dontpan); // don't kill keys in coop if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE) break; KillActor(actor); break; case ICON_ARMOR: if (pp->Armor < InventoryDecls[InvDecl_Kevlar].amount) { if (u->spal == PALETTE_PLAYER3) { PlayerUpdateArmor(pp, 1000+InventoryDecls[InvDecl_Kevlar].amount); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_INVENTORY + InvDecl_Kevlar)); } else { if (pp->Armor < InventoryDecls[InvDecl_Armor].amount) { PlayerUpdateArmor(pp, 1000+InventoryDecls[InvDecl_Armor].amount); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_INVENTORY + InvDecl_Armor)); } else break; } SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_BIGITEM, sp, v3df_dontpan); // override for respawn mode if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.NoRespawn) { KillActor(actor); break; } KillGet(SpriteNum); } break; // // Health - Instant Use // case ICON_SM_MEDKIT: if (pu->Health < 100) { bool putbackmax=false; PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_INVENTORY + InvDecl_SmMedkit)); if (pp->MaxHealth == 200) { pp->MaxHealth = 100; putbackmax = true; } PlayerUpdateHealth(pp, InventoryDecls[InvDecl_SmMedkit].amount); if (putbackmax) pp->MaxHealth = 200; SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); // override for respawn mode if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.NoRespawn) { KillActor(actor); break; } KillGet(SpriteNum); } break; case ICON_BOOSTER: // Fortune cookie pp->MaxHealth = 200; if (pu->Health < 200) { PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_INVENTORY + InvDecl_Booster)); PlayerUpdateHealth(pp, InventoryDecls[InvDecl_Booster].amount); // This is for health // over 100% // Say something witty if (pp == Player+myconnectindex) { int cookie = STD_RANDOM_RANGE(MAX_FORTUNES); // print to the console, and the user quote display. FStringf msg("%s %s", GStrings("TXTS_FORTUNE"), quoteMgr.GetQuote(QUOTE_COOKIE + cookie)); Printf(PRINT_NONOTIFY, TEXTCOLOR_SAPPHIRE "%s\n", msg.GetChars()); if (hud_messages) { strncpy(pp->cookieQuote, msg, 255); pp->cookieQuote[255] = 0; pp->cookieTime = 540; } } SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_BIGITEM, sp, v3df_dontpan); // override for respawn mode if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.NoRespawn) { KillActor(actor); break; } KillGet(SpriteNum); } break; // // Inventory // case ICON_MEDKIT: if (!pp->InventoryAmount[INVENTORY_MEDKIT] || pp->InventoryPercent[INVENTORY_MEDKIT] < InventoryDecls[InvDecl_Medkit].amount) { PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_INVENTORY + InvDecl_Medkit)); pp->InventoryPercent[INVENTORY_MEDKIT] = InventoryDecls[InvDecl_Medkit].amount; pp->InventoryAmount[INVENTORY_MEDKIT] = 1; PlayerUpdateInventory(pp, INVENTORY_MEDKIT); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); // override for respawn mode if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.NoRespawn) { KillActor(actor); break; } KillGet(SpriteNum); } break; case ICON_CHEMBOMB: if (pp->InventoryAmount[INVENTORY_CHEMBOMB] < InventoryDecls[InvDecl_ChemBomb].amount) { PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_INVENTORY + InvDecl_ChemBomb)); pp->InventoryPercent[INVENTORY_CHEMBOMB] = 0; pp->InventoryAmount[INVENTORY_CHEMBOMB]++; PlayerUpdateInventory(pp, INVENTORY_CHEMBOMB); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGet(SpriteNum); } break; case ICON_FLASHBOMB: if (pp->InventoryAmount[INVENTORY_FLASHBOMB] < InventoryDecls[InvDecl_FlashBomb].amount) { PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_INVENTORY + InvDecl_FlashBomb)); pp->InventoryPercent[INVENTORY_FLASHBOMB] = 0; pp->InventoryAmount[INVENTORY_FLASHBOMB]++; PlayerUpdateInventory(pp, INVENTORY_FLASHBOMB); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGet(SpriteNum); } break; case ICON_CALTROPS: if (pp->InventoryAmount[INVENTORY_CALTROPS] < InventoryDecls[InvDecl_Caltrops].amount) { PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_INVENTORY + InvDecl_Caltrops)); pp->InventoryPercent[INVENTORY_CALTROPS] = 0; pp->InventoryAmount[INVENTORY_CALTROPS]+=3; if (pp->InventoryAmount[INVENTORY_CALTROPS] > InventoryDecls[InvDecl_Caltrops].amount) pp->InventoryAmount[INVENTORY_CALTROPS] = InventoryDecls[InvDecl_Caltrops].amount; PlayerUpdateInventory(pp, INVENTORY_CALTROPS); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGet(SpriteNum); } break; case ICON_NIGHT_VISION: if (!pp->InventoryAmount[INVENTORY_NIGHT_VISION] || pp->InventoryPercent[INVENTORY_NIGHT_VISION] < InventoryDecls[InvDecl_NightVision].amount) { PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_INVENTORY + InvDecl_NightVision)); pp->InventoryPercent[INVENTORY_NIGHT_VISION] = InventoryDecls[InvDecl_NightVision].amount; pp->InventoryAmount[INVENTORY_NIGHT_VISION] = 1; PlayerUpdateInventory(pp, INVENTORY_NIGHT_VISION); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGet(SpriteNum); } break; case ICON_REPAIR_KIT: if (!pp->InventoryAmount[INVENTORY_REPAIR_KIT] || pp->InventoryPercent[INVENTORY_REPAIR_KIT] < InventoryDecls[InvDecl_RepairKit].amount) { PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_INVENTORY + InvDecl_RepairKit)); pp->InventoryPercent[INVENTORY_REPAIR_KIT] = InventoryDecls[InvDecl_RepairKit].amount; pp->InventoryAmount[INVENTORY_REPAIR_KIT] = 1; PlayerUpdateInventory(pp, INVENTORY_REPAIR_KIT); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); // don't kill repair kit in coop if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE) break; KillGet(SpriteNum); } break; #if 0 case ICON_ENVIRON_SUIT: if (!pp->InventoryAmount[INVENTORY_ENVIRON_SUIT] || pp->InventoryPercent[INVENTORY_ENVIRON_SUIT] < 100) { pp->InventoryPercent[INVENTORY_ENVIRON_SUIT] = 100; pp->InventoryAmount[INVENTORY_ENVIRON_SUIT] = 1; PlayerUpdateInventory(pp, INVENTORY_ENVIRON_SUIT); if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGet(SpriteNum); } break; #endif case ICON_CLOAK: if (!pp->InventoryAmount[INVENTORY_CLOAK] || pp->InventoryPercent[INVENTORY_CLOAK] < InventoryDecls[InvDecl_Cloak].amount) { PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_INVENTORY + InvDecl_Cloak)); pp->InventoryPercent[INVENTORY_CLOAK] = InventoryDecls[InvDecl_Cloak].amount; pp->InventoryAmount[INVENTORY_CLOAK] = 1; PlayerUpdateInventory(pp, INVENTORY_CLOAK); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGet(SpriteNum); } break; // // Weapon // case ICON_STAR: if (!CanGetWeapon(pp, SpriteNum, WPN_STAR)) break; SET(pp->WpnGotOnceFlags, BIT(WPN_STAR)); if (pp->WpnAmmo[WPN_STAR] >= DamageData[WPN_STAR].max_ammo) break; PutStringInfo(Player+pnum, sw_darts? GStrings("TXTS_DARTS") : quoteMgr.GetQuote(QUOTE_WPNSHURIKEN)); PlayerUpdateAmmo(pp, WPN_STAR, DamageData[WPN_STAR].weapon_pickup); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGetWeapon(SpriteNum); if (TEST(pp->WpnFlags, BIT(WPN_STAR))) break; SET(pp->WpnFlags, BIT(WPN_STAR)); if (!cl_weaponswitch) break; if (User[pp->PlayerSprite]->WeaponNum <= WPN_STAR && User[pp->PlayerSprite]->WeaponNum != WPN_SWORD) break; InitWeaponStar(pp); break; case ICON_LG_MINE: if (!CanGetWeapon(pp, SpriteNum, WPN_MINE)) break; SET(pp->WpnGotOnceFlags, BIT(WPN_MINE)); if (pp->WpnAmmo[WPN_MINE] >= DamageData[WPN_MINE].max_ammo) break; //sprintf(ds,"Sticky Bombs"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNSTICKY)); PlayerUpdateAmmo(pp, WPN_MINE, DamageData[WPN_MINE].weapon_pickup); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); ChoosePlayerGetSound(pp); KillGetWeapon(SpriteNum); if (TEST(pp->WpnFlags, BIT(WPN_MINE))) break; SET(pp->WpnFlags, BIT(WPN_MINE)); if (!cl_weaponswitch) break; if (User[pp->PlayerSprite]->WeaponNum > WPN_MINE && User[pp->PlayerSprite]->WeaponNum != WPN_SWORD) break; InitWeaponMine(pp); break; case ICON_UZI: case ICON_UZIFLOOR: if (!CanGetWeapon(pp, SpriteNum, WPN_UZI)) break; SET(pp->WpnGotOnceFlags, BIT(WPN_UZI)); if (TEST(pp->Flags, PF_TWO_UZI) && pp->WpnAmmo[WPN_UZI] >= DamageData[WPN_UZI].max_ammo) break; //sprintf(ds,"UZI Submachine Gun"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNUZI)); // pp->WpnAmmo[WPN_UZI] += 50; PlayerUpdateAmmo(pp, WPN_UZI, DamageData[WPN_UZI].weapon_pickup); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGetWeapon(SpriteNum); if (TEST(pp->WpnFlags, BIT(WPN_UZI)) && TEST(pp->Flags, PF_TWO_UZI)) break; // flag to help with double uzi powerup - simpler but kludgy SET(pp->Flags, PF_PICKED_UP_AN_UZI); if (TEST(pp->WpnFlags, BIT(WPN_UZI))) { SET(pp->Flags, PF_TWO_UZI); pp->WpnUziType = 0; // Let it come up if (pp == Player+myconnectindex) PlayerSound(DIGI_DOUBLEUZI, v3df_dontpan|v3df_follow, pp); } else { SET(pp->WpnFlags, BIT(WPN_UZI)); ChoosePlayerGetSound(pp); } if (!cl_weaponswitch) break; if (User[pp->PlayerSprite]->WeaponNum > WPN_UZI && User[pp->PlayerSprite]->WeaponNum != WPN_SWORD) break; InitWeaponUzi(pp); break; case ICON_LG_UZI_AMMO: if (pp->WpnAmmo[WPN_UZI] >= DamageData[WPN_UZI].max_ammo) break; //sprintf(ds,"UZI Clip"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMOUZI)); PlayerUpdateAmmo(pp, WPN_UZI, DamageData[WPN_UZI].ammo_pickup); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGetAmmo(SpriteNum); break; case ICON_MICRO_GUN: if (!CanGetWeapon(pp, SpriteNum, WPN_MICRO)) break; SET(pp->WpnGotOnceFlags, BIT(WPN_MICRO)); if (TEST(pp->WpnFlags, BIT(WPN_MICRO)) && pp->WpnAmmo[WPN_MICRO] >= DamageData[WPN_MICRO].max_ammo) break; //sprintf(ds,"Missile Launcher"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNLAUNCH)); // pp->WpnAmmo[WPN_MICRO] += 5; PlayerUpdateAmmo(pp, WPN_MICRO, DamageData[WPN_MICRO].weapon_pickup); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); ChoosePlayerGetSound(pp); KillGetWeapon(SpriteNum); if (TEST(pp->WpnFlags, BIT(WPN_MICRO))) break; SET(pp->WpnFlags, BIT(WPN_MICRO)); if (!cl_weaponswitch) break; if (User[pp->PlayerSprite]->WeaponNum > WPN_MICRO && User[pp->PlayerSprite]->WeaponNum != WPN_SWORD) break; InitWeaponMicro(pp); break; case