raze/source/games/sw/src/weapon.cpp

19118 lines
564 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "names2.h"
#include "panel.h"
#include "misc.h"
#include "interpso.h"
#include "tags.h"
#include "break.h"
#include "network.h"
#include "pal.h"
#include "ai.h"
#include "weapon.h"
#include "sector.h"
#include "sprite.h"
#include "misc.h"
#include "player.h"
#include "gstrings.h"
BEGIN_SW_NS
struct MISSILE_PLACEMENT
{
int dist_over, dist_out;
DAngle ang;
};
void SpawnZombie2(DSWActor*);
Collision move_ground_missile(DSWActor* actor, const DVector2& change, double ceildist, double flordist, uint32_t cliptype, int numtics);
void DoPlayerBeginDie(PLAYER*);
void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATOR* animator);
void ScaleSpriteVector(DSWActor* actor, int scalex, int scaley, int scalez);
void ScaleSpriteVector(DSWActor* actor, int scale);
ANIMATOR DoBettyBeginDeath;
ANIMATOR DoSkullBeginDeath;
ANIMATOR DoRipperGrow;
constexpr DAngle FacingAngle = mapangle(150);
//
// Damage Amounts defined in damage.h
//
#define DAMAGE_TABLE
DAMAGE_DATA DamageData[] =
{
#include "damage.h"
};
#undef DAMAGE_TABLE
FOOT_TYPE FootMode=WATER_FOOT;
bool left_foot = false;
int FinishTimer = 0;
// This is how many bullet shells have been spawned since the beginning of the game.
int ShellCount = 0;
//int Zombies = 0;
int StarQueueHead=0;
TObjPtr<DSWActor*> StarQueue[MAX_STAR_QUEUE];
int HoleQueueHead=0;
TObjPtr<DSWActor*> HoleQueue[MAX_HOLE_QUEUE];
int WallBloodQueueHead=0;
TObjPtr<DSWActor*> WallBloodQueue[MAX_WALLBLOOD_QUEUE];
int FloorBloodQueueHead=0;
TObjPtr<DSWActor*> FloorBloodQueue[MAX_FLOORBLOOD_QUEUE];
int GenericQueueHead=0;
TObjPtr<DSWActor*> GenericQueue[MAX_GENERIC_QUEUE];
int LoWangsQueueHead=0;
TObjPtr<DSWActor*> LoWangsQueue[MAX_LOWANGS_QUEUE];
void SpawnBreakStaticFlames(DSWActor* actor);
bool GlobalSkipZrange = false;
int WeaponIsAmmo = BIT(WPN_STAR) | BIT(WPN_SWORD) | BIT(WPN_MINE) | BIT(WPN_FIST);
short target_ang;
ANIMATOR DoStar;
ANIMATOR DoCrossBolt;
ANIMATOR DoSuicide, DoUziSmoke;
ANIMATOR DoShrapJumpFall;
ANIMATOR DoFastShrapJumpFall;
int SpawnSmokePuff(DSWActor* actor);
bool WarpToSurface(DVector3& pos, sectortype** sect);
bool WarpToUnderwater(DVector3& pos, sectortype** sect);
bool TestDontStickSector(sectortype* hit_sect);
ANIMATOR SpawnShrapX;
bool WeaponMoveHit(DSWActor* actor);
void SpawnMidSplash(DSWActor* actor);
int SopDamage(SECTOR_OBJECT* sop,short amt);
int SopCheckKill(SECTOR_OBJECT* sop);
int QueueStar(DSWActor*);
int DoBlurExtend(DSWActor* actor, int16_t interval, int16_t blur_num);
int SpawnDemonFist(DSWActor*);
void SpawnTankShellExp(DSWActor*);
void SpawnMicroExp(DSWActor*);
void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, double upper_zsize, double lower_zsize);
int BulletHitSprite(DSWActor* actor, DSWActor* hitActor, const DVector3& pos, short ID);
int SpawnSplashXY(const DVector3& pos, sectortype*);
DSWActor* SpawnBoatSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, const DVector3& hitpos, DAngle hit_ang);
short StatDamageList[STAT_DAMAGE_LIST_SIZE] =
{
STAT_SO_SP_CHILD,
STAT_ENEMY,
STAT_ENEMY_SKIP4,
STAT_PLAYER0,
STAT_PLAYER1,
STAT_PLAYER2,
STAT_PLAYER3,
STAT_PLAYER4,
STAT_PLAYER5,
STAT_PLAYER6,
STAT_PLAYER7,
STAT_PLAYER_UNDER0,
STAT_PLAYER_UNDER1,
STAT_PLAYER_UNDER2,
STAT_PLAYER_UNDER3,
STAT_PLAYER_UNDER4,
STAT_PLAYER_UNDER5,
STAT_PLAYER_UNDER6,
STAT_PLAYER_UNDER7,
// MINE MUST BE LAST
STAT_MINE_STUCK
};
//////////////////////
//
// SPECIAL STATES
//
//////////////////////
// state for sprites that are not restored
STATE s_NotRestored[] =
{
{2323, 100, NullAnimator, &s_NotRestored[0]}
};
STATE s_Suicide[] =
{
{1, 100, DoSuicide, &s_Suicide[0]}
};
STATE s_DeadLoWang[] =
{
{1160, 100, NullAnimator, &s_DeadLoWang[0]},
};
//////////////////////
//
// BREAKABLE STATES
//
//////////////////////
ANIMATOR DoDefaultStat;
#define BREAK_LIGHT_RATE 18
STATE s_BreakLight[] =
{
{BREAK_LIGHT_ANIM + 0, BREAK_LIGHT_RATE, NullAnimator, &s_BreakLight[1]},
{BREAK_LIGHT_ANIM + 1, BREAK_LIGHT_RATE, NullAnimator, &s_BreakLight[2]},
{BREAK_LIGHT_ANIM + 2, BREAK_LIGHT_RATE, NullAnimator, &s_BreakLight[3]},
{BREAK_LIGHT_ANIM + 3, BREAK_LIGHT_RATE, NullAnimator, &s_BreakLight[4]},
{BREAK_LIGHT_ANIM + 4, BREAK_LIGHT_RATE, NullAnimator, &s_BreakLight[5]},
{BREAK_LIGHT_ANIM + 5, BREAK_LIGHT_RATE, NullAnimator, &s_BreakLight[5]}
};
#define BREAK_BARREL_RATE 18
STATE s_BreakBarrel[] =
{
{BREAK_BARREL + 4, BREAK_BARREL_RATE, NullAnimator, &s_BreakBarrel[1]},
{BREAK_BARREL + 5, BREAK_BARREL_RATE, NullAnimator, &s_BreakBarrel[2]},
{BREAK_BARREL + 6, BREAK_BARREL_RATE, NullAnimator, &s_BreakBarrel[3]},
{BREAK_BARREL + 7, BREAK_BARREL_RATE, NullAnimator, &s_BreakBarrel[4]},
{BREAK_BARREL + 8, BREAK_BARREL_RATE, NullAnimator, &s_BreakBarrel[5]},
{BREAK_BARREL + 9, BREAK_BARREL_RATE, DoDefaultStat, &s_BreakBarrel[5]},
};
#define BREAK_PEDISTAL_RATE 28
STATE s_BreakPedistal[] =
{
{BREAK_PEDISTAL + 1, BREAK_PEDISTAL_RATE, NullAnimator, &s_BreakPedistal[1]},
{BREAK_PEDISTAL + 2, BREAK_PEDISTAL_RATE, NullAnimator, &s_BreakPedistal[2]},
{BREAK_PEDISTAL + 3, BREAK_PEDISTAL_RATE, NullAnimator, &s_BreakPedistal[3]},
{BREAK_PEDISTAL + 4, BREAK_PEDISTAL_RATE, NullAnimator, &s_BreakPedistal[3]},
};
#define BREAK_BOTTLE1_RATE 18
STATE s_BreakBottle1[] =
{
{BREAK_BOTTLE1 + 1, BREAK_BOTTLE1_RATE, NullAnimator, &s_BreakBottle1[1]},
{BREAK_BOTTLE1 + 2, BREAK_BOTTLE1_RATE, NullAnimator, &s_BreakBottle1[2]},
{BREAK_BOTTLE1 + 3, BREAK_BOTTLE1_RATE, NullAnimator, &s_BreakBottle1[3]},
{BREAK_BOTTLE1 + 4, BREAK_BOTTLE1_RATE, NullAnimator, &s_BreakBottle1[4]},
{BREAK_BOTTLE1 + 5, BREAK_BOTTLE1_RATE, NullAnimator, &s_BreakBottle1[5]},
{BREAK_BOTTLE1 + 6, BREAK_BOTTLE1_RATE, NullAnimator, &s_BreakBottle1[5]},
};
#define BREAK_BOTTLE2_RATE 18
STATE s_BreakBottle2[] =
{
{BREAK_BOTTLE2 + 1, BREAK_BOTTLE2_RATE, NullAnimator, &s_BreakBottle2[1]},
{BREAK_BOTTLE2 + 2, BREAK_BOTTLE2_RATE, NullAnimator, &s_BreakBottle2[2]},
{BREAK_BOTTLE2 + 3, BREAK_BOTTLE2_RATE, NullAnimator, &s_BreakBottle2[3]},
{BREAK_BOTTLE2 + 4, BREAK_BOTTLE2_RATE, NullAnimator, &s_BreakBottle2[4]},
{BREAK_BOTTLE2 + 5, BREAK_BOTTLE2_RATE, NullAnimator, &s_BreakBottle2[5]},
{BREAK_BOTTLE2 + 6, BREAK_BOTTLE2_RATE, NullAnimator, &s_BreakBottle2[5]},
};
#define PUFF_RATE 8
ANIMATOR DoPuff;
STATE s_Puff[] =
{
{PUFF + 0, PUFF_RATE, DoPuff, &s_Puff[1]},
{PUFF + 1, PUFF_RATE, DoPuff, &s_Puff[2]},
{PUFF + 2, PUFF_RATE, DoPuff, &s_Puff[3]},
{PUFF + 3, PUFF_RATE, DoPuff, &s_Puff[4]},
{PUFF + 4, PUFF_RATE, DoPuff, &s_Puff[5]},
{PUFF + 5, PUFF_RATE, DoPuff, &s_Puff[6]},
{PUFF + 5, 100, DoSuicide, &s_Puff[0]}
};
#define RAIL_PUFF_R0 3969
#define RAIL_PUFF_R1 3985
#define RAIL_PUFF_R2 4001
#define RAIL_PUFF_RATE 6
ANIMATOR DoRailPuff;
STATE s_RailPuff[3][17] =
{
{
{RAIL_PUFF_R0 + 0, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][1]},
{RAIL_PUFF_R0 + 1, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][2]},
{RAIL_PUFF_R0 + 2, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][3]},
{RAIL_PUFF_R0 + 3, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][4]},
{RAIL_PUFF_R0 + 4, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][5]},
{RAIL_PUFF_R0 + 5, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][6]},
{RAIL_PUFF_R0 + 6, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][7]},
{RAIL_PUFF_R0 + 7, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][8]},
{RAIL_PUFF_R0 + 8, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][9]},
{RAIL_PUFF_R0 + 9, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][10]},
{RAIL_PUFF_R0 + 10, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][11]},
{RAIL_PUFF_R0 + 11, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][12]},
{RAIL_PUFF_R0 + 12, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][13]},
{RAIL_PUFF_R0 + 13, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][14]},
{RAIL_PUFF_R0 + 14, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][15]},
{RAIL_PUFF_R0 + 15, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[0][16]},
{RAIL_PUFF_R0 + 15, 100, DoSuicide, &s_RailPuff[0][0]},
},
{
{RAIL_PUFF_R1 + 0, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][1]},
{RAIL_PUFF_R1 + 1, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][2]},
{RAIL_PUFF_R1 + 2, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][3]},
{RAIL_PUFF_R1 + 3, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][4]},
{RAIL_PUFF_R1 + 4, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][5]},
{RAIL_PUFF_R1 + 5, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][6]},
{RAIL_PUFF_R1 + 6, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][7]},
{RAIL_PUFF_R1 + 7, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][8]},
{RAIL_PUFF_R1 + 8, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][9]},
{RAIL_PUFF_R1 + 9, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][10]},
{RAIL_PUFF_R1 + 10, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][11]},
{RAIL_PUFF_R1 + 11, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][12]},
{RAIL_PUFF_R1 + 12, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][13]},
{RAIL_PUFF_R1 + 13, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][14]},
{RAIL_PUFF_R1 + 14, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][15]},
{RAIL_PUFF_R1 + 15, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[1][16]},
{RAIL_PUFF_R1 + 15, 100, DoSuicide, &s_RailPuff[1][0]},
},
{
{RAIL_PUFF_R2 + 0, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][1]},
{RAIL_PUFF_R2 + 1, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][2]},
{RAIL_PUFF_R2 + 2, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][3]},
{RAIL_PUFF_R2 + 3, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][4]},
{RAIL_PUFF_R2 + 4, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][5]},
{RAIL_PUFF_R2 + 5, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][6]},
{RAIL_PUFF_R2 + 6, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][7]},
{RAIL_PUFF_R2 + 7, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][8]},
{RAIL_PUFF_R2 + 8, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][9]},
{RAIL_PUFF_R2 + 9, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][10]},
{RAIL_PUFF_R2 + 10, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][11]},
{RAIL_PUFF_R2 + 11, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][12]},
{RAIL_PUFF_R2 + 12, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][13]},
{RAIL_PUFF_R2 + 13, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][14]},
{RAIL_PUFF_R2 + 14, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][15]},
{RAIL_PUFF_R2 + 15, RAIL_PUFF_RATE, DoRailPuff, &s_RailPuff[2][16]},
{RAIL_PUFF_R2 + 15, 100, DoSuicide, &s_RailPuff[2][0]},
}
};
STATE* sg_RailPuff[] =
{
&s_RailPuff[0][0],
&s_RailPuff[1][0],
&s_RailPuff[2][0],
&s_RailPuff[1][0],
&s_RailPuff[0][0]
};
#define LASER_PUFF 3201
#define LASER_PUFF_RATE 8
STATE s_LaserPuff[] =
{
{LASER_PUFF + 0, LASER_PUFF_RATE, nullptr, &s_LaserPuff[1]},
//{LASER_PUFF + 1, LASER_PUFF_RATE, nullptr, &s_LaserPuff[2]},
//{LASER_PUFF + 2, LASER_PUFF_RATE, nullptr, &s_LaserPuff[3]},
{LASER_PUFF + 0, 100, DoSuicide, &s_LaserPuff[0]}
};
#define TRACER 3201
#define TRACER_RATE 6
ANIMATOR DoTracer;
STATE s_Tracer[] =
{
{TRACER + 0, TRACER_RATE, DoTracer, &s_Tracer[1]},
{TRACER + 1, TRACER_RATE, DoTracer, &s_Tracer[2]},
{TRACER + 2, TRACER_RATE, DoTracer, &s_Tracer[3]},
{TRACER + 3, TRACER_RATE, DoTracer, &s_Tracer[4]},
{TRACER + 4, TRACER_RATE, DoTracer, &s_Tracer[5]},
{TRACER + 5, TRACER_RATE, DoTracer, &s_Tracer[0]}
};
#define EMP 2058
#define EMP_RATE 6
ANIMATOR DoEMP;
STATE s_EMP[] =
{
{EMP + 0, EMP_RATE, DoEMP, &s_EMP[1]},
{EMP + 1, EMP_RATE, DoEMP, &s_EMP[2]},
{EMP + 2, EMP_RATE, DoEMP, &s_EMP[0]}
};
ANIMATOR DoEMPBurst;
STATE s_EMPBurst[] =
{
{EMP + 0, EMP_RATE, DoEMPBurst, &s_EMPBurst[1]},
{EMP + 1, EMP_RATE, DoEMPBurst, &s_EMPBurst[2]},
{EMP + 2, EMP_RATE, DoEMPBurst, &s_EMPBurst[0]}
};
STATE s_EMPShrap[] =
{
{EMP + 0, EMP_RATE, DoFastShrapJumpFall, &s_EMPShrap[1]},
{EMP + 1, EMP_RATE, DoFastShrapJumpFall, &s_EMPShrap[2]},
{EMP + 2, EMP_RATE, DoFastShrapJumpFall, &s_EMPShrap[0]},
};
#define TANK_SHELL 3201
#define TANK_SHELL_RATE 6
ANIMATOR DoTankShell;
STATE s_TankShell[] =
{
{TRACER + 0, 200, DoTankShell, &s_TankShell[0]}
};
ANIMATOR DoVehicleSmoke;
#define VEHICLE_SMOKE_RATE 18
STATE s_VehicleSmoke[] =
{
{PUFF + 0, VEHICLE_SMOKE_RATE, DoVehicleSmoke, &s_VehicleSmoke[1]},
{PUFF + 1, VEHICLE_SMOKE_RATE, DoVehicleSmoke, &s_VehicleSmoke[2]},
{PUFF + 2, VEHICLE_SMOKE_RATE, DoVehicleSmoke, &s_VehicleSmoke[3]},
{PUFF + 3, VEHICLE_SMOKE_RATE, DoVehicleSmoke, &s_VehicleSmoke[4]},
{PUFF + 4, VEHICLE_SMOKE_RATE, DoVehicleSmoke, &s_VehicleSmoke[5]},
{PUFF + 5, VEHICLE_SMOKE_RATE, DoVehicleSmoke, &s_VehicleSmoke[6]},
{PUFF + 5, 100, DoSuicide, &s_VehicleSmoke[6]}
};
ANIMATOR DoWaterSmoke, SpawnWaterSmoke;
#define WATER_SMOKE_RATE 18
STATE s_WaterSmoke[] =
{
{PUFF + 0, WATER_SMOKE_RATE, DoWaterSmoke, &s_WaterSmoke[1]},
{PUFF + 1, WATER_SMOKE_RATE, DoWaterSmoke, &s_WaterSmoke[2]},
{PUFF + 2, WATER_SMOKE_RATE, DoWaterSmoke, &s_WaterSmoke[3]},
{PUFF + 3, WATER_SMOKE_RATE, DoWaterSmoke, &s_WaterSmoke[4]},
{PUFF + 4, WATER_SMOKE_RATE, DoWaterSmoke, &s_WaterSmoke[5]},
{PUFF + 5, WATER_SMOKE_RATE, DoWaterSmoke, &s_WaterSmoke[6]},
{PUFF + 5, 100, DoSuicide, &s_WaterSmoke[6]}
};
constexpr double UZI_SPARK_REPEAT = 0.375;
constexpr double UZI_SMOKE_REPEAT = 0.375;
#define UZI_SMOKE_RATE 16 // Was 9
STATE s_UziSmoke[] =
{
{UZI_SMOKE + 0, UZI_SMOKE_RATE, DoUziSmoke, &s_UziSmoke[1]},
{UZI_SMOKE + 1, UZI_SMOKE_RATE, DoUziSmoke, &s_UziSmoke[2]},
{UZI_SMOKE + 2, UZI_SMOKE_RATE, DoUziSmoke, &s_UziSmoke[3]},
{UZI_SMOKE + 3, UZI_SMOKE_RATE, DoUziSmoke, &s_UziSmoke[4]},
{UZI_SMOKE + 3, 100, DoSuicide, &s_UziSmoke[0]},
};
#define SHOTGUN_SMOKE_RATE 16
#define SHOTGUN_SMOKE UZI_SMOKE+1
ANIMATOR DoShotgunSmoke;
STATE s_ShotgunSmoke[] =
{
{UZI_SMOKE + 0, SHOTGUN_SMOKE_RATE, DoShotgunSmoke, &s_ShotgunSmoke[1]},
{UZI_SMOKE + 1, SHOTGUN_SMOKE_RATE, DoShotgunSmoke, &s_ShotgunSmoke[2]},
{UZI_SMOKE + 2, SHOTGUN_SMOKE_RATE, DoShotgunSmoke, &s_ShotgunSmoke[3]},
{UZI_SMOKE + 3, SHOTGUN_SMOKE_RATE, DoShotgunSmoke, &s_ShotgunSmoke[4]},
{UZI_SMOKE + 3, 100, DoSuicide, &s_ShotgunSmoke[0]},
};
#define UZI_BULLET_RATE 100
#define UZI_BULLET 717 // actually a bubble
ANIMATOR DoUziBullet;
STATE s_UziBullet[] =
{
{UZI_BULLET + 0, UZI_BULLET_RATE, DoUziBullet, &s_UziBullet[0]},
};
#define UZI_SPARK_RATE 8
STATE s_UziSpark[] =
{
{UZI_SPARK + 0, UZI_SPARK_RATE, NullAnimator, &s_UziSpark[1]},
{UZI_SPARK + 1, UZI_SPARK_RATE, NullAnimator, &s_UziSpark[2]},
{UZI_SPARK + 2, UZI_SPARK_RATE, NullAnimator, &s_UziSpark[3]},
{UZI_SPARK + 3, UZI_SPARK_RATE, NullAnimator, &s_UziSpark[4]},
{UZI_SPARK + 4, UZI_SPARK_RATE, NullAnimator, &s_UziSpark[5]},
{UZI_SPARK + 4, 100, DoSuicide, &s_UziSpark[0]},
};
STATE s_UziPowerSpark[] =
{
{UZI_SPARK + 0, UZI_SPARK_RATE, DoUziSmoke, &s_UziSpark[1]},
{UZI_SPARK + 1, UZI_SPARK_RATE, DoUziSmoke, &s_UziSpark[2]},
{UZI_SPARK + 2, UZI_SPARK_RATE, DoUziSmoke, &s_UziSpark[3]},
{UZI_SPARK + 3, UZI_SPARK_RATE, DoUziSmoke, &s_UziSpark[4]},
{UZI_SPARK + 4, UZI_SPARK_RATE, DoUziSmoke, &s_UziSpark[5]},
{UZI_SPARK + 4, 100, DoSuicide, &s_UziSpark[0]},
};
#define BUBBLE 716
#define BUBBLE_RATE 100
ANIMATOR DoBubble;
STATE s_Bubble[] =
{
{BUBBLE + 0, BUBBLE_RATE, DoBubble, &s_Bubble[0]}
};
//#define SPLASH 2190
#define SPLASH 772
#define SPLASH_RATE 10
STATE s_Splash[] =
{
{SPLASH + 0, SPLASH_RATE, NullAnimator, &s_Splash[1]},
{SPLASH + 1, SPLASH_RATE, NullAnimator, &s_Splash[2]},
{SPLASH + 2, SPLASH_RATE, NullAnimator, &s_Splash[3]},
{SPLASH + 3, SPLASH_RATE, NullAnimator, &s_Splash[4]},
{SPLASH + 4, SPLASH_RATE, NullAnimator, &s_Splash[5]},
{SPLASH + 4, 100, DoSuicide, &s_Splash[0]}
};
#define CROSSBOLT 2230
#define CROSSBOLT_RATE 100
STATE s_CrossBolt[5][1] =
{
{
{CROSSBOLT + 0, CROSSBOLT_RATE, DoCrossBolt, &s_CrossBolt[0][0]},
},
{
{CROSSBOLT + 2, CROSSBOLT_RATE, DoCrossBolt, &s_CrossBolt[1][0]},
},
{
{CROSSBOLT + 3, CROSSBOLT_RATE, DoCrossBolt, &s_CrossBolt[2][0]},
},
{
{CROSSBOLT + 4, CROSSBOLT_RATE, DoCrossBolt, &s_CrossBolt[3][0]},
},
{
{CROSSBOLT + 1, CROSSBOLT_RATE, DoCrossBolt, &s_CrossBolt[4][0]},
}
};
STATE* sg_CrossBolt[] =
{
&s_CrossBolt[0][0],
&s_CrossBolt[1][0],
&s_CrossBolt[2][0],
&s_CrossBolt[3][0],
&s_CrossBolt[4][0]
};
#undef STAR
#define STAR 2102
#define STAR_RATE 6
STATE s_Star[] =
{
{STAR + 0, STAR_RATE, DoStar, &s_Star[1]},
{STAR + 1, STAR_RATE, DoStar, &s_Star[2]},
{STAR + 2, STAR_RATE, DoStar, &s_Star[3]},
{STAR + 3, STAR_RATE, DoStar, &s_Star[0]}
};
STATE s_StarStuck[] =
{
{STAR + 0, STAR_RATE, NullAnimator, &s_StarStuck[0]},
};
#define STAR_DOWN 2066
STATE s_StarDown[] =
{
{STAR_DOWN + 0, STAR_RATE, DoStar, &s_StarDown[1]},
{STAR_DOWN + 1, STAR_RATE, DoStar, &s_StarDown[2]},
{STAR_DOWN + 2, STAR_RATE, DoStar, &s_StarDown[3]},
{STAR_DOWN + 3, STAR_RATE, DoStar, &s_StarDown[0]}
};
STATE s_StarDownStuck[] =
{
{STAR + 0, STAR_RATE, NullAnimator, &s_StarDownStuck[0]},
};
//////////////////////
//
// LAVA BOSS
//
//////////////////////
#define LAVA_BOULDER_RATE 6
ANIMATOR DoLavaBoulder,DoShrapDamage,DoVulcanBoulder;
STATE s_LavaBoulder[] =
{
{LAVA_BOULDER + 1, LAVA_BOULDER_RATE, DoLavaBoulder, &s_LavaBoulder[1]},
{LAVA_BOULDER + 2, LAVA_BOULDER_RATE, DoLavaBoulder, &s_LavaBoulder[2]},
{LAVA_BOULDER + 3, LAVA_BOULDER_RATE, DoLavaBoulder, &s_LavaBoulder[3]},
{LAVA_BOULDER + 4, LAVA_BOULDER_RATE, DoLavaBoulder, &s_LavaBoulder[4]},
{LAVA_BOULDER + 5, LAVA_BOULDER_RATE, DoLavaBoulder, &s_LavaBoulder[5]},
{LAVA_BOULDER + 6, LAVA_BOULDER_RATE, DoLavaBoulder, &s_LavaBoulder[6]},
{LAVA_BOULDER + 7, LAVA_BOULDER_RATE, DoLavaBoulder, &s_LavaBoulder[7]},
{LAVA_BOULDER + 8, LAVA_BOULDER_RATE, DoLavaBoulder, &s_LavaBoulder[0]},
};
#define LAVA_SHARD (LAVA_BOULDER+1)
STATE s_LavaShard[] =
{
{LAVA_BOULDER + 1, LAVA_BOULDER_RATE, DoShrapDamage, &s_LavaShard[1]},
{LAVA_BOULDER + 2, LAVA_BOULDER_RATE, DoShrapDamage, &s_LavaShard[2]},
{LAVA_BOULDER + 3, LAVA_BOULDER_RATE, DoShrapDamage, &s_LavaShard[3]},
{LAVA_BOULDER + 4, LAVA_BOULDER_RATE, DoShrapDamage, &s_LavaShard[4]},
{LAVA_BOULDER + 5, LAVA_BOULDER_RATE, DoShrapDamage, &s_LavaShard[5]},
{LAVA_BOULDER + 6, LAVA_BOULDER_RATE, DoShrapDamage, &s_LavaShard[6]},
{LAVA_BOULDER + 7, LAVA_BOULDER_RATE, DoShrapDamage, &s_LavaShard[7]},
{LAVA_BOULDER + 8, LAVA_BOULDER_RATE, DoShrapDamage, &s_LavaShard[0]},
};
STATE s_VulcanBoulder[] =
{
{LAVA_BOULDER + 1, LAVA_BOULDER_RATE, DoVulcanBoulder, &s_VulcanBoulder[1]},
{LAVA_BOULDER + 2, LAVA_BOULDER_RATE, DoVulcanBoulder, &s_VulcanBoulder[2]},
{LAVA_BOULDER + 3, LAVA_BOULDER_RATE, DoVulcanBoulder, &s_VulcanBoulder[3]},
{LAVA_BOULDER + 4, LAVA_BOULDER_RATE, DoVulcanBoulder, &s_VulcanBoulder[4]},
{LAVA_BOULDER + 5, LAVA_BOULDER_RATE, DoVulcanBoulder, &s_VulcanBoulder[5]},
{LAVA_BOULDER + 6, LAVA_BOULDER_RATE, DoVulcanBoulder, &s_VulcanBoulder[6]},
{LAVA_BOULDER + 7, LAVA_BOULDER_RATE, DoVulcanBoulder, &s_VulcanBoulder[7]},
{LAVA_BOULDER + 8, LAVA_BOULDER_RATE, DoVulcanBoulder, &s_VulcanBoulder[0]},
};
//////////////////////
//
// GRENADE
//
//////////////////////
#if 0
ANIMATOR DoGrenade;
#undef GRENADE
#define GRENADE 5000
#define GRENADE_RATE 8
STATE s_Grenade[] =
{
{FIREBALL + 0, GRENADE_RATE, DoGrenade, &s_Grenade[1]},
{FIREBALL + 1, GRENADE_RATE, DoGrenade, &s_Grenade[2]},
{FIREBALL + 2, GRENADE_RATE, DoGrenade, &s_Grenade[3]},
{FIREBALL + 3, GRENADE_RATE, DoGrenade, &s_Grenade[0]}
};
#else
#define GRENADE_FRAMES 1
#define GRENADE_R0 2110
#define GRENADE_R1 GRENADE_R0 + (GRENADE_FRAMES * 1)
#define GRENADE_R2 GRENADE_R0 + (GRENADE_FRAMES * 2)
#define GRENADE_R3 GRENADE_R0 + (GRENADE_FRAMES * 3)
#define GRENADE_R4 GRENADE_R0 + (GRENADE_FRAMES * 4)
#undef GRENADE
#define GRENADE GRENADE_R0
#define GRENADE_RATE 8
ANIMATOR DoGrenade;
STATE s_Grenade[5][1] =
{
{
{GRENADE_R0 + 0, GRENADE_RATE, DoGrenade, &s_Grenade[0][0]},
},
{
{GRENADE_R1 + 0, GRENADE_RATE, DoGrenade, &s_Grenade[1][0]},
},
{
{GRENADE_R2 + 0, GRENADE_RATE, DoGrenade, &s_Grenade[2][0]},
},
{
{GRENADE_R3 + 0, GRENADE_RATE, DoGrenade, &s_Grenade[3][0]},
},
{
{GRENADE_R4 + 0, GRENADE_RATE, DoGrenade, &s_Grenade[4][0]},
}
};
STATE* sg_Grenade[] =
{
&s_Grenade[0][0],
&s_Grenade[1][0],
&s_Grenade[2][0],
&s_Grenade[3][0],
&s_Grenade[4][0]
};
#endif
//////////////////////
//
// MINE
//
//////////////////////
ANIMATOR DoMine,DoMineStuck;
#undef MINE
#define MINE 2223
#define MINE_SHRAP 5011
#define MINE_RATE 16
STATE s_MineStuck[] =
{
{MINE + 0, MINE_RATE, DoMineStuck, &s_MineStuck[0]},
};
STATE s_Mine[] =
{
{MINE + 0, MINE_RATE, DoMine, &s_Mine[1]},
{MINE + 1, MINE_RATE, DoMine, &s_Mine[0]},
};
ANIMATOR DoMineSpark;
STATE s_MineSpark[] =
{
{UZI_SPARK + 0, UZI_SPARK_RATE, DoMineSpark, &s_MineSpark[1]},
{UZI_SPARK + 1, UZI_SPARK_RATE, DoMineSpark, &s_MineSpark[2]},
{UZI_SPARK + 2, UZI_SPARK_RATE, DoMineSpark, &s_MineSpark[3]},
{UZI_SPARK + 3, UZI_SPARK_RATE, DoMineSpark, &s_MineSpark[4]},
{UZI_SPARK + 4, UZI_SPARK_RATE, DoMineSpark, &s_MineSpark[5]},
{UZI_SPARK + 4, 100, DoSuicide, &s_MineSpark[0]},
};
//////////////////////
//
// METEOR
//
//////////////////////
#define METEOR_R0 2098
#define METEOR_R1 2090
#define METEOR_R2 2094
#define METEOR_R3 2090
#define METEOR_R4 2098
#define METEOR STAR
#define METEOR_RATE 8
ANIMATOR DoMeteor;
STATE s_Meteor[5][4] =
{
{
{METEOR_R0 + 0, METEOR_RATE, DoMeteor, &s_Meteor[0][1]},
{METEOR_R0 + 1, METEOR_RATE, DoMeteor, &s_Meteor[0][2]},
{METEOR_R0 + 2, METEOR_RATE, DoMeteor, &s_Meteor[0][3]},
{METEOR_R0 + 3, METEOR_RATE, DoMeteor, &s_Meteor[0][0]},
},
{
{METEOR_R1 + 0, METEOR_RATE, DoMeteor, &s_Meteor[1][1]},
{METEOR_R1 + 1, METEOR_RATE, DoMeteor, &s_Meteor[1][2]},
{METEOR_R1 + 2, METEOR_RATE, DoMeteor, &s_Meteor[1][3]},
{METEOR_R1 + 3, METEOR_RATE, DoMeteor, &s_Meteor[1][0]},
},
{
{METEOR_R2 + 0, METEOR_RATE, DoMeteor, &s_Meteor[2][1]},
{METEOR_R2 + 1, METEOR_RATE, DoMeteor, &s_Meteor[2][2]},
{METEOR_R2 + 2, METEOR_RATE, DoMeteor, &s_Meteor[2][3]},
{METEOR_R2 + 3, METEOR_RATE, DoMeteor, &s_Meteor[2][0]},
},
{
{METEOR_R3 + 0, METEOR_RATE, DoMeteor, &s_Meteor[3][1]},
{METEOR_R3 + 1, METEOR_RATE, DoMeteor, &s_Meteor[3][2]},
{METEOR_R3 + 2, METEOR_RATE, DoMeteor, &s_Meteor[3][3]},
{METEOR_R3 + 3, METEOR_RATE, DoMeteor, &s_Meteor[3][0]},
},
{
{METEOR_R4 + 0, METEOR_RATE, DoMeteor, &s_Meteor[4][1]},
{METEOR_R4 + 1, METEOR_RATE, DoMeteor, &s_Meteor[4][2]},
{METEOR_R4 + 2, METEOR_RATE, DoMeteor, &s_Meteor[4][3]},
{METEOR_R4 + 3, METEOR_RATE, DoMeteor, &s_Meteor[4][0]},
}
};
STATE* sg_Meteor[] =
{
&s_Meteor[0][0],
&s_Meteor[1][0],
&s_Meteor[2][0],
&s_Meteor[3][0],
&s_Meteor[4][0]
};
#define METEOR_EXP 2115
#define METEOR_EXP_RATE 7
STATE s_MeteorExp[] =
{
{METEOR_EXP + 0, METEOR_EXP_RATE, NullAnimator, &s_MeteorExp[1]},
{METEOR_EXP + 1, METEOR_EXP_RATE, NullAnimator, &s_MeteorExp[2]},
{METEOR_EXP + 2, METEOR_EXP_RATE, NullAnimator, &s_MeteorExp[3]},
{METEOR_EXP + 3, METEOR_EXP_RATE, NullAnimator, &s_MeteorExp[4]},
{METEOR_EXP + 4, METEOR_EXP_RATE, NullAnimator, &s_MeteorExp[5]},
{METEOR_EXP + 5, METEOR_EXP_RATE, NullAnimator, &s_MeteorExp[6]},
{METEOR_EXP + 5, METEOR_EXP_RATE, DoSuicide, &s_MeteorExp[6]}
};
#define MIRV_METEOR METEOR_R0
ANIMATOR DoMirvMissile;
STATE s_MirvMeteor[5][4] =
{
{
{METEOR_R0 + 0, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[0][1]},
{METEOR_R0 + 1, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[0][2]},
{METEOR_R0 + 2, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[0][3]},
{METEOR_R0 + 3, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[0][0]},
},
{
{METEOR_R1 + 0, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[1][1]},
{METEOR_R1 + 1, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[1][2]},
{METEOR_R1 + 2, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[1][3]},
{METEOR_R1 + 3, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[1][0]},
},
{
{METEOR_R2 + 0, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[2][1]},
{METEOR_R2 + 1, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[2][2]},
{METEOR_R2 + 2, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[2][3]},
{METEOR_R2 + 3, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[2][0]},
},
{
{METEOR_R3 + 0, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[3][1]},
{METEOR_R3 + 1, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[3][2]},
{METEOR_R3 + 2, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[3][3]},
{METEOR_R3 + 3, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[3][0]},
},
{
{METEOR_R4 + 0, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[4][1]},
{METEOR_R4 + 1, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[4][2]},
{METEOR_R4 + 2, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[4][3]},
{METEOR_R4 + 3, METEOR_RATE, DoMirvMissile, &s_MirvMeteor[4][0]},
}
};
STATE* sg_MirvMeteor[] =
{
&s_MirvMeteor[0][0],
&s_MirvMeteor[1][0],
&s_MirvMeteor[2][0],
&s_MirvMeteor[3][0],
&s_MirvMeteor[4][0]
};
STATE s_MirvMeteorExp[] =
{
{METEOR_EXP + 0, METEOR_EXP_RATE, NullAnimator, &s_MirvMeteorExp[1]},
{METEOR_EXP + 1, METEOR_EXP_RATE, NullAnimator, &s_MirvMeteorExp[2]},
{METEOR_EXP + 2, METEOR_EXP_RATE, NullAnimator, &s_MirvMeteorExp[3]},
{METEOR_EXP + 3, METEOR_EXP_RATE, NullAnimator, &s_MirvMeteorExp[4]},
{METEOR_EXP + 4, METEOR_EXP_RATE, NullAnimator, &s_MirvMeteorExp[5]},
{METEOR_EXP + 5, METEOR_EXP_RATE, NullAnimator, &s_MirvMeteorExp[6]},
{METEOR_EXP + 5, METEOR_EXP_RATE, DoSuicide, &s_MirvMeteorExp[6]}
};
#define SERP_METEOR METEOR_R0+1
ANIMATOR DoSerpMeteor;
STATE s_SerpMeteor[5][4] =
{
{
{2031 + 0, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[0][1]},
{2031 + 1, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[0][2]},
{2031 + 2, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[0][3]},
{2031 + 3, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[0][0]},
},
{
{2031 + 0, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[1][1]},
{2031 + 1, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[1][2]},
{2031 + 2, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[1][3]},
{2031 + 3, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[1][0]},
},
{
{2031 + 0, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[2][1]},
{2031 + 1, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[2][2]},
{2031 + 2, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[2][3]},
{2031 + 3, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[2][0]},
},
{
{2031 + 0, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[3][1]},
{2031 + 1, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[3][2]},
{2031 + 2, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[3][3]},
{2031 + 3, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[3][0]},
},
{
{2031 + 0, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[4][1]},
{2031 + 1, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[4][2]},
{2031 + 2, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[4][3]},
{2031 + 3, METEOR_RATE, DoSerpMeteor, &s_SerpMeteor[4][0]},
}
};
STATE* sg_SerpMeteor[] =
{
&s_SerpMeteor[0][0],
&s_SerpMeteor[1][0],
&s_SerpMeteor[2][0],
&s_SerpMeteor[3][0],
&s_SerpMeteor[4][0]
};
STATE s_SerpMeteorExp[] =
{
{METEOR_EXP + 0, METEOR_EXP_RATE, NullAnimator, &s_SerpMeteorExp[1]},
{METEOR_EXP + 1, METEOR_EXP_RATE, NullAnimator, &s_SerpMeteorExp[2]},
{METEOR_EXP + 2, METEOR_EXP_RATE, NullAnimator, &s_SerpMeteorExp[3]},
{METEOR_EXP + 3, METEOR_EXP_RATE, NullAnimator, &s_SerpMeteorExp[4]},
{METEOR_EXP + 4, METEOR_EXP_RATE, NullAnimator, &s_SerpMeteorExp[5]},
{METEOR_EXP + 5, METEOR_EXP_RATE, NullAnimator, &s_SerpMeteorExp[6]},
{METEOR_EXP + 5, METEOR_EXP_RATE, DoSuicide, &s_SerpMeteorExp[6]}
};
//////////////////////
//
// SPEAR
//
//////////////////////
#define SPEAR_RATE 8
ANIMATOR DoSpear;
STATE s_Spear[5][1] =
{
{
{SPEAR_R0 + 0, SPEAR_RATE, DoSpear, s_Spear[0]},
},
{
{SPEAR_R1 + 0, SPEAR_RATE, DoSpear, s_Spear[1]},
},
{
{SPEAR_R2 + 0, SPEAR_RATE, DoSpear, s_Spear[2]},
},
{
{SPEAR_R3 + 0, SPEAR_RATE, DoSpear, s_Spear[3]},
},
{
{SPEAR_R4 + 0, SPEAR_RATE, DoSpear, s_Spear[4]},
}
};
STATE* sg_Spear[] =
{
s_Spear[0],
s_Spear[1],
s_Spear[2],
s_Spear[3],
s_Spear[4]
};
//////////////////////
//
// ROCKET
//
//////////////////////
#define ROCKET_FRAMES 1
#define ROCKET_R0 2206
#define ROCKET_R1 ROCKET_R0 + (ROCKET_FRAMES * 2)
#define ROCKET_R2 ROCKET_R0 + (ROCKET_FRAMES * 3)
#define ROCKET_R3 ROCKET_R0 + (ROCKET_FRAMES * 4)
#define ROCKET_R4 ROCKET_R0 + (ROCKET_FRAMES * 1)
ANIMATOR DoRocket;
#define ROCKET_RATE 8
STATE s_Rocket[5][1] =
{
{
{ROCKET_R0 + 0, ROCKET_RATE, DoRocket, &s_Rocket[0][0]},
},
{
{ROCKET_R1 + 0, ROCKET_RATE, DoRocket, &s_Rocket[1][0]},
},
{
{ROCKET_R2 + 0, ROCKET_RATE, DoRocket, &s_Rocket[2][0]},
},
{
{ROCKET_R3 + 0, ROCKET_RATE, DoRocket, &s_Rocket[3][0]},
},
{
{ROCKET_R4 + 0, ROCKET_RATE, DoRocket, &s_Rocket[4][0]},
}
};
STATE* sg_Rocket[] =
{
&s_Rocket[0][0],
&s_Rocket[1][0],
&s_Rocket[2][0],
&s_Rocket[3][0],
&s_Rocket[4][0]
};
//////////////////////
//
// BUNNY ROCKET
//
//////////////////////
#define BUNNYROCKET_FRAMES 5
#define BUNNYROCKET_R0 4550
#define BUNNYROCKET_R1 BUNNYROCKET_R0 + (BUNNYROCKET_FRAMES * 1)
#define BUNNYROCKET_R2 BUNNYROCKET_R0 + (BUNNYROCKET_FRAMES * 2)
#define BUNNYROCKET_R3 BUNNYROCKET_R0 + (BUNNYROCKET_FRAMES * 3)
#define BUNNYROCKET_R4 BUNNYROCKET_R0 + (BUNNYROCKET_FRAMES * 4)
ANIMATOR DoRocket;
#define BUNNYROCKET_RATE 8
STATE s_BunnyRocket[5][1] =
{
{
{BUNNYROCKET_R0 + 2, BUNNYROCKET_RATE, DoRocket, &s_BunnyRocket[0][0]},
},
{
{BUNNYROCKET_R1 + 2, BUNNYROCKET_RATE, DoRocket, &s_BunnyRocket[1][0]},
},
{
{BUNNYROCKET_R2 + 2, BUNNYROCKET_RATE, DoRocket, &s_BunnyRocket[2][0]},
},
{
{BUNNYROCKET_R3 + 2, BUNNYROCKET_RATE, DoRocket, &s_BunnyRocket[3][0]},
},
{
{BUNNYROCKET_R4 + 2, BUNNYROCKET_RATE, DoRocket, &s_BunnyRocket[4][0]},
}
};
STATE* sg_BunnyRocket[] =
{
&s_BunnyRocket[0][0],
&s_BunnyRocket[1][0],
&s_BunnyRocket[2][0],
&s_BunnyRocket[3][0],
&s_BunnyRocket[4][0]
};
ANIMATOR DoRail;
#define RAIL_RATE 8
STATE s_Rail[5][1] =
{
{
{ROCKET_R0 + 0, RAIL_RATE, DoRail, &s_Rail[0][0]},
},
{
{ROCKET_R1 + 0, RAIL_RATE, DoRail, &s_Rail[1][0]},
},
{
{ROCKET_R2 + 0, RAIL_RATE, DoRail, &s_Rail[2][0]},
},
{
{ROCKET_R3 + 0, RAIL_RATE, DoRail, &s_Rail[3][0]},
},
{
{ROCKET_R4 + 0, RAIL_RATE, DoRail, &s_Rail[4][0]},
}
};
STATE* sg_Rail[] =
{
&s_Rail[0][0],
&s_Rail[1][0],
&s_Rail[2][0],
&s_Rail[3][0],
&s_Rail[4][0]
};
ANIMATOR DoLaser;
#define LASER_RATE 8
STATE s_Laser[] =
{
{ROCKET_R0 + 0, LASER_RATE, DoLaser, &s_Laser[0]}
};
//////////////////////
//
// MICRO
//
//////////////////////
#define MICRO_FRAMES 1
#define MICRO_R0 2206
#define MICRO_R1 MICRO_R0 + (MICRO_FRAMES * 2)
#define MICRO_R2 MICRO_R0 + (MICRO_FRAMES * 3)
#define MICRO_R3 MICRO_R0 + (MICRO_FRAMES * 4)
#define MICRO_R4 MICRO_R0 + (MICRO_FRAMES * 1)
ANIMATOR DoMicro;
#define MICRO_RATE 8
#if 0
#define PUFF 1748
#define PUFF_RATE 8
ANIMATOR DoMicroPuffSuicide;
STATE s_MicroPuff[] =
{
{PUFF + 0, PUFF_RATE, DoPuff, &s_MicroPuff[1]},
{PUFF + 1, PUFF_RATE, DoPuff, &s_MicroPuff[2]},
{PUFF + 2, PUFF_RATE, DoPuff, &s_MicroPuff[3]},
{PUFF + 3, PUFF_RATE, DoPuff, &s_MicroPuff[4]},
{PUFF + 4, PUFF_RATE, DoPuff, &s_MicroPuff[5]},
{PUFF + 5, PUFF_RATE, DoPuff, &s_MicroPuff[6]},
{PUFF + 5, 100, DoMicroPuffSuicide, &s_MicroPuff[6]}
};
#endif
STATE s_Micro[5][1] =
{
{
{MICRO_R0 + 0, MICRO_RATE, DoMicro, &s_Micro[0][0]},
},
{
{MICRO_R1 + 0, MICRO_RATE, DoMicro, &s_Micro[1][0]},
},
{
{MICRO_R2 + 0, MICRO_RATE, DoMicro, &s_Micro[2][0]},
},
{
{MICRO_R3 + 0, MICRO_RATE, DoMicro, &s_Micro[3][0]},
},
{
{MICRO_R4 + 0, MICRO_RATE, DoMicro, &s_Micro[4][0]},
}
};
STATE* sg_Micro[] =
{
&s_Micro[0][0],
&s_Micro[1][0],
&s_Micro[2][0],
&s_Micro[3][0],
&s_Micro[4][0]
};
ANIMATOR DoMicroMini;
STATE s_MicroMini[5][1] =
{
{
{MICRO_R0 + 0, MICRO_RATE, DoMicroMini, &s_MicroMini[0][0]},
},
{
{MICRO_R1 + 0, MICRO_RATE, DoMicroMini, &s_MicroMini[1][0]},
},
{
{MICRO_R2 + 0, MICRO_RATE, DoMicroMini, &s_MicroMini[2][0]},
},
{
{MICRO_R3 + 0, MICRO_RATE, DoMicroMini, &s_MicroMini[3][0]},
},
{
{MICRO_R4 + 0, MICRO_RATE, DoMicroMini, &s_MicroMini[4][0]},
}
};
STATE* sg_MicroMini[] =
{
&s_MicroMini[0][0],
&s_MicroMini[1][0],
&s_MicroMini[2][0],
&s_MicroMini[3][0],
&s_MicroMini[4][0]
};
//////////////////////
//
// BOLT THINMAN
//
//////////////////////
#define BOLT_THINMAN_RATE 8
ANIMATOR DoBoltThinMan;
STATE s_BoltThinMan[5][1] =
{
{
{BOLT_THINMAN_R0 + 0, BOLT_THINMAN_RATE, DoBoltThinMan, &s_BoltThinMan[0][0]},
},
{
{BOLT_THINMAN_R1 + 0, BOLT_THINMAN_RATE, DoBoltThinMan, &s_BoltThinMan[1][0]},
},
{
{BOLT_THINMAN_R2 + 0, BOLT_THINMAN_RATE, DoBoltThinMan, &s_BoltThinMan[2][0]},
},
{
{BOLT_THINMAN_R3 + 0, BOLT_THINMAN_RATE, DoBoltThinMan, &s_BoltThinMan[3][0]},
},
{
{BOLT_THINMAN_R4 + 0, BOLT_THINMAN_RATE, DoBoltThinMan, &s_BoltThinMan[4][0]},
}
};
STATE* sg_BoltThinMan[] =
{
&s_BoltThinMan[0][0],
&s_BoltThinMan[1][0],
&s_BoltThinMan[2][0],
&s_BoltThinMan[3][0],
&s_BoltThinMan[4][0]
};
#define BOLT_SEEKER_RATE 8
ANIMATOR DoBoltSeeker;
STATE s_BoltSeeker[5][1] =
{
{
{BOLT_THINMAN_R0 + 0, BOLT_SEEKER_RATE, DoBoltSeeker, &s_BoltSeeker[0][0]},
},
{
{BOLT_THINMAN_R1 + 0, BOLT_SEEKER_RATE, DoBoltSeeker, &s_BoltSeeker[1][0]},
},
{
{BOLT_THINMAN_R2 + 0, BOLT_SEEKER_RATE, DoBoltSeeker, &s_BoltSeeker[2][0]},
},
{
{BOLT_THINMAN_R3 + 0, BOLT_SEEKER_RATE, DoBoltSeeker, &s_BoltSeeker[3][0]},
},
{
{BOLT_THINMAN_R4 + 0, BOLT_SEEKER_RATE, DoBoltSeeker, &s_BoltSeeker[4][0]},
}
};
STATE* sg_BoltSeeker[] =
{
&s_BoltSeeker[0][0],
&s_BoltSeeker[1][0],
&s_BoltSeeker[2][0],
&s_BoltSeeker[3][0],
&s_BoltSeeker[4][0]
};
#define BOLT_FATMAN STAR
#define BOLT_FATMAN_RATE 8
ANIMATOR DoBoltFatMan;
STATE s_BoltFatMan[] =
{
{BOLT_FATMAN + 0, BOLT_FATMAN_RATE, DoBoltFatMan, &s_BoltFatMan[1]},
{BOLT_FATMAN + 1, BOLT_FATMAN_RATE, DoBoltFatMan, &s_BoltFatMan[2]},
{BOLT_FATMAN + 2, BOLT_FATMAN_RATE, DoBoltFatMan, &s_BoltFatMan[3]},
{BOLT_FATMAN + 3, BOLT_FATMAN_RATE, DoBoltFatMan, &s_BoltFatMan[0]}
};
#define BOLT_SHRAPNEL STAR
#define BOLT_SHRAPNEL_RATE 8
ANIMATOR DoBoltShrapnel;
STATE s_BoltShrapnel[] =
{
{BOLT_SHRAPNEL + 0, BOLT_SHRAPNEL_RATE, DoBoltShrapnel, &s_BoltShrapnel[1]},
{BOLT_SHRAPNEL + 1, BOLT_SHRAPNEL_RATE, DoBoltShrapnel, &s_BoltShrapnel[2]},
{BOLT_SHRAPNEL + 2, BOLT_SHRAPNEL_RATE, DoBoltShrapnel, &s_BoltShrapnel[3]},
{BOLT_SHRAPNEL + 3, BOLT_SHRAPNEL_RATE, DoBoltShrapnel, &s_BoltShrapnel[0]}
};
#define COOLG_FIRE 2430
//#define COOLG_FIRE 1465
#define COOLG_W_FIRE_RATE 8
ANIMATOR DoCoolgFire;
STATE s_CoolgFire[] =
{
{2031 + 0, COOLG_W_FIRE_RATE, DoCoolgFire, &s_CoolgFire[1]},
{2031 + 1, COOLG_W_FIRE_RATE, DoCoolgFire, &s_CoolgFire[2]},
{2031 + 2, COOLG_W_FIRE_RATE, DoCoolgFire, &s_CoolgFire[3]},
{2031 + 3, COOLG_W_FIRE_RATE, DoCoolgFire, &s_CoolgFire[0]}
};
#define COOLG_FIRE_DONE 2410
//#define COOLG_FIRE_DONE 1466
//#define COOLG_FIRE_DONE_RATE 8
#define COOLG_FIRE_DONE_RATE 3
STATE s_CoolgFireDone[] =
{
{COOLG_FIRE_DONE + 0, COOLG_FIRE_DONE_RATE, NullAnimator, &s_CoolgFireDone[1]},
{COOLG_FIRE_DONE + 1, COOLG_FIRE_DONE_RATE, NullAnimator, &s_CoolgFireDone[2]},
{COOLG_FIRE_DONE + 2, COOLG_FIRE_DONE_RATE, NullAnimator, &s_CoolgFireDone[3]},
{COOLG_FIRE_DONE + 3, COOLG_FIRE_DONE_RATE, NullAnimator, &s_CoolgFireDone[4]},
{COOLG_FIRE_DONE + 4, COOLG_FIRE_DONE_RATE, NullAnimator, &s_CoolgFireDone[5]},
{COOLG_FIRE_DONE + 4, COOLG_FIRE_DONE_RATE, DoSuicide, &s_CoolgFireDone[5]}
};
ANIMATOR DoCoolgDrip;
#define COOLG_DRIP 1720
STATE s_CoolgDrip[] =
{
{COOLG_DRIP + 0, 100, DoCoolgDrip, &s_CoolgDrip[0]}
};
#define GORE_FLOOR_SPLASH_RATE 8
#define GORE_FLOOR_SPLASH 1710
STATE s_GoreFloorSplash[] =
{
{GORE_FLOOR_SPLASH + 0, GORE_FLOOR_SPLASH_RATE, NullAnimator, &s_GoreFloorSplash[1]},
{GORE_FLOOR_SPLASH + 1, GORE_FLOOR_SPLASH_RATE, NullAnimator, &s_GoreFloorSplash[2]},
{GORE_FLOOR_SPLASH + 2, GORE_FLOOR_SPLASH_RATE, NullAnimator, &s_GoreFloorSplash[3]},
{GORE_FLOOR_SPLASH + 3, GORE_FLOOR_SPLASH_RATE, NullAnimator, &s_GoreFloorSplash[4]},
{GORE_FLOOR_SPLASH + 4, GORE_FLOOR_SPLASH_RATE, NullAnimator, &s_GoreFloorSplash[5]},
{GORE_FLOOR_SPLASH + 5, GORE_FLOOR_SPLASH_RATE, NullAnimator, &s_GoreFloorSplash[6]},
{GORE_FLOOR_SPLASH + 5, GORE_FLOOR_SPLASH_RATE, DoSuicide, &s_GoreFloorSplash[6]}
};
#define GORE_SPLASH_RATE 8
#define GORE_SPLASH 2410
STATE s_GoreSplash[] =
{
{GORE_SPLASH + 0, GORE_SPLASH_RATE, NullAnimator, &s_GoreSplash[1]},
{GORE_SPLASH + 1, GORE_SPLASH_RATE, NullAnimator, &s_GoreSplash[2]},
{GORE_SPLASH + 2, GORE_SPLASH_RATE, NullAnimator, &s_GoreSplash[3]},
{GORE_SPLASH + 3, GORE_SPLASH_RATE, NullAnimator, &s_GoreSplash[4]},
{GORE_SPLASH + 4, GORE_SPLASH_RATE, NullAnimator, &s_GoreSplash[5]},
{GORE_SPLASH + 5, GORE_SPLASH_RATE, NullAnimator, &s_GoreSplash[6]},
{GORE_SPLASH + 5, GORE_SPLASH_RATE, DoSuicide, &s_GoreSplash[6]}
};
//////////////////////////////////////////////
//
// HEART ATTACK & PLASMA
//
//////////////////////////////////////////////
#define PLASMA 1562 //2058
#define PLASMA_FOUNTAIN 2058+1
#define PLASMA_RATE 8
#define PLASMA_FOUNTAIN_TIME (3*120);
ANIMATOR DoPlasma;
// regular bolt from heart
STATE s_Plasma[] =
{
{PLASMA + 0, PLASMA_RATE, DoPlasma, &s_Plasma[1]},
{PLASMA + 1, PLASMA_RATE, DoPlasma, &s_Plasma[2]},
{PLASMA + 2, PLASMA_RATE, DoPlasma, &s_Plasma[0]}
};
ANIMATOR DoPlasmaFountain;
// follows actor spewing blood
#define PLASMA_Drip 1562 //2420
STATE s_PlasmaFountain[] =
{
{PLASMA_Drip + 0, PLASMA_RATE, DoPlasmaFountain, &s_PlasmaFountain[1]},
{PLASMA_Drip + 1, PLASMA_RATE, DoPlasmaFountain, &s_PlasmaFountain[2]},
{PLASMA_Drip + 2, PLASMA_RATE, DoPlasmaFountain, &s_PlasmaFountain[3]},
{PLASMA_Drip + 3, PLASMA_RATE, DoPlasmaFountain, &s_PlasmaFountain[0]},
};
#define PLASMA_Drip_RATE 12
STATE s_PlasmaDrip[] =
{
{PLASMA_Drip + 0, PLASMA_Drip_RATE, DoShrapJumpFall, &s_PlasmaDrip[1]},
{PLASMA_Drip + 1, PLASMA_Drip_RATE, DoShrapJumpFall, &s_PlasmaDrip[2]},
{PLASMA_Drip + 2, PLASMA_Drip_RATE, DoShrapJumpFall, &s_PlasmaDrip[3]},
{PLASMA_Drip + 3, PLASMA_Drip_RATE, DoShrapJumpFall, &s_PlasmaDrip[4]},
{PLASMA_Drip + 4, PLASMA_Drip_RATE, DoShrapJumpFall, &s_PlasmaDrip[5]},
{PLASMA_Drip + 5, PLASMA_Drip_RATE, DoShrapJumpFall, &s_PlasmaDrip[6]},
{PLASMA_Drip + 7, PLASMA_Drip_RATE, DoSuicide, &s_PlasmaDrip[6]}
};
#define PLASMA_DONE 2061
#define PLASMA_DONE_RATE 15
ANIMATOR DoPlasmaDone;
STATE s_PlasmaDone[] =
{
{PLASMA + 0, PLASMA_DONE_RATE, DoPlasmaDone, &s_PlasmaDone[1]},
{PLASMA + 2, PLASMA_DONE_RATE, DoPlasmaDone, &s_PlasmaDone[2]},
{PLASMA + 1, PLASMA_DONE_RATE, DoPlasmaDone, &s_PlasmaDone[0]}
};
#define TELEPORT_EFFECT 3240
#define TELEPORT_EFFECT_RATE 6
ANIMATOR DoTeleportEffect;
STATE s_TeleportEffect[] =
{
{TELEPORT_EFFECT + 0, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[1]},
{TELEPORT_EFFECT + 1, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[2]},
{TELEPORT_EFFECT + 2, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[3]},
{TELEPORT_EFFECT + 3, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[4]},
{TELEPORT_EFFECT + 4, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[5]},
{TELEPORT_EFFECT + 5, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[6]},
{TELEPORT_EFFECT + 6, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[7]},
{TELEPORT_EFFECT + 7, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[8]},
{TELEPORT_EFFECT + 8, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[9]},
{TELEPORT_EFFECT + 9, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[10]},
{TELEPORT_EFFECT + 10, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[11]},
{TELEPORT_EFFECT + 11, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[12]},
{TELEPORT_EFFECT + 12, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[13]},
{TELEPORT_EFFECT + 13, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[14]},
{TELEPORT_EFFECT + 14, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[15]},
{TELEPORT_EFFECT + 15, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[16]},
{TELEPORT_EFFECT + 16, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[17]},
{TELEPORT_EFFECT + 17, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect[18]},
{TELEPORT_EFFECT + 17, TELEPORT_EFFECT_RATE, DoSuicide, &s_TeleportEffect[18]},
};
// Spawn a RIPPER teleport effect
ANIMATOR DoTeleRipper;
STATE s_TeleportEffect2[] =
{
{TELEPORT_EFFECT + 0, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[1]},
{TELEPORT_EFFECT + 1, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[2]},
{TELEPORT_EFFECT + 2, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[3]},
{TELEPORT_EFFECT + 3, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[4]},
{TELEPORT_EFFECT + 4, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[5]},
{TELEPORT_EFFECT + 5, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[6]},
{TELEPORT_EFFECT + 6, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[7]},
{TELEPORT_EFFECT + 7, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[8]},
{TELEPORT_EFFECT + 8, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[9]},
{TELEPORT_EFFECT + 9, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[10]},
{TELEPORT_EFFECT + 10, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[11]},
{TELEPORT_EFFECT + 11, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[12]},
{TELEPORT_EFFECT + 12, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[13]},
{TELEPORT_EFFECT + 13, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[14]},
{TELEPORT_EFFECT + 14, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[15]},
{TELEPORT_EFFECT + 15, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[16]},
{TELEPORT_EFFECT + 16, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[17]},
{TELEPORT_EFFECT + 17, TELEPORT_EFFECT_RATE, NullAnimator, &s_TeleportEffect2[18]},
{TELEPORT_EFFECT + 17, SF_QUICK_CALL, DoTeleRipper, &s_TeleportEffect2[19]},
{TELEPORT_EFFECT + 17, TELEPORT_EFFECT_RATE, DoSuicide, &s_TeleportEffect2[19]},
};
ANIMATOR DoElectro;
#define ELECTRO_SNAKE 2073
#define ELECTRO_PLAYER (ELECTRO)
#define ELECTRO_ENEMY (ELECTRO + 1)
#define ELECTRO_SHARD (ELECTRO + 2)
STATE s_Electro[] =
{
{ELECTRO + 0, 12, DoElectro, &s_Electro[1]},
{ELECTRO + 1, 12, DoElectro, &s_Electro[2]},
{ELECTRO + 2, 12, DoElectro, &s_Electro[3]},
{ELECTRO + 3, 12, DoElectro, &s_Electro[0]}
};
STATE s_ElectroShrap[] =
{
{ELECTRO + 0, 12, DoShrapDamage, &s_ElectroShrap[1]},
{ELECTRO + 1, 12, DoShrapDamage, &s_ElectroShrap[2]},
{ELECTRO + 2, 12, DoShrapDamage, &s_ElectroShrap[3]},
{ELECTRO + 3, 12, DoShrapDamage, &s_ElectroShrap[0]}
};
//////////////////////
//
// EXPS
//
//////////////////////
#define GRENADE_EXP 3121
#define MINE_EXP GRENADE_EXP+1
#define GRENADE_EXP_RATE 6
#if 0
STATE s_GrenadeExp[] =
{
{GRENADE_EXP + 0, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[1]},
{GRENADE_EXP + 1, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[2]},
{GRENADE_EXP + 2, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[3]},
{GRENADE_EXP + 3, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[4]},
{GRENADE_EXP + 4, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[5]},
{GRENADE_EXP + 5, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[6]},
{GRENADE_EXP + 6, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[7]},
{GRENADE_EXP + 7, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[8]},
{GRENADE_EXP + 8, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[9]},
{GRENADE_EXP + 9, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[10]},
{GRENADE_EXP + 10, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[11]},
{GRENADE_EXP + 11, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[12]},
{GRENADE_EXP + 12, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[13]},
{GRENADE_EXP + 13, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[14]},
{GRENADE_EXP + 14, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[15]},
{GRENADE_EXP + 15, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[16]},
{GRENADE_EXP + 16, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[17]},
{GRENADE_EXP + 17, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[18]},
{GRENADE_EXP + 18, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[19]},
{GRENADE_EXP + 19, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[20]},
{GRENADE_EXP + 20, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[21]},
{GRENADE_EXP + 21, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[22]},
{GRENADE_EXP + 21, 100, DoSuicide, &s_GrenadeExp[22]}
};
#else
STATE s_GrenadeSmallExp[] =
{
{GRENADE_EXP + 0, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[1]},
{GRENADE_EXP + 1, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[2]},
{GRENADE_EXP + 2, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[3]},
{GRENADE_EXP + 3, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[4]},
{GRENADE_EXP + 4, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[5]},
{GRENADE_EXP + 5, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[6]},
{GRENADE_EXP + 6, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[7]},
{GRENADE_EXP + 7, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[8]},
{GRENADE_EXP + 8, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[9]},
{GRENADE_EXP + 9, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[10]},
{GRENADE_EXP + 10, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[11]},
{GRENADE_EXP + 11, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[12]},
{GRENADE_EXP + 12, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[13]},
{GRENADE_EXP + 13, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[14]},
{GRENADE_EXP + 14, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[15]},
{GRENADE_EXP + 15, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[16]},
{GRENADE_EXP + 16, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[17]},
{GRENADE_EXP + 17, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[18]},
{GRENADE_EXP + 18, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[19]},
{GRENADE_EXP + 19, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[20]},
{GRENADE_EXP + 20, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[21]},
{GRENADE_EXP + 21, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeSmallExp[22]},
{GRENADE_EXP + 21, 100, DoSuicide, &s_GrenadeSmallExp[22]}
};
ANIMATOR SpawnGrenadeSmallExp;
STATE s_GrenadeExp[] =
{
{GRENADE_EXP + 0, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[1]},
{GRENADE_EXP + 1, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[2]},
{GRENADE_EXP + 2, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[3]},
