raze/source/games/duke/src/actors_d.cpp
2022-06-05 09:40:10 +02:00

3795 lines
90 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
This file contains parts of DukeGDX by Alexander Makarov-[M210] (m210-2007@mail.ru)
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "names_d.h"
#include "serializer.h"
#include "dukeactor.h"
BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool ceilingspace_d(sectortype* sectp)
{
if (sectp && (sectp->ceilingstat & CSTAT_SECTOR_SKY) && sectp->ceilingpal == 0)
{
switch(sectp->ceilingpicnum)
{
case MOONSKY1:
case BIGORBIT1:
return 1;
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool floorspace_d(sectortype* sectp)
{
if (sectp && (sectp->floorstat & CSTAT_SECTOR_SKY) && sectp->ceilingpal == 0)
{
switch(sectp->floorpicnum)
{
case MOONSKY1:
case BIGORBIT1:
return 1;
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void check_fta_sounds_d(DDukeActor* actor)
{
if (actor->spr.extra > 0) switch (actor->spr.picnum)
{
case LIZTROOPONTOILET:
case LIZTROOPJUSTSIT:
case LIZTROOPSHOOT:
case LIZTROOPJETPACK:
case LIZTROOPDUCKING:
case LIZTROOPRUNNING:
case LIZTROOP:
S_PlayActorSound(PRED_RECOG, actor);
break;
case LIZMAN:
case LIZMANSPITTING:
case LIZMANFEEDING:
case LIZMANJUMP:
S_PlayActorSound(CAPT_RECOG, actor);
break;
case PIGCOP:
case PIGCOPDIVE:
S_PlayActorSound(PIG_RECOG, actor);
break;
case RECON:
S_PlayActorSound(RECO_RECOG, actor);
break;
case DRONE:
S_PlayActorSound(DRON_RECOG, actor);
break;
case COMMANDER:
case COMMANDERSTAYPUT:
S_PlayActorSound(COMM_RECOG, actor);
break;
case ORGANTIC:
S_PlayActorSound(TURR_RECOG, actor);
break;
case OCTABRAIN:
case OCTABRAINSTAYPUT:
S_PlayActorSound(OCTA_RECOG, actor);
break;
case BOSS1:
S_PlaySound(BOS1_RECOG);
break;
case BOSS2:
if (actor->spr.pal == 1)
S_PlaySound(BOS2_RECOG);
else S_PlaySound(WHIPYOURASS);
break;
case BOSS3:
if (actor->spr.pal == 1)
S_PlaySound(BOS3_RECOG);
else S_PlaySound(RIPHEADNECK);
break;
case BOSS4:
case BOSS4STAYPUT:
if (actor->spr.pal == 1)
S_PlaySound(BOS4_RECOG);
S_PlaySound(BOSS4_FIRSTSEE);
break;
case GREENSLIME:
S_PlayActorSound(SLIM_RECOG, actor);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void addweapon_d(struct player_struct *p, int weapon)
{
if ( p->gotweapon[weapon] == 0 )
{
p->gotweapon[weapon] = true;
if (weapon == SHRINKER_WEAPON)
p->gotweapon[GROW_WEAPON] = true;
}
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->spr.picnum == APLAYER && ud.clipping)
return false;
auto sectp = actor->sector();
int floorceildist = sectp->floorz - sectp->ceilingz;
if (sectp->lotag != ST_23_SWINGING_DOOR)
{
if (actor->spr.pal == 1)
squishme = floorceildist < (32 << 8) && (sectp->lotag & 32768) == 0;
else
squishme = floorceildist < (12 << 8);
}
if (squishme)
{
FTA(QUOTE_SQUISHED, &ps[p]);
if (badguy(actor))
actor->spr.xvel = 0;
if (actor->spr.pal == 1)
{
actor->attackertype = SHOTSPARK1;
actor->hitextra = 1;
return false;
}
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int hp4)
{
static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
if(actor->spr.picnum != SHRINKSPARK && !(actor->spr.picnum == RPG && actor->spr.xrepeat < 11))
{
BFSSectorSearch search(actor->sector());
while (auto dasectp = search.GetNext())
{
if (((dasectp->ceilingz - actor->spr.pos.Z) >> 8) < r)
{
auto wal = dasectp->firstWall();
int d = abs(wal->wall_int_pos().X - actor->spr.pos.X) + abs(wal->wall_int_pos().Y - actor->spr.pos.Y);
if (d < r)
fi.checkhitceiling(dasectp);
else
{
auto thirdpoint = wal->point2Wall()->point2Wall();
d = abs(thirdpoint->wall_int_pos().X - actor->spr.pos.X) + abs(thirdpoint->wall_int_pos().Y - actor->spr.pos.Y);
if (d < r)
fi.checkhitceiling(dasectp);
}
}
for (auto& wal : wallsofsector(dasectp))
{
if ((abs(wal.wall_int_pos().X - actor->spr.pos.X) + abs(wal.wall_int_pos().Y - actor->spr.pos.Y)) < r)
{
if (wal.twoSided())
{
search.Add(wal.nextSector());
}
int x1 = (((wal.wall_int_pos().X + wal.point2Wall()->wall_int_pos().X) >> 1) + actor->spr.pos.X) >> 1;
int y1 = (((wal.wall_int_pos().Y + wal.point2Wall()->wall_int_pos().Y) >> 1) + actor->spr.pos.Y) >> 1;
sectortype* sect = wal.sectorp();
updatesector(x1, y1, &sect);
if (sect && cansee(x1, y1, actor->spr.pos.Z, sect, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->sector()))
fi.checkhitwall(actor, &wal, wal.wall_int_pos().X, wal.wall_int_pos().Y, actor->spr.pos.Z, actor->spr.picnum);
}
}
}
}
int q = -(16 << 8) + (krand() & ((32 << 8) - 1));
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->spr.picnum == APLAYER && act2->spr.picnum == APLAYER && ud.coop != 0 && ud.ffire == 0 && Owner != act2)
{
continue;
}
if (actor->spr.picnum == FLAMETHROWERFLAME && ((Owner->spr.picnum == FIREFLY && act2->spr.picnum == FIREFLY) || (Owner->spr.picnum == BOSS5 && act2->spr.picnum == BOSS5)))
{
continue;
}
}
if (x == 0 || x >= 5 || actorflag(act2, SFLAG_HITRADIUS_FLAG1))
{
if (actor->spr.picnum != SHRINKSPARK || (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL))
if (dist(actor, act2) < r)
{
if (badguy(act2) && !cansee(act2->spr.pos.X, act2->spr.pos.Y, act2->spr.pos.Z + q, act2->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z + q, actor->sector()))
continue;
fi.checkhitsprite(act2, actor);
}
}
else if (act2->spr.extra >= 0 && act2 != actor && (actorflag(act2, SFLAG_HITRADIUS_FLAG2) || badguy(act2) || (act2->spr.cstat & CSTAT_SPRITE_BLOCK_ALL)))
{
if (actor->spr.picnum == SHRINKSPARK && act2->spr.picnum != SHARK && (act2 == Owner || act2->spr.xrepeat < 24))
{
continue;
}
if (actor->spr.picnum == MORTER && act2 == Owner)
{
continue;
}
if (act2->spr.picnum == APLAYER) act2->spr.pos.Z -= gs.playerheight;
int d = dist(actor, act2);
if (act2->spr.picnum == APLAYER) act2->spr.pos.Z += gs.playerheight;
if (d < r && cansee(act2->spr.pos.X, act2->spr.pos.Y, act2->spr.pos.Z - (8 << 8), act2->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - (12 << 8), actor->sector()))
{
act2->hitang = getangle(act2->spr.pos.X - actor->spr.pos.X, act2->spr.pos.Y - actor->spr.pos.Y);
if (actor->spr.picnum == RPG && act2->spr.extra > 0)
act2->attackertype = RPG;
else if (!isWorldTour())
{
if (actor->spr.picnum == SHRINKSPARK)
act2->attackertype = SHRINKSPARK;
else act2->attackertype = RADIUSEXPLOSION;
}
else
{
if (actor->spr.picnum == SHRINKSPARK || actor->spr.picnum == FLAMETHROWERFLAME)
act2->attackertype = actor->spr.picnum;
else if (actor->spr.picnum != FIREBALL || !Owner || Owner->spr.picnum != APLAYER)
{
if (actor->spr.picnum == LAVAPOOL)
act2->attackertype = FLAMETHROWERFLAME;
else
act2->attackertype = RADIUSEXPLOSION;
}
else
act2->attackertype = FLAMETHROWERFLAME;
}
if (actor->spr.picnum != SHRINKSPARK && (!isWorldTour() || actor->spr.picnum != LAVAPOOL))
{
if (d < r / 3)
{
if (hp4 == hp3) hp4++;
act2->hitextra = hp3 + (krand() % (hp4 - hp3));
}
else if (d < 2 * r / 3)
{
if (hp3 == hp2) hp3++;
act2->hitextra = hp2 + (krand() % (hp3 - hp2));
}
else if (d < r)
{
if (hp2 == hp1) hp2++;
act2->hitextra = hp1 + (krand() % (hp2 - hp1));
}
if (act2->spr.picnum != TANK && act2->spr.picnum != ROTATEGUN && act2->spr.picnum != RECON && !bossguy(act2))
{
if (act2->spr.xvel < 0) act2->spr.xvel = 0;
act2->spr.xvel += (actor->spr.extra << 2);
}
if (actorflag(act2, SFLAG_HITRADIUSCHECK))
fi.checkhitsprite(act2, actor);
}
else if (actor->spr.extra == 0) act2->hitextra = 0;
if (act2->spr.picnum != RADIUSEXPLOSION && Owner && Owner->spr.statnum < MAXSTATUS)
{
if (act2->spr.picnum == APLAYER)
{
int p = act2->spr.yvel;
if (isWorldTour() && act2->attackertype == FLAMETHROWERFLAME && Owner->spr.picnum == APLAYER)
{
ps[p].numloogs = -1 - actor->spr.yvel;
}
if (ps[p].newOwner != nullptr)
{
clearcamera(&ps[p]);
}
}
act2->SetHitOwner(actor->GetOwner());
}
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int movesprite_ex_d(DDukeActor* actor, int xchange, int ychange, int zchange, unsigned int cliptype, Collision &result)
{
int clipdist;
int bg = badguy(actor);
if (actor->spr.statnum == 5 || (bg && actor->spr.xrepeat < 4))
{
actor->spr.pos.X += (xchange * TICSPERFRAME) >> 2;
actor->spr.pos.Y += (ychange * TICSPERFRAME) >> 2;
actor->spr.pos.Z += (zchange * TICSPERFRAME) >> 2;
if (bg)
SetActor(actor, actor->spr.pos);
return result.setNone();
}
auto dasectp = actor->sector();
vec3_t pos = actor->spr.pos;
pos.Z -= ((tileHeight(actor->spr.picnum) * actor->spr.yrepeat) << 1);
if (bg)
{
if (actor->spr.xrepeat > 60)
clipmove(pos, &dasectp, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 1024, (4 << 8), (4 << 8), cliptype, result);
else
{
if (actor->spr.picnum == LIZMAN)
clipdist = 292;
else if (actorflag(actor, SFLAG_BADGUY))
clipdist = actor->spr.clipdist << 2;
else
clipdist = 192;
clipmove(pos, &dasectp, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), clipdist, (4 << 8), (4 << 8), cliptype, result);
}
// conditional code from hell...
