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1200 lines
30 KiB
C++
1200 lines
30 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include <utility>
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#include "ns.h"
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#include "global.h"
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#include "sounds.h"
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#include "automap.h"
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#include "dukeactor.h"
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#include "interpolate.h"
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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// this creates a new actor but does not run any init code on it
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// direct calls should only be done for very simple things.
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//
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//---------------------------------------------------------------------------
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DDukeActor* CreateActor(sectortype* whatsectp, const DVector3& pos, int s_pn, int8_t s_s, int8_t s_xr, int8_t s_yr, int s_a, int s_ve, int s_zv, DDukeActor* s_ow, int8_t s_ss)
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{
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// sector pointer must be strictly validated here or the engine will crash.
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if (whatsectp == nullptr || !validSectorIndex(sectnum(whatsectp))) return nullptr;
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// spawning out of range sprites will also crash.
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if (s_pn < 0 || s_pn >= MAXTILES) return nullptr;
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auto act = static_cast<DDukeActor*>(::InsertActor(RUNTIME_CLASS(DDukeActor), whatsectp, s_ss));
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if (act == nullptr) return nullptr;
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SetupGameVarsForActor(act);
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act->spr.pos = pos;
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act->spr.cstat = 0;
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act->spr.picnum = s_pn;
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act->spr.shade = s_s;
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act->spr.xrepeat = s_xr;
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act->spr.yrepeat = s_yr;
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act->spr.pal = 0;
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act->set_int_ang(s_a);
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act->set_int_xvel(s_ve);
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act->set_int_zvel(s_zv);
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act->spr.xoffset = 0;
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act->spr.yoffset = 0;
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act->spr.yint = 0;
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act->set_const_clipdist(0);
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act->spr.pal = 0;
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act->spr.lotag = 0;
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act->backuploc();
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act->ovel.Zero();
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act->timetosleep = 0;
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act->actorstayput = nullptr;
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act->hitextra = -1;
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act->cgg = 0;
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act->movflag = 0;
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act->tempang = 0;
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act->dispicnum = 0;
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act->SetHitOwner(s_ow);
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act->SetOwner(s_ow);
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if (s_ow)
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{
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act->attackertype = s_ow->spr.picnum;
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act->floorz = s_ow->floorz;
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act->ceilingz = s_ow->ceilingz;
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}
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else
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{
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}
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memset(act->temp_data, 0, sizeof(act->temp_data));
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if (gs.actorinfo[s_pn].scriptaddress)
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{
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auto sa = &ScriptCode[gs.actorinfo[s_pn].scriptaddress];
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act->spr.extra = sa[0];
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act->temp_data[4] = sa[1];
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act->temp_data[1] = sa[2];
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act->spr.hitag = sa[3];
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}
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else
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{
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act->spr.extra = 0;
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act->spr.hitag = 0;
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}
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if (show2dsector[act->sectno()]) act->spr.cstat2 |= CSTAT2_SPRITE_MAPPED;
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else act->spr.cstat2 &= ~CSTAT2_SPRITE_MAPPED;
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act->sprext = {};
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act->spsmooth = {};
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return act;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool initspriteforspawn(DDukeActor* act)
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{
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SetupGameVarsForActor(act);
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act->attackertype = act->spr.picnum;
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act->timetosleep = 0;
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act->hitextra = -1;
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act->backuppos();
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act->SetOwner(act);
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act->SetHitOwner(act);
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act->cgg = 0;
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act->movflag = 0;
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act->tempang = 0;
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act->dispicnum = 0;
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act->floorz = act->sector()->floorz;
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act->ceilingz = act->sector()->ceilingz;
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act->ovel.Zero();
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act->actorstayput = nullptr;
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act->temp_data[0] = act->temp_data[1] = act->temp_data[2] = act->temp_data[3] = act->temp_data[4] = act->temp_data[5] = 0;
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act->temp_actor = nullptr;
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act->temp_angle = nullAngle;
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act->temp_pos = DVector3(0, 0, 0);
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if (wallswitchcheck(act) && (act->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
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{
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if (act->spr.picnum != TILE_ACCESSSWITCH && act->spr.picnum != TILE_ACCESSSWITCH2 && act->spr.pal)
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{
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if ((ud.multimode < 2) || (ud.multimode > 1 && ud.coop == 1))
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{
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act->spr.xrepeat = act->spr.yrepeat = 0;
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act->spr.cstat = 0;
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act->spr.lotag = act->spr.hitag = 0;
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return false;
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}
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}
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act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
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if (act->spr.pal && act->spr.picnum != TILE_ACCESSSWITCH && act->spr.picnum != TILE_ACCESSSWITCH2)
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act->spr.pal = 0;
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return false;
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}
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if (!actorflag(act, SFLAG_NOFALLER) && (act->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK))
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{
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if (act->spr.shade == 127) return false;
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if (act->spr.hitag)
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{
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ChangeActorStat(act, STAT_FALLER);
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act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
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act->spr.extra = gs.impact_damage;
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return false;
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}
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}
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int s = act->spr.picnum;
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if (act->spr.cstat & CSTAT_SPRITE_BLOCK) act->spr.cstat |= CSTAT_SPRITE_BLOCK_HITSCAN;
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if (gs.actorinfo[s].scriptaddress)
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{
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act->spr.extra = ScriptCode[gs.actorinfo[s].scriptaddress];
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act->temp_data[4] = ScriptCode[gs.actorinfo[s].scriptaddress+1];
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act->temp_data[1] = ScriptCode[gs.actorinfo[s].scriptaddress+2];
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int s3 = ScriptCode[gs.actorinfo[s].scriptaddress+3];
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if (s3 && act->spr.hitag == 0)
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act->spr.hitag = s3;
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}
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else act->temp_data[1] = act->temp_data[4] = 0;
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return true;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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DDukeActor* spawn(DDukeActor* actj, int pn)
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{
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if (actj)
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{
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auto spawned = CreateActor(actj->sector(), actj->spr.pos, pn, 0, 0, 0, 0, 0, 0, actj, 0);
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if (spawned)
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{
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spawned->attackertype = actj->spr.picnum;
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return fi.spawninit(actj, spawned, nullptr);
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}
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}
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return nullptr;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void spawninitdefault(DDukeActor* actj, DDukeActor *act)
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{
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if (gs.actorinfo[act->spr.picnum].scriptaddress)
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{
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if (actj == nullptr && act->spr.lotag > ud.player_skill)
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{
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// make it go away...
