raze/source/games/duke/src/actors_d.cpp

1869 lines
42 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
This file contains parts of DukeGDX by Alexander Makarov-[M210] (m210-2007@mail.ru)
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "actors.h"
#include "names.h"
BEGIN_DUKE_NS
struct FireProj
{
int x, y, z;
int xv, yv, zv;
};
static TMap<int, FireProj> fire;
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool ceilingspace_d(int sectnum)
{
if( (sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 )
{
switch(sector[sectnum].ceilingpicnum)
{
case MOONSKY1:
case BIGORBIT1:
return 1;
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool floorspace_d(int sectnum)
{
if( (sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 )
{
switch(sector[sectnum].floorpicnum)
{
case MOONSKY1:
case BIGORBIT1:
return 1;
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void addweapon_d(struct player_struct *p, int weapon)
{
if ( p->gotweapon[weapon] == 0 )
{
p->gotweapon.Set(weapon);
if(weapon == SHRINKER_WEAPON)
p->gotweapon.Set(GROW_WEAPON);
}
p->random_club_frame = 0;
if (p->holster_weapon == 0)
{
p->weapon_pos = -1;
p->last_weapon = p->curr_weapon;
}
else
{
p->weapon_pos = 10;
p->holster_weapon = 0;
p->last_weapon = -1;
}
p->kickback_pic = 0;
#ifdef EDUKE
if(p->curr_weapon != weapon)
{
short snum;
snum = sprite[p->i].yvel;
SetGameVarID(g_iWeaponVarID,weapon, p->i, snum);
if (p->curr_weapon >= 0)
{
SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[weapon][snum], p->i, snum);
}
else
{
SetGameVarID(g_iWorksLikeVarID, -1, p->i, snum);
}
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_CHANGEWEAPON, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
{
p->curr_weapon = weapon;
}
}
#else
p->curr_weapon = weapon;
#endif
switch (weapon)
{
case KNEE_WEAPON:
case TRIPBOMB_WEAPON:
case HANDREMOTE_WEAPON:
case HANDBOMB_WEAPON:
break;
case SHOTGUN_WEAPON:
spritesound(SHOTGUN_COCK, p->i);
break;
case PISTOL_WEAPON:
spritesound(INSERT_CLIP, p->i);
break;
default:
spritesound(SELECT_WEAPON, p->i);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool ifsquished(int i, int p)
{
if (isRR()) return false; // this function is a no-op in RR's source.
bool squishme = false;
if (sprite[i].picnum == APLAYER && ud.clipping)
return false;
auto& sc = sector[sprite[i].sectnum];
int floorceildist = sc.floorz - sc.ceilingz;
if (sc.lotag != ST_23_SWINGING_DOOR)
{
if (sprite[i].pal == 1)
squishme = floorceildist < (32 << 8) && (sc.lotag & 32768) == 0;
else
squishme = floorceildist < (12 << 8);
}
if (squishme)
{
FTA(QUOTE_SQUISHED, &ps[p]);
if (badguy(&sprite[i]))
sprite[i].xvel = 0;
if (sprite[i].pal == 1)
{
hittype[i].picnum = SHOTSPARK1;
hittype[i].extra = 1;
return false;
}
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void hitradius_d(short i, int r, int hp1, int hp2, int hp3, int hp4)
{
spritetype* s, * sj;
walltype* wal;
int d, q, x1, y1;
int sectcnt, sectend, dasect, startwall, endwall, nextsect;
short j, p, x, nextj, sect;
static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
short tempshort[MAXSECTORS]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64.
s = &sprite[i];
if(s->picnum == RPG && s->xrepeat < 11) goto SKIPWALLCHECK;
if(s->picnum != SHRINKSPARK)
{
tempshort[0] = s->sectnum;
dasect = s->sectnum;
sectcnt = 0; sectend = 1;
do
{
dasect = tempshort[sectcnt++];
if (((sector[dasect].ceilingz - s->z) >> 8) < r)
{
d = abs(wall[sector[dasect].wallptr].x - s->x) + abs(wall[sector[dasect].wallptr].y - s->y);
if (d < r)
checkhitceiling(dasect);
else
{
// ouch...
d = abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].x - s->x) + abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].y - s->y);
if (d < r)
checkhitceiling(dasect);
}
}
startwall = sector[dasect].wallptr;
endwall = startwall + sector[dasect].wallnum;
for (x = startwall, wal = &wall[startwall]; x < endwall; x++, wal++)
if ((abs(wal->x - s->x) + abs(wal->y - s->y)) < r)
{
nextsect = wal->nextsector;
if (nextsect >= 0)
{
for (dasect = sectend - 1; dasect >= 0; dasect--)
if (tempshort[dasect] == nextsect) break;
if (dasect < 0) tempshort[sectend++] = nextsect;
}
x1 = (((wal->x + wall[wal->point2].x) >> 1) + s->x) >> 1;
y1 = (((wal->y + wall[wal->point2].y) >> 1) + s->y) >> 1;
updatesector(x1, y1, &sect);
if (sect >= 0 && cansee(x1, y1, s->z, sect, s->x, s->y, s->z, s->sectnum))
checkhitwall(i, x, wal->x, wal->y, s->z, s->picnum);
}
} while (sectcnt < sectend);
}
SKIPWALLCHECK:
q = -(16 << 8) + (krand() & ((32 << 8) - 1));
for (x = 0; x < 7; x++)
{
j = headspritestat[statlist[x]];
while (j >= 0)
{
nextj = nextspritestat[j];
sj = &sprite[j];