ICON_MICRO_BATTERY: if (pp->WpnAmmo[WPN_MICRO] >= DamageData[WPN_MICRO].max_ammo) break; //sprintf(ds,"Missiles"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMOLAUNCH)); PlayerUpdateAmmo(pp, WPN_MICRO, DamageData[WPN_MICRO].ammo_pickup); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGetAmmo(SpriteNum); break; case ICON_NUKE: if (pp->WpnRocketNuke != 1) { //sprintf(ds,"Nuclear Warhead"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNNUKE)); pp->WpnRocketNuke =uint8_t(DamageData[DMG_NUCLEAR_EXP].weapon_pickup); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); if (STD_RANDOM_RANGE(1000) > 800 && pp == Player+myconnectindex) PlayerSound(DIGI_ILIKENUKES, v3df_dontpan|v3df_doppler|v3df_follow,pp); if (pp->CurWpn == pp->Wpn[WPN_MICRO]) { if (pp->WpnRocketType != 2) { extern PANEL_STATE ps_MicroNukeFlash[]; pp->CurWpn->over[MICRO_SHOT_NUM].tics = 0; pp->CurWpn->over[MICRO_SHOT_NUM].State = ps_MicroNukeFlash; // Play Nuke available sound here! } } KillGetAmmo(SpriteNum); } break; case ICON_GRENADE_LAUNCHER: if (!CanGetWeapon(pp, SpriteNum, WPN_GRENADE)) break; SET(pp->WpnGotOnceFlags, BIT(WPN_GRENADE)); if (TEST(pp->WpnFlags, BIT(WPN_GRENADE)) && pp->WpnAmmo[WPN_GRENADE] >= DamageData[WPN_GRENADE].max_ammo) break; //sprintf(ds,"Grenade Launcher"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNGRENADE)); // pp->WpnAmmo[WPN_GRENADE] += 6; PlayerUpdateAmmo(pp, WPN_GRENADE, DamageData[WPN_GRENADE].weapon_pickup); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); //ChoosePlayerGetSound(pp); if (STD_RANDOM_RANGE(1000) > 800 && pp == Player+myconnectindex) PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp); KillGetWeapon(SpriteNum); if (TEST(pp->WpnFlags, BIT(WPN_GRENADE))) break; SET(pp->WpnFlags, BIT(WPN_GRENADE)); if (!cl_weaponswitch) break; if (User[pp->PlayerSprite]->WeaponNum > WPN_GRENADE && User[pp->PlayerSprite]->WeaponNum != WPN_SWORD) break; InitWeaponGrenade(pp); break; case ICON_LG_GRENADE: if (pp->WpnAmmo[WPN_GRENADE] >= DamageData[WPN_GRENADE].max_ammo) break; //sprintf(ds,"Grenade Shells"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMOGRENADE)); PlayerUpdateAmmo(pp, WPN_GRENADE, DamageData[WPN_GRENADE].ammo_pickup); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGetAmmo(SpriteNum); break; #if 0 case ICON_ROCKET: pp->WpnAmmo[WPN_ROCKET] += 15; if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGet(SpriteNum); if (TEST(pp->WpnFlags, BIT(WPN_ROCKET))) break; SET(pp->WpnFlags, BIT(WPN_ROCKET)); if (!cl_weaponswitch) break; InitWeaponRocket(pp); break; case ICON_LG_ROCKET: sprintf(ds,"20 Missiles"); PutStringInfo(Player+pnum, ds); PlayerUpdateAmmo(pp, WPN_ROCKET, 20); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGet(SpriteNum); break; #endif case ICON_RAIL_GUN: if (SW_SHAREWARE) { KillActor(actor); break; } if (!CanGetWeapon(pp, SpriteNum, WPN_RAIL)) break; SET(pp->WpnGotOnceFlags, BIT(WPN_RAIL)); if (TEST(pp->WpnFlags, BIT(WPN_RAIL)) && pp->WpnAmmo[WPN_RAIL] >= DamageData[WPN_RAIL].max_ammo) break; //sprintf(ds,"Rail Gun"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNRAILGUN)); PlayerUpdateAmmo(pp, WPN_RAIL, DamageData[WPN_RAIL].weapon_pickup); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); if (pp == Player+myconnectindex) { if (STD_RANDOM_RANGE(1000) > 700) PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp); else PlayerSound(DIGI_GOTRAILGUN, v3df_dontpan|v3df_doppler|v3df_follow,pp); } //ChoosePlayerGetSound(pp); KillGetWeapon(SpriteNum); if (TEST(pp->WpnFlags, BIT(WPN_RAIL))) break; SET(pp->WpnFlags, BIT(WPN_RAIL)); if (!cl_weaponswitch) break; if (User[pp->PlayerSprite]->WeaponNum > WPN_RAIL && User[pp->PlayerSprite]->WeaponNum != WPN_SWORD) break; InitWeaponRail(pp); break; case ICON_RAIL_AMMO: if (SW_SHAREWARE) { KillActor(actor); break; } if (pp->WpnAmmo[WPN_RAIL] >= DamageData[WPN_RAIL].max_ammo) break; //sprintf(ds,"Rail Gun Rods"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMORAILGUN)); PlayerUpdateAmmo(pp, WPN_RAIL, DamageData[WPN_RAIL].ammo_pickup); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGetAmmo(SpriteNum); break; case ICON_SHOTGUN: if (!CanGetWeapon(pp, SpriteNum, WPN_SHOTGUN)) break; SET(pp->WpnGotOnceFlags, BIT(WPN_SHOTGUN)); if (TEST(pp->WpnFlags, BIT(WPN_SHOTGUN)) && pp->WpnAmmo[WPN_SHOTGUN] >= DamageData[WPN_SHOTGUN].max_ammo) break; //sprintf(ds,"Riot Gun"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNRIOT)); // pp->WpnAmmo[WPN_SHOTGUN] += 10; PlayerUpdateAmmo(pp, WPN_SHOTGUN, DamageData[WPN_SHOTGUN].weapon_pickup); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); ChoosePlayerGetSound(pp); KillGetWeapon(SpriteNum); if (TEST(pp->WpnFlags, BIT(WPN_SHOTGUN))) break; SET(pp->WpnFlags, BIT(WPN_SHOTGUN)); if (!cl_weaponswitch) break; if (User[pp->PlayerSprite]->WeaponNum > WPN_SHOTGUN && User[pp->PlayerSprite]->WeaponNum != WPN_SWORD) break; InitWeaponShotgun(pp); break; case ICON_LG_SHOTSHELL: if (pp->WpnAmmo[WPN_SHOTGUN] >= DamageData[WPN_SHOTGUN].max_ammo) break; //sprintf(ds,"Shotshells"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMORIOT)); PlayerUpdateAmmo(pp, WPN_SHOTGUN, DamageData[WPN_SHOTGUN].ammo_pickup); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGetAmmo(SpriteNum); break; #if 0 case ICON_AUTORIOT: if (pp->WpnShotgunAuto != 50) { sprintf(ds,"Riot Gun TurboDrive, +50 12-Gauge Slugs"); PutStringInfo(Player+pnum, ds); pp->WpnShotgunAuto = 50; SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGet(SpriteNum); if (pp->CurWpn == pp->Wpn[WPN_SHOTGUN]) { if (pp->WpnShotgunType != 1) { extern PANEL_STATE ps_ShotgunFlash[]; pp->CurWpn->over[SHOTGUN_AUTO_NUM].tics = 0; pp->CurWpn->over[SHOTGUN_AUTO_NUM].State = ps_ShotgunFlash; } } } break; #endif case ICON_GUARD_HEAD: if (SW_SHAREWARE) { KillActor(actor); break; } if (!CanGetWeapon(pp, SpriteNum, WPN_HOTHEAD)) break; SET(pp->WpnGotOnceFlags, BIT(WPN_HOTHEAD)); if (TEST(pp->WpnFlags, BIT(WPN_HOTHEAD)) && pp->WpnAmmo[WPN_HOTHEAD] >= DamageData[WPN_HOTHEAD].max_ammo) break; //sprintf(ds,"Guardian Head"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNHEAD)); PlayerUpdateAmmo(pp, WPN_HOTHEAD, DamageData[WPN_HOTHEAD].weapon_pickup); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); //ChoosePlayerGetSound(pp); if (STD_RANDOM_RANGE(1000) > 800 && pp == Player+myconnectindex) PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp); KillGetWeapon(SpriteNum); if (TEST(pp->WpnFlags, BIT(WPN_HOTHEAD))) break; SET(pp->WpnFlags, BIT(WPN_NAPALM) | BIT(WPN_RING) | BIT(WPN_HOTHEAD)); if (!cl_weaponswitch) break; if (User[pp->PlayerSprite]->WeaponNum > WPN_HOTHEAD && User[pp->PlayerSprite]->WeaponNum != WPN_SWORD) break; InitWeaponHothead(pp); break; case ICON_FIREBALL_LG_AMMO: if (SW_SHAREWARE) { KillActor(actor); break; } if (pp->WpnAmmo[WPN_HOTHEAD] >= DamageData[WPN_HOTHEAD].max_ammo) break; //sprintf(ds,"Firebursts"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMOHEAD)); PlayerUpdateAmmo(pp, WPN_HOTHEAD, DamageData[WPN_HOTHEAD].ammo_pickup); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGetAmmo(SpriteNum); break; case ICON_HEART: if (SW_SHAREWARE) { KillActor(actor); break; } if (!CanGetWeapon(pp, SpriteNum, WPN_HEART)) break; SET(pp->WpnGotOnceFlags, BIT(WPN_HEART)); if (TEST(pp->WpnFlags, BIT(WPN_HEART)) && pp->WpnAmmo[WPN_HEART] >= DamageData[WPN_HEART].max_ammo) break; //sprintf(ds,"Ripper Heart"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNRIPPER)); PlayerUpdateAmmo(pp, WPN_HEART, DamageData[WPN_HEART].weapon_pickup); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); //ChoosePlayerGetSound(pp); if (STD_RANDOM_RANGE(1000) > 800 && pp == Player+myconnectindex) PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp); KillGetWeapon(SpriteNum); if (TEST(pp->WpnFlags, BIT(WPN_HEART))) break; SET(pp->WpnFlags, BIT(WPN_HEART)); if (!cl_weaponswitch) break; if (User[pp->PlayerSprite]->WeaponNum > WPN_HEART && User[pp->PlayerSprite]->WeaponNum != WPN_SWORD) break; InitWeaponHeart(pp); break; case ICON_HEART_LG_AMMO: if (SW_SHAREWARE) { KillActor(actor); break; } if (pp->WpnAmmo[WPN_HEART] >= DamageData[WPN_HEART].max_ammo) break; //sprintf(ds,"Deathcoils"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMORIPPER)); PlayerUpdateAmmo(pp, WPN_HEART, DamageData[WPN_HEART].ammo_pickup); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGetAmmo(SpriteNum); break; case ICON_HEAT_CARD: if (pp->WpnRocketHeat != 5) { //sprintf(ds,"Heat Seeker Card"); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMONUKE)); pp->WpnRocketHeat = uint8_t(DamageData[DMG_NUCLEAR_EXP].ammo_pickup); SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup if (pp == Player+myconnectindex) PlaySound(DIGI_ITEM, sp, v3df_dontpan); KillGet(SpriteNum); if (pp->CurWpn == pp->Wpn[WPN_MICRO]) { if (pp->WpnRocketType == 0) { pp->WpnRocketType = 1; } else if (pp->WpnRocketType == 2) { extern PANEL_STATE ps_MicroHeatFlash[]; pp->CurWpn->over[MICRO_HEAT_NUM].tics = 0; pp->CurWpn->over[MICRO_HEAT_NUM].State = ps_MicroHeatFlash; } } } break; case ICON_FLAG: { if (sp->pal == sprite[pp->PlayerSprite].pal) break; // Can't pick up your own flag! PlaySound(DIGI_ITEM, sp, v3df_dontpan); if (sp->hitag == TAG_NORESPAWN_FLAG) New = SpawnSprite(STAT_ITEM, ICON_FLAG, s_CarryFlagNoDet, sp->sectnum, sp->x, sp->y, sp->z, 0, 0); else New = SpawnSprite(STAT_ITEM, ICON_FLAG, s_CarryFlag, sp->sectnum, sp->x, sp->y, sp->z, 0, 0); auto actorNew = &swActors[New]; np = &sprite[New]; nu = User[New].Data(); np->shade = -20; // Attach flag to player nu->Counter = 0; RESET(np->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); SET(np->cstat, CSTAT_SPRITE_ALIGNMENT_WALL); SetAttach(pp->Actor(), actorNew); nu->sz = SPRITEp_MID(&sprite[pp->PlayerSprite]); // Set mid way up who it hit nu->spal = np->pal = sp->pal; // Set the palette of the flag SetOwner(pp->PlayerSprite,New); // Player now owns the flag nu->flagOwnerActor = actor; // Tell carried flag who