if (dasectp == nullptr || (dasectp != nullptr &&
((actor->actorstayput != nullptr && actor->actorstayput != dasectp) ||
((actor->spr.picnum == BOSS2) && actor->spr.pal == 0 && dasectp->lotag != 3) ||
((actor->spr.picnum == BOSS1 || actor->spr.picnum == BOSS2) && dasectp->lotag == ST_1_ABOVE_WATER) ||
(dasectp->lotag == ST_1_ABOVE_WATER && (actor->spr.picnum == LIZMAN || (actor->spr.picnum == LIZTROOP && actor->spr.zvel == 0)))
))
)
{
if (dasectp && dasectp->lotag == ST_1_ABOVE_WATER && actor->spr.picnum == LIZMAN)
actor->spr.ang = (krand()&2047);
else if ((actor->temp_data[0]&3) == 1 && actor->spr.picnum != COMMANDER)
actor->spr.ang = (krand()&2047);
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.ang += 768;
}
else
{
if (actor->spr.statnum == STAT_PROJECTILE)
clipmove(pos, &dasectp, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 8, (4 << 8), (4 << 8), cliptype, result);
else
clipmove(pos, &dasectp, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), (int)(actor->spr.clipdist << 2), (4 << 8), (4 << 8), cliptype, result);
}
actor->spr.pos.X = pos.X;
actor->spr.pos.Y = pos.Y;
if (dasectp != nullptr)
if (dasectp != actor->sector())
ChangeActorSect(actor, dasectp);
int daz = actor->spr.pos.Z + ((zchange * TICSPERFRAME) >> 3);
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, MONEY);
}
void lotsofmail_d(DDukeActor *actor, int n)
{
lotsofstuff(actor, n, MAIL);
}
void lotsofpaper_d(DDukeActor *actor, int n)
{
lotsofstuff(actor, n, PAPER);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void guts_d(DDukeActor* actor, int gtype, int n, int p)
{
int gutz, floorz;
int j;
int sx, sy;
uint8_t pal;
if (badguy(actor) && actor->spr.xrepeat < 16)
sx = sy = 8;
else sx = sy = 32;
gutz = actor->spr.pos.Z - (8 << 8);
floorz = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
if (gutz > (floorz - (8 << 8)))
gutz = floorz - (8 << 8);
gutz += gs.actorinfo[actor->spr.picnum].gutsoffset;
if (badguy(actor) && actor->spr.pal == 6)
pal = 6;
else if (actor->spr.picnum != LIZTROOP) // EDuke32 transfers the palette unconditionally, I'm not sure that's such a good idea.
pal = 0;
else
pal = actor->spr.pal;
for (j = 0; j < n; j++)
{
// RANDCORRECT version from RR.
int a = krand() & 2047;
int r1 = krand();
int r2 = krand();
int r3 = krand();
int r4 = krand();
int r5 = krand();
// TRANSITIONAL: owned by a player???
auto spawned = EGS(actor->sector(), actor->spr.pos.X + (r5 & 255) - 128, actor->spr.pos.Y + (r4 & 255) - 128, gutz - (r3 & 8191), gtype, -32, sx, sy, a, 48 + (r2 & 31), -512 - (r1 & 2047), ps[p].GetActor(), 5);
if (spawned)
{
if (spawned->spr.picnum == JIBS2)
{
spawned->spr.xrepeat >>= 2;
spawned->spr.yrepeat >>= 2;
}
if (pal != 0)
spawned->spr.pal = pal;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ifhitbyweapon_d(DDukeActor *actor)
{
int p;
auto hitowner = actor->GetHitOwner();
if (actor->hitextra >= 0)
{
if (actor->spr.extra >= 0)
{
if (actor->spr.picnum == APLAYER)
{
if (ud.god && actor->attackertype != SHRINKSPARK) return -1;
p = actor->spr.yvel;
if (hitowner &&
hitowner->spr.picnum == APLAYER &&
ud.coop == 1 &&
ud.ffire == 0)
return -1;
actor->spr.extra -= actor->hitextra;
if (hitowner)
{
if (actor->spr.extra <= 0 && actor->attackertype != FREEZEBLAST)
{
actor->spr.extra = 0;
ps[p].wackedbyactor = hitowner;
if (hitowner->spr.picnum == APLAYER && p != hitowner->PlayerIndex())
{
ps[p].frag_ps = hitowner->PlayerIndex();
}
actor->SetHitOwner(ps[p].GetActor());
}
}
if (attackerflag(actor, SFLAG2_DOUBLEDMGTHRUST))
{
ps[p].vel.X += actor->hitextra * bcos(actor->hitang, 2);
ps[p].vel.Y += actor->hitextra * bsin(actor->hitang, 2);
}
else
{
ps[p].vel.X += actor->hitextra * bcos(actor->hitang, 1);
ps[p].vel.Y += actor->hitextra * bsin(actor->hitang, 1);
}
}
else
{
if (actor->hitextra == 0)
if (actor->attackertype == SHRINKSPARK && actor->spr.xrepeat < 24)
return -1;
if (isWorldTour() && actor->attackertype == FIREFLY && actor->spr.xrepeat < 48)
{
if (actor->attackertype != RADIUSEXPLOSION && actor->attackertype != RPG)
return -1;
}
actor->spr.extra -= actor->hitextra;
auto Owner = actor->GetOwner();
if (actor->spr.picnum != RECON && Owner && Owner->spr.statnum < MAXSTATUS)
actor->SetOwner(hitowner);
}
actor->hitextra = -1;
return actor->attackertype;
}
}
if (ud.multimode < 2 || !isWorldTour()
|| actor->attackertype != FLAMETHROWERFLAME
|| actor->hitextra >= 0
|| actor->spr.extra > 0
|| actor->spr.picnum != APLAYER
|| 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->spr.picnum == APLAYER && 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 FLAMETHROWERFLAME;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movefallers_d(void)
{
int j, x;
DukeStatIterator iti(STAT_FALLER);
while (auto act = iti.Next())
{
auto sectp = act->sector();
if (act->temp_data[0] == 0)
{
act->spr.pos.Z -= (16 << 8);
act->temp_data[1] = act->spr.ang;
x = act->spr.extra;
j = fi.ifhitbyweapon(act);
if (j >= 0)
{
if (gs.actorinfo[j].flags2 & SFLAG2_EXPLOSIVE)
{
if (act->spr.extra <= 0)
{
act->temp_data[0] = 1;
DukeStatIterator itj(STAT_FALLER);
while (auto a2 = itj.Next())
{
if (a2->spr.hitag == act->spr.hitag)
{
a2->temp_data[0] = 1;
a2->spr.cstat &= ~CSTAT_SPRITE_ONE_SIDE;
if (a2->spr.picnum == CEILINGSTEAM || a2->spr.picnum == STEAM)
a2->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
}
}
}
}
else
{
act->hitextra = 0;
act->spr.extra = x;
}
}
act->spr.ang = act->temp_data[1];
act->spr.pos.Z += (16 << 8);
}
else if (act->temp_data[0] == 1)
{
if (act->spr.lotag > 0)
{
act->spr.lotag-=3;
if (act->spr.lotag <= 0)
{
act->spr.xvel = (32 + (krand() & 63));
act->spr.zvel = -(1024 + (krand() & 1023));
}
}
else
{
if (act->spr.xvel > 0)
{
act->spr.xvel -= 8;
ssp(act, CLIPMASK0);
}
if (fi.floorspace(act->sector())) x = 0;
else
{
if (fi.ceilingspace(act->sector()))
x = gs.gravity / 6;
else
x = gs.gravity;
}
if (act->spr.pos.Z < (sectp->floorz - FOURSLEIGHT))
{
act->spr.zvel += x;
if (act->spr.zvel > 6144)
act->spr.zvel = 6144;
act->spr.pos.Z += act->spr.zvel;
}
if ((sectp->floorz - act->spr.pos.Z) < (16 << 8))
{
j = 1 + (krand() & 7);
for (x = 0; x < j; x++) RANDOMSCRAP(act);
deletesprite(act);
}
}
}
}
}
//---------------------------------------------------------------------------
//
// split out of movestandables
//
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
//
// Duke only
//
//---------------------------------------------------------------------------
static void movetripbomb(DDukeActor *actor)
{
int j, x;
int lTripBombControl = GetGameVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, nullptr, -1).safeValue();
if (lTripBombControl & TRIPBOMB_TIMER)
{
// we're on a timer....
if (actor->spr.extra >= 0)
{
actor->spr.extra--;
if (actor->spr.extra == 0)
{
actor->temp_data[2] = 16;
S_PlayActorSound(LASERTRIP_ARMING, actor);
}
}
}
if (actor->temp_data[2] > 0)
{
actor->temp_data[2]--;
if (actor->temp_data[2] == 8)
{
S_PlayActorSound(LASERTRIP_EXPLODE, actor);
for (j = 0; j < 5; j++) RANDOMSCRAP(actor);
x = actor->spr.extra;
fi.hitradius(actor, gs.tripbombblastradius, x >> 2, x >> 1, x - (x >> 2), x);
auto spawned = spawn(actor, EXPLOSION2);
if (spawned)
{
spawned->spr.ang = actor->spr.ang;
spawned->spr.xvel = 348;
ssp(spawned, CLIPMASK0);
}
DukeStatIterator it(STAT_MISC);
while (auto a1 = it.Next())
{
if (a1->spr.picnum == LASERLINE && actor->spr.hitag == a1->spr.hitag)
a1->spr.xrepeat = a1->spr.yrepeat = 0;
}
deletesprite(actor);
}
return;
}
else
{
x = actor->spr.extra;
actor->spr.extra = 1;
int16_t l = actor->spr.ang;
j = fi.ifhitbyweapon(actor);
if (j >= 0)
{
actor->temp_data[2] = 16;
}
actor->spr.extra = x;
actor->spr.ang = l;
}
if (actor->temp_data[0] < 32)
{
findplayer(actor, &x);
if (x > 768) actor->temp_data[0]++;
else if (actor->temp_data[0] > 16) actor->temp_data[0]++;
}
if (actor->temp_data[0] == 32)
{
int16_t l = actor->spr.ang;
actor->spr.ang = actor->temp_data[5];
actor->temp_data[3] = actor->spr.pos.X; actor->temp_data[4] = actor->spr.pos.Y;
actor->spr.pos.X += bcos(actor->temp_data[5], -9);
actor->spr.pos.Y += bsin(actor->temp_data[5], -9);
actor->spr.pos.Z -= (3 << 8);
// Laser fix from EDuke32.