{GRENADE_EXP + 3, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[4]},
{GRENADE_EXP + 4, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[5]},
{GRENADE_EXP + 5, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[6]},
{GRENADE_EXP + 6, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[7]},
{GRENADE_EXP + 6, SF_QUICK_CALL, SpawnGrenadeSmallExp, &s_GrenadeExp[8]},
{GRENADE_EXP + 7, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[9]},
{GRENADE_EXP + 8, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[10]},
{GRENADE_EXP + 9, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[11]},
{GRENADE_EXP + 10, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[12]},
{GRENADE_EXP + 11, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[13]},
{GRENADE_EXP + 12, SF_QUICK_CALL, SpawnGrenadeSmallExp, &s_GrenadeExp[14]},
{GRENADE_EXP + 12, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[15]},
{GRENADE_EXP + 13, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[16]},
{GRENADE_EXP + 14, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[17]},
{GRENADE_EXP + 15, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[18]},
{GRENADE_EXP + 16, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[19]},
{GRENADE_EXP + 17, SF_QUICK_CALL, SpawnGrenadeSmallExp, &s_GrenadeExp[20]},
{GRENADE_EXP + 17, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[21]},
{GRENADE_EXP + 18, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[22]},
{GRENADE_EXP + 19, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[23]},
{GRENADE_EXP + 20, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[24]},
{GRENADE_EXP + 21, GRENADE_EXP_RATE, NullAnimator, &s_GrenadeExp[25]},
{GRENADE_EXP + 21, 100, DoSuicide, &s_GrenadeExp[25]}
};
#endif
#define MINE_EXP GRENADE_EXP+1
ANIMATOR DoMineExp, DoMineExpMine;
STATE s_MineExp[] =
{
{GRENADE_EXP + 0, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[1]},
{GRENADE_EXP + 1, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[2]},
{GRENADE_EXP + 2, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[3]},
{GRENADE_EXP + 3, 0|SF_QUICK_CALL, DoMineExp, &s_MineExp[4]},
{GRENADE_EXP + 3, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[5]},
{GRENADE_EXP + 4, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[6]},
{GRENADE_EXP + 5, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[7]},
{GRENADE_EXP + 6, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[8]},
{GRENADE_EXP + 7, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[9]},
{GRENADE_EXP + 8, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[10]},
{GRENADE_EXP + 9, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[11]},
{GRENADE_EXP + 10, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[12]},
{GRENADE_EXP + 11, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[13]},
{GRENADE_EXP + 12, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[14]},
{GRENADE_EXP + 13, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[15]},
{GRENADE_EXP + 14, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[16]},
{GRENADE_EXP + 15, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[17]},
{GRENADE_EXP + 16, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[18]},
{GRENADE_EXP + 17, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[19]},
{GRENADE_EXP + 17, 0|SF_QUICK_CALL, DoMineExpMine, &s_MineExp[20]},
{GRENADE_EXP + 18, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[21]},
{GRENADE_EXP + 19, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[22]},
{GRENADE_EXP + 20, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[23]},
{GRENADE_EXP + 21, GRENADE_EXP_RATE, NullAnimator, &s_MineExp[24]},
{GRENADE_EXP + 21, 100, DoSuicide, &s_MineExp[24]}
};
#define EXP_RATE_W 7
#define BOLT_EXP EXP
#define FIREBALL_EXP EXP+1
#define BASIC_EXP EXP+2
#define SECTOR_EXP EXP+3
#define MICRO_EXP EXP+5
#define TRACER_EXP EXP+6
#define TANK_SHELL_EXP EXP+7
STATE s_BasicExp[] =
{
{EXP + 0, EXP_RATE_W, NullAnimator, &s_BasicExp[1]},
{EXP + 1, EXP_RATE_W, NullAnimator, &s_BasicExp[2]},
{EXP + 2, EXP_RATE_W, NullAnimator, &s_BasicExp[3]},
{EXP + 3, EXP_RATE_W, NullAnimator, &s_BasicExp[4]},
{EXP + 4, EXP_RATE_W, NullAnimator, &s_BasicExp[5]},
{EXP + 5, EXP_RATE_W, NullAnimator, &s_BasicExp[6]},
{EXP + 6, EXP_RATE_W, NullAnimator, &s_BasicExp[7]},
{EXP + 7, EXP_RATE_W, NullAnimator, &s_BasicExp[8]},
{EXP + 8, EXP_RATE_W, NullAnimator, &s_BasicExp[9]},
{EXP + 9, EXP_RATE_W, NullAnimator, &s_BasicExp[10]},
{EXP + 10, EXP_RATE_W, NullAnimator, &s_BasicExp[11]},
{EXP + 11, EXP_RATE_W, NullAnimator, &s_BasicExp[12]},
{EXP + 12, EXP_RATE_W, NullAnimator, &s_BasicExp[13]},
{EXP + 13, EXP_RATE_W, NullAnimator, &s_BasicExp[14]},
{EXP + 14, EXP_RATE_W, NullAnimator, &s_BasicExp[15]},
{EXP + 15, EXP_RATE_W, NullAnimator, &s_BasicExp[16]},
{EXP + 16, EXP_RATE_W, NullAnimator, &s_BasicExp[17]},
{EXP + 17, EXP_RATE_W, NullAnimator, &s_BasicExp[18]},
{EXP + 18, EXP_RATE_W, NullAnimator, &s_BasicExp[19]},
{EXP + 19, EXP_RATE_W, NullAnimator, &s_BasicExp[20]},
{EXP + 20, 100, DoSuicide, &s_BasicExp[0]}
};
#define MICRO_EXP_RATE 3
ANIMATOR DoExpDamageTest;
STATE s_MicroExp[] =
{
{EXP + 0, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[1]},
{EXP + 0, SF_QUICK_CALL, DoExpDamageTest, &s_MicroExp[2]},
{EXP + 1, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[3]},
{EXP + 2, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[4]},
{EXP + 3, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[5]},
{EXP + 4, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[6]},
{EXP + 5, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[7]},
{EXP + 6, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[8]},
{EXP + 7, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[9]},
{EXP + 8, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[10]},
{EXP + 9, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[11]},
{EXP + 10, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[12]},
{EXP + 11, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[13]},
{EXP + 12, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[14]},
{EXP + 13, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[15]},
{EXP + 14, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[16]},
{EXP + 15, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[17]},
{EXP + 16, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[18]},
{EXP + 17, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[19]},
{EXP + 18, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[20]},
{EXP + 19, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[21]},
{EXP + 20, MICRO_EXP_RATE, NullAnimator, &s_MicroExp[22]},
{EXP + 20, 100, DoSuicide, &s_MicroExp[22]}
};
#define BIG_GUN_FLAME_RATE 15
STATE s_BigGunFlame[] =
{
// first 3 frames
{EXP + 0, BIG_GUN_FLAME_RATE, NullAnimator, &s_BigGunFlame[1]},
{EXP + 1, BIG_GUN_FLAME_RATE, NullAnimator, &s_BigGunFlame[2]},
{EXP + 2, BIG_GUN_FLAME_RATE, NullAnimator, &s_BigGunFlame[3]},
// last 4 frames frames
{EXP + 17, BIG_GUN_FLAME_RATE, NullAnimator, &s_BigGunFlame[4]},
{EXP + 18, BIG_GUN_FLAME_RATE, NullAnimator, &s_BigGunFlame[5]},
{EXP + 19, BIG_GUN_FLAME_RATE, NullAnimator, &s_BigGunFlame[6]},
{EXP + 20, BIG_GUN_FLAME_RATE, NullAnimator, &s_BigGunFlame[7]},
{EXP + 20, 100, DoSuicide, &s_BigGunFlame[0]}
};
STATE s_BoltExp[] =
{
{EXP + 0, EXP_RATE_W, NullAnimator, &s_BoltExp[1]},
{EXP + 0, SF_QUICK_CALL, NullAnimator, &s_BoltExp[2]},
{EXP + 0, SF_QUICK_CALL, SpawnShrapX, &s_BoltExp[3]},
{EXP + 1, EXP_RATE_W, NullAnimator, &s_BoltExp[4]},
{EXP + 2, EXP_RATE_W, NullAnimator, &s_BoltExp[5]},
{EXP + 3, EXP_RATE_W, NullAnimator, &s_BoltExp[6]},
{EXP + 4, EXP_RATE_W, NullAnimator, &s_BoltExp[7]},
{EXP + 5, EXP_RATE_W, NullAnimator, &s_BoltExp[8]},
{EXP + 6, EXP_RATE_W, NullAnimator, &s_BoltExp[9]},
{EXP + 7, EXP_RATE_W, NullAnimator, &s_BoltExp[10]},
{EXP + 7, SF_QUICK_CALL, SpawnShrapX, &s_BoltExp[11]},
{EXP + 8, EXP_RATE_W, NullAnimator, &s_BoltExp[12]},
{EXP + 9, EXP_RATE_W, NullAnimator, &s_BoltExp[13]},
{EXP + 10, EXP_RATE_W, NullAnimator, &s_BoltExp[14]},
{EXP + 11, EXP_RATE_W, NullAnimator, &s_BoltExp[15]},
{EXP + 12, EXP_RATE_W, NullAnimator, &s_BoltExp[16]},
{EXP + 13, EXP_RATE_W, NullAnimator, &s_BoltExp[17]},
{EXP + 14, EXP_RATE_W, NullAnimator, &s_BoltExp[18]},
{EXP + 15, EXP_RATE_W, NullAnimator, &s_BoltExp[19]},
{EXP + 16, EXP_RATE_W, NullAnimator, &s_BoltExp[20]},
{EXP + 17, EXP_RATE_W, NullAnimator, &s_BoltExp[21]},
{EXP + 18, EXP_RATE_W, NullAnimator, &s_BoltExp[22]},
{EXP + 19, EXP_RATE_W, NullAnimator, &s_BoltExp[23]},
{EXP + 20, EXP_RATE_W, NullAnimator, &s_BoltExp[24]},
{EXP + 20, 100, DoSuicide, &s_BoltExp[0]}
};
STATE s_TankShellExp[] =
{
{EXP + 0, EXP_RATE_W, NullAnimator, &s_TankShellExp[1]},
{EXP + 0, SF_QUICK_CALL, NullAnimator, &s_TankShellExp[2]},
{EXP + 0, SF_QUICK_CALL, SpawnShrapX, &s_TankShellExp[3]},
{EXP + 1, EXP_RATE_W, NullAnimator, &s_TankShellExp[4]},
{EXP + 2, EXP_RATE_W, NullAnimator, &s_TankShellExp[5]},
{EXP + 3, EXP_RATE_W, NullAnimator, &s_TankShellExp[6]},
{EXP + 4, EXP_RATE_W, NullAnimator, &s_TankShellExp[7]},
{EXP + 5, EXP_RATE_W, NullAnimator, &s_TankShellExp[8]},
{EXP + 6, EXP_RATE_W, NullAnimator, &s_TankShellExp[9]},
{EXP + 7, EXP_RATE_W, NullAnimator, &s_TankShellExp[10]},
{EXP + 7, SF_QUICK_CALL, SpawnShrapX, &s_TankShellExp[11]},
{EXP + 8, EXP_RATE_W, NullAnimator, &s_TankShellExp[12]},
{EXP + 9, EXP_RATE_W, NullAnimator, &s_TankShellExp[13]},
{EXP + 10, EXP_RATE_W, NullAnimator, &s_TankShellExp[14]},
{EXP + 11, EXP_RATE_W, NullAnimator, &s_TankShellExp[15]},
{EXP + 12, EXP_RATE_W, NullAnimator, &s_TankShellExp[16]},
{EXP + 13, EXP_RATE_W, NullAnimator, &s_TankShellExp[17]},
{EXP + 14, EXP_RATE_W, NullAnimator, &s_TankShellExp[18]},
{EXP + 15, EXP_RATE_W, NullAnimator, &s_TankShellExp[19]},
{EXP + 16, EXP_RATE_W, NullAnimator, &s_TankShellExp[20]},
{EXP + 17, EXP_RATE_W, NullAnimator, &s_TankShellExp[21]},
{EXP + 18, EXP_RATE_W, NullAnimator, &s_TankShellExp[22]},
{EXP + 19, EXP_RATE_W, NullAnimator, &s_TankShellExp[23]},
{EXP + 20, EXP_RATE_W, NullAnimator, &s_TankShellExp[24]},
{EXP + 20, 100, DoSuicide, &s_TankShellExp[0]}
};
#define TRACER_EXP_RATE 4
STATE s_TracerExp[] =
{
{EXP + 0, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[1]},
{EXP + 0, SF_QUICK_CALL, NullAnimator, &s_TracerExp[2]},
{EXP + 0, SF_QUICK_CALL, NullAnimator, &s_TracerExp[3]},
{EXP + 1, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[4]},
{EXP + 2, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[5]},
{EXP + 3, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[6]},
{EXP + 4, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[7]},
{EXP + 5, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[8]},
{EXP + 6, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[9]},
{EXP + 7, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[10]},
{EXP + 7, SF_QUICK_CALL, NullAnimator, &s_TracerExp[11]},
{EXP + 8, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[12]},
{EXP + 9, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[13]},
{EXP + 10, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[14]},
{EXP + 11, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[15]},
{EXP + 12, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[16]},
{EXP + 13, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[17]},
{EXP + 14, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[18]},
{EXP + 15, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[19]},
{EXP + 16, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[20]},
{EXP + 17, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[21]},
{EXP + 18, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[22]},
{EXP + 19, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[23]},
{EXP + 20, TRACER_EXP_RATE, NullAnimator, &s_TracerExp[24]},
{EXP + 20, 100, DoSuicide, &s_TracerExp[0]}
};
#define EXP_RATE_W 7
ANIMATOR DoSectorExp;
STATE s_SectorExp[] =
{
{EXP + 0, EXP_RATE_W, DoSectorExp, &s_SectorExp[1]},
{EXP + 0, SF_QUICK_CALL, SpawnShrapX, &s_SectorExp[2]},
{EXP + 0, SF_QUICK_CALL, DoSectorExp, &s_SectorExp[3]},
{EXP + 1, EXP_RATE_W, DoSectorExp, &s_SectorExp[4]},
{EXP + 2, EXP_RATE_W, DoSectorExp, &s_SectorExp[5]},
{EXP + 3, EXP_RATE_W, DoSectorExp, &s_SectorExp[6]},
{EXP + 4, EXP_RATE_W, DoSectorExp, &s_SectorExp[7]},
{EXP + 5, EXP_RATE_W, DoSectorExp, &s_SectorExp[8]},
{EXP + 6, EXP_RATE_W, DoSectorExp, &s_SectorExp[9]},
{EXP + 7, EXP_RATE_W, DoSectorExp, &s_SectorExp[10]},
{EXP + 7, SF_QUICK_CALL, DoSectorExp, &s_SectorExp[11]},
{EXP + 8, EXP_RATE_W, DoSectorExp, &s_SectorExp[12]},
{EXP + 9, EXP_RATE_W, DoSectorExp, &s_SectorExp[13]},
{EXP + 10, EXP_RATE_W, DoSectorExp, &s_SectorExp[14]},
{EXP + 11, EXP_RATE_W, DoSectorExp, &s_SectorExp[15]},
{EXP + 12, EXP_RATE_W, DoSectorExp, &s_SectorExp[16]},
{EXP + 13, EXP_RATE_W, DoSectorExp, &s_SectorExp[17]},
{EXP + 14, EXP_RATE_W, DoSectorExp, &s_SectorExp[18]},
{EXP + 15, EXP_RATE_W, DoSectorExp, &s_SectorExp[19]},
{EXP + 16, EXP_RATE_W, DoSectorExp, &s_SectorExp[20]},
{EXP + 17, EXP_RATE_W, DoSectorExp, &s_SectorExp[21]},
{EXP + 18, EXP_RATE_W, DoSectorExp, &s_SectorExp[22]},
{EXP + 19, EXP_RATE_W, DoSectorExp, &s_SectorExp[23]},
{EXP + 20, EXP_RATE_W, DoSectorExp, &s_SectorExp[24]},
{EXP + 20, 100, DoSuicide, &s_SectorExp[0]}
};
#define FIREBALL_DISS 3196
#define FIREBALL_DISS_RATE 8
STATE s_FireballExp[] =
{
{FIREBALL_DISS + 0, FIREBALL_DISS_RATE, NullAnimator, &s_FireballExp[1]},
{FIREBALL_DISS + 1, FIREBALL_DISS_RATE, NullAnimator, &s_FireballExp[2]},
{FIREBALL_DISS + 2, FIREBALL_DISS_RATE, NullAnimator, &s_FireballExp[3]},
{FIREBALL_DISS + 3, FIREBALL_DISS_RATE, NullAnimator, &s_FireballExp[4]},
{FIREBALL_DISS + 4, FIREBALL_DISS_RATE, NullAnimator, &s_FireballExp[5]},
{FIREBALL_DISS + 4, 100, DoSuicide, &s_FireballExp[0]}
};
#define NAP_EXP (3072)
#define NAP_EXP_RATE 6
STATE s_NapExp[] =
{
{NAP_EXP + 0, NAP_EXP_RATE, NullAnimator, &s_NapExp[1]},
{NAP_EXP + 0, 0 | SF_QUICK_CALL, DoDamageTest, &s_NapExp[2]},
{NAP_EXP + 1, NAP_EXP_RATE, NullAnimator, &s_NapExp[3]},
{NAP_EXP + 2, NAP_EXP_RATE, NullAnimator, &s_NapExp[4]},
{NAP_EXP + 3, NAP_EXP_RATE, NullAnimator, &s_NapExp[5]},
{NAP_EXP + 4, NAP_EXP_RATE, NullAnimator, &s_NapExp[6]},
{NAP_EXP + 5, NAP_EXP_RATE, NullAnimator, &s_NapExp[7]},
{NAP_EXP + 6, NAP_EXP_RATE, NullAnimator, &s_NapExp[8]},
{NAP_EXP + 7, NAP_EXP_RATE, NullAnimator, &s_NapExp[9]},
{NAP_EXP + 8, NAP_EXP_RATE, NullAnimator, &s_NapExp[10]},
{NAP_EXP + 9, NAP_EXP_RATE, NullAnimator, &s_NapExp[11]},
{NAP_EXP + 10, NAP_EXP_RATE, NullAnimator, &s_NapExp[12]},
{NAP_EXP + 11, NAP_EXP_RATE, NullAnimator, &s_NapExp[13]},
{NAP_EXP + 12, NAP_EXP_RATE, NullAnimator, &s_NapExp[14]},
{NAP_EXP + 13, NAP_EXP_RATE, NullAnimator, &s_NapExp[15]},
{NAP_EXP + 14, NAP_EXP_RATE, NullAnimator, &s_NapExp[16]},
{NAP_EXP + 15, NAP_EXP_RATE-2, NullAnimator, &s_NapExp[17]},
{NAP_EXP + 16, NAP_EXP_RATE-2, NullAnimator, &s_NapExp[18]},
{NAP_EXP + 17, NAP_EXP_RATE-2, NullAnimator, &s_NapExp[19]},
{NAP_EXP + 18, NAP_EXP_RATE-2, NullAnimator, &s_NapExp[20]},
{NAP_EXP + 19, NAP_EXP_RATE-2, NullAnimator, &s_NapExp[21]},
{NAP_EXP + 20, NAP_EXP_RATE-2, NullAnimator, &s_NapExp[22]},
{NAP_EXP + 21, NAP_EXP_RATE-2, NullAnimator, &s_NapExp[23]},
{NAP_EXP + 21, NAP_EXP_RATE-2, DoSuicide, &s_NapExp[23]}
};
ANIMATOR DoFireballFlames;
#define FLAME_RATE 6
STATE s_FireballFlames[] =
{
{FIREBALL_FLAMES + 0, FLAME_RATE, DoFireballFlames, &s_FireballFlames[1]},
{FIREBALL_FLAMES + 1, FLAME_RATE, DoFireballFlames, &s_FireballFlames[2]},
{FIREBALL_FLAMES + 2, FLAME_RATE, DoFireballFlames, &s_FireballFlames[3]},
{FIREBALL_FLAMES + 3, FLAME_RATE, DoFireballFlames, &s_FireballFlames[4]},
{FIREBALL_FLAMES + 4, FLAME_RATE, DoFireballFlames, &s_FireballFlames[5]},
{FIREBALL_FLAMES + 5, FLAME_RATE, DoFireballFlames, &s_FireballFlames[6]},
{FIREBALL_FLAMES + 6, FLAME_RATE, DoFireballFlames, &s_FireballFlames[7]},
{FIREBALL_FLAMES + 7, FLAME_RATE, DoFireballFlames, &s_FireballFlames[8]},
{FIREBALL_FLAMES + 8, FLAME_RATE, DoFireballFlames, &s_FireballFlames[9]},
{FIREBALL_FLAMES + 9, FLAME_RATE, DoFireballFlames, &s_FireballFlames[10]},
{FIREBALL_FLAMES +10, FLAME_RATE, DoFireballFlames, &s_FireballFlames[11]},
{FIREBALL_FLAMES +11, FLAME_RATE, DoFireballFlames, &s_FireballFlames[12]},
{FIREBALL_FLAMES +12, FLAME_RATE, DoFireballFlames, &s_FireballFlames[13]},
{FIREBALL_FLAMES +13, FLAME_RATE, DoFireballFlames, &s_FireballFlames[0]},
};
ANIMATOR DoBreakFlames;
#define FLAME_RATE 6
STATE s_BreakFlames[] =
{
{FIREBALL_FLAMES + 0, FLAME_RATE, DoBreakFlames, &s_BreakFlames[1]},
{FIREBALL_FLAMES + 1, FLAME_RATE, DoBreakFlames, &s_BreakFlames[2]},
{FIREBALL_FLAMES + 2, FLAME_RATE, DoBreakFlames, &s_BreakFlames[3]},
{FIREBALL_FLAMES + 3, FLAME_RATE, DoBreakFlames, &s_BreakFlames[4]},
{FIREBALL_FLAMES + 4, FLAME_RATE, DoBreakFlames, &s_BreakFlames[5]},
{FIREBALL_FLAMES + 5, FLAME_RATE, DoBreakFlames, &s_BreakFlames[6]},
{FIREBALL_FLAMES + 6, FLAME_RATE, DoBreakFlames, &s_BreakFlames[7]},
{FIREBALL_FLAMES + 7, FLAME_RATE, DoBreakFlames, &s_BreakFlames[8]},
{FIREBALL_FLAMES + 8, FLAME_RATE, DoBreakFlames, &s_BreakFlames[9]},
{FIREBALL_FLAMES + 9, FLAME_RATE, DoBreakFlames, &s_BreakFlames[10]},
{FIREBALL_FLAMES +10, FLAME_RATE, DoBreakFlames, &s_BreakFlames[11]},
{FIREBALL_FLAMES +11, FLAME_RATE, DoBreakFlames, &s_BreakFlames[12]},
{FIREBALL_FLAMES +12, FLAME_RATE, DoBreakFlames, &s_BreakFlames[13]},
{FIREBALL_FLAMES +13, FLAME_RATE, DoBreakFlames, &s_BreakFlames[0]},
};
//////////////////////
//
// FIREBALL
//
//////////////////////
#if 1
ANIMATOR DoFireball;
#define FIREBALL_RATE 8
#define GORO_FIREBALL FIREBALL+1
STATE s_Fireball[] =
{
{FIREBALL + 0, 12, DoFireball, &s_Fireball[1]},
{FIREBALL + 1, 12, DoFireball, &s_Fireball[2]},
{FIREBALL + 2, 12, DoFireball, &s_Fireball[3]},
{FIREBALL + 3, 12, DoFireball, &s_Fireball[0]}
};
#else
#define GORO_FIREBALL FIREBALL_R0
#define FIREBALL_RATE 6
ANIMATOR DoFireball;
STATE s_Fireball[5][4] =
{
{
{FIREBALL_R0 + 0, FIREBALL_RATE, DoFireball, &s_Fireball[0][1]},
{FIREBALL_R0 + 1, FIREBALL_RATE, DoFireball, &s_Fireball[0][2]},
{FIREBALL_R0 + 2, FIREBALL_RATE, DoFireball, &s_Fireball[0][3]},
{FIREBALL_R0 + 3, FIREBALL_RATE, DoFireball, &s_Fireball[0][0]},
},
{
{FIREBALL_R1 + 0, FIREBALL_RATE, DoFireball, &s_Fireball[1][1]},
{FIREBALL_R1 + 1, FIREBALL_RATE, DoFireball, &s_Fireball[1][2]},
{FIREBALL_R1 + 2, FIREBALL_RATE, DoFireball, &s_Fireball[1][3]},
{FIREBALL_R1 + 3, FIREBALL_RATE, DoFireball, &s_Fireball[1][0]},
},
{
{FIREBALL_R2 + 0, FIREBALL_RATE, DoFireball, &s_Fireball[2][1]},
{FIREBALL_R2 + 1, FIREBALL_RATE, DoFireball, &s_Fireball[2][2]},
{FIREBALL_R2 + 2, FIREBALL_RATE, DoFireball, &s_Fireball[2][3]},
{FIREBALL_R2 + 3, FIREBALL_RATE, DoFireball, &s_Fireball[2][0]},
},
{
{FIREBALL_R3 + 0, FIREBALL_RATE, DoFireball, &s_Fireball[3][1]},
{FIREBALL_R3 + 1, FIREBALL_RATE, DoFireball, &s_Fireball[3][2]},
{FIREBALL_R3 + 2, FIREBALL_RATE, DoFireball, &s_Fireball[3][3]},
{FIREBALL_R3 + 3, FIREBALL_RATE, DoFireball, &s_Fireball[3][0]},
},
{
{FIREBALL_R4 + 0, FIREBALL_RATE, DoFireball, &s_Fireball[4][1]},
{FIREBALL_R4 + 1, FIREBALL_RATE, DoFireball, &s_Fireball[4][2]},
{FIREBALL_R4 + 2, FIREBALL_RATE, DoFireball, &s_Fireball[4][3]},
{FIREBALL_R4 + 3, FIREBALL_RATE, DoFireball, &s_Fireball[4][0]},
}
};
STATE* sg_Fireball[] =
{
s_Fireball[0],
s_Fireball[1],
s_Fireball[2],
s_Fireball[3],
s_Fireball[4]
};
#endif
#if 0
ANIMATOR DoRing;
STATE s_Ring[5][4] =
{
{
{FIREBALL_R0 + 0, FIREBALL_RATE, DoRing, &s_Ring[0][1]},
{FIREBALL_R0 + 1, FIREBALL_RATE, DoRing, &s_Ring[0][2]},
{FIREBALL_R0 + 2, FIREBALL_RATE, DoRing, &s_Ring[0][3]},
{FIREBALL_R0 + 3, FIREBALL_RATE, DoRing, &s_Ring[0][0]},
},
{
{FIREBALL_R1 + 0, FIREBALL_RATE, DoRing, &s_Ring[1][1]},
{FIREBALL_R1 + 1, FIREBALL_RATE, DoRing, &s_Ring[1][2]},
{FIREBALL_R1 + 2, FIREBALL_RATE, DoRing, &s_Ring[1][3]},
{FIREBALL_R1 + 3, FIREBALL_RATE, DoRing, &s_Ring[1][0]},
},
{
{FIREBALL_R2 + 0, FIREBALL_RATE, DoRing, &s_Ring[2][1]},
{FIREBALL_R2 + 1, FIREBALL_RATE, DoRing, &s_Ring[2][2]},
{FIREBALL_R2 + 2, FIREBALL_RATE, DoRing, &s_Ring[2][3]},
{FIREBALL_R2 + 3, FIREBALL_RATE, DoRing, &s_Ring[2][0]},
},
{
{FIREBALL_R3 + 0, FIREBALL_RATE, DoRing, &s_Ring[3][1]},
{FIREBALL_R3 + 1, FIREBALL_RATE, DoRing, &s_Ring[3][2]},
{FIREBALL_R3 + 2, FIREBALL_RATE, DoRing, &s_Ring[3][3]},
{FIREBALL_R3 + 3, FIREBALL_RATE, DoRing, &s_Ring[3][0]},
},
{
{FIREBALL_R4 + 0, FIREBALL_RATE, DoRing, &s_Ring[4][1]},
{FIREBALL_R4 + 1, FIREBALL_RATE, DoRing, &s_Ring[4][2]},
{FIREBALL_R4 + 2, FIREBALL_RATE, DoRing, &s_Ring[4][3]},
{FIREBALL_R4 + 3, FIREBALL_RATE, DoRing, &s_Ring[4][0]},
}
};
STATE* sg_Ring[] =
{
s_Ring[0],
s_Ring[1],
s_Ring[2],
s_Ring[3],
s_Ring[4]
};
#else
ANIMATOR DoRing;
STATE s_Ring[] =
{
{FIREBALL + 0, 12, DoRing, &s_Ring[1]},
{FIREBALL + 1, 12, DoRing, &s_Ring[2]},
{FIREBALL + 2, 12, DoRing, &s_Ring[3]},
{FIREBALL + 3, 12, DoRing, &s_Ring[0]}
};
#endif
STATE s_Ring2[] =
{
{2031 + 0, 12, DoRing, &s_Ring2[1]},
{2031 + 1, 12, DoRing, &s_Ring2[2]},
{2031 + 2, 12, DoRing, &s_Ring2[3]},
{2031 + 3, 12, DoRing, &s_Ring2[0]}
};
ANIMATOR DoNapalm;
STATE s_Napalm[] =
{
{FIREBALL + 0, 12, DoNapalm, &s_Napalm[1]},
{FIREBALL + 1, 12, DoNapalm, &s_Napalm[2]},
{FIREBALL + 2, 12, DoNapalm, &s_Napalm[3]},
{FIREBALL + 3, 12, DoNapalm, &s_Napalm[0]}
};
ANIMATOR DoBloodWorm;
#if 1
#define BLOOD_WORM 2106
STATE s_BloodWorm[] =
{
{BLOOD_WORM + 0, 12, DoBloodWorm, &s_BloodWorm[1]},
{BLOOD_WORM + 1, 12, DoBloodWorm, &s_BloodWorm[2]},
{BLOOD_WORM + 2, 12, DoBloodWorm, &s_BloodWorm[3]},
{BLOOD_WORM + 3, 12, DoBloodWorm, &s_BloodWorm[4]},
{BLOOD_WORM + 2, 12, DoBloodWorm, &s_BloodWorm[5]},
{BLOOD_WORM + 1, 12, DoBloodWorm, &s_BloodWorm[0]}
};
#else
#define BLOOD_WORM FIREBALL+5
STATE s_BloodWorm[] =
{
{FIREBALL + 0, 12, DoBloodWorm, &s_BloodWorm[1]},
{FIREBALL + 1, 12, DoBloodWorm, &s_BloodWorm[2]},
{FIREBALL + 2, 12, DoBloodWorm, &s_BloodWorm[3]},
{FIREBALL + 3, 12, DoBloodWorm, &s_BloodWorm[0]}
};
#endif
#if 1
#define PLASMA_EXP BLOOD_WORM+1
#define PLASMA_EXP_RATE 8
STATE s_PlasmaExp[] =
{
{BLOOD_WORM + 0, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[1]},
{BLOOD_WORM + 1, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[2]},
{BLOOD_WORM + 2, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[3]},
{BLOOD_WORM + 3, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[4]},
{BLOOD_WORM + 2, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[5]},
{BLOOD_WORM + 1, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[6]},
{BLOOD_WORM + 0, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[7]},
{BLOOD_WORM + 1, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[8]},
{BLOOD_WORM + 2, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[9]},
{BLOOD_WORM + 3, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[10]},
{BLOOD_WORM + 2, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[11]},
{BLOOD_WORM + 1, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[12]},
{BLOOD_WORM + 0, PLASMA_EXP_RATE, DoSuicide, &s_PlasmaExp[12]},
};
#else
#define PLASMA_EXP (NAP_EXP+1)
#define PLASMA_EXP_RATE 4
STATE s_PlasmaExp[] =
{
{PLASMA_EXP + 0, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[1]},
{PLASMA_EXP + 0, 0 | SF_QUICK_CALL, DoDamageTest, &s_PlasmaExp[2]},
{PLASMA_EXP + 1, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[3]},
{PLASMA_EXP + 2, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[4]},
{PLASMA_EXP + 3, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[5]},
{PLASMA_EXP + 4, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[6]},
{PLASMA_EXP + 5, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[7]},
{PLASMA_EXP + 6, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[8]},
{PLASMA_EXP + 7, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[9]},
{PLASMA_EXP + 8, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[10]},
{PLASMA_EXP + 9, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[11]},
{PLASMA_EXP + 10, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[12]},
{PLASMA_EXP + 11, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[13]},
{PLASMA_EXP + 9, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[14]},
{PLASMA_EXP + 8, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[15]},
{PLASMA_EXP + 7, PLASMA_EXP_RATE, NullAnimator, &s_PlasmaExp[16]},
{PLASMA_EXP + 6, PLASMA_EXP_RATE-2, NullAnimator, &s_PlasmaExp[17]},
{PLASMA_EXP + 5, PLASMA_EXP_RATE-2, NullAnimator, &s_PlasmaExp[18]},
{PLASMA_EXP + 4, PLASMA_EXP_RATE-2, NullAnimator, &s_PlasmaExp[19]},
{PLASMA_EXP + 3, PLASMA_EXP_RATE-2, NullAnimator, &s_PlasmaExp[20]},
{PLASMA_EXP + 2, PLASMA_EXP_RATE-2, NullAnimator, &s_PlasmaExp[21]},
{PLASMA_EXP + 1, PLASMA_EXP_RATE-2, NullAnimator, &s_PlasmaExp[22]},
{PLASMA_EXP + 1, PLASMA_EXP_RATE-2, NullAnimator, &s_PlasmaExp[23]},
{PLASMA_EXP + 1, PLASMA_EXP_RATE-2, DoSuicide, &s_PlasmaExp[23]}
};
#endif
ANIMATOR DoMirv;
STATE s_Mirv[] =
{
{FIREBALL + 0, 12, DoMirv, &s_Mirv[1]},
{FIREBALL + 1, 12, DoMirv, &s_Mirv[2]},
{FIREBALL + 2, 12, DoMirv, &s_Mirv[3]},
{FIREBALL + 3, 12, DoMirv, &s_Mirv[0]}
};
ANIMATOR DoMirvMissile;
STATE s_MirvMissile[] =
{
{FIREBALL + 0, 12, DoMirvMissile, &s_MirvMissile[1]},
{FIREBALL + 1, 12, DoMirvMissile, &s_MirvMissile[2]},
{FIREBALL + 2, 12, DoMirvMissile, &s_MirvMissile[3]},
{FIREBALL + 3, 12, DoMirvMissile, &s_MirvMissile[0]}
};
//#define Vomit1 1740
//#define Vomit2 1741
#define Vomit1 1719
#define Vomit2 1721
//#define VomitSplash 1742
#define VomitSplash 1711
#define Vomit_RATE 16
ANIMATOR DoVomit,DoVomitSplash;
STATE s_Vomit1[] =
{
{Vomit1 + 0, Vomit_RATE, DoVomit, &s_Vomit1[0]}
};
STATE s_Vomit2[] =
{
{Vomit2 + 0, Vomit_RATE, DoVomit, &s_Vomit2[0]}
};
STATE s_VomitSplash[] =
{
{VomitSplash + 0, Vomit_RATE, DoVomitSplash, &s_VomitSplash[0]}
};
#define GORE_Head 1670
#define GORE_Head_RATE 16
STATE s_GoreHead[] =
{
{GORE_Head + 0, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[1]},
{GORE_Head + 1, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[2]},
{GORE_Head + 2, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[3]},
{GORE_Head + 3, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[4]},
{GORE_Head + 4, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[5]},
{GORE_Head + 5, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[6]},
{GORE_Head + 6, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[7]},
{GORE_Head + 7, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[8]},
{GORE_Head + 8, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[9]},
{GORE_Head + 9, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[10]},
{GORE_Head + 10, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[11]},
{GORE_Head + 11, GORE_Head_RATE, DoShrapJumpFall, &s_GoreHead[0]},
};
#define GORE_Leg 1689
#define GORE_Leg_RATE 16
STATE s_GoreLeg[] =
{
{GORE_Leg + 0, GORE_Leg_RATE, DoShrapJumpFall, &s_GoreLeg[1]},
{GORE_Leg + 1, GORE_Leg_RATE, DoShrapJumpFall, &s_GoreLeg[2]},
{GORE_Leg + 2, GORE_Leg_RATE, DoShrapJumpFall, &s_GoreLeg[0]},
};
#define GORE_Eye 1692
#define GORE_Eye_RATE 16
STATE s_GoreEye[] =
{
{GORE_Eye + 0, GORE_Eye_RATE, DoShrapJumpFall, &s_GoreEye[1]},
{GORE_Eye + 1, GORE_Eye_RATE, DoShrapJumpFall, &s_GoreEye[2]},
{GORE_Eye + 2, GORE_Eye_RATE, DoShrapJumpFall, &s_GoreEye[3]},
{GORE_Eye + 3, GORE_Eye_RATE, DoShrapJumpFall, &s_GoreEye[0]},
};
#define GORE_Torso 1696
#define GORE_Torso_RATE 16
STATE s_GoreTorso[] =
{
{GORE_Torso + 0, GORE_Torso_RATE, DoShrapJumpFall, &s_GoreTorso[1]},
{GORE_Torso + 1, GORE_Torso_RATE, DoShrapJumpFall, &s_GoreTorso[2]},
{GORE_Torso + 2, GORE_Torso_RATE, DoShrapJumpFall, &s_GoreTorso[3]},
{GORE_Torso + 3, GORE_Torso_RATE, DoShrapJumpFall, &s_GoreTorso[4]},
{GORE_Torso + 4, GORE_Torso_RATE, DoShrapJumpFall, &s_GoreTorso[5]},
{GORE_Torso + 5, GORE_Torso_RATE, DoShrapJumpFall, &s_GoreTorso[6]},
{GORE_Torso + 6, GORE_Torso_RATE, DoShrapJumpFall, &s_GoreTorso[7]},
{GORE_Torso + 7, GORE_Torso_RATE, DoShrapJumpFall, &s_GoreTorso[0]},
};
#define GORE_Arm 1550
#define GORE_Arm_RATE 16
STATE s_GoreArm[] =
{
{GORE_Arm + 0, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[1]},
{GORE_Arm + 1, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[2]},
{GORE_Arm + 2, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[3]},
{GORE_Arm + 3, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[4]},
{GORE_Arm + 4, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[5]},
{GORE_Arm + 5, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[6]},
{GORE_Arm + 6, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[7]},
{GORE_Arm + 7, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[8]},
{GORE_Arm + 8, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[9]},
{GORE_Arm + 9, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[10]},
{GORE_Arm + 10, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[11]},
{GORE_Arm + 11, GORE_Arm_RATE, DoShrapJumpFall, &s_GoreArm[0]},
};
#define GORE_Lung 903
#define GORE_Lung_RATE 16
STATE s_GoreLung[] =
{
{GORE_Lung + 0, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[1]},
{GORE_Lung + 1, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[2]},
{GORE_Lung + 2, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[3]},
{GORE_Lung + 3, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[4]},
{GORE_Lung + 4, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[5]},
{GORE_Lung + 5, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[6]},
{GORE_Lung + 6, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[7]},
{GORE_Lung + 7, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[8]},
{GORE_Lung + 8, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[9]},
{GORE_Lung + 9, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[10]},
{GORE_Lung + 10, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[11]},
{GORE_Lung + 11, GORE_Lung_RATE, DoShrapJumpFall, &s_GoreLung[0]},
};
#define GORE_Liver 918
#define GORE_Liver_RATE 16
STATE s_GoreLiver[] =
{
{GORE_Liver + 0, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[1]},
{GORE_Liver + 1, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[2]},
{GORE_Liver + 2, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[3]},
{GORE_Liver + 3, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[4]},
{GORE_Liver + 4, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[5]},
{GORE_Liver + 5, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[6]},
{GORE_Liver + 6, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[7]},
{GORE_Liver + 7, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[8]},
{GORE_Liver + 8, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[9]},
{GORE_Liver + 9, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[10]},
{GORE_Liver + 10, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[11]},
{GORE_Liver + 11, GORE_Liver_RATE, DoShrapJumpFall, &s_GoreLiver[0]},
};
#define GORE_SkullCap 933
#define GORE_SkullCap_RATE 16
STATE s_GoreSkullCap[] =
{
{GORE_SkullCap + 0, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[1]},
{GORE_SkullCap + 1, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[2]},
{GORE_SkullCap + 2, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[3]},
{GORE_SkullCap + 3, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[4]},
{GORE_SkullCap + 4, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[5]},
{GORE_SkullCap + 5, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[6]},
{GORE_SkullCap + 6, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[7]},
{GORE_SkullCap + 7, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[8]},
{GORE_SkullCap + 8, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[9]},
{GORE_SkullCap + 9, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[10]},
{GORE_SkullCap + 10, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[11]},
{GORE_SkullCap + 11, GORE_SkullCap_RATE, DoShrapJumpFall, &s_GoreSkullCap[0]},
};
#define GORE_ChunkS 2430
#define GORE_ChunkS_RATE 16
STATE s_GoreChunkS[] =
{
{GORE_ChunkS + 0, GORE_ChunkS_RATE, DoShrapJumpFall, &s_GoreChunkS[1]},
{GORE_ChunkS + 1, GORE_ChunkS_RATE, DoShrapJumpFall, &s_GoreChunkS[2]},
{GORE_ChunkS + 2, GORE_ChunkS_RATE, DoShrapJumpFall, &s_GoreChunkS[3]},
{GORE_ChunkS + 3, GORE_ChunkS_RATE, DoShrapJumpFall, &s_GoreChunkS[0]},
};
#define GORE_Drip 1562 //2430
#define GORE_Drip_RATE 16
STATE s_GoreDrip[] =
{
{GORE_Drip + 0, GORE_Drip_RATE, DoShrapJumpFall, &s_GoreDrip[1]},
{GORE_Drip + 1, GORE_Drip_RATE, DoShrapJumpFall, &s_GoreDrip[2]},
{GORE_Drip + 2, GORE_Drip_RATE, DoShrapJumpFall, &s_GoreDrip[3]},
{GORE_Drip + 3, GORE_Drip_RATE, DoShrapJumpFall, &s_GoreDrip[0]},
};
STATE s_FastGoreDrip[] =
{
{GORE_Drip + 0, GORE_Drip_RATE, DoFastShrapJumpFall, &s_FastGoreDrip[1]},
{GORE_Drip + 1, GORE_Drip_RATE, DoFastShrapJumpFall, &s_FastGoreDrip[2]},
{GORE_Drip + 2, GORE_Drip_RATE, DoFastShrapJumpFall, &s_FastGoreDrip[3]},
{GORE_Drip + 3, GORE_Drip_RATE, DoFastShrapJumpFall, &s_FastGoreDrip[0]},
};
///////////////////////////////////////////////
//
// This GORE mostly for the Accursed Heads
//
///////////////////////////////////////////////
#define GORE_Flame 847
#define GORE_Flame_RATE 8
STATE s_GoreFlame[] =
{
{GORE_Flame + 0, GORE_Flame_RATE, DoFastShrapJumpFall, &s_GoreFlame[1]},
{GORE_Flame + 1, GORE_Flame_RATE, DoFastShrapJumpFall, &s_GoreFlame[2]},
{GORE_Flame + 2, GORE_Flame_RATE, DoFastShrapJumpFall, &s_GoreFlame[3]},
{GORE_Flame + 3, GORE_Flame_RATE, DoFastShrapJumpFall, &s_GoreFlame[4]},
{GORE_Flame + 4, GORE_Flame_RATE, DoFastShrapJumpFall, &s_GoreFlame[5]},
{GORE_Flame + 5, GORE_Flame_RATE, DoFastShrapJumpFall, &s_GoreFlame[6]},
{GORE_Flame + 6, GORE_Flame_RATE, DoFastShrapJumpFall, &s_GoreFlame[7]},
{GORE_Flame + 7, GORE_Flame_RATE, DoFastShrapJumpFall, &s_GoreFlame[0]},
};
ANIMATOR DoTracerShrap;
STATE s_TracerShrap[] =
{
{GORE_Flame + 0, GORE_Flame_RATE, DoTracerShrap, &s_TracerShrap[1]},
{GORE_Flame + 1, GORE_Flame_RATE, DoTracerShrap, &s_TracerShrap[2]},
{GORE_Flame + 2, GORE_Flame_RATE, DoTracerShrap, &s_TracerShrap[3]},
{GORE_Flame + 3, GORE_Flame_RATE, DoTracerShrap, &s_TracerShrap[4]},
{GORE_Flame + 4, GORE_Flame_RATE, DoTracerShrap, &s_TracerShrap[5]},
{GORE_Flame + 5, GORE_Flame_RATE, DoTracerShrap, &s_TracerShrap[6]},
{GORE_Flame + 6, GORE_Flame_RATE, DoTracerShrap, &s_TracerShrap[7]},
{GORE_Flame + 7, GORE_Flame_RATE, DoTracerShrap, &s_TracerShrap[0]},
};
#define UZI_SHELL 2152
#define UZISHELL_RATE 8
//ANIMATOR DoShellShrap;
STATE s_UziShellShrap[] =
{
{UZI_SHELL + 0, UZISHELL_RATE, DoShrapJumpFall, &s_UziShellShrap[1]},
{UZI_SHELL + 1, UZISHELL_RATE, DoShrapJumpFall, &s_UziShellShrap[2]},
{UZI_SHELL + 2, UZISHELL_RATE, DoShrapJumpFall, &s_UziShellShrap[3]},
{UZI_SHELL + 3, UZISHELL_RATE, DoShrapJumpFall, &s_UziShellShrap[4]},
{UZI_SHELL + 4, UZISHELL_RATE, DoShrapJumpFall, &s_UziShellShrap[5]},
{UZI_SHELL + 5, UZISHELL_RATE, DoShrapJumpFall, &s_UziShellShrap[0]},
};
STATE s_UziShellShrapStill1[] =
{
{UZI_SHELL + 0, UZISHELL_RATE, NullAnimator, &s_UziShellShrapStill1[0]}
};
STATE s_UziShellShrapStill2[] =
{
{UZI_SHELL + 1, UZISHELL_RATE, NullAnimator, &s_UziShellShrapStill2[0]}
};
STATE s_UziShellShrapStill3[] =
{
{UZI_SHELL + 2, UZISHELL_RATE, NullAnimator, &s_UziShellShrapStill3[0]}
};
STATE s_UziShellShrapStill4[] =
{
{UZI_SHELL + 3, UZISHELL_RATE, NullAnimator, &s_UziShellShrapStill4[0]}
};
STATE s_UziShellShrapStill5[] =
{
{UZI_SHELL + 4, UZISHELL_RATE, NullAnimator, &s_UziShellShrapStill5[0]}
};
STATE s_UziShellShrapStill6[] =
{
{UZI_SHELL + 5, UZISHELL_RATE, NullAnimator, &s_UziShellShrapStill6[0]}
};
#define SHOT_SHELL 2180
#define SHOTSHELL_RATE 8
STATE s_ShotgunShellShrap[] =
{
{SHOT_SHELL + 0, SHOTSHELL_RATE, DoShrapJumpFall, &s_ShotgunShellShrap[1]},
{SHOT_SHELL + 1, SHOTSHELL_RATE, DoShrapJumpFall, &s_ShotgunShellShrap[2]},
{SHOT_SHELL + 2, SHOTSHELL_RATE, DoShrapJumpFall, &s_ShotgunShellShrap[3]},
{SHOT_SHELL + 3, SHOTSHELL_RATE, DoShrapJumpFall, &s_ShotgunShellShrap[4]},
{SHOT_SHELL + 4, SHOTSHELL_RATE, DoShrapJumpFall, &s_ShotgunShellShrap[5]},
{SHOT_SHELL + 5, SHOTSHELL_RATE, DoShrapJumpFall, &s_ShotgunShellShrap[6]},
{SHOT_SHELL + 6, SHOTSHELL_RATE, DoShrapJumpFall, &s_ShotgunShellShrap[7]},
{SHOT_SHELL + 7, SHOTSHELL_RATE, DoShrapJumpFall, &s_ShotgunShellShrap[0]},
};
STATE s_ShotgunShellShrapStill1[] =
{
{SHOT_SHELL + 1, SHOTSHELL_RATE, NullAnimator, &s_ShotgunShellShrapStill1[0]}
};
STATE s_ShotgunShellShrapStill2[] =
{
{SHOT_SHELL + 3, SHOTSHELL_RATE, NullAnimator, &s_ShotgunShellShrapStill2[0]}
};
STATE s_ShotgunShellShrapStill3[] =
{
{SHOT_SHELL + 7, SHOTSHELL_RATE, NullAnimator, &s_ShotgunShellShrapStill3[0]}
};
#define GORE_FlameChunkA 839
#define GORE_FlameChunkA_RATE 8
STATE s_GoreFlameChunkA[] =
{
{GORE_FlameChunkA + 0, GORE_FlameChunkA_RATE, DoShrapJumpFall, &s_GoreFlameChunkA[1]},
{GORE_FlameChunkA + 1, GORE_FlameChunkA_RATE, DoShrapJumpFall, &s_GoreFlameChunkA[2]},
{GORE_FlameChunkA + 2, GORE_FlameChunkA_RATE, DoShrapJumpFall, &s_GoreFlameChunkA[3]},
{GORE_FlameChunkA + 3, GORE_FlameChunkA_RATE, DoShrapJumpFall, &s_GoreFlameChunkA[0]},
};
#define GORE_FlameChunkB 843
#define GORE_FlameChunkB_RATE 8
STATE s_GoreFlameChunkB[] =
{
{GORE_FlameChunkB + 0, GORE_FlameChunkB_RATE, DoShrapJumpFall, &s_GoreFlameChunkB[1]},
{GORE_FlameChunkB + 1, GORE_FlameChunkB_RATE, DoShrapJumpFall, &s_GoreFlameChunkB[2]},
{GORE_FlameChunkB + 2, GORE_FlameChunkB_RATE, DoShrapJumpFall, &s_GoreFlameChunkB[3]},
{GORE_FlameChunkB + 3, GORE_FlameChunkB_RATE, DoShrapJumpFall, &s_GoreFlameChunkB[0]},
};
/////////////////////////////////////////////////////////////////////
//
// General Breaking Shrapnel
//
/////////////////////////////////////////////////////////////////////
#define COIN_SHRAP 2530
#define CoinShrap_RATE 12
STATE s_CoinShrap[] =
{
{COIN_SHRAP + 0, CoinShrap_RATE, DoShrapJumpFall, &s_CoinShrap[1]},
{COIN_SHRAP + 1, CoinShrap_RATE, DoShrapJumpFall, &s_CoinShrap[2]},
{COIN_SHRAP + 2, CoinShrap_RATE, DoShrapJumpFall, &s_CoinShrap[3]},
{COIN_SHRAP + 3, CoinShrap_RATE, DoShrapJumpFall, &s_CoinShrap[0]},
};
#define MARBEL 5096
#define Marbel_RATE 12
STATE s_Marbel[] =
{
{MARBEL, Marbel_RATE, DoShrapJumpFall, &s_Marbel[0]},
};
//
// Glass
//
#define GLASS_SHRAP_A 3864
#define GlassShrapA_RATE 12
STATE s_GlassShrapA[] =
{
{GLASS_SHRAP_A + 0, GlassShrapA_RATE, DoShrapJumpFall, &s_GlassShrapA[1]},
{GLASS_SHRAP_A + 1, GlassShrapA_RATE, DoShrapJumpFall, &s_GlassShrapA[2]},
{GLASS_SHRAP_A + 2, GlassShrapA_RATE, DoShrapJumpFall, &s_GlassShrapA[3]},
{GLASS_SHRAP_A + 3, GlassShrapA_RATE, DoShrapJumpFall, &s_GlassShrapA[4]},
{GLASS_SHRAP_A + 4, GlassShrapA_RATE, DoShrapJumpFall, &s_GlassShrapA[5]},
{GLASS_SHRAP_A + 5, GlassShrapA_RATE, DoShrapJumpFall, &s_GlassShrapA[6]},
{GLASS_SHRAP_A + 6, GlassShrapA_RATE, DoShrapJumpFall, &s_GlassShrapA[7]},
{GLASS_SHRAP_A + 7, GlassShrapA_RATE, DoShrapJumpFall, &s_GlassShrapA[0]},
};
#define GLASS_SHRAP_B 3872
#define GlassShrapB_RATE 12
STATE s_GlassShrapB[] =
{
{GLASS_SHRAP_B + 0, GlassShrapB_RATE, DoShrapJumpFall, &s_GlassShrapB[1]},
{GLASS_SHRAP_B + 1, GlassShrapB_RATE, DoShrapJumpFall, &s_GlassShrapB[2]},
{GLASS_SHRAP_B + 2, GlassShrapB_RATE, DoShrapJumpFall, &s_GlassShrapB[3]},
{GLASS_SHRAP_B + 3, GlassShrapB_RATE, DoShrapJumpFall, &s_GlassShrapB[4]},
{GLASS_SHRAP_B + 4, GlassShrapB_RATE, DoShrapJumpFall, &s_GlassShrapB[5]},
{GLASS_SHRAP_B + 5, GlassShrapB_RATE, DoShrapJumpFall, &s_GlassShrapB[6]},
{GLASS_SHRAP_B + 6, GlassShrapB_RATE, DoShrapJumpFall, &s_GlassShrapB[7]},
{GLASS_SHRAP_B + 7, GlassShrapB_RATE, DoShrapJumpFall, &s_GlassShrapB[0]},
};
#define GLASS_SHRAP_C 3880
#define GlassShrapC_RATE 12
STATE s_GlassShrapC[] =
{
{GLASS_SHRAP_C + 0, GlassShrapC_RATE, DoShrapJumpFall, &s_GlassShrapC[1]},
{GLASS_SHRAP_C + 1, GlassShrapC_RATE, DoShrapJumpFall, &s_GlassShrapC[2]},
{GLASS_SHRAP_C + 2, GlassShrapC_RATE, DoShrapJumpFall, &s_GlassShrapC[3]},
{GLASS_SHRAP_C + 3, GlassShrapC_RATE, DoShrapJumpFall, &s_GlassShrapC[4]},
{GLASS_SHRAP_C + 4, GlassShrapC_RATE, DoShrapJumpFall, &s_GlassShrapC[5]},
{GLASS_SHRAP_C + 5, GlassShrapC_RATE, DoShrapJumpFall, &s_GlassShrapC[6]},
{GLASS_SHRAP_C + 6, GlassShrapC_RATE, DoShrapJumpFall, &s_GlassShrapC[7]},
{GLASS_SHRAP_C + 7, GlassShrapC_RATE, DoShrapJumpFall, &s_GlassShrapC[0]},
};
//
// Wood
//
#define WOOD_SHRAP_A 3924
#define WoodShrapA_RATE 12
STATE s_WoodShrapA[] =
{
{WOOD_SHRAP_A + 0, WoodShrapA_RATE, DoShrapJumpFall, &s_WoodShrapA[1]},
{WOOD_SHRAP_A + 1, WoodShrapA_RATE, DoShrapJumpFall, &s_WoodShrapA[2]},
{WOOD_SHRAP_A + 2, WoodShrapA_RATE, DoShrapJumpFall, &s_WoodShrapA[3]},
{WOOD_SHRAP_A + 3, WoodShrapA_RATE, DoShrapJumpFall, &s_WoodShrapA[4]},
{WOOD_SHRAP_A + 4, WoodShrapA_RATE, DoShrapJumpFall, &s_WoodShrapA[5]},
{WOOD_SHRAP_A + 5, WoodShrapA_RATE, DoShrapJumpFall, &s_WoodShrapA[6]},
{WOOD_SHRAP_A + 6, WoodShrapA_RATE, DoShrapJumpFall, &s_WoodShrapA[7]},
{WOOD_SHRAP_A + 7, WoodShrapA_RATE, DoShrapJumpFall, &s_WoodShrapA[0]},
};
#define WOOD_SHRAP_B 3932
#define WoodShrapB_RATE 12
STATE s_WoodShrapB[] =
{
{WOOD_SHRAP_B + 0, WoodShrapB_RATE, DoShrapJumpFall, &s_WoodShrapB[1]},
{WOOD_SHRAP_B + 1, WoodShrapB_RATE, DoShrapJumpFall, &s_WoodShrapB[2]},
{WOOD_SHRAP_B + 2, WoodShrapB_RATE, DoShrapJumpFall, &s_WoodShrapB[3]},
{WOOD_SHRAP_B + 3, WoodShrapB_RATE, DoShrapJumpFall, &s_WoodShrapB[4]},
{WOOD_SHRAP_B + 4, WoodShrapB_RATE, DoShrapJumpFall, &s_WoodShrapB[5]},
{WOOD_SHRAP_B + 5, WoodShrapB_RATE, DoShrapJumpFall, &s_WoodShrapB[6]},
{WOOD_SHRAP_B + 6, WoodShrapB_RATE, DoShrapJumpFall, &s_WoodShrapB[7]},
{WOOD_SHRAP_B + 7, WoodShrapB_RATE, DoShrapJumpFall, &s_WoodShrapB[0]},
};
#define WOOD_SHRAP_C 3941
#define WoodShrapC_RATE 12
STATE s_WoodShrapC[] =
{
{WOOD_SHRAP_C + 0, WoodShrapC_RATE, DoShrapJumpFall, &s_WoodShrapC[1]},
{WOOD_SHRAP_C + 1, WoodShrapC_RATE, DoShrapJumpFall, &s_WoodShrapC[2]},
{WOOD_SHRAP_C + 2, WoodShrapC_RATE, DoShrapJumpFall, &s_WoodShrapC[3]},
{WOOD_SHRAP_C + 3, WoodShrapC_RATE, DoShrapJumpFall, &s_WoodShrapC[4]},
{WOOD_SHRAP_C + 4, WoodShrapC_RATE, DoShrapJumpFall, &s_WoodShrapC[5]},
{WOOD_SHRAP_C + 5, WoodShrapC_RATE, DoShrapJumpFall, &s_WoodShrapC[6]},
{WOOD_SHRAP_C + 6, WoodShrapC_RATE, DoShrapJumpFall, &s_WoodShrapC[7]},
{WOOD_SHRAP_C + 7, WoodShrapC_RATE, DoShrapJumpFall, &s_WoodShrapC[0]},
};
//
// Stone
//
#define STONE_SHRAP_A 3840
#define StoneShrapA_RATE 12
STATE s_StoneShrapA[] =
{
{STONE_SHRAP_A + 0, StoneShrapA_RATE, DoShrapJumpFall, &s_StoneShrapA[1]},
{STONE_SHRAP_A + 1, StoneShrapA_RATE, DoShrapJumpFall, &s_StoneShrapA[2]},
{STONE_SHRAP_A + 2, StoneShrapA_RATE, DoShrapJumpFall, &s_StoneShrapA[3]},
{STONE_SHRAP_A + 3, StoneShrapA_RATE, DoShrapJumpFall, &s_StoneShrapA[4]},
{STONE_SHRAP_A + 4, StoneShrapA_RATE, DoShrapJumpFall, &s_StoneShrapA[5]},
{STONE_SHRAP_A + 5, StoneShrapA_RATE, DoShrapJumpFall, &s_StoneShrapA[6]},
{STONE_SHRAP_A + 6, StoneShrapA_RATE, DoShrapJumpFall, &s_StoneShrapA[7]},
{STONE_SHRAP_A + 7, StoneShrapA_RATE, DoShrapJumpFall, &s_StoneShrapA[0]},
};
#define STONE_SHRAP_B 3848
#define StoneShrapB_RATE 12
STATE s_StoneShrapB[] =
{
{STONE_SHRAP_B + 0, StoneShrapB_RATE, DoShrapJumpFall, &s_StoneShrapB[1]},
{STONE_SHRAP_B + 1, StoneShrapB_RATE, DoShrapJumpFall, &s_StoneShrapB[2]},
{STONE_SHRAP_B + 2, StoneShrapB_RATE, DoShrapJumpFall, &s_StoneShrapB[3]},
{STONE_SHRAP_B + 3, StoneShrapB_RATE, DoShrapJumpFall, &s_StoneShrapB[4]},
{STONE_SHRAP_B + 4, StoneShrapB_RATE, DoShrapJumpFall, &s_StoneShrapB[5]},
{STONE_SHRAP_B + 5, StoneShrapB_RATE, DoShrapJumpFall, &s_StoneShrapB[6]},
{STONE_SHRAP_B + 6, StoneShrapB_RATE, DoShrapJumpFall, &s_StoneShrapB[7]},
{STONE_SHRAP_B + 7, StoneShrapB_RATE, DoShrapJumpFall, &s_StoneShrapB[0]},
};
#define STONE_SHRAP_C 3856
#define StoneShrapC_RATE 12
STATE s_StoneShrapC[] =
{
{STONE_SHRAP_C + 0, StoneShrapC_RATE, DoShrapJumpFall, &s_StoneShrapC[1]},
{STONE_SHRAP_C + 1, StoneShrapC_RATE, DoShrapJumpFall, &s_StoneShrapC[2]},
{STONE_SHRAP_C + 2, StoneShrapC_RATE, DoShrapJumpFall, &s_StoneShrapC[3]},
{STONE_SHRAP_C + 3, StoneShrapC_RATE, DoShrapJumpFall, &s_StoneShrapC[4]},
{STONE_SHRAP_C + 4, StoneShrapC_RATE, DoShrapJumpFall, &s_StoneShrapC[5]},
{STONE_SHRAP_C + 5, StoneShrapC_RATE, DoShrapJumpFall, &s_StoneShrapC[6]},
{STONE_SHRAP_C + 6, StoneShrapC_RATE, DoShrapJumpFall, &s_StoneShrapC[7]},
{STONE_SHRAP_C + 7, StoneShrapC_RATE, DoShrapJumpFall, &s_StoneShrapC[0]},
};
//
// Metal
//
#define METAL_SHRAP_A 3888
#define MetalShrapA_RATE 12
STATE s_MetalShrapA[] =
{
{METAL_SHRAP_A + 0, MetalShrapA_RATE, DoShrapJumpFall, &s_MetalShrapA[1]},
{METAL_SHRAP_A + 1, MetalShrapA_RATE, DoShrapJumpFall, &s_MetalShrapA[2]},
{METAL_SHRAP_A + 2, MetalShrapA_RATE, DoShrapJumpFall, &s_MetalShrapA[3]},
{METAL_SHRAP_A + 3, MetalShrapA_RATE, DoShrapJumpFall, &s_MetalShrapA[4]},
{METAL_SHRAP_A + 4, MetalShrapA_RATE, DoShrapJumpFall, &s_MetalShrapA[5]},
{METAL_SHRAP_A + 5, MetalShrapA_RATE, DoShrapJumpFall, &s_MetalShrapA[6]},
{METAL_SHRAP_A + 6, MetalShrapA_RATE, DoShrapJumpFall, &s_MetalShrapA[7]},
{METAL_SHRAP_A + 7, MetalShrapA_RATE, DoShrapJumpFall, &s_MetalShrapA[0]},
};
#define METAL_SHRAP_B 3896
#define MetalShrapB_RATE 12
STATE s_MetalShrapB[] =
{
{METAL_SHRAP_B + 0, MetalShrapB_RATE, DoShrapJumpFall, &s_MetalShrapB[1]},
{METAL_SHRAP_B + 1, MetalShrapB_RATE, DoShrapJumpFall, &s_MetalShrapB[2]},
{METAL_SHRAP_B + 2, MetalShrapB_RATE, DoShrapJumpFall, &s_MetalShrapB[3]},
{METAL_SHRAP_B + 3, MetalShrapB_RATE, DoShrapJumpFall, &s_MetalShrapB[4]},
{METAL_SHRAP_B + 4, MetalShrapB_RATE, DoShrapJumpFall, &s_MetalShrapB[5]},
{METAL_SHRAP_B + 5, MetalShrapB_RATE, DoShrapJumpFall, &s_MetalShrapB[6]},
{METAL_SHRAP_B + 6, MetalShrapB_RATE, DoShrapJumpFall, &s_MetalShrapB[7]},
{METAL_SHRAP_B + 7, MetalShrapB_RATE, DoShrapJumpFall, &s_MetalShrapB[0]},
};
#define METAL_SHRAP_C 3904
#define MetalShrapC_RATE 12
STATE s_MetalShrapC[] =
{
{METAL_SHRAP_C + 0, MetalShrapC_RATE, DoShrapJumpFall, &s_MetalShrapC[1]},
{METAL_SHRAP_C + 1, MetalShrapC_RATE, DoShrapJumpFall, &s_MetalShrapC[2]},
{METAL_SHRAP_C + 2, MetalShrapC_RATE, DoShrapJumpFall, &s_MetalShrapC[3]},
{METAL_SHRAP_C + 3, MetalShrapC_RATE, DoShrapJumpFall, &s_MetalShrapC[4]},
{METAL_SHRAP_C + 4, MetalShrapC_RATE, DoShrapJumpFall, &s_MetalShrapC[5]},
{METAL_SHRAP_C + 5, MetalShrapC_RATE, DoShrapJumpFall, &s_MetalShrapC[6]},
{METAL_SHRAP_C + 6, MetalShrapC_RATE, DoShrapJumpFall, &s_MetalShrapC[7]},
{METAL_SHRAP_C + 7, MetalShrapC_RATE, DoShrapJumpFall, &s_MetalShrapC[0]},
};
//
// Paper
//
#define PAPER_SHRAP_A 3924
#define PaperShrapA_RATE 12
STATE s_PaperShrapA[] =
{