if (isWorldTour())
{
if (sprite[s->owner].picnum == APLAYER && sj->picnum == APLAYER && ud.coop != 0 && ud.ffire == 0 && s->owner != j)
continue;
if (s->picnum == FLAMETHROWERFLAME && ((sprite[s->owner].picnum == FIREFLY && sj->picnum == FIREFLY) || (sprite[s->owner].picnum == BOSS5 && sj->picnum == BOSS5)))
continue;
}
if (x == 0 || x >= 5 || AFLAMABLE(sj->picnum))
{
if (s->picnum != SHRINKSPARK || (sj->cstat & 257))
if (dist(s, sj) < r)
{
if (badguy(sj) && !cansee(sj->x, sj->y, sj->z + q, sj->sectnum, s->x, s->y, s->z + q, s->sectnum))
goto BOLT;
checkhitsprite(j, i);
}
}
else if (sj->extra >= 0 && sj != s && (sj->picnum == TRIPBOMB || badguy(sj) || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL || (sj->cstat & 257) || sj->picnum == DUKELYINGDEAD))
{
if (s->picnum == SHRINKSPARK && sj->picnum != SHARK && (j == s->owner || sj->xrepeat < 24))
{
j = nextj;
continue;
}
if (s->picnum == MORTER && j == s->owner)
{
j = nextj;
continue;
}
if (sj->picnum == APLAYER) sj->z -= PHEIGHT;
d = dist(s, sj);
if (sj->picnum == APLAYER) sj->z += PHEIGHT;
if (d < r && cansee(sj->x, sj->y, sj->z - (8 << 8), sj->sectnum, s->x, s->y, s->z - (12 << 8), s->sectnum))
{
hittype[j].ang = getangle(sj->x - s->x, sj->y - s->y);
if (s->picnum == RPG && sj->extra > 0)
hittype[j].picnum = RPG;
else if (!isWorldTour())
{
if (s->picnum == SHRINKSPARK)
hittype[j].picnum = SHRINKSPARK;
else hittype[j].picnum = RADIUSEXPLOSION;
}
else
{
if (s->picnum == SHRINKSPARK || s->picnum == FLAMETHROWERFLAME)
hittype[j].picnum = s->picnum;
else if (s->picnum != FIREBALL || sprite[s->owner].picnum != APLAYER)
{
if (s->picnum == LAVAPOOL)
hittype[j].picnum = FLAMETHROWERFLAME;
else
hittype[j].picnum = RADIUSEXPLOSION;
}
else
hittype[j].picnum = FLAMETHROWERFLAME;
}
if (s->picnum != SHRINKSPARK && (!isWorldTour() && s->picnum != LAVAPOOL))
{
if (d < r / 3)
{
if (hp4 == hp3) hp4++;
hittype[j].extra = hp3 + (krand() % (hp4 - hp3));
}
else if (d < 2 * r / 3)
{
if (hp3 == hp2) hp3++;
hittype[j].extra = hp2 + (krand() % (hp3 - hp2));
}
else if (d < r)
{
if (hp2 == hp1) hp2++;
hittype[j].extra = hp1 + (krand() % (hp2 - hp1));
}
if (sprite[j].picnum != TANK && sprite[j].picnum != ROTATEGUN && sprite[j].picnum != RECON && sprite[j].picnum != BOSS1 && sprite[j].picnum != BOSS2 && sprite[j].picnum != BOSS3 && sprite[j].picnum != BOSS4)
{
if (sj->xvel < 0) sj->xvel = 0;
sj->xvel += (s->extra << 2);
}
if (sj->picnum == PODFEM1 || sj->picnum == FEM1 ||
sj->picnum == FEM2 || sj->picnum == FEM3 ||
sj->picnum == FEM4 || sj->picnum == FEM5 ||
sj->picnum == FEM6 || sj->picnum == FEM7 ||
sj->picnum == FEM8 || sj->picnum == FEM9 ||
sj->picnum == FEM10 || sj->picnum == STATUE ||
sj->picnum == STATUEFLASH || sj->picnum == SPACEMARINE || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL)
checkhitsprite(j, i);
}
else if (s->extra == 0) hittype[j].extra = 0;
if (sj->picnum != RADIUSEXPLOSION &&
s->owner >= 0 && sprite[s->owner].statnum < MAXSTATUS)
{
if (sj->picnum == APLAYER)
{
p = sj->yvel;
if (isWorldTour() && hittype[j].picnum == FLAMETHROWERFLAME && sprite[s->owner].picnum == APLAYER)
{
ps[p].numloogs = -1 - s->yvel;
}
if (ps[p].newowner >= 0)
{
clearcamera(&ps[p]);
}
}
hittype[j].owner = s->owner;
}
}
}
BOLT:
j = nextj;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int movesprite_d(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype)
{
int daz, h, oldx, oldy;
short retval, dasectnum, cd;
char bg;
bg = badguy(&sprite[spritenum]);
if (sprite[spritenum].statnum == 5 || (bg && sprite[spritenum].xrepeat < 4))
{
sprite[spritenum].x += (xchange * TICSPERFRAME) >> 2;
sprite[spritenum].y += (ychange * TICSPERFRAME) >> 2;
sprite[spritenum].z += (zchange * TICSPERFRAME) >> 2;
if (bg)
setsprite(spritenum, sprite[spritenum].x, sprite[spritenum].y, sprite[spritenum].z);
return 0;
}
dasectnum = sprite[spritenum].sectnum;
daz = sprite[spritenum].z;
h = ((tilesiz[sprite[spritenum].picnum].y * sprite[spritenum].yrepeat) << 1);
daz -= h;
if (bg)
{
oldx = sprite[spritenum].x;
oldy = sprite[spritenum].y;
if (sprite[spritenum].xrepeat > 60)
retval = clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 1024L, (4 << 8), (4 << 8), cliptype);
else
{
if (sprite[spritenum].picnum == LIZMAN)
cd = 292;
#if 0 // TRANSITIONAL the needed infrastructure for this is too different for now
else if ((actortype[sprite[spritenum].picnum] & 3))
#else
else if (A_CheckSpriteFlags(spritenum, SFLAG_BADGUY))
#endif
cd = sprite[spritenum].clipdist << 2;
else
cd = 192;
retval = clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), cd, (4 << 8), (4 << 8), cliptype);
}
// conditional code from hell...
