raze/source/games/duke/src/actors.cpp
Christoph Oelckers 82194bbf6b Merge branch 'master' into newrenderer
# Conflicts:
#	source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00

5372 lines
112 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2017-2019 - Nuke.YKT
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 is a combination of code from the following sources:
- EDuke 2 by Matt Saettler
- JFDuke by Jonathon Fowler (jf@jonof.id.au),
- DukeGDX and RedneckGDX by Alexander Makarov-[M210] (m210-2007@mail.ru)
- Redneck Rampage reconstructed source by Nuke.YKT
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "names.h"
#include "stats.h"
#include "constants.h"
#include "dukeactor.h"
BEGIN_DUKE_NS
int adjustfall(DDukeActor* s, int c);
//---------------------------------------------------------------------------
//
// this was once a macro
//
//---------------------------------------------------------------------------
void RANDOMSCRAP(DDukeActor* origin)
{
int r1 = krand(), r2 = krand(), r3 = krand(), r4 = krand(), r5 = krand(), r6 = krand(), r7 = krand();
int v = isRR() ? 16 : 48;
EGS(origin->s->sectnum,
origin->s->x + (r7 & 255) - 128, origin->s->y + (r6 & 255) - 128, origin->s->z - (8 << 8) - (r5 & 8191),
TILE_SCRAP6 + (r4 & 15), -8, v, v, r3 & 2047, (r2 & 63) + 64, -512 - (r1 & 2047), origin, 5);
}
//---------------------------------------------------------------------------
//
// wrapper to ensure that if a sound actor is killed, the sound is stopped as well.
//
//---------------------------------------------------------------------------
void deletesprite(DDukeActor *const actor)
{
if (actor->s->picnum == MUSICANDSFX && actor->temp_data[0] == 1)
S_StopSound(actor->s->lotag, actor);
else
S_RelinkActorSound(actor, nullptr);
::deletesprite(actor->GetIndex());
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void addammo(int weapon, struct player_struct* player, int amount)
{
player->ammo_amount[weapon] += amