mirror of
https://github.com/ZDoom/Raze.git
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821 lines
19 KiB
C++
821 lines
19 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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This file contains parts of DukeGDX by Alexander Makarov-[M210] (m210-2007@mail.ru)
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "names_d.h"
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#include "serializer.h"
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#include "dukeactor.h"
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#include "texturemanager.h"
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void addweapon_d(player_struct *p, int weapon, bool wswitch)
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{
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if ( p->gotweapon[weapon] == 0 )
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{
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p->gotweapon[weapon] = true;
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if (weapon == SHRINKER_WEAPON)
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p->gotweapon[GROW_WEAPON] = true;
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}
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if (!wswitch) return;
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p->random_club_frame = 0;
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if (p->holster_weapon == 0)
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{
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p->weapon_pos = -1;
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p->last_weapon = p->curr_weapon;
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}
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else
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{
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p->weapon_pos = 10;
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p->holster_weapon = 0;
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p->last_weapon = -1;
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}
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p->okickback_pic = p->kickback_pic = 0;
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p->curr_weapon = weapon;
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p->wantweaponfire = -1;
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switch (weapon)
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{
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case KNEE_WEAPON:
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case TRIPBOMB_WEAPON:
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case HANDREMOTE_WEAPON:
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case HANDBOMB_WEAPON:
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break;
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case SHOTGUN_WEAPON:
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S_PlayActorSound(SHOTGUN_COCK, p->GetActor());
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break;
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case PISTOL_WEAPON:
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S_PlayActorSound(INSERT_CLIP, p->GetActor());
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break;
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default:
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S_PlayActorSound(SELECT_WEAPON, p->GetActor());
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break;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int ifsquished(DDukeActor* actor, int p)
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{
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if (isRR()) return false; // this function is a no-op in RR's source.
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bool squishme = false;
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if (actor->isPlayer() && ud.clipping)
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return false;
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auto sectp = actor->sector();
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double floorceildist = sectp->floorz - sectp->ceilingz;
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if (sectp->lotag != ST_23_SWINGING_DOOR)
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{
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if (actor->spr.pal == 1)
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squishme = floorceildist < 32 && (sectp->lotag & 32768) == 0;
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else
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squishme = floorceildist < 12;
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}
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if (squishme)
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{
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FTA(QUOTE_SQUISHED, &ps[p]);
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if (badguy(actor))
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actor->vel.X = 0;
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if (actor->spr.pal == 1)
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{
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actor->attackertype = DukeShotSparkClass;
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actor->hitextra = 1;
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return false;
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}
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return true;
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}
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return false;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int ifhitbyweapon_d(DDukeActor *actor)
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{
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int p;
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auto hitowner = actor->GetHitOwner();
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if (actor->hitextra >= 0)
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{
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auto adef = actor->attackerDefaults();
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if (actor->spr.extra >= 0)
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{
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if (actor->isPlayer())
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{
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if (ud.god && !(adef->flags3 & SFLAG3_LIGHTDAMAGE)) return -1;
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p = actor->PlayerIndex();
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if (hitowner &&
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hitowner->isPlayer() &&
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ud.coop == 1 &&
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ud.ffire == 0)
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return -1;
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actor->spr.extra -= actor->hitextra;
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if (hitowner)
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{
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if (actor->spr.extra <= 0 && !(adef->flags2 & SFLAG2_FREEZEDAMAGE))
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{
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actor->spr.extra = 0;
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ps[p].wackedbyactor = hitowner;
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if (hitowner->isPlayer() && p != hitowner->PlayerIndex())
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{
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ps[p].frag_ps = hitowner->PlayerIndex();
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}
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actor->SetHitOwner(ps[p].GetActor());
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}
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}
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if (adef->flags2 & SFLAG2_DOUBLEDMGTHRUST)
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{
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ps[p].vel.XY() += actor->hitang.ToVector() * actor->hitextra * 0.25;
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}
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else
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{
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ps[p].vel.XY() += actor->hitang.ToVector() * actor->hitextra * 0.125;
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}
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}
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else
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{
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if (actor->hitextra == 0)
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if (!shrinkersizecheck(actor->attackertype, actor))
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return -1;
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if (actor->spr.scale.X < actor->FloatVar(NAME_minhitscale))
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{
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return -1;
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}
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actor->spr.extra -= actor->hitextra;
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auto Owner = actor->GetOwner();
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if (!(actor->flags2 & SFLAG2_IGNOREHITOWNER) && Owner && Owner->spr.statnum < MAXSTATUS)
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actor->SetOwner(hitowner);
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}
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actor->hitextra = -1;
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// makeshift damage type reporting. Needs improvement and generalization later.
