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1378 lines
35 KiB
C++
1378 lines
35 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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This file contains parts of DukeGDX by Alexander Makarov-[M210] (m210-2007@mail.ru)
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "names_d.h"
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#include "serializer.h"
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#include "dukeactor.h"
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#include "texturemanager.h"
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void addweapon_d(player_struct *p, int weapon, bool wswitch)
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{
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if ( p->gotweapon[weapon] == 0 )
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{
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p->gotweapon[weapon] = true;
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if (weapon == SHRINKER_WEAPON)
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p->gotweapon[GROW_WEAPON] = true;
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}
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if (!wswitch) return;
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p->random_club_frame = 0;
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if (p->holster_weapon == 0)
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{
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p->weapon_pos = -1;
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p->last_weapon = p->curr_weapon;
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}
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else
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{
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p->weapon_pos = 10;
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p->holster_weapon = 0;
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p->last_weapon = -1;
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}
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p->okickback_pic = p->kickback_pic = 0;
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p->curr_weapon = weapon;
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p->wantweaponfire = -1;
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switch (weapon)
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{
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case KNEE_WEAPON:
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case TRIPBOMB_WEAPON:
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case HANDREMOTE_WEAPON:
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case HANDBOMB_WEAPON:
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break;
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case SHOTGUN_WEAPON:
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S_PlayActorSound(SHOTGUN_COCK, p->GetActor());
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break;
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case PISTOL_WEAPON:
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S_PlayActorSound(INSERT_CLIP, p->GetActor());
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break;
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default:
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S_PlayActorSound(SELECT_WEAPON, p->GetActor());
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break;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool ifsquished(DDukeActor* actor, int p)
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{
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if (isRR()) return false; // this function is a no-op in RR's source.
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bool squishme = false;
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if (actor->isPlayer() && ud.clipping)
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return false;
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auto sectp = actor->sector();
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double floorceildist = sectp->floorz - sectp->ceilingz;
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if (sectp->lotag != ST_23_SWINGING_DOOR)
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{
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if (actor->spr.pal == 1)
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squishme = floorceildist < 32 && (sectp->lotag & 32768) == 0;
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else
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squishme = floorceildist < 12;
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}
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if (squishme)
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{
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FTA(QUOTE_SQUISHED, &ps[p]);
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if (badguy(actor))
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actor->vel.X = 0;
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if (actor->spr.pal == 1)
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{
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actor->attackertype = PClass::FindActor(NAME_DukeShotSpark);
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actor->hitextra = 1;
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return false;
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}
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return true;
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}
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return false;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int hp4)
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{
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double radius = r * inttoworld;
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static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
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if(actor->spr.picnum != DTILE_SHRINKSPARK && !(actor->spr.picnum == DTILE_RPG && actor->spr.scale.X < 0.171875))
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{
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BFSSectorSearch search(actor->sector());
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while (auto dasectp = search.GetNext())
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{
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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
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{
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auto wal = dasectp->walls.Data();
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double d = (wal->pos - actor->spr.pos.XY()).Sum();
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if (d < radius)
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checkhitceiling(dasectp);
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else
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{
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auto thirdpoint = wal->point2Wall()->point2Wall();
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d = (thirdpoint->pos - actor->spr.pos.XY()).Sum();
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if (d < radius)
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checkhitceiling(dasectp);
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}
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}
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for (auto& wal : dasectp->walls)
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{
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if ((wal.pos - actor->spr.pos.XY()).Sum() < radius)
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{
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if (wal.twoSided())
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{
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search.Add(wal.nextSector());
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}
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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.
