//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2017-2019 - Nuke.YKT 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 is a combination of code from the following sources: - EDuke 2 by Matt Saettler - JFDuke by Jonathon Fowler (jf@jonof.id.au), - DukeGDX and RedneckGDX by Alexander Makarov-[M210] (m210-2007@mail.ru) - Redneck Rampage reconstructed source by Nuke.YKT */ //------------------------------------------------------------------------- #include "ns.h" #include "global.h" #include "names.h" #include "stats.h" #include "constants.h" #include "dukeactor.h" BEGIN_DUKE_NS double adjustfall(DDukeActor* actor, double c); //--------------------------------------------------------------------------- // // this was once a macro // //--------------------------------------------------------------------------- void RANDOMSCRAP(DDukeActor* origin) { int r1 = krand(), r2 = krand(), r3 = krand(), r4 = krand(); DVector3 offset; offset.X = krandf(16) - 8; offset.Y = krandf(16) - 8; offset.Z = krandf(16) - 8; int v = isRR() ? 16 : 48; auto a = randomAngle(); auto vel = krandf(4) + 4; auto zvel = -krandf(8) - 2; CreateActor(origin->sector(), origin->spr.pos + offset, TILE_SCRAP6 + (r4 & 15), -8, v, v, a, vel, zvel, origin, 5); } //--------------------------------------------------------------------------- // // wrapper to ensure that if a sound actor is killed, the sound is stopped as well. // //--------------------------------------------------------------------------- void deletesprite(DDukeActor *const actor) { if (actor->spr.picnum == MUSICANDSFX && actor->temp_data[0] == 1) S_StopSound(actor->spr.lotag, actor); actor->Destroy(); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void addammo(int weapon, player_struct* player, int amount) { player->ammo_amount[weapon] += amount; if (player->ammo_amount[weapon] > gs.max_ammo_amount[weapon]) player->ammo_amount[weapon] = gs.max_ammo_amount[weapon]; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void checkavailinven(player_struct* player) { if (player->firstaid_amount > 0) player->inven_icon = ICON_FIRSTAID; else if (player->steroids_amount > 0) player->inven_icon = ICON_STEROIDS; else if (player->holoduke_amount > 0) player->inven_icon = ICON_HOLODUKE; else if (player->jetpack_amount > 0) player->inven_icon = ICON_JETPACK; else if (player->heat_amount > 0) player->inven_icon = ICON_HEATS; else if (player->scuba_amount > 0) player->inven_icon = ICON_SCUBA; else if (player->boot_amount > 0) player->inven_icon = ICON_BOOTS; else player->inven_icon = ICON_NONE; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void checkavailweapon(player_struct* player) { int i, snum; int weap; if (player->wantweaponfire >= 0) { weap = player->wantweaponfire; player->wantweaponfire = -1; if (weap == player->curr_weapon) return; else if (player->gotweapon[weap] && player->ammo_amount[weap] > 0) { fi.addweapon(player, weap); return; } } weap = player->curr_weapon; if (player->gotweapon[weap] && player->ammo_amount[weap] > 0) return; snum = player->GetPlayerNum(); int max = MAX_WEAPON; for (i = 0; i <= max; i++) { weap = ud.wchoice[snum][i]; if ((g_gameType & GAMEFLAG_SHAREWARE) && weap > 6) continue; if (weap == 0) weap = max; else weap--; if (weap == MIN_WEAPON || (player->gotweapon[weap] && player->ammo_amount[weap] > 0)) break; } if (i == MAX_WEAPON) weap = MIN_WEAPON; // Found the weapon player->last_weapon = player->curr_weapon; player->random_club_frame = 0; player->curr_weapon = weap; if (isWW2GI()) { SetGameVarID(g_iWeaponVarID, player->curr_weapon, player->GetActor(), snum); // snum is player index! if (player->curr_weapon >= 0) { SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike(player->curr_weapon, snum), player->GetActor(), snum); } else { SetGameVarID(g_iWorksLikeVarID, -1, player->GetActor(), snum); } OnEvent(EVENT_CHANGEWEAPON, snum, player->GetActor(), -1); } player->okickback_pic = player->kickback_pic = 0; if (player->holster_weapon == 1) { player->holster_weapon = 0; player->weapon_pos = 10; } else player->weapon_pos = -1; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void clearcamera(player_struct* ps) { ps->newOwner = nullptr; ps->restorexyz(); ps->angle.restore(); updatesector(ps->pos, &ps->cursector); DukeStatIterator it(STAT_ACTOR); while (auto k = it.Next()) { if (actorflag(k, SFLAG2_CAMERA)) k->spr.yint = 0; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int ssp(DDukeActor* const actor, unsigned int cliptype) //The set sprite function { Collision c; return movesprite_ex(actor, DVector3(actor->spr.angle.ToVector() * actor->vel.X, actor->vel.Z), cliptype, c) == kHitNone; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void insertspriteq(DDukeActor* const actor) { if (spriteqamount > 0) { if (spriteq[spriteqloc] != nullptr) { // todo: Make list size a CVAR. spriteq[spriteqloc]->spr.xrepeat = 0; deletesprite(spriteq[spriteqloc]); } spriteq[spriteqloc] = actor; spriteqloc = (spriteqloc + 1) % spriteqamount; } else actor->spr.xrepeat = actor->spr.yrepeat = 0; } //--------------------------------------------------------------------------- // // consolidation of several nearly identical functions // //--------------------------------------------------------------------------- void lotsofstuff(DDukeActor* actor, int n, int spawntype) { for (int i = n; i > 0; i--) { DAngle r1 = randomAngle(); double r2 = zrand(47); auto j = CreateActor(actor->sector(), actor->spr.pos.plusZ(-r2), spawntype, -32, 8, 8, r1, 0., 0., actor, 5); if (j) j->spr.cstat = randomFlip(); } } //--------------------------------------------------------------------------- // // movesector - used by sector effectors // //--------------------------------------------------------------------------- void movesector(DDukeActor* const actor, int msindex, DAngle rotation) { //T1,T2 and T3 are used for all the sector moving stuff!!! actor->spr.pos.X += actor->vel.X * actor->spr.angle.Cos(); actor->spr.pos.Y += actor->vel.X * actor->spr.angle.Sin(); for(auto& wal : wallsofsector(actor->sector())) { auto t = rotatepoint({ 0, 0 }, mspos[msindex], rotation); dragpoint(&wal, actor->spr.pos.XY() + t); msindex++; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movecyclers(void) { for (int q = numcyclers - 1; q >= 0; q--) { Cycler* c = &cyclers[q]; auto sect = c->sector; int shade = c->shade2; int j = shade + bsin(c->lotag, -10); int cshade = c->shade1; if (j < cshade) j = cshade; else if (j > shade) j = shade; c->lotag += sect->extra; if (c->state) { for (auto& wal : wallsofsector(sect)) { if (wal.hitag != 1) { wal.shade = j; if ((wal.cstat & CSTAT_WALL_BOTTOM_SWAP) && wal.twoSided()) wal.nextWall()->shade = j; } } sect->floorshade = sect->ceilingshade = j; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movedummyplayers(void) { int p; DukeStatIterator iti(STAT_DUMMYPLAYER); while (auto act = iti.Next()) { if (!act->GetOwner()) continue; p = act->GetOwner()->PlayerIndex(); if ((!isRR() && ps[p].on_crane != nullptr) || !ps[p].insector() || ps[p].cursector->lotag != 1 || ps->GetActor()->spr.extra <= 0) { ps[p].dummyplayersprite = nullptr; deletesprite(act); continue; } else { if (ps[p].on_ground && ps[p].on_warping_sector == 1 && ps[p].cursector->lotag == 1) { act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; act->spr.pos.Z = act->sector()->ceilingz + 27; act->spr.angle = ps[p].angle.ang; if (act->temp_data[0] == 8) act->temp_data[0] = 0; else act->temp_data[0]++; } else { if (act->sector()->lotag != 2) act->spr.pos.Z = act->sector()->floorz; act->spr.cstat = CSTAT_SPRITE_INVISIBLE; } } act->spr.pos.X += (ps[p].pos.X - ps[p].opos.X); act->spr.pos.Y += (ps[p].pos.Y - ps[p].opos.Y); SetActor(act, act->spr.pos); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveplayers(void) { double other; DukeStatIterator iti(STAT_PLAYER); while (auto act = iti.Next()) { int pn = act->PlayerIndex(); auto p = &ps[pn]; if (act->GetOwner()) { if (p->newOwner != nullptr) //Looking thru the camera { act->spr.pos = p->opos.plusZ(gs.playerheight); act->backupz(); act->spr.angle = p->angle.oang; SetActor(act, act->spr.pos); } else { if (ud.multimode > 1) otherp = findotherplayer(pn, &other); else { otherp = pn; other = 0; } execute(act, pn, other); if (ud.multimode > 1) { auto psp = ps[otherp].GetActor(); if (psp->spr.extra > 0) { if (act->spr.yrepeat > 32 && psp->spr.yrepeat < 32) { if (other < 1400/16. && p->knee_incs == 0) { p->knee_incs = 1; p->weapon_pos = -1; p->actorsqu = ps[otherp].GetActor(); } } } } if (ud.god) { act->spr.extra = gs.max_player_health; act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; if (!isWW2GI() && !isRR()) p->jetpack_amount = 1599; } if (p->actorsqu != nullptr) { p->angle.addadjustment(deltaangle(p->angle.ang, (p->actorsqu->spr.pos - p->pos).Angle()) * 0.25); } if (act->spr.extra > 0) { // currently alive... act->SetHitOwner(act); if (ud.god == 0) if (fi.ceilingspace(act->sector()) || fi.floorspace(act->sector())) quickkill(p); } else { p->pos = act->spr.pos.plusZ(-28); p->newOwner = nullptr; if (p->wackedbyactor != nullptr && p->wackedbyactor->spr.statnum < MAXSTATUS) { p->angle.addadjustment(deltaangle(p->angle.ang, (p->wackedbyactor->spr.pos - p->pos).Angle()) * 0.5); } } act->spr.angle = p->angle.ang; } } else { if (p->holoduke_on == nullptr) { deletesprite(act); continue; } act->spr.cstat = 0; if (act->spr.xrepeat < 42) { act->spr.xrepeat += 4; act->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT; } else act->spr.xrepeat = 42; if (act->spr.yrepeat < 36) act->spr.yrepeat += 4; else { act->spr.yrepeat = 36; if (act->sector()->lotag != ST_2_UNDERWATER) makeitfall(act); if (act->vel.Z == 0 && act->sector()->lotag == ST_1_ABOVE_WATER) act->spr.pos.Z += 32; } if (act->spr.extra < 8) { act->vel.X = 8; act->spr.angle = p->angle.ang; act->spr.extra++; ssp(act, CLIPMASK0); } else { act->spr.angle = DAngle360 - minAngle - p->angle.ang; SetActor(act, act->spr.pos); } } if (act->insector()) { if (act->sector()->ceilingstat & CSTAT_SECTOR_SKY) act->spr.shade += (act->sector()->ceilingshade - act->spr.shade) >> 1; else act->spr.shade += (act->sector()->floorshade - act->spr.shade) >> 1; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movefx(void) { int p; DukeStatIterator iti(STAT_FX); while (auto act = iti.Next()) { switch (act->spr.picnum) { case RESPAWN: if (act->spr.extra == 66) { auto j = spawn(act, act->spr.hitag); if (isRRRA() && j) { respawn_rrra(act, j); } else { deletesprite(act); } } else if (act->spr.extra > (66 - 13)) act->spr.extra++; break; case MUSICANDSFX: { double maxdist = act->spr.hitag * maptoworld; if (act->temp_data[1] != (int)SoundEnabled()) { act->temp_data[1] = SoundEnabled(); act->temp_data[0] = 0; } if (act->spr.lotag >= 1000 && act->spr.lotag < 2000) { double dist = (ps[screenpeek].GetActor()->spr.pos.XY() - act->spr.pos.XY()).Length(); if (dist < maxdist && act->temp_data[0] == 0) { FX_SetReverb(act->spr.lotag - 1100); act->temp_data[0] = 1; } if (dist >= maxdist && act->temp_data[0] == 1) { FX_SetReverb(0); FX_SetReverbDelay(0); act->temp_data[0] = 0; } } else if (act->spr.lotag < 999 && (unsigned)act->sector()->lotag < ST_9_SLIDING_ST_DOOR && snd_ambience && act->sector()->floorz != act->sector()->ceilingz) { int flags = S_GetUserFlags(act->spr.lotag); if (flags & SF_MSFX) { double distance = (ps[screenpeek].GetActor()->spr.pos - act->spr.pos).Length(); if (distance < maxdist && act->temp_data[0] == 0) { // Start playing an ambience sound. S_PlayActorSound(act->spr.lotag, act, CHAN_AUTO, CHANF_LOOP); act->temp_data[0] = 1; // AMBIENT_SFX_PLAYING } else if (distance >= maxdist && act->temp_data[0] == 1) { // Stop playing ambience sound because we're out of its range. S_StopSound(act->spr.lotag, act); } } if ((flags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL) { if (act->temp_data[4] > 0) act->temp_data[4]--; else for (p = connecthead; p >= 0; p = connectpoint2[p]) if (p == myconnectindex && ps[p].cursector == act->sector()) { S_PlaySound(act->spr.lotag + (unsigned)global_random % (act->spr.hitag + 1)); act->temp_data[4] = 26 * 40 + (global_random % (26 * 40)); } } } break; } } } } //--------------------------------------------------------------------------- // // split out of movestandables // //--------------------------------------------------------------------------- void movecrane(DDukeActor *actor, int crane) { const double CRANE_STEP = 16.; auto sectp = actor->sector(); double xx; auto& cpt = cranes[actor->temp_data[4]]; //actor->temp_data[0] = state //actor->temp_data[1] = checking sector number if(actor->vel.X != 0) getglobalz(actor); if (actor->temp_data[0] == 0) //Waiting to check the sector { DukeSectIterator it(actor->temp_sect); while (auto a2 = it.Next()) { switch (a2->spr.statnum) { case STAT_ACTOR: case STAT_ZOMBIEACTOR: case STAT_STANDABLE: case STAT_PLAYER: actor->spr.angle = VecToAngle(cpt.pole - actor->spr.pos.XY()); SetActor(a2, DVector3( cpt.pole.X, cpt.pole.Y, a2->spr.pos.Z )); actor->temp_data[0]++; return; } } } else if (actor->temp_data[0] == 1) { if (actor->vel.X < 11.5) { actor->spr.picnum = crane + 1; actor->vel.X += 0.5; } //IFMOVING; // JBF 20040825: see my rant above about this ssp(actor, CLIPMASK0); if (actor->sector() == actor->temp_sect) actor->temp_data[0]++; } else if (actor->temp_data[0] == 2 || actor->temp_data[0] == 7) { actor->spr.pos.Z += 6; if (actor->temp_data[0] == 2) { if ((sectp->floorz - actor->spr.pos.Z) < 64) if (actor->spr.picnum > crane) actor->spr.picnum--; if ((sectp->floorz - actor->spr.pos.Z) < 20) actor->temp_data[0]++; } if (actor->temp_data[0] == 7) { if ((sectp->floorz - actor->spr.pos.Z) < 64) { if (actor->spr.picnum > crane) actor->spr.picnum--; else { if (actor->IsActiveCrane()) { int p = findplayer(actor, &xx); S_PlayActorSound(isRR() ? 