auto const oldSect = actor->sector();
auto curSect = actor->sector();
updatesectorneighbor(actor->spr.pos.X, actor->spr.pos.Y, &curSect, 2048);
ChangeActorSect(actor, curSect);
DDukeActor* hit;
x = hitasprite(actor, &hit);
actor->ovel.X = x;
actor->spr.ang = l;
if (lTripBombControl & TRIPBOMB_TRIPWIRE)
{
// we're on a trip wire
while (x > 0)
{
auto spawned = spawn(actor, LASERLINE);
if (spawned)
{
SetActor(spawned, spawned->spr.pos);
spawned->spr.hitag = actor->spr.hitag;
spawned->temp_data[1] = spawned->spr.pos.Z;
if (x < 1024)
{
spawned->spr.xrepeat = x >> 5;
break;
}
x -= 1024;
actor->spr.pos.X += bcos(actor->temp_data[5], -4);
actor->spr.pos.Y += bsin(actor->temp_data[5], -4);
updatesectorneighbor(actor->spr.pos.X, actor->spr.pos.Y, &curSect, 2048);
if (curSect == nullptr)
break;
ChangeActorSect(actor, curSect);
// this is a hack to work around the laser line sprite's art tile offset
ChangeActorSect(spawned, curSect);
}
}
}
actor->temp_data[0]++;
actor->spr.pos.X = actor->temp_data[3]; actor->spr.pos.Y = actor->temp_data[4];
actor->spr.pos.Z += (3 << 8);
ChangeActorSect(actor, oldSect);
actor->temp_data[3] = 0;
if (hit && lTripBombControl & TRIPBOMB_TRIPWIRE)
{
actor->temp_data[2] = 13;
S_PlayActorSound(LASERTRIP_ARMING, actor);
}
else actor->temp_data[2] = 0;
}
if (actor->temp_data[0] == 33)
{
actor->temp_data[1]++;
actor->temp_data[3] = actor->spr.pos.X; actor->temp_data[4] = actor->spr.pos.Y;
actor->spr.pos.X += bcos(actor->temp_data[5], -9);
actor->spr.pos.Y += bsin(actor->temp_data[5], -9);
actor->spr.pos.Z -= (3 << 8);
SetActor(actor, actor->spr.pos);
x = hitasprite(actor, nullptr);
actor->spr.pos.X = actor->temp_data[3]; actor->spr.pos.Y = actor->temp_data[4];
actor->spr.pos.Z += (3 << 8);
SetActor(actor, actor->spr.pos);
if (actor->ovel.X != x && lTripBombControl & TRIPBOMB_TRIPWIRE)
{
actor->temp_data[2] = 13;
S_PlayActorSound(LASERTRIP_ARMING, actor);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movecrack(DDukeActor* actor)
{
if (actor->spr.hitag > 0)
{
actor->temp_data[0] = actor->spr.cstat;
actor->temp_data[1] = actor->spr.ang;
int j = fi.ifhitbyweapon(actor);
if (gs.actorinfo[j].flags2 & SFLAG2_EXPLOSIVE)
{
DukeStatIterator it(STAT_STANDABLE);
while (auto a1 = it.Next())
{
if (actor->spr.hitag == a1->spr.hitag && actorflag(a1, SFLAG2_BRIGHTEXPLODE))
if (a1->spr.shade != -32)
a1->spr.shade = -32;
}
detonate(actor, EXPLOSION2);
}
else
{
actor->spr.cstat = ESpriteFlags::FromInt(actor->temp_data[0]);
actor->spr.ang = actor->temp_data[1];
actor->spr.extra = 0;
}
}
}
//---------------------------------------------------------------------------
//
// Duke only
//
//---------------------------------------------------------------------------
static void movefireext(DDukeActor* actor)
{
int j = fi.ifhitbyweapon(actor);
if (j == -1) return;
for (int k = 0; k < 16; k++)
{
auto spawned = EGS(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->spr.zvel >> 2), actor, 5);
if(spawned) spawned->spr.pal = 2;
}
spawn(actor, EXPLOSION2);
S_PlayActorSound(PIPEBOMB_EXPLODE, actor);
S_PlayActorSound(GLASS_HEAVYBREAK, actor);
if (actor->spr.hitag > 0)
{
DukeStatIterator it(STAT_STANDABLE);
while (auto a1 = it.Next())
{
if (actor->spr.hitag == a1->spr.hitag && actorflag(a1, SFLAG2_BRIGHTEXPLODE))
if (a1->spr.shade != -32)
a1->spr.shade = -32;
}
int x = actor->spr.extra;
spawn(actor, EXPLOSION2);
fi.hitradius(actor, gs.pipebombblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
S_PlayActorSound(PIPEBOMB_EXPLODE, actor);
detonate(actor, EXPLOSION2);
}
else
{
fi.hitradius(actor, gs.seenineblastradius, 10, 15, 20, 25);
deletesprite(actor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void moveviewscreen(DDukeActor* actor)
{
const int VIEWSCR_DIST = 8192; // was originally 2048, was increased to this by EDuke32 and RedNukem.
if (actor->spr.xrepeat == 0) deletesprite(actor);
else
{
int x;
int p = findplayer(actor, &x);
x = dist(actor, ps[p].GetActor()); // the result from findplayer is not really useful.
if (x >= VIEWSCR_DIST && camsprite == actor)
{
camsprite = nullptr;
actor->spr.yvel = 0;
actor->temp_data[0] = 0;
}
}
}
//---------------------------------------------------------------------------
//
// Duke only
//
//---------------------------------------------------------------------------
static void movesidebolt(DDukeActor* actor)
{
int x;
auto sectp = actor->sector();
findplayer(actor, &x);
if (x > 20480) return;
CLEAR_THE_BOLT2:
if (actor->temp_data[2])
{
actor->temp_data[2]--;
return;
}
if ((actor->spr.xrepeat | actor->spr.yrepeat) == 0)
{
actor->spr.xrepeat = actor->temp_data[0];
actor->spr.yrepeat = actor->temp_data[1];
}
if ((krand() & 8) == 0)
{
actor->temp_data[0] = actor->spr.xrepeat;
actor->temp_data[1] = actor->spr.yrepeat;
actor->temp_data[2] = global_random & 4;
actor->spr.xrepeat = actor->spr.yrepeat = 0;
goto CLEAR_THE_BOLT2;
}
actor->spr.picnum++;
if ((krand() & 1) && (gs.tileinfo[sectp->floorpicnum].flags & TFLAG_ELECTRIC))
S_PlayActorSound(SHORT_CIRCUIT, actor);
if (actor->spr.picnum == SIDEBOLT1 + 4) actor->spr.picnum = SIDEBOLT1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void movebolt(DDukeActor *actor)
{
int x;
auto sectp = actor->sector();
findplayer(actor, &x);
if (x > 20480) return;
if (actor->temp_data[3] == 0)
actor->temp_data[3] = sectp->floorshade;
CLEAR_THE_BOLT:
if (actor->temp_data[2])
{
actor->temp_data[2]--;
sectp->floorshade = 20;
sectp->ceilingshade = 20;
return;
}
if ((actor->spr.xrepeat | actor->spr.yrepeat) == 0)
{
actor->spr.xrepeat = actor->temp_data[0];
actor->spr.yrepeat = actor->temp_data[1];
}
else if ((krand() & 8) == 0)
{
actor->temp_data[0] = actor->spr.xrepeat;
actor->temp_data[1] = actor->spr.yrepeat;
actor->temp_data[2] = global_random & 4;
actor->spr.xrepeat = actor->spr.yrepeat = 0;
goto CLEAR_THE_BOLT;
}
actor->spr.picnum++;
int l = global_random & 7;
actor->spr.xrepeat = l + 8;
if (l & 1) actor->spr.cstat ^= CSTAT_SPRITE_TRANSLUCENT;
if (actor->spr.picnum == (BOLT1+1) && (krand()&7) == 0 && (gs.tileinfo[sectp->floorpicnum].flags & TFLAG_ELECTRIC))
S_PlayActorSound(SHORT_CIRCUIT,actor);
if (actor->spr.picnum==BOLT1+4) actor->spr.picnum=BOLT1;
if (actor->spr.picnum & 1)
{
sectp->floorshade = 0;
sectp->ceilingshade = 0;
}
else
{
sectp->floorshade = 20;
sectp->ceilingshade = 20;
}
}
//---------------------------------------------------------------------------
//
// this has been broken up into lots of smaller subfunctions
//
//---------------------------------------------------------------------------
void movestandables_d(void)
{
DukeStatIterator it(STAT_STANDABLE);
while (auto act = it.Next())
{
int picnum = act->spr.picnum;
if (!act->insector())
{
deletesprite(act);
continue;
}
if (picnum >= CRANE && picnum <= CRANE +3)
{
movecrane(act, CRANE);
}
else if (picnum >= WATERFOUNTAIN && picnum <= WATERFOUNTAIN + 3)
{
movefountain(act, WATERFOUNTAIN);
}
else if (AFLAMABLE(picnum))
{
moveflammable(act, BLOODPOOL);
}
else if (picnum == TRIPBOMB)
{
movetripbomb(act);
}
else if (picnum >= CRACK1 && picnum <= CRACK1 + 3)
{
movecrack(act);
}
else if (picnum == FIREEXT)
{
movefireext(act);
}
else if (picnum == OOZFILTER || picnum == SEENINE || picnum == SEENINEDEAD || picnum == (SEENINEDEAD + 1))
{
moveooz(act, SEENINE, SEENINEDEAD, OOZFILTER, EXPLOSION2);
}
else if (picnum == MASTERSWITCH)
{
movemasterswitch(act);
}
else if (picnum == VIEWSCREEN || picnum == VIEWSCREEN2)
{
moveviewscreen(act);
}
else if (picnum == TRASH)
{
movetrash(act);
}
else if (picnum >= SIDEBOLT1 && picnum <= SIDEBOLT1 + 3)
{
movesidebolt(act);
}
else if (picnum >= BOLT1 && picnum <= BOLT1 + 3)
{
movebolt(act);
}
else if (picnum == WATERDRIP)
{
movewaterdrip(act, WATERDRIP);
}
else if (picnum == DOORSHOCK)
{
movedoorshock(act);
}
else if (picnum == TOUCHPLATE)
{
movetouchplate(act, TOUCHPLATE);
}
else if (isIn(picnum, CANWITHSOMETHING, CANWITHSOMETHING2, CANWITHSOMETHING3, CANWITHSOMETHING4))
{
movecanwithsomething(act);
}
else if (isIn(picnum,
EXPLODINGBARREL,
WOODENHORSE,
HORSEONSIDE,
FLOORFLAME,
FIREBARREL,
FIREVASE,
NUKEBARREL,
NUKEBARRELDENTED,
NUKEBARRELLEAKED,
TOILETWATER,
RUBBERCAN,
STEAM,
CEILINGSTEAM,
WATERBUBBLEMAKER))
{
int x;
int p = findplayer(act, &x);
execute(act, p, x);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool movefireball(DDukeActor* actor)
{
auto Owner = actor->GetOwner();
if (actor->sector()->lotag == 2)
{
deletesprite(actor);
return true;
}
if (!Owner || Owner->spr.picnum != FIREBALL)
{
if (actor->temp_data[0] >= 1 && actor->temp_data[0] < 6)
{
float siz = 1.0f - (actor->temp_data[0] * 0.2f);
DDukeActor* trail = actor->temp_actor;
auto ball = spawn(actor, FIREBALL);
if (ball)
{
actor->temp_actor = ball;
ball->spr.xvel = actor->spr.xvel;
ball->spr.yvel = actor->spr.yvel;
ball->spr.zvel = actor->spr.zvel;
if (actor->temp_data[0] > 1)
{
if (trail)
{
FireProj* proj = &trail->fproj;
ball->spr.pos = proj->pos;
ball->spr.xvel = proj->vel.X;
ball->spr.yvel = proj->vel.Y;
ball->spr.zvel = proj->vel.Z;
}
}
ball->spr.yrepeat = ball->spr.xrepeat = (uint8_t)(actor->spr.xrepeat * siz);
ball->spr.cstat = actor->spr.cstat;
ball->spr.extra = 0;
ball->fproj = { ball->spr.pos, { ball->spr.xvel, ball->spr.yvel, ball->spr.zvel } };
