//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2017-2019 Nuke.YKT Copyright (C) 2020 - Christoph Oelckers This file is part of 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 */ //------------------------------------------------------------------------- #include "ns.h" #include "global.h" #include "names_r.h" #include "mmulti.h" #include "mapinfo.h" #include "dukeactor.h" BEGIN_DUKE_NS void dojaildoor(); void moveminecart(); void ballreturn(short spr); short pinsectorresetdown(short sect); short pinsectorresetup(short sect); short checkpins(short sect); void resetpins(short sect); void resetlanepics(void); //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool ceilingspace_r(int sectnum) { if( (sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 ) { switch(sector[sectnum].ceilingpicnum) { case MOONSKY1: case BIGORBIT1: return 1; } } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool floorspace_r(int sectnum) { if( (sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 ) { switch(sector[sectnum].floorpicnum) { case MOONSKY1: case BIGORBIT1: return 1; } } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void check_fta_sounds_r(DDukeActor* actor) { if (actor->s.extra > 0) switch (actor->s.picnum) { case COOT: // LIZTROOP if (!isRRRA() && (krand() & 3) == 2) S_PlayActorSound(PRED_RECOG, actor); break; case BILLYCOCK: case BILLYRAY: case BRAYSNIPER: // PIGCOP S_PlayActorSound(PIG_RECOG, actor); break; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void addweapon_r(struct player_struct* p, int weapon) { short cw = p->curr_weapon; if (p->OnMotorcycle || p->OnBoat) { p->gotweapon.Set(weapon); if (weapon == THROWSAW_WEAPON) { p->gotweapon.Set(BUZZSAW_WEAPON); p->ammo_amount[BUZZSAW_WEAPON] = 1; } else if (weapon == CROSSBOW_WEAPON) { p->gotweapon.Set(CHICKEN_WEAPON); p->gotweapon.Set(DYNAMITE_WEAPON); } else if (weapon == SLINGBLADE_WEAPON) { p->ammo_amount[SLINGBLADE_WEAPON] = 1; } return; } if (p->gotweapon[weapon] == 0) { p->gotweapon.Set(weapon); if (weapon == THROWSAW_WEAPON) { p->gotweapon.Set(BUZZSAW_WEAPON); if (isRRRA()) p->ammo_amount[BUZZSAW_WEAPON] = 1; } if (isRRRA()) { if (weapon == CROSSBOW_WEAPON) { p->gotweapon.Set(CHICKEN_WEAPON); } if (weapon == SLINGBLADE_WEAPON) { p->ammo_amount[SLINGBLADE_WEAPON] = 50; } } if (weapon == CROSSBOW_WEAPON) { p->gotweapon.Set(DYNAMITE_WEAPON); } if (weapon != DYNAMITE_WEAPON) cw = weapon; } else cw = weapon; if (weapon == DYNAMITE_WEAPON) p->last_weapon = -1; p->random_club_frame = 0; if (p->holster_weapon == 0) { p->weapon_pos = -1; p->last_weapon = p->curr_weapon; } else { p->weapon_pos = 10; p->holster_weapon = 0; p->last_weapon = -1; } p->okickback_pic = p->kickback_pic = 0; p->curr_weapon = cw; switch (weapon) { case SLINGBLADE_WEAPON: if (!isRRRA()) break; case KNEE_WEAPON: case DYNAMITE_WEAPON: case TRIPBOMB_WEAPON: case THROWINGDYNAMITE_WEAPON: break; case SHOTGUN_WEAPON: S_PlayActorSound(SHOTGUN_COCK, p->i); break; case PISTOL_WEAPON: S_PlayActorSound(INSERT_CLIP, p->i); break; default: S_PlayActorSound(EJECT_CLIP, p->i); break; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int hp4) { walltype* wal; int d, q, x1, y1; int sectcnt, sectend, dasect, startwall, endwall, nextsect; short p, x, sect; static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC }; short tempshort[MAXSECTORS]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64. auto spri = &actor->s; if (spri->xrepeat < 11) { if (spri->picnum == RPG || ((isRRRA()) && spri->picnum == RPG2)) goto SKIPWALLCHECK; } tempshort[0] = spri->sectnum; dasect = spri->sectnum; sectcnt = 0; sectend = 1; do { dasect = tempshort[sectcnt++]; if (((sector[dasect].ceilingz - spri->z) >> 8) < r) { d = abs(wall[sector[dasect].wallptr].x - spri->x) + abs(wall[sector[dasect].wallptr].y - spri->y); if (d < r) fi.checkhitceiling(dasect); else { // ouch... d = abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].x - spri->x) + abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].y - spri->y); if (d < r) fi.checkhitceiling(dasect); } } startwall = sector[dasect].wallptr; endwall = startwall + sector[dasect].wallnum; for (x = startwall, wal = &wall[startwall]; x < endwall; x++, wal++) if ((abs(wal->x - spri->x) + abs(wal->y - spri->y)) < r) { nextsect = wal->nextsector; if (nextsect >= 0) { for (dasect = sectend - 1; dasect >= 0; dasect--) if (tempshort[dasect] == nextsect) break; if (dasect < 0) tempshort[sectend++] = nextsect; } x1 = (((wal->x + wall[wal->point2].x) >> 1) + spri->x) >> 1; y1 = (((wal->y + wall[wal->point2].y) >> 1) + spri->y) >> 1; updatesector(x1, y1, §); if (sect >= 0 && cansee(x1, y1, spri->z, sect, spri->x, spri->y, spri->z, spri->sectnum)) fi.checkhitwall(actor->GetIndex(), x, wal->x, wal->y, spri->z, spri->picnum); } } while (sectcnt < sectend); SKIPWALLCHECK: q = -(24 << 8) + (krand() & ((32 << 8) - 1)); auto Owner = actor->GetOwner(); for (x = 0; x < 7; x++) { DukeStatIterator it1(statlist[x]); while (auto act2 = it1.Next()) { auto spri2 = &act2->s; if (x == 0 || x >= 5 || AFLAMABLE(spri2->picnum)) { if (spri2->cstat & 257) if (dist(actor, act2) < r) { if (badguy(act2) && !cansee(spri2->x, spri2->y, spri2->z + q, spri2->sectnum, spri->x, spri->y, spri->z + q, spri->sectnum)) { continue; } fi.checkhitsprite(act2->GetIndex(), actor->GetIndex()); } } else if (spri2->extra >= 0 && act2 != actor && (badguy(act2) || spri2->picnum == QUEBALL || spri2->picnum == RRTILE3440 || spri2->picnum == STRIPEBALL || (spri2->cstat & 257) || spri2->picnum == DUKELYINGDEAD)) { if (spri->picnum == MORTER && act2 == Owner) { continue; } if ((isRRRA()) && spri->picnum == CHEERBOMB && act2 == Owner) { continue; } if (spri2->picnum == APLAYER) spri2->z -= PHEIGHT; d = dist(actor, act2); if (spri2->picnum == APLAYER) spri2->z += PHEIGHT; if (d < r && cansee(spri2->x, spri2->y, spri2->z - (8 << 8), spri2->sectnum, spri->x, spri->y, spri->z - (12 << 8), spri->sectnum)) { if ((isRRRA()) && spri2->picnum == MINION && spri2->pal == 19) { continue; } act2->ang = getangle(spri2->x - spri->x, spri2->y - spri->y); if (spri->picnum == RPG && spri2->extra > 0) act2->picnum = RPG; else if ((isRRRA()) && spri->picnum == RPG2 && spri2->extra > 0) act2->picnum = RPG; else act2->picnum = RADIUSEXPLOSION; if (d < r / 3) { if (hp4 == hp3) hp4++; act2->extra = hp3 + (krand() % (hp4 - hp3)); } else if (d < 2 * r / 3) { if (hp3 == hp2) hp3++; act2->extra = hp2 + (krand() % (hp3 - hp2)); } else if (d < r) { if (hp2 == hp1) hp2++; act2->extra = hp1 + (krand() % (hp2 - hp1)); } int pic = spri2->picnum; if ((isRRRA())? (pic != HULK && pic != MAMA && pic != BILLYPLAY && pic != COOTPLAY && pic != MAMACLOUD) : (pic != HULK && pic != SBMOVE)) { if (spri2->xvel < 0) spri2->xvel = 0; spri2->xvel += (spri2->extra << 2); } if (spri2->picnum == STATUEFLASH || spri2->picnum == QUEBALL || spri2->picnum == STRIPEBALL || spri2->picnum == RRTILE3440) fi.checkhitsprite(act2->GetIndex(), actor->GetIndex()); if (spri2->picnum != RADIUSEXPLOSION && Owner && Owner->s.statnum < MAXSTATUS) { if (spri2->picnum == APLAYER) { p = act2->PlayerIndex(); if (ps[p].newowner >= 0) { clearcamera(&ps[p]); } } act2->SetHitOwner(actor->GetOwner()); } } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int movesprite_ex_r(DDukeActor* actor, int xchange, int ychange, int zchange, unsigned int cliptype, Collision &result) { int daz, h, oldx, oldy; short retval, dasectnum, cd; auto spri = &actor->s; int bg = badguy(actor); if (spri->statnum == 5 || (bg && spri->xrepeat < 4)) { spri->x += (xchange * TICSPERFRAME) >> 2; spri->y += (ychange * TICSPERFRAME) >> 2; spri->z += (zchange * TICSPERFRAME) >> 2; if (bg) setsprite(actor, spri->x, spri->y, spri->z); return result.setNone(); } dasectnum = spri->sectnum; daz = spri->z; h = ((tileHeight(spri->picnum) * spri->yrepeat) << 1); daz -= h; if (bg) { oldx = spri->x; oldy = spri->y; if (spri->xrepeat > 60) retval = clipmove(&spri->x, &spri->y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 1024L, (4 << 8), (4 << 8), cliptype); else { cd = 192; retval = clipmove(&spri->x, &spri->y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), cd, (4 << 8), (4 << 8), cliptype); } if (dasectnum < 0 || (dasectnum >= 0 && actor->actorstayput >= 0 && actor->actorstayput != dasectnum)) { spri->x = oldx; spri->y = oldy; if (sector[dasectnum].lotag == ST_1_ABOVE_WATER) spri->ang = (krand() & 2047); else if ((actor->temp_data[0] & 3) == 1) spri->ang = (krand() & 2047); setsprite(actor, oldx, oldy, spri->z); if (dasectnum < 0) dasectnum = 0; return result.setSector(dasectnum); } if ((retval & kHitTypeMask) > kHitSector && (actor->cgg == 0)) spri->ang += 768; } else { if (spri->statnum == STAT_PROJECTILE) retval = clipmove(&spri->x, &spri->y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 8L, (4 << 8), (4 << 8), cliptype); else retval = clipmove(&spri->x, &spri->y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 128, (4 << 8), (4 << 8), cliptype); } if (dasectnum >= 0) if ((dasectnum != spri->sectnum)) changespritesect(actor, dasectnum); daz = spri->z + ((zchange * TICSPERFRAME) >> 3); if ((daz > actor->ceilingz) && (daz <= actor->floorz)) spri->z = daz; else if (retval == 0) return result.setSector(dasectnum); return result.setFromEngine(retval); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void lotsoffeathers_r(DDukeActor *actor, short n) { lotsofstuff(actor, n, MONEY); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void guts_r(DDukeActor* actor, short gtype, short n, short p) { auto s = &actor->s; int gutz, floorz; int i=0, j; int sx, sy; uint8_t pal; if (badguy(actor) && s->xrepeat < 16) sx = sy = 8; else sx = sy = 32; gutz = s->z - (8 << 8); floorz = getflorzofslope(s->sectnum, s->x, s->y); if (gutz > (floorz - (8 << 8))) gutz = floorz - (8 << 8); gutz += actorinfo[s->picnum].gutsoffset; if (badguy(actor) && s->pal == 6) pal = 6; else { pal = 0; if (isRRRA()) { if (s->picnum == MINION && (s->pal == 8 || s->pal == 19)) pal = s->pal; } } for (j = 0; j < n; j++) { // RANDCORRECT version from RR. int a = krand() & 2047; int r1 = krand(); int r2 = krand(); int r3 = krand(); int r4 = krand(); int r5 = krand(); // TRANSITIONAL: owned by a player??? auto spawned = EGS(s->sectnum, s->x + (r5 & 255) - 128, s->y + (r4 & 255) - 128, gutz - (r3 & 8191), gtype, -32, sx >> 1, sy >> 1, a, 48 + (r2 & 31), -512 - (r1 & 2047), ps[p].GetActor(), 5); if (pal != 0) spawned->s.pal = pal; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movefta_r(void) { int x, px, py, sx, sy; short j, p, psect, ssect; DukeStatIterator it(STAT_ZOMBIEACTOR); while(auto act = it.Next()) { auto s = &act->s; p = findplayer(act, &x); j = 0; ssect = psect = s->sectnum; if (ps[p].GetActor()->s.extra > 0) { if (x < 30000) { act->timetosleep++; if (act->timetosleep >= (x >> 8)) { if (badguy(act)) { px = ps[p].oposx + 64 - (krand() & 127); py = ps[p].oposy + 64 - (krand() & 127); updatesector(px, py, &psect); if (psect == -1) { continue; } sx = s->x + 64 - (krand() & 127); sy = s->y + 64 - (krand() & 127); updatesector(px, py, &ssect); if (ssect == -1) { continue; } if (s->pal == 33 || s->picnum == VIXEN || (isRRRA() && (isIn(s->picnum, COOT, COOTSTAYPUT, BIKER, BIKERB, BIKERBV2, CHEER, CHEERB, CHEERSTAYPUT, MINIONBOAT, HULKBOAT, CHEERBOAT, RABBIT, COOTPLAY, BILLYPLAY, MAKEOUT, MAMA) || (s->picnum == MINION && s->pal == 8))) || (sintable[(s->ang + 512) & 2047] * (px - sx) + sintable[s->ang & 2047] * (py - sy) >= 0)) { int r1 = krand(); int r2 = krand(); j = cansee(sx, sy, s->z - (r2 % (52 << 8)), s->sectnum, px, py, ps[p].oposz - (r1 % (32 << 8)), ps[p].cursectnum); } } else { int r1 = krand(); int r2 = krand(); j = cansee(s->x, s->y, s->z - ((r2 & 31) << 8), s->sectnum, ps[p].oposx, ps[p].oposy, ps[p].oposz - ((r1 & 31) << 8), ps[p].cursectnum); } if (j) switch (s->picnum) { case RUBBERCAN: case EXPLODINGBARREL: case WOODENHORSE: case HORSEONSIDE: case CANWITHSOMETHING: case FIREBARREL: case FIREVASE: case NUKEBARREL: case NUKEBARRELDENTED: case NUKEBARRELLEAKED: if (sector[s->sectnum].ceilingstat & 1) s->shade = sector[s->sectnum].ceilingshade; else s->shade = sector[s->sectnum].floorshade; act->timetosleep = 0; changespritestat(act, STAT_STANDABLE); break; default: #if 0 // TRANSITIONAL: RedNukem has this here. Needed? if (actorflag(spriteNum, SFLAG_USEACTIVATOR) && sector[s prite[spriteNum].sectnum].lotag & 16384) break; #endif act->timetosleep = 0; check_fta_sounds_r(act); changespritestat(act, STAT_ACTOR); break; } else act->timetosleep = 0; } } if (/*!j &&*/ badguy(act)) // this is like RedneckGDX. j is uninitialized here, i.e. most likely not 0. { if (sector[s->sectnum].ceilingstat & 1) s->shade = sector[s->sectnum].ceilingshade; else s->shade = sector[s->sectnum].floorshade; if (s->picnum != HEN || s->picnum != COW || s->picnum != PIG || s->picnum != DOGRUN || ((isRRRA()) && s->picnum != RABBIT)) { if (wakeup(act, p)) { act->timetosleep = 0; check_fta_sounds_r(act); changespritestat(act, STAT_ACTOR); } } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- DDukeActor* ifhitsectors_r(int sectnum) { DukeStatIterator it(STAT_MISC); while (auto a1 = it.Next()) { if (a1->s.picnum == EXPLOSION2 || (a1->s.picnum == EXPLOSION3 && sectnum == a1->s.sectnum)) return a1; } return nullptr; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int ifhitbyweapon_r(DDukeActor *actor) { int p; auto hitowner = actor->GetHitOwner(); auto spri = &actor->s; if (actor->extra >= 0) { if (spri->extra >= 0) { if (spri->picnum == APLAYER) { if (ud.god) return -1; p = actor->PlayerIndex(); if (hitowner && hitowner->s.picnum == APLAYER && ud.coop == 1 && ud.ffire == 0) return -1; spri->extra -= actor->extra; if (hitowner) { if (spri->extra <= 0 && actor->picnum != FREEZEBLAST) { spri->extra = 0; ps[p].wackedbyactor = hitowner; if (hitowner->s.picnum == APLAYER && p != hitowner->PlayerIndex()) { ps[p].frag_ps = hitowner->PlayerIndex(); } actor->SetHitOwner(ps[p].GetActor()); } } int pn = actor->picnum; if (pn == RPG2 && !isRRRA()) pn = 0; // avoid messing around with gotos. switch (pn) { case RADIUSEXPLOSION: case RPG: case HYDRENT: case HEAVYHBOMB: case SEENINE: case OOZFILTER: case EXPLODINGBARREL: case TRIPBOMBSPRITE: case RPG2: ps[p].posxv += actor->extra * (sintable[(actor->ang + 512) & 2047]) << 2; ps[p].posyv += actor->extra * (sintable[actor->ang & 2047]) << 2; break; default: ps[p].posxv += actor->extra * (sintable[(actor->ang + 512) & 2047]) << 1; ps[p].posyv += actor->extra * (sintable[actor->ang & 2047]) << 1; break; } } else { if (actor->extra == 0) if (spri->xrepeat < 24) return -1; spri->extra -= actor->extra; if (spri->picnum != RECON && actor->GetOwner() && actor->GetOwner()->s.statnum < MAXSTATUS) actor->SetOwner(hitowner); } actor->extra = -1; return actor->picnum; } } actor->extra = -1; return -1; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void respawn_rrra(DDukeActor* oldact, DDukeActor* newact) { auto newspr = &newact->s; newspr->pal = oldact->s.pal; if (newspr->picnum == MAMA) { if (newspr->pal == 30) { newspr->xrepeat = 26; newspr->yrepeat = 26; newspr->clipdist = 75; } else if (newspr->pal == 31) { newspr->xrepeat = 36; newspr->yrepeat = 36; newspr->clipdist = 100; } else if (newspr->pal == 32) { newspr->xrepeat = 50; newspr->yrepeat = 50; newspr->clipdist = 100; } else { newspr->xrepeat = 50; newspr->yrepeat = 50; newspr->clipdist = 100; } } if (newspr->pal == 8) { newspr->cstat |= 2; } if (newspr->pal != 6) { deletesprite(oldact); return; } oldact->s.extra = (66 - 13); newspr->pal = 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movefallers_r(void) { DukeStatIterator it(STAT_FALLER); while (auto act = it.Next()) { auto s = &act->s; int sect = s->sectnum; if (act->temp_data[0] == 0) { s->z -= (16 << 8); act->temp_data[1] = s->ang; int x = s->extra; int j = fi.ifhitbyweapon(act); if (j >= 0) { if (j == RPG || (isRRRA() && j == RPG2) || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER) { if (s->extra <= 0) { act->temp_data[0] = 1; DukeStatIterator it(STAT_FALLER); while (auto ac2 = it.Next()) { if (ac2->s.hitag == s->hitag) { ac2->temp_data[0] = 1; ac2->s.cstat &= (65535 - 64); if (ac2->s.picnum == CEILINGSTEAM || ac2->s.picnum == STEAM) ac2->s.cstat |= 32768; } } } } else { act->extra = 0; s->extra = x; } } s->ang = act->temp_data[1]; s->z += (16 << 8); } else if (act->temp_data[0] == 1) { if (s->lotag > 0) { s->lotag -= 3; s->xvel = ((64 + krand()) & 127); s->zvel = -(1024 + (krand() & 1023)); } else { if (s->xvel > 0) { s->xvel -= 2; ssp(act, CLIPMASK0); } int x; if (fi.floorspace(s->sectnum)) x = 0; else { if (fi.ceilingspace(s->sectnum)) x = gc / 6; else x = gc; } if (s->z < (sector[sect].floorz - FOURSLEIGHT)) { s->zvel += x; if (s->zvel > 6144) s->zvel = 6144; s->z += s->zvel; } if ((sector[sect].floorz - s->z) < (16 << 8)) { int j = 1 + (krand() & 7); for (x = 0; x < j; x++) RANDOMSCRAP(act); deletesprite(act); } } } } } //--------------------------------------------------------------------------- // // split out of movestandables // //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movecrack(DDukeActor* actor) { auto s = &actor->s; int* t = &actor->temp_data[0]; if (s->hitag > 0) { t[0] = s->cstat; t[1] = s->ang; int j = fi.ifhitbyweapon(actor); if (j == RPG || (isRRRA() && j == RPG2) || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER) { DukeStatIterator it(STAT_STANDABLE); while (auto a1 = it.Next()) { if (s->hitag == a1->s.hitag && (a1->s.picnum == OOZFILTER || a1->s.picnum == SEENINE)) if (a1->s.shade != -32) a1->s.shade = -32; } detonate(actor, EXPLOSION2); } else { s->cstat = t[0]; s->ang = t[1]; s->extra = 0; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void movebolt(DDukeActor* actor) { auto s = &actor->s; int* t = &actor->temp_data[0]; int x; int sect = s->sectnum; auto p = findplayer(&actor->s, &x); if (x > 20480) return; if (t[3] == 0) t[3] = sector[sect].floorshade; CLEAR_THE_BOLT: if (t[2]) { t[2]--; sector[sect].floorshade = 20; sector[sect].ceilingshade = 20; return; } if ((s->xrepeat | s->yrepeat) == 0) { s->xrepeat = t[0]; s->yrepeat = t[1]; } else if ((krand() & 8) == 0) { t[0] = s->xrepeat; t[1] = s->yrepeat; t[2] = global_random & 4; s->xrepeat = s->yrepeat = 0; goto CLEAR_THE_BOLT; } s->picnum++; int l = global_random & 7; s->xrepeat = l + 8; if (l & 1) s->cstat ^= 2; if (s->picnum == (BOLT1 + 1) && (krand() & 1) && sector[sect].floorpicnum == HURTRAIL) S_PlayActorSound(SHORT_CIRCUIT, actor); if (s->picnum == BOLT1 + 4) s->picnum = BOLT1; if (s->picnum & 1) { sector[sect].floorshade = 0; sector[sect].ceilingshade = 0; } else { sector[sect].floorshade = 20; sector[sect].ceilingshade = 20; } } //--------------------------------------------------------------------------- // // this has been broken up into lots of smaller subfunctions // //--------------------------------------------------------------------------- void movestandables_r(void) { DukeStatIterator it(STAT_STANDABLE); while (auto act = it.Next()) { int picnum = act->s.picnum; if (act->s.sectnum < 0) { deletesprite(act); continue; } act->bposx = act->s.x; act->bposy = act->s.y; act->bposz = act->s.z; if (picnum >= CRANE && picnum <= CRANE +3) { movecrane(act, CRANE); } else if (picnum >= WATERFOUNTAIN && picnum <= WATERFOUNTAIN + 3) { movefountain(act, WATERFOUNTAIN); } else if (AFLAMABLE(picnum)) { moveflammable(act, TIRE, BOX, BLOODPOOL); } else if (picnum >= CRACK1 && picnum <= CRACK1 + 3) { movecrack(act); } else if (picnum == OOZFILTER || picnum == SEENINE || picnum == SEENINEDEAD || picnum == (SEENINEDEAD + 