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38b278b12d
All enemies now run a native init function to reduce script-induced problems. this required adding a NOGRAVITY flag so that the recon can use the same code as well which was the only enemy relying on custom code.
3418 lines
83 KiB
C++
3418 lines
83 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) 2017-2019 - Nuke.YKT
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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 is a combination of code from the following sources:
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- EDuke 2 by Matt Saettler
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- JFDuke by Jonathon Fowler (jf@jonof.id.au),
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- DukeGDX and RedneckGDX by Alexander Makarov-[M210] (m210-2007@mail.ru)
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- Redneck Rampage reconstructed source by Nuke.YKT
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "vm.h"
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#include "global.h"
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#include "names.h"
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#include "stats.h"
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#include "constants.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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double adjustfall(DDukeActor* actor, double c);
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//---------------------------------------------------------------------------
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//
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// this is the implementation of DDukeActor::Tick. It is native so that
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// its internally needed accesss does not have to be made public.
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//
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//---------------------------------------------------------------------------
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void TickActor(DDukeActor* self)
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{
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if (self->spr.statnum == STAT_ACTOR || actorflag(self, SFLAG3_FORCERUNCON))
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{
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double xx;
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int p = findplayer(self, &xx);
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if (!execute(self, p, xx))
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{
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self->state_player = &ps[p];
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self->state_dist = xx;
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IFVIRTUALPTR(self, DDukeActor, RunState)
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{
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VMValue val[] = { self };
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VMCall(func, val, 1, nullptr, 0);
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}
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self->state_player = nullptr;
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self->state_dist = -1;
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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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//---------------------------------------------------------------------------
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void respawnhitag(DDukeActor* actor)
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{
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if (actorflag(actor, SFLAG2_TRIGGERRESPAWN))
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{
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if (actor->spr.yint) operaterespawns(actor->spr.yint);
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}
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else
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{
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if (actor->spr.hitag >= 0) operaterespawns(actor->spr.hitag);
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}
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}
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//---------------------------------------------------------------------------
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//
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// this was once a macro
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//
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//---------------------------------------------------------------------------
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void RANDOMSCRAP(DDukeActor* origin)
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{
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int r1 = krand(), r2 = krand(), r3 = krand(), r4 = krand();
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DVector3 offset;
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offset.X = krandf(16) - 8;
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offset.Y = krandf(16) - 8;
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offset.Z = krandf(16) - 8;
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double v = isRR() ? 0.125 : 0.375;
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auto a = randomAngle();
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auto vel = krandf(4) + 4;
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auto zvel = -krandf(8) - 2;
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auto spawned = CreateActor(origin->sector(), origin->spr.pos + offset, PClass::FindActor("DukeScrap"), -8, DVector2(v, v), a, vel, zvel, origin, STAT_MISC);
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if (spawned)
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{
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spawned->spriteextra = (r4 & 15);
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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 addammo(int weapon, player_struct* player, int amount)
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{
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player->ammo_amount[weapon] += amount;
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if (player->ammo_amount[weapon] > gs.max_ammo_amount[weapon])
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player->ammo_amount[weapon] = gs.max_ammo_amount[weapon];
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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 checkavailinven(player_struct* player)
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{
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if (player->firstaid_amount > 0)
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player->inven_icon = ICON_FIRSTAID;
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else if (player->steroids_amount > 0)
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player->inven_icon = ICON_STEROIDS;
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else if (player->holoduke_amount > 0)
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player->inven_icon = ICON_HOLODUKE;
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else if (player->jetpack_amount > 0)
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player->inven_icon = ICON_JETPACK;
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else if (player->heat_amount > 0)
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player->inven_icon = ICON_HEATS;
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else if (player->scuba_amount > 0)
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player->inven_icon = ICON_SCUBA;
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else if (player->boot_amount > 0)
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player->inven_icon = ICON_BOOTS;
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else player->inven_icon = ICON_NONE;
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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 checkavailweapon(player_struct* player)
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{
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int i, snum;
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int weap;
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if (player->wantweaponfire >= 0)
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{
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weap = player->wantweaponfire;
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player->wantweaponfire = -1;
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if (weap == player->curr_weapon) return;
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else if (player->gotweapon[weap] && player->ammo_amount[weap] > 0)
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{
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fi.addweapon(player, weap, true);
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return;
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}
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}
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weap = player->curr_weapon;
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if (player->gotweapon[weap])
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{
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if (player->ammo_amount[weap] > 0 || (WeaponSwitch(player - ps) & 2) == 0)
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return;
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}
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snum = player->GetPlayerNum();
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int max = MAX_WEAPON;
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for (i = 0; i <= max; i++)
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{
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weap = ud.wchoice[snum][i];
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if ((g_gameType & GAMEFLAG_SHAREWARE) && weap > 6) continue;
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if (weap == 0) weap = max;
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else weap--;
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if (weap == MIN_WEAPON || (player->gotweapon[weap] && player->ammo_amount[weap] > 0))
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break;
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}
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if (i == MAX_WEAPON) weap = MIN_WEAPON;
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// Found the weapon
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player->last_weapon = player->curr_weapon;
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player->random_club_frame = 0;
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player->curr_weapon = weap;
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if (isWW2GI())
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{
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SetGameVarID(g_iWeaponVarID, player->curr_weapon, player->GetActor(), snum); // snum is player index!
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if (player->curr_weapon >= 0)
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{
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SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike(player->curr_weapon, snum), player->GetActor(), snum);
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}
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else
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{
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SetGameVarID(g_iWorksLikeVarID, -1, player->GetActor(), snum);
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}
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OnEvent(EVENT_CHANGEWEAPON, snum, player->GetActor(), -1);
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}
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player->okickback_pic = player->kickback_pic = 0;
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if (player->holster_weapon == 1)
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{
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player->holster_weapon = 0;
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player->weapon_pos = 10;
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}
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else player->weapon_pos = -1;
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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 clearcamera(player_struct* ps)
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{
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ps->newOwner = nullptr;
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ps->GetActor()->restoreloc();
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updatesector(ps->GetActor()->getPosWithOffsetZ(), &ps->cursector);
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DukeStatIterator it(STAT_ACTOR);
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while (auto k = it.Next())
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{
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if (actorflag(k, SFLAG2_CAMERA))
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k->spr.yint = 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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int ssp(DDukeActor* const actor, unsigned int cliptype) //The set sprite function
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{
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Collision c;
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return movesprite_ex(actor, DVector3(actor->spr.Angles.Yaw.ToVector() * actor->vel.X, actor->vel.Z), cliptype, c) == kHitNone;
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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 insertspriteq(DDukeActor* const actor)
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{
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if (spriteqamount > 0)
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{
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if (spriteq[spriteqloc] != nullptr)
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{
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// todo: Make list size a CVAR.
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spriteq[spriteqloc]->Destroy();
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}
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spriteq[spriteqloc] = actor;
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spriteqloc = (spriteqloc + 1) % spriteqamount;
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}
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else actor->spr.scale = DVector2(0, 0);
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}
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//---------------------------------------------------------------------------
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//
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// consolidation of several nearly identical functions
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//
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//---------------------------------------------------------------------------
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void lotsofstuff(DDukeActor* actor, int n, int spawntype)
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{
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for (int i = n; i > 0; i--)
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{
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DAngle r1 = randomAngle();
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double r2 = zrand(47);
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auto j = CreateActor(actor->sector(), actor->spr.pos.plusZ(-r2), spawntype, -32, DVector2(0.125, 0.125), r1, 0., 0., actor, 5);
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if (j) j->spr.cstat = randomFlip();
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}
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}
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//---------------------------------------------------------------------------
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//
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// movesector - used by sector effectors
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//
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//---------------------------------------------------------------------------
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void movesector(DDukeActor* const actor, int msindex, DAngle rotation)
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{
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//T1,T2 and T3 are used for all the sector moving stuff!!!
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actor->spr.pos.XY() += actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
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for(auto& wal : actor->sector()->walls)
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{
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dragpoint(&wal, actor->spr.pos.XY() + mspos[msindex].Rotated(rotation));
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msindex++;
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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 movecyclers(void)
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{
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for (int q = cyclers.Size() - 1; q >= 0; q--)
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{
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Cycler* c = &cyclers[q];
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auto sect = c->sector;
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int shade = c->shade2;
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int j = shade + int(BobVal(c->lotag) * 16);
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int cshade = c->shade1;
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if (j < cshade) j = cshade;
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else if (j > shade) j = shade;
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c->lotag += sect->extra;
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if (c->state)
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{
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for (auto& wal : sect->walls)
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{
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if (wal.hitag != 1)
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{
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wal.shade = j;
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if ((wal.cstat & CSTAT_WALL_BOTTOM_SWAP) && wal.twoSided())
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wal.nextWall()->shade = j;
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}
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}
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sect->floorshade = sect->ceilingshade = j;
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}
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}
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}
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void addcycler(sectortype* sector, int lotag, int shade, int shade2, int hitag, int state)
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{
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cyclers.Reserve(1);
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cyclers.Last().sector = sector;
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cyclers.Last().lotag = lotag;
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cyclers.Last().shade1 = shade;
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cyclers.Last().shade2 = shade2;
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cyclers.Last().hitag = hitag;
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cyclers.Last().state = state;
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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 movedummyplayers(void)
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{
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int p;
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DukeStatIterator iti(STAT_DUMMYPLAYER);
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while (auto act = iti.Next())
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{
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if (!act->GetOwner()) continue;
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p = act->GetOwner()->PlayerIndex();
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if ((!isRR() && ps[p].on_crane != nullptr) || !ps[p].insector() || ps[p].cursector->lotag != 1 || ps->GetActor()->spr.extra <= 0)
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{
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ps[p].dummyplayersprite = nullptr;
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act->Destroy();
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continue;
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}
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else
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{
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if (ps[p].on_ground && ps[p].on_warping_sector == 1 && ps[p].cursector->lotag == 1)
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{
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act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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act->spr.pos.Z = act->sector()->ceilingz + 27;
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act->spr.Angles.Yaw = ps[p].GetActor()->spr.Angles.Yaw;
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if (act->temp_data[0] == 8)
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act->temp_data[0] = 0;
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else act->temp_data[0]++;
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}
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else
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{
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if (act->sector()->lotag != 2) act->spr.pos.Z = act->sector()->floorz;
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act->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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}
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}
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act->spr.pos.XY() += ps[p].GetActor()->spr.pos.XY() - ps[p].GetActor()->opos.XY();
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SetActor(act, act->spr.pos);
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void moveplayers(void)
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{
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double other;
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DukeStatIterator iti(STAT_PLAYER);
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while (auto act = iti.Next())
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{
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int pn = act->PlayerIndex();
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auto p = &ps[pn];
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if (act->GetOwner())
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{
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if (p->newOwner != nullptr) //Looking thru the camera
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{
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act->restorepos();
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act->backupz();
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act->spr.Angles.Yaw = p->GetActor()->PrevAngles.Yaw;
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SetActor(act, act->spr.pos);
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}
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else
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{
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if (ud.multimode > 1)
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otherp = findotherplayer(pn, &other);
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else
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{
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otherp = pn;
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other = 0;
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}
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execute(act, pn, other);
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if (ud.multimode > 1)
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{
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auto psp = ps[otherp].GetActor();
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if (psp->spr.extra > 0)
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{
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if (act->spr.scale.Y > 0.5 && psp->spr.scale.Y < 0.5)
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{
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if (other < 1400/16. && p->knee_incs == 0)
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{
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p->knee_incs = 1;
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p->weapon_pos = -1;
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p->actorsqu = ps[otherp].GetActor();
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}
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}
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}
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}
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if (ud.god)
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{
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act->spr.extra = gs.max_player_health;
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act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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if (!isWW2GI() && !isRR())
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p->jetpack_amount = 1599;
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}
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if (p->actorsqu != nullptr)
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{
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p->GetActor()->spr.Angles.Yaw += deltaangle(p->GetActor()->spr.Angles.Yaw, (p->actorsqu->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.25;
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}
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if (act->spr.extra > 0)
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{
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// currently alive...