owns it KillGet(SpriteNum); // Set up for flag respawning break; } default: KillActor(actor); } } return 0; } // This function mostly only adjust the active_range field void ProcessActiveVars(short SpriteNum) { USERp u = User[SpriteNum].Data(); #define TIME_TILL_INACTIVE (4*120) if (!TEST(u->Flags, SPR_ACTIVE)) { // if actor has been unaware for more than a few seconds u->inactive_time += ACTORMOVETICS; if (u->inactive_time > TIME_TILL_INACTIVE) { // reset to min update range u->active_range = MIN_ACTIVE_RANGE; // keep time low so it doesn't roll over u->inactive_time = TIME_TILL_INACTIVE; } } u->wait_active_check += ACTORMOVETICS; } void AdjustActiveRange(PLAYERp pp, short SpriteNum, int dist) { USERp u = User[SpriteNum].Data(); SPRITEp sp = u->SpriteP; SPRITEp psp = pp->SpriteP; int look_height; // do no FAFcansee before it is time if (u->wait_active_check < ACTIVE_CHECK_TIME) return; u->wait_active_check = 0; // check aboslute max if (dist > MAX_ACTIVE_RANGE) return; // do not do a FAFcansee if your already active // Actor only becomes INACTIVE in DoActorDecision if (TEST(u->Flags, SPR_ACTIVE)) return; // // From this point on Actor is INACTIVE // // if actor can still see the player look_height = SPRITEp_TOS(sp); if (FAFcansee(sp->x, sp->y, look_height, sp->sectnum, psp->x, psp->y, SPRITEp_UPPER(psp), psp->sectnum)) { // Player is visible // adjust update range of this sprite // some huge distance u->active_range = 75000; // sprite is AWARE SET(u->Flags, SPR_ACTIVE); u->inactive_time = 0; } } /* !AIC KEY - Reads state tables for animation frame transitions and handles calling animators, QUICK_CALLS, etc. This is handled for many types of sprites not just actors. */ int StateControl(int16_t SpriteNum) { auto actor = &swActors[SpriteNum]; USERp u = User[SpriteNum].Data(); SPRITEp sp = &sprite[SpriteNum]; short StateTics; if (!u->State) { ASSERT(u->ActorActionFunc); (u->ActorActionFunc)(actor); return 0; } if (sp->statnum >= STAT_SKIP4_START && sp->statnum <= STAT_SKIP4_END) u->Tics += ACTORMOVETICS * 2; else u->Tics += ACTORMOVETICS; // Skip states if too much time has passed while (u->Tics >= TEST(u->State->Tics, SF_TICS_MASK)) { StateTics = TEST(u->State->Tics, SF_TICS_MASK); if (TEST(u->State->Tics, SF_TIC_ADJUST)) { ASSERT(u->Attrib); ASSERT(u->speed < MAX_SPEED); ASSERT(StateTics > -u->Attrib->TicAdjust[u->speed]); StateTics += u->Attrib->TicAdjust[u->speed]; } // Set Tics u->Tics -= StateTics; // Transition to the next state u->State = u->State->NextState; // Look for flags embedded into the Tics variable while (TEST(u->State->Tics, SF_QUICK_CALL)) { // Call it once and go to the next state (*u->State->Animator)(actor); ASSERT(u); //put this in to see if actor was getting killed with in his QUICK_CALL state if (!u) break; // if still on the same QUICK_CALL should you // go to the next state. if (TEST(u->State->Tics, SF_QUICK_CALL)) u->State = u->State->NextState; } if (!u) break; if (!u->State->Pic) { NewStateGroup(actor, (STATEp *) u->State->NextState); } } if (u) { ASSERT(u->State); // Set picnum to the correct pic if (TEST(u->State->Tics, SF_WALL_STATE)) { ASSERT(u->WallP); u->WallP->picnum = u->State->Pic; } else { //u->SpriteP->picnum = u->State->Pic; if (u->RotNum > 1) sp->picnum = u->Rot[0]->Pic; else sp->picnum = u->State->Pic; } // Call the correct animator if (u->State->Animator && u->State->Animator != NullAnimator) (*u->State->Animator)(actor); } return 0; } void SpriteControl(void) { int32_t i, stat; SPRITEp sp; USERp u; short pnum, CloseToPlayer; PLAYERp pp; int tx, ty, tmin, dist; short StateTics; SWStatIterator it(STAT_MISC); while ((i = it.NextIndex()) >= 0) { StateControl(i); } // Items and skip2 things if (MoveSkip2 == 0) { for (stat = STAT_SKIP2_START + 1; stat <= STAT_SKIP2_END; stat++) { StatIterator it(stat); while ((i = it.NextIndex()) >= 0) { StateControl(i); } } } if (MoveSkip2 == 0) // limit to 20 times a second { // move bad guys around StatIterator it(STAT_ENEMY); while ((i = it.NextIndex()) >= 0) { ASSERT(User[i].Data()); u = User[i].Data(); sp = u->SpriteP; CloseToPlayer = false; ProcessActiveVars(i); TRAVERSE_CONNECT(pnum) { pp = &Player[pnum]; // Only update the ones closest DISTANCE(pp->posx, pp->posy, sp->x, sp->y, dist, tx, ty, tmin); AdjustActiveRange(pp, i, dist); if (dist < u->active_range) { CloseToPlayer = true; } } RESET(u->Flags, SPR_MOVED); // Only update the ones close to ANY player if (CloseToPlayer) { StateControl(i); ASSERT(it.PeekIndex() >= 0 ? User[it.PeekIndex()].Data() != nullptr : true); } else { // to far away to be attacked RESET(u->Flags, SPR_ATTACKED); } } } // Skip4 things if (MoveSkip4 == 0) // limit to 10 times a second { for (stat = STAT_SKIP4_START; stat <= STAT_SKIP4_END; stat++) { StatIterator it(stat); while ((i = it.NextIndex()) >= 0) { StateControl(i); } } } it.Reset(STAT_NO_STATE); while ((i = it.NextIndex()) >= 0) { auto actor = &swActors[i]; auto u = actor->u(); if (u && u->ActorActionFunc) (*u->ActorActionFunc)(actor); } if (MoveSkip8 == 0) { it.Reset(STAT_STATIC_FIRE); while ((i = it.NextIndex()) >= 0) { extern int DoStaticFlamesDamage(short SpriteNum); ASSERT(User[i].Data()); DoStaticFlamesDamage(i); } } if (MoveSkip4 == 0) // limit to 10 times a second { it.Reset(STAT_WALLBLOOD_QUEUE); while ((i = it.NextIndex()) >= 0) { StateControl(i); ASSERT(it.PeekIndex() >= 0 ? User[it.PeekIndex()].Data() != nullptr : true); } } // vator/rotator/spike/slidor all have some code to // prevent calling of the action func() it.Reset(STAT_VATOR); while ((i = it.NextIndex()) >= 0) { auto actor = &swActors[i]; u = User[i].Data(); if (u == 0) continue; if (u->Tics) { if ((u->Tics -= synctics) <= 0) SetVatorActive(actor); else continue; } if (!TEST(u->Flags, SPR_ACTIVE)) continue; (*User[i]->ActorActionFunc)(actor); } it.Reset(STAT_SPIKE); while ((i = it.NextIndex()) >= 0) { auto actor = &swActors[i]; u = User[i].Data(); if (u->Tics) { if ((u->Tics -= synctics) <= 0) SetSpikeActive(actor); else continue; } if (!TEST(u->Flags, SPR_ACTIVE)) continue; if (i == 69 && it.PeekIndex() == -1) continue; (*User[i]->ActorActionFunc)(actor); } it.Reset(STAT_ROTATOR); while ((i = it.NextIndex()) >= 0) { auto actor = &swActors[i]; u = User[i].Data(); if (u->Tics) { if ((u->Tics -= synctics) <= 0) SetRotatorActive(actor); else continue; } if (!TEST(u->Flags, SPR_ACTIVE)) continue; (*User[i]->ActorActionFunc)(actor); } it.Reset(STAT_SLIDOR); while ((i = it.NextIndex()) >= 0) { auto actor = &swActors[i]; u = User[i].Data(); if (u->Tics) { if ((u->Tics -= synctics) <= 0) SetSlidorActive(actor); else continue; } if (!TEST(u->Flags, SPR_ACTIVE)) continue; (*User[i]->ActorActionFunc)(actor); } it.Reset(STAT_SUICIDE); while (auto actor = it.Next()) { KillActor(actor); } } // // This moves an actor about with FAFgetzrange clip adjustment // /* !AIC KEY - calls clipmove - Look through and try to understatnd Should hopefully never have to change this. Its very delicate. */ int move_sprite(int spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics) { auto actor = &swActors[spritenum]; int retval=0, zh; int dasectnum; short tempshort; SPRITEp spr = &actor->s(); USERp u = actor->u(); short lastsectnum; ASSERT(actor->hasU()); vec3_t clippos = spr->pos; // Can't modify sprite sectors // directly becuase of linked lists dasectnum = lastsectnum = spr->sectnum; if (TEST(spr->cstat, CSTAT_SPRITE_YCENTER)) { zh = 0; } else { // move the center point up for moving zh = u->zclip; clippos.z -= zh; } // ASSERT(inside(spr->x,spr->y,dasectnum)); retval = clipmove(&clippos, &dasectnum, ((xchange * numtics) << 11), ((ychange * numtics) << 11), (((int) spr->clipdist) << 2), ceildist, flordist, cliptype, 1); spr->pos.vec2 = clippos.vec2; //if (TEST(retval, HIT_MASK) == HIT_WALL) // { // CON_Message("retval = %ld",NORM_WALL(retval)); // CON_Message("clipdist = %d",spr->clipdist); // } if (dasectnum < 0) { retval = HIT_WALL; //ASSERT(true == false); return retval; } if ((dasectnum != spr->sectnum) && (dasectnum >= 0)) changespritesect(spritenum, dasectnum); // took this out - may not be to relevant anymore //ASSERT(inside(spr->x,spr->y,dasectnum)); // Set the blocking bit to 0 temporarly so FAFgetzrange doesn't pick // up its own sprite tempshort = spr->cstat; spr->cstat = 0; //RESET(spr->cstat, CSTAT_SPRITE_BLOCK); // I subtracted 8 from the clipdist because actors kept going up on // ledges they were not supposed to go up on. Did the same for the // player. Seems to work ok! vec3_t pos = spr->pos; pos.z -= zh + 1; FAFgetzrange(pos, spr->sectnum, &globhiz, &globhihit, &globloz, &globlohit, (((int) spr->clipdist) << 2) - GETZRANGE_CLIP_ADJ, cliptype); spr->cstat = tempshort; // !AIC - puts getzrange results into USER varaible u->loz, u->hiz, u->lo_sectp, u->hi_sectp, etc. // Takes info from global variables DoActorGlobZ(spritenum); clippos.z = spr->z + ((zchange * numtics) >> 3); // test for hitting ceiling or floor if ((clippos.z - zh <= globhiz) || (clippos.z - zh > globloz)) { if (retval == 0) { if (TEST(u->Flags, SPR_CLIMBING)) { spr->z = clippos.z; return 0; } retval = HIT_SECTOR|dasectnum; } } else { spr->z = clippos.z; } // extra processing for Stacks and warping if (FAF_ConnectArea(spr->sectnum)) setspritez(spritenum, &spr->pos); if (TEST(sector[spr->sectnum].extra, SECTFX_WARP_SECTOR)) { DSWActor* sp_warp; if ((sp_warp = WarpPlane(&spr->x, &spr->y, &spr->z, &dasectnum))) { ActorWarpUpdatePos(spritenum, dasectnum); ActorWarpType(actor, sp_warp); } if (spr->sectnum != lastsectnum) { if ((sp_warp = Warp(&spr->x, &spr->y, &spr->z, &dasectnum))) { ActorWarpUpdatePos(spritenum, dasectnum); ActorWarpType(actor, sp_warp); } } } return retval; } // not used - SLOW! int pushmove_sprite(short SpriteNum) { auto actor = &swActors[SpriteNum]; SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum].Data(); int sectnum, ret; sp->z -= u->zclip; sectnum = sp->sectnum; ret = pushmove(&sp->pos, §num, (((int)sp->clipdist)<<2)-GETZRANGE_CLIP_ADJ, u->ceiling_dist, u->floor_dist, CLIPMASK_ACTOR); if (sectnum != sp->sectnum && sectnum >= 0) ChangeActorSect(actor, sectnum); if (ret < 0) { //DSPRINTF(ds,"Pushed out!!!!! sp->sectnum %d", sp->sectnum); MONO_PRINT(ds); } sp->z += u->zclip; return 0; } void MissileWarpUpdatePos(short SpriteNum, short sectnum) { auto actor = &swActors[SpriteNum]; USERp u = User[SpriteNum].Data(); SPRITEp sp = u->SpriteP; sp->backuppos(); u->oz = sp->oz; ChangeActorSect(actor, sectnum); MissileZrange(SpriteNum); } void ActorWarpUpdatePos(short SpriteNum, short sectnum) { auto actor = &swActors[SpriteNum]; USERp u = User[SpriteNum].Data(); SPRITEp sp = u->SpriteP; sp->backuppos(); u->oz = sp->oz; ChangeActorSect(actor, sectnum); DoActorZrange(actor); } void MissileWarpType(DSWActor* sp, DSWActor* act_warp) { auto sp_warp = &act_warp->s(); switch (SP_TAG1(sp_warp)) { case WARP_CEILING_PLANE: case WARP_FLOOR_PLANE: return; } switch (SP_TAG3(sp_warp)) { case 1: break; default: PlaySound(DIGI_ITEM_SPAWN, sp, v3df_none); DoSpawnItemTeleporterEffect(&sp->s()); break; } } void ActorWarpType(DSWActor* sp, DSWActor* act_warp) { auto sp_warp = &act_warp->s(); switch (SP_TAG3(sp_warp)) { case 1: break; default: PlaySound(DIGI_ITEM_SPAWN, sp, v3df_none); DoSpawnTeleporterEffectPlace(sp); break; } } // // This moves a small projectile with FAFgetzrangepoint // int MissileWaterAdjust(DSWActor* actor) { USERp u = actor->u(); if (u->lo_sectp) { SECT_USERp sectu = SectUser[u->lo_sectp - sector].Data(); if (sectu && FixedToInt(sectu->depth_fixed)) u->loz -= Z(FixedToInt(sectu->depth_fixed)); } return 0; } int MissileZrange(short SpriteNum) { USERp u = User[SpriteNum].Data(); SPRITEp sp = u->SpriteP; short tempshort; // Set the blocking bit to 0 temporarly so FAFgetzrange doesn't pick // up its own sprite tempshort = sp->cstat; RESET(sp->cstat, CSTAT_SPRITE_BLOCK); FAFgetzrangepoint(sp->x, sp->y, sp->z - 1, sp->sectnum, &globhiz, &globhihit, &globloz, &globlohit); sp->cstat = tempshort; DoActorGlobZ(SpriteNum); return 0; } int move_missile(int spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics) { DSWActor* actor = &swActors[spritenum]; USERp u = actor->u(); SPRITEp sp = &actor->s(); int retval, zh; int dasectnum, tempshort; short lastsectnum; ASSERT(actor->hasU()); vec3_t clippos = sp->pos; // Can't modify sprite sectors // directly becuase of linked lists dasectnum = lastsectnum = sp->sectnum; if (TEST(sp->cstat, CSTAT_SPRITE_YCENTER)) { zh = 0; } else { zh = u->zclip; clippos.z -= zh; } // ASSERT(inside(sp->x,sp->y,dasectnum)); retval = clipmove(&clippos, &dasectnum, ((xchange * numtics) << 11), ((ychange * numtics) << 11), (((int) sp->clipdist) << 2), ceildist, flordist, cliptype, 1); sp->pos.vec2 = clippos.vec2; if (dasectnum < 0) { // we've gone beyond a white wall - kill it retval = 0; SET(retval, HIT_PLAX_WALL); return retval; } // took this out - may not be to relevant anymore //ASSERT(inside(sp->x,sp->y,dasectnum)); if ((dasectnum != sp->sectnum) && (dasectnum >= 0)) changespritesect(spritenum, dasectnum); // Set the blocking bit to 0 temporarly so FAFgetzrange doesn't pick // up its own sprite tempshort = sp->cstat; RESET(sp->cstat, CSTAT_SPRITE_BLOCK); FAFgetzrangepoint(sp->x, sp->y, sp->z - 1, sp->sectnum, &globhiz, &globhihit, &globloz, &globlohit); sp->cstat = tempshort; DoActorGlobZ(spritenum); // getzrangepoint moves water down // missiles don't need the water to be down MissileWaterAdjust(actor); clippos.z = sp->z + ((zchange * numtics) >> 3); // NOTE: this does not tell you when you hit a floor sprite // this case is currently treated like it hit a sector // test for hitting ceiling or floor if (clippos.z - zh <= u->hiz + ceildist) { // normal code sp->z = u->hiz + zh + ceildist; if (retval == 0) retval = dasectnum|HIT_SECTOR; } else if (clippos.z - zh > u->loz - flordist) { sp->z = u->loz + zh - flordist; if (retval == 0) retval = dasectnum|HIT_SECTOR; } else { sp->z = clippos.z; } if (FAF_ConnectArea(sp->sectnum)) setspritez(spritenum, &sp->pos); if (TEST(sector[sp->sectnum].extra, SECTFX_WARP_SECTOR)) { DSWActor* sp_warp; if ((sp_warp = WarpPlane(&sp->x, &sp->y, &sp->z, &dasectnum))) { MissileWarpUpdatePos(spritenum, dasectnum); MissileWarpType(actor, sp_warp); } if (sp->sectnum != lastsectnum) { if ((sp_warp = Warp(&sp->x, &sp->y, &sp->z, &dasectnum))) { MissileWarpUpdatePos(spritenum, dasectnum); MissileWarpType(actor, sp_warp); } } } if (retval && TEST(sector[sp->sectnum].ceilingstat, CEILING_STAT_PLAX)) { if (sp->z < sector[sp->sectnum].ceilingz) { RESET(retval, HIT_WALL|HIT_SECTOR); SET(retval, HIT_PLAX_WALL); } } if (retval && TEST(sector[sp->sectnum].floorstat, FLOOR_STAT_PLAX)) { if (sp->z > sector[sp->sectnum].floorz) { RESET(retval, HIT_WALL|HIT_SECTOR); SET(retval, HIT_PLAX_WALL); } } return retval; } int move_ground_missile(short spritenum, int xchange, int ychange, int ceildist, int flordist, uint32_t cliptype, int