raze/source/games/duke/src/actors_d.cpp
2023-04-12 20:07:11 +02:00

1378 lines
35 KiB
C++
Raw Blame History

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
This file contains parts of DukeGDX by Alexander Makarov-[M210] (m210-2007@mail.ru)
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "names_d.h"
#include "serializer.h"
#include "dukeactor.h"
#include "texturemanager.h"
BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void addweapon_d(player_struct *p, int weapon, bool wswitch)
{
if ( p->gotweapon[weapon] == 0 )
{
p->gotweapon[weapon] = true;
if (weapon == SHRINKER_WEAPON)
p->gotweapon[GROW_WEAPON] = true;
}
if (!wswitch) return;
p->random_club_frame = 0;
if (p->holster_weapon == 0)
{
p->weapon_pos = -1;
p->last_weapon = p->curr_weapon;
}
else
{
p->weapon_pos = 10;
p->holster_weapon = 0;
p->last_weapon = -1;
}
p->okickback_pic = p->kickback_pic = 0;
p->curr_weapon = weapon;
p->wantweaponfire = -1;
switch (weapon)
{
case KNEE_WEAPON:
case TRIPBOMB_WEAPON:
case HANDREMOTE_WEAPON:
case HANDBOMB_WEAPON:
break;
case SHOTGUN_WEAPON:
S_PlayActorSound(SHOTGUN_COCK, p->GetActor());
break;
case PISTOL_WEAPON:
S_PlayActorSound(INSERT_CLIP, p->GetActor());
break;
default:
S_PlayActorSound(SELECT_WEAPON, p->GetActor());
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool ifsquished(DDukeActor* actor, int p)
{
if (isRR()) return false; // this function is a no-op in RR's source.
bool squishme = false;
if (actor->isPlayer() && ud.clipping)
return false;
auto sectp = actor->sector();
double floorceildist = sectp->floorz - sectp->ceilingz;
if (sectp->lotag != ST_23_SWINGING_DOOR)
{
if (actor->spr.pal == 1)
squishme = floorceildist < 32 && (sectp->lotag & 32768) == 0;
else
squishme = floorceildist < 12;
}
if (squishme)
{
FTA(QUOTE_SQUISHED, &ps[p]);
if (badguy(actor))
actor->vel.X = 0;
if (actor->spr.pal == 1)
{
actor->attackertype = PClass::FindActor(NAME_DukeShotSpark);
actor->hitextra = 1;
return false;
}
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int hp4)
{
double radius = r * inttoworld;
static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
if(actor->spr.picnum != DTILE_SHRINKSPARK && !(actor->spr.picnum == DTILE_RPG && actor->spr.scale.X < 0.171875))
{
BFSSectorSearch search(actor->sector());
while (auto dasectp = search.GetNext())
{
if ((dasectp->ceilingz- actor->spr.pos.Z) < radius * 16) // what value range is this supposed to be? The check that was here did not multiply correctly
{
auto wal = dasectp->walls.Data();
double d = (wal->pos - actor->spr.pos.XY()).Sum();
if (d < radius)
checkhitceiling(dasectp);
else
{
auto thirdpoint = wal->point2Wall()->point2Wall();
d = (thirdpoint->pos - actor->spr.pos.XY()).Sum();
if (d < radius)
checkhitceiling(dasectp);
}
}
for (auto& wal : dasectp->walls)
{
if ((wal.pos - actor->spr.pos.XY()).Sum() < radius)
{
if (wal.twoSided())
{
search.Add(wal.nextSector());
}
DVector3 w1(((wal.pos + wal.point2Wall()->pos) * 0.5 + actor->spr.pos) * 0.5, actor->spr.pos.Z); // half way between the actor and the wall's center.