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act->SetHitOwner(act);
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if (ud.god == 0)
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if (ceilingspace(act->sector()) || floorspace(act->sector()))
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quickkill(p);
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}
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else
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{
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p->GetActor()->spr.pos.Z += 20;
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p->newOwner = nullptr;
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if (p->wackedbyactor != nullptr && p->wackedbyactor->spr.statnum < MAXSTATUS)
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{
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p->GetActor()->spr.Angles.Yaw += deltaangle(p->GetActor()->spr.Angles.Yaw, (p->wackedbyactor->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.5;
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}
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}
|
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}
|
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}
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else
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{
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if (p->holoduke_on == nullptr)
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{
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act->Destroy();
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continue;
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}
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act->spr.cstat = 0;
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if (act->spr.scale.X < 0.65625)
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{
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act->spr.scale.X += (0.0625);
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act->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT;
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}
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else act->spr.scale.X = (0.65625);
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if (act->spr.scale.Y < 0.5625)
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act->spr.scale.Y += (0.0625);
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else
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{
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act->spr.scale.Y = (0.5625);
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if (act->sector()->lotag != ST_2_UNDERWATER)
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makeitfall(act);
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if (act->vel.Z == 0 && act->sector()->lotag == ST_1_ABOVE_WATER)
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act->spr.pos.Z += 32;
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}
|
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|
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if (act->spr.extra < 8)
|
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{
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act->vel.X = 8;
|
|
act->spr.extra++;
|
|
ssp(act, CLIPMASK0);
|
|
}
|
|
else
|
|
{
|
|
SetActor(act, act->spr.pos);
|
|
}
|
|
}
|
|
|
|
if (act->insector())
|
|
{
|
|
if (act->sector()->ceilingstat & CSTAT_SECTOR_SKY)
|
|
act->spr.shade += (act->sector()->ceilingshade - act->spr.shade) >> 1;
|
|
else
|
|
act->spr.shade += (act->sector()->floorshade - act->spr.shade) >> 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void tickstat(int stat, bool deleteinvalid)
|
|
{
|
|
DukeStatIterator iti(stat);
|
|
while (auto act = iti.Next())
|
|
{
|
|
if (actorflag(act, SFLAG2_DIENOW) || act->sector() == nullptr || (deleteinvalid && act->spr.scale.X == 0))
|
|
{
|
|
act->Destroy();
|
|
}
|
|
else if (stat != STAT_ACTOR || !badguy(act) || !monsterCheatCheck(act))
|
|
{
|
|
CallTick(act);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void operaterespawns(int low)
|
|
{
|
|
DukeStatIterator it(STAT_FX);
|
|
while (auto act = it.Next())
|
|
{
|
|
CallOnRespawn(act, low);
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void detonate(DDukeActor *actor, int explosion)
|
|
{
|
|
ud.earthquaketime = 16;
|
|
|
|
DukeStatIterator itj(STAT_EFFECTOR);
|
|
while (auto effector = itj.Next())
|
|
{
|
|
if (actor->spr.hitag == effector->spr.hitag)
|
|
{
|
|
if (effector->spr.lotag == SE_13_EXPLOSIVE)
|
|
{
|
|
if (effector->temp_data[2] == 0)
|
|
effector->temp_data[2] = 1;
|
|
}
|
|
else if (effector->spr.lotag == SE_8_UP_OPEN_DOOR_LIGHTS)
|
|
effector->temp_data[4] = 1;
|
|
else if (effector->spr.lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL)
|
|
{
|
|
if (effector->temp_data[0] == 0)
|
|
effector->temp_data[0] = 1;
|
|
}
|
|
else if (effector->spr.lotag == SE_21_DROP_FLOOR)
|
|
effector->temp_data[0] = 1;
|
|
}
|
|
}
|
|
|
|
actor->spr.pos.Z -= 32;
|
|
|
|
if ((actor->temp_data[3] == 1 && actor->spr.scale.X != 0) || actor->spr.lotag == -99)
|
|
{
|
|
int x = actor->spr.extra;
|
|
spawn(actor, explosion);
|
|
fi.hitradius(actor, gs.seenineblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
|
|
S_PlayActorSound(PIPEBOMB_EXPLODE, actor);
|
|
}
|
|
|
|
if (actor->spr.scale.X != 0)
|
|
for (int x = 0; x < 8; x++) RANDOMSCRAP(actor);
|
|
|
|
actor->Destroy();
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void gutsdir(DDukeActor* actor, int gtype, int n, int p)
|
|
{
|
|
double scale;
|
|
|
|
if (badguy(actor) && actor->spr.scale.X < 0.25)
|
|
scale = 0.125;
|
|
else scale = 0.5;
|
|
|
|
double gutz = actor->spr.pos.Z - 8;
|
|
double floorz = getflorzofslopeptr(actor->sector(), actor->spr.pos);
|
|
|
|
if (gutz > floorz - 8)
|
|
gutz = floorz - 8;
|
|
|
|
gutz += gs.actorinfo[actor->spr.picnum].gutsoffset;
|
|
|
|
for (int j = 0; j < n; j++)
|
|
{
|
|
auto a = randomAngle();
|
|
auto vel = krandf(8) + 16;
|
|
auto zvel = -krandf(8) - 2;
|
|
|
|
// TRANSITIONAL: owned by a player???
|
|
CreateActor(actor->sector(), DVector3(actor->spr.pos.XY(), gutz), gtype, -32, DVector2(scale, scale), a, vel, zvel, ps[p].GetActor(), 5);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Rotating sector
|
|
//
|
|
// temp_data[1]: mspos index
|
|
// temp_angle: current angle
|
|
// temp_data[3]: checkz / acceleration, depending on mode.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se00(DDukeActor* actor)
|
|
{
|
|
sectortype *sect = actor->sector();
|
|
|
|
double zchange = 0;
|
|
|
|
auto Owner = actor->GetOwner();
|
|
|
|
if (!Owner || Owner->spr.lotag == -1)
|
|
{
|
|
actor->Destroy();
|
|
return;
|
|
}
|
|
|
|
DAngle ang_amount = DAngle::fromQ16(sect->extra << 2);
|
|
double direction = 0;
|
|
|
|
if (sect->lotag == 30)
|
|
{
|
|
ang_amount *= 0.25;
|
|
|
|
if (actor->spr.extra == 1)
|
|
{
|
|
if (actor->tempval < 256)
|
|
{
|
|
actor->tempval += 4;
|
|
if (actor->tempval >= 256)
|
|
callsound(actor->sector(), actor, true);
|
|
if (actor->spr.detail) direction = 1;
|
|
else direction = -1;
|
|
}
|
|
else actor->tempval = 256;
|
|
|
|
if (sect->floorz > actor->spr.pos.Z) //z's are touching
|
|
{
|
|
sect->addfloorz(-2);
|
|
zchange = -2;
|
|
if (sect->floorz < actor->spr.pos.Z)
|
|
sect->setfloorz(actor->spr.pos.Z);
|
|
}
|
|
|
|
else if (sect->floorz < actor->spr.pos.Z) //z's are touching
|
|
{
|
|
sect->addfloorz(2);
|
|
zchange = 2;
|
|
if (sect->floorz > actor->spr.pos.Z)
|
|
sect->setfloorz(actor->spr.pos.Z);
|
|
}
|
|
}
|
|
else if (actor->spr.extra == 3)
|
|
{
|
|
if (actor->tempval > 0)
|
|
{
|
|
actor->tempval -= 4;
|
|
if (actor->tempval <= 0)
|
|
callsound(actor->sector(), actor, true);
|
|
if (actor->spr.detail) direction = -1;
|
|
else direction = 1;
|
|
}
|
|
else actor->tempval = 0;
|
|
|
|
double checkz = actor->temp_pos.Z;
|
|
if (sect->floorz > checkz) //z's are touching
|
|
{
|
|
sect->addfloorz(-2);
|
|
zchange = -2;
|
|
if (sect->floorz < checkz)
|
|
sect->setfloorz(checkz);
|
|
}
|
|
|
|
else if (sect->floorz < checkz) //z's are touching
|
|
{
|
|
sect->addfloorz(2);
|
|
zchange = 2;
|
|
if (sect->floorz > checkz)
|
|
sect->setfloorz(checkz);
|
|
}
|
|
}
|
|
|
|
actor->spr.Angles.Yaw += ang_amount * direction;
|
|
actor->temp_angle += ang_amount * direction;
|
|
}
|
|
else
|
|
{
|
|
if (Owner->temp_data[0] == 0) return;
|
|
if (Owner->temp_data[0] == 2)
|
|
{
|
|
actor->Destroy();
|
|
return;
|
|
}
|
|
|
|
if (Owner->spr.Angles.Yaw.Normalized360() > DAngle180)
|
|
direction = -1;
|
|
else direction = 1;
|
|
if (actor->temp_pos.Y == 0)
|
|
actor->temp_pos.Y = (actor->spr.pos.XY() - Owner->spr.pos.XY()).Length();
|
|
actor->vel.X = actor->temp_pos.Y;
|
|
actor->spr.pos.XY() = Owner->spr.pos.XY();
|
|
actor->spr.Angles.Yaw += ang_amount * direction;
|
|
actor->temp_angle += ang_amount * direction;
|
|
}
|
|
|
|
if (direction && (sect->floorstat & CSTAT_SECTOR_ALIGN))
|
|
{
|
|
int p;
|
|
for (p = connecthead; p >= 0; p = connectpoint2[p])
|
|
{
|
|
if (ps[p].cursector == actor->sector() && ps[p].on_ground == 1)
|
|
{
|
|
ps[p].GetActor()->spr.Angles.Yaw += ang_amount * direction;
|
|
|
|
ps[p].GetActor()->spr.pos.Z += zchange;
|
|
|
|
auto result = rotatepoint(Owner->spr.pos, ps[p].GetActor()->spr.pos.XY(), ang_amount * direction);
|
|
|
|
ps[p].bobpos += (result - ps[p].GetActor()->spr.pos.XY());
|
|
|
|
ps[p].GetActor()->spr.pos.XY() = result;
|
|
}
|
|
}
|
|
DukeSectIterator itp(actor->sector());
|
|
while (auto act2 = itp.Next())
|
|
{
|
|
if (act2->spr.statnum != STAT_EFFECTOR && act2->spr.statnum != STAT_PROJECTILE && !actorflag(act2, SFLAG2_NOROTATEWITHSECTOR))
|
|
{
|
|
if (act2->isPlayer() && act2->GetOwner())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
act2->spr.Angles.Yaw += ang_amount * direction;
|
|
act2->norm_ang();
|
|
|
|
act2->spr.pos.Z += zchange;
|
|
|
|
auto pos = rotatepoint(Owner->spr.pos, act2->spr.pos.XY(), ang_amount * direction);
|
|
act2->spr.pos.X = pos.X;
|
|
act2->spr.pos.Y = pos.Y;
|
|
}
|
|
}
|
|
|
|
}
|
|
movesector(actor, actor->temp_data[1], actor->temp_angle);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se01(DDukeActor *actor)
|
|
{
|
|
int sh = actor->spr.hitag;
|
|
if (actor->GetOwner() == nullptr) //Init
|
|
{
|
|
actor->SetOwner(actor);
|
|
|
|
DukeStatIterator it(STAT_EFFECTOR);
|
|
while (auto ac = it.Next())
|
|
{
|
|
if (ac->spr.lotag == SE_19_EXPLOSION_LOWERS_CEILING && ac->spr.hitag == sh)
|
|
{
|
|
actor->temp_data[0] = 0;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Subway car
|
|
//
|
|
// temp_data[1]: mspos index
|
|
// temp_angle: rotation angle
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
|
|
{
|
|
auto sc = actor->sector();
|
|
int st = actor->spr.lotag;
|
|
|
|
if (actor->GetOwner() == nullptr)
|
|
{
|
|
auto NewOwner = LocateTheLocator(actor->temp_data[3], §or[actor->temp_data[0]]);
|
|
|
|
if (NewOwner == nullptr)
|
|
{
|
|
I_Error("Could not find any locators for SE# 6 and 14 with a hitag of %d.", actor->temp_data[3]);
|
|
}
|
|
actor->SetOwner(NewOwner);
|
|
}
|
|
|
|
auto Owner = actor->GetOwner();
|
|
double dist = (Owner->spr.pos.XY() - actor->spr.pos.XY()).LengthSquared();
|
|
|
|
if (dist < 64*64)
|
|
{
|
|
if (st == 6)
|
|
if (Owner->spr.hitag & 1)
|
|
actor->temp_data[4] = sc->extra; //Slow it down
|
|
actor->temp_data[3]++;
|
|
auto NewOwner = LocateTheLocator(actor->temp_data[3], §or[actor->temp_data[0]]);
|
|
if (NewOwner == nullptr)
|
|
{
|
|
actor->temp_data[3] = 0;
|
|
NewOwner = LocateTheLocator(0, §or[actor->temp_data[0]]);
|
|
}
|
|
if (NewOwner) actor->SetOwner(NewOwner);
|
|
}
|
|
|
|
Owner = actor->GetOwner();
|
|
if(actor->vel.X != 0)
|
|
{
|
|
auto curangle = (Owner->spr.pos.XY() - actor->spr.pos.XY()).Angle();
|
|
auto diffangle = deltaangle(actor->spr.Angles.Yaw, curangle) * 0.125;
|
|
|
|
actor->temp_angle += diffangle;
|
|
actor->spr.Angles.Yaw += diffangle;
|
|
|
|
bool statstate = (!checkstat || ((sc->floorstat & CSTAT_SECTOR_SKY) == 0 && (sc->ceilingstat & CSTAT_SECTOR_SKY) == 0));
|
|
if (actor->vel.X == sc->extra * maptoworld)
|
|
{
|
|
if (statstate)
|
|
{
|
|
if (!S_CheckSoundPlaying(actor->tempsound))
|
|
S_PlayActorSound(actor->tempsound, actor);
|
|
}
|
|
if ((!checkstat || !statstate) && (ud.monsters_off == 0 && sc->floorpal == 0 && (sc->floorstat & CSTAT_SECTOR_SKY) && rnd(8)))
|
|
{
|
|
double dist2;
|
|
int p = findplayer(actor, &dist2);
|
|
if (dist2 < 1280)//20480)
|
|
{
|
|
auto saved_angle = actor->spr.Angles.Yaw;
|
|
actor->spr.Angles.Yaw = (actor->spr.pos.XY() - ps[p].GetActor()->spr.pos.XY()).Angle();
|
|
fi.shoot(actor, RPG, nullptr);
|
|
actor->spr.Angles.Yaw = saved_angle;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (actor->vel.X <= 4 && statstate)
|
|
S_StopSound(actor->tempsound, actor);
|
|
|
|
if ((sc->floorz - sc->ceilingz) < 108)
|
|
{
|
|
if (ud.clipping == 0 && actor->vel.X >= 12)
|
|
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
|
{
|
|
auto psp = ps[p].GetActor();
|
|
if (psp->spr.extra > 0)
|
|
{
|
|
auto sect = ps[p].cursector;
|
|
updatesector(ps[p].GetActor()->getPosWithOffsetZ(), §);
|
|
if ((sect == nullptr && ud.clipping == 0) || (sect == actor->sector() && ps[p].cursector != actor->sector()))
|
|
{
|
|
ps[p].GetActor()->spr.pos.XY() = actor->spr.pos.XY();
|
|
ps[p].setCursector(actor->sector());
|
|
|
|
SetActor(ps[p].GetActor(), actor->spr.pos);
|
|
quickkill(&ps[p]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
|
|
|
|
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
|
{
|
|
auto psp = ps[p].GetActor();
|
|
if (ps[p].insector() && ps[p].cursector->lotag != 2)
|
|
{
|
|
if (po[p].os == actor->sector())
|
|
{
|
|
po[p].opos += vec;
|
|
}
|
|
|
|
if (actor->sector() == psp->sector())
|
|
{
|
|
auto result = rotatepoint(actor->spr.pos.XY(), ps[p].GetActor()->spr.pos.XY(), diffangle);
|
|
|
|
ps[p].GetActor()->spr.pos.XY() = result + vec;
|
|
|
|
ps[p].bobpos += vec;
|
|
|
|
ps[p].GetActor()->spr.Angles.Yaw += diffangle;
|
|
|
|
if (numplayers > 1)
|
|
{
|
|
ps[p].GetActor()->backupvec2();
|
|
}
|
|
if (psp->spr.extra <= 0)
|
|
{
|
|
psp->spr.pos.XY() = ps[p].GetActor()->spr.pos.XY();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
DukeSectIterator it(actor->sector());
|
|
while (auto a2 = it.Next())
|
|
{
|
|
if (a2->spr.statnum != STAT_PLAYER && a2->sector()->lotag != 2 &&
|
|
(!iseffector(a2) || a2->spr.lotag == SE_49_POINT_LIGHT || a2->spr.lotag == SE_50_SPOT_LIGHT) &&
|
|
!islocator(a2))
|
|
{
|
|
a2->spr.pos.XY() = rotatepoint(actor->spr.pos.XY(), a2->spr.pos.XY(), diffangle) + vec;
|
|
a2->spr.Angles.Yaw += diffangle;
|
|
|
|
if (numplayers > 1)
|
|
{
|
|
a2->backupvec2();
|
|
}
|
|
}
|
|
}
|
|
|
|
movesector(actor, actor->temp_data[1], actor->temp_angle);
|
|
// I have no idea why this is here, but the SE's sector must never, *EVER* change, or the map will corrupt.