1)) { moveooz(act, SEENINE, SEENINEDEAD, OOZFILTER, EXPLOSION2); } else if (picnum == MASTERSWITCH) { movemasterswitch(act, SEENINE, OOZFILTER); } else if (picnum == TRASH) { movetrash(act); } else if (picnum >= BOLT1 && picnum <= BOLT1 + 3) { movebolt(act); } else if (picnum == WATERDRIP) { movewaterdrip(act, WATERDRIP); } else if (picnum == DOORSHOCK) { movedoorshock(act); } else if (picnum == TOUCHPLATE) { movetouchplate(act, TOUCHPLATE); } else if (picnum == CANWITHSOMETHING) { movecanwithsomething(act); } else if (isIn(picnum, EXPLODINGBARREL, WOODENHORSE, HORSEONSIDE, FIREBARREL, FIREVASE, NUKEBARREL, NUKEBARRELDENTED, NUKEBARRELLEAKED, TOILETWATER, RUBBERCAN, STEAM, CEILINGSTEAM)) { int x; int p = findplayer(&act->s, &x); execute(act, p, x); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void chickenarrow(DDukeActor* actor) { auto s = &actor->s; s->hitag++; if (actor->picnum != BOSS2 && s->xrepeat >= 10 && sector[s->sectnum].lotag != 2) { auto spawned = spawn(actor, SMALLSMOKE); spawned->s.z += (1 << 8); if ((krand() & 15) == 2) { spawn(actor, MONEY); } } auto ts = &hittype[s->lotag]; // Grrrr... if (ts->s.extra <= 0) s->lotag = 0; if (s->lotag != 0 && s->hitag > 5) { int ang, ang2, ang3; ang = getangle(ts->s.x - s->x, ts->s.y - s->y); ang2 = ang - s->ang; ang3 = abs(ang2); if (ang2 < 100) { if (ang3 > 1023) s->ang += 51; else s->ang -= 51; } else if (ang2 > 100) { if (ang3 > 1023) s->ang -= 51; else s->ang += 51; } else s->ang = ang; if (s->hitag > 180) if (s->zvel <= 0) s->zvel += 200; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static bool weaponhitsprite(DDukeActor *proj, DDukeActor *targ, const vec3_t &oldpos) { auto s = &proj->s; if (isRRRA()) { if (targ->s.picnum == MINION && (s->picnum == RPG || s->picnum == RPG2) && targ->s.pal == 19) { S_PlayActorSound(RPG_EXPLODE, proj); spawn(proj, EXPLOSION2)->s.pos = oldpos; return true; } } else if (s->picnum == FREEZEBLAST && targ->s.pal == 1) if (badguy(targ) || targ->s.picnum == APLAYER) { auto star = spawn(proj, TRANSPORTERSTAR); star->s.pal = 1; star->s.xrepeat = 32; star->s.yrepeat = 32; deletesprite(proj); return true; } fi.checkhitsprite(targ->GetIndex(), proj->GetIndex()); if (targ->s.picnum == APLAYER) { int p = targ->s.yvel; S_PlayActorSound(PISTOL_BODYHIT, targ); if (s->picnum == SPIT) { if (isRRRA() && proj->GetOwner() && proj->GetOwner()->s.picnum == MAMA) { guts_r(proj, RABBITJIBA, 2, myconnectindex); guts_r(proj, RABBITJIBB, 2, myconnectindex); guts_r(proj, RABBITJIBC, 2, myconnectindex); } ps[p].horizon.addadjustment(32); ps[p].sync.actions |= SB_CENTERVIEW; if (ps[p].loogcnt == 0) { if (!S_CheckActorSoundPlaying(ps[p].GetActor(), DUKE_LONGTERM_PAIN)) S_PlayActorSound(DUKE_LONGTERM_PAIN, ps[p].GetActor()); int j = 3 + (krand() & 3); ps[p].numloogs = j; ps[p].loogcnt = 24 * 4; for (int x = 0; x < j; x++) { ps[p].loogiex[x] = krand() % 320; ps[p].loogiey[x] = krand() % 200; } } } } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static bool weaponhitwall(DDukeActor *proj, int wal, const vec3_t& oldpos) { auto s = &proj->s; if (isRRRA() && proj->GetOwner() && proj->GetOwner()->s.picnum == MAMA) { guts_r(proj, RABBITJIBA, 2, myconnectindex); guts_r(proj, RABBITJIBB, 2, myconnectindex); guts_r(proj, RABBITJIBC, 2, myconnectindex); } if (s->picnum != RPG && (!isRRRA() || s->picnum != RPG2) && s->picnum != FREEZEBLAST && s->picnum != SPIT && s->picnum != SHRINKSPARK && (wall[wal].overpicnum == MIRROR || wall[wal].picnum == MIRROR)) { int k = getangle( wall[wall[wal].point2].x - wall[wal].x, wall[wall[wal].point2].y - wall[wal].y); s->ang = ((k << 1) - s->ang) & 2047; proj->SetOwner(proj); spawn(proj, TRANSPORTERSTAR); return true; } else { setsprite(proj, oldpos); fi.checkhitwall(proj->GetIndex(), wal, s->x, s->y, s->z, s->picnum); if (!isRRRA() && s->picnum == FREEZEBLAST) { if (wall[wal].overpicnum != MIRROR && wall[wal].picnum != MIRROR) { s->extra >>= 1; if (s->xrepeat > 8) s->xrepeat -= 2; if (s->yrepeat > 8) s->yrepeat -= 2; s->yvel--; } int k = getangle( wall[wall[wal].point2].x - wall[wal].x, wall[wall[wal].point2].y - wall[wal].y); s->ang = ((k << 1) - s->ang) & 2047; return true; } if (s->picnum == SHRINKSPARK) { if (wall[wal].picnum >= RRTILE3643 && wall[wal].picnum < RRTILE3643 + 3) { deletesprite(proj); } if (s->extra <= 0) { s->x += sintable[(s->ang + 512) & 2047] >> 7; s->y += sintable[s->ang & 2047] >> 7; auto Owner = proj->GetOwner(); if (!isRRRA() || !Owner || (Owner->s.picnum != CHEER && Owner->s.picnum != CHEERSTAYPUT)) { auto j = spawn(proj, CIRCLESTUCK); j->s.xrepeat = 8; j->s.yrepeat = 8; j->s.cstat = 16; j->s.ang = (j->s.ang + 512) & 2047; j->s.clipdist = mulscale7(s->xrepeat, tilesiz[s->picnum].x); } deletesprite(proj); return true; } if (wall[wal].overpicnum != MIRROR && wall[wal].picnum != MIRROR) { s->extra -= 20; s->yvel--; } int k = getangle( wall[wall[wal].point2].x - wall[wal].x, wall[wall[wal].point2].y - wall[wal].y); s->ang = ((k << 1) - s->ang) & 2047; return true; } } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool weaponhitsector(DDukeActor *proj, const vec3_t& oldpos) { auto s = &proj->s; setsprite(proj, oldpos); if (isRRRA() && proj->GetOwner() && proj->GetOwner()->s.picnum == MAMA) { guts_r(proj, RABBITJIBA, 2, myconnectindex); guts_r(proj, RABBITJIBB, 2, myconnectindex); guts_r(proj, RABBITJIBC, 2, myconnectindex); } if (s->zvel < 0) { if (sector[s->sectnum].ceilingstat & 1) if (sector[s->sectnum].ceilingpal == 0) { deletesprite(proj); return true; } fi.checkhitceiling(s->sectnum); } if (!isRRRA() && s->picnum == FREEZEBLAST) { bounce(proj); ssp(proj, CLIPMASK1); s->extra >>= 1; if (s->xrepeat > 8) s->xrepeat -= 2; if (s->yrepeat > 8) s->yrepeat -= 2; s->yvel--; return true; } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void weaponcommon_r(DDukeActor *proj) { auto s = &proj->s; int k, p; int ll; p = -1; if (s->picnum == RPG && sector[s->sectnum].lotag == 2) { k = s->xvel >> 1; ll = s->zvel >> 1; } else if (isRRRA() && s->picnum == RPG2 && sector[s->sectnum].lotag == 2) { k = s->xvel >> 1; ll = s->zvel >> 1; } else { k = s->xvel; ll = s->zvel; } auto oldpos = s->pos; getglobalz(proj); switch (s->picnum) { case RPG: if (proj->picnum != BOSS2 && s->xrepeat >= 10 && sector[s->sectnum].lotag != 2) { spawn(proj, SMALLSMOKE)->s.z += (1 << 8); } break; case RPG2: if (!isRRRA()) break; chickenarrow(proj); break; case RRTILE1790: if (!isRRRA()) break; if (s->extra) { s->zvel = -(s->extra * 250); s->extra--; } else makeitfall(proj); if (s->xrepeat >= 10 && sector[s->sectnum].lotag != 2) { spawn(proj, SMALLSMOKE)->s.z += (1 << 8); } break; } Collision coll; movesprite_ex(proj, (k * (sintable[(s->ang + 512) & 2047])) >> 14, (k * (sintable[s->ang & 2047])) >> 14, ll, CLIPMASK1, coll); if ((s->picnum == RPG || (isRRRA() && isIn(s->picnum, RPG2, RRTILE1790))) && proj->temp_actor != nullptr) if (FindDistance2D(s->x - proj->temp_actor->s.x, s->y - proj->temp_actor->s.y) < 256) coll.setSprite(proj->temp_actor); if (s->sectnum < 0) // || (isRR() && sector[s->sectnum].filler == 800)) { deletesprite(proj); return; } if (coll.type != kHitSprite && s->picnum != FREEZEBLAST) { if (s->z < proj->ceilingz) { coll.setSector(s->sectnum); s->zvel = -1; } else if (s->z > proj->floorz) { coll.setSector(s->sectnum); if (sector[s->sectnum].lotag != 1) s->zvel = 1; } } if (s->picnum == FIRELASER) { for (k = -3; k < 2; k++) { auto x = EGS(s->sectnum, s->x + ((k * sintable[(s->ang + 512) & 2047]) >> 9), s->y + ((k * sintable[s->ang & 2047]) >> 9), s->z + ((k * ksgn(s->zvel)) * abs(s->zvel / 24)), FIRELASER, -40 + (k << 2), s->xrepeat, s->yrepeat, 0, 0, 0, proj->GetOwner(), 5); x->s.cstat = 128; x->s.pal = s->pal; } } else if (s->picnum == SPIT) if (s->zvel < 6144) s->zvel += gc - 112; if (coll.type != 0) { if (coll.type == kHitSprite) { if (weaponhitsprite(proj, coll.actor, oldpos)) return; } else if (coll.type == kHitWall) { if (weaponhitwall(proj, coll.index, oldpos)) return; } else if (coll.type == kHitSector) { if (weaponhitsector(proj, oldpos)) return; } if (s->picnum != SPIT) { if (s->picnum == RPG) rpgexplode(proj, coll.type, oldpos, EXPLOSION2, -1, -1, RPG_EXPLODE); else if (isRRRA() && s->picnum == RPG2) rpgexplode(proj, coll.type, oldpos, EXPLOSION2, -1, 150, 247); else if (isRRRA() && s->picnum == RRTILE1790) rpgexplode(proj, coll.type, oldpos, EXPLOSION2, -1, 160, RPG_EXPLODE); else if (s->picnum != FREEZEBLAST && s->picnum != FIRELASER && s->picnum != SHRINKSPARK) { auto k = spawn(proj, 1441); k->s.xrepeat = k->s.yrepeat = s->xrepeat >> 1; if (coll.type == kHitSector) { if (s->zvel < 0) { k->s.cstat |= 8; k->s.z += (72 << 8); } } } } deletesprite(proj); return; } if ((s->picnum == RPG || (isRRRA() && s->picnum == RPG2)) && sector[s->sectnum].lotag == 2 && s->xrepeat >= 10 && rnd(184)) spawn(proj, WATERBUBBLE); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveweapons_r(void) { DukeStatIterator it(STAT_PROJECTILE); while (auto proj = it.Next()) { if (proj->s.sectnum < 0) { deletesprite(proj); continue; } proj->bposx = proj->s.x; proj->bposy = proj->s.y; proj->bposz = proj->s.z; switch (proj->s.picnum) { case RADIUSEXPLOSION: deletesprite(proj); continue; case TONGUE: movetongue(proj, TONGUE, INNERJAW); continue; case FREEZEBLAST: if (proj->s.yvel < 1 || proj->s.extra < 2 || (proj->s.xvel | proj->s.zvel) == 0) { auto star = spawn(proj, TRANSPORTERSTAR); star->s.pal = 1; star->s.xrepeat = 32; star->s.yrepeat = 32; deletesprite(proj); continue; } case RPG2: case RRTILE1790: if (!isRRRA()) continue; case SHRINKSPARK: case RPG: case FIRELASER: case SPIT: case COOLEXPLOSION1: case OWHIP: case UWHIP: weaponcommon_r(proj); continue; case SHOTSPARK1: { int x; int p = findplayer(&proj->s, &x); execute(proj, p, x); continue; } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movetransports_r(void) { char