if (dasectnum < 0 || (dasectnum >= 0 &&
((hittype[spritenum].actorstayput >= 0 && hittype[spritenum].actorstayput != dasectnum) ||
((sprite[spritenum].picnum == BOSS2) && sprite[spritenum].pal == 0 && sector[dasectnum].lotag != 3) ||
((sprite[spritenum].picnum == BOSS1 || sprite[spritenum].picnum == BOSS2) && sector[dasectnum].lotag == ST_1_ABOVE_WATER) ||
(sector[dasectnum].lotag == ST_1_ABOVE_WATER && (sprite[spritenum].picnum == LIZMAN || (sprite[spritenum].picnum == LIZTROOP && sprite[spritenum].zvel == 0)))
))
)
{
sprite[spritenum].x = oldx;
sprite[spritenum].y = oldy;
if (sector[dasectnum].lotag == ST_1_ABOVE_WATER && sprite[spritenum].picnum == LIZMAN)
sprite[spritenum].ang = (krand()&2047);
else if ((hittype[spritenum].temp_data[0]&3) == 1 && sprite[spritenum].picnum != COMMANDER)
sprite[spritenum].ang = (krand()&2047);
setsprite(spritenum,oldx,oldy,sprite[spritenum].z);
if (dasectnum < 0) dasectnum = 0;
return (16384+dasectnum);
}
if ((retval&49152) >= 32768 && (hittype[spritenum].cgg==0)) sprite[spritenum].ang += 768;
}
else
{
if (sprite[spritenum].statnum == 4)
retval =
clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 8L, (4 << 8), (4 << 8), cliptype);
else
retval =
clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), (int)(sprite[spritenum].clipdist << 2), (4 << 8), (4 << 8), cliptype);
}
if (dasectnum >= 0)
if ((dasectnum != sprite[spritenum].sectnum))
changespritesect(spritenum, dasectnum);
daz = sprite[spritenum].z + ((zchange * TICSPERFRAME) >> 3);
if ((daz > hittype[spritenum].ceilingz) && (daz <= hittype[spritenum].floorz))
sprite[spritenum].z = daz;
else
if (retval == 0)
return(16384 + dasectnum);
return(retval);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void lotsofmoney_d(spritetype *s, short n)
{
lotsofstuff(s, n, MONEY);
}
void lotsofmail_d(spritetype *s, short n)
{
lotsofstuff(s, n, MAIL);
}
void lotsofpaper_d(spritetype *s, short n)
{
lotsofstuff(s, n, PAPER);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void guts_d(spritetype* s, short gtype, short n, short p)
{
int gutz, floorz;
int i=0, j;
int sx, sy;
uint8_t pal;
if (badguy(s) && s->xrepeat < 16)
sx = sy = 8;
else sx = sy = 32;
gutz = s->z - (8 << 8);
floorz = getflorzofslope(s->sectnum, s->x, s->y);
if (gutz > (floorz - (8 << 8)))
gutz = floorz - (8 << 8);
if (s->picnum == COMMANDER)
gutz -= (24 << 8);
if (badguy(s) && s->pal == 6)
pal = 6;
else pal = 0;
for (j = 0; j < n; j++)
{
// RANDCORRECT version from RR.
int a = krand() & 2047;
int r1 = krand();
int r2 = krand();
int r3 = krand();
int r4 = krand();
int r5 = krand();
// TRANSITIONAL: owned by a player???
i = EGS(s->sectnum, s->x + (r5 & 255) - 128, s->y + (r4 & 255) - 128, gutz - (r3 & 8191), gtype, -32, sx, sy, a, 48 + (r2 & 31), -512 - (r1 & 2047), ps[p].i, 5);
if (sprite[i].picnum == JIBS2)
{
sprite[i].xrepeat >>= 2;
sprite[i].yrepeat >>= 2;
}
if (pal != 0)
sprite[i].pal = pal;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void gutsdir_d(spritetype* s, short gtype, short n, short p)
{
int gutz, floorz;
short i, j;
char sx, sy;
if (badguy(s) && s->xrepeat < 16)
sx = sy = 8;
else sx = sy = 32;
gutz = s->z - (8 << 8);
floorz = getflorzofslope(s->sectnum, s->x, s->y);
if (gutz > (floorz - (8 << 8)))
gutz = floorz - (8 << 8);
if (s->picnum == COMMANDER)
gutz -= (24 << 8);
for (j = 0; j < n; j++)
{
int a = krand() & 2047;
int r1 = krand();
int r2 = krand();
// TRANSITIONAL: owned by a player???