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act->spr.xrepeat = act->spr.yrepeat = 0;
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ChangeActorStat(act, STAT_MISC);
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return;
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}
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// Init the size
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if (act->spr.xrepeat == 0 || act->spr.yrepeat == 0)
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act->spr.xrepeat = act->spr.yrepeat = 1;
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if (actorflag(act, SFLAG_BADGUY))
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{
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if (ud.monsters_off == 1)
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{
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act->spr.xrepeat = act->spr.yrepeat = 0;
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ChangeActorStat(act, STAT_MISC);
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return;
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}
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makeitfall(act);
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if (actorflag(act, SFLAG_BADGUYSTAYPUT))
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act->actorstayput = act->sector();
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if (!isRR() || actorflag(act, SFLAG_KILLCOUNT)) // Duke is just like Doom - Bad guys always count as kill.
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ps[myconnectindex].max_actors_killed++;
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act->set_const_clipdist(80);
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if (actj)
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{
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if (actj->spr.picnum == RESPAWN)
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act->tempang = act->spr.pal = actj->spr.pal;
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ChangeActorStat(act, STAT_ACTOR);
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}
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else ChangeActorStat(act, STAT_ZOMBIEACTOR);
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}
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else
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{
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act->set_const_clipdist(40);
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act->SetOwner(act);
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ChangeActorStat(act, STAT_ACTOR);
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}
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act->timetosleep = 0;
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if (actj)
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act->spr.angle = actj->spr.angle;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void spawntransporter(DDukeActor *actj, DDukeActor* act, bool beam)
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{
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if (actj == nullptr) return;
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if (beam)
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{
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act->spr.xrepeat = 31;
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act->spr.yrepeat = 1;
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act->spr.pos.Z = actj->sector()->floorz - gs.playerheight;
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}
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else
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{
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if (actj->spr.statnum == 4)
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{
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act->spr.xrepeat = 8;
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act->spr.yrepeat = 8;
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}
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else
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{
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act->spr.xrepeat = 48;
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act->spr.yrepeat = 64;
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if (actj->spr.statnum == 10 || badguy(actj))
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act->spr.pos.Z -= 32;
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}
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}
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act->spr.shade = -127;
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act->spr.cstat = CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_TRANSLUCENT;
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act->spr.angle = actj->spr.angle;
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act->vel.X = 8;
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ChangeActorStat(act, STAT_MISC);
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ssp(act, CLIPMASK0);
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SetActor(act, act->spr.pos);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int spawnbloodpoolpart1(DDukeActor* act)
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{
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auto s1 = act->sector();
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updatesector(act->int_pos().X + 108, act->int_pos().Y + 108, &s1);
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if (s1 && s1->floorz == act->sector()->floorz)
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{
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updatesector(act->int_pos().X - 108, act->int_pos().Y - 108, &s1);
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if (s1 && s1->floorz == act->sector()->floorz)
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{
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updatesector(act->int_pos().X + 108, act->int_pos().Y - 108, &s1);
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if (s1 && s1->floorz == act->sector()->floorz)
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{
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updatesector(act->int_pos().X - 108, act->int_pos().Y + 108, &s1);
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if (s1 && s1->floorz != act->sector()->floorz)
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{
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act->spr.xrepeat = act->spr.yrepeat = 0; ChangeActorStat(act, STAT_MISC); return true;
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}
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}
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else { act->spr.xrepeat = act->spr.yrepeat = 0; ChangeActorStat(act, STAT_MISC); return true; }
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}
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else { act->spr.xrepeat = act->spr.yrepeat = 0; ChangeActorStat(act, STAT_MISC); return true; }
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}
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else { act->spr.xrepeat = act->spr.yrepeat = 0; ChangeActorStat(act, STAT_MISC); return true; }
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if (act->sector()->lotag == 1)
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{
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ChangeActorStat(act, STAT_MISC);
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return true;
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}
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return false;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void initfootprint(DDukeActor* actj, DDukeActor* act)
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{
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auto sect = act->sector();
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if (actj)
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{
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auto s1 = act->sector();
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updatesector(act->int_pos().X + 84, act->int_pos().Y + 84, &s1);
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if (s1 && s1->floorz == act->sector()->floorz)
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{
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updatesector(act->int_pos().X - 84, act->int_pos().Y - 84, &s1);
