//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2020 - Christoph Oelckers This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms EDuke enhancements integrated: 04/13/2003 - Matt Saettler Note: EDuke source was in transition. Changes are in-progress in the source as it is released. This file contains parts of DukeGDX by Alexander Makarov-[M210] (m210-2007@mail.ru) */ //------------------------------------------------------------------------- #include "ns.h" #include "global.h" #include "names_d.h" #include "serializer.h" #include "dukeactor.h" BEGIN_DUKE_NS //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void check_fta_sounds_d(DDukeActor* actor) { if (actor->spr.extra > 0) switch (actor->spr.picnum) { case LIZTROOPONTOILET: case LIZTROOPJUSTSIT: case LIZTROOPSHOOT: case LIZTROOPJETPACK: case LIZTROOPDUCKING: case LIZTROOPRUNNING: case LIZTROOP: S_PlayActorSound(PRED_RECOG, actor); break; case LIZMAN: case LIZMANSPITTING: case LIZMANFEEDING: case LIZMANJUMP: S_PlayActorSound(CAPT_RECOG, actor); break; case PIGCOP: case PIGCOPDIVE: S_PlayActorSound(PIG_RECOG, actor); break; case RECON: S_PlayActorSound(RECO_RECOG, actor); break; case DRONE: S_PlayActorSound(DRON_RECOG, actor); break; case COMMANDER: case COMMANDERSTAYPUT: S_PlayActorSound(COMM_RECOG, actor); break; case ORGANTIC: S_PlayActorSound(TURR_RECOG, actor); break; case OCTABRAIN: case OCTABRAINSTAYPUT: S_PlayActorSound(OCTA_RECOG, actor); break; case BOSS1: S_PlaySound(BOS1_RECOG); break; case BOSS2: if (actor->spr.pal == 1) S_PlaySound(BOS2_RECOG); else S_PlaySound(WHIPYOURASS); break; case BOSS3: if (actor->spr.pal == 1) S_PlaySound(BOS3_RECOG); else S_PlaySound(RIPHEADNECK); break; case BOSS4: case BOSS4STAYPUT: if (actor->spr.pal == 1) S_PlaySound(BOS4_RECOG); S_PlaySound(BOSS4_FIRSTSEE); break; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void addweapon_d(player_struct *p, int weapon, bool wswitch) { if ( p->gotweapon[weapon] == 0 ) { p->gotweapon[weapon] = true; if (weapon == SHRINKER_WEAPON) p->gotweapon[GROW_WEAPON] = true; } if (!wswitch) return; 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 = weapon; p->wantweaponfire = -1; switch (weapon) { case KNEE_WEAPON: case TRIPBOMB_WEAPON: case HANDREMOTE_WEAPON: case HANDBOMB_WEAPON: break; case SHOTGUN_WEAPON: S_PlayActorSound(SHOTGUN_COCK, p->GetActor()); break; case PISTOL_WEAPON: S_PlayActorSound(INSERT_CLIP, p->GetActor()); break; default: S_PlayActorSound(SELECT_WEAPON, p->GetActor()); break; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool ifsquished(DDukeActor* actor, int p) { if (isRR()) return false; // this function is a no-op in RR's source. bool squishme = false; if (actor->isPlayer() && ud.clipping) return false; auto sectp = actor->sector(); double floorceildist = sectp->floorz - sectp->ceilingz; if (sectp->lotag != ST_23_SWINGING_DOOR) { if (actor->spr.pal == 1) squishme = floorceildist < 32 && (sectp->lotag & 32768) == 0; else squishme = floorceildist < 12; } if (squishme) { FTA(QUOTE_SQUISHED, &ps[p]); if (badguy(actor)) actor->vel.X = 0; if (actor->spr.pal == 1) { actor->attackertype = SHOTSPARK1; actor->hitextra = 1; return false; } return true; } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int hp4) { double radius = r * inttoworld; static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC }; if(actor->spr.picnum != SHRINKSPARK && !(actor->spr.picnum == RPG && actor->spr.scale.X < 0.171875)) { BFSSectorSearch search(actor->sector()); while (auto dasectp = search.GetNext()) { if ((dasectp->ceilingz- actor->spr.pos.Z) < radius * 16) // what value range is this supposed to be? The check that was here did not multiply correctly { auto wal = dasectp->walls.Data(); double d = (wal->pos - actor->spr.pos.XY()).Sum(); if (d < radius) fi.checkhitceiling(dasectp); else { auto thirdpoint = wal->point2Wall()->point2Wall(); d = (thirdpoint->pos - actor->spr.pos.XY()).Sum(); if (d < radius) fi.checkhitceiling(dasectp); } } for (auto& wal : dasectp->walls) { if ((wal.pos - actor->spr.pos.XY()).Sum() < radius) { if (wal.twoSided()) { search.Add(wal.nextSector()); } DVector3 w1(((wal.pos + wal.point2Wall()->pos) * 0.5 + actor->spr.pos) * 0.5, actor->spr.pos.Z); // half way between the actor and the wall's center. sectortype* sect = wal.sectorp(); updatesector(w1, §); if (sect && cansee(w1, sect, actor->spr.pos, actor->sector())) fi.checkhitwall(actor, &wal, DVector3(wal.pos, actor->spr.pos.Z), actor->spr.picnum); } } } } double q = zrand(32) - 16; auto Owner = actor->GetOwner(); for (int x = 0; x < 7; x++) { DukeStatIterator itj(statlist[x]); while (auto act2 = itj.Next()) { if (isWorldTour() && Owner) { if (Owner->isPlayer() && act2->isPlayer() && ud.coop != 0 && ud.ffire == 0 && Owner != act2) { continue; } if (actor->spr.picnum == FLAMETHROWERFLAME && ((Owner->spr.picnum == FIREFLY && act2->spr.picnum == FIREFLY) || (Owner->spr.picnum == BOSS5 && act2->spr.picnum == BOSS5))) { continue; } } if (x == 0 || x >= 5 || actorflag(act2, SFLAG_HITRADIUS_FLAG1)) { if (actor->spr.picnum != SHRINKSPARK || (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)) if ((actor->spr.pos - act2->spr.pos).Length() < radius) { if (badguy(act2) && !cansee(act2->spr.pos.plusZ(q), act2->sector(), actor->spr.pos.plusZ(q), actor->sector())) continue; fi.checkhitsprite(act2, actor); } } else if (act2->spr.extra >= 0 && act2 != actor && (actorflag(act2, SFLAG_HITRADIUS_FLAG2) || badguy(act2) || (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL))) { if (actor->spr.picnum == SHRINKSPARK && act2->spr.picnum != SHARK && (act2 == Owner || act2->spr.scale.X < 0.375)) { continue; } if (actor->spr.picnum == MORTER && act2 == Owner) { continue; } double dist = (actor->getPosWithOffsetZ() - act2->spr.pos).Length(); if (dist < radius && cansee(act2->spr.pos.plusZ(-8), act2->sector(), actor->spr.pos.plusZ(-12), actor->sector())) { act2->hitang = (act2->spr.pos - actor->spr.pos).Angle(); if (actor->spr.picnum == RPG && act2->spr.extra > 0) act2->attackertype = RPG; else if (!isWorldTour()) { if (actor->spr.picnum == SHRINKSPARK) act2->attackertype = SHRINKSPARK; else act2->attackertype = RADIUSEXPLOSION; } else { if (actor->spr.picnum == SHRINKSPARK || actor->spr.picnum == FLAMETHROWERFLAME) act2-> attackertype = actor->spr.picnum; else if (actor->spr.picnum != FIREBALL || !Owner || !Owner->isPlayer()) { if (actor->spr.picnum == LAVAPOOL) act2->attackertype = FLAMETHROWERFLAME; else act2->attackertype = RADIUSEXPLOSION; } else act2->attackertype = FLAMETHROWERFLAME; } if (actor->spr.picnum != SHRINKSPARK && (!isWorldTour() || actor->spr.picnum != LAVAPOOL)) { if (dist < radius / 3) { if (hp4 == hp3) hp4++; act2->hitextra = hp3 + (krand() % (hp4 - hp3)); } else if (dist < 2 * radius / 3) { if (hp3 == hp2) hp3++; act2->hitextra = hp2 + (krand() % (hp3 - hp2)); } else if (dist < radius) { if (hp2 == hp1) hp2++; act2->hitextra = hp1 + (krand() % (hp2 - hp1)); } if (!actorflag(act2, SFLAG2_NORADIUSPUSH) && !bossguy(act2)) { if (act2->vel.X < 0) act2->vel.X = 0; act2->vel.X += ( (actor->spr.extra / 4.)); } if (actorflag(act2, SFLAG_HITRADIUSCHECK)) fi.checkhitsprite(act2, actor); } else if (actor->spr.extra == 0) act2->hitextra = 0; if (act2->spr.picnum != RADIUSEXPLOSION && Owner && Owner->spr.statnum < MAXSTATUS) { if (act2->isPlayer()) { int p = act2->spr.yint; if (isWorldTour() && act2->attackertype == FLAMETHROWERFLAME && Owner->isPlayer()) { ps[p].numloogs = -1 - actor->spr.yint; } if (ps[p].newOwner != nullptr) { clearcamera(&ps[p]); } } act2->SetHitOwner(actor->GetOwner()); } } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int movesprite_ex_d(DDukeActor* actor, const DVector3& change, unsigned int cliptype, Collision &result) { int bg = badguy(actor); if (actor->spr.statnum == STAT_MISC || (bg && actor->spr.scale.X < 0.0625)) { actor->spr.pos += change; if (bg) SetActor(actor, actor->spr.pos); return result.setNone(); } auto dasectp = actor->sector(); auto ppos = actor->spr.pos; ppos.Z -= (tileHeight(actor->spr.picnum) * actor->spr.scale.Y) * 0.5; if (bg) { if (actor->spr.scale.X > 0.9375 ) clipmove(ppos, &dasectp, change * 0.5, 64., 4., 4., cliptype, result); else { double clipdist; if (actor->spr.picnum == LIZMAN) clipdist = 18.25; else if (actorflag(actor, SFLAG_BADGUY)) clipdist = actor->clipdist; else clipdist = 12; clipmove(ppos, &dasectp, change * 0.5, clipdist, 4., 4., cliptype, result); } // conditional code from hell... if (dasectp == nullptr || (dasectp != nullptr && ((actor->actorstayput != nullptr && actor->actorstayput != dasectp) || ((actor->spr.picnum == BOSS2) && actor->spr.pal == 0 && dasectp->lotag != 3) || ((actor->spr.picnum == BOSS1 || actor->spr.picnum == BOSS2) && dasectp->lotag == ST_1_ABOVE_WATER) || (dasectp->lotag == ST_1_ABOVE_WATER && (actor->spr.picnum == LIZMAN || (actor->spr.picnum == LIZTROOP && actor->vel.Z == 0))) )) ) { if (dasectp && dasectp->lotag == ST_1_ABOVE_WATER && actor->spr.picnum == LIZMAN) actor->spr.Angles.Yaw = randomAngle(); else if ((actor->temp_data[0]&3) == 1 && actor->spr.picnum != COMMANDER) actor->spr.Angles.Yaw = randomAngle(); SetActor(actor,actor->spr.pos); if (dasectp == nullptr) dasectp = §or[0]; return result.setSector(dasectp); } if ((result.type == kHitWall || result.type == kHitSprite) && (actor->cgg == 0)) actor->spr.Angles.Yaw += DAngle90 + DAngle45; } else { if (actor->spr.statnum == STAT_PROJECTILE) clipmove(ppos, &dasectp, change * 0.5, 0.5, 4., 4., cliptype, result); else clipmove(ppos, &dasectp, change * 0.5, actor->clipdist, 4., 4., cliptype, result); } actor->spr.pos.XY() = ppos.XY(); if (dasectp != nullptr && dasectp != actor->sector()) ChangeActorSect(actor, dasectp); double daz = actor->spr.pos.Z + change.Z * 0.5; if (daz > actor->ceilingz && daz <= actor->floorz) actor->spr.pos.Z = daz; else if (result.type == kHitNone) return result.setSector(dasectp); return result.type; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void lotsofmoney_d(DDukeActor *actor, int n) { lotsofstuff(actor, n, MONEY); } void lotsofmail_d(DDukeActor *actor, int n) { lotsofstuff(actor, n, MAIL); } void lotsofpaper_d(DDukeActor *actor, int n) { lotsofstuff(actor, n, PAPER); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int ifhitbyweapon_d(DDukeActor *actor) { int p; auto hitowner = actor->GetHitOwner(); if (actor->hitextra >= 0) { if (actor->spr.extra >= 0) { if (actor->isPlayer()) { if (ud.god && actor->attackertype != SHRINKSPARK) return -1; p = actor->PlayerIndex(); if (hitowner && hitowner->isPlayer() && ud.coop == 1 && ud.ffire == 0) return -1; actor->spr.extra -= actor->hitextra; if (hitowner) { if (actor->spr.extra <= 0 && actor->attackertype != FREEZEBLAST) { actor->spr.extra = 0; ps[p].wackedbyactor = hitowner; if (hitowner->isPlayer() && p != hitowner->PlayerIndex()) { ps[p].frag_ps = hitowner->PlayerIndex(); } actor->SetHitOwner(ps[p].GetActor()); } } if (attackerflag(actor, SFLAG2_DOUBLEDMGTHRUST)) { ps[p].vel.XY() += actor->hitang.ToVector() * actor->hitextra * 0.25; } else { ps[p].vel.XY() += actor->hitang.ToVector() * actor->hitextra * 0.125; } } else { if (actor->hitextra == 0) if (actor->attackertype == SHRINKSPARK && actor->spr.scale.X < 0.375) return -1; if (isWorldTour() && actor->attackertype == FIREFLY && actor->spr.scale.X < 0.75) { if (actor->attackertype != RADIUSEXPLOSION && actor->attackertype != RPG) return -1; } actor->spr.extra -= actor->hitextra; auto Owner = actor->GetOwner(); if (!actorflag(actor, SFLAG2_IGNOREHITOWNER) && Owner && Owner->spr.statnum < MAXSTATUS) actor->SetOwner(hitowner); } actor->hitextra = -1; return actor->attackertype; } } if (ud.multimode < 2 || !isWorldTour() || actor->attackertype != FLAMETHROWERFLAME || actor->hitextra >= 0 || actor->spr.extra > 0 || !actor->isPlayer() || ps[actor->PlayerIndex()].numloogs > 0 || hitowner == nullptr) { actor->hitextra = -1; return -1; } else { p = actor->PlayerIndex(); actor->spr.extra = 0; ps[p].wackedbyactor = hitowner; if (hitowner->isPlayer() && hitowner != ps[p].GetActor()) ps[p].frag_ps = hitowner->PlayerIndex(); // set the proper player index here - this previously set the sprite index... actor->SetHitOwner(ps[p].GetActor()); actor->hitextra = -1; return FLAMETHROWERFLAME; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movefallers_d(void) { int j; DukeStatIterator iti(STAT_FALLER); while (auto act = iti.Next()) { auto sectp = act->sector(); if (act->temp_data[0] == 0) { act->spr.pos.Z -= 16; DAngle saved_angle = act->spr.Angles.Yaw; int x = act->spr.extra; j = fi.ifhitbyweapon(act); if (j >= 0) { if (gs.actorinfo[j].flags2 & SFLAG2_EXPLOSIVE) { if (act->spr.extra <= 0) { act->temp_data[0] = 1; DukeStatIterator itj(STAT_FALLER); while (auto a2 = itj.Next()) { if (a2->spr.hitag == act->spr.hitag) { a2->temp_data[0] = 1; a2->spr.cstat &= ~CSTAT_SPRITE_ONE_SIDE; if (a2->spr.picnum == CEILINGSTEAM || a2->spr.picnum == STEAM) a2->spr.cstat |= CSTAT_SPRITE_INVISIBLE; } } } } else { act->hitextra = 0; act->spr.extra = x; } } act->spr.Angles.Yaw = saved_angle; act->spr.pos.Z += 16; } else if (act->temp_data[0] == 1) { if (act->spr.lotag > 0) { act->spr.lotag-=3; if (act->spr.lotag <= 0) { act->vel.X = 2 + krandf(4); act->vel.Z = -4 + krandf(4); } } else { if (act->vel.X > 0) { act->vel.X -= 0.5; ssp(act, CLIPMASK0); } double grav; if (floorspace(act->sector())) grav = 0; else { if (ceilingspace(act->sector())) grav = gs.gravity / 6; else grav = gs.gravity; } if (act->spr.pos.Z < sectp->floorz - 1) { act->vel.Z += grav; if (act->vel.Z > 24) act->vel.Z = 24; act->spr.pos.Z += act->vel.Z; } if ((sectp->floorz - act->spr.pos.Z) < 16) { j = 1 + (krand() & 7); for (int x = 0; x < j; x++) RANDOMSCRAP(act); act->Destroy(); } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void movetransports_d(void) { int warpspriteto; double ll; DukeStatIterator iti(STAT_TRANSPORT); while (auto act = iti.Next()) { auto Owner = act->GetOwner(); if (Owner == act) { continue; } auto sectp = act->sector(); int sectlotag = sectp->lotag; int onfloorz = act->temp_data[4]; if (act->temp_data[0] > 0) act->temp_data[0]--; DukeSectIterator itj(act->sector()); while (auto act2 = itj.Next()) { switch (act2->spr.statnum) { case STAT_PLAYER: if (act2->GetOwner()) { int p = act2->PlayerIndex(); ps[p].on_warping_sector = 1; if (ps[p].transporter_hold == 0 && ps[p].jumping_counter == 0) { if (ps[p].on_ground && sectlotag == 0 && onfloorz && ps[p].jetpack_on == 0) { if (act->spr.pal == 0) { spawn(act, TRANSPORTERBEAM); S_PlayActorSound(TELEPORTER, act); } for (int k = connecthead; k >= 0; k = connectpoint2[k]) if (ps[k].cursector == Owner->sector()) { ps[k].frag_ps = p; ps[k].GetActor()->spr.extra = 0; } ps[p].Angles.setYaw(Owner->spr.Angles.Yaw, true); if (Owner->GetOwner() != Owner) { act->temp_data[0] = 13; Owner->temp_data[0] = 13; ps[p].transporter_hold = 13; } ps[p].GetActor()->spr.pos = Owner->spr.pos; ps[p].GetActor()->backuppos(); ps[p].setbobpos(); ChangeActorSect(act2, Owner->sector()); ps[p].setCursector(act2->sector()); if (act->spr.pal == 0) { auto k = spawn(Owner, TRANSPORTERBEAM); if (k) S_PlayActorSound(TELEPORTER, k); } break; } } else if (!(sectlotag == 1 && ps[p].on_ground == 1)) break; if (onfloorz == 0 && abs(act->spr.pos.Z - ps[p].GetActor()->getOffsetZ()) < 24) if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP))) || (ps[p].jetpack_on && PlayerInput(p, SB_CROUCH))) { ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY(); ps[p].GetActor()->backupvec2(); if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11)) ps[p].GetActor()->spr.pos.Z = Owner->spr.pos.Z - 24 + gs.playerheight; else ps[p].GetActor()->spr.pos.Z = Owner->spr.pos.Z + 24 + gs.playerheight; ps[p].GetActor()->backupz(); auto pa = ps[p].GetActor(); pa->opos = ps[p].GetActor()->getPosWithOffsetZ(); ChangeActorSect(act2, Owner->sector()); ps[p].setCursector(Owner->sector()); break; } int k = 0; if (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].on_ground && ps[p].GetActor()->getOffsetZ() > (sectp->floorz - 16) && (PlayerInput(p, SB_CROUCH) || ps[p].vel.Z > 8)) // if( onfloorz && sectlotag == 1 && ps[p].pos.z > (sectp->floorz-(6<<8)) ) { k = 1; if (screenpeek == p) { FX_StopAllSounds(); } if (ps[p].GetActor()->spr.extra > 0) S_PlayActorSound(DUKE_UNDERWATER, act2); ps[p].GetActor()->spr.pos.Z = Owner->sector()->ceilingz + 7 + gs.playerheight; ps[p].GetActor()->backupz(); // this is actually below the precision óf the original Build coordinate system... ps[p].vel.X = ((krand() & 8192) ? 1 / 64. : -1 / 64.); ps[p].vel.Y = ((krand() & 8192) ? 1 / 64. : -1 / 64.); } if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].GetActor()->getOffsetZ() < (sectp->ceilingz + 6)) { k = 1; // if( act2->spr.extra <= 0) break; if (screenpeek == p) { FX_StopAllSounds(); } S_PlayActorSound(DUKE_GASP, act2); ps[p].GetActor()->spr.pos.Z = Owner->sector()->floorz - 7 + gs.playerheight; ps[p].GetActor()->backupz(); ps[p].jumping_toggle = 1; ps[p].jumping_counter = 0; } if (k == 1) { ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY(); ps[p].GetActor()->backupvec2(); if (!Owner || Owner->GetOwner() != Owner) ps[p].transporter_hold = -2; ps[p].setCursector(Owner->sector()); ChangeActorSect(act2, Owner->sector()); SetActor(act2, act2->spr.pos); if ((krand() & 255) < 32) spawn(act2, WATERSPLASH2); if (sectlotag == 1) for (int l = 0; l < 9; l++) { auto q = spawn(ps[p].GetActor(), WATERBUBBLE); if (q) q->spr.pos.Z += krandf(64); } } } break; case STAT_ACTOR: if (actorflag(act, SFLAG3_DONTDIVEALIVE) && act2->spr.extra > 