//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2020 - Christoph Oelckers This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms EDuke enhancements integrated: 04/13/2003 - Matt Saettler Note: EDuke source was in transition. Changes are in-progress in the source as it is released. This file contains parts of DukeGDX by Alexander Makarov-[M210] (m210-2007@mail.ru) */ //------------------------------------------------------------------------- #include "ns.h" #include "global.h" #include "actors.h" #include "names.h" BEGIN_DUKE_NS struct FireProj { int x, y, z; int xv, yv, zv; }; static TMap fire; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool ceilingspace_d(int sectnum) { if( (sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 ) { switch(sector[sectnum].ceilingpicnum) { case MOONSKY1: case BIGORBIT1: return 1; } } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool floorspace_d(int sectnum) { if( (sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 ) { switch(sector[sectnum].floorpicnum) { case MOONSKY1: case BIGORBIT1: return 1; } } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void addweapon_d(struct player_struct *p, int weapon) { if ( p->gotweapon[weapon] == 0 ) { p->gotweapon.Set(weapon); if(weapon == SHRINKER_WEAPON) p->gotweapon.Set(GROW_WEAPON); } p->random_club_frame = 0; if (p->holster_weapon == 0) { p->weapon_pos = -1; p->last_weapon = p->curr_weapon; } else { p->weapon_pos = 10; p->holster_weapon = 0; p->last_weapon = -1; } p->kickback_pic = 0; #ifdef EDUKE if(p->curr_weapon != weapon) { short snum; snum = sprite[p->i].yvel; SetGameVarID(g_iWeaponVarID,weapon, snum, p->i); if (p->curr_weapon >= 0) { SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[weapon][snum], snum, p->i); } else { SetGameVarID(g_iWorksLikeVarID, -1, snum, p->i); } SetGameVarID(g_iReturnVarID, 0, snum, -1); OnEvent(EVENT_CHANGEWEAPON, p->i, snum, -1); if (GetGameVarID(g_iReturnVarID, -1, snum) == 0) { p->curr_weapon = weapon; } } #else p->curr_weapon = weapon; #endif switch (weapon) { case KNEE_WEAPON: case TRIPBOMB_WEAPON: case HANDREMOTE_WEAPON: case HANDBOMB_WEAPON: break; case SHOTGUN_WEAPON: spritesound(SHOTGUN_COCK, p->i); break; case PISTOL_WEAPON: spritesound(INSERT_CLIP, p->i); break; default: spritesound(SELECT_WEAPON, p->i); break; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool ifsquished(int i, int p) { if (isRR()) return false; // this function is a no-op in RR's source. bool squishme = false; if (sprite[i].picnum == APLAYER && ud.clipping) return false; auto& sc = sector[sprite[i].sectnum]; int floorceildist = sc.floorz - sc.ceilingz; if (sc.lotag != ST_23_SWINGING_DOOR) { if (sprite[i].pal == 1) squishme = floorceildist < (32 << 8) && (sc.lotag & 32768) == 0; else squishme = floorceildist < (12 << 8); } if (squishme) { FTA(QUOTE_SQUISHED, &ps[p]); if (badguy(&sprite[i])) sprite[i].xvel = 0; if (sprite[i].pal == 1) { hittype[i].picnum = SHOTSPARK1; hittype[i].extra = 1; return false; } return true; } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void hitradius_d(short i, int r, int hp1, int hp2, int hp3, int hp4) { spritetype* s, * sj; walltype* wal; int d, q, x1, y1; int sectcnt, sectend, dasect, startwall, endwall, nextsect; short j, p, x, nextj, sect; static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC }; short tempshort[MAXSECTORS]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64. s = &sprite[i]; if(s->picnum == RPG && s->xrepeat < 11) goto SKIPWALLCHECK; if(s->picnum != SHRINKSPARK) { tempshort[0] = s->sectnum; dasect = s->sectnum; sectcnt = 0; sectend = 1; do { dasect = tempshort[sectcnt++]; if (((sector[dasect].ceilingz - s->z) >> 8) < r) { d = abs(wall[sector[dasect].wallptr].x - s->x) + abs(wall[sector[dasect].wallptr].y - s->y); if (d < r) checkhitceiling(dasect); else { // ouch... d = abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].x - s->x) + abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].y - s->y); if (d < r) checkhitceiling(dasect); } } startwall = sector[dasect].wallptr; endwall = startwall + sector[dasect].wallnum; for (x = startwall, wal = &wall[startwall]; x < endwall; x++, wal++) if ((abs(wal->x - s->x) + abs(wal->y - s->y)) < r) { nextsect = wal->nextsector; if (nextsect >= 0) { for (dasect = sectend - 1; dasect >= 0; dasect--) if (tempshort[dasect] == nextsect) break; if (dasect < 0) tempshort[sectend++] = nextsect; } x1 = (((wal->x + wall[wal->point2].x) >> 1) + s->x) >> 1; y1 = (((wal->y + wall[wal->point2].y) >> 1) + s->y) >> 1; updatesector(x1, y1, §); if (sect >= 0 && cansee(x1, y1, s->z, sect, s->x, s->y, s->z, s->sectnum)) checkhitwall(i, x, wal->x, wal->y, s->z, s->picnum); } } while (sectcnt < sectend); } SKIPWALLCHECK: q = -(16 << 8) + (krand() & ((32 << 8) - 1)); for (x = 0; x < 7; x++) { j = headspritestat[statlist[x]]; while (j >= 0) { nextj = nextspritestat[j]; sj = &sprite[j]; if (isWorldTour()) { if (sprite[s->owner].picnum == APLAYER && sj->picnum == APLAYER && ud.coop != 0 && ud.ffire == 0 && s->owner != j) continue; if (s->picnum == FLAMETHROWERFLAME && ((sprite[s->owner].picnum == FIREFLY && sj->picnum == FIREFLY) || (sprite[s->owner].picnum == BOSS5 && sj->picnum == BOSS5))) continue; } if (x == 0 || x >= 5 || AFLAMABLE(sj->picnum)) { if (s->picnum != SHRINKSPARK || (sj->cstat & 257)) if (dist(s, sj) < r) { if (badguy(sj) && !cansee(sj->x, sj->y, sj->z + q, sj->sectnum, s->x, s->y, s->z + q, s->sectnum)) goto BOLT; checkhitsprite(j, i); } } else if (sj->extra >= 0 && sj != s && (sj->picnum == TRIPBOMB || badguy(sj) || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL || (sj->cstat & 257) || sj->picnum == DUKELYINGDEAD)) { if (s->picnum == SHRINKSPARK && sj->picnum != SHARK && (j == s->owner || sj->xrepeat < 24)) { j = nextj; continue; } if (s->picnum == MORTER && j == s->owner) { j = nextj; continue; } if (sj->picnum == APLAYER) sj->z -= PHEIGHT; d = dist(s, sj); if (sj->picnum == APLAYER) sj->z += PHEIGHT; if (d < r && cansee(sj->x, sj->y, sj->z - (8 << 8), sj->sectnum, s->x, s->y, s->z - (12 << 8), s->sectnum)) { hittype[j].ang = getangle(sj->x - s->x, sj->y - s->y); if (s->picnum == RPG && sj->extra > 0) hittype[j].picnum = RPG; else if (!isWorldTour()) { if (s->picnum == SHRINKSPARK) hittype[j].picnum = SHRINKSPARK; else hittype[j].picnum = RADIUSEXPLOSION; } else { if (s->picnum == SHRINKSPARK || s->picnum == FLAMETHROWERFLAME) hittype[j].picnum = s->picnum; else if (s->picnum != FIREBALL || sprite[s->owner].picnum != APLAYER) { if (s->picnum == LAVAPOOL) hittype[j].picnum = FLAMETHROWERFLAME; else hittype[j].picnum = RADIUSEXPLOSION; } else hittype[j].picnum = FLAMETHROWERFLAME; } if (s->picnum != SHRINKSPARK && (!isWorldTour() && s->picnum != LAVAPOOL)) { if (d < r / 3) { if (hp4 == hp3) hp4++; hittype[j].extra = hp3 + (krand() % (hp4 - hp3)); } else if (d < 2 * r / 3) { if (hp3 == hp2) hp3++; hittype[j].extra = hp2 + (krand() % (hp3 - hp2)); } else if (d < r) { if (hp2 == hp1) hp2++; hittype[j].extra = hp1 + (krand() % (hp2 - hp1)); } if (sprite[j].picnum != TANK && sprite[j].picnum != ROTATEGUN && sprite[j].picnum != RECON && sprite[j].picnum != BOSS1 && sprite[j].picnum != BOSS2 && sprite[j].picnum != BOSS3 && sprite[j].picnum != BOSS4) { if (sj->xvel < 0) sj->xvel = 0; sj->xvel += (s->extra << 2); } if (sj->picnum == PODFEM1 || sj->picnum == FEM1 || sj->picnum == FEM2 || sj->picnum == FEM3 || sj->picnum == FEM4 || sj->picnum == FEM5 || sj->picnum == FEM6 || sj->picnum == FEM7 || sj->picnum == FEM8 || sj->picnum == FEM9 || sj->picnum == FEM10 || sj->picnum == STATUE || sj->picnum == STATUEFLASH || sj->picnum == SPACEMARINE || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL) checkhitsprite(j, i); } else if (s->extra == 0) hittype[j].extra = 0; if (sj->picnum != RADIUSEXPLOSION && s->owner >= 0 && sprite[s->owner].statnum < MAXSTATUS) { if (sj->picnum == APLAYER) { p = sj->yvel; if (isWorldTour() && hittype[j].picnum == FLAMETHROWERFLAME && sprite[s->owner].picnum == APLAYER) { ps[p].numloogs = -1 - s->yvel; } if (ps[p].newowner >= 0) { clearcamera(&ps[p]); } } hittype[j].owner = s->owner; } } } BOLT: j = nextj; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int movesprite_d(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype) { int daz, h, oldx, oldy; short retval, dasectnum, cd; char bg; bg = badguy(&sprite[spritenum]); if (sprite[spritenum].statnum == 5 || (bg && sprite[spritenum].xrepeat < 4)) { sprite[spritenum].x += (xchange * TICSPERFRAME) >> 2; sprite[spritenum].y += (ychange * TICSPERFRAME) >> 2; sprite[spritenum].z += (zchange * TICSPERFRAME) >> 2; if (bg) setsprite(spritenum, sprite[spritenum].x, sprite[spritenum].y, sprite[spritenum].z); return 0; } dasectnum = sprite[spritenum].sectnum; daz = sprite[spritenum].z; h = ((tilesiz[sprite[spritenum].picnum].y * sprite[spritenum].yrepeat) << 1); daz -= h; if (bg) { oldx = sprite[spritenum].x; oldy = sprite[spritenum].y; if (sprite[spritenum].xrepeat > 60) retval = clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 1024L, (4 << 8), (4 << 8), cliptype); else { if (sprite[spritenum].picnum == LIZMAN) cd = 292; #if 0 // TRANSITIONAL the needed infrastructure for this is too different for now else if ((actortype[sprite[spritenum].picnum] & 3)) #else else if (A_CheckSpriteFlags(spritenum, SFLAG_BADGUY)) #endif cd = sprite[spritenum].clipdist << 2; else cd = 192; retval = clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), cd, (4 << 8), (4 << 8), cliptype); } // conditional code from hell... if (dasectnum < 0 || (dasectnum >= 0 && ((hittype[spritenum].actorstayput >= 0 && hittype[spritenum].actorstayput != dasectnum) || ((sprite[spritenum].picnum == BOSS2) && sprite[spritenum].pal == 0 && sector[dasectnum].lotag != 3) || ((sprite[spritenum].picnum == BOSS1 || sprite[spritenum].picnum == BOSS2) && sector[dasectnum].lotag == ST_1_ABOVE_WATER) || (sector[dasectnum].lotag == ST_1_ABOVE_WATER && (sprite[spritenum].picnum == LIZMAN || (sprite[spritenum].picnum == LIZTROOP && sprite[spritenum].zvel == 0))) )) ) { sprite[spritenum].x = oldx; sprite[spritenum].y = oldy; if (sector[dasectnum].lotag == ST_1_ABOVE_WATER && sprite[spritenum].picnum == LIZMAN) sprite[spritenum].ang = (krand()&2047); else if ((hittype[spritenum].temp_data[0]&3) == 1 && sprite[spritenum].picnum != COMMANDER) sprite[spritenum].ang = (krand()&2047); setsprite(spritenum,oldx,oldy,sprite[spritenum].z); if (dasectnum < 0) dasectnum = 0; return (16384+dasectnum); } if ((retval&49152) >= 32768 && (hittype[spritenum].cgg==0)) sprite[spritenum].ang += 768; } else { if (sprite[spritenum].statnum == 4) retval = clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 8L, (4 << 8), (4 << 8), cliptype); else retval = clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), (int)(sprite[spritenum].clipdist << 2), (4 << 8), (4 << 8), cliptype); } if (dasectnum >= 0) if ((dasectnum != sprite[spritenum].sectnum)) changespritesect(spritenum, dasectnum); daz = sprite[spritenum].z + ((zchange * TICSPERFRAME) >> 3); if ((daz > hittype[spritenum].ceilingz) && (daz <= hittype[spritenum].floorz)) sprite[spritenum].z = daz; else if (retval == 0) return(16384 + dasectnum); return(retval); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void lotsofmoney_d(spritetype *s, short n) { lotsofstuff(s, n, MONEY); } void lotsofmail_d(spritetype *s, short n) { lotsofstuff(s, n, MAIL); } void lotsofpaper_d(spritetype *s, short n) { lotsofstuff(s, n, PAPER); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void guts_d(spritetype* s, short gtype, short n, short p) { int gutz, floorz; int i=0, j; int sx, sy; uint8_t pal; if (badguy(s) && s->xrepeat < 16) sx = sy = 8; else sx = sy = 32; gutz = s->z - (8 << 8); floorz = getflorzofslope(s->sectnum, s->x, s->y); if (gutz > (floorz - (8 << 8))) gutz = floorz - (8 << 8); if (s->picnum == COMMANDER) gutz -= (24 << 8); if (badguy(s) && s->pal == 6) pal = 6; else pal = 0; for (j = 0; j < n; j++) { // RANDCORRECT version from RR. int a = krand() & 2047; int r1 = krand(); int r2 = krand(); int r3 = krand(); int r4 = krand(); int r5 = krand(); // TRANSITIONAL: owned by a player??? i = EGS(s->sectnum, s->x + (r5 & 255) - 128, s->y + (r4 & 255) - 128, gutz - (r3 & 8191), gtype, -32, sx, sy, a, 48 + (r2 & 31), -512 - (r1 & 2047), ps[p].i, 5); if (sprite[i].picnum == JIBS2) { sprite[i].xrepeat >>= 2; sprite[i].yrepeat >>= 2; } if (pal != 0) sprite[i].pal = pal; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void gutsdir_d(spritetype* s, short gtype, short n, short p) { int gutz, floorz; short i, j; char sx, sy; if (badguy(s) && s->xrepeat < 16) sx = sy = 8; else sx = sy = 32; gutz = s->z - (8 << 8); floorz = getflorzofslope(s->sectnum, s->x, s->y); if (gutz > (floorz - (8 << 8))) gutz = floorz - (8 << 8); if (s->picnum == COMMANDER) gutz -= (24 << 8); for (j = 0; j < n; j++) { int a = krand() & 2047; int r1 = krand(); int r2 = krand(); // TRANSITIONAL: owned by a player??? i = EGS(s->sectnum, s->x, s->y, gutz, gtype, -32, sx, sy, a, 256 + (r2 & 127), -512 - (r1 & 2047), ps[p].i, 5); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movefta_d(void) { int x, px, py, sx, sy; short i, j, p, psect, ssect, nexti; spritetype* s; i = headspritestat[STAT_ZOMBIEACTOR]; while (i >= 0) { nexti = nextspritestat[i]; s = &sprite[i]; p = findplayer(s, &x); ssect = psect = s->sectnum; if (sprite[ps[p].i].extra > 0) { if (x < 30000) { hittype[i].timetosleep++; if (hittype[i].timetosleep >= (x >> 8)) { if (badguy(s)) { px = ps[p].oposx + 64 - (krand() & 127); py = ps[p].oposy + 64 - (krand() & 127); updatesector(px, py, &psect); if (psect == -1) { i = nexti; continue; } sx = s->x + 64 - (krand() & 127); sy = s->y + 64 - (krand() & 127); updatesector(px, py, &ssect); if (ssect == -1) { i = nexti; continue; } int r1 = krand(); int r2 = krand(); j = cansee(sx, sy, s->z - (r2 % (52 << 8)), s->sectnum, px, py, ps[p].oposz - (r1 % (32 << 8)), ps[p].cursectnum); } else { int r1 = krand(); int r2 = krand(); j = cansee(s->x, s->y, s->z - ((r2 & 31) << 8), s->sectnum, ps[p].oposx, ps[p].oposy, ps[p].oposz - ((r1 & 31) << 8), ps[p].cursectnum); } if (j) switch(s->picnum) { case RUBBERCAN: case EXPLODINGBARREL: case WOODENHORSE: case HORSEONSIDE: case CANWITHSOMETHING: case CANWITHSOMETHING2: case CANWITHSOMETHING3: case CANWITHSOMETHING4: case FIREBARREL: case FIREVASE: case NUKEBARREL: case NUKEBARRELDENTED: case NUKEBARRELLEAKED: case TRIPBOMB: if (sector[s->sectnum].ceilingstat&1) s->shade = sector[s->sectnum].ceilingshade; else s->shade = sector[s->sectnum].floorshade; hittype[i].timetosleep = 0; changespritestat(i, STAT_STANDABLE); break; default: hittype[i].timetosleep = 0; check_fta_sounds(i); changespritestat(i, STAT_ACTOR); break; } else hittype[i].timetosleep = 0; } } if (badguy(s)) { if (sector[s->sectnum].ceilingstat & 1) s->shade = sector[s->sectnum].ceilingshade; else s->shade = sector[s->sectnum].floorshade; } } i = nexti; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int ifhitsectors_d(int sectnum) { int i = headspritestat[STAT_MISC]; while(i >= 0) { if (sprite[i].picnum == EXPLOSION2 && sectnum == sprite[i].sectnum) return i; i = nextspritestat[i]; } return -1; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int ifhitbyweapon_d(int sn) { short j, p; spritetype* npc; if (hittype[sn].extra >= 0) { if (sprite[sn].extra >= 0) { npc = &sprite[sn]; if (npc->picnum == APLAYER) { if (ud.god && hittype[sn].picnum != SHRINKSPARK) return -1; p = npc->yvel; j = hittype[sn].owner; if (j >= 0 && sprite[j].picnum == APLAYER && ud.coop == 1 && ud.ffire == 0) return -1; npc->extra -= hittype[sn].extra; if (j >= 0) { if (npc->extra <= 0 && hittype[sn].picnum != FREEZEBLAST) { npc->extra = 0; ps[p].wackedbyactor = j; if (sprite[hittype[sn].owner].picnum == APLAYER && p != sprite[hittype[sn].owner].yvel) { // yvel contains player ID ps[p].frag_ps = sprite[j].yvel; } hittype[sn].owner = ps[p].i; } } switch(hittype[sn].picnum) { case RADIUSEXPLOSION: case RPG: case HYDRENT: case HEAVYHBOMB: case SEENINE: case OOZFILTER: case EXPLODINGBARREL: ps[p].posxv += hittype[sn].extra*(sintable[(hittype[sn].ang+512)&2047]) << 2; ps[p].posyv += hittype[sn].extra*(sintable[hittype[sn].ang&2047]) << 2; break; default: ps[p].posxv += hittype[sn].extra*(sintable[(hittype[sn].ang+512)&2047]) << 1; ps[p].posyv += hittype[sn].extra*(sintable[hittype[sn].ang&2047]) << 1; break; } } else { if (hittype[sn].extra == 0) if (hittype[sn].picnum == SHRINKSPARK && npc->xrepeat < 24) return -1; if (isWorldTour() && hittype[sn].picnum == FIREFLY && npc->xrepeat < 48) { if (hittype[sn].picnum != RADIUSEXPLOSION && hittype[sn].picnum != RPG) return -1; } npc->extra -= hittype[sn].extra; if (npc->picnum != RECON && npc->owner >= 0 && sprite[npc->owner].statnum < MAXSTATUS) npc->owner = hittype[sn].owner; } hittype[sn].extra = -1; return hittype[sn].picnum; } } if (ud.multimode < 2 || !isWorldTour() || hittype[sn].picnum != FLAMETHROWERFLAME || hittype[sn].extra >= 0 || sprite[sn].extra > 0 || sprite[sn].picnum != APLAYER || ps[sprite[sn].yvel].numloogs > 0 || hittype[sn].owner < 0) { hittype[sn].extra = -1; return -1; } else { p = sprite[sn].yvel; sprite[sn].extra = 0; ps[p].wackedbyactor = (short)hittype[sn].owner; if (sprite[hittype[sn].owner].picnum == APLAYER && p != hittype[sn].owner) ps[p].frag_ps = (short)hittype[sn].owner; hittype[sn].owner = ps[p].i; hittype[sn].extra = -1; return FLAMETHROWERFLAME; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movefallers_d(void) { short i, nexti, sect, j; spritetype* s; int x; i = headspritestat[STAT_FALLER]; while (i >= 0) { nexti = nextspritestat[i]; s = &sprite[i]; sect = s->sectnum; if (hittype[i].temp_data[0] == 0) { s->z -= (16 << 8); hittype[i].temp_data[1] = s->ang; x = s->extra; j = ifhitbyweapon(i); if (j >= 0) { if (j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER) { if (s->extra <= 0) { hittype[i].temp_data[0] = 1; j = headspritestat[STAT_FALLER]; while (j >= 0) { if (sprite[j].hitag == sprite[i].hitag) { hittype[j].temp_data[0] = 1; sprite[j].cstat &= (65535 - 64); if (sprite[j].picnum == CEILINGSTEAM || sprite[j].picnum == STEAM) sprite[j].cstat |= 32768; } j = nextspritestat[j]; } } } else { hittype[i].extra = 0; s->extra = x; } } s->ang = hittype[i].temp_data[1]; s->z += (16 << 8); } else if (hittype[i].temp_data[0] == 1) { if (s->lotag > 0) { s->lotag-=3; if (s->lotag <= 0) { s->xvel = (32 + (krand() & 63)); s->zvel = -(1024 + (krand() & 1023)); } } else { if (s->xvel > 0) { s->xvel -= 8; ssp(i,CLIPMASK0); } if (floorspace(s->sectnum)) x = 0; else { if (ceilingspace(s->sectnum)) x = gc / 6; else x = gc; } if (s->z < (sector[sect].floorz - FOURSLEIGHT)) { s->zvel += x; if (s->zvel > 6144) s->zvel = 6144; s->z += s->zvel; } if ((sector[sect].floorz - s->z) < (16 << 8)) { j = 1 + (krand() & 7); for (x = 0; x < j; x++) RANDOMSCRAP(s, i); deletesprite(i); } } } i = nexti; } } //--------------------------------------------------------------------------- // // split out of movestandables // //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- // // Duke only // //--------------------------------------------------------------------------- static void movetripbomb(int i) { auto s = &sprite[i]; int j, x; int lTripBombControl = GetGameVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, -1, -1); if (lTripBombControl & TRIPBOMB_TIMER) { // we're on a timer.... if (s->extra >= 0) { s->extra--; if (s->extra == 0) { hittype[i].temp_data[2] = 16; spritesound(LASERTRIP_ARMING, i); } } } if (hittype[i].temp_data[2] > 0) { hittype[i].temp_data[2]--; if (hittype[i].temp_data[2] == 8) { spritesound(LASERTRIP_EXPLODE, i); for (j = 0; j < 5; j++) RANDOMSCRAP(s, i); x = s->extra; hitradius(i, tripbombblastradius, x >> 2, x >> 1, x - (x >> 2), x); j = spawn(i, EXPLOSION2); sprite[j].ang = s->ang; sprite[j].xvel = 348; ssp(j, CLIPMASK0); j = headspritestat[STAT_MISC]; while (j >= 0) { if (sprite[j].picnum == LASERLINE && s->hitag == sprite[j].hitag) sprite[j].xrepeat = sprite[j].yrepeat = 0; j = nextspritestat[j]; } deletesprite(i); } return; } else { x = s->extra; s->extra = 1; int16_t l = s->ang; j = ifhitbyweapon(i); if (j >= 0) { hittype[i].temp_data[2] = 16; } s->extra = x; s->ang = l; } if (hittype[i].temp_data[0] < 32) { findplayer(s, &x); if (x > 768) hittype[i].temp_data[0]++; else if (hittype[i].temp_data[0] > 16) hittype[i].temp_data[0]++; } if (hittype[i].temp_data[0] == 32) { int16_t l = s->ang; s->ang = hittype[i].temp_data[5]; hittype[i].temp_data[3] = s->x; hittype[i].temp_data[4] = s->y; s->x += sintable[(hittype[i].temp_data[5] + 512) & 2047] >> 9; s->y += sintable[(hittype[i].temp_data[5]) & 2047] >> 9; s->z -= (3 << 8); setsprite(i, s->x, s->y, s->z); int16_t m; x = hitasprite(i, &m); hittype[i].lastvx = x; s->ang = l; int k = 0; if (lTripBombControl & TRIPBOMB_TRIPWIRE) { // we're on a trip wire while (x > 0) { j = spawn(i, LASERLINE); setsprite(j, sprite[j].x, sprite[j].y, sprite[j].z); sprite[j].hitag = s->hitag; hittype[j].temp_data[1] = sprite[j].z; s->x += sintable[(hittype[i].temp_data[5] + 512) & 2047] >> 4; s->y += sintable[(hittype[i].temp_data[5]) & 2047] >> 4; if (x < 1024) { sprite[j].xrepeat = x >> 5; break; } x -= 1024; } } hittype[i].temp_data[0]++; s->x = hittype[i].temp_data[3]; s->y = hittype[i].temp_data[4]; s->z += (3 << 8); setsprite(i, s->x, s->y, s->z); hittype[i].temp_data[3] = 0; if (m >= 0 && lTripBombControl & TRIPBOMB_TRIPWIRE) { hittype[i].temp_data[2] = 13; spritesound(LASERTRIP_ARMING, i); } else hittype[i].temp_data[2] = 0; } if (hittype[i].temp_data[0] == 33) { hittype[i].temp_data[1]++; hittype[i].temp_data[3] = s->x; hittype[i].temp_data[4] = s->y; s->x += sintable[(hittype[i].temp_data[5] + 512) & 2047] >> 9; s->y += sintable[(hittype[i].temp_data[5]) & 2047] >> 9; s->z -= (3 << 8); setsprite(i, s->x, s->y, s->z); int16_t m; x = hitasprite(i, &m); s->x = hittype[i].temp_data[3]; s->y = hittype[i].temp_data[4]; s->z += (3 << 8); setsprite(i, s->x, s->y, s->z); if (hittype[i].lastvx != x && lTripBombControl & TRIPBOMB_TRIPWIRE) { hittype[i].temp_data[2] = 13; spritesound(LASERTRIP_ARMING, i); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movecrack(int i) { auto s = &sprite[i]; auto t = &hittype[i].temp_data[0]; if (s->hitag > 0) { t[0] = s->cstat; t[1] = s->ang; int j = ifhitbyweapon(i); if (j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER) { j = headspritestat[STAT_STANDABLE]; while (j >= 0) { if (s->hitag == sprite[j].hitag && (sprite[j].picnum == OOZFILTER || sprite[j].picnum == SEENINE)) if (sprite[j].shade != -32) sprite[j].shade = -32; j = nextspritestat[j]; } detonate(i, EXPLOSION2); } else { s->cstat = t[0]; s->ang = t[1]; s->extra = 0; } } } //--------------------------------------------------------------------------- // // Duke only // //--------------------------------------------------------------------------- static void movefireext(int i) { int j = ifhitbyweapon(i); if (j == -1) return; auto s = &sprite[i]; auto t = &hittype[i].temp_data[0]; for (int k = 0; k < 16; k++) { j = EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sprite[i].z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[i].zvel >> 2), i, 5); sprite[j].pal = 2; } spawn(i, EXPLOSION2); spritesound(PIPEBOMB_EXPLODE, i); spritesound(GLASS_HEAVYBREAK, i); if (s->hitag > 0) { j = headspritestat[STAT_STANDABLE]; while (j >= 0) { if (s->hitag == sprite[j].hitag && (sprite[j].picnum == OOZFILTER || sprite[j].picnum == SEENINE)) if (sprite[j].shade != -32) sprite[j].shade = -32; j = nextspritestat[j]; } int x = s->extra; spawn(i, EXPLOSION2); hitradius(i, pipebombblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x); spritesound(PIPEBOMB_EXPLODE, i); detonate(i, EXPLOSION2); } else { hitradius(i, seenineblastradius, 10, 15, 20, 25); deletesprite(i); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void moveviewscreen(int i) { auto s = &sprite[i]; if (s->xrepeat == 0) deletesprite(i); else { int x; findplayer(s, &x); if (x < 2048) { #if 0 if (sprite[i].yvel == 1) camsprite = i; #endif } else if (camsprite != -1 && hittype[i].temp_data[0] == 1) { camsprite = -1; s->yvel = 0; hittype[i].temp_data[0] = 0; } } } //--------------------------------------------------------------------------- // // Duke only // //--------------------------------------------------------------------------- static void movesidebolt(int i) { auto s = &sprite[i]; auto t = &hittype[i].temp_data[0]; int x; int sect = s->sectnum; auto p = findplayer(s, &x); if (x > 20480) return; CLEAR_THE_BOLT2: if (t[2]) { t[2]--; return; } if ((s->xrepeat | s->yrepeat) == 0) { s->xrepeat = t[0]; s->yrepeat = t[1]; } if ((krand() & 8) == 0) { t[0] = s->xrepeat; t[1] = s->yrepeat; t[2] = global_random & 4; s->xrepeat = s->yrepeat = 0; goto CLEAR_THE_BOLT2; } s->picnum++; #if 0 // content of l was undefined. if (l & 1) s->cstat ^= 2; #endif if ((krand() & 1) && sector[sect].floorpicnum == HURTRAIL) spritesound(SHORT_CIRCUIT, i); if (s->picnum == SIDEBOLT1 + 4) s->picnum = SIDEBOLT1; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movebolt(int i) { auto s = &sprite[i]; auto t = &hittype[i].temp_data[0]; int x; int sect = s->sectnum; auto p = findplayer(s, &x); if (x > 20480) return; if (t[3] == 0) t[3] = sector[sect].floorshade; CLEAR_THE_BOLT: if (t[2]) { t[2]--; sector[sect].floorshade = 20; sector[sect].ceilingshade = 20; return; } if ((s->xrepeat | s->yrepeat) == 0) { s->xrepeat = t[0]; s->yrepeat = t[1]; } else if ((krand() & 8) == 0) { t[0] = s->xrepeat; t[1] = s->yrepeat; t[2] = global_random & 4; s->xrepeat = s->yrepeat = 0; goto CLEAR_THE_BOLT; } s->picnum++; int l = global_random & 7; s->xrepeat = l + 8; if (l & 1) s->cstat ^= 2; if (s->picnum == (BOLT1+1) && (krand()&7) == 0 && sector[sect].floorpicnum == HURTRAIL) spritesound(SHORT_CIRCUIT,i); if (s->picnum==BOLT1+4) s->picnum=BOLT1; if (s->picnum & 1) { sector[sect].floorshade = 0; sector[sect].ceilingshade = 0; } else { sector[sect].floorshade = 20; sector[sect].ceilingshade = 20; } } //--------------------------------------------------------------------------- // // this has been broken up into lots of smaller subfunctions // //--------------------------------------------------------------------------- void movestandables_d(void) { int nexti; for (int i = headspritestat[STAT_STANDABLE]; i >= 0; i = nexti) { nexti = nextspritestat[i]; auto s = &sprite[i]; int picnum = s->picnum; if (s->sectnum < 0) { deletesprite(i); continue; } hittype[i].bposx = s->x; hittype[i].bposy = s->y; hittype[i].bposz = s->z; if (picnum >= CRANE && picnum <= CRANE +3) { movecrane(i, CRANE); } else if (picnum >= WATERFOUNTAIN && picnum <= WATERFOUNTAIN + 3) { movefountain(i, WATERFOUNTAIN); } else if (AFLAMABLE(picnum)) { moveflammable(i, TIRE, BOX, BLOODPOOL); } else if (picnum == TRIPBOMB) { movetripbomb(i); } else if (picnum >= CRACK1 && picnum <= CRACK1 + 3) { movecrack(i); } else if (picnum == FIREEXT) { movefireext(i); } else if (picnum == OOZFILTER || picnum == SEENINE || picnum == SEENINEDEAD || picnum == (SEENINEDEAD + 1)) { moveooz(i, SEENINE, SEENINEDEAD, OOZFILTER, EXPLOSION2); } else if (picnum == MASTERSWITCH) { movemasterswitch(i, SEENINE, OOZFILTER); } else if (picnum == VIEWSCREEN || picnum == VIEWSCREEN2) { moveviewscreen(i); } else if (picnum == TRASH) { movetrash(i); } else if (picnum >= SIDEBOLT1 && picnum <= SIDEBOLT1 + 3) { movesidebolt(i); } else if (picnum >= BOLT1 && picnum <= BOLT1 + 3) { movebolt(i); } else if (picnum == WATERDRIP) { movewaterdrip(i, WATERDRIP); } else if (picnum == DOORSHOCK) { movedoorshock(i); } else if (picnum == TOUCHPLATE) { movetouchplate(i, TOUCHPLATE); } else if (isIn(picnum, CANWITHSOMETHING, CANWITHSOMETHING2, CANWITHSOMETHING3, CANWITHSOMETHING4)) { movecanwithsomething(i); } else if (isIn(picnum, EXPLODINGBARREL, WOODENHORSE, HORSEONSIDE, FLOORFLAME, FIREBARREL, FIREVASE, NUKEBARREL, NUKEBARRELDENTED, NUKEBARRELLEAKED, TOILETWATER, RUBBERCAN, STEAM, CEILINGSTEAM, WATERBUBBLEMAKER)) { int x; int p = findplayer(s, &x); execute(i, p, x); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveweapons_d(void) { int j, k, nexti, p; int dax, day, daz, x, ll; unsigned int qq; spritetype* s; for (int i = headspritestat[STAT_PROJECTILE]; i >= 0; i = nexti) { nexti = nextspritestat[i]; s = &sprite[i]; if (s->sectnum < 0) { deletesprite(i); continue; } hittype[i].bposx = s->x; hittype[i].bposy = s->y; hittype[i].bposz = s->z; switch(s->picnum) { case RADIUSEXPLOSION: case KNEE: deletesprite(i); continue; case TONGUE: movetongue(i, TONGUE, INNERJAW); continue; case FREEZEBLAST: if (s->yvel < 1 || s->extra < 2 || (s->xvel|s->zvel) == 0) { j = spawn(i,TRANSPORTERSTAR); sprite[j].pal = 1; sprite[j].xrepeat = 32; sprite[j].yrepeat = 32; deletesprite(i); continue; } case SHRINKSPARK: case RPG: case FIRELASER: case SPIT: case COOLEXPLOSION1: case FIREBALL: // Twentieth Anniversary World Tour if (s->picnum == FIREBALL && !isWorldTour()) break; if (s->picnum == COOLEXPLOSION1) if (!S_CheckSoundPlaying(i, WIERDSHOT_FLY)) A_PlaySound(WIERDSHOT_FLY, i); p = -1; if (s->picnum == RPG && sector[s->sectnum].lotag == 2) { k = s->xvel>>1; ll = s->zvel>>1; } else { k = s->xvel; ll = s->zvel; } dax = s->x; day = s->y; daz = s->z; getglobalz(i); qq = CLIPMASK1; switch(s->picnum) { case RPG: if (hittype[i].picnum != BOSS2 && s->xrepeat >= 10 && sector[s->sectnum].lotag != 2) { j = spawn(i,SMALLSMOKE); sprite[j].z += (1 << 8); } break; case FIREBALL: if (isWorldTour()) { if (sector[s->sectnum].lotag == 2) { deletesprite(i); continue; } if (sprite[s->owner].picnum != FIREBALL) { if (hittype[i].temp_data[0] >= 1 && hittype[i].temp_data[0] < 6) { float siz = 1.0f - (hittype[i].temp_data[0] * 0.2f); int trail = hittype[i].temp_data[1]; j = hittype[i].temp_data[1] = spawn(i, FIREBALL); auto spr = &sprite[j]; spr->xvel = sprite[i].xvel; spr->yvel = sprite[i].yvel; spr->zvel = sprite[i].zvel; if (hittype[i].temp_data[0] > 1) { FireProj* proj = fire.CheckKey(trail); if (proj != nullptr) { spr->x = proj->x; spr->y = proj->y; spr->z = proj->z; spr->xvel = proj->xv; spr->yvel = proj->yv; spr->zvel = proj->zv; } } spr->yrepeat = spr->xrepeat = (short)(sprite[i].xrepeat * siz); spr->cstat = sprite[i].cstat; spr->extra = 0; FireProj proj = { spr->x, spr->y, spr->z, spr->xvel, spr->yvel, spr->zvel }; fire.Insert(j, proj); changespritestat((short)j, (short)4); } hittype[i].temp_data[0]++; } if (s->zvel < 15000) s->zvel += 200; } break; } j = movesprite(i, (k*(sintable[(s->ang+512)&2047]))>>14, (k*(sintable[s->ang&2047]))>>14,ll,qq); if (s->picnum == RPG && s->yvel >= 0) if (FindDistance2D(s->x-sprite[s->yvel].x,s->y-sprite[s->yvel].y) < 256) j = 49152|s->yvel; if (s->sectnum < 0) { deletesprite(i); continue; } if ((j&49152) != 49152 && s->picnum != FREEZEBLAST) { if (s->z < hittype[i].ceilingz) { j = 16384|(s->sectnum); s->zvel = -1; } else if ((s->z > hittype[i].floorz && sector[s->sectnum].lotag != 1) || (s->z > hittype[i].floorz+(16 << 8) && sector[s->sectnum].lotag == 1)) { j = 16384|(s->sectnum); if (sector[s->sectnum].lotag != 1) s->zvel = 1; } } if (s->picnum == FIRELASER) { for(k=-3;k<2;k++) { x = EGS(s->sectnum, s->x+((k*sintable[(s->ang+512)&2047])>>9), s->y+((k*sintable[s->ang&2047])>>9), s->z+((k*ksgn(s->zvel))*abs(s->zvel/24)),FIRELASER,-40+(k << 2), s->xrepeat,s->yrepeat,0,0,0,s->owner,5); sprite[x].cstat = 128; sprite[x].pal = s->pal; } } else if (s->picnum == SPIT) if (s->zvel < 6144) s->zvel += gc-112; if (j != 0) { if (s->picnum == COOLEXPLOSION1) { if ((j&49152) == 49152 && sprite[j&(MAXSPRITES-1)].picnum != APLAYER) { continue; } s->xvel = 0; s->zvel = 0; } bool fireball = (isWorldTour() && s->picnum == FIREBALL && sprite[s->owner].picnum != FIREBALL); if ((j&49152) == 49152) { j &= (MAXSPRITES-1); if (s->picnum == FREEZEBLAST && sprite[j].pal == 1) if (badguy(&sprite[j]) || sprite[j].picnum == APLAYER) { j = spawn(i,TRANSPORTERSTAR); sprite[j].pal = 1; sprite[j].xrepeat = 32; sprite[j].yrepeat = 32; deletesprite(i); continue; } if (!isWorldTour() || s->picnum != FIREBALL || fireball) checkhitsprite(j,i); if (sprite[j].picnum == APLAYER) { p = sprite[j].yvel; if (ud.multimode >= 2 && fireball && sprite[s->owner].picnum == APLAYER) { ps[p].numloogs = -1 - sprite[i].yvel; } spritesound(PISTOL_BODYHIT,j); if (s->picnum == SPIT) { ps[p].addhoriz(32); ps[p].return_to_center = 8; if (ps[p].loogcnt == 0) { if (!A_CheckSoundPlaying(ps[p].i, DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN, ps[p].i); j = 3+(krand()&3); ps[p].numloogs = j; ps[p].loogcnt = 24*4; for(x=0;x < j;x++) { ps[p].loogiex[x] = krand()%xdim; ps[p].loogiey[x] = krand()%ydim; } } } } } else if ((j&49152) == 32768) { j &= (MAXWALLS-1); if (s->picnum != RPG && s->picnum != FREEZEBLAST && s->picnum != SPIT && (!isWorldTour() || s->picnum != FIREBALL) && (wall[j].overpicnum == MIRROR || wall[j].picnum == MIRROR)) { k = getangle( wall[wall[j].point2].x-wall[j].x, wall[wall[j].point2].y-wall[j].y); s->ang = ((k << 1) - s->ang)&2047; s->owner = i; spawn(i,TRANSPORTERSTAR); continue; } else { setsprite(i,dax,day,daz); checkhitwall(i,j,s->x,s->y,s->z,s->picnum); if (s->picnum == FREEZEBLAST) { if (wall[j].overpicnum != MIRROR && wall[j].picnum != MIRROR) { s->extra >>= 1; s->yvel--; } k = getangle( wall[wall[j].point2].x-wall[j].x, wall[wall[j].point2].y-wall[j].y); s->ang = ((k << 1) - s->ang)&2047; continue; } } } else if ((j&49152) == 16384) { setsprite(i,dax,day,daz); if (s->zvel < 0) { if (sector[s->sectnum].ceilingstat&1) if (sector[s->sectnum].ceilingpal == 0) { deletesprite(i); continue; } checkhitceiling(s->sectnum); } else if (fireball) { j = spawn(i, LAVAPOOL); sprite[j].owner = sprite[i].owner; sprite[j].yvel = sprite[i].yvel; actor[j].owner = sprite[i].owner; deletesprite(i); continue; } if (s->picnum == FREEZEBLAST) { bounce(i); ssp(i,qq); s->extra >>= 1; if (s->xrepeat > 8) s->xrepeat -= 2; if (s->yrepeat > 8) s->yrepeat -= 2; s->yvel--; continue; } } if (s->picnum != SPIT) { if (s->picnum == RPG) { k = spawn(i,EXPLOSION2); sprite[k].x = dax; sprite[k].y = day; sprite[k].z = daz; if (s->xrepeat < 10) { sprite[k].xrepeat = 6; sprite[k].yrepeat = 6; } else if ((j&49152) == 16384) { if (s->zvel > 0) spawn(i,EXPLOSION2BOT); else { sprite[k].cstat |= 8; sprite[k].z += (48 << 8); } } } else if (s->picnum == SHRINKSPARK) { spawn(i,SHRINKEREXPLOSION); spritesound(SHRINKER_HIT,i); hitradius(i,shrinkerblastradius,0,0,0,0); } else if (s->picnum != COOLEXPLOSION1 && s->picnum != FREEZEBLAST && s->picnum != FIRELASER && (!isWorldTour() || s->picnum != FIREBALL)) { k = spawn(i,EXPLOSION2); sprite[k].xrepeat = sprite[k].yrepeat = s->xrepeat>>1; if ((j&49152) == 16384) { if (s->zvel < 0) { sprite[k].cstat |= 8; sprite[k].z += (72 << 8); } } } if (s->picnum == RPG) { spritesound(RPG_EXPLODE,i); if (s->xrepeat >= 10) { x = s->extra; hitradius(i, rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x); } else { x = s->extra+(global_random&3); hitradius(i, (rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x); } } if (fireball) { j = spawn(i, EXPLOSION2); sprite[j].xrepeat = sprite[j].yrepeat = (short)(s->xrepeat >> 1); } } if (s->picnum != COOLEXPLOSION1) { deletesprite(i); continue; } } if (s->picnum == COOLEXPLOSION1) { s->shade++; if (s->shade >= 40) { deletesprite(i); continue; } } else if (s->picnum == RPG && sector[s->sectnum].lotag == 2 && s->xrepeat >= 10 && rnd(140)) spawn(i,WATERBUBBLE); break; case SHOTSPARK1: p = findplayer(s,&x); execute(i,p,x); break; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movetransports_d(void) { char warpspriteto; short j, k, l, p, sect, sectlotag, nextj; int