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if (s1 && s1->floorz == act->sector()->floorz)
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{
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updatesector(act->int_pos().X + 84, act->int_pos().Y - 84, &s1);
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if (s1 && s1->floorz == act->sector()->floorz)
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{
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updatesector(act->int_pos().X - 84, act->int_pos().Y + 84, &s1);
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if (s1 && s1->floorz != act->sector()->floorz)
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{
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act->spr.xrepeat = act->spr.yrepeat = 0; ChangeActorStat(act, STAT_MISC); return;
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}
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}
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else { act->spr.xrepeat = act->spr.yrepeat = 0; return; }
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}
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else { act->spr.xrepeat = act->spr.yrepeat = 0; return; }
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}
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else { act->spr.xrepeat = act->spr.yrepeat = 0; return; }
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act->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR;
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if ((ps[actj->PlayerIndex()].footprintcount & 1)) act->spr.cstat |= CSTAT_SPRITE_XFLIP;
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act->spr.angle = actj->spr.angle;
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}
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act->set_int_z(sect->int_floorz());
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if (sect->lotag != 1 && sect->lotag != 2)
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act->spr.xrepeat = act->spr.yrepeat = 32;
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insertspriteq(act);
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ChangeActorStat(act, STAT_MISC);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void initshell(DDukeActor* actj, DDukeActor* act, bool isshell)
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{
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if (actj)
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{
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int snum;
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DAngle ang;
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if (actj->isPlayer())
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{
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snum = actj->PlayerIndex();
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ang = ps[snum].angle.ang - mapangle((krand() & 63) + 8); //Fine tune
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act->temp_data[0] = krand() & 1;
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act->spr.pos.Z = 3 + ps[snum].pos.Z + ps[snum].pyoff - (ps[snum].horizon.sum().asbuildf() * (1/16.)) + (!isshell ? 3 : 0);
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act->set_int_zvel(-(krand() & 255));
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}
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else
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{
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ang = act->spr.angle;
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act->spr.pos.Z = actj->spr.pos.Z - gs.playerheight + 3;
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}
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act->spr.pos.XY() = actj->spr.pos.XY() + ang.ToVector() * 8;
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act->spr.shade = -8;
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if (isNamWW2GI())
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{
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// to the right, with feeling
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act->spr.angle = ang + DAngle90;
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act->set_int_xvel(30);
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}
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else
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{
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act->spr.angle = ang - DAngle90;
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act->set_int_xvel(20);
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}
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act->spr.xrepeat = act->spr.yrepeat = isRR() && isshell? 2 : 4;
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ChangeActorStat(act, STAT_MISC);
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void initcrane(DDukeActor* actj, DDukeActor* act, int CRANEPOLE)
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{
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auto sect = act->sector();
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act->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_ONE_SIDE;
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act->spr.picnum += 2;
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act->spr.pos.Z = sect->ceilingz + 48;
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act->temp_data[4] = cranes.Reserve(1);
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auto& apt = cranes[act->temp_data[4]];
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apt.pos = act->spr.pos;
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apt.poleactor = nullptr;
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DukeStatIterator it(STAT_DEFAULT);
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while (auto actk = it.Next())
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{
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if (actk->spr.picnum == CRANEPOLE && act->spr.hitag == actk->spr.hitag)
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{
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apt.poleactor = actk;
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act->temp_sect = actk->sector();
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actk->spr.xrepeat = 48;
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actk->spr.yrepeat = 128;
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apt.pole = actk->spr.pos.XY();
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actk->spr.pos = act->spr.pos;
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actk->spr.shade = act->spr.shade;
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SetActor(actk, actk->spr.pos);
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break;
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}
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}
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act->SetOwner(nullptr);
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act->spr.extra = 8;
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ChangeActorStat(act, STAT_STANDABLE);
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}
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//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void initwaterdrip(DDukeActor* actj, DDukeActor* actor)
|
|
{
|
|
if (actj && (actj->spr.statnum == 10 || actj->spr.statnum == 1))
|
|
{
|
|
actor->spr.shade = 32;
|
|
if (actj->spr.pal != 1)
|
|
{
|
|
actor->spr.pal = 2;
|
|
actor->spr.pos.Z -= 18;
|
|
}
|
|
else actor->spr.pos.Z -= 13;
|
|
actor->spr.angle = VecToAngle(ps[connecthead].pos.XY() - actor->spr.pos.XY());
|
|
actor->set_int_xvel(48 - (krand() & 31));
|
|
ssp(actor, CLIPMASK0);
|
|
}
|
|
else if (!actj)
|
|
{
|
|
actor->spr.pos.Z += 4;
|
|
actor->temp_data[0] = actor->int_pos().Z;
|
|
if (!isRR()) actor->temp_data[1] = krand() & 127;
|
|
}
|
|
actor->spr.xrepeat = 24;
|
|
actor->spr.yrepeat = 24;
|
|
ChangeActorStat(actor, STAT_STANDABLE);
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int initreactor(DDukeActor* actj, DDukeActor* actor, bool isrecon)
|
|
{
|
|
if (isrecon)
|
|
{
|
|
if (actor->spr.lotag > ud.player_skill)
|
|
{
|
|
actor->spr.xrepeat = actor->spr.yrepeat = 0;
|
|
ChangeActorStat(actor, STAT_MISC);
|
|
return true;
|
|
}
|
|
if (!isRR() || actorflag(actor, SFLAG_KILLCOUNT)) // Duke is just like Doom - Bad guys always count as kill.