|
|
//SetActor(actor, actor->spr.pos);
|
|
|
|
if ((sc->floorz - sc->ceilingz) < 108)
|
|
{
|
|
if (ud.clipping == 0 && actor->vel.X >= 12)
|
|
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
|
{
|
|
if (ps[p].GetActor()->spr.extra > 0)
|
|
{
|
|
auto k = ps[p].cursector;
|
|
updatesector(ps[p].GetActor()->getPosWithOffsetZ(), &k);
|
|
if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector()))
|
|
{
|
|
ps[p].GetActor()->spr.pos.XY() = actor->spr.pos.XY();
|
|
ps[p].GetActor()->backupvec2();
|
|
ps[p].setCursector(actor->sector());
|
|
|
|
SetActor(ps[p].GetActor(), actor->spr.pos);
|
|
quickkill(&ps[p]);
|
|
}
|
|
}
|
|
}
|
|
|
|
auto actOwner = actor->GetOwner();
|
|
if (actOwner)
|
|
{
|
|
DukeSectIterator itr(actOwner->sector());
|
|
while (auto a2 = itr.Next())
|
|
{
|
|
if (a2->spr.statnum == 1 && badguy(a2) && !iseffector(a2) && !islocator(a2))
|
|
{
|
|
auto k = a2->sector();
|
|
updatesector(a2->spr.pos, &k);
|
|
if (a2->spr.extra >= 0 && k == actor->sector())
|
|
{
|
|
gutsdir(a2, JIBS6, 72, myconnectindex);
|
|
S_PlayActorSound(SQUISHED, actor);
|
|
a2->Destroy();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Two way train
|
|
//
|
|
// temp_data[1]: mspos index
|
|
// temp_angle: rotation angle
|
|
// temp_data[3]: locator tag
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se30(DDukeActor *actor, int JIBS6)
|
|
{
|
|
auto sc = actor->sector();
|
|
|
|
auto Owner = actor->GetOwner();
|
|
if (Owner == nullptr)
|
|
{
|
|
actor->temp_data[3] = !actor->temp_data[3];
|
|
Owner = LocateTheLocator(actor->temp_data[3], §or[actor->temp_data[0]]);
|
|
actor->SetOwner(Owner);
|
|
}
|
|
else
|
|
{
|
|
auto dist = (Owner->spr.pos.XY() - actor->spr.pos.XY()).Length();
|
|
if (actor->temp_data[4] == 1) // Starting to go
|
|
{
|
|
if (dist < (128 - 8))
|
|
actor->temp_data[4] = 2;
|
|
else
|
|
{
|
|
if (actor->vel.X == 0)
|
|
operateactivators(actor->spr.hitag + (!actor->temp_data[3]), nullptr);
|
|
if (actor->vel.X < 16)
|
|
actor->vel.X += 1;
|
|
}
|
|
}
|
|
if (actor->temp_data[4] == 2)
|
|
{
|
|
if (dist <= 8)
|
|
actor->vel.X = 0;
|
|
|
|
if(actor->vel.X > 0)
|
|
actor->vel.X -= 1;
|
|
else
|
|
{
|
|
actor->vel.X = 0;
|
|
operateactivators(actor->spr.hitag + (short)actor->temp_data[3], nullptr);
|
|
actor->SetOwner(nullptr);
|
|
actor->spr.Angles.Yaw += DAngle180;
|
|
actor->temp_data[4] = 0;
|
|
operateforcefields(actor, actor->spr.hitag);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(actor->vel.X != 0)
|
|
{
|
|
auto vect = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
|
|
|
|
if ((sc->floorz - sc->ceilingz) < 108)
|
|
if (ud.clipping == 0)
|
|
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
|
{
|
|
auto psp = ps[p].GetActor();
|
|
if (psp->spr.extra > 0)
|
|
{
|
|
auto k = ps[p].cursector;
|
|
updatesector(ps[p].GetActor()->getPosWithOffsetZ(), &k);
|
|
if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector()))
|
|
{
|
|
ps[p].GetActor()->spr.pos.XY() = actor->spr.pos.XY();
|
|
ps[p].setCursector(actor->sector());
|
|
|
|
SetActor(ps[p].GetActor(), actor->spr.pos);
|
|
quickkill(&ps[p]);
|
|
}
|
|
}
|
|
}
|
|
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
|
{
|
|
auto psp = ps[p].GetActor();
|
|
if (psp->sector() == actor->sector())
|
|
{
|
|
ps[p].GetActor()->spr.pos.XY() += vect;
|
|
|
|
if (numplayers > 1)
|
|
{
|
|
ps[p].GetActor()->backupvec2();
|
|
}
|
|
|
|
ps[p].bobpos += vect;
|
|
}
|
|
|
|
if (po[p].os == actor->sector())
|
|
{
|
|
po[p].opos += vect;
|
|
}
|
|
}
|
|
|
|
DukeSectIterator its(actor->sector());
|
|
while (auto a2 = its.Next())
|
|
{
|
|
if (!iseffector(a2) && !islocator(a2) && !a2->isPlayer())
|
|
{
|
|
a2->spr.pos += vect;
|
|
|
|
if (numplayers > 1)
|
|
{
|
|
a2->backupvec2();
|
|
}
|
|
}
|
|
}
|
|
|
|
movesector(actor, actor->temp_data[1], actor->temp_angle);
|
|
//SetActor(actor, actor->spr.pos);
|
|
|
|
if ((sc->floorz - sc->ceilingz) < 108)
|
|
{
|
|
if (ud.clipping == 0)
|
|
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
|
if (ps[p].GetActor()->spr.extra > 0)
|
|
{
|
|
auto k = ps[p].cursector;
|
|
updatesector(ps[p].GetActor()->getPosWithOffsetZ(), &k);
|
|
if ((k == nullptr && ud.clipping == 0) || (k == actor->sector() && ps[p].cursector != actor->sector()))
|
|
{
|
|
ps[p].GetActor()->spr.pos.XY() = actor->spr.pos.XY();
|
|
ps[p].GetActor()->backupvec2();
|
|
|
|
ps[p].setCursector(actor->sector());
|
|
|
|
SetActor(ps[p].GetActor(), actor->spr.pos);
|
|
quickkill(&ps[p]);
|
|
}
|
|
}
|
|
|
|
if (Owner)
|
|
{
|
|
DukeSectIterator it(Owner->sector());
|
|
while (auto a2 = it.Next())
|
|
{
|
|
if (a2->spr.statnum == STAT_ACTOR && badguy(a2) && !iseffector(a2) && !islocator(a2))
|
|
{
|
|
// if(a2->spr.sector != actor->spr.sector)
|
|
{
|
|
auto k = a2->sector();
|
|
updatesector(a2->spr.pos, &k);
|
|
if (a2->spr.extra >= 0 && k == actor->sector())
|
|
{
|
|
gutsdir(a2, JIBS6, 24, myconnectindex);
|
|
S_PlayActorSound(SQUISHED, a2);
|
|
a2->Destroy();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Earthquake
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se02(DDukeActor* actor)
|
|
{
|
|
auto sc = actor->sector();
|
|
int sh = actor->spr.hitag;
|
|
|
|
if (actor->temp_data[4] > 0 && actor->temp_data[0] == 0)
|
|
{
|
|
if (actor->temp_data[4] < sh)
|
|
actor->temp_data[4]++;
|
|
else actor->temp_data[0] = 1;
|
|
}
|
|
|
|
if (actor->temp_data[0] > 0)
|
|
{
|
|
actor->temp_data[0]++;
|
|
|
|
actor->vel.X = 3 / 16.;
|
|
|
|
if (actor->temp_data[0] > 96)
|
|
{
|
|
actor->temp_data[0] = -1; //Stop the quake
|
|
actor->temp_data[4] = -1;
|
|
actor->Destroy();
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if ((actor->temp_data[0] & 31) == 8)
|
|
{
|
|
ud.earthquaketime = 48;
|
|
S_PlayActorSound(EARTHQUAKE, ps[screenpeek].GetActor());
|
|
}
|
|
|
|
if (abs(sc->floorheinum - actor->temp_data[5]) < 8)
|
|
sc->setfloorslope(actor->temp_data[5]);
|
|
else sc->setfloorslope(sc->getfloorslope() + (Sgn(actor->temp_data[5] - sc->getfloorslope()) << 4));
|
|
}
|
|
|
|
auto vect = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
|
|
|
|
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
|
if (ps[p].cursector == actor->sector() && ps[p].on_ground)
|
|
{
|
|
ps[p].GetActor()->spr.pos.XY() += vect;
|
|
ps[p].bobpos += vect;
|
|
}
|
|
|
|
DukeSectIterator it(actor->sector());
|
|
while (auto a2 = it.Next())
|
|
{
|
|
if (!iseffector(a2))
|
|
{
|
|
a2->spr.pos += vect;
|
|
SetActor(a2, a2->spr.pos);
|
|
}
|
|
}
|
|
movesector(actor, actor->temp_data[1], nullAngle);
|
|
//SetActor(actor, actor->spr.pos);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// lights off
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se03(DDukeActor *actor)
|
|
{
|
|
auto sc = actor->sector();
|
|
int sh = actor->spr.hitag;
|
|
|
|
if (actor->temp_data[4] == 0) return;
|
|
double xx;
|
|
|
|
findplayer(actor, &xx);
|
|
|
|
int palvals = actor->palvals;
|
|
|
|
if ((global_random / (sh + 1) & 31) < 4 && !actor->temp_data[2])
|
|
{
|
|
sc->ceilingpal = palvals >> 8;
|
|
sc->floorpal = palvals & 0xff;
|
|
actor->temp_data[0] = actor->spr.shade + (global_random & 15);
|
|
}
|
|
else
|
|
{
|
|
sc->ceilingpal = actor->spr.pal;
|
|
sc->floorpal = actor->spr.pal;
|
|
actor->temp_data[0] = actor->temp_data[3];
|
|
}
|
|
|
|
sc->ceilingshade = actor->temp_data[0];
|
|
sc->floorshade = actor->temp_data[0];
|
|
|
|
for(auto& wal : sc->walls)
|
|
{
|
|
if (wal.hitag != 1)
|
|
{
|
|
wal.shade = actor->temp_data[0];
|
|
if ((wal.cstat & CSTAT_WALL_BOTTOM_SWAP) && wal.twoSided())
|
|
{
|
|
wal.nextWall()->shade = wal.shade;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// lights
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se04(DDukeActor *actor)
|
|
{
|
|
auto sc = actor->sector();
|
|
int sh = actor->spr.hitag;
|
|
int j;
|
|
|
|
int palvals = actor->palvals;
|
|
|
|
if ((global_random / (sh + 1) & 31) < 4)
|
|
{
|
|
actor->temp_data[1] = actor->spr.shade + (global_random & 15);//Got really bright
|
|
actor->temp_data[0] = actor->spr.shade + (global_random & 15);
|
|
sc->ceilingpal = palvals >> 8;
|
|
sc->floorpal = palvals & 0xff;
|
|
j = 1;
|
|
}
|
|
else
|
|
{
|
|
actor->temp_data[1] = actor->temp_data[2];
|
|
actor->temp_data[0] = actor->temp_data[3];
|
|
|
|
sc->ceilingpal = actor->spr.pal;
|
|
sc->floorpal = actor->spr.pal;
|
|
|
|
j = 0;
|
|
}
|
|
|
|
sc->floorshade = actor->temp_data[1];
|
|
sc->ceilingshade = actor->temp_data[1];
|
|
|
|
for (auto& wal : sc->walls)
|
|
{
|
|
if (j) wal.pal = (palvals & 0xff);
|
|
else wal.pal = actor->spr.pal;
|
|
|
|
if (wal.hitag != 1)
|
|
{
|
|
wal.shade = actor->temp_data[0];
|
|
if ((wal.cstat & CSTAT_WALL_BOTTOM_SWAP) && wal.twoSided())
|
|
wal.nextWall()->shade = wal.shade;
|
|
}
|
|
}
|
|
|
|
DukeSectIterator it(actor->sector());
|
|
while (auto a2 = it.Next())
|
|
{
|
|
if (a2->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL)
|
|
{
|
|
if (sc->ceilingstat & CSTAT_SECTOR_SKY)
|
|
a2->spr.shade = sc->ceilingshade;
|
|
else a2->spr.shade = sc->floorshade;
|
|
}
|
|
}
|
|
|
|
if (actor->temp_data[4])
|
|
actor->Destroy();
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// boss
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se05(DDukeActor* actor)
|
|
{
|
|
auto sc = actor->sector();
|
|
int j;
|
|
|
|
double x;
|
|
int p = findplayer(actor, &x);
|
|
if (x < 512)
|
|
{
|
|
auto ang = actor->spr.Angles.Yaw;
|
|
actor->spr.Angles.Yaw = (actor->spr.pos.XY() - ps[p].GetActor()->spr.pos.XY()).Angle();
|
|
fi.shoot(actor, -1, PClass::FindActor("DukeFireLaser"));
|
|
actor->spr.Angles.Yaw = ang;
|
|
}
|
|
|
|
auto Owner = actor->GetOwner();
|
|
if (Owner == nullptr) //Start search
|
|
{
|
|
actor->temp_data[4] = 0;
|
|
double maxdist = 0x7fffffff;
|
|
while (1) //Find the shortest dist
|
|
{
|
|
auto NewOwner = LocateTheLocator(actor->temp_data[4], nullptr);
|
|
if (NewOwner == nullptr) break;
|
|
|
|
double dist = (ps[p].GetActor()->spr.pos.XY() - NewOwner->spr.pos.XY()).LengthSquared();
|
|
|
|
if (maxdist > dist)
|
|
{
|
|
Owner = NewOwner;
|
|
maxdist = dist;
|
|
}
|
|
|
|
actor->temp_data[4]++;
|
|
}
|
|
|
|
actor->SetOwner(Owner);
|
|
if (!Owner) return; // Undefined case - was not checked.