390 : DUKE_GRUNT, ps[p].GetActor()); if (ps[p].on_crane == actor) ps[p].on_crane = nullptr; } actor->temp_data[0]++; actor->SetActiveCrane(false); } } } } else if (actor->temp_data[0] == 3) { actor->spr.picnum++; if (actor->spr.picnum == (crane + 2)) { int p = checkcursectnums(actor->temp_sect); if (p >= 0 && ps[p].on_ground) { actor->SetActiveCrane(true); ps[p].on_crane = actor; S_PlayActorSound(isRR() ? 390 : DUKE_GRUNT, ps[p].GetActor()); ps[p].angle.settarget(actor->spr.angle + DAngle180); } else { DukeSectIterator it(actor->temp_sect); while (auto a2 = it.Next()) { switch (a2->spr.statnum) { case 1: case 6: actor->SetOwner(a2); break; } } } actor->temp_data[0]++;//Grabbed the sprite actor->temp_data[2] = 0; return; } } else if (actor->temp_data[0] == 4) //Delay before going up { actor->temp_data[2]++; if (actor->temp_data[2] > 10) actor->temp_data[0]++; } else if (actor->temp_data[0] == 5 || actor->temp_data[0] == 8) { if (actor->temp_data[0] == 8 && actor->spr.picnum < (crane + 2)) if ((sectp->floorz - actor->spr.pos.Z) > 32) actor->spr.picnum++; if (actor->spr.pos.Z < cpt.pos.Z) { actor->temp_data[0]++; actor->vel.X = 0; } else actor->spr.pos.Z -= 6; } else if (actor->temp_data[0] == 6) { if (actor->vel.X < 12) actor->vel.X += 0.5; actor->spr.angle = VecToAngle(cpt.pos.XY() - actor->spr.pos.XY()); ssp(actor, CLIPMASK0); if (((actor->spr.pos.X - cpt.pos.X) * (actor->spr.pos.X - cpt.pos.X) + (actor->spr.pos.Y - cpt.pos.Y) * (actor->spr.pos.Y - cpt.pos.Y)) < (8 * 8)) actor->temp_data[0]++; } else if (actor->temp_data[0] == 9) actor->temp_data[0] = 0; if (cpt.poleactor) SetActor(cpt.poleactor, actor->spr.pos.plusZ(-34)); auto Owner = actor->GetOwner(); if (Owner != nullptr || actor->IsActiveCrane()) { int p = findplayer(actor, &xx); int j = fi.ifhitbyweapon(actor); if (j >= 0) { if (actor->IsActiveCrane()) if (ps[p].on_crane == actor) ps[p].on_crane = nullptr; actor->SetActiveCrane(false); actor->spr.picnum = crane; return; } if (Owner != nullptr) { SetActor(Owner, actor->spr.pos); Owner->opos = actor->spr.pos; actor->vel.Z = 0; } else if (actor->IsActiveCrane()) { auto ang = ps[p].angle.ang; ps[p].backupxyz(); ps[p].pos.XY() = actor->spr.pos.XY() - CRANE_STEP * ang.ToVector(); ps[p].pos.Z = actor->spr.pos.Z + 2; SetActor(ps[p].GetActor(), ps[p].pos); ps[p].setCursector(ps[p].GetActor()->sector()); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movefountain(DDukeActor *actor, int fountain) { if (actor->temp_data[0] > 0) { if (actor->temp_data[0] < 20) { actor->temp_data[0]++; actor->spr.picnum++; if (actor->spr.picnum == fountain + 3) actor->spr.picnum = fountain + 1; } else { double x; findplayer(actor, &x); if (x > 32) { actor->temp_data[0] = 0; actor->spr.picnum = fountain; } else actor->temp_data[0] = 1; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveflammable(DDukeActor* actor, int pool) { int j; if (actor->temp_data[0] == 1) { actor->temp_data[1]++; if ((actor->temp_data[1] & 3) > 0) return; if (actorflag(actor, SFLAG_FLAMMABLEPOOLEFFECT) && actor->temp_data[1] == 32) { actor->spr.cstat = 0; auto spawned = spawn(actor, pool); if (spawned) { spawned->spr.pal = 2; spawned->spr.shade = 127; } } else { if (actor->spr.shade < 64) actor->spr.shade++; else { deletesprite(actor); return; } } j = actor->spr.xrepeat - (krand() & 7); if (j < 10) { deletesprite(actor); return; } actor->spr.xrepeat = j; j = actor->spr.yrepeat - (krand() & 7); if (j < 4) { deletesprite(actor); return; } actor->spr.yrepeat = j; } if (actorflag(actor, SFLAG_FALLINGFLAMMABLE)) { makeitfall(actor); actor->ceilingz = actor->sector()->ceilingz; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void detonate(DDukeActor *actor, int explosion) { earthquaketime = 16; DukeStatIterator itj(STAT_EFFECTOR); while (auto effector = itj.Next()) { if (actor->spr.hitag == effector->spr.hitag) { if (effector->spr.lotag == SE_13_EXPLOSIVE) { if (effector->temp_data[2] == 0) effector->temp_data[2] = 1; } else if (effector->spr.lotag == SE_8_UP_OPEN_DOOR_LIGHTS) effector->temp_data[4] = 1; else if (effector->spr.lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL) { if (effector->temp_data[0] == 0) effector->temp_data[0] = 1; } else if (effector->spr.lotag == SE_21_DROP_FLOOR) effector->temp_data[0] = 1; } } actor->spr.pos.Z -= 32; if ((actor->temp_data[3] == 1 && actor->spr.xrepeat) || actor->spr.lotag == -99) { int x = actor->spr.extra; spawn(actor, explosion); fi.hitradius(actor, gs.seenineblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x); S_PlayActorSound(PIPEBOMB_EXPLODE, actor); } if (actor->spr.xrepeat) for (int x = 0; x < 8; x++) RANDOMSCRAP(actor); deletesprite(actor); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movemasterswitch(DDukeActor *actor) { if (actor->spr.yint == 1) { actor->spr.hitag--; if (actor->spr.hitag <= 0) { operatesectors(actor->sector(), actor); DukeSectIterator it(actor->sector()); while (auto effector = it.Next()) { if (effector->spr.statnum == STAT_EFFECTOR) { switch (effector->spr.lotag) { case SE_2_EARTHQUAKE: case SE_21_DROP_FLOOR: case SE_31_FLOOR_RISE_FALL: case SE_32_CEILING_RISE_FALL: case SE_36_PROJ_SHOOTER: effector->temp_data[0] = 1; break; case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT: effector->temp_data[4] = 1; break; } } else if (effector->spr.statnum == STAT_STANDABLE) { if (actorflag(effector, SFLAG2_BRIGHTEXPLODE)) // _SEENINE_ and _OOZFILTER_ { effector->spr.shade = -31; } } } // we cannot delete this because it may be used as a sound source. // This originally depended on undefined behavior as the deleted sprite was still used for the sound // with no checking if it got reused in the mean time. actor->spr.picnum = 0; // give it a picnum without any behavior attached, just in case actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE; actor->spr.cstat2 |= CSTAT2_SPRITE_NOFIND; ChangeActorStat(actor, STAT_REMOVED); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movetrash(DDukeActor *actor) { if (actor->vel.X == 0) actor->vel.X = 1 / 16.; if (ssp(actor, CLIPMASK0)) { makeitfall(actor); if (krand() & 1) actor->vel.Z -= 1; if (abs(actor->vel.X) < 3) actor->vel.X += (krand() & 3) / 16.; } else deletesprite(actor); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movewaterdrip(DDukeActor *actor, int drip) { if (actor->temp_data[1]) { actor->temp_data[1]--; if (actor->temp_data[1] == 0) actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; } else { makeitfall(actor); ssp(actor, CLIPMASK0); if(actor->vel.X > 0) actor->vel.X -= 1/8.; if (actor->vel.Z == 0) { actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE; if (actor->spr.pal != 2 && (isRR() || actor->spr.hitag == 0)) S_PlayActorSound(SOMETHING_DRIPPING, actor); auto Owner = actor->GetOwner(); if (!Owner || Owner->spr.picnum != drip) { deletesprite(actor); } else { actor->spr.pos.Z = actor->temp_pos.Z; actor->backupz(); actor->temp_data[1] = 48 + (krand() & 31); } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movedoorshock(DDukeActor* actor) { auto sectp = actor->sector(); int j = int(abs(sectp->ceilingz - sectp->floorz) * 0.5); actor->spr.yrepeat = j + 4; actor->spr.xrepeat = 16; actor->spr.pos.Z = sectp->floorz; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movetouchplate(DDukeActor* actor, int plate) { auto sectp = actor->sector(); int p; if (actor->temp_data[1] == 1 && actor->spr.hitag >= 0) //Move the sector floor { double X = sectp->floorz; double add = sectp->extra * zmaptoworld; if (actor->temp_data[3] == 1) { if (X >= actor->temp_pos.Z) { sectp->setfloorz(X); actor->temp_data[1] = 0; } else { sectp->addfloorz(add); p = checkcursectnums(actor->sector()); if (p >= 0) ps[p].pos.Z += add; } } else { if (X <= actor->spr.pos.Z) { sectp->setfloorz(actor->spr.pos.Z); actor->temp_data[1] = 0; } else { sectp->floorz -= add; p = checkcursectnums(actor->sector()); if (p >= 0) ps[p].pos.Z -= add; } } return; } if (actor->temp_data[5] == 1) return; p = checkcursectnums(actor->sector()); if (p >= 0 && (ps[p].on_ground || actor->spr.intangle == 512)) { if (actor->temp_data[0] == 0 && !check_activator_motion(actor->spr.lotag)) { actor->temp_data[0] = 1; actor->temp_data[1] = 1; actor->temp_data[3] = !actor->temp_data[3]; operatemasterswitches(actor->spr.lotag); operateactivators(actor->spr.lotag, p); if (actor->spr.hitag > 0) { actor->spr.hitag--; if (actor->spr.hitag == 0) actor->temp_data[5] = 1; } } } else actor->temp_data[0] = 0; if (actor->temp_data[1] == 1) { DukeStatIterator it(STAT_STANDABLE); while (auto act2 = it.Next()) { if (act2 != actor && act2->spr.picnum == plate && act2->spr.lotag == actor->spr.lotag) { act2->temp_data[1] = 1; act2->temp_data[3] = actor->temp_data[3]; } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveooz(DDukeActor* actor, int seenine, int seeninedead, int ooz, int explosion) { int j; if (actor->spr.shade != -32 && actor->spr.shade != -33) { if (actor->spr.xrepeat) j = (fi.ifhitbyweapon(actor) >= 0); else j = 0; if (j || actor->spr.shade == -31) { if (j) actor->spr.lotag = 0; actor->temp_data[3] = 1; DukeStatIterator it(STAT_STANDABLE); while (auto act2 = it.Next()) { if (actor->spr.hitag == act2->spr.hitag && actorflag(act2, SFLAG2_BRIGHTEXPLODE)) act2->spr.shade = -32; } } } else { if (actor->spr.shade == -32) { if (actor->spr.lotag > 0) { actor->spr.lotag -= 3; if (actor->spr.lotag <= 0) actor->spr.lotag = -99; } else actor->spr.shade = -33; } else { if (actor->spr.xrepeat > 0) { actor->temp_data[2]++; if (actor->temp_data[2] == 3) { if (actor->spr.picnum == ooz) { actor->temp_data[2] = 0; detonate(actor, explosion); return; } if (actor->spr.picnum != (seeninedead + 1)) { actor->temp_data[2] = 0; if (actor->spr.picnum == seeninedead) actor->spr.picnum++; else if (actor->spr.picnum == seenine) actor->spr.picnum = seeninedead; } else { detonate(actor, explosion); return; } } return; } detonate(actor, explosion); return; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movecanwithsomething(DDukeActor* actor) { makeitfall(actor); int j = fi.ifhitbyweapon(actor); if (j >= 0) { S_PlayActorSound(VENT_BUST, actor); for (j = 0; j < 10; j++) RANDOMSCRAP(actor); if (actor->spr.lotag) spawn(actor, actor->spr.lotag); deletesprite(actor); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void bounce(DDukeActor* actor) { DVector3 vect(actor->spr.angle.ToVector() * actor->vel.X, actor->vel.Z); auto sectp = actor->sector(); DAngle daang = VecToAngle(sectp->firstWall()->delta()); double k; if (actor->spr.pos.Z < (actor->floorz + actor->ceilingz) * 0.5) k = sectp->ceilingheinum / 16.; else k = sectp->floorheinum / 16.; DVector3 davec(daang.Sin() * k, -daang.Cos() * k, 16); double dot = vect.dot(davec); double l = davec.LengthSquared(); const double scale = 1; // still need to figure out. if ((abs(dot) * scale) < l) { k = k * l / 8.; // Guessed by '<< (17-14)' vect -= davec * k; } actor->vel.Z = vect.Z; actor->vel.X = vect.XY().Length(); actor->spr.angle = VecToAngle(vect); } //--------------------------------------------------------------------------- // // taken out of moveweapon // //--------------------------------------------------------------------------- void movetongue(DDukeActor *actor, int tongue, int jaw) { actor->temp_data[0] = bsin(actor->temp_data[1], -9); actor->temp_data[1] += 32; if (actor->temp_data[1] > 2047) { deletesprite(actor); return; } auto Owner = actor->GetOwner(); if (!Owner) return; if (Owner->spr.statnum == MAXSTATUS) if (badguy(Owner) == 0) { deletesprite(actor); return; } actor->spr.angle = Owner->spr.angle; actor->spr.pos = Owner->spr.pos.plusZ(Owner->isPlayer() ? -34 : 0); for (int k = 0; k < actor->temp_data[0]; k++) { auto pos = actor->spr.pos + actor->spr.angle.ToVector() * 2 * k; pos.Z += k * Sgn(actor->vel.Z) * abs(actor->vel.Z / 12); auto q = CreateActor(actor->sector(), pos, tongue, -40 + (k << 1), 8, 8, nullAngle, 0., 0., actor, 5); if (q) { q->spr.cstat = CSTAT_SPRITE_YCENTER; q->spr.pal = 8; } } int k = actor->temp_data[0]; // do not depend on the above loop counter. auto pos = actor->spr.pos + actor->spr.angle.ToVector() * 2 * k; pos.Z += k * Sgn(actor->vel.Z) * abs(actor->vel.Z / 12); auto spawned = CreateActor(actor->sector(), pos, jaw, -40, 32, 32, nullAngle, 0., 0., actor, 5); if (spawned) { spawned->spr.cstat = CSTAT_SPRITE_YCENTER; if (actor->temp_data[1] > 512 && actor->temp_data[1] < (1024)) spawned->spr.picnum = jaw + 1; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void rpgexplode(DDukeActor *actor, int hit, const DVector3 &pos, int EXPLOSION2, int EXPLOSION2BOT, int newextra, int playsound) { auto explosion = spawn(actor, EXPLOSION2); if (!explosion) return; explosion->spr.pos = pos; if (actor->spr.xrepeat < 10) { explosion->spr.xrepeat = 6; explosion->spr.yrepeat = 6; } else if (hit == kHitSector) { if (actor->vel.Z > 0 && EXPLOSION2BOT >= 0) spawn(actor, EXPLOSION2BOT); else { explosion->spr.cstat |= CSTAT_SPRITE_YFLIP; explosion->spr.pos.Z += 48; } } if (newextra > 0) actor->spr.extra = newextra; S_PlayActorSound(playsound, actor); if (actor->spr.xrepeat >= 10) { int x = actor->spr.extra; fi.hitradius(actor, gs.rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x); } else { int x = actor->spr.extra + (global_random & 3); fi.hitradius(actor, (gs.rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool respawnmarker(DDukeActor *actor, int yellow, int green) { actor->temp_data[0]++; if (actor->temp_data[0] > gs.respawnitemtime) { deletesprite(actor); return false; } if (actor->temp_data[0] >= (gs.respawnitemtime >> 1) && actor->temp_data[0] < ((gs.respawnitemtime >> 1) + (gs.respawnitemtime >> 2))) actor->spr.picnum = yellow; else if (actor->temp_data[0] > ((gs.respawnitemtime >> 1) + (gs.respawnitemtime >> 2))) actor->spr.picnum = green; makeitfall(actor); return true; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool rat(DDukeActor* actor, bool makesound) { makeitfall(actor); if (ssp(actor, CLIPMASK0)) { if (makesound && (krand() & 255) == 0) S_PlayActorSound(RATTY, actor); actor->spr.angle += mapangle((krand() & 31) - 15 + BobVal(actor->temp_data[0] << 8) * 8); } else { actor->temp_data[0]++; if (actor->temp_data[0] > 1) { deletesprite(actor); return false; } else actor->spr.angle = randomAngle(); } if (actor->vel.X < 8) actor->vel.X += 1/8.; actor->spr.angle += mapangle((krand() & 3) - 6); return true; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool queball(DDukeActor *actor, int pocket, int queball, int stripeball) { if(actor->vel.X != 0) { DukeStatIterator it(STAT_DEFAULT); while (auto aa = it.Next()) { double dist = (aa->spr.pos.XY() - actor->spr.pos.XY()).Length(); if (aa->spr.picnum == pocket && dist < 3.25) { deletesprite(actor); return false; } } Collision coll; auto sect = actor->sector(); auto pos = actor->spr.pos; auto move = actor->spr.angle.ToVector() * actor->vel.X * 0.5; int j = clipmove(pos, §, FloatToFixed<18>(move.X), FloatToFixed<18>(move.Y), 24, (4 << 8), (4 << 8), CLIPMASK1, coll); actor->spr.pos = pos;; actor->setsector(sect); if (j == kHitWall) { auto ang = VecToAngle(coll.hitWall->delta()); actor->spr.angle = ang * 2 - actor->spr.angle; } else if (j == kHitSprite) { fi.checkhitsprite(actor, coll.actor()); } actor->vel.X -= 1/16.; if(actor->vel.X < 0) actor->vel.X = 0; if (actor->spr.picnum == stripeball) { actor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; actor->spr.cstat |= (CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP) & ESpriteFlags::FromInt(int(actor->vel.X / 16.)); // special hack edition... } } else { double x; int p = findplayer(actor, &x); if (x < 99.75) { // if(actor->spr.pal == 12) { auto delta = absangle(ps[p].angle.ang, VecToAngle(actor->spr.pos.XY() - ps[p].pos.XY())); if (delta < DAngle22_5 / 2 && PlayerInput(p, SB_OPEN)) if (ps[p].toggle_key_flag == 1) { DukeStatIterator it(STAT_ACTOR); DDukeActor *act2; while ((act2 = it.Next())) { if (act2->spr.picnum == queball || act2->spr.picnum == stripeball) { delta = absangle(ps[p].angle.ang, VecToAngle(act2->spr.pos.XY() - ps[p].pos.XY())); if (delta < DAngle22_5 / 2) { double l; findplayer(act2, &l); if (x > l) break; } } } if (act2 == nullptr) { if (actor->spr.pal == 12) actor->vel.X = 10.25; else actor->vel.Z = 8.75; actor->spr.angle = ps[p].angle.ang; ps[p].toggle_key_flag = 2; } } } } if (x < 32 && actor->sector() == ps[p].cursector) { actor->spr.angle = VecToAngle(actor->spr.pos.XY() - ps[p].pos.XY()); actor->vel.X = 3; } } return true; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void forcesphere(DDukeActor* actor, int forcesphere) { auto sectp = actor->sector(); if (actor->spr.yint == 0) { actor->spr.yint = 1; for (DAngle l = DAngle90; l < DAngle270; l += DAngle22_5) for (DAngle j = nullAngle; j < DAngle360; j += DAngle22_5) { auto k = spawn(actor, forcesphere); if (k) { k->spr.cstat = CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_YCENTER; k->set_const_clipdist(64); k->spr.angle = j; k->vel.Z = l.Sin() * 2; k->vel.X = l.Cos() * 2; k->SetOwner(actor); } } } if (actor->temp_data[3] > 0) { if (actor->vel.Z < 24) actor->vel.Z += 0.75; actor->spr.pos.Z += actor->vel.Z; if (actor->spr.pos.Z > sectp->floorz) actor->spr.pos.Z = sectp->floorz; actor->temp_data[3]--; if (actor->temp_data[3] == 0) { deletesprite(actor); return; } else if (actor->temp_data[2] > 10) { DukeStatIterator it(STAT_MISC); while (auto aa = it.Next()) { if (aa->GetOwner() == actor && aa->spr.picnum == forcesphere) aa->temp_data[1] = 1 + (krand() & 63); } actor->temp_data[3] = 64; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int painsnd, int roamsnd, int shift, int (*getspawn)(DDukeActor* i)) { auto sectp = actor->sector(); DAngle a; getglobalz(actor); if (sectp->ceilingstat & CSTAT_SECTOR_SKY) actor->spr.shade += (sectp->ceilingshade - actor->spr.shade) >> 1; else actor->spr.shade += (sectp->floorshade - actor->spr.shade) >> 1; if (actor->spr.pos.Z < sectp->ceilingz + 32) actor->spr.pos.Z = sectp->ceilingz + 32; if (ud.multimode < 2) { if (actor_tog == 1) { actor->spr.cstat = CSTAT_SPRITE_INVISIBLE; return; } else if (actor_tog == 2) actor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL; } if (fi.ifhitbyweapon(actor) >= 0) { if (actor->spr.extra < 0 && actor->temp_data[0] != -1) { actor->temp_data[0] = -1; actor->spr.extra = 0; } if (painsnd >= 0) S_PlayActorSound(painsnd, actor); RANDOMSCRAP(actor); } if (actor->temp_data[0] == -1) { actor->spr.pos.Z += 4; actor->temp_data[2]++; if ((actor->temp_data[2] & 3) == 0) spawn(actor, explosion); getglobalz(actor); actor->spr.angle += DAngle22_5 * 0.75; actor->vel.X = 8; int j = ssp(actor, CLIPMASK0); if (j != 1 || actor->spr.pos.Z > actor->floorz) { for (int l = 0; l < 16; l++) RANDOMSCRAP(actor); S_PlayActorSound(LASERTRIP_EXPLODE, actor); int sp = getspawn(actor); if (sp >= 0) spawn(actor, sp); ps[myconnectindex].actors_killed++; deletesprite(actor); } return; } else { if (actor->spr.pos.Z > actor->floorz - 48) actor->spr.pos.Z = actor->floorz - 48; } double xx; int p = findplayer(actor, &xx); auto Owner = actor->GetOwner(); // 3 = findplayerz, 4 = shoot if (actor->temp_data[0] >= 4) { actor->temp_data[2]++; if ((actor->temp_data[2] & 15) == 0) { a = actor->spr.angle; actor->spr.angle = actor->temp_angle; if (attacksnd >= 0) S_PlayActorSound(attacksnd, actor); fi.shoot(actor, firelaser); actor->spr.angle = a; } if (actor->temp_data[2] > (26 * 3) || !cansee(actor->spr.pos.plusZ(-16), actor->sector(), ps[p].pos, ps[p].cursector)) { actor->temp_data[0] = 0; actor->temp_data[2] = 0; } else actor->temp_angle += deltaangle(actor->temp_angle, VecToAngle(ps[p].pos.XY() - actor->spr.pos.XY())) / 3; } else if (actor->temp_data[0] == 2 || actor->temp_data[0] == 3) { if(actor->vel.X > 0) actor->vel.X -= 1; else actor->vel.X = 0; if (actor->temp_data[0] == 2) { double l = ps[p].pos.Z - actor->spr.pos.Z; if (fabs(l) < 48) actor->temp_data[0] = 3; else actor->spr.pos.Z += (Sgn(ps[p].pos.Z - actor->spr.pos.Z) * shift); // The shift here differs between Duke and RR. } else { actor->temp_data[2]++; if (actor->temp_data[2] > (26 * 3) || !cansee(actor->spr.pos.plusZ(-16), actor->sector(), ps[p].pos, ps[p].cursector)) { actor->temp_data[0] = 1; actor->temp_data[2] = 0; } else if ((actor->temp_data[2] & 15) == 0 && attacksnd >= 0) { S_PlayActorSound(attacksnd, actor); fi.shoot(actor, firelaser); } } actor->spr.angle += deltaangle(actor->spr.angle, VecToAngle(ps[p].pos.XY() - actor->spr.pos.XY())) * 0.25; } if (actor->temp_data[0] != 2 && actor->temp_data[0] != 3 && Owner) { double dist = (Owner->spr.pos.XY() - actor->spr.pos.XY()).Length(); if (dist <= 96) { a = actor->spr.angle; actor->vel.X *= 0.5; } else a = VecToAngle(Owner->spr.pos.XY() - actor->spr.pos.XY()); if (actor->temp_data[0] == 1 || actor->temp_data[0] == 4) // Found a locator and going with it { dist = (Owner->spr.pos - actor->spr.pos).Length(); if (dist <= 96) { if (actor->temp_data[0] == 1) actor->temp_data[0] = 0; else actor->temp_data[0] = 5; } else { // Control speed here if (dist > 96) { if (actor->vel.X < 16) actor->vel.X += 2.; } else { if(actor->vel.X > 0) actor->vel.X -= 1; else actor->vel.X = 0; } } if (actor->temp_data[0] < 2) actor->temp_data[2]++; if (xx < 384 && actor->temp_data[0] < 2 && actor->temp_data[2] > (26 * 4)) { actor->temp_data[0] = 2 + (krand() & 2); actor->temp_data[2] = 0; actor->temp_angle = actor->spr.angle; } } if (actor->temp_data[0] == 0 || actor->temp_data[0] == 5) { if (actor->temp_data[0] == 0) actor->temp_data[0] = 1; else actor->temp_data[0] = 4; auto NewOwner = LocateTheLocator(actor->spr.hitag, nullptr); if (!NewOwner) { actor->spr.hitag = actor->temp_data[5]; NewOwner = LocateTheLocator(actor->spr.hitag, nullptr); if (!NewOwner) { deletesprite(actor); return; } } else actor->spr.hitag++; actor->SetOwner(NewOwner); } auto ang = deltaangle(actor->spr.angle, a); actor->spr.angle += ang * 0.125; if (actor->spr.pos.Z < Owner->spr.pos.Z - 2) actor->spr.pos.Z += 2; else if (actor->spr.pos.Z > Owner->spr.pos.Z + 2) actor->spr.pos -= 2; else actor->spr.pos.Z = Owner->spr.pos.Z; } if (roamsnd >= 0 && S_CheckActorSoundPlaying(actor, roamsnd) < 1) S_PlayActorSound(roamsnd, actor); ssp(actor, CLIPMASK0); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void ooz(DDukeActor *actor) { getglobalz(actor); int j = int(actor->floorz - actor->ceilingz) >> 1; if (j > 255) j = 255; int x = 25 - (j >> 1); if (x < 8) x = 8; else if (x > 48) x = 48; actor->spr.yrepeat = j; actor->spr.xrepeat = x; actor->spr.pos.Z = actor->floorz; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void reactor(DDukeActor* const actor, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT, int REACTORSPARK, int REACTOR2SPARK) { auto sectp = actor->sector(); if (actor->temp_data[4] == 1) { DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) { if (a2->spr.picnum == SECTOREFFECTOR) { if (a2->spr.lotag == 1) { a2->spr.lotag = -1; a2->spr.hitag = -1; } } else if (a2->spr.picnum == REACTOR) { a2->spr.picnum = REACTORBURNT; } else if (a2->spr.picnum == REACTOR2) { a2->spr.picnum = REACTOR2BURNT; } else if (a2->spr.picnum == REACTORSPARK || a2->spr.picnum == REACTOR2SPARK) { a2->spr.cstat = CSTAT_SPRITE_INVISIBLE; } } return; } if (actor->temp_data[1] >= 20) { actor->temp_data[4] = 1; return; } double xx; int p = findplayer(actor, &xx); actor->temp_data[2]++; if (actor->temp_data[2] == 4) actor->temp_data[2] = 0; if (xx < 256) { if ((krand() & 255) < 16) { if (!S_CheckSoundPlaying(DUKE_LONGTERM_PAIN)) S_PlayActorSound(DUKE_LONGTERM_PAIN, ps[p].GetActor()); S_PlayActorSound(SHORT_CIRCUIT, actor); ps[p].GetActor()->spr.extra--; SetPlayerPal(&ps[p], PalEntry(32, 32, 0, 0)); } actor->temp_data[0] += 128; if (actor->temp_data[3] == 0) actor->temp_data[3] = 1; } else actor->temp_data[3] = 0; if (actor->temp_data[1]) { actor->temp_data[1]++; actor->temp_data[4] = FloatToFixed<8>(actor->spr.pos.Z); actor->spr.pos.Z = sectp->floorz - zrand(sectp->floorz - sectp->ceilingz); switch (actor->temp_data[1]) { case 3: { //Turn on all of those flashing sectoreffector. fi.hitradius(actor, 4096, gs.impact_damage << 2, gs.impact_damage << 2, gs.impact_damage << 2, gs.impact_damage << 2); DukeStatIterator it(STAT_STANDABLE); while (auto a2 = it.Next()) { if (a2->spr.picnum == MASTERSWITCH) if (a2->spr.hitag == actor->spr.hitag) if (a2->spr.yint == 0) a2->spr.yint = 1; } break; } case 4: case 7: case 10: case 15: { DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) { if (a2 != actor) { deletesprite(a2); break; } } break; } } for (int x = 0; x < 16; x++) RANDOMSCRAP(actor); actor->spr.pos.Z = FixedToFloat<8>(actor->temp_data[4]); actor->temp_data[4] = 0; } else { int j = fi.ifhitbyweapon(actor); if (j >= 0) { for (int x = 0; x < 32; x++) RANDOMSCRAP(actor); if (actor->spr.extra < 0) actor->temp_data[1] = 1; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void camera(DDukeActor *actor) { if (actor->temp_data[0] == 0) { actor->temp_data[1] += 8; if (gs.camerashitable) { if (fi.ifhitbyweapon(actor) >= 0) { actor->temp_data[0] = 1; // static actor->spr.cstat = CSTAT_SPRITE_INVISIBLE; for (int x = 0; x < 5; x++) RANDOMSCRAP(actor); return; } } if (actor->spr.hitag > 0) { auto const angle = mapangle(8); if (actor->temp_data[1] < actor->spr.hitag) actor->spr.angle += angle; else if (actor->temp_data[1] < (actor->spr.hitag * 3)) actor->spr.angle -= angle; else if (actor->temp_data[1] < (actor->spr.hitag << 2)) actor->spr.angle += angle; else { actor->spr.angle += angle; actor->temp_data[1] = 0; } } } } //--------------------------------------------------------------------------- // // taken out of moveexplosion // //--------------------------------------------------------------------------- void forcesphereexplode(DDukeActor *actor) { int l = actor->spr.xrepeat; if (actor->temp_data[1] > 0) { actor->temp_data[1]--; if (actor->temp_data[1] == 