i = EGS(s->sectnum, s->x, s->y, gutz, gtype, -32, sx, sy, a, 256 + (r2 & 127), -512 - (r1 & 2047), ps[p].i, 5);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movefta_d(void)
{
int x, px, py, sx, sy;
short i, j, p, psect, ssect, nexti;
spritetype* s;
i = headspritestat[STAT_ZOMBIEACTOR];
while (i >= 0)
{
nexti = nextspritestat[i];
s = &sprite[i];
p = findplayer(s, &x);
ssect = psect = s->sectnum;
if (sprite[ps[p].i].extra > 0)
{
if (x < 30000)
{
hittype[i].timetosleep++;
if (hittype[i].timetosleep >= (x >> 8))
{
if (badguy(s))
{
px = ps[p].oposx + 64 - (krand() & 127);
py = ps[p].oposy + 64 - (krand() & 127);
updatesector(px, py, &psect);
if (psect == -1)
{
i = nexti;
continue;
}
sx = s->x + 64 - (krand() & 127);
sy = s->y + 64 - (krand() & 127);
updatesector(px, py, &ssect);
if (ssect == -1)
{
i = nexti;
continue;
}
int r1 = krand();
int r2 = krand();
j = cansee(sx, sy, s->z - (r2 % (52 << 8)), s->sectnum, px, py, ps[p].oposz - (r1 % (32 << 8)), ps[p].cursectnum);
}
else
{
int r1 = krand();
int r2 = krand();
j = cansee(s->x, s->y, s->z - ((r2 & 31) << 8), s->sectnum, ps[p].oposx, ps[p].oposy, ps[p].oposz - ((r1 & 31) << 8), ps[p].cursectnum);
}
if (j) switch(s->picnum)
{
case RUBBERCAN:
case EXPLODINGBARREL:
case WOODENHORSE:
case HORSEONSIDE:
case CANWITHSOMETHING:
case CANWITHSOMETHING2:
case CANWITHSOMETHING3:
case CANWITHSOMETHING4:
case FIREBARREL:
case FIREVASE:
case NUKEBARREL:
case NUKEBARRELDENTED:
case NUKEBARRELLEAKED:
case TRIPBOMB:
if (sector[s->sectnum].ceilingstat&1)
s->shade = sector[s->sectnum].ceilingshade;
else s->shade = sector[s->sectnum].floorshade;
hittype[i].timetosleep = 0;
changespritestat(i, STAT_STANDABLE);
break;
default:
hittype[i].timetosleep = 0;
check_fta_sounds(i);
changespritestat(i, STAT_ACTOR);
break;
}
else hittype[i].timetosleep = 0;
}
}
if (badguy(s))
{
if (sector[s->sectnum].ceilingstat & 1)
s->shade = sector[s->sectnum].ceilingshade;
else s->shade = sector[s->sectnum].floorshade;
}
}
i = nexti;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ifhitsectors_d(int sectnum)
{
int i = headspritestat[STAT_MISC];
while(i >= 0)
{
if (sprite[i].picnum == EXPLOSION2 && sectnum == sprite[i].sectnum)
return i;
i = nextspritestat[i];
}
return -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ifhitbyweapon_d(int sn)
{
short j, p;
spritetype* npc;
if (hittype[sn].extra >= 0)
{
if (sprite[sn].extra >= 0)
{
npc = &sprite[sn];
if (npc->picnum == APLAYER)
{
if (ud.god && hittype[sn].picnum != SHRINKSPARK) return -1;
p = npc->yvel;
j = hittype[sn].owner;
if (j >= 0 &&
sprite[j].picnum == APLAYER &&
ud.coop == 1 &&
ud.ffire == 0)
return -1;
npc->extra -= hittype[sn].extra;
if (j >= 0)
{
if (npc->extra <= 0 && hittype[sn].picnum != FREEZEBLAST)
{
npc->extra = 0;
ps[p].wackedbyactor = j;
if (sprite[hittype[sn].owner].picnum == APLAYER && p != sprite[hittype[sn].owner].yvel)
{
// yvel contains player ID
ps[p].frag_ps = sprite[j].yvel;
}
hittype[sn].owner = ps[p].i;
}
}
switch(hittype[sn].picnum)
{
case RADIUSEXPLOSION:
case RPG:
case HYDRENT:
case HEAVYHBOMB:
case SEENINE:
case OOZFILTER:
case EXPLODINGBARREL:
ps[p].posxv +=
hittype[sn].extra*(sintable[(hittype[sn].ang+512)&2047]) << 2;
ps[p].posyv +=
hittype[sn].extra*(sintable[hittype[sn].ang&2047]) << 2;
break;
default:
ps[p].posxv +=
hittype[sn].extra*(sintable[(hittype[sn].ang+512)&2047]) << 1;
ps[p].posyv +=
hittype[sn].extra*(sintable[hittype[sn].ang&2047]) << 1;
break;
}
}
else
{
if (hittype[sn].extra == 0)
if (hittype[sn].picnum == SHRINKSPARK && npc->xrepeat < 24)
return -1;
if (isWorldTour() && hittype[sn].picnum == FIREFLY && npc->xrepeat < 48)
{
if (hittype[sn].picnum != RADIUSEXPLOSION && hittype[sn].picnum != RPG)
return -1;
}
npc->extra -= hittype[sn].extra;
if (npc->picnum != RECON && npc->owner >= 0 && sprite[npc->owner].statnum < MAXSTATUS)
npc->owner = hittype[sn].owner;
}
hittype[sn].extra = -1;
return hittype[sn].picnum;
}
}
if (ud.multimode < 2 || !isWorldTour()
|| hittype[sn].picnum != FLAMETHROWERFLAME
|| hittype[sn].extra >= 0
|| sprite[sn].extra > 0
|| sprite[sn].picnum != APLAYER
|| ps[sprite[sn].yvel].numloogs > 0
|| hittype[sn].owner < 0)
{
hittype[sn].extra = -1;
return -1;
}
else
{
p = sprite[sn].yvel;
sprite[sn].extra = 0;
ps[p].wackedbyactor = (short)hittype[sn].owner;
if (sprite[hittype[sn].owner].picnum == APLAYER && p != hittype[sn].owner)
ps[p].frag_ps = (short)hittype[sn].owner;
hittype[sn].owner = ps[p].i;
hittype[sn].extra = -1;
return FLAMETHROWERFLAME;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movefallers_d(void)
{
short i, nexti, sect, j;
spritetype* s;
int x;
i = headspritestat[STAT_FALLER];
while (i >= 0)
{
nexti = nextspritestat[i];
s = &sprite[i];
sect = s->sectnum;
if (hittype[i].temp_data[0] == 0)
{
s->z -= (16 << 8);
hittype[i].temp_data[1] = s->ang;
x = s->extra;
j = ifhitbyweapon(i);
if (j >= 0)
{
if (j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER)
{
if (s->extra <= 0)
{
hittype[i].temp_data[0] = 1;
j = headspritestat[12];
while (j >= 0)
{
if (sprite[j].hitag == sprite[i].hitag)
{
hittype[j].temp_data[0] = 1;
sprite[j].cstat &= (65535 - 64);
if (sprite[j].picnum == CEILINGSTEAM || sprite[j].picnum == STEAM)
sprite[j].cstat |= 32768;
}
j = nextspritestat[j];
}
}
}
else
{
hittype[i].extra = 0;
s->extra = x;
}
}
s->ang = hittype[i].temp_data[1];
s->z += (16 << 8);
}
else if (hittype[i].temp_data[0] == 1)
{
if (s->lotag > 0)
{
s->lotag-=3;
if (s->lotag <= 0)
{
s->xvel = (32 + (krand() & 63));
s->zvel = -(1024 + (krand() & 1023));
}
}
else
{
if (s->xvel > 0)
{
s->xvel -= 8;
ssp(i,CLIPMASK0);
}
if (floorspace(s->sectnum)) x = 0;
else
{
if (ceilingspace(s->sectnum))
x = gc / 6;
else
x = gc;
}
if (s->z < (sector[sect].floorz - FOURSLEIGHT))
{
s->zvel += x;
if (s->zvel > 6144)
s->zvel = 6144;
s->z += s->zvel;
}
if ((sector[sect].floorz - s->z) < (16 << 8))
{
j = 1 + (krand() & 7);
for (x = 0; x < j; x++) RANDOMSCRAP(s, i);
deletesprite(i);
}
}
}
i = nexti;
}
}
//---------------------------------------------------------------------------
//
// split out of movestandables
//
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
//
// Duke only
//
//---------------------------------------------------------------------------
static void movetripbomb(int i)
{
auto s = &sprite[i];
int j, x;
int lTripBombControl = GetGameVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, -1, -1);
if (lTripBombControl & TRIPBOMB_TIMER)
{
// we're on a timer....