ChangeActorStat(ball, STAT_PROJECTILE);
}
}
actor->temp_data[0]++;
}
if (actor->spr.zvel < 15000)
actor->spr.zvel += 200;
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool weaponhitsprite(DDukeActor* proj, DDukeActor *targ, bool fireball)
{
if (proj->spr.picnum == FREEZEBLAST && targ->spr.pal == 1)
if (badguy(targ) || targ->spr.picnum == APLAYER)
{
auto spawned = spawn(targ, TRANSPORTERSTAR);
if (spawned)
{
spawned->spr.pal = 1;
spawned->spr.xrepeat = 32;
spawned->spr.yrepeat = 32;
}
deletesprite(proj);
return true;
}
if (!isWorldTour() || proj->spr.picnum != FIREBALL || fireball)
fi.checkhitsprite(targ, proj);
if (targ->spr.picnum == APLAYER)
{
int p = targ->spr.yvel;
auto Owner = proj->GetOwner();
if (ud.multimode >= 2 && fireball && Owner && Owner->spr.picnum == APLAYER)
{
ps[p].numloogs = -1 - proj->spr.yvel;
}
S_PlayActorSound(PISTOL_BODYHIT, targ);
if (proj->spr.picnum == SPIT)
{
ps[p].horizon.addadjustment(buildhoriz(32));
ps[p].sync.actions |= SB_CENTERVIEW;
if (ps[p].loogcnt == 0)
{
if (!S_CheckActorSoundPlaying(ps[p].GetActor(), DUKE_LONGTERM_PAIN))
S_PlayActorSound(DUKE_LONGTERM_PAIN, ps[p].GetActor());
int j = 3 + (krand() & 3);
ps[p].numloogs = j;
ps[p].loogcnt = 24 * 4;
for (int x = 0; x < j; x++)
{
ps[p].loogie[x].X = krand() % 320;
ps[p].loogie[x].Y = krand() % 200;
}
}
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool weaponhitwall(DDukeActor *proj, walltype* wal, const vec3_t &oldpos)
{
if (proj->spr.picnum != RPG && proj->spr.picnum != FREEZEBLAST && proj->spr.picnum != SPIT &&
(!isWorldTour() || proj->spr.picnum != FIREBALL) &&
(wal->overpicnum == MIRROR || wal->picnum == MIRROR))
{
int k = getangle(wal->delta());
proj->spr.ang = ((k << 1) - proj->spr.ang) & 2047;
proj->SetOwner(proj);
spawn(proj, TRANSPORTERSTAR);
return true;
}
else
{
SetActor(proj, oldpos);
fi.checkhitwall(proj, wal, proj->spr.pos.X, proj->spr.pos.Y, proj->spr.pos.Z, proj->spr.picnum);
if (proj->spr.picnum == FREEZEBLAST)
{
if (wal->overpicnum != MIRROR && wal->picnum != MIRROR)
{
proj->spr.extra >>= 1;
proj->spr.yvel--;
}
int k = getangle(wal->delta());
proj->spr.ang = ((k << 1) - proj->spr.ang) & 2047;
return true;
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool weaponhitsector(DDukeActor* proj, const vec3_t& oldpos, bool fireball)
{
SetActor(proj, oldpos);
if (proj->spr.zvel < 0)
{
if (proj->sector()->ceilingstat & CSTAT_SECTOR_SKY)
if (proj->sector()->ceilingpal == 0)
{
deletesprite(proj);
return true;
}
fi.checkhitceiling(proj->sector());
}
else if (fireball)
{
auto spawned = spawn(proj, LAVAPOOL);
if (spawned)
{
spawned->SetOwner(proj);
spawned->SetHitOwner(proj);
spawned->spr.yvel = proj->spr.yvel;
}
deletesprite(proj);
return true;
}
if (proj->spr.picnum == FREEZEBLAST)
{
bounce(proj);
ssp(proj, CLIPMASK1);
proj->spr.extra >>= 1;
if (proj->spr.xrepeat > 8)
proj->spr.xrepeat -= 2;
if (proj->spr.yrepeat > 8)
proj->spr.yrepeat -= 2;
proj->spr.yvel--;
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void weaponcommon_d(DDukeActor* proj)
{
if (proj->spr.picnum == COOLEXPLOSION1)
if (!S_CheckActorSoundPlaying(proj, WIERDSHOT_FLY))
S_PlayActorSound(WIERDSHOT_FLY, proj);
int k, ll;
vec3_t oldpos = proj->spr.pos;
if (proj->spr.picnum == RPG && proj->sector()->lotag == 2)
{
k = proj->spr.xvel >> 1;
ll = proj->spr.zvel >> 1;
}
else
{
k = proj->spr.xvel;
ll = proj->spr.zvel;
}
getglobalz(proj);
switch (proj->spr.picnum)
{
case RPG:
if (proj->attackertype != BOSS2 && proj->spr.xrepeat >= 10 && proj->sector()->lotag != 2)
{
auto spawned = spawn(proj, SMALLSMOKE);
if (spawned) spawned->spr.pos.Z += (1 << 8);
}
break;
case FIREBALL:
if (movefireball(proj)) return;
break;
}
Collision coll;
movesprite_ex(proj,
MulScale(k, bcos(proj->spr.ang), 14),
MulScale(k, bsin(proj->spr.ang), 14), ll, CLIPMASK1, coll);
if (proj->spr.picnum == RPG && proj->temp_actor != nullptr)
if (FindDistance2D(proj->spr.pos.vec2 - proj->temp_actor->spr.pos.vec2) < 256)
coll.setSprite(proj->temp_actor);
if (!proj->insector())
{
deletesprite(proj);
return;
}
if (coll.type != kHitSprite && proj->spr.picnum != FREEZEBLAST)
{
if (proj->spr.pos.Z < proj->ceilingz)
{
coll.setSector(proj->sector());
proj->spr.zvel = -1;
}
else
if ((proj->spr.pos.Z > proj->floorz && proj->sector()->lotag != 1) ||
(proj->spr.pos.Z > proj->floorz + (16 << 8) && proj->sector()->lotag == 1))
{
coll.setSector(proj->sector());
if (proj->sector()->lotag != 1)
proj->spr.zvel = 1;
}
}
if (proj->spr.picnum == FIRELASER)
{
for (k = -3; k < 2; k++)
{
vec3_t offset = {
MulScale(k, bcos(proj->spr.ang), 9),
MulScale(k, bsin(proj->spr.ang), 9),
(k * Sgn(proj->spr.zvel)) * abs(proj->spr.zvel / 24)
};
auto spawned = EGS(proj->sector(),
proj->spr.pos.X + offset.X,
proj->spr.pos.Y + offset.Y,
proj->spr.pos.Z + offset.Z, FIRELASER, -40 + (k << 2),
proj->spr.xrepeat, proj->spr.yrepeat, 0, 0, 0, proj->GetOwner(), 5);
if (spawned)
{
spawned->opos = proj->opos + offset;
spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
spawned->spr.pal = proj->spr.pal;
}
}
}
else if (proj->spr.picnum == SPIT) if (proj->spr.zvel < 6144)
proj->spr.zvel += gs.gravity - 112;
if (coll.type != 0)
{
if (proj->spr.picnum == COOLEXPLOSION1)
{
if (coll.type == kHitSprite && coll.actor()->spr.picnum != APLAYER)
{
return;
}
proj->spr.xvel = 0;
proj->spr.zvel = 0;
}
bool fireball = (isWorldTour() && proj->spr.picnum == FIREBALL && (!proj->GetOwner() || proj->GetOwner()->spr.picnum != FIREBALL));
if (coll.type == kHitSprite)
{
if (weaponhitsprite(proj, coll.actor(), fireball)) return;
}
else if (coll.type == kHitWall)
{
if (weaponhitwall(proj, coll.hitWall, oldpos)) return;
}
else if (coll.type == kHitSector)
{
if (weaponhitsector(proj, oldpos, fireball)) return;
}
if (proj->spr.picnum != SPIT)
{
if (proj->spr.picnum == RPG)
{
// j is only needed for the hit type mask.
rpgexplode(proj, coll.type, oldpos, EXPLOSION2, EXPLOSION2BOT, -1, RPG_EXPLODE);
}
else if (proj->spr.picnum == SHRINKSPARK)
{
spawn(proj, SHRINKEREXPLOSION);
S_PlayActorSound(SHRINKER_HIT, proj);
fi.hitradius(proj, gs.shrinkerblastradius, 0, 0, 0, 0);
}
else if (proj->spr.picnum != COOLEXPLOSION1 && proj->spr.picnum != FREEZEBLAST && proj->spr.picnum != FIRELASER && (!isWorldTour() || proj->spr.picnum != FIREBALL))
{
auto spawned = spawn(proj, EXPLOSION2);
if (spawned)
{
spawned->spr.xrepeat = spawned->spr.yrepeat = proj->spr.xrepeat >> 1;
if (coll.type == kHitSector)
{
if (proj->spr.zvel < 0)
{
spawned->spr.cstat |= CSTAT_SPRITE_YFLIP; spawned->spr.pos.Z += (72 << 8);
}
}
}
}
if (fireball)
{
auto spawned = spawn(proj, EXPLOSION2);
if (spawned) spawned->spr.xrepeat = spawned->spr.yrepeat = (short)(proj->spr.xrepeat >> 1);
}
}
if (proj->spr.picnum != COOLEXPLOSION1)
{
deletesprite(proj);
return;
}
}
if (proj->spr.picnum == COOLEXPLOSION1)
{
proj->spr.shade++;
if (proj->spr.shade >= 40)
{
deletesprite(proj);
return;
}
}
else if (proj->spr.picnum == RPG && proj->sector()->lotag == 2 && proj->spr.xrepeat >= 10 && rnd(140))
spawn(proj, WATERBUBBLE);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void moveweapons_d(void)
{
DukeStatIterator it(STAT_PROJECTILE);
while (auto act = it.Next())
{
if (!act->insector())
{
deletesprite(act);
continue;
}
switch(act->spr.picnum)
{
case RADIUSEXPLOSION:
case KNEE:
deletesprite(act);
continue;
case TONGUE:
movetongue(act, TONGUE, INNERJAW);
continue;
case FREEZEBLAST:
if (act->spr.yvel < 1 || act->spr.extra < 2 || (act->spr.xvel|act->spr.zvel) == 0)
{
auto spawned = spawn(act,TRANSPORTERSTAR);
if (spawned)
{
spawned->spr.pal = 1;
spawned->spr.xrepeat = 32;
spawned->spr.yrepeat = 32;
}
deletesprite(act);
continue;
}
[[fallthrough]];
case FIREBALL:
// Twentieth Anniversary World Tour
if (act->spr.picnum == FIREBALL && !isWorldTour()) break;
[[fallthrough]];
case SHRINKSPARK:
case RPG:
case FIRELASER:
case SPIT:
case COOLEXPLOSION1:
weaponcommon_d(act);
break;
case SHOTSPARK1:
{
int x;
int p = findplayer(act, &x);
execute(act, p, x);
break;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movetransports_d(void)
{
int warpspriteto;
int 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, 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].angle.ang = buildang(Owner->spr.ang);
if (Owner->GetOwner() != Owner)
{
act->temp_data[0] = 13;
Owner->temp_data[0] = 13;
ps[p].transporter_hold = 13;
}
ps[p].bobpos.X = ps[p].opos.X = ps[p].pos.X = Owner->spr.pos.X;
ps[p].bobpos.Y = ps[p].opos.Y = ps[p].pos.Y = Owner->spr.pos.Y;
ps[p].opos.Z = ps[p].pos.Z = Owner->spr.pos.Z - gs.playerheight;
ChangeActorSect(act2, Owner->sector());
ps[p].setCursector(act2->sector());
if (act->spr.pal == 0)
{
auto k = spawn(Owner, 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].pos.Z) < 6144)
if ((ps[p].jetpack_on == 0) || (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP))) ||
(ps[p].jetpack_on && PlayerInput(p, SB_CROUCH)))
{
ps[p].opos.X = ps[p].pos.X += Owner->spr.pos.X - act->spr.pos.X;
ps[p].opos.Y = ps[p].pos.Y += Owner->spr.pos.Y - act->spr.pos.Y;
if (ps[p].jetpack_on && (PlayerInput(p, SB_JUMP) || ps[p].jetpack_on < 11))
ps[p].pos.Z = Owner->spr.pos.Z - 6144;
else ps[p].pos.Z = Owner->spr.pos.Z + 6144;
ps[p].opos.Z = ps[p].pos.Z;
auto pa = ps[p].GetActor();