0) continue; [[fallthrough]]; case STAT_PROJECTILE: case STAT_MISC: case STAT_FALLER: case STAT_DUMMYPLAYER: if (actorflag(act, SFLAG2_DONTDIVE)) continue; ll = abs(act2->vel.Z); { warpspriteto = 0; if (ll && sectlotag == 2 && act2->spr.pos.Z < (sectp->ceilingz + ll) && act2->vel.Z < 0) warpspriteto = 1; if (ll && sectlotag == 1 && act2->spr.pos.Z > (sectp->floorz - ll) && act2->vel.Z > 0) warpspriteto = 1; if (sectlotag == 0 && (onfloorz || abs(act2->spr.pos.Z - act->spr.pos.Z) < 16)) { if ((!Owner || Owner->GetOwner() != Owner) && onfloorz && act->temp_data[0] > 0 && act2->spr.statnum != STAT_MISC) { act->temp_data[0]++; goto BOLT; } warpspriteto = 1; } if (warpspriteto) { if (actorflag(act2, SFLAG_NOTELEPORT)) continue; switch (act2->spr.picnum) { case PLAYERONWATER: if (sectlotag == 2) { act2->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; break; } [[fallthrough]]; default: if (act2->spr.statnum == 5 && !(sectlotag == 1 || sectlotag == 2)) break; [[fallthrough]]; case WATERBUBBLE: //if( rnd(192) && a2->s.picnum == WATERBUBBLE) // break; if (sectlotag > 0) { auto k = spawn(act2, WATERSPLASH2); if (k && sectlotag == 1 && act2->spr.statnum == 4) { k->vel.X = act2->vel.X * 0.5; k->spr.Angles.Yaw = act2->spr.Angles.Yaw; ssp(k, CLIPMASK0); } } switch (sectlotag) { case ST_0_NO_EFFECT: if (onfloorz) { if (act2->spr.statnum == STAT_PROJECTILE || (checkcursectnums(act->sector()) == -1 && checkcursectnums(Owner->sector()) == -1)) { act2->spr.pos += (Owner->spr.pos - act->spr.pos.XY()).plusZ(-Owner->sector()->floorz); act2->spr.Angles.Yaw = Owner->spr.Angles.Yaw; act2->backupang(); if (act->spr.pal == 0) { auto k = spawn(act, TRANSPORTERBEAM); if (k) S_PlayActorSound(TELEPORTER, k); k = spawn(Owner, TRANSPORTERBEAM); if (k) S_PlayActorSound(TELEPORTER, k); } if (Owner && Owner->GetOwner() == Owner) { act->temp_data[0] = 13; Owner->temp_data[0] = 13; } ChangeActorSect(act2, Owner->sector()); } } else { act2->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY(); act2->spr.pos.Z = Owner->spr.pos.Z + 16; act2->backupz(); ChangeActorSect(act2, Owner->sector()); } break; case ST_1_ABOVE_WATER: act2->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY(); act2->spr.pos.Z = Owner->sector()->ceilingz + ll; act2->backupz(); ChangeActorSect(act2, Owner->sector()); break; case ST_2_UNDERWATER: act2->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY(); act2->spr.pos.Z = Owner->sector()->ceilingz - ll; act2->backupz(); ChangeActorSect(act2, Owner->sector()); break; } break; } } } break; } } BOLT:; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void flamethrowerflame(DDukeActor *actor) { auto sectp = actor->sector(); double xx; int p = findplayer(actor, &xx); execute(actor, p, xx); if (actor->ObjectFlags & OF_EuthanizeMe) return; // killed by script. actor->temp_data[0]++; if (sectp->lotag == 2) { spawn(actor, EXPLOSION2)->spr.shade = 127; actor->Destroy(); return; } auto dapos = actor->spr.pos; getglobalz(actor); int ds = actor->temp_data[0] / 6; if (actor->spr.scale.X < 0.1250) { actor->spr.scale.X += (ds * REPEAT_SCALE); actor->spr.scale.Y = (actor->spr.scale.X); } actor->clipdist += ds * 0.25; if (actor->temp_data[0] <= 2) actor->temp_data[3] = krand() % 10; if (actor->temp_data[0] > 30) { spawn(actor, EXPLOSION2)->spr.shade = 127; actor->Destroy(); return; } Collision coll; movesprite_ex(actor, DVector3(actor->spr.Angles.Yaw.ToVector() * actor->vel.X, actor->vel.Z), CLIPMASK1, coll); if (!actor->insector()) { actor->Destroy(); return; } if (coll.type != kHitSprite) { if (actor->spr.pos.Z < actor->ceilingz) { coll.setSector(actor->sector()); actor->vel.Z -= 1/256.; } else if ((actor->spr.pos.Z > actor->floorz && actor->sector()->lotag != 1) || (actor->spr.pos.Z > actor->floorz + 16 && actor->sector()->lotag == 1)) { coll.setSector(actor->sector()); if (actor->sector()->lotag != 1) actor->vel.Z += 1/256.; } } if (coll.type != 0) { actor->vel.XY().Zero(); actor->vel.Z = 0; if (coll.type == kHitSprite) { fi.checkhitsprite(coll.actor(), actor); if (coll.actor()->isPlayer()) S_PlayActorSound(PISTOL_BODYHIT, coll.actor()); } else if (coll.type == kHitWall) { SetActor(actor, dapos); fi.checkhitwall(actor, coll.hitWall, actor->spr.pos, actor->spr.picnum); } else if (coll.type == kHitSector) { SetActor(actor, dapos); if (actor->vel.Z < 0) fi.checkhitceiling(actor->sector()); } if (actor->spr.scale.X >= 