if (s->extra >= 0)
{
s->extra--;
if (s->extra == 0)
{
hittype[i].temp_data[2] = 16;
spritesound(LASERTRIP_ARMING, i);
}
}
}
if (hittype[i].temp_data[2] > 0)
{
hittype[i].temp_data[2]--;
if (hittype[i].temp_data[2] == 8)
{
spritesound(LASERTRIP_EXPLODE, i);
for (j = 0; j < 5; j++) RANDOMSCRAP(s, i);
x = s->extra;
hitradius(i, tripbombblastradius, x >> 2, x >> 1, x - (x >> 2), x);
j = spawn(i, EXPLOSION2);
sprite[j].ang = s->ang;
sprite[j].xvel = 348;
ssp(j, CLIPMASK0);
j = headspritestat[5];
while (j >= 0)
{
if (sprite[j].picnum == LASERLINE && s->hitag == sprite[j].hitag)
sprite[j].xrepeat = sprite[j].yrepeat = 0;
j = nextspritestat[j];
}
deletesprite(i);
}
return;
}
else
{
x = s->extra;
s->extra = 1;
int16_t l = s->ang;
j = ifhitbyweapon(i);
if (j >= 0)
{
hittype[i].temp_data[2] = 16;
}
s->extra = x;
s->ang = l;
}
if (hittype[i].temp_data[0] < 32)
{
findplayer(s, &x);
if (x > 768) hittype[i].temp_data[0]++;
else if (hittype[i].temp_data[0] > 16) hittype[i].temp_data[0]++;
}
if (hittype[i].temp_data[0] == 32)
{
int16_t l = s->ang;
s->ang = hittype[i].temp_data[5];
hittype[i].temp_data[3] = s->x; hittype[i].temp_data[4] = s->y;
s->x += sintable[(hittype[i].temp_data[5] + 512) & 2047] >> 9;
s->y += sintable[(hittype[i].temp_data[5]) & 2047] >> 9;
s->z -= (3 << 8);
setsprite(i, s->x, s->y, s->z);
int16_t m;
x = hitasprite(i, &m);
hittype[i].lastvx = x;
s->ang = l;
int k = 0;
if (lTripBombControl & TRIPBOMB_TRIPWIRE)
{
// we're on a trip wire
while (x > 0)
{
j = spawn(i, LASERLINE);
setsprite(j, sprite[j].x, sprite[j].y, sprite[j].z);
sprite[j].hitag = s->hitag;
hittype[j].temp_data[1] = sprite[j].z;
s->x += sintable[(hittype[i].temp_data[5] + 512) & 2047] >> 4;
s->y += sintable[(hittype[i].temp_data[5]) & 2047] >> 4;
if (x < 1024)
{
sprite[j].xrepeat = x >> 5;
break;
}
x -= 1024;
}
}
hittype[i].temp_data[0]++;
s->x = hittype[i].temp_data[3]; s->y = hittype[i].temp_data[4];
s->z += (3 << 8);
setsprite(i, s->x, s->y, s->z);
hittype[i].temp_data[3] = 0;
if (m >= 0 && lTripBombControl & TRIPBOMB_TRIPWIRE)
{
hittype[i].temp_data[2] = 13;
spritesound(LASERTRIP_ARMING, i);
}
else hittype[i].temp_data[2] = 0;
}
if (hittype[i].temp_data[0] == 33)
{
hittype[i].temp_data[1]++;
hittype[i].temp_data[3] = s->x; hittype[i].temp_data[4] = s->y;
s->x += sintable[(hittype[i].temp_data[5] + 512) & 2047] >> 9;
s->y += sintable[(hittype[i].temp_data[5]) & 2047] >> 9;
s->z -= (3 << 8);
setsprite(i, s->x, s->y, s->z);
int16_t m;
x = hitasprite(i, &m);
s->x = hittype[i].temp_data[3]; s->y = hittype[i].temp_data[4];
s->z += (3 << 8);
setsprite(i, s->x, s->y, s->z);
if (hittype[i].lastvx != x && lTripBombControl & TRIPBOMB_TRIPWIRE)
{
hittype[i].temp_data[2] = 13;
spritesound(LASERTRIP_ARMING, i);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movecrack(int i)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
if (s->hitag > 0)
{
t[0] = s->cstat;
t[1] = s->ang;
int j = ifhitbyweapon(i);
if (j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER)
{
j = headspritestat[STAT_STANDABLE];
while (j >= 0)
{
if (s->hitag == sprite[j].hitag && (sprite[j].picnum == OOZFILTER || sprite[j].picnum == SEENINE))
if (sprite[j].shade != -32)
sprite[j].shade = -32;
j = nextspritestat[j];
}
detonate(i, EXPLOSION2);
}
else
{
s->cstat = t[0];
s->ang = t[1];
s->extra = 0;
}
}
}
//---------------------------------------------------------------------------
//
// Duke only
//
//---------------------------------------------------------------------------
static void movefireext(int i)
{
int j = ifhitbyweapon(i);
if (j == -1) return;
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
for (int k = 0; k < 16; k++)
{
j = EGS(sprite[i].sectnum, sprite[i].x, sprite[i].y, sprite[i].z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[i].zvel >> 2), i, 5);
sprite[j].pal = 2;
}