pa->opos = ps[p].pos;
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].pos.Z > (sectp->floorz - (16 << 8)) && (PlayerInput(p, SB_CROUCH) || ps[p].vel.Z > 2048))
// 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].opos.Z = ps[p].pos.Z =
Owner->sector()->ceilingz + (7 << 8);
ps[p].vel.X = 4096 - (krand() & 8192);
ps[p].vel.Y = 4096 - (krand() & 8192);
}
if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].pos.Z < (sectp->ceilingz + (6 << 8)))
{
k = 1;
// if( act2->spr.extra <= 0) break;
if (screenpeek == p)
{
FX_StopAllSounds();
}
S_PlayActorSound(DUKE_GASP, act2);
ps[p].opos.Z = ps[p].pos.Z =
Owner->sector()->floorz - (7 << 8);
ps[p].jumping_toggle = 1;
ps[p].jumping_counter = 0;
}
if (k == 1)
{
ps[p].opos.X = ps[p].pos.X += Owner->spr.pos.X - act->spr.pos.X;
ps[p].opos.Y = ps[p].pos.Y += Owner->spr.pos.Y - act->spr.pos.Y;
if (!Owner || Owner->GetOwner() != Owner)
ps[p].transporter_hold = -2;
ps[p].setCursector(Owner->sector());
ChangeActorSect(act2, Owner->sector());
SetActor(ps[p].GetActor(), { ps[p].pos.X, ps[p].pos.Y, ps[p].pos.Z + gs.playerheight });
if ((krand() & 255) < 32)
spawn(act2, WATERSPLASH2);
if (sectlotag == 1)
for (int l = 0; l < 9; l++)
{
auto q = spawn(ps[p].GetActor(), WATERBUBBLE);
if (q) q->spr.pos.Z += krand() & 16383;
}
}
}
break;
case STAT_ACTOR:
switch (act2->spr.picnum)
{
case SHARK:
case COMMANDER:
case OCTABRAIN:
case GREENSLIME:
case GREENSLIME + 1:
case GREENSLIME + 2:
case GREENSLIME + 3:
case GREENSLIME + 4:
case GREENSLIME + 5:
case GREENSLIME + 6:
case GREENSLIME + 7:
if (act2->spr.extra > 0)
continue;
}
[[fallthrough]];
case STAT_PROJECTILE:
case STAT_MISC:
case STAT_FALLER:
case STAT_DUMMYPLAYER:
ll = abs(act2->spr.zvel);
{
warpspriteto = 0;
if (ll && sectlotag == 2 && act2->spr.pos.Z < (sectp->ceilingz + ll))
warpspriteto = 1;
if (ll && sectlotag == 1 && act2->spr.pos.Z > (sectp->floorz - ll))
warpspriteto = 1;
if (sectlotag == 0 && (onfloorz || abs(act2->spr.pos.Z - act->spr.pos.Z) < 4096))
{
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 (actorflag(act2, SFLAG_NOTELEPORT)) continue;
switch (act2->spr.picnum)
{
case 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 WATERBUBBLE:
//if( rnd(192) && a2->s.picnum == WATERBUBBLE)
// break;
if (sectlotag > 0)
{
auto k = spawn(act2, WATERSPLASH2);
if (k && sectlotag == 1 && act2->spr.statnum == 4)
{
k->spr.xvel = act2->spr.xvel >> 1;
k->spr.ang = act2->spr.ang;
ssp(k, CLIPMASK0);
}
}
switch (sectlotag)
{
case 0:
if (onfloorz)
{
if (act2->spr.statnum == STAT_PROJECTILE || (checkcursectnums(act->sector()) == -1 && checkcursectnums(Owner->sector()) == -1))
{
act2->spr.pos.X += (Owner->spr.pos.X - act->spr.pos.X);
act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y);
act2->spr.pos.Z -= act->spr.pos.Z - Owner->sector()->floorz;
act2->spr.ang = Owner->spr.ang;
act2->backupang();
if (act->spr.pal == 0)
{
auto k = spawn(act, TRANSPORTERBEAM);
if (k) S_PlayActorSound(TELEPORTER, k);
k = spawn(Owner, 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.X += (Owner->spr.pos.X - act->spr.pos.X);
act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y);
act2->spr.pos.Z = Owner->spr.pos.Z + 4096;
act2->backupz();
ChangeActorSect(act2, Owner->sector());
}
break;
case 1:
act2->spr.pos.X += (Owner->spr.pos.X - act->spr.pos.X);
act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y);
act2->spr.pos.Z = Owner->sector()->ceilingz + ll;
act2->backupz();
ChangeActorSect(act2, Owner->sector());
break;
case 2:
act2->spr.pos.X += (Owner->spr.pos.X - act->spr.pos.X);
act2->spr.pos.Y += (Owner->spr.pos.Y - act->spr.pos.Y);
act2->spr.pos.Z = Owner->sector()->floorz - ll;
act2->backupz();
ChangeActorSect(act2, Owner->sector());
break;
}
break;
}
}
}
break;
}
}
BOLT:;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void greenslime(DDukeActor *actor)
{
auto sectp = actor->sector();
int j;
// #ifndef isShareware()
if (ud.multimode < 2)
{
if (actor_tog == 1)
{
actor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
return;
}
else if (actor_tog == 2) actor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
}
// #endif
actor->temp_data[1] += 128;
if (sectp->floorstat & CSTAT_SECTOR_SKY)
{
deletesprite(actor);
return;
}
int x;
int p = findplayer(actor, &x);
if (x > 20480)
{
actor->timetosleep++;
if (actor->timetosleep > SLEEPTIME)
{
actor->timetosleep = 0;
ChangeActorStat(actor, 2);
return;
}
}
if (actor->temp_data[0] == -5) // FROZEN
{
actor->temp_data[3]++;
if (actor->temp_data[3] > 280)
{
actor->spr.pal = 0;
actor->temp_data[0] = 0;
return;
}
makeitfall(actor);
actor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
actor->spr.picnum = GREENSLIME + 2;
actor->spr.extra = 1;
actor->spr.pal = 1;
j = fi.ifhitbyweapon(actor);
if (j >= 0)
{
if (j == FREEZEBLAST)
return;
for (j = 16; j >= 0; j--)
{
auto k = EGS(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, GLASSPIECES + (j % 3), -32, 36, 36, krand() & 2047, 32 + (krand() & 63), 1024 - (krand() & 1023), actor, 5);
k->spr.pal = 1;
}
ps[p].actors_killed++;
S_PlayActorSound(GLASS_BREAKING, actor);
deletesprite(actor);
}
else if (x < 1024 && ps[p].quick_kick == 0)
{
j = getincangle(ps[p].angle.ang.asbuild(), getangle(actor->spr.pos.X - ps[p].pos.X, actor->spr.pos.Y - ps[p].pos.Y));
if (j > -128 && j < 128)
ps[p].quick_kick = 14;
}
return;
}
if (x < 1596)
actor->spr.cstat = 0;
else actor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
if (actor->temp_data[0] == -4) //On the player
{
if (ps[p].GetActor()->spr.extra < 1)
{
actor->temp_data[0] = 0;
return;
}
SetActor(actor, actor->spr.pos);
actor->spr.ang = ps[p].angle.ang.asbuild();
if ((PlayerInput(p, SB_FIRE) || (ps[p].quick_kick > 0)) && ps[p].GetActor()->spr.extra > 0)
if (ps[p].quick_kick > 0 || (ps[p].curr_weapon != HANDREMOTE_WEAPON && ps[p].curr_weapon != HANDBOMB_WEAPON && ps[p].curr_weapon != TRIPBOMB_WEAPON && ps[p].ammo_amount[ps[p].curr_weapon] >= 0))
{
for (x = 0; x < 8; x++)
{
auto spawned = EGS(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->spr.zvel >> 2), actor, 5);
spawned->spr.pal = 6;
}
S_PlayActorSound(SLIM_DYING, actor);
S_PlayActorSound(SQUISHED, actor);
if ((krand() & 255) < 32)
{
auto spawned = spawn(actor, BLOODPOOL);
if (spawned) spawned->spr.pal = 0;
}
ps[p].actors_killed++;
actor->temp_data[0] = -3;
if (ps[p].somethingonplayer == actor)
ps[p].somethingonplayer = nullptr;
deletesprite(actor);
return;
}
actor->spr.pos.Z = ps[p].pos.Z + ps[p].pyoff - actor->temp_data[2] + (8 << 8);
actor->spr.pos.Z += -ps[p].horizon.horiz.asq16() >> 12;
if (actor->temp_data[2] > 512)
actor->temp_data[2] -= 128;
if (actor->temp_data[2] < 348)
actor->temp_data[2] += 128;
if (ps[p].newOwner != nullptr)
{
ps[p].newOwner = nullptr;
ps[p].pos.X = ps[p].opos.X;
ps[p].pos.Y = ps[p].opos.Y;
ps[p].pos.Z = ps[p].opos.Z;
ps[p].angle.restore();
updatesector(ps[p].pos.X, ps[p].pos.Y, &ps[p].cursector);
DukeStatIterator it(STAT_ACTOR);
while (auto ac = it.Next())
{
if (actorflag(ac, SFLAG2_CAMERA)) ac->spr.yvel = 0;
}
}
if (actor->temp_data[3] > 0)
{
static const uint8_t frames[] = { 5,5,6,6,7,7,6,5 };
actor->spr.picnum = GREENSLIME + frames[actor->temp_data[3]];
if (actor->temp_data[3] == 5)
{
auto psp = ps[p].GetActor();
psp->spr.extra += -(5 + (krand() & 3));
S_PlayActorSound(SLIM_ATTACK, actor);
}
if (actor->temp_data[3] < 7) actor->temp_data[3]++;
else actor->temp_data[3] = 0;
}
else
{
actor->spr.picnum = GREENSLIME + 5;
if (rnd(32))
actor->temp_data[3] = 1;
}
actor->spr.xrepeat = 20 + bsin(actor->temp_data[1], -13);
actor->spr.yrepeat = 15 + bsin(actor->temp_data[1], -13);
actor->spr.pos.X = ps[p].pos.X + ps[p].angle.ang.bcos(-7);
actor->spr.pos.Y = ps[p].pos.Y + ps[p].angle.ang.bsin(-7);
return;
}
else if (actor->spr.xvel < 64 && x < 768)
{
if (ps[p].somethingonplayer == nullptr)
{
ps[p].somethingonplayer = actor;
if (actor->temp_data[0] == 3 || actor->temp_data[0] == 2) //Falling downward
actor->temp_data[2] = (12 << 8);
else actor->temp_data[2] = -(13 << 8); //Climbing up duke
actor->temp_data[0] = -4;
}
}
j = fi.ifhitbyweapon(actor);
if (j >= 0)
{
S_PlayActorSound(SLIM_DYING, actor);
if (ps[p].somethingonplayer == actor)
ps[p].somethingonplayer = nullptr;
if (j == FREEZEBLAST)
{
S_PlayActorSound(SOMETHINGFROZE, actor);
actor->temp_data[0] = -5; actor->temp_data[3] = 0;
return;
}
ps[p].actors_killed++;
if ((krand() & 255) < 32)
{
auto spawned = spawn(actor, BLOODPOOL);
if (spawned) spawned->spr.pal = 0;
}
for (x = 0; x < 8; x++)
{
auto spawned = EGS(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - (8 << 8), SCRAP3 + (krand() & 3), -8, 48, 48, krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (actor->spr.zvel >> 2), actor, 5);
if (spawned) spawned->spr.pal = 6;
}
actor->temp_data[0] = -3;
deletesprite(actor);
return;
}
// All weap
if (actor->temp_data[0] == -1) //Shrinking down
{
makeitfall(actor);
actor->spr.cstat &= ~CSTAT_SPRITE_YFLIP;
actor->spr.picnum = GREENSLIME + 4;
if (actor->spr.xrepeat > 32) actor->spr.xrepeat -= krand() & 7;
if (actor->spr.yrepeat > 16) actor->spr.yrepeat -= krand() & 7;
else
{
actor->spr.xrepeat = 40;
actor->spr.yrepeat = 16;
actor->temp_actor = nullptr;
actor->temp_data[0] = 0;
}
return;
}