0.15625) { 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); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveactors_d(void) { DukeStatIterator it(STAT_ACTOR); while (auto act = it.Next()) { if (act->spr.scale.X == 0 || act->spr.sectp == nullptr || actorflag(act, SFLAG2_DIENOW)) { act->Destroy(); } else if (monsterCheatCheck(act) && badguy(act)) { continue; } else if (isWorldTour() && act->spr.picnum == FLAMETHROWERFLAME) { flamethrowerflame(act); } else { CallTick(act); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void fireflyflyingeffect(DDukeActor *actor) { double xx; int p = findplayer(actor, &xx); execute(actor, p, xx); if (actor->ObjectFlags & OF_EuthanizeMe) return; // killed by script. auto Owner = actor->GetOwner(); if (!Owner || Owner->spr.picnum != FIREFLY) { actor->Destroy(); return; } if (Owner->spr.scale.X >= 0.375 || Owner->spr.pal == 1) actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE; else actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; auto dvec = Owner->spr.pos.XY() - ps[p].GetActor()->spr.pos.XY(); double dist = dvec.Length(); if (dist != 0.0) dvec /= dist; actor->spr.pos = Owner->spr.pos + DVector3(dvec.X * -0.625, dvec.Y * -0.625, 8); if (Owner->spr.extra <= 0) { actor->Destroy(); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveexplosions_d(void) // STATNUM 5 { DukeStatIterator it(STAT_MISC); while (auto act = it.Next()) { if (act->spr.scale.X == 0 || act->spr.sectp == nullptr || actorflag(act, SFLAG2_DIENOW)) { act->Destroy(); } else if (isWorldTour() && act->spr.picnum == FIREFLYFLYINGEFFECT) { fireflyflyingeffect(act); } else { CallTick(act); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void handle_se06_d(DDukeActor* actor) { auto sc = actor->sector(); int sh = actor->spr.hitag; int k = sc->extra; if (actor->temp_data[4] > 0) { actor->temp_data[4]--; if (actor->temp_data[4] >= (k - (k >> 3))) actor->vel.X -= (k >> 5) / 16.; if (actor->temp_data[4] > ((k >> 1) - 1) && actor->temp_data[4] < (k - (k >> 3))) actor->vel.X = 0; if (actor->temp_data[4] < (k >> 1)) actor->vel.X += (k >> 5) / 16.; if (actor->temp_data[4] < ((k >> 1) - (k >> 3))) { actor->temp_data[4] = 0; actor->vel.X = k / 16.; } } else actor->vel.X = k / 16.; DukeStatIterator it(STAT_EFFECTOR); while (auto act2 = it.Next()) { if ((act2->spr.lotag == SE_14_SUBWAY_CAR) && (sh == act2->spr.hitag) && (act2->temp_data[0] == actor->temp_data[0])) { act2->vel.X = actor->vel.X; //if( actor->temp_data[4] == 1 ) { if (act2->temp_pos.X == 0) act2->temp_pos.X = (act2->spr.pos - actor->spr.pos).LengthSquared(); int x = Sgn((act2->spr.pos - actor->spr.pos).LengthSquared() - act2->temp_pos.X); if (act2->spr.extra) x = -x; actor->vel.X += x / 16.; } act2->temp_data[4] = actor->temp_data[4]; } } handle_se14(actor, true, RPG, JIBS6); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void handle_se28(DDukeActor* actor) { if (actor->temp_data[5] > 0) { actor->temp_data[5]--; return; } if (actor->temp_data[0] == 0) { double x; findplayer(actor, &x); if (x > 15500 / 16.) return; actor->temp_data[0] = 1; actor->temp_data[1] = 64 + (krand() & 511); actor->temp_data[2] = 0; } else { actor->temp_data[2]++; if (actor->temp_data[2] > actor->temp_data[1]) { actor->temp_data[0] = 0; ps[screenpeek].visibility = ud.const_visibility; return; } else if (actor->temp_data[2] == (actor->temp_data[1] >> 1)) S_PlayActorSound(THUNDER, actor); else if (actor->temp_data[2] == (actor->temp_data[1] >> 3)) S_PlayActorSound(LIGHTNING_SLAP, actor); else if (actor->temp_data[2] == (actor->temp_data[1] >> 2)) { DukeStatIterator it(STAT_DEFAULT); while (auto act2 = it.Next()) { if (act2->GetClass()->TypeName == NAME_DukeNaturalLightning && act2->spr.hitag == actor->spr.hitag) act2->spr.cstat |= CSTAT_SPRITE_INVISIBLE; } } else if (actor->temp_data[2] > (actor->temp_data[1] >> 3) && actor->temp_data[2] < (actor->temp_data[1] >> 2)) { int j = !!cansee(actor->spr.pos, actor->sector(), ps[screenpeek].GetActor()->getPosWithOffsetZ(), ps[screenpeek].cursector); if (rnd(192) && (actor->temp_data[2] & 1)) { if (j) ps[screenpeek].visibility = 0; } else if (j) ps[screenpeek].visibility = ud.const_visibility; DukeStatIterator it(STAT_DEFAULT); while (auto act2 = it.Next()) { if (act2->GetClass()->TypeName == NAME_DukeNaturalLightning && act2->spr.hitag == actor->spr.hitag) { if (rnd(32) && (actor->temp_data[2] & 