numtics) { DSWActor* actor = &swActors[spritenum]; USERp u = actor->u(); SPRITEp sp = &actor->s(); int daz; int retval=0; int dasectnum; short lastsectnum; int ox,oy; ASSERT(actor->hasU()); // Can't modify sprite sectors // directly becuase of linked lists dasectnum = lastsectnum = sp->sectnum; vec3_t opos = sp->pos; daz = sp->z; // climbing a wall if (u->z_tgt) { if (labs(u->z_tgt - sp->z) > Z(40)) { if (u->z_tgt > sp->z) { sp->z += Z(30); return retval; } else { sp->z -= Z(30); return retval; } } else u->z_tgt = 0; } sp->x += xchange/2; sp->y += ychange/2; updatesector(sp->x, sp->y, &dasectnum); if (dasectnum < 0) { // back up and try again dasectnum = lastsectnum = sp->sectnum; opos = sp->pos; opos.z = daz; retval = clipmove(&opos, &dasectnum, ((xchange * numtics) << 11), ((ychange * numtics) << 11), (((int) sp->clipdist) << 2), ceildist, flordist, cliptype, 1); sp->pos.vec2 = opos.vec2; } if (dasectnum < 0) { // we've gone beyond a white wall - kill it retval = 0; SET(retval, HIT_PLAX_WALL); return retval; } if (retval) // ran into a white wall { //int new_loz,new_hiz; // back up and try to clip UP //dasectnum = lastsectnum = sp->sectnum; //sp->x = ox; //sp->y = oy; #if 0 getzsofslope(dasectnum, sp->x, sp->y, &new_hiz, &new_loz); if (labs(sp->z - new_hiz) > Z(40)) { u->z_tgt = new_hiz; retval = 0; return retval; } else #endif return retval; } u->z_tgt = 0; if ((dasectnum != sp->sectnum) && (dasectnum >= 0)) { int new_loz,new_hiz; getzsofslope(dasectnum, sp->x, sp->y, &new_hiz, &new_loz); sp->z = new_loz; #if 0 if (labs(sp->z - new_loz) > Z(40)) { if (new_loz > sp->z) { // travelling DOWN u->z_tgt = new_loz; changespritesect(spritenum, dasectnum); getzsofslope(sp->sectnum, sp->x, sp->y, &u->hiz, &u->loz); u->hi_sectp = u->lo_sectp = §or[sp->sectnum]; u->highActor = u->lowActor = nullptr; return retval; } else { // travelling UP u->z_tgt = new_loz; // back up and climb wall dasectnum = lastsectnum = sp->sectnum; sp->x = ox; sp->y = oy; return retval; } } else { u->z_tgt = 0; } #endif changespritesect(spritenum, dasectnum); } getzsofslope(sp->sectnum, sp->x, sp->y, &u->hiz, &u->loz); u->hi_sectp = u->lo_sectp = §or[sp->sectnum]; u->highActor = nullptr; u->lowActor = nullptr; sp->z = u->loz - Z(8); if (labs(u->hiz - u->loz) < Z(12)) { // we've gone into a very small place - kill it retval = 0; SET(retval, HIT_PLAX_WALL); return retval; } if (TEST(sector[sp->sectnum].extra, SECTFX_WARP_SECTOR)) { DSWActor* sp_warp; if ((sp_warp = WarpPlane(&sp->x, &sp->y, &sp->z, &dasectnum))) { MissileWarpUpdatePos(spritenum, dasectnum); MissileWarpType(actor, sp_warp); } if (sp->sectnum != lastsectnum) { if ((sp_warp = Warp(&sp->x, &sp->y, &sp->z, &dasectnum))) { MissileWarpUpdatePos(spritenum, dasectnum); MissileWarpType(actor, sp_warp); } } } return retval; } #include "saveable.h" static saveable_code saveable_sprite_code[] = { SAVE_CODE(DoGrating), SAVE_CODE(DoKey), SAVE_CODE(DoCoin), SAVE_CODE(DoGet), }; static saveable_data saveable_sprite_data[] = { SAVE_DATA(Track), SAVE_DATA(SectorObject), SAVE_DATA(s_DebrisNinja), SAVE_DATA(s_DebrisRat), SAVE_DATA(s_DebrisCrab), SAVE_DATA(s_DebrisStarFish), SAVE_DATA(s_RepairKit), SAVE_DATA(s_GoldSkelKey), SAVE_DATA(s_BlueKey), SAVE_DATA(s_BlueCard), SAVE_DATA(s_SilverSkelKey), SAVE_DATA(s_RedKey), SAVE_DATA(s_RedCard), SAVE_DATA(s_BronzeSkelKey), SAVE_DATA(s_GreenKey), SAVE_DATA(s_GreenCard), SAVE_DATA(s_RedSkelKey), SAVE_DATA(s_YellowKey), SAVE_DATA(s_YellowCard), SAVE_DATA(s_Key), SAVE_DATA(s_BlueKey), SAVE_DATA(s_RedKey), SAVE_DATA(s_GreenKey), SAVE_DATA(s_YellowKey), SAVE_DATA(s_Key), /* SAVE_DATA(s_BlueKeyStatue), SAVE_DATA(s_RedKeyStatue), SAVE_DATA(s_GreenKeyStatue), SAVE_DATA(s_YellowKeyStatue), SAVE_DATA(s_KeyStatue), */ SAVE_DATA(s_RedCoin), SAVE_DATA(s_YellowCoin), SAVE_DATA(s_GreenCoin), SAVE_DATA(s_FireFly), SAVE_DATA(s_IconStar), SAVE_DATA(s_IconUzi), SAVE_DATA(s_IconLgUziAmmo), SAVE_DATA(s_IconUziFloor), SAVE_DATA(s_IconRocket), SAVE_DATA(s_IconLgRocket), SAVE_DATA(s_IconShotgun), SAVE_DATA(s_IconLgShotshell), SAVE_DATA(s_IconAutoRiot), SAVE_DATA(s_IconGrenadeLauncher), SAVE_DATA(s_IconLgGrenade), SAVE_DATA(s_IconLgMine), SAVE_DATA(s_IconGuardHead), SAVE_DATA(s_IconFireballLgAmmo), SAVE_DATA(s_IconHeart), SAVE_DATA(s_IconHeartLgAmmo), SAVE_DATA(s_IconMicroGun), SAVE_DATA(s_IconMicroBattery), SAVE_DATA(s_IconRailGun), SAVE_DATA(s_IconRailAmmo), SAVE_DATA(s_IconElectro), SAVE_DATA(s_IconSpell), SAVE_DATA(s_IconArmor), SAVE_DATA(s_IconMedkit), SAVE_DATA(s_IconChemBomb), SAVE_DATA(s_IconFlashBomb), SAVE_DATA(s_IconNuke), SAVE_DATA(s_IconCaltrops), SAVE_DATA(s_IconSmMedkit), SAVE_DATA(s_IconBooster), SAVE_DATA(s_IconHeatCard), //SAVE_DATA(s_IconEnvironSuit), SAVE_DATA(s_IconCloak), SAVE_DATA(s_IconFly), SAVE_DATA(s_IconNightVision), SAVE_DATA(s_IconFlag), }; saveable_module saveable_sprite = { // code saveable_sprite_code, SIZ(saveable_sprite_code), // data saveable_sprite_data, SIZ(saveable_sprite_data) }; END_SW_NS