else if (actor->temp_data[0] != -2) getglobalz(actor);
if (actor->temp_data[0] == -2) //On top of somebody (an enemy)
{
DDukeActor* s5 = actor->temp_actor;
makeitfall(actor);
if (s5)
{
s5->spr.xvel = 0;
int l = s5->spr.ang;
actor->spr.pos.Z = s5->spr.pos.Z;
actor->spr.pos.X = s5->spr.pos.X + bcos(l, -11);
actor->spr.pos.Y = s5->spr.pos.Y + bsin(l, -11);
actor->spr.picnum = GREENSLIME + 2 + (global_random & 1);
if (actor->spr.yrepeat < 64) actor->spr.yrepeat += 2;
else
{
if (actor->spr.xrepeat < 32) actor->spr.xrepeat += 4;
else
{
actor->temp_data[0] = -1;
x = ldist(actor, s5);
if (x < 768) {
s5->spr.xrepeat = 0;
}
}
}
}
return;
}
//Check randomly to see of there is an actor near
if (rnd(32))
{
DukeSectIterator it(actor->sector());
while (auto a2 = it.Next())
{
if (actorflag(a2, SFLAG_GREENSLIMEFOOD))
{
if (ldist(actor, a2) < 768 && (abs(actor->spr.pos.Z - a2->spr.pos.Z) < 8192)) //Gulp them
{
actor->temp_actor = a2;
actor->temp_data[0] = -2;
actor->temp_data[1] = 0;
return;
}
}
}
}
//Moving on the ground or ceiling
if (actor->temp_data[0] == 0 || actor->temp_data[0] == 2)
{
actor->spr.picnum = GREENSLIME;
if ((krand() & 511) == 0)
S_PlayActorSound(SLIM_ROAM, actor);
if (actor->temp_data[0] == 2)
{
actor->spr.zvel = 0;
actor->spr.cstat &= ~CSTAT_SPRITE_YFLIP;
if ((sectp->ceilingstat & CSTAT_SECTOR_SKY) || (actor->ceilingz + 6144) < actor->spr.pos.Z)
{
actor->spr.pos.Z += 2048;
actor->temp_data[0] = 3;
return;
}
}
else
{
actor->spr.cstat |= CSTAT_SPRITE_YFLIP;
makeitfall(actor);
}
if (everyothertime & 1) ssp(actor, CLIPMASK0);
if (actor->spr.xvel > 96)
{
actor->spr.xvel -= 2;
return;
}
else
{
if (actor->spr.xvel < 32) actor->spr.xvel += 4;
actor->spr.xvel = 64 - bcos(actor->temp_data[1], -9);
actor->spr.ang += getincangle(actor->spr.ang,
getangle(ps[p].pos.X - actor->spr.pos.X, ps[p].pos.Y - actor->spr.pos.Y)) >> 3;
// TJR
}
actor->spr.xrepeat = 36 + bcos(actor->temp_data[1], -11);
actor->spr.yrepeat = 16 + bsin(actor->temp_data[1], -13);
if (rnd(4) && (sectp->ceilingstat & CSTAT_SECTOR_SKY) == 0 &&
abs(actor->floorz - actor->ceilingz)
< (192 << 8))
{
actor->spr.zvel = 0;
actor->temp_data[0]++;
}
}
if (actor->temp_data[0] == 1)
{
actor->spr.picnum = GREENSLIME;
if (actor->spr.yrepeat < 40) actor->spr.yrepeat += 8;
if (actor->spr.xrepeat > 8) actor->spr.xrepeat -= 4;
if (actor->spr.zvel > -(2048 + 1024))
actor->spr.zvel -= 348;
actor->spr.pos.Z += actor->spr.zvel;
if (actor->spr.pos.Z < actor->ceilingz + 4096)
{
actor->spr.pos.Z = actor->ceilingz + 4096;
actor->spr.xvel = 0;
actor->temp_data[0] = 2;
}
}
if (actor->temp_data[0] == 3)
{
actor->spr.picnum = GREENSLIME + 1;
makeitfall(actor);
if (actor->spr.pos.Z > actor->floorz - (8 << 8))
{
actor->spr.yrepeat -= 4;
actor->spr.xrepeat += 2;
}
else
{
if (actor->spr.yrepeat < (40 - 4)) actor->spr.yrepeat += 8;
if (actor->spr.xrepeat > 8) actor->spr.xrepeat -= 4;
}
if (actor->spr.pos.Z > actor->floorz - 2048)
{
actor->spr.pos.Z = actor->floorz - 2048;
actor->temp_data[0] = 0;
actor->spr.xvel = 0;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void flamethrowerflame(DDukeActor *actor)
{
auto sectp = actor->sector();
int x;
int p = findplayer(actor, &x);
execute(actor, p, x);
actor->temp_data[0]++;
if (sectp->lotag == 2)
{
spawn(actor, EXPLOSION2)->spr.shade = 127;
deletesprite(actor);
return;
}
int dax = actor->spr.pos.X;
int day = actor->spr.pos.Y;
int daz = actor->spr.pos.Z;
int xvel = actor->spr.xvel;
getglobalz(actor);
int ds = actor->temp_data[0] / 6;
if (actor->spr.xrepeat < 80)
actor->spr.yrepeat = actor->spr.xrepeat += ds;
actor->spr.clipdist += ds;
if (actor->temp_data[0] <= 2)
actor->temp_data[3] = krand() % 10;
if (actor->temp_data[0] > 30)
{
spawn(actor, EXPLOSION2)->spr.shade = 127;
deletesprite(actor);
return;
}
Collision coll;
movesprite_ex(actor, MulScale(xvel, bcos(actor->spr.ang), 14),
MulScale(xvel, bsin(actor->spr.ang), 14), actor->spr.zvel, CLIPMASK1, coll);
if (!actor->insector())
{
deletesprite(actor);
return;
}
if (coll.type != kHitSprite)
{
if (actor->spr.pos.Z < actor->ceilingz)
{
coll.setSector(actor->sector());
actor->spr.zvel = -1;
}
else if ((actor->spr.pos.Z > actor->floorz && actor->sector()->lotag != 1)
|| (actor->spr.pos.Z > actor->floorz + (16 << 8) && actor->sector()->lotag == 1))
{
coll.setSector(actor->sector());
if (actor->sector()->lotag != 1)
actor->spr.zvel = 1;
}
}
if (coll.type != 0) {
actor->spr.xvel = actor->spr.yvel = actor->spr.zvel = 0;
if (coll.type == kHitSprite)
{
fi.checkhitsprite(coll.actor(), actor);
if (coll.actor()->spr.picnum == APLAYER)
S_PlayActorSound(PISTOL_BODYHIT, coll.actor());
}
else if (coll.type == kHitWall)
{
SetActor(actor, { dax, day, daz });
fi.checkhitwall(actor, coll.hitWall, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.picnum);
}
else if (coll.type == kHitSector)
{
SetActor(actor, { dax, day, daz });
if (actor->spr.zvel < 0)
fi.checkhitceiling(actor->sector());
}
if (actor->spr.xrepeat >= 10)
{
x = actor->spr.extra;
fi.hitradius(actor, gs.rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x);
}
else
{
x = actor->spr.extra + (global_random & 3);
fi.hitradius(actor, (gs.rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void heavyhbomb(DDukeActor *actor)
{
auto Owner = actor->GetOwner();
auto sectp = actor->sector();
int x, l;
if ((actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
{
actor->temp_data[2]--;
if (actor->temp_data[2] <= 0)
{
S_PlayActorSound(TELEPORTER, actor);
spawn(actor, TRANSPORTERSTAR);
actor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
}
return;
}
int p = findplayer(actor, &x);
if (x < 1220) actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
else actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
if (actor->temp_data[3] == 0)
{
int j = fi.ifhitbyweapon(actor);
if (j >= 0)
{
actor->temp_data[3] = 1;
actor->temp_data[4] = 0;
l = 0;
actor->spr.xvel = 0;
goto DETONATEB;
}
}
if (actor->spr.picnum != BOUNCEMINE)
{
makeitfall(actor);
if (sectp->lotag != 1 && actor->spr.pos.Z >= actor->floorz - (FOURSLEIGHT) && actor->spr.yvel < 3)
{
if (actor->spr.yvel > 0 || (actor->spr.yvel == 0 && actor->floorz == sectp->floorz))
S_PlayActorSound(PIPEBOMB_BOUNCE, actor);
actor->spr.zvel = -((4 - actor->spr.yvel) << 8);
if (actor->sector()->lotag == 2)
actor->spr.zvel >>= 2;
actor->spr.yvel++;
}
if (actor->spr.pos.Z < actor->ceilingz) // && sectp->lotag != 2 )
{
actor->spr.pos.Z = actor->ceilingz + (3 << 8);
actor->spr.zvel = 0;
}
}
Collision coll;
movesprite_ex(actor,
MulScale(actor->spr.xvel, bcos(actor->spr.ang), 14),
MulScale(actor->spr.xvel, bsin(actor->spr.ang), 14),
actor->spr.zvel, CLIPMASK0, coll);
if (actor->sector()->lotag == 1 && actor->spr.zvel == 0)
{
actor->spr.pos.Z += (32 << 8);
if (actor->temp_data[5] == 0)
{
actor->temp_data[5] = 1;
spawn(actor, WATERSPLASH2);
}
}
else actor->temp_data[5] = 0;
if (actor->temp_data[3] == 0 && (actor->spr.picnum == BOUNCEMINE || actor->spr.picnum == MORTER) && (coll.type || x < 844))
{
actor->temp_data[3] = 1;
actor->temp_data[4] = 0;
l = 0;
actor->spr.xvel = 0;
goto DETONATEB;
}
if ( Owner && Owner->spr.picnum == APLAYER)
l = Owner->PlayerIndex();
else l = -1;
if (actor->spr.xvel > 0)
{
actor->spr.xvel -= 5;
if (sectp->lotag == 2)
actor->spr.xvel -= 10;
if (actor->spr.xvel < 0)
actor->spr.xvel = 0;
if (actor->spr.xvel & 8) actor->spr.cstat ^= CSTAT_SPRITE_XFLIP;
}
if (coll.type== kHitWall)
{
auto wal = coll.hitWall;
fi.checkhitwall(actor, wal, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.picnum);
int k = getangle(wal->delta());
actor->spr.ang = ((k << 1) - actor->spr.ang) & 2047;
actor->spr.xvel >>= 1;
}
DETONATEB:
bool bBoom = false;
if ((l >= 0 && ps[l].hbomb_on == 0) || actor->temp_data[3] == 1)
bBoom = true;
if (isNamWW2GI() && actor->spr.picnum == HEAVYHBOMB)
{
actor->spr.extra--;
if (actor->spr.extra <= 0)
bBoom = true;
}
if (bBoom)
{
actor->temp_data[4]++;
if (actor->temp_data[4] == 2)
{
x = actor->spr.extra;
int m = 0;
switch (actor->spr.picnum)
{
case HEAVYHBOMB: m = gs.pipebombblastradius; break;
case MORTER: m = gs.morterblastradius; break;
case BOUNCEMINE: m = gs.bouncemineblastradius; break;
}
fi.hitradius(actor, m, x >> 2, x >> 1, x - (x >> 2), x);
spawn(actor, EXPLOSION2);
if (actor->spr.zvel == 0) spawn(actor, EXPLOSION2BOT);
S_PlayActorSound(PIPEBOMB_EXPLODE, actor);
for (x = 0; x < 8; x++)
RANDOMSCRAP(actor);
}
if (actor->spr.yrepeat)
{
actor->spr.yrepeat = 0;
return;
}
if (actor->temp_data[4] > 20)
{
if (Owner != actor || ud.respawn_items == 0)
{
deletesprite(actor);
return;
}
else
{
actor->temp_data[2] = gs.respawnitemtime;
spawn(actor, RESPAWNMARKERRED);
actor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
actor->spr.yrepeat = 9;
return;
}
}
}
else if (actor->spr.picnum == HEAVYHBOMB && x < 788 && actor->temp_data[0] > 7 && actor->spr.xvel == 0)
if (cansee(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - (8 << 8), actor->sector(), ps[p].pos.X, ps[p].pos.Y, ps[p].pos.Z, ps[p].cursector))
if (ps[p].ammo_amount[HANDBOMB_WEAPON] < gs.max_ammo_amount[HANDBOMB_WEAPON])
{
if (ud.coop >= 1 && Owner == actor)
{
for (int j = 0; j < ps[p].weapreccnt; j++)
if (ps[p].weaprecs[j] == actor->spr.picnum)
continue;
if (ps[p].weapreccnt < 255) // DukeGDX has 16 here.