{PAPER_SHRAP_A + 0, PaperShrapA_RATE, DoShrapJumpFall, &s_PaperShrapA[1]},
{PAPER_SHRAP_A + 1, PaperShrapA_RATE, DoShrapJumpFall, &s_PaperShrapA[2]},
{PAPER_SHRAP_A + 2, PaperShrapA_RATE, DoShrapJumpFall, &s_PaperShrapA[3]},
{PAPER_SHRAP_A + 3, PaperShrapA_RATE, DoShrapJumpFall, &s_PaperShrapA[0]},
};
#define PAPER_SHRAP_B 3932
#define PaperShrapB_RATE 12
STATE s_PaperShrapB[] =
{
{PAPER_SHRAP_B + 0, PaperShrapB_RATE, DoShrapJumpFall, &s_PaperShrapB[1]},
{PAPER_SHRAP_B + 1, PaperShrapB_RATE, DoShrapJumpFall, &s_PaperShrapB[2]},
{PAPER_SHRAP_B + 2, PaperShrapB_RATE, DoShrapJumpFall, &s_PaperShrapB[3]},
{PAPER_SHRAP_B + 3, PaperShrapB_RATE, DoShrapJumpFall, &s_PaperShrapB[0]},
};
#define PAPER_SHRAP_C 3941
#define PaperShrapC_RATE 12
STATE s_PaperShrapC[] =
{
{PAPER_SHRAP_C + 0, PaperShrapC_RATE, DoShrapJumpFall, &s_PaperShrapC[1]},
{PAPER_SHRAP_C + 1, PaperShrapC_RATE, DoShrapJumpFall, &s_PaperShrapC[2]},
{PAPER_SHRAP_C + 2, PaperShrapC_RATE, DoShrapJumpFall, &s_PaperShrapC[3]},
{PAPER_SHRAP_C + 3, PaperShrapC_RATE, DoShrapJumpFall, &s_PaperShrapC[0]},
};
bool MissileHitMatch(DSWActor* weapActor, int WeaponNum, DSWActor* hitActor)
{
if (WeaponNum <= -1)
{
ASSERT(weapActor != nullptr);
WeaponNum = weapActor->user.WeaponNum;
// can be hit by SO only
if (SP_TAG7(hitActor) == 4)
{
if ((weapActor->user.Flags2 & SPR2_SO_MISSILE))
{
DoMatchEverything(nullptr, hitActor->spr.hitag, -1);
return true;
}
else
{
return false;
}
}
}
if (SP_TAG7(hitActor) == 0)
{
switch (WeaponNum)
{
case WPN_RAIL:
case WPN_MICRO:
case WPN_NAPALM:
case WPN_ROCKET:
DoMatchEverything(nullptr, hitActor->spr.hitag, -1);
return true;
}
}
else if (SP_TAG7(hitActor) == 1)
{
switch (WeaponNum)
{
case WPN_MICRO:
case WPN_RAIL:
case WPN_HOTHEAD:
case WPN_NAPALM:
case WPN_ROCKET:
DoMatchEverything(nullptr, hitActor->spr.hitag, -1);
return true;
}
}
else if (SP_TAG7(hitActor) == 2)
{
switch (WeaponNum)
{
case WPN_MICRO:
case WPN_RAIL:
case WPN_HOTHEAD:
case WPN_NAPALM:
case WPN_ROCKET:
case WPN_UZI:
case WPN_SHOTGUN:
DoMatchEverything(nullptr, hitActor->spr.hitag, -1);
return true;
}
}
else if (SP_TAG7(hitActor) == 3)
{
switch (WeaponNum)
{
case WPN_STAR:
case WPN_SWORD:
case WPN_FIST:
case WPN_MICRO:
case WPN_RAIL:
case WPN_HOTHEAD:
case WPN_NAPALM:
case WPN_ROCKET:
case WPN_UZI:
case WPN_SHOTGUN:
DoMatchEverything(nullptr, hitActor->spr.hitag, -1);
return true;
}
}
return false;
#if 0
WPN_STAR
WPN_UZI
WPN_SHOTGUN
WPN_MICRO
WPN_GRENADE
WPN_MINE
WPN_RAIL
WPN_HEART
WPN_HOTHEAD
WPN_NAPALM
WPN_RING
WPN_ROCKET
WPN_SWORD
WPN_FIST
#endif
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SpawnShrapX(DSWActor* actor)
{
//For shrap that has no Weapon to send over
SpawnShrap(actor, nullptr);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoLavaErupt(DSWActor* actor)
{
short i,pnum;
PLAYER* pp;
bool found = false;
if (TEST_BOOL1(actor))
{
TRAVERSE_CONNECT(pnum)
{
pp = Player + pnum;
if (pp->insector() && (pp->cursector->extra & SECTFX_TRIGGER))
{
SWSectIterator it(pp->cursector);
while (auto itActor = it.Next())
{
if (itActor->spr.statnum == STAT_TRIGGER && SP_TAG7(itActor) == 0 && SP_TAG5(itActor) == 1)
{
found = true;
break;
}
}
if (found)
break;
}
}
if (!found)
return 0;
}
if (!(actor->user.Flags & SPR_ACTIVE))
{
// inactive
if ((actor->user.WaitTics -= synctics) <= 0)
{
actor->user.Flags |= (SPR_ACTIVE);
actor->user.Counter = 0;
actor->user.WaitTics = SP_TAG9(actor) * 120L;
}
}
else
{
// active
if ((actor->user.WaitTics -= synctics) <= 0)
{
// Stop for this long
actor->user.Flags &= ~(SPR_ACTIVE);
actor->user.Counter = 0;
actor->user.WaitTics = SP_TAG10(actor) * 120L;
}
// Counter controls the volume of lava erupting
// starts out slow and increases to a max
actor->user.Counter += synctics;
if (actor->user.Counter > SP_TAG2(actor))
actor->user.Counter = SP_TAG2(actor);
if ((RANDOM_P2(1024<<6)>>6) < actor->user.Counter)
{
switch (SP_TAG3(actor))
{
case 0:
SpawnShrapX(actor);
break;
case 1:
InitVulcanBoulder(actor);
break;
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SpawnShrap(DSWActor* parentActor, DSWActor* secondaryActor, int means, BREAK_INFO* breakinfo)
{
/////////////////////////////////////////
//
// BREAK shrap types
//
/////////////////////////////////////////
// Individual shraps can be copied to this and then values can be changed
static SHRAP CustomShrap[20];
static SHRAP CoinShrap[] =
{
{s_CoinShrap, COIN_SHRAP, 5, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapA, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapB, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapC, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP GlassShrap[] =
{
{s_GlassShrapA, GLASS_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_GlassShrapB, GLASS_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_GlassShrapC, GLASS_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP WoodShrap[] =
{
{s_WoodShrapA, WOOD_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_WoodShrapB, WOOD_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_WoodShrapC, WOOD_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP StoneShrap[] =
{
{s_StoneShrapA, STONE_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_StoneShrapB, STONE_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_StoneShrapC, STONE_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP PaperShrap[] =
{
{s_PaperShrapA, PAPER_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_PaperShrapB, PAPER_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_PaperShrapC, PAPER_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP MetalShrap[] =
{
{s_MetalShrapA, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapB, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapC, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP MetalMix[] =
{
{s_GlassShrapA, GLASS_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_GlassShrapB, GLASS_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_GlassShrapC, GLASS_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapA, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapB, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapC, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP WoodMix[] =
{
{s_WoodShrapA, WOOD_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_WoodShrapB, WOOD_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_WoodShrapC, WOOD_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapA, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapB, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_MetalShrapC, METAL_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP PaperMix[] =
{
{s_WoodShrapA, WOOD_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_WoodShrapB, WOOD_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_WoodShrapC, WOOD_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_PaperShrapA, PAPER_SHRAP_A, 2, Z_MID, 200, 600, 100, 500, true, 2048},
{s_PaperShrapB, PAPER_SHRAP_A, 2, Z_MID, 200, 600, 100, 500, true, 2048},
{s_PaperShrapC, PAPER_SHRAP_A, 2, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP Marbels[] =
{
{s_Marbel, MARBEL, 5, Z_MID, 200, 600, 100, 500, true, 2048},
{s_GlassShrapA, GLASS_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_GlassShrapB, GLASS_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{s_GlassShrapC, GLASS_SHRAP_A, 1, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#if 0
static SHRAP BloodShrap[] =
{
{s_BloodShrap, BLOOD_SHRAP, 8, Z_MID, 200, 600, 100, 500, true, 2048},
{nullptr},
};
#endif
////
// END - BREAK shrap types
////
static SHRAP EMPShrap[] =
{
{s_EMPShrap, EMP, 1, Z_MID, 500, 1100, 300, 600, false, 128},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP StdShrap[] =
{
{s_GoreHead, GORE_Head, 1, Z_TOP, 400, 700, 20, 40, true, 2048},
{s_GoreLung, GORE_Lung, 2, Z_TOP, 500, 800, 100, 300, true, 2048},
{s_GoreLiver, GORE_Liver, 1, Z_MID, 300, 500, 100, 150, true, 2048},
{s_GoreArm, GORE_Arm, 1, Z_MID, 300, 500, 250, 500, true, 2048},
{s_GoreSkullCap, GORE_SkullCap, 1, Z_TOP, 300, 500, 250, 500, true, 2048},
{s_FastGoreDrip, GORE_Drip, 8, Z_BOT, 600, 800, 50, 70, false, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP HeartAttackShrap[] = // fewer gibs because of the plasma fountain sprites
{
{s_GoreLung, GORE_Lung, 2, Z_TOP, 500, 1100, 300, 600, true, 2048},
{s_GoreLiver, GORE_Liver, 1, Z_MID, 500, 1100, 300, 500, true, 2048},
{s_GoreArm, GORE_Arm, 2, Z_MID, 500, 1100, 350, 600, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP SkelGore[] =
{
{s_GoreHead, GORE_Head, 1, Z_TOP, 400, 700, 20, 40, true, 2048},
{s_GoreLung, GORE_Lung, 2, Z_TOP, 500, 800, 100, 300, true, 2048},
{s_GoreLiver, GORE_Liver, 1, Z_MID, 300, 500, 100, 150, true, 2048},
{s_GoreSkullCap, GORE_SkullCap, 1, Z_TOP, 300, 500, 100, 150, true, 2048},
{s_GoreArm, GORE_Arm, 1, Z_MID, 300, 500, 250, 500, true, 2048},
{s_GoreLeg, GORE_Leg, 2, Z_BOT, 200, 400, 250, 500, true, 2048},
{s_GoreChunkS, GORE_ChunkS, 4, Z_BOT, 200, 400, 250, 400, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP UpperGore[] =
{
{s_GoreHead, GORE_Head, 1, Z_TOP, 400, 700, 20, 40, true, 2048},
{s_GoreLung, GORE_Lung, 2, Z_TOP, 500, 800, 100, 300, true, 2048},
{s_GoreLiver, GORE_Liver, 1, Z_MID, 300, 500, 100, 150, true, 2048},
{s_GoreSkullCap, GORE_SkullCap, 1, Z_TOP, 300, 500, 100, 150, true, 2048},
{s_GoreArm, GORE_Arm, 1, Z_MID, 300, 500, 250, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#if 0
static SHRAP LowerGore[] =
{
{s_GoreLeg, GORE_Leg, 4, Z_BOT, 300, 500, 100, 200, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#endif
static SHRAP SmallGore[] =
{
{s_GoreDrip, GORE_Drip, 3, Z_TOP, 600, 800, 50, 70, false, 2048},
{s_FastGoreDrip, GORE_Drip, 3, Z_BOT, 600, 800, 70, 100, false, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP FlamingGore[] =
{
{s_GoreFlame, GORE_Drip, 2, Z_TOP, 600, 800, 100, 200, false, 2048},
{s_GoreFlameChunkB, GORE_Drip, 4, Z_MID, 300, 500, 100, 200, false, 2048},
{s_GoreFlame, GORE_Drip, 2, Z_BOT, 100, 200, 100, 200, false, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#if 0
static SHRAP BoltExpShrap[] =
{
{s_GoreFlame, GORE_Drip, 4, Z_MID, 300, 700, 300, 600, true, 2048},
{s_GoreFlame, GORE_Drip, 4, Z_BOT, 300, 700, 300, 600, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP TracerExpShrap[] =
{
{s_TracerShrap, GORE_Drip, 3, Z_MID, 300, 700, 300, 600, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP FireballExpShrap1[] =
{
{s_GoreFlame, GORE_Drip, 1, Z_MID, 100, 300, 100, 200, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP FireballExpShrap2[] =
{
{s_GoreFlame, GORE_Drip, 2, Z_MID, 100, 300, 100, 200, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP* FireballExpShrap[] =
{
FireballExpShrap1,
FireballExpShrap2
};
#endif
// state, id, num, zlevel, min_jspeed, max_jspeed, min_vel, max_vel,
// random_disperse, ang_range;
static SHRAP ElectroShrap[] =
{
{s_ElectroShrap, ELECTRO_SHARD, 12, Z_TOP, 200, 600, 100, 500, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
// state, id, num, zlevel, min_jspeed, max_jspeed, min_vel, max_vel,
// random_disperse, ang_range;
static SHRAP LavaShrap1[] =
{
{s_GoreFlame, GORE_Drip, 1, Z_TOP, 400, 1400, 100, 400, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP LavaShrap2[] =
{
{s_GoreFlameChunkB, GORE_Drip, 1, Z_TOP, 400, 1400, 100, 400, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP *LavaShrapTable[] =
{
LavaShrap1,
LavaShrap2
};
static SHRAP LavaBoulderShrap[] =
{
{s_LavaShard, LAVA_SHARD, 16, Z_MID, 400, 900, 200, 600, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#if 0
static SHRAP SectorSquishGore[] =
{
{s_FastGoreDrip, GORE_Drip, 24, Z_MID, -400, -200, 600, 800, false, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#endif
//
// PLAYER SHRAP
//
// state, id, num, zlevel, min_jspeed, max_jspeed, min_vel, max_vel,
// random_disperse, ang_range;
static SHRAP PlayerGoreFall[] =
{
{s_GoreSkullCap,GORE_SkullCap, 1, Z_TOP, 200, 300, 100, 200, true, 2048},
{s_GoreLiver, GORE_Liver, 1, Z_MID, 200, 300, 100, 200, true, 2048},
{s_GoreLung, GORE_Lung, 1, Z_MID, 200, 300, 100, 200, true, 2048},
{s_GoreDrip, GORE_Drip, 10, Z_MID, 200, 300, 100, 200, false, 2048},
{s_GoreArm, GORE_Arm, 1, Z_MID, 200, 300, 100, 200, true, 2048},
{s_FastGoreDrip, GORE_Drip, 10, Z_BOT, 200, 300, 100, 200, false, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP PlayerGoreFly[] =
{
{s_GoreSkullCap,GORE_SkullCap, 1, Z_TOP, 500, 1100, 300, 600, true, 2048},
{s_GoreTorso, GORE_Torso, 1, Z_MID, 500, 1100, 300, 500, true, 2048},
{s_GoreLiver, GORE_Liver, 1, Z_MID, 200, 300, 100, 200, true, 2048},
{s_GoreArm, GORE_Arm, 1, Z_MID, 500, 1100, 350, 600, true, 2048},
{s_FastGoreDrip, GORE_Drip, 16, Z_MID, 500, 1100, 350, 600, false, 2048},
{s_FastGoreDrip, GORE_Drip, 16, Z_BOT, 500, 1100, 350, 600, false, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP PlayerDeadHead[] =
{
{s_GoreDrip, GORE_Drip, 2, Z_TOP, 150, 400, 40, 80, true, 2048},
{s_GoreDrip, GORE_Drip, 2, Z_MID, 150, 400, 40, 80, true, 2048},
{nullptr,0,0,0,0,0,0,0,0,0},
};
// state, id, num, zlevel, min_jspeed, max_jspeed, min_vel, max_vel,
// random_disperse, ang_range;
static SHRAP PlayerHeadHurl1[] =
{
{s_Vomit1, Vomit1, 1, Z_BOT, 250, 400, 100, 200, true, 256},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#define WALL_FLOOR_SHRAP 4097
ANIMATOR DoShrapWallFloor;
#if 0
static SHRAP SectorExpShrap[] =
{
{nullptr, WALL_FLOOR_SHRAP, 1, Z_BOT, 550, 800, 200, 400, true, 512},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#endif
double hZ[3];
DAngle dangl = nullAngle;
SHRAP* p = SmallGore;
short shrap_shade = -15;
short shrap_xsize = 48, shrap_ysize = 48;
short retval = true;
short shrap_pal = PALETTE_DEFAULT;
short jump_grav = ACTOR_GRAVITY;
DAngle start_angl = nullAngle;
DSWActor* ShrapOwner = nullptr;
int shrap_bounce = false;
short WaitTics = 64; // for FastShrap
short shrap_type;
int shrap_rand_zamt = 0;
DAngle shrap_angl = parentActor->spr.Angles.Yaw;
short shrap_delta_size = 0;
short shrap_amt = 0;
if (Prediction)
return 0;
// Don't spawn shrapnel in invalid sectors gosh dern it!
if (!parentActor->insector())
{
return 0;
}
if (breakinfo)
{
shrap_type = breakinfo->shrap_type;
shrap_amt = breakinfo->shrap_amt;
goto AutoShrap;
}
else if ((parentActor->spr.extra & SPRX_BREAKABLE))
{
// if no user
if (!parentActor->hasU())
{
// Jump to shrap type
shrap_type = SP_TAG8(parentActor);
goto UserShrap;
}
else
{
// has a user - is programmed
change_actor_stat(parentActor, STAT_MISC);
parentActor->spr.extra &= ~(SPRX_BREAKABLE);
parentActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
}
}
ASSERT(parentActor->hasU());
switch (parentActor->user.ID)
{
case ST1:
switch (parentActor->spr.hitag)
{
case SPAWN_SPOT:
{
if (parentActor->user.LastDamage)
shrap_type = SP_TAG3(parentActor);
else
shrap_type = SP_TAG6(parentActor);
UserShrap:
shrap_delta_size = (int8_t)SP_TAG10(parentActor);
shrap_rand_zamt = SP_TAG9(parentActor);
// Hey, better limit this in case mappers go crazy, like I did. :)
// Kills frame rate!
shrap_amt = SP_TAG8(parentActor);
if (shrap_amt > 5)
shrap_amt = 5;
AutoShrap:
switch (shrap_type)
{
case SHRAP_NONE:
return false;
case SHRAP_GLASS:
PlaySound(DIGI_BREAKGLASS, parentActor, v3df_dontpan | v3df_doppler);
p = GlassShrap;
if (shrap_amt)
{
memcpy(CustomShrap, GlassShrap, sizeof(GlassShrap));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
shrap_bounce = true;
break;
case SHRAP_GENERIC:
case SHRAP_STONE:
PlaySound(DIGI_BREAKSTONES,parentActor,v3df_dontpan|v3df_doppler);
p = StoneShrap;
if (shrap_amt)
{
memcpy(CustomShrap, StoneShrap, sizeof(StoneShrap));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 8 + shrap_delta_size;
shrap_bounce = true;
break;
case SHRAP_WOOD:
PlaySound(DIGI_BREAKINGWOOD,parentActor,v3df_dontpan|v3df_doppler);
p = WoodShrap;
if (shrap_amt)
{
memcpy(CustomShrap, WoodShrap, sizeof(WoodShrap));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
shrap_bounce = true;
break;
case SHRAP_BLOOD:
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
break;
case SHRAP_GIBS:
PlaySound(DIGI_GIBS1,parentActor,v3df_dontpan|v3df_doppler);
p = SmallGore;
shrap_xsize = shrap_ysize = 34;
shrap_bounce = false;
break;
case SHRAP_TREE_BARK:
PlaySound(DIGI_BREAKINGWOOD,parentActor,v3df_dontpan|v3df_doppler);
p = WoodShrap;
if (shrap_amt)
{
memcpy(CustomShrap, WoodShrap, sizeof(WoodShrap));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
shrap_bounce = true;
break;
case SHRAP_PAPER:
p = PaperShrap;
if (shrap_amt)
{
memcpy(CustomShrap, PaperShrap, sizeof(PaperShrap));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
break;
case SHRAP_METAL:
PlaySound(DIGI_BREAKMETAL,parentActor,v3df_dontpan|v3df_doppler);
p = MetalShrap;
if (shrap_amt)
{
memcpy(CustomShrap, MetalShrap, sizeof(MetalShrap));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
shrap_bounce = true;
break;
case SHRAP_COIN:
PlaySound(DIGI_COINS,parentActor,v3df_dontpan|v3df_doppler);
p = CoinShrap;
if (shrap_amt)
{
memcpy(CustomShrap, CoinShrap, sizeof(CoinShrap));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
shrap_bounce = true;
break;
case SHRAP_METALMIX:
PlaySound(DIGI_BREAKMETAL,parentActor,v3df_dontpan|v3df_doppler);
p = MetalMix;
if (shrap_amt)
{
memcpy(CustomShrap, MetalMix, sizeof(MetalMix));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
shrap_bounce = true;
break;
case SHRAP_MARBELS:
{
p = Marbels;
if (shrap_amt)
{
memcpy(CustomShrap, Marbels, sizeof(Marbels));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 10 + shrap_delta_size;
shrap_bounce = true;
}
break;
case SHRAP_WOODMIX:
PlaySound(DIGI_BREAKINGWOOD,parentActor,v3df_dontpan|v3df_doppler);
p = WoodMix;
if (shrap_amt)
{
memcpy(CustomShrap, WoodMix, sizeof(WoodMix));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
shrap_bounce = true;
break;
case SHRAP_PAPERMIX:
PlaySound(DIGI_BREAKINGWOOD,parentActor,v3df_dontpan|v3df_doppler);
p = PaperMix;
if (shrap_amt)
{
memcpy(CustomShrap, PaperMix, sizeof(PaperMix));
CustomShrap->num = shrap_amt;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 16 + shrap_delta_size;
shrap_bounce = false;
break;
case SHRAP_SO_SMOKE:
return false;
case SHRAP_EXPLOSION:
{
auto spnum = SpawnLargeExp(parentActor);
double size = spnum->spr.scale.X + shrap_delta_size * REPEAT_SCALE;
spnum->spr.scale = DVector2(size, size);
return false;
}
case SHRAP_LARGE_EXPLOSION:
{
auto spnum = SpawnLargeExp(parentActor);
double size = spnum->spr.scale.X + shrap_delta_size * REPEAT_SCALE;
spnum->spr.scale = DVector2(size, size);
InitPhosphorus(spnum);
return false;
}
default:
{
return false;
}
}
break;
}
default:
p = LavaShrapTable[RANDOM_P2(2<<8)>>8];
}
break;
case BREAK_BARREL:
PlaySound(DIGI_BREAKDEBRIS,parentActor,v3df_dontpan|v3df_doppler);
p = WoodShrap;
shrap_xsize = shrap_ysize = 24;
shrap_bounce = true;
ChangeState(parentActor, s_BreakBarrel);
break;
case BREAK_LIGHT:
PlaySound(DIGI_BREAKGLASS,parentActor,v3df_dontpan|v3df_doppler);
p = GlassShrap;
shrap_xsize = shrap_ysize = 24;
shrap_bounce = true;
ChangeState(parentActor, s_BreakLight);
break;
case BREAK_PEDISTAL:
PlaySound(DIGI_BREAKSTONES,parentActor,v3df_dontpan|v3df_doppler);
p = StoneShrap;
shrap_xsize = shrap_ysize = 24;
shrap_bounce = true;
ChangeState(parentActor, s_BreakPedistal);
break;
case BREAK_BOTTLE1:
PlaySound(DIGI_BREAKGLASS,parentActor,v3df_dontpan|v3df_doppler);
p = GlassShrap;
shrap_xsize = shrap_ysize = 8;
shrap_bounce = true;
ChangeState(parentActor, s_BreakBottle1);
break;
case BREAK_BOTTLE2:
PlaySound(DIGI_BREAKGLASS,parentActor,v3df_dontpan|v3df_doppler);
p = GlassShrap;
shrap_xsize = shrap_ysize = 8;
shrap_bounce = true;
ChangeState(parentActor, s_BreakBottle2);
break;
case BREAK_MUSHROOM:
PlaySound(DIGI_BREAKDEBRIS,parentActor,v3df_dontpan|v3df_doppler);
p = StoneShrap;
shrap_xsize = shrap_ysize = 4;
shrap_bounce = true;
SetSuicide(parentActor); // kill next iteration
break;
case BOLT_EXP:
return false;
// p = BoltExpShrap;
// break;
case TANK_SHELL_EXP:
return false;
// p = BoltExpShrap;
// break;
case TRACER_EXP:
return false;
// p = TracerExpShrap;
// shrap_xsize = shrap_ysize = 20;
// WaitTics = 10;
// break;
case BOLT_THINMAN_R1:
p = MetalShrap;
if (shrap_amt)
{
memcpy(CustomShrap, MetalShrap, sizeof(MetalShrap));
CustomShrap->num = 1;
p = CustomShrap;
}
shrap_xsize = shrap_ysize = 10;
break;
case LAVA_BOULDER:
PlaySound(DIGI_BREAKSTONES,parentActor,v3df_dontpan|v3df_doppler);
p = LavaBoulderShrap;
ShrapOwner = GetOwner(parentActor);
shrap_xsize = shrap_ysize = 24;
shrap_bounce = true;
break;
case SECTOR_EXP:
//p = SectorExpShrap;
//break;
return false;
case GRENADE_EXP:
//p = SectorExpShrap;
//break;
return false;
case FIREBALL_EXP:
return false;
// p = FireballExpShrap[RANDOM_P2(2<<8)>>8];
// shrap_pal = parentActor->user.spal;
break;
case ELECTRO_PLAYER:
case ELECTRO_ENEMY:
ShrapOwner = GetOwner(parentActor);
p = ElectroShrap;
shrap_xsize = shrap_ysize = 20;
break;
case COOLIE_RUN_R0:
if (means == WPN_NM_SECTOR_SQUISH)
break;
// return (false);
break;
case NINJA_DEAD:
return false;
break;
case NINJA_Head_R0:
{
extern STATE* sg_PlayerHeadHurl[];
if (parentActor->user.Rot == sg_PlayerHeadHurl)
{
p = PlayerHeadHurl1;
}
else
{
p = PlayerDeadHead;
shrap_xsize = shrap_ysize = 16+8;
shrap_bounce = true;
}
break;
}
case GIRLNINJA_RUN_R0:
p = StdShrap;
break;
case NINJA_RUN_R0:
{
p = StdShrap;
if (parentActor->user.PlayerP)
{
PLAYER* pp = parentActor->user.PlayerP;
if (pp->DeathType == PLAYER_DEATH_CRUMBLE)
p = PlayerGoreFall;
else
p = PlayerGoreFly;
}
break;
}
case GORO_RUN_R0:
p = StdShrap;
shrap_xsize = shrap_ysize = 64;
break;
case COOLG_RUN_R0:
p = UpperGore;
break;
case RIPPER_RUN_R0:
p = StdShrap;
if (parentActor->user.spal != 0)
shrap_xsize = shrap_ysize = 64;
else
shrap_xsize = shrap_ysize = 32;
break;
case RIPPER2_RUN_R0:
p = StdShrap;
if (parentActor->user.spal != 0)
shrap_xsize = shrap_ysize = 64;
else
shrap_xsize = shrap_ysize = 32;
break;
case SERP_RUN_R0:
p = StdShrap;
//return (false);
break;
case SUMO_RUN_R0:
p = StdShrap;
break;
case SKEL_RUN_R0:
p = SkelGore;
shrap_pal = PALETTE_SKEL_GORE;
break;
case HORNET_RUN_R0:
p = SmallGore;
shrap_pal = PALETTE_SKEL_GORE;
break;
case SKULL_R0:
case SKULL_R0 + 1:
p = FlamingGore;
break;
case SKULL_SERP:
return false;
case BETTY_R0:
case TRASHCAN:
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
PlaySound(DIGI_BREAKGLASS,parentActor,v3df_dontpan|v3df_doppler);
p = MetalShrap;
shrap_xsize = shrap_ysize = 10;
break;
case ZILLA_RUN_R0:
p = MetalShrap;
shrap_xsize = shrap_ysize = 10;
break;
case EMP:
p = EMPShrap;
shrap_xsize = shrap_ysize = 8;
shrap_bounce = false;
break;
}
// second sprite involved
// most of the time is is the weapon
if (secondaryActor != nullptr)
{
if (secondaryActor->user.PlayerP && secondaryActor->user.PlayerP->sop_control)
{
p = StdShrap;
}
else
switch (secondaryActor->user.ID)
{
case PLASMA_FOUNTAIN:
p = HeartAttackShrap;
break;
}
}
hZ[Z_TOP] = ActorZOfTop(parentActor); // top
hZ[Z_BOT] = ActorZOfBottom(parentActor); // bottom
hZ[Z_MID] = (hZ[0] + hZ[2]) * 0.5; // mid
for (; p->id; p++)
{
auto ang_range = mapangle(p->ang_range);
if (!p->random_disperse)
{
//dang = (2048 / p->num);
start_angl = shrap_angl - (ang_range * 0.5);
dangl = (ang_range / p->num);
}
for (int i = 0; i < p->num; i++)
{
auto actor = SpawnActor(STAT_SKIP4, p->id, p->state, parentActor->sector(),
DVector3(parentActor->spr.pos.XY(), hZ[p->zlevel]), shrap_angl, 512);
if (p->random_disperse)
{
actor->spr.Angles.Yaw = shrap_angl + mapangle(RANDOM_P2(p->ang_range << 5) >> 5) - (ang_range * 0.5);
}
else
{
actor->spr.Angles.Yaw = start_angl + (dangl * i);
}
// for FastShrap
int vz = abs(actor->user.jump_speed * 4) - RandomRange(abs(actor->user.jump_speed) * 8) * 2;
actor->user.change.Z = vz * zmaptoworld;
actor->user.WaitTics = WaitTics + RandomRange(WaitTics/2);
switch (actor->user.ID)
{
case GORE_Drip:
shrap_bounce = false;
break;
case GORE_Lung:
shrap_xsize = 20;
shrap_ysize = 20;
shrap_bounce = false;
break;
case GORE_Liver:
shrap_xsize = 20;
shrap_ysize = 20;
shrap_bounce = false;
break;
case GORE_SkullCap:
shrap_xsize = 24;
shrap_ysize = 24;
shrap_bounce = true;
break;
case GORE_Arm:
shrap_xsize = 21;
shrap_ysize = 21;
shrap_bounce = false;
break;
case GORE_Head:
shrap_xsize = 26;
shrap_ysize = 30;
shrap_bounce = true;
break;
case Vomit1:
shrap_bounce = false;
actor->spr.pos.Z -= 4;
shrap_xsize = (12 + (RANDOM_P2(32<<8)>>8));
shrap_ysize = (12 + (RANDOM_P2(32<<8)>>8));
actor->user.pos.X = shrap_xsize * REPEAT_SCALE; // notreallypos
actor->user.pos.Y = shrap_ysize * REPEAT_SCALE;
actor->user.Counter = (RANDOM_P2(2048<<5)>>5);
move_missile(actor, DVector3(actor->spr.Angles.Yaw.ToVector() * 16, 0), 8, 8, CLIPMASK_MISSILE, MISSILEMOVETICS);
if (RANDOM_P2(1024)<700)
actor->user.ID = 0;
break;
case EMP:
shrap_bounce = false;
actor->spr.pos.Z -= 4;
shrap_xsize = 5 + (RANDOM_P2(4<<8)>>8);
shrap_ysize = 5 + (RANDOM_P2(4<<8)>>8);
actor->user.pos.X = shrap_xsize * REPEAT_SCALE; // notreallypos
actor->user.pos.Y = shrap_ysize * REPEAT_SCALE;
break;
}
actor->spr.shade = int8_t(shrap_shade);
actor->spr.scale = DVector2(shrap_xsize * REPEAT_SCALE, shrap_xsize* REPEAT_SCALE);
actor->clipdist = 1;
if (ShrapOwner != nullptr)
{
SetOwner(ShrapOwner, actor);
}
if (shrap_rand_zamt)
{
actor->spr.pos.Z += RandomRange(shrap_rand_zamt) - (shrap_rand_zamt/2);
}
actor->spr.pal = actor->user.spal = uint8_t(shrap_pal);
actor->vel.X = ((p->min_vel*2) + RandomRange(p->max_vel - p->min_vel)) * maptoworld;
actor->user.floor_dist = 2;
actor->user.ceiling_dist = 2;
actor->user.jump_speed = p->min_jspeed;
actor->user.jump_speed += RandomRange(p->max_jspeed - p->min_jspeed);
actor->user.jump_speed = -actor->user.jump_speed;
DoBeginJump(actor);
actor->user.jump_grav = jump_grav;
UpdateChangeXY(actor);
if (!shrap_bounce)
actor->user.Flags |= (SPR_BOUNCE);
}
}
return retval;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoShrapMove(DSWActor* actor)
{
actor->user.coll = move_missile(actor, DVector3(actor->user.change.XY(), 0), actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS*2);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoVomit(DSWActor* actor)
{
actor->user.Counter = NORM_ANGLE(actor->user.Counter + (30*MISSILEMOVETICS));
// notreallypos
auto v = actor->user.pos + mapangle(actor->user.Counter).ToVector() * 12 * REPEAT_SCALE;
actor->spr.scale = v;
if (actor->user.Flags & (SPR_JUMPING))
{
DoJump(actor);
DoJump(actor);
DoShrapMove(actor);
}
else if (actor->user.Flags & (SPR_FALLING))
{
DoFall(actor);
DoFall(actor);
DoShrapMove(actor);
}
else
{
ChangeState(actor, s_VomitSplash);
DoFindGroundPoint(actor);
MissileWaterAdjust(actor);
actor->spr.pos.Z = actor->user.loz;
actor->user.WaitTics = 60;
// notreallypos
actor->user.pos.XY() = actor->spr.scale;
return 0;
}
if (actor->user.coll.type == kHitSprite)
{
if ((actor->user.coll.actor()->spr.extra & SPRX_PLAYER_OR_ENEMY))
{
DoDamage(actor->user.coll.actor(), actor);
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoVomitSplash(DSWActor* actor)
{
if ((actor->user.WaitTics-=MISSILEMOVETICS) < 0)
{
KillActor(actor);
return 0;
}
return 0;
}
int DoFastShrapJumpFall(DSWActor* actor)
{
actor->spr.pos += actor->user.change * 2;
actor->user.WaitTics -= MISSILEMOVETICS;
if (actor->user.WaitTics <= 0)
KillActor(actor);
return 0;
}
int DoTracerShrap(DSWActor* actor)
{
actor->spr.pos += actor->user.change;
actor->user.WaitTics -= MISSILEMOVETICS;
if (actor->user.WaitTics <= 0)
KillActor(actor);
return 0;
}
int DoShrapJumpFall(DSWActor* actor)
{
if (actor->user.Flags & (SPR_JUMPING))
{
DoShrapVelocity(actor);
}
else if (actor->user.Flags & (SPR_FALLING))
{
DoShrapVelocity(actor);
}
else
{
if (!(actor->user.Flags & SPR_BOUNCE))
{
DoShrapVelocity(actor);
return 0;
}
if (actor->user.ID == GORE_Drip)
ChangeState(actor, s_GoreFloorSplash);
else
ShrapKillSprite(actor);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoShrapDamage(DSWActor* actor)
{
if (actor->user.Flags & (SPR_JUMPING))
{
DoJump(actor);
DoShrapMove(actor);
}
else if (actor->user.Flags & (SPR_FALLING))
{
DoFall(actor);
DoShrapMove(actor);
}
else
{
if (!(actor->user.Flags & SPR_BOUNCE))
{
actor->user.Flags |= (SPR_BOUNCE);
actor->user.jump_speed = -300;
actor->vel.X *= 0.25;
DoBeginJump(actor);
return 0;
}
KillActor(actor);
return 0;
}
if (actor->user.coll.type == kHitSprite)
{
WeaponMoveHit(actor);
KillActor(actor);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SpawnBlood(DSWActor* actor, DSWActor* weapActor, DAngle hit_angle, const DVector3* hit_pos)
{
DVector3 hitpos;
int i;
if (hit_pos) hitpos = *hit_pos;
else hitpos = {};
// state, id, num, zlevel, min_jspeed, max_jspeed, min_vel, max_vel,
// random_disperse, ang_range;
static SHRAP UziBlood[] =
{
{s_GoreDrip, GORE_Drip, 1, Z_MID, 100, 250, 10, 20, true, 512}, // 70,200 vels
//{s_GoreSplash, PLASMA_Drip, 1, Z_BOT, 0, 0, 0, 0, false, 512},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP SmallBlood[] =
{
{s_GoreDrip, GORE_Drip, 1, Z_TOP, 100, 250, 10, 20, true, 512},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP PlasmaFountainBlood[] =
{
{s_PlasmaDrip, PLASMA_Drip, 1, Z_TOP, 200, 500, 100, 300, true, 16},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP SomeBlood[] =
{
{s_GoreDrip, GORE_Drip, 1, Z_TOP, 100, 250, 10, 20, true, 512},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#if 0
static SHRAP MoreBlood[] =
{
{s_GoreDrip, GORE_Drip, 2, Z_TOP, 100, 250, 10, 20, true, 512},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#endif
static SHRAP ExtraBlood[] =
{
{s_GoreDrip, GORE_Drip, 4, Z_TOP, 100, 250, 10, 20, true, 512},
{nullptr,0,0,0,0,0,0,0,0,0},
};
static SHRAP HariKariBlood[] =
{
{s_FastGoreDrip, GORE_Drip, 32, Z_TOP, 200, 650, 70, 100, true, 1024},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#if 0
static SHRAP SwordPowerup[] =
{
{s_ElectroShrap, ELECTRO_SHARD, 16, Z_TOP, 75, 200, 70, 150, true, 512},
{nullptr,0,0,0,0,0,0,0,0,0},
};
#endif
DAngle dangl = nullAngle;
SHRAP* p = UziBlood;
short shrap_shade = -15;
short shrap_xsize = 20, shrap_ysize = 20;
short retval = true;
short shrap_pal = PALETTE_DEFAULT;
DAngle start_angle = nullAngle;
switch (actor->user.ID)
{
case TRASHCAN:
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case ZILLA_RUN_R0:
return 0; // Don't put blood on trashcan
}
// second sprite involved
// most of the time is the weapon
if (weapActor != nullptr)
{
switch (weapActor->user.ID)
{
case NINJA_RUN_R0: //sword
// if sprite and weapon are the same it must be HARIII-KARIII
if (actor == weapActor)
{
p = HariKariBlood;
hit_angle = actor->spr.Angles.Yaw;
hitpos = ActorVectOfTop(actor).plusZ(ActorSizeZ(actor) * (1./16.));
}
else
{
p = ExtraBlood;
hit_angle = weapActor->spr.Angles.Yaw + DAngle180;
hitpos.XY() = actor->spr.pos.XY();
hitpos.Z = ActorZOfTop(weapActor) + (ActorSizeZ(weapActor) * 0.25);
}
break;
case SERP_RUN_R0:
p = ExtraBlood;
hit_angle = weapActor->spr.Angles.Yaw + DAngle180;
hitpos.XY() = actor->spr.pos.XY();
hitpos.Z = ActorZOfTop(actor) + (ActorSizeZ(actor) * 0.25);
break;
case BLADE1:
case BLADE2:
case BLADE3:
case 5011:
p = SmallBlood;
hit_angle = AngToSprite(actor, weapActor) + DAngle180;
hitpos.XY() = actor->spr.pos.XY();
hitpos.Z = weapActor->spr.pos.Z + (ActorSizeZ(weapActor) * 0.5);
break;
case STAR1:
case CROSSBOLT:
p = SomeBlood;
hit_angle = weapActor->spr.Angles.Yaw + DAngle180;
hitpos.XY() = actor->spr.pos.XY();
hitpos.Z = weapActor->spr.pos.Z;
break;
case PLASMA_FOUNTAIN:
p = PlasmaFountainBlood;
hit_angle = weapActor->spr.Angles.Yaw;
hitpos.XY() = actor->spr.pos.XY();
hitpos.Z = ActorZOfTop(actor) + (ActorSizeZ(actor) * 0.25);
break;
default:
p = SomeBlood;
hit_angle = weapActor->spr.Angles.Yaw + DAngle180;
hitpos.XY() = actor->spr.pos.XY();
hitpos.Z = ActorZOfTop(weapActor) + (ActorSizeZ(weapActor) * 0.25);
break;
}
}
else
{
hit_angle += DAngle180;
}
for (; p->state; p++)
{
auto ang_range = mapangle(p->ang_range);
if (!p->random_disperse)
{
start_angle = hit_angle - (ang_range * 0.5) + DAngle180;
dangl = (ang_range / p->num);
}
for (i = 0; i < p->num; i++)
{
auto actorNew = SpawnActor(STAT_SKIP4, p->id, p->state, actor->sector(), hitpos, hit_angle, 0);
switch (actorNew->user.ID)
{
case ELECTRO_SHARD:
shrap_xsize = 7;
shrap_ysize = 7;
break;
case PLASMA_Drip:
// Don't do central blood splats for every hitscan
if (RANDOM_P2(1024) < 950)
{
actorNew->spr.scale = DVector2(0, 0);
}
if (RANDOM_P2(1024) < 512)
actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
//shrap_xsize = 96;
//shrap_ysize = 75;
//shrap_xsize = 10;
//shrap_ysize = 10;
break;
}
if (p->random_disperse)
{
actorNew->spr.Angles.Yaw = hit_angle + mapangle((RANDOM_P2(p->ang_range<<5)>>5) - (p->ang_range >> 1));
}
else
{
actorNew->spr.Angles.Yaw = start_angle + (dangl * i);
}
actorNew->user.Flags |= (SPR_BOUNCE);
actorNew->spr.shade = int8_t(shrap_shade);
actorNew->spr.scale = DVector2(shrap_xsize* REPEAT_SCALE, shrap_xsize* REPEAT_SCALE);
actorNew->clipdist = 1;
actorNew->spr.pal = actorNew->user.spal = uint8_t(shrap_pal);
actorNew->vel.X = (p->min_vel + RandomRange(p->max_vel - p->min_vel)) * maptoworld;
// special case
// blood coming off of actors should have the acceleration of the actor
// so add it in
actorNew->vel.X += actor->vel.X;
actorNew->user.ceiling_dist = actorNew->user.floor_dist = 2;
actorNew->user.jump_speed = p->min_jspeed;
actorNew->user.jump_speed += RandomRange(p->max_jspeed - p->min_jspeed);
actorNew->user.jump_speed = -actorNew->user.jump_speed;
UpdateChangeXY(actorNew);
// for FastShrap
actorNew->user.change.Z = (abs(actorNew->user.jump_speed*4) - RandomRange(abs(actorNew->user.jump_speed)*8)) * JUMP_FACTOR;
actorNew->user.WaitTics = 64 + RANDOM_P2(32);
actor->user.Flags |= (SPR_BOUNCE);
DoBeginJump(actorNew);
}
}
return retval;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool VehicleMoveHit(DSWActor* actor)
{
SECTOR_OBJECT* sop;
SECTOR_OBJECT* hsop;
bool TestKillSectorObject(SECTOR_OBJECT*);
if (actor->user.coll.type == kHitNone)
return false;
sop = actor->user.sop_parent;
// sprite controlling sop
DSWActor* ctrlr = sop->controller;
if (!ctrlr) return false;
switch (actor->user.coll.type)
{
case kHitSector:
{
sectortype* sectp = actor->user.coll.hitSector;
if ((sectp->extra & SECTFX_SECTOR_OBJECT))
{
// shouldn't ever really happen
}
return true;
}
case kHitSprite:
{
auto hitActor = actor->user.coll.actor();
if ((hitActor->spr.extra & SPRX_BREAKABLE))
{
HitBreakSprite(hitActor, actor->user.ID);
return true;
}
if ((hitActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
{
if (hitActor != GetOwner(ctrlr))
{
DoDamage(hitActor, ctrlr);
return true;
}
}
else
{
if (hitActor->spr.statnum == STAT_MINE_STUCK)
{
DoDamage(hitActor, actor);
return true;
}
}
return true;
}
case kHitWall:
{
auto wph = actor->user.coll.hitWall;
if ((wph->extra & WALLFX_SECTOR_OBJECT))
{
// sector object collision
if ((hsop = DetectSectorObjectByWall(wph)))
{
SopDamage(hsop, sop->ram_damage);
if (hsop->max_damage <= 0)
SopCheckKill(hsop);
else
DoSpawnSpotsForDamage(hsop->match_event);
}
}
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool WeaponMoveHit(DSWActor* actor)
{
switch (actor->user.coll.type)
{
default:
break;
case kHitVoid:
SetSuicide(actor);
return true;
case kHitSector:
{
sectortype* sectp;
SECTOR_OBJECT* sop;
sectp = actor->user.coll.hitSector;
ASSERT(sectp->extra != -1);
// hit floor - closer to floor than ceiling
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
{
// hit a floor sprite
if (actor->user.lowActor)
{
if (actor->user.lowActor->spr.lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(actor, -1, actor->user.lowActor))
return true;
}
return true;
}
if (sectp->hasU() && FixedToInt(sectp->depth_fixed) > 0)
{
SpawnSplash(actor);
return true;
}
}
// hit ceiling
else
{
// hit a floor sprite
if (actor->user.highActor)
{
if (actor->user.highActor->spr.lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(actor, -1, actor->user.highActor))
return true;
}
}
}
if ((sectp->extra & SECTFX_SECTOR_OBJECT))
{
if ((sop = DetectSectorObject(sectp)))
{
DoDamage(sop->sp_child, actor);
return true;
}
}
if ((sectp->ceilingstat & CSTAT_SECTOR_SKY) && sectp->ceilingpicnum != FAF_MIRROR_PIC)
{
if (abs(actor->spr.pos.Z - sectp->ceilingz) < ActorSizeZ(actor))
{
SetSuicide(actor);
return true;
}
}
return true;
}
case kHitSprite:
{
auto hitActor = actor->user.coll.actor();
ASSERT(hitActor->spr.extra != -1);
if ((hitActor->spr.extra & SPRX_BREAKABLE))
{
HitBreakSprite(hitActor, actor->user.ID);
return true;
}
if ((hitActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
{
// make sure you didn't hit the Owner of the missile
if (hitActor != GetOwner(actor))
{
if (actor->user.ID == STAR1)
{
extern STATE s_TrashCanPain[];
switch (hitActor->user.ID)
{
case TRASHCAN:
PlaySound(DIGI_TRASHLID, actor, v3df_none);
PlaySound(DIGI_STARCLINK, actor, v3df_none);
if (hitActor->user.WaitTics <= 0)
{
hitActor->user.WaitTics = SEC(2);
ChangeState(hitActor,s_TrashCanPain);
}
break;
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case ZILLA_RUN_R0:
case 623:
{
PlaySound(DIGI_STARCLINK, actor, v3df_none);
}
break;
}
}
DoDamage(hitActor, actor);
return true;
}
}
else
{
if (hitActor->spr.statnum == STAT_MINE_STUCK)
{
DoDamage(hitActor, actor);
return true;
}
}
if (hitActor->spr.lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(actor, -1, hitActor))
return true;
}
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
{
if (hitActor->spr.lotag || hitActor->spr.hitag)
{
ShootableSwitch(hitActor);
return true;
}
}
return true;
}
case kHitWall:
{
auto wph = actor->user.coll.hitWall;
SECTOR_OBJECT* sop;
ASSERT(wph->extra != -1);
if ((wph->extra & WALLFX_SECTOR_OBJECT))
{
if ((sop = DetectSectorObjectByWall(wph)))
{
if (sop->max_damage != -999)
DoDamage(sop->sp_child, actor);
return true;
}
}
if (wph->lotag == TAG_WALL_BREAK)
{
HitBreakWall(wph, actor->spr.pos, actor->spr.Angles.Yaw, actor->user.ID);
actor->user.coll.setNone();
return true;
}
// clipmove does not correctly return the sprite for WALL sprites
// on walls, so look with hitscan
HitInfo hit{};
hitscan(actor->spr.pos, actor->sector(), DVector3(actor->spr.Angles.Yaw.ToVector() * 1024, actor->vel.Z), hit, CLIPMASK_MISSILE);
if (!hit.hitSector)
{
return false;
}
if (hit.actor())
{
auto hitActor = hit.actor();
if (hitActor->spr.lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(actor, -1, hitActor))
return true;
}
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
{
if (hitActor->spr.lotag || hitActor->spr.hitag)
{
ShootableSwitch(hitActor);
return true;
}
}
}
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoUziSmoke(DSWActor* actor)
{
actor->spr.pos.Z -= 0.78125; // !JIM! Make them float up
return 0;
}
int DoShotgunSmoke(DSWActor* actor)
{
actor->spr.pos.Z -= 0.78125; // !JIM! Make them float up
return 0;
}
int DoMineSpark(DSWActor* actor)
{
if (actor->spr.picnum != 0)
{
DoDamageTest(actor);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoFireballFlames(DSWActor* actor)
{
bool jumping = false;
// if no Owner then stay where you are
DSWActor* attach = actor->user.attachActor;
if (attach != nullptr)
{
actor->spr.pos = ActorVectOfMiddle(attach);
if ((attach->spr.extra & SPRX_BURNABLE))
{
if ((actor->user.Counter2 & 1) == 0)
{
attach->spr.shade++;
if (attach->spr.shade > 10)
attach->spr.shade = 10;
}
}
}
else
{
if (actor->user.Flags & (SPR_JUMPING))
{
DoJump(actor);
jumping = true;
}
else if (actor->user.Flags & (SPR_FALLING))
{
DoFall(actor);
jumping = true;
}
else
{
if (actor->sector()->hasU() && FixedToInt(actor->sector()->depth_fixed) > 0)
{
if (abs(actor->sector()->floorz - actor->spr.pos.Z) <= 4)
{
KillActor(actor);
return 0;
}
}
if (TestDontStickSector(actor->sector()))
{
KillActor(actor);
return 0;
}
}
}
if (!jumping)
{
if ((actor->user.WaitTics += MISSILEMOVETICS) > 4 * 120)
{
// shrink and go away
actor->spr.scale.X -= REPEAT_SCALE;
actor->spr.scale.Y -= REPEAT_SCALE;
if (actor->spr.scale.X <= 0)
{
if (actor->user.attachActor != nullptr)
{
actor->user.attachActor->user.flameActor = nullptr;
actor->user.attachActor->user.Flags2 &= ~SPR2_FLAMEDIE;
}
KillActor(actor);
return 0;
}
}
else
{
// grow until the right size
if (actor->spr.scale.X <= actor->user.Counter * REPEAT_SCALE)
{
actor->spr.scale.X += (3 * REPEAT_SCALE);
actor->spr.scale.Y += (3 * REPEAT_SCALE);
}
}
}
actor->user.Counter2++;
if (actor->user.Counter2 > 9)
{
actor->user.Counter2 = 0;
DoFlamesDamageTest(actor);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoBreakFlames(DSWActor* actor)
{
bool jumping = false;
if (actor->user.Flags & (SPR_JUMPING))
{
DoJump(actor);
jumping = true;
}
else if (actor->user.Flags & (SPR_FALLING))
{
DoFall(actor);
jumping = true;
}
else
{
if (actor->sector()->hasU() && FixedToInt(actor->sector()->depth_fixed) > 0)
{
if (abs(actor->sector()->floorz - actor->spr.pos.Z) <= 4)
{
KillActor(actor);
return 0;
}
}
if (TestDontStickSector(actor->sector()))
{
KillActor(actor);
return 0;
}
}
if (!jumping)
{
if ((actor->user.WaitTics += MISSILEMOVETICS) > 4 * 120)
{
// shrink and go away
actor->spr.scale.X -= REPEAT_SCALE;
actor->spr.scale.Y -= REPEAT_SCALE;
if (actor->spr.scale.X <= 0)
{
if (actor->user.attachActor != nullptr)
{
actor->user.attachActor->user.flameActor = nullptr;
actor->user.attachActor->user.Flags2 &= ~SPR2_FLAMEDIE;
}
KillActor(actor);
return 0;
}
}
else
{
// grow until the right size
if (actor->spr.scale.X <= actor->user.Counter * REPEAT_SCALE)
{
actor->spr.scale.X += (3 * REPEAT_SCALE);
actor->spr.scale.Y += (3 * REPEAT_SCALE);
}
if (actor->user.WaitTics + MISSILEMOVETICS > 4 * 120)
{
SpawnBreakStaticFlames(actor);
}
}
}
actor->user.Counter2++;
if (actor->user.Counter2 > 9)
{
actor->user.Counter2 = 0;
DoFlamesDamageTest(actor);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SetSuicide(DSWActor* actor)
{
if (actor->hasU())
{
actor->user.Flags |= (SPR_SUICIDE);
actor->user.RotNum = 0;
}
ChangeState(actor, s_Suicide);
return 0;
}
int DoActorScale(DSWActor* actor)
{
actor->user.scale_speed = 70;
actor->user.scale_value = int(actor->spr.scale.X * INV_REPEAT_SCALE) << 8;
actor->user.scale_tgt = int(actor->spr.scale.X * INV_REPEAT_SCALE) + 25;
if (actor->user.scale_tgt > 256)
{
actor->user.scale_speed = 0;
actor->user.scale_tgt = 256;
}
return 0;
}
int DoRipperGrow(DSWActor* actor)
{
actor->user.scale_speed = 70;
actor->user.scale_value = int(actor->spr.scale.X * INV_REPEAT_SCALE) << 8;
actor->user.scale_tgt = int(actor->spr.scale.X * INV_REPEAT_SCALE) + 20;
if (actor->user.scale_tgt > 128)
{
actor->user.scale_speed = 0;
actor->user.scale_tgt = 128;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void UpdateSinglePlayKills(DSWActor* actor)
{
// single play and coop kill count
if (gNet.MultiGameType != MULTI_GAME_COMMBAT && actor->hasU())
{
if (actor->user.Flags & (SPR_SUICIDE))
{
return;
}
switch (actor->user.ID)
{
case COOLIE_RUN_R0:
case NINJA_RUN_R0:
case NINJA_CRAWL_R0:
case GORO_RUN_R0:
case 1441:
case COOLG_RUN_R0:
case EEL_RUN_R0:
case SUMO_RUN_R0:
case ZILLA_RUN_R0:
//case TOILETGIRL_R0:
//case WASHGIRL_R0:
//case BUNNY_RUN_R0:
case RIPPER_RUN_R0:
case RIPPER2_RUN_R0:
case SERP_RUN_R0:
case LAVA_RUN_R0:
case SKEL_RUN_R0:
case HORNET_RUN_R0:
case GIRLNINJA_RUN_R0:
case SKULL_R0:
case BETTY_R0:
// always give kills to the first player
Player->Kills++;
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor)
{
if (!actor->hasU()) return false;
if (actor->user.Health > 0)
return false;
UpdateSinglePlayKills(actor);
if (actor->user.Attrib)
PlaySpriteSound(actor,attr_die,v3df_follow);
switch (actor->user.ID)
{
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case TOILETGIRL_R0:
case WASHGIRL_R0:
case CARGIRL_R0:
case MECHANICGIRL_R0:
case SAILORGIRL_R0:
case PRUNEGIRL_R0:
case TRASHCAN:
case GORO_RUN_R0:
case RIPPER2_RUN_R0:
break;
case BUNNY_RUN_R0:
{
Bunny_Count--; // Bunny died, decrease the population
}
break;
default:
ActorCoughItem(actor);
break;
}
switch (actor->user.ID)
{
case BETTY_R0:
{
DoBettyBeginDeath(actor);
break;
}
case SKULL_R0:
{
DoSkullBeginDeath(actor);
break;
}
case TOILETGIRL_R0:
case WASHGIRL_R0:
case CARGIRL_R0:
case MECHANICGIRL_R0:
case SAILORGIRL_R0:
case PRUNEGIRL_R0:
case TRASHCAN:
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
{
if ((actor->user.ID == TOILETGIRL_R0 ||
actor->user.ID == CARGIRL_R0 || actor->user.ID == MECHANICGIRL_R0 || actor->user.ID == SAILORGIRL_R0 || actor->user.ID == PRUNEGIRL_R0 ||
actor->user.ID == WASHGIRL_R0) && weapActor->hasU() && weapActor->user.ID == NINJA_RUN_R0 && weapActor->user.PlayerP)
{
PLAYER* pp = weapActor->user.PlayerP;
if (pp && !(pp->Flags & PF_DIVING)) // JBF: added null test
pp->Bloody = true;
PlaySound(DIGI_TOILETGIRLSCREAM, actor, v3df_none);
}
if (SpawnShrap(actor, weapActor))
SetSuicide(actor);
break;
}
// These are player zombies
case ZOMBIE_RUN_R0:
InitBloodSpray(actor,true,105);
InitBloodSpray(actor,true,105);
if (SpawnShrap(actor, weapActor))
SetSuicide(actor);
break;
default:
switch (weapActor->user.ID)
{
case NINJA_RUN_R0: //sword
if (weapActor->user.PlayerP)
{
PLAYER* pp = weapActor->user.PlayerP;
if (weapActor->user.WeaponNum == WPN_FIST && StdRandomRange(1000)>500 && pp == Player+myconnectindex)
{
int choosesnd = StdRandomRange(6);
if (choosesnd == 0)
PlayerSound(DIGI_KUNGFU, v3df_follow|v3df_dontpan,pp);
else if (choosesnd == 1)
PlayerSound(DIGI_PAYINGATTENTION, v3df_follow|v3df_dontpan,pp);
else if (choosesnd == 2)
PlayerSound(DIGI_EATTHIS, v3df_follow|v3df_dontpan,pp);
else if (choosesnd == 3)
PlayerSound(DIGI_TAUNTAI4, v3df_follow|v3df_dontpan,pp);
else if (choosesnd == 4)
PlayerSound(DIGI_TAUNTAI5, v3df_follow|v3df_dontpan,pp);
else if (choosesnd == 5)
PlayerSound(DIGI_HOWYOULIKEMOVE, v3df_follow|v3df_dontpan,pp);
//PlayerSound(TauntAIVocs[choosesnd],&pp->posx,
// &pp->posy,&pp->posy,v3df_dontpan|v3df_follow,pp);
}
else if (weapActor->user.WeaponNum == WPN_SWORD && StdRandomRange(1000)>500 && pp == Player+myconnectindex)
{
short choose_snd;
choose_snd = StdRandomRange(1000);
if (choose_snd > 750)
PlayerSound(DIGI_SWORDGOTU1, v3df_follow|v3df_dontpan,pp);
else if (choose_snd > 575)
PlayerSound(DIGI_SWORDGOTU2, v3df_follow|v3df_dontpan,pp);
else if (choose_snd > 250)
PlayerSound(DIGI_SWORDGOTU3, v3df_follow|v3df_dontpan,pp);
else
PlayerSound(DIGI_CANBEONLYONE, v3df_follow|v3df_dontpan,pp);
}
if (!(pp->Flags & PF_DIVING))
pp->Bloody = true;
}
if (actor->user.WeaponNum == WPN_FIST)
DoActorDie(actor, weapActor, 0);
else if (actor->user.ID == NINJA_RUN_R0 || RandomRange(1000) < 500)
DoActorDie(actor, weapActor, 0);
else
{
// Can't gib bosses!