0) { deletesprite(actor); return; } } auto Owner = actor->GetOwner(); if (!Owner) return; if (Owner->temp_data[1] == 0) { if (actor->temp_data[0] < 64) { actor->temp_data[0]++; l += 3; } } else if (actor->temp_data[0] > 64) { actor->temp_data[0]--; l -= 3; } actor->spr.pos = Owner->spr.pos;; actor->spr.angle += mapangle(Owner->temp_data[0]); if (l > 64) l = 64; else if (l < 1) l = 1; actor->spr.xrepeat = l; actor->spr.yrepeat = l; actor->spr.shade = (l >> 1) - 48; for (int j = actor->temp_data[0]; j > 0; j--) ssp(actor, CLIPMASK0); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void watersplash2(DDukeActor* actor) { auto sectp = actor->sector(); actor->temp_data[0]++; if (actor->temp_data[0] == 1) { if (sectp->lotag != 1 && sectp->lotag != 2) { deletesprite(actor); return; } if (!S_CheckSoundPlaying(ITEM_SPLASH)) S_PlayActorSound(ITEM_SPLASH, actor); } if (actor->temp_data[0] == 3) { actor->temp_data[0] = 0; actor->temp_data[1]++; } if (actor->temp_data[1] == 5) deletesprite(actor); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void frameeffect1(DDukeActor *actor) { auto Owner = actor->GetOwner(); if (Owner) { actor->temp_data[0]++; if (actor->temp_data[0] > 7) { deletesprite(actor); return; } else if (actor->temp_data[0] > 4) actor->spr.cstat |= CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_TRANSLUCENT; else if (actor->temp_data[0] > 2) actor->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT; actor->spr.xoffset = Owner->spr.xoffset; actor->spr.yoffset = Owner->spr.yoffset; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool money(DDukeActor* actor, int BLOODPOOL) { auto sectp = actor->sector(); actor->vel.X = krandf(0.5) + BobVal(actor->temp_data[0]) * 2; actor->temp_data[0] += (krand() & 63); if ((actor->temp_data[0] & 2047) > 512 && (actor->temp_data[0] & 2047) < 1596) { if (sectp->lotag == 2) { if (actor->vel.Z < 0.25) actor->vel.Z += gs.gravity / 32. + krandf(1/32.); } else if (actor->vel.Z < 0.5625) actor->vel.Z += gs.gravity / 32. + krandf(1 / 32.); } ssp(actor, CLIPMASK0); if ((krand() & 3) == 0) SetActor(actor, actor->spr.pos); if (!actor->insector()) { deletesprite(actor); return false; } double l = getflorzofslopeptrf(actor->sector(), actor->spr.pos); if (actor->spr.pos.Z > l) { actor->spr.pos.Z = l; insertspriteq(actor); actor->spr.picnum++; DukeStatIterator it(STAT_MISC); while (auto aa = it.Next()) { if (aa->spr.picnum == BLOODPOOL) { double dist = (aa->spr.pos.XY() - actor->spr.pos.XY()).Length(); if (dist < 348/16.) { actor->spr.pal = 2; break; } } } } return true; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool floorcheck, bool zcheck1, bool zcheck2) { auto sectp = actor->sector(); if(actor->vel.X > 0) actor->vel.X -= 1/16.; else actor->vel.X = 0; if (timeout) { if (actor->temp_data[5] < 30 * 10) actor->temp_data[5]++; else { deletesprite(actor); return false; } } if (actor->vel.Z > 4 && actor->vel.Z < 5) { SetActor(actor, actor->spr.pos); sectp = actor->sector(); } if (callsetsprite) SetActor(actor, actor->spr.pos); // this was after the slope calls, but we should avoid calling that for invalid sectors. if (!actor->insector()) { deletesprite(actor); return false; } double fz = getflorzofslopeptrf(sectp, actor->spr.pos); double cz = getceilzofslopeptrf(sectp, actor->spr.pos); if (cz == fz) { deletesprite(actor); return false; } if (actor->spr.pos.Z < fz - 2) { if (actor->temp_data[1] < 2) actor->temp_data[1]++; else if (sectp->lotag != 2) { actor->temp_data[1] = 0; if (zcheck1) { if (actor->temp_data[0] > 6) actor->temp_data[0] = 0; else actor->temp_data[0]++; } else { if (actor->temp_data[0] > 2) actor->temp_data[0] = 0; else actor->temp_data[0]++; } } if (actor->vel.Z < 24) { if (sectp->lotag == 2) { if (actor->vel.Z < 4) actor->vel.Z += 3 / 16.; else actor->vel.Z = 4; } else actor->vel.Z += ( gs.gravity - 50/256.); } actor->spr.pos += actor->spr.angle.ToVector() * actor->vel.X; actor->spr.pos.Z += actor->vel.Z; if (floorcheck && actor->spr.pos.Z >= actor->sector()->floorz) { deletesprite(actor); return false; } } else { if (zcheck2) { deletesprite(actor); return false; } if (actor->temp_data[2] == 0) { if (!actor->insector()) { deletesprite(actor); return false; } if ((actor->sector()->floorstat & CSTAT_SECTOR_SLOPE)) { deletesprite(actor); return false; } actor->temp_data[2]++; } double ll = getflorzofslopeptrf(actor->sector(), actor->spr.pos); actor->spr.pos.Z = ll - 2; actor->vel.X = 0; if (actor->spr.picnum == JIBS6) { actor->temp_data[1]++; if ((actor->temp_data[1] & 3) == 0 && actor->temp_data[0] < 7) actor->temp_data[0]++; if (actor->temp_data[1] > 20) { deletesprite(actor); return false; } } else { actor->spr.picnum = JIBS6; actor->temp_data[0] = 0; actor->temp_data[1] = 0; } } return true; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool bloodpool(DDukeActor* actor, bool puke) { auto sectp = actor->sector(); if (actor->temp_data[0] == 0) { actor->temp_data[0] = 1; if (sectp->floorstat & CSTAT_SECTOR_SLOPE) { deletesprite(actor); return false; } else insertspriteq(actor); } makeitfall(actor); double xx; int p = findplayer(actor, &xx); actor->spr.pos.Z = actor->floorz - FOURSLEIGHT_F; if (actor->temp_data[2] < 32) { actor->temp_data[2]++; if (attackerflag(actor, SFLAG_FLAMMABLEPOOLEFFECT)) { if (actor->spr.xrepeat < 64 && actor->spr.yrepeat < 64) { actor->spr.xrepeat += krand() & 3; actor->spr.yrepeat += krand() & 3; } } else { if (actor->spr.xrepeat < 32 && actor->spr.yrepeat < 32) { actor->spr.xrepeat += krand() & 3; actor->spr.yrepeat += krand() & 3; } } } if (xx < 844 / 16. && actor->spr.xrepeat > 6 && actor->spr.yrepeat > 6) { if (actor->spr.pal == 0 && (krand() & 255) < 16 && !puke) { if (ps[p].boot_amount > 0) ps[p].boot_amount--; else { if (!S_CheckSoundPlaying(DUKE_LONGTERM_PAIN)) S_PlayActorSound(DUKE_LONGTERM_PAIN, ps[p].GetActor()); ps[p].GetActor()->spr.extra--; SetPlayerPal(&ps[p], PalEntry(32, 16, 0, 0)); } } if (actor->temp_data[1] == 1) return false; actor->temp_data[1] = 1; if (attackerflag(actor, SFLAG_FLAMMABLEPOOLEFFECT)) ps[p].footprintcount = 10; else ps[p].footprintcount = 3; ps[p].footprintpal = actor->spr.pal; ps[p].footprintshade = actor->spr.shade; if (actor->temp_data[2] == 32) { actor->spr.xrepeat -= 6; actor->spr.yrepeat -= 6; } } else actor->temp_data[1] = 0; return true; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void shell(DDukeActor* actor, bool morecheck) { auto sectp = actor->sector(); ssp(actor, CLIPMASK0); if (!actor->insector() || morecheck) { deletesprite(actor); return; } if (sectp->lotag == 2) { actor->temp_data[1]++; if (actor->temp_data[1] > 8) { actor->temp_data[1] = 0; actor->temp_data[0]++; actor->temp_data[0] &= 3; } if (actor->vel.Z < 0.5) actor-> vel.Z += (gs.gravity / 13); // 8 else actor->vel.Z -= 0.25; if (actor->vel.X > 0) actor->vel.X -= 0.25; else actor->vel.X = 0; } else { actor->temp_data[1]++; if (actor->temp_data[1] > 3) { actor->temp_data[1] = 0; actor->temp_data[0]++; actor->temp_data[0] &= 3; } if (actor->vel.Z < 2) actor->vel.Z += (gs.gravity / 3); // 52; if(actor->vel.X > 0) actor->vel.X -= 1/16.; else { deletesprite(actor); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void glasspieces(DDukeActor* actor) { auto sectp = actor->sector(); makeitfall(actor); if (actor->vel.Z > 16) actor->vel.Z = 16; if (!actor->insector()) { deletesprite(actor); return; } if (actor->spr.pos.Z == actor->floorz - FOURSLEIGHT_F && actor->temp_data[0] < 3) { actor->vel.Z = -(3 - actor->temp_data[0]) - krandf(2); if (sectp->lotag == 2) actor->vel.Z *= 0.5; actor->spr.xrepeat >>= 1; actor->spr.yrepeat >>= 1; if (rnd(96)) SetActor(actor, actor->spr.pos); actor->temp_data[0]++;//Number of bounces } else if (actor->temp_data[0] == 3) { deletesprite(actor); return; } if(actor->vel.X > 0) { actor->vel.X -= 1/8.; static const ESpriteFlags flips[] = { 0, CSTAT_SPRITE_XFLIP, CSTAT_SPRITE_YFLIP, CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP }; actor->spr.cstat = flips[int(actor->vel.X * 16) & 3]; } else actor->vel.X = 0; ssp(actor, CLIPMASK0); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void scrap(DDukeActor* actor, int SCRAP1, int SCRAP6) { auto sectp = actor->sector(); if(actor->vel.X > 0) actor->vel.X -= 1/16.; else actor->vel.X = 0; if (actor->vel.Z > 4 && actor->vel.Z < 5) { SetActor(actor, actor->spr.pos); sectp = actor->sector(); } if (actor->spr.pos.Z < sectp->floorz - 2) { if (actor->temp_data[1] < 1) actor->temp_data[1]++; else { actor->temp_data[1] = 0; if (actor->spr.picnum < SCRAP6 + 8) { if (actor->temp_data[0] > 6) actor->temp_data[0] = 0; else actor->temp_data[0]++; } else { if (actor->temp_data[0] > 2) actor->temp_data[0] = 0; else actor->temp_data[0]++; } } if (actor->vel.Z < 16) actor->vel.Z += (gs.gravity - 50 / 256.); actor->spr.pos += actor->spr.angle.ToVector() * actor->vel.X; actor->spr.pos.Z += actor->vel.Z; } else { if (actor->spr.picnum == SCRAP1 && actor->spr.yint > 0) { auto spawned = spawn(actor, actor->spr.yint); if (spawned) { SetActor(spawned, actor->spr.pos); getglobalz(spawned); spawned->spr.hitag = spawned->spr.lotag = 0; } } deletesprite(actor); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void gutsdir(DDukeActor* actor, int gtype, int n, int p) { int sx, sy; if (badguy(actor) && actor->spr.xrepeat < 16) sx = sy = 8; else sx = sy = 32; double gutz = actor->spr.pos.Z - 8; double floorz = getflorzofslopeptrf(actor->sector(), actor->spr.pos); if (gutz > floorz - 8) gutz = floorz - 8; gutz += gs.actorinfo[actor->spr.picnum].gutsoffset; for (int j = 0; j < n; j++) { auto a = randomAngle(); auto vel = krandf(8) + 16; auto zvel = -krandf(8) - 2; // TRANSITIONAL: owned by a player??? CreateActor(actor->sector(), DVector3(actor->spr.pos.XY(), gutz), gtype, -32, sx, sy, a, vel, zvel, ps[p].GetActor(), 5); } } //--------------------------------------------------------------------------- // // Rotating sector // // temp_data[1]: mspos index // temp_angle: current angle // temp_data[3]: checkz / acceleration, depending on mode. // //--------------------------------------------------------------------------- void handle_se00(DDukeActor* actor) { sectortype *sect = actor->sector(); double zchange = 0; auto Owner = actor->GetOwner(); if (!Owner || Owner->spr.lotag == -1) { deletesprite(actor); return; } DAngle ang_amount = mapangle(sect->extra >> 3); double direction = 0; if (sect->lotag == 30) { ang_amount *= 0.25; if (actor->spr.extra == 1) { if (actor->tempval < 256) { actor->tempval += 4; if (actor->tempval >= 256) callsound(actor->sector(), actor, true); if (actor->native_clipdist()) direction = 1; // notreallyclipdist else direction = -1; } else actor->tempval = 256; if (sect->floorz > actor->spr.pos.Z) //z's are touching { sect->addfloorz(-2); zchange = 2; if (sect->floorz < actor->spr.pos.Z) sect->setfloorz(actor->spr.pos.Z); } else if (sect->floorz < actor->spr.pos.Z) //z's are touching { sect->addfloorz(2); zchange = 2; if (sect->floorz > actor->spr.pos.Z) sect->setfloorz(actor->spr.pos.Z); } } else if (actor->spr.extra == 3) { if (actor->tempval > 0) { actor->tempval -= 4; if (actor->tempval <= 0) callsound(actor->sector(), actor, true); if (actor->native_clipdist()) direction = -1; // notreallyclipdist else direction = 1; } else actor->tempval = 0; double checkz = actor->temp_pos.Z; if (sect->floorz > checkz) //z's are touching { sect->addfloorz(-2); zchange = -2; if (sect->floorz < checkz) sect->setfloorz(checkz); } else if (sect->floorz < checkz) //z's are touching { sect->addfloorz(2); zchange = 2; if (sect->floorz > checkz) sect->setfloorz(checkz); } } actor->spr.angle += ang_amount * direction; actor->temp_angle += ang_amount * direction; } else { if (Owner->temp_data[0] == 0) return; if (Owner->temp_data[0] == 2) { deletesprite(actor); return; } if (Owner->spr.angle.Normalized360() > DAngle180) direction = -1; else direction = 1; if (actor->temp_pos.Y == 0) actor->temp_pos.Y = (actor->spr.pos.XY() - Owner->spr.pos.XY()).Length(); actor->vel.X = actor->temp_pos.Y; actor->spr.pos.XY() = Owner->spr.pos.XY(); actor->spr.angle += ang_amount * direction; actor->temp_angle += ang_amount * direction; } if (direction && (sect->floorstat & CSTAT_SECTOR_ALIGN)) { int p; for (p = connecthead; p >= 0; p = connectpoint2[p]) { if (ps[p].cursector == actor->sector() && ps[p].on_ground == 1) { ps[p].angle.addadjustment(ang_amount * direction); ps[p].pos.Z += zchange; auto result = rotatepoint(Owner->spr.pos, ps[p].pos.XY(), ang_amount * direction); ps[p].bobpos += (result - ps[p].pos.XY()); ps[p].pos.X = result.X; ps[p].pos.Y = result.Y; auto psp = ps[p].GetActor(); if (psp->spr.extra <= 0) { psp->spr.pos.X = result.X; psp->spr.pos.Y = result.Y; } } } DukeSectIterator itp(actor->sector()); while (auto act2 = itp.Next()) { if (act2->spr.statnum != STAT_EFFECTOR && act2->spr.statnum != STAT_PROJECTILE && !actorflag(act2, SFLAG2_NOROTATEWITHSECTOR)) { if (act2->isPlayer() && act2->GetOwner()) { continue; } act2->spr.angle += ang_amount * direction; act2->norm_ang(); act2->spr.pos.Z += zchange; auto pos = rotatepoint(Owner->spr.pos, act2->spr.pos.XY(), ang_amount * direction); act2->spr.pos.X = pos.X; act2->spr.pos.Y = pos.Y; } } } movesector(actor, actor->temp_data[1], actor->temp_angle); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se01(DDukeActor *actor) { int sh = actor->spr.hitag; if (actor->GetOwner() == nullptr) //Init { actor->SetOwner(actor); DukeStatIterator it(STAT_EFFECTOR); while (auto ac = it.Next()) { if (ac->spr.lotag == SE_19_EXPLOSION_LOWERS_CEILING && ac->spr.hitag == sh) { actor->temp_data[0] = 0; break; } } } } //--------------------------------------------------------------------------- // // Subway car // // temp_data[1]: mspos index // temp_angle: rotation angle // //--------------------------------------------------------------------------- void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) { auto sc = actor->sector(); int st = actor->spr.lotag; if (actor->GetOwner() == nullptr) { auto NewOwner = LocateTheLocator(actor->temp_data[3], §or[actor->temp_data[0]]); if (NewOwner == nullptr) { I_Error("Could not find any locators for SE# 6 and 14 with a hitag of %d.", actor->temp_data[3]); } actor->SetOwner(NewOwner); } auto Owner = actor->GetOwner(); double dist = (Owner->spr.pos.XY() - actor->spr.pos.XY()).LengthSquared(); if (dist < 64*64) { if (st == 6) if (Owner->spr.hitag & 1) actor->temp_data[4] = sc->extra; //Slow it down actor->temp_data[3]++; auto NewOwner = LocateTheLocator(actor->temp_data[3], §or[actor->temp_data[0]]); if (NewOwner == nullptr) { actor->temp_data[3] = 0; NewOwner = LocateTheLocator(0, §or[actor->temp_data[0]]); } if (NewOwner) actor->SetOwner(NewOwner); } Owner = actor->GetOwner(); if(actor->vel.X != 0) { auto curangle = VecToAngle(Owner->spr.pos.XY() - actor->spr.pos.XY()); auto diffangle = deltaangle(actor->spr.angle, curangle) * 0.125; actor->temp_angle += diffangle; actor->spr.angle += diffangle; bool statstate = (!checkstat || ((sc->floorstat & CSTAT_SECTOR_SKY) == 0 && (sc->ceilingstat & CSTAT_SECTOR_SKY) == 0)); if (actor->vel.X == sc->extra * maptoworld) { if (statstate) { if (!S_CheckSoundPlaying(actor->tempsound)) S_PlayActorSound(actor->tempsound, actor); } if ((!checkstat || !statstate) && (ud.monsters_off == 0 && sc->floorpal == 0 && (sc->floorstat & CSTAT_SECTOR_SKY) && rnd(8))) { double dist2; int p = findplayer(actor, &dist2); if (dist2 < 1280)//20480) { auto saved_angle = actor->spr.angle; actor->spr.angle = VecToAngle(actor->spr.pos.XY() - ps[p].pos.XY()); fi.shoot(actor, RPG); actor->spr.angle = saved_angle; } } } if (actor->vel.X <= 4 && statstate) S_StopSound(actor->tempsound, actor); if ((sc->floorz - sc->ceilingz) < 108) { if (ud.clipping == 0 && actor->vel.X >= 12) for (int p = connecthead; p >= 0; p = connectpoint2[p]) { auto psp = ps[p].GetActor(); if (psp->spr.extra > 0) { auto sect = ps[p].cursector; updatesector(ps[p].pos, §); if ((sect == nullptr && ud.clipping == 0) || (sect == actor->sector() && ps[p].cursector != actor->sector())) { ps[p].pos.XY() = actor->spr.pos.XY(); ps[p].setCursector(actor->sector()); SetActor(ps[p].GetActor(), actor->spr.pos); quickkill(&ps[p]); } } } } auto vec = actor->spr.angle.ToVector() * actor->vel.X; for (int p = connecthead; p >= 0; p = connectpoint2[p]) { auto psp = ps[p].GetActor(); if (ps[p].insector() && ps[p].cursector->lotag != 2) { if (po[p].os == actor->sector()) { po[p].opos += vec; } if (actor->sector() == psp->sector()) { auto result = rotatepoint(actor->spr.pos.XY(), ps[p].pos.XY(), diffangle); ps[p].pos.XY() = result + vec; ps[p].bobpos += vec; ps[p].angle.addadjustment(diffangle); if (numplayers > 1) { ps[p].backupxy(); } if (psp->spr.extra <= 0) { psp->spr.pos.XY() = ps[p].pos.XY(); } } } } DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) { if (a2->spr.statnum != STAT_PLAYER && a2->sector()->lotag != 2 && (a2->spr.picnum != SECTOREFFECTOR || a2->spr.lotag == SE_49_POINT_LIGHT || a2->spr.lotag == SE_50_SPOT_LIGHT) && a2->spr.picnum != LOCATORS) { a2->spr.pos.XY() = rotatepoint(actor->spr.pos.XY(), a2->spr.pos.XY(), diffangle) + vec; a2->spr.angle += diffangle; if (numplayers > 1) { a2->backupvec2(); } } } movesector(actor, actor->temp_data[1], actor->temp_angle); // I have no idea why this is here, but the SE's sector must never, *EVER* change, or the map will corrupt. //SetActor(actor, actor->spr.pos); if ((sc->floorz - sc->ceilingz) < 108) { if (ud.clipping == 0 && actor->vel.X >= 12) for (int p = connecthead; p >= 0; p = connectpoint2[p]) { if (ps[p].GetActor()->spr.extra > 0) { auto k = ps[p].cursector; updatesector(ps[p].pos, &k); if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector())) { ps[p].pos.XY() = actor->spr.pos.XY(); ps[p].backupxy(); ps[p].setCursector(actor->sector()); SetActor(ps[p].GetActor(), actor->spr.pos); quickkill(&ps[p]); } } } auto actOwner = actor->GetOwner(); if (actOwner) { DukeSectIterator itr(actOwner->sector()); while (auto a2 = itr.Next()) { if (a2->spr.statnum == 1 && badguy(a2) && a2->spr.picnum != SECTOREFFECTOR && a2->spr.picnum != LOCATORS) { auto k = a2->sector(); updatesector(a2->spr.pos, &k); if (a2->spr.extra >= 0 && k == actor->sector()) { gutsdir(a2, JIBS6, 72, myconnectindex); S_PlayActorSound(SQUISHED, actor); deletesprite(a2); } } } } } } } //--------------------------------------------------------------------------- // // Two way train // // temp_data[1]: mspos index // temp_angle: rotation angle // temp_data[3]: locator tag // //--------------------------------------------------------------------------- void handle_se30(DDukeActor *actor, int JIBS6) { auto sc = actor->sector(); auto Owner = actor->GetOwner(); if (Owner == nullptr) { actor->temp_data[3] = !actor->temp_data[3]; Owner = LocateTheLocator(actor->temp_data[3], §or[actor->temp_data[0]]); actor->SetOwner(Owner); } else { auto dist = (Owner->spr.pos.XY() - actor->spr.pos.XY()).Length(); if (actor->temp_data[4] == 1) // Starting to go { if (dist < (128 - 8)) actor->temp_data[4] = 2; else { if (actor->vel.X == 0) operateactivators(actor->spr.hitag + (!actor->temp_data[3]), -1); if (actor->vel.X < 16) actor->vel.X += 1; } } if (actor->temp_data[4] == 2) { if (dist <= 8) actor->vel.X = 0; if(actor->vel.X > 0) actor->vel.X -= 1; else { actor->vel.X = 0; operateactivators(actor->spr.hitag + (short)actor->temp_data[3], -1); actor->SetOwner(nullptr); actor->spr.angle += DAngle180; actor->temp_data[4] = 0; fi.operateforcefields(actor, actor->spr.hitag); } } } if(actor->vel.X != 0) { auto vect = actor->spr.angle.ToVector() * actor->vel.X; if ((sc->floorz - sc->ceilingz) < 108) if (ud.clipping == 0) for (int p = connecthead; p >= 0; p = connectpoint2[p]) { auto psp = ps[p].GetActor(); if (psp->spr.extra > 0) { auto k = ps[p].cursector; updatesector(ps[p].pos, &k); if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector())) { ps[p].pos.XY() = actor->spr.pos.XY(); ps[p].setCursector(actor->sector()); SetActor(ps[p].GetActor(), actor->spr.pos); quickkill(&ps[p]); } } } for (int p = connecthead; p >= 0; p = connectpoint2[p]) { auto psp = ps[p].GetActor(); if (psp->sector() == actor->sector()) { ps[p].pos += vect; if (numplayers > 1) { ps[p].backupxy(); } ps[p].bobpos += vect; } if (po[p].os == actor->sector()) { po[p].opos += vect; } } DukeSectIterator its(actor->sector()); while (auto a2 = its.Next()) { if (a2->spr.picnum != SECTOREFFECTOR && a2->spr.picnum != LOCATORS) { a2->spr.pos += vect; if (numplayers > 1) { a2->backupvec2(); } } } movesector(actor, actor->temp_data[1], actor->temp_angle); //SetActor(actor, actor->spr.pos); if ((sc->floorz - sc->ceilingz) < 108) { if (ud.clipping == 0) for (int p = connecthead; p >= 0; p = connectpoint2[p]) if (ps[p].GetActor()->spr.extra > 0) { auto k = ps[p].cursector; updatesector(ps[p].pos, &k); if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector())) { ps[p].pos.XY() = actor->spr.pos.XY(); ps[p].backupxy(); ps[p].setCursector(actor->sector()); SetActor(ps[p].GetActor(), actor->spr.pos); quickkill(&ps[p]); } } if (Owner) { DukeSectIterator it(Owner->sector()); while (auto a2 = it.Next()) { if (a2->spr.statnum == STAT_ACTOR && badguy(a2) && a2->spr.picnum != SECTOREFFECTOR && a2->spr.picnum != LOCATORS) { // if(a2->spr.sector != actor->spr.sector) { auto k = a2->sector(); updatesector(a2->spr.pos, &k); if (a2->spr.extra >= 0 && k == actor->sector()) { gutsdir(a2, JIBS6, 24, myconnectindex); S_PlayActorSound(SQUISHED, a2); deletesprite(a2); } } } } } } } } //--------------------------------------------------------------------------- // // Earthquake // //--------------------------------------------------------------------------- void handle_se02(DDukeActor* actor) { auto sc = actor->sector(); int sh = actor->spr.hitag; if (actor->temp_data[4] > 0 && actor->temp_data[0] == 0) { if (actor->temp_data[4] < sh) actor->temp_data[4]++; else actor->temp_data[0] = 1; } if (actor->temp_data[0] > 0) { actor->temp_data[0]++; actor->vel.X = 3 / 16.; if (actor->temp_data[0] > 96) { actor->temp_data[0] = -1; //Stop the quake actor->temp_data[4] = -1; deletesprite(actor); return; } else { if ((actor->temp_data[0] & 31) == 8) { earthquaketime = 48; S_PlayActorSound(EARTHQUAKE, ps[screenpeek].GetActor()); } if (abs(sc->floorheinum - actor->temp_data[5]) < 8) sc->setfloorslope(actor->temp_data[5]); else sc->setfloorslope(sc->getfloorslope() + (Sgn(actor->temp_data[5] - sc->getfloorslope()) << 4)); } auto vect = actor->spr.angle.ToVector() * actor->vel.X; for (int p = connecthead; p >= 0; p = connectpoint2[p]) if (ps[p].cursector == actor->sector() && ps[p].on_ground) { ps[p].pos += vect; ps[p].bobpos += vect; } DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) { if (a2->spr.picnum != SECTOREFFECTOR) { a2->spr.pos += vect; SetActor(a2, a2->spr.pos); } } movesector(actor, actor->temp_data[1], nullAngle); //SetActor(actor, actor->spr.pos); } } //--------------------------------------------------------------------------- // // lights off // //--------------------------------------------------------------------------- void handle_se03(DDukeActor *actor) { auto sc = actor->sector(); int sh = actor->spr.hitag; if (actor->temp_data[4] == 0) return; double xx; findplayer(actor, &xx); int palvals = actor->palvals; if ((global_random / (sh + 1) & 31) < 4 && !actor->temp_data[2]) { sc->ceilingpal = palvals >> 8; sc->floorpal = palvals & 0xff; actor->temp_data[0] = actor->spr.shade + (global_random & 15); } else { sc->ceilingpal = actor->spr.pal; sc->floorpal = actor->spr.pal; actor->temp_data[0] = actor->temp_data[3]; } sc->ceilingshade = actor->temp_data[0]; sc->floorshade = actor->temp_data[0]; for(auto& wal : wallsofsector(sc)) { if (wal.hitag != 1) { wal.shade = actor->temp_data[0]; if ((wal.cstat & CSTAT_WALL_BOTTOM_SWAP) && wal.twoSided()) { wal.nextWall()->shade = wal.shade; } } } } //--------------------------------------------------------------------------- // // lights // //--------------------------------------------------------------------------- void handle_se04(DDukeActor *actor) { auto sc = actor->sector(); int sh = actor->spr.hitag; int j; int palvals = actor->palvals; if ((global_random / (sh + 1) & 31) < 4) { actor->temp_data[1] = actor->spr.shade + (global_random & 15);//Got really bright actor->temp_data[0] = actor->spr.shade + (global_random & 15); sc->ceilingpal = palvals >> 8; sc->floorpal = palvals & 0xff; j = 1; } else { actor->temp_data[1] = actor->temp_data[2]; actor->temp_data[0] = actor->temp_data[3]; sc->ceilingpal = actor->spr.pal; sc->floorpal = actor->spr.pal; j = 0; } sc->floorshade = actor->temp_data[1]; sc->ceilingshade = actor->temp_data[1]; for (auto& wal : wallsofsector(sc)) { if (j) wal.pal = (palvals & 0xff); else wal.pal = actor->spr.pal; if (wal.hitag != 1) { wal.shade = actor->temp_data[0]; if ((wal.cstat & CSTAT_WALL_BOTTOM_SWAP) && wal.twoSided()) wal.nextWall()->shade = wal.shade; } } DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) { if (a2->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL) { if (sc->ceilingstat & CSTAT_SECTOR_SKY) a2->spr.shade = sc->ceilingshade; else a2->spr.shade = sc->floorshade; } } if (actor->temp_data[4]) deletesprite(actor); } //--------------------------------------------------------------------------- // // boss // //--------------------------------------------------------------------------- void handle_se05(DDukeActor* actor, int FIRELASER) { auto sc = actor->sector(); int j; double x; int p = findplayer(actor, &x); if (x < 512) { auto ang = actor->spr.angle; actor->spr.angle = VecToAngle(actor->spr.pos.XY() - ps[p].pos); fi.shoot(actor, FIRELASER); actor->spr.angle = ang; } auto Owner = actor->GetOwner(); if (Owner == nullptr) //Start search { actor->temp_data[4] = 0; double maxdist = 0x7fffffff; while (1) //Find the shortest dist { auto NewOwner = LocateTheLocator(actor->temp_data[4], nullptr); if (NewOwner == nullptr) break; double dist = (ps[p].GetActor()->spr.pos.XY() - NewOwner->spr.pos.XY()).LengthSquared(); if (maxdist > dist) { Owner = NewOwner; maxdist = dist; } actor->temp_data[4]++; } actor->SetOwner(Owner); if (!Owner) return; // Undefined case - was not checked. actor->vel.Z = (Sgn(Owner->spr.pos.Z - actor->spr.pos.Z) / 16); } if ((Owner->spr.pos.XY() - actor->spr.pos.XY()).LengthSquared() < 64 * 64) { // Huh? //auto ta = actor->spr.angle; //actor->spr.angle = VecToAngle(ps[p].pos.XY() - actor->spr.pos.XY()); //actor->spr.angle = ta; actor->SetOwner(nullptr); return; } else actor->vel.X = 16; auto ang = VecToAngle(Owner->spr.pos.XY() - actor->spr.pos.XY()); auto angdiff = deltaangle(actor->spr.angle, ang) / 8; actor->spr.angle += angdiff; if (rnd(32)) { actor->temp_angle += angdiff; sc->ceilingshade = 127; } else { actor->temp_angle += deltaangle(actor->temp_angle + DAngle90, VecToAngle(ps[p].pos.XY() - actor->spr.pos.XY())) * 0.25; sc->ceilingshade = 0; } j = fi.ifhitbyweapon(actor); if (j >= 0) { actor->temp_data[3]++; if (actor->temp_data[3] == 5) { actor->vel.Z += 4; FTA(7, &ps[myconnectindex]); } } actor->spr.pos.Z += actor->vel.Z; sc->setceilingz(actor->vel.Z); sector[actor->temp_data[0]].setceilingz(actor->vel.Z); movesector(actor, actor->temp_data[1], actor->temp_angle); //SetActor(actor, actor->spr.pos); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se08(DDukeActor *actor, bool checkhitag1) { // work only if its moving auto sc = actor->sector(); int st = actor->spr.lotag; int sh = actor->spr.hitag; int change, goal = -1; if (actor->temp_data[4]) { actor->temp_data[4]++; if (actor->temp_data[4] > 8) { deletesprite(actor); return; } goal = 1; } else goal = getanimationindex(anim_ceilingz, actor->sector()); if (goal >= 0) { if ((sc->lotag & 0x8000) || actor->temp_data[4]) change = -actor->temp_data[3]; else change = actor->temp_data[3]; if (st == 9) change = -change; DukeStatIterator it(STAT_EFFECTOR); while (auto ac = it.Next()) { if (((ac->spr.lotag) == st) && (ac->spr.hitag) == sh) { auto sect = ac->sector(); int minshade = ac->spr.shade; for (auto& wal : wallsofsector(sect)) { if (wal.hitag != 1) { wal.shade += change; if (wal.shade < minshade) wal.shade = minshade; else if (wal.shade > ac->temp_data[2]) wal.shade = ac->temp_data[2]; if (wal.twoSided()) if (wal.nextWall()->hitag != 1) wal.nextWall()->shade = wal.shade; } } sect->floorshade += change; sect->ceilingshade += change; if (sect->floorshade < minshade) sect->floorshade = minshade; else if (sect->floorshade > ac->temp_data[0]) sect->floorshade = ac->temp_data[0]; if (sect->ceilingshade < minshade) sect->ceilingshade = minshade; else if (sect->ceilingshade > ac->temp_data[1]) sect->ceilingshade = ac->temp_data[1]; if (checkhitag1 && sect->hitag == 1) sect->ceilingshade = ac->temp_data[1]; } } } } //--------------------------------------------------------------------------- // // door auto close // //--------------------------------------------------------------------------- void handle_se10(DDukeActor* actor, const int* specialtags) { auto sc = actor->sector(); int sh = actor->spr.hitag; if ((sc->lotag & 0xff) == 27 || (sc->floorz > sc->ceilingz && (sc->lotag & 0xff) != 23) || sc->lotag == 32791 - 65536) { int j = 1; if ((sc->lotag & 0xff) != 27) for (int p = connecthead; p >= 0; p = connectpoint2[p]) if (sc->lotag != 30 && sc->lotag != 31 && sc->lotag != 0) if (actor->sector() == ps[p].GetActor()->sector()) j = 0; if (j == 1) { if (actor->temp_data[0] > sh) { if (specialtags) for (int i = 0; specialtags[i]; i++) { if (actor->sector()->lotag == specialtags[i] && getanimationindex(anim_ceilingz, actor->sector()) >= 0) { return; } } fi.activatebysector(actor->sector(), actor); actor->temp_data[0] = 0; } else actor->temp_data[0]++; } } else actor->temp_data[0] = 0; } //--------------------------------------------------------------------------- // // swinging door // //--------------------------------------------------------------------------- void handle_se11(DDukeActor *actor) { auto sc = actor->sector(); if (actor->temp_data[5] > 0) { actor->temp_data[5]--; return; } if (actor->temp_data[4]) { for(auto& wal : wallsofsector(sc)) { DukeStatIterator it(STAT_ACTOR); while (auto ac = it.Next()) { if (ac->spr.extra > 0 && badguy(ac) && IsCloseToWall(ac->spr.pos.XY(), &wal, 16) == EClose::InFront) return; } } int k = (actor->spr.yint >> 3) * actor->temp_data[3]; actor->temp_angle += mapangle(k); actor->temp_data[4] += k; movesector(actor, actor->temp_data[1], actor->temp_angle); //SetActor(actor, actor->spr.pos); for(auto& wal : wallsofsector(sc)) { DukeStatIterator it(STAT_PLAYER); while (auto ac = it.Next()) { if (ac->GetOwner() && IsCloseToWall(ac->spr.pos.XY(), &wal, 9) == EClose::InFront) { actor->temp_data[5] = 8; // Delay actor->temp_angle -= mapangle(k); actor->temp_data[4] -= k; movesector(actor, actor->temp_data[1], actor->temp_angle); //SetActor(actor, actor->spr.pos); return; } } } if (actor->temp_data[4] <= -511 || actor->temp_data[4] >= 512) { actor->temp_data[4] = 0; actor->temp_angle = mapangle(actor->temp_angle.Buildang() & 0xffffff00); // Gross hack! What is this supposed to do? movesector(actor, actor->temp_data[1], actor->temp_angle); //SetActor(actor, actor->spr.pos); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se12(DDukeActor *actor, int planeonly) { auto sc = actor->sector(); if (actor->temp_data[0] == 3 || actor->temp_data[3] == 1) //Lights going off { sc->floorpal = 0; sc->ceilingpal = 0; for (auto& wal : wallsofsector(sc)) { if (wal.hitag != 1) { wal.shade = actor->temp_data[1]; wal.pal = 0; } } sc->floorshade = actor->temp_data[1]; sc->ceilingshade = actor->temp_data[2]; actor->temp_data[0] = 0; DukeSectIterator it(sc); while (auto a2 = it.Next()) { if (a2->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL) { if (sc->ceilingstat & CSTAT_SECTOR_SKY) a2->spr.shade = sc->ceilingshade; else a2->spr.shade = sc->floorshade; } } if (actor->temp_data[3] == 1) { deletesprite(actor); return; } } if (actor->temp_data[0] == 1) //Lights flickering on { // planeonly 1 is RRRA SE47, planeonly 2 is SE48 int compshade = planeonly == 2 ? sc->ceilingshade : sc->floorshade; if (compshade > actor->spr.shade) { if (planeonly != 2) sc->floorpal = actor->spr.pal; if (planeonly != 1) sc->ceilingpal = actor->spr.pal; if (planeonly != 2) sc->floorshade -= 2; if (planeonly != 1) sc->ceilingshade -= 2; for (auto& wal : wallsofsector(sc)) { if (wal.hitag != 1) { wal.pal = actor->spr.pal; wal.shade -= 2; } } } else actor->temp_data[0] = 2; DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) { if (a2->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL) { if (sc->ceilingstat & CSTAT_SECTOR_SKY) a2->spr.shade = sc->ceilingshade; else a2->spr.shade = sc->floorshade; } } } } //--------------------------------------------------------------------------- // // explosive // //--------------------------------------------------------------------------- void handle_se13(DDukeActor* actor) { auto sc = actor->sector(); if (actor->temp_data[2]) { double amt = ((actor->spr.yint << 5) | 1) * zmaptoworld; if (actor->spr.intangle == 512) { if (actor->spriteextra) { if (abs(actor->temp_pos.Y - sc->ceilingz) >= amt) sc->addceilingz(Sgn(actor->temp_pos.Y - sc->ceilingz) * amt); else sc->setceilingz(actor->temp_pos.Y); } else { if (abs(actor->temp_pos.Z - sc->floorz) >= amt) sc->addfloorz(Sgn(actor->temp_pos.Z - sc->floorz) * amt); else sc->setfloorz(actor->temp_pos.Z); } } else { if (abs(actor->temp_pos.Z - sc->floorz) >= amt) sc->addfloorz(Sgn(actor->temp_pos.Z - sc->floorz) * amt); else sc->setfloorz(actor->temp_pos.Z); if (abs(actor->temp_pos.Y - sc->ceilingz) >= amt) sc->addceilingz(Sgn(actor->temp_pos.Y - sc->ceilingz) * amt); sc->setceilingz(actor->temp_pos.Y); } if (actor->temp_data[3] == 1) { //Change the shades actor->temp_data[3]++; sc->ceilingstat ^= CSTAT_SECTOR_SKY; if (actor->spr.intangle == 512) { for (auto& wal : wallsofsector(sc)) wal.shade = actor->spr.shade; sc->floorshade = actor->spr.shade; if (ps[0].one_parallax_sectnum != nullptr) { sc->ceilingpicnum = ps[0].one_parallax_sectnum->ceilingpicnum; sc->ceilingshade = ps[0].one_parallax_sectnum->ceilingshade; } } } actor->temp_data[2]++; if (actor->temp_data[2] > 256) { deletesprite(actor); return; } } if (actor->temp_data[2] == 4 && actor->spr.angle != DAngle90) for (int x = 0; x < 7; x++) RANDOMSCRAP(actor); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se15(DDukeActor* actor) { if (actor->temp_data[4]) { actor->vel.X = 1; if (actor->temp_data[4] == 1) //Opening { if (actor->temp_data[3] >= (actor->spr.yint >> 3)) { actor->temp_data[4] = 0; //Turn off the sliders callsound(actor->sector(), actor); return; } actor->temp_data[3]++; } else if (actor->temp_data[4] == 2) { if (actor->temp_data[3] < 1) { actor->temp_data[4] = 0; callsound(actor->sector(), actor); return; } actor->temp_data[3]--; } movesector(actor, actor->temp_data[1], nullAngle); //SetActor(actor, actor->spr.pos); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se16(DDukeActor* actor, int REACTOR, int REACTOR2) { auto sc = actor->sector(); actor->temp_angle += DAngle22_5 / 4; if (sc->floorz < sc->ceilingz) actor->spr.shade = 0; else if (sc->ceilingz < actor->temp_pos.Z) { //The following code check to see if //there is any other sprites in the sector. //If there isn't, then kill this sectoreffector //itself..... DukeSectIterator it(actor->sector()); DDukeActor* a2; while ((a2 = it.Next())) { if (a2->spr.picnum == REACTOR || a2->spr.picnum == REACTOR2) return; } if (a2 == nullptr) { deletesprite(actor); return; } else actor->spr.shade = 1; } if (actor->spr.shade) sc->addceilingz(4); else sc->addceilingz(-2); movesector(actor, actor->temp_data[1], actor->temp_angle); //SetActor(actor, actor->spr.pos); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se17(DDukeActor* actor) { auto sc = actor->sector(); int sh = actor->spr.hitag; double refheight = actor->spr.yint * zmaptoworld; double q = actor->temp_data[0] * refheight * 4; sc->addceilingz(q); sc->addfloorz(q); DukeSectIterator it(actor->sector()); while (auto act1 = it.Next()) { if (act1->spr.statnum == STAT_PLAYER && act1->GetOwner()) { int p = act1->spr.yint; if (numplayers < 2) ps[p].backupz(); ps[p].pos.Z += q; ps[p].truefz += q; ps[p].truecz += q; if (numplayers > 1) ps[p].backupz(); } if (act1->spr.statnum != STAT_EFFECTOR) { act1->backupz(); act1->spr.pos.Z += q; } act1->floorz = sc->floorz; act1->ceilingz = sc->ceilingz; } if (actor->temp_data[0]) //If in motion { if (abs(sc->floorz - actor->temp_pos.X) <= refheight) { activatewarpelevators(actor, 0); return; } if (actor->temp_data[0] == -1) { if (sc->floorz > actor->temp_pos.Y) return; } else if (sc->ceilingz < actor->temp_pos.Z) return; if (actor->temp_data[1] == 0) return; actor->temp_data[1] = 0; DDukeActor* act2; DukeStatIterator itr(STAT_EFFECTOR); while ((act2 = itr.Next())) { if (actor != act2 && (act2->spr.lotag) == 17) if ((sc->hitag - actor->temp_data[0]) == (act2->sector()->hitag) && sh == (act2->spr.hitag)) break; } if (act2 == nullptr) return; DukeSectIterator its(actor->sector()); while (auto act3 = its.Next()) { if (act3->spr.statnum == STAT_PLAYER && act3->GetOwner()) { int p = act3->PlayerIndex(); ps[p].pos.X += act2->spr.pos.X - actor->spr.pos.X; ps[p].pos.Y += act2->spr.pos.Y - actor->spr.pos.Y; ps[p].pos.Z = act2->sector()->floorz - (sc->floorz - ps[p].pos.Z); act3->floorz = act2->sector()->floorz; act3->ceilingz = act2->sector()->ceilingz; ps[p].backupxyz(); ps[p].setbobpos(); ps[p].truefz = act3->floorz; ps[p].truecz = act3->ceilingz; ps[p].bobcounter = 0; ChangeActorSect(act3, act2->sector()); ps[p].setCursector(act2->sector()); } else if (act3->spr.statnum != STAT_EFFECTOR) { act3->spr.pos += act2->spr.pos.XY() - actor->spr.pos.XY(); act3->spr.pos.Z = act2->sector()->floorz - (sc->floorz - act3->spr.pos.Z); act3->backupz(); ChangeActorSect(act3, act2->sector()); SetActor(act3, act3->spr.pos); act3->floorz = act2->sector()->floorz; act3->ceilingz = act2->sector()->ceilingz; } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se18(DDukeActor *actor, bool morecheck) { auto sc = actor->sector(); double extra = sc->extra * zmaptoworld; double goal = FixedToFloat<8>(actor->temp_data[1]); if (actor->temp_data[0]) { if (actor->spr.pal) { if (actor->spr.intangle == 512) { sc->addceilingz(-extra); if (sc->ceilingz <= goal) { sc->setceilingz(goal); deletesprite(actor); return; } } else { sc->addfloorz(extra); if (morecheck) { DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) { if (a2->isPlayer() && a2->GetOwner()) { if (ps[a2->PlayerIndex()].on_ground == 1) ps[a2->PlayerIndex()].pos.Z += extra; } if (a2->vel.Z == 0 && a2->spr.statnum != STAT_EFFECTOR && a2->spr.statnum != STAT_PROJECTILE) { a2->spr.pos.Z += extra; a2->floorz = sc->floorz; } } } if (sc->floorz >= goal) { sc->setfloorz(goal); deletesprite(actor); return; } } } else { if (actor->spr.intangle == 512) { sc->addceilingz(extra); if (sc->ceilingz >= actor->spr.pos.Z) { sc->setceilingz(actor->spr.pos.Z); deletesprite(actor); return; } } else { sc->addfloorz(-extra); if (morecheck) { DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) { if (a2->isPlayer() && a2->GetOwner()) { if (ps[a2->PlayerIndex()].on_ground == 1) ps[a2->PlayerIndex()].pos.Z -= extra; } if (a2->vel.Z == 0 && a2->spr.statnum != STAT_EFFECTOR && a2->spr.statnum != STAT_PROJECTILE) { a2->spr.pos.Z -= extra; a2->floorz = sc->floorz; } } } if (sc->floorz <= actor->spr.pos.Z) { sc->setfloorz(actor->spr.pos.Z); deletesprite(actor); return; } } } actor->temp_data[2]++; if (actor->temp_data[2] >= actor->spr.hitag) { actor->temp_data[2] = 