sectortype* sect = wal.sectorp();
updatesector(w1, &sect);
if (sect && cansee(w1, sect, actor->spr.pos, actor->sector()))
checkhitwall(actor, &wal, DVector3(wal.pos, actor->spr.pos.Z));
}
}
}
}
double q = zrand(32) - 16;
auto Owner = actor->GetOwner();
for (int x = 0; x < 7; x++)
{
DukeStatIterator itj(statlist[x]);
while (auto act2 = itj.Next())
{
if (isWorldTour() && Owner)
{
if (Owner->isPlayer() && act2->isPlayer() && ud.coop != 0 && ud.ffire == 0 && Owner != act2)
{
continue;
}
if (actor->spr.picnum == DTILE_FLAMETHROWERFLAME && ((Owner->spr.picnum == DTILE_FIREFLY && act2->spr.picnum == DTILE_FIREFLY) || (Owner->spr.picnum == DTILE_BOSS5 && act2->spr.picnum == DTILE_BOSS5)))
{
continue;
}
}
if (x == 0 || x >= 5 || (act2->flags1 & SFLAG_HITRADIUS_FLAG1))
{
if (actor->spr.picnum != DTILE_SHRINKSPARK || (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL))
if ((actor->spr.pos - act2->spr.pos).Length() < radius)
{
if (badguy(act2) && !cansee(act2->spr.pos.plusZ(q), act2->sector(), actor->spr.pos.plusZ(q), actor->sector()))
continue;
fi.checkhitsprite(act2, actor);
}
}
else if (act2->spr.extra >= 0 && act2 != actor && ((act2->flags1 & SFLAG_HITRADIUS_FLAG2) || badguy(act2) || (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)))
{
if (actor->spr.picnum == DTILE_SHRINKSPARK && act2->spr.picnum != DTILE_SHARK && (act2 == Owner || act2->spr.scale.X < 0.375))
{
continue;
}
if (actor->spr.picnum == DTILE_MORTER && act2 == Owner)
{
continue;
}
double dist = (act2->getPosWithOffsetZ() - actor->spr.pos).Length();
if (dist < radius && cansee(act2->spr.pos.plusZ(-8), act2->sector(), actor->spr.pos.plusZ(-12), actor->sector()))
{
act2->hitang = (act2->spr.pos - actor->spr.pos).Angle();
act2->attackertype = CallGetRadiusDamageType(actor, act2->spr.extra);
if (actor->spr.picnum != DTILE_SHRINKSPARK && (!isWorldTour() || actor->spr.picnum != DTILE_LAVAPOOL))
{
if (dist < radius / 3)
{
if (hp4 == hp3) hp4++;
act2->hitextra = hp3 + (krand() % (hp4 - hp3));
}
else if (dist < 2 * radius / 3)
{
if (hp3 == hp2) hp3++;
act2->hitextra = hp2 + (krand() % (hp3 - hp2));
}
else if (dist < radius)
{
if (hp2 == hp1) hp2++;
act2->hitextra = hp1 + (krand() % (hp2 - hp1));
}
if (!(act2->flags2 & SFLAG2_NORADIUSPUSH) && !bossguy(act2))
{
if (act2->vel.X < 0) act2->vel.X = 0;
act2->vel.X += ( (actor->spr.extra / 4.));
}
if ((act2->flags1 & SFLAG_HITRADIUSCHECK))
fi.checkhitsprite(act2, actor);
}
else if (actor->spr.extra == 0) act2->hitextra = 0;
if (act2->spr.picnum != DTILE_RADIUSEXPLOSION && Owner && Owner->spr.statnum < MAXSTATUS)
{
if (act2->isPlayer())
{
int p = act2->spr.yint;
if (act2->attackertype->TypeName == NAME_DukeFlamethrowerFlame && Owner->isPlayer())
{
ps[p].numloogs = -1 - actor->spr.yint;
}
if (ps[p].newOwner != nullptr)
{
clearcamera(&ps[p]);
}
}
act2->SetHitOwner(actor->GetOwner());
}
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int movesprite_ex_d(DDukeActor* actor, const DVector3& change, unsigned int cliptype, Collision &result)
{
int bg = badguy(actor);
if (actor->spr.statnum == STAT_MISC || (bg && actor->spr.scale.X < 0.0625))
{
actor->spr.pos += change;
if (bg)
SetActor(actor, actor->spr.pos);
return result.setNone();
}
auto dasectp = actor->sector();
auto ppos = actor->spr.pos;
auto tex = TexMan.GetGameTexture(actor->spr.spritetexture());
ppos.Z -= tex->GetDisplayHeight() * actor->spr.scale.Y * 0.5;
if (bg)
{
if (actor->spr.scale.X > 0.9375 )
clipmove(ppos, &dasectp, change * 0.5, 64., 4., 4., cliptype, result);
else
{
// todo: move this mess to the actor definitions once we have them all available.
double clipdist;
if (actor->spr.picnum == DTILE_LIZMAN)
clipdist = 18.25;
else if ((actor->flags1 & SFLAG_BADGUY))
clipdist = actor->clipdist;
else
clipdist = 12;
clipmove(ppos, &dasectp, change * 0.5, clipdist, 4., 4., cliptype, result);
}
// conditional code from hell...