if (actor->user.ID == SERP_RUN_R0 || actor->user.ID == SUMO_RUN_R0 || actor->user.ID == ZILLA_RUN_R0)
{
DoActorDie(actor, weapActor, 0);
break;
}
// Gib out the ones you can't cut in half
// Blood fountains
InitBloodSpray(actor,true,-1);
if (SpawnShrap(actor, weapActor))
{
SetSuicide(actor);
}
else
DoActorDie(actor, weapActor, 0);
}
break;
case BOLT_THINMAN_R0:
case BOLT_THINMAN_R1:
case BOLT_THINMAN_R2:
case NAP_EXP:
case BOLT_EXP:
case TANK_SHELL_EXP:
case SECTOR_EXP:
case FIREBALL_EXP:
case GRENADE_EXP:
case MINE_EXP:
case SKULL_R0:
case BETTY_R0:
#if 0
if (RANDOM_P2(1024) < 256 && weapActor->user.Radius != NUKE_RADIUS)
{
if (weapActor->user.ID == BOLT_THINMAN_R1 && weapActor->user.Radius == RAIL_RADIUS)
{
SpawnShrapX(weapActor); // Do rail gun shrap
}
DoActorDie(actor, weapActor, 0);
}
else
#endif
{
int choosesnd = 0;
// For the Nuke, do residual radiation if he gibs
if (weapActor->user.Radius == NUKE_RADIUS)
SpawnFireballFlames(actor, nullptr);
// Random chance of taunting the AI's here
if (RandomRange(1000) > 400)
{
PLAYER* pp;
auto own = GetOwner(weapActor);
if (own && own->hasU())
{
pp = own->user.PlayerP;
if (pp)
{
choosesnd=StdRandomRange(MAX_TAUNTAI<<8)>>8;
if (pp == Player+myconnectindex)
PlayerSound(TauntAIVocs[choosesnd],v3df_dontpan|v3df_follow,pp);
}
}
}
// These guys cough items only if gibbed
if (actor->user.ID == GORO_RUN_R0 || actor->user.ID == RIPPER2_RUN_R0)
ActorCoughItem(actor);
// Blood fountains
InitBloodSpray(actor,true,-1);
// Bosses do not gib
if (actor->user.ID == SERP_RUN_R0 || actor->user.ID == SUMO_RUN_R0 || actor->user.ID == ZILLA_RUN_R0)
{
DoActorDie(actor, weapActor, 0);
return true;
}
if (SpawnShrap(actor, weapActor))
{
SetSuicide(actor);
}
else
DoActorDie(actor, weapActor, 0);
}
break;
default:
DoActorDie(actor, weapActor, 0);
break;
}
break;
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ActorHealth(DSWActor* actor, short amt)
{
extern int FinishAnim;
if (actor->user.ID == TRASHCAN && amt > -75)
{
actor->user.LastDamage = 100;
return true;
}
actor->user.Flags |= (SPR_ATTACKED);
actor->user.Health += amt;
if (actor->user.ID == SERP_RUN_R0 && actor->spr.pal != 16 && (currentLevel->gameflags & LEVEL_SW_DEATHEXIT_SERPENT))
{
if (actor->user.Health < actor->user.MaxHealth/2)
{
FinishAnim = ANIM_SERP;
// Hack for Last Warrior which apparently needs to continue with the next level here.
if (!(currentLevel->gameflags & LEVEL_SW_DEATHEXIT_SERPENT_NEXT))
{
ChangeLevel(nullptr, g_nextskill, true);
return true;
}
else FinishTimer = 1;
}
}
if (actor->user.ID == SUMO_RUN_R0 && (currentLevel->gameflags & LEVEL_SW_DEATHEXIT_SUMO))
{
if (actor->user.Health <= 0)
{
FinishTimer = 7*120;
FinishAnim = ANIM_SUMO;
}
}
if (actor->user.ID == ZILLA_RUN_R0 && (currentLevel->gameflags & LEVEL_SW_DEATHEXIT_ZILLA))
{
if (actor->user.Health <= 0)
//if (actor->user.Health < actor->user.MaxHealth)
{
FinishTimer = 15*120;
FinishAnim = ANIM_ZILLA;
}
}
if (actor->user.Attrib && RANDOM_P2(1024) > 850)
PlaySpriteSound(actor,attr_pain,v3df_follow|v3df_dontpan);
// keep track of the last damage
if (amt < 0)
actor->user.LastDamage = -amt;
// Do alternate Death2 if it exists
if (actor->user.ActorActionSet && actor->user.ActorActionSet->Death2) // JBF: added null check
{
#define DEATH2_HEALTH_VALUE 15
if (actor->user.Health <= DEATH2_HEALTH_VALUE)
{
// If he's dead, possibly choose a special death type
#if 1 // Problematic code, REMOVED.
switch (actor->user.ID)
{
case NINJA_RUN_R0:
{
extern STATE* sg_NinjaGrabThroat[];
extern STATE* sg_NinjaHariKari[];
if (actor->user.Flags2 & (SPR2_DYING)) return true;
if (actor->user.Flags & (SPR_FALLING | SPR_JUMPING | SPR_CLIMBING)) return true;
if (!(actor->user.Flags2 & SPR2_DYING))
{
short rnd;
rnd = RANDOM_P2(1024<<4)>>4;
if (rnd < 950)
return true;
actor->user.Flags2 |= (SPR2_DYING); // Only let it check this once!
actor->user.WaitTics = SEC(1) + SEC(RandomRange(2));
actor->user.Health = 60;
PlaySound(DIGI_NINJACHOKE, actor, v3df_follow);
InitPlasmaFountain(nullptr, actor);
InitBloodSpray(actor,false,105);
actor->spr.Angles.Yaw = (actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY()).Angle() + DAngle90;
actor->spr.cstat &= ~(CSTAT_SPRITE_YFLIP);
if (sw_ninjahack)
NewStateGroup(actor, sg_NinjaHariKari);
else
NewStateGroup(actor, sg_NinjaGrabThroat);
}
break;
}
}
#endif
}
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SopDamage(SECTOR_OBJECT* sop, short amt)
{
auto actor = sop->sp_child;
// does not have damage
if (sop->max_damage == -9999)
return false;
sop->max_damage += amt;
// keep track of the last damage
if (amt < 0)
actor->user.LastDamage = -amt;
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SopCheckKill(SECTOR_OBJECT* sop)
{
bool killed = false;
if ((sop->flags & SOBJ_BROKEN))
return false;
// does not have damage
if (sop->max_damage == -9999)
return killed;
if (sop->max_damage <= 0)
{
// returns whether so was collapsed(killed)
killed = TestKillSectorObject(sop);
if (!killed)
{
VehicleSetSmoke(sop, SpawnVehicleSmoke);
sop->flags |= (SOBJ_BROKEN);
}
}
return killed;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ActorPain(DSWActor* actor)
{
// uzi/shotgun damages
switch (actor->user.ID)
{
case TOILETGIRL_R0:
case WASHGIRL_R0:
case CARGIRL_R0:
case MECHANICGIRL_R0:
case SAILORGIRL_R0:
case PRUNEGIRL_R0:
actor->user.FlagOwner = 1;
break;
}
if (RandomRange(1000) < 875 || actor->user.WaitTics > 0)
return false;
if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING)))
{
if (actor->user.ActorActionSet && actor->user.ActorActionSet->Pain)
{
ActorLeaveTrack(actor);
actor->user.WaitTics = 60;
NewStateGroup(actor, actor->user.ActorActionSet->Pain);
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ActorPainPlasma(DSWActor* actor)
{
if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING | SPR_ELECTRO_TOLERANT)))
{
if (actor->user.ActorActionSet && actor->user.ActorActionSet->Pain)
{
actor->user.WaitTics = PLASMA_FOUNTAIN_TIME;
NewStateGroup(actor, actor->user.ActorActionSet->Pain);
return true;
}
else
{
actor->user.Vis = PLASMA_FOUNTAIN_TIME;
InitActorPause(actor);
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ActorStdMissile(DSWActor* actor, DSWActor* weapActor)
{
assert(weapActor != nullptr);
// Attack the player that is attacking you
// Only if hes still alive
auto own = GetOwner(weapActor);
if (own && own->hasU())
{
if (own->user.PlayerP && GetOwner(actor) != own)
{
actor->user.targetActor = own;
}
}
// Reset the weapons target before dying
DSWActor* goal = weapActor->user.WpnGoalActor;
if (goal != nullptr)
{
// attempt to see if it was killed
ASSERT(goal->insector());
if (goal->hasU())
goal->user.Flags &= ~(SPR_TARGETED);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ActorDamageSlide(DSWActor* actor, int damage, DAngle angle)
{
if (actor->user.Flags & (SPR_CLIMBING))
return false;
damage = abs(damage);
if (!damage)
return false;
if (damage <= 10)
{
DoActorBeginSlide(actor, angle, 4);
return true;
}
else if (damage <= 20)
{
DoActorBeginSlide(actor, angle, 8);
return true;
}
else
{
int slide_vel = (damage * 6) - (actor->user.MaxHealth);
if (slide_vel < -1000) slide_vel = -1000;
DoActorBeginSlide(actor, angle, slide_vel / 16.);
return true;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int PlayerDamageSlide(PLAYER* pp, int damage, DAngle angle)
{
damage = abs(damage);
if (!damage)
return false;
if (damage <= 5)
{
//nudge
//pp->slide_xvect = angle.ToVector() * 0.5;
//return(true);
return false;
}
else if (damage <= 10)
{
//nudge
pp->slide_vect = angle.ToVector() * 2;
return true;
}
else if (damage <= 20)
{
//bigger nudge
pp->slide_vect = angle.ToVector() * 8;
return true;
}
else
{
pp->slide_vect = angle.ToVector() * damage * 0.75;
return true;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int GetDamage(DSWActor* actor, DSWActor* weapActor, int DamageNdx)
{
auto d = &DamageData[DamageNdx];
// if ndx does radius
if (d->radius > 0 && weapActor)
{
int damage_per_pixel, damage_force, damage_amt;
int dist = int((weapActor->spr.pos.XY() - actor->spr.pos.XY()).Length() * worldtoint);
// take off the box around the player or else you'll never get
// the max_damage;
dist -= int(actor->clipdist * worldtoint);
if (dist < 0) dist = 0;
if ((unsigned)dist < d->radius)
{
damage_per_pixel = IntToFixed(d->damage_hi)/d->radius;
//the closer your distance is to 0 the more damage
damage_force = (d->radius - dist);
damage_amt = -FixedToInt(damage_force * damage_per_pixel);
//return(damage_amt);
// formula: damage_amt = 75% + random(25%)
return (damage_amt >> 1) + (damage_amt >> 2) + RandomRange(damage_amt >> 2);
}
else
{
return 0;
}
}
return -(d->damage_lo + RandomRange(d->damage_hi - d->damage_lo));
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int PlayerCheckDeath(PLAYER* pp, DSWActor* weapActor)
{
DSWActor* actor = pp->actor;
// Store off what player was struck by
pp->HitBy = weapActor;
if (actor->user.Health <= 0 && !(pp->Flags & PF_DEAD))
{
// pick a death type
if (actor->user.LastDamage >= PLAYER_DEATH_EXPLODE_DAMMAGE_AMT)
pp->DeathType = PLAYER_DEATH_EXPLODE;
else if (actor->user.LastDamage >= PLAYER_DEATH_CRUMBLE_DAMMAGE_AMT)
pp->DeathType = PLAYER_DEATH_CRUMBLE;
else
pp->DeathType = PLAYER_DEATH_FLIP;
if (weapActor == nullptr)
{
pp->KillerActor = nullptr;
DoPlayerBeginDie(pp);
return true;
}
if (weapActor != nullptr && (weapActor->user.ID == RIPPER_RUN_R0 || weapActor->user.ID == RIPPER2_RUN_R0))
pp->DeathType = PLAYER_DEATH_RIPPER;
if (weapActor != nullptr && weapActor->user.ID == CALTROPS)
pp->DeathType = PLAYER_DEATH_FLIP;
if (weapActor != nullptr && weapActor->user.ID == NINJA_RUN_R0 && weapActor->user.PlayerP)
{
pp->DeathType = PLAYER_DEATH_FLIP;
weapActor->user.PlayerP->Bloody = true;
}
// keep track of who killed you for death purposes
// need to check all Killer variables when an enemy dies
if (pp->KillerActor == nullptr)
{
auto own = GetOwner(weapActor);
if (own)
pp->KillerActor = own;
else if ((weapActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
pp->KillerActor = weapActor;
}
// start the death process
DoPlayerBeginDie(pp);
// for death direction
actor->user.slide_ang = (actor->spr.pos - weapActor->spr.pos).Angle();
// for death velocity
actor->user.slide_vel = actor->user.LastDamage * (5 / 16.);
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool PlayerTakeDamage(PLAYER* pp, DSWActor* weapActor)
{
if (weapActor == nullptr)
return true;
DSWActor* actor = pp->actor;
auto weapOwner = GetOwner(weapActor);
if (gNet.MultiGameType == MULTI_GAME_NONE)
{
// ZOMBIE special case for single play
if (weapActor->user.ID == ZOMBIE_RUN_R0)
{
// if weapons Owner the player
if (weapOwner == pp->actor)
return false;
}
return true;
}
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
{
// everything hurts you
if (gNet.HurtTeammate)
return true;
// if weapon IS the YOURSELF take damage
if (weapActor->user.PlayerP == pp)
return true;
// if the weapons Owner is YOURSELF take damage
if (weapOwner && weapOwner->hasU() && weapOwner->user.PlayerP == pp)
return true;
// if weapon IS the player no damage
if (weapActor->user.PlayerP)
return false;
// if the weapons Owner is a player
if (weapOwner && weapOwner->hasU() && weapOwner->user.PlayerP)
return false;
}
else if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.TeamPlay)
{
// everything hurts you
if (gNet.HurtTeammate)
return true;
// if weapon IS the YOURSELF take damage
if (weapActor->user.PlayerP == pp)
return true;
// if the weapons Owner is YOURSELF take damage
if (weapOwner && weapOwner->hasU() && weapOwner->user.PlayerP == pp)
return true;
if (weapActor->user.PlayerP)
{
// if both on the same team then no damage
if (weapActor->user.spal == actor->user.spal)
return false;
}
// if the weapons Owner is a player
if (weapOwner && weapOwner->hasU() && weapOwner->user.PlayerP)
{
// if both on the same team then no damage
if (weapOwner->user.spal == actor->user.spal)
return false;
}
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int StarBlood(DSWActor* actor, DSWActor* weapActor)
{
short blood_num = 1;
short i;
if (actor->user.Health <= 0)
blood_num = 4;
for (i = 0; i < blood_num; i++)
SpawnBlood(actor, weapActor);
return 0;
}
/*
!AIC KEY - This is where damage is assesed when missiles hit actors and other
objects.
*/
//---------------------------------------------------------------------------
//
// this was done wrong multiple times below, resulting in spurious crashes.
//
//---------------------------------------------------------------------------
bool OwnerIs(DSWActor* actor, int pic)
{
auto Own = GetOwner(actor);
if (Own == nullptr || !Own->hasU()) return false;
return Own->user.ID == pic;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoDamage(DSWActor* actor, DSWActor* weapActor)
{
int damage=0;
ASSERT(actor->hasU());
// don't hit a dead player
if (actor->user.PlayerP && (actor->user.PlayerP->Flags & PF_DEAD))
{
SpawnBlood(actor, weapActor);
return 0;
}
if (!weapActor || !weapActor->hasU() || (actor->user.Flags & SPR_SUICIDE))
return 0;
if ((weapActor->user.Flags & SPR_SUICIDE))
return 0;
if (actor->user.Attrib && RANDOM_P2(1024) > 850)
PlaySpriteSound(actor,attr_pain,v3df_follow);
if (actor->user.Flags & (SPR_DEAD))
{
SpawnBlood(actor, weapActor);
return 0;
}
// special case for shooting mines
if (actor->spr.statnum == STAT_MINE_STUCK)
{
SpawnMineExp(actor);
KillActor(actor);
return 0;
}
// weapon is drivable object manned by player
if (weapActor->user.PlayerP && weapActor->user.PlayerP->sop)
{
switch (weapActor->user.PlayerP->sop->track)
{
case SO_VEHICLE:
damage = -200;
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
PLAYER* pp = Player + screenpeek;
ActorHealth(actor, damage);
if (actor->user.Health <= 0)
{
int choosesnd=0;
// Random chance of taunting the AI's here
if (StdRandomRange(1024) > 512 && pp == Player+myconnectindex)
{
choosesnd=RandomRange(MAX_TAUNTAI);
PlayerSound(TauntAIVocs[choosesnd],v3df_dontpan|v3df_follow,pp);
}
SpawnShrap(actor, weapActor);
SetSuicide(actor);
return 0;
}
}
break;
}
}
// weapon is the actor - no missile used - example swords, axes, etc
switch (weapActor->user.ID)
{
case NINJA_RUN_R0:
ASSERT(weapActor->user.PlayerP);
if (weapActor->user.WeaponNum == WPN_SWORD)
damage = GetDamage(actor, weapActor, WPN_SWORD);
else
{
damage = GetDamage(actor, weapActor, WPN_FIST);
// Add damage for stronger attacks!
switch (weapActor->user.PlayerP->WpnKungFuMove)
{
case 1:
damage -= 2 - RandomRange(7);
break;
case 2:
damage -= 5 - RandomRange(10);
break;
}
PlaySound(DIGI_CGTHIGHBONE,weapActor,v3df_follow|v3df_dontpan);
}
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
// Is the player blocking?
if (actor->user.PlayerP->WpnKungFuMove == 3)
damage /= 3;
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
if (actor->user.PlayerP->Armor)
PlaySound(DIGI_ARMORHIT,actor->user.PlayerP,v3df_dontpan|v3df_follow|v3df_doppler);
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorChooseDeath(actor, weapActor);
}
SpawnBlood(actor, weapActor);
break;
case SKEL_RUN_R0:
case COOLG_RUN_R0:
case GORO_RUN_R0:
damage = GetDamage(actor, weapActor, DMG_SKEL_SLASH);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
// Is the player blocking?
if (actor->user.PlayerP->WpnKungFuMove == 3)
damage /= 3;
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorChooseDeath(actor, weapActor);
}
SpawnBlood(actor, weapActor);
break;
case HORNET_RUN_R0:
PlaySound(DIGI_HORNETSTING, actor, v3df_follow|v3df_dontpan);
damage = GetDamage(actor, weapActor, DMG_HORNET_STING);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
// Is the player blocking?
if (actor->user.PlayerP->WpnKungFuMove == 3)
damage /= 3;
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorChooseDeath(actor, weapActor);
}
break;
case EEL_RUN_R0:
damage = GetDamage(actor, weapActor, DMG_RIPPER_SLASH);
damage /= 3;
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
// Is the player blocking?
if (actor->user.PlayerP->WpnKungFuMove == 3)
damage /= 3;
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorChooseDeath(actor, weapActor);
}
SpawnBlood(actor, weapActor);
break;
case RIPPER_RUN_R0:
damage = GetDamage(actor, weapActor, DMG_RIPPER_SLASH);
damage /= 3; // Little rippers aren't as tough.
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
// Is the player blocking?
if (actor->user.PlayerP->WpnKungFuMove == 3)
damage /= 3;
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
if (PlayerCheckDeath(actor->user.PlayerP, weapActor))
{
PlaySound(DIGI_RIPPERHEARTOUT,actor->user.PlayerP,v3df_dontpan|v3df_doppler);
DoRipperRipHeart(weapActor);
}
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorChooseDeath(actor, weapActor);
}
SpawnBlood(actor, weapActor);
break;
case RIPPER2_RUN_R0:
damage = GetDamage(actor, weapActor, DMG_RIPPER_SLASH);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
// Is the player blocking?
if (actor->user.PlayerP->WpnKungFuMove == 3)
damage /= 3;
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
if (PlayerCheckDeath(actor->user.PlayerP, weapActor))
{
PlaySound(DIGI_RIPPERHEARTOUT,actor->user.PlayerP,v3df_dontpan|v3df_doppler);
DoRipper2RipHeart(weapActor);
}
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorChooseDeath(actor, weapActor);
}
SpawnBlood(actor, weapActor);
break;
case BUNNY_RUN_R0:
damage = GetDamage(actor, weapActor, DMG_RIPPER_SLASH);
damage /= 3;
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
// Is the player blocking?
if (actor->user.PlayerP->WpnKungFuMove == 3)
damage /= 3;
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
if (PlayerCheckDeath(actor->user.PlayerP, weapActor))
{
DoBunnyRipHeart(weapActor);
}
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorChooseDeath(actor, weapActor);
}
SpawnBlood(actor, weapActor);
break;
case SERP_RUN_R0:
damage = GetDamage(actor, weapActor, DMG_SERP_SLASH);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
if (actor->user.PlayerP->WpnKungFuMove == 3)
damage /= 3;
PlayerDamageSlide(actor->user.PlayerP, damage/4, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorChooseDeath(actor, weapActor);
}
SpawnBlood(actor, weapActor);
SpawnBlood(actor, weapActor);
SpawnBlood(actor, weapActor);
break;
case BLADE1:
case BLADE2:
case BLADE3:
case 5011:
if (weapActor->user.ID == 5011)
damage = -(3 + (RandomRange(4<<8)>>8));
else
damage = GetDamage(actor, weapActor, DMG_BLADE);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
if (actor->user.PlayerP->WpnKungFuMove == 3)
damage /= 3;
if ((actor->user.BladeDamageTics -= synctics) < 0)
{
actor->user.BladeDamageTics = DAMAGE_BLADE_TIME;
PlayerDamageSlide(actor->user.PlayerP, damage, AngToPlayer(actor->user.PlayerP, weapActor));
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
}
else
{
if ((actor->user.BladeDamageTics -= ACTORMOVETICS) < 0)
{
actor->user.BladeDamageTics = DAMAGE_BLADE_TIME;
ActorHealth(actor, damage);
}
ActorChooseDeath(actor, weapActor);
}
SpawnBlood(actor, weapActor);
break;
case STAR1:
case CROSSBOLT:
damage = GetDamage(actor, weapActor, WPN_STAR);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
// Is the player blocking?
if (actor->user.PlayerP->WpnKungFuMove == 3)
damage /= 3;
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
if (actor->user.PlayerP->Armor)
PlaySound(DIGI_ARMORHIT,actor->user.PlayerP,v3df_dontpan|v3df_follow|v3df_doppler);
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorStdMissile(actor, weapActor);
ActorDamageSlide(actor, damage, weapActor->spr.Angles.Yaw);
ActorChooseDeath(actor, weapActor);
}
StarBlood(actor, weapActor);
weapActor->user.ID = 0;
SetSuicide(weapActor);
break;
case SPEAR_R0:
damage = GetDamage(actor, weapActor, DMG_SPEAR_TRAP);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
if (actor->user.PlayerP->Armor)
PlaySound(DIGI_ARMORHIT,actor->user.PlayerP,v3df_dontpan|v3df_follow|v3df_doppler);
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorStdMissile(actor, weapActor);
ActorDamageSlide(actor, damage, weapActor->spr.Angles.Yaw);
ActorChooseDeath(actor, weapActor);
}
SpawnBlood(actor, weapActor);
weapActor->user.ID = 0;
SetSuicide(weapActor);
break;
case LAVA_BOULDER:
damage = GetDamage(actor, weapActor, DMG_LAVA_BOULDER);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorStdMissile(actor, weapActor);
ActorDamageSlide(actor, damage, weapActor->spr.Angles.Yaw);
ActorChooseDeath(actor, weapActor);
}
SpawnBlood(actor, weapActor);
weapActor->user.ID = 0;
SetSuicide(weapActor);
break;
case LAVA_SHARD:
damage = GetDamage(actor, weapActor, DMG_LAVA_SHARD);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorStdMissile(actor, weapActor);
ActorDamageSlide(actor, damage, weapActor->spr.Angles.Yaw);
ActorChooseDeath(actor, weapActor);
}
SpawnBlood(actor, weapActor);
weapActor->user.ID = 0;
SetSuicide(weapActor);
break;
case UZI_SMOKE:
case UZI_SMOKE+2:
if (weapActor->user.ID == UZI_SMOKE)
damage = GetDamage(actor, weapActor, WPN_UZI);
else
damage = GetDamage(actor, weapActor, WPN_UZI)/3; // Enemy Uzi, 1/3 damage
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
//PlayerDamageSlide(actor->user.PlayerP, damage, AngToPlayer(actor->user.PlayerP, weapActor));
PlayerDamageSlide(actor->user.PlayerP, damage/2, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
if (actor->user.PlayerP->Armor)
PlaySound(DIGI_ARMORHIT,actor->user.PlayerP,v3df_dontpan|v3df_follow|v3df_doppler);
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorStdMissile(actor, weapActor);
ActorDamageSlide(actor, damage, weapActor->spr.Angles.Yaw);
ActorChooseDeath(actor, weapActor);
switch (actor->user.ID)
{
case TRASHCAN:
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case ZILLA_RUN_R0:
break;
default:
if (RandomRange(1000) > 900)
InitBloodSpray(actor,false,105);
if (RandomRange(1000) > 900)
SpawnMidSplash(actor);
break;
}
}
//SpawnBlood(actor, weapActor);
// reset id so no more damage is taken
weapActor->user.ID = 0;
break;
case SHOTGUN_SMOKE:
damage = GetDamage(actor, weapActor, WPN_SHOTGUN);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
if (actor->user.PlayerP->Armor)
PlaySound(DIGI_ARMORHIT,actor->user.PlayerP,v3df_dontpan|v3df_follow|v3df_doppler);
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorStdMissile(actor, weapActor);
ActorDamageSlide(actor, damage, weapActor->spr.Angles.Yaw);
ActorChooseDeath(actor, weapActor);
}
//SpawnBlood(actor, weapActor);
switch (actor->user.ID)
{
case TRASHCAN:
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case ZILLA_RUN_R0:
break;
default:
if (RandomRange(1000) > 950)
SpawnMidSplash(actor);
break;
}
// reset id so no more damage is taken
weapActor->user.ID = 0;
break;
case MIRV_METEOR:
//damage = -DAMAGE_MIRV_METEOR;
damage = GetDamage(actor, weapActor, DMG_MIRV_METEOR);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorStdMissile(actor, weapActor);
}
SetSuicide(weapActor);
break;
case SERP_METEOR:
//damage = -DAMAGE_SERP_METEOR;
damage = GetDamage(actor, weapActor, DMG_SERP_METEOR);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorStdMissile(actor, weapActor);
}
SetSuicide(weapActor);
break;
case BOLT_THINMAN_R0:
damage = GetDamage(actor, weapActor, WPN_ROCKET);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorStdMissile(actor, weapActor);
}
if (weapActor->user.Radius == NUKE_RADIUS)
SpawnNuclearExp(weapActor);
else
SpawnBoltExp(weapActor);
SetSuicide(weapActor);
break;
case BOLT_THINMAN_R1:
//damage = -(2000 + (65 + RandomRange(40))); // -2000 makes armor not count
damage = -(65 + RandomRange(40));
if (actor->user.sop_parent)
{
if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD))
break;
SopDamage(actor->user.sop_parent, damage);
SopCheckKill(actor->user.sop_parent);
break;
}
else if (actor->user.PlayerP)
{
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
if (actor->user.PlayerP->Armor)
PlaySound(DIGI_ARMORHIT,actor->user.PlayerP,v3df_dontpan|v3df_follow|v3df_doppler);
}
else
{
// this is special code to prevent the Zombie from taking out the Bosses to quick
// if rail gun weapon Owner is not player
auto own = GetOwner(weapActor);
if (own && own->hasU() && !own->user.PlayerP)
{
// if actor is a boss
if (actor->user.ID == ZILLA_RUN_R0 || actor->user.ID == SERP_RUN_R0 || actor->user.ID == SUMO_RUN_R0)
damage /= 2;
}
ActorHealth(actor, damage);
ActorPain(actor);
ActorStdMissile(actor, weapActor);
ActorDamageSlide(actor, damage>>1, weapActor->spr.Angles.Yaw);
ActorChooseDeath(actor, weapActor);
}
weapActor->user.ID = 0; // No more damage
SpawnTracerExp(weapActor);
SetSuicide(weapActor);
break;
case BOLT_THINMAN_R2:
damage = (GetDamage(actor, weapActor, WPN_ROCKET)/2);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorStdMissile(actor, weapActor);
}
if (weapActor->user.Radius == NUKE_RADIUS)
SpawnNuclearExp(weapActor);
else
SpawnBoltExp(weapActor);
SetSuicide(weapActor);
break;
case BOLT_THINMAN_R4:
damage = GetDamage(actor, weapActor, DMG_GRENADE_EXP);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, AngToPlayer(actor->user.PlayerP, weapActor));
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorDamageSlide(actor, damage, AngToSprite(actor, weapActor));
ActorChooseDeath(actor, weapActor);
}
SpawnBunnyExp(weapActor);
SetSuicide(weapActor);
break;
case SUMO_RUN_R0:
damage = GetDamage(actor, weapActor, DMG_FLASHBOMB);
damage /= 3;
if (actor->user.sop_parent)
{
if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD))
break;
SopDamage(actor->user.sop_parent, damage);
SopCheckKill(actor->user.sop_parent);
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, AngToPlayer(actor->user.PlayerP, weapActor));
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorDamageSlide(actor, damage, AngToSprite(actor, weapActor));
ActorChooseDeath(actor, weapActor);
}
break;
case BOLT_EXP:
damage = GetDamage(actor, weapActor, DMG_BOLT_EXP);
if (actor->user.sop_parent)
{
if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD))
break;
SopDamage(actor->user.sop_parent, damage);
SopCheckKill(actor->user.sop_parent);
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, AngToPlayer(actor->user.PlayerP, weapActor));
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorDamageSlide(actor, damage, AngToSprite(actor, weapActor));
ActorChooseDeath(actor, weapActor);
}
break;
case BLOOD_WORM:
// Don't hurt blood worm zombies!
if (actor->user.ID == ZOMBIE_RUN_R0)
break;
damage = GetDamage(actor, weapActor, WPN_HEART);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
//PlayerDamageSlide(actor->user.PlayerP, damage, AngToPlayer(actor->user.PlayerP, weapActor));
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
if (PlayerCheckDeath(actor->user.PlayerP, weapActor))
{
// degrade blood worm life
weapActor->user.Counter3 += (4*120)/MISSILEMOVETICS;
}
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorDamageSlide(actor, damage, AngToSprite(actor, weapActor));
ActorChooseDeath(actor, weapActor);
}
// degrade blood worm life
weapActor->user.Counter3 += (2*120)/MISSILEMOVETICS;
break;
case TANK_SHELL_EXP:
damage = GetDamage(actor, weapActor, DMG_TANK_SHELL_EXP);
if (actor->user.sop_parent)
{
if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD))
break;
SopDamage(actor->user.sop_parent, damage);
SopCheckKill(actor->user.sop_parent);
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, AngToPlayer(actor->user.PlayerP, weapActor));
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorDamageSlide(actor, damage, AngToSprite(actor, weapActor));
ActorChooseDeath(actor, weapActor);
}
break;
case MUSHROOM_CLOUD:
case GRENADE_EXP:
if (weapActor->user.Radius == NUKE_RADIUS) // Special Nuke stuff
damage = (GetDamage(actor, weapActor, DMG_NUCLEAR_EXP));
else
damage = GetDamage(actor, weapActor, DMG_GRENADE_EXP);
if (actor->user.sop_parent)
{
if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD))
break;
SopDamage(actor->user.sop_parent, damage);
SopCheckKill(actor->user.sop_parent);
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, AngToPlayer(actor->user.PlayerP, weapActor));
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
// Don't let it hurt the SUMO
if (OwnerIs(weapActor, SUMO_RUN_R0)) break;
ActorHealth(actor, damage);
ActorPain(actor);
ActorDamageSlide(actor, damage, AngToSprite(actor, weapActor));
ActorChooseDeath(actor, weapActor);
}
break;
case MICRO_EXP:
damage = GetDamage(actor, weapActor, DMG_MINE_EXP);
if (actor->user.sop_parent)
{
if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD))
break;
SopDamage(actor->user.sop_parent, damage);
SopCheckKill(actor->user.sop_parent);
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, AngToPlayer(actor->user.PlayerP, weapActor));
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorDamageSlide(actor, damage, AngToSprite(actor, weapActor));
ActorChooseDeath(actor, weapActor);
}
break;
case MINE_EXP:
{
damage = GetDamage(actor, weapActor, DMG_MINE_EXP);
if (OwnerIs(weapActor, SERP_RUN_R0))
{
damage /= 6;
}
if (actor->user.sop_parent)
{
if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD))
break;
SopDamage(actor->user.sop_parent, damage);
SopCheckKill(actor->user.sop_parent);
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, AngToPlayer(actor->user.PlayerP, weapActor));
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
auto own = GetOwner(weapActor);
if (own && own->hasU())
{
// Don't let serp skulls hurt the Serpent God
if (OwnerIs(weapActor, SERP_RUN_R0)) break;
// Don't let it hurt the SUMO
if (OwnerIs(weapActor, SUMO_RUN_R0)) break;
}
if (actor->user.ID == TRASHCAN)
ActorHealth(actor, -500);
else
ActorHealth(actor, damage);
ActorPain(actor);
ActorDamageSlide(actor, damage, AngToSprite(actor, weapActor));
ActorChooseDeath(actor, weapActor);
}
// reset id so no more damage is taken
weapActor->user.ID = 0;
break;
}
#if 0
case MINE_SHRAP:
damage = GetDamage(actor, weapActor, DMG_MINE_SHRAP);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.angle);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorStdMissile(actor, weapActor);
ActorDamageSlide(actor, damage, weapActor->spr.angle);
ActorChooseDeath(actor, weapActor);
}
// reset id so no more damage is taken
weapActor->user.ID = 0;
break;
#endif
case NAP_EXP:
{
damage = GetDamage(actor, weapActor, DMG_NAPALM_EXP);
// Sumo Nap does less
if (OwnerIs(weapActor, SUMO_RUN_R0))
damage /= 4;
if (actor->user.sop_parent)
{
if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD))
break;
SopDamage(actor->user.sop_parent, damage);
SopCheckKill(actor->user.sop_parent);
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, AngToPlayer(actor->user.PlayerP, weapActor));
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
// Don't let it hurt the SUMO
if (OwnerIs(weapActor, SUMO_RUN_R0)) break;
ActorHealth(actor, damage);
ActorChooseDeath(actor, weapActor);
}
SetSuicide(weapActor);
break;
}
case Vomit1:
case Vomit2:
damage = GetDamage(actor, weapActor, DMG_VOMIT);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorChooseDeath(actor, weapActor);
}
SetSuicide(weapActor);
break;
case COOLG_FIRE:
damage = GetDamage(actor, weapActor, DMG_COOLG_FIRE);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorChooseDeath(actor, weapActor);
}
// actor->user.ID = 0;
SetSuicide(weapActor);
break;
// Skull Exp
case SKULL_R0:
case BETTY_R0:
damage = GetDamage(actor, weapActor, DMG_SKULL_EXP);
if (actor->user.sop_parent)
{
if (actor->user.sop_parent->flags & (SOBJ_DIE_HARD))
break;
SopDamage(actor->user.sop_parent, damage);
SopCheckKill(actor->user.sop_parent);
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, AngToPlayer(actor->user.PlayerP, weapActor));
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorDamageSlide(actor, damage, AngToSprite(actor, weapActor));
ActorChooseDeath(actor, weapActor);
}
break;
// Serp ring of skull
case SKULL_SERP:
//DoSkullBeginDeath(Weapon);
break;
case FIREBALL1:
{
damage = GetDamage(actor, weapActor, WPN_HOTHEAD);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorStdMissile(actor, weapActor);
ActorDamageSlide(actor, damage, weapActor->spr.Angles.Yaw);
ActorChooseDeath(actor, weapActor);
}
auto own = GetOwner(weapActor);
if (own && own->hasU()) // For SerpGod Ring
own->user.Counter--;
SpawnFireballFlames(weapActor, actor);
SetSuicide(weapActor);
break;
}
case FIREBALL:
case GORO_FIREBALL:
damage = GetDamage(actor, weapActor, DMG_GORO_FIREBALL);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.Angles.Yaw);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
if (actor->user.PlayerP->Armor)
PlaySound(DIGI_ARMORHIT,actor->user.PlayerP,v3df_dontpan|v3df_follow|v3df_doppler);
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorStdMissile(actor, weapActor);
ActorDamageSlide(actor, damage, weapActor->spr.Angles.Yaw);
ActorChooseDeath(actor, weapActor);
}
SpawnGoroFireballExp(weapActor);
SetSuicide(weapActor);
break;
case FIREBALL_FLAMES:
damage = -DamageData[DMG_FIREBALL_FLAMES].damage_lo;
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorChooseDeath(actor, weapActor);
}
break;
case RADIATION_CLOUD:
damage = GetDamage(actor, weapActor, DMG_RADIATION_CLOUD);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PLAYER* pp = actor->user.PlayerP;
PlayerSound(DIGI_GASHURT, v3df_dontpan|v3df_follow|v3df_doppler,pp);
PlayerUpdateHealth(actor->user.PlayerP, damage-1000);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
// Don't let it hurt the SUMO
if (OwnerIs(weapActor, SUMO_RUN_R0)) break;
ActorHealth(actor, damage);
ActorPain(actor);
ActorChooseDeath(actor, weapActor);
}
// actor->user.ID = 0;
weapActor->user.ID = 0;
break;
case PLASMA:
//damage = GetDamage(actor, weapActor, WPN_HEART);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
//PlayerUpdateHealth(actor->user.PlayerP, damage);
//PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
else
{
if (actor->user.ID == SKULL_R0 || actor->user.ID == BETTY_R0)
{
ActorHealth(actor, damage);
ActorStdMissile(actor, weapActor);
ActorChooseDeath(actor, weapActor);
SetSuicide(weapActor);
break;
}
else if (actor->user.ID == RIPPER_RUN_R0)
{
DoRipperGrow(actor);
break;
}
ActorPainPlasma(actor);
}
InitPlasmaFountain(weapActor, actor);
SetSuicide(weapActor);
break;
case CALTROPS:
{
damage = GetDamage(actor, weapActor, DMG_MINE_SHRAP);
if (actor->user.sop_parent)
{
break;
}
else if (actor->user.PlayerP)
{
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
if (RANDOM_P2(1024<<4)>>4 < 800)
PlayerSound(DIGI_STEPONCALTROPS, v3df_follow|v3df_dontpan, actor->user.PlayerP);
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, weapActor);
}
}
else
{
ActorHealth(actor, damage);
ActorPain(actor);
ActorStdMissile(actor, weapActor);
ActorChooseDeath(actor, weapActor);
}
SetSuicide(weapActor);
break;
}
}
// If player take alot of damage, make him yell
if (actor->hasU() && actor->user.PlayerP)
{
if (damage <= -40 && RandomRange(1000) > 700)
PlayerSound(DIGI_SONOFABITCH, v3df_dontpan|v3df_follow, actor->user.PlayerP);
else if (damage <= -40 && RandomRange(1000) > 700)
PlayerSound(DIGI_PAINFORWEAK, v3df_dontpan|v3df_follow, actor->user.PlayerP);
else if (damage <= -10)
PlayerSound(PlayerPainVocs[RandomRange(MAX_PAIN)], v3df_dontpan|v3df_follow, actor->user.PlayerP);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
const char *DeathString(DSWActor* actor)
{
if (!actor->hasU()) return " ";
switch (actor->user.ID)
{
case NINJA_RUN_R0:
return " ";
case ZOMBIE_RUN_R0:
return GStrings("Zombie");
case BLOOD_WORM:
return GStrings("Blood Worm");
case SKEL_RUN_R0:
return GStrings("Skeletor Priest");
case COOLG_RUN_R0:
return GStrings("Coolie Ghost");
case GORO_RUN_R0:
return GStrings("Guardian");
case HORNET_RUN_R0:
return GStrings("Hornet");
case RIPPER_RUN_R0:
return GStrings("Ripper Hatchling");
case RIPPER2_RUN_R0:
return GStrings("Ripper");
case BUNNY_RUN_R0:
return GStrings("Killer Rabbit");
case SERP_RUN_R0:
return GStrings("Serpent god");
case GIRLNINJA_RUN_R0:
return GStrings("Girl Ninja");
case BLADE1:
case BLADE2:
case BLADE3:
case 5011:
return GStrings("blade");
case STAR1:
if (sw_darts) return GStrings("dart");
else return GStrings("shuriken");
case CROSSBOLT:
return GStrings("crossbow bolt");
case SPEAR_R0:
return GStrings("spear");
case LAVA_BOULDER:
case LAVA_SHARD:
return GStrings("lava boulder");
case UZI_SMOKE:
return GStrings("Uzi");
case UZI_SMOKE+2:
return GStrings("Evil Ninja Uzi");
case SHOTGUN_SMOKE:
return GStrings("shotgun");
case MIRV_METEOR:
case SERP_METEOR:
return GStrings("meteor");
case BOLT_THINMAN_R0:
return GStrings("rocket");
case BOLT_THINMAN_R1:
return GStrings("rail gun");
case BOLT_THINMAN_R2:
return GStrings("enemy rocket");
case BOLT_THINMAN_R4: // BunnyRocket
return GStrings("bunny rocket");
case BOLT_EXP:
return GStrings("explosion");
case TANK_SHELL_EXP:
return GStrings("tank shell");
case MUSHROOM_CLOUD:
return GStrings("nuclear bomb");
case GRENADE_EXP:
return GStrings("40mm grenade");
case MICRO_EXP:
return GStrings("micro missile");
case MINE_EXP:
//case MINE_SHRAP:
return GStrings("sticky bomb");
case NAP_EXP:
return GStrings("napalm");
case Vomit1:
case Vomit2:
return GStrings("vomit");
case COOLG_FIRE:
return GStrings("Coolie Ghost phlem");
case SKULL_R0:
return GStrings("Accursed Head");
case BETTY_R0:
return GStrings("Bouncing Betty");
case SKULL_SERP:
return GStrings("Serpent god Protector");
case FIREBALL1:
case FIREBALL:
case GORO_FIREBALL:
case FIREBALL_FLAMES:
return GStrings("flames");
case RADIATION_CLOUD:
return GStrings("radiation");
case CALTROPS:
return GStrings("useitem 7");
}
return "";
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoDamageTest(DSWActor* actor)
{
int i;
unsigned stat;
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
double dist = (itActor->spr.pos.XY() - actor->spr.pos.XY()).Length();
if (dist > actor->user.fRadius() * 2)
continue;
if (actor == itActor)
continue;
if (!(itActor->spr.cstat & CSTAT_SPRITE_BLOCK))
continue;
// !JIM! Put in a cansee so that you don't take damage through walls and such
// For speed's sake, try limiting check only to radius weapons!
if (actor->user.Radius > 200)
{
if (!FAFcansee(ActorUpperVect(itActor), itActor->sector(),actor->spr.pos,actor->sector()))
continue;
}
if (GetOwner(actor) != itActor && SpriteOverlap(actor, itActor))
{
DoDamage(itActor, actor);
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void DoHitscanDamage(DSWActor* weaponActor, DSWActor* hitActor)
{
if (hitActor == nullptr)
return;
unsigned stat;
// this routine needs some sort of sprite generated from the hitscan
// such as a smoke or spark sprite - reason is because of DoDamage()
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
if (hitActor->spr.statnum == StatDamageList[stat])
{
DoDamage(hitActor, weaponActor);
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoFlamesDamageTest(DSWActor* actor)
{
int i;
unsigned stat;
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
switch (itActor->user.ID)
{
case TRASHCAN:
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
continue;
}
double dist = (itActor->spr.pos.XY() - actor->spr.pos.XY()).Length();
if (dist > actor->user.fRadius() * 2)
continue;
if (actor == itActor)
continue;
if (!(itActor->spr.cstat & (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN)))
continue;
if (actor->spr.cstat & (CSTAT_SPRITE_INVISIBLE))
continue;
if (actor->user.Radius > 200) // Note: No weaps have bigger radius than 200 cept explosion stuff
{
if (FAFcansee(ActorVectOfMiddle(itActor),itActor->sector(),ActorVectOfMiddle(actor),actor->sector()))
{
DoDamage(itActor, actor);
}
}
else if (SpriteOverlap(actor, itActor))
{
DoDamage(itActor, actor);
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
walltype* PrevWall(walltype* wall_num)
{
for(auto&wal : wall_num->sectorp()->walls)
{
if (wal.point2Wall() == wall_num) return &wal;
}
return wall_num; // should never happen unless the sector is malformed.
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
short StatBreakList[] =
{
STAT_DEFAULT,
STAT_BREAKABLE,
STAT_NO_STATE,
STAT_DEAD_ACTOR,
};
void TraverseBreakableWalls(sectortype* start_sect, const DVector3& pos, DAngle angle, double radius)
{
int k;
DVector2 mid;
int break_count;
// limit radius
if (radius > 125)
radius = 125;
break_count = 0;
BFSSectorSearch search(start_sect);
while (auto sect = search.GetNext())
{
for(auto& wal : sect->walls)
{
// see if this wall should be broken
if (wal.lotag == TAG_WALL_BREAK)
{
// find midpoint
mid = wal.center();
// don't need to go further if wall is too far out
double dist = (mid - pos.XY()).Length();
if (dist > radius)
continue;
sectortype* sectp = nullptr;
DVector3 hitpos;
DAngle wall_ang;
if (WallBreakPosition(&wal, &sectp, hitpos, wall_ang))
{
if (sectp != nullptr && FAFcansee(pos, start_sect, hitpos, sectp))
{
HitBreakWall(&wal, DVector3(INT32_MAX, INT32_MAX, INT32_MAX), angle, 0);
break_count++;
if (break_count > 4)
{
return;
}
}
}
}
if (wal.twoSided())
search.Add(wal.nextSector());
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoExpDamageTest(DSWActor* actor)
{
short i, stat;
int max_stat;
short break_count;
DSWActor* found_act = nullptr;
double found_dist = 999999;
int DoWallMoveMatch(short match);
// crack sprites
if (actor->user.ID != MUSHROOM_CLOUD)
WeaponExplodeSectorInRange(actor);
// Just like DoDamageTest() except that it doesn't care about the Owner
max_stat = SIZ(StatDamageList);
// don't check for mines if the weapon is a mine
if (actor->spr.statnum == STAT_MINE_STUCK)
max_stat--;
for (stat = 0; stat < max_stat; stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
double dist = (itActor->spr.pos.XY() - actor->spr.pos.XY()).Length();
if (dist > actor->user.fRadius() * 2)
continue;
if (itActor == actor)
continue;
if (StatDamageList[stat] == STAT_SO_SP_CHILD)
{
DoDamage(itActor, actor);
}
else
{
double d = (itActor->spr.pos - actor->spr.pos).Length();
if (d > actor->user.fRadius() + itActor->user.fRadius())
continue;
// added hitscan block because mines no long clip against actors/players
if (!(itActor->spr.cstat & (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN)))
continue;
// Second parameter MUST have blocking bits set or cansee won't work
// added second check for FAF water - hitscans were hitting ceiling
if (!FAFcansee(actor->spr.pos, actor->sector(), ActorUpperVect(itActor), itActor->sector()) &&
!FAFcansee(actor->spr.pos, actor->sector(), ActorLowerVect(itActor), itActor->sector()))
continue;
DoDamage(itActor, actor);
}
}
}
if (actor->user.ID == MUSHROOM_CLOUD) return 0; // Central Nuke doesn't break stuff
// Only secondaries do that
TraverseBreakableWalls(actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, actor->user.Radius);
break_count = 0;
max_stat = SIZ(StatBreakList);
// Breakable stuff
for (stat = 0; stat < max_stat; stat++)
{
SWStatIterator it(StatBreakList[stat]);
while (auto itActor = it.Next())
{
double dist = (itActor->spr.pos.XY() - actor->spr.pos.XY()).Length();
if (dist > actor->user.fRadius())
continue;
dist = (ActorVectOfMiddle(itActor) - actor->spr.pos).Length();
if (dist > actor->user.fRadius())
continue;
if (!FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), actor->spr.pos, actor->sector()))
continue;
if ((itActor->spr.extra & SPRX_BREAKABLE))
{
HitBreakSprite(itActor, actor->user.ID);
break_count++;
if (break_count > 6)
break;
}
}
}
if (actor->user.ID == BLOOD_WORM)
return 0;
// wall damaging
SWStatIterator it(STAT_WALL_MOVE);
while (auto itActor = it.Next())
{
double dist = (itActor->spr.pos.XY() - actor->spr.pos.XY()).Length();
if (dist > actor->user.fRadius() * 0.25)
continue;
if (TEST_BOOL1(actor))
continue;
if (!CanSeeWallMove(actor, SP_TAG2(actor)))
continue;
if (dist < found_dist)
{
found_dist = dist;
found_act = itActor;
}
}
if (found_act)
{
if (SP_TAG2(found_act) == 0)
{
// just do one
DoWallMove(found_act);
}
else
{
if (DoWallMoveMatch(SP_TAG2(found_act)))
{
DoSpawnSpotsForDamage(SP_TAG2(found_act));
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoMineExpMine(DSWActor* actor)
{
int i;
SWStatIterator it(STAT_MINE_STUCK);
while (auto itActor = it.Next())
{
double dist = (itActor->spr.pos.XY() - actor->spr.pos.XY()).Length();
if (dist > actor->user.fRadius() * 2)
continue;
if (itActor == actor)
continue;
if (!(itActor->spr.cstat & CSTAT_SPRITE_BLOCK_HITSCAN))
continue;
// Explosions are spherical, not planes, so let's check that way, well cylindrical at least.
double zdist = abs(itActor->spr.pos.Z - actor->spr.pos.Z);
if (SpriteOverlap(actor, itActor) || zdist < actor->user.fRadius() * 2)
{
DoDamage(itActor, actor);
// only explode one mine at a time
break;
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoStar(DSWActor* actor)
{
const int STAR_STICK_RNUM = 400;
const int STAR_BOUNCE_RNUM = 600;
if (actor->user.Flags & (SPR_UNDERWATER))
{
actor->user.motion_blur_num = 0;
ScaleSpriteVector(actor, 54000);
auto velsq = actor->user.change.XY().LengthSquared();
if (velsq > 6.25 * 6.25)
{
if ((RANDOM_P2(1024 << 4) >> 4) < 128)
SpawnBubble(actor);
}
actor->spr.pos.Z += 0.5 * MISSILEMOVETICS;
DoActorZrange(actor);
MissileWaterAdjust(actor);
if (actor->spr.pos.Z > actor->user.loz)
{
KillActor(actor);
return true;
}
}
else
{
auto velsq = actor->user.change.XY().LengthSquared();
if (velsq < 50 * 50)
{
actor->user.Counter += 50;
actor->user.addCounterToChange();
}
}
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.coll.type != kHitNone && !(actor->user.Flags & SPR_UNDERWATER))
{
switch (actor->user.coll.type)
{
default:
break;
case kHitWall:
{
short nw,wall_ang;
walltype* wph;
wph = actor->user.coll.hitWall;
if (wph->lotag == TAG_WALL_BREAK)
{
HitBreakWall(wph, actor->spr.pos, actor->spr.Angles.Yaw, actor->user.ID);
actor->user.coll.setNone();
break;
}
// special case with MissileSetPos - don't queue star
// from this routine
if (actor->user.Flags & (SPR_SET_POS_DONT_KILL))
break;
// chance of sticking
if (!(actor->user.Flags & SPR_BOUNCE) && RANDOM_P2(1024) < STAR_STICK_RNUM)
{
actor->user.motion_blur_num = 0;
ChangeState(actor, s_StarStuck);
actor->spr.scale.X += (-0.25);
actor->spr.scale.Y += (-0.25);
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actor->clipdist = 1;
actor->user.ceiling_dist = 2;
actor->user.floor_dist = 2;
// treat this just like a KillSprite but don't kill
QueueStar(actor);
return 0;
}
// chance of bouncing
if (RANDOM_P2(1024) < STAR_BOUNCE_RNUM)
break;
WallBounce(actor, wph->delta().Angle() + DAngle90);
ScaleSpriteVector(actor, 36000);
actor->user.Flags |= (SPR_BOUNCE);
actor->user.motion_blur_num = 0;
actor->user.coll.setNone();
break;
}
case kHitSector:
{
bool did_hit_wall;
auto hit_sect = actor->user.coll.hitSector;
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
{
if (hit_sect->hasU() && FixedToInt(hit_sect->depth_fixed) > 0)
{
SpawnSplash(actor);
KillActor(actor);
return true;
// hit water - will be taken care of in WeaponMoveHit
//break;
}
}
if (actor->user.lowActor)
if (actor->user.lowActor->spr.lotag == TAG_SPRITE_HIT_MATCH)
break;
if (actor->user.highActor)
if (actor->user.highActor->spr.lotag == TAG_SPRITE_HIT_MATCH)
break;
ScaleSpriteVector(actor, 58000);
auto velsq = actor->user.change.XY().LengthSquared();
if (velsq < 31.25 * 31.25)
break; // will be killed below - actor != 0
// 32000 to 96000
int xscale = 64000 + (RandomRange(64000) - 32000);
int yscale = 64000 + (RandomRange(64000) - 32000);
int zscale;
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5)) zscale = 50000; // floor
else zscale = 40000; // ceiling
ScaleSpriteVector(actor, xscale, yscale, zscale);
if (SlopeBounce(actor, &did_hit_wall))
{
if (did_hit_wall)
{
// chance of sticking
if (RANDOM_P2(1024) < STAR_STICK_RNUM)
break;
// chance of bouncing
if (RANDOM_P2(1024) < STAR_BOUNCE_RNUM)
break;
actor->user.Flags |= (SPR_BOUNCE);
actor->user.motion_blur_num = 0;
actor->user.coll.setNone();
}
else
{
// hit a sloped sector < 45 degrees
actor->user.Flags |= (SPR_BOUNCE);
actor->user.motion_blur_num = 0;
actor->user.coll.setNone();
}
// BREAK HERE - LOOOK !!!!!!!!!!!!!!!!!!!!!!!!
break; // hit a slope
}
actor->user.Flags |= (SPR_BOUNCE);
actor->user.motion_blur_num = 0;
actor->user.coll.setNone();
actor->user.change.Z = -actor->user.change.Z;
// 32000 to 96000
xscale = 64000 + (RandomRange(64000) - 32000);
yscale = 64000 + (RandomRange(64000) - 32000);
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5)) zscale = 50000; // floor
else zscale = 40000; // ceiling
ScaleSpriteVector(actor, xscale, yscale, zscale);
break;
}
}
}
if (actor->user.coll.type != kHitNone)
{
if (actor->user.coll.type == kHitSprite && actor->user.coll.actor()->hasU())
{
auto su = actor->user.coll.actor();
if (su->user.ID == TRASHCAN || su->user.ID == ZILLA_RUN_R0)
PlaySound(DIGI_STARCLINK, actor, v3df_none);
}
if (actor->user.coll.type != kHitSprite) // Don't clank on sprites
PlaySound(DIGI_STARCLINK, actor, v3df_none);
if (WeaponMoveHit(actor))
{
KillActor(actor);
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoCrossBolt(DSWActor* actor)
{
DoBlurExtend(actor, 0, 2);
actor->user.coll = move_missile(actor, actor->user.change, 16, 16, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
KillActor(actor);
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoPlasmaDone(DSWActor* actor)
{
actor->spr.scale.X += (actor->user.Counter * REPEAT_SCALE);
actor->spr.scale.Y += (-0.0625);
actor->user.Counter += 2;
if (actor->spr.scale.Y < 0.09375)
{
KillActor(actor);
return 0;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DSWActor* PickEnemyTarget(DSWActor* actor, DAngle aware_range)
{
TARGET_SORT* ts;
DoPickTarget(actor, aware_range, false);
for (ts = TargetSort; ts < &TargetSort[TargetSortCount]; ts++)
{
if (ts->actor != nullptr)
{
if (ts->actor == GetOwner(actor) || GetOwner(ts->actor) == GetOwner(actor))
continue;
return ts->actor;
}
}
return nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int MissileSeek(DSWActor* actor, int16_t delay_tics, DAngle aware_range/*, int16_t dang_shift, int16_t turn_limit, int16_t z_limit*/)
{
if (actor->user.WaitTics <= delay_tics)
actor->user.WaitTics += MISSILEMOVETICS;
if (actor->user.WpnGoalActor == nullptr)
{
if (actor->user.WaitTics > delay_tics)
{
DSWActor* hitActor;
if (actor->user.Flags2 & (SPR2_DONT_TARGET_OWNER))
{
if ((hitActor = PickEnemyTarget(actor, aware_range)) != nullptr)
{
actor->user.WpnGoalActor = hitActor;
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
}
}
else if ((hitActor = DoPickTarget(actor, aware_range, false)) != nullptr)
{
actor->user.WpnGoalActor = hitActor;
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
}
}
}
DSWActor* goal = actor->user.WpnGoalActor;
if (goal != nullptr)
{
// move to correct angle
auto ang2tgt = (goal->spr.pos - actor->spr.pos).Angle();
auto delta_ang = clamp(deltaangle(ang2tgt, actor->spr.Angles.Yaw), -DAngle45 / 8, DAngle45 / 8);
actor->spr.Angles.Yaw -= delta_ang;
double zh = ActorZOfTop(actor) + (ActorSizeZ(actor) * 0.25);
auto vel = clamp((zh - actor->spr.pos.Z)* 0.5, -16., 16.);
actor->vel.Z = vel;
UpdateChange(actor);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SetAngleFromChange(DSWActor* actor)
{
actor->spr.Angles.Yaw = actor->user.change.Angle();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int VectorMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t turn_speed, DAngle aware_range1, DAngle aware_range2)
{
if (actor->user.WaitTics <= delay_tics)
actor->user.WaitTics += MISSILEMOVETICS;
if (actor->user.WpnGoalActor == nullptr)
{
if (actor->user.WaitTics > delay_tics)
{
DSWActor* hitActor;
if (actor->user.Flags2 & (SPR2_DONT_TARGET_OWNER))
{
if ((hitActor = PickEnemyTarget(actor, aware_range1)) != nullptr)
{
actor->user.WpnGoalActor = hitActor;
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
}
else if ((hitActor = PickEnemyTarget(actor, aware_range2)) != nullptr)
{
actor->user.WpnGoalActor = hitActor;
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
}
}
else
{
if ((hitActor = DoPickTarget(actor, aware_range1, false)) != nullptr)
{
actor->user.WpnGoalActor = hitActor;
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
}
else if ((hitActor = DoPickTarget(actor, aware_range2, false)) != nullptr)
{
actor->user.WpnGoalActor = hitActor;
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
}
}
}
}
DSWActor* goal = actor->user.WpnGoalActor;
if (goal != nullptr)
{
auto delta = (goal->spr.pos.XY() - actor->spr.pos.XY());
double zdiff = ActorZOfTop(goal) + (ActorSizeZ(goal) * 0.25) - actor->spr.pos.Z;
double dist = g_sqrt(delta.LengthSquared() + zdiff * zdiff);
auto oc = actor->user.change;
auto vel = actor->vel.X / (16 * dist);
actor->user.change = DVector3(delta, zdiff) * vel;
// the large turn_speed is the slower the turn
actor->user.change += (oc * (turn_speed-1)) / turn_speed;
SetAngleFromChange(actor);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int VectorWormSeek(DSWActor* actor, int16_t delay_tics, DAngle aware_range1, DAngle aware_range2)
{
if (actor->user.WaitTics <= delay_tics)
actor->user.WaitTics += MISSILEMOVETICS;
if (actor->user.WpnGoalActor == nullptr)
{
if (actor->user.WaitTics > delay_tics)
{
DSWActor* hitActor;
if ((hitActor = DoPickTarget(actor, aware_range1, false)) != nullptr)
{
actor->user.WpnGoalActor = hitActor;
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
}
else if ((hitActor = DoPickTarget(actor, aware_range2, false)) != nullptr)
{
actor->user.WpnGoalActor = hitActor;
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
}
}
}
DSWActor* goal = actor->user.WpnGoalActor;
if (goal != nullptr)
{
auto delta = (goal->spr.pos.XY() - actor->spr.pos.XY());
double zdiff = ActorZOfTop(goal) + (ActorSizeZ(goal) * 0.25) - actor->spr.pos.Z;
double dist = g_sqrt(delta.LengthSquared() + zdiff * zdiff);
auto oc = actor->user.change;
auto vel = actor->vel.X / (16 * dist);
actor->user.change = DVector3(delta, zdiff) * vel + oc * (7. / 8);
SetAngleFromChange(actor);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoBlurExtend(DSWActor* actor, int16_t interval, int16_t blur_num)
{
if (actor->user.motion_blur_num >= blur_num)
return 0;
actor->user.Counter2++;
if (actor->user.Counter2 > interval)
actor->user.Counter2 = 0;
if (!actor->user.Counter2)
{
actor->user.motion_blur_num++;
if (actor->user.motion_blur_num > blur_num)
actor->user.motion_blur_num = blur_num;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitPlasmaFountain(DSWActor* wActor, DSWActor* sActor)
{
auto actorNew = SpawnActor(STAT_MISSILE, PLASMA_FOUNTAIN, s_PlasmaFountain, sActor->sector(), ActorVectOfBottom(sActor), sActor->spr.Angles.Yaw, 0);
actorNew->spr.shade = -40;
if (wActor)
SetOwner(GetOwner(wActor), actorNew);
SetAttach(sActor, actorNew);
actorNew->spr.scale.Y = (0);
actorNew->clipdist = 0.5;
actorNew->user.WaitTics = 120+60;
actorNew->user.Radius = 50;
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoPlasmaFountain(DSWActor* actor)
{
// if no Owner then die
if (actor->user.attachActor == nullptr)
{
KillActor(actor);
return 0;
}
else
{
DSWActor* attachActor = actor->user.attachActor;
if (!attachActor) return 0;
// move with sprite
SetActorZ(actor, attachActor->spr.pos);
actor->spr.Angles.Yaw = attachActor->spr.Angles.Yaw;
actor->user.Counter++;
if (actor->user.Counter > 3)
actor->user.Counter = 0;
if (!actor->user.Counter)
{
SpawnBlood(attachActor, actor);
if (RandomRange(1000) > 600)
InitBloodSpray(attachActor, false, 105);
}
}
// kill the fountain
if ((actor->user.WaitTics-=MISSILEMOVETICS) <= 0)
{
actor->user.WaitTics = 0;
auto bak_cstat = actor->spr.cstat;
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
actor->spr.cstat = bak_cstat;
KillActor(actor);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoPlasma(DSWActor* actor)
{
auto oldv = actor->spr.pos;
DoBlurExtend(actor, 0, 4);
auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
double daz = actor->vel.Z;
actor->user.coll = move_missile(actor, DVector3(vec, daz), 16, 16, CLIPMASK_MISSILE, MISSILEMOVETICS);
{
// this sprite is supposed to go through players/enemys
// if hit a player/enemy back up and do it again with blocking reset
if (actor->user.coll.type == kHitSprite)
{
auto hitActor = actor->user.coll.actor();
if ((hitActor->spr.cstat & CSTAT_SPRITE_BLOCK) && !(hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
{
auto hcstat = hitActor->spr.cstat;
if (hitActor->hasU() && hitActor != actor->user.WpnGoalActor)
{
actor->spr.pos = oldv;
hitActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actor->user.coll = move_missile(actor, DVector3(vec, daz), 16, 16, CLIPMASK_MISSILE, MISSILEMOVETICS);
hitActor->spr.cstat = hcstat;
}
}
}
}
MissileHitDiveArea(actor);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
if (actor->user.Flags & (SPR_SUICIDE))
{
KillActor(actor);
return true;
}
else
{
actor->user.Counter = 4;
ChangeState(actor, s_PlasmaDone);
}
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoCoolgFire(DSWActor* actor)
{
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
PlaySound(DIGI_CGMAGICHIT, actor, v3df_follow);
ChangeState(actor, s_CoolgFireDone);
auto own = GetOwner(actor);
if (own && own->hasU() && own->user.ID != RIPPER_RUN_R0) // JBF: added range check
SpawnDemonFist(actor); // Just a red magic circle flash
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoEelFire(DSWActor* actor)
{
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
return false;
}
void ScaleSpriteVector(DSWActor* actor, int scalex, int scaley, int scalez)
{
actor->user.change.X *= FixedToFloat(scalex);
actor->user.change.Y *= FixedToFloat(scaley);
actor->user.change.Z *= FixedToFloat(scalez);
}
void ScaleSpriteVector(DSWActor* actor, int scale)
{
actor->user.change *= FixedToFloat(scale);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void WallBounce(DSWActor* actor, DAngle ang)
{
actor->user.bounce++;
double k = ang.Cos() * ang.Sin() * 2;
double l = (ang * 2).Cos();
auto davec = -actor->user.change.XY();
actor->user.change.X = davec.Y * k + davec.X * l;
actor->user.change.Y = davec.X * k - davec.Y * l;
auto old_ang = actor->spr.Angles.Yaw;
SetAngleFromChange(actor);
// hack to prevent missile from sticking to a wall
//
if (old_ang == actor->spr.Angles.Yaw)
{
actor->user.change.XY() = -actor->user.change.XY();
SetAngleFromChange(actor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool SlopeBounce(DSWActor* actor, bool* hit_wall)
{
double hiz, loz;
int slope;
auto hit_sector = actor->user.coll.hitSector;
calcSlope(hit_sector, actor->spr.pos, &hiz, &loz);
// detect the ceiling and the hit_wall
if (actor->spr.pos.Z < ((hiz + loz) * 0.5))
{
if (!(hit_sector->ceilingstat & CSTAT_SECTOR_SLOPE))
slope = 0;
else
slope = hit_sector->ceilingheinum;
}
else
{
if (!(hit_sector->floorstat & CSTAT_SECTOR_SLOPE))
slope = 0;
else
slope = hit_sector->floorheinum;
}
if (!slope)
return false;
// if greater than a 45 degree angle
if (abs(slope) > SLOPEVAL_FACTOR)
*hit_wall = true;
else
*hit_wall = false;
// get angle of the first wall of the sector
auto wallp = hit_sector->walls.Data();
DAngle daang = wallp->delta().Angle();
// k is now the slope of the ceiling or floor
// normal vector of the slope
double dax = slope * daang.Sin();
double day = slope * -daang.Cos();
double daz = 256; // 4096/256 = 45 degrees
// reflection code
double k = actor->user.change.X * dax + actor->user.change.Y * day + actor->user.change.Z * daz;
double l = (dax * dax) + (day * day) + (daz * daz);
k /= l;
actor->user.change.X = dax * k;
actor->user.change.Y = day * k;
actor->user.change.Z = daz * k * 16;
SetAngleFromChange(actor);
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
extern STATE s_Phosphorus[];
int DoGrenade(DSWActor* actor)
{
short i;
if (actor->user.Flags & (SPR_UNDERWATER))
{
ScaleSpriteVector(actor, 50000);
actor->user.Counter += 20;
actor->user.addCounterToChange();
}
else
{
actor->user.Counter += 20;
actor->user.addCounterToChange();
}
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
if (actor->user.coll.type != kHitNone)
{
switch (actor->user.coll.type)
{
case kHitVoid:
KillActor(actor);
return true;
case kHitSprite:
{
short wall_ang;
PlaySound(DIGI_40MMBNCE, actor, v3df_dontpan);
auto hitActor = actor->user.coll.actor();
// special case so grenade can ring gong
if (hitActor->spr.lotag == TAG_SPRITE_HIT_MATCH)
{
if (SP_TAG8(hitActor) & BIT(3))
DoMatchEverything(nullptr, hitActor->spr.hitag, -1);
}
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
{
WallBounce(actor, hitActor->spr.Angles.Yaw);
ScaleSpriteVector(actor, 32000);
}
else
{
if (actor->user.Counter2 == 1) // It's a phosphorus grenade!