|
|
actor->vel.Z = (Sgn(Owner->spr.pos.Z - actor->spr.pos.Z) / 16);
|
|
}
|
|
|
|
if ((Owner->spr.pos.XY() - actor->spr.pos.XY()).LengthSquared() < 64 * 64)
|
|
{
|
|
// Huh?
|
|
//auto ta = actor->spr.angle;
|
|
//actor->spr.angle = (ps[p].pos.XY() - actor->spr.pos.XY()).Angle();
|
|
//actor->spr.angle = ta;
|
|
actor->SetOwner(nullptr);
|
|
return;
|
|
|
|
}
|
|
else actor->vel.X = 16;
|
|
|
|
auto ang = (Owner->spr.pos.XY() - actor->spr.pos.XY()).Angle();
|
|
auto angdiff = deltaangle(actor->spr.Angles.Yaw, ang) / 8;
|
|
actor->spr.Angles.Yaw += angdiff;
|
|
|
|
if (rnd(32))
|
|
{
|
|
actor->temp_angle += angdiff;
|
|
sc->ceilingshade = 127;
|
|
}
|
|
else
|
|
{
|
|
actor->temp_angle +=
|
|
deltaangle(actor->temp_angle + DAngle90, (ps[p].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Angle()) * 0.25;
|
|
sc->ceilingshade = 0;
|
|
}
|
|
j = fi.ifhitbyweapon(actor);
|
|
if (j >= 0)
|
|
{
|
|
actor->temp_data[3]++;
|
|
if (actor->temp_data[3] == 5)
|
|
{
|
|
actor->vel.Z += 4;
|
|
FTA(7, &ps[myconnectindex]);
|
|
}
|
|
}
|
|
|
|
actor->spr.pos.Z += actor->vel.Z;
|
|
sc->setceilingz(actor->vel.Z);
|
|
sector[actor->temp_data[0]].setceilingz(actor->vel.Z);
|
|
movesector(actor, actor->temp_data[1], actor->temp_angle);
|
|
//SetActor(actor, actor->spr.pos);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se08(DDukeActor *actor, bool checkhitag1)
|
|
{
|
|
// work only if its moving
|
|
auto sc = actor->sector();
|
|
int st = actor->spr.lotag;
|
|
int sh = actor->spr.hitag;
|
|
|
|
int change, goal = -1;
|
|
|
|
if (actor->temp_data[4])
|
|
{
|
|
actor->temp_data[4]++;
|
|
if (actor->temp_data[4] > 8)
|
|
{
|
|
actor->Destroy();
|
|
return;
|
|
}
|
|
goal = 1;
|
|
}
|
|
else goal = getanimationindex(anim_ceilingz, actor->sector());
|
|
|
|
if (goal >= 0)
|
|
{
|
|
if ((sc->lotag & 0x8000) || actor->temp_data[4])
|
|
change = -actor->temp_data[3];
|
|
else
|
|
change = actor->temp_data[3];
|
|
|
|
if (st == 9) change = -change;
|
|
|
|
DukeStatIterator it(STAT_EFFECTOR);
|
|
while (auto ac = it.Next())
|
|
{
|
|
if (((ac->spr.lotag) == st) && (ac->spr.hitag) == sh)
|
|
{
|
|
auto sect = ac->sector();
|
|
int minshade = ac->spr.shade;
|
|
|
|
for (auto& wal : sect->walls)
|
|
{
|
|
if (wal.hitag != 1)
|
|
{
|
|
wal.shade += change;
|
|
|
|
if (wal.shade < minshade)
|
|
wal.shade = minshade;
|
|
else if (wal.shade > ac->temp_data[2])
|
|
wal.shade = ac->temp_data[2];
|
|
|
|
if (wal.twoSided())
|
|
if (wal.nextWall()->hitag != 1)
|
|
wal.nextWall()->shade = wal.shade;
|
|
}
|
|
}
|
|
|
|
sect->floorshade += change;
|
|
sect->ceilingshade += change;
|
|
|
|
if (sect->floorshade < minshade)
|
|
sect->floorshade = minshade;
|
|
else if (sect->floorshade > ac->temp_data[0])
|
|
sect->floorshade = ac->temp_data[0];
|
|
|
|
if (sect->ceilingshade < minshade)
|
|
sect->ceilingshade = minshade;
|
|
else if (sect->ceilingshade > ac->temp_data[1])
|
|
sect->ceilingshade = ac->temp_data[1];
|
|
|
|
if (checkhitag1 && sect->hitag == 1)
|
|
sect->ceilingshade = ac->temp_data[1];
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// door auto close
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se10(DDukeActor* actor, const int* specialtags)
|
|
{
|
|
auto sc = actor->sector();
|
|
int sh = actor->spr.hitag;
|
|
|
|
if ((sc->lotag & 0xff) == 27 || (sc->floorz > sc->ceilingz && (sc->lotag & 0xff) != 23) || sc->lotag == 32791 - 65536)
|
|
{
|
|
int j = 1;
|
|
|
|
if ((sc->lotag & 0xff) != 27)
|
|
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
|
if (sc->lotag != 30 && sc->lotag != 31 && sc->lotag != 0)
|
|
if (actor->sector() == ps[p].GetActor()->sector())
|
|
j = 0;
|
|
|
|
if (j == 1)
|
|
{
|
|
if (actor->temp_data[0] > sh)
|
|
{
|
|
if (specialtags) for (int i = 0; specialtags[i]; i++)
|
|
{
|
|
if (actor->sector()->lotag == specialtags[i] && getanimationindex(anim_ceilingz, actor->sector()) >= 0)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
fi.activatebysector(actor->sector(), actor);
|
|
actor->temp_data[0] = 0;
|
|
}
|
|
else actor->temp_data[0]++;
|
|
}
|
|
}
|
|
else actor->temp_data[0] = 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// swinging door
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se11(DDukeActor *actor)
|
|
{
|
|
auto sc = actor->sector();
|
|
if (actor->temp_data[5] > 0)
|
|
{
|
|
actor->temp_data[5]--;
|
|
return;
|
|
}
|
|
|
|
if (actor->temp_data[4])
|
|
{
|
|
for(auto& wal : sc->walls)
|
|
{
|
|
DukeStatIterator it(STAT_ACTOR);
|
|
while (auto ac = it.Next())
|
|
{
|
|
if (ac->spr.extra > 0 && badguy(ac) && IsCloseToWall(ac->spr.pos.XY(), &wal, 16) == EClose::InFront)
|
|
return;
|
|
}
|
|
}
|
|
|
|
int k = (actor->spr.yint >> 3) * actor->temp_data[3];
|
|
actor->temp_angle += mapangle(k);
|
|
actor->temp_data[4] += k;
|
|
movesector(actor, actor->temp_data[1], actor->temp_angle);
|
|
//SetActor(actor, actor->spr.pos);
|
|
|
|
for(auto& wal : sc->walls)
|
|
{
|
|
DukeStatIterator it(STAT_PLAYER);
|
|
while (auto ac = it.Next())
|
|
{
|
|
if (ac->GetOwner() && IsCloseToWall(ac->spr.pos.XY(), &wal, 9) == EClose::InFront)
|
|
{
|
|
actor->temp_data[5] = 8; // Delay
|
|
actor->temp_angle -= mapangle(k);
|
|
actor->temp_data[4] -= k;
|
|
movesector(actor, actor->temp_data[1], actor->temp_angle);
|
|
//SetActor(actor, actor->spr.pos);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (actor->temp_data[4] <= -511 || actor->temp_data[4] >= 512)
|
|
{
|
|
actor->temp_data[4] = 0;
|
|
actor->temp_angle = mapangle(actor->temp_angle.Buildang() & 0xffffff00); // Gross hack! What is this supposed to do?
|
|
movesector(actor, actor->temp_data[1], actor->temp_angle);
|
|
//SetActor(actor, actor->spr.pos);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se12(DDukeActor *actor, int planeonly)
|
|
{
|
|
auto sc = actor->sector();
|
|
if (actor->temp_data[0] == 3 || actor->temp_data[3] == 1) //Lights going off
|
|
{
|
|
sc->floorpal = 0;
|
|
sc->ceilingpal = 0;
|
|
|
|
for (auto& wal : sc->walls)
|
|
{
|
|
if (wal.hitag != 1)
|
|
{
|
|
wal.shade = actor->temp_data[1];
|
|
wal.pal = 0;
|
|
}
|
|
}
|
|
sc->floorshade = actor->temp_data[1];
|
|
sc->ceilingshade = actor->temp_data[2];
|
|
actor->temp_data[0] = 0;
|
|
|
|
DukeSectIterator it(sc);
|
|
while (auto a2 = it.Next())
|
|
{
|
|
if (a2->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL)
|
|
{
|
|
if (sc->ceilingstat & CSTAT_SECTOR_SKY)
|
|
a2->spr.shade = sc->ceilingshade;
|
|
else a2->spr.shade = sc->floorshade;
|
|
}
|
|
}
|
|
|
|
if (actor->temp_data[3] == 1)
|
|
{
|
|
actor->Destroy();
|
|
return;
|
|
}
|
|
}
|
|
if (actor->temp_data[0] == 1) //Lights flickering on
|
|
{
|
|
// planeonly 1 is RRRA SE47, planeonly 2 is SE48
|
|
int compshade = planeonly == 2 ? sc->ceilingshade : sc->floorshade;
|
|
if (compshade > actor->spr.shade)
|
|
{
|
|
if (planeonly != 2) sc->floorpal = actor->spr.pal;
|
|
if (planeonly != 1) sc->ceilingpal = actor->spr.pal;
|
|
|
|
if (planeonly != 2) sc->floorshade -= 2;
|
|
if (planeonly != 1) sc->ceilingshade -= 2;
|
|
|
|
for (auto& wal : sc->walls)
|
|
{
|
|
if (wal.hitag != 1)
|
|
{
|
|
wal.pal = actor->spr.pal;
|
|
wal.shade -= 2;
|
|
}
|
|
}
|
|
}
|
|
else actor->temp_data[0] = 2;
|
|
|
|
DukeSectIterator it(actor->sector());
|
|
while (auto a2 = it.Next())
|
|
{
|
|
if (a2->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL)
|
|
{
|
|
if (sc->ceilingstat & CSTAT_SECTOR_SKY)
|
|
a2->spr.shade = sc->ceilingshade;
|
|
else a2->spr.shade = sc->floorshade;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// explosive
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se13(DDukeActor* actor)
|
|
{
|
|
auto sc = actor->sector();
|
|
if (actor->temp_data[2])
|
|
{
|
|
double amt = ((actor->spr.yint << 5) | 1) * zmaptoworld;
|
|
|
|
if (actor->spr.intangle == 512)
|
|
{
|
|
if (actor->spriteextra)
|
|
{
|
|
if (abs(actor->temp_pos.Y - sc->ceilingz) >= amt)
|
|
sc->addceilingz(Sgn(actor->temp_pos.Y - sc->ceilingz) * amt);
|
|
else sc->setceilingz(actor->temp_pos.Y);
|
|
}
|
|
else
|
|
{
|
|
if (abs(actor->temp_pos.Z - sc->floorz) >= amt)
|
|
sc->addfloorz(Sgn(actor->temp_pos.Z - sc->floorz) * amt);
|
|
else sc->setfloorz(actor->temp_pos.Z);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (abs(actor->temp_pos.Z - sc->floorz) >= amt)
|
|
sc->addfloorz(Sgn(actor->temp_pos.Z - sc->floorz) * amt);
|
|
else sc->setfloorz(actor->temp_pos.Z);
|
|
|
|
if (abs(actor->temp_pos.Y - sc->ceilingz) >= amt)
|
|
sc->addceilingz(Sgn(actor->temp_pos.Y - sc->ceilingz) * amt);
|
|
sc->setceilingz(actor->temp_pos.Y);
|
|
}
|
|
|
|
if (actor->temp_data[3] == 1)
|
|
{
|
|
//Change the shades
|
|
|
|
actor->temp_data[3]++;
|
|
sc->ceilingstat ^= CSTAT_SECTOR_SKY;
|
|
|
|
if (actor->spr.intangle == 512)
|
|
{
|
|
for (auto& wal : sc->walls)
|
|
wal.shade = actor->spr.shade;
|
|
|
|
sc->floorshade = actor->spr.shade;
|
|
|
|
if (ps[0].one_parallax_sectnum != nullptr)
|
|
{
|
|
sc->setceilingtexture(ps[0].one_parallax_sectnum->ceilingtexture);
|
|
sc->ceilingshade = ps[0].one_parallax_sectnum->ceilingshade;
|
|
}
|
|
}
|
|
}
|
|
actor->temp_data[2]++;
|
|
if (actor->temp_data[2] > 256)
|
|
{
|
|
actor->Destroy();
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
if (actor->temp_data[2] == 4 && actor->spr.Angles.Yaw != DAngle90)
|
|
for (int x = 0; x < 7; x++) RANDOMSCRAP(actor);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se15(DDukeActor* actor)
|
|
{
|
|
if (actor->temp_data[4])
|
|
{
|
|
actor->vel.X = 1;
|
|
|
|
if (actor->temp_data[4] == 1) //Opening
|
|
{
|
|
if (actor->temp_data[3] >= (actor->spr.yint >> 3))
|
|
{
|
|
actor->temp_data[4] = 0; //Turn off the sliders
|
|
callsound(actor->sector(), actor);
|
|
return;
|
|
}
|
|
actor->temp_data[3]++;
|
|
}
|
|
else if (actor->temp_data[4] == 2)
|
|
{
|
|
if (actor->temp_data[3] < 1)
|
|
{
|
|
actor->temp_data[4] = 0;
|
|
callsound(actor->sector(), actor);
|
|
return;
|
|
}
|
|
actor->temp_data[3]--;
|
|
}
|
|
|
|
movesector(actor, actor->temp_data[1], nullAngle);
|
|
//SetActor(actor, actor->spr.pos);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se16(DDukeActor* actor)
|
|
{
|
|
auto sc = actor->sector();
|
|
|
|
actor->temp_angle += DAngle22_5 / 4;
|
|
if (sc->floorz < sc->ceilingz) actor->spr.shade = 0;
|
|
|
|
else if (sc->ceilingz < actor->temp_pos.Z)
|
|
{
|
|
|
|
//The following code check to see if
|
|
//there is any other sprites in the sector.