if (dasectp == nullptr || (dasectp != nullptr &&
((actor->actorstayput != nullptr && actor->actorstayput != dasectp) ||
((actor->spr.picnum == DTILE_BOSS2) && actor->spr.pal == 0 && dasectp->lotag != ST_3) ||
((actor->spr.picnum == DTILE_BOSS1 || actor->spr.picnum == DTILE_BOSS2) && dasectp->lotag == ST_1_ABOVE_WATER) ||
(dasectp->lotag == ST_1_ABOVE_WATER && (actor->spr.picnum == DTILE_LIZMAN || (actor->spr.picnum == DTILE_LIZTROOP && actor->vel.Z == 0)))
))
)
{
if (dasectp && dasectp->lotag == ST_1_ABOVE_WATER && actor->spr.picnum == DTILE_LIZMAN)
actor->spr.Angles.Yaw = randomAngle();
else if ((actor->temp_data[0]&3) == 1 && actor->spr.picnum != DTILE_COMMANDER)
actor->spr.Angles.Yaw = randomAngle();
SetActor(actor,actor->spr.pos);
if (dasectp == nullptr) dasectp = &sector[0];
return result.setSector(dasectp);
}
if ((result.type == kHitWall || result.type == kHitSprite) && (actor->cgg == 0)) actor->spr.Angles.Yaw += DAngle90 + DAngle45;
}
else
{
if (actor->spr.statnum == STAT_PROJECTILE)
clipmove(ppos, &dasectp, change * 0.5, 0.5, 4., 4., cliptype, result);
else
clipmove(ppos, &dasectp, change * 0.5, actor->clipdist, 4., 4., cliptype, result);
}
actor->spr.pos.XY() = ppos.XY();
if (dasectp != nullptr && dasectp != actor->sector())
ChangeActorSect(actor, dasectp);
double daz = actor->spr.pos.Z + change.Z * 0.5;
if (daz > actor->ceilingz && daz <= actor->floorz)
actor->spr.pos.Z = daz;
else if (result.type == kHitNone)
return result.setSector(dasectp);
return result.type;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void lotsofmoney_d(DDukeActor *actor, int n)
{
lotsofstuff(actor, n, PClass::FindActor(NAME_DukeMoney));
}
void lotsofmail_d(DDukeActor *actor, int n)
{
lotsofstuff(actor, n, PClass::FindActor(NAME_DukeMail));
}
void lotsofpaper_d(DDukeActor *actor, int n)
{
lotsofstuff(actor, n, PClass::FindActor(NAME_DukePaper));
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ifhitbyweapon_d(DDukeActor *actor)
{
int p;
auto hitowner = actor->GetHitOwner();
if (actor->hitextra >= 0)
{
auto adef = actor->attackerDefaults();
if (actor->spr.extra >= 0)
{
if (actor->isPlayer())
{
if (ud.god && !(adef->flags3 & SFLAG3_LIGHTDAMAGE)) return -1;
p = actor->PlayerIndex();
if (hitowner &&
hitowner->isPlayer() &&
ud.coop == 1 &&
ud.ffire == 0)
return -1;
actor->spr.extra -= actor->hitextra;
if (hitowner)
{
if (actor->spr.extra <= 0 && !(adef->flags2 & SFLAG2_FREEZEDAMAGE))
{
actor->spr.extra = 0;
ps[p].wackedbyactor = hitowner;
if (hitowner->isPlayer() && p != hitowner->PlayerIndex())
{
ps[p].frag_ps = hitowner->PlayerIndex();
}
actor->SetHitOwner(ps[p].GetActor());
}
}
if (adef->flags2 & SFLAG2_DOUBLEDMGTHRUST)
{
ps[p].vel.XY() += actor->hitang.ToVector() * actor->hitextra * 0.25;
}
else
{
ps[p].vel.XY() += actor->hitang.ToVector() * actor->hitextra * 0.125;
}
}
else
{
if (actor->hitextra == 0)
if (actor->attackertype->TypeName == NAME_DukeShrinkSpark && actor->spr.scale.X < 0.375)
return -1;
if (actor->attackertype->TypeName == NAME_DukeFirefly && actor->spr.scale.X < 0.75)
{
return -1;
}
actor->spr.extra -= actor->hitextra;
auto Owner = actor->GetOwner();
if (!(actor->flags2 & SFLAG2_IGNOREHITOWNER) && Owner && Owner->spr.statnum < MAXSTATUS)
actor->SetOwner(hitowner);
}
actor->hitextra = -1;
// makeshift damage type reporting. Needs improvement and generalization later.
int res = 0;
if (adef->flags2 & SFLAG2_FREEZEDAMAGE) res |= 1;
if (adef->flags2 & SFLAG2_EXPLOSIVE) res |= 2;
return res;
}
}
if (ud.multimode < 2
|| actor->attackertype == nullptr
|| actor->attackertype->TypeName != NAME_DukeFlamethrowerFlame
|| actor->hitextra >= 0
|| actor->spr.extra > 0
|| !actor->isPlayer()
|| ps[actor->PlayerIndex()].numloogs > 0
|| hitowner == nullptr)
{
actor->hitextra = -1;
return -1;
}
else
{
p = actor->PlayerIndex();
actor->spr.extra = 0;
ps[p].wackedbyactor = hitowner;
if (hitowner->isPlayer() && hitowner != ps[p].GetActor())
ps[p].frag_ps = hitowner->PlayerIndex(); // set the proper player index here - this previously set the sprite index...