{
for (i=0; i<5; i++)
{
actor->spr.Angles.Yaw = RandomAngle();
InitPhosphorus(actor);
}
}
SpawnGrenadeExp(actor);
KillActor(actor);
return true;
}
break;
}
case kHitWall:
{
short nw,wall_ang;
walltype* wph;
wph = actor->user.coll.hitWall;
if (wph->lotag == TAG_WALL_BREAK)
{
HitBreakWall(wph, actor->spr.pos, actor->spr.Angles.Yaw, actor->user.ID);
actor->user.coll.setNone();
break;
}
PlaySound(DIGI_40MMBNCE, actor, v3df_dontpan);
WallBounce(actor, wph->delta().Angle() + DAngle90);
ScaleSpriteVector(actor, 22000);
break;
}
case kHitSector:
{
bool did_hit_wall;
if (SlopeBounce(actor, &did_hit_wall))
{
if (did_hit_wall)
{
// hit a wall
ScaleSpriteVector(actor, 22000); // 28000
actor->user.coll.setNone();
actor->user.Counter = 0;
}
else
{
// hit a sector
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
{
// hit a floor
if (!(actor->user.Flags & SPR_BOUNCE))
{
actor->user.Flags |= (SPR_BOUNCE);
ScaleSpriteVector(actor, 40000); // 18000
actor->user.coll.setNone();
actor->user.change.Z /= 4;
actor->user.Counter = 0;
}
else
{
if (actor->user.Counter2 == 1) // It's a phosphorus grenade!
{
for (i=0; i<5; i++)
{
actor->spr.Angles.Yaw = RandomAngle();
InitPhosphorus(actor);
}
}
SpawnGrenadeExp(actor);
KillActor(actor);
return true;
}
}
else
{
// hit a ceiling
ScaleSpriteVector(actor, 22000);
}
}
}
else
{
// hit floor
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
{
if (actor->user.Flags & (SPR_UNDERWATER))
actor->user.Flags |= (SPR_BOUNCE); // no bouncing underwater
if (actor->user.lo_sectp && actor->sector()->hasU() && FixedToInt(actor->sector()->depth_fixed))
actor->user.Flags |= (SPR_BOUNCE); // no bouncing on shallow water
if (!(actor->user.Flags & SPR_BOUNCE))
{
actor->user.Flags |= (SPR_BOUNCE);
actor->user.coll.setNone();
actor->user.Counter = 0;
actor->user.change.Z = -actor->user.change.Z;
ScaleSpriteVector(actor, 40000); // 18000
actor->user.change.Z /= 4;
PlaySound(DIGI_40MMBNCE, actor, v3df_dontpan);
}
else
{
if (actor->user.Counter2 == 1) // It's a phosphorus grenade!
{
for (i=0; i<5; i++)
{
actor->spr.Angles.Yaw = RandomAngle();
InitPhosphorus(actor);
}
}
SpawnGrenadeExp(actor);
KillActor(actor);
return true;
}
}
else
// hit something above
{
actor->user.change.Z = -actor->user.change.Z;
ScaleSpriteVector(actor, 22000);
PlaySound(DIGI_40MMBNCE, actor, v3df_dontpan);
}
}
break;
}
}
}
if (actor->user.bounce > 10)
{
SpawnGrenadeExp(actor);
KillActor(actor);
return true;
}
// if you haven't bounced or your going slow do some puffs
if (!(actor->user.Flags & (SPR_BOUNCE|SPR_UNDERWATER)))
{
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, actor->sector(),
actor->spr.pos, actor->spr.Angles.Yaw, 6.25);
SetOwner(actor, actorNew);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(0.625, 0.625);
actorNew->opos = actor->opos;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.change = actor->user.change;
ScaleSpriteVector(actorNew, 22000);
if (actor->user.Flags & (SPR_UNDERWATER))
actorNew->user.Flags |= (SPR_UNDERWATER);
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoVulcanBoulder(DSWActor* actor)
{
actor->user.Counter += 40;
actor->user.addCounterToChange();
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
auto velsq = actor->user.change.XY().LengthSquared();
if (velsq < 1.875 * 1.875)
{
SpawnLittleExp(actor);
KillActor(actor);
return true;
}
if (actor->user.coll.type != kHitNone)
{
switch (actor->user.coll.type)
{
case kHitVoid:
KillActor(actor);
return true;
case kHitSprite:
{
short wall_ang;
auto hitActor = actor->user.coll.actor();
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
{
WallBounce(actor, hitActor->spr.Angles.Yaw);
ScaleSpriteVector(actor, 40000);
}
else
{
// hit an actor
SpawnLittleExp(actor);
KillActor(actor);
return true;
}
break;
}
case kHitWall:
{
short nw,wall_ang;
walltype* wph;
wph = actor->user.coll.hitWall;
if (wph->lotag == TAG_WALL_BREAK)
{
HitBreakWall(wph, actor->spr.pos, actor->spr.Angles.Yaw, actor->user.ID);
actor->user.coll.setNone();
break;
}
WallBounce(actor, wph->delta().Angle() + DAngle90);
ScaleSpriteVector(actor, 40000);
break;
}
case kHitSector:
{
bool did_hit_wall;
if (SlopeBounce(actor, &did_hit_wall))
{
if (did_hit_wall)
{
// hit a sloped sector - treated as a wall because of large slope
ScaleSpriteVector(actor, 30000);
actor->user.coll.setNone();
actor->user.Counter = 0;
}
else
{
// hit a sloped sector
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
{
// hit a floor
ScaleSpriteVector(actor, 30000, 30000, 12000);
actor->user.coll.setNone();
actor->user.Counter = 0;
// limit to a reasonable bounce value
if (actor->user.change.Z > 32)
actor->user.change.Z = 32;
}
else
{
// hit a sloped ceiling
actor->user.coll.setNone();
actor->user.Counter = 0;
ScaleSpriteVector(actor, 30000);
}
}
}
else
{
// hit unsloped floor
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
{
actor->user.coll.setNone();
actor->user.Counter = 0;
ScaleSpriteVector(actor, 20000, 20000, 32000);
// limit to a reasonable bounce value
if (actor->user.change.Z > 24)
actor->user.change.Z = 24;
actor->user.change.Z = -actor->user.change.Z;
}
else
// hit unsloped ceiling
{
actor->user.change.Z = -actor->user.change.Z;
ScaleSpriteVector(actor, 30000);
}
}
break;
}
}
}
return false;
}
bool OwnerIsPlayer(DSWActor* actor)
{
auto own = GetOwner(actor);
return (own && own->hasU() && own->user.PlayerP != nullptr);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoMineRangeTest(DSWActor* actor, double range)
{
unsigned stat;
bool ownerisplayer = false;
ownerisplayer = OwnerIsPlayer(actor);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
double dist = (itActor->spr.pos - actor->spr.pos).Length();
if (dist > range)
continue;
if (actor == itActor)
continue;
if (!(itActor->spr.cstat & CSTAT_SPRITE_BLOCK))
continue;
if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
continue;
if (itActor->user.ID == GIRLNINJA_RUN_R0 && !ownerisplayer)
continue;
if (!FAFcansee(ActorUpperVect(actor),itActor->sector(),actor->spr.pos,actor->sector()))
continue;
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoMineStuck(DSWActor* actor)
{
constexpr int MINE_DETONATE_STATE = 99;
// if no Owner then die
DSWActor* attachActor = actor->user.attachActor;
if (attachActor != nullptr)
{
ASSERT(attachActor->hasU());
// Is it attached to a dead actor? Blow it up if so.
if ((attachActor->user.Flags & SPR_DEAD) && actor->user.Counter2 < MINE_DETONATE_STATE)
{
actor->user.Counter2 = MINE_DETONATE_STATE;
actor->user.WaitTics = SEC(1)/2;
}
SetActorZ(actor, attachActor->spr.pos.plusZ(-actor->user.pos.Z));
actor->spr.pos.Z = attachActor->spr.pos.Z - (ActorSizeZ(attachActor) * 0.5);
}
// not activated yet
if (!(actor->user.Flags & SPR_ACTIVE))
{
if ((actor->user.WaitTics -= (MISSILEMOVETICS*2)) > 0)
return false;
// activate it
//actor->user.WaitTics = 65536;
actor->user.WaitTics = 32767;
actor->user.Counter2 = 0;
actor->user.Flags |= (SPR_ACTIVE);
}
// limit the number of times DoMineRangeTest is called
actor->user.Counter++;
if (actor->user.Counter > 1)
actor->user.Counter = 0;
if (actor->user.Counter2 != MINE_DETONATE_STATE)
{
if ((actor->user.Counter2++) > 30)
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
actor->user.WaitTics = 32767; // Keep reseting tics to make it stay forever
actor->user.Counter2 = 0;
}
}
if (!actor->user.Counter)
{
// not already in detonate state
if (actor->user.Counter2 < MINE_DETONATE_STATE)
{
// if something came into range - detonate
if (DoMineRangeTest(actor, 187.5))
{
// move directly to detonate state
actor->user.Counter2 = MINE_DETONATE_STATE;
actor->user.WaitTics = SEC(1)/2;
}
}
}
actor->user.WaitTics -= (MISSILEMOVETICS * 2);
// start beeping with pauses
// quick and dirty beep countdown code
switch (actor->user.Counter2)
{
#if 0
case 0:
if (actor->user.WaitTics < SEC(45))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
actor->user.Counter2++;
}
break;
case 1:
if (actor->user.WaitTics < SEC(38))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
actor->user.Counter2++;
}
break;
case 2:
if (actor->user.WaitTics < SEC(30))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
actor->user.Counter2++;
}
break;
case 3:
if (actor->user.WaitTics < SEC(20))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
actor->user.Counter2++;
}
break;
case 4:
if (actor->user.WaitTics < SEC(15))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
actor->user.Counter2++;
}
break;
case 5:
if (actor->user.WaitTics < SEC(12))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
actor->user.Counter2++;
}
break;
case 6:
if (actor->user.WaitTics < SEC(10))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
actor->user.Counter2++;
}
break;
case 7:
if (actor->user.WaitTics < SEC(8))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
actor->user.Counter2++;
}
break;
#endif
case 30:
if (actor->user.WaitTics < SEC(6))
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
actor->user.Counter2 = MINE_DETONATE_STATE;
}
break;
case MINE_DETONATE_STATE:
if (actor->user.WaitTics < 0)
{
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
SpawnMineExp(actor);
KillActor(actor);
return false;
}
break;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SetMineStuck(DSWActor* actor)
{
// stuck
actor->user.Flags |= (SPR_BOUNCE);
// not yet active for 1 sec
actor->user.Flags &= ~(SPR_ACTIVE);
actor->user.WaitTics = SEC(3);
//actor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK_HITSCAN);
actor->user.Counter = 0;
change_actor_stat(actor, STAT_MINE_STUCK);
ChangeState(actor, s_MineStuck);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoMine(DSWActor* actor)
{
if (actor->user.Flags & (SPR_UNDERWATER))
{
// decrease velocity
ScaleSpriteVector(actor, 50000);
actor->user.Counter += 20;
actor->user.addCounterToChange();
}
else
{
//actor->user.Counter += 75;
actor->user.Counter += 40;
actor->user.addCounterToChange();
}
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
if (actor->user.coll.type != kHitNone)
{
// check to see if you hit a sprite
switch (actor->user.coll.type)
{
case kHitVoid:
KillActor(actor);
return 0;
case kHitSprite:
{
auto hitActor = actor->user.coll.actor();
SetMineStuck(actor);
// Set the Z position
actor->spr.pos.Z = hitActor->spr.pos.Z - (ActorSizeZ(hitActor) * 0.5);
// If it's not alive, don't stick it
if (hitActor->hasU() && hitActor->user.Health <= 0) return false; // JBF: added null check
// check to see if sprite is player or enemy
if ((hitActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
{
PLAYER* pp;
// attach weapon to sprite
SetAttach(hitActor, actor);
actor->user.pos.Z = hitActor->spr.pos.Z - actor->spr.pos.Z;
auto own = GetOwner(actor);
if (own && own->hasU())
{
if (own->user.PlayerP)
{
pp = own->user.PlayerP;
if (RandomRange(1000) > 800)
PlayerSound(DIGI_STICKYGOTU1, v3df_follow|v3df_dontpan,pp);
else if (RandomRange(1000) > 800)
PlayerSound(DIGI_STICKYGOTU2, v3df_follow|v3df_dontpan,pp);
else if (RandomRange(1000) > 800)
PlayerSound(DIGI_STICKYGOTU3, v3df_follow|v3df_dontpan,pp);
else if (RandomRange(1000) > 800)
PlayerSound(DIGI_STICKYGOTU4, v3df_follow|v3df_dontpan,pp);
}
}
}
else
{
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
{
actor->user.Flags2 |= (SPR2_ATTACH_WALL);
}
else if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR))
{
// hit floor
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
actor->user.Flags2 |= (SPR2_ATTACH_FLOOR);
else
actor->user.Flags2 |= (SPR2_ATTACH_CEILING);
}
else
{
SpawnMineExp(actor);
KillActor(actor);
return false;
}
}
break;
}
case kHitWall:
{
auto hit_wall = actor->user.coll.hitWall;
if (hit_wall->lotag == TAG_WALL_BREAK)
{
HitBreakWall(hit_wall, actor->spr.pos, actor->spr.Angles.Yaw, actor->user.ID);
actor->user.coll.setNone();
break;
}
SetMineStuck(actor);
actor->user.Flags2 |= (SPR2_ATTACH_WALL);
if ((hit_wall->extra & WALLFX_SECTOR_OBJECT))
{
}
if ((hit_wall->extra & WALLFX_DONT_STICK))
{
SpawnMineExp(actor);
KillActor(actor);
return false;
}
break;
}
case kHitSector:
{
auto hit_sect = actor->user.coll.hitSector;
SetMineStuck(actor);
// hit floor
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
actor->user.Flags2 |= (SPR2_ATTACH_FLOOR);
else
actor->user.Flags2 |= (SPR2_ATTACH_CEILING);
if ((hit_sect->extra & SECTFX_SECTOR_OBJECT))
{
SpawnMineExp(actor);
KillActor(actor);
return false;
}
break;
}
}
actor->user.coll.setNone();
}
return false;
}
int DoPuff(DSWActor* actor)
{
actor->spr.pos += actor->user.change;
return 0;
}
int DoRailPuff(DSWActor* actor)
{
actor->spr.scale.X += (0.0625);
actor->spr.scale.Y += (0.0625);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoBoltThinMan(DSWActor* actor)
{
DoBlurExtend(actor, 0, 4);
auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
double daz = actor->vel.Z;
actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
if (actor->user.Flags & (SPR_SUICIDE))
return true;
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
SpawnBoltExp(actor);
KillActor(actor);
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoTracer(DSWActor* actor)
{
for (int i = 0; i < 4; i++)
{
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
KillActor(actor);
return true;
}
}
}
actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE);
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoEMP(DSWActor* actor)
{
for (int i = 0; i < 4; i++)
{
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (RandomRange(1000) > 500)
{
actor->spr.scale = DVector2(0.8125, 0.15626);
}
else
{
actor->spr.scale = DVector2(0.125, 0.59375);
}
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
KillActor(actor);
return true;
}
}
}
actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE);
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoEMPBurst(DSWActor* actor)
{
DSWActor* attachActor = actor->user.attachActor;
if (attachActor != nullptr)
{
SetActorZ(actor, attachActor->spr.pos.plusZ(-actor->user.pos.Z));
actor->spr.Angles.Yaw = attachActor->spr.Angles.Yaw + DAngle180;
}
// not activated yet
if (!(actor->user.Flags & SPR_ACTIVE))
{
// activate it
actor->user.WaitTics = SEC(7);
actor->user.Flags |= (SPR_ACTIVE);
}
if (RandomRange(1000) > 500)
{
actor->spr.scale = DVector2(0.8125, 0.15626);
}
else
{
actor->spr.scale = DVector2(0.125, 0.59375);
}
if ((RANDOM_P2(1024<<6)>>6) < 700)
{
SpawnShrapX(actor);
}
actor->user.WaitTics -= (MISSILEMOVETICS * 2);
if (actor->user.WaitTics < 0)
{
// Spawn a big radius burst of sparks here and check for final damage amount
KillActor(actor);
return false;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoTankShell(DSWActor* actor)
{
short i;
for (i = 0; i < 4; i++)
{
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
SpawnTankShellExp(actor);
KillActor(actor);
return true;
}
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoTracerStart(DSWActor* actor)
{
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
KillActor(actor);
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoLaser(DSWActor* actor)
{
short spawn_count = 0;
if (SW_SHAREWARE) return false; // JBF: verify
while (true)
{
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
SpawnBoltExp(actor);
KillActor(actor);
return true;
}
}
spawn_count++;
if (spawn_count < 256)
{
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_LaserPuff, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(0.25, 0.25);
actorNew->spr.pal = actorNew->user.spal = PALETTE_RED_LIGHTING;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.change.Zero();
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoLaserStart(DSWActor* actor)
{
if (SW_SHAREWARE) return false; // JBF: verify
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
SpawnBoltExp(actor);
KillActor(actor);
return true;
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoRail(DSWActor* actor)
{
short spawn_count = 0;
if (SW_SHAREWARE) return false; // JBF: verify
while (true)
{
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor) && actor->user.coll.type != kHitNone) // beware of side effects of WeaponMoveHit!
{
if (actor->user.coll.type == kHitSprite)
{
auto hitActor = actor->user.coll.actor();
if (hitActor->spr.extra & SPRX_PLAYER_OR_ENEMY)
{
auto cstat_save = hitActor->spr.cstat;
hitActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE);
DoRail(actor);
hitActor->spr.cstat = cstat_save;
return true;
}
else
{
SpawnTracerExp(actor);
SpawnShrapX(actor);
KillActor(actor);
return true;
}
}
else
{
SpawnTracerExp(actor);
SpawnShrapX(actor);
KillActor(actor);
return true;
}
}
}
spawn_count++;
if (spawn_count < 128)
{
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, &s_RailPuff[0][0], actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 1.25);
actorNew->vel.X += RandomRangeF(140 / 16.) - RandomRangeF(140 / 16.);
actorNew->vel.Z += RandomRangeF(140 / 256.) - RandomRangeF(140 / 256.);
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, sg_RailPuff);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(0.15625, 0.15625);
actorNew->opos = actor->opos;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.change = actor->user.change;
ScaleSpriteVector(actorNew, 1500);
if (actor->user.Flags & (SPR_UNDERWATER))
actorNew->user.Flags |= (SPR_UNDERWATER);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoRailStart(DSWActor* actor)
{
if (SW_SHAREWARE) return false; // JBF: verify
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
SpawnTracerExp(actor);
SpawnShrapX(actor);
KillActor(actor);
return true;
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoRocket(DSWActor* actor)
{
if ((actor->user.FlagOwner -= ACTORMOVETICS)<=0 && actor->user.spal == 20)
{
double dist = (actor->spr.pos.XY() - actor->user.targetActor->spr.pos.XY()).Length();
actor->user.FlagOwner = int(dist * 0.25);
// Special warn sound attached to each seeker spawned
PlaySound(DIGI_MINEBEEP, actor, v3df_follow);
}
if (actor->user.Flags & (SPR_FIND_PLAYER))
{
VectorMissileSeek(actor, 30, 16, DAngle22_5, DAngle90 + DAngle45);
}
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
if (actor->user.Flags & (SPR_SUICIDE))
return true;
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor) && actor->user.coll.type != kHitNone)
{
if (actor->user.ID == BOLT_THINMAN_R4)
{
SpawnBunnyExp(actor);
}
else if (actor->user.Radius == NUKE_RADIUS)
SpawnNuclearExp(actor);
else
SpawnBoltExp(actor);
KillActor(actor);
return true;
}
}
if (!actor->user.Counter)
{
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 6.25);
SetOwner(actor, actorNew);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(0.625, 0.625);
actorNew->opos = actor->opos;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.change = actor->user.change;
ScaleSpriteVector(actorNew, 20000);
if (actor->user.Flags & (SPR_UNDERWATER))
actorNew->user.Flags |= (SPR_UNDERWATER);
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoMicroMini(DSWActor* actor)
{
short i;
for (i = 0; i < 3; i++)
{
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
SpawnMicroExp(actor);
KillActor(actor);
return true;
}
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SpawnExtraMicroMini(DSWActor* actor)
{
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Micro[0][0], actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, actor->vel.X);
SetOwner(GetOwner(actor), actorNew);
actorNew->spr.scale = DVector2(actor->spr.scale.X, actor->spr.scale.X);
actorNew->spr.shade = actor->spr.shade;
actorNew->copy_clipdist(actor);
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_MicroMini[0]);
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = actor->user.Radius;
actorNew->user.ceiling_dist = actor->user.ceiling_dist;
actorNew->user.floor_dist = actor->user.floor_dist;
actorNew->spr.cstat = actor->spr.cstat;
actorNew->spr.Angles.Yaw += RandomAngle(11.25) - DAngle22_5/2;
actorNew->vel.Z = -actor->vel.Z;
actorNew->vel.Z += RandomRangeF(16) - 8;
UpdateChange(actorNew);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoMicro(DSWActor* actor)
{
if (SW_SHAREWARE) return false; // JBF: verify
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
if (!actor->user.Counter)
{
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, actor->sector(),
actor->spr.pos, actor->spr.Angles.Yaw, 6.25);
SetOwner(GetOwner(actor), actorNew);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(0.34375, 0.3125);
actorNew->opos = actor->opos;
actorNew->vel.Z = -actor->vel.Z;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.change = actor->user.change;
ScaleSpriteVector(actorNew, 20000);
if (actor->user.Flags & (SPR_UNDERWATER))
actorNew->user.Flags |= (SPR_UNDERWATER);
// last smoke
if ((actor->user.WaitTics -= MISSILEMOVETICS) <= 0)
{
SetActorZ(actorNew, actorNew->spr.pos);
NewStateGroup(actor, &sg_MicroMini[0]);
actor->spr.scale = DVector2(0.15625, 0.15625);
actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE);
SpawnExtraMicroMini(actor);
return true;
}
}
// hit something
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
SpawnMicroExp(actor);
KillActor(actor);
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoUziBullet(DSWActor* actor)
{
// call move_sprite twice for each movement
// otherwize the moves are in too big an increment
for (int i = 0; i < 2; i++)
{
auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X * 0.5;
double daz = actor->vel.Z * 0.5;
auto spos = actor->spr.pos.XY();
actor->user.coll = move_missile(actor, DVector3(vec, daz), actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
actor->user.Dist += (spos - actor->spr.pos.XY()). Length();
MissileHitDiveArea(actor);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 128)
SpawnBubble(actor);
if (actor->user.coll.type != kHitNone)
{
WeaponMoveHit(actor);
auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT, UZI_SMOKE_REPEAT);
SetOwner(GetOwner(actor), actorNew);
actorNew->spr.Angles.Yaw = actor->spr.Angles.Yaw;
actorNew->clipdist = 8;
actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
if (!(actor->user.Flags & SPR_UNDERWATER))
{
actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, actorNew->sector(), actorNew->spr.pos, nullAngle, 0);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(UZI_SPARK_REPEAT, UZI_SPARK_REPEAT);
SetOwner(GetOwner(actor), actorNew);
actorNew->spr.Angles.Yaw = actor->spr.Angles.Yaw;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
}
KillActor(actor);
return true;
}
else if (actor->user.Dist > 500)
{
KillActor(actor);
return 0;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoBoltSeeker(DSWActor* actor)
{
MissileSeek(actor, 30, DAngle90 + DAngle45/*, 4, 48, 6*/);
DoBlurExtend(actor, 0, 4);
auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
double daz = actor->vel.Z;
actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
SpawnBoltExp(actor);
KillActor(actor);
return true;
}
}
return false;
}
int DoBoltShrapnel(DSWActor* actor)
{
return 0;
}
int DoBoltFatMan(DSWActor* actor)
{
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoElectro(DSWActor* actor)
{
DoBlurExtend(actor, 0, 4);
// only seek on Electro's after a hit on an actor
if (actor->user.Counter > 0)
MissileSeek(actor, 30, DAngle90/*, 3, 52, 2*/);
auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
double daz = actor->vel.Z;
actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
if (actor->user.Flags & (SPR_SUICIDE))
return true;
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
switch (actor->user.coll.type)
{
case kHitSprite:
{
auto hitActor = actor->user.coll.actor();
if (!(hitActor->spr.extra & SPRX_PLAYER_OR_ENEMY) || hitActor->user.ID == SKULL_R0 || hitActor->user.ID == BETTY_R0)
SpawnShrap(actor, nullptr);
break;
}
default:
SpawnShrap(actor, nullptr);
break;
}
KillActor(actor);
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoLavaBoulder(DSWActor* actor)
{
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
if (actor->user.Flags & (SPR_SUICIDE))
return true;
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
SpawnShrap(actor, nullptr);
KillActor(actor);
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoSpear(DSWActor* actor)
{
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
if (actor->user.Flags & (SPR_SUICIDE))
return true;
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
KillActor(actor);
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SpawnCoolieExp(DSWActor* actor)
{
ASSERT(actor->hasU());
actor->user.Counter = RandomRange(120); // This is the wait til birth time!
auto vect = actor->spr.pos + (actor->spr.Angles.Yaw + DAngle180).ToVector() * 4;
vect.Z -= ActorSizeZ(actor) * 0.75;
PlaySound(DIGI_COOLIEEXPLODE, actor, v3df_none);
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_EXP, s_BoltExp, actor->sector(), vect, actor->spr.Angles.Yaw, 0);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(actor, actorNew);
actorNew->spr.shade = -40;
actorNew->spr.pal = actorNew->user.spal = actor->user.spal;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.Radius = DamageData[DMG_BOLT_EXP].radius;
DoExpDamageTest(actorNew);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor)
{
if (actor->user.Flags & (SPR_UNDERWATER))
return;
if (enemyActor != nullptr)
{
// test for already burned
if ((enemyActor->spr.extra & SPRX_BURNABLE) && enemyActor->spr.shade > 40)
return;
if (!enemyActor->hasU())
{
ASSERT(true == false);
return;
}
auto flameActor = enemyActor->user.flameActor;
if (flameActor != nullptr)
{
double sizez = ActorSizeZ(enemyActor) + (ActorSizeZ(enemyActor) * 0.25);
if ((enemyActor->spr.extra & SPRX_BURNABLE))
return;
if (flameActor->user.Counter >= GetRepeatFromHeight(flameActor, sizez))
{
// keep flame only slightly bigger than the enemy itself
flameActor->user.Counter = GetRepeatFromHeight(flameActor, sizez);
}
else
{
//increase max size
flameActor->user.Counter += GetRepeatFromHeight(flameActor, 8);
}
// Counter is max size
if (flameActor->user.Counter >= 230)
{
// this is far too big
flameActor->user.Counter = 230;
}
if (flameActor->user.WaitTics < 2*120)
flameActor->user.WaitTics = 2*120; // allow it to grow again
return;
}
}
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_FLAMES, s_FireballFlames, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
if (enemyActor != nullptr)
enemyActor->user.flameActor = actorNew;
actorNew->spr.scale = DVector2(0.25, 0.25);
if (enemyActor != nullptr)
{
// large flame for trees and such
if ((enemyActor->spr.extra & SPRX_BURNABLE))
{
double sizez = ActorSizeZ(enemyActor) + (ActorSizeZ(enemyActor) * 0.25);
actorNew->user.Counter = GetRepeatFromHeight(actorNew, sizez);
}
else
{
actorNew->user.Counter = GetRepeatFromHeight(actorNew, ActorSizeZ(enemyActor) * 0.5);
}
}
else
{
actorNew->user.Counter = 48; // max flame size
}
SetOwner(GetOwner(actor), actorNew);
actorNew->spr.shade = -40;
actorNew->spr.pal = actorNew->user.spal = actor->user.spal;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
//actorNew->user.Radius = DamageData[DMG_FIREBALL_FLAMES].radius;
actorNew->user.Radius = 200;
if (enemyActor != nullptr)
{
SetAttach(enemyActor, actorNew);
}
else
{
if (TestDontStickSector(actorNew->sector()))
{
KillActor(actorNew);
return;
}
actorNew->user.floor_dist = actorNew->user.ceiling_dist = 0;
DoFindGround(actorNew);
actorNew->user.jump_speed = 0;
DoBeginJump(actorNew);
}
PlaySound(DIGI_FIRE1,actorNew,v3df_dontpan|v3df_doppler);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SpawnBreakFlames(DSWActor* actor)
{
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_FLAMES+1, s_BreakFlames, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
actorNew->spr.scale = DVector2(0.25, 0.25);
actorNew->user.Counter = 48; // max flame size
actorNew->spr.shade = -40;
if (actor->hasU())
actorNew->spr.pal = actorNew->user.spal = actor->user.spal;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.Radius = 200;
actorNew->user.floor_dist = actorNew->user.ceiling_dist = 0;
DoFindGround(actorNew);
actorNew->user.jump_speed = 0;
DoBeginJump(actorNew);
PlaySound(DIGI_FIRE1,actorNew,v3df_dontpan|v3df_doppler);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnBreakStaticFlames(DSWActor* actor)
{
auto actorNew = SpawnActor(STAT_STATIC_FIRE, FIREBALL_FLAMES, nullptr, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
if (RandomRange(1000) > 500)
actorNew->spr.picnum = 3143;
else
actorNew->spr.picnum = 3157;
actorNew->spr.hitag = LUMINOUS; //Always full brightness
actorNew->spr.scale = DVector2(0.5, 0.5);
actorNew->spr.shade = -40;
actorNew->spr.pal = actorNew->user.spal = actor->user.spal;
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.Radius = 200;
actorNew->user.floor_dist = actorNew->user.ceiling_dist = 0;
actorNew->spr.pos.Z = getflorzofslopeptr(actorNew->sector(), actorNew->spr.pos);
PlaySound(DIGI_FIRE1,actorNew,v3df_dontpan|v3df_doppler);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnFireballExp(DSWActor* actor)
{
ASSERT(actor->hasU());
if (actor->user.Flags & (SPR_SUICIDE))
return;
PlaySound(DIGI_SMALLEXP, actor, v3df_none);
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_EXP, s_FireballExp, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
actorNew->spr.scale = DVector2(0.8125, 0.8125);
SetOwner(GetOwner(actor), actorNew);
actorNew->spr.shade = -40;
actorNew->spr.pal = actorNew->user.spal = actor->user.spal;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->user.Flags |= (actor->user.Flags & (SPR_UNDERWATER));
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
//
// All this stuff assures that explosions do not go into floors &
// ceilings
//
SpawnExpZadjust(actor, actorNew, 15, 15);
if (RANDOM_P2(1024) < 150)
SpawnFireballFlames(actorNew, nullptr);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnGoroFireballExp(DSWActor* actor)
{
ASSERT(actor->hasU());
if (actor->user.Flags & (SPR_SUICIDE))
return;
PlaySound(DIGI_MEDIUMEXP, actor, v3df_none);
auto actorNew = SpawnActor(STAT_MISSILE, 0, s_FireballExp, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
actorNew->spr.scale = DVector2(0.25, 0.25);
SetOwner(GetOwner(actor), actorNew);
actorNew->spr.shade = -40;
actorNew->spr.pal = actorNew->user.spal = actor->user.spal;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
//
// All this stuff assures that explosions do not go into floors &
// ceilings
//
SpawnExpZadjust(actor, actorNew, 15, 15);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnBoltExp(DSWActor* actor)
{
ASSERT(actor->hasU());
if (actor->hasU() && (actor->user.Flags & SPR_SUICIDE))
return;
PlaySound(DIGI_BOLTEXPLODE, actor, v3df_none);
auto expActor = SpawnActor(STAT_MISSILE, BOLT_EXP, s_BoltExp, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
expActor->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(GetOwner(actor), expActor);
expActor->spr.shade = -40;
expActor->spr.scale = DVector2(1.1825, 1.1825);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) > 512)
expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
expActor->user.Radius = DamageData[DMG_BOLT_EXP].radius;
SpawnExpZadjust(actor, expActor, 40, 40);
DoExpDamageTest(expActor);
SetExpQuake(actor); // !JIM! made rocket launcher shake things
SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SpawnBunnyExp(DSWActor* actor)
{
ASSERT(actor->hasU());
if (actor->hasU() && (actor->user.Flags & SPR_SUICIDE))
return -1;
PlaySound(DIGI_BUNNYDIE3, actor, v3df_none);
actor->user.ID = BOLT_EXP; // Change id
InitBloodSpray(actor, true, -1);
InitBloodSpray(actor, true, -1);
InitBloodSpray(actor, true, -1);
DoExpDamageTest(actor);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnTankShellExp(DSWActor* actor)
{
ASSERT(actor->hasU());
if (actor->hasU() && (actor->user.Flags & SPR_SUICIDE))
return;
PlaySound(DIGI_BOLTEXPLODE, actor, v3df_none);
auto expActor = SpawnActor(STAT_MISSILE, TANK_SHELL_EXP, s_TankShellExp, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
expActor->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(GetOwner(actor), expActor);
expActor->spr.shade = -40;
expActor->spr.scale = DVector2(1.5, 1.5);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) > 512)
expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
expActor->user.Radius = DamageData[DMG_TANK_SHELL_EXP].radius;
SpawnExpZadjust(actor, expActor, 40, 40);
DoExpDamageTest(expActor);
SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16);
}
void SpawnNuclearSecondaryExp(DSWActor* actor, DAngle ang)
{
ASSERT(actor->hasU());
auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_GrenadeExp, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 32);
expActor->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(GetOwner(actor), expActor);
expActor->spr.shade = -128;
expActor->spr.scale = DVector2(3.40625, 2.375);
expActor->copy_clipdist(actor);
expActor->user.ceiling_dist = (16);
expActor->user.floor_dist = (16);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
//ang = RANDOM_P2(2048);
double const vel = (128+8) + RandomRangeF(128);
expActor->user.change.XY() = ang.ToVector() * vel;
expActor->user.Radius = 200; // was NUKE_RADIUS
expActor->user.coll = move_missile(expActor, DVector3(expActor->user.change.XY(), 0),
expActor->user.ceiling_dist,expActor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
if ((expActor->spr.pos - actor->spr.pos).Length() < 64)
{
KillActor(expActor);
return;
}
SpawnExpZadjust(actor, expActor, 50, 10);
InitChemBomb(expActor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnNuclearExp(DSWActor* actor)
{
DAngle ang=nullAngle;
PLAYER* pp = nullptr;
short rnd_rng;
ASSERT(actor->hasU());
if (actor->hasU() && (actor->user.Flags & SPR_SUICIDE))
return;
PlaySound(DIGI_NUCLEAREXP, actor, v3df_dontpan | v3df_doppler);
auto own = GetOwner(actor);
if (own && own->hasU())
{
pp = own->user.PlayerP;
rnd_rng = RandomRange(1000);
if (rnd_rng > 990)
PlayerSound(DIGI_LIKEHIROSHIMA, v3df_follow|v3df_dontpan,pp);
else if (rnd_rng > 980)
PlayerSound(DIGI_LIKENAGASAKI, v3df_follow|v3df_dontpan,pp);
else if (rnd_rng > 970)
PlayerSound(DIGI_LIKEPEARL, v3df_follow|v3df_dontpan,pp);
}
// Spawn big mushroom cloud
auto expActor = SpawnActor(STAT_MISSILE, MUSHROOM_CLOUD, s_NukeMushroom, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
expActor->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(own, expActor);
expActor->spr.shade = -128;
expActor->spr.scale = DVector2(4, 4);
expActor->copy_clipdist(actor);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
expActor->user.spal = expActor->spr.pal = PALETTE_PLAYER1; // Set nuke puff to gray
InitChemBomb(expActor);
// Do central explosion
expActor = SpawnActor(STAT_MISSILE, MUSHROOM_CLOUD, s_GrenadeExp, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
SetOwner(own, expActor);
expActor->spr.shade = -128;
expActor->spr.scale = DVector2(3.40625, 2.375);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) > 512)
expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
expActor->user.Radius = NUKE_RADIUS;
SpawnExpZadjust(actor, expActor, 30, 30);
DoExpDamageTest(expActor);
// Nuclear effects
SetNuclearQuake(actor);
SetFadeAmt(pp, -80, 1); // Nuclear flash
// Secondary blasts
ang = RandomAngle();
SpawnNuclearSecondaryExp(expActor, ang);
ang = ang + DAngle90 + RandomAngle(45);
SpawnNuclearSecondaryExp(expActor, ang);
ang = ang + DAngle90 + RandomAngle(45);
SpawnNuclearSecondaryExp(expActor, ang);
ang = ang + DAngle90 + RandomAngle(45);
SpawnNuclearSecondaryExp(expActor, ang);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnTracerExp(DSWActor* actor)
{
DSWActor* expActor;
ASSERT(actor->hasU());
if (actor->hasU() && (actor->user.Flags & SPR_SUICIDE))
return ;
if (actor->user.ID == BOLT_THINMAN_R1)
expActor = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, s_TracerExp, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
else
expActor = SpawnActor(STAT_MISSILE, TRACER_EXP, s_TracerExp, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
expActor->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(GetOwner(actor), expActor);
expActor->spr.shade = -40;
expActor->spr.scale = DVector2(0.0625, 0.0625);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) > 512)
expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
if (actor->user.ID == BOLT_THINMAN_R1)
{
expActor->user.Radius = DamageData[DMG_BASIC_EXP].radius;
DoExpDamageTest(expActor);
}
else
expActor->user.Radius = DamageData[DMG_BOLT_EXP].radius;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnMicroExp(DSWActor* actor)
{
ASSERT(actor->hasU());
if (actor->hasU() && (actor->user.Flags & SPR_SUICIDE))
return ;
auto expActor = SpawnActor(STAT_MISSILE, MICRO_EXP, s_MicroExp, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
expActor->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(GetOwner(actor), expActor);
expActor->spr.shade = -40;
expActor->spr.scale = DVector2(0.5, 0.5);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) > 512)
expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) > 512)
expActor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
expActor->user.Radius = DamageData[DMG_BOLT_EXP].radius;
//
// All this stuff assures that explosions do not go into floors &
// ceilings
//
SpawnExpZadjust(actor, expActor, 20, 20);
SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECT* sop)
{
unsigned sn;
// make sure it has a user
if (!actor->hasU())
{
SpawnUser(actor, 0, nullptr);
}
// find a free place on this list
for (sn = 0; sn < SIZ(sop->so_actors); sn++)
{
if (sop->so_actors[sn] == nullptr)
break;
}
if (sn >= SIZ(sop->so_actors) - 1) return;
sop->so_actors[sn] = actor;
so_setspriteinterpolation(sop, actor);
actor->user.Flags |= (SPR_ON_SO_SECTOR|SPR_SO_ATTACHED);
actor->user.pos.XY() = sop->pmid.XY() - actor->spr.pos.XY();
actor->user.pos.Z = sop->mid_sector->floorz - actor->spr.pos.Z;
actor->user.sang = actor->spr.Angles.Yaw;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECT* sop, bool smallflames)
{
unsigned sn;
auto expActor = SpawnActor(STAT_MISSILE, MICRO_EXP, s_BigGunFlame, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
expActor->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(Operator, expActor);
expActor->spr.shade = -40;
if (smallflames)
{
expActor->spr.scale = DVector2(0.1875, 0.1875);
}
else
{
expActor->spr.scale = DVector2(0.53125, 0.53125);
}
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) > 512)
expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) > 512)
expActor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
// place all sprites on list
for (sn = 0; sn < SIZ(sop->so_actors); sn++)
{
if (sop->so_actors[sn] == nullptr)
break;
}
if (sn >= SIZ(sop->so_actors) - 1) return;
sop->so_actors[sn] = expActor;
so_setspriteinterpolation(sop, expActor);
expActor->user.Flags |= (actor->user.Flags & (SPR_ON_SO_SECTOR|SPR_SO_ATTACHED));
if (actor->user.Flags & (SPR_ON_SO_SECTOR))
{
// move with sector its on
expActor->spr.pos.Z = actor->sector()->floorz - actor->user.pos.Z;
expActor->backupz();
}
else
{
// move with the mid sector
expActor->spr.pos.Z = sop->mid_sector->floorz - actor->user.pos.Z;
expActor->backupz();
}
expActor->user.pos = actor->user.pos;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnGrenadeSecondaryExp(DSWActor* actor, DAngle ang)
{
ASSERT(actor->hasU());
auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_GrenadeSmallExp, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 64);
expActor->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(GetOwner(actor), expActor);
expActor->spr.shade = -40;
expActor->spr.scale = DVector2(0.5, 0.5);
expActor->copy_clipdist(actor);
expActor->user.ceiling_dist = (16);
expActor->user.floor_dist = (16);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
//ang = RANDOM_P2(2048);
double vel = (96) + RandomRangeF(64);
expActor->user.change.XY() = ang.ToVector() * vel;
expActor->user.coll = move_missile(expActor, DVector3(expActor->user.change.XY(), 0),
expActor->user.ceiling_dist,expActor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
if ((expActor->spr.pos - actor->spr.pos).Length() < 64)
{
KillActor(expActor);
return;
}
SpawnExpZadjust(actor, expActor, 50, 10);
expActor->backuppos();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SpawnGrenadeSmallExp(DSWActor* actor)
{
SpawnGrenadeSecondaryExp(actor, RandomAngle());
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnGrenadeExp(DSWActor* actor)
{
ASSERT(actor->hasU());
if (actor->hasU() && (actor->user.Flags & SPR_SUICIDE))
return;
PlaySound(DIGI_30MMEXPLODE, actor, v3df_none);
if (RandomRange(1000) > 990)
{
auto own = GetOwner(actor);
if (own != nullptr && own->hasU() && own->user.PlayerP)
{
PlayerSound(DIGI_LIKEFIREWORKS, v3df_follow|v3df_dontpan, own->user.PlayerP);
}
}
auto pos = actor->spr.pos;
if (actor->user.ID == ZILLA_RUN_R0)
{
pos.X += (RandomRange(1000)-RandomRange(1000)) * maptoworld;
pos.Y += (RandomRange(1000) - RandomRange(1000)) * maptoworld;
pos.Z = ActorZOfMiddle(actor) + (RandomRange(1000)-RandomRange(1000)) * zmaptoworld;
}
auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_GrenadeExp, actor->sector(), pos, actor->spr.Angles.Yaw, 0);
expActor->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(GetOwner(actor), expActor);
expActor->spr.shade = -40;
expActor->spr.scale = DVector2(1.5, 1.5);
expActor->copy_clipdist(actor);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
expActor->user.Radius = DamageData[DMG_GRENADE_EXP].radius;
//
// All this stuff assures that explosions do not go into floors &
// ceilings
//
SpawnExpZadjust(actor, expActor, 100, 30);
DoExpDamageTest(expActor);
SetExpQuake(expActor);
SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 0);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, double upper_zsize, double lower_zsize)
{
double tos_z, bos_z;
ASSERT(expActor->hasU());
if (actor->hasU())
{
tos_z = expActor->spr.pos.Z - upper_zsize;
bos_z = expActor->spr.pos.Z + lower_zsize;
if (tos_z <= actor->user.hiz + 4)
{
expActor->spr.pos.Z = actor->user.hiz + upper_zsize;
expActor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
}
else if (bos_z > actor->user.loz)
{
expActor->spr.pos.Z = actor->user.loz - lower_zsize;
}
}
else
{
double cz,fz;
calcSlope(expActor->sector(), expActor->spr.pos, &cz, &fz);
tos_z = expActor->spr.pos.Z - upper_zsize;
bos_z = expActor->spr.pos.Z + lower_zsize;
if (tos_z <= cz + 4)
{
expActor->spr.pos.Z = cz + upper_zsize;
expActor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
}
else if (bos_z > fz)
{
expActor->spr.pos.Z = fz - lower_zsize;
}
}
expActor->backupz();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnMineExp(DSWActor* actor)
{
ASSERT(actor->hasU());
if (actor->hasU() && (actor->user.Flags & SPR_SUICIDE))
return;
change_actor_stat(actor, STAT_MISSILE);
PlaySound(DIGI_MINEBLOW, actor, v3df_none);
auto expActor = SpawnActor(STAT_MISSILE, MINE_EXP, s_MineExp, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
expActor->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(GetOwner(actor), expActor);
expActor->spr.shade = -40;
expActor->spr.scale = DVector2(1.6875, 1.6875);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
expActor->user.Radius = DamageData[DMG_MINE_EXP].radius;
//
// All this stuff assures that explosions do not go into floors &
// ceilings
//
SpawnExpZadjust(actor, expActor, 100, 20);
SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16);
SetExpQuake(expActor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoMineExp(DSWActor* actor)
{
DoExpDamageTest(actor);
return 0;
}
int DoSectorExp(DSWActor* actor)
{
actor->spr.pos += actor->user.change.XY();
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DSWActor* SpawnSectorExp(DSWActor* actor)
{
short explosion;
ASSERT(actor->hasU());
if (actor->user.Flags & (SPR_SUICIDE))
return nullptr;
PlaySound(DIGI_30MMEXPLODE, actor, v3df_none);
auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_SectorExp, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
expActor->spr.hitag = LUMINOUS; //Always full brightness
expActor->spr.shade = -40;
expActor->spr.scale = DVector2(1.40625, 1.40625);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
expActor->user.Radius = DamageData[DMG_SECTOR_EXP].radius;
DoExpDamageTest(expActor);
SetExpQuake(expActor);
SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16);
return expActor;
}
// called from SpawnShrap
DSWActor* SpawnLargeExp(DSWActor* actor)
{
PlaySound(DIGI_30MMEXPLODE, actor, v3df_none);
auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_SectorExp, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
expActor->spr.hitag = LUMINOUS; //Always full brightness
expActor->spr.shade = -40;
expActor->spr.scale = DVector2(1.40625, 1.40625);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
expActor->user.Radius = DamageData[DMG_SECTOR_EXP].radius;
SpawnExpZadjust(actor, expActor, 50, 50);
// Should not cause other sectors to explode
DoExpDamageTest(expActor);
SetExpQuake(expActor);
SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16);
return expActor;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnMeteorExp(DSWActor* actor)
{
DSWActor* expActor;
ASSERT(actor->hasU());
if (actor->user.Flags & (SPR_SUICIDE))
return;
if (actor->user.spal == 25) // Serp ball
{
expActor = SpawnActor(STAT_MISSILE, METEOR_EXP, s_TeleportEffect2, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
}
else
{
PlaySound(DIGI_MEDIUMEXP, actor, v3df_none);
expActor = SpawnActor(STAT_MISSILE, METEOR_EXP, s_MeteorExp, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
}
expActor->spr.hitag = LUMINOUS; //Always full brightness
expActor->spr.shade = -40;
if (actor->spr.scale.Y < 1)
{
// small
expActor->spr.scale = DVector2(1, 1);
}
else
{
// large - boss
expActor->spr.scale = DVector2(1.25, 1.25);
}
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
expActor->user.Radius = DamageData[DMG_BASIC_EXP].radius;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnLittleExp(DSWActor* actor)
{
short explosion;
PlaySound(DIGI_HEADSHOTHIT, actor, v3df_none);
auto expActor = SpawnActor(STAT_MISSILE, BOLT_EXP, s_SectorExp, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
expActor->spr.hitag = LUMINOUS; //Always full brightness
expActor->spr.shade = -127;
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
expActor->user.Radius = DamageData[DMG_BASIC_EXP].radius;
DoExpDamageTest(expActor);
SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoFireball(DSWActor* actor)
{
if (actor->user.Flags & (SPR_UNDERWATER))
{
actor->spr.scale.X -= REPEAT_SCALE;
actor->spr.scale.Y -= REPEAT_SCALE;
if (actor->spr.scale.X <= 0.578125)
{
SpawnSmokePuff(actor);
KillActor(actor);
return true;
}
}
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.coll.type != kHitNone)
{
bool hit_burn = false;
if (WeaponMoveHit(actor))
{
switch (actor->user.coll.type)
{
case kHitSprite:
{
auto hitActor = actor->user.coll.actor();
if ((hitActor->spr.extra & SPRX_BURNABLE))
{
if (!hitActor->hasU())
SpawnUser(hitActor, hitActor->spr.picnum, nullptr);
SpawnFireballFlames(actor, hitActor);
hit_burn = true;
}
break;
}
}
if (!hit_burn)
{
if (actor->user.ID == GORO_FIREBALL)
SpawnGoroFireballExp(actor);
else
SpawnFireballExp(actor);
}
KillActor(actor);
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoFindGround(DSWActor* actor)
{
Collision ceilhit, florhit;
// recursive routine to find the ground - either sector or floor sprite
// skips over enemy and other types of sprites
auto save_cstat = actor->spr.cstat;
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
FAFgetzrange(actor->spr.pos, actor->sector(), &actor->user.hiz, &ceilhit, &actor->user.loz, &florhit, actor->clipdist - GETZRANGE_CLIP_ADJ, CLIPMASK_PLAYER);
actor->spr.cstat = save_cstat;
switch (florhit.type)
{
case kHitSprite:
{
auto florActor = florhit.actor();
if ((florActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR))
{
// found a sprite floor
actor->user.lowActor = florActor;
actor->user.lo_sectp = nullptr;
return true;
}
else
{
// reset the blocking bit of what you hit and try again -
// recursive
auto bak_cstat = florActor->spr.cstat;
florActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
DoFindGround(actor);
florActor->spr.cstat = bak_cstat;
}
return false;
}
case kHitSector:
{
actor->user.lo_sectp = florhit.hitSector;
actor->user.lowActor = nullptr;
return true;
}
default:
ASSERT(true == false);
break;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoFindGroundPoint(DSWActor* actor)
{
Collision ceilhit, florhit;
// recursive routine to find the ground - either sector or floor sprite
// skips over enemy and other types of sprites
auto save_cstat = actor->spr.cstat;
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
FAFgetzrangepoint(actor->spr.pos, actor->sector(), &actor->user.hiz, &ceilhit, &actor->user.loz, &florhit);
actor->spr.cstat = save_cstat;
switch (florhit.type)
{
case kHitSprite:
{
auto florActor = florhit.actor();
if ((florActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR))
{
// found a sprite floor
actor->user.lowActor = florActor;
actor->user.lo_sectp = nullptr;
return true;
}
else
{
// reset the blocking bit of what you hit and try again -
// recursive
auto bak_cstat = florActor->spr.cstat;
florActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
DoFindGroundPoint(actor);
florActor->spr.cstat = bak_cstat;
}
return false;
}
case kHitSector:
{
actor->user.lo_sectp = florhit.hitSector;
actor->user.lowActor = nullptr;
return true;
}
default:
ASSERT(true == false);
break;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoNapalm(DSWActor* actor)
{
DoBlurExtend(actor, 1, 7);
if (actor->user.Flags & (SPR_UNDERWATER))
{
actor->spr.scale.X -= REPEAT_SCALE;
actor->spr.scale.Y -= REPEAT_SCALE;
if (actor->spr.scale.X <= 0.46875)
{
SpawnSmokePuff(actor);
KillActor(actor);
return true;
}
}
auto oldv = actor->spr.pos;
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
{
// this sprite is suPlayerosed to go through players/enemys
// if hit a player/enemy back up and do it again with blocking reset
if (actor->user.coll.type == kHitSprite)
{
auto hitActor = actor->user.coll.actor();
if ((hitActor->spr.cstat & CSTAT_SPRITE_BLOCK) && !(hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
{
auto hcstat = hitActor->spr.cstat;
actor->spr.pos = oldv;
hitActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
hitActor->spr.cstat = hcstat;
}
}
}
actor->user.Counter++;
if (actor->user.Counter > 2)
actor->user.Counter = 0;
if (!actor->user.Counter)
{
PlaySound(DIGI_NAPPUFF, actor, v3df_none);
auto expActor = SpawnActor(STAT_MISSILE, NAP_EXP, s_NapExp, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
expActor->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(actor, expActor);
expActor->spr.shade = -40;
expActor->spr.cstat = actor->spr.cstat;
expActor->spr.scale = DVector2(0.75, 1);
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
if (RANDOM_P2(1024) < 512)
expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
expActor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT);
expActor->user.Radius = 1500;
DoFindGroundPoint(expActor);
MissileWaterAdjust(expActor);
expActor->spr.pos.Z = expActor->user.loz;
expActor->backupz();
if (actor->user.Flags & (SPR_UNDERWATER))
expActor->user.Flags |= SPR_UNDERWATER;
ASSERT(expActor->spr.picnum == 3072);
ASSERT(expActor->user.Tics == 0);
}
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
KillActor(actor);
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoBloodWorm(DSWActor* actor)
{
actor->user.coll = move_ground_missile(actor, actor->user.change.XY(), actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
if (actor->user.coll.type != kHitNone)
{
actor->user.change.XY() = -actor->user.change.XY();
actor->user.coll.setNone();
actor->spr.Angles.Yaw += DAngle180;
return true;
}
MissileHitDiveArea(actor);
if (!actor->user.z_tgt)
{
// stay alive for 10 seconds
if (++actor->user.Counter3 > 3)
{
InitBloodSpray(actor, false, 1);
InitBloodSpray(actor, false, 1);
InitBloodSpray(actor, false, 1);
// Kill any old zombies you own
SWStatIterator it(STAT_ENEMY);
while (auto itActor = it.Next())
{
if (!itActor->hasU()) continue;
if (itActor->user.ID == ZOMBIE_RUN_R0 && GetOwner(itActor) == GetOwner(actor))
{
InitBloodSpray(itActor, true, 105);
InitBloodSpray(itActor, true, 105);
SetSuicide(itActor);
break;
}
}
SpawnZombie2(actor);
KillActor(actor);
return true;
}
}
DAngle ang = actor->spr.Angles.Yaw + DAngle90;
double amt = (RandomRangeF(128) - 64) * 0.5;
auto bpos = actor->spr.pos.XY();
actor->spr.pos += ang.ToVector() * 1024 * amt;
auto sect = actor->sector();
updatesectorz(actor->spr.pos, &sect);
if (sect)
{
GlobalSkipZrange = true;
InitBloodSpray(actor, false, 1);
GlobalSkipZrange = false;
}
actor->spr.pos.XY() = bpos;
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoMeteor(DSWActor* actor)
{
return false;
}
int DoSerpMeteor(DSWActor* actor)
{
auto oldv = actor->spr.pos;
actor->spr.scale.X += (MISSILEMOVETICS * 2 * REPEAT_SCALE);
if (actor->spr.scale.X > 1.25)
actor->spr.scale.X = (1.25);
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
if (actor->user.coll.type != kHitNone)
{
// this sprite is supposed to go through players/enemys
// if hit a player/enemy back up and do it again with blocking reset
if (actor->user.coll.type == kHitSprite)
{
auto hitActor = actor->user.coll.actor();
if (hitActor->hasU() && hitActor->user.ID >= SKULL_R0 && hitActor->user.ID <= SKULL_SERP)
{
auto hcstat = hitActor->spr.cstat;
actor->spr.pos = oldv;
hitActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
hitActor->spr.cstat = hcstat;
}
}
if (WeaponMoveHit(actor))
{
SpawnMeteorExp(actor);
KillActor(actor);
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoMirvMissile(DSWActor* actor)
{
actor->spr.scale.X += (MISSILEMOVETICS * 2 * REPEAT_SCALE);
if (actor->spr.scale.X > 1.25)
actor->spr.scale.X = (1.25);
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
if (actor->user.coll.type != kHitNone)
{
if (WeaponMoveHit(actor))
{
SpawnMeteorExp(actor);
KillActor(actor);
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoMirv(DSWActor* actor)
{
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
MissileHitDiveArea(actor);
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
SpawnBubble(actor);
actor->user.Counter++;
actor->user.Counter &= 1;
if (!actor->user.Counter)
{
int i;
static const DAngle angs[] =
{
DAngle90,
-DAngle90
};
for (i = 0; i < 2; i++)
{
auto actorNew = SpawnActor(STAT_MISSILE, MIRV_METEOR, &sg_MirvMeteor[0][0], actor->sector(),
actor->spr.pos, actor->spr.Angles.Yaw + angs[i], 50);
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_MirvMeteor[0]);
actorNew->user.StateEnd = s_MirvMeteorExp;
SetOwner(actor, actorNew);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(0.625, 0.625);
actorNew->clipdist = 2;
actorNew->vel.Z = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->user.ceiling_dist = (16);
actorNew->user.floor_dist = (16);
actorNew->user.Dist = 12.5;
//actorNew->user.Dist = 0;
UpdateChange(actorNew);
if (actor->user.Flags & (SPR_UNDERWATER))
actorNew->user.Flags |= (SPR_UNDERWATER);
}
}
if (actor->user.coll.type != kHitNone)
{
SpawnMeteorExp(actor);
KillActor(actor);
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool MissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist)
{
bool retval = false;
// backup values
auto oldc = actor->user.change;
double oldvel = actor->vel.X;
double oldzvel = actor->vel.Z;
// make missile move in smaller increments
actor->vel.X = dist * (6. / MISSILEMOVETICS) * inttoworld; // not going to change 36 calls for this...
actor->vel.Z *= (6. / MISSILEMOVETICS);
// some Weapon Animators use this
UpdateChange(actor);
actor->user.Flags |= (SPR_SET_POS_DONT_KILL);
if ((*DoWeapon)(actor))
retval = true;
actor->user.Flags &= ~(SPR_SET_POS_DONT_KILL);
// reset values
actor->user.change = oldc;
actor->vel.X = oldvel;
actor->vel.Z = oldzvel;
// update for interpolation
actor->backuppos();
return retval;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool TestMissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist, double zvel)
{
bool retval = false;
// backup values
auto oldc = actor->user.change;
double oldvel = actor->vel.X;
double oldzvel = actor->vel.Z;
// make missile move in smaller increments
actor->vel.X = dist * ( 3. / 8. / MISSILEMOVETICS);
zvel *= (6. / MISSILEMOVETICS);
// some Weapon Animators use this
UpdateChangeXY(actor);
actor->user.change.Z = zvel;
actor->user.Flags |= (SPR_SET_POS_DONT_KILL);
if ((*DoWeapon)(actor))
retval = true;
actor->user.Flags &= ~(SPR_SET_POS_DONT_KILL);
// reset values
actor->user.change = oldc;
actor->vel.X = oldvel;
actor->vel.Z = oldzvel;
// update for interpolation
actor->backuppos();
return retval;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
constexpr int RINGMOVETICS = (MISSILEMOVETICS * 2);
constexpr double RING_OUTER_DIST = 200;
constexpr double RING_INNER_DIST = 50;
int DoRing(DSWActor* actor)
{
auto own = GetOwner(actor);
if (!own) return 0; // this would crash.