0; actor->temp_data[0] = 0; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- DDukeActor* ifhitsectors(sectortype* sect) { DukeStatIterator it(STAT_MISC); while (auto a1 = it.Next()) { if (actorflag(a1, SFLAG_TRIGGER_IFHITSECTOR) && sect == a1->sector()) return a1; } return nullptr; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se19(DDukeActor *actor, int BIGFORCE) { auto sc = actor->sector(); int sh = actor->spr.hitag; if (actor->temp_data[0]) { if (actor->temp_data[0] == 1) { actor->temp_data[0]++; for (auto& wal : wallsofsector(sc)) { if (wal.overpicnum == BIGFORCE) { wal.cstat &= (CSTAT_WALL_TRANSLUCENT | CSTAT_WALL_1WAY | CSTAT_WALL_XFLIP | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_BOTTOM_SWAP); wal.overpicnum = 0; auto nextwal = wal.nextWall(); if (nextwal != nullptr) { nextwal->overpicnum = 0; nextwal->cstat &= (CSTAT_WALL_TRANSLUCENT | CSTAT_WALL_1WAY | CSTAT_WALL_XFLIP | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_BOTTOM_SWAP); } } } } if (sc->ceilingz < sc->floorz) sc->addceilingz(actor->spr.yint * zmaptoworld); else { sc->setceilingz(sc->floorz); DukeStatIterator it(STAT_EFFECTOR); while (auto a2 = it.Next()) { auto a2Owner = a2->GetOwner(); if (a2->spr.lotag == 0 && a2->spr.hitag == sh && a2Owner) { auto sectp = a2Owner->sector(); a2->sector()->floorpal = a2->sector()->ceilingpal = sectp->floorpal; a2->sector()->floorshade = a2->sector()->ceilingshade = sectp->floorshade; a2Owner->temp_data[0] = 2; } } deletesprite(actor); return; } } else //Not hit yet { auto hitter = ifhitsectors(actor->sector()); if (hitter) { FTA(8, &ps[myconnectindex]); DukeStatIterator it(STAT_EFFECTOR); while (auto ac = it.Next()) { int x = ac->spr.lotag & 0x7fff; switch (x) { case 0: if (ac->spr.hitag == sh && ac->GetOwner()) { auto sectp = ac->sector(); sectp->floorshade = sectp->ceilingshade = ac->GetOwner()->spr.shade; sectp->floorpal = sectp->ceilingpal = ac->GetOwner()->spr.pal; } break; case 1: case 12: //case 18: case 19: if (sh == ac->spr.hitag) if (ac->temp_data[0] == 0) { ac->temp_data[0] = 1; //Shut them all on ac->SetOwner(actor); } break; } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se20(DDukeActor* actor) { auto sc = actor->sector(); if (actor->temp_data[0] == 0) return; //if(actor->vel.X != 0) //Moving { auto vec = actor->spr.angle.ToVector() * (actor->temp_data[0] == 1 ? 0.5 : -0.5); actor->temp_data[3] += actor->temp_data[0] == 1? 8 :- 8; actor->spr.pos += vec; if (actor->temp_data[3] <= 0 || (actor->temp_data[3] >> 6) >= (actor->spr.yint >> 6)) { actor->spr.pos -= vec; actor->temp_data[0] = 0; callsound(actor->sector(), actor); return; } DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) { if (a2->spr.statnum != STAT_EFFECTOR && a2->vel.Z == 0) { actor->spr.pos += vec; if (a2->sector()->floorstat & CSTAT_SECTOR_SLOPE) if (a2->spr.statnum == 2) makeitfall(a2); } } auto& wal = actor->temp_walls; dragpoint(wal[0], wal[0]->pos + vec); dragpoint(wal[1], wal[1]->pos + vec); for (int p = connecthead; p >= 0; p = connectpoint2[p]) if (ps[p].cursector == actor->sector() && ps[p].on_ground) { ps[p].pos += vec; ps[p].backupxy(); SetActor(ps[p].GetActor(), ps[p].pos.plusZ(gs.playerheight)); } sc->addfloorxpan(-vec.X * 2); sc->addfloorypan(-vec.Y * 2); sc->addceilingxpan(-vec.X * 2); sc->addceilingypan(-vec.Y * 2); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se21(DDukeActor* actor) { auto sc = actor->sector(); double lp; if (actor->temp_data[0] == 0) return; if (actor->spr.intangle == 1536) lp = sc->ceilingz; else lp = sc->floorz; if (actor->temp_data[0] == 1) //Decide if the sector should go up or down { actor->vel.Z = (Sgn(actor->spr.pos.Z - lp) * (actor->spr.yint << 4) * zmaptoworld); actor->temp_data[0]++; } if (sc->extra == 0) { lp += actor->vel.Z; if (abs(lp - actor->spr.pos.Z) < 4) { lp = actor->spr.pos.Z; deletesprite(actor); } if (actor->spr.intangle == 1536) sc->setceilingz(lp); else sc->setfloorz(lp); } else sc->extra--; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se22(DDukeActor* actor) { auto sc = actor->sector(); if (actor->temp_data[1]) { if (getanimationindex(anim_ceilingz, §or[actor->temp_data[0]]) >= 0) sc->addceilingz(sc->extra * 9 * zmaptoworld); else actor->temp_data[1] = 0; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se26(DDukeActor* actor) { auto sc = actor->sector(); double zvel = actor->vel.Z; actor->vel.X = 2; DVector2 vect = 2 * actor->spr.angle.ToVector(); // was: (32 * bsin) >> 14 actor->spr.shade++; if (actor->spr.shade > 7) { actor->spr.pos.XY() = actor->temp_pos.XY(); sc->addfloorz(-((zvel * actor->spr.shade) - zvel)); actor->spr.shade = 0; } else sc->addfloorz(zvel); DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) { if (a2->spr.statnum != 3 && a2->spr.statnum != 10) { a2->spr.pos = DVector3(vect, zvel); SetActor(a2, a2->spr.pos); } } for (int p = connecthead; p >= 0; p = connectpoint2[p]) if (ps[p].GetActor()->sector() == actor->sector() && ps[p].on_ground) { ps[p].fric.X += vect.X; ps[p].fric.Y += vect.Y; ps[p].pos.Z += zvel; } movesector(actor, actor->temp_data[1], nullAngle); //SetActor(actor, actor->spr.pos); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se27(DDukeActor* actor) { int sh = actor->spr.hitag; int p; double xx; if (ud.recstat == 0) return; actor->temp_angle = actor->spr.angle; p = findplayer(actor, &xx); if (ps[p].GetActor()->spr.extra > 0 && myconnectindex == screenpeek) { if (actor->temp_data[0] < 0) { ud.cameraactor = actor; actor->temp_data[0]++; } else if (ud.recstat == 2 && ps[p].newOwner == nullptr) { if (cansee(actor->spr.pos, actor->sector(), ps[p].pos, ps[p].cursector)) { if (xx < sh * maptoworld) { ud.cameraactor = actor; actor->temp_data[0] = 999; actor->spr.angle += deltaangle(actor->spr.angle, VecToAngle(ps[p].pos.XY() - actor->spr.pos.XY())) * 0.125; actor->spr.yint = 100 + int((actor->spr.pos.Z - ps[p].pos.Z) * (256. / 257.)); } else if (actor->temp_data[0] == 999) { if (ud.cameraactor == actor) actor->temp_data[0] = 0; else actor->temp_data[0] = -10; ud.cameraactor = actor; } } else { actor->spr.angle = VecToAngle(ps[p].pos.XY() - actor->spr.pos.XY()); if (actor->temp_data[0] == 999) { if (ud.cameraactor == actor) actor->temp_data[0] = 0; else actor->temp_data[0] = -20; ud.cameraactor = actor; } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se24(DDukeActor *actor, bool scroll, double mult) { if (actor->temp_data[4]) return; auto vec = actor->spr.angle.ToVector() * actor->spr.yint / 256.; DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) { if (a2->vel.Z >= 0) { switch (a2->spr.statnum) { case STAT_MISC: case STAT_STANDABLE: case STAT_ACTOR: case STAT_DEFAULT: if (actorflag(a2, SFLAG_SE24_REMOVE)) { a2->spr.xrepeat = a2->spr.yrepeat = 0; continue; } if (actorflag(a2, SFLAG_SE24_NOCARRY) || wallswitchcheck(a2)) continue; if (a2->spr.pos.Z > a2->floorz - 16) { a2->spr.pos += vec * mult; SetActor(a2, a2->spr.pos); if (a2->sector()->floorstat & CSTAT_SECTOR_SLOPE) if (a2->spr.statnum == STAT_ZOMBIEACTOR) makeitfall(a2); } break; } } } for (auto p = connecthead; p >= 0; p = connectpoint2[p]) { if (ps[p].cursector == actor->sector() && ps[p].on_ground) { if (abs(ps[p].pos.Z - ps[p].truefz) < gs.playerheight + 9) { ps[p].fric += vec * (1. / 4.); } } } if (scroll) actor->sector()->addfloorxpan(actor->spr.yint / 128.f); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se25(DDukeActor* actor, int snd1, int snd2) { auto sec = actor->sector(); auto add = actor->spr.yint * zmaptoworld; if (sec->floorz <= sec->ceilingz) actor->spr.shade = 0; else if (sec->ceilingz <= actor->temp_pos.Z) actor->spr.shade = 1; if (actor->spr.shade) { sec->addceilingz(add); if (sec->ceilingz > sec->floorz) { sec->setceilingz(sec->floorz); if (pistonsound && snd1 >= 0) S_PlayActorSound(snd1, actor); } } else { sec->addceilingz(-add); if (sec->ceilingz < actor->temp_pos.Z) { sec->setceilingz(actor->temp_pos.Z); if (pistonsound && snd2 >= 0) S_PlayActorSound(snd2, actor); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se32(DDukeActor *actor) { auto sc = actor->sector(); if (actor->temp_data[0] == 1) { // Choose dir double targetval = actor->spr.yint * zmaptoworld; if (actor->temp_data[2] == 1) // Retract { if (actor->spr.intangle != 1536) { if (abs(sc->ceilingz - actor->spr.pos.Z) < targetval * 2) { sc->setceilingz(actor->spr.pos.Z); callsound(actor->sector(), actor); actor->temp_data[2] = 0; actor->temp_data[0] = 0; } else sc->addceilingz(Sgn(actor->spr.pos.Z - sc->ceilingz) * targetval); } else { if (abs(sc->ceilingz - actor->temp_pos.Z) < targetval * 2) { sc->setceilingz(actor->temp_pos.Z); callsound(actor->sector(), actor); actor->temp_data[2] = 0; actor->temp_data[0] = 0; } else sc->addceilingz(Sgn(actor->temp_pos.Z - sc->ceilingz) * targetval); } return; } if ((actor->spr.intangle & 2047) == 1536) { if (abs(sc->ceilingz - actor->spr.pos.Z) < targetval * 2) { actor->temp_data[0] = 0; actor->temp_data[2] = !actor->temp_data[2]; callsound(actor->sector(), actor); sc->setceilingz(actor->spr.pos.Z); } else sc->addceilingz(Sgn(actor->spr.pos.Z - sc->ceilingz) * targetval); } else { if (abs(sc->ceilingz - actor->temp_pos.Z) < targetval * 2) { actor->temp_data[0] = 0; actor->temp_data[2] = !actor->temp_data[2]; callsound(actor->sector(), actor); } else sc->addceilingz(-Sgn(actor->spr.pos.Z - actor->temp_pos.Z) * targetval); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se35(DDukeActor *actor, int SMALLSMOKE, int EXPLOSION2) { auto sc = actor->sector(); if (sc->ceilingz > actor->spr.pos.Z) for (int j = 0; j < 8; j++) { actor->spr.angle = randomAngle(90); auto spawned = spawn(actor, SMALLSMOKE); if (spawned) { spawned->vel.X = 6 + krandf(8); ssp(spawned, CLIPMASK0); SetActor(spawned, spawned->spr.pos); if (rnd(16)) spawn(actor, EXPLOSION2); } } double targetval = actor->spr.yint * zmaptoworld; switch (actor->temp_data[0]) { case 0: sc->addceilingz(targetval); if (sc->ceilingz > sc->floorz) sc->setfloorz(sc->ceilingz); if (sc->ceilingz > actor->spr.pos.Z + 32) actor->temp_data[0]++; break; case 1: sc->addceilingz(-targetval * 4); if (sc->ceilingz < actor->temp_pos.Y) { sc->setceilingz(actor->temp_pos.Y); actor->temp_data[0] = 0; } break; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se128(DDukeActor *actor) { auto wal = actor->temp_walls[0]; if (!wal) return; // E4L1 contains an uninitialized SE128 which would crash without this. //if (wal->cstat | 32) // this has always been bugged, the condition can never be false. { wal->cstat &= ~CSTAT_WALL_1WAY; wal->cstat |= CSTAT_WALL_MASKED; if (wal->twoSided()) { wal->nextWall()->cstat &= ~CSTAT_WALL_1WAY; wal->nextWall()->cstat |= CSTAT_WALL_MASKED; } } // else return; wal->overpicnum++; auto nextwal = wal->nextWall(); if (nextwal) nextwal->overpicnum++; if (actor->temp_data[0] < actor->temp_data[1]) actor->temp_data[0]++; else { wal->cstat &= (CSTAT_WALL_TRANSLUCENT | CSTAT_WALL_1WAY | CSTAT_WALL_XFLIP | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_BOTTOM_SWAP); if (nextwal) nextwal->cstat &= (CSTAT_WALL_TRANSLUCENT | CSTAT_WALL_1WAY | CSTAT_WALL_XFLIP | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_BOTTOM_SWAP); deletesprite(actor); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se130(DDukeActor *actor, int countmax, int EXPLOSION2) { auto sc = actor->sector(); if (actor->temp_data[0] > countmax) { deletesprite(actor); return; } else actor->temp_data[0]++; double x = sc->floorz - sc->ceilingz; if (rnd(64)) { auto k = spawn(actor, EXPLOSION2); if (k) { k->spr.xrepeat = k->spr.yrepeat = 2 + (krand() & 7); k->spr.pos.Z = sc->floorz + krandf(x); k->spr.angle += DAngle45 - randomAngle(90); k->vel.X = krandf(8); ssp(k, CLIPMASK0); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se29(DDukeActor* actor) { auto sc = actor->sector(); actor->spr.hitag += 64; double val = actor->spr.yint * BobVal(actor->spr.hitag) / 64.; sc->setfloorz(actor->spr.pos.Z + val); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se31(DDukeActor* actor, bool choosedir) { auto sec = actor->sector(); if (actor->temp_data[0] == 1) { // Choose dir if (choosedir && actor->temp_data[3] > 0) { actor->temp_data[3]--; return; } if (actor->temp_data[2] == 1) // Retract { if (actor->spr.intangle != 1536) { if (abs(sec->floorz- actor->spr.pos.Z) < actor->temp_pos.Z) { sec->setfloorz(actor->spr.pos.Z); actor->temp_data[2] = 0; actor->temp_data[0] = 0; if (choosedir) actor->temp_data[3] = actor->spr.hitag; callsound(actor->sector(), actor); } else { double l = Sgn(actor->spr.pos.Z - sec->floorz) * actor->temp_pos.Z; sec->addfloorz(l); DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) { if (a2->isPlayer() && a2->GetOwner()) if (ps[a2->PlayerIndex()].on_ground == 1) ps[a2->PlayerIndex()].pos.Z +=l; if (a2->vel.Z == 0 && a2->spr.statnum != STAT_EFFECTOR && (!choosedir || a2->spr.statnum != STAT_PROJECTILE)) { a2->spr.pos.Z += l; a2->floorz = sec->floorz; } } } } else { if (abs(sec->floorz - actor->temp_pos.Y) < actor->temp_pos.Z) { sec->floorz = actor->temp_pos.Y; callsound(actor->sector(), actor); actor->temp_data[2] = 0; actor->temp_data[0] = 0; if (choosedir) actor->temp_data[3] = actor->spr.hitag; } else { double l = Sgn(actor->temp_pos.Y - sec->floorz) * actor->temp_pos.Z; sec->addfloorz(l); DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) { if (a2->isPlayer() && a2->GetOwner()) if (ps[a2->PlayerIndex()].on_ground == 1) ps[a2->PlayerIndex()].pos.Z += l; if (a2->vel.Z == 0 && a2->spr.statnum != STAT_EFFECTOR && (!choosedir || a2->spr.statnum != STAT_PROJECTILE)) { a2->spr.pos.Z += l; a2->floorz = sec->floorz; } } } } return; } if ((actor->spr.intangle & 2047) == 1536) { if (abs(actor->spr.pos.Z - sec->floorz) < actor->temp_pos.Z) { callsound(actor->sector(), actor); actor->temp_data[0] = 0; actor->temp_data[2] = 1; if (choosedir) actor->temp_data[3] = actor->spr.hitag; } else { double l = Sgn(actor->spr.pos.Z - sec->floorz) * actor->temp_pos.Z; sec->addfloorz(l); DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) { if (a2->isPlayer() && a2->GetOwner()) if (ps[a2->PlayerIndex()].on_ground == 1) ps[a2->PlayerIndex()].pos.Z += l; if (a2->vel.Z == 0 && a2->spr.statnum != STAT_EFFECTOR && (!choosedir || a2->spr.statnum != STAT_PROJECTILE)) { a2->spr.pos.Z += l; a2->floorz = sec->floorz; } } } } else { if (abs(sec->floorz - actor->temp_pos.Y) < actor->temp_pos.Z) { actor->temp_data[0] = 0; callsound(actor->sector(), actor); actor->temp_data[2] = 1; actor->temp_data[3] = actor->spr.hitag; } else { double l = Sgn(actor->spr.pos.Z - actor->temp_pos.Y) * actor->temp_pos.Z; sec->addfloorz(-l); DukeSectIterator it(actor->sector()); while (auto a2 = it.Next()) { if (a2->isPlayer() && a2->GetOwner()) if (ps[a2->PlayerIndex()].on_ground == 1) ps[a2->PlayerIndex()].pos.Z -= l; if (a2->vel.Z == 0 && a2->spr.statnum != STAT_EFFECTOR && (!choosedir || a2->spr.statnum != STAT_PROJECTILE)) { a2->spr.pos.Z -= l; a2->floorz = sec->floorz; } } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void getglobalz(DDukeActor* actor) { int zr; Collision hz, lz; if( actor->spr.statnum == STAT_PLAYER || actor->spr.statnum == STAT_STANDABLE || actor->spr.statnum == STAT_ZOMBIEACTOR || actor->spr.statnum == STAT_ACTOR || actor->spr.statnum == STAT_PROJECTILE) { if(actor->spr.statnum == STAT_PROJECTILE) zr = 4; else zr = 127; auto cc = actor->spr.cstat2; actor->spr.cstat2 |= CSTAT2_SPRITE_NOFIND; // don't clip against self. getzrange cannot detect this because it only receives a coordinate. getzrange(actor->spr.pos.plusZ(-1), actor->sector(), &actor->ceilingz, hz, &actor->floorz, lz, zr, CLIPMASK0); actor->spr.cstat2 = cc; actor->spr.cstat2 &= ~CSTAT2_SPRITE_NOSHADOW; if( lz.type == kHitSprite && (lz.actor()->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0 ) { if( badguy(lz.actor()) && lz.actor()->spr.pal != 1) { if( actor->spr.statnum != STAT_PROJECTILE) { actor->spr.cstat2 |= CSTAT2_SPRITE_NOSHADOW; // No shadows on actors actor->vel.X = -16; ssp(actor, CLIPMASK0); } } else if(lz.actor()->isPlayer() && badguy(actor) ) { actor->spr.cstat2 |= CSTAT2_SPRITE_NOSHADOW; // No shadows on actors actor->vel.X = -16; ssp(actor, CLIPMASK0); } else if(actor->spr.statnum == STAT_PROJECTILE && lz.actor()->isPlayer() && actor->GetOwner() == actor) { actor->ceilingz = actor->sector()->ceilingz; actor->floorz = actor->sector()->floorz; } } } else { actor->ceilingz = actor->sector()->ceilingz; actor->floorz = actor->sector()->floorz; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void makeitfall(DDukeActor* actor) { double grav; if( fi.floorspace(actor->sector()) ) grav = 0; else { if( fi.ceilingspace(actor->sector()) || actor->sector()->lotag == ST_2_UNDERWATER) grav = gs.gravity/6; else grav = gs.gravity; } if (isRRRA()) { grav = adjustfall(actor, grav); // this accesses sprite indices and cannot be in shared code. Should be done better. (todo: turn into actor flags) } if ((actor->spr.statnum == STAT_ACTOR || actor->spr.statnum == STAT_PLAYER || actor->spr.statnum == STAT_ZOMBIEACTOR || actor->spr.statnum == STAT_STANDABLE)) { Collision coll; getzrange(actor->spr.pos.plusZ(-1), actor->sector(), &actor->ceilingz, coll, &actor->floorz, coll, 127, CLIPMASK0); } else { actor->ceilingz = actor->sector()->ceilingz; actor->floorz = actor->sector()->floorz; } if( actor->spr.pos.Z < actor->floorz - FOURSLEIGHT_F) { if( actor->sector()->lotag == 2 && actor->vel.Z > 3122/256.) actor->vel.Z = 3144 / 256.; if (actor->vel.Z < 24) actor->vel.Z += grav; else actor->vel.Z = 24; actor->spr.pos.Z += actor->vel.Z; } if (actor->spr.pos.Z >= actor->floorz - FOURSLEIGHT_F) { actor->spr.pos.Z = actor->floorz - FOURSLEIGHT_F; actor->vel.Z = 0; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int dodge(DDukeActor* actor) { auto oldpos = actor->spr.pos.XY(); DukeStatIterator it(STAT_PROJECTILE); while (auto ac = it.Next()) { if (ac->GetOwner() == ac || ac->sector() != actor->sector()) continue; auto delta = ac->spr.pos.XY() - oldpos; auto bvect = ac->spr.angle.ToVector() * 1024; if (actor->spr.angle.ToVector().dot(delta) >= 0) { if (bvect.dot(delta) < 0) { double d = bvect.X * delta.Y - bvect.Y * delta.X; if (abs(d) < 256 * 64) { actor->spr.angle -= DAngle90 + randomAngle(180); return 1; } } } } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- DAngle furthestangle(DDukeActor *actor, int angs) { double d, greatestd; DAngle furthest_angle = DAngle360; HitInfo hit{}; greatestd = -(1 << 30); DAngle angincs = DAngle360 / angs; if (!actor->isPlayer()) if ((actor->temp_data[0] & 63) > 2) return(actor->spr.angle + DAngle180); for (DAngle j = actor->spr.angle; j < DAngle360 + actor->spr.angle; j += angincs) { hitscan(actor->spr.pos.plusZ(-8), actor->sector(), DVector3(j.ToVector() * 1024, 0), hit, CLIPMASK1); d = (hit.hitpos.XY() - actor->spr.pos.XY()).Sum(); if (d > greatestd) { greatestd = d; furthest_angle = j; } } return furthest_angle.Normalized360(); } //--------------------------------------------------------------------------- // // return value was changed to what its only caller really expects // //--------------------------------------------------------------------------- int furthestcanseepoint(DDukeActor *actor, DDukeActor* tosee, DVector2& pos) { DAngle angincs; HitInfo hit{}; if ((actor->temp_data[0] & 63)) return -1; if (ud.multimode < 2 && ud.player_skill < 3) angincs = DAngle180; else angincs = DAngle360 / (1 + (krand() & 1)); for (auto j = tosee->spr.angle; j < tosee->spr.angle + DAngle360; j += (angincs - randomAngle(90))) { hitscan(tosee->spr.pos.plusZ(-16), tosee->sector(), DVector3(j.ToVector() * 1024, 64 - krandf(128)), hit, CLIPMASK1); double d = (hit.hitpos.XY() - tosee->spr.pos.XY()).Sum(); double da = (hit.hitpos.XY() - actor->spr.pos.XY()).Sum(); if (d < da && hit.hitSector) if (cansee(hit.hitpos, hit.hitSector, actor->spr.pos.plusZ(-16), actor->sector())) { pos = hit.hitpos.XY(); return 1; } } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void alterang(int ang, DDukeActor* actor, int playernum) { DAngle goalang, aang, angdif; int j; int ticselapsed; auto moveptr = &ScriptCode[actor->temp_data[1]]; ticselapsed = (actor->temp_data[0]) & 31; aang = actor->spr.angle; actor->vel.X += (moveptr[0] / 16 - actor->vel.X) / 5; if (actor->vel.Z < (648 / 256.)) { actor->vel.Z += (moveptr[1] / 16 - actor->vel.Z) / 5; } if (isRRRA() && (ang & windang)) actor->spr.angle = WindDir; else if (ang & seekplayer) { DDukeActor* holoduke = !isRR()? ps[playernum].holoduke_on.Get() : nullptr; // NOTE: looks like 'Owner' is set to target sprite ID... if (holoduke && cansee(holoduke->spr.pos, holoduke->sector(), actor->spr.pos, actor->sector())) actor->SetOwner(holoduke); else actor->SetOwner(ps[playernum].GetActor()); auto Owner = actor->GetOwner(); if (Owner->isPlayer()) goalang = VecToAngle(actor->ovel - actor->spr.pos.XY()); else goalang = VecToAngle(Owner->spr.pos.XY() - actor->spr.pos.XY()); if (actor->vel.X != 0 && actor->spr.picnum != TILE_DRONE) { angdif = absangle(aang, goalang); if (ticselapsed < 2) { if (angdif < DAngle45) { DAngle add = DAngle22_5 * ((krand() & 256)? 1 : -1); actor->spr.angle += add; if (hits(actor) < 51.25) actor->spr.angle -= add; } } else if (ticselapsed > 18 && ticselapsed < 26) // choose { if (angdif < DAngle90) actor->spr.angle = goalang; else actor->spr.angle += angdif * 0.25; } } else actor->spr.angle = goalang; } if (ticselapsed < 1) { j = 2; if (ang & furthestdir) { goalang = furthestangle(actor, j); actor->spr.angle = goalang; actor->SetOwner(ps[playernum].GetActor()); } if (ang & fleeenemy) { goalang = furthestangle(actor, j); actor->spr.angle = goalang; } } } //--------------------------------------------------------------------------- // // the indirections here are to keep this core function free of game references // //--------------------------------------------------------------------------- void fall_common(DDukeActor *actor, int playernum, int JIBS6, int DRONE, int BLOODPOOL, int SHOTSPARK1, int squished, int thud, int(*fallspecial)(DDukeActor*, int)) { actor->spr.xoffset = 0; actor->spr.yoffset = 0; // if(!gotz) { double grav; int sphit = fallspecial? fallspecial(actor, playernum) : 0; if (fi.floorspace(actor->sector())) grav = 0; else { if (fi.ceilingspace(actor->sector()) || actor->sector()->lotag == 2) grav = gs.gravity / 6; else grav = gs.gravity; } if (actor->cgg <= 0 || (actor->sector()->floorstat & CSTAT_SECTOR_SLOPE)) { getglobalz(actor); actor->cgg = 6; } else actor->cgg--; if (actor->spr.pos.Z < actor->floorz - FOURSLEIGHT_F) { actor->vel.Z += grav; actor->spr.pos.Z += actor->vel.Z; if (actor->vel.Z > 24) actor->vel.Z = 24; } else { actor->spr.pos.Z = actor->floorz - FOURSLEIGHT_F; if (badguy(actor) || (actor->isPlayer() && actor->GetOwner())) { if (actor->vel.Z > (3084/256.) && actor->spr.extra <= 1) { if (actor->spr.pal != 1 && actor->spr.picnum != DRONE) { if (actor->isPlayer() && actor->spr.extra > 0) goto SKIPJIBS; if (sphit) { fi.guts(actor, JIBS6, 5, playernum); S_PlayActorSound(squished, actor); } else { fi.guts(actor, JIBS6, 15, playernum); S_PlayActorSound(squished, actor); spawn(actor, BLOODPOOL); } } SKIPJIBS: actor->attackertype = SHOTSPARK1; actor->hitextra = 1; actor->vel.Z = 0; } else if (actor->vel.Z > 8 && actor->sector()->lotag != 1) { auto sect = actor->sector(); pushmove(actor, §, 128, (4 << 8), (4 << 8), CLIPMASK0); if (sect != actor->sector() && sect != nullptr) ChangeActorSect(actor, sect); S_PlayActorSound(thud, actor); } } if (actor->sector()->lotag == 1) actor->spr.pos.Z += gs.actorinfo[actor->spr.picnum].falladjustz; else actor->vel.Z = 0; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- DDukeActor *LocateTheLocator(int n, sectortype* sect) { DukeStatIterator it(STAT_LOCATOR); while (auto ac = it.Next()) { if ((sect == nullptr || sect == ac->sector()) && n == ac->spr.lotag) return ac; } return nullptr; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void recordoldspritepos() { for (int statNum = 0; statNum < MAXSTATUS; statNum++) { DukeStatIterator it(statNum); while (auto ac = it.Next()) { ac->backuploc(); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movefta(void) { double xx; int canseeme, p; sectortype* psect, * ssect; auto check_fta_sounds = [](DDukeActor* act) { if (isRR()) check_fta_sounds_r(act); else check_fta_sounds_d(act); }; DukeStatIterator it(STAT_ZOMBIEACTOR); while (auto act = it.Next()) { p = findplayer(act, &xx); canseeme = 0; ssect = psect = act->sector(); if (ps[p].GetActor()->spr.extra > 0) { if (xx < 30000 / 16.) { act->timetosleep++; if (act->timetosleep >= int(xx / 16.)) { if (badguy(act)) { auto xyrand = []() -> double { return (64 - (krand() & 127)) * maptoworld; }; double px = ps[p].opos.X - xyrand(); double py = ps[p].opos.Y - xyrand(); updatesector(DVector3(px, py, 0), &psect); if (psect == nullptr) { continue; } double sx = act->spr.pos.X - xyrand(); double sy = act->spr.pos.Y - xyrand(); // The second updatesector call here used px and py again and was redundant as coded. // SFLAG_MOVEFTA_CHECKSEE is set for all actors in Duke. if (act->spr.pal == 33 || actorflag(act, SFLAG_MOVEFTA_CHECKSEE) || (actorflag(act, SFLAG_MOVEFTA_CHECKSEEWITHPAL8) && act->spr.pal == 8) || (act->spr.angle.Cos() * (px - sx) + act->spr.angle.Sin() * (py - sy) >= 0)) { double r1 = zrand(32); double r2 = zrand(52); canseeme = cansee({ sx, sy, act->spr.pos.Z - r2 }, act->sector(), { px, py, ps[p].opos.Z - r1 }, ps[p].cursector); } } else { int r1 = krand(); int r2 = krand(); canseeme = cansee(act->spr.pos.plusZ(-(r2 & 31)), act->sector(), ps[p].opos.plusZ(-(r1 & 31)), ps[p].cursector); } if (canseeme) { if (actorflag(act, SFLAG_MOVEFTA_MAKESTANDABLE)) { if (act->sector()->ceilingstat & CSTAT_SECTOR_SKY) act->spr.shade = act->sector()->ceilingshade; else act->spr.shade = act->sector()->floorshade; act->timetosleep = 0; ChangeActorStat(act, STAT_STANDABLE); } else { act->timetosleep = 0; check_fta_sounds(act); ChangeActorStat(act, STAT_ACTOR); } } else act->timetosleep = 0; } } if (badguy(act)) { if (act->sector()->ceilingstat & CSTAT_SECTOR_SKY) act->spr.shade = act->sector()->ceilingshade; else act->spr.shade = act->sector()->floorshade; // wakeup is an RR feature, this flag will later allow it to use in Duke, too. if (actorflag(act, SFLAG_MOVEFTA_WAKEUPCHECK)) { if (wakeup(act, p)) { act->timetosleep = 0; check_fta_sounds(act); ChangeActorStat(act, STAT_ACTOR); } } } } } } END_DUKE_NS