actor->SetHitOwner(ps[p].GetActor());
actor->hitextra = -1;
return 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movetransports_d(void)
{
int warpspriteto;
double ll;
DukeStatIterator iti(STAT_TRANSPORT);
while (auto act = iti.Next())
{
auto Owner = act->GetOwner();
if (Owner == act)
{
continue;
}
auto sectp = act->sector();
int sectlotag = sectp->lotag;
int onfloorz = act->temp_data[4];
if (act->temp_data[0] > 0) act->temp_data[0]--;
DukeSectIterator itj(act->sector());
while (auto act2 = itj.Next())
{
switch (act2->spr.statnum)
{
case STAT_PLAYER:
if (act2->GetOwner())
{
int p = act2->PlayerIndex();
ps[p].on_warping_sector = 1;
if (ps[p].transporter_hold == 0 && ps[p].jumping_counter == 0)
{
if (ps[p].on_ground && sectlotag == 0 && onfloorz && ps[p].jetpack_on == 0)
{
if (act->spr.pal == 0)
{
spawn(act, DTILE_TRANSPORTERBEAM);
S_PlayActorSound(TELEPORTER, act);
}
for (int k = connecthead; k >= 0; k = connectpoint2[k])
if (ps[k].cursector == Owner->sector())
{
ps[k].frag_ps = p;
ps[k].GetActor()->spr.extra = 0;
}
ps[p].GetActor()->PrevAngles.Yaw = ps[p].GetActor()->spr.Angles.Yaw = Owner->spr.Angles.Yaw;
if (Owner->GetOwner() != Owner)
{
act->temp_data[0] = 13;
Owner->temp_data[0] = 13;
ps[p].transporter_hold = 13;
}
ps[p].GetActor()->spr.pos = Owner->spr.pos;
ps[p].GetActor()->backuppos();
ps[p].setbobpos();
ChangeActorSect(act2, Owner->sector());
ps[p].setCursector(act2->sector());
if (act->spr.pal == 0)
{
auto k = spawn(Owner, DTILE_TRANSPORTERBEAM);
if (k) S_PlayActorSound(TELEPORTER, k);
}
break;
}
}
else if (!(sectlotag == 1 && ps[p].on_ground == 1)) break;
if (onfloorz == 0 && abs(act->spr.pos.Z - ps[p].GetActor()->getOffsetZ()) < 24)
if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP))) ||
(ps[p].jetpack_on && PlayerInput(p, SB_CROUCH)))
{
ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
ps[p].GetActor()->backupvec2();
if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11))
ps[p].GetActor()->spr.pos.Z = Owner->spr.pos.Z - 24 + gs.playerheight;
else ps[p].GetActor()->spr.pos.Z = Owner->spr.pos.Z + 24 + gs.playerheight;
ps[p].GetActor()->backupz();
auto pa = ps[p].GetActor();
pa->opos = ps[p].GetActor()->getPosWithOffsetZ();
ChangeActorSect(act2, Owner->sector());
ps[p].setCursector(Owner->sector());
break;
}
int k = 0;
if (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].on_ground && ps[p].GetActor()->getOffsetZ() > (sectp->floorz - 16) && (PlayerInput(p, SB_CROUCH) || ps[p].vel.Z > 8))
// if( onfloorz && sectlotag == 1 && ps[p].pos.z > (sectp->floorz-(6<<8)) )
{
k = 1;
if (screenpeek == p)
{
FX_StopAllSounds();
}
if (ps[p].GetActor()->spr.extra > 0)
S_PlayActorSound(DUKE_UNDERWATER, act2);
ps[p].GetActor()->spr.pos.Z = Owner->sector()->ceilingz + 7 + gs.playerheight;
ps[p].GetActor()->backupz();
// this is actually below the precision <20>f the original Build coordinate system...