warpdir, warpspriteto; short k, p, sect, sectlotag; int ll2, ll, onfloorz; Collision coll; //Transporters DukeStatIterator iti(STAT_TRANSPORT); while (auto act = iti.Next()) { auto spr = &act->s; sect = spr->sectnum; sectlotag = sector[sect].lotag; auto Owner = act->GetOwner(); if (Owner == act || Owner == nullptr) { continue; } onfloorz = act->temp_data[4]; if (act->temp_data[0] > 0) act->temp_data[0]--; DukeSectIterator itj(sect); while (auto act2 = itj.Next()) { auto spr2 = &act2->s; switch (spr2->statnum) { case STAT_PLAYER: // Player if (act2->GetOwner()) { p = spr2->yvel; ps[p].on_warping_sector = 1; if (ps[p].transporter_hold == 0 && ps[p].jumping_counter == 0) { if (ps[p].on_ground && sectlotag == 0 && onfloorz && ps[p].jetpack_on == 0) { spawn(act, TRANSPORTERBEAM); S_PlayActorSound(TELEPORTER, act); for (k = connecthead; k >= 0; k = connectpoint2[k])// connectpoinhittype[i].temp_data[1][k]) if (ps[k].cursectnum == Owner->s.sectnum) { ps[k].frag_ps = p; ps[k].GetActor()->s.extra = 0; } ps[p].angle.ang = buildang(Owner->s.ang); if (Owner->GetOwner() != Owner) { act->temp_data[0] = 13; Owner->temp_data[0] = 13; ps[p].transporter_hold = 13; } ps[p].bobposx = ps[p].oposx = ps[p].posx = Owner->s.x; ps[p].bobposy = ps[p].oposy = ps[p].posy = Owner->s.y; ps[p].oposz = ps[p].posz = Owner->s.z - (PHEIGHT - (4 << 8)); changespritesect(act2, Owner->s.sectnum); ps[p].cursectnum = spr2->sectnum; auto beam = spawn(Owner, TRANSPORTERBEAM); S_PlayActorSound(TELEPORTER, beam); break; } } else break; if (onfloorz == 0 && abs(spr->z - ps[p].posz) < 6144) if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && PlayerInput(p, SB_JUMP)) || (ps[p].jetpack_on && PlayerInput(p, SB_CROUCH))) { ps[p].oposx = ps[p].posx += Owner->s.x - spr->x; ps[p].oposy = ps[p].posy += Owner->s.y - spr->y; if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11)) ps[p].posz = Owner->s.z - 6144; else ps[p].posz = Owner->s.z + 6144; ps[p].oposz = ps[p].posz; changespritesect(act2, Owner->s.sectnum); ps[p].cursectnum = Owner->s.sectnum; break; } k = 0; if (isRRRA()) { if (onfloorz && sectlotag == 160 && ps[p].posz > (sector[sect].floorz - (48 << 8))) { k = 2; ps[p].oposz = ps[p].posz = sector[Owner->s.sectnum].ceilingz + (7 << 8); } if (onfloorz && sectlotag == 161 && ps[p].posz < (sector[sect].ceilingz + (6 << 8))) { k = 2; if (ps[p].GetActor()->s.extra <= 0) break; ps[p].oposz = ps[p].posz = sector[Owner->s.sectnum].floorz - (49 << 8); } } if ((onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].posz > (sector[sect].floorz - (6 << 8))) || (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].OnMotorcycle)) { if (ps[p].OnBoat) break; k = 1; if (screenpeek == p) { FX_StopAllSounds(); } S_PlayActorSound(DUKE_UNDERWATER, ps[p].GetActor()); ps[p].oposz = ps[p].posz = sector[Owner->s.sectnum].ceilingz + (7 << 8); if (ps[p].OnMotorcycle) ps[p].moto_underwater = 1; } if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].posz < (sector[sect].ceilingz + (6 << 8))) { k = 1; if (ps[p].GetActor()->s.extra <= 0) break; if (screenpeek == p) { FX_StopAllSounds(); } S_PlayActorSound(DUKE_GASP, ps[p].GetActor()); ps[p].oposz = ps[p].posz = sector[Owner->s.sectnum].floorz - (7 << 8); } if (k == 1) { ps[p].oposx = ps[p].posx += Owner->s.x - spr->x; ps[p].oposy = ps[p].posy += Owner->s.y - spr->y; if (Owner->GetOwner() != Owner) ps[p].transporter_hold = -2; ps[p].cursectnum = Owner->s.sectnum; changespritesect(act2, Owner->s.sectnum); setpal(&ps[p]); if ((krand() & 255) < 32) spawn(ps[p].GetActor(), WATERSPLASH2); } else if (isRRRA() && k == 2) { ps[p].oposx = ps[p].posx += Owner->s.x - spr->x; ps[p].oposy = ps[p].posy += Owner->s.y - spr->y; if (Owner->GetOwner() != Owner) ps[p].transporter_hold = -2; ps[p].cursectnum = Owner->s.sectnum; changespritesect(act2, Owner->s.sectnum); } } break; case STAT_ACTOR: if (spr->picnum == SHARK || (isRRRA() && (spr->picnum == CHEERBOAT || spr->picnum == HULKBOAT || spr->picnum == MINIONBOAT || spr->picnum == UFO1_RRRA)) || (!isRRRA() && (spr->picnum == UFO1_RR || spr->picnum == UFO2 || spr->picnum == UFO3 || spr->picnum == UFO4 || spr->picnum == UFO5))) continue; case STAT_PROJECTILE: case STAT_MISC: case STAT_DUMMYPLAYER: ll = abs(spr2->zvel); if (isRRRA()) { if (spr2->zvel >= 0) warpdir = 2; else warpdir = 1; } { warpspriteto = 0; if (ll && sectlotag == ST_2_UNDERWATER && spr2->z < (sector[sect].ceilingz + ll)) warpspriteto = 1; if (ll && sectlotag == ST_1_ABOVE_WATER && spr2->z > (sector[sect].floorz - ll)) if (!isRRRA() || (spr2->picnum != CHEERBOAT && spr2->picnum != HULKBOAT && spr2->picnum != MINIONBOAT)) warpspriteto = 1; if (isRRRA()) { if (ll && sectlotag == 161 && spr2->z < (sector[sect].ceilingz + ll) && warpdir == 1) { warpspriteto = 1; ll2 = ll - abs(spr2->z - sector[sect].ceilingz); } else if (sectlotag == 161 && spr2->z < (sector[sect].ceilingz + 1000) && warpdir == 1) { warpspriteto = 1; ll2 = 1; } if (ll && sectlotag == 160 && spr2->z > (sector[sect].floorz - ll) && warpdir == 2) { warpspriteto = 1; ll2 = ll - abs(sector[sect].floorz - spr2->z); } else if (sectlotag == 160 && spr2->z > (sector[sect].floorz - 1000) && warpdir == 2) { warpspriteto = 1; ll2 = 1; } } if (sectlotag == 0 && (onfloorz || abs(spr2->z - spr->z) < 4096)) { if (Owner->GetOwner() != Owner && onfloorz && act->temp_data[0] > 0 && spr2->statnum != 5) { act->temp_data[0]++; continue; } warpspriteto = 1; } if (warpspriteto) switch (spr2->picnum) { case TRANSPORTERSTAR: case TRANSPORTERBEAM: case BULLETHOLE: case WATERSPLASH2: case BURNING: case FIRE: case MUD: continue; case PLAYERONWATER: if (sectlotag == ST_2_UNDERWATER) { spr2->cstat &= 32767; break; } default: if (spr2->statnum == 5 && !(sectlotag == ST_1_ABOVE_WATER || sectlotag == ST_2_UNDERWATER || (isRRRA() && (sectlotag == 160 || sectlotag == 161)))) break; case WATERBUBBLE: if (rnd(192) && spr2->picnum == WATERBUBBLE) break; if (sectlotag > 0) { auto k = spawn(act2, WATERSPLASH2); if (sectlotag == 1 && spr2->statnum == 4) { k->s.xvel = spr2->xvel >> 1; k->s.ang = spr2->ang; ssp(k, CLIPMASK0); } } switch (sectlotag) { case ST_0_NO_EFFECT: if (onfloorz) { if (checkcursectnums(sect) == -1 && checkcursectnums(Owner->s.sectnum) == -1) { spr2->x += (Owner->s.x - spr->x); spr2->y += (Owner->s.y - spr->y); spr2->z -= spr->z - sector[Owner->s.sectnum].floorz; spr2->ang = Owner->s.ang; act2->bposx = spr2->x; act2->bposy = spr2->y; act2->bposz = spr2->z; auto beam = spawn(act, TRANSPORTERBEAM); S_PlayActorSound(TELEPORTER, beam); beam = spawn(Owner, TRANSPORTERBEAM); S_PlayActorSound(TELEPORTER, beam); if (Owner->GetOwner() != Owner) { act->temp_data[0] = 13; Owner->temp_data[0] = 13; } changespritesect(act2, Owner->s.sectnum); } } else { spr2->x += (Owner->s.x - spr->x); spr2->y += (Owner->s.y - spr->y); spr2->z = Owner->s.z + 4096; act2->bposx = spr2->x; act2->bposy = spr2->y; act2->bposz = spr2->z; changespritesect(act2, Owner->s.sectnum); } break; case ST_1_ABOVE_WATER: spr2->x += (Owner->s.x - spr->x); spr2->y += (Owner->s.y - spr->y); spr2->z = sector[Owner->s.sectnum].ceilingz + ll; act2->bposx = spr2->x; act2->bposy = spr2->y; act2->bposz = spr2->z; changespritesect(act2, Owner->s.sectnum); break; case ST_2_UNDERWATER: spr2->x += (Owner->s.x - spr->x); spr2->y += (Owner->s.y - spr->y); spr2->z = sector[Owner->s.sectnum].floorz - ll; act2->bposx = spr2->x; act2->bposy = spr2->y; act2->bposz = spr2->z; changespritesect(act2, Owner->s.sectnum); break; case 160: if (!isRRRA()) break; spr2->x += (Owner->s.x - spr->x); spr2->y += (Owner->s.y - spr->y); spr2->z = sector[Owner->s.sectnum].ceilingz + ll2; act2->bposx = spr2->x; act2->bposy = spr2->y; act2->bposz = spr2->z; changespritesect(act2, Owner->s.sectnum); movesprite_ex(act2, (spr2->xvel * sintable[(spr2->ang + 512) & 2047]) >> 14, (spr2->xvel * sintable[spr2->ang & 2047]) >> 14, 0, CLIPMASK1, coll); break; case 161: if (!isRRRA()) break; spr2->x += (Owner->s.x - spr->x); spr2->y += (Owner->s.y - spr->y); spr2->z = sector[Owner->s.sectnum].floorz - ll2; act2->bposx = spr2->x; act2->bposy = spr2->y; act2->bposz = spr2->z; changespritesect(act2, Owner->s.sectnum); movesprite_ex(act2, (spr2->xvel * sintable[(spr2->ang + 512) & 2047]) >> 14, (spr2->xvel * sintable[spr2->ang & 2047]) >> 14, 0, CLIPMASK1, coll); break; } break; } } break; } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void rrra_specialstats() { Collision coll; DukeStatIterator it(117); while (auto act = it.Next()) { auto s = &act->s; if (s->hitag > 2) s->hitag = 0; if ((s->picnum == RRTILE8488 || s->picnum == RRTILE8490) && s->hitag != 2) { s->hitag = 2; s->extra = -100; } if (s->hitag == 0) { s->extra++; if (s->extra >= 30) s->hitag = 1; } else if (s->hitag == 1) { s->extra--; if (s->extra <= -30) s->hitag = 0; } else if (s->hitag == 2) { s->extra--; if (s->extra <= -104) { spawn(act, s->lotag); deletesprite(act); } } movesprite_ex(act, 0, 0, s->extra * 2, CLIPMASK0, coll); } it.Reset(118); while (auto act = it.Next()) { auto s = &act->s; if (s->hitag > 1) s->hitag = 0; if (s->hitag == 0) { s->extra++; if (s->extra >= 20) s->hitag = 1; } else if (s->hitag == 1) { s->extra--; if (s->extra <= -20) s->hitag = 0; } movesprite_ex(act, 0, 0, s->extra, CLIPMASK0, coll); } if (ps[screenpeek].MamaEnd > 0) { ps[screenpeek].MamaEnd--; if (ps[screenpeek].MamaEnd == 0) { CompleteLevel(nullptr); } } if (enemysizecheat > 0) { DukeSpriteIterator it; while (auto act = it.Next()) { auto s = &act->s; switch (s->picnum) { //case 4049: //case 4050: case BILLYCOCK: case BILLYRAY: case BILLYRAYSTAYPUT: case BRAYSNIPER: case DOGRUN: case LTH: case HULKJUMP: case HULK: case HULKSTAYPUT: case HEN: case DRONE: case PIG: case MINION: case MINIONSTAYPUT: case UFO1_RRRA: case UFO2: case UFO3: case UFO4: case UFO5: case COOT: case COOTSTAYPUT: case VIXEN: case BIKERB: case BIKERBV2: case BIKER: case MAKEOUT: case CHEERB: case CHEER: case CHEERSTAYPUT: case COOTPLAY: case BILLYPLAY: case MINIONBOAT: case HULKBOAT: case CHEERBOAT: case RABBIT: case MAMA: if (enemysizecheat == 3) { s->xrepeat <<= 1; s->yrepeat <<= 1; s->clipdist = mulscale7(s->xrepeat, tilesiz[s->picnum].x); } else if (enemysizecheat == 2) { s->xrepeat >>= 1; s->yrepeat >>= 1; s->clipdist = mulscale7(s->xrepeat, tilesiz[s->picnum].y); } break; } } enemysizecheat = 0; } it.Reset(121); while (auto act = it.Next()) { auto s = &act->s; s->extra++; if (s->extra < 100) { if (s->extra == 90) { s->picnum--; if (s->picnum < PIG + 7) s->picnum = PIG + 7; s->extra = 1; } movesprite_ex(act, 0, 0, -300, CLIPMASK0, coll); if (sector[s->sectnum].ceilingz + (4 << 8) > s->z) { s->picnum = 0; s->extra = 100; } } else if (s->extra == 200) { setsprite(act, s->x, s->y, sector[s->sectnum].floorz - 10); s->extra = 1; s->picnum = PIG + 11; spawn(act, TRANSPORTERSTAR); } } it.Reset(119); while (auto act = it.Next()) { auto s = &act->s; if (s->hitag > 0) { if (s->extra == 0) { s->hitag--; s->extra = 150; spawn(act, RABBIT); } else s->extra--; } } it.Reset(116); while (auto act = it.Next()) { auto s = &act->s; if (s->extra) { if (s->extra == s->lotag) S_PlaySound(183); s->extra--; int j = movesprite_ex(act, (s->hitag * sintable[(s->ang + 512) & 2047]) >> 14, (s->hitag * sintable[s->ang & 2047]) >> 14, s->hitag << 1, CLIPMASK0, coll); if (j > 0) { S_PlayActorSound(PIPEBOMB_EXPLODE, act); deletesprite(act); } if (s->extra == 0) { S_PlaySound(215); deletesprite(act); earthquaketime = 32; SetPlayerPal(&ps[myconnectindex], PalEntry(32, 32, 32, 48)); } } } it.Reset(115); while (auto act = it.Next()) { auto s = &act->s; if (s->extra) { if (s->picnum != RRTILE8162) s->picnum = RRTILE8162; s->extra--; if (s->extra == 0) { int rvar; rvar = krand() & 127; if (rvar < 96) { s->picnum = RRTILE8162 + 3; } else if (rvar < 112) { if (ps[screenpeek].SlotWin & 1) { s->picnum = RRTILE8162 + 3; } else { s->picnum = RRTILE8162 + 2; spawn(act, BATTERYAMMO); ps[screenpeek].SlotWin |= 1; S_PlayActorSound(52, act); } } else if (rvar < 120) { if (ps[screenpeek].SlotWin & 2) { s->picnum = RRTILE8162 + 3; } else { s->picnum = RRTILE8162 + 6; spawn(act, HEAVYHBOMB); ps[screenpeek].SlotWin |= 2; S_PlayActorSound(52, act); } } else if (rvar < 126) { if (ps[screenpeek].SlotWin & 4) { s->picnum = RRTILE8162 + 3; } else { s->picnum = RRTILE8162 + 5; spawn(act, SIXPAK); ps[screenpeek].SlotWin |= 4; S_PlayActorSound(52, act); } } else { if (ps[screenpeek].SlotWin & 8) { s->picnum = RRTILE8162 + 3; } else { s->picnum = RRTILE8162 + 4; spawn(act, ATOMICHEALTH); ps[screenpeek].SlotWin |= 8; S_PlayActorSound(52, act); } } } } } it.Reset(122); while (auto act = it.Next()) { auto s = &act->s; if (s->extra) { if (s->picnum != RRTILE8589) s->picnum = RRTILE8589; s->extra--; if (s->extra == 0) { int rvar; rvar = krand() & 127; if (rvar < 96) { s->picnum = RRTILE8589 + 4; } else if (rvar < 112) { if (ps[screenpeek].SlotWin & 1) { s->picnum = RRTILE8589 + 4; } else { s->picnum = RRTILE8589 + 5; spawn(act, BATTERYAMMO); ps[screenpeek].SlotWin |= 1; S_PlayActorSound(342, act); } } else if (rvar < 120) { if (ps[screenpeek].SlotWin & 2) { s->picnum = RRTILE8589 + 4; } else { s->picnum = RRTILE8589 + 6; spawn(act, HEAVYHBOMB); ps[screenpeek].SlotWin |= 2; S_PlayActorSound(342, act); } } else if (rvar < 126) { if (ps[screenpeek].SlotWin & 4) { s->picnum = RRTILE8589 + 4; } else { s->picnum = RRTILE8589 + 2; spawn(act, SIXPAK); ps[screenpeek].SlotWin |= 4; S_PlayActorSound(342, act); } } else { if (ps[screenpeek].SlotWin & 8) { s->picnum = RRTILE8589 + 4; } else { s->picnum = RRTILE8589 + 3; spawn(act, ATOMICHEALTH); ps[screenpeek].SlotWin |= 8; S_PlayActorSound(342, act); } } } } } it.Reset(123); while (auto act = it.Next()) { if (act->s.lotag == 5) if (!S_CheckSoundPlaying(330)) S_PlayActorSound(330, act); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void rr_specialstats() { DukeStatIterator it(107); while (auto act = it.Next()) { auto s = &act->s; if (s->hitag == 100) { s->z += (4 << 8); if (s->z >= sector[s->sectnum].floorz + 15168) s->z = sector[s->sectnum].floorz + 15168; } if (s->picnum == LUMBERBLADE) { s->extra++; if (s->extra == 192) { s->hitag = 0; s->z = sector[s->sectnum].floorz - 15168; s->extra = 0; s->picnum = RRTILE3410; DukeStatIterator it2(STAT_DEFAULT); while (auto act2 = it2.Next()) { if (act2->s.picnum == 128) if (act2->s.hitag == 999) act2->s.picnum = 127; } } } } if (chickenplant) { it.Reset(106); while (auto act = it.Next()) { auto s = &act->s; switch (s->picnum) { case RRTILE285: s->lotag--; if (s->lotag < 0) { spawn(act, RRTILE3190)->s.ang = s->ang; s->lotag = 128; } break; case RRTILE286: s->lotag--; if (s->lotag < 0) { spawn(act, RRTILE3192)->s.ang = s->ang; s->lotag = 256; } break; case RRTILE287: s->lotag--; if (s->lotag < 0) { lotsoffeathers_r(act, (krand() & 3) + 4); s->lotag = 84; } break; case RRTILE288: s->lotag--; if (s->lotag < 0) { auto j = spawn(act, RRTILE3132); s->lotag = 96; if (!isRRRA()) S_PlayActorSound(472, j); } break; case RRTILE289: s->lotag--; if (s->lotag < 0) { spawn(act, RRTILE3120)->s.ang = s->ang; s->lotag = 448; } break; case RRTILE290: s->lotag--; if (s->lotag < 0) { spawn(act, RRTILE3122)->s.ang = s->ang; s->lotag = 64; } break; case RRTILE291: s->lotag--; if (s->lotag < 0) { spawn(act, RRTILE3123)->s.ang = s->ang; s->lotag = 512; } break; case RRTILE292: s->lotag--; if (s->lotag < 0) { spawn(act, RRTILE3124)->s.ang = s->ang; s->lotag = 224; } break; case RRTILE293: s->lotag--; if (s->lotag < 0) { fi.guts(act, JIBS1, 1, myconnectindex); fi.guts(act, JIBS2, 1, myconnectindex); fi.guts(act, JIBS3, 1, myconnectindex); fi.guts(act, JIBS4, 1, myconnectindex); s->lotag = 256; } break; } } } it.Reset(STAT_BOWLING); while (auto act = it.Next()) { auto s = &act->s; if (s->picnum == RRTILE280) if (s->lotag == 100) { auto pst = pinsectorresetup(s->sectnum); if (pst) { s->lotag = 0; if (s->extra == 1) { pst = checkpins(s->sectnum); if (!pst) { s->extra = 2; } } if (s->extra == 2) { s->extra = 0; resetpins(s->sectnum); } } } } it.Reset(108); while (auto act = it.Next()) { auto s = &act->s; if (s->picnum == RRTILE296) { int x; int p = findplayer(&act->s, &x); if (x < 2047) { DukeStatIterator it2(108); while (auto act2 = it2.Next()) { if (act2->s.picnum == RRTILE297) { ps[p].angle.ang = buildang(act2->s.ang); ps[p].bobposx = ps[p].oposx = ps[p].posx = act2->s.x; ps[p].bobposy = ps[p].oposy = ps[p].posy = act2->s.y; ps[p].oposz = ps[p].posz = act2->s.z - (36 << 8); auto pact = ps[p].GetActor(); changespritesect(pact, act2->s.sectnum); ps[p].cursectnum = pact->s.sectnum; S_PlayActorSound(70, act2); deletesprite(act2); } } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void heavyhbomb(DDukeActor *actor) { auto s = &actor->s; auto t = &actor->temp_data[0]; int sect = s->sectnum; int x, l; auto Owner = actor->GetOwner(); if ((s->cstat & 32768)) { t[2]--; if (t[2] <= 0) { S_PlayActorSound(TELEPORTER, actor); spawn(actor, TRANSPORTERSTAR); s->cstat = 257; } return; } int p = findplayer(&actor->s, &x); if (x < 1220) s->cstat &= ~257; else s->cstat |= 257; if (t[3] == 0) { int j = fi.ifhitbyweapon(actor); if (j >= 0) { t[3] = 1; t[4] = 0; l = 0; s->xvel = 0; goto DETONATEB; } } makeitfall(actor); if (sector[sect].lotag != 1 && (!isRRRA() || sector[sect].lotag != 160) && s->z >= actor->floorz - (FOURSLEIGHT) && s->yvel < 3) { if (s->yvel > 0 || (s->yvel == 0 && actor->floorz == sector[sect].floorz)) { if (s->picnum != CHEERBOMB) S_PlayActorSound(PIPEBOMB_BOUNCE, actor); else { t[3] = 1; t[4] = 1; l = 0; goto DETONATEB; } } s->zvel = -((4 - s->yvel) << 8); if (sector[s->sectnum].lotag == 2) s->zvel >>= 2; s->yvel++; } if (s->picnum != CHEERBOMB && s->z < actor->ceilingz + (16 << 8) && sector[sect].lotag != 2) { s->z = actor->ceilingz + (16 << 8); s->zvel = 0; } Collision coll; movesprite_ex(actor, (s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14, (s->xvel * (sintable[s->ang & 2047])) >> 14, s->zvel, CLIPMASK0, coll); if (sector[s->sectnum].lotag == 1 && s->zvel == 0) { s->z += (32 << 8); if (t[5] == 0) { t[5] = 1; spawn(actor, WATERSPLASH2); if (isRRRA() && s->picnum == MORTER) s->xvel = 0; } } else t[5] = 0; if (t[3] == 0 && s->picnum == MORTER && (coll.type || x < 844)) { t[3] = 1; t[4] = 0; l = 0; s->xvel = 0; goto DETONATEB; } if (t[3] == 0 && s->picnum == CHEERBOMB && (coll.type || x < 844)) { t[3] = 1; t[4] = 0; l = 0; s->xvel = 0; goto DETONATEB; } if (Owner && Owner->s.picnum == APLAYER) l = Owner->PlayerIndex(); else l = -1; if (s->xvel > 0) { s->xvel -= 5; if (sector[sect].lotag == 2) s->xvel -= 10; if (s->xvel < 0) s->xvel = 0; if (s->xvel & 8) s->cstat ^= 4; } if (coll.type == kHitWall) { int j = coll.index; fi.checkhitwall(actor->GetIndex(), j, s->x, s->y, s->z, s->picnum); int k = getangle( wall[wall[j].point2].x - wall[j].x, wall[wall[j].point2].y - wall[j].y); if (s->picnum == CHEERBOMB) { t[3] = 1; t[4] = 0; l = 0; s->xvel = 0; goto DETONATEB; } s->ang = ((k << 1) - s->ang) & 2047; s->xvel >>= 1; } DETONATEB: if ((l >= 0 && ps[l].hbomb_on == 0) || t[3] == 1) { t[4]++; if (t[4] == 2) { x = s->extra; int m = 0; switch (s->picnum) { case TRIPBOMBSPRITE: m = tripbombblastradius; break; // powder keg case HEAVYHBOMB: m = pipebombblastradius; break; case HBOMBAMMO: m = pipebombblastradius; break; case MORTER: m = morterblastradius; break; case CHEERBOMB: m = morterblastradius; break; } if (sector[s->sectnum].lotag != 800) { fi.hitradius(actor, m, x >> 2, x >> 1, x - (x >> 2), x); spawn(actor, EXPLOSION2); if (s->picnum == CHEERBOMB) spawn(actor, BURNING); S_PlayActorSound(PIPEBOMB_EXPLODE, actor); for (x = 0; x < 8; x++) RANDOMSCRAP(actor); } } if (s->yrepeat) { s->yrepeat = 