1)) { act2->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; spawn(act2, SMALLSMOKE); double x; int p = findplayer(actor, &x); auto psa = ps[p].GetActor(); double dist = (psa->spr.pos.XY() - act2->spr.pos.XY()).LengthSquared(); if (dist < 49*48) { if (S_CheckActorSoundPlaying(psa, DUKE_LONGTERM_PAIN) < 1) S_PlayActorSound(DUKE_LONGTERM_PAIN, psa); S_PlayActorSound(SHORT_CIRCUIT, psa); psa->spr.extra -= 8 + (krand() & 7); SetPlayerPal(&ps[p], PalEntry(32, 16, 0, 0)); } return; } else act2->spr.cstat |= CSTAT_SPRITE_INVISIBLE; } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void moveeffectors_d(void) //STATNUM 3 { clearfriction(); DukeStatIterator it(STAT_EFFECTOR); while (auto act = it.Next()) { auto sc = act->sector(); switch (act->spr.lotag) { case SE_0_ROTATING_SECTOR: handle_se00(act); break; case SE_1_PIVOT: //Nothing for now used as the pivot handle_se01(act); break; case SE_6_SUBWAY: handle_se06_d(act); break; case SE_14_SUBWAY_CAR: handle_se14(act, true, RPG, JIBS6); break; case SE_30_TWO_WAY_TRAIN: handle_se30(act, JIBS6); break; case SE_2_EARTHQUAKE: handle_se02(act); break; //Flashing sector lights after reactor EXPLOSION2 case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT: handle_se03(act); break; case SE_4_RANDOM_LIGHTS: handle_se04(act); break; //BOSS case SE_5_BOSS: handle_se05(act); break; case SE_8_UP_OPEN_DOOR_LIGHTS: case SE_9_DOWN_OPEN_DOOR_LIGHTS: handle_se08(act, false); break; case SE_10_DOOR_AUTO_CLOSE: { static const int tags[] = { 20, 21, 22, 26, 0}; handle_se10(act, tags); break; } case SE_11_SWINGING_DOOR: handle_se11(act); break; case SE_12_LIGHT_SWITCH: handle_se12(act); break; case SE_13_EXPLOSIVE: handle_se13(act); break; case SE_15_SLIDING_DOOR: handle_se15(act); break; case SE_16_REACTOR: handle_se16(act); break; case SE_17_WARP_ELEVATOR: handle_se17(act); break; case SE_18_INCREMENTAL_SECTOR_RISE_FALL: handle_se18(act, true); break; case SE_19_EXPLOSION_LOWERS_CEILING: handle_se19(act, BIGFORCE); break; case SE_20_STRETCH_BRIDGE: handle_se20(act); break; case SE_21_DROP_FLOOR: handle_se21(act); break; case SE_22_TEETH_DOOR: handle_se22(act); break; case SE_24_CONVEYOR: case SE_34: { handle_se24(act, true, 0.25); break; } case SE_35: handle_se35(act, SMALLSMOKE, EXPLOSION2); break; case SE_25_PISTON: //PISTONS if (act->temp_data[4] == 0) break; handle_se25(act, -1, -1); break; case SE_26: handle_se26(act); break; case SE_27_DEMO_CAM: handle_se27(act); break; case SE_28_LIGHTNING: handle_se28(act); break; case SE_29_WAVES: handle_se29(act); break; case SE_31_FLOOR_RISE_FALL: // True Drop Floor handle_se31(act, true); break; case SE_32_CEILING_RISE_FALL: // True Drop Ceiling handle_se32(act); break; case SE_33_QUAKE_DEBRIS: if (ud.earthquaketime > 0 && (krand() & 7) == 0) RANDOMSCRAP(act); break; case SE_36_PROJ_SHOOTER: if (act->temp_data[0]) { if (act->temp_data[0] == 1) fi.shoot(act, sc->extra, nullptr); else if (act->temp_data[0] == 26 * 5) act->temp_data[0] = 0; act->temp_data[0]++; } break; case SE_128_GLASS_BREAKING: handle_se128(act); break; case 130: handle_se130(act, 80, EXPLOSION2); break; case 131: handle_se130(act, 40, EXPLOSION2); break; } } //Sloped sin-wave floors! it.Reset(STAT_EFFECTOR); while (auto act = it.Next()) { if (act->spr.lotag != SE_29_WAVES) continue; auto sc = act->sector(); if (sc->walls.Size() != 4) continue; auto wal = &sc->walls[2]; if (wal->nextSector()) alignflorslope(act->sector(), DVector3(wal->pos, wal->nextSector()->floorz)); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void move_d(DDukeActor *actor, int playernum, int xvel) { DAngle goalang, angdif; double daxvel; int a = actor->spr.hitag; if (a == -1) a = 0; actor->temp_data[0]++; if (a & face_player) { if (ps[playernum].newOwner != nullptr) goalang = (ps[playernum].GetActor()->opos.XY() - actor->spr.pos.XY()).Angle(); else goalang = (ps[playernum].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Angle(); angdif = deltaangle(actor->spr.Angles.Yaw, goalang) * 0.25; if (angdif > -DAngle22_5 / 16 && angdif < nullAngle) angdif = nullAngle; actor->spr.Angles.Yaw += angdif; } if (a & spin) actor->spr.Angles.Yaw += DAngle45 * BobVal(actor->temp_data[0] << 3); if (a & face_player_slow) { if (ps[playernum].newOwner != nullptr) goalang = (ps[playernum].GetActor()->opos.XY() - actor->spr.pos.XY()).Angle(); else goalang = (ps[playernum].