ps[p].vel.X = ((krand() & 8192) ? 1 / 64. : -1 / 64.);
ps[p].vel.Y = ((krand() & 8192) ? 1 / 64. : -1 / 64.);
}
if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].GetActor()->getOffsetZ() < (sectp->ceilingz + 6))
{
k = 1;
// if( act2->spr.extra <= 0) break;
if (screenpeek == p)
{
FX_StopAllSounds();
}
S_PlayActorSound(DUKE_GASP, act2);
ps[p].GetActor()->spr.pos.Z = Owner->sector()->floorz - 7 + gs.playerheight;
ps[p].GetActor()->backupz();
ps[p].jumping_toggle = 1;
ps[p].jumping_counter = 0;
}
if (k == 1)
{
ps[p].GetActor()->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
ps[p].GetActor()->backupvec2();
if (!Owner || Owner->GetOwner() != Owner)
ps[p].transporter_hold = -2;
ps[p].setCursector(Owner->sector());
ChangeActorSect(act2, Owner->sector());
SetActor(act2, act2->spr.pos);
if ((krand() & 255) < 32)
spawn(act2, DTILE_WATERSPLASH2);
if (sectlotag == 1)
for (int l = 0; l < 9; l++)
{
auto q = spawn(ps[p].GetActor(), DTILE_WATERBUBBLE);
if (q) q->spr.pos.Z += krandf(64);
}
}
}
break;
case STAT_ACTOR:
if ((act->flags3 & SFLAG3_DONTDIVEALIVE) && act2->spr.extra > 0) continue;
[[fallthrough]];
case STAT_PROJECTILE:
case STAT_MISC:
case STAT_FALLER:
case STAT_DUMMYPLAYER:
if ((act->flags2 & SFLAG2_DONTDIVE)) continue;
ll = abs(act2->vel.Z);
{
warpspriteto = 0;
if (ll && sectlotag == 2 && act2->spr.pos.Z < (sectp->ceilingz + ll) && act2->vel.Z < 0)
warpspriteto = 1;
if (ll && sectlotag == 1 && act2->spr.pos.Z > (sectp->floorz - ll) && act2->vel.Z > 0)
warpspriteto = 1;
if (sectlotag == 0 && (onfloorz || abs(act2->spr.pos.Z - act->spr.pos.Z) < 16))
{
if ((!Owner || Owner->GetOwner() != Owner) && onfloorz && act->temp_data[0] > 0 && act2->spr.statnum != STAT_MISC)
{
act->temp_data[0]++;
goto BOLT;
}
warpspriteto = 1;
}
if (warpspriteto)
{
if ((act2->flags1 & SFLAG_NOTELEPORT)) continue;
switch (act2->spr.picnum)
{
case DTILE_PLAYERONWATER:
if (sectlotag == 2)
{
act2->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
break;
}
[[fallthrough]];
default:
if (act2->spr.statnum == 5 && !(sectlotag == 1 || sectlotag == 2))
break;
[[fallthrough]];
case DTILE_WATERBUBBLE:
if (sectlotag > 0)
{
auto k = spawn(act2, DTILE_WATERSPLASH2);
if (k && sectlotag == 1 && act2->spr.statnum == 4)
{
k->vel.X = act2->vel.X * 0.5;
k->spr.Angles.Yaw = act2->spr.Angles.Yaw;
ssp(k, CLIPMASK0);
}
}
switch (sectlotag)
{
case ST_0_NO_EFFECT:
if (onfloorz)
{
if (act2->spr.statnum == STAT_PROJECTILE || (checkcursectnums(act->sector()) == -1 && checkcursectnums(Owner->sector()) == -1))
{
act2->spr.pos += (Owner->spr.pos - act->spr.pos.XY()).plusZ(-Owner->sector()->floorz);
act2->spr.Angles.Yaw = Owner->spr.Angles.Yaw;
act2->backupang();
if (act->spr.pal == 0)
{
auto k = spawn(act, DTILE_TRANSPORTERBEAM);
if (k) S_PlayActorSound(TELEPORTER, k);
k = spawn(Owner, DTILE_TRANSPORTERBEAM);
if (k) S_PlayActorSound(TELEPORTER, k);
}
if (Owner && Owner->GetOwner() == Owner)
{
act->temp_data[0] = 13;
Owner->temp_data[0] = 13;
}
ChangeActorSect(act2, Owner->sector());
}
}
else
{
act2->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
act2->spr.pos.Z = Owner->spr.pos.Z + 16;
act2->backupz();
ChangeActorSect(act2, Owner->sector());
}
break;
case ST_1_ABOVE_WATER:
act2->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
act2->spr.pos.Z = Owner->sector()->ceilingz + ll;
act2->backupz();
ChangeActorSect(act2, Owner->sector());
break;
case ST_2_UNDERWATER:
act2->spr.pos.XY() += Owner->spr.pos.XY() - act->spr.pos.XY();
act2->spr.pos.Z = Owner->sector()->ceilingz - ll;
act2->backupz();
ChangeActorSect(act2, Owner->sector());
break;
}
break;
}
}
}
break;
}
}
BOLT:;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se06_d(DDukeActor* actor)
{
auto sc = actor->sector();
int sh = actor->spr.hitag;
int k = sc->extra;
if (actor->temp_data[4] > 0)
{
actor->temp_data[4]--;
if (actor->temp_data[4] >= (k - (k >> 3)))
actor->vel.X -= (k >> 5) / 16.;
if (actor->temp_data[4] > ((k >> 1) - 1) && actor->temp_data[4] < (k - (k >> 3)))
actor->vel.X = 0;
if (actor->temp_data[4] < (k >> 1))
actor->vel.X += (k >> 5) / 16.;
if (actor->temp_data[4] < ((k >> 1) - (k >> 3)))
{
actor->temp_data[4] = 0;
actor->vel.X = k / 16.;
}
}
else actor->vel.X = k / 16.;
DukeStatIterator it(STAT_EFFECTOR);
while (auto act2 = it.Next())
{
if ((act2->spr.lotag == SE_14_SUBWAY_CAR) && (sh == act2->spr.hitag) && (act2->temp_data[0] == actor->temp_data[0]))
{
act2->vel.X = actor->vel.X;
//if( actor->temp_data[4] == 1 )
{
if (act2->temp_pos.X == 0)
act2->temp_pos.X = (act2->spr.pos - actor->spr.pos).LengthSquared();
int x = Sgn((act2->spr.pos - actor->spr.pos).LengthSquared() - act2->temp_pos.X);
if (act2->spr.extra)
x = -x;
actor->vel.X += x / 16.;
}
act2->temp_data[4] = actor->temp_data[4];
}
}
handle_se14(actor, true, DTILE_RPG, DTILE_JIBS6);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void handle_se28(DDukeActor* actor)
{
if (actor->temp_data[5] > 0)
{
actor->temp_data[5]--;
return;
}
if (actor->temp_data[0] == 0)
{
double x;
findplayer(actor, &x);
if (x > 15500 / 16.)