0; return; } if (t[4] > 20) { deletesprite(actor); return; } if (s->picnum == CHEERBOMB) { spawn(actor, BURNING); deletesprite(actor); return; } } else if (s->picnum == HEAVYHBOMB && x < 788 && t[0] > 7 && s->xvel == 0) if (cansee(s->x, s->y, s->z - (8 << 8), s->sectnum, ps[p].posx, ps[p].posy, ps[p].posz, ps[p].cursectnum)) if (ps[p].ammo_amount[DYNAMITE_WEAPON] < max_ammo_amount[DYNAMITE_WEAPON]) if (s->pal == 0) { if (ud.coop >= 1) { for (int j = 0; j < ps[p].weapreccnt; j++) if (ps[p].weaprecs[j] == actor->GetIndex()) return; if (ps[p].weapreccnt < 255) ps[p].weaprecs[ps[p].weapreccnt++] = actor->GetIndex(); } addammo(DYNAMITE_WEAPON, &ps[p], 1); addammo(CROSSBOW_WEAPON, &ps[p], 1); S_PlayActorSound(DUKE_GET, ps[p].GetActor()); if (ps[p].gotweapon[DYNAMITE_WEAPON] == 0 || Owner == ps[p].GetActor()) fi.addweapon(&ps[p], DYNAMITE_WEAPON); if (!Owner || Owner->s.picnum != APLAYER) { SetPlayerPal(&ps[p], PalEntry(32, 0, 32, 0)); } if (Owner && (Owner->picnum != HEAVYHBOMB || ud.respawn_items == 0 || Owner->s.picnum == APLAYER)) { if (s->picnum == HEAVYHBOMB && Owner->s.picnum != APLAYER && ud.coop) return; deletesprite(actor); return; } else { t[2] = respawnitemtime; spawn(actor, RESPAWNMARKERRED); s->cstat = (short)32768; } } if (t[0] < 8) t[0]++; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static int henstand(int i) { spritetype* s = &sprite[i]; auto t = &hittype[i].temp_data[0]; int sect = s->sectnum; int j; if (s->picnum == HENSTAND || s->picnum == HENSTAND + 1) { s->lotag--; if (s->lotag == 0) { fi.spawn(i, HEN); deletesprite(i); return 1; } } if (sector[s->sectnum].lotag == 900) s->xvel = 0; if (s->xvel) { makeitfall(i); j = fi.movesprite(i, (sintable[(s->ang + 512) & 2047] * s->xvel) >> 14, (sintable[s->ang & 2047] * s->xvel) >> 14, s->zvel, CLIPMASK0); if (j & 49152) { if ((j & 49152) == 32768) { j &= (MAXWALLS - 1); int k = getangle( wall[wall[j].point2].x - wall[j].x, wall[wall[j].point2].y - wall[j].y); s->ang = ((k << 1) - s->ang) & 2047; } else if ((j & 49152) == 49152) { j &= (MAXSPRITES - 1); fi.checkhitsprite(i, j); if (sprite[j].picnum == HEN) { int ns = fi.spawn(j, HENSTAND); deletesprite(j); sprite[ns].xvel = 32; sprite[ns].lotag = 40; sprite[ns].ang = s->ang; } } } s->xvel--; if (s->xvel < 0) s->xvel = 0; s->cstat = 257; if (s->picnum == RRTILE3440) { s->cstat |= 4 & s->xvel; s->cstat |= 8 & s->xvel; if (krand() & 1) s->picnum = RRTILE3440 + 1; } else if (s->picnum == HENSTAND) { s->cstat |= 4 & s->xvel; s->cstat |= 8 & s->xvel; if (krand() & 1) s->picnum = HENSTAND + 1; if (!s->xvel) return 2;//deletesprite(i); still needs to run a script but should not do on a deleted object } if (s->picnum == RRTILE3440 || (s->picnum == RRTILE3440 + 1 && !s->xvel)) { return 2;//deletesprite(i); still needs to run a script but should not do on a deleted object } } else if (sector[s->sectnum].lotag == 900) { if (s->picnum == BOWLINGBALL) ballreturn(i); deletesprite(i); return 1; } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveactors_r(void) { int x; int j, sect, p; spritetype *s; dojaildoor(); moveminecart(); if (isRRRA()) { rrra_specialstats(); } rr_specialstats(); StatIterator it(STAT_ACTOR); int i; while ((i = it.NextIndex()) >= 0) { bool deleteafterexecute = false; // taking a cue here from RedNukem to not run scripts on deleted sprites. s = &sprite[i]; sect = s->sectnum; if( s->xrepeat == 0 || sect < 0 || sect >= MAXSECTORS) { deletesprite(i); continue; } auto t = &hittype[i].temp_data[0]; hittype[i].bposx = s->x; hittype[i].bposy = s->y; hittype[i].bposz = s->z; switch(s->picnum) { case RESPAWNMARKERRED: case RESPAWNMARKERYELLOW: case RESPAWNMARKERGREEN: if (!respawnmarker(&hittype[i], RESPAWNMARKERYELLOW, RESPAWNMARKERGREEN)) continue; break; case RAT: if (!rat(&hittype[i], !isRRRA())) continue; break; case RRTILE3190: case RRTILE3191: case RRTILE3192: if (!chickenplant) { deletesprite(i); continue; } if (sector[sprite[i].sectnum].lotag == 903) makeitfall(i); j = fi.movesprite(i, (s->xvel*sintable[(s->ang+512)&2047])>>14, (s->xvel*sintable[s->ang&2047])>>14, s->zvel,CLIPMASK0); switch (sector[sprite[i].sectnum].lotag) { case 901: sprite[i].picnum = RRTILE3191; break; case 902: sprite[i].picnum = RRTILE3192; break; case 903: if (sprite[i].z >= sector[sprite[i].sectnum].floorz - (8<<8)) { deletesprite(i); continue; } break; case 904: deletesprite(i); continue; break; } if ((j & 32768) == 32768) { deletesprite(i); continue; } break; case RRTILE3120: case RRTILE3122: case RRTILE3123: case RRTILE3124: if (!chickenplant) { deletesprite(i); continue; } makeitfall(i); j = fi.movesprite(i, (s->xvel*(sintable[(s->ang+512)&2047]))>>14, (s->xvel*(sintable[s->ang&2047]))>>14, s->zvel,CLIPMASK0); if ((j & 32768) == 32768) { deletesprite(i); continue; } if (sector[s->sectnum].lotag == 903) { if (sprite[i].z >= sector[sprite[i].sectnum].floorz - (4<<8)) { deletesprite(i); continue; } } else if (sector[s->sectnum].lotag == 904) { deletesprite(i); continue; } break; case RRTILE3132: if (!chickenplant) { deletesprite(i); continue; } makeitfall(i); j = fi.movesprite(i, (s->xvel*sintable[(s->ang+512)&2047])>>14, (s->xvel*sintable[s->ang&2047])>>14, s->zvel,CLIPMASK0); if (s->z >= sector[s->sectnum].floorz - (8<<8)) { if (sector[s->sectnum].lotag == 1) { j = fi.spawn(i,WATERSPLASH2); sprite[j].z = sector[sprite[j].sectnum].floorz; } deletesprite(i); continue; } break; case BOWLINGBALL: if (s->xvel) { if(!S_CheckSoundPlaying(356)) S_PlayActorSound(356,i); } else { fi.spawn(i,BOWLINGBALLSPRITE); deletesprite(i); continue; } if (sector[s->sectnum].lotag == 900) { S_StopSound(356, -1); } case RRTILE3440: case RRTILE3440+1: case HENSTAND: case HENSTAND+1: { int todo = henstand(i); if (todo == 2) deleteafterexecute = true; if (todo == 1) continue; break; } case QUEBALL: case STRIPEBALL: if (!queball(&hittype[i], POCKET, QUEBALL, STRIPEBALL)) continue; break; case FORCESPHERE: forcesphere(&hittype[i], FORCESPHERE); continue; case RECON: case UFO1_RR: case UFO2: case UFO3: case UFO4: case UFO5: recon(&hittype[i], EXPLOSION2, FIRELASER, -1, -1, 457, 8, [](DDukeActor* i) ->int { auto s = &i->s; if (isRRRA() && ufospawnsminion) return MINION; else if (s->picnum == UFO1_RR) return HEN; else if (s->picnum == UFO2) return COOT; else if (s->picnum == UFO3) return COW; else if (s->picnum == UFO4) return PIG; else if (s->picnum == UFO5) return BILLYRAY; else return -1; }); continue; case OOZ: ooz(&hittype[i]); continue; case EMPTYBIKE: if (!isRRRA()) break; makeitfall(i); getglobalz(i); if (sector[sect].lotag == 1) { setsprite(i,s->x,s->y,hittype[i].floorz+(16<<8)); } break; case EMPTYBOAT: if (!isRRRA()) break; makeitfall(i); getglobalz(i); break; case TRIPBOMBSPRITE: if (!isRRRA() || (sector[sect].lotag != 1 && sector[sect].lotag != 160)) if (s->xvel) { j = fi.movesprite(i, (s->xvel*sintable[(s->ang+512)&2047])>>14, (s->xvel*sintable[s->ang&2047])>>14, s->zvel,CLIPMASK0); s->xvel--; } break; case CHEERBOMB: if (!isRRRA()) break; case MORTER: case HEAVYHBOMB: heavyhbomb(&hittype[i]); continue; case REACTORBURNT: case REACTOR2BURNT: continue; case REACTOR: case REACTOR2: reactor(&hittype[i], REACTOR, REACTOR2, REACTORBURNT, REACTOR2BURNT, REACTORSPARK, REACTOR2SPARK); continue; case CAMERA1: camera(&hittype[i]); continue; } // #ifndef VOLOMEONE if( ud.multimode < 2 && badguy(s) ) { if( actor_tog == 1) { s->cstat = (short)32768; continue; } else if(actor_tog == 2) s->cstat = 257; } // #endif p = findplayer(s,&x); execute(i,p,x); if (deleteafterexecute) deletesprite(i); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveexplosions_r(void) // STATNUM 5 { int sect, p; int x, * t; spritetype* s; StatIterator it(STAT_MISC); int i; while ((i = it.NextIndex()) >= 0) { t = &hittype[i].temp_data[0]; s = &sprite[i]; sect = s->sectnum; if (sect < 0 || s->xrepeat == 0) { deletesprite(i); continue; } hittype[i].bposx = s->x; hittype[i].bposy = s->y; hittype[i].bposz = s->z; switch (s->picnum) { case SHOTGUNSPRITE: if (sector[s->sectnum].lotag == 800) if (s->z >= sector[s->sectnum].floorz - (8 << 8)) { deletesprite(i); continue; } break; case NEON1: case NEON2: case NEON3: case NEON4: case NEON5: case NEON6: if ((global_random / (s->lotag + 1) & 31) > 4) s->shade = -127; else s->shade = 127; continue; case BLOODSPLAT1: case BLOODSPLAT2: case BLOODSPLAT3: case BLOODSPLAT4: if (t[0] == 7 * 26) continue; s->z += 16 + (krand() & 15); t[0]++; if ((t[0] % 9) == 0) s->yrepeat++; continue; case FORCESPHERE: forcesphereexplode(&hittype[i]); continue; case MUD: t[0]++; if (t[0] == 1) { if (sector[sect].floorpicnum != 3073) { deletesprite(i); continue; } if (S_CheckSoundPlaying(22)) S_PlayActorSound(22, i); } if (t[0] == 3) { t[0] = 0; t[1]++; } if (t[1] == 5) deletesprite(i); continue; case WATERSPLASH2: watersplash2(&hittype[i]); continue; case FRAMEEFFECT1: frameeffect1(&hittype[i]); continue; case INNERJAW: case INNERJAW + 1: p = findplayer(s, &x); if (x < 512) { SetPlayerPal(&ps[p], PalEntry(32, 32, 0, 0)); sprite[ps[p].i].extra -= 4; } case COOLEXPLOSION1: case FIRELASER: case OWHIP: case UWHIP: if (s->extra != 999) s->extra = 999; else { deletesprite(i); continue; } break; case TONGUE: deletesprite(i); continue; case MONEY + 1: hittype[i].floorz = s->z = getflorzofslope(s->sectnum, s->x, s->y); if (sector[s->sectnum].lotag == 800) { deletesprite(i); continue; } break; case MONEY: if (!money(&hittype[i], BLOODPOOL)) continue; if (sector[s->sectnum].lotag == 800) if (s->z >= sector[s->sectnum].floorz - (8 << 8)) { deletesprite(i); continue; } break; case RRTILE2460: case RRTILE2465: case BIKEJIBA: case BIKEJIBB: case BIKEJIBC: case BIKERJIBA: case BIKERJIBB: case BIKERJIBC: case BIKERJIBD: case CHEERJIBA: case CHEERJIBB: case CHEERJIBC: case CHEERJIBD: case FBOATJIBA: case FBOATJIBB: case RABBITJIBA: case RABBITJIBB: case RABBITJIBC: case MAMAJIBA: case MAMAJIBB: if (!isRRRA()) break; case BILLYJIBA: case BILLYJIBB: case HULKJIBA: case HULKJIBB: case HULKJIBC: case MINJIBA: case MINJIBB: case MINJIBC: case COOTJIBA: case COOTJIBB: case COOTJIBC: case JIBS1: case JIBS2: case JIBS3: case JIBS4: case JIBS5: case JIBS6: case DUKETORSO: case DUKEGUN: case DUKELEG: if (!jibs(&hittype[i], JIBS6, false, true, true, s->picnum == DUKELEG || s->picnum == DUKETORSO || s->picnum == DUKEGUN, isRRRA() && (s->picnum == RRTILE2465 || s->picnum == RRTILE2560))) continue; if (sector[s->sectnum].lotag == 800) if (s->z >= sector[s->sectnum].floorz - (8 << 8)) { deletesprite(i); continue; } continue; case BLOODPOOL: if (!bloodpool(&hittype[i], false, TIRE)) continue; if (sector[s->sectnum].lotag == 800) if (s->z >= sector[s->sectnum].floorz - (8 << 8)) { deletesprite(i); } continue; case BURNING: case WATERBUBBLE: case SMALLSMOKE: case EXPLOSION2: case EXPLOSION3: case BLOOD: case FORCERIPPLE: case TRANSPORTERSTAR: case TRANSPORTERBEAM: p = findplayer(s, &x); execute(i, p, x); continue; case SHELL: case SHOTGUNSHELL: shell(&hittype[i], false); continue; case GLASSPIECES: case GLASSPIECES + 1: case GLASSPIECES + 2: case POPCORN: glasspieces(&hittype[i]); continue; } if (s->picnum >= SCRAP6 && s->picnum <= SCRAP5 + 3) { scrap(&hittype[i], SCRAP1, SCRAP6); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveeffectors_r(void) //STATNUM 3 { int l, x, st, j, * t; int sh, ns, pn; short k; spritetype* s; sectortype* sc; walltype* wal; clearfriction(); StatIterator it(STAT_EFFECTOR); int i; while ((i = it.NextIndex()) >= 0) { s = &sprite[i]; sc = §or[s->sectnum]; st = s->lotag; sh = s->hitag; t = &hittype[i].temp_data[0]; switch (st) { case SE_0_ROTATING_SECTOR: handle_se00(&hittype[i], -1); break; case SE_1_PIVOT: //Nothing for now used as the pivot handle_se01(&hittype[i]); break; case SE_6_SUBWAY: { k = sc->extra; if (t[4] > 0) { t[4]--; if (t[4] >= (k - (k >> 3))) s->xvel -= (k >> 5); if (t[4] > ((k >> 1) - 1) && t[4] < (k - (k >> 3))) s->xvel = 0; if (t[4] < (k >> 1)) s->xvel += (k >> 5); if (t[4] < ((k >> 1) - (k >> 3))) { t[4] = 0; s->xvel = k; if ((!isRRRA() || lastlevel) && hulkspawn) { hulkspawn--; ns = fi.spawn(i, HULK); sprite[ns].z = sector[sprite[ns].sectnum].ceilingz; sprite[ns].pal = 33; if (!hulkspawn) { ns = EGS(s->sectnum, s->x, s->y, sector[s->sectnum].ceilingz + 119428, 3677, -8, 16, 16, 0, 0, 0, i, 5); sprite[ns].cstat = 514; sprite[ns].pal = 7; sprite[ns].xrepeat = 80; sprite[ns].yrepeat = 255; ns = fi.spawn(i, 296); sprite[ns].cstat = 0; sprite[ns].cstat |= 32768; sprite[ns].z = sector[s->sectnum].floorz - 6144; deletesprite(i); break; } } } } else { s->xvel = k; SectIterator it(s->sectnum); while ((j = it.NextIndex()) >= 0) { if (sprite[j].picnum == UFOBEAM) if (ufospawn) if (++ufocnt == 64) { ufocnt = 0; ufospawn--; if (!isRRRA()) { switch (krand() & 3) { default: case 0: pn = UFO1_RR; break; case 1: pn = UFO2; break; case 2: pn = UFO3; break; case 3: pn = UFO4; break; } } else pn = UFO1_RRRA; ns = fi.spawn(i, pn); sprite[ns].z = sector[sprite[ns].sectnum].ceilingz; } } } StatIterator it(STAT_EFFECTOR); while ((j = it.NextIndex()) >= 0) { auto sj = &sprite[j]; auto htj = &hittype[j]; if ((sj->lotag == 14) && (sh == sj->hitag) && (htj->temp_data[0] == t[0])) { sj->xvel = s->xvel; // if( t[4] == 1 ) { if (htj->temp_data[5] == 0) htj->temp_data[5] = dist(&sprite[j], s); x = sgn(dist(&sprite[j], s) - htj->temp_data[5]); if (sj->extra) x = -x; s->xvel += x; } htj->temp_data[4] = t[4]; } } x = 0; } case SE_14_SUBWAY_CAR: handle_se14(&hittype[i], false, RPG, JIBS6); break; case SE_30_TWO_WAY_TRAIN: handle_se30(&hittype[i], JIBS6); break; case SE_2_EARTHQUAKE: handle_se02(&hittype[i]); break; //Flashing sector lights after reactor EXPLOSION2 case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT: handle_se03(&hittype[i]); break; case SE_4_RANDOM_LIGHTS: handle_se04(&hittype[i]); break; //BOSS case SE_5_BOSS: handle_se05(&hittype[i], FIRELASER); break; case SE_8_UP_OPEN_DOOR_LIGHTS: case SE_9_DOWN_OPEN_DOOR_LIGHTS: handle_se08(&hittype[i], true); break; case SE_10_DOOR_AUTO_CLOSE: handle_se10(&hittype[i], nullptr); break; case SE_11_SWINGING_DOOR: handle_se11(&hittype[i]); break; case SE_12_LIGHT_SWITCH: handle_se12(&hittype[i]); break; case SE_47_LIGHT_SWITCH: if (isRRRA()) handle_se12(&hittype[i], 1); break; case SE_48_LIGHT_SWITCH: if (isRRRA()) handle_se12(&hittype[i], 2); break; case SE_13_EXPLOSIVE: handle_se13(&hittype[i]); break; case SE_15_SLIDING_DOOR: handle_se15(&hittype[i]); break; case SE_16_REACTOR: handle_se16(&hittype[i], REACTOR, REACTOR2); break; case SE_17_WARP_ELEVATOR: handle_se17(&hittype[i]); break; case SE_18_INCREMENTAL_SECTOR_RISE_FALL: handle_se18(&hittype[i], true); break; case SE_19_EXPLOSION_LOWERS_CEILING: handle_se19(&hittype[i], BIGFORCE); break; case SE_20_STRETCH_BRIDGE: handle_se20(&hittype[i]); break; case SE_21_DROP_FLOOR: handle_se21(&hittype[i]); break; case SE_22_TEETH_DOOR: handle_se22(&hittype[i]); break; case 156: if (!isRRRA()) break; case SE_24_CONVEYOR: case 34: { static int16_t list1[] = { BLOODPOOL, PUKE, FOOTPRINTS, FOOTPRINTS2, FOOTPRINTS3, -1 }; static int16_t list2[] = { BOLT1, BOLT1 + 1,BOLT1 + 2, BOLT1 + 3, -1 }; handle_se24(&hittype[i], list1, list2, BULLETHOLE, -1, CRANE, 1); break; } case 35: handle_se35(&hittype[i], SMALLSMOKE, EXPLOSION2); break; case 25: //PISTONS if (t[4] == 0) break; handle_se25(&hittype[i], 4, isRRRA() ? 371 : -1, isRRRA() ? 167 : -1); break; case 26: handle_se26(&hittype[i]); break; case SE_27_DEMO_CAM: handle_se27(&hittype[i]); break; case 29: s->hitag += 64; l = mulscale12((int)s->yvel, sintable[s->hitag & 2047]); sc->floorz = s->z + l; break; case 31: // True Drop Floor handle_se31(&hittype[i], false); break; case 32: // True Drop Ceiling handle_se32(&hittype[i]); break; case 33: if (earthquaketime > 0 && (krand() & 7) == 0) RANDOMSCRAP(s, i); break; case 36: if (t[0]) { if (t[0] == 1) fi.shoot(i, sc->extra); else if (t[0] == 26 * 5) t[0] = 0; t[0]++; } break; case 128: //SE to control glass breakage handle_se128(&hittype[i]); break; case 130: handle_se130(&hittype[i], 80, EXPLOSION2); break; case 131: handle_se130(&hittype[i], 40, EXPLOSION2); break; } } //Sloped sin-wave floors! it.Reset(STAT_EFFECTOR); while ((i = it.NextIndex()) >= 0) { s = &sprite[i]; if (s->lotag != 29) continue; sc = §or[s->sectnum]; if (sc->wallnum != 4) continue; wal = &wall[sc->wallptr + 2]; alignflorslope(s->sectnum, wal->x, wal->y, sector[wal->nextsector].floorz); } } //--------------------------------------------------------------------------- // // game specific part of makeitfall. // //--------------------------------------------------------------------------- int adjustfall(DDukeActor *actor, int c) { if ((actor->s.picnum == BIKERB || actor->s.picnum == CHEERB) && c == gc) c = gc>>2; else if (actor->s.picnum == BIKERBV2 && c == gc) c = gc>>3; return c; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void move_r(int g_i, int g_p, int g_x) { auto g_sp = &sprite[g_i]; auto g_t = hittype[g_i].temp_data; int l; short a, goalang, angdif; int daxvel; a = g_sp->hitag; if (a == -1) a = 0; g_t[0]++; if (a & face_player) { if (ps[g_p].newowner >= 0) goalang = getangle(ps[g_p].oposx - g_sp->x, ps[g_p].oposy - g_sp->y); else goalang = getangle(ps[g_p].posx - g_sp->x, ps[g_p].posy - g_sp->y); angdif = getincangle(g_sp->ang, goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; g_sp->ang += angdif; } if (a & spin) g_sp->ang += sintable[((g_t[0] << 3) & 2047)] >> 6; if (a & face_player_slow) { if (ps[g_p].newowner >= 0) goalang = getangle(ps[g_p].oposx - g_sp->x, ps[g_p].oposy - g_sp->y); else goalang = getangle(ps[g_p].posx - g_sp->x, ps[g_p].posy - g_sp->y); angdif = ksgn(getincangle(g_sp->ang, goalang)) << 5; if (angdif > -32 && angdif < 0) { angdif = 0; g_sp->ang = goalang; } g_sp->ang += angdif; } if (isRRRA()) { if (a & antifaceplayerslow) { if (ps[g_p].newowner >= 0) goalang = (getangle(ps[g_p].oposx - g_sp->x, ps[g_p].oposy - g_sp->y) + 1024) & 2047; else goalang = (getangle(ps[g_p].posx - g_sp->x, ps[g_p].posy - g_sp->y) + 1024) & 2047; angdif = ksgn(getincangle(g_sp->ang, goalang)) << 5; if (angdif > -32 && angdif < 0) { angdif = 0; g_sp->ang = goalang; } g_sp->ang += angdif; } if ((a & jumptoplayer) == jumptoplayer) { if (g_sp->picnum == CHEER) { if (g_t[0] < 16) g_sp->zvel -= (sintable[(512 + (g_t[0] << 4)) & 2047] / 40); } else { if (g_t[0] < 16) g_sp->zvel -= (sintable[(512 + (g_t[0] << 4)) & 2047] >> 5); } } if (a & justjump1) { if (g_sp->picnum == RABBIT) { if (g_t[0] < 8) g_sp->zvel -= (sintable[(512 + (g_t[0] << 4)) & 2047] / 30); } else if (g_sp->picnum == MAMA) { if (g_t[0] < 8) g_sp->zvel -= (sintable[(512 + (g_t[0] << 4)) & 2047] / 35); } } if (a & justjump2) { if (g_sp->picnum == RABBIT) { if (g_t[0] < 8) g_sp->zvel -= (sintable[(512 + (g_t[0] << 4)) & 2047] / 24); } else if (g_sp->picnum == MAMA) { if (g_t[0] < 8) g_sp->zvel -= (sintable[(512 + (g_t[0] << 4)) & 2047] / 28); } } if (a & windang) { if (g_t[0] < 8) g_sp->zvel -= (sintable[(512 + (g_t[0] << 4)) & 2047] / 24); } } else if ((a & jumptoplayer) == jumptoplayer) { if (g_t[0] < 16) g_sp->zvel -= (sintable[(512 + (g_t[0] << 4)) & 2047] >> 5); } if (a & face_player_smart) { int newx, newy; newx = ps[g_p].posx + (ps[g_p].posxv / 768); newy = ps[g_p].posy + (ps[g_p].posyv / 768); goalang = getangle(newx - g_sp->x, newy - g_sp->y); angdif = getincangle(g_sp->ang, goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; g_sp->ang += angdif; } if (g_t[1] == 0 || a == 0) { if ((badguy(g_sp) && g_sp->extra <= 0) || (hittype[g_i].bposx != g_sp->x) || (hittype[g_i].bposy != g_sp->y)) { hittype[g_i].bposx = g_sp->x; hittype[g_i].bposy = g_sp->y; setsprite(g_i, g_sp->x, g_sp->y, g_sp->z); } if (badguy(g_sp) && g_sp->extra <= 0) { if (sector[g_sp->sectnum].ceilingstat & 1) { if (shadedsector[g_sp->sectnum] == 1) { g_sp->shade += (16 - g_sp->shade) >> 1; } else { g_sp->shade += (sector[g_sp->sectnum].ceilingshade - g_sp->shade) >> 1; } } else { g_sp->shade += (sector[g_sp->sectnum].floorshade - g_sp->shade) >> 1; } } return; } auto moveptr = &ScriptCode[g_t[1]]; if (a & geth) g_sp->xvel += (*moveptr - g_sp->xvel) >> 1; if (a & getv) g_sp->zvel += ((*(moveptr + 1) << 4) - g_sp->zvel) >> 1; if (a & dodgebullet) dodge(&hittype[g_i]); if (g_sp->picnum != APLAYER) alterang(a, &hittype[g_i], g_p); if (g_sp->xvel > -6 && g_sp->xvel < 6) g_sp->xvel = 0; a = badguy(g_sp); if (g_sp->xvel || g_sp->zvel) { if (a) { if (g_sp->picnum == DRONE && g_sp->extra > 0) { if (g_sp->zvel > 0) { hittype[g_i].floorz = l = getflorzofslope(g_sp->sectnum, g_sp->x, g_sp->y); if (isRRRA()) { if (g_sp->z > (l - (28 << 8))) g_sp->z = l - (28 << 8); } else { if (g_sp->z > (l - (30 << 8))) g_sp->z = l - (30 << 8); } } else { hittype[g_i].ceilingz = l = getceilzofslope(g_sp->sectnum, g_sp->x, g_sp->y); if ((g_sp->z - l) < (50 << 8)) { g_sp->z = l + (50 << 8); g_sp->zvel = 0; } } } if (g_sp->zvel > 0 && hittype[g_i].floorz < g_sp->z) g_sp->z = hittype[g_i].floorz; if (g_sp->zvel < 0) { l = getceilzofslope(g_sp->sectnum, g_sp->x, g_sp->y); if ((g_sp->z - l) < (66 << 8)) { g_sp->z = l + (66 << 8); g_sp->zvel >>= 1; } } } else if (g_sp->picnum == APLAYER) if ((g_sp->z - hittype[g_i].ceilingz) < (32 << 8)) g_sp->z = hittype[g_i].ceilingz + (32 << 8); daxvel = g_sp->xvel; angdif = g_sp->ang; if (a) { if (g_x < 960 && g_sp->xrepeat > 16) { daxvel = -(1024 - g_x); angdif = getangle(ps[g_p].posx - g_sp->x, ps[g_p].posy - g_sp->y); if (g_x < 512) { ps[g_p].posxv = 0; ps[g_p].posyv = 0; } else { ps[g_p].posxv = mulscale(ps[g_p].posxv, dukefriction - 0x2000, 16); ps[g_p].posyv = mulscale(ps[g_p].posyv, dukefriction - 0x2000, 16); } } else if ((isRRRA() && g_sp->picnum != DRONE && g_sp->picnum != SHARK && g_sp->picnum != UFO1_RRRA) || (!isRRRA() && g_sp->picnum != DRONE && g_sp->picnum != SHARK && g_sp->picnum != UFO1_RR && g_sp->picnum != UFO2 && g_sp->picnum != UFO3 && g_sp->picnum != UFO4 && g_sp->picnum != UFO5)) { if (hittype[g_i].bposz != g_sp->z || (ud.multimode < 2 && ud.player_skill < 2)) { if ((g_t[0] & 1) || ps[g_p].actorsqu == &hittype[g_i]) return; else daxvel <<= 1; } else { if ((g_t[0] & 3) || ps[g_p].actorsqu == &hittype[g_i]) return; else daxvel <<= 2; } } } if (isRRRA()) { if (sector[g_sp->sectnum].lotag != 1) { switch (g_sp->picnum) { case MINIONBOAT: case HULKBOAT: case CHEERBOAT: daxvel >>= 1; break; } } else if (sector[g_sp->sectnum].lotag == 1) { switch (g_sp->picnum) { case BIKERB: case BIKERBV2: case CHEERB: daxvel >>= 1; break; } } } hittype[g_i].movflag = fi.movesprite(g_i, (daxvel * (sintable[(angdif + 512) & 2047])) >> 14, (daxvel * (sintable[angdif & 2047])) >> 14, g_sp->zvel, CLIPMASK0); } if (a) { if (sector[g_sp->sectnum].ceilingstat & 1) { if (shadedsector[g_sp->sectnum] == 1) { g_sp->shade += (16 - g_sp->shade) >> 1; } else { g_sp->shade += (sector[g_sp->sectnum].ceilingshade - g_sp->shade) >> 1; } } else g_sp->shade += (sector[g_sp->sectnum].floorshade - g_sp->shade) >> 1; if (sector[g_sp->sectnum].floorpicnum == MIRROR) deletesprite(g_i); } } void fakebubbaspawn(int g_i, int g_p) { fakebubba_spawn++; switch (fakebubba_spawn) { default: break; case 1: fi.spawn(g_i, PIG); break; case 2: fi.spawn(g_i, MINION); break; case 3: fi.spawn(g_i, CHEER); break; case 4: fi.spawn(g_i, VIXEN); operateactivators(666, ps[g_p].i); break; } } //--------------------------------------------------------------------------- // // special checks in fall that only apply to RR. // //--------------------------------------------------------------------------- static int fallspecial(DDukeActor *actor, int playernum) { auto s = &actor->s; int sphit = 0; if (isRRRA()) { if (sector[s->sectnum].lotag == 801) { if (s->picnum == ROCK) { spawn(actor, ROCK2); spawn(actor, ROCK2); addspritetodelete(); } return 0; } else if (sector[s->sectnum].lotag == 802) { if (s->picnum != APLAYER && badguy(actor) && s->z == actor->floorz - FOURSLEIGHT) { fi.guts(actor, JIBS6, 5, playernum); S_PlayActorSound(SQUISHED, actor); addspritetodelete(); } return 0; } else if (sector[s->sectnum].lotag == 803) { if (s->picnum == ROCK2) addspritetodelete(); return 0; } } if (sector[s->sectnum].lotag == 800) { if (s->picnum == 40) { addspritetodelete(); return 0; } if (s->picnum != APLAYER && (badguy(actor) || s->picnum == HEN || s->picnum == COW || s->picnum == PIG || s->picnum == DOGRUN || s->picnum == RABBIT) && (!isRRRA() || actor->spriteextra < 128)) { s->z = actor->floorz - FOURSLEIGHT; s->zvel = 8000; s->extra = 0; actor->spriteextra++; sphit = 1; } else if (s->picnum != APLAYER) { if (!actor->spriteextra) addspritetodelete(); return 0; } actor->picnum = SHOTSPARK1; actor->extra = 1; } else if (isRRRA() && (sector[s->sectnum].floorpicnum == RRTILE7820 || sector[s->sectnum].floorpicnum == RRTILE7768)) { if (s->picnum != MINION && s->pal != 19) { if ((krand() & 3) == 1) { actor->picnum = SHOTSPARK1; actor->extra = 5; } } } return sphit; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void fall_r(int g_i, int g_p) { fall_common(&hittype[g_i], g_p, JIBS6, DRONE, BLOODPOOL, SHOTSPARK1, 69, 158, fallspecial); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void destroyit(int g_i) { auto g_sp = &sprite[g_i]; spritetype* js; int lotag, hitag; int k, jj; int wi, wj; int spr; int wallstart2, wallend2; int sectnum; int wallstart, wallend; hitag = 0; SectIterator it1(g_sp->sectnum); while ((k = it1.NextIndex()) >= 0) { auto sj = &sprite[k]; if (sj->picnum == RRTILE63) { lotag = sj->lotag; spr = k; if (sj->hitag) hitag = sj->hitag; } } StatIterator it(STAT_DESTRUCT); while ((jj = it.NextIndex()) >= 0) { js = &sprite[jj]; if (hitag) if (hitag == js->hitag) { SectIterator it(js->sectnum); while ((k = it.NextIndex()) >= 0) { if (sprite[k].picnum == DESTRUCTO) { hittype[k].picnum = SHOTSPARK1; hittype[k].extra = 1; } } } if (sprite[spr].sectnum != js->sectnum) if (lotag == js->lotag) { sectnum = sprite[spr].sectnum; wallstart = sector[sectnum].wallptr; wallend = wallstart + sector[sectnum].wallnum; wallstart2 = sector[js->sectnum].wallptr; wallend2 = wallstart2 + sector[js->sectnum].wallnum; for (wi = wallstart, wj = wallstart2; wi < wallend; wi++, wj++) { wall[wi].picnum = wall[wj].picnum; wall[wi].overpicnum = wall[wj].overpicnum; wall[wi].shade = wall[wj].shade; wall[wi].xrepeat = wall[wj].xrepeat; wall[wi].yrepeat = wall[wj].yrepeat; wall[wi].xpanning = wall[wj].xpanning; wall[wi].ypanning = wall[wj].ypanning; if (isRRRA() && wall[wi].nextwall != -1) { wall[wi].cstat = 0; wall[wall[wi].nextwall].cstat = 0; } } sector[sectnum].floorz = sector[js->sectnum].floorz; sector[sectnum].ceilingz = sector[js->sectnum].ceilingz; sector[sectnum].ceilingstat = sector[js->sectnum].ceilingstat; sector[sectnum].floorstat = sector[js->sectnum].floorstat; sector[sectnum].ceilingpicnum = sector[js->sectnum].ceilingpicnum; sector[sectnum].ceilingheinum = sector[js->sectnum].ceilingheinum; sector[sectnum].ceilingshade = sector[js->sectnum].ceilingshade; sector[sectnum].ceilingpal = sector[js->sectnum].ceilingpal; sector[sectnum].ceilingxpanning = sector[js->sectnum].ceilingxpanning; sector[sectnum].ceilingypanning = sector[js->sectnum].ceilingypanning; sector[sectnum].floorpicnum = sector[js->sectnum].floorpicnum; sector[sectnum].floorheinum = sector[js->sectnum].floorheinum; sector[sectnum].floorshade = sector[js->sectnum].floorshade; sector[sectnum].floorpal = sector[js->sectnum].floorpal; sector[sectnum].floorxpanning = sector[js->sectnum].floorxpanning; sector[sectnum].floorypanning = sector[js->sectnum].floorypanning; sector[sectnum].visibility = sector[js->sectnum].visibility; sectorextra[sectnum] = sectorextra[js->sectnum]; // TRANSITIONAL: at least rename this. sector[sectnum].lotag = sector[js->sectnum].lotag; sector[sectnum].hitag = sector[js->sectnum].hitag; sector[sectnum].extra = sector[js->sectnum].extra; } } it1.Reset(g_sp->sectnum); while ((k = it.NextIndex()) >= 0) { switch (sprite[k].picnum) { case DESTRUCTO: case RRTILE63: case TORNADO: case APLAYER: case COOT: break; default: deletesprite(k); break; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void mamaspawn(int g_i) { if (mamaspawn_count) { mamaspawn_count--; fi.spawn(g_i, RABBIT); } } bool spawnweapondebris_r(int picnum, int dnum) { return dnum == SCRAP1; } void respawnhitag_r(spritetype* g_sp) { switch (g_sp->picnum) { case FEM10: case NAKED1: case STATUE: if (g_sp->yvel) fi.operaterespawns(g_sp->yvel); break; default: if (g_sp->hitag >= 0) fi.operaterespawns(g_sp->hitag); break; } } void checktimetosleep_r(int g_i) { auto g_sp = &sprite[g_i]; if (g_sp->statnum == 6) { switch (g_sp->picnum) { case RUBBERCAN: case EXPLODINGBARREL: case WOODENHORSE: case HORSEONSIDE: case CANWITHSOMETHING: case FIREBARREL: case NUKEBARREL: case NUKEBARRELDENTED: case NUKEBARRELLEAKED: case TRIPBOMB: case EGG: if (hittype[g_i].timetosleep > 1) hittype[g_i].timetosleep--; else if (hittype[g_i].timetosleep == 1) changespritestat(g_i, 2); break; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void thunder(void); void think_r(void) { thinktime.Reset(); thinktime.Clock(); recordoldspritepos(); movefta_r(); //ST 2 moveweapons_r(); //ST 4 movetransports_r(); //ST 9 moveplayers(); //ST 10 movefallers_r(); //ST 12 moveexplosions_r(); //ST 5 actortime.Reset(); actortime.Clock(); moveactors_r(); //ST 1 actortime.Unclock(); moveeffectors_r(); //ST 3 movestandables_r(); //ST 6 doanimations(); movefx(); //ST 11 if (numplayers < 2 && thunderon) thunder(); thinktime.Unclock(); } END_DUKE_NS