|
|
ps[myconnectindex].max_actors_killed++;
|
|
actor->temp_data[5] = 0;
|
|
if (ud.monsters_off == 1)
|
|
{
|
|
actor->spr.xrepeat = actor->spr.yrepeat = 0;
|
|
ChangeActorStat(actor, STAT_MISC);
|
|
return false;
|
|
}
|
|
actor->spr.extra = 130;
|
|
}
|
|
else
|
|
actor->spr.extra = gs.impact_damage;
|
|
|
|
actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL; // Make it hitable
|
|
|
|
if (ud.multimode < 2 && actor->spr.pal != 0)
|
|
{
|
|
actor->spr.xrepeat = actor->spr.yrepeat = 0;
|
|
ChangeActorStat(actor, STAT_MISC);
|
|
return false;
|
|
}
|
|
actor->spr.pal = 0;
|
|
actor->spr.shade = -17;
|
|
|
|
ChangeActorStat(actor, 2);
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
|
|
{
|
|
auto sectp = actor->sector();
|
|
int clostest = 0;
|
|
|
|
actor->spr.yint = sectp->extra;
|
|
actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
|
|
actor->spr.xrepeat = actor->spr.yrepeat = 0;
|
|
|
|
switch (actor->spr.lotag)
|
|
{
|
|
case SE_28_LIGHTNING:
|
|
if (!isRR()) actor->temp_data[5] = 65;// Delay for lightning
|
|
break;
|
|
case SE_7_TELEPORT: // Transporters!!!!
|
|
case SE_23_ONE_WAY_TELEPORT:// XPTR END
|
|
if (actor->spr.lotag != SE_23_ONE_WAY_TELEPORT && actors)
|
|
{
|
|
|
|
for(auto act2 : *actors)
|
|
{
|
|
if (act2->spr.statnum < MAXSTATUS && act2->spr.picnum == SECTOREFFECTOR && (act2->spr.lotag == SE_7_TELEPORT || act2->spr.lotag == SE_23_ONE_WAY_TELEPORT) &&
|
|
actor != act2 && act2->spr.hitag == actor->spr.hitag)
|
|
{
|
|
actor->SetOwner(act2);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else actor->SetOwner(actor);
|
|
|
|
actor->temp_data[4] = sectp->floorz == actor->spr.pos.Z;
|
|
actor->spr.cstat = 0;
|
|
ChangeActorStat(actor, STAT_TRANSPORT);
|
|
return;
|
|
case SE_1_PIVOT:
|
|
actor->SetOwner(nullptr);
|
|
actor->temp_data[0] = 1;
|
|
break;
|
|
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
|
|
|
|
if (actor->spr.intangle == 512)
|
|
{
|
|
actor->temp_data[1] = FloatToFixed<8>(sectp->ceilingz);
|
|
if (actor->spr.pal)
|
|
sectp->setceilingz(actor->spr.pos.Z);
|
|
}
|
|
else
|
|
{
|
|
actor->temp_data[1] = FloatToFixed<8>(sectp->floorz);
|
|
if (actor->spr.pal)
|
|
sectp->setfloorz(actor->spr.pos.Z);
|
|
}
|
|
|
|
actor->spr.hitag <<= 2;
|
|
break;
|
|
|
|
case SE_19_EXPLOSION_LOWERS_CEILING:
|
|
actor->SetOwner(nullptr);
|
|
break;
|
|
case SE_25_PISTON: // Pistons
|
|
actor->temp_pos.Z = sectp->ceilingz;
|
|
actor->temp_data[4] = 1;
|
|
sectp->setceilingz(actor->spr.pos.Z);
|
|
StartInterpolation(sectp, Interp_Sect_Ceilingz);
|
|
break;
|
|
case SE_35:
|
|
sectp->setceilingz(actor->spr.pos.Z);
|
|
break;
|
|
case SE_27_DEMO_CAM:
|
|
if (ud.recstat == 1)
|
|
{
|
|
actor->spr.xrepeat = actor->spr.yrepeat = 64;
|
|
actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
|
|
}
|
|
break;
|
|
case SE_47_LIGHT_SWITCH:
|
|
case SE_48_LIGHT_SWITCH:
|
|
if (!isRRRA()) break;
|
|
[[fallthrough]];
|
|
case SE_12_LIGHT_SWITCH:
|
|
|
|
actor->temp_data[1] = sectp->floorshade;
|
|
actor->temp_data[2] = sectp->ceilingshade;
|
|
break;
|
|
|
|
case SE_13_EXPLOSIVE:
|
|
{
|
|
actor->temp_pos.Y = sectp->ceilingz;
|
|
actor->temp_pos.Z = sectp->floorz;
|
|
|
|
bool ceiling = (abs(sectp->ceilingz - actor->spr.pos.Z) < abs(sectp->floorz - actor->spr.pos.Z));