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int res = 0;
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if (adef->flags2 & SFLAG2_FREEZEDAMAGE) res |= 1;
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if (adef->flags2 & SFLAG2_EXPLOSIVE) res |= 2;
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return res;
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}
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}
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if (ud.multimode < 2
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|| actor->attackertype == nullptr
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|| actor->attackertype != DukeFlamethrowerFlameClass
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|| actor->hitextra >= 0
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|| actor->spr.extra > 0
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|| !actor->isPlayer()
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|| ps[actor->PlayerIndex()].numloogs > 0
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|| hitowner == nullptr)
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{
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actor->hitextra = -1;
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return -1;
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}
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else
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{
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p = actor->PlayerIndex();
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actor->spr.extra = 0;
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ps[p].wackedbyactor = hitowner;
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if (hitowner->isPlayer() && hitowner != ps[p].GetActor())
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ps[p].frag_ps = hitowner->PlayerIndex(); // set the proper player index here - this previously set the sprite index...
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actor->SetHitOwner(ps[p].GetActor());
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actor->hitextra = -1;
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return 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void movetransports_d(void)
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{
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DukeStatIterator iti(STAT_TRANSPORT);
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while (auto act = iti.Next())
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{
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auto Owner = act->GetOwner();
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if (Owner == act)
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{
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continue;
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}
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auto sectp = act->sector();
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int sectlotag = sectp->lotag;
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int onfloorz = act->temp_data[4];
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if (act->counter > 0) act->counter--;
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DukeSectIterator itj(act->sector());
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while (auto act2 = itj.Next())
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{
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switch (act2->spr.statnum)
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{
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case STAT_PLAYER:
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if (act2->GetOwner())
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{
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int p = act2->PlayerIndex();
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ps[p].on_warping_sector = 1;
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if (ps[p].transporter_hold == 0 && ps[p].jumping_counter == 0)
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{
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if (ps[p].on_ground && sectlotag == ST_0_NO_EFFECT && onfloorz && ps[p].jetpack_on == 0)
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{
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if (act->spr.pal == 0)
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{
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spawn(act, DukeTransporterBeamClass);
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S_PlayActorSound(TELEPORTER, act);
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}
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for (int k = connecthead; k >= 0; k = connectpoint2[k])
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if (ps[k].cursector == Owner->sector())
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{
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ps[k].frag_ps = p;
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ps[k].GetActor()->spr.extra = 0;
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}