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Angle(); angdif = DAngle22_5 * 0.25 * Sgn(deltaangle(actor->spr.Angles.Yaw, goalang).Degrees()); // this looks very wrong... actor->spr.Angles.Yaw += angdif; } if ((a & jumptoplayer) == jumptoplayer) { if (actor->temp_data[0] < 16) actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 2; } if (a & face_player_smart) { DVector2 newpos = ps[playernum].GetActor()->spr.pos.XY() + (ps[playernum].vel.XY() * (4. / 3.)); goalang = (newpos - actor->spr.pos.XY()).Angle(); angdif = deltaangle(actor->spr.Angles.Yaw, goalang) * 0.25; if (angdif > -DAngle22_5/16 && angdif < nullAngle) angdif = nullAngle; actor->spr.Angles.Yaw += angdif; } if (actor->temp_data[1] == 0 || a == 0) { if ((badguy(actor) && actor->spr.extra <= 0) || (actor->opos.X != actor->spr.pos.X) || (actor->opos.Y != actor->spr.pos.Y)) { if (!actor->isPlayer()) actor->backupvec2(); SetActor(actor, actor->spr.pos); } return; } if (actor->spr.picnum == WATERBUBBLE) { int a = 0; } auto moveptr = &ScriptCode[actor->temp_data[1]]; if (a & geth) actor->vel.X += (moveptr[0] / 16. - actor->vel.X) * 0.5; if (a & getv) actor->vel.Z += (moveptr[1] / 16. - actor->vel.Z) * 0.5; if (a & dodgebullet) dodge(actor); if (!actor->isPlayer()) alterang(a, actor, playernum); if (abs(actor->vel.X) < 6 / 16.) actor->vel.X = 0; a = badguy(actor); if (actor->vel.X != 0 || actor->vel.Z != 0) { if (a && actor->spr.picnum != ROTATEGUN) { if ((actor->spr.picnum == DRONE || actor->spr.picnum == COMMANDER) && actor->spr.extra > 0) { if (actor->spr.picnum == COMMANDER) { double c, f; calcSlope(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, &c, &f); actor->floorz = f; actor->ceilingz = c; if (actor->spr.pos.Z > f - 8) { actor->spr.pos.Z = f - 8; actor->vel.Z = 0; } if (actor->spr.pos.Z < c + 80) { actor->spr.pos.Z = c + 80; actor->vel.Z = 0; } } else { if (actor->vel.Z > 0) { double f = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); actor->floorz = f; if (actor->spr.pos.Z > f - 30) actor->spr.pos.Z = f - 30; } else { double c = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); actor->ceilingz = c; if (actor->spr.pos.Z < c + 50) { actor->spr.pos.Z = c + 50; actor->vel.Z = 0; } } } } else if (actor->spr.picnum != ORGANTIC) { if (actor->vel.Z > 0 && actor->floorz < actor->spr.pos.Z) actor->spr.pos.Z = actor->floorz; if (actor->vel.Z < 0) { double c = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y); if (actor->spr.pos.Z < c + 66) { actor->spr.pos.Z = c + 66; actor->vel.Z *= 0.5; } } } } daxvel = actor->vel.X; angdif = actor->spr.Angles.Yaw; if (a && actor->spr.picnum != ROTATEGUN) { if (xvel < 960 && actor->spr.scale.X > 0.25 ) { daxvel = -(1024 - xvel) * maptoworld; angdif = (ps[playernum].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Angle(); if (xvel < 512) { ps[playernum].vel.X = 0; ps[playernum].vel.Y = 0; } else { ps[playernum].vel.XY() *= gs.playerfriction - 0.125; } } else if (!actorflag(actor, SFLAG2_FLOATING)) { if (!*(moveptr + 1)) { if (actor->opos.Z != actor->spr.pos.Z || (ud.multimode < 2 && ud.player_skill < 2)) { if ((actor->temp_data[0] & 1) || ps[playernum].actorsqu == actor) return; else daxvel *= 2; } else { if ((actor->temp_data[0] & 3) || ps[playernum].actorsqu == actor) return; else daxvel *= 4; } } } } Collision coll; actor->movflag = movesprite_ex(actor, DVector3(angdif.ToVector() * daxvel, actor->vel.Z), CLIPMASK0, coll); } if (a) { if (actor->sector()->ceilingstat & CSTAT_SECTOR_SKY) actor->spr.shade += (actor->sector()->ceilingshade - actor->spr.shade) >> 1; else actor->spr.shade += (actor->sector()->floorshade - actor->spr.shade) >> 1; if (actor->sector()->floorpicnum == MIRROR) actor->Destroy(); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void fall_d(DDukeActor *actor, int g_p) { fall_common(actor, g_p, JIBS6, DRONE, BLOODPOOL, SHOTSPARK1, SQUISHED, THUD, nullptr); } bool spawnweapondebris_d(int picnum) { return picnum == BLIMP; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void think_d(void) { thinktime.Reset(); thinktime.Clock(); movefta(); //ST 2 tickstat(STAT_PROJECTILE); //ST 4 moveplayers(); //ST 10 movefallers_d(); //ST 12 moveexplosions_d(); //ST 5 actortime.Reset(); actortime.Clock(); moveactors_d(); //ST 1 actortime.Unclock(); moveeffectors_d(); //ST 3 tickstat(STAT_STANDABLE); //ST 6 doanimations(); tickstat(STAT_FX); //ST 11 thinktime.Unclock(); } END_DUKE_NS