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sectortype* sect = wal.sectorp();
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updatesector(w1, §);
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if (sect && cansee(w1, sect, actor->spr.pos, actor->sector()))
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checkhitwall(actor, &wal, DVector3(wal.pos, actor->spr.pos.Z));
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}
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}
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}
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}
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double q = zrand(32) - 16;
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auto Owner = actor->GetOwner();
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for (int x = 0; x < 7; x++)
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{
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DukeStatIterator itj(statlist[x]);
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while (auto act2 = itj.Next())
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{
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if (isWorldTour() && Owner)
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{
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if (Owner->isPlayer() && act2->isPlayer() && ud.coop != 0 && ud.ffire == 0 && Owner != act2)
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{
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continue;
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}
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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)))
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{
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continue;
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}
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}
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if (x == 0 || x >= 5 || (act2->flags1 & SFLAG_HITRADIUS_FLAG1))
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{
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if (actor->spr.picnum != DTILE_SHRINKSPARK || (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL))
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if ((actor->spr.pos - act2->spr.pos).Length() < radius)
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{
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if (badguy(act2) && !cansee(act2->spr.pos.plusZ(q), act2->sector(), actor->spr.pos.plusZ(q), actor->sector()))
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continue;
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fi.checkhitsprite(act2, actor);
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}
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}
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else if (act2->spr.extra >= 0 && act2 != actor && ((act2->flags1 & SFLAG_HITRADIUS_FLAG2) || badguy(act2) || (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)))
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{
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if (actor->spr.picnum == DTILE_SHRINKSPARK && act2->spr.picnum != DTILE_SHARK && (act2 == Owner || act2->spr.scale.X < 0.375))
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{
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continue;
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}
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if (actor->spr.picnum == DTILE_MORTER && act2 == Owner)
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{
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continue;
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}
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double dist = (act2->getPosWithOffsetZ() - actor->spr.pos).Length();
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if (dist < radius && cansee(act2->spr.pos.plusZ(-8), act2->sector(), actor->spr.pos.plusZ(-12), actor->sector()))
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{
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act2->hitang = (act2->spr.pos - actor->spr.pos).Angle();
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act2->attackertype = CallGetRadiusDamageType(actor, act2->spr.extra);
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if (actor->spr.picnum != DTILE_SHRINKSPARK && (!isWorldTour() || actor->spr.picnum != DTILE_LAVAPOOL))
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{
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if (dist < radius / 3)
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{
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if (hp4 == hp3) hp4++;
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act2->hitextra = hp3 + (krand() % (hp4 - hp3));
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}
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else if (dist < 2 * radius / 3)
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{
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if (hp3 == hp2) hp3++;
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act2->hitextra = hp2 + (krand() % (hp3 - hp2));
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}
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else if (dist < radius)
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{
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if (hp2 == hp1) hp2++;
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act2->hitextra = hp1 + (krand() % (hp2 - hp1));
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}
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if (!(act2->flags2 & SFLAG2_NORADIUSPUSH) && !bossguy(act2))
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{
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if (act2->vel.X < 0) act2->vel.X = 0;
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act2->vel.X += ( (actor->spr.extra / 4.));
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}
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if ((act2->flags1 & SFLAG_HITRADIUSCHECK))
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fi.checkhitsprite(act2, actor);
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}
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else if (actor->spr.extra == 0) act2->hitextra = 0;
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if (act2->spr.picnum != DTILE_RADIUSEXPLOSION && Owner && Owner->spr.statnum < MAXSTATUS)
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{
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if (act2->isPlayer())
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{
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int p = act2->spr.yint;
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if (act2->attackertype->TypeName == NAME_DukeFlamethrowerFlame && Owner->isPlayer())
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{
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ps[p].numloogs = -1 - actor->spr.yint;
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}
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if (ps[p].newOwner != nullptr)
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{
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clearcamera(&ps[p]);
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}
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}
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act2->SetHitOwner(actor->GetOwner());
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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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//
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//
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//---------------------------------------------------------------------------
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int movesprite_ex_d(DDukeActor* actor, const DVector3& change, unsigned int cliptype, Collision &result)
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{
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int bg = badguy(actor);
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if (actor->spr.statnum == STAT_MISC || (bg && actor->spr.scale.X < 0.0625))
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{
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actor->spr.pos += change;
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if (bg)
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SetActor(actor, actor->spr.pos);
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return result.setNone();
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}
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auto dasectp = actor->sector();
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auto ppos = actor->spr.pos;
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auto tex = TexMan.GetGameTexture(actor->spr.spritetexture());
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ppos.Z -= tex->GetDisplayHeight() * actor->spr.scale.Y * 0.5;
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if (bg)
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{
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if (actor->spr.scale.X > 0.9375 )
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clipmove(ppos, &dasectp, change * 0.5, 64., 4., 4., cliptype, result);
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else
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{
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// todo: move this mess to the actor definitions once we have them all available.