PLAYER* pp = own->user.PlayerP;
double cz,fz;
if (actor->user.Flags & (SPR_UNDERWATER))
{
actor->spr.scale.X -= REPEAT_SCALE;
actor->spr.scale.Y -= REPEAT_SCALE;
if (actor->spr.scale.X <= 0.46875)
{
SpawnSmokePuff(actor);
KillActor(actor);
return true;
}
}
double z;
// move the center with the player
if (pp)
z = pp->actor->getOffsetZ() + 20;
else
z = ActorZOfMiddle(own) + 30;
actor->spr.pos = DVector3(own->spr.pos.XY(), z);
// go out until its time to come back in
if (actor->user.Counter2 == false)
{
actor->user.Dist += 0.5 * RINGMOVETICS;
if (actor->user.Dist > RING_OUTER_DIST)
{
actor->user.Counter2 = true;
}
}
else
{
actor->user.Dist -= 0.5 * RINGMOVETICS;
if (actor->user.Dist <= RING_INNER_DIST)
{
if (!pp)
own->user.Counter--;
KillActor(actor);
return 0;
}
}
// rotate the ring
actor->spr.Angles.Yaw += mapangle(5 * RINGMOVETICS);
// put it out there
actor->spr.pos += actor->spr.Angles.Yaw.ToVector() * actor->user.Dist;
if (pp) actor->spr.pos.Z -= actor->user.Dist * pp->horizon.ZzHORIZON.Tan() * 2.; // horizon math sucks...
SetActor(actor, actor->spr.pos);
ASSERT(actor->insector());
calcSlope(actor->sector(), actor->spr.pos, &cz, &fz);
// bound the sprite by the sectors ceiling and floor
if (actor->spr.pos.Z > fz)
{
actor->spr.pos.Z = fz;
}
if (actor->spr.pos.Z < cz + ActorSizeZ(actor))
{
actor->spr.pos.Z = (cz + ActorSizeZ(actor));
}
// Done last - check for damage
DoDamageTest(actor);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void InitSpellRing(PLAYER* pp)
{
short missiles;
short max_missiles = 16;
short ammo;
DAngle ang;
ammo = NAPALM_MIN_AMMO;
if (pp->WpnAmmo[WPN_HOTHEAD] < ammo)
return;
else
PlayerUpdateAmmo(pp, WPN_HOTHEAD, -ammo);
DAngle ang_diff = DAngle360 / max_missiles;
DAngle ang_start = pp->angle.ang - DAngle180;
if (!SW_SHAREWARE)
PlaySound(DIGI_RFWIZ, pp, v3df_none);
if (!pp->insector())
return;
for (missiles = 0, ang = ang_start; missiles < max_missiles; ang += ang_diff, missiles++)
{
auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, FIREBALL1, s_Ring, pp->cursector, pp->actor->getPosWithOffsetZ(), ang, 0);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
actorNew->vel.X = 31.25;
SetOwner(pp->actor, actorNew);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(0.5, 0.5);
actorNew->vel.Z = 0;
actorNew->user.pos.Z = 20;
actorNew->user.Dist = RING_INNER_DIST;
actorNew->user.Counter = max_missiles;
actorNew->user.Counter2 = 0;
actorNew->user.ceiling_dist = 10;
actorNew->user.floor_dist = 10;
// put it out there
actorNew->spr.pos += actorNew->spr.Angles.Yaw.ToVector() * actorNew->user.Dist;
actorNew->spr.pos.Z += pp->actor->getOffsetZ() + 20 - (actorNew->user.Dist * pp->horizon.ZzHORIZON.Tan() * 2.); // horizon math sucks...
actorNew->spr.Angles.Yaw += DAngle90;
actorNew->backuppos();
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoSerpRing(DSWActor* actor)
{
double cz,fz;
auto own = GetOwner(actor);
// if Owner does not exist or he's dead on the floor
// kill off all of his skull children
if (own == nullptr || own->user.RotNum < 5)
{
UpdateSinglePlayKills(actor);
DoSkullBeginDeath(actor);
// +2 does not spawn shrapnel
actor->user.ID = SKULL_SERP;
return 0;
}
double zz = actor->spr.pos.Z + actor->vel.Z;
if (zz > own->spr.pos.Z - actor->user.pos.Z)
zz = own->spr.pos.Z - actor->user.pos.Z;
// move the center with the player
actor->spr.pos = DVector3(own->spr.pos.XY(), zz);
// go out until its time to come back in
if (actor->user.Counter2 == false)
{
actor->user.Dist += 0.5 * RINGMOVETICS;
if (actor->user.Dist > actor->user.TargetDist)
actor->user.Counter2 = true;
}
// rotate the ring
actor->user.slide_ang += mapangle(actor->spr.yint);
// rotate the heads
if (actor->user.Flags & (SPR_BOUNCE))
actor->spr.Angles.Yaw += mapangle(28 * RINGMOVETICS);
else
actor->spr.Angles.Yaw -= mapangle(28 * RINGMOVETICS);
// put it out there
actor->spr.pos += actor->user.slide_ang.ToVector() * actor->user.Dist;
SetActor(actor, actor->spr.pos);
ASSERT(actor->insector());
calcSlope(actor->sector(), actor->spr.pos, &cz, &fz);
// bound the sprite by the sectors ceiling and floor
if (actor->spr.pos.Z > fz)
{
actor->spr.pos.Z = fz;
}
if (actor->spr.pos.Z < cz + ActorSizeZ(actor))
{
actor->spr.pos.Z = cz + ActorSizeZ(actor);
}
if (actor->user.Counter2 > 0)
{
DSWActor* tActor = own->user.targetActor;
if (!tActor->hasU() ||
!tActor->user.PlayerP ||
!(tActor->user.PlayerP->Flags & PF_DEAD))
{
actor->user.targetActor = own->user.targetActor;
double dist = (actor->spr.pos.XY() - actor->user.targetActor->spr.pos.XY()).Length();
// if ((dist ok and random ok) OR very few skulls left)
if ((dist < 1125 && (RANDOM_P2(2048<<5)>>5) < 16) || own->user.Counter < 4)
{
auto sect = actor->sector();
updatesector(actor->spr.pos, &sect);
// if (valid sector and can see target)
if (sect != nullptr && CanSeePlayer(actor))
{
extern STATE* sg_SkullJump[];
actor->user.ID = SKULL_R0;
actor->spr.Angles.Yaw = (actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY()).Angle();
actor->vel.X = dist * (3. / 64) + RandomRangeF(16);
actor->user.jump_speed = -800;
change_actor_stat(actor, STAT_ENEMY);
NewStateGroup(actor, sg_SkullJump);
DoBeginJump(actor);
return 0;
}
}
}
}
return 0;
}
int InitLavaFlame(DSWActor* actor)
{
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SetZVelFromTarget(DSWActor* actorNew, DSWActor* actor, bool setchange = false, double offset = 0)
{
// find the distance to the target (player)
double dist = (actorNew->spr.pos.XY() - actor->user.targetActor->spr.pos.XY()).Length();
if (dist != 0)
{
double zdist = (ActorUpperZ(actor->user.targetActor) - actorNew->spr.pos.Z - offset) / dist;
double change = zdist * actorNew->vel.X;
actorNew->vel.Z = change;
if (setchange) actorNew->user.change.Z = change;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitLavaThrow(DSWActor* actor)
{
short w;
// get angle to player and also face player when attacking
actor->spr.Angles.Yaw = (actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY()).Angle();
double nz = ActorZOfTop(actor) + (ActorSizeZ(actor) * 0.25);
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, LAVA_BOULDER, s_LavaBoulder, actor->sector(),
DVector3(actor->spr.pos.XY(), nz), actor->spr.Angles.Yaw, NINJA_BOLT_VELOCITY);
SetOwner(actor, actorNew);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
actorNew->spr.scale = DVector2(1.125, 1.125);
actorNew->spr.shade = -15;
actorNew->vel.Z = 0;
actorNew->spr.Angles.Yaw = actor->spr.Angles.Yaw;
if (RANDOM_P2(1024) > 512)
actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) > 512)
actorNew->spr.cstat |= (CSTAT_SPRITE_YFLIP);
actorNew->user.Radius = 200;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->clipdist = 16;
actorNew->user.ceiling_dist = (14);
actorNew->user.floor_dist = (14);
UpdateChange(actorNew);
MissileSetPos(actorNew, DoLavaBoulder, 1200);
// find the distance to the target (player)
SetZVelFromTarget(actorNew, actor, true);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void InitVulcanBoulder(DSWActor* actor)
{
DAngle nang;
double zsize;
int zvel, zvel_rand;
int delta;
int vel;
if (SP_TAG7(actor))
{
delta = SP_TAG5(actor);
nang = actor->spr.Angles.Yaw + mapangle((RandomRange(delta) - (delta >> 1)));
}
else
{
nang = RandomAngle();
}
if (SP_TAG6(actor))
vel = SP_TAG6(actor);
else
vel = 800;
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, LAVA_BOULDER, s_VulcanBoulder, actor->sector(), actor->spr.pos.plusZ(-40), nang, ((vel/2 + vel/4) + RandomRange(vel/4)) / 16.);
SetOwner(actor, actorNew);
double scale = 0.125 + RandomRange(72) * REPEAT_SCALE;
actorNew->spr.scale = DVector2(scale, scale);
actorNew->spr.shade = -40;
actorNew->spr.Angles.Yaw = nang;
actorNew->user.Counter = 0;
zsize = ActorSizeZ(actorNew);
actorNew->user.Radius = 200;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->clipdist = 16;
actorNew->user.ceiling_dist = zsize/2;
actorNew->user.floor_dist = zsize/2;
if (RANDOM_P2(1024) > 512)
actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) > 512)
actorNew->spr.cstat |= (CSTAT_SPRITE_YFLIP);
if (SP_TAG7(actor))
{
zvel = SP_TAG7(actor);
zvel_rand = SP_TAG8(actor);
}
else
{
zvel = 50;
zvel_rand = 40;
}
UpdateChangeXY(actorNew);
actorNew->user.change.Z = -zvel -RandomRange(zvel_rand);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitSerpRing(DSWActor* actor)
{
DAngle ang, ang_diff, ang_start;
int missiles;
int max_missiles;
const int SERP_RING_DIST = 175;
extern STATE s_SkullExplode[];
extern STATE s_SkullRing[5][1];
extern STATE* sg_SkullRing[];
max_missiles = 12;
actor->user.Counter = max_missiles;
ang_diff = DAngle360 / max_missiles;
ang_start = actor->spr.Angles.Yaw - DAngle180;
PlaySound(DIGI_SERPSUMMONHEADS, actor, v3df_none);
for (missiles = 0, ang = ang_start; missiles < max_missiles; ang += ang_diff, missiles++)
{
auto actorNew = SpawnActor(STAT_SKIP4, SKULL_SERP, &s_SkullRing[0][0], actor->sector(), actor->spr.pos, ang, 0);
actorNew->vel.X = 31.25;
SetOwner(actor, actorNew);
actorNew->spr.shade = -20;
actorNew->spr.scale = DVector2(1, 1);
actorNew->spr.yint = 2*RINGMOVETICS;
actorNew->vel.Z = 3;
actorNew->spr.pal = 0;
actorNew->spr.pos.Z = ActorZOfTop(actor) - 20;
actorNew->user.pos.Z = 50;
// ang around the serp is now slide_ang
actorNew->user.slide_ang = actorNew->spr.Angles.Yaw;
// randomize the head turning angle
actorNew->spr.Angles.Yaw = RandomAngle();
// control direction of spinning
actor->user.Flags ^= SPR_BOUNCE;
actorNew->user.Flags |= (actor->user.Flags & (SPR_BOUNCE));
actorNew->user.Dist = 37.5;
actorNew->user.TargetDist = SERP_RING_DIST;
actorNew->user.Counter2 = 0;
actorNew->user.StateEnd = s_SkullExplode;
actorNew->user.Rot = sg_SkullRing;
// defaults do change the statnum
EnemyDefaults(actorNew, nullptr, nullptr);
change_actor_stat(actorNew, STAT_SKIP4);
actorNew->spr.extra &= ~(SPRX_PLAYER_OR_ENEMY);
actorNew->clipdist = 12;
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->user.Radius = 400;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void InitSpellNapalm(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
unsigned i;
short ammo;
static const MISSILE_PLACEMENT mp[] =
{
{600 * 6, 400, DAngle90},
{0, 1100, nullAngle},
{600 * 6, 400, -DAngle90},
};
ammo = NAPALM_MIN_AMMO;
if (pp->WpnAmmo[WPN_HOTHEAD] < ammo)
return;
else
PlayerUpdateAmmo(pp, WPN_HOTHEAD, -ammo);
PlaySound(DIGI_NAPFIRE, pp, v3df_none);
if (!pp->insector())
return;
for (i = 0; i < SIZ(mp); i++)
{
auto actor = SpawnActor(STAT_MISSILE, FIREBALL1, s_Napalm, pp->cursector,
pp->actor->getPosWithOffsetZ().plusZ(12), pp->angle.ang, NAPALM_VELOCITY*2);
actor->spr.hitag = LUMINOUS; //Always full brightness
if (i==0) // Only attach sound to first projectile
{
PlaySound(DIGI_NAPWIZ, actor, v3df_follow);
}
SetOwner(pp->actor, actor);
actor->spr.shade = -40;
actor->spr.scale = DVector2(0.5, 0.5);
actor->clipdist = 0;
setFreeAimVelocity(actor->vel.X, actor->vel.Z, pp->horizon.ZzHORIZON, HORIZ_MULTF);
actor->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actor->user.Flags2 |= (SPR2_BLUR_TAPER_FAST);
actor->user.floor_dist = (1);
actor->user.ceiling_dist = (1);
actor->user.Dist = 12.5;
auto oclipdist = plActor->clipdist;
plActor->clipdist = 0.25;
if (mp[i].dist_over != 0)
{
actor->spr.Angles.Yaw += mp[i].ang;
HelpMissileLateral(actor, mp[i].dist_over);
actor->spr.Angles.Yaw -= mp[i].ang;
}
UpdateChange(actor);
if (MissileSetPos(actor, DoNapalm, mp[i].dist_out))
{
plActor->clipdist = oclipdist;
KillActor(actor);
continue;
}
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actor))
actor->user.Flags |= (SPR_UNDERWATER);
plActor->clipdist = oclipdist;
actor->user.Counter = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitEnemyNapalm(DSWActor* actor)
{
unsigned i;
static const MISSILE_PLACEMENT mp[] =
{
{600 * 6, 400, DAngle90},
{0, 1100, nullAngle},
{600 * 6, 400, -DAngle90},
};
PlaySound(DIGI_NAPFIRE, actor, v3df_none);
for (i = 0; i < SIZ(mp); i++)
{
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Napalm, actor->sector(),
DVector3(actor->spr.pos, ActorZOfTop(actor) + (ActorSizeZ(actor) * 0.25)), actor->spr.Angles.Yaw, NAPALM_VELOCITY);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
if (i==0) // Only attach sound to first projectile
{
PlaySound(DIGI_NAPWIZ, actorNew, v3df_follow);
}
if (actor->user.ID == ZOMBIE_RUN_R0)
SetOwner(GetOwner(actor), actorNew);
else
SetOwner(actor, actorNew);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(0.5, 0.5);
actorNew->clipdist = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.Flags2 |= (SPR2_BLUR_TAPER_FAST);
actorNew->user.floor_dist = (1);
actorNew->user.ceiling_dist = (1);
actorNew->user.Dist = 12.5;
auto oclipdist = actor->clipdist;
actor->clipdist = 0.25;
if (mp[i].dist_over != 0)
{
actorNew->spr.Angles.Yaw += mp[i].ang;
HelpMissileLateral(actorNew, mp[i].dist_over);
actorNew->spr.Angles.Yaw -= mp[i].ang;
}
// find the distance to the target (player)
SetZVelFromTarget(actorNew, actor);
UpdateChange(actorNew);
MissileSetPos(actorNew, DoNapalm, mp[i].dist_out);
actor->clipdist = oclipdist;
actor->user.Counter = 0;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitSpellMirv(PLAYER* pp)
{
PlaySound(DIGI_MIRVFIRE, pp, v3df_none);
if (!pp->insector())
return 0;
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Mirv, pp->cursector, pp->actor->getPosWithOffsetZ().plusZ(12), pp->angle.ang, MIRV_VELOCITY);
PlaySound(DIGI_MIRVWIZ, actorNew, v3df_follow);
SetOwner(pp->actor, actorNew);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(1.125, 1.125);
actorNew->clipdist = 2;
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->horizon.ZzHORIZON, HORIZ_MULTF);
actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.floor_dist = (16);
actorNew->user.ceiling_dist = (16);
actorNew->user.Dist = 12.5;
DSWActor* plActor = pp->actor;
auto oclipdist = plActor->clipdist;
plActor->clipdist = 0;
UpdateChange(actorNew);
MissileSetPos(actorNew, DoMirv, 600);
plActor->clipdist = oclipdist;
actorNew->user.Counter = 0;
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitEnemyMirv(DSWActor* actor)
{
PlaySound(DIGI_MIRVFIRE, actor, v3df_none);
auto actorNew = SpawnActor(STAT_MISSILE, MIRV_METEOR, s_Mirv, actor->sector(),
DVector3(actor->spr.pos, ActorZOfTop(actor) + (ActorSizeZ(actor) * 0.25)), actor->spr.Angles.Yaw, MIRV_VELOCITY);
PlaySound(DIGI_MIRVWIZ, actorNew, v3df_follow);
SetOwner(actor, actorNew);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(1.125, 1.125);
actorNew->clipdist = 2;
actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.floor_dist = (16);
actorNew->user.ceiling_dist = (16);
actorNew->user.Dist = 12.5;
UpdateChange(actorNew);
MissileSetPos(actorNew, DoMirv, 600);
// find the distance to the target (player)
SetZVelFromTarget(actorNew, actor, true);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitSwordAttack(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
unsigned stat;
DAngle face;
PlaySound(DIGI_SWORDSWOOSH, pp, v3df_dontpan | v3df_doppler);
if (pp->Flags & (PF_DIVING))
{
DSWActor* bubble;
static const DAngle dangs[] =
{
-DAngle45, -DAngle22_5, nullAngle, DAngle22_5, DAngle45
};
for (size_t i = 0; i < countof(dangs); i++)
{
if (RandomRange(1000) < 500) continue; // Don't spawn bubbles every time
bubble = SpawnBubble(pp->actor);
if (bubble != nullptr)
{
bubble->spr.Angles.Yaw = pp->angle.ang; // check me out later.
auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;
// back it up a bit to get it out of your face
auto ang = bubble->spr.Angles.Yaw + dangs[i] + random_amt;
auto vec = ang.ToVector() * 240;
move_missile(bubble, DVector3(vec, 0), plActor->user.ceiling_dist, plActor->user.floor_dist, CLIPMASK_PLAYER, 1);
}
}
}
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
if (!itActor->hasU())
break;
if (itActor->user.PlayerP == pp)
break;
if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
continue;
double dist = (pp->actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
face = mapangle(200);
if (dist < CloseRangeDist(itActor, plActor, 62.5) && PlayerFacingRange(pp, itActor, face))
{
if (SpriteOverlapZ(pp->actor, itActor, 20))
{
if (FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), ActorVectOfMiddle(plActor), plActor->sector()))
DoDamage(itActor, pp->actor);
}
}
}
}
// all this is to break glass
{
HitInfo hit{};
double dax = 1024., daz = 0;
DAngle daang = pp->angle.ang;
setFreeAimVelocity(dax, daz, pp->horizon.ZzHORIZON, 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.));
FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->angle.ang.ToVector() * dax, daz), hit, CLIPMASK_MISSILE);
if (hit.hitSector == nullptr)
return 0;
if ((pp->actor->getPosWithOffsetZ() - hit.hitpos).Length() < 43.75)
{
if (hit.actor() != nullptr)
{
extern STATE s_TrashCanPain[];
auto hitActor = hit.actor();
if (hitActor->hasU()) // JBF: added null check
{
switch (hitActor->user.ID)
{
case ZILLA_RUN_R0:
SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos, daang);
PlaySound(DIGI_SWORDCLANK, hit.hitpos, v3df_none);
break;
case TRASHCAN:
if (hitActor->user.WaitTics <= 0)
{
hitActor->user.WaitTics = SEC(2);
ChangeState(hitActor, s_TrashCanPain);
}
SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos, daang);
PlaySound(DIGI_SWORDCLANK, hit.hitpos, v3df_none);
PlaySound(DIGI_TRASHLID, hitActor, v3df_none);
break;
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos, daang);
PlaySound(DIGI_SWORDCLANK, hit.hitpos, v3df_none);
break;
}
}
if (hitActor->spr.lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(nullptr, WPN_STAR, hitActor))
return 0;
}
if ((hitActor->spr.extra & SPRX_BREAKABLE))
{
HitBreakSprite(hitActor, 0);
}
// hit a switch?
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL) && (hitActor->spr.lotag || hitActor->spr.hitag))
{
ShootableSwitch(hitActor);
}
}
if (hit.hitWall != nullptr)
{
if (hit.hitWall->twoSided())
{
if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
{
if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
{
return 0;
}
}
}
if (hit.hitWall->lotag == TAG_WALL_BREAK)
{
HitBreakWall(hit.hitWall, hit.hitpos, pp->angle.ang, plActor->user.ID);
}
// hit non breakable wall - do sound and puff
else
{
SpawnSwordSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos, daang);
PlaySound(DIGI_SWORDCLANK, hit.hitpos, v3df_none);
}
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitFistAttack(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
unsigned stat;
double reach;
DAngle face;
PlaySound(DIGI_STAR, pp, v3df_dontpan|v3df_doppler);
if (pp->Flags & (PF_DIVING))
{
DSWActor* bubble;
static const DAngle dangs[] =
{
-DAngle22_5, DAngle22_5
};
for (size_t i = 0; i < countof(dangs); i++)
{
bubble = SpawnBubble(pp->actor);
if (bubble != nullptr)
{
bubble->spr.Angles.Yaw = pp->angle.ang; // check me out later.
auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;
// back it up a bit to get it out of your face
auto angle = bubble->spr.Angles.Yaw + dangs[i] + random_amt;
auto vec = angle.ToVector() * 240;
move_missile(bubble, DVector3(vec, 0), plActor->user.ceiling_dist, plActor->user.floor_dist, CLIPMASK_PLAYER, 1);
}
}
}
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
if (itActor->user.PlayerP == pp)
break;
if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
continue;
double dist = (pp->actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
bool iactive = pp->InventoryActive[2];
if (iactive) // Shadow Bombs give you demon fist
{
face = mapangle(190);
reach = 143.75;
}
else
{
reach = 62.5;
face = mapangle(200);
}
if (dist < CloseRangeDist(itActor, plActor, reach) && PlayerFacingRange(pp, itActor, face))
{
if (SpriteOverlapZ(pp->actor, itActor, 20) || iactive)
{
if (FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), ActorVectOfMiddle(plActor), plActor->sector()))
DoDamage(itActor, plActor);
if (iactive)
{
SpawnDemonFist(itActor);
}
}
}
}
}
// all this is to break glass
{
HitInfo hit{};
double dax = 1024., daz = 0;
auto daang = pp->angle.ang;
setFreeAimVelocity(dax, daz, pp->horizon.ZzHORIZON, 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.));
FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->angle.ang.ToVector() * dax, daz), hit, CLIPMASK_MISSILE);
if (hit.hitSector == nullptr)
return 0;
if ((pp->actor->getPosWithOffsetZ() - hit.hitpos).Length() < 43.75)
{
if (hit.actor() != nullptr)
{
extern STATE s_TrashCanPain[];
auto hitActor = hit.actor();
if (hitActor->hasU()) // JBF: added null check
{
switch (hitActor->user.ID)
{
case ZILLA_RUN_R0:
SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos, daang);
PlaySound(DIGI_ARMORHIT, hit.hitpos, v3df_none);
break;
case TRASHCAN:
if (hitActor->user.WaitTics <= 0)
{
hitActor->user.WaitTics = SEC(2);
ChangeState(hitActor, s_TrashCanPain);
}
SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos, daang);
PlaySound(DIGI_ARMORHIT, hit.hitpos, v3df_none);
PlaySound(DIGI_TRASHLID, hitActor, v3df_none);
break;
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos, daang);
PlaySound(DIGI_ARMORHIT, hit.hitpos, v3df_none);
break;
}
}
if (hitActor->spr.lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(nullptr, WPN_STAR, hitActor))
return 0;
}
if ((hitActor->spr.extra & SPRX_BREAKABLE))
{
HitBreakSprite(hitActor,0);
}
// hit a switch?
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL) && (hitActor->spr.lotag || hitActor->spr.hitag))
{
ShootableSwitch(hitActor);
}
switch (hitActor->spr.picnum)
{
case 5062:
case 5063:
case 4947:
SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos, daang);
PlaySound(DIGI_ARMORHIT, hit.hitpos, v3df_none);
if (RandomRange(1000) > 700)
PlayerUpdateHealth(pp,1); // Give some health
hitActor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
break;
}
}
if (hit.hitWall != nullptr)
{
if (hit.hitWall->twoSided())
{
if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
{
if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
{
return 0;
}
}
}
if (hit.hitWall->lotag == TAG_WALL_BREAK)
{
HitBreakWall(hit.hitWall, hit.hitpos, pp->angle.ang, plActor->user.ID);
}
// hit non breakable wall - do sound and puff
else
{
SpawnSwordSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos, daang);
PlaySound(DIGI_ARMORHIT, hit.hitpos, v3df_none);
if (PlayerTakeDamage(pp, nullptr))
{
PlayerUpdateHealth(pp, -(RandomRange(2<<8)>>8));
PlayerCheckDeath(pp, nullptr);
}
}
}
}
return 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitSumoNapalm(DSWActor* actor)
{
short dist;
short ang;
static const MISSILE_PLACEMENT mp[] =
{
{0, 1100, nullAngle},
};
PlaySound(DIGI_NAPFIRE, actor, v3df_none);
DAngle angle = actor->spr.Angles.Yaw;
for (int j = 0; j < 4; j++)
{
for (size_t i = 0; i < countof(mp); i++)
{
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Napalm, actor->sector(),
DVector3(actor->spr.pos.XY(), ActorZOfTop(actor)), angle, NAPALM_VELOCITY);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
if (i == 0) // Only attach sound to first projectile
{
PlaySound(DIGI_NAPWIZ, actorNew, v3df_follow);
}
SetOwner(actor, actorNew);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(0.5, 0.5);
actorNew->clipdist = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.Flags2 |= (SPR2_BLUR_TAPER_FAST);
actorNew->user.floor_dist = (1);
actorNew->user.ceiling_dist = (1);
actorNew->user.Dist = 12.5;
auto oclipdist = actor->clipdist;
actor->clipdist = 0.25;
if (mp[i].dist_over != 0)
{
HelpMissileLateral(actorNew, mp[i].dist_over);
}
// find the distance to the target (player)
SetZVelFromTarget(actorNew, actor);
UpdateChange(actorNew);
MissileSetPos(actorNew, DoNapalm, mp[i].dist_out);
actor->clipdist = oclipdist;
actor->user.Counter = 0;
}
angle += DAngle90;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitSumoSkull(DSWActor* actor)
{
extern STATE s_SkullExplode[];
extern STATE s_SkullWait[5][1];
extern STATE* sg_SkullWait[];
extern ATTRIBUTE SkullAttrib;
PlaySound(DIGI_SERPSUMMONHEADS, actor, v3df_none);
auto actorNew = SpawnActor(STAT_ENEMY, SKULL_R0, &s_SkullWait[0][0], actor->sector(), ActorVectOfMiddle(actor), actor->spr.Angles.Yaw, 0);
actorNew->vel.X = 31.25;
SetOwner(actor, actorNew);
actorNew->spr.shade = -20;
actorNew->spr.scale = DVector2(1, 1);
actorNew->spr.pal = 0;
// randomize the head turning angle
actorNew->spr.Angles.Yaw = RandomAngle();
// control direction of spinning
actor->user.Flags ^= SPR_BOUNCE;
actorNew->user.Flags |= (actor->user.Flags & (SPR_BOUNCE));
actorNew->user.StateEnd = s_SkullExplode;
actorNew->user.Rot = sg_SkullWait;
actorNew->user.Attrib = &SkullAttrib;
DoActorSetSpeed(actor, NORM_SPEED);
actorNew->user.Counter = RANDOM_P2(2048);
actorNew->user.pos.Z = actorNew->spr.pos.Z;
actorNew->user.Health = 100;
// defaults do change the statnum
EnemyDefaults(actorNew, nullptr, nullptr);
actorNew->spr.extra |= SPRX_PLAYER_OR_ENEMY;
actorNew->clipdist = 12;
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->user.Radius = 400;
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitSumoStompAttack(DSWActor* actor)
{
unsigned stat;
short reach;
PlaySound(DIGI_30MMEXPLODE, actor, v3df_dontpan|v3df_doppler);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
if (itActor != actor->user.targetActor)
break;
if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
continue;
double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
if (dist < CloseRangeDist(itActor, actor, 1024))
{
if (FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), ActorVectOfMiddle(actor), actor->sector()))
DoDamage(itActor, actor);
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitMiniSumoClap(DSWActor* actor)
{
auto targetActor = actor->user.targetActor;
if (!targetActor) return 0;
double dist = (actor->spr.pos.XY() - targetActor->spr.pos.XY()).Length();
if (dist < CloseRangeDist(targetActor, actor, 62.5))
{
if (SpriteOverlapZ(actor, targetActor, 20))
{
if (FAFcansee(ActorVectOfMiddle(targetActor), targetActor->sector(), ActorVectOfMiddle(actor), actor->sector()))
{
PlaySound(DIGI_CGTHIGHBONE, actor, v3df_follow | v3df_dontpan);
DoDamage(targetActor, actor);
}
}
}
else if (dist < CloseRangeDist(targetActor, actor, 625))
{
if (FAFcansee(ActorVectOfMiddle(targetActor), targetActor->sector(), ActorVectOfMiddle(actor), actor->sector()))
{
PlaySound(DIGI_30MMEXPLODE, actor, v3df_none);
SpawnFireballFlames(actor, targetActor);
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int WeaponAutoAim(DSWActor* actor, DSWActor* mislActor, DAngle ang, bool test)
{
if (actor->hasU() && actor->user.PlayerP)
{
if (Autoaim(actor->user.PlayerP->pnum) != 1)
{
return -1;
}
}
DSWActor* hitActor;
if ((hitActor = DoPickTarget(actor, ang, test)) != nullptr)
{
mislActor->user.WpnGoalActor = hitActor;
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
auto delta = hitActor->spr.pos.XY() - mislActor->spr.pos.XY();
mislActor->spr.Angles.Yaw = delta.Angle();
double dist = delta.Length();
if (dist != 0)
{
double zh;
double tos = ActorZOfTop(hitActor);
double diff = mislActor->spr.pos.Z - tos;
double siz = ActorSizeZ(hitActor);
// hit_sprite is below
if (diff < -50)
zh = tos + (siz * 0.5);
else
// hit_sprite is above
if (diff > 50)
zh = tos + (siz * 0.125);
else
zh = tos + (siz * 0.25);
mislActor->vel.Z = mislActor->vel.X * (zh - mislActor->spr.pos.Z) / dist;
}
return 0;
}
return -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int WeaponAutoAimZvel(DSWActor* actor, DSWActor* missileActor, double *zvel, DAngle ang, bool test)
{
if (actor->hasU() && actor->user.PlayerP)
{
if (!Autoaim(actor->user.PlayerP->pnum))
{
return -1;
}
}
DSWActor* hitActor;
if ((hitActor = DoPickTarget(actor, ang, test)) != nullptr)
{
missileActor->user.WpnGoalActor = hitActor;
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
missileActor->spr.Angles.Yaw = (hitActor->spr.pos.XY() - missileActor->spr.pos.XY()).Angle();
double dist = (missileActor->spr.pos.XY() - hitActor->spr.pos.XY()).Length();
if (dist != 0)
{
double zh;
double tos = ActorZOfTop(hitActor);
double diff = missileActor->spr.pos.Z - tos;
double siz = ActorSizeZ(hitActor);
// hit_sprite is below
if (diff < -50)
zh = tos + (siz * 0.5);
else
// hit_sprite is above
if (diff > 50)
zh = tos + (siz * 0.125);
else
zh = tos + (siz * 0.25);
*zvel = (missileActor->vel.X * (zh - missileActor->spr.pos.Z)) / dist;
}
return 0;
}
return -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DSWActor* AimHitscanToTarget(DSWActor* actor, double *z, DAngle *ang, double z_ratio)
{
DSWActor* hitActor = actor->user.targetActor;
if (hitActor == nullptr)
return nullptr;
hitActor->user.Flags |= (SPR_TARGETED);
hitActor->user.Flags |= (SPR_ATTACKED);
auto delta = hitActor->spr.pos.XY() - actor->spr.pos.XY();
*ang = delta.Angle();
// find the distance to the target
double dist = delta.Length();
if (dist != 0)
{
double zh = ActorUpperZ(hitActor);
// This doesn't look like it makes much sense...
auto vect = ang->ToVector() * 1024;
if (delta.X != 0)
*z = vect.X * (zh - *z) / delta.X;
else if (delta.Y != 0)
*z = vect.Y * (zh - *z) / delta.Y;
else
*z = 0;
// so actors won't shoot straight up at you
// need to be a bit of a distance away
// before they have a valid shot
if (abs(*z / dist) > z_ratio)
{
return nullptr;
}
}
return hitActor;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DSWActor* WeaponAutoAimHitscan(DSWActor* actor, double *z, DAngle *ang, bool test)
{
if (actor->hasU() && actor->user.PlayerP)
{
if (!Autoaim(actor->user.PlayerP->pnum))
{
return nullptr;
}
}
DSWActor* picked;
if ((picked = DoPickTarget(actor, *ang, test)) != nullptr)
{
picked->user.Flags |= (SPR_TARGETED);
picked->user.Flags |= (SPR_ATTACKED);
*ang = (picked->spr.pos.XY() - actor->spr.pos.XY()).Angle();
// find the distance to the target
double dist = (actor->spr.pos.XY() - picked->spr.pos.XY()).Length();
if (dist != 0)
{
double zh = (ActorZOfTop(picked) + (ActorSizeZ(picked) * 0.5));
auto vect = ang->ToVector() * 1024;
if (picked->spr.pos.X - actor->spr.pos.X != 0)
*z = vect.X * (zh - *z) / (picked->spr.pos.X - actor->spr.pos.X);
else if (picked->spr.pos.Y - actor->spr.pos.Y != 0)
*z = vect.Y * (zh - *z) / (picked->spr.pos.Y - actor->spr.pos.Y);
else
*z = 0;
}
}
return picked;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void WeaponHitscanShootFeet(DSWActor* actor, DSWActor* hitActor, double *zvect)
{
auto delta = hitActor->spr.pos.XY() - actor->spr.pos.XY();
DAngle ang = delta.Angle();
// find the distance to the target
double dist = delta.Length();
if (dist != 0)
{
double zh = ActorZOfBottom(hitActor) + 20;
double z = actor->spr.pos.Z;
auto vect = ang.ToVector() * 1024;
if (delta.X != 0)
*zvect = vect.X * (zh - z) / delta.X;
else if (delta.Y != 0)
*zvect = vect.Y * (zh - z) / delta.Y;
else
*zvect = 0;
}
}
int InitStar(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
static DAngle dang[] = { mapangle(-12), mapangle(12) };
const double STAR_REPEAT = 0.40625;
const int STAR_HORIZ_ADJ = 100;
PlayerUpdateAmmo(pp, plActor->user.WeaponNum, -3);
PlaySound(DIGI_STAR, pp, v3df_dontpan|v3df_doppler);
if (!pp->insector())
return 0;
auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 8);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector, pos, pp->angle.ang, STAR_VELOCITY);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(STAR_REPEAT, STAR_REPEAT);
actorNew->spr.shade = -25;
actorNew->clipdist = 2;
// zvel was overflowing with this calculation - had to move to a local long var
double zvel = 0;
setFreeAimVelocity(actorNew->vel.X, zvel, pp->horizon.ZzHORIZON, (HORIZ_MULT + STAR_HORIZ_ADJ) * 0.5);
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->user.WeaponNum = plActor->user.WeaponNum;
actorNew->user.Radius = 100;
actorNew->user.Counter = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
// zvel had to be tweaked alot for this weapon
// MissileSetPos seemed to be pushing the sprite too far up or down when
// the horizon was tilted. Never figured out why.
actorNew->vel.Z = zvel * 0.5;
double act2zvel = actorNew->vel.Z;
if (MissileSetPos(actorNew, DoStar, 1000))
{
KillActor(actorNew);
return 0;
}
if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5/4, false) != -1)
{
zvel = actorNew->vel.Z;
}
UpdateChangeXY(actorNew);
actorNew->user.change.Z = zvel;
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
actorNew->backuppos();
for (size_t i = 0; i < countof(dang); i++)
{
auto actorNew2 = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector,pos, actorNew->spr.Angles.Yaw + dang[i], actorNew->vel.X);
SetOwner(GetOwner(actorNew), actorNew2);
actorNew2->spr.scale = DVector2(STAR_REPEAT, STAR_REPEAT);
actorNew2->spr.shade = actorNew->spr.shade;
actorNew2->spr.extra = actorNew->spr.extra;
actorNew2->copy_clipdist(actorNew);
actorNew2->user.WeaponNum = actorNew->user.WeaponNum;
actorNew2->user.Radius = actorNew->user.Radius;
actorNew2->user.ceiling_dist = actorNew->user.ceiling_dist;
actorNew2->user.floor_dist = actorNew->user.floor_dist;
actorNew2->user.Flags2 = actorNew->user.Flags2 & ~(SPR2_FLAMEDIE); // mask out any new flags here for safety.
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew2))
actorNew2->user.Flags |= SPR_UNDERWATER;
actorNew2->vel.Z = act2zvel;
if (MissileSetPos(actorNew2, DoStar, 1000))
{
KillActor(actorNew2);
return 0;
}
// move the same as middle star
actorNew2->user.change.Z = actorNew->user.change.Z;
UpdateChangeXY(actorNew2);
actorNew2->backuppos();
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void InitHeartAttack(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
short i = 0;
static const MISSILE_PLACEMENT mp[] =
{
{0, 1100, nullAngle},
};
PlayerUpdateAmmo(pp, WPN_HEART, -1);
if (!pp->insector())
return;
auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, BLOOD_WORM, s_BloodWorm, pp->cursector,
pp->actor->getPosWithOffsetZ().plusZ(12), pp->angle.ang, BLOOD_WORM_VELOCITY*2);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(pp->actor, actorNew);
actorNew->spr.shade = -10;
actorNew->spr.scale = DVector2(0.8125, 0.8125);
actorNew->clipdist = 0;
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->horizon.ZzHORIZON, HORIZ_MULTF);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.Flags2 |= (SPR2_DONT_TARGET_OWNER);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
actorNew->user.floor_dist = (1);
actorNew->user.ceiling_dist = (1);
actorNew->user.Dist = 12.5;
auto oclipdist = plActor->clipdist;
plActor->clipdist = 0.25;
UpdateChange(actorNew);
MissileSetPos(actorNew, DoBloodWorm, mp[i].dist_out);
plActor->clipdist = oclipdist;
actorNew->user.Counter = 0;
actorNew->user.Counter2 = 0;
actorNew->user.Counter3 = 0;
actorNew->user.WaitTics = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ContinueHitscan(PLAYER* pp, sectortype* sect, const DVector3& start, DAngle ang, const DVector3& vect)
{
HitInfo hit{};
DSWActor* actor = pp->actor;
FAFhitscan(start, sect, vect, hit, CLIPMASK_MISSILE);
if (hit.hitSector == nullptr)
return 0;
if (hit.actor() == nullptr && hit.hitWall == nullptr)
{
if (abs(hit.hitpos.Z - hit.hitSector->ceilingz) <= 1)
{
hit.hitpos.Z += 16;
if ((hit.hitSector->ceilingstat & CSTAT_SECTOR_SKY))
return 0;
}
else if (abs(hit.hitpos.Z - hit.hitSector->floorz) <= 1)
{
}
}
if (hit.hitWall != nullptr)
{
if (hit.hitWall->twoSided())
{
if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
{
if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
{
return 0;
}
}
}
if (hit.hitWall->lotag == TAG_WALL_BREAK)
{
HitBreakWall(hit.hitWall, hit.hitpos, ang, actor->user.ID);
return 0;
}
QueueHole(hit.hitSector, hit.hitWall, hit.hitpos);
}
// hit a sprite?
if (hit.actor() != nullptr)
{
auto hitActor = hit.actor();
if (hitActor->spr.lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(nullptr, WPN_SHOTGUN, hit.actor()))
return 0;
}
if ((hitActor->spr.extra & SPRX_BREAKABLE))
{
HitBreakSprite(hit.actor(),0);
return 0;
}
if (BulletHitSprite(pp->actor, hit.actor(), hit.hitpos, 0))
return 0;
// hit a switch?
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL) && (hitActor->spr.lotag || hitActor->spr.hitag))
{
ShootableSwitch(hit.actor());
}
}
auto j = SpawnShotgunSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos, ang);
DoHitscanDamage(j, hit.actor());
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitShotgun(PLAYER* pp)
{
DSWActor* actor = pp->actor;
HitInfo hit{};
short cstat = 0;
PlayerUpdateAmmo(pp, actor->user.WeaponNum, -1);
PlaySound(DIGI_RIOTFIRE2, pp, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
actor->user.Vis = 128;
if (pp->WpnShotgunAuto)
{
switch (pp->WpnShotgunType)
{
case 1:
pp->WpnShotgunAuto--;
}
}
auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z);
double dax = 1024.;
double daz = pos.Z;
DAngle daang = DAngle22_5 * 0.5;
if (WeaponAutoAimHitscan(pp->actor, &daz, &daang, false) == nullptr)
{
setFreeAimVelocity(dax, daz, pp->horizon.ZzHORIZON, 1000.);
daang = pp->angle.ang;
}
double ndaz;
DAngle ndaang;
for (int i = 0; i < 12; i++)
{
if (pp->WpnShotgunType == 0)
{
ndaz = daz + RandomRangeF(120) - 45;
ndaang = daang + mapangle(RandomRange(30) - 15);
}
else
{
ndaz = daz + RandomRangeF(200) - 65;
ndaang = daang + mapangle(RandomRange(70) - 30);
}
DVector3 vect(ndaang.ToVector() * dax, ndaz);
FAFhitscan(pos, pp->cursector, vect, hit, CLIPMASK_MISSILE);
if (hit.hitSector == nullptr)
{
continue;
}
if (hit.actor() == nullptr && hit.hitWall == nullptr)
{
if (abs(hit.hitpos.Z - hit.hitSector->ceilingz) <= 1)
{
hit.hitpos.Z += 16;
cstat |= (CSTAT_SPRITE_YFLIP);
if ((hit.hitSector->ceilingstat & CSTAT_SECTOR_SKY))
continue;
if (SectorIsUnderwaterArea(hit.hitSector))
{
WarpToSurface(hit.hitpos, &hit.hitSector);
ContinueHitscan(pp, hit.hitSector, hit.hitpos, ndaang, vect);
continue;
}
}
else if (abs(hit.hitpos.Z - hit.hitSector->floorz) <= 1)
{
if ((hit.hitSector->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)
{
SpawnSplashXY(hit.hitpos, hit.hitSector);
if (SectorIsDiveArea(hit.hitSector))
{
WarpToUnderwater(hit.hitpos, &hit.hitSector);
ContinueHitscan(pp, hit.hitSector, hit.hitpos, ndaang, vect);
}
continue;
}
}
}
if (hit.hitWall != nullptr)
{
if (hit.hitWall->twoSided())
{
if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
{
if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
{
continue;
}
}
}
if (hit.hitWall->lotag == TAG_WALL_BREAK)
{
HitBreakWall(hit.hitWall, hit.hitpos, ndaang, actor->user.ID);
continue;
}
QueueHole(hit.hitSector, hit.hitWall, hit.hitpos);
}
// hit a sprite?
if (hit.actor() != nullptr)
{
auto hitActor = hit.actor();
if (hitActor->hasU() && hitActor->user.ID == TRASHCAN) // JBF: added null check
{
extern STATE s_TrashCanPain[];
PlaySound(DIGI_TRASHLID, hitActor, v3df_none);
if (hitActor->user.WaitTics <= 0)
{
hitActor->user.WaitTics = SEC(2);
ChangeState(hitActor,s_TrashCanPain);
}
}
if (hitActor->spr.lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(nullptr, WPN_SHOTGUN, hitActor))
continue;
}
if ((hitActor->spr.extra & SPRX_BREAKABLE))
{
HitBreakSprite(hitActor,0);
continue;
}
if (BulletHitSprite(pp->actor, hitActor, hit.hitpos, SHOTGUN_SMOKE))
continue;
// hit a switch?
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL) && (hitActor->spr.lotag || hitActor->spr.hitag))
{
ShootableSwitch(hitActor);
}
}
auto j = SpawnShotgunSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos, ndaang);
DoHitscanDamage(j, hit.actor());
}
DoPlayerBeginRecoil(pp, SHOTGUN_RECOIL_AMT);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitLaser(PLAYER* pp)
{
DSWActor* actor = pp->actor;
DoPlayerBeginRecoil(pp, RAIL_RECOIL_AMT);
PlayerUpdateAmmo(pp, actor->user.WeaponNum, -1);
PlaySound(DIGI_RIOTFIRE, pp, v3df_dontpan|v3df_doppler);
if (!pp->insector())
return 0;
auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 8);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursector, pos, pp->angle.ang, 18.75);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(0.8125, 0.8125);
actorNew->spr.shade = -15;
actorNew->clipdist = 4;
// the slower the missile travels the less of a zvel it needs
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->horizon.ZzHORIZON, 16.);
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
auto oclipdist = actor->clipdist;
actor->clipdist = 0;
actorNew->spr.Angles.Yaw += DAngle90;
HelpMissileLateral(actorNew, 900);
actorNew->spr.Angles.Yaw -= DAngle90;
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
// the slower the missile travels the less of a zvel it needs
// move it 1200 dist in increments - works better
if (MissileSetPos(actorNew, DoLaserStart, 300))
{
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
if (MissileSetPos(actorNew, DoLaserStart, 300))
{
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
if (MissileSetPos(actorNew, DoLaserStart, 300))
{
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
if (MissileSetPos(actorNew, DoLaserStart, 300))
{
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
actor->clipdist = oclipdist;
if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) == -1)
{
actorNew->spr.Angles.Yaw -= mapangle(5);
}
UpdateChange(actorNew);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitRail(PLAYER* pp)
{
DSWActor* actor = pp->actor;
double zvel;
if (SW_SHAREWARE) return false; // JBF: verify
DoPlayerBeginRecoil(pp, RAIL_RECOIL_AMT);
PlayerUpdateAmmo(pp, actor->user.WeaponNum, -1);
PlaySound(DIGI_RAILFIRE, pp, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
actor->user.Vis = 128;
if (!pp->insector())
return 0;
auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 11);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursector, pos, pp->angle.ang, 75);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(0.8125, 0.8125);
actorNew->spr.shade = -15;
setFreeAimVelocity(actorNew->vel.X, zvel, pp->horizon.ZzHORIZON, (HORIZ_MULT + 17) * 0.5);
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Rail[0]);
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = RAIL_RADIUS;
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_INVISIBLE);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
// at certain angles the clipping box was big enough to block the
// initial positioning
auto oclipdist = actor->clipdist;
actor->clipdist = 0;
actorNew->clipdist = 2;
actorNew->spr.Angles.Yaw += DAngle90;
HelpMissileLateral(actorNew, 700);
actorNew->spr.Angles.Yaw -= DAngle90;
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
if (TestMissileSetPos(actorNew, DoRailStart, 1200, zvel))
{
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
actor->clipdist = oclipdist;
actorNew->vel.Z = zvel * 0.5;
if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) == -1)
{
actorNew->spr.Angles.Yaw -= mapangle(4);
}
else
zvel = actorNew->vel.Z; // Let autoaiming set zvel now
UpdateChangeXY(actorNew);
actorNew->user.change.Z = zvel;
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitZillaRail(DSWActor* actor)
{
if (SW_SHAREWARE) return false; // JBF: verify
PlaySound(DIGI_RAILFIRE, actor, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
actor->user.Vis = 128;
auto pos = ActorVectOfTop(actor);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], actor->sector(), pos, actor->spr.Angles.Yaw, 75);
SetOwner(actor, actorNew);
actorNew->spr.scale = DVector2(0.8125, 0.8125);
actorNew->spr.shade = -15;
double zvel = (100 * (HORIZ_MULT+17)) / 256.;
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Rail[0]);
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = RAIL_RADIUS;
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_INVISIBLE);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
// at certain angles the clipping box was big enough to block the
// initial positioning
auto oclipdist = actor->clipdist;
actor->clipdist = 0;
actorNew->clipdist = 2;
actorNew->spr.Angles.Yaw += DAngle90;
HelpMissileLateral(actorNew, 700);
actorNew->spr.Angles.Yaw -= DAngle90;
if (SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
if (TestMissileSetPos(actorNew, DoRailStart, 1200, zvel))
{
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
actor->clipdist = oclipdist;
actorNew->vel.Z = zvel * 0.5;
if (WeaponAutoAim(actor, actorNew, DAngle22_5 / 4, false) == -1)
{
actorNew->spr.Angles.Yaw -= mapangle(4);
}
else
zvel = actorNew->vel.Z; // Let autoaiming set zvel now
UpdateChangeXY(actorNew);
actorNew->user.change.Z = zvel;
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitRocket(PLAYER* pp)
{
DSWActor* actor = pp->actor;
double zvel;
DoPlayerBeginRecoil(pp, ROCKET_RECOIL_AMT);
PlayerUpdateAmmo(pp, actor->user.WeaponNum, -1);
auto const WpnRocketHeat = pp->WpnRocketHeat;
if (WpnRocketHeat)
{
switch (pp->WpnRocketType)
{
case 1:
pp->WpnRocketHeat--;
break;
}
}
PlaySound(DIGI_RIOTFIRE, pp, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
actor->user.Vis = 128;
if (!pp->insector())
return 0;
auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 8);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector, pos, pp->angle.ang, ROCKET_VELOCITY);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(1.40626, 1.40625);
actorNew->spr.shade = -15;
setFreeAimVelocity(actorNew->vel.X, zvel, pp->horizon.ZzHORIZON, (HORIZ_MULT + 35) * 0.5);
actorNew->clipdist = 4;
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Rocket[0]);
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 2000;
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
// Set default palette
actorNew->spr.pal = actorNew->user.spal = 17; // White
if (WpnRocketHeat)
{
switch (pp->WpnRocketType)
{
case 1:
actorNew->user.Flags |= (SPR_FIND_PLAYER);
actorNew->spr.pal = actorNew->user.spal = 20; // Yellow
break;
}
}
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
auto oclipdist = actor->clipdist;
actor->clipdist = 0;
actorNew->spr.Angles.Yaw += DAngle90;
HelpMissileLateral(actorNew, 900);
actorNew->spr.Angles.Yaw -= DAngle90;
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
// cancel smoke trail
actorNew->user.Counter = 1;
if (TestMissileSetPos(actorNew, DoRocket, 1200, zvel))
{
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
// inable smoke trail
actorNew->user.Counter = 0;
actor->clipdist = oclipdist;
actorNew->vel.Z = zvel * 0.5;
if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) == -1)
{
actorNew->spr.Angles.Yaw -= mapangle(5);
}
else
zvel = actorNew->vel.Z; // Let autoaiming set zvel now
UpdateChangeXY(actorNew);
actorNew->user.change.Z = zvel;
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitBunnyRocket(PLAYER* pp)
{
DSWActor* actor = pp->actor;
double zvel;
DoPlayerBeginRecoil(pp, ROCKET_RECOIL_AMT);
PlayerUpdateAmmo(pp, actor->user.WeaponNum, -1);
auto const WpnRocketHeat = pp->WpnRocketHeat;
if (WpnRocketHeat)
{
switch (pp->WpnRocketType)
{
case 1:
pp->WpnRocketHeat--;
break;
}
}
PlaySound(DIGI_BUNNYATTACK, pp, v3df_dontpan|v3df_doppler);
if (!pp->insector())
return 0;
auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 8);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R4, &s_BunnyRocket[0][0], pp->cursector, pos, pp->angle.ang, ROCKET_VELOCITY);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(1, 1);
actorNew->spr.shade = -15;
setFreeAimVelocity(actorNew->vel.X, zvel, pp->horizon.ZzHORIZON, (HORIZ_MULT + 35) * 0.5);
actorNew->clipdist = 4;
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_BunnyRocket[0]);
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 2000;
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
if (WpnRocketHeat)
{
switch (pp->WpnRocketType)
{
case 1:
actorNew->user.Flags |= (SPR_FIND_PLAYER);
break;
}
}
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
auto oclipdist = actor->clipdist;
actor->clipdist = 0;
actorNew->spr.Angles.Yaw += DAngle90;
HelpMissileLateral(actorNew, 900);
actorNew->spr.Angles.Yaw -= DAngle90;
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
// cancel smoke trail
actorNew->user.Counter = 1;
if (TestMissileSetPos(actorNew, DoRocket, 1200, zvel))
{
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
// inable smoke trail
actorNew->user.Counter = 0;
actor->clipdist = oclipdist;
actorNew->vel.Z = zvel * 0.5;
if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) == -1)
{
actorNew->spr.Angles.Yaw -= mapangle(5);
}
else
zvel = actorNew->vel.Z; // Let autoaiming set zvel now
UpdateChangeXY(actorNew);
actorNew->user.change.Z = zvel;
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER1;
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitNuke(PLAYER* pp)
{
DSWActor* actor = pp->actor;
double zvel;
if (pp->WpnRocketNuke > 0)
pp->WpnRocketNuke = 0; // Bye Bye little nukie.
else
return 0;
DoPlayerBeginRecoil(pp, NUKE_RECOIL_AMT);
PlaySound(DIGI_RIOTFIRE, pp, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
actor->user.Vis = 128;
if (!pp->insector())
return 0;
auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 8);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector, pos, pp->angle.ang, 700/16.);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(2, 2);
actorNew->spr.shade = -15;
setFreeAimVelocity(actorNew->vel.X, zvel, pp->horizon.ZzHORIZON, (HORIZ_MULT + 36) * 0.5);
actorNew->clipdist = 4;
// Set to red palette
actorNew->spr.pal = actorNew->user.spal = 19;
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Rocket[0]);
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = NUKE_RADIUS;
actorNew->user.ceiling_dist = 3;
actorNew->user.floor_dist = 3;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
auto oclipdist = actor->clipdist;
actor->clipdist = 0;
actorNew->spr.Angles.Yaw += DAngle90;
HelpMissileLateral(actorNew, 900);
actorNew->spr.Angles.Yaw -= DAngle90;
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
// cancel smoke trail
actorNew->user.Counter = 1;
if (TestMissileSetPos(actorNew, DoRocket, 1200, zvel))
{
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
// inable smoke trail
actorNew->user.Counter = 0;
actor->clipdist = oclipdist;
actorNew->vel.Z = zvel * 0.5;
if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) == -1)
{
actorNew->spr.Angles.Yaw -= mapangle(5);
}
else
zvel = actorNew->vel.Z; // Let autoaiming set zvel now
UpdateChangeXY(actorNew);
actorNew->user.change.Z = zvel;
PlayerDamageSlide(pp, -40, pp->angle.ang + DAngle180); // Recoil slide
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitEnemyNuke(DSWActor* actor)
{
PlaySound(DIGI_RIOTFIRE, actor, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
actor->user.Vis = 128;
auto npos = actor->spr.pos.plusZ(40);
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], actor->sector(), npos, actor->spr.Angles.Yaw, 700/16.);
if (actor->user.ID == ZOMBIE_RUN_R0)
SetOwner(GetOwner(actor), actorNew);
else
SetOwner(actor, actorNew);
actorNew->spr.scale = DVector2(2, 2);
actorNew->spr.shade = -15;
double zvel = (100 * (HORIZ_MULT-36)) / 256.; // Ugh...
actorNew->clipdist = 4;
// Set to red palette
actorNew->spr.pal = actorNew->user.spal = 19;
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Rocket[0]);
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = NUKE_RADIUS;
actorNew->user.ceiling_dist = 3;
actorNew->user.floor_dist = 3;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->spr.Angles.Yaw += DAngle90;
HelpMissileLateral(actorNew, 500);
actorNew->spr.Angles.Yaw -= DAngle90;
if (SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
// cancel smoke trail
actorNew->user.Counter = 1;
if (TestMissileSetPos(actorNew, DoRocket, 1200, zvel))
{
KillActor(actorNew);
return 0;
}
// enable smoke trail
actorNew->user.Counter = 0;
actorNew->vel.Z = zvel * 0.5;
if (WeaponAutoAim(actor, actorNew, DAngle22_5 / 4, false) == -1)
{
actorNew->spr.Angles.Yaw -= mapangle(5);
}
else
zvel = actorNew->vel.Z; // Let autoaiming set zvel now
UpdateChangeXY(actorNew);
actorNew->user.change.Z = zvel;
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitMicro(PLAYER* pp)
{
DSWActor* actor = pp->actor;
short i;
DAngle angle;
TARGET_SORT* ts = TargetSort;
DSWActor* picked = nullptr;
const int MAX_MICRO = 1;
DoPickTarget(pp->actor, DAngle45, false);
if (TargetSortCount > MAX_MICRO)
TargetSortCount = MAX_MICRO;
if (!pp->insector())
return 0;
double vel = 75., zvel = 0;
setFreeAimVelocity(vel, zvel, pp->horizon.ZzHORIZON, HORIZ_MULTF);
for (i = 0; i < MAX_MICRO; i++)
{
if (ts < &TargetSort[TargetSortCount] && ts->actor != nullptr)
{
picked = ts->actor;
angle = (picked->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle();
ts++;
}
else
{
picked = nullptr;
angle = pp->angle.ang;
}
auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 4 + RandomRange(20));
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Micro[0][0], pp->cursector, pos, angle, vel);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(0.375, 0.375);
actorNew->spr.shade = -15;
actorNew->vel.Z = zvel;
actorNew->clipdist = 4;
// randomize zvelocity
actorNew->vel.Z += RandomRangeF(8) - 5;
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Micro[0]);
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = (2);
actorNew->user.floor_dist = (2);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
actorNew->user.WaitTics = 10 + RandomRange(40);
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
auto oclipdist = actor->clipdist;
actor->clipdist = 0;
actorNew->spr.Angles.Yaw += DAngle90;
const int MICRO_LATERAL = 5000;
HelpMissileLateral(actorNew, 1000 + (RandomRange(MICRO_LATERAL) - (MICRO_LATERAL / 2)));
actorNew->spr.Angles.Yaw -= DAngle90;
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
// cancel smoke trail
actorNew->user.Counter = 1;
if (MissileSetPos(actorNew, DoMicro, 700))
{
actor->clipdist = oclipdist;
KillActor(actorNew);
continue;
}
// inable smoke trail
actorNew->user.Counter = 0;
actor->clipdist = oclipdist;
const int MICRO_ANG = 400;
if (picked)
{
double dist = (actorNew->spr.pos.XY() - picked->spr.pos.XY()).Length();
if (dist != 0)
{
double zh = ActorZOfTop(picked) + (ActorSizeZ(picked) * 0.25);
actorNew->vel.Z = (actorNew->vel.X * (zh - actorNew->spr.pos.Z)) / dist;
}
actorNew->user.WpnGoalActor = ts->actor;
picked->user.Flags |= (SPR_TARGETED);
picked->user.Flags |= (SPR_ATTACKED);
}
else
{
actorNew->spr.Angles.Yaw += mapangle((RandomRange(MICRO_ANG) - (MICRO_ANG / 2)) - 16);
}
UpdateChange(actorNew);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitRipperSlash(DSWActor* actor)
{
int i;
unsigned stat;
PlaySound(DIGI_RIPPER2ATTACK, actor, v3df_none);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
if (itActor == actor)
break;
double d = (actor->spr.pos - itActor->spr.pos).Length();
if (d > itActor->user.fRadius() * 2)
continue;
double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
if (dist < CloseRangeDist(actor, itActor, 37.5) && FacingRange(itActor, actor,FacingAngle))
{
DoDamage(itActor, actor);
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitBunnySlash(DSWActor* actor)
{
int i;
unsigned stat;
PlaySound(DIGI_BUNNYATTACK, actor, v3df_none);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
if (itActor == actor)
break;
double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
if (dist < CloseRangeDist(actor, itActor, 37.5) && FacingRange(itActor, actor,FacingAngle))
{
DoDamage(itActor, actor);
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitSerpSlash(DSWActor* actor)
{
int i;
unsigned stat;
PlaySound(DIGI_SERPSWORDATTACK, actor, v3df_none);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
if (itActor == actor)
break;
double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
if (dist < CloseRangeDist(actor, itActor, 50) && FacingRange(itActor, actor,FacingAngle))
{
DoDamage(itActor, actor);
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool WallSpriteInsideSprite(DSWActor* wactor, DSWActor* actor)
{
DVector2 out[2];
GetWallSpritePosition(&wactor->spr, wactor->spr.pos, out);
return IsCloseToLine(actor->spr.pos.XY(), out[0], out[1], actor->clipdist) != EClose::Outside;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoBladeDamage(DSWActor* actor)
{
int i;
unsigned stat;
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
if (itActor == actor)
break;
if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
continue;
double d = (actor->spr.pos - itActor->spr.pos).Length();
if (d > 125)
continue;
if (WallSpriteInsideSprite(actor, itActor))
{
DoDamage(itActor, actor);
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoStaticFlamesDamage(DSWActor* actor)
{
int i;
unsigned stat;
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
if (itActor == actor)
break;
if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
continue;
double d = (actor->spr.pos - itActor->spr.pos).Length();
if (d > 125)
continue;
if (SpriteOverlap(actor, itActor)) // If sprites are overlapping, cansee will fail!