spawn(i, EXPLOSION2);
spritesound(PIPEBOMB_EXPLODE, i);
spritesound(GLASS_HEAVYBREAK, i);
if (s->hitag > 0)
{
j = headspritestat[6];
while (j >= 0)
{
if (s->hitag == sprite[j].hitag && (sprite[j].picnum == OOZFILTER || sprite[j].picnum == SEENINE))
if (sprite[j].shade != -32)
sprite[j].shade = -32;
j = nextspritestat[j];
}
int x = s->extra;
spawn(i, EXPLOSION2);
hitradius(i, pipebombblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
spritesound(PIPEBOMB_EXPLODE, i);
detonate(i, EXPLOSION2);
}
else
{
hitradius(i, seenineblastradius, 10, 15, 20, 25);
deletesprite(i);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void moveviewscreen(int i)
{
auto s = &sprite[i];
if (s->xrepeat == 0) deletesprite(i);
else
{
int x;
findplayer(s, &x);
if (x < 2048)
{
#if 0
if (SP == 1)
camsprite = i;
#endif
}
else if (camsprite != -1 && hittype[i].temp_data[0] == 1)
{
camsprite = -1;
s->yvel = 0;
hittype[i].temp_data[0] = 0;
}
}
}
//---------------------------------------------------------------------------
//
// Duke only
//
//---------------------------------------------------------------------------
static void movesidebolt(int i)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int x;
int sect = s->sectnum;
auto p = findplayer(s, &x);
if (x > 20480) return;
CLEAR_THE_BOLT2:
if (t[2])
{
t[2]--;
return;
}
if ((s->xrepeat | s->yrepeat) == 0)
{
s->xrepeat = t[0];
s->yrepeat = t[1];
}
if ((krand() & 8) == 0)
{
t[0] = s->xrepeat;
t[1] = s->yrepeat;
t[2] = global_random & 4;
s->xrepeat = s->yrepeat = 0;
goto CLEAR_THE_BOLT2;
}
s->picnum++;
#if 0
// content of l was undefined.
if (l & 1) s->cstat ^= 2;
#endif
if ((krand() & 1) && sector[sect].floorpicnum == HURTRAIL)
spritesound(SHORT_CIRCUIT, i);
if (s->picnum == SIDEBOLT1 + 4) s->picnum = SIDEBOLT1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movebolt(int i)
{
auto s = &sprite[i];
auto t = &hittype[i].temp_data[0];
int x;
int sect = s->sectnum;
auto p = findplayer(s, &x);
if (x > 20480) return;
if (t[3] == 0)
t[3] = sector[sect].floorshade;
CLEAR_THE_BOLT:
if (t[2])
{
t[2]--;
sector[sect].floorshade = 20;
sector[sect].ceilingshade = 20;
return;
}
if ((s->xrepeat | s->yrepeat) == 0)
{
s->xrepeat = t[0];
s->yrepeat = t[1];
}
else if ((krand() & 8) == 0)
{
t[0] = s->xrepeat;
t[1] = s->yrepeat;
t[2] = global_random & 4;
s->xrepeat = s->yrepeat = 0;
goto CLEAR_THE_BOLT;
}
s->picnum++;
int l = global_random & 7;
s->xrepeat = l + 8;
if (l & 1) s->cstat ^= 2;
if (s->picnum == (BOLT1+1) && (krand()&7) == 0 && sector[sect].floorpicnum == HURTRAIL)
spritesound(SHORT_CIRCUIT,i);
if (s->picnum==BOLT1+4) s->picnum=BOLT1;
if (s->picnum & 1)
{
sector[sect].floorshade = 0;
sector[sect].ceilingshade = 0;
}
else
{
sector[sect].floorshade = 20;
sector[sect].ceilingshade = 20;
}
}
//---------------------------------------------------------------------------
//
// this has been broken up into lots of smaller subfunctions
//
//---------------------------------------------------------------------------
void movestandables_d(void)
{
int nexti;
for (int i = headspritestat[STAT_STANDABLE]; i >= 0; i = nexti)
{
nexti = nextspritestat[i];
auto s = &sprite[i];
int picnum = s->picnum;
if (s->sectnum < 0)
{
deletesprite(i);
continue;
}
hittype[i].bposx = s->x;
hittype[i].bposy = s->y;
hittype[i].bposz = s->z;
if (picnum >= CRANE && picnum <= CRANE +3)
{
movecrane(i, CRANE);
}
else if (picnum >= WATERFOUNTAIN && picnum <= WATERFOUNTAIN + 3)
{
movefountain(i, WATERFOUNTAIN);
}
else if (AFLAMABLE(picnum))
{
moveflammable(i, TIRE, BOX, BLOODPOOL);
}
else if (picnum == TRIPBOMB)
{
movetripbomb(i);
}
else if (picnum >= CRACK1 && picnum <= CRACK1 + 3)
{
movecrack(i);
}
else if (picnum == FIREEXT)
{
movefireext(i);
}
else if (picnum == OOZFILTER || picnum == SEENINE || picnum == SEENINEDEAD || picnum == (SEENINEDEAD + 1))
{