ps[p].weaprecs[ps[p].weapreccnt++] = actor->spr.picnum;
}
addammo(HANDBOMB_WEAPON, &ps[p], 1);
S_PlayActorSound(DUKE_GET, ps[p].GetActor());
if (ps[p].gotweapon[HANDBOMB_WEAPON] == 0 || Owner == ps[p].GetActor())
fi.addweapon(&ps[p], HANDBOMB_WEAPON);
if (!Owner || Owner->spr.picnum != APLAYER)
{
SetPlayerPal(&ps[p], PalEntry(32, 0, 32, 0));
}
if (Owner != actor || ud.respawn_items == 0)
{
if (Owner == actor && ud.coop >= 1)
return;
deletesprite(actor);
return;
}
else
{
actor->temp_data[2] = gs.respawnitemtime;
spawn(actor, RESPAWNMARKERRED);
actor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
}
}
if (actor->temp_data[0] < 8) actor->temp_data[0]++;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void moveactors_d(void)
{
int x;
int p;
unsigned int k;
DukeStatIterator it(STAT_ACTOR);
while (auto act = it.Next())
{
auto sectp = act->sector();
if (act->spr.xrepeat == 0 || sectp == nullptr)
{
deletesprite(act);
continue;
}
int *t = &act->temp_data[0];
switch (act->spr.picnum)
{
case FLAMETHROWERFLAME:
if (isWorldTour()) flamethrowerflame(act);
continue;
case DUCK:
case TARGET:
if (act->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)
{
act->temp_data[0]++;
if (act->temp_data[0] > 60)
{
act->temp_data[0] = 0;
act->spr.cstat = CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_ALIGNMENT_WALL;
act->spr.extra = 1;
}
}
else
{
int j = fi.ifhitbyweapon(act);
if (j >= 0)
{
act->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_YCENTER;
k = 1;
DukeStatIterator itr(STAT_ACTOR);
while (auto act2 = itr.Next())
{
if (act2->spr.lotag == act->spr.lotag &&
act2->spr.picnum == act->spr.picnum)
{
if ((act2->spr.hitag && !(act2->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) ||
(!act2->spr.hitag && (act2->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR))
)
{
k = 0;
break;
}
}
}
if (k == 1)
{
operateactivators(act->spr.lotag, -1);
fi.operateforcefields(act, act->spr.lotag);
operatemasterswitches(act->spr.lotag);
}
}
}
continue;
case RESPAWNMARKERRED:
case RESPAWNMARKERYELLOW:
case RESPAWNMARKERGREEN:
if (!respawnmarker(act, RESPAWNMARKERYELLOW, RESPAWNMARKERGREEN)) continue;
break;
case HELECOPT:
case DUKECAR:
act->spr.pos.Z += act->spr.zvel;
act->temp_data[0]++;
if (act->temp_data[0] == 4) S_PlayActorSound(WAR_AMBIENCE2, act);
if (act->temp_data[0] > (26 * 8))
{
S_PlaySound(RPG_EXPLODE);
for (int j = 0; j < 32; j++)
RANDOMSCRAP(act);
earthquaketime = 16;
deletesprite(act);
continue;
}
else if ((act->temp_data[0] & 3) == 0)
spawn(act, EXPLOSION2);
ssp(act, CLIPMASK0);
break;
case RAT:
if (!rat(act, true)) continue;
break;
case QUEBALL:
case STRIPEBALL:
if (!queball(act, POCKET, QUEBALL, STRIPEBALL)) continue;
break;
case FORCESPHERE:
forcesphere(act, FORCESPHERE);
continue;
case RECON:
recon(act, EXPLOSION2, FIRELASER, RECO_ATTACK, RECO_PAIN, RECO_ROAM, 10, [](DDukeActor* i)->int { return PIGCOP; });
continue;
case OOZ:
case OOZ2:
ooz(act);
continue;
case GREENSLIME:
case GREENSLIME + 1:
case GREENSLIME + 2:
case GREENSLIME + 3:
case GREENSLIME + 4:
case GREENSLIME + 5:
case GREENSLIME + 6:
case GREENSLIME + 7:
greenslime(act);
continue;
case BOUNCEMINE:
case MORTER:
spawn(act, FRAMEEFFECT1)->temp_data[0] = 3;
[[fallthrough]];
case HEAVYHBOMB:
heavyhbomb(act);
continue;
case REACTORBURNT:
case REACTOR2BURNT:
continue;
case REACTOR:
case REACTOR2:
reactor(act, REACTOR, REACTOR2, REACTORBURNT, REACTOR2BURNT, REACTORSPARK, REACTOR2SPARK);
continue;
case CAMERA1:
camera(act);
continue;
}
// #ifndef VOLOMEONE
if (ud.multimode < 2 && badguy(act))
{
if (actor_tog == 1)
{
act->spr.cstat = CSTAT_SPRITE_INVISIBLE;
continue;
}
else if (actor_tog == 2) act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
}
// #endif
p = findplayer(act, &x);
execute(act, p, x);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void fireflyflyingeffect(DDukeActor *actor)
{
int x, p = findplayer(actor, &x);
execute(actor, p, x);
auto Owner = actor->GetOwner();
if (!Owner || Owner->spr.picnum != FIREFLY)
{
deletesprite(actor);
return;
}
if (Owner->spr.xrepeat >= 24 || Owner->spr.pal == 1)
actor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
else
actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
double dx = Owner->spr.pos.X - ps[p].GetActor()->spr.pos.X;
double dy = Owner->spr.pos.Y - ps[p].GetActor()->spr.pos.Y;
double dist = sqrt(dx * dx + dy * dy);
if (dist != 0.0)
{
dx /= dist;
dy /= dist;
}
actor->spr.pos.X = (int) (Owner->spr.pos.X - (dx * -10.0));
actor->spr.pos.Y = (int) (Owner->spr.pos.Y - (dy * -10.0));
actor->spr.pos.Z = Owner->spr.pos.Z + 2048;
if (Owner->spr.extra <= 0)
{
deletesprite(actor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void moveexplosions_d(void) // STATNUM 5
{
int p;
int x;
DukeStatIterator it(STAT_MISC);
while (auto act = it.Next())
{
if (!act->insector() || act->spr.xrepeat == 0)
{
deletesprite(act);
continue;
}
auto sectp = act->sector();
switch (act->spr.picnum)
{
case FIREFLYFLYINGEFFECT:
if (isWorldTour()) fireflyflyingeffect(act);
continue;
case NEON1:
case NEON2:
case NEON3:
case NEON4:
case NEON5:
case NEON6:
if ((global_random / (act->spr.lotag + 1) & 31) > 4) act->spr.shade = -127;
else act->spr.shade = 127;
continue;
case BLOODSPLAT1:
case BLOODSPLAT2:
case BLOODSPLAT3:
case BLOODSPLAT4:
if (act->temp_data[0] == 7 * 26) continue;
act->spr.pos.Z += 16 + (krand() & 15);
act->temp_data[0]++;
if ((act->temp_data[0] % 9) == 0) act->spr.yrepeat++;
continue;
case NUKEBUTTON:
case NUKEBUTTON + 1:
case NUKEBUTTON + 2:
case NUKEBUTTON + 3:
if (act->temp_data[0])
{
act->temp_data[0]++;
auto Owner = act->GetOwner();
if (act->temp_data[0] == 8) act->spr.picnum = NUKEBUTTON + 1;
else if (act->temp_data[0] == 16 && Owner)
{
act->spr.picnum = NUKEBUTTON + 2;
ps[Owner->PlayerIndex()].fist_incs = 1;
}
if (Owner && ps[Owner->PlayerIndex()].fist_incs == 26)
act->spr.picnum = NUKEBUTTON + 3;
}
continue;
case FORCESPHERE:
forcesphereexplode(act);
continue;
case WATERSPLASH2:
watersplash2(act);
continue;
case FRAMEEFFECT1:
frameeffect1(act);
continue;
case INNERJAW:
case INNERJAW + 1:
p = findplayer(act, &x);
if (x < 512)
{
SetPlayerPal(&ps[p], PalEntry(32, 32, 0, 0));
ps[p].GetActor()->spr.extra -= 4;
}
[[fallthrough]];
case FIRELASER:
if (act->spr.extra != 999)
act->spr.extra = 999;
else
{
deletesprite(act);
continue;
}
break;
case TONGUE:
deletesprite(act);
continue;
case MONEY + 1:
case MAIL + 1:
case PAPER + 1:
act->floorz = act->spr.pos.Z = getflorzofslopeptr(act->sector(), act->spr.pos.X, act->spr.pos.Y);
break;
case MONEY:
case MAIL:
case PAPER:
money(act, BLOODPOOL);
break;
case JIBS1:
case JIBS2:
case JIBS3:
case JIBS4:
case JIBS5:
case JIBS6:
case HEADJIB1:
case ARMJIB1:
case LEGJIB1:
case LIZMANHEAD1:
case LIZMANARM1:
case LIZMANLEG1:
case DUKETORSO:
case DUKEGUN:
case DUKELEG:
jibs(act, JIBS6, true, false, false, act->spr.picnum == DUKELEG || act->spr.picnum == DUKETORSO || act->spr.picnum == DUKEGUN, false);
continue;
case BLOODPOOL:
case PUKE:
bloodpool(act, act->spr.picnum == PUKE);
continue;
case LAVAPOOL:
case ONFIRE:
case ONFIRESMOKE:
case BURNEDCORPSE:
case LAVAPOOLBUBBLE:
case WHISPYSMOKE:
if (!isWorldTour())
continue;
[[fallthrough]];
case BURNING:
case BURNING2:
case FECES:
case WATERBUBBLE:
case SMALLSMOKE:
case EXPLOSION2:
case SHRINKEREXPLOSION:
case EXPLOSION2BOT:
case BLOOD:
case LASERSITE:
case FORCERIPPLE:
case TRANSPORTERSTAR:
case TRANSPORTERBEAM:
p = findplayer(act, &x);
execute(act, p, x);
continue;
case SHELL:
case SHOTGUNSHELL:
shell(act, (sectp->floorz + (24 << 8)) < act->spr.pos.Z);
continue;
case GLASSPIECES:
case GLASSPIECES + 1:
case GLASSPIECES + 2:
glasspieces(act);
continue;
}
if (act->spr.picnum >= SCRAP6 && act->spr.picnum <= SCRAP5 + 3)
{
scrap(act, SCRAP1, SCRAP6);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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->spr.xvel -= (k >> 5);
if (actor->temp_data[4] > ((k >> 1) - 1) && actor->temp_data[4] < (k - (k >> 3)))
actor->spr.xvel = 0;
if (actor->temp_data[4] < (k >> 1))
actor->spr.xvel += (k >> 5);
if (actor->temp_data[4] < ((k >> 1) - (k >> 3)))
{
actor->temp_data[4] = 0;
actor->spr.xvel = k;
}
}
else actor->spr.xvel = k;
DukeStatIterator it(STAT_EFFECTOR);
while (auto act2 = it.Next())
{
if ((act2->spr.lotag == 14) && (sh == act2->spr.hitag) && (act2->temp_data[0] == actor->temp_data[0]))