DoDamage(itActor, actor);
else if (actor->user.Radius > 200)
{
if (FAFcansee(ActorVectOfMiddle(actor), actor->sector(), ActorVectOfMiddle(itActor), itActor->sector()))
DoDamage(itActor, actor);
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitCoolgBash(DSWActor* actor)
{
int i;
unsigned stat;
PlaySound(DIGI_CGTHIGHBONE, actor, v3df_none);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
if (itActor == actor)
break;
// don't set off mine
if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
continue;
double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
if (dist < CloseRangeDist(actor, itActor, 37.5) && FacingRange(itActor, actor,FacingAngle))
{
DoDamage(itActor, actor);
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitSkelSlash(DSWActor* actor)
{
int i;
unsigned stat;
PlaySound(DIGI_SPBLADE, actor, v3df_none);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
if (itActor == actor)
break;
double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
if (dist < CloseRangeDist(actor, itActor, 37.5) && FacingRange(itActor, actor,FacingAngle))
{
DoDamage(itActor, actor);
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitGoroChop(DSWActor* actor)
{
int i;
unsigned stat;
PlaySound(DIGI_GRDSWINGAXE, actor, v3df_none);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
if (itActor == actor)
break;
double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
if (dist < CloseRangeDist(actor, itActor, 48.75) && FacingRange(itActor, actor,FacingAngle))
{
PlaySound(DIGI_GRDAXEHIT, actor, v3df_none);
DoDamage(itActor, actor);
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitHornetSting(DSWActor* actor)
{
DoDamage(actor->user.coll.actor(), actor);
InitActorReposition(actor);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitSerpSpell(DSWActor* actor)
{
int dist;
short i;
static const DAngle lat_ang[] =
{
DAngle90, -DAngle90
};
static const DAngle delta_ang[] =
{
mapangle(-10), mapangle(10)
};
for (i = 0; i < 2; i++)
{
actor->spr.Angles.Yaw = (actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY()).Angle();
auto actorNew = SpawnActor(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 93.75);
actorNew->spr.pos.Z = ActorZOfTop(actor);
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_SerpMeteor[0]);
actorNew->user.StateEnd = s_MirvMeteorExp;
SetOwner(actor, actorNew);
actorNew->spr.shade = -40;
PlaySound(DIGI_SERPMAGICLAUNCH, actor, v3df_none);
actorNew->user.spal = actorNew->spr.pal = 27; // Bright Green
actorNew->spr.scale = DVector2(1, 1);
actorNew->clipdist = 2;
actorNew->vel.Z = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->user.ceiling_dist = (16);
actorNew->user.floor_dist = (16);
actorNew->user.Dist = 12.5;
auto oclipdist = actor->clipdist;
actor->clipdist = 0.25;
actorNew->spr.Angles.Yaw += lat_ang[i];
HelpMissileLateral(actorNew, 4200);
actorNew->spr.Angles.Yaw -= lat_ang[i];
// find the distance to the target (player)
SetZVelFromTarget(actorNew, actor);
actorNew->spr.Angles.Yaw += delta_ang[i];
UpdateChange(actorNew);
MissileSetPos(actorNew, DoMirvMissile, 400);
actor->clipdist = oclipdist;
if (actor->user.Flags & (SPR_UNDERWATER))
actorNew->user.Flags |= (SPR_UNDERWATER);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SpawnDemonFist(DSWActor* actor)
{
if (actor->user.Flags & (SPR_SUICIDE))
return -1;
auto expActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->sector(), ActorVectOfMiddle(actor), actor->spr.Angles.Yaw, 0);
expActor->spr.hitag = LUMINOUS; //Always full brightness
expActor->spr.shade = -40;
expActor->spr.scale = DVector2(0.5, 0.5);
expActor->user.spal = expActor->spr.pal = 25;
expActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
expActor->user.Radius = DamageData[DMG_BASIC_EXP].radius;
if (RANDOM_P2(1024<<8)>>8 > 600)
expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024<<8)>>8 > 600)
expActor->spr.cstat |= (CSTAT_SPRITE_YFLIP);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitSerpMonstSpell(DSWActor* actor)
{
int dist;
short i;
static const DAngle lat_ang[] =
{
DAngle90, -DAngle90
};
static const DAngle delta_ang[] =
{
mapangle(-10), mapangle(10)
};
PlaySound(DIGI_MISSLFIRE, actor, v3df_none);
for (i = 0; i < 1; i++)
{
actor->spr.Angles.Yaw = (actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY()).Angle();
auto actorNew = SpawnActor(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 31.25);
actorNew->user.spal = actorNew->spr.pal = 25; // Bright Red
actorNew->spr.pos.Z = ActorZOfTop(actor);
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_SerpMeteor[0]);
actorNew->user.StateEnd = s_TeleportEffect2;
SetOwner(actor, actorNew);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(1.90625, 1.8125);
actorNew->clipdist = 2;
actorNew->vel.Z = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->user.ceiling_dist = (16);
actorNew->user.floor_dist = (16);
actorNew->user.Dist = 12.5;
auto oclipdist = actor->clipdist;
actor->clipdist = 0.25;
actorNew->spr.Angles.Yaw += lat_ang[i];
HelpMissileLateral(actorNew, 4200);
actorNew->spr.Angles.Yaw -= lat_ang[i];
// find the distance to the target (player)
SetZVelFromTarget(actorNew, actor);
actorNew->spr.Angles.Yaw += delta_ang[i];
UpdateChange(actorNew);
MissileSetPos(actorNew, DoMirvMissile, 400);
actor->clipdist = oclipdist;
if (actor->user.Flags & (SPR_UNDERWATER))
actorNew->user.Flags |= (SPR_UNDERWATER);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoTeleRipper(DSWActor* actor)
{
PlaySound(DIGI_ITEM_SPAWN, actor, v3df_none);
Ripper2Hatch(actor);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitEnemyRocket(DSWActor* actor)
{
int dist;
PlaySound(DIGI_NINJARIOTATTACK, actor, v3df_none);
// get angle to player and also face player when attacking
actor->spr.Angles.Yaw = (actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY()).Angle();
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R2, &s_Rocket[0][0], actor->sector(),
actor->spr.pos.plusZ(-(ActorSizeZ(actor) * 0.5)-16), actor->user.targetActor->spr.Angles.Yaw, NINJA_BOLT_VELOCITY);
// Set default palette
actorNew->spr.pal = actorNew->user.spal = 17; // White
if (actor->user.ID == ZOMBIE_RUN_R0)
SetOwner(GetOwner(actor), actorNew);
else
SetOwner(actor, actorNew);
actorNew->spr.scale = DVector2(0.4375, 0.4375);
actorNew->spr.shade = -15;
actorNew->vel.Z = 0;
actorNew->spr.Angles.Yaw = actor->spr.Angles.Yaw;
actorNew->clipdist = 4;
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Rocket[0]);
actorNew->user.Radius = 200;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
UpdateChange(actorNew);
if (actor->user.spal == PAL_XLAT_LT_TAN)
{
actorNew->user.Flags |= (SPR_FIND_PLAYER);
actorNew->spr.pal = actorNew->user.spal = 20; // Yellow
}
MissileSetPos(actorNew, DoBoltThinMan, 400);
// find the distance to the target (player)
SetZVelFromTarget(actorNew, actor, true);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitEnemyRail(DSWActor* actor)
{
int dist;
short pnum=0;
if (SW_SHAREWARE) return false; // JBF: verify
// if co-op don't hurt teammate
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE && actor->user.ID == ZOMBIE_RUN_R0)
{
PLAYER* pp;
// Check all players
TRAVERSE_CONNECT(pnum)
{
pp = &Player[pnum];
if (actor->user.targetActor == pp->actor)
return 0;
}
}
PlaySound(DIGI_RAILFIRE, actor, v3df_dontpan|v3df_doppler);
// get angle to player and also face player when attacking
actor->spr.Angles.Yaw = (actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY()).Angle();
// add a bit of randomness
if (RANDOM_P2(1024) < 512)
actor->spr.Angles.Yaw += mapangle(RANDOM_P2(128) - 64);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], actor->sector(),
actor->spr.pos.plusZ(-(ActorSizeZ(actor) * 0.5) - 8), actor->spr.Angles.Yaw, 75);
if (actor->user.ID == ZOMBIE_RUN_R0)
SetOwner(GetOwner(actor), actorNew);
else
SetOwner(actor, actorNew);
actorNew->spr.scale = DVector2(0.8125, 0.8125);
actorNew->spr.shade = -15;
actorNew->vel.Z = 0;
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Rail[0]);
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->user.Flags2 |= (SPR2_SO_MISSILE);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_INVISIBLE);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->clipdist = 4;
UpdateChange(actorNew);
if (TestMissileSetPos(actorNew, DoRailStart, 600, actorNew->vel.Z))
{
KillActor(actorNew);
return 0;
}
// find the distance to the target (player)
SetZVelFromTarget(actorNew, actor, true);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitZillaRocket(DSWActor* actor)
{
int dist;
short w;
static const MISSILE_PLACEMENT mp[] =
{
{600 * 6, 400, DAngle90},
{900 * 6, 400, DAngle90},
{1100 * 6, 400, DAngle90},
{600 * 6, 400, -DAngle90},
{900 * 6, 400, -DAngle90},
{1100 * 6, 400, -DAngle90},
};
PlaySound(DIGI_NINJARIOTATTACK, actor, v3df_none);
// get angle to player and also face player when attacking
actor->spr.Angles.Yaw = (actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY()).Angle();
for (int i = 0; i < (int)SIZ(mp); i++)
{
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R2, &s_Rocket[0][0], actor->sector(),
actor->spr.pos.plusZ(-(ActorSizeZ(actor) * 0.5) - 16), actor->user.targetActor->spr.Angles.Yaw, NINJA_BOLT_VELOCITY);
SetOwner(actor, actorNew);
actorNew->spr.scale = DVector2(0.4375, 0.4375);
actorNew->spr.shade = -15;
actorNew->vel.Z = 0;
actorNew->spr.Angles.Yaw = actor->spr.Angles.Yaw;
actorNew->clipdist = 4;
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Rocket[0]);
actorNew->user.Radius = 200;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
UpdateChange(actorNew);
// Zilla has seekers!
if (i != 1 && i != 4)
actorNew->spr.pal = actorNew->user.spal = 17; // White
else
{
actorNew->user.Flags |= (SPR_FIND_PLAYER);
actorNew->spr.pal = actorNew->user.spal = 20; // Yellow
}
if (mp[i].dist_over != 0)
{
actorNew->spr.Angles.Yaw += mp[i].ang;
HelpMissileLateral(actorNew, mp[i].dist_over);
actorNew->spr.Angles.Yaw -= mp[i].ang;
}
MissileSetPos(actorNew, DoBoltThinMan, mp[i].dist_out);
// find the distance to the target (player)
SetZVelFromTarget(actorNew, actor, true);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitEnemyStar(DSWActor* actor)
{
int dist;
// get angle to player and also face player when attacking
actor->spr.Angles.Yaw = (actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY()).Angle();
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, actor->sector(),
ActorVectOfMiddle(actor), actor->user.targetActor->spr.Angles.Yaw, NINJA_STAR_VELOCITY);
SetOwner(actor, actorNew);
actorNew->spr.scale = DVector2(0.25, 0.25);
actorNew->spr.shade = -25;
actorNew->vel.Z = 0;
actorNew->spr.Angles.Yaw = actor->spr.Angles.Yaw;
actorNew->clipdist = 4;
UpdateChange(actorNew);
MissileSetPos(actorNew, DoStar, 400);
// find the distance to the target (player)
SetZVelFromTarget(actorNew, actor, true);
PlaySound(DIGI_STAR, actor, v3df_none);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitEnemyCrossbow(DSWActor* actor)
{
int dist;
// get angle to player and also face player when attacking
actor->spr.Angles.Yaw = (actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY()).Angle();
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, CROSSBOLT, &s_CrossBolt[0][0], actor->sector(),
ActorVectOfMiddle(actor).plusZ(-14), actor->user.targetActor->spr.Angles.Yaw, 50);
SetOwner(actor, actorNew);
actorNew->spr.scale = DVector2(0.25, 0.40625);
actorNew->spr.shade = -25;
actorNew->vel.Z = 0;
actorNew->spr.Angles.Yaw = actor->spr.Angles.Yaw;
actorNew->clipdist = 4;
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_CrossBolt[0]);
UpdateChange(actorNew);
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
MissileSetPos(actorNew, DoStar, 400);
// find the distance to the target (player)
SetZVelFromTarget(actorNew, actor, true);
PlaySound(DIGI_STAR, actor, v3df_none);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitSkelSpell(DSWActor* actor)
{
PlaySound(DIGI_SPELEC, actor, v3df_none);
// get angle to player and also face player when attacking
actor->spr.Angles.Yaw = (actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY()).Angle();
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, ELECTRO_ENEMY, s_Electro, actor->sector(),
actor->spr.pos.plusZ(-(ActorSizeZ(actor) * 0.5)), actor->user.targetActor->spr.Angles.Yaw, SKEL_ELECTRO_VELOCITY);
SetOwner(actor, actorNew);
actorNew->spr.scale.X += (-0.3125);
actorNew->spr.scale.Y += (-0.3125);
actorNew->spr.shade = -40;
actorNew->vel.Z = 0;
actorNew->spr.Angles.Yaw = actor->spr.Angles.Yaw;
actorNew->clipdist = 4;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
// find the distance to the target (player)
SetZVelFromTarget(actorNew, actor, false, ActorSizeZ(actor) * 0.5);
UpdateChange(actorNew);
MissileSetPos(actorNew, DoElectro, 400);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitCoolgFire(DSWActor* actor)
{
// get angle to player and also face player when attacking
actor->spr.Angles.Yaw = (actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY()).Angle();
// Spawn a shot
// Inserting and setting up variables
PlaySound(DIGI_CGMAGIC, actor, v3df_follow);
auto actorNew = SpawnActor(STAT_MISSILE, COOLG_FIRE, s_CoolgFire, actor->sector(),
actor->spr.pos.plusZ(-16), actor->user.targetActor->spr.Angles.Yaw, COOLG_FIRE_VELOCITY);
SetOwner(actor, actorNew);
actorNew->spr.hitag = LUMINOUS;
actorNew->spr.scale = DVector2(0.28125, 0.28125);
actorNew->spr.shade = -40;
actorNew->vel.Z = 0;
actorNew->spr.Angles.Yaw = actor->spr.Angles.Yaw;
actorNew->clipdist = 2;
actorNew->user.ceiling_dist = (4);
actorNew->user.floor_dist = (4);
if (actor->user.ID == RIPPER_RUN_R0)
actorNew->user.spal = actorNew->spr.pal = 27; // Bright Green
else
actorNew->user.spal = actorNew->spr.pal = 25; // Bright Red
PlaySound(DIGI_MAGIC1, actorNew, v3df_follow|v3df_doppler);
// find the distance to the target (player)
SetZVelFromTarget(actorNew, actor, false, -16);
UpdateChange(actorNew);
auto vec = actor->spr.Angles.Yaw.ToVector() * 45.5;
move_missile(actorNew, DVector3(vec, 0), actorNew->user.ceiling_dist, actorNew->user.floor_dist, 0, 3);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoCoolgDrip(DSWActor* actor)
{
actor->user.Counter += 220;
actor->spr.pos.Z += actor->user.Counter * zmaptoworld;
if (actor->spr.pos.Z > actor->user.loz - actor->user.floor_dist)
{
actor->spr.pos.Z = actor->user.loz - actor->user.floor_dist;
actor->spr.scale = DVector2(0.5, 0.5);
ChangeState(actor, s_GoreFloorSplash);
if (actor->user.spal == PALETTE_BLUE_LIGHTING)
PlaySound(DIGI_DRIP, actor, v3df_none);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitCoolgDrip(DSWActor* actor)
{
short w;
auto actorNew = SpawnActor(STAT_MISSILE, COOLG_DRIP, s_CoolgDrip, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
SetOwner(actor, actorNew);
actorNew->spr.scale = DVector2(0.3125, 0.3125);
actorNew->spr.shade = -5;
actorNew->vel.Z = 0;
actorNew->clipdist = 1;
actorNew->user.ceiling_dist = (4);
actorNew->user.floor_dist = (4);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
DoFindGroundPoint(actor);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int GenerateDrips(DSWActor* actor)
{
short w = 0;
if ((actor->user.WaitTics-=ACTORMOVETICS) <= 0)
{
if (actor->spr.lotag == 0)
actor->user.WaitTics = RANDOM_P2(256<<8)>>8;
else
actor->user.WaitTics = (actor->spr.lotag * 120) + SEC(RandomRange(3<<8)>>8);
if (TEST_BOOL2(actor))
{
auto ww = SpawnBubble(actor);
return 1;
}
auto actorNew = SpawnActor(STAT_SHRAP, COOLG_DRIP, s_CoolgDrip, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
SetOwner(actor, actorNew);
actorNew->spr.scale = DVector2(0.3125, 0.3125);
actorNew->spr.shade = -10;
actorNew->vel.Z = 0;
actorNew->clipdist = 1;
actorNew->user.ceiling_dist = (4);
actorNew->user.floor_dist = (4);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
if (TEST_BOOL1(actor))
actorNew->user.spal = actorNew->spr.pal = PALETTE_BLUE_LIGHTING;
DoFindGroundPoint(actor);
}
return 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitEelFire(DSWActor* actor)
{
unsigned stat;
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
SWStatIterator it(StatDamageList[stat]);
while (auto itActor = it.Next())
{
if (itActor == actor)
continue;
if (itActor != actor->user.targetActor)
continue;
if ((actor->spr.pos - itActor->spr.pos).Length() > itActor->user.fRadius() * 2)
continue;
double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
if (dist < CloseRangeDist(actor, itActor, 37.5) && FacingRange(itActor, actor,FacingAngle))
{
PlaySound(DIGI_GIBS1, actor, v3df_none);
DoDamage(itActor, actor);
}
else
InitActorReposition(actor);
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void InitFireballTrap(DSWActor* actor)
{
short w;
PlaySound(DIGI_FIREBALL1, actor, v3df_none);
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL, s_Fireball, actor->sector(), actor->spr.pos.plusZ(-ActorSizeZ(actor)), actor->spr.Angles.Yaw, FIREBALL_TRAP_VELOCITY);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(actor, actorNew);
actorNew->spr.scale.X += (-0.3125);
actorNew->spr.scale.Y += (-0.3125);
actorNew->spr.shade = -40;
actorNew->clipdist = 2;
actorNew->vel.Z = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->user.WeaponNum = WPN_HOTHEAD;
UpdateChange(actorNew);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void InitBoltTrap(DSWActor* actor)
{
short w;
PlaySound(DIGI_RIOTFIRE, actor, v3df_none);
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], actor->sector(), actor->spr.pos.plusZ(-ActorSizeZ(actor)), actor->spr.Angles.Yaw, BOLT_TRAP_VELOCITY);
SetOwner(actor, actorNew);
actorNew->spr.scale = DVector2(0.5, 0.5);
actorNew->spr.shade = -15;
actorNew->vel.Z = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Rocket[0]);
actorNew->user.Radius = 200;
UpdateChange(actorNew);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void InitSpearTrap(DSWActor* actor)
{
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, CROSSBOLT, &s_CrossBolt[0][0], actor->sector(), ActorVectOfMiddle(actor), actor->spr.Angles.Yaw, 750/16.);
SetOwner(actor, actorNew);
actorNew->spr.scale = DVector2(0.25, 0.40625);
actorNew->spr.shade = -25;
actorNew->clipdist = 4;
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_CrossBolt[0]);
UpdateChange(actorNew);
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
PlaySound(DIGI_STAR, actor, v3df_none);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoSuicide(DSWActor* actor)
{
KillActor(actor);
return 0;
}
int DoDefaultStat(DSWActor* actor)
{
change_actor_stat(actor, STAT_DEFAULT);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitTracerUzi(PLAYER* pp)
{
if (!pp->insector())
return 0;
DSWActor* actor = pp->actor;
static const short lat_dist[] = {800,-800};
double nz = 8 + (pp->horizon.ZzHORIZON.Tan() * 36.);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, 0, s_Tracer, pp->cursector, pp->actor->getPosWithOffsetZ().plusZ(nz), pp->angle.ang, TRACER_VELOCITY);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(0.15625, 0.15625);
actorNew->spr.shade = -40;
actorNew->vel.Z = 0;
actorNew->clipdist = 2;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 50;
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
DSWActor* plActor = pp->actor;
auto oclipdist = plActor->clipdist;
plActor->clipdist = 0;
actorNew->spr.Angles.Yaw += DAngle90;
if (pp->Flags & (PF_TWO_UZI) && pp->WpnUziType == 0)
HelpMissileLateral(actorNew, lat_dist[RANDOM_P2(2<<8)>>8]);
else
HelpMissileLateral(actorNew, lat_dist[0]);
actorNew->spr.Angles.Yaw -= DAngle90;
if (MissileSetPos(actorNew, DoTracerStart, 800))
{
plActor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->horizon.ZzHORIZON, actorNew->vel.X);
plActor->clipdist = oclipdist;
WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false);
// a bit of randomness
actorNew->spr.Angles.Yaw += mapangle(RandomRange(30) - 15);
UpdateChange(actorNew);
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitTracerTurret(DSWActor* actor, DSWActor* Operator, DAngle horiz)
{
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, 0, s_Tracer, actor->sector(),
actor->spr.pos.plusZ(horiz.Tan() * 36.), actor->spr.Angles.Yaw, TRACER_VELOCITY);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
if (Operator!= nullptr)
SetOwner(Operator, actorNew);
actorNew->spr.scale = DVector2(0.15625, 0.15625);
actorNew->spr.shade = -40;
actorNew->vel.Z = 0;
actorNew->clipdist = 0.5;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 50;
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, horiz, actorNew->vel.X);
WeaponAutoAim(actor, actorNew, DAngle22_5 / 4, false);
// a bit of randomness
actorNew->spr.Angles.Yaw += mapangle(RandomRange(30) - 15);
UpdateChange(actorNew);
if (SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitTracerAutoTurret(DSWActor* actor, const DVector3& change)
{
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, 0, s_Tracer, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, TRACER_VELOCITY);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
actorNew->spr.scale = DVector2(0.15625, 0.15625);
actorNew->spr.shade = -40;
actorNew->vel.Z = 0;
actorNew->clipdist = 0.5;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 50;
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
actorNew->user.change = change;
if (SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int BulletHitSprite(DSWActor* actor, DSWActor* hitActor, const DVector3& hit_pos, short ID)
{
short id;
// hit a NPC or PC?
if ((hitActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
{
// spawn a red splotch
// !FRANK! this if was incorrect - its not who is HIT, its who is SHOOTING
//if(!hitActor->user.PlayerP)
if (actor->user.PlayerP)
id = UZI_SMOKE;
else if (actor->user.Flags & (SPR_SO_ATTACHED))
id = UZI_SMOKE;
else // Spawn NPC uzi with less damage
id = UZI_SMOKE+2;
if (ID>0) id = ID;
auto actorNew = SpawnActor(STAT_MISSILE, id, s_UziSmoke, &sector[0], hit_pos, actor->spr.Angles.Yaw, 0);
actorNew->spr.shade = -40;
if (hitActor->user.PlayerP)
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
switch (hitActor->user.ID)
{
case TRASHCAN:
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case ZILLA_RUN_R0:
actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT, UZI_SMOKE_REPEAT);
if (RANDOM_P2(1024) > 800)
SpawnShrapX(hitActor);
break;
default:
actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT / 3, UZI_SMOKE_REPEAT / 3);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
//actorNew->user.spal = actorNew->spr.pal = PALETTE_RED_LIGHTING;
break;
}
SetOwner(actor, actorNew);
actorNew->spr.Angles.Yaw = actor->spr.Angles.Yaw;
SetActorZ(actorNew, hit_pos);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
if ((RANDOM_P2(1024<<5)>>5) < 512+128)
{
if (!hitActor->user.PlayerP)
SpawnBlood(hitActor, nullptr, actor->spr.Angles.Yaw, &hit_pos);
else
{
auto hpp = hit_pos.plusZ(20);
SpawnBlood(hitActor, nullptr, actor->spr.Angles.Yaw, &hpp);
}
// blood comes out the other side?
if ((RANDOM_P2(1024<<5)>>5) < 256)
{
if (!hitActor->user.PlayerP)
SpawnBlood(hitActor, nullptr, actor->spr.Angles.Yaw + DAngle180, &hit_pos);
if (hitActor->user.ID != TRASHCAN && hitActor->user.ID != ZILLA_RUN_R0)
QueueWallBlood(hitActor, actor->spr.Angles.Yaw); //QueueWallBlood needs bullet angle.
}
}
DoHitscanDamage(actorNew, hitActor);
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool HitscanSpriteAdjust(DSWActor* actor, walltype* hit_wall)
{
if (hit_wall)
{
actor->spr.Angles.Yaw = hit_wall->normalAngle();
}
DAngle ang = actor->spr.Angles.Yaw;
auto vect = ang.ToVector();
// must have this
auto sect = actor->sector();
Collision coll;
clipmove(actor->spr.pos, &sect, vect, 4, 4., 4., CLIPMASK_MISSILE, coll);
if (actor->sector() != sect)
ChangeActorSect(actor, sect);
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitUzi(PLAYER* pp)
{
DSWActor* actor = pp->actor;
HitInfo hit{};
ESpriteFlags cstat = 0;
uint8_t pal = 0;
static int uziclock=0;
int clockdiff=0;
bool FireSnd = false;
const int UZIFIRE_WAIT = 20;
void InitUziShell(PLAYER*);
PlayerUpdateAmmo(pp, actor->user.WeaponNum, -1);
if (uziclock > PlayClock)
{
uziclock = PlayClock;
FireSnd = true;
}
clockdiff = PlayClock - uziclock;
if (clockdiff > UZIFIRE_WAIT)
{
uziclock = PlayClock;
FireSnd = true;
}
if (FireSnd)
PlaySound(DIGI_UZIFIRE, pp, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
actor->user.Vis = 128;
if (RANDOM_P2(1024) < 400)
InitTracerUzi(pp);
double nz = (pp->actor->getOffsetZ() + pp->bob_z);
double dax = 1024.;
double daz = nz;
DAngle daang = DAngle22_5 / 4;
if (WeaponAutoAimHitscan(pp->actor, &daz, &daang, false) != nullptr)
{
daang += mapangle(RandomRange(24) - 12);
daz += RandomRangeF(10000/256.) - 5000/256.;
}
else
{
daang = pp->angle.ang + mapangle(RandomRange(24) - 12);
setFreeAimVelocity(dax, daz, pp->horizon.ZzHORIZON, 1000. - (RandomRangeF(24000/256.) - 12000/256.));
}
DVector3 vect(daang.ToVector() * dax, daz);
FAFhitscan(DVector3(pp->actor->spr.pos.XY(), nz), pp->cursector, vect, hit, CLIPMASK_MISSILE);
if (hit.hitSector == nullptr)
{
return 0;
}
SetVisHigh();
// check to see what you hit
if (hit.actor() == nullptr && hit.hitWall == nullptr)
{
if (abs(hit.hitpos.Z - hit.hitSector->ceilingz) <= 1)
{
hit.hitpos.Z += 16;
cstat |= (CSTAT_SPRITE_YFLIP);
if ((hit.hitSector->ceilingstat & CSTAT_SECTOR_SKY))
return 0;
if (SectorIsUnderwaterArea(hit.hitSector))
{
WarpToSurface(hit.hitpos, &hit.hitSector);
ContinueHitscan(pp, hit.hitSector, hit.hitpos, daang, vect);
return 0;
}
}
else if (abs(hit.hitpos.Z - hit.hitSector->floorz) <= 1)
{
if ((hit.hitSector->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)
{
SpawnSplashXY(hit.hitpos, hit.hitSector);
if (SectorIsDiveArea(hit.hitSector))
{
WarpToUnderwater(hit.hitpos, &hit.hitSector);
ContinueHitscan(pp, hit.hitSector, hit.hitpos, daang, vect);
return 0;
}
return 0;
}
}
}
if (hit.hitWall != nullptr)
{
if (hit.hitWall->twoSided())
{
if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
{
if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
{
return 0;
}
}
}
if (hit.hitWall->lotag == TAG_WALL_BREAK)
{
HitBreakWall(hit.hitWall, hit.hitpos, daang, actor->user.ID);
return 0;
}
QueueHole(hit.hitSector, hit.hitWall, hit.hitpos);
}
// hit a sprite?
if (hit.actor() != nullptr)
{
auto hitActor = hit.actor();
if (hitActor->hasU()) // JBF: added null check
if (hitActor->user.ID == TRASHCAN)
{
extern STATE s_TrashCanPain[];
PlaySound(DIGI_TRASHLID, hitActor, v3df_none);
if (hitActor->user.WaitTics <= 0)
{
hitActor->user.WaitTics = SEC(2);
ChangeState(hitActor,s_TrashCanPain);
}
}
if (hitActor->spr.lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(nullptr, WPN_UZI, hitActor))
return 0;
}
if ((hitActor->spr.extra & SPRX_BREAKABLE) && HitBreakSprite(hitActor,0))
{
return 0;
}
if (BulletHitSprite(pp->actor, hitActor, hit.hitpos, 0))
return 0;
// hit a switch?
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL) && (hitActor->spr.lotag || hitActor->spr.hitag))
{
ShootableSwitch(hitActor);
}
}
auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit.hitSector, hit.hitpos, daang, 0);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT, UZI_SMOKE_REPEAT);
SetOwner(pp->actor, actorNew);
actorNew->spr.cstat |= (cstat | CSTAT_SPRITE_YCENTER);
actorNew->clipdist = 0.5;
HitscanSpriteAdjust(actorNew, hit.hitWall);
DoHitscanDamage(actorNew, hit.actor());
actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit.hitSector, hit.hitpos, daang, 0);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(UZI_SPARK_REPEAT, UZI_SPARK_REPEAT);
SetOwner(pp->actor, actorNew);
actorNew->user.spal = actorNew->spr.pal = pal;
actorNew->spr.cstat |= (cstat | CSTAT_SPRITE_YCENTER);
actorNew->clipdist = 0.5;
HitscanSpriteAdjust(actorNew, hit.hitWall);
if (RANDOM_P2(1024) < 100)
{
PlaySound(DIGI_RICHOCHET1,actorNew, v3df_none);
}
else if (RANDOM_P2(1024) < 100)
PlaySound(DIGI_RICHOCHET2,actorNew, v3df_none);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitTankShell(DSWActor* actor, PLAYER* pp)
{
if (!SW_SHAREWARE)
PlaySound(DIGI_CANNON, pp, v3df_dontpan|v3df_doppler);
auto actorNew = SpawnActor(STAT_MISSILE, 0, s_TankShell, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, TANK_SHELL_VELOCITY);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(0.125, 0.125);
actorNew->spr.shade = -40;
actorNew->vel.Z = 0;
actorNew->clipdist = 2;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 50;
actorNew->user.ceiling_dist = (4);
actorNew->user.floor_dist = (4);
actorNew->user.Flags2 |= (SPR2_SO_MISSILE);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->horizon.ZzHORIZON, actorNew->vel.X);
WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false);
// a bit of randomness
actorNew->spr.Angles.Yaw += mapangle(RandomRange(30) - 15);
actorNew->norm_ang();
UpdateChange(actorNew);
if (SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitTurretMicro(DSWActor* actor, PLAYER* pp)
{
DSWActor* plActor = pp->actor;
TARGET_SORT* ts = TargetSort;
DSWActor* picked = nullptr;
DAngle angle;
if (SW_SHAREWARE) return false; // JBF: verify
auto npos = actor->spr.pos;
const int MAX_TURRET_MICRO = 10;
DoPickTarget(plActor, DAngle45, false);
if (TargetSortCount > MAX_TURRET_MICRO)
TargetSortCount = MAX_TURRET_MICRO;
for (int i = 0; i < MAX_TURRET_MICRO; i++)
{
if (ts < &TargetSort[TargetSortCount] && ts->actor != nullptr)
{
picked = ts->actor;
angle = (picked->spr.pos - npos).Angle();
ts++;
}
else
{
picked = nullptr;
angle = actor->spr.Angles.Yaw;
}
npos.Z = actor->spr.pos.Z + (RandomRangeF(20) - 10);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Micro[0][0], actor->sector(),
actor->spr.pos.plusZ(10 + RandomRangeF(20)), angle, 75);
SetOwner(plActor, actorNew);
actorNew->spr.scale = DVector2(0.375, 0.375);
actorNew->spr.shade = -15;
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->horizon.ZzHORIZON, HORIZ_MULTF - RandomRangeF(8) + 5);
actorNew->clipdist = 4;
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Micro[0]);
actorNew->user.WeaponNum = plActor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = 2;
actorNew->user.floor_dist = 2;
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
actorNew->user.WaitTics = 10 + RandomRange(40);
const int MICRO_ANG = 400;
if (picked)
{
double dist = (actorNew->spr.pos.XY() - picked->spr.pos.XY()).Length();
if (dist != 0)
{
double zh = ActorZOfTop(picked) + (ActorSizeZ(picked) * 0.25);
actorNew->vel.Z = (actorNew->vel.X * (zh - actorNew->spr.pos.Z)) / dist;
}
actorNew->user.WpnGoalActor = ts->actor;
picked->user.Flags |= (SPR_TARGETED);
picked->user.Flags |= (SPR_ATTACKED);
}
else
{
actorNew->spr.Angles.Yaw += mapangle((RandomRange(MICRO_ANG) - (MICRO_ANG / 2)) - 16);
}
UpdateChange(actorNew);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitTurretRocket(DSWActor* actor, PLAYER* pp)
{
if (SW_SHAREWARE) return false; // JBF: verify
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, ROCKET_VELOCITY);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(0.625, 0.625);
actorNew->spr.shade = -40;
actorNew->vel.Z = 0;
actorNew->clipdist = 2;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 50;
actorNew->user.ceiling_dist = (4);
actorNew->user.floor_dist = (4);
actorNew->user.Flags2 |= (SPR2_SO_MISSILE);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->horizon.ZzHORIZON, actorNew->vel.X);
WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false);
// a bit of randomness
//actorNew->spr.angle += RandomRange(30) - 15;
UpdateChange(actorNew);
if (SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitTurretFireball(DSWActor* actor, PLAYER* pp)
{
if (SW_SHAREWARE) return false; // JBF: verify
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL, s_Fireball, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, FIREBALL_VELOCITY);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(0.625, 0.625);
actorNew->spr.shade = -40;
actorNew->vel.Z = 0;
actorNew->clipdist = 2;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 50;
actorNew->user.ceiling_dist = (4);
actorNew->user.floor_dist = (4);
actorNew->user.Flags2 |= (SPR2_SO_MISSILE);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->horizon.ZzHORIZON, actorNew->vel.X);
WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false);
// a bit of randomness
actorNew->spr.Angles.Yaw += mapangle(RandomRange(30) - 15);
actorNew->norm_ang();
UpdateChange(actorNew);
if (SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitTurretRail(DSWActor* actor, PLAYER* pp)
{
if (SW_SHAREWARE) return false; // JBF: verify
if (!pp->insector())
return 0;
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursector, actor->spr.pos, actor->spr.Angles.Yaw, 75);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(0.8125, 0.8125);
actorNew->spr.shade = -15;
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->horizon.ZzHORIZON, HORIZ_MULTF);
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Rail[0]);
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->user.Flags2 |= (SPR2_SO_MISSILE);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_INVISIBLE);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->clipdist = 4;
if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) == -1)
{
actorNew->norm_ang();
}
UpdateChange(actorNew);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitTurretLaser(DSWActor* actor, PLAYER* pp)
{
if (SW_SHAREWARE) return false; // JBF: verify
if (!pp->insector())
return 0;
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursector, actor->spr.pos, actor->spr.Angles.Yaw, 18.75);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(0.8125, 0.8125);
actorNew->spr.shade = -15;
// the slower the missile travels the less of a zvel it needs
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->horizon.ZzHORIZON, 16.);
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
actorNew->user.Flags2 |= (SPR2_SO_MISSILE);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->clipdist = 4;
if (WeaponAutoAim(actor, actorNew, DAngle22_5 / 4, false) == -1)
{
actorNew->norm_ang();
}
UpdateChange(actorNew);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitSobjMachineGun(DSWActor* actor, PLAYER* pp)
{
HitInfo hit{};
short cstat = 0;
DSWActor* spark;
PlaySound(DIGI_BOATFIRE, pp, v3df_dontpan|v3df_doppler);
auto npos = actor->spr.pos;
double dax = 1024.;
double daz = npos.Z;
if (RANDOM_P2(1024) < 200)
InitTracerTurret(actor, pp->actor, pp->horizon.ZzHORIZON);
DAngle daang = DAngle22_5 / 2;
if (WeaponAutoAimHitscan(actor, &daz, &daang, false) != nullptr)
{
daz += RandomRangeF(30) - 15;
}
else
{
setFreeAimVelocity(dax, daz, DAngle::fromDeg(min(pp->horizon.ZzHORIZON.Degrees(), 11.0515)), 1000 - RandomRangeF(80) + 40);
daang = actor->spr.Angles.Yaw;
}
FAFhitscan(npos, actor->sector(), DVector3(daang.ToVector() * dax, daz), hit, CLIPMASK_MISSILE);
if (hit.hitSector == nullptr)
{
return 0;
}
if (hit.actor() == nullptr && hit.hitWall == nullptr)
{
if (abs(hit.hitpos.Z - hit.hitSector->ceilingz) <= 1)
{
hit.hitpos.Z += 16;
cstat |= (CSTAT_SPRITE_YFLIP);
if ((hit.hitSector->ceilingstat & CSTAT_SECTOR_SKY))
return 0;
}
else if (abs(hit.hitpos.Z - hit.hitSector->floorz) <= 1)
{
if ((hit.hitSector->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)
{
SpawnSplashXY(hit.hitpos, hit.hitSector);
return 0;
}
}
}
// hit a sprite?
if (hit.actor() != nullptr)
{
auto hitActor = hit.actor();
if (hitActor->spr.lotag == TAG_SPRITE_HIT_MATCH)
{
// spawn sparks here and pass the sprite as SO_MISSILE
spark = SpawnBoatSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos, daang);
spark->user.Flags2 |= SPR2_SO_MISSILE;
if (MissileHitMatch(spark, -1, hit.actor()))
return 0;
return 0;
}
if ((hitActor->spr.extra & SPRX_BREAKABLE))
{
HitBreakSprite(hit.actor(), 0);
return 0;
}
if (BulletHitSprite(pp->actor, hit.actor(), hit.hitpos, 0))
return 0;
// hit a switch?
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL) && (hitActor->spr.lotag || hitActor->spr.hitag))
{
ShootableSwitch(hit.actor());
}
}
spark = SpawnBoatSparks(pp, hit.hitSector, hit.hitWall, hit.hitpos, daang);
DoHitscanDamage(spark, hit.actor());
return 0;
}
int InitSobjGun(PLAYER* pp)
{
short i;
bool first = false;
for (i = 0; pp->sop->so_actors[i] != nullptr; i++)
{
DSWActor* actor = pp->sop->so_actors[i];
if (!actor) continue;
if (actor->spr.statnum == STAT_SO_SHOOT_POINT)
{
// match when firing
if (SP_TAG2(actor))
{
DoMatchEverything(pp, SP_TAG2(actor), -1);
if (TEST_BOOL1(actor))
{
SP_TAG2(actor) = 0;
}
}
// inert shoot point
if ((uint8_t)SP_TAG3(actor) == 255)
return 0;
if (!first)
{
first = true;
if (SP_TAG6(actor))
DoSoundSpotMatch(SP_TAG6(actor), 1, SOUND_OBJECT_TYPE);
}
switch (SP_TAG3(actor))
{
case 32:
case 0:
SpawnVis(actor, nullptr, {}, 8);
SpawnBigGunFlames(actor, pp->actor, pp->sop, false);
SetGunQuake(actor);
InitTankShell(actor, pp);
if (!SP_TAG5(actor))
pp->FirePause = 80;
else
pp->FirePause = SP_TAG5(actor);
break;
case 1:
SpawnVis(actor, nullptr, {}, 32);
SpawnBigGunFlames(actor, pp->actor, pp->sop, true);
InitSobjMachineGun(actor, pp);
if (!SP_TAG5(actor))
pp->FirePause = 10;
else
pp->FirePause = SP_TAG5(actor);
break;
case 2:
if (SW_SHAREWARE) break;
SpawnVis(actor, nullptr, {}, 32);
InitTurretLaser(actor, pp);
if (!SP_TAG5(actor))
pp->FirePause = 120;
else
pp->FirePause = SP_TAG5(actor);
break;
case 3:
if (SW_SHAREWARE) break;
SpawnVis(actor, nullptr, {}, 32);
InitTurretRail(actor, pp);
if (!SP_TAG5(actor))
pp->FirePause = 120;
else
pp->FirePause = SP_TAG5(actor);
break;
case 4:
if (SW_SHAREWARE) break;
SpawnVis(actor, nullptr, {}, 32);
InitTurretFireball(actor, pp);
if (!SP_TAG5(actor))
pp->FirePause = 20;
else
pp->FirePause = SP_TAG5(actor);
break;
case 5:
if (SW_SHAREWARE) break;
SpawnVis(actor, nullptr, {}, 32);
InitTurretRocket(actor, pp);
if (!SP_TAG5(actor))
pp->FirePause = 100;
else
pp->FirePause = SP_TAG5(actor);
break;
case 6:
if (SW_SHAREWARE) break;
SpawnVis(actor, nullptr, {}, 32);
InitTurretMicro(actor, pp);
if (!SP_TAG5(actor))
pp->FirePause = 100;
else
pp->FirePause = SP_TAG5(actor);
break;
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DSWActor* SpawnBoatSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, const DVector3& hitpos, DAngle hit_ang)
{
auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit_sect, hitpos, hit_ang, 0);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT + 0.1875, UZI_SMOKE_REPEAT + 0.1875);
SetOwner(pp->actor, actorNew);
actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
// Sprite starts out with center exactly on wall.
// This moves it back enough to see it at all angles.
actorNew->clipdist = 2;
HitscanSpriteAdjust(actorNew, hit_wall);
actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hitpos, hit_ang, 0);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(UZI_SPARK_REPEAT + 0.15626, UZI_SPARK_REPEAT + 0.15625);
SetOwner(pp->actor, actorNew);
actorNew->user.spal = actorNew->spr.pal = PALETTE_DEFAULT;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->clipdist = 2;
HitscanSpriteAdjust(actorNew, hit_wall);
if (RANDOM_P2(1024) < 100)
PlaySound(DIGI_RICHOCHET1, actorNew, v3df_none);
return actorNew;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SpawnSwordSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, const DVector3& hitpos, DAngle hit_ang)
{
DSWActor* actor = pp->actor;
auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit_sect, hitpos, hit_ang, 0);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(0.34375, 0.3125);
SetOwner(pp->actor, actorNew);
actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
// Sprite starts out with center exactly on wall.
// This moves it back enough to see it at all angles.
actorNew->clipdist = 2;
if (hit_wall != nullptr)
HitscanSpriteAdjust(actorNew, hit_wall);
actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hitpos, hit_ang, 0);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(0.34375, 0.3125);
SetOwner(pp->actor, actorNew);
actorNew->user.spal = actorNew->spr.pal = PALETTE_DEFAULT;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
if (actor->user.WeaponNum == WPN_FIST)
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
actorNew->clipdist = 2;
if (hit_wall != nullptr)
HitscanSpriteAdjust(actorNew, hit_wall);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DSWActor* SpawnTurretSparks(sectortype* hit_sect, walltype* hit_wall, const DVector3& hitpos, DAngle hit_ang)
{
auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit_sect, hitpos, hit_ang, 0);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT + 0.1875, UZI_SMOKE_REPEAT + 0.1875);
actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
// Sprite starts out with center exactly on wall.
// This moves it back enough to see it at all angles.
actorNew->clipdist = 2;
HitscanSpriteAdjust(actorNew, hit_wall);
actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hitpos, hit_ang, 0);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(UZI_SPARK_REPEAT + 0.15626, UZI_SPARK_REPEAT + 0.15625);
actorNew->user.spal = actorNew->spr.pal = PALETTE_DEFAULT;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->clipdist = 2;
HitscanSpriteAdjust(actorNew, hit_wall);
if (RANDOM_P2(1024) < 100)
PlaySound(DIGI_RICHOCHET1, actorNew, v3df_none);
return actorNew;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DSWActor* SpawnShotgunSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, const DVector3& hitpos, DAngle hit_ang)
{
const double SHOTGUN_SMOKE_REPEAT = 0.28125;
auto actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit_sect, hitpos, hit_ang, 0);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(UZI_SPARK_REPEAT, UZI_SPARK_REPEAT);
SetOwner(pp->actor, actorNew);
actorNew->user.spal = actorNew->spr.pal = PALETTE_DEFAULT;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->clipdist = 2;
HitscanSpriteAdjust(actorNew, hit_wall);
actorNew = SpawnActor(STAT_MISSILE, SHOTGUN_SMOKE, s_ShotgunSmoke, hit_sect, hitpos, hit_ang, 0);
actorNew->spr.scale = DVector2(SHOTGUN_SMOKE_REPEAT, SHOTGUN_SMOKE_REPEAT);
SetOwner(pp->actor, actorNew);
actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
// Sprite starts out with center exactly on wall.
// This moves it back enough to see it at all angles.
actorNew->clipdist = 2;
HitscanSpriteAdjust(actorNew, hit_wall);
return actorNew;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitTurretMgun(SECTOR_OBJECT* sop)
{
HitInfo hit{};
short cstat = 0;
PlaySound(DIGI_BOATFIRE, sop->pmid, v3df_dontpan|v3df_doppler);
for (int i = 0; sop->so_actors[i] != nullptr; i++)
{
DAngle daang;
DSWActor* actor = sop->so_actors[i];
if (!actor) continue;
if (actor->spr.statnum == STAT_SO_SHOOT_POINT)
{
auto npos = actor->spr.pos;
double daz = npos.Z;
// if its not operated by a player
if (sop->Animator)
{
// only auto aim for Z
daang = DAngle90;
auto hitt = WeaponAutoAimHitscan(actor, &daz, &daang, false);
hit.hitActor = hitt;
if (hitt != nullptr)
{
DAngle delta = absangle(actor->spr.Angles.Yaw, daang);
if (delta > DAngle22_5)
{
// don't shoot if greater than 128
return 0;
}
else if (delta > mapangle(24))
{
// always shoot the ground when tracking
// and not close
WeaponHitscanShootFeet(actor, hitt, &daz);
daang = actor->spr.Angles.Yaw + RandomAngle(22.5 / 4) - DAngle22_5 / 8;
}
else
{
// randomize the z for shots
daz += RandomRangeF(120) - 60;
// never auto aim the angle
daang = actor->spr.Angles.Yaw + RandomAngle(22.5 / 2) - DAngle22_5 / 4;
}
}
}
else
{
daang = DAngle22_5 / 2;
if (WeaponAutoAimHitscan(actor, &daz, &daang, false) != nullptr)
{
daz += RandomRangeF(30) - 15;
}
}
DVector3 vect(daang.ToVector() * 1024, daz);
FAFhitscan(npos, actor->sector(), vect, hit, CLIPMASK_MISSILE);
if (RANDOM_P2(1024) < 400)
{
InitTracerAutoTurret(sop->so_actors[i], vect);
}
if (hit.hitSector == nullptr)
continue;
if (hit.actor() == nullptr && hit.hitWall == nullptr)
{
if (abs(hit.hitpos.Z - hit.hitSector->ceilingz) <= 1)
{
hit.hitpos.Z += 16;
cstat |= (CSTAT_SPRITE_YFLIP);
if ((hit.hitSector->ceilingstat & CSTAT_SECTOR_SKY))
continue;
}
else if (abs(hit.hitpos.Z - hit.hitSector->floorz) <= 1)
{
if ((hit.hitSector->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)
{
SpawnSplashXY(hit.hitpos, hit.hitSector);
continue;
}
}
}
if (hit.hitWall != nullptr)
{
if (hit.hitWall->twoSided())
{
if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
{
if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
{
return 0;
}
}
}
if (hit.hitWall->lotag == TAG_WALL_BREAK)
{
HitBreakWall(hit.hitWall, hit.hitpos, daang, 0);
continue;
}
QueueHole(hit.hitSector, hit.hitWall, hit.hitpos);
}
// hit a sprite?
if (hit.actor() != nullptr)
{
auto hitActor = hit.actor();
if (hitActor->spr.lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(nullptr, WPN_UZI, hit.actor()))
continue;
}
if ((hitActor->spr.extra & SPRX_BREAKABLE))
{
HitBreakSprite(hit.actor(), 0);
continue;
}
if (BulletHitSprite(actor, hit.actor(), hit.hitpos, 0))
continue;
// hit a switch?
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL) && (hitActor->spr.lotag || hitActor->spr.hitag))
{
ShootableSwitch(hit.actor());
}
}
auto j = SpawnTurretSparks(hit.hitSector, hit.hitWall, hit.hitpos, daang);
DoHitscanDamage(j, hit.actor());
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitEnemyUzi(DSWActor* actor)
{
DAngle daang;
HitInfo hit{};
double zh;
void InitUziShell(PLAYER*);
static short alternate;
// Make sprite shade brighter
actor->user.Vis = 128;
SetActorZ(actor, actor->spr.pos);
if (actor->user.ID == ZILLA_RUN_R0)
{
zh = ActorZOfTop(actor) + 20;
}
else
{
zh = ActorSizeZ(actor) * 0.5;
}
double daz = actor->spr.pos.Z - zh;
if (AimHitscanToTarget(actor, &daz, &daang, 200) != nullptr)
{
// set angle to player and also face player when attacking
actor->spr.Angles.Yaw = daang;
daang += mapangle(RandomRange(24) - 12);
daz += RandomRange(40 * 256) / 256. - 20;
}
else
{
// couldn't shoot target for some reason
// don't bother wasting processing 50% of the time
if (RANDOM_P2(1024) < 512)
return 0;
daz = 0;
daang = actor->spr.Angles.Yaw + RandomAngle(DAngle22_5) - DAngle22_5/2;
}
// todo: confirm the ToVector factor.
FAFhitscan(actor->spr.pos.plusZ(-zh), actor->sector(), DVector3(daang.ToVector() * 1024, daz), hit, CLIPMASK_MISSILE);
if (hit.hitSector == nullptr)
return 0;
if (RANDOM_P2(1024<<4)>>4 > 700)
{
if (actor->user.ID == TOILETGIRL_R0 || actor->user.ID == WASHGIRL_R0 || actor->user.ID == CARGIRL_R0)
SpawnShell(actor,-3);
else
SpawnShell(actor,-2); // Enemy Uzi shell
}
if ((alternate++)>2) alternate = 0;
if (!alternate)
{
if (actor->spr.pal == PALETTE_PLAYER3 || actor->spr.pal == PALETTE_PLAYER5 ||
actor->spr.pal == PAL_XLAT_LT_GREY || actor->spr.pal == PAL_XLAT_LT_TAN)
PlaySound(DIGI_M60, actor, v3df_none);
else
PlaySound(DIGI_NINJAUZIATTACK, actor, v3df_none);
}
if (hit.hitWall != nullptr)
{
if (hit.hitWall->twoSided())
{
if ((hit.hitWall->nextSector()->ceilingstat & CSTAT_SECTOR_SKY))
{
if (hit.hitpos.Z < hit.hitWall->nextSector()->ceilingz)
{
return 0;
}
}
}
if (hit.hitWall->lotag == TAG_WALL_BREAK)
{
HitBreakWall(hit.hitWall, hit.hitpos, daang, actor->user.ID);
return 0;
}
QueueHole(hit.hitSector, hit.hitWall, hit.hitpos);
}
if (hit.actor() != nullptr)
{
if (BulletHitSprite(actor, hit.actor(), hit.hitpos, 0))
return 0;
}
auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE+2, s_UziSmoke, hit.hitSector, hit.hitpos, daang, 0);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT, UZI_SMOKE_REPEAT);
if (actor->user.ID == ZOMBIE_RUN_R0)
SetOwner(GetOwner(actor), actorNew);
else
SetOwner(actor, actorNew);
actorNew->user.WaitTics = 63;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->clipdist = 2;
actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit.hitSector, hit.hitpos, daang, 0);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT, UZI_SMOKE_REPEAT);
SetOwner(actor, actorNew);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->clipdist = 0.5;
HitscanSpriteAdjust(actorNew, hit.hitWall);
DoHitscanDamage(actorNew, hit.actor());
actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit.hitSector, hit.hitpos, daang, 0);
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(UZI_SPARK_REPEAT, UZI_SPARK_REPEAT);
SetOwner(actor, actorNew);
actorNew->user.spal = actorNew->spr.pal;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->clipdist = 0.5;
HitscanSpriteAdjust(actorNew, hit.hitWall);
if (RANDOM_P2(1024) < 100)
{
PlaySound(DIGI_RICHOCHET1,actorNew, v3df_none);
}
else if (RANDOM_P2(1024) < 100)
PlaySound(DIGI_RICHOCHET2,actorNew, v3df_none);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitGrenade(PLAYER* pp)
{
DSWActor* actor = pp->actor;
double zvel;
bool auto_aim = false;
DoPlayerBeginRecoil(pp, GRENADE_RECOIL_AMT);
PlayerUpdateAmmo(pp, actor->user.WeaponNum, -1);
PlaySound(DIGI_30MMFIRE, pp, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
actor->user.Vis = 128;
if (!pp->insector())
return 0;
auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 8);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, GRENADE, &s_Grenade[0][0], pp->cursector, pos, pp->angle.ang, GRENADE_VELOCITY);
// don't throw it as far if crawling
if (pp->Flags & (PF_CRAWLING))
{
actorNew->vel.Z *= 0.75;
}
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Grenade[0]);
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(0.5, 0.5);
actorNew->spr.shade = -15;
//actorNew->clipdist = 5;
actorNew->clipdist = 2;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->user.Counter = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK);
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->horizon.ZzHORIZON, HORIZ_MULTF);
auto oclipdist = actor->clipdist;
actor->clipdist = 0;
actorNew->spr.Angles.Yaw += DAngle90;
HelpMissileLateral(actorNew, 800);
actorNew->spr.Angles.Yaw -= DAngle90;
// don't do smoke for this movement
actorNew->user.Flags |= (SPR_BOUNCE);
MissileSetPos(actorNew, DoGrenade, 1000);
actorNew->user.Flags &= ~(SPR_BOUNCE);
actor->clipdist = oclipdist;
zvel = actorNew->vel.Z;
if (WeaponAutoAim(pp->actor, actorNew, DAngle22_5 / 4, false) >= 0)
{
auto_aim = true;
}
actorNew->vel.Z = zvel;
UpdateChange(actorNew);
if (!auto_aim)
{
// adjust xvel according to player velocity
actorNew->user.change += pp->vect;
}
actorNew->user.Counter2 = true; // Phosphorus Grenade
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitSpriteGrenade(DSWActor* actor)
{
PlaySound(DIGI_30MMFIRE, actor, v3df_dontpan|v3df_doppler);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, GRENADE, &s_Grenade[0][0], actor->sector(),
actor->spr.pos.plusZ(-40), actor->spr.Angles.Yaw, GRENADE_VELOCITY);
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Grenade[0]);
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
if (actor->user.ID == ZOMBIE_RUN_R0)
SetOwner(GetOwner(actor), actorNew);
else
SetOwner(actor, actorNew);
actorNew->spr.scale = DVector2(0.5, 0.5);
actorNew->spr.shade = -15;
//actorNew->clipdist = 5;
actorNew->clipdist = 2;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = (3);
actorNew->user.floor_dist = (3);
actorNew->user.Counter = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK);
actorNew->vel.Z = 2000. / 256.;
UpdateChange(actorNew);
actorNew->spr.Angles.Yaw += DAngle90;
HelpMissileLateral(actorNew, 800);
actorNew->spr.Angles.Yaw -= DAngle90;
// don't do smoke for this movement
actorNew->user.Flags |= (SPR_BOUNCE);
MissileSetPos(actorNew, DoGrenade, 400);
actorNew->user.Flags &= ~(SPR_BOUNCE);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitMine(PLAYER* pp)
{
DSWActor* actor = pp->actor;
PlayerUpdateAmmo(pp, actor->user.WeaponNum, -1);
PlaySound(DIGI_MINETHROW, pp, v3df_dontpan|v3df_doppler);
if (!pp->insector())
return 0;
auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 8);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, MINE, s_Mine, pp->cursector, pos, pp->angle.ang, MINE_VELOCITY);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(0.5, 0.5);
actorNew->spr.shade = -15;
actorNew->clipdist = 8;
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->horizon.ZzHORIZON, HORIZ_MULTF);
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = (5);
actorNew->user.floor_dist = (5);
actorNew->user.Counter = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.spal = actorNew->spr.pal = actor->user.spal; // Set sticky color
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
MissileSetPos(actorNew, DoMine, 800);
UpdateChange(actorNew, 0.5);
double dot = pp->vect.dot(pp->angle.ang.ToVector());
// don't adjust for strafing
// not really sure what to do here as the original formula was very likely to overflow, creating a Q0.32 value.
if (abs(dot) > 10000./0xffffffff)
{
// adjust xvel according to player velocity
actorNew->user.change += 2 * pp->vect;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitEnemyMine(DSWActor* actor)
{
PlaySound(DIGI_MINETHROW, actor, v3df_dontpan|v3df_doppler);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, MINE, s_Mine, actor->sector(), actor->spr.pos.plusZ(-40), actor->spr.Angles.Yaw, MINE_VELOCITY);
SetOwner(actor, actorNew);
actorNew->spr.scale = DVector2(0.5, 0.5);
actorNew->spr.scale = DVector2(0.5, 0.5);
actorNew->spr.shade = -15;
actorNew->clipdist = 8;
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = 5;
actorNew->user.floor_dist = 5;
actorNew->user.Counter = 0;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.spal = actorNew->spr.pal = actor->user.spal; // Set sticky color
if (SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
MissileSetPos(actorNew, DoMine, 300);
actorNew->spr.Angles.Yaw -= DAngle90;
MissileSetPos(actorNew, DoMine, 300);
actorNew->spr.Angles.Yaw += DAngle90;
actorNew->user.change. Z = -5000 / 256.;
UpdateChangeXY(actorNew);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int HelpMissileLateral(DSWActor* actor, int dist)
{
auto old_xvel = actor->vel.X;
auto oclipdist = actor->clipdist;
actor->vel.X = dist * maptoworld; // not worth changing 28 call locations...
auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
actor->clipdist = 2;
actor->user.coll = move_missile(actor, DVector3(vec, 0), 16, 16, 0, 1);
actor->vel.X = old_xvel;
actor->clipdist = oclipdist;
actor->backuppos();
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitFireball(PLAYER* pp)
{
DSWActor* actor = pp->actor;
PlayerUpdateAmmo(pp, WPN_HOTHEAD, -1);
PlaySound(DIGI_HEADFIRE, pp, v3df_none);
// Make sprite shade brighter
actor->user.Vis = 128;
if (!pp->insector())
return 0;
auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 15);
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursector, pos, pp->angle.ang, FIREBALL_VELOCITY);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
actorNew->spr.scale = DVector2(0.625, 0.625);
actorNew->spr.shade = -40;
actorNew->clipdist = 2;
SetOwner(pp->actor, actorNew);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->user.Radius = 100;
actorNew->user.ceiling_dist = (6);
actorNew->user.floor_dist = (6);
double zvel = 0.;
setFreeAimVelocity(actorNew->vel.X, zvel, pp->horizon.ZzHORIZON, 120.);
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
auto oclipdist = actor->clipdist;
actor->clipdist = 0;
actorNew->spr.Angles.Yaw += DAngle90;
HelpMissileLateral(actorNew, 2100);
actorNew->spr.Angles.Yaw -= DAngle90;
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
if (TestMissileSetPos(actorNew, DoFireball, 1200, zvel * (1375. / 2048.)))