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ps[p].GetActor()->PrevAngles.Yaw = ps[p].GetActor()->spr.Angles.Yaw = Owner->spr.Angles.Yaw;
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if (Owner->GetOwner() != Owner)
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{
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act->counter = 13;
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Owner->counter = 13;
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ps[p].transporter_hold = 13;
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}
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ps[p].GetActor()->spr.pos = Owner->spr.pos;
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ps[p].GetActor()->backuppos();
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ps[p].setbobpos();
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ChangeActorSect(act2, Owner->sector());
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ps[p].setCursector(act2->sector());
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if (act->spr.pal == 0)
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{
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auto k = spawn(Owner, DukeTransporterBeamClass);
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if (k) S_PlayActorSound(TELEPORTER, k);
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}
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break;
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}
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}
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else if (!(sectlotag == 1 && ps[p].on_ground == 1)) break;
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if (onfloorz == 0 && abs(act->spr.pos.Z - ps[p].GetActor()->getOffsetZ()) < 24)
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if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].sync.uvel > 0)) ||
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(ps[p].jetpack_on && (PlayerInput(p, SB_CROUCH) || ps[p].sync.uvel < 0)))
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{
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ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
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ps[p].GetActor()->backupvec2();
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if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11))
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ps[p].GetActor()->spr.pos.Z = Owner->spr.pos.Z - 24 + gs.playerheight;
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else ps[p].GetActor()->spr.pos.Z = Owner->spr.pos.Z + 24 + gs.playerheight;
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ps[p].GetActor()->backupz();
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auto pa = ps[p].GetActor();
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pa->opos = ps[p].GetActor()->getPosWithOffsetZ();
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ChangeActorSect(act2, Owner->sector());
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ps[p].setCursector(Owner->sector());
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break;
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}
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int k = 0;
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if (ud.mapflags & MFLAG_ALLSECTORTYPES)
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{
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if (onfloorz && sectlotag == ST_160_FLOOR_TELEPORT && ps[p].GetActor()->getOffsetZ() > sectp->floorz - 48)
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{
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k = 2;
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ps[p].GetActor()->spr.pos.Z = Owner->sector()->ceilingz + 7 + gs.playerheight;
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ps[p].GetActor()->backupz();
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}
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if (onfloorz && sectlotag == ST_161_CEILING_TELEPORT && ps[p].GetActor()->getOffsetZ() < sectp->ceilingz + 6)
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{
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k = 2;
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if (ps[p].GetActor()->spr.extra <= 0) break;
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ps[p].GetActor()->spr.pos.Z = Owner->sector()->floorz - 49 + gs.playerheight;
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ps[p].GetActor()->backupz();
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}
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}
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if (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].on_ground && ps[p].GetActor()->getOffsetZ() > (sectp->floorz - 16) && (PlayerInput(p, SB_CROUCH) || ps[p].sync.uvel < 0 || ps[p].vel.Z > 8))
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// if( onfloorz && sectlotag == 1 && ps[p].pos.z > (sectp->floorz-(6<<8)) )
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{
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k = 1;
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if (screenpeek == p)
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{