|
|
actor->spriteextra = ceiling;
|
|
|
|
if (actor->spr.intangle == 512)
|
|
{
|
|
if (ceiling)
|
|
sectp->setceilingz(actor->spr.pos.Z);
|
|
else
|
|
sectp->setfloorz(actor->spr.pos.Z);
|
|
}
|
|
else
|
|
{
|
|
sectp->setceilingz(actor->spr.pos.Z);
|
|
sectp->setfloorz(actor->spr.pos.Z);
|
|
}
|
|
|
|
if (sectp->ceilingstat & CSTAT_SECTOR_SKY)
|
|
{
|
|
sectp->ceilingstat ^= CSTAT_SECTOR_SKY;
|
|
actor->temp_data[3] = 1;
|
|
|
|
if (!ceiling && actor->spr.intangle == 512)
|
|
{
|
|
sectp->ceilingstat ^= CSTAT_SECTOR_SKY;
|
|
actor->temp_data[3] = 0;
|
|
}
|
|
|
|
sectp->ceilingshade =
|
|
sectp->floorshade;
|
|
|
|
if (actor->spr.intangle == 512)
|
|
{
|
|
for (auto& wl : wallsofsector(sectp))
|
|
{
|
|
if (wl.twoSided())
|
|
{
|
|
auto nsec = wl.nextSector();
|
|
if (!(nsec->ceilingstat & CSTAT_SECTOR_SKY))
|
|
{
|
|
sectp->ceilingpicnum = nsec->ceilingpicnum;
|
|
sectp->ceilingshade = nsec->ceilingshade;
|
|
break; //Leave early
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
case SE_17_WARP_ELEVATOR:
|
|
{
|
|
actor->temp_data[2] = sectp->int_floorz(); //Stopping loc
|
|
actor->temp_data[3] = nextsectorneighborzptr(sectp, sectp->floorz, Find_CeilingUp | Find_Safe)->int_ceilingz();
|
|
actor->temp_data[4] = nextsectorneighborzptr(sectp, sectp->ceilingz, Find_FloorDown | Find_Safe)->int_floorz();
|
|
|
|
if (numplayers < 2)
|
|
{
|
|
StartInterpolation(sectp, Interp_Sect_Floorz);
|
|
StartInterpolation(sectp, Interp_Sect_Ceilingz);
|
|
}
|
|
|
|
break;
|
|
}
|
|
case 156:
|
|
break;
|
|
|
|
case 34:
|
|
StartInterpolation(sectp, Interp_Sect_FloorPanX);
|
|
break;
|
|
|
|
case SE_24_CONVEYOR:
|
|
StartInterpolation(sectp, Interp_Sect_FloorPanX);
|
|
actor->spr.yint <<= 1;
|
|
case SE_36_PROJ_SHOOTER:
|
|
break;
|
|
|
|
case SE_20_STRETCH_BRIDGE:
|
|
{
|
|
walltype* closewall = nullptr;
|
|
|
|
//find the two most clostest wall x's and y's
|
|
double maxdist = 0x7fffffff;
|
|
|
|
for (auto& wal : wallsofsector(sectp))
|
|
{
|
|
double dist = (actor->spr.pos.XY() - wal.pos).LengthSquared();
|
|
if (dist < maxdist)
|
|
{
|
|
maxdist = dist;
|
|
closewall = &wal;
|
|
}
|
|
}
|
|
|
|
actor->temp_walls[0] = closewall;
|
|
|
|
maxdist = 0x7fffffff;
|
|
|
|
for (auto& wal : wallsofsector(sectp))
|
|
{
|
|
double dist = (actor->spr.pos.XY() - wal.pos).LengthSquared();
|
|
if (dist < maxdist && &wal != actor->temp_walls[0])
|
|
{
|
|
maxdist = dist;
|
|
closewall = &wal;
|
|
}
|
|
}
|
|
|
|
actor->temp_walls[1] = closewall;
|
|
StartInterpolation(sectp, Interp_Sect_FloorPanX);
|
|
StartInterpolation(sectp, Interp_Sect_FloorPanY);
|
|
break;
|
|
}
|
|
|
|
|
|
case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT:
|
|
|
|
actor->temp_data[3] = sectp->floorshade;
|
|
|
|
sectp->floorshade = actor->spr.shade;
|
|
sectp->ceilingshade = actor->spr.shade;
|
|
|
|
actor->palvals = (sectp->ceilingpal << 8) | sectp->floorpal;
|
|
|
|
//fix all the walls;
|
|
|
|
for (auto& wal : wallsofsector(sectp))
|
|
{
|
|
if (!(wal.hitag & 1))
|
|
wal.shade = actor->spr.shade;
|
|
if ((wal.cstat & CSTAT_WALL_BOTTOM_SWAP) && wal.twoSided())
|
|
wal.nextWall()->shade = actor->spr.shade;
|
|
}
|
|
break;
|
|
|
|
case SE_31_FLOOR_RISE_FALL:
|
|
actor->temp_pos.Z = actor->spr.yint * zmaptoworld;