return;
actor->temp_data[0] = 1;
actor->temp_data[1] = 64 + (krand() & 511);
actor->temp_data[2] = 0;
}
else
{
actor->temp_data[2]++;
if (actor->temp_data[2] > actor->temp_data[1])
{
actor->temp_data[0] = 0;
ps[screenpeek].visibility = ud.const_visibility;
return;
}
else if (actor->temp_data[2] == (actor->temp_data[1] >> 1))
S_PlayActorSound(THUNDER, actor);
else if (actor->temp_data[2] == (actor->temp_data[1] >> 3))
S_PlayActorSound(LIGHTNING_SLAP, actor);
else if (actor->temp_data[2] == (actor->temp_data[1] >> 2))
{
DukeStatIterator it(STAT_DEFAULT);
while (auto act2 = it.Next())
{
if (act2->GetClass()->TypeName == NAME_DukeNaturalLightning && act2->spr.hitag == actor->spr.hitag)
act2->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
}
}
else if (actor->temp_data[2] > (actor->temp_data[1] >> 3) && actor->temp_data[2] < (actor->temp_data[1] >> 2))
{
int j = !!cansee(actor->spr.pos, actor->sector(), ps[screenpeek].GetActor()->getPosWithOffsetZ(), ps[screenpeek].cursector);
if (rnd(192) && (actor->temp_data[2] & 1))
{
if (j) ps[screenpeek].visibility = 0;
}
else if (j) ps[screenpeek].visibility = ud.const_visibility;
DukeStatIterator it(STAT_DEFAULT);
while (auto act2 = it.Next())
{
if (act2->GetClass()->TypeName == NAME_DukeNaturalLightning && act2->spr.hitag == actor->spr.hitag)
{
if (rnd(32) && (actor->temp_data[2] & 1))
{
act2->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
spawn(act2, PClass::FindActor(NAME_DukeSmallSmoke));
double x;
int p = findplayer(actor, &x);
auto psa = ps[p].GetActor();
double dist = (psa->spr.pos.XY() - act2->spr.pos.XY()).LengthSquared();
if (dist < 49*48)
{
if (S_CheckActorSoundPlaying(psa, DUKE_LONGTERM_PAIN) < 1)
S_PlayActorSound(DUKE_LONGTERM_PAIN, psa);
S_PlayActorSound(SHORT_CIRCUIT, psa);
psa->spr.extra -= 8 + (krand() & 7);
SetPlayerPal(&ps[p], PalEntry(32, 16, 0, 0));
}
return;
}
else act2->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void moveeffectors_d(void) //STATNUM 3
{
clearfriction();
DukeStatIterator it(STAT_EFFECTOR);
while (auto act = it.Next())
{
auto sc = act->sector();
switch (act->spr.lotag)
{
case SE_0_ROTATING_SECTOR:
handle_se00(act);
break;
case SE_1_PIVOT: //Nothing for now used as the pivot
handle_se01(act);
break;
case SE_6_SUBWAY:
handle_se06_d(act);
break;
case SE_14_SUBWAY_CAR:
handle_se14(act, true, DTILE_RPG, DTILE_JIBS6);
break;
case SE_30_TWO_WAY_TRAIN:
handle_se30(act, DTILE_JIBS6);
break;
case SE_2_EARTHQUAKE:
handle_se02(act);
break;
//Flashing sector lights after reactor DTILE_EXPLOSION2
case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT:
handle_se03(act);
break;
case SE_4_RANDOM_LIGHTS:
handle_se04(act);
break;
//BOSS
case SE_5_BOSS:
handle_se05(act);
break;
case SE_8_UP_OPEN_DOOR_LIGHTS:
case SE_9_DOWN_OPEN_DOOR_LIGHTS:
handle_se08(act, false);
break;
case SE_10_DOOR_AUTO_CLOSE:
{
static const int tags[] = { 20, 21, 22, 26, 0};
handle_se10(act, tags);
break;
}
case SE_11_SWINGING_DOOR:
handle_se11(act);
break;
case SE_12_LIGHT_SWITCH:
handle_se12(act);
break;
case SE_13_EXPLOSIVE:
handle_se13(act);
break;
case SE_15_SLIDING_DOOR:
handle_se15(act);
break;
case SE_16_REACTOR:
handle_se16(act);
break;
case SE_17_WARP_ELEVATOR:
handle_se17(act);
break;
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
handle_se18(act, true);
break;
case SE_19_EXPLOSION_LOWERS_CEILING:
handle_se19(act);
break;
case SE_20_STRETCH_BRIDGE:
handle_se20(act);
break;
case SE_21_DROP_FLOOR:
handle_se21(act);
break;
case SE_22_TEETH_DOOR:
handle_se22(act);
break;
case SE_24_CONVEYOR:
case SE_34:
{
handle_se24(act, true, 0.25);
break;
}
case SE_35:
handle_se35(act);
break;
case SE_25_PISTON: //PISTONS
if (act->temp_data[4] == 0) break;
handle_se25(act, -1, -1);
break;
case SE_26:
handle_se26(act);
break;
case SE_27_DEMO_CAM:
handle_se27(act);
break;
case SE_28_LIGHTNING:
handle_se28(act);
break;
case SE_29_WAVES:
handle_se29(act);
break;
case SE_31_FLOOR_RISE_FALL: // True Drop Floor
handle_se31(act, true);
break;
case SE_32_CEILING_RISE_FALL: // True Drop Ceiling
handle_se32(act);
break;
case SE_33_QUAKE_DEBRIS:
if (ud.earthquaketime > 0 && (krand() & 7) == 0)
RANDOMSCRAP(act);
break;
case SE_36_PROJ_SHOOTER:
if (act->temp_data[0])
{
if (act->temp_data[0] == 1)
fi.shoot(act, sc->extra, nullptr);
else if (act->temp_data[0] == 26 * 5)
act->temp_data[0] = 0;
act->temp_data[0]++;
}
break;
case SE_128_GLASS_BREAKING:
handle_se128(act);
break;
case 130:
handle_se130(act, 80);
break;
case 131:
handle_se130(act, 40);
break;
}
}
//Sloped sin-wave floors!
it.Reset(STAT_EFFECTOR);
while (auto act = it.Next())
{
if (act->spr.lotag != SE_29_WAVES) continue;
auto sc = act->sector();
if (sc->walls.Size() != 4) continue;
auto wal = &sc->walls[2];
if (wal->nextSector()) alignflorslope(act->sector(), DVector3(wal->pos, wal->nextSector()->floorz));
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void move_d(DDukeActor *actor, int playernum, int xvel)
{
DAngle goalang, angdif;
double daxvel;
int a = actor->spr.hitag;
if (a == -1) a = 0;
actor->temp_data[0]++;
if (a & face_player)
{
if (ps[playernum].newOwner != nullptr)
goalang = (ps[playernum].GetActor()->opos.XY() - actor->spr.pos.XY()).Angle();
else goalang = (ps[playernum].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Angle();
angdif = deltaangle(actor->spr.Angles.Yaw, goalang) * 0.25;
if (angdif > -DAngle22_5 / 16 && angdif < nullAngle) angdif = nullAngle;
actor->spr.Angles.Yaw += angdif;
}
if (a & spin)
actor->spr.Angles.Yaw += DAngle45 * BobVal(actor->temp_data[0] << 3);
if (a & face_player_slow)
{
if (ps[playernum].newOwner != nullptr)
goalang = (ps[playernum].GetActor()->opos.XY() - actor->spr.pos.XY()).Angle();
else goalang = (ps[playernum].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Angle();
angdif = DAngle22_5 * 0.25 * Sgn(deltaangle(actor->spr.Angles.Yaw, goalang).Degrees()); // this looks very wrong...