ll, onfloorz, q, nexti; for (int i = headspritestat[STAT_TRANSPORT]; i >= 0; i = nexti) { sect = sprite[i].sectnum; sectlotag = sector[sect].lotag; nexti = nextspritestat[i]; if (sprite[i].owner == i) { i = nexti; continue; } onfloorz = hittype[i].temp_data[4]; if (hittype[i].temp_data[0] > 0) hittype[i].temp_data[0]--; j = headspritesect[sect]; while (j >= 0) { nextj = nextspritesect[j]; switch (sprite[j].statnum) { case STAT_PLAYER: // Player if (sprite[j].owner != -1) { p = sprite[j].yvel; ps[p].on_warping_sector = 1; if (ps[p].transporter_hold == 0 && ps[p].jumping_counter == 0) { if (ps[p].on_ground && sectlotag == 0 && onfloorz && ps[p].jetpack_on == 0) { if (sprite[i].pal == 0) { spawn(i, TRANSPORTERBEAM); spritesound(TELEPORTER, i); } for (k = connecthead; k >= 0; k = connectpoint2[k]) if (ps[k].cursectnum == sprite[sprite[i].owner].sectnum) { ps[k].frag_ps = p; sprite[ps[k].i].extra = 0; } ps[p].setang(sprite[sprite[i].owner].ang); if (sprite[sprite[i].owner].owner != sprite[i].owner) { hittype[i].temp_data[0] = 13; hittype[sprite[i].owner].temp_data[0] = 13; ps[p].transporter_hold = 13; } ps[p].bobposx = ps[p].oposx = ps[p].posx = sprite[sprite[i].owner].x; ps[p].bobposy = ps[p].oposy = ps[p].posy = sprite[sprite[i].owner].y; ps[p].oposz = ps[p].posz = sprite[sprite[i].owner].z - PHEIGHT; changespritesect(j, sprite[sprite[i].owner].sectnum); ps[p].cursectnum = sprite[j].sectnum; if (sprite[i].pal == 0) { k = spawn(sprite[i].owner, TRANSPORTERBEAM); spritesound(TELEPORTER, k); } break; } } else if (!(sectlotag == 1 && ps[p].on_ground == 1)) break; if (onfloorz == 0 && abs(sprite[i].z - ps[p].posz) < 6144) if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && (PlayerInput(p, SK_JUMP))) || (ps[p].jetpack_on && (PlayerInput(p, SK_CROUCH) ^ !!ps[p].crouch_toggle))) { ps[p].oposx = ps[p].posx += sprite[sprite[i].owner].x - sprite[i].x; ps[p].oposy = ps[p].posy += sprite[sprite[i].owner].y - sprite[i].y; if (ps[p].jetpack_on && (PlayerInput(p, SK_JUMP) || ps[p].jetpack_on < 11)) ps[p].posz = sprite[sprite[i].owner].z - 6144; else ps[p].posz = sprite[sprite[i].owner].z + 6144; ps[p].oposz = ps[p].posz; hittype[ps[p].i].bposx = ps[p].posx; hittype[ps[p].i].bposy = ps[p].posy; hittype[ps[p].i].bposz = ps[p].posz; changespritesect(j, sprite[sprite[i].owner].sectnum); ps[p].cursectnum = sprite[sprite[i].owner].sectnum; break; } k = 0; if (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].on_ground && ps[p].posz > (sector[sect].floorz - (16 << 8)) && (PlayerInput(p, SK_CROUCH) || ps[p].poszv > 2048)) // if( onfloorz && sectlotag == 1 && ps[p].posz > (sector[sect].floorz-(6<<8)) ) { k = 1; if (screenpeek == p) { FX_StopAllSounds(); } if (sprite[ps[p].i].extra > 0) spritesound(DUKE_UNDERWATER, j); ps[p].oposz = ps[p].posz = sector[sprite[sprite[i].owner].sectnum].ceilingz + (7 << 8); ps[p].posxv = 4096 - (krand() & 8192); ps[p].posyv = 4096 - (krand() & 8192); } if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].posz < (sector[sect].ceilingz + (6 << 8))) { k = 1; // if( sprite[j].extra <= 0) break; if (screenpeek == p) { FX_StopAllSounds(); } spritesound(DUKE_GASP, j); ps[p].oposz = ps[p].posz = sector[sprite[sprite[i].owner].sectnum].floorz - (7 << 8); ps[p].jumping_toggle = 1; ps[p].jumping_counter = 0; } if (k == 1) { ps[p].oposx = ps[p].posx += sprite[sprite[i].owner].x - sprite[i].x; ps[p].oposy = ps[p].posy += sprite[sprite[i].owner].y - sprite[i].y; if (sprite[sprite[i].owner].owner != sprite[i].owner) ps[p].transporter_hold = -2; ps[p].cursectnum = sprite[sprite[i].owner].sectnum; changespritesect(j, sprite[sprite[i].owner].sectnum); setsprite(ps[p].i, ps[p].posx, ps[p].posy, ps[p].posz + PHEIGHT); setpal(&ps[p]); if ((krand() & 255) < 32) spawn(j, WATERSPLASH2); if (sectlotag == 1) for (l = 0; l < 9; l++) { q = spawn(ps[p].i, WATERBUBBLE); sprite[q].z += krand() & 16383; } } } break; case STAT_ACTOR: switch (sprite[j].picnum) { case SHARK: case COMMANDER: case OCTABRAIN: case GREENSLIME: case GREENSLIME + 1: case GREENSLIME + 2: case GREENSLIME + 3: case GREENSLIME + 4: case GREENSLIME + 5: case GREENSLIME + 6: case GREENSLIME + 7: if (sprite[j].extra > 0) goto JBOLT; } case STAT_PROJECTILE: case STAT_MISC: case STAT_FALLER: case STAT_DUMMYPLAYER: ll = abs(sprite[j].zvel); { warpspriteto = 0; if (ll && sectlotag == 2 && sprite[j].z < (sector[sect].ceilingz + ll)) warpspriteto = 1; if (ll && sectlotag == 1 && sprite[j].z > (sector[sect].floorz - ll)) warpspriteto = 1; if (sectlotag == 0 && (onfloorz || abs(sprite[j].z - sprite[i].z) < 4096)) { if (sprite[sprite[i].owner].owner != sprite[i].owner && onfloorz && hittype[i].temp_data[0] > 0 && sprite[j].statnum != 5) { hittype[i].temp_data[0]++; goto BOLT; } warpspriteto = 1; } if (warpspriteto) switch (sprite[j].picnum) { case TRANSPORTERSTAR: case TRANSPORTERBEAM: case TRIPBOMB: case BULLETHOLE: case WATERSPLASH2: case BURNING: case BURNING2: case FIRE: case FIRE2: case TOILETWATER: case LASERLINE: goto JBOLT; case PLAYERONWATER: if (sectlotag == 2) { sprite[j].cstat &= 32767; break; } default: if (sprite[j].statnum == 5 && !(sectlotag == 1 || sectlotag == 2)) break; case WATERBUBBLE: // if( rnd(192) && sprite[j].picnum == WATERBUBBLE) // break; if (sectlotag > 0) { k = spawn(j, WATERSPLASH2); if (sectlotag == 1 && sprite[j].statnum == 4) { sprite[k].xvel = sprite[j].xvel >> 1; sprite[k].ang = sprite[j].ang; ssp(k, CLIPMASK0); } } switch (sectlotag) { case 0: if (onfloorz) { if (sprite[j].statnum == 4 || (checkcursectnums(sect) == -1 && checkcursectnums(sprite[sprite[i].owner].sectnum) == -1)) { sprite[j].x += (sprite[sprite[i].owner].x - sprite[i].x); sprite[j].y += (sprite[sprite[i].owner].y - sprite[i].y); sprite[j].z -= sprite[i].z - sector[sprite[sprite[i].owner].sectnum].floorz; sprite[j].ang = sprite[sprite[i].owner].ang; hittype[j].bposx = sprite[j].x; hittype[j].bposy = sprite[j].y; hittype[j].bposz = sprite[j].z; if (sprite[i].pal == 0) { k = spawn(i, TRANSPORTERBEAM); spritesound(TELEPORTER, k); k = spawn(sprite[i].owner, TRANSPORTERBEAM); spritesound(TELEPORTER, k); } if (sprite[sprite[i].owner].owner != sprite[i].owner) { hittype[i].temp_data[0] = 13; hittype[sprite[i].owner].temp_data[0] = 13; } changespritesect(j, sprite[sprite[i].owner].sectnum); } } else { sprite[j].x += (sprite[sprite[i].owner].x - sprite[i].x); sprite[j].y += (sprite[sprite[i].owner].y - sprite[i].y); sprite[j].z = sprite[sprite[i].owner].z + 4096; hittype[j].bposx = sprite[j].x; hittype[j].bposy = sprite[j].y; hittype[j].bposz = sprite[j].z; changespritesect(j, sprite[sprite[i].owner].sectnum); } break; case 1: sprite[j].x += (sprite[sprite[i].owner].x - sprite[i].x); sprite[j].y += (sprite[sprite[i].owner].y - sprite[i].y); sprite[j].z = sector[sprite[sprite[i].owner].sectnum].ceilingz + ll; hittype[j].bposx = sprite[j].x; hittype[j].bposy = sprite[j].y; hittype[j].bposz = sprite[j].z; changespritesect(j, sprite[sprite[i].owner].sectnum); break; case 2: sprite[j].x += (sprite[sprite[i].owner].x - sprite[i].x); sprite[j].y += (sprite[sprite[i].owner].y - sprite[i].y); sprite[j].z = sector[sprite[sprite[i].owner].sectnum].floorz - ll; hittype[j].bposx = sprite[j].x; hittype[j].bposy = sprite[j].y; hittype[j].bposz = sprite[j].z; changespritesect(j, sprite[sprite[i].owner].sectnum); break; } break; } } break; } JBOLT: j = nextj; } BOLT:; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void greenslime(int i) { spritetype* s = &sprite[i]; auto t = &hittype[i].temp_data[0]; int sect = s->sectnum; int j; // #ifndef VOLUMEONE if (ud.multimode < 2) { if (actor_tog == 1) { s->cstat = (short)32768; return; } else if (actor_tog == 2) s->cstat = 257; } // #endif t[1] += 128; if (sector[sect].floorstat & 1) { deletesprite(i); return; } int x; int p = findplayer(s, &x); if (x > 20480) { hittype[i].timetosleep++; if (hittype[i].timetosleep > SLEEPTIME) { hittype[i].timetosleep = 0; changespritestat(i, 2); return; } } if (t[0] == -5) // FROZEN { t[3]++; if (t[3] > 280) { s->pal = 0; t[0] = 0; return; } makeitfall(i); s->cstat = 257; s->picnum = GREENSLIME + 2; s->extra = 1; s->pal = 1; j = ifhitbyweapon(i); if (j >= 0) { if (j == FREEZEBLAST) return; for (j = 16; j >= 0; j--) { int k = EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sprite[i].z, GLASSPIECES + (j % 3), -32, 36, 36, krand() & 2047, 32 + (krand() & 63), 1024 - (krand() & 1023), i, 5); sprite[k].pal = 1; } spritesound(GLASS_BREAKING, i); deletesprite(i); } else if (x < 1024 && ps[p].quick_kick == 0) { j = getincangle(ps[p].getang(), getangle(sprite[i].x - ps[p].posx, sprite[i].y - ps[p].posy)); if (j > -128 && j < 128) ps[p].quick_kick = 14; } return; } if (x < 1596) s->cstat = 0; else s->cstat = 257; if (t[0] == -4) //On the player { if (sprite[ps[p].i].extra < 1) { t[0] = 0; return; } setsprite(i, s->x, s->y, s->z); s->ang = ps[p].getang(); if ((PlayerInput(p, SK_FIRE) || (ps[p].quick_kick > 0)) && sprite[ps[p].i].extra > 0) if (ps[p].quick_kick > 0 || (ps[p].curr_weapon != HANDREMOTE_WEAPON && ps[p].curr_weapon != HANDBOMB_WEAPON && ps[p].curr_weapon != TRIPBOMB_WEAPON && ps[p].ammo_amount[ps[p].curr_weapon] >= 0)) { for (x = 0; x < 8; x++) { j = EGS(sect, s->x, s->y, s->z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), i, 5); sprite[j].pal = 6; } spritesound(SLIM_DYING, i); spritesound(SQUISHED, i); if ((krand() & 255) < 32) { j = spawn(i, BLOODPOOL); sprite[j].pal = 0; } ps[p].actors_killed++; t[0] = -3; if (ps[p].somethingonplayer == i) ps[p].somethingonplayer = -1; deletesprite(i); return; } s->z = ps[p].posz + ps[p].pyoff - t[2] + (8 << 8); s->z += (100 - ps[p].gethoriz()) << 4; if (t[2] > 512) t[2] -= 128; if (t[2] < 348) t[2] += 128; if (ps[p].newowner >= 0) { ps[p].newowner = -1; ps[p].posx = ps[p].oposx; ps[p].posy = ps[p].oposy; ps[p].posz = ps[p].oposz; ps[p].q16ang = ps[p].oq16ang; updatesector(ps[p].posx, ps[p].posy, &ps[p].cursectnum); setpal(&ps[p]); j = headspritestat[STAT_ACTOR]; while (j >= 0) { if (sprite[j].picnum == CAMERA1) sprite[j].yvel = 0; j = nextspritestat[j]; } } if (t[3] > 0) { short frames[] = { 5,5,6,6,7,7,6,5 }; s->picnum = GREENSLIME + frames[t[3]]; if (t[3] == 5) { sprite[ps[p].i].extra += -(5 + (krand() & 3)); spritesound(SLIM_ATTACK, i); } if (t[3] < 7) t[3]++; else t[3] = 0; } else { s->picnum = GREENSLIME + 5; if (rnd(32)) t[3] = 1; } s->xrepeat = 20 + (sintable[t[1] & 2047] >> 13); s->yrepeat = 15 + (sintable[t[1] & 2047] >> 13); s->x = ps[p].posx + (sintable[(ps[p].getang() + 512) & 2047] >> 7); s->y = ps[p].posy + (sintable[ps[p].getang() & 2047] >> 7); return; } else if (s->xvel < 64 && x < 768) { if (ps[p].somethingonplayer == -1) { ps[p].somethingonplayer = i; if (t[0] == 3 || t[0] == 2) //Falling downward t[2] = (12 << 8); else t[2] = -(13 << 8); //Climbing up duke t[0] = -4; } } j = ifhitbyweapon(i); if (j >= 0) { spritesound(SLIM_DYING, i); ps[p].actors_killed++; if (ps[p].somethingonplayer == i) ps[p].somethingonplayer = -1; if (j == FREEZEBLAST) { spritesound(SOMETHINGFROZE, i); t[0] = -5; t[3] = 0; return; } if ((krand() & 255) < 32) { j = spawn(i, BLOODPOOL); sprite[j].pal = 0; } for (x = 0; x < 8; x++) { j = EGS(sect, s->x, s->y, s->z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (s->zvel >> 2), i, 5); sprite[j].pal = 6; } t[0] = -3; deletesprite(i); return; } // All weap if (t[0] == -1) //Shrinking down { makeitfall(i); s->cstat &= 65535 - 8; s->picnum = GREENSLIME + 4; // if(s->yrepeat > 62) // guts(s,JIBS6,5,myconnectindex); if (s->xrepeat > 32) s->xrepeat -= krand() & 7; if (s->yrepeat > 16) s->yrepeat -= krand() & 7; else { s->xrepeat = 40; s->yrepeat = 16; t[5] = -1; t[0] = 0; } return; } else if (t[0] != -2) getglobalz(i); if (t[0] == -2) //On top of somebody (an enemy) { makeitfall(i); sprite[t[5]].xvel = 0; int l = sprite[t[5]].ang; s->z = sprite[t[5]].z; s->x = sprite[t[5]].x + (sintable[(l + 512) & 2047] >> 11); s->y = sprite[t[5]].y + (sintable[l & 2047] >> 11); s->picnum = GREENSLIME + 2 + (global_random & 1); if (s->yrepeat < 64) s->yrepeat += 2; else { if (s->xrepeat < 32) s->xrepeat += 4; else { t[0] = -1; x = ldist(s, &sprite[t[5]]); if (x < 768) { sprite[t[5]].xrepeat = 0; // JBF 20041129: a slimer eating another enemy really ought // to decrease the maximum kill count by one. if (ps[myconnectindex].max_actors_killed > 0) ps[myconnectindex].max_actors_killed--; } } } return; } //Check randomly to see of there is an actor near if (rnd(32)) { j = headspritesect[sect]; while (j >= 0) { switch (sprite[j].picnum) { case LIZTROOP: case LIZMAN: case PIGCOP: case NEWBEAST: if (ldist(s, &sprite[j]) < 768 && (abs(s->z - sprite[j].z) < 8192)) //Gulp them { t[5] = j; t[0] = -2; t[1] = 0; return; } } j = nextspritesect[j]; } } //Moving on the ground or ceiling if (t[0] == 0 || t[0] == 2) { s->picnum = GREENSLIME; if ((krand() & 511) == 0) spritesound(SLIM_ROAM, i); if (t[0] == 2) { s->zvel = 0; s->cstat &= (65535 - 8); if ((sector[sect].ceilingstat & 1) || (hittype[i].ceilingz + 6144) < s->z) { s->z += 2048; t[0] = 3; return; } } else { s->cstat |= 8; makeitfall(i); } if (everyothertime & 1) ssp(i, CLIPMASK0); if (s->xvel > 96) { s->xvel -= 2; return; } else { if (s->xvel < 32) s->xvel += 4; s->xvel = 64 - (sintable[(t[1] + 512) & 2047] >> 9); s->ang += getincangle(s->ang, getangle(ps[p].posx - s->x, ps[p].posy - s->y)) >> 3; // TJR } s->xrepeat = 36 + (sintable[(t[1] + 512) & 2047] >> 11); s->yrepeat = 16 + (sintable[t[1] & 2047] >> 13); if (rnd(4) && (sector[sect].ceilingstat & 1) == 0 && abs(hittype[i].floorz - hittype[i].ceilingz) < (192 << 8)) { s->zvel = 0; t[0]++; } } if (t[0] == 1) { s->picnum = GREENSLIME; if (s->yrepeat < 40) s->yrepeat += 8; if (s->xrepeat > 8) s->xrepeat -= 4; if (s->zvel > -(2048 + 1024)) s->zvel -= 348; s->z += s->zvel; if (s->z < hittype[i].ceilingz + 4096) { s->z = hittype[i].ceilingz + 4096; s->xvel = 0; t[0] = 2; } } if (t[0] == 3) { s->picnum = GREENSLIME + 1; makeitfall(i); if (s->z > hittype[i].floorz - (8 << 8)) { s->yrepeat -= 4; s->xrepeat += 2; } else { if (s->yrepeat < (40 - 4)) s->yrepeat += 8; if (s->xrepeat > 8) s->xrepeat -= 4; } if (s->z > hittype[i].floorz - 2048) { s->z = hittype[i].floorz - 2048; t[0] = 0; s->xvel = 0; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void flamethrowerflame(int i) { spritetype* s = &sprite[i]; auto t = &hittype[i].temp_data[0]; int sect = s->sectnum; int x, j; int p = findplayer(s, &x); execute(i, p, x); t[0]++; if (sector[sect].lotag == 2) { sprite[spawn(i, EXPLOSION2)].shade = 127; deletesprite(i); return; } int dax = s->x; int day = s->y; int daz = s->z; getglobalz(i); int ds = t[0] / 6; if (s->xrepeat < 80) s->yrepeat = s->xrepeat += ds; s->clipdist += ds; if (t[0] <= 2) t[3] = krand() % 10; if (t[0] > 30) { sprite[spawn(i, EXPLOSION2)].shade = 127; deletesprite(i); return; } j = movesprite(i, (s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14, (s->xvel * (sintable[s->ang & 2047])) >> 14, s->zvel, CLIPMASK1); if (s->sectnum < 0) { deletesprite(i); return; } if ((j & kHitTypeMask) != kHitSprite) { if (s->z < hittype[i].ceilingz) { j = kHitSector | (s->sectnum); s->zvel = -1; } else if ((s->z > hittype[i].floorz && sector[s->sectnum].lotag != 1) || (s->z > hittype[i].floorz + (16 << 8) && sector[s->sectnum].lotag == 1)) { j = kHitSector | (s->sectnum); if (sector[s->sectnum].lotag != 1) s->zvel = 1; } } if (j != 0) { s->xvel = s->yvel = 0; if ((j & kHitTypeMask) == kHitSprite) { j &= (MAXSPRITES - 1); checkhitsprite((short)j, i); if (sprite[j].picnum == APLAYER) spritesound(j, PISTOL_BODYHIT); } else if ((j & kHitTypeMask) == kHitWall) { j &= (MAXWALLS - 1); setsprite(i, dax, day, daz); checkhitwall(i, j, s->x, s->y, s->z, s->picnum); } else if ((j & kHitTypeMask) == kHitSector) { setsprite(i, dax, day, daz); if (s->zvel < 0) checkhitceiling(s->sectnum); } if (s->xrepeat >= 10) { x = s->extra; hitradius(i, rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x); } else { x = s->extra + (global_random & 3); hitradius(i, (rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void heavyhbomb(int i) { spritetype* s = &sprite[i]; auto t = &hittype[i].temp_data[0]; int sect = s->sectnum; int x, j, l; if ((s->cstat & 32768)) { t[2]--; if (t[2] <= 0) { spritesound(TELEPORTER, i); spawn(i, TRANSPORTERSTAR); s->cstat = 257; } return; } int p = findplayer(s, &x); if (x < 1220) s->cstat &= ~257; else s->cstat |= 257; if (t[3] == 0) { j = ifhitbyweapon(i); if (j >= 0) { t[3] = 1; t[4] = 0; l = 0; s->xvel = 0; goto DETONATEB; } } if (s->picnum != BOUNCEMINE) { makeitfall(i); if (sector[sect].lotag != 1 && s->z >= hittype[i].floorz - (FOURSLEIGHT) && s->yvel < 3) { if (s->yvel > 0 || (s->yvel == 0 && hittype[i].floorz == sector[sect].floorz)) spritesound(PIPEBOMB_BOUNCE, i); s->zvel = -((4 - s->yvel) << 8); if (sector[s->sectnum].lotag == 2) s->zvel >>= 2; s->yvel++; } if (s->z < hittype[i].ceilingz) // && sector[sect].lotag != 2 ) { s->z = hittype[i].ceilingz + (3 << 8); s->zvel = 0; } } j = movesprite(i, (s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14, (s->xvel * (sintable[s->ang & 2047])) >> 14, s->zvel, CLIPMASK0); if (sector[sprite[i].sectnum].lotag == 1 && s->zvel == 0) { s->z += (32 << 8); if (t[5] == 0) { t[5] = 1; spawn(i, WATERSPLASH2); } } else t[5] = 0; if (t[3] == 0 && (s->picnum == BOUNCEMINE || s->picnum == MORTER) && (j || x < 844)) { t[3] = 1; t[4] = 0; l = 0; s->xvel = 0; goto DETONATEB; } if (sprite[s->owner].picnum == APLAYER) l = sprite[s->owner].yvel; else l = -1; if (s->xvel > 0) { s->xvel -= 5; if (sector[sect].lotag == 2) s->xvel -= 10; if (s->xvel < 0) s->xvel = 0; if (s->xvel & 8) s->cstat ^= 4; } if ((j & 49152) == 32768) { j &= (MAXWALLS - 1); checkhitwall(i, j, s->x, s->y, s->z, s->picnum); int k = getangle( wall[wall[j].point2].x - wall[j].x, wall[wall[j].point2].y - wall[j].y); s->ang = ((k << 1) - s->ang) & 2047; s->xvel >>= 1; } DETONATEB: bool bBoom = false; if ((l >= 0 && ps[l].hbomb_on == 0) || t[3] == 1) bBoom = true; if (isNamWW2GI() && s->picnum == HEAVYHBOMB) { s->extra--; if (s->extra <= 0) bBoom = true; } if (bBoom) { t[4]++; if (t[4] == 2) { x = s->extra; int m = 0; switch (s->picnum) { case HEAVYHBOMB: m = pipebombblastradius; break; case MORTER: m = morterblastradius; break; case BOUNCEMINE: m = bouncemineblastradius; break; } hitradius(i, m, x >> 2, x >> 1, x - (x >> 2), x); spawn(i, EXPLOSION2); if (s->zvel == 0) spawn(i, EXPLOSION2BOT); spritesound(PIPEBOMB_EXPLODE, i); for (x = 0; x < 8; x++) RANDOMSCRAP(s, i); } if (s->yrepeat) { s->yrepeat = 0; return; } if (t[4] > 20) { if (s->owner != i || ud.respawn_items == 0) { deletesprite(i); return; } else { t[2] = respawnitemtime; spawn(i, RESPAWNMARKERRED); s->cstat = (short)32768; s->yrepeat = 9; return; } } } else if (s->picnum == HEAVYHBOMB && x < 788 && t[0] > 7 && s->xvel == 0) if (cansee(s->x, s->y, s->z - (8 << 8), s->sectnum, ps[p].posx, ps[p].posy, ps[p].posz, ps[p].cursectnum)) if (ps[p].ammo_amount[HANDBOMB_WEAPON] < max_ammo_amount[HANDBOMB_WEAPON]) { if (ud.coop >= 1 && s->owner == i) { for (j = 0; j < ps[p].weapreccnt; j++) if (ps[p].weaprecs[j] == s->picnum) continue; if (ps[p].weapreccnt < 255) // DukeGDX has 16 here. ps[p].weaprecs[ps[p].weapreccnt++] = s->picnum; } addammo(HANDBOMB_WEAPON, &ps[p], 1); spritesound(DUKE_GET, ps[p].i); if (ps[p].gotweapon[HANDBOMB_WEAPON] == 0 || s->owner == ps[p].i) addweapon(&ps[p], HANDBOMB_WEAPON); if (sprite[s->owner].picnum != APLAYER) { SetPlayerPal(&ps[p], PalEntry(32, 0, 32, 0)); } if (s->owner != i || ud.respawn_items == 0) { if (s->owner == i && ud.coop >= 1) return; deletesprite(i); return; } else { t[2] = respawnitemtime; spawn(i, RESPAWNMARKERRED); s->cstat = (short)32768; } } if (t[0] < 8) t[0]++; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveactors_d(void) { int x, * t; short j, sect, p; spritetype* s; unsigned short k; int nexti; for (int i = headspritestat[STAT_ACTOR]; i >= 0; i = nexti) { nexti = nextspritestat[i]; s = &sprite[i]; sect = s->sectnum; if (s->xrepeat == 0 || sect < 0 || sect >= MAXSECTORS) { deletesprite(i); continue; } t = &hittype[i].temp_data[0]; hittype[i].bposx = s->x; hittype[i].bposy = s->y; hittype[i].bposz = s->z; switch (s->picnum) { case FLAMETHROWERFLAME: if (isWorldTour()) flamethrowerflame(i); continue; case DUCK: case TARGET: if (s->cstat & 32) { t[0]++; if (t[0] > 60) { t[0] = 0; s->cstat = 128 + 257 + 16; s->extra = 1; } } else { j = ifhitbyweapon(i); if (j >= 0) { s->cstat = 32 + 128; k = 1; j = headspritestat[STAT_ACTOR]; while (j >= 0) { if (sprite[j].lotag == s->lotag && sprite[j].picnum == s->picnum) { if ((sprite[j].hitag && !(sprite[j].cstat & 32)) || (!sprite[j].hitag && (sprite[j].cstat & 32)) ) { k = 0; break; } } j = nextspritestat[j]; } if (k == 1) { operateactivators(s->lotag, -1); operateforcefields(i, s->lotag); operatemasterswitches(s->lotag); } } } continue; case RESPAWNMARKERRED: case RESPAWNMARKERYELLOW: case RESPAWNMARKERGREEN: if (!respawnmarker(i, RESPAWNMARKERYELLOW, RESPAWNMARKERGREEN)) continue; break; case HELECOPT: case DUKECAR: s->z += s->zvel; t[0]++; if (t[0] == 4) spritesound(WAR_AMBIENCE2, i); if (t[0] > (26 * 8)) { sound(RPG_EXPLODE); for (j = 0; j < 32; j++) RANDOMSCRAP(s, i); earthquaketime = 16; deletesprite(i); continue; } else if ((t[0] & 3) == 0) spawn(i, EXPLOSION2); ssp(i, CLIPMASK0); break; case RAT: if (!rat(i, true)) continue; break; case QUEBALL: case STRIPEBALL: if (!queball(i, POCKET, QUEBALL, STRIPEBALL)) continue; break; case FORCESPHERE: forcesphere(i, FORCESPHERE); continue; case RECON: recon(i, EXPLOSION2, FIRELASER, RECO_ATTACK, RECO_PAIN, RECO_ROAM, 10, [](int i)->int { return PIGCOP; }); continue; case OOZ: case OOZ2: ooz(i); continue; case GREENSLIME: case GREENSLIME + 1: case GREENSLIME + 2: case GREENSLIME + 3: case GREENSLIME + 4: case GREENSLIME + 5: case GREENSLIME + 6: case GREENSLIME + 7: greenslime(i); continue; case BOUNCEMINE: case MORTER: j = spawn(i, FRAMEEFFECT1); hittype[j].temp_data[0] = 3; case HEAVYHBOMB: heavyhbomb(i); continue; case REACTORBURNT: case REACTOR2BURNT: continue; case REACTOR: case REACTOR2: reactor(i, REACTOR, REACTOR2, REACTOR2BURNT, REACTOR2BURNT); continue; case DUKE_CAMERA1: camera(i); continue; } // #ifndef VOLOMEONE if (ud.multimode < 2 && badguy(s)) { if (actor_tog == 1) { s->cstat = (short)32768; continue; } else if (actor_tog == 2) s->cstat = 257; } // #endif p = findplayer(s, &x); execute(i, p, x); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void fireflyflyingeffect(int i) { spritetype* s = &sprite[i]; auto t = &hittype[i].temp_data[0]; int x, p = findplayer(s, &x); execute(i, p, x); auto owner = &sprite[s->owner]; if (owner->picnum != FIREFLY) { deletesprite(i); return; } if (owner->xrepeat >= 24 || owner->pal == 1) s->cstat |= 0x8000; else s->cstat &= ~0x8000; double dx = owner->x - sprite[ps[p].i].x; double dy = owner->y - sprite[ps[p].i].y; double dist = sqrt(dx * dx + dy * dy); if (dist != 0.0) { dx /= dist; dy /= dist; } s->x = (int) (owner->x - (dx * -10.0)); s->y = (int) (owner->y - (dy * -10.0)); s->z = owner->z + 2048; if (owner->extra <= 0) { deletesprite(i); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveexplosions_d(void) // STATNUM 5 { int nexti, sect, p; int x, * t; spritetype* s; for (int i = headspritestat[STAT_MISC]; i >= 0; i = nexti) { nexti = nextspritestat[i]; t = &hittype[i].temp_data[0]; s = &sprite[i]; sect = s->sectnum; if (sect < 0 || s->xrepeat == 0) { deletesprite(i); continue; } hittype[i].bposx = s->x; hittype[i].bposy = s->y; hittype[i].bposz = s->z; switch (s->picnum) { case FIREFLYFLYINGEFFECT: if (isWorldTour()) fireflyflyingeffect(i); continue; case NEON1: case NEON2: case NEON3: case NEON4: case NEON5: case NEON6: if ((global_random / (s->lotag + 1) & 31) > 4) s->shade = -127; else s->shade = 127; continue; case BLOODSPLAT1: case BLOODSPLAT2: case BLOODSPLAT3: case BLOODSPLAT4: if (t[0] == 7 * 26) continue; s->z += 16 + (krand() & 15); t[0]++; if ((t[0] % 9) == 0) s->yrepeat++; continue; case NUKEBUTTON: case NUKEBUTTON + 1: case NUKEBUTTON + 2: case NUKEBUTTON + 3: if (t[0]) { t[0]++; if (t[0] == 8) s->picnum = NUKEBUTTON + 1; else if (t[0] == 16) { s->picnum = NUKEBUTTON + 2; ps[sprite[s->owner].yvel].fist_incs = 1; } if (ps[sprite[s->owner].yvel].fist_incs == 26) s->picnum = NUKEBUTTON + 3; } continue; case FORCESPHERE: forcesphere(i); continue; case WATERSPLASH2: watersplash2(i); continue; case FRAMEEFFECT1: frameeffect1(i); continue; case INNERJAW: case INNERJAW + 1: p = findplayer(s, &x); if (x < 512) { SetPlayerPal(&ps[p], PalEntry(32, 32, 0, 0)); sprite[ps[p].i].extra -= 4; } case FIRELASER: if (s->extra != 999) s->extra = 999; else { deletesprite(i); continue; } break; case TONGUE: deletesprite(i); continue; case MONEY + 1: case MAIL + 1: case PAPER + 1: hittype[i].floorz = s->z = getflorzofslope(s->sectnum, s->x, s->y); break; case MONEY: case MAIL: case PAPER: money(i, BLOODPOOL); break; case JIBS1: case JIBS2: case JIBS3: case JIBS4: case JIBS5: case JIBS6: case HEADJIB1: case ARMJIB1: case LEGJIB1: case LIZMANHEAD1: case LIZMANARM1: case LIZMANLEG1: case DUKETORSO: case DUKEGUN: case DUKELEG: jibs(i, JIBS6, true, false, false, s->picnum == DUKELEG || s->picnum == DUKETORSO || s->picnum == DUKEGUN, false); continue; case BLOODPOOL: case PUKE: bloodpool(i, s->picnum == PUKE, TIRE); continue; case LAVAPOOL: case ONFIRE: case BURNEDCORPSE: case LAVAPOOLBUBBLE: case WHISPYSMOKE: if (!isWorldTour()) continue; case BURNING: case BURNING2: case FECES: case WATERBUBBLE: case SMALLSMOKE: case EXPLOSION2: case SHRINKEREXPLOSION: case EXPLOSION2BOT: case BLOOD: case LASERSITE: case FORCERIPPLE: case TRANSPORTERSTAR: case TRANSPORTERBEAM: p = findplayer(s, &x); execute(i, p, x); continue; case SHELL: case SHOTGUNSHELL: shell(i, (sector[sect].floorz + (24 << 8)) < s->z); continue; case GLASSPIECES: case GLASSPIECES + 1: case GLASSPIECES + 2: glasspieces(i); continue; } if (s->picnum >= SCRAP6 && s->picnum <= SCRAP5 + 3) { scrap(i, SCRAP1, SCRAP6); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveeffectors_d(void) //STATNUM 3 { int q = 0, l, x, st, j, * t; int nexti, p, sh, nextj; short k; spritetype* s; sectortype* sc; walltype* wal; clearfriction(); for (int i = headspritestat[STAT_EFFECTOR]; i >= 0; i = nexti) { nexti = nextspritestat[i]; s = &sprite[i]; sc = §or[s->sectnum]; st = s->lotag; sh = s->hitag; t = &hittype[i].temp_data[0]; switch (st) { case SE_0_ROTATING_SECTOR: handle_se00(i, LASERLINE); break; case SE_1_PIVOT: //Nothing for now used as the pivot handle_se01(i); break; case SE_6_SUBWAY: k = sc->extra; if (t[4] > 0) { t[4]--; if (t[4] >= (k - (k >> 3))) s->xvel -= (k >> 5); if (t[4] > ((k >> 1) - 1) && t[4] < (k - (k >> 3))) s->xvel = 0; if (t[4] < (k >> 1)) s->xvel += (k >> 5); if (t[4] < ((k >> 1) - (k >> 3))) { t[4] = 0; s->xvel = k; } } else s->xvel = k; j = headspritestat[STAT_EFFECTOR]; while (j >= 0) { if ((sprite[j].lotag == 14) && (sh == sprite[j].hitag) && (hittype[j].temp_data[0] == t[0])) { sprite[j].xvel = s->xvel; // if( t[4] == 1 ) { if (hittype[j].temp_data[5] == 0) hittype[j].temp_data[5] = dist(&sprite[j], s); x = sgn(dist(&sprite[j], s) - hittype[j].temp_data[5]); if (sprite[j].extra) x = -x; s->xvel += x; } hittype[j].temp_data[4] = t[4]; } j = nextspritestat[j]; } x = 0; case SE_14_SUBWAY_CAR: handle_se14(i, true, RPG, JIBS6); break; case SE_30_TWO_WAY_TRAIN: handle_se30(i, JIBS6); break; case SE_2_EARTHQUAKE: handle_se02(i); break; //Flashing sector lights after reactor EXPLOSION2 case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT: handle_se03(i); break; case SE_4_RANDOM_LIGHTS: handle_se04(i); break; //BOSS case SE_5_BOSS: handle_se05(i, FIRELASER); break; case SE_8_UP_OPEN_DOOR_LIGHTS: case SE_9_DOWN_OPEN_DOOR_LIGHTS: handle_se08(i, false); break; case SE_10_DOOR_AUTO_CLOSE: { static const int tags[] = { 20, 21, 22, 26, 0}; handle_se10(i, tags); break; } case SE_11_SWINGING_DOOR: handle_se11(i); break; case SE_12_LIGHT_SWITCH: handle_se12(i); break; case SE_13_EXPLOSIVE: handle_se13(i); break; case SE_15_SLIDING_DOOR: handle_se15(i); break; case SE_16_REACTOR: handle_se16(i, REACTOR, REACTOR2); break; case SE_17_WARP_ELEVATOR: handle_se17(i); break; case SE_18_INCREMENTAL_SECTOR_RISE_FALL: handle_se18(i, true); break; case SE_19_EXPLOSION_LOWERS_CEILING: handle_se19(i, BIGFORCE); break; case SE_20_STRETCH_BRIDGE: handle_se20(i); break; case SE_21_DROP_FLOOR: handle_se21(i); break; case SE_22_TEETH_DOOR: handle_se22(i); break; case SE_24_CONVEYOR: case 34: if (t[4]) break; x = (sprite[i].yvel * sintable[(s->ang + 512) & 2047]) >> 18; l = (sprite[i].yvel * sintable[s->ang & 2047]) >> 18; k = 0; j = headspritesect[s->sectnum]; while (j >= 0) { nextj = nextspritesect[j]; if (sprite[j].zvel >= 0) switch (sprite[j].statnum) { case 5: switch (sprite[j].picnum) { case BLOODPOOL: case PUKE: case FOOTPRINTS: case FOOTPRINTS2: case FOOTPRINTS3: case FOOTPRINTS4: case BULLETHOLE: case BLOODSPLAT1: case BLOODSPLAT2: case BLOODSPLAT3: case BLOODSPLAT4: sprite[j].xrepeat = sprite[j].yrepeat = 0; j = nextj; continue; case LASERLINE: j = nextj; continue; } case 6: if (sprite[j].picnum == TRIPBOMB) break; case 1: case 0: if ( sprite[j].picnum == BOLT1 || sprite[j].picnum == BOLT1 + 1 || sprite[j].picnum == BOLT1 + 2 || sprite[j].picnum == BOLT1 + 3 || sprite[j].picnum == SIDEBOLT1 || sprite[j].picnum == SIDEBOLT1 + 1 || sprite[j].picnum == SIDEBOLT1 + 2 || sprite[j].picnum == SIDEBOLT1 + 3 || wallswitchcheck(j) ) break; if (!(sprite[j].picnum >= CRANE && sprite[j].picnum <= (CRANE + 3))) { if (sprite[j].z > (hittype[j].floorz - (16 << 8))) { hittype[j].bposx = sprite[j].x; hittype[j].bposy = sprite[j].y; sprite[j].x += x >> 2; sprite[j].y += l >> 2; setsprite(j, sprite[j].x, sprite[j].y, sprite[j].z); if (sector[sprite[j].sectnum].floorstat & 2) if (sprite[j].statnum == 2) makeitfall(j); } } break; } j = nextj; } for (p = connecthead; p >= 0; p = connectpoint2[p]) { if (ps[p].cursectnum == s->sectnum && ps[p].on_ground) { if (abs(ps[p].pos.z - ps[p].truefz) < PHEIGHT + (9 << 8)) { ps[p].fric.x += x << 3; ps[p].fric.y += l << 3; } } } sc->floorxpanning += sprite[i].yvel >> 7; break; case 35: handle_se35(i, SMALLSMOKE, EXPLOSION2); break; case 25: //PISTONS if (t[4] == 0) break; if (sc->floorz <= sc->ceilingz) s->shade = 0; else if (sc->ceilingz <= t[3]) s->shade = 1; if (s->shade) { sc->ceilingz += sprite[i].yvel << 4; if (sc->ceilingz > sc->floorz) sc->ceilingz = sc->floorz; } else { sc->ceilingz -= sprite[i].yvel << 4; if (sc->ceilingz < t[3]) sc->ceilingz = t[3]; } break; case 26: handle_se26(i); break; case SE_27_DEMO_CAM: handle_se27(i); break; case 28: if (t[5] > 0) { t[5]--; break; } if (hittype[i].temp_data[0] == 0) { p = findplayer(s, &x); if (x > 15500) break; hittype[i].temp_data[0] = 1; hittype[i].temp_data[1] = 64 + (krand() & 511); hittype[i].temp_data[2] = 0; } else { hittype[i].temp_data[2]++; if (hittype[i].temp_data[2] > hittype[i].temp_data[1]) { hittype[i].temp_data[0] = 0; ps[screenpeek].visibility = ud.const_visibility; break; } else if (hittype[i].temp_data[2] == (hittype[i].temp_data[1] >> 1)) spritesound(THUNDER, i); else if (hittype[i].temp_data[2] == (hittype[i].temp_data[1] >> 3)) spritesound(LIGHTNING_SLAP, i); else if (hittype[i].temp_data[2] == (hittype[i].temp_data[1] >> 2)) { j = headspritestat[0]; while (j >= 0) { if (sprite[j].picnum == NATURALLIGHTNING && sprite[j].hitag == s->hitag) sprite[j].cstat |= 32768; j = nextspritestat[j]; } } else if (hittype[i].temp_data[2] > (hittype[i].temp_data[1] >> 3) && hittype[i].temp_data[2] < (hittype[i].temp_data[1] >> 2)) { if (cansee(s->x, s->y, s->z, s->sectnum, ps[screenpeek].posx, ps[screenpeek].posy, ps[screenpeek].posz, ps[screenpeek].cursectnum)) j = 1; else j = 0; if (rnd(192) && (hittype[i].temp_data[2] & 1)) { if (j) ps[screenpeek].visibility = 0; } else if (j) ps[screenpeek].visibility = ud.const_visibility; j = headspritestat[0]; while (j >= 0) { if (sprite[j].picnum == NATURALLIGHTNING && sprite[j].hitag == s->hitag) { if (rnd(32) && (hittype[i].temp_data[2] & 1)) { sprite[j].cstat &= 32767; spawn(j, SMALLSMOKE); p = findplayer(s, &x); x = ldist(&sprite[ps[p].i], &sprite[j]); if (x < 768) { if (S_CheckSoundPlaying(DUKE_LONGTERM_PAIN) < 1) spritesound(DUKE_LONGTERM_PAIN, ps[p].i); spritesound(SHORT_CIRCUIT, ps[p].i); sprite[ps[p].i].extra -= 8 + (krand() & 7); SetPlayerPal(&ps[p], PalEntry(32, 16, 0, 0)); } break; } else sprite[j].cstat |= 32768; } j = nextspritestat[j]; } } } break; case 29: s->hitag += 64; l = mulscale12((int)s->yvel, sintable[s->hitag & 2047]); sc->floorz = s->z + l; break; case 31: // True Drop Floor if (t[0] == 1) { // Choose dir if (t[3] > 0) { t[3]--; break; } if (t[2] == 1) // Retract { if (sprite[i].ang != 1536) { if (abs(sc->floorz - s->z) < sprite[i].yvel ) { sc->floorz = s->z; t[2] = 0; t[0] = 0; t[3] = s->hitag; callsound(s->sectnum, i); } else { l = sgn(s->z - sc->floorz) * sprite[i].yvel ; sc->floorz += l; j = headspritesect[s->sectnum]; while (j >= 0) { if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0) if (ps[sprite[j].yvel].on_ground == 1) ps[sprite[j].yvel].posz += l; if (sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4) { hittype[j].bposz = sprite[j].z += l; hittype[j].floorz = sc->floorz; } j = nextspritesect[j]; } } } else { if (abs(sc->floorz - t[1]) < sprite[i].yvel ) { sc->floorz = t[1]; callsound(s->sectnum, i); t[2] = 0; t[0] = 0; t[3] = s->hitag; } else { l = sgn(t[1] - sc->floorz) * sprite[i].yvel ; sc->floorz += l; j = headspritesect[s->sectnum]; while (j >= 0) { if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0) if (ps[sprite[j].yvel].on_ground == 1) ps[sprite[j].yvel].posz += l; if (sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4) { hittype[j].bposz = sprite[j].z += l; hittype[j].floorz = sc->floorz; } j = nextspritesect[j]; } } } break; } if ((s->ang & 2047) == 1536) { if (abs(s->z - sc->floorz) < sprite[i].yvel ) { callsound(s->sectnum, i); t[0] = 0; t[2] = 1; t[3] = s->hitag; } else { l = sgn(s->z - sc->floorz) * sprite[i].yvel ; sc->floorz += l; j = headspritesect[s->sectnum]; while (j >= 0) { if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0) if (ps[sprite[j].yvel].on_ground == 1) ps[sprite[j].yvel].posz += l; if (sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4) { hittype[j].bposz = sprite[j].z += l; hittype[j].floorz = sc->floorz; } j = nextspritesect[j]; } } } else { if (abs(sc->floorz - t[1]) < sprite[i].yvel ) { t[0] = 0; callsound(s->sectnum, i); t[2] = 1; t[3] = s->hitag; } else { l = sgn(s->z - t[1]) * sprite[i].yvel ; sc->floorz -= l; j = headspritesect[s->sectnum]; while (j >= 0) { if (sprite[j].picnum == APLAYER && sprite[j].owner >= 0) if (ps[sprite[j].yvel].on_ground == 1) ps[sprite[j].yvel].posz -= l; if (sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4) { hittype[j].bposz = sprite[j].z -= l; hittype[j].floorz = sc->floorz; } j = nextspritesect[j]; } } } } break; case 32: // True Drop Ceiling handle_se32(i); break; case 33: if (earthquaketime > 0 && (krand() & 7) == 0) RANDOMSCRAP(s, i); break; case 36: if (t[0]) { if (t[0] == 1) shoot(i, sc->extra); else if (t[0] == 26 * 5) t[0] = 0; t[0]++; } break; case 128: //SE to control glass breakage handle_se128(i); break; case 130: handle_se130(i, 80, EXPLOSION2); break; case 131: handle_se130(i, 40, EXPLOSION2); break; } } //Sloped sin-wave floors! for (int i = headspritestat[STAT_EFFECTOR]; i >= 0; i = nextspritestat[i]) { s = &sprite[i]; if (s->lotag != 29) continue; sc = §or[s->sectnum]; if (sc->wallnum != 4) continue; wal = &wall[sc->wallptr + 2]; alignflorslope(s->sectnum, wal->x, wal->y, sector[wal->nextsector].floorz); } } END_DUKE_NS