|
|
actor->temp_pos.Y = sectp->floorz;
|
|
// actor->temp_data[2] = actor->spr.hitag;
|
|
if (actor->spr.intangle != 1536) sectp->setfloorz(actor->spr.pos.Z);
|
|
|
|
for (auto& wal : wallsofsector(sectp))
|
|
if (wal.hitag == 0) wal.hitag = 9999;
|
|
|
|
StartInterpolation(sectp, Interp_Sect_Floorz);
|
|
|
|
break;
|
|
case SE_32_CEILING_RISE_FALL:
|
|
actor->temp_pos.Z = sectp->ceilingz;
|
|
actor->temp_data[2] = actor->spr.hitag;
|
|
if (actor->spr.intangle != 1536) sectp->setceilingz(actor->spr.pos.Z);
|
|
|
|
for (auto& wal : wallsofsector(sectp))
|
|
if (wal.hitag == 0) wal.hitag = 9999;
|
|
|
|
StartInterpolation(sectp, Interp_Sect_Ceilingz);
|
|
|
|
break;
|
|
|
|
case SE_4_RANDOM_LIGHTS: //Flashing lights
|
|
|
|
actor->temp_data[2] = sectp->floorshade;
|
|
|
|
actor->palvals = (sectp->ceilingpal << 8) | sectp->floorpal;
|
|
|
|
for (auto& wal : wallsofsector(sectp))
|
|
if (wal.shade > actor->temp_data[3])
|
|
actor->temp_data[3] = wal.shade;
|
|
|
|
break;
|
|
|
|
case SE_9_DOWN_OPEN_DOOR_LIGHTS:
|
|
if (sectp->lotag &&
|
|
abs(sectp->ceilingz - actor->spr.pos.Z) > 4)
|
|
sectp->lotag |= 32768; //If its open
|
|
[[fallthrough]];
|
|
case SE_8_UP_OPEN_DOOR_LIGHTS:
|
|
//First, get the ceiling-floor shade
|
|
|
|
actor->temp_data[0] = sectp->floorshade;
|
|
actor->temp_data[1] = sectp->ceilingshade;
|
|
|
|
for (auto& wal : wallsofsector(sectp))
|
|
if (wal.shade > actor->temp_data[2])
|
|
actor->temp_data[2] = wal.shade;
|
|
|
|
actor->temp_data[3] = 1; //Take Out;
|
|
|
|
break;
|
|
|
|
case 88:
|
|
//First, get the ceiling-floor shade
|
|
if (!isRR()) break;
|
|
|
|
actor->temp_data[0] = sectp->floorshade;
|
|
actor->temp_data[1] = sectp->ceilingshade;
|
|
|
|
for (auto& wal : wallsofsector(sectp))
|
|
if (wal.shade > actor->temp_data[2])
|
|
actor->temp_data[2] = wal.shade;
|
|
|
|
actor->temp_data[3] = 1; //Take Out;
|
|
break;
|
|
|
|
case SE_11_SWINGING_DOOR://Pivitor rotater
|
|
if (actor->int_ang() > 1024) actor->temp_data[3] = 2;
|
|
else actor->temp_data[3] = -2;
|
|
[[fallthrough]];
|
|
case SE_0_ROTATING_SECTOR:
|
|
case SE_2_EARTHQUAKE://Earthquakemakers
|
|
case SE_5_BOSS://Boss Creature
|
|
case SE_6_SUBWAY://Subway
|
|
case SE_14_SUBWAY_CAR://Caboos
|
|
case SE_15_SLIDING_DOOR://Subwaytype sliding door
|
|
case SE_16_REACTOR://That rotating blocker reactor thing
|
|
case SE_26://ESCELATOR
|
|
case SE_30_TWO_WAY_TRAIN://No rotational subways
|
|
{
|
|
if (actor->spr.lotag == SE_0_ROTATING_SECTOR)
|
|
{
|
|
if (sectp->lotag == 30)
|
|
{
|
|
if (actor->spr.pal) actor->set_const_clipdist(1);
|
|
else actor->set_const_clipdist(0);
|
|
actor->temp_pos.Z = sectp->floorz;
|
|
sectp->hitagactor = actor;
|
|
}
|
|
|
|
|
|
bool found = false;
|
|
if (actors) for (auto act2 : *actors)
|
|
{
|
|
if (act2->spr.statnum < MAXSTATUS)
|
|
if (act2->spr.picnum == SECTOREFFECTOR &&
|
|
act2->spr.lotag == SE_1_PIVOT &&
|
|
act2->spr.hitag == actor->spr.hitag)
|
|
{
|
|
if (actor->spr.angle == DAngle90)
|
|
{
|
|
actor->spr.pos.XY() = act2->spr.pos.XY();
|
|
}
|
|
found = true;
|
|
actor->SetOwner(act2);
|
|
break;
|
|
}
|
|
}
|
|
if (!found)
|
|
{
|
|
actor->spr.picnum = 0;
|
|
actor->spr.cstat2 = CSTAT2_SPRITE_NOFIND;
|
|