{
act2->spr.xvel = actor->spr.xvel;
//if( actor->temp_data[4] == 1 )
{
if (act2->temp_data[5] == 0)
act2->temp_data[5] = dist(act2, actor);
int x = Sgn(dist(act2, actor) - act2->temp_data[5]);
if (act2->spr.extra)
x = -x;
actor->spr.xvel += x;
}
act2->temp_data[4] = actor->temp_data[4];
}
}
handle_se14(actor, true, RPG, JIBS6);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void handle_se28(DDukeActor* actor)
{
if (actor->temp_data[5] > 0)
{
actor->temp_data[5]--;
return;
}
if (actor->temp_data[0] == 0)
{
int x;
findplayer(actor, &x);
if (x > 15500)
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->spr.picnum == NATURALLIGHTNING && 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.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->sector(), ps[screenpeek].pos.X, ps[screenpeek].pos.Y, ps[screenpeek].pos.Z, 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->spr.picnum == NATURALLIGHTNING && act2->spr.hitag == actor->spr.hitag)
{
if (rnd(32) && (actor->temp_data[2] & 1))
{
act2->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
spawn(act2, SMALLSMOKE);
int x;
int p = findplayer(actor, &x);
auto psa = ps[p].GetActor();
x = ldist(psa, act2);
if (x < 768)
{
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
{
int l;
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, RPG, JIBS6);
break;
case SE_30_TWO_WAY_TRAIN:
handle_se30(act, JIBS6);
break;
case SE_2_EARTHQUAKE:
handle_se02(act);
break;
//Flashing sector lights after reactor 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, FIRELASER);
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, REACTOR, REACTOR2);
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, BIGFORCE);
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, 2);
break;
}
case SE_35:
handle_se35(act, SMALLSMOKE, EXPLOSION2);
break;
case SE_25_PISTON: //PISTONS
if (act->temp_data[4] == 0) break;
handle_se25(act, 3, -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:
act->spr.hitag += 64;
l = MulScale(act->spr.yvel, bsin(act->spr.hitag), 12);
sc->setfloorz(act->spr.pos.Z + l);
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 (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);
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, EXPLOSION2);
break;
case 131:
handle_se130(act, 40, EXPLOSION2);
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->wallnum != 4) continue;
auto wal = sc->firstWall() + 2;
if (wal->nextSector()) alignflorslope(act->sector(), wal->wall_int_pos().X, wal->wall_int_pos().Y, wal->nextSector()->floorz);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void move_d(DDukeActor *actor, int playernum, int xvel)
{
int l;
int goalang, angdif;
int 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 = getangle(ps[playernum].opos.X - actor->spr.pos.X, ps[playernum].opos.Y - actor->spr.pos.Y);
else goalang = getangle(ps[playernum].pos.X - actor->spr.pos.X, ps[playernum].pos.Y - actor->spr.pos.Y);
angdif = getincangle(actor->spr.ang, goalang) >> 2;
if (angdif > -8 && angdif < 0) angdif = 0;
actor->spr.ang += angdif;
}
if (a & spin)
actor->spr.ang += bsin(actor->temp_data[0] << 3, -6);
if (a & face_player_slow)
{
if (ps[playernum].newOwner != nullptr)
goalang = getangle(ps[playernum].opos.X - actor->spr.pos.X, ps[playernum].opos.Y - actor->spr.pos.Y);
else goalang = getangle(ps[playernum].pos.X - actor->spr.pos.X, ps[playernum].pos.Y - actor->spr.pos.Y);
angdif = Sgn(getincangle(actor->spr.ang, goalang)) << 5;
if (angdif > -32 && angdif < 0)
{
angdif = 0;
actor->spr.ang = goalang;
}
actor->spr.ang += angdif;
}
if ((a & jumptoplayer) == jumptoplayer)
{
if (actor->temp_data[0] < 16)
actor->spr.zvel -= bcos(actor->temp_data[0] << 4, -5);
}
if (a & face_player_smart)
{
int newx, newy;
newx = ps[playernum].pos.X + (ps[playernum].vel.X / 768);
newy = ps[playernum].pos.Y + (ps[playernum].vel.Y / 768);
goalang = getangle(newx - actor->spr.pos.X, newy - actor->spr.pos.Y);
angdif = getincangle(actor->spr.ang, goalang) >> 2;
if (angdif > -8 && angdif < 0) angdif = 0;
actor->spr.ang += angdif;
}
if (actor->temp_data[1] == 0 || a == 0)
{
if ((badguy(actor) && actor->spr.extra <= 0) || (actor->opos.X != actor->spr.pos.X) || (actor->opos.Y != actor->spr.pos.Y))
{
actor->backupvec2();
SetActor(actor, actor->spr.pos);
}
return;
}
auto moveptr = &ScriptCode[actor->temp_data[1]];
if (a & geth) actor->spr.xvel += (*moveptr - actor->spr.xvel) >> 1;
if (a & getv) actor->spr.zvel += ((*(moveptr + 1) << 4) - actor->spr.zvel) >> 1;
if (a & dodgebullet)
dodge(actor);
if (actor->spr.picnum != APLAYER)
alterang(a, actor, playernum);
if (actor->spr.xvel > -6 && actor->spr.xvel < 6) actor->spr.xvel = 0;
a = badguy(actor);
if (actor->spr.xvel || actor->spr.zvel)
{
if (a && actor->spr.picnum != ROTATEGUN)
{
if ((actor->spr.picnum == DRONE || actor->spr.picnum == COMMANDER) && actor->spr.extra > 0)
{
if (actor->spr.picnum == COMMANDER)
{
actor->floorz = l = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
if (actor->spr.pos.Z > (l - (8 << 8)))
{
if (actor->spr.pos.Z > (l - (8 << 8))) actor->spr.pos.Z = l - (8 << 8);
actor->spr.zvel = 0;
}
actor->ceilingz = l = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
if ((actor->spr.pos.Z - l) < (80 << 8))
{
actor->spr.pos.Z = l + (80 << 8);
actor->spr.zvel = 0;
}
}
else
{
if (actor->spr.zvel > 0)
{
actor->floorz = l = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
if (actor->spr.pos.Z > (l - (30 << 8)))
actor->spr.pos.Z = l - (30 << 8);
}
else
{
actor->ceilingz = l = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
if ((actor->spr.pos.Z - l) < (50 << 8))
{
actor->spr.pos.Z = l + (50 << 8);
actor->spr.zvel = 0;
}
}
}
}
else if (actor->spr.picnum != ORGANTIC)
{
if (actor->spr.zvel > 0 && actor->floorz < actor->spr.pos.Z)
actor->spr.pos.Z = actor->floorz;
if (actor->spr.zvel < 0)
{
l = getceilzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
if ((actor->spr.pos.Z - l) < (66 << 8))
{
actor->spr.pos.Z = l + (66 << 8);
actor->spr.zvel >>= 1;
}
}
}
}
else if (actor->spr.picnum == APLAYER)
if ((actor->spr.pos.Z - actor->ceilingz) < (32 << 8))
actor->spr.pos.Z = actor->ceilingz + (32 << 8);
daxvel = actor->spr.xvel;
angdif = actor->spr.ang;
if (a && actor->spr.picnum != ROTATEGUN)
{
if (xvel < 960 && actor->spr.xrepeat > 16)
{
daxvel = -(1024 - xvel);
angdif = getangle(ps[playernum].pos.X - actor->spr.pos.X, ps[playernum].pos.Y - actor->spr.pos.Y);
if (xvel < 512)
{
ps[playernum].vel.X = 0;
ps[playernum].vel.Y = 0;
}
else
{
ps[playernum].vel.X = MulScale(ps[playernum].vel.X, gs.playerfriction - 0x2000, 16);
ps[playernum].vel.Y = MulScale(ps[playernum].vel.Y, gs.playerfriction - 0x2000, 16);
}
}
else if (actor->spr.picnum != DRONE && actor->spr.picnum != SHARK && actor->spr.picnum != COMMANDER)
{
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 <<= 1;
}
else
{
if ((actor->temp_data[0] & 3) || ps[playernum].actorsqu == actor) return;
else daxvel <<= 2;
}
}
}
Collision coll;
actor->movflag = movesprite_ex(actor,
MulScale(daxvel, bcos(angdif), 14),
MulScale(daxvel, bsin(angdif), 14), actor->spr.zvel, 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()->floorpicnum == MIRROR)
deletesprite(actor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void fall_d(DDukeActor *actor, int g_p)
{
fall_common(actor, g_p, JIBS6, DRONE, BLOODPOOL, SHOTSPARK1, SQUISHED, THUD, nullptr);
}
bool spawnweapondebris_d(int picnum, int dnum)
{
return picnum == BLIMP && dnum == SCRAP1;
}
void respawnhitag_d(DDukeActor* actor)
{
switch (actor->spr.picnum)
{
case FEM1:
case FEM2:
case FEM3:
case FEM4:
case FEM5:
case FEM6:
case FEM7:
case FEM8:
case FEM9:
case FEM10:
case PODFEM1:
case NAKED1:
case STATUE:
if (actor->spr.yvel) fi.operaterespawns(actor->spr.yvel);
break;
default:
if (actor->spr.hitag >= 0) fi.operaterespawns(actor->spr.hitag);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void think_d(void)
{
thinktime.Reset();
thinktime.Clock();
recordoldspritepos();
movefta(); //ST 2
moveweapons_d(); //ST 4
movetransports_d(); //ST 9
moveplayers(); //ST 10
movefallers_d(); //ST 12
moveexplosions_d(); //ST 5
actortime.Reset();
actortime.Clock();
moveactors_d(); //ST 1
actortime.Unclock();
moveeffectors_d(); //ST 3
movestandables_d(); //ST 6
doanimations();
movefx(); //ST 11
thinktime.Unclock();
}
END_DUKE_NS