|
|
//If there isn't, then kill this sectoreffector
|
|
//itself.....
|
|
|
|
DukeSectIterator it(actor->sector());
|
|
DDukeActor* a2;
|
|
while ((a2 = it.Next()))
|
|
{
|
|
if (a2->IsKindOf(NAME_DukeReactor) && a2->spritesetindex == 0)
|
|
return;
|
|
}
|
|
if (a2 == nullptr)
|
|
{
|
|
actor->Destroy();
|
|
return;
|
|
}
|
|
else actor->spr.shade = 1;
|
|
}
|
|
|
|
if (actor->spr.shade) sc->addceilingz(4);
|
|
else sc->addceilingz(-2);
|
|
|
|
movesector(actor, actor->temp_data[1], actor->temp_angle);
|
|
//SetActor(actor, actor->spr.pos);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se17(DDukeActor* actor)
|
|
{
|
|
auto sc = actor->sector();
|
|
int sh = actor->spr.hitag;
|
|
double refheight = actor->spr.yint * zmaptoworld;
|
|
|
|
double q = actor->temp_data[0] * refheight * 4;
|
|
|
|
sc->addceilingz(q);
|
|
sc->addfloorz(q);
|
|
|
|
DukeSectIterator it(actor->sector());
|
|
while (auto act1 = it.Next())
|
|
{
|
|
if (act1->spr.statnum == STAT_PLAYER && act1->GetOwner())
|
|
{
|
|
int p = act1->spr.yint;
|
|
ps[p].GetActor()->spr.pos.Z += q;
|
|
ps[p].truefz += q;
|
|
ps[p].truecz += q;
|
|
}
|
|
if (act1->spr.statnum != STAT_EFFECTOR && act1->spr.statnum != STAT_PLAYER)
|
|
{
|
|
act1->spr.pos.Z += q;
|
|
}
|
|
|
|
act1->floorz = sc->floorz;
|
|
act1->ceilingz = sc->ceilingz;
|
|
}
|
|
|
|
if (actor->temp_data[0]) //If in motion
|
|
{
|
|
if (abs(sc->floorz - actor->temp_pos.X) <= refheight)
|
|
{
|
|
activatewarpelevators(actor, 0);
|
|
return;
|
|
}
|
|
|
|
if (actor->temp_data[0] == -1)
|
|
{
|
|
if (sc->floorz > actor->temp_pos.Y)
|
|
return;
|
|
}
|
|
else if (sc->ceilingz < actor->temp_pos.Z) return;
|
|
|
|
if (actor->temp_data[1] == 0) return;
|
|
actor->temp_data[1] = 0;
|
|
|
|
DDukeActor* act2;
|
|
DukeStatIterator itr(STAT_EFFECTOR);
|
|
while ((act2 = itr.Next()))
|
|
{
|
|
if (actor != act2 && (act2->spr.lotag) == 17)
|
|
if ((sc->hitag - actor->temp_data[0]) == (act2->sector()->hitag) && sh == (act2->spr.hitag))
|
|
break;
|
|
}
|
|
|
|
if (act2 == nullptr) return;
|
|
|
|
DukeSectIterator its(actor->sector());
|
|
while (auto act3 = its.Next())
|
|
{
|
|
if (act3->spr.statnum == STAT_PLAYER && act3->GetOwner())
|
|
{
|
|
int p = act3->PlayerIndex();
|
|
|
|
act3->opos -= act3->spr.pos;
|
|
act3->spr.pos.XY() += act2->spr.pos.XY() - actor->spr.pos.XY();
|
|
act3->spr.pos.Z += act2->sector()->floorz - sc->floorz;
|
|
act3->opos += act3->spr.pos;
|
|
|
|
if (q > 0) ps[p].GetActor()->backupz();
|
|
|
|
act3->floorz = act2->sector()->floorz;
|
|
act3->ceilingz = act2->sector()->ceilingz;
|
|
|
|
ps[p].setbobpos();
|
|
|
|
ps[p].truefz = act3->floorz;
|
|
ps[p].truecz = act3->ceilingz;
|
|
ps[p].bobcounter = 0;
|
|
|
|
ChangeActorSect(act3, act2->sector());
|
|
ps[p].setCursector(act2->sector());
|
|
}
|
|
else if (act3->spr.statnum != STAT_EFFECTOR)
|
|
{
|
|
act3->opos -= act3->spr.pos;
|
|
act3->spr.pos.XY() += act2->spr.pos.XY() - actor->spr.pos.XY();
|
|
act3->spr.pos.Z += act2->sector()->floorz - sc->floorz;
|
|
act3->opos += act3->spr.pos;
|
|
|
|
if (q > 0) act3->backupz();
|
|
|
|
ChangeActorSect(act3, act2->sector());
|
|
SetActor(act3, act3->spr.pos);
|
|
|
|
act3->floorz = act2->sector()->floorz;
|
|
act3->ceilingz = act2->sector()->ceilingz;
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se18(DDukeActor *actor, bool morecheck)
|
|
{
|
|
auto sc = actor->sector();
|
|
|
|
double extra = sc->extra * zmaptoworld;
|
|
double goal = FixedToFloat<8>(actor->temp_data[1]);
|
|
if (actor->temp_data[0])
|
|
{
|
|
if (actor->spr.pal)
|
|
{
|
|
if (actor->spr.intangle == 512)
|
|
{
|
|
sc->addceilingz(-extra);
|
|
if (sc->ceilingz <= goal)
|
|
{
|
|
sc->setceilingz(goal);
|
|
actor->Destroy();
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sc->addfloorz(extra);
|
|
if (morecheck)
|
|
{
|
|
DukeSectIterator it(actor->sector());
|
|
while (auto a2 = it.Next())
|
|
{
|
|
if (a2->isPlayer() && a2->GetOwner())
|
|
{
|
|
if (ps[a2->PlayerIndex()].on_ground == 1) ps[a2->PlayerIndex()].GetActor()->spr.pos.Z += extra;
|
|
}
|
|
if (a2->vel.Z == 0 && a2->spr.statnum != STAT_EFFECTOR && a2->spr.statnum != STAT_PROJECTILE)
|
|
{
|
|
if (!a2->isPlayer()) a2->spr.pos.Z += extra;
|
|
a2->floorz = sc->floorz;
|
|
}
|
|
}
|
|
}
|
|
if (sc->floorz >= goal)
|
|
{
|
|
sc->setfloorz(goal);
|
|
actor->Destroy();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (actor->spr.intangle == 512)
|
|
{
|
|
sc->addceilingz(extra);
|
|
if (sc->ceilingz >= actor->spr.pos.Z)
|
|
{
|
|
sc->setceilingz(actor->spr.pos.Z);
|
|
actor->Destroy();
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sc->addfloorz(-extra);
|
|
if (morecheck)
|
|
{
|
|
DukeSectIterator it(actor->sector());
|
|
while (auto a2 = it.Next())
|
|
{
|
|
if (a2->isPlayer() && a2->GetOwner())
|
|
{
|
|
if (ps[a2->PlayerIndex()].on_ground == 1) ps[a2->PlayerIndex()].GetActor()->spr.pos.Z -= extra;
|
|
}
|
|
if (a2->vel.Z == 0 && a2->spr.statnum != STAT_EFFECTOR && a2->spr.statnum != STAT_PROJECTILE)
|
|
{
|
|
if (!a2->isPlayer()) a2->spr.pos.Z -= extra;
|
|
a2->floorz = sc->floorz;
|
|
}
|
|
}
|
|
}
|
|
if (sc->floorz <= actor->spr.pos.Z)
|
|
{
|
|
sc->setfloorz(actor->spr.pos.Z);
|
|
actor->Destroy();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
actor->temp_data[2]++;
|
|
if (actor->temp_data[2] >= actor->spr.hitag)
|
|
{
|
|
actor->temp_data[2] = 0;
|
|
actor->temp_data[0] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DDukeActor* ifhitsectors(sectortype* sect)
|
|
{
|
|
DukeStatIterator it(STAT_MISC);
|
|
while (auto a1 = it.Next())
|
|
{
|
|
if (actorflag(a1, SFLAG_TRIGGER_IFHITSECTOR) && sect == a1->sector())
|
|
return a1;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se19(DDukeActor *actor)
|
|
{
|
|
auto sc = actor->sector();
|
|
int sh = actor->spr.hitag;
|
|
|
|
if (actor->temp_data[0])
|
|
{
|
|
if (actor->temp_data[0] == 1)
|
|
{
|
|
actor->temp_data[0]++;
|
|
for (auto& wal : sc->walls)
|
|
{
|
|
if (tileflags(wal.overtexture) & TFLAG_FORCEFIELD)
|
|
{
|
|
wal.cstat &= (CSTAT_WALL_TRANSLUCENT | CSTAT_WALL_1WAY | CSTAT_WALL_XFLIP | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_BOTTOM_SWAP);
|
|
wal.setovertexture(FNullTextureID());
|
|
auto nextwal = wal.nextWall();
|
|
if (nextwal != nullptr)
|
|
{
|
|
nextwal->setovertexture(FNullTextureID());
|
|
nextwal->cstat &= (CSTAT_WALL_TRANSLUCENT | CSTAT_WALL_1WAY | CSTAT_WALL_XFLIP | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_BOTTOM_SWAP);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (sc->ceilingz < sc->floorz)
|
|
sc->addceilingz(actor->spr.yint * zmaptoworld);
|
|
else
|
|
{
|
|
sc->setceilingz(sc->floorz);
|
|
|
|
DukeStatIterator it(STAT_EFFECTOR);
|
|
while (auto a2 = it.Next())
|
|
{
|
|
auto a2Owner = a2->GetOwner();
|
|
if (a2->spr.lotag == 0 && a2->spr.hitag == sh && a2Owner)
|
|
{
|
|
auto sectp = a2Owner->sector();
|
|
a2->sector()->floorpal = a2->sector()->ceilingpal = sectp->floorpal;
|
|
a2->sector()->floorshade = a2->sector()->ceilingshade = sectp->floorshade;
|
|
a2Owner->temp_data[0] = 2;
|
|
}
|
|
}
|
|
actor->Destroy();
|
|
return;
|
|
}
|
|
}
|
|
else //Not hit yet
|
|
{
|
|
auto hitter = ifhitsectors(actor->sector());
|
|
if (hitter)
|
|
{
|
|
FTA(8, &ps[myconnectindex]);
|
|
|
|
DukeStatIterator it(STAT_EFFECTOR);
|
|
while (auto ac = it.Next())
|
|
{
|
|
int x = ac->spr.lotag & 0x7fff;
|
|
switch (x)
|
|
{
|
|
case 0:
|
|
if (ac->spr.hitag == sh && ac->GetOwner())
|
|
{
|
|
auto sectp = ac->sector();
|
|
sectp->floorshade = sectp->ceilingshade = ac->GetOwner()->spr.shade;
|
|
sectp->floorpal = sectp->ceilingpal = ac->GetOwner()->spr.pal;
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
case 12:
|
|
//case 18:
|
|
case 19:
|
|
|
|
if (sh == ac->spr.hitag)
|
|
if (ac->temp_data[0] == 0)
|
|
{
|
|
ac->temp_data[0] = 1; //Shut them all on
|
|
ac->SetOwner(actor);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se20(DDukeActor* actor)
|
|
{
|
|
auto sc = actor->sector();
|
|
|
|
if (actor->temp_data[0] == 0) return;
|
|
|
|
//if(actor->vel.X != 0) //Moving
|
|
{
|
|
auto vec = actor->spr.Angles.Yaw.ToVector() * (actor->temp_data[0] == 1 ? 0.5 : -0.5);
|
|
|
|
actor->temp_data[3] += actor->temp_data[0] == 1? 8 :- 8;
|
|
|
|
actor->spr.pos += vec;
|
|
|
|
if (actor->temp_data[3] <= 0 || (actor->temp_data[3] >> 6) >= (actor->spr.yint >> 6))
|
|
{
|
|
actor->spr.pos -= vec;
|
|
actor->temp_data[0] = 0;
|
|
callsound(actor->sector(), actor);
|
|
return;
|
|
}
|
|
|
|
DukeSectIterator it(actor->sector());
|
|
while (auto a2 = it.Next())
|
|
{
|
|
if (a2->spr.statnum != STAT_EFFECTOR && a2->vel.Z == 0)
|
|
{
|
|
actor->spr.pos += vec;
|
|
if (a2->sector()->floorstat & CSTAT_SECTOR_SLOPE)
|
|
if (a2->spr.statnum == 2)
|
|
makeitfall(a2);
|
|
}
|
|
}
|
|
|
|
auto& wal = actor->temp_walls;
|
|
dragpoint(wal[0], wal[0]->pos + vec);
|
|
dragpoint(wal[1], wal[1]->pos + vec);
|
|
|
|
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
|
if (ps[p].cursector == actor->sector() && ps[p].on_ground)