actor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
|
ChangeActorStat(actor, STAT_REMOVED);
|
|
Printf("Found lonely Sector Effector (lotag 0) at (%d,%d)\n", int(actor->spr.pos.X), int(actor->spr.pos.Y));
|
|
return;
|
|
}
|
|
}
|
|
|
|
actor->temp_data[1] = mspos.Size();
|
|
for (auto& wal : wallsofsector(sectp))
|
|
{
|
|
mspos.Push(wal.pos - actor->spr.pos);
|
|
}
|
|
if (actor->spr.lotag == SE_30_TWO_WAY_TRAIN || actor->spr.lotag == SE_6_SUBWAY || actor->spr.lotag == SE_14_SUBWAY_CAR || actor->spr.lotag == SE_5_BOSS)
|
|
{
|
|
|
|
if (sectp->hitag == -1)
|
|
actor->spr.extra = 0;
|
|
else actor->spr.extra = 1;
|
|
|
|
sectp->hitagactor = actor;
|
|
|
|
sectortype* s = nullptr;
|
|
for (auto& wal : wallsofsector(sectp))
|
|
{
|
|
if (wal.twoSided() &&
|
|
wal.nextSector()->hitag == 0 &&
|
|
(wal.nextSector()->lotag < 3 || (isRRRA() && wal.nextSector()->lotag == 160)))
|
|
{
|
|
s = wal.nextSector();
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (s == nullptr)
|
|
{
|
|
I_Error("Subway found no zero'd sectors with locators\nat (%d,%d).\n", int(actor->spr.pos.X), int(actor->spr.pos.Y));
|
|
}
|
|
|
|
actor->SetOwner(nullptr);
|
|
actor->temp_data[0] = sectnum(s);
|
|
|
|
if (actor->spr.lotag != SE_30_TWO_WAY_TRAIN)
|
|
actor->temp_data[3] = actor->spr.hitag;
|
|
}
|
|
|
|
else if (actor->spr.lotag == SE_16_REACTOR)
|
|
actor->temp_data[3] = sectp->int_ceilingz();
|
|
|
|
else if (actor->spr.lotag == SE_26)
|
|
{
|
|
actor->temp_pos.XY() = actor->spr.pos.XY();
|
|
if (actor->spr.shade == sectp->floorshade) //UP
|
|
actor->vel.Z = -1;
|
|
else
|
|
actor->vel.Z = 1;
|
|
|
|
actor->spr.shade = 0;
|
|
}
|
|
else if (actor->spr.lotag == SE_2_EARTHQUAKE)
|
|
{
|
|
actor->temp_data[5] = actor->sector()->getfloorslope();
|
|
actor->sector()->setfloorslope(0);
|
|
}
|
|
break;
|
|
}
|
|
case SE_49_POINT_LIGHT:
|
|
case SE_50_SPOT_LIGHT:
|
|
{
|
|
DukeSectIterator it(actor->sector());
|
|
while (auto itActor = it.Next())
|
|
{
|
|
if (itActor->spr.picnum == ACTIVATOR || itActor->spr.picnum == ACTIVATORLOCKED)
|
|
actor->flags2 |= SFLAG2_USEACTIVATOR;
|
|
}
|
|
ChangeActorStat(actor, STAT_LIGHT);
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
switch (actor->spr.lotag)
|
|
{
|
|
case SE_6_SUBWAY:
|
|
case SE_14_SUBWAY_CAR:
|
|
{
|
|
int j = callsound(sectp, actor);
|
|
if (j == -1)
|
|
{
|
|
if (!isRR()) j = SUBWAY; // Duke
|
|
else if (actor->sector()->floorpal == 7) j = 456;
|
|
else j = 75;
|
|
}
|
|
actor->tempsound = j;
|
|
}
|
|
[[fallthrough]];
|
|
case SE_30_TWO_WAY_TRAIN:
|
|
if (numplayers > 1) break;
|
|
[[fallthrough]];
|
|
case SE_0_ROTATING_SECTOR:
|
|
case SE_1_PIVOT:
|
|
case SE_5_BOSS:
|
|
case SE_11_SWINGING_DOOR:
|
|
case SE_15_SLIDING_DOOR:
|
|
case SE_16_REACTOR:
|
|
case SE_26:
|
|
setsectinterpolate(actor->sector());
|
|
break;
|
|
|
|
case SE_29_WAVES:
|
|
StartInterpolation(actor->sector(), Interp_Sect_Floorheinum);
|
|
StartInterpolation(actor->sector(), Interp_Sect_Floorz);
|
|
break;
|
|
}
|
|
|
|
if ((!isRR() && actor->spr.lotag >= 40 && actor->spr.lotag <= 45) ||
|
|
(isRRRA() && actor->spr.lotag >= 150 && actor->spr.lotag <= 155))
|
|
ChangeActorStat(actor, STAT_RAROR);
|
|
else
|
|
ChangeActorStat(actor, STAT_EFFECTOR);