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FX_StopAllSounds();
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}
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if (ps[p].GetActor()->spr.extra > 0)
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S_PlayActorSound(DUKE_UNDERWATER, act2);
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ps[p].GetActor()->spr.pos.Z = Owner->sector()->ceilingz + 7 + gs.playerheight;
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ps[p].GetActor()->backupz();
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// this is actually below the precision <20>f the original Build coordinate system...
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ps[p].vel.X = ((krand() & 8192) ? 1 / 64. : -1 / 64.);
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ps[p].vel.Y = ((krand() & 8192) ? 1 / 64. : -1 / 64.);
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}
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if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].GetActor()->getOffsetZ() < (sectp->ceilingz + 6))
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{
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k = 1;
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// if( act2->spr.extra <= 0) break;
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if (screenpeek == p)
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{
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FX_StopAllSounds();
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}
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S_PlayActorSound(DUKE_GASP, act2);
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||
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ps[p].GetActor()->spr.pos.Z = Owner->sector()->floorz - 7 + gs.playerheight;
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ps[p].GetActor()->backupz();
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||
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ps[p].jumping_toggle = 1;
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||
ps[p].jumping_counter = 0;
|
||
}
|
||
|
||
if (k == 1)
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{
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||
ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
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ps[p].GetActor()->backupvec2();
|
||
|
||
if (!Owner || Owner->GetOwner() != Owner)
|
||
ps[p].transporter_hold = -2;
|
||
ps[p].setCursector(Owner->sector());
|
||
|
||
ChangeActorSect(act2, Owner->sector());
|
||
SetActor(act2, act2->spr.pos);
|
||
|
||
if ((krand() & 255) < 32)
|
||
spawn(act2, DukeWaterSplashClass);
|
||
|
||
if (sectlotag == 1)
|
||
for (int l = 0; l < 9; l++)
|
||
{
|
||
auto q = spawn(ps[p].GetActor(), DukeWaterBubbleClass);
|
||
if (q) q->spr.pos.Z += krandf(64);
|
||
}
|
||
}
|
||
else if (k == 2)
|
||
{
|
||
ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
|
||
ps[p].GetActor()->backupvec2();
|
||
|
||
if (Owner->GetOwner() != Owner)
|
||
ps[p].transporter_hold = -2;
|
||
ps[p].setCursector(Owner->sector());
|
||
|
||
ChangeActorSect(act2, Owner->sector());
|
||
}
|
||
}
|
||
break;
|
||
|
||
case STAT_ACTOR:
|
||
if ((act2->flags3 & SFLAG3_DONTDIVEALIVE) && act2->spr.extra > 0) continue;
|
||
[[fallthrough]];
|
||
case STAT_PROJECTILE:
|
||
case STAT_MISC:
|
||
case STAT_FALLER:
|
||
case STAT_DUMMYPLAYER:
|
||
if ((act2->flags2 & SFLAG2_DONTDIVE)) continue;
|
||
checkdive(act, act2);
|
||
break;
|
||
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
void handle_se06_d(DDukeActor* actor)
|
||
{
|
||
auto sc = actor->sector();
|
||
int sh = actor->spr.hitag;
|
||
|
||
int k = sc->extra;
|
||
|
||
if (actor->temp_data[4] > 0)
|
||
{
|
||
actor->temp_data[4]--;
|
||
if (actor->temp_data[4] >= (k - (k >> 3)))
|
||
actor->vel.X -= (k >> 5) / 16.;
|
||
if (actor->temp_data[4] > ((k >> 1) - 1) && actor->temp_data[4] < (k - (k >> 3)))
|
||
actor->vel.X = 0;
|
||
if (actor->temp_data[4] < (k >> 1))
|
||
actor->vel.X += (k >> 5) / 16.;
|
||
if (actor->temp_data[4] < ((k >> 1) - (k >> 3)))
|
||
{
|
||
actor->temp_data[4] = 0;
|
||
actor->vel.X = k / 16.;
|
||
}
|
||
}
|
||
else actor->vel.X = k / 16.;
|
||
|
||
DukeStatIterator it(STAT_EFFECTOR);
|
||
while (auto act2 = it.Next())
|
||
{
|
||
if ((act2->spr.lotag == SE_14_SUBWAY_CAR) && (sh == act2->spr.hitag) && (act2->counter == actor->counter))
|
||
{
|
||
act2->vel.X = actor->vel.X;
|
||
//if( actor->temp_data[4] == 1 )
|
||
{
|
||
if (act2->temp_pos.X == 0)
|
||
act2->temp_pos.X = (act2->spr.pos - actor->spr.pos).LengthSquared();
|
||
int x = Sgn((act2->spr.pos - actor->spr.pos).LengthSquared() - act2->temp_pos.X);
|
||
if (act2->spr.extra)
|
||
x = -x;
|
||
actor->vel.X += x / 16.;
|
||
}
|
||
act2->temp_data[4] = actor->temp_data[4];
|
||
}
|
||
}
|
||
handle_se14(actor, true, DukeRPGClass);
|
||
}
|
||
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
static void handle_se28(DDukeActor* actor)
|
||
{
|
||
if (actor->temp_data[0] > 0)
|
||
{
|
||
actor->temp_data[0]--;
|
||
return;
|
||
}
|
||
|
||
if (actor->counter == 0)
|
||
{
|
||
double x;
|
||
findplayer(actor, &x);
|
||
if (x > 15500 / 16.)