|
|
{
|
|
ps[p].GetActor()->spr.pos.XY() += vec;
|
|
ps[p].GetActor()->backupvec2();
|
|
|
|
SetActor(ps[p].GetActor(), ps[p].GetActor()->spr.pos);
|
|
}
|
|
|
|
sc->addfloorxpan(-(float)vec.X * 2);
|
|
sc->addfloorypan(-(float)vec.Y * 2);
|
|
|
|
sc->addceilingxpan(-(float)vec.X * 2);
|
|
sc->addceilingypan(-(float)vec.Y * 2);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se21(DDukeActor* actor)
|
|
{
|
|
auto sc = actor->sector();
|
|
double lp;
|
|
|
|
if (actor->temp_data[0] == 0) return;
|
|
|
|
if (actor->spr.intangle == 1536)
|
|
lp = sc->ceilingz;
|
|
else
|
|
lp = sc->floorz;
|
|
|
|
if (actor->temp_data[0] == 1) //Decide if the sector should go up or down
|
|
{
|
|
actor->vel.Z = (Sgn(actor->spr.pos.Z - lp) * (actor->spr.yint << 4) * zmaptoworld);
|
|
actor->temp_data[0]++;
|
|
}
|
|
|
|
if (sc->extra == 0)
|
|
{
|
|
lp += actor->vel.Z;
|
|
|
|
if (abs(lp - actor->spr.pos.Z) < 4)
|
|
{
|
|
lp = actor->spr.pos.Z;
|
|
actor->Destroy();
|
|
}
|
|
|
|
if (actor->spr.intangle == 1536)
|
|
sc->setceilingz(lp);
|
|
else
|
|
sc->setfloorz(lp);
|
|
|
|
}
|
|
else sc->extra--;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se22(DDukeActor* actor)
|
|
{
|
|
auto sc = actor->sector();
|
|
if (actor->temp_data[1])
|
|
{
|
|
if (getanimationindex(anim_ceilingz, §or[actor->temp_data[0]]) >= 0)
|
|
sc->addceilingz(sc->extra * 9 * zmaptoworld);
|
|
else actor->temp_data[1] = 0;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se26(DDukeActor* actor)
|
|
{
|
|
auto sc = actor->sector();
|
|
double zvel = actor->vel.Z;
|
|
|
|
actor->vel.X = 2;
|
|
DVector2 vect = 2 * actor->spr.Angles.Yaw.ToVector(); // was: (32 * b sin) >> 14
|
|
|
|
actor->spr.shade++;
|
|
if (actor->spr.shade > 7)
|
|
{
|
|
actor->spr.pos.XY() = actor->temp_pos.XY();
|
|
sc->addfloorz(-((zvel * actor->spr.shade) - zvel));
|
|
actor->spr.shade = 0;
|
|
}
|
|
else
|
|
sc->addfloorz(zvel);
|
|
|
|
DukeSectIterator it(actor->sector());
|
|
while (auto a2 = it.Next())
|
|
{
|
|
if (a2->spr.statnum != 3 && a2->spr.statnum != 10)
|
|
{
|
|
a2->spr.pos = DVector3(vect, zvel);
|
|
SetActor(a2, a2->spr.pos);
|
|
}
|
|
}
|
|
|
|
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
|
if (ps[p].GetActor()->sector() == actor->sector() && ps[p].on_ground)
|
|
{
|
|
ps[p].fric.X += vect.X;
|
|
ps[p].fric.Y += vect.Y;
|
|
ps[p].GetActor()->spr.pos.Z += zvel;
|
|
}
|
|
|
|
movesector(actor, actor->temp_data[1], nullAngle);
|
|
//SetActor(actor, actor->spr.pos);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se27(DDukeActor* actor)
|
|
{
|
|
int sh = actor->spr.hitag;
|
|
int p;
|
|
double xx;
|
|
|
|
if (ud.recstat == 0) return;
|
|
|
|
actor->temp_angle = actor->spr.Angles.Yaw;
|
|
|
|
p = findplayer(actor, &xx);
|
|
if (ps[p].GetActor()->spr.extra > 0 && myconnectindex == screenpeek)
|
|
{
|
|
if (actor->temp_data[0] < 0)
|
|
{
|
|
ud.cameraactor = actor;
|
|
actor->temp_data[0]++;
|
|
}
|
|
else if (ud.recstat == 2 && ps[p].newOwner == nullptr)
|
|
{
|
|
if (cansee(actor->spr.pos, actor->sector(), ps[p].GetActor()->getPosWithOffsetZ(), ps[p].cursector))
|
|
{
|
|
if (xx < sh * maptoworld)
|
|
{
|
|
ud.cameraactor = actor;
|
|
actor->temp_data[0] = 999;
|
|
actor->spr.Angles.Yaw += deltaangle(actor->spr.Angles.Yaw, (ps[p].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Angle()) * 0.125;
|
|
actor->spr.yint = 100 + int((actor->spr.pos.Z - ps[p].GetActor()->getOffsetZ()) * (256. / 257.));
|
|
|
|
}
|
|
else if (actor->temp_data[0] == 999)
|
|
{
|
|
if (ud.cameraactor == actor)
|
|
actor->temp_data[0] = 0;
|
|
else actor->temp_data[0] = -10;
|
|
ud.cameraactor = actor;
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
actor->spr.Angles.Yaw = (ps[p].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Angle();
|
|
|
|
if (actor->temp_data[0] == 999)
|
|
{
|
|
if (ud.cameraactor == actor)
|
|
actor->temp_data[0] = 0;
|
|
else actor->temp_data[0] = -20;
|
|
ud.cameraactor = actor;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se24(DDukeActor *actor, bool scroll, double mult)
|
|
{
|
|
if (actor->temp_data[4]) return;
|
|
|
|
auto vec = actor->spr.Angles.Yaw.ToVector() * actor->spr.yint / 256.;
|
|
|
|
DukeSectIterator it(actor->sector());
|
|
while (auto a2 = it.Next())
|
|
{
|
|
if (a2->vel.Z >= 0)
|
|
{
|
|
switch (a2->spr.statnum)
|
|
{
|
|
case STAT_MISC:
|
|
case STAT_STANDABLE:
|
|
case STAT_ACTOR:
|
|
case STAT_DEFAULT:
|
|
if (actorflag(a2, SFLAG_SE24_REMOVE))
|
|
{
|
|
a2->spr.scale = DVector2(0, 0);
|
|
continue;
|
|
}
|
|
|
|
if (actorflag(a2, SFLAG_SE24_NOCARRY) || wallswitchcheck(a2) || GetExtInfo(a2->spr.spritetexture()).switchindex > 0)
|
|
continue;
|
|
|
|
if (a2->spr.pos.Z > a2->floorz - 16)
|
|
{
|
|
a2->spr.pos += vec * mult;
|
|
|
|
SetActor(a2, a2->spr.pos);
|
|
|
|
if (a2->sector()->floorstat & CSTAT_SECTOR_SLOPE)
|
|
if (a2->spr.statnum == STAT_ZOMBIEACTOR)
|
|
makeitfall(a2);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (auto p = connecthead; p >= 0; p = connectpoint2[p])
|
|
{
|
|
if (ps[p].cursector == actor->sector() && ps[p].on_ground)
|
|
{
|
|
if (abs(ps[p].GetActor()->getOffsetZ() - ps[p].truefz) < gs.playerheight + 9)
|
|
{
|
|
ps[p].fric += vec * (1. / 8.); // keeping the original velocity. to match the animation it should be ~1/24.
|
|
}
|
|
}
|
|
}
|
|
if (scroll) actor->sector()->addfloorxpan(actor->spr.yint / 128.f);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se25(DDukeActor* actor, int snd1, int snd2)
|
|
{
|
|
auto sec = actor->sector();
|
|
auto add = actor->spr.yint * (1 / 16.);
|
|
|
|
if (sec->floorz <= sec->ceilingz)
|
|
actor->spr.shade = 0;
|
|
else if (sec->ceilingz <= actor->temp_pos.Z)
|
|
actor->spr.shade = 1;
|
|
|
|
if (actor->spr.shade)
|
|
{
|
|
sec->addceilingz(add);
|
|
if (sec->ceilingz > sec->floorz)
|
|
{
|
|
sec->setceilingz(sec->floorz);
|
|
if (pistonsound && snd1 >= 0)
|
|
S_PlayActorSound(snd1, actor);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sec->addceilingz(-add);
|
|
if (sec->ceilingz < actor->temp_pos.Z)
|
|
{
|
|
sec->setceilingz(actor->temp_pos.Z);
|
|
if (pistonsound && snd2 >= 0)
|
|
S_PlayActorSound(snd2, actor);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se32(DDukeActor *actor)
|
|
{
|
|
auto sc = actor->sector();
|
|
|
|
if (actor->temp_data[0] == 1)
|
|
{
|
|
// Choose dir
|
|
|
|
double targetval = actor->spr.yint * zmaptoworld;
|
|
|
|
if (actor->temp_data[2] == 1) // Retract
|
|
{
|
|
if (actor->spr.intangle != 1536)
|
|
{
|
|
if (abs(sc->ceilingz - actor->spr.pos.Z) < targetval * 2)
|
|
{
|
|
sc->setceilingz(actor->spr.pos.Z);
|
|
callsound(actor->sector(), actor);
|
|
actor->temp_data[2] = 0;
|
|
actor->temp_data[0] = 0;
|
|
}
|
|
else sc->addceilingz(Sgn(actor->spr.pos.Z - sc->ceilingz) * targetval);
|
|
}
|
|
else
|
|
{
|
|
if (abs(sc->ceilingz - actor->temp_pos.Z) < targetval * 2)
|
|
{
|
|
sc->setceilingz(actor->temp_pos.Z);
|
|
callsound(actor->sector(), actor);
|
|
actor->temp_data[2] = 0;
|
|
actor->temp_data[0] = 0;
|
|
}
|
|
else sc->addceilingz(Sgn(actor->temp_pos.Z - sc->ceilingz) * targetval);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ((actor->spr.intangle & 2047) == 1536)
|
|
{
|
|
if (abs(sc->ceilingz - actor->spr.pos.Z) < targetval * 2)
|
|
{
|
|
actor->temp_data[0] = 0;
|
|
actor->temp_data[2] = !actor->temp_data[2];
|
|
callsound(actor->sector(), actor);
|
|
sc->setceilingz(actor->spr.pos.Z);
|
|
}
|
|
else sc->addceilingz(Sgn(actor->spr.pos.Z - sc->ceilingz) * targetval);
|
|
}
|
|
else
|
|
{
|
|
if (abs(sc->ceilingz - actor->temp_pos.Z) < targetval * 2)
|
|
{
|
|
actor->temp_data[0] = 0;
|
|
actor->temp_data[2] = !actor->temp_data[2];
|
|
callsound(actor->sector(), actor);
|
|
}
|
|
else sc->addceilingz(-Sgn(actor->spr.pos.Z - actor->temp_pos.Z) * targetval);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se35(DDukeActor *actor, int SMALLSMOKE, int EXPLOSION2)
|
|
{
|
|
auto sc = actor->sector();
|
|
|
|
if (sc->ceilingz > actor->spr.pos.Z)
|
|
for (int j = 0; j < 8; j++)
|
|
{
|
|
actor->spr.Angles.Yaw = randomAngle(90);
|
|
auto spawned = spawn(actor, SMALLSMOKE);
|
|
if (spawned)
|
|
{
|
|
spawned->vel.X = 6 + krandf(8);
|
|
ssp(spawned, CLIPMASK0);
|
|
SetActor(spawned, spawned->spr.pos);
|
|
if (rnd(16))
|
|
spawn(actor, EXPLOSION2);
|
|
}
|
|
}
|
|
|
|
|
|
double targetval = actor->spr.yint * zmaptoworld;
|
|
switch (actor->temp_data[0])
|
|
{
|
|
case 0:
|
|
sc->addceilingz(targetval);
|
|
if (sc->ceilingz > sc->floorz)
|
|
sc->setfloorz(sc->ceilingz);
|
|
if (sc->ceilingz > actor->spr.pos.Z + 32)
|
|
actor->temp_data[0]++;
|
|
break;
|
|
case 1:
|
|
sc->addceilingz(-targetval * 4);
|
|
if (sc->ceilingz < actor->temp_pos.Y)
|
|
{
|
|
sc->setceilingz(actor->temp_pos.Y);
|
|
actor->temp_data[0] = 0;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se128(DDukeActor *actor)
|
|
{
|
|
auto wal = actor->temp_walls[0];
|
|
if (!wal) return; // E4L1 contains an uninitialized SE128 which would crash without this.