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double clipdist;
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if (actor->spr.picnum == DTILE_LIZMAN)
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clipdist = 18.25;
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else if ((actor->flags1 & SFLAG_BADGUY))
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clipdist = actor->clipdist;
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else
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clipdist = 12;
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clipmove(ppos, &dasectp, change * 0.5, clipdist, 4., 4., cliptype, result);
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}
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// conditional code from hell...
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if (dasectp == nullptr || (dasectp != nullptr &&
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((actor->actorstayput != nullptr && actor->actorstayput != dasectp) ||
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((actor->spr.picnum == DTILE_BOSS2) && actor->spr.pal == 0 && dasectp->lotag != ST_3) ||
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((actor->spr.picnum == DTILE_BOSS1 || actor->spr.picnum == DTILE_BOSS2) && dasectp->lotag == ST_1_ABOVE_WATER) ||
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(dasectp->lotag == ST_1_ABOVE_WATER && (actor->spr.picnum == DTILE_LIZMAN || (actor->spr.picnum == DTILE_LIZTROOP && actor->vel.Z == 0)))
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))
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)
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{
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if (dasectp && dasectp->lotag == ST_1_ABOVE_WATER && actor->spr.picnum == DTILE_LIZMAN)
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actor->spr.Angles.Yaw = randomAngle();
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else if ((actor->temp_data[0]&3) == 1 && actor->spr.picnum != DTILE_COMMANDER)
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actor->spr.Angles.Yaw = randomAngle();
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SetActor(actor,actor->spr.pos);
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if (dasectp == nullptr) dasectp = §or[0];
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return result.setSector(dasectp);
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}
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if ((result.type == kHitWall || result.type == kHitSprite) && (actor->cgg == 0)) actor->spr.Angles.Yaw += DAngle90 + DAngle45;
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}
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else
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{
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if (actor->spr.statnum == STAT_PROJECTILE)
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clipmove(ppos, &dasectp, change * 0.5, 0.5, 4., 4., cliptype, result);
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else
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clipmove(ppos, &dasectp, change * 0.5, actor->clipdist, 4., 4., cliptype, result);
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}
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actor->spr.pos.XY() = ppos.XY();
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if (dasectp != nullptr && dasectp != actor->sector())
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ChangeActorSect(actor, dasectp);
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double daz = actor->spr.pos.Z + change.Z * 0.5;
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if (daz > actor->ceilingz && daz <= actor->floorz)
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actor->spr.pos.Z = daz;
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else if (result.type == kHitNone)
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return result.setSector(dasectp);
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return result.type;
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}
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//---------------------------------------------------------------------------
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//
|
||
//
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
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void lotsofmoney_d(DDukeActor *actor, int n)
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{
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lotsofstuff(actor, n, PClass::FindActor(NAME_DukeMoney));
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}
|
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|
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void lotsofmail_d(DDukeActor *actor, int n)
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{
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lotsofstuff(actor, n, PClass::FindActor(NAME_DukeMail));
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}
|
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|
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void lotsofpaper_d(DDukeActor *actor, int n)
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{
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lotsofstuff(actor, n, PClass::FindActor(NAME_DukePaper));
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}
|
||
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//---------------------------------------------------------------------------
|
||
|
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int ifhitbyweapon_d(DDukeActor *actor)
|
||
{
|
||
int p;
|
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auto hitowner = actor->GetHitOwner();
|
||
|
||
if (actor->hitextra >= 0)
|
||
{
|
||
auto adef = actor->attackerDefaults();
|
||
if (actor->spr.extra >= 0)
|
||
{
|
||
if (actor->isPlayer())
|
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{
|
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if (ud.god && !(adef->flags3 & SFLAG3_LIGHTDAMAGE)) return -1;
|
||
|
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p = actor->PlayerIndex();
|
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|
||
if (hitowner &&
|
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hitowner->isPlayer() &&
|
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ud.coop == 1 &&
|
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ud.ffire == 0)
|
||
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
|