moveooz(i, SEENINE, SEENINEDEAD, OOZFILTER, EXPLOSION2);
}
else if (picnum == MASTERSWITCH)
{
movemasterswitch(i, SEENINE, OOZFILTER);
}
else if (picnum == VIEWSCREEN || picnum == VIEWSCREEN2)
{
moveviewscreen(i);
}
else if (picnum == TRASH)
{
movetrash(i);
}
else if (picnum >= SIDEBOLT1 && picnum <= SIDEBOLT1 + 3)
{
movesidebolt(i);
}
else if (picnum >= BOLT1 && picnum <= BOLT1 + 3)
{
movebolt(i);
}
else if (picnum == WATERDRIP)
{
movewaterdrip(i, WATERDRIP);
}
else if (picnum == DOORSHOCK)
{
movedoorshock(i);
}
else if (picnum == TOUCHPLATE)
{
movetouchplate(i, TOUCHPLATE);
}
else if (isIn(picnum, CANWITHSOMETHING, CANWITHSOMETHING2, CANWITHSOMETHING3, CANWITHSOMETHING4))
{
movecanwithsomething(i);
}
else if (isIn(picnum,
EXPLODINGBARREL,
WOODENHORSE,
HORSEONSIDE,
FLOORFLAME,
FIREBARREL,
FIREVASE,
NUKEBARREL,
NUKEBARRELDENTED,
NUKEBARRELLEAKED,
TOILETWATER,
RUBBERCAN,
STEAM,
CEILINGSTEAM,
WATERBUBBLEMAKER))
{
int x;
int p = findplayer(s, &x);
execute(i, p, x);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void moveweapons_d(void)
{
int j, k, nexti, p;
int dax, day, daz, x, ll;
unsigned int qq;
spritetype* s;
for (int i = headspritestat[STAT_PROJECTILE]; i >= 0; i = nexti)
{
nexti = nextspritestat[i];
s = &sprite[i];
if (s->sectnum < 0)
{
deletesprite(i);
continue;
}
hittype[i].bposx = s->x;
hittype[i].bposy = s->y;
hittype[i].bposz = s->z;
switch(s->picnum)
{
case RADIUSEXPLOSION:
case KNEE:
deletesprite(i);
continue;
case TONGUE:
movetongue(i, TONGUE, INNERJAW);
continue;
case FREEZEBLAST:
if (s->yvel < 1 || s->extra < 2 || (s->xvel|s->zvel) == 0)
{
j = spawn(i,TRANSPORTERSTAR);
sprite[j].pal = 1;
sprite[j].xrepeat = 32;
sprite[j].yrepeat = 32;
deletesprite(i);
continue;
}
case SHRINKSPARK:
case RPG:
case FIRELASER:
case SPIT:
case COOLEXPLOSION1:
if (s->picnum == COOLEXPLOSION1)
if (!S_CheckSoundPlaying(i, WIERDSHOT_FLY))
A_PlaySound(WIERDSHOT_FLY, i);
p = -1;
if (s->picnum == RPG && sector[s->sectnum].lotag == 2)
{
k = s->xvel>>1;
ll = s->zvel>>1;
}
else
{
k = s->xvel;
ll = s->zvel;
}
dax = s->x; day = s->y; daz = s->z;
getglobalz(i);
qq = CLIPMASK1;
switch(s->picnum)
{
case RPG:
if (hittype[i].picnum != BOSS2 && s->xrepeat >= 10 && sector[s->sectnum].lotag != 2)
{
j = spawn(i,SMALLSMOKE);
sprite[j].z += (1 << 8);
}
break;
case FIREBALL:
if (isWorldTour())
{
if (sector[s->sectnum].lotag == 2)
{
deletesprite(i);
continue;
}
if (sprite[s->owner].picnum != FIREBALL)
{
if (hittype[i].temp_data[0] >= 1 && hittype[i].temp_data[0] < 6)
{
float siz = 1.0f - (hittype[i].temp_data[0] * 0.2f);
int trail = hittype[i].temp_data[1];
j = hittype[i].temp_data[1] = spawn(i, FIREBALL);
auto spr = &sprite[j];
spr->xvel = sprite[i].xvel;
spr->yvel = sprite[i].yvel;
spr->zvel = sprite[i].zvel;
if (hittype[i].temp_data[0] > 1)
{
FireProj* proj = fire.CheckKey(trail);
if (proj != nullptr)
{
spr->x = proj->x;
spr->y = proj->y;
spr->z = proj->z;
spr->xvel = proj->xv;
spr->yvel = proj->yv;
spr->zvel = proj->zv;
}
}
spr->yrepeat = spr->xrepeat = (short)(sprite[i].xrepeat * siz);
spr->cstat = sprite[i].cstat;
spr->extra = 0;
FireProj proj = { spr->x, spr->y, spr->z, spr->xvel, spr->yvel, spr->zvel };
fire.Insert(j, proj);
changespritestat((short)j, (short)4);
}
hittype[i].temp_data[0]++;
}
if (s->zvel < 15000)
s->zvel += 200;
}
break;
}
j = movesprite(i,
(k*(sintable[(s->ang+512)&2047]))>>14,
(k*(sintable[s->ang&2047]))>>14,ll,qq);
if (s->picnum == RPG && s->yvel >= 0)
if (FindDistance2D(s->x-sprite[s->yvel].x,s->y-sprite[s->yvel].y) < 256)
j = 49152|s->yvel;
if (s->sectnum < 0)
{
deletesprite(i);
continue;
}
if ((j&49152) != 49152 && s->picnum != FREEZEBLAST)
{
if (s->z < hittype[i].ceilingz)
{
j = 16384|(s->sectnum);
s->zvel = -1;
}
else
if ((s->z > hittype[i].floorz && sector[s->sectnum].lotag != 1) ||
(s->z > hittype[i].floorz+(16 << 8) && sector[s->sectnum].lotag == 1))