|
|
|
|
//if (wal->cstat | 32) // this has always been bugged, the condition can never be false.
|
|
{
|
|
wal->cstat &= ~CSTAT_WALL_1WAY;
|
|
wal->cstat |= CSTAT_WALL_MASKED;
|
|
if (wal->twoSided())
|
|
{
|
|
wal->nextWall()->cstat &= ~CSTAT_WALL_1WAY;
|
|
wal->nextWall()->cstat |= CSTAT_WALL_MASKED;
|
|
}
|
|
}
|
|
// else return;
|
|
|
|
auto data = breakWallMap.CheckKey(wal->overtexture.GetIndex());
|
|
FTextureID newtex = data? data->brokentex : FNullTextureID();
|
|
wal->setovertexture(newtex);
|
|
auto nextwal = wal->nextWall();
|
|
if (nextwal)
|
|
nextwal->setovertexture(newtex);
|
|
|
|
if (actor->temp_data[0] < actor->temp_data[1]) actor->temp_data[0]++;
|
|
else
|
|
{
|
|
wal->cstat &= (CSTAT_WALL_TRANSLUCENT | CSTAT_WALL_1WAY | CSTAT_WALL_XFLIP | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_BOTTOM_SWAP);
|
|
if (nextwal)
|
|
nextwal->cstat &= (CSTAT_WALL_TRANSLUCENT | CSTAT_WALL_1WAY | CSTAT_WALL_XFLIP | CSTAT_WALL_ALIGN_BOTTOM | CSTAT_WALL_BOTTOM_SWAP);
|
|
actor->Destroy();
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se130(DDukeActor *actor, int countmax, int EXPLOSION2)
|
|
{
|
|
auto sc = actor->sector();
|
|
|
|
if (actor->temp_data[0] > countmax)
|
|
{
|
|
actor->Destroy();
|
|
return;
|
|
}
|
|
else actor->temp_data[0]++;
|
|
|
|
double x = sc->floorz - sc->ceilingz;
|
|
|
|
if (rnd(64))
|
|
{
|
|
auto k = spawn(actor, EXPLOSION2);
|
|
if (k)
|
|
{
|
|
double s = 0.03125 + (krand() & 7) * REPEAT_SCALE;
|
|
k->spr.scale = DVector2(s, s);
|
|
k->spr.pos.Z = sc->floorz + krandf(x);
|
|
k->spr.Angles.Yaw += DAngle45 - randomAngle(90);
|
|
k->vel.X = krandf(8);
|
|
ssp(k, CLIPMASK0);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se29(DDukeActor* actor)
|
|
{
|
|
auto sc = actor->sector();
|
|
actor->spr.hitag += 64;
|
|
double val = actor->spr.yint * BobVal(actor->spr.hitag) / 64.;
|
|
sc->setfloorz(actor->spr.pos.Z + val);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void handle_se31(DDukeActor* actor, bool choosedir)
|
|
{
|
|
auto sec = actor->sector();
|
|
|
|
if (actor->temp_data[0] == 1)
|
|
{
|
|
// Choose dir
|
|
|
|
if (choosedir && actor->temp_data[3] > 0)
|
|
{
|
|
actor->temp_data[3]--;
|
|
return;
|
|
}
|
|
|
|
if (actor->temp_data[2] == 1) // Retract
|
|
{
|
|
if (actor->spr.intangle != 1536)
|
|
{
|
|
if (abs(sec->floorz- actor->spr.pos.Z) < actor->temp_pos.Z)
|
|
{
|
|
sec->setfloorz(actor->spr.pos.Z);
|
|
actor->temp_data[2] = 0;
|
|
actor->temp_data[0] = 0;
|
|
if (choosedir) actor->temp_data[3] = actor->spr.hitag;
|
|
callsound(actor->sector(), actor);
|
|
}
|
|
else
|
|
{
|
|
double l = Sgn(actor->spr.pos.Z - sec->floorz) * actor->temp_pos.Z;
|
|
sec->addfloorz(l);
|
|
|
|
DukeSectIterator it(actor->sector());
|
|
while (auto a2 = it.Next())
|
|
{
|
|
if (a2->isPlayer() && a2->GetOwner())
|
|
if (ps[a2->PlayerIndex()].on_ground == 1)
|
|
ps[a2->PlayerIndex()].GetActor()->spr.pos.Z += l;
|
|
if (a2->vel.Z == 0 && a2->spr.statnum != STAT_EFFECTOR && (!choosedir || a2->spr.statnum != STAT_PROJECTILE))
|
|
{
|
|
if (!a2->isPlayer()) a2->spr.pos.Z += l;
|
|
a2->floorz = sec->floorz;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (abs(sec->floorz - actor->temp_pos.Y) < actor->temp_pos.Z)
|
|
{
|
|
sec->setfloorz(actor->temp_pos.Y);
|
|
callsound(actor->sector(), actor);
|
|
actor->temp_data[2] = 0;
|
|
actor->temp_data[0] = 0;
|
|
if (choosedir) actor->temp_data[3] = actor->spr.hitag;
|
|
}
|
|
else
|
|
{
|
|
double l = Sgn(actor->temp_pos.Y - sec->floorz) * actor->temp_pos.Z;
|
|
sec->addfloorz(l);
|
|
|
|
DukeSectIterator it(actor->sector());
|
|
while (auto a2 = it.Next())
|
|
{
|
|
if (a2->isPlayer() && a2->GetOwner())
|
|
if (ps[a2->PlayerIndex()].on_ground == 1)
|
|
ps[a2->PlayerIndex()].GetActor()->spr.pos.Z += l;
|
|
if (a2->vel.Z == 0 && a2->spr.statnum != STAT_EFFECTOR && (!choosedir || a2->spr.statnum != STAT_PROJECTILE))
|
|
{
|
|
if (!a2->isPlayer()) a2->spr.pos.Z += l;
|
|
a2->floorz = sec->floorz;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ((actor->spr.intangle & 2047) == 1536)
|
|
{
|
|
if (abs(actor->spr.pos.Z - sec->floorz) < actor->temp_pos.Z)
|
|
{
|
|
callsound(actor->sector(), actor);
|
|
actor->temp_data[0] = 0;
|
|
actor->temp_data[2] = 1;
|
|
if (choosedir) actor->temp_data[3] = actor->spr.hitag;
|
|
}
|
|
else
|
|
{
|
|
double l = Sgn(actor->spr.pos.Z - sec->floorz) * actor->temp_pos.Z;
|
|
sec->addfloorz(l);
|
|
|
|
DukeSectIterator it(actor->sector());
|
|
while (auto a2 = it.Next())
|
|
{
|
|
if (a2->isPlayer() && a2->GetOwner())
|
|
if (ps[a2->PlayerIndex()].on_ground == 1)
|
|
ps[a2->PlayerIndex()].GetActor()->spr.pos.Z += l;
|
|
if (a2->vel.Z == 0 && a2->spr.statnum != STAT_EFFECTOR && (!choosedir || a2->spr.statnum != STAT_PROJECTILE))
|
|
{
|
|
if (!a2->isPlayer()) a2->spr.pos.Z += l;
|
|
a2->floorz = sec->floorz;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (abs(sec->floorz - actor->temp_pos.Y) < actor->temp_pos.Z)
|
|
{
|
|
actor->temp_data[0] = 0;
|
|
callsound(actor->sector(), actor);
|
|
actor->temp_data[2] = 1;
|
|
actor->temp_data[3] = actor->spr.hitag;
|
|
}
|
|
else
|
|
{
|
|
double l = Sgn(actor->spr.pos.Z - actor->temp_pos.Y) * actor->temp_pos.Z;
|
|
sec->addfloorz(-l);
|
|
|
|
DukeSectIterator it(actor->sector());
|
|
while (auto a2 = it.Next())
|
|
{
|
|
if (a2->isPlayer() && a2->GetOwner())
|
|
if (ps[a2->PlayerIndex()].on_ground == 1)
|
|
ps[a2->PlayerIndex()].GetActor()->spr.pos.Z -= l;
|
|
if (a2->vel.Z == 0 && a2->spr.statnum != STAT_EFFECTOR && (!choosedir || a2->spr.statnum != STAT_PROJECTILE))
|
|
{
|
|
if (!a2->isPlayer()) a2->spr.pos.Z -= l;
|
|
a2->floorz = sec->floorz;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void getglobalz(DDukeActor* actor)
|
|
{
|
|
double zr;
|
|
Collision hz, lz;
|
|
|
|
if( actor->spr.statnum == STAT_PLAYER || actor->spr.statnum == STAT_STANDABLE || actor->spr.statnum == STAT_ZOMBIEACTOR || actor->spr.statnum == STAT_ACTOR || actor->spr.statnum == STAT_PROJECTILE)
|
|
{
|
|
if(actor->spr.statnum == STAT_PROJECTILE)
|
|
zr = 0.25;
|
|
else zr = 7.9375;
|
|
|
|
auto cc = actor->spr.cstat2;
|
|
actor->spr.cstat2 |= CSTAT2_SPRITE_NOFIND; // don't clip against self. getzrange cannot detect this because it only receives a coordinate.
|
|
getzrange(actor->spr.pos.plusZ(-1), actor->sector(), &actor->ceilingz, hz, &actor->floorz, lz, zr, CLIPMASK0);
|
|
actor->spr.cstat2 = cc;
|
|
|
|
actor->spr.cstat2 &= ~CSTAT2_SPRITE_NOSHADOW;
|
|
if( lz.type == kHitSprite && (lz.actor()->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0 )
|
|
{
|
|
if( badguy(lz.actor()) && lz.actor()->spr.pal != 1)
|
|
{
|
|
if( actor->spr.statnum != STAT_PROJECTILE)
|
|
{
|
|
actor->spr.cstat2 |= CSTAT2_SPRITE_NOSHADOW; // No shadows on actors
|
|
actor->vel.X = -16;
|
|
ssp(actor, CLIPMASK0);
|
|
}
|
|
}
|
|
else if(lz.actor()->isPlayer() && badguy(actor) )
|
|
{
|
|
actor->spr.cstat2 |= CSTAT2_SPRITE_NOSHADOW; // No shadows on actors
|
|
actor->vel.X = -16;
|
|
ssp(actor, CLIPMASK0);
|
|
}
|
|
else if(actor->spr.statnum == STAT_PROJECTILE && lz.actor()->isPlayer() && actor->GetOwner() == actor)
|
|
{
|
|
actor->ceilingz = actor->sector()->ceilingz;
|
|
actor->floorz = actor->sector()->floorz;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
actor->ceilingz = actor->sector()->ceilingz;
|
|
actor->floorz = actor->sector()->floorz;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void makeitfall(DDukeActor* actor)
|
|
{
|
|
if (actorflag(actor, SFLAG3_NOGRAVITY)) return;
|
|
|
|
double grav;
|
|
|
|
if( floorspace(actor->sector()) )
|
|
grav = 0;
|
|
else
|
|
{
|
|
if( ceilingspace(actor->sector()) || actor->sector()->lotag == ST_2_UNDERWATER)
|
|
grav = gs.gravity/6;
|
|
else grav = gs.gravity;
|
|
}
|
|
|
|
if (isRRRA())
|
|
{
|
|
grav = adjustfall(actor, grav); // this accesses sprite indices and cannot be in shared code. Should be done better. (todo: turn into actor flags)
|
|
}
|
|
|
|
if ((actor->spr.statnum == STAT_ACTOR || actor->spr.statnum == STAT_PLAYER || actor->spr.statnum == STAT_ZOMBIEACTOR || actor->spr.statnum == STAT_STANDABLE))
|
|
{
|
|
Collision coll;
|
|
getzrange(actor->spr.pos.plusZ(-1), actor->sector(), &actor->ceilingz, coll, &actor->floorz, coll, 7.9375, CLIPMASK0);
|
|
}
|
|
else
|
|
{
|
|
actor->ceilingz = actor->sector()->ceilingz;
|
|
actor->floorz = actor->sector()->floorz;
|
|
}
|
|
|
|
if( actor->spr.pos.Z < actor->floorz - FOURSLEIGHT_F)
|
|
{
|
|
if( actor->sector()->lotag == ST_2_UNDERWATER && actor->vel.Z > 3122/256.)