{
actor->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
actor->clipdist = oclipdist;
actorNew->vel.Z = 0.5;
if (WeaponAutoAimZvel(pp->actor, actorNew, &zvel, DAngle22_5 / 4, false) == -1)
{
actorNew->spr.Angles.Yaw -= mapangle(9);
}
UpdateChangeXY(actorNew);
actorNew->user.change.Z = zvel;
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int InitEnemyFireball(DSWActor* actor)
{
static DAngle lat_ang[] =
{
DAngle90, -DAngle90
};
DSWActor* targetActor = actor->user.targetActor;
if (!targetActor) return 0;
PlaySound(DIGI_FIREBALL1, actor, v3df_none);
// get angle to player and also face player when attacking
actor->spr.Angles.Yaw = (targetActor->spr.pos.XY() - actor->spr.pos.XY()).Angle();
double size_z = ActorSizeZ(actor) * 0.625;
double nz = actor->spr.pos.Z - size_z + 4;
auto change = actor->spr.Angles.Yaw.ToVector() * GORO_FIREBALL_VELOCITY;
double lastvel = 0;
for (int i = 0; i < 2; i++)
{
auto actorNew = SpawnActor(STAT_MISSILE, GORO_FIREBALL, s_Fireball, actor->sector(),
DVector3(actor->spr.pos, nz), actor->spr.Angles.Yaw, GORO_FIREBALL_VELOCITY);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
actorNew->spr.scale = DVector2(0.34375, 0.3125);
actorNew->spr.shade = -40;
SetOwner(actor, actorNew);
actorNew->vel.Z = 0;
actorNew->clipdist = 1;
actorNew->spr.Angles.Yaw += lat_ang[i];
HelpMissileLateral(actorNew, 500);
actorNew->spr.Angles.Yaw -= lat_ang[i];
actorNew->user.change.XY() = change;
MissileSetPos(actorNew, DoFireball, 700);
if (i == 0)
{
// find the distance to the target (player)
double dist = (actorNew->spr.pos.XY() - targetActor->spr.pos.XY()).Length();
// Determine target Z value
double targ_z = targetActor->spr.pos.Z - ActorSizeZ(actor) * 0.5;
// (velocity * difference between the target and the throwing star) /
// distance
if (dist != 0)
{
actorNew->vel.Z = ((GORO_FIREBALL_VELOCITY * (targ_z - actorNew->spr.pos.Z)) / dist);
actorNew->user.change.Z = actorNew->vel.Z;
}
// back up first one
lastvel = actorNew->vel.Z;
}
else
{
// use the first calculations so the balls stay together
actorNew->user.change.Z = lastvel;
actorNew->vel.Z = lastvel;
}
}
return 0;
}
///////////////////////////////////////////////////////////////////////////////
// for hitscans or other uses
///////////////////////////////////////////////////////////////////////////////
bool WarpToUnderwater(DVector3& pos, sectortype** psectu)
{
int i;
auto sectu = *psectu;
bool Found = false;
DVector2 spos;
DSWActor* overActor = nullptr;
DSWActor* underActor = nullptr;
// 0 not valid for water match tags
if (!sectu->hasU() || sectu->number == 0)
return false;
// search for DIVE_AREA "over" sprite for reference point
SWStatIterator it(STAT_DIVE_AREA);
while ((overActor = it.Next()))
{
if ((overActor->sector()->extra & SECTFX_DIVE_AREA) &&
overActor->sector()->hasU() &&
overActor->sector()->number == sectu->number)
{
Found = true;
break;
}
}
ASSERT(Found);
Found = false;
// search for UNDERWATER "under" sprite for reference point
it.Reset(STAT_UNDERWATER);
while ((underActor = it.Next()))
{
if ((underActor->sector()->extra & SECTFX_UNDERWATER) &&
underActor->sector()->hasU() &&
underActor->sector()->number == sectu->number)
{
Found = true;
break;
}
}
ASSERT(Found);
// get the offset from the sprite
spos = overActor->spr.pos.XY() - pos.XY();
// update to the new x y position
pos.XY() = underActor->spr.pos - spos;
auto over = overActor->sector();
auto under = underActor->sector();
if (GetOverlapSector(pos.XY(), &over, &under) == 2)
{
*psectu = under;
}
else
{
*psectu = under;
}
pos.Z = underActor->sector()->ceilingz+ 1;
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool WarpToSurface(DVector3& pos, sectortype** psectu)
{
int i;
auto sectu = *psectu;
DSWActor* overActor = nullptr;
DSWActor* underActor = nullptr;
bool Found = false;
// 0 not valid for water match tags
if (!sectu->hasU() || sectu->number == 0)
return false;
// search for UNDERWATER "under" sprite for reference point
SWStatIterator it(STAT_UNDERWATER);
while ((underActor = it.Next()))
{
if ((underActor->sector()->extra & SECTFX_UNDERWATER) &&
underActor->sector()->hasU() &&
underActor->sector()->number == sectu->number)
{
Found = true;
break;
}
}
ASSERT(Found);
Found = false;
// search for DIVE_AREA "over" sprite for reference point
it.Reset(STAT_DIVE_AREA);
while ((overActor = it.Next()))
{
if ((overActor->sector()->extra & SECTFX_DIVE_AREA) &&
overActor->sector()->hasU() &&
overActor->sector()->number == sectu->number)
{
Found = true;
break;
}
}
ASSERT(Found);
// get the offset from the under sprite
DVector2 spos = underActor->spr.pos.XY() - pos.XY();
// update to the new x y position
pos.XY() = overActor->spr.pos.XY() - spos;
auto over = overActor->sector();
auto under = underActor->sector();
if (GetOverlapSector(pos.XY(), &over, &under))
{
*psectu = over;
}
pos.Z = overActor->sector()->floorz- 2;
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool SpriteWarpToUnderwater(DSWActor* actor)
{
int i;
auto sectu = actor->sector();
bool Found = false;
DSWActor* overActor = nullptr;
DSWActor* underActor = nullptr;
// 0 not valid for water match tags
if (!sectu->hasU() || sectu->number == 0)
return false;
// search for DIVE_AREA "over" sprite for reference point
SWStatIterator it(STAT_DIVE_AREA);
while ((overActor = it.Next()))
{
if ((overActor->sector()->extra & SECTFX_DIVE_AREA) &&
overActor->sector()->hasU() &&
overActor->sector()->number == sectu->number)
{
Found = true;
break;
}
}
ASSERT(Found);
Found = false;
// search for UNDERWATER "under" sprite for reference point
it.Reset(STAT_UNDERWATER);
while ((underActor = it.Next()))
{
if ((underActor->sector()->extra & SECTFX_UNDERWATER) &&
underActor->sector()->hasU() &&
underActor->sector()->number == sectu->number)
{
Found = true;
break;
}
}
ASSERT(Found);
// update to the new x y position
actor->spr.pos.XY() += (underActor->spr.pos.XY() - overActor->spr.pos.XY());
auto over = overActor->sector();
auto under = underActor->sector();
if (GetOverlapSector(actor->spr.pos, &over, &under) == 2)
{
ChangeActorSect(actor, under);
}
else
{
ChangeActorSect(actor, over);
}
actor->spr.pos.Z = underActor->sector()->ceilingz + actor->user.ceiling_dist+ 1;
actor->backuppos();
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool SpriteWarpToSurface(DSWActor* actor)
{
auto sectu = actor->sector();
int sx, sy;
DSWActor* overActor = nullptr;
DSWActor* underActor = nullptr;
bool Found = false;
// 0 not valid for water match tags
if (!sectu->hasU() || sectu->number == 0)
return false;
// search for UNDERWATER "under" sprite for reference point
SWStatIterator it(STAT_UNDERWATER);
while ((underActor = it.Next()))
{
if ((underActor->sector()->extra & SECTFX_UNDERWATER) &&
underActor->sector()->hasU() &&
underActor->sector()->number == sectu->number)
{
Found = true;
break;
}
}
if (!Found) return false;
if (underActor->spr.lotag == 0)
return false;
Found = false;
// search for DIVE_AREA "over" sprite for reference point
it.Reset(STAT_DIVE_AREA);
while ((overActor = it.Next()))
{
if ((overActor->sector()->extra & SECTFX_DIVE_AREA) &&
overActor->sector()->hasU() &&
overActor->sector()->number == sectu->number)
{
Found = true;
break;
}
}
if (!Found) return false;
// get the offset from the under sprite
// update to the new x y position
actor->spr.pos += overActor->spr.pos.XY() - underActor->spr.pos.XY();
auto over = overActor->sector();
auto under = underActor->sector();
if (GetOverlapSector(actor->spr.pos, &over, &under))
{
ChangeActorSect(actor, over);
}
actor->spr.pos.Z = overActor->sector()->floorz - 2;
// set z range and wade depth so we know how high to set view
DoActorZrange(actor);
MissileWaterAdjust(actor);
actor->backuppos();
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SpawnSplash(DSWActor* actor)
{
auto sectu = actor->sector();
sectortype* sectp = actor->sector();
if (Prediction)
return 0;
if (sectu && ((sectp->extra & SECTFX_LIQUID_MASK) == SECTFX_LIQUID_NONE))
return 0;
if (sectu && (sectp->floorstat & CSTAT_SECTOR_SKY))
return 0;
PlaySound(DIGI_SPLASH1, actor, v3df_none);
DoActorZrange(actor);
MissileWaterAdjust(actor);
auto actorNew = SpawnActor(STAT_MISSILE, SPLASH, s_Splash, actor->sector(), DVector3(actor->spr.pos.XY(), actor->user.loz), actor->spr.Angles.Yaw, 0);
if (sectu && (sectp->extra & SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
actorNew->user.spal = actorNew->spr.pal = PALETTE_RED_LIGHTING;
actorNew->spr.scale = DVector2(0.703125, 0.65625);
actorNew->spr.shade = actor->sector()->floorshade - 10;
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SpawnSplashXY(const DVector3& pos, sectortype* sectp)
{
if (Prediction)
return 0;
if (sectp->hasU() && ((sectp->extra & SECTFX_LIQUID_MASK) == SECTFX_LIQUID_NONE))
return 0;
if (sectp->hasU() && (sectp->floorstat & CSTAT_SECTOR_SKY))
return 0;
auto actorNew = SpawnActor(STAT_MISSILE, SPLASH, s_Splash, sectp, pos, nullAngle, 0);
if (sectp->hasU() && (sectp->extra & SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
actorNew->user.spal = actorNew->spr.pal = PALETTE_RED_LIGHTING;
actorNew->spr.scale = DVector2(0.703125, 0.65625);
actorNew->spr.shade = actorNew->sector()->floorshade - 10;
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool MissileHitDiveArea(DSWActor* actor)
{
// correctly set underwater bit for missiles
// in Stacked water areas.
if (FAF_ConnectArea(actor->sector()))
{
if (SectorIsUnderwaterArea(actor->sector()))
actor->user.Flags |= (SPR_UNDERWATER);
else
actor->user.Flags &= ~(SPR_UNDERWATER);
}
if (actor->user.coll.type == kHitSector)
{
auto hit_sect = actor->user.coll.hitSector;
if (SpriteInDiveArea(actor))
{
// make sure you are close to the floor
if (actor->spr.pos.Z < (actor->user.hiz + actor->user.loz) * 0.5)
return false;
// Check added by Jim because of sprite bridge over water
if (actor->spr.pos.Z < hit_sect->floorz - 20)
return false;
actor->user.Flags |= (SPR_UNDERWATER);
SpawnSplash(actor);
SpriteWarpToUnderwater(actor);
actor->user.coll.setNone();
PlaySound(DIGI_PROJECTILEWATERHIT, actor, v3df_none);
return true;
}
else if (SpriteInUnderwaterArea(actor))
{
// make sure you are close to the ceiling
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
return false;
actor->user.Flags &= ~(SPR_UNDERWATER);
if (!SpriteWarpToSurface(actor))
{
return false;
}
SpawnSplash(actor);
actor->user.coll.setNone();
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DSWActor* SpawnBubble(DSWActor* actor)
{
if (Prediction)
return nullptr;
auto actorNew = SpawnActor(STAT_MISSILE, BUBBLE, s_Bubble, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
double scale = (8 + (RANDOM_P2(8 << 8) >> 8)) * REPEAT_SCALE;
actorNew->spr.scale = DVector2(scale, scale);
// notreallypos
actorNew->user.pos.XY() = actorNew->spr.scale;
actorNew->user.ceiling_dist = 1;
actorNew->user.floor_dist = 1;
actorNew->spr.shade = actor->sector()->floorshade - 10;
actorNew->user.WaitTics = 120 * 120;
actorNew->vel.Z = 2;
actorNew->clipdist = 0.75;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->user.Flags |= (SPR_UNDERWATER);
actorNew->spr.shade = -60; // Make em brighter
return actorNew;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoVehicleSmoke(DSWActor* actor)
{
actor->spr.pos.XY() += actor->user.change.XY();
actor->spr.pos.Z -= actor->vel.Z;
return false;
}
int DoWaterSmoke(DSWActor* actor)
{
actor->spr.pos.Z -= actor->vel.Z;
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SpawnVehicleSmoke(DSWActor* actor)
{
if (MoveSkip2 != 0)
return false;
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_VehicleSmoke, actor->sector(), actor->spr.pos.plusZ(-RANDOM_P2F(8, 8)), actor->spr.Angles.Yaw, 0);
actorNew->user.WaitTics = 1*120;
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(1, 1);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) < 512)
actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) < 512)
actorNew->spr.cstat |= (CSTAT_SPRITE_YFLIP);
actorNew->spr.Angles.Yaw = RandomAngle();
actorNew->vel.X = RandomRangeF(2);
UpdateChangeXY(actorNew);
actorNew->vel.Z = 4 + RandomRangeF(4);
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int SpawnSmokePuff(DSWActor* actor)
{
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_WaterSmoke, actor->sector(), actor->spr.pos.plusZ(-RANDOM_P2F(8, 8)), actor->spr.Angles.Yaw, 0);
actorNew->user.WaitTics = 1*120;
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(1, 1);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
if (RANDOM_P2(1024) < 512)
actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
if (RANDOM_P2(1024) < 512)
actorNew->spr.cstat |= (CSTAT_SPRITE_YFLIP);
actorNew->spr.Angles.Yaw = RandomAngle();
actorNew->vel.X = RandomRangeF(2);
UpdateChangeXY(actorNew);
actorNew->vel.Z = 4 + RandomRangeF(4);
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoBubble(DSWActor* actor)
{
actor->spr.pos.Z -= actor->vel.Z;
actor->vel.Z += 0.25;
if (actor->vel.Z > 3)
actor->vel.Z = 3;
// notreallypos
actor->user.pos.X += REPEAT_SCALE;
actor->user.pos.Y += REPEAT_SCALE;
if (actor->user.pos.X > 0.5)
{
actor->user.pos.X = 0.5;
actor->user.pos.Y = 0.5;
}
actor->spr.scale.X = (actor->user.pos.X + ((RANDOM_P2(8 << 8) >> 8) - 4) * REPEAT_SCALE);
actor->spr.scale.Y = (actor->user.pos.Y + ((RANDOM_P2(8 << 8) >> 8) - 4) * REPEAT_SCALE);
if (actor->spr.pos.Z < actor->sector()->ceilingz)
{
if (SectorIsUnderwaterArea(actor->user.hi_sectp))
{
if (!SpriteWarpToSurface(actor))
{
KillActor(actor);
return true;
}
actor->user.Flags &= ~(SPR_UNDERWATER);
// stick around above water for this long
actor->user.WaitTics = (RANDOM_P2(64 << 8) >> 8);
}
else
{
KillActor(actor);
return true;
}
}
if (!(actor->user.Flags & SPR_UNDERWATER))
{
if ((actor->user.WaitTics -= MISSILEMOVETICS) <= 0)
{
KillActor(actor);
return true;
}
}
else
// just in case its stuck somewhere kill it after a while
{
if ((actor->user.WaitTics -= MISSILEMOVETICS) <= 0)
{
KillActor(actor);
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
// this needs to be called before killsprite
// whenever killing a sprite that you aren't completely sure what it is, like
// with the drivables, copy sectors, break sprites, etc
//
//---------------------------------------------------------------------------
void SpriteQueueDelete(DSWActor* actor)
{
size_t i;
for (i = 0; i < MAX_STAR_QUEUE; i++)
if (StarQueue[i] == actor)
StarQueue[i] = nullptr;
for (i = 0; i < MAX_HOLE_QUEUE; i++)
if (HoleQueue[i] == actor)
HoleQueue[i] = nullptr;
for (i = 0; i < MAX_WALLBLOOD_QUEUE; i++)
if (WallBloodQueue[i] == actor)
WallBloodQueue[i] = nullptr;
for (i = 0; i < MAX_FLOORBLOOD_QUEUE; i++)
if (FloorBloodQueue[i] == actor)
FloorBloodQueue[i] = nullptr;
for (i = 0; i < MAX_GENERIC_QUEUE; i++)
if (GenericQueue[i] == actor)
GenericQueue[i] = nullptr;
for (i = 0; i < MAX_LOWANGS_QUEUE; i++)
if (LoWangsQueue[i] == actor)
LoWangsQueue[i] = nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void QueueReset(void)
{
size_t i;
StarQueueHead=0;
HoleQueueHead=0;
WallBloodQueueHead=0;
FloorBloodQueueHead=0;
GenericQueueHead=0;
LoWangsQueueHead=0;
for (i = 0; i < MAX_STAR_QUEUE; i++)
StarQueue[i] = nullptr;
for (i = 0; i < MAX_HOLE_QUEUE; i++)
HoleQueue[i] = nullptr;
for (i = 0; i < MAX_WALLBLOOD_QUEUE; i++)
WallBloodQueue[i] = nullptr;
for (i = 0; i < MAX_FLOORBLOOD_QUEUE; i++)
FloorBloodQueue[i] = nullptr;
for (i = 0; i < MAX_GENERIC_QUEUE; i++)
GenericQueue[i] = nullptr;
for (i = 0; i < MAX_LOWANGS_QUEUE; i++)
LoWangsQueue[i] = nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool TestDontStick(DSWActor* actor, walltype* hit_wall)
{
if (hit_wall == nullptr)
{
ASSERT(actor != nullptr);
if (actor->user.coll.type != kHitWall) return true; // ain't got a wall here.
hit_wall = actor->user.coll.hitWall;
}
if ((hit_wall->extra & WALLFX_DONT_STICK))
return true;
// if blocking red wallo
if ((hit_wall->cstat & CSTAT_WALL_BLOCK) && hit_wall->twoSided())
return true;
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool TestDontStickSector(sectortype* hit_sect)
{
if ((hit_sect->extra & (SECTFX_DYNAMIC_AREA|SECTFX_SECTOR_OBJECT)))
return true;
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int QueueStar(DSWActor* actor)
{
if (TestDontStick(actor, nullptr))
{
KillActor(actor);
return -1;
}
// can and should kill the user portion of the star
if (StarQueue[StarQueueHead] == nullptr)
{
// new star
actor->clearUser();
change_actor_stat(actor, STAT_STAR_QUEUE);
StarQueue[StarQueueHead] = actor;
}
else
{
// move old star to new stars place
auto osp = StarQueue[StarQueueHead];
osp->spr.pos = actor->spr.pos;
ChangeActorSect(osp, actor->sector());
KillActor(actor);
actor = osp;
}
StarQueueHead = (StarQueueHead+1) & (MAX_STAR_QUEUE-1);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void QueueHole(sectortype* hit_sect, walltype* hit_wall, const DVector3& pos)
{
short w,nw;
DSWActor* spawnedActor;
if (TestDontStick(nullptr, hit_wall))
return;
if (HoleQueue[HoleQueueHead] == nullptr)
HoleQueue[HoleQueueHead] = spawnedActor = insertActor(hit_sect, STAT_HOLE_QUEUE);
else
spawnedActor = HoleQueue[HoleQueueHead];
HoleQueueHead = (HoleQueueHead+1) & (MAX_HOLE_QUEUE-1);
spawnedActor->spr.scale = DVector2(0.25, 0.25);
spawnedActor->spr.cstat = 0;
spawnedActor->spr.pal = 0;
spawnedActor->spr.shade = 0;
spawnedActor->spr.extra = 0;
spawnedActor->clipdist = 0;
spawnedActor->spr.xoffset = spawnedActor->spr.yoffset = 0;
spawnedActor->spr.pos = pos;
spawnedActor->spr.picnum = 2151;
ChangeActorSect(spawnedActor, hit_sect);
ASSERT(spawnedActor->spr.statnum != MAXSTATUS);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_ONE_SIDE);
spawnedActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
spawnedActor->spr.cstat2 |= CSTAT2_SPRITE_DECAL;
spawnedActor->spr.Angles.Yaw = hit_wall->normalAngle();
// move it back some
auto vec = spawnedActor->spr.Angles.Yaw.ToVector();
auto sect = spawnedActor->sector();
Collision coll;
clipmove(spawnedActor->spr.pos, &sect, vec, 0., 0., 0., CLIPMASK_MISSILE, coll, 1);
if (spawnedActor->sector() != sect)
ChangeActorSect(spawnedActor, sect);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
enum { FLOORBLOOD_RATE = 30 };
ANIMATOR DoFloorBlood;
STATE s_FloorBlood1[] =
{
{FLOORBLOOD1, SF_QUICK_CALL, DoFloorBlood, &s_FloorBlood1[1]},
{FLOORBLOOD1, FLOORBLOOD_RATE, NullAnimator, &s_FloorBlood1[0]},
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int QueueFloorBlood(DSWActor* actor)
{
sectortype* sectp = actor->sector();
DSWActor* spawnedActor = nullptr;
if ((sectp->extra & SECTFX_SINK)||(sectp->extra & SECTFX_CURRENT))
return -1; // No blood in water or current areas
if (actor->user.Flags & (SPR_UNDERWATER) || SpriteInUnderwaterArea(actor) || SpriteInDiveArea(actor))
return -1; // No blood underwater!
if ((actor->sector()->extra & SECTFX_LIQUID_MASK) == SECTFX_LIQUID_WATER)
return -1; // No prints liquid areas!
if ((actor->sector()->extra & SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
return -1; // Not in lave either
if (TestDontStickSector(actor->sector()))
return -1; // Not on special sectors you don't
if (FloorBloodQueue[FloorBloodQueueHead] != nullptr)
KillActor(FloorBloodQueue[FloorBloodQueueHead]);
FloorBloodQueue[FloorBloodQueueHead] = spawnedActor =
SpawnActor(STAT_SKIP4, FLOORBLOOD1, s_FloorBlood1, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
FloorBloodQueueHead = (FloorBloodQueueHead+1) & (MAX_FLOORBLOOD_QUEUE-1);
// Stupid hack to fix the blood under the skull to not show through
// x,y repeat of floor blood MUST be smaller than the sprite above it or clipping probs.
if (actor->user.ID == GORE_Head)
spawnedActor->spr.hitag = 9995;
else
spawnedActor->spr.hitag = 0;
spawnedActor->spr.scale = DVector2(0.125, 0.125);
spawnedActor->spr.cstat = 0;
spawnedActor->spr.pal = 0;
spawnedActor->spr.shade = 0;
spawnedActor->spr.extra = 0;
spawnedActor->clipdist = 0;
spawnedActor->spr.xoffset = spawnedActor->spr.yoffset = 0;
spawnedActor->spr.pos = actor->spr.pos.plusZ(1);
spawnedActor->spr.Angles.Yaw = RandomAngle(); // Just make it any old angle
spawnedActor->spr.shade -= 5; // Brighten it up just a bit
spawnedActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_FLOOR);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_ONE_SIDE);
spawnedActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
actor->user.Flags &= ~(SPR_SHADOW);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
enum
{
FOOTPRINT1 = 2490,
FOOTPRINT2 = 2491,
FOOTPRINT3 = 2492,
FOOTPRINT_RATE = 30,
};
ANIMATOR DoFootPrint;
STATE s_FootPrint1[] =
{
{FOOTPRINT1, FOOTPRINT_RATE, NullAnimator, &s_FootPrint1[0]},
};
STATE s_FootPrint2[] =
{
{FOOTPRINT2, FOOTPRINT_RATE, NullAnimator, &s_FootPrint2[0]},
};
STATE s_FootPrint3[] =
{
{FOOTPRINT3, FOOTPRINT_RATE, NullAnimator, &s_FootPrint3[0]},
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int QueueFootPrint(DSWActor* actor)
{
DSWActor* spawnedActor;
short rnd_num=0;
bool Found=false;
sectortype* sectp = actor->sector();
if ((sectp->extra & SECTFX_SINK)||(sectp->extra & SECTFX_CURRENT))
return -1; // No blood in water or current areas
if (actor->user.PlayerP)
{
if ((actor->user.PlayerP->Flags & PF_DIVING))
Found = true;
// Stupid masked floor stuff! Damn your weirdness!
if ((actor->user.PlayerP->cursector->ceilingstat & CSTAT_SECTOR_SKY))
Found = true;
if ((actor->user.PlayerP->cursector->floorstat & CSTAT_SECTOR_SKY))
Found = true;
}
if (actor->user.Flags & (SPR_UNDERWATER) || SpriteInUnderwaterArea(actor) || Found || SpriteInDiveArea(actor))
return -1; // No prints underwater!
if ((actor->sector()->extra & SECTFX_LIQUID_MASK) == SECTFX_LIQUID_WATER)
return -1; // No prints liquid areas!
if ((actor->sector()->extra & SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
return -1; // Not in lave either
if (TestDontStickSector(actor->sector()))
return -1; // Not on special sectors you don't
if (!isAwayFromWall(actor, 5.25))
return -1; // not if it goes ouzside the sector
// So, are we like, done checking now!?
if (FloorBloodQueue[FloorBloodQueueHead] != nullptr)
KillActor(FloorBloodQueue[FloorBloodQueueHead]);
rnd_num = RandomRange(1024);
if (rnd_num > 683)
FloorBloodQueue[FloorBloodQueueHead] = spawnedActor =
SpawnActor(STAT_WALLBLOOD_QUEUE, FOOTPRINT1, s_FootPrint1, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
else if (rnd_num > 342)
FloorBloodQueue[FloorBloodQueueHead] = spawnedActor =
SpawnActor(STAT_WALLBLOOD_QUEUE, FOOTPRINT2, s_FootPrint2, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
else
FloorBloodQueue[FloorBloodQueueHead] = spawnedActor =
SpawnActor(STAT_WALLBLOOD_QUEUE, FOOTPRINT3, s_FootPrint3, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
FloorBloodQueueHead = (FloorBloodQueueHead+1) & (MAX_FLOORBLOOD_QUEUE-1);
// Decrease footprint count
if (actor->user.PlayerP)
actor->user.PlayerP->NumFootPrints--;
spawnedActor->spr.hitag = 0;
spawnedActor->spr.scale = DVector2(0.75, 0.84375);
spawnedActor->spr.cstat = 0;
spawnedActor->spr.pal = 0;
spawnedActor->spr.shade = 0;
spawnedActor->spr.extra = 0;
spawnedActor->clipdist = 0;
spawnedActor->spr.xoffset = spawnedActor->spr.yoffset = 0;
spawnedActor->spr.pos = actor->spr.pos;
spawnedActor->spr.Angles.Yaw = actor->spr.Angles.Yaw;
spawnedActor->user.Flags &= ~(SPR_SHADOW);
switch (FootMode)
{
case BLOOD_FOOT:
spawnedActor->user.spal = spawnedActor->spr.pal = PALETTE_PLAYER3; // Turn blue to blood red
break;
default:
spawnedActor->user.spal = spawnedActor->spr.pal = PALETTE_PLAYER1; // Gray water
break;
}
// Alternate the feet
left_foot = !left_foot;
if (left_foot)
spawnedActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_FLOOR);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_ONE_SIDE);
spawnedActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
enum
{
WALLBLOOD1 = 2500,
WALLBLOOD2 = 2501,
WALLBLOOD3 = 2502,
WALLBLOOD4 = 2503,
WALLBLOOD_RATE = 1,
};
ANIMATOR DoWallBlood;
STATE s_WallBlood1[] =
{
{WALLBLOOD1, SF_QUICK_CALL, DoWallBlood, &s_WallBlood1[1]},
{WALLBLOOD1, WALLBLOOD_RATE, NullAnimator, &s_WallBlood1[0]},
};
STATE s_WallBlood2[] =
{
{WALLBLOOD2, SF_QUICK_CALL, DoWallBlood, &s_WallBlood2[1]},
{WALLBLOOD2, WALLBLOOD_RATE, NullAnimator, &s_WallBlood2[0]},
};
STATE s_WallBlood3[] =
{
{WALLBLOOD3, SF_QUICK_CALL, DoWallBlood, &s_WallBlood3[1]},
{WALLBLOOD3, WALLBLOOD_RATE, NullAnimator, &s_WallBlood3[0]},
};
STATE s_WallBlood4[] =
{
{WALLBLOOD4, SF_QUICK_CALL, DoWallBlood, &s_WallBlood4[1]},
{WALLBLOOD4, WALLBLOOD_RATE, NullAnimator, &s_WallBlood4[0]},
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DSWActor* QueueWallBlood(DSWActor* actor, DAngle bang)
{
short w,nw;
DSWActor* spawnedActor;
short rndnum;
HitInfo hit{};
if (actor->user.Flags & (SPR_UNDERWATER) || SpriteInUnderwaterArea(actor) || SpriteInDiveArea(actor))
return nullptr; // No blood underwater!
double daz = RandomRange(128) * 8 - 512;
DAngle dang = bang + RandomAngle(22.5) - DAngle22_5 / 2;
DVector3 vect(dang.ToVector() * 1024, daz);
FAFhitscan(actor->spr.pos.plusZ(-30), actor->sector(), vect, hit, CLIPMASK_MISSILE);
if (hit.hitSector == nullptr)
return nullptr;
const double WALLBLOOD_DIST_MAX = 156.25;
if ((hit.hitpos.XY() - actor->spr.pos.XY()).Length() > WALLBLOOD_DIST_MAX)
return nullptr;
// hit a sprite?
if (hit.actor() != nullptr)
return nullptr; // Don't try to put blood on a sprite
if (hit.hitWall != nullptr) // Don't check if blood didn't hit a wall, otherwise the ASSERT fails!
{
if (TestDontStick(nullptr, hit.hitWall))
return nullptr;
}
else
return nullptr;
if (WallBloodQueue[WallBloodQueueHead] != nullptr)
KillActor(WallBloodQueue[WallBloodQueueHead]);
// Randomly choose a wall blood sprite
rndnum = RandomRange(1024);
if (rndnum > 768)
{
WallBloodQueue[WallBloodQueueHead] = spawnedActor =
SpawnActor(STAT_WALLBLOOD_QUEUE, WALLBLOOD1, s_WallBlood1, hit.hitSector, hit.hitpos, bang, 0);
}
else if (rndnum > 512)
{
WallBloodQueue[WallBloodQueueHead] = spawnedActor =
SpawnActor(STAT_WALLBLOOD_QUEUE, WALLBLOOD2, s_WallBlood2, hit.hitSector, hit.hitpos, bang, 0);
}
else if (rndnum > 128)
{
WallBloodQueue[WallBloodQueueHead] = spawnedActor =
SpawnActor(STAT_WALLBLOOD_QUEUE, WALLBLOOD3, s_WallBlood3, hit.hitSector, hit.hitpos, bang, 0);
}
else
{
WallBloodQueue[WallBloodQueueHead] = spawnedActor =
SpawnActor(STAT_WALLBLOOD_QUEUE, WALLBLOOD4, s_WallBlood4, hit.hitSector, hit.hitpos, bang, 0);
}
WallBloodQueueHead = (WallBloodQueueHead+1) & (MAX_WALLBLOOD_QUEUE-1);
spawnedActor->spr.scale = DVector2(0.46875, 0.625);
spawnedActor->spr.cstat = 0;
spawnedActor->spr.pal = 0;
spawnedActor->spr.shade = 0;
spawnedActor->spr.extra = 0;
spawnedActor->clipdist = 0;
spawnedActor->spr.xoffset = spawnedActor->spr.yoffset = 0;
spawnedActor->spr.pos = hit.hitpos;
spawnedActor->spr.shade -= 5; // Brighten it up just a bit
spawnedActor->tempwall = hit.hitWall; // pass hitinfo.wall
spawnedActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_ONE_SIDE);
spawnedActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
spawnedActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
spawnedActor->spr.Angles.Yaw = hit.hitWall->delta().Angle() + DAngle90;
// move it back some
auto vec = spawnedActor->spr.Angles.Yaw.ToVector();
auto sect = spawnedActor->sector();
Collision coll;
clipmove(spawnedActor->spr.pos, &sect, vec, 0., 0., 0., CLIPMASK_MISSILE, coll, 1);
if (spawnedActor->sector() != sect)
ChangeActorSect(spawnedActor, sect);
return spawnedActor;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoFloorBlood(DSWActor* actor)
{
constexpr double FEET_IN_BLOOD_DIST = 18.75;
short pnum;
PLAYER* pp;
double scale;
if (actor->spr.hitag == 9995)
scale = 0.1875;
else
scale = 0.625;
// Make pool of blood seem to grow
if (actor->spr.scale.X < scale && actor->spr.scale.X > 0.0625)
{
actor->spr.scale.X += (REPEAT_SCALE);
}
if (actor->spr.scale.Y < scale && actor->spr.scale.X < scale && actor->spr.scale.X > 0.0625)
{
actor->spr.scale.Y += (REPEAT_SCALE);
}
// See if any players stepped in blood
if (actor->spr.scale.X > 0.0625 && actor->spr.scale.Y > 0.0625)
{
TRAVERSE_CONNECT(pnum)
{
pp = &Player[pnum];
double dist = (actor->spr.pos.XY() - pp->actor->spr.pos.XY()).Length();
if (dist < FEET_IN_BLOOD_DIST)
{
if (pp->NumFootPrints <= 0 || FootMode != BLOOD_FOOT)
{
pp->NumFootPrints = RandomRange(10)+3;
FootMode = BLOOD_FOOT;
}
// If blood has already grown to max size, we can shrink it
if (actor->spr.scale.X == 0.625 && actor->spr.scale.Y > 0.15625)
{
actor->spr.scale.Y += (-0.15625);
if (actor->spr.scale.Y <= 0.15625) // Shrink it down and don't use it anymore
actor->spr.scale = DVector2(0.0625, 0.0625);
}
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoWallBlood(DSWActor* actor)
{
// Make blood drip down the wall
if (actor->spr.scale.Y < 1.25)
{
actor->spr.scale.Y += (REPEAT_SCALE) / 30.;
actor->spr.pos.Z += 0.5 / 30.;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void QueueGeneric(DSWActor* actor, short pic)
{
if ((actor->sector()->extra & SECTFX_LIQUID_MASK) == SECTFX_LIQUID_WATER)
{
KillActor(actor);
return;
}
if ((actor->sector()->extra & SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
{
KillActor(actor);
return;
}
if (TestDontStickSector(actor->sector()))
{
KillActor(actor);
return;
}
auto scale = actor->spr.scale;
// can and should kill the user portion
if (GenericQueue[GenericQueueHead] == nullptr)
{
actor->clearUser();
change_actor_stat(actor, STAT_GENERIC_QUEUE);
GenericQueue[GenericQueueHead] = actor;
}
else
{
// move old sprite to new sprite's place
auto osp = GenericQueue[GenericQueueHead];
osp->spr.pos = actor->spr.pos;
ChangeActorSect(osp, actor->sector());
KillActor(actor);
actor = GenericQueue[GenericQueueHead];
ASSERT(actor->spr.statnum != MAXSTATUS);
}
actor->spr.picnum = pic;
actor->spr.scale = scale;
actor->spr.cstat = 0;
switch (actor->spr.picnum)
{
case 900:
case 901:
case 902:
case 915:
case 916:
case 917:
case 930:
case 931:
case 932:
case GORE_Head:
change_actor_stat(actor,STAT_DEFAULT); // Breakable
actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
actor->spr.extra |= (SPRX_BREAKABLE);
break;
default:
actor->spr.cstat &= ~(CSTAT_SPRITE_BREAKABLE);
actor->spr.extra &= ~(SPRX_BREAKABLE);
break;
}
GenericQueueHead = (GenericQueueHead+1) & (MAX_GENERIC_QUEUE-1);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoShrapVelocity(DSWActor* actor)
{
if (actor->user.Flags & (SPR_UNDERWATER) || SpriteInUnderwaterArea(actor))
{
ScaleSpriteVector(actor, 20000);
actor->user.Counter += 8*4; // These are MoveSkip4 now
actor->user.addCounterToChange();
}
else
{
actor->user.Counter += 60*4;
actor->user.addCounterToChange();
}
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS*2);
MissileHitDiveArea(actor);
{
switch (actor->user.coll.type)
{
case kHitVoid:
KillActor(actor);
return true;
case kHitSprite:
{
short wall_ang;
auto hit_sprite = actor->user.coll.actor();
WallBounce(actor, hit_sprite->spr.Angles.Yaw);
ScaleSpriteVector(actor, 32000);
break;
}
case kHitWall:
{
WallBounce(actor, actor->user.coll.hitWall->delta().Angle() + DAngle90);
ScaleSpriteVector(actor, 32000);
break;
}
case kHitSector:
{
bool did_hit_wall;
if (SlopeBounce(actor, &did_hit_wall))
{
if (did_hit_wall)
{
// hit a wall
ScaleSpriteVector(actor, 28000);
actor->user.coll.setNone();
actor->user.Counter = 0;
}
else
{
// hit a sector
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
{
// hit a floor
if (!(actor->user.Flags & SPR_BOUNCE))
{
actor->user.Flags |= (SPR_BOUNCE);
ScaleSpriteVector(actor, 18000);
actor->user.coll.setNone();
actor->user.Counter = 0;
}
else
{
if (actor->user.ID == GORE_Drip)
ChangeState(actor, s_GoreFloorSplash);
else
ShrapKillSprite(actor);
return true;
}
}
else
{
// hit a ceiling
ScaleSpriteVector(actor, 22000);
}
}
}
else
{
// hit floor
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
{
actor->spr.pos.Z = actor->user.loz;
if (actor->user.Flags & (SPR_UNDERWATER))
actor->user.Flags |= (SPR_BOUNCE); // no bouncing underwater
if (actor->user.lo_sectp && actor->sector()->hasU() && FixedToInt(actor->sector()->depth_fixed))
actor->user.Flags |= (SPR_BOUNCE); // no bouncing on shallow water
if (!(actor->user.Flags & SPR_BOUNCE))
{
actor->user.Flags |= (SPR_BOUNCE);
actor->user.coll.setNone();
actor->user.Counter = 0;
actor->user.change.Z = -actor->user.change.Z;
ScaleSpriteVector(actor, 18000);
switch (actor->user.ID)
{
case UZI_SHELL:
PlaySound(DIGI_SHELL, actor, v3df_none);
break;
case SHOT_SHELL:
PlaySound(DIGI_SHOTSHELLSPENT, actor, v3df_none);
break;
}
}
else
{
if (actor->user.ID == GORE_Drip)
ChangeState(actor, s_GoreFloorSplash);
else
ShrapKillSprite(actor);
return true;
}
}
else
// hit something above
{
actor->user.change.Z = -actor->user.change.Z;
ScaleSpriteVector(actor, 22000);
}
}
break;
}
}
}
// just outright kill it if its boucing around alot
if (actor->user.bounce > 10)
{
KillActor(actor);
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ShrapKillSprite(DSWActor* actor)
{
short rnd_num;
rnd_num = RandomRange(1024);
ASSERT(actor->hasU());
switch (actor->user.ID)
{
case UZI_SHELL:
if (rnd_num > 854)
{
QueueGeneric(actor,UZI_SHELL + 0);
}
else if (rnd_num > 684)
{
QueueGeneric(actor,UZI_SHELL + 1);
}
else if (rnd_num > 514)
{
QueueGeneric(actor,UZI_SHELL + 2);
}
else if (rnd_num > 344)
{
QueueGeneric(actor,UZI_SHELL + 3);
}
else if (rnd_num > 174)
{
QueueGeneric(actor,UZI_SHELL + 4);
}
else
{
QueueGeneric(actor,UZI_SHELL + 5);
}
return 0;
break;
case SHOT_SHELL:
if (rnd_num > 683)
{
QueueGeneric(actor,SHOT_SHELL + 1);
}
else if (rnd_num > 342)
{
QueueGeneric(actor,SHOT_SHELL + 3);
}
else
{
QueueGeneric(actor,SHOT_SHELL + 7);
}
return 0;
break;
case GORE_Lung:
if (RandomRange(1000) > 500) break;
SetActorSizeX(actor);
SpawnFloorSplash(actor);
if (RandomRange(1000) < 500)
PlaySound(DIGI_GIBS1, actor, v3df_none);
else
PlaySound(DIGI_GIBS2, actor, v3df_none);
if (rnd_num > 683)
{
QueueGeneric(actor,900);
}
else if (rnd_num > 342)
{
QueueGeneric(actor,901);
}
else
{
QueueGeneric(actor,902);
}
return 0;
break;
case GORE_Liver:
if (RandomRange(1000) > 500) break;
SetActorSizeX(actor);
SpawnFloorSplash(actor);
if (RandomRange(1000) < 500)
PlaySound(DIGI_GIBS1, actor, v3df_none);
else
PlaySound(DIGI_GIBS2, actor, v3df_none);
if (rnd_num > 683)
{
QueueGeneric(actor,915);
}
else if (rnd_num > 342)
{
QueueGeneric(actor,916);
}
else
{
QueueGeneric(actor,917);
}
return 0;
break;
case GORE_SkullCap:
if (RandomRange(1000) > 500) break;
SetActorSizeX(actor);
SpawnFloorSplash(actor);
if (rnd_num > 683)
{
QueueGeneric(actor,930);
}
else if (rnd_num > 342)
{
QueueGeneric(actor,931);
}
else
{
QueueGeneric(actor,932);
}
return 0;
break;
case GORE_Head:
if (RandomRange(1000) > 500) break;
SetActorSizeX(actor);
QueueFloorBlood(actor);
QueueGeneric(actor,GORE_Head);
return 0;
break;
}
// If it wasn't in the switch statement, kill it.
KillActor(actor);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool CheckBreakToughness(BREAK_INFO* break_info, int ID)
{
if ((break_info->flags & BF_TOUGH))
{
switch (ID)
{
case LAVA_BOULDER:
case MIRV_METEOR:
case SERP_METEOR:
case BOLT_THINMAN_R0:
case BOLT_THINMAN_R1:
case BOLT_THINMAN_R2:
case BOLT_EXP:
case TANK_SHELL_EXP:
case GRENADE_EXP:
case MICRO_EXP:
case MINE_EXP:
case NAP_EXP:
case SKULL_R0:
case BETTY_R0:
case SKULL_SERP:
case FIREBALL1:
case GORO_FIREBALL:
return true; // All the above stuff will break tough things
}
return false; // False means it won't break with current weapon
}
return true; // It wasn't tough, go ahead and break it
}
int DoItemFly(DSWActor* actor)
{
if (actor->user.Flags & (SPR_UNDERWATER))
{
ScaleSpriteVector(actor, 50000);
actor->user.Counter += 20*2;
actor->user.addCounterToChange();
}
else
{
actor->user.Counter += 60*2;
actor->user.addCounterToChange();
}
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS*2);
MissileHitDiveArea(actor);
{
switch (actor->user.coll.type)
{
case kHitSprite:
{
short wall_ang;
auto hit_sprite = actor->user.coll.actor();
if ((hit_sprite->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
{
WallBounce(actor, hit_sprite->spr.Angles.Yaw);
ScaleSpriteVector(actor, 32000);
}
else
{
actor->user.change.XY() = -actor->user.change.XY();
}
break;
}
case kHitWall:
{
WallBounce(actor, actor->user.coll.hitWall->delta().Angle() + DAngle90);
ScaleSpriteVector(actor, 32000);
break;
}
case kHitSector:
{
// hit floor
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
{
actor->spr.pos.Z = actor->user.loz;
actor->user.Counter = 0;
actor->vel.X = 0;
actor->user.change.Zero();
return false;
}
else
// hit something above
{
actor->user.change.Z = -actor->user.change.Z;
ScaleSpriteVector(actor, 22000);
}
break;
}
}
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void QueueLoWangs(DSWActor* actor)
{
DSWActor* spawnedActor;
if ((actor->sector()->extra & SECTFX_LIQUID_MASK) == SECTFX_LIQUID_WATER)
{
return;
}
if ((actor->sector()->extra & SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
{
return;
}
if (TestDontStickSector(actor->sector()))
{
return;
}
if (LoWangsQueue[LoWangsQueueHead] == nullptr)
{
LoWangsQueue[LoWangsQueueHead] = spawnedActor =
SpawnActor(STAT_GENERIC_QUEUE, actor->spr.picnum, s_DeadLoWang, actor->sector(), actor->spr.pos, actor->spr.Angles.Yaw, 0);
}
else
{
// move old sprite to new sprite's place
SetActorZ(LoWangsQueue[LoWangsQueueHead], actor->spr.pos);
spawnedActor = LoWangsQueue[LoWangsQueueHead];
ASSERT(spawnedActor->spr.statnum != MAXSTATUS);
}
// Point passed in sprite to ps
spawnedActor->spr.cstat = 0;
spawnedActor->spr.scale = actor->spr.scale;
spawnedActor->spr.shade = actor->spr.shade;
spawnedActor->user.spal = spawnedActor->spr.pal = actor->spr.pal;
change_actor_stat(spawnedActor, STAT_DEFAULT); // Breakable
spawnedActor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
spawnedActor->spr.extra |= SPRX_BREAKABLE;
spawnedActor->spr.cstat |= (CSTAT_SPRITE_BLOCK_HITSCAN);
LoWangsQueueHead = (LoWangsQueueHead+1) & (MAX_LOWANGS_QUEUE-1);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
#include "saveable.h"
static saveable_code saveable_weapon_code[] =
{
SAVE_CODE(SpawnShrapX),
SAVE_CODE(DoLavaErupt),
SAVE_CODE(DoVomit),
SAVE_CODE(DoVomitSplash),
SAVE_CODE(DoFastShrapJumpFall),
SAVE_CODE(DoTracerShrap),
SAVE_CODE(DoShrapJumpFall),
SAVE_CODE(DoShrapDamage),
SAVE_CODE(DoUziSmoke),
SAVE_CODE(DoShotgunSmoke),
SAVE_CODE(DoMineSpark),
SAVE_CODE(DoFireballFlames),
SAVE_CODE(DoBreakFlames),
SAVE_CODE(DoActorScale),
SAVE_CODE(DoRipperGrow),
SAVE_CODE(DoDamageTest),
SAVE_CODE(DoStar),
SAVE_CODE(DoCrossBolt),
SAVE_CODE(DoPlasmaDone),
SAVE_CODE(DoPlasmaFountain),
SAVE_CODE(DoPlasma),
SAVE_CODE(DoCoolgFire),
SAVE_CODE(DoEelFire),
SAVE_CODE(DoGrenade),
SAVE_CODE(DoVulcanBoulder),
SAVE_CODE(DoMineStuck),
SAVE_CODE(DoMine),
SAVE_CODE(DoPuff),
SAVE_CODE(DoRailPuff),
SAVE_CODE(DoBoltThinMan),
SAVE_CODE(DoTracer),
SAVE_CODE(DoEMP),
SAVE_CODE(DoEMPBurst),
SAVE_CODE(DoTankShell),
SAVE_CODE(DoTracerStart),
SAVE_CODE(DoLaser),
SAVE_CODE(DoLaserStart),
SAVE_CODE(DoRail),
SAVE_CODE(DoRailStart),
SAVE_CODE(DoRocket),
SAVE_CODE(DoMicroMini),
SAVE_CODE(SpawnExtraMicroMini),
SAVE_CODE(DoMicro),
SAVE_CODE(DoUziBullet),
SAVE_CODE(DoBoltSeeker),
SAVE_CODE(DoBoltShrapnel),
SAVE_CODE(DoBoltFatMan),
SAVE_CODE(DoElectro),
SAVE_CODE(DoLavaBoulder),
SAVE_CODE(DoSpear),
SAVE_CODE(SpawnGrenadeSmallExp),
SAVE_CODE(SpawnGrenadeExp),
SAVE_CODE(SpawnMineExp),
SAVE_CODE(DoSectorExp),
SAVE_CODE(SpawnSectorExp),
SAVE_CODE(SpawnLargeExp),
SAVE_CODE(SpawnMeteorExp),
SAVE_CODE(SpawnLittleExp),
SAVE_CODE(DoFireball),
SAVE_CODE(DoFindGround),
SAVE_CODE(DoFindGroundPoint),
SAVE_CODE(DoNapalm),
SAVE_CODE(DoBloodWorm),
SAVE_CODE(DoMeteor),
SAVE_CODE(DoSerpMeteor),
SAVE_CODE(DoMirvMissile),
SAVE_CODE(DoMirv),
SAVE_CODE(DoRing),
SAVE_CODE(DoSerpRing),
SAVE_CODE(InitLavaFlame),
SAVE_CODE(InitLavaThrow),
SAVE_CODE(InitVulcanBoulder),
SAVE_CODE(InitSerpRing),
SAVE_CODE(InitSerpRing),
SAVE_CODE(InitSpellNapalm),
SAVE_CODE(InitEnemyNapalm),
SAVE_CODE(InitSpellMirv),
SAVE_CODE(InitEnemyMirv),
SAVE_CODE(InitSwordAttack),
SAVE_CODE(InitFistAttack),
SAVE_CODE(InitSumoNapalm),
SAVE_CODE(InitSumoSkull),
SAVE_CODE(InitSumoStompAttack),
SAVE_CODE(InitMiniSumoClap),
SAVE_CODE(InitZillaRail),
SAVE_CODE(InitEnemyNuke),
SAVE_CODE(InitRipperSlash),
SAVE_CODE(InitBunnySlash),
SAVE_CODE(InitSerpSlash),
SAVE_CODE(InitCoolgBash),
SAVE_CODE(InitSkelSlash),
SAVE_CODE(InitGoroChop),
SAVE_CODE(InitHornetSting),
SAVE_CODE(InitSerpSpell),
SAVE_CODE(InitSerpMonstSpell),
SAVE_CODE(DoTeleRipper),
SAVE_CODE(InitEnemyRocket),
SAVE_CODE(InitEnemyRail),
SAVE_CODE(InitZillaRocket),
SAVE_CODE(InitEnemyStar),
SAVE_CODE(InitEnemyCrossbow),
SAVE_CODE(InitSkelSpell),
SAVE_CODE(InitCoolgFire),
SAVE_CODE(InitCoolgDrip),
SAVE_CODE(GenerateDrips),
SAVE_CODE(InitEelFire),
SAVE_CODE(InitFireballTrap),
SAVE_CODE(InitBoltTrap),
SAVE_CODE(InitEnemyCrossbow),
SAVE_CODE(InitSpearTrap),
SAVE_CODE(DoSuicide),
SAVE_CODE(DoDefaultStat),
SAVE_CODE(InitEnemyUzi),
SAVE_CODE(InitSpriteGrenade),
SAVE_CODE(InitEnemyMine),
SAVE_CODE(InitEnemyFireball),
SAVE_CODE(DoVehicleSmoke),
SAVE_CODE(DoWaterSmoke),
SAVE_CODE(SpawnVehicleSmoke),
SAVE_CODE(SpawnSmokePuff),
SAVE_CODE(DoBubble),
SAVE_CODE(DoFloorBlood),
SAVE_CODE(DoWallBlood),
SAVE_CODE(DoItemFly),
};
static saveable_data saveable_weapon_data[] =
{
SAVE_DATA(s_NotRestored),
SAVE_DATA(s_Suicide),
SAVE_DATA(s_DeadLoWang),
SAVE_DATA(s_BreakLight),
SAVE_DATA(s_BreakBarrel),
SAVE_DATA(s_BreakPedistal),
SAVE_DATA(s_BreakBottle1),
SAVE_DATA(s_BreakBottle2),
SAVE_DATA(s_Puff),
SAVE_DATA(s_RailPuff),
SAVE_DATA(sg_RailPuff),
SAVE_DATA(s_LaserPuff),
SAVE_DATA(s_Tracer),
SAVE_DATA(s_EMP),
SAVE_DATA(s_EMPBurst),
SAVE_DATA(s_EMPShrap),
SAVE_DATA(s_TankShell),
SAVE_DATA(s_VehicleSmoke),
SAVE_DATA(s_WaterSmoke),
SAVE_DATA(s_UziSmoke),
SAVE_DATA(s_ShotgunSmoke),
SAVE_DATA(s_UziBullet),
SAVE_DATA(s_UziSpark),
SAVE_DATA(s_UziPowerSpark),
SAVE_DATA(s_Bubble),
SAVE_DATA(s_Splash),
SAVE_DATA(s_CrossBolt),
SAVE_DATA(sg_CrossBolt),
SAVE_DATA(s_Star),
SAVE_DATA(s_StarStuck),
SAVE_DATA(s_StarDown),
SAVE_DATA(s_StarDownStuck),
SAVE_DATA(s_LavaBoulder),
SAVE_DATA(s_LavaShard),
SAVE_DATA(s_VulcanBoulder),
SAVE_DATA(s_Grenade),
SAVE_DATA(s_Grenade),
SAVE_DATA(sg_Grenade),
SAVE_DATA(s_MineStuck),
SAVE_DATA(s_Mine),
SAVE_DATA(s_MineSpark),
SAVE_DATA(s_Meteor),
SAVE_DATA(sg_Meteor),
SAVE_DATA(s_MeteorExp),
SAVE_DATA(s_MirvMeteor),
SAVE_DATA(sg_MirvMeteor),
SAVE_DATA(s_MirvMeteorExp),
SAVE_DATA(s_SerpMeteor),
SAVE_DATA(sg_SerpMeteor),
SAVE_DATA(s_SerpMeteorExp),
SAVE_DATA(s_Spear),
SAVE_DATA(sg_Spear),
SAVE_DATA(s_Rocket),
SAVE_DATA(sg_Rocket),
SAVE_DATA(s_BunnyRocket),
SAVE_DATA(sg_BunnyRocket),
SAVE_DATA(s_Rail),
SAVE_DATA(sg_Rail),
SAVE_DATA(s_Laser),
//SAVE_DATA(s_MicroPuff),
SAVE_DATA(s_Micro),
SAVE_DATA(sg_Micro),
SAVE_DATA(s_MicroMini),
SAVE_DATA(sg_MicroMini),
SAVE_DATA(s_BoltThinMan),
SAVE_DATA(sg_BoltThinMan),
SAVE_DATA(s_BoltSeeker),
SAVE_DATA(sg_BoltSeeker),
SAVE_DATA(s_BoltFatMan),
SAVE_DATA(s_BoltShrapnel),
SAVE_DATA(s_CoolgFire),
SAVE_DATA(s_CoolgFireDone),
SAVE_DATA(s_CoolgDrip),
SAVE_DATA(s_GoreFloorSplash),
SAVE_DATA(s_GoreSplash),
SAVE_DATA(s_Plasma),
SAVE_DATA(s_PlasmaFountain),
SAVE_DATA(s_PlasmaDrip),
SAVE_DATA(s_PlasmaDone),
SAVE_DATA(s_TeleportEffect),
SAVE_DATA(s_TeleportEffect2),
SAVE_DATA(s_Electro),
SAVE_DATA(s_ElectroShrap),
SAVE_DATA(s_GrenadeExp),
SAVE_DATA(s_GrenadeSmallExp),
SAVE_DATA(s_GrenadeExp),
SAVE_DATA(s_MineExp),
SAVE_DATA(s_BasicExp),
SAVE_DATA(s_MicroExp),
SAVE_DATA(s_BigGunFlame),
SAVE_DATA(s_BoltExp),
SAVE_DATA(s_TankShellExp),
SAVE_DATA(s_TracerExp),
SAVE_DATA(s_SectorExp),
SAVE_DATA(s_FireballExp),
SAVE_DATA(s_NapExp),
SAVE_DATA(s_FireballFlames),
SAVE_DATA(s_BreakFlames),
SAVE_DATA(s_Fireball),
SAVE_DATA(s_Fireball),
//SAVE_DATA(sg_Fireball),
SAVE_DATA(s_Ring),
//SAVE_DATA(sg_Ring),
SAVE_DATA(s_Ring),
SAVE_DATA(s_Ring2),
SAVE_DATA(s_Napalm),
SAVE_DATA(s_BloodWorm),
SAVE_DATA(s_BloodWorm),
SAVE_DATA(s_PlasmaExp),
SAVE_DATA(s_PlasmaExp),
SAVE_DATA(s_Mirv),
SAVE_DATA(s_MirvMissile),
SAVE_DATA(s_Vomit1),
SAVE_DATA(s_Vomit2),
SAVE_DATA(s_VomitSplash),
SAVE_DATA(s_GoreHead),
SAVE_DATA(s_GoreLeg),
SAVE_DATA(s_GoreEye),
SAVE_DATA(s_GoreTorso),
SAVE_DATA(s_GoreArm),
SAVE_DATA(s_GoreLung),
SAVE_DATA(s_GoreLiver),
SAVE_DATA(s_GoreSkullCap),
SAVE_DATA(s_GoreChunkS),
SAVE_DATA(s_GoreDrip),
SAVE_DATA(s_FastGoreDrip),
SAVE_DATA(s_GoreFlame),
SAVE_DATA(s_TracerShrap),
SAVE_DATA(s_UziShellShrap),
SAVE_DATA(s_UziShellShrapStill1),
SAVE_DATA(s_UziShellShrapStill2),
SAVE_DATA(s_UziShellShrapStill3),
SAVE_DATA(s_UziShellShrapStill4),
SAVE_DATA(s_UziShellShrapStill5),
SAVE_DATA(s_UziShellShrapStill6),
SAVE_DATA(s_ShotgunShellShrap),
SAVE_DATA(s_ShotgunShellShrapStill1),
SAVE_DATA(s_ShotgunShellShrapStill2),
SAVE_DATA(s_ShotgunShellShrapStill3),
SAVE_DATA(s_GoreFlameChunkA),
SAVE_DATA(s_GoreFlameChunkB),
SAVE_DATA(s_CoinShrap),
SAVE_DATA(s_Marbel),
SAVE_DATA(s_GlassShrapA),
SAVE_DATA(s_GlassShrapB),
SAVE_DATA(s_GlassShrapC),
SAVE_DATA(s_WoodShrapA),
SAVE_DATA(s_WoodShrapB),
SAVE_DATA(s_WoodShrapC),
SAVE_DATA(s_StoneShrapA),
SAVE_DATA(s_StoneShrapB),
SAVE_DATA(s_StoneShrapC),
SAVE_DATA(s_MetalShrapA),
SAVE_DATA(s_MetalShrapB),
SAVE_DATA(s_MetalShrapC),
SAVE_DATA(s_PaperShrapA),
SAVE_DATA(s_PaperShrapB),
SAVE_DATA(s_PaperShrapC),
SAVE_DATA(s_FloorBlood1),
SAVE_DATA(s_FootPrint1),
SAVE_DATA(s_FootPrint2),
SAVE_DATA(s_FootPrint3),
SAVE_DATA(s_WallBlood1),
SAVE_DATA(s_WallBlood2),
SAVE_DATA(s_WallBlood3),
SAVE_DATA(s_WallBlood4),
};
saveable_module saveable_weapon =
{
// code
saveable_weapon_code,
SIZ(saveable_weapon_code),
// data
saveable_weapon_data,
SIZ(saveable_weapon_data)
};
END_SW_NS