{
j = 16384|(s->sectnum);
if (sector[s->sectnum].lotag != 1)
s->zvel = 1;
}
}
if (s->picnum == FIRELASER)
{
for(k=-3;k<2;k++)
{
x = EGS(s->sectnum,
s->x+((k*sintable[(s->ang+512)&2047])>>9),
s->y+((k*sintable[s->ang&2047])>>9),
s->z+((k*ksgn(s->zvel))*abs(s->zvel/24)),FIRELASER,-40+(k << 2),
s->xrepeat,s->yrepeat,0,0,0,s->owner,5);
sprite[x].cstat = 128;
sprite[x].pal = s->pal;
}
}
else if (s->picnum == SPIT) if (s->zvel < 6144)
s->zvel += gc-112;
if (j != 0)
{
if (s->picnum == COOLEXPLOSION1)
{
if ((j&49152) == 49152 && sprite[j&(MAXSPRITES-1)].picnum != APLAYER)
{
continue;
}
s->xvel = 0;
s->zvel = 0;
}
if ((j&49152) == 49152)
{
j &= (MAXSPRITES-1);
if (s->picnum == FREEZEBLAST && sprite[j].pal == 1)
if (badguy(&sprite[j]) || sprite[j].picnum == APLAYER)
{
j = spawn(i,TRANSPORTERSTAR);
sprite[j].pal = 1;
sprite[j].xrepeat = 32;
sprite[j].yrepeat = 32;
deletesprite(i);
continue;
}
checkhitsprite(j,i);
if (sprite[j].picnum == APLAYER)
{
p = sprite[j].yvel;
spritesound(PISTOL_BODYHIT,j);
if (s->picnum == SPIT)
{
ps[p].q16horiz += 32 << FRACBITS;
ps[p].return_to_center = 8;
if (ps[p].loogcnt == 0)
{
if (!A_CheckSoundPlaying(ps[p].i, DUKE_LONGTERM_PAIN))
A_PlaySound(DUKE_LONGTERM_PAIN, ps[p].i);
j = 3+(krand()&3);
ps[p].numloogs = j;
ps[p].loogcnt = 24*4;
for(x=0;x < j;x++)
{
ps[p].loogiex[x] = krand()%xdim;
ps[p].loogiey[x] = krand()%ydim;
}
}
}
}
}
else if ((j&49152) == 32768)
{
j &= (MAXWALLS-1);
if (s->picnum != RPG && s->picnum != FREEZEBLAST && s->picnum != SPIT && (wall[j].overpicnum == MIRROR || wall[j].picnum == MIRROR))
{
k = getangle(
wall[wall[j].point2].x-wall[j].x,
wall[wall[j].point2].y-wall[j].y);
s->ang = ((k << 1) - s->ang)&2047;
s->owner = i;
spawn(i,TRANSPORTERSTAR);
continue;
}
else
{
setsprite(i,dax,day,daz);
checkhitwall(i,j,s->x,s->y,s->z,s->picnum);
if (s->picnum == FREEZEBLAST)
{
if (wall[j].overpicnum != MIRROR && wall[j].picnum != MIRROR)
{
s->extra >>= 1;
s->yvel--;
}
k = getangle(
wall[wall[j].point2].x-wall[j].x,
wall[wall[j].point2].y-wall[j].y);
s->ang = ((k << 1) - s->ang)&2047;
continue;
}
}
}
else if ((j&49152) == 16384)
{
setsprite(i,dax,day,daz);
if (s->zvel < 0)
{
if (sector[s->sectnum].ceilingstat&1)
if (sector[s->sectnum].ceilingpal == 0)
{
deletesprite(i);
continue;
}
checkhitceiling(s->sectnum);
}
if (s->picnum == FREEZEBLAST)
{
bounce(i);
ssp(i,qq);
s->extra >>= 1;
if (s->xrepeat > 8)
s->xrepeat -= 2;
if (s->yrepeat > 8)
s->yrepeat -= 2;
s->yvel--;
continue;
}
}
if (s->picnum != SPIT)
{
if (s->picnum == RPG)
{
k = spawn(i,EXPLOSION2);
sprite[k].x = dax;
sprite[k].y = day;
sprite[k].z = daz;
if (s->xrepeat < 10)
{
sprite[k].xrepeat = 6;
sprite[k].yrepeat = 6;
}
else if ((j&49152) == 16384)
{
if (s->zvel > 0)
spawn(i,EXPLOSION2BOT);
else { sprite[k].cstat |= 8; sprite[k].z += (48 << 8); }
}
}
else if (s->picnum == SHRINKSPARK)
{
spawn(i,SHRINKEREXPLOSION);
spritesound(SHRINKER_HIT,i);
hitradius(i,shrinkerblastradius,0,0,0,0);
}
else if (s->picnum != COOLEXPLOSION1 && s->picnum != FREEZEBLAST && s->picnum != FIRELASER)
{
k = spawn(i,EXPLOSION2);
sprite[k].xrepeat = sprite[k].yrepeat = s->xrepeat>>1;
if ((j&49152) == 16384)
{
if (s->zvel < 0)
{
sprite[k].cstat |= 8; sprite[k].z += (72 << 8);
}
}
}
if (s->picnum == RPG)
{
spritesound(RPG_EXPLODE,i);
if (s->xrepeat >= 10)
{
x = s->extra;
hitradius(i,rpgblastradius, x>>2,x>>1,x-(x>>2),x);
}
else
{
x = s->extra+(global_random&3);
hitradius(i,(rpgblastradius>>1),x>>2,x>>1,x-(x>>2),x);
}
}
}
if (s->picnum != COOLEXPLOSION1)
{
deletesprite(i);
continue;
}
}
if (s->picnum == COOLEXPLOSION1)
{
s->shade++;
if (s->shade >= 40)
{
deletesprite(i);
continue;
}
}
else if (s->picnum == RPG && sector[s->sectnum].lotag == 2 && s->xrepeat >= 10 && rnd(140))
spawn(i,WATERBUBBLE);
break;
case SHOTSPARK1:
p = findplayer(s,&x);
execute(i,p,x);
break;
}
}
}
END_DUKE_NS