actor->spr.Angles.Yaw += angdif;
}
if ((a & jumptoplayer) == jumptoplayer)
{
if (actor->temp_data[0] < 16)
actor->vel.Z -= BobVal(512 + (actor->temp_data[0] << 4)) * 2;
}
if (a & face_player_smart)
{
DVector2 newpos = ps[playernum].GetActor()->spr.pos.XY() + (ps[playernum].vel.XY() * (4. / 3.));
goalang = (newpos - actor->spr.pos.XY()).Angle();
angdif = deltaangle(actor->spr.Angles.Yaw, goalang) * 0.25;
if (angdif > -DAngle22_5/16 && angdif < nullAngle) angdif = nullAngle;
actor->spr.Angles.Yaw += angdif;
}
if (actor->curMove->name == NAME_None || a == 0)
{
if ((badguy(actor) && actor->spr.extra <= 0) || (actor->opos.X != actor->spr.pos.X) || (actor->opos.Y != actor->spr.pos.Y))
{
if (!actor->isPlayer()) actor->backupvec2();
SetActor(actor, actor->spr.pos);
}
return;
}
if (a & geth) actor->vel.X += (actor->curMove->movex - actor->vel.X) * 0.5;
if (a & getv) actor->vel.Z += (actor->curMove->movez - actor->vel.Z) * 0.5;
if (a & dodgebullet)
dodge(actor);
if (!actor->isPlayer())
alterang(a, actor, playernum);
if (abs(actor->vel.X) < 6 / 16.) actor->vel.X = 0;
a = badguy(actor);
if (actor->vel.X != 0 || actor->vel.Z != 0)
{
if (a && actor->spr.picnum != DTILE_ROTATEGUN)
{
if ((actor->spr.picnum == DTILE_DRONE || actor->spr.picnum == DTILE_COMMANDER) && actor->spr.extra > 0)
{
if (actor->spr.picnum == DTILE_COMMANDER)
{
double c, f;
calcSlope(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, &c, &f);
actor->floorz = f;
actor->ceilingz = c;
if (actor->spr.pos.Z > f - 8)
{
actor->spr.pos.Z = f - 8;
actor->vel.Z = 0;
}
if (actor->spr.pos.Z < c + 80)
{
actor->spr.pos.Z = c + 80;
actor->vel.Z = 0;
}
}
else
{
if (actor->vel.Z > 0)
{
double f = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
actor->floorz = f;
if (actor->spr.pos.Z > f - 30)
actor->spr.pos.Z = f - 30;
}
else
{
double c = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
actor->ceilingz = c;
if (actor->spr.pos.Z < c + 50)
{
actor->spr.pos.Z = c + 50;
actor->vel.Z = 0;
}
}
}
}
else if (actor->spr.picnum != DTILE_ORGANTIC)
{
if (actor->vel.Z > 0 && actor->floorz < actor->spr.pos.Z)
actor->spr.pos.Z = actor->floorz;
if (actor->vel.Z < 0)
{
double c = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
if (actor->spr.pos.Z < c + 66)
{
actor->spr.pos.Z = c + 66;
actor->vel.Z *= 0.5;
}
}
}
}
daxvel = actor->vel.X;
angdif = actor->spr.Angles.Yaw;
if (a && actor->spr.picnum != DTILE_ROTATEGUN)
{
if (xvel < 960 && actor->spr.scale.X > 0.25 )
{
daxvel = -(1024 - xvel) * maptoworld;
angdif = (ps[playernum].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Angle();
if (xvel < 512)
{
ps[playernum].vel.X = 0;
ps[playernum].vel.Y = 0;
}
else
{
ps[playernum].vel.XY() *= gs.playerfriction - 0.125;
}
}
else if (!(actor->flags2 & SFLAG2_FLOATING))
{
if (actor->curMove->movez == 0)
{
if (actor->opos.Z != actor->spr.pos.Z || (ud.multimode < 2 && ud.player_skill < 2))
{
if ((actor->temp_data[0] & 1) || ps[playernum].actorsqu == actor) return;
else daxvel *= 2;
}
else
{
if ((actor->temp_data[0] & 3) || ps[playernum].actorsqu == actor) return;
else daxvel *= 4;
}
}
}
}
Collision coll;
actor->movflag = movesprite_ex(actor, DVector3(angdif.ToVector() * daxvel, actor->vel.Z), CLIPMASK0, coll);
}
if (a)
{
if (actor->sector()->ceilingstat & CSTAT_SECTOR_SKY)
actor->spr.shade += (actor->sector()->ceilingshade - actor->spr.shade) >> 1;
else actor->spr.shade += (actor->sector()->floorshade - actor->spr.shade) >> 1;
if (actor->sector()->floortexture == mirrortex)
actor->Destroy();
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void fall_d(DDukeActor *actor, int g_p)
{
fall_common(actor, g_p, DTILE_DRONE, nullptr);
}
bool spawnweapondebris_d(int picnum)
{
return picnum == DTILE_BLIMP;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void think_d(void)
{
thinktime.Reset();
thinktime.Clock();
movefta(); //ST 2
tickstat(STAT_PROJECTILE); //ST 4
moveplayers(); //ST 10
movefallers(); //ST 12
tickstat(STAT_MISC, true); //ST 5
actortime.Reset();
actortime.Clock();
tickstat(STAT_ACTOR, true); //ST 1
actortime.Unclock();
moveeffectors_d(); //ST 3
tickstat(STAT_STANDABLE); //ST 6
doanimations();
tickstat(STAT_FX); //ST 11
if (numplayers < 2 && thunderon)
thunder();
thinktime.Unclock();
}
END_DUKE_NS