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void lotsofglass(DDukeActor *actor, walltype* wal, int n)
|
|
{
|
|
int j, z, a;
|
|
sectortype* sect = nullptr;
|
|
|
|
if (wal == nullptr)
|
|
{
|
|
for (j = n - 1; j >= 0; j--)
|
|
{
|
|
a = actor->int_ang() - 256 + (krand() & 511) + 1024;
|
|
CreateActor(actor->sector(), actor->spr.pos, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 1023), actor, 5);
|
|
}
|
|
return;
|
|
}
|
|
|
|
int x1 = wal->wall_int_pos().X;
|
|
int y1 = wal->wall_int_pos().Y;
|
|
auto delta = wal->int_delta() / (n + 1);
|
|
|
|
x1 -= Sgn(delta.Y);
|
|
y1 += Sgn(delta.X);
|
|
|
|
|
|
for (j = n; j > 0; j--)
|
|
{
|
|
x1 += delta.X;
|
|
y1 += delta.Y;
|
|
|
|
updatesector(x1, y1, §);
|
|
if (sect)
|
|
{
|
|
z = sect->int_floorz() - (krand() & (abs(sect->int_ceilingz() - sect->int_floorz())));
|
|
if (z < -(32 << 8) || z >(32 << 8))
|
|
z = actor->int_pos().Z - (32 << 8) + (krand() & ((64 << 8) - 1));
|
|
a = actor->int_ang() - 1024;
|
|
EGS(actor->sector(), x1, y1, z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), -(krand() & 1023), actor, 5);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void spriteglass(DDukeActor* actor, int n)
|
|
{
|
|
for (int j = n; j > 0; j--)
|
|
{
|
|
int a = krand() & 2047;
|
|
auto k = CreateActor(actor->sector(), actor->spr.pos.plusZ(-(krand() & 16)), TILE_GLASSPIECES + (j % 3), krand() & 15, 36, 36, a, 32 + (krand() & 63), -512 - (krand() & 2047), actor, 5);
|
|
if (k) k->spr.pal = actor->spr.pal;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void ceilingglass(DDukeActor* actor, sectortype* sectp, int n)
|
|
{
|
|
int j, z;
|
|
int a;
|
|
|
|
for (auto& wal : wallsofsector(sectp))
|
|
{
|
|
int x1 = wal.wall_int_pos().X;
|
|
int y1 = wal.wall_int_pos().Y;
|
|
|
|
auto delta = wal.int_delta() / (n + 1);
|
|
|
|
for (j = n; j > 0; j--)
|
|
{
|
|
x1 += delta.X;
|
|
y1 += delta.Y;
|
|
a = krand() & 2047;
|
|
z = sectp->int_ceilingz() + ((krand() & 15) << 8);
|
|
EGS(sectp, x1, y1, z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, (krand() & 31), 0, actor, 5);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void lotsofcolourglass(DDukeActor* actor, walltype* wal, int n)
|
|
{
|
|
int j, z;
|
|
sectortype* sect = nullptr;
|
|
int a;;
|
|
|
|
if (wal == nullptr)
|
|
{
|
|
for (j = n - 1; j >= 0; j--)
|
|
{
|
|
a = krand() & 2047;
|
|
auto k = CreateActor(actor->sector(), actor->spr.pos.plusZ(-(krand() & 63)), TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 2047), actor, 5);
|
|
if (k) k->spr.pal = krand() & 15;
|
|
}
|
|
return;
|
|
}
|
|
|
|
int x1 = wal->wall_int_pos().X;
|
|
int y1 = wal->wall_int_pos().Y;
|
|
|
|
auto delta = wal->int_delta() / (n + 1);
|
|
|
|
for (j = n; j > 0; j--)
|
|
{
|
|
x1 += delta.X;
|
|
y1 += delta.Y;
|
|
|
|
updatesector(x1, y1, §);
|
|
z = sect->int_floorz() - (krand() & (abs(sect->int_ceilingz() - sect->int_floorz())));
|
|
if (z < -(32 << 8) || z >(32 << 8))
|
|
z = actor->int_pos().Z - (32 << 8) + (krand() & ((64 << 8) - 1));
|
|
a = actor->int_ang() - 1024;
|
|
auto k = EGS(actor->sector(), x1, y1, z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), -(krand() & 2047), actor, 5);
|
|
if (k) k->spr.pal = krand() & 7;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
END_DUKE_NS
|