|
|
actor->vel.Z = 3144 / 256.;
|
|
if (actor->vel.Z < 24)
|
|
actor->vel.Z += grav;
|
|
else actor->vel.Z = 24;
|
|
actor->spr.pos.Z += actor->vel.Z;
|
|
}
|
|
if (actor->spr.pos.Z >= actor->floorz - FOURSLEIGHT_F)
|
|
{
|
|
actor->spr.pos.Z = actor->floorz - FOURSLEIGHT_F;
|
|
actor->vel.Z = 0;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int dodge(DDukeActor* actor)
|
|
{
|
|
auto oldpos = actor->spr.pos.XY();
|
|
|
|
DukeStatIterator it(STAT_PROJECTILE);
|
|
while (auto ac = it.Next())
|
|
{
|
|
if (ac->GetOwner() == ac || ac->sector() != actor->sector())
|
|
continue;
|
|
|
|
auto delta = ac->spr.pos.XY() - oldpos;
|
|
auto bvect = ac->spr.Angles.Yaw.ToVector() * 1024;
|
|
|
|
if (actor->spr.Angles.Yaw.ToVector().dot(delta) >= 0)
|
|
{
|
|
if (bvect.dot(delta) < 0)
|
|
{
|
|
double d = bvect.X * delta.Y - bvect.Y * delta.X;
|
|
if (abs(d) < 256 * 64)
|
|
{
|
|
actor->spr.Angles.Yaw -= DAngle90 + randomAngle(180);
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DAngle furthestangle(DDukeActor *actor, int angs)
|
|
{
|
|
double d, greatestd;
|
|
DAngle furthest_angle = DAngle360;
|
|
HitInfo hit{};
|
|
|
|
greatestd = -(1 << 30);
|
|
DAngle angincs = DAngle360 / angs;
|
|
|
|
if (!actor->isPlayer())
|
|
if ((actor->temp_data[0] & 63) > 2) return(actor->spr.Angles.Yaw + DAngle180);
|
|
|
|
for (DAngle j = actor->spr.Angles.Yaw; j < DAngle360 + actor->spr.Angles.Yaw; j += angincs)
|
|
{
|
|
hitscan(actor->spr.pos.plusZ(-8), actor->sector(), DVector3(j.ToVector() * 1024, 0), hit, CLIPMASK1);
|
|
|
|
d = (hit.hitpos.XY() - actor->spr.pos.XY()).Sum();
|
|
|
|
if (d > greatestd)
|
|
{
|
|
greatestd = d;
|
|
furthest_angle = j;
|
|
}
|
|
}
|
|
return furthest_angle.Normalized360();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// return value was changed to what its only caller really expects
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int furthestcanseepoint(DDukeActor *actor, DDukeActor* tosee, DVector2& pos)
|
|
{
|
|
DAngle angincs;
|
|
HitInfo hit{};
|
|
|
|
if ((actor->temp_data[0] & 63)) return -1;
|
|
|
|
if (ud.multimode < 2 && ud.player_skill < 3)
|
|
angincs = DAngle180;
|
|
else angincs = DAngle360 / (1 + (krand() & 1));
|
|
|
|
for (auto j = tosee->spr.Angles.Yaw; j < tosee->spr.Angles.Yaw + DAngle360; j += (angincs - randomAngle(90)))
|
|
{
|
|
hitscan(tosee->spr.pos.plusZ(-16), tosee->sector(), DVector3(j.ToVector() * 1024, 64 - krandf(128)), hit, CLIPMASK1);
|
|
|
|
double d = (hit.hitpos.XY() - tosee->spr.pos.XY()).Sum();
|
|
double da = (hit.hitpos.XY() - actor->spr.pos.XY()).Sum();
|
|
|
|
if (d < da && hit.hitSector)
|
|
if (cansee(hit.hitpos, hit.hitSector, actor->spr.pos.plusZ(-16), actor->sector()))
|
|
{
|
|
pos = hit.hitpos.XY();
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void alterang(int ang, DDukeActor* actor, int playernum)
|
|
{
|
|
DAngle goalang, aang, angdif;
|
|
int j;
|
|
int ticselapsed;
|
|
|
|
auto moveptr = &ScriptCode[actor->temp_data[1]];
|
|
|
|
ticselapsed = (actor->temp_data[0]) & 31;
|
|
|
|
aang = actor->spr.Angles.Yaw;
|
|
|
|
actor->vel.X += (moveptr[0] / 16 - actor->vel.X) / 5;
|
|
if (actor->vel.Z < (648 / 256.))
|
|
{
|
|
actor->vel.Z += (moveptr[1] / 16 - actor->vel.Z) / 5;
|
|
}
|
|
|
|
if (isRRRA() && (ang & windang))
|
|
actor->spr.Angles.Yaw = WindDir;
|
|
else if (ang & seekplayer)
|
|
{
|
|
DDukeActor* holoduke = !isRR()? ps[playernum].holoduke_on.Get() : nullptr;
|
|
|
|
// NOTE: looks like 'Owner' is set to target sprite ID...
|
|
|
|
if (holoduke && cansee(holoduke->spr.pos, holoduke->sector(), actor->spr.pos, actor->sector()))
|
|
actor->SetOwner(holoduke);
|
|
else actor->SetOwner(ps[playernum].GetActor());
|
|
|
|
auto Owner = actor->GetOwner();
|
|
if (Owner->isPlayer())
|
|
goalang = (actor->ovel - actor->spr.pos.XY()).Angle();
|
|
else
|
|
goalang = (Owner->spr.pos.XY() - actor->spr.pos.XY()).Angle();
|
|
|
|
if (actor->vel.X != 0 && actor->spr.picnum != TILE_DRONE)
|
|
{
|
|
angdif = deltaangle(aang, goalang);
|
|
|
|
if (ticselapsed < 2)
|
|
{
|
|
if (abs(angdif) < DAngle45)
|
|
{
|
|
DAngle add = DAngle22_5 - randomAngle(DAngle45);
|
|
actor->spr.Angles.Yaw += add;
|
|
if (hits(actor) < 52.75)
|
|
actor->spr.Angles.Yaw -= add;
|
|
}
|
|
}
|
|
else if (ticselapsed > 18 && ticselapsed < 26) // choose
|
|
{
|
|
if (abs(angdif) < DAngle90) actor->spr.Angles.Yaw = goalang;
|
|
else actor->spr.Angles.Yaw += angdif * 0.25;
|
|
}
|
|
}
|
|
else actor->spr.Angles.Yaw = goalang;
|
|
}
|
|
|
|
if (ticselapsed < 1)
|
|
{
|
|
j = 2;
|
|
if (ang & furthestdir)
|
|
{
|
|
goalang = furthestangle(actor, j);
|
|
actor->spr.Angles.Yaw = goalang;
|
|
actor->SetOwner(ps[playernum].GetActor());
|
|
}
|
|
|
|
if (ang & fleeenemy)
|
|
{
|
|
goalang = furthestangle(actor, j);
|
|
actor->spr.Angles.Yaw = goalang;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// the indirections here are to keep this core function free of game references
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void fall_common(DDukeActor *actor, int playernum, int JIBS6, int DRONE, int BLOODPOOL, int SHOTSPARK1, int squished, int thud, int(*fallspecial)(DDukeActor*, int))
|
|
{
|
|
actor->spr.xoffset = 0;
|
|
actor->spr.yoffset = 0;
|
|
// if(!gotz)
|
|
{
|
|
double grav;
|
|
|
|
int sphit = fallspecial? fallspecial(actor, playernum) : 0;
|
|
if (floorspace(actor->sector()))
|
|
grav = 0;
|
|
else
|
|
{
|
|
if (ceilingspace(actor->sector()) || actor->sector()->lotag == 2)
|
|
grav = gs.gravity / 6;
|
|
else grav = gs.gravity;
|
|
}
|
|
|
|
if (actor->cgg <= 0 || (actor->sector()->floorstat & CSTAT_SECTOR_SLOPE))
|
|
{
|
|
getglobalz(actor);
|
|
actor->cgg = 6;
|
|
}
|
|
else actor->cgg--;
|
|
|
|
if (actor->spr.pos.Z < actor->floorz - FOURSLEIGHT_F)
|
|
{
|
|
actor->vel.Z += grav;
|
|
actor->spr.pos.Z += actor->vel.Z;
|
|
|
|
if (actor->vel.Z > 24) actor->vel.Z = 24;
|
|
}
|
|
else
|
|
{
|
|
actor->spr.pos.Z = actor->floorz - FOURSLEIGHT_F;
|
|
|
|
if (badguy(actor) || (actor->isPlayer() && actor->GetOwner()))
|
|
{
|
|
|
|
if (actor->vel.Z > (3084/256.) && actor->spr.extra <= 1)
|
|
{
|
|
if (actor->spr.pal != 1 && actor->spr.picnum != DRONE)
|
|
{
|
|
if (actor->isPlayer() && actor->spr.extra > 0)
|
|
goto SKIPJIBS;
|
|
if (sphit)
|
|
{
|
|
spawnguts(actor, PClass::FindActor("DukeJibs6"), 5);
|
|
S_PlayActorSound(squished, actor);
|
|
}
|
|
else
|
|
{
|
|
spawnguts(actor, PClass::FindActor("DukeJibs6"), 15);
|
|
S_PlayActorSound(squished, actor);
|
|
spawn(actor, BLOODPOOL);
|
|
}
|
|
}
|
|
|
|
SKIPJIBS:
|
|
|
|
actor->attackertype = SHOTSPARK1;
|
|
actor->hitextra = 1;
|
|
actor->vel.Z = 0;
|
|
}
|
|
else if (actor->vel.Z > 8 && actor->sector()->lotag != 1)
|
|
{
|
|
|
|
auto sect = actor->sector();
|
|
pushmove(actor->spr.pos, §, 8., 4., 4., CLIPMASK0);
|
|
if (sect != actor->sector() && sect != nullptr)
|
|
ChangeActorSect(actor, sect);
|
|
|
|
S_PlayActorSound(thud, actor);
|
|
}
|
|
}
|
|
if (actor->sector()->lotag == 1)
|
|
actor->spr.pos.Z += gs.actorinfo[actor->spr.picnum].falladjustz;
|
|
else actor->vel.Z = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DDukeActor *LocateTheLocator(int n, sectortype* sect)
|
|
{
|
|
DukeStatIterator it(STAT_LOCATOR);
|
|
while (auto ac = it.Next())
|
|
{
|
|
if ((sect == nullptr || sect == ac->sector()) && n == ac->spr.lotag)
|
|
return ac;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
void movefta(void)
|
|
{
|
|
double xx;
|
|
int canseeme, p;
|
|
sectortype* psect, * ssect;
|
|
|
|
auto check_fta_sounds = [](DDukeActor* act)
|
|
{
|
|
if (act->GetClass() == RUNTIME_CLASS(DDukeActor))
|
|
{
|
|
if (isRR()) check_fta_sounds_r(act);
|
|
else check_fta_sounds_d(act);
|
|
}
|
|
else
|
|
CallPlayFTASound(act);
|
|
};
|
|
|
|
DukeStatIterator it(STAT_ZOMBIEACTOR);
|
|
while (auto act = it.Next())
|
|
{
|
|
p = findplayer(act, &xx);
|
|
canseeme = 0;
|
|
|
|
ssect = psect = act->sector();
|
|
|
|
if (ps[p].GetActor()->spr.extra > 0)
|
|
{
|
|
if (xx < 30000 / 16.)
|
|
{
|
|
act->timetosleep++;
|
|
if (act->timetosleep >= int(xx / 16.))
|
|
{
|
|
if (badguy(act))
|
|
{
|
|
auto xyrand = []() -> double { return (64 - (krand() & 127)) * maptoworld; };
|
|
double px = ps[p].GetActor()->opos.X - xyrand();
|
|
double py = ps[p].GetActor()->opos.Y - xyrand();
|
|
updatesector(DVector3(px, py, 0), &psect);
|
|
if (psect == nullptr)
|
|
{
|
|
continue;
|
|
}
|
|
double sx = act->spr.pos.X - xyrand();
|
|
double sy = act->spr.pos.Y - xyrand();
|
|
// The second updatesector call here used px and py again and was redundant as coded.
|
|
|
|
// SFLAG_MOVEFTA_CHECKSEE is set for all actors in Duke.
|
|
if (act->spr.pal == 33 || actorflag(act, SFLAG_MOVEFTA_CHECKSEE) ||
|
|
(actorflag(act, SFLAG_MOVEFTA_CHECKSEEWITHPAL8) && act->spr.pal == 8) ||
|
|
(act->spr.Angles.Yaw.Cos() * (px - sx) + act->spr.Angles.Yaw.Sin() * (py - sy) >= 0))
|
|
{
|
|
double r1 = zrand(32);
|
|
double r2 = zrand(52);
|
|
canseeme = cansee({ sx, sy, act->spr.pos.Z - r2 }, act->sector(), { px, py, ps[p].GetActor()->getPrevOffsetZ() - r1 }, ps[p].cursector);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int r1 = krand();
|
|
int r2 = krand();
|
|
canseeme = cansee(act->spr.pos.plusZ(-(r2 & 31)), act->sector(), ps[p].GetActor()->getPrevPosWithOffsetZ().plusZ(-(r1 & 31)), ps[p].cursector);
|
|
}
|
|
|
|
|
|
if (canseeme)
|
|
{
|
|
if (actorflag(act, SFLAG_MOVEFTA_MAKESTANDABLE))
|
|
{
|
|
if (act->sector()->ceilingstat & CSTAT_SECTOR_SKY)
|
|
act->spr.shade = act->sector()->ceilingshade;
|
|
else act->spr.shade = act->sector()->floorshade;
|
|
|
|
act->timetosleep = 0;
|
|
ChangeActorStat(act, STAT_STANDABLE);
|
|
}
|
|
else
|
|
{
|
|
act->timetosleep = 0;
|
|
check_fta_sounds(act);
|
|
ChangeActorStat(act, STAT_ACTOR);
|
|
}
|
|
}
|
|
else act->timetosleep = 0;
|
|
}
|
|
}
|
|
if (badguy(act))
|
|
{
|
|
if (act->sector()->ceilingstat & CSTAT_SECTOR_SKY)
|
|
act->spr.shade = act->sector()->ceilingshade;
|
|
else act->spr.shade = act->sector()->floorshade;
|
|
|
|
// wakeup is an RR feature, this flag will later allow it to use in Duke, too.
|
|
if (actorflag(act, SFLAG_MOVEFTA_WAKEUPCHECK))
|
|
{
|
|
if (wakeup(act, p))
|
|
{
|
|
act->timetosleep = 0;
|
|
check_fta_sounds(act);
|
|
ChangeActorStat(act, STAT_ACTOR);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
END_DUKE_NS
|