|
||
return;
|
||
actor->counter = 1;
|
||
actor->temp_data[1] = 64 + (krand() & 511);
|
||
actor->temp_data[2] = 0;
|
||
}
|
||
else
|
||
{
|
||
actor->temp_data[2]++;
|
||
if (actor->temp_data[2] > actor->temp_data[1])
|
||
{
|
||
actor->counter = 0;
|
||
ps[screenpeek].visibility = ud.const_visibility;
|
||
return;
|
||
}
|
||
else if (actor->temp_data[2] == (actor->temp_data[1] >> 1))
|
||
S_PlayActorSound(THUNDER, actor);
|
||
else if (actor->temp_data[2] == (actor->temp_data[1] >> 3))
|
||
S_PlayActorSound(LIGHTNING_SLAP, actor);
|
||
else if (actor->temp_data[2] == (actor->temp_data[1] >> 2))
|
||
{
|
||
DukeStatIterator it(STAT_DEFAULT);
|
||
while (auto act2 = it.Next())
|
||
{
|
||
if (act2->GetClass() == DukeNaturalLightningClass && act2->spr.hitag == actor->spr.hitag)
|
||
act2->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
|
||
}
|
||
}
|
||
else if (actor->temp_data[2] > (actor->temp_data[1] >> 3) && actor->temp_data[2] < (actor->temp_data[1] >> 2))
|
||
{
|
||
int j = !!cansee(actor->spr.pos, actor->sector(), ps[screenpeek].GetActor()->getPosWithOffsetZ(), ps[screenpeek].cursector);
|
||
|
||
if (rnd(192) && (actor->temp_data[2] & 1))
|
||
{
|
||
if (j) ps[screenpeek].visibility = 0;
|
||
}
|
||
else if (j) ps[screenpeek].visibility = ud.const_visibility;
|
||
|
||
DukeStatIterator it(STAT_DEFAULT);
|
||
while (auto act2 = it.Next())
|
||
{
|
||
if (act2->GetClass() == DukeNaturalLightningClass && act2->spr.hitag == actor->spr.hitag)
|
||
{
|
||
if (rnd(32) && (actor->temp_data[2] & 1))
|
||
{
|
||
act2->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
|
||
spawn(act2, DukeSmallSmokeClass);
|
||
|
||
double x;
|
||
int p = findplayer(actor, &x);
|
||
auto psa = ps[p].GetActor();
|
||
double dist = (psa->spr.pos.XY() - act2->spr.pos.XY()).LengthSquared();
|
||
if (dist < 49*48)
|
||
{
|
||
if (S_CheckActorSoundPlaying(psa, DUKE_LONGTERM_PAIN) < 1)
|
||
S_PlayActorSound(DUKE_LONGTERM_PAIN, psa);
|
||
S_PlayActorSound(SHORT_CIRCUIT, psa);
|
||
psa->spr.extra -= 8 + (krand() & 7);
|
||
SetPlayerPal(&ps[p], PalEntry(32, 16, 0, 0));
|
||
}
|
||
return;
|
||
}
|
||
else act2->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
void moveeffectors_d(void) //STATNUM 3
|
||
{
|
||
clearfriction();
|
||
|
||
DukeStatIterator it(STAT_EFFECTOR);
|
||
while (auto act = it.Next())
|
||
{
|
||
auto sc = act->sector();
|
||
switch (act->spr.lotag)
|
||
{
|
||
case SE_0_ROTATING_SECTOR:
|
||
handle_se00(act);
|
||
break;
|
||
|
||
case SE_1_PIVOT: //Nothing for now used as the pivot
|
||
handle_se01(act);
|
||
break;
|
||
|
||
case SE_6_SUBWAY:
|
||
handle_se06_d(act);
|
||
break;
|
||
|
||
case SE_14_SUBWAY_CAR:
|
||
handle_se14(act, true, DukeRPGClass);
|
||
break;
|
||
|
||
case SE_30_TWO_WAY_TRAIN:
|
||
handle_se30(act);
|
||
break;
|
||
|
||
case SE_2_EARTHQUAKE:
|
||
handle_se02(act);
|
||
break;
|
||
|
||
//Flashing sector lights after reactor explosion
|
||
case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT:
|
||
handle_se03(act);
|
||
break;
|
||
|
||
case SE_4_RANDOM_LIGHTS:
|
||
handle_se04(act);
|
||
break;
|
||
|
||
//BOSS
|
||
case SE_5_BOSS:
|
||
handle_se05(act);
|
||
break;
|
||
|
||
case SE_8_UP_OPEN_DOOR_LIGHTS:
|
||
case SE_9_DOWN_OPEN_DOOR_LIGHTS:
|
||
handle_se08(act, false);
|
||
break;
|
||
|
||
case SE_10_DOOR_AUTO_CLOSE:
|
||
{
|
||
static const int tags[] = { 20, 21, 22, 26, 0};
|
||
handle_se10(act, tags);
|
||
break;
|
||
}
|
||
case SE_11_SWINGING_DOOR:
|
||
handle_se11(act);
|
||
break;
|
||
|
||
case SE_12_LIGHT_SWITCH:
|
||
handle_se12(act);
|
||
break;
|
||
|
||
case SE_13_EXPLOSIVE:
|
||
handle_se13(act);
|
||
break;
|
||
|
||
case SE_15_SLIDING_DOOR:
|
||
handle_se15(act);
|
||
break;
|
||
|
||
case SE_16_REACTOR:
|
||
handle_se16(act);
|
||
break;
|
||
|
||
case SE_17_WARP_ELEVATOR:
|
||
handle_se17(act);
|
||
break;
|
||
|
||
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
|
||
handle_se18(act, true);
|
||
break;
|
||
|
||
case SE_19_EXPLOSION_LOWERS_CEILING:
|
||
handle_se19(act);
|
||
break;
|
||
|
||
case SE_20_STRETCH_BRIDGE:
|
||
handle_se20(act);
|
||
break;
|
||
|
||
case SE_21_DROP_FLOOR:
|
||
handle_se21(act);
|
||
break;
|
||
|
||
case SE_22_TEETH_DOOR:
|
||
handle_se22(act);
|
||
|
||
break;
|
||
|
||
case SE_24_CONVEYOR:
|
||
case SE_34:
|
||
{
|
||
handle_se24(act, true, 0.25);
|
||
break;
|
||
}
|
||
case SE_35:
|
||
handle_se35(act);
|
||
break;
|
||
|
||
case SE_25_PISTON: //PISTONS
|
||
if (act->temp_data[4] == 0) break;
|
||
handle_se25(act, -1, -1);
|
||
break;
|
||
|
||
case SE_26:
|
||
handle_se26(act);
|
||
break;
|
||
|
||
case SE_27_DEMO_CAM:
|
||
handle_se27(act);
|
||
break;
|
||
case SE_28_LIGHTNING:
|
||
handle_se28(act);
|
||
break;
|
||
|
||
case SE_29_WAVES:
|
||
handle_se29(act);
|
||
break;
|
||
|
||
case SE_31_FLOOR_RISE_FALL: // True Drop Floor
|
||
handle_se31(act, true);
|
||
break;
|
||
|
||
case SE_32_CEILING_RISE_FALL: // True Drop Ceiling
|
||
handle_se32(act);
|
||
break;
|
||
|
||
case SE_33_QUAKE_DEBRIS:
|
||
if (ud.earthquaketime > 0 && (krand() & 7) == 0)
|
||
RANDOMSCRAP(act);
|
||
break;
|
||
case SE_36_PROJ_SHOOTER:
|
||
handle_se36(act);
|
||
break;
|
||
|
||
case SE_128_GLASS_BREAKING:
|
||
handle_se128(act);
|
||
break;
|
||
|
||
case 130:
|
||
handle_se130(act, 80);
|
||
break;
|
||
case 131:
|
||
handle_se130(act, 40);
|
||
break;
|
||
}
|
||
}
|
||
|
||
//Sloped sin-wave floors!
|
||
it.Reset(STAT_EFFECTOR);
|
||
while (auto act = it.Next())
|
||
{
|
||
if (act->spr.lotag != SE_29_WAVES) continue;
|
||
auto sc = act->sector();
|
||
if (sc->walls.Size() != 4) continue;
|
||
auto wal = &sc->walls[2];
|
||
if (wal->nextSector()) alignflorslope(act->sector(), DVector3(wal->pos, wal->nextSector()->floorz));
|
||
}
|
||
}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
||
void think_d(void)
|
||
{
|
||
thinktime.Reset();
|
||
thinktime.Clock();
|
||
|
||
movefta(); //ST 2
|
||
tickstat(STAT_PROJECTILE); //ST 4
|
||
moveplayers(); //ST 10
|
||
movefallers(); //ST 12
|
||
tickstat(STAT_MISC, true); //ST 5
|
||
|
||
actortime.Reset();
|
||
actortime.Clock();
|
||
tickstat(STAT_ACTOR, true); //ST 1
|
||
actortime.Unclock();
|
||
|
||
moveeffectors_d(); //ST 3
|
||
tickstat(STAT_STANDABLE); //ST 6
|
||
doanimations();
|
||
tickstat(STAT_FX); //ST 11
|
||
|
||
if (numplayers < 2 && thunderon)
|
||
thunder();
|
||
|
||
thinktime.Unclock();
|
||
}
|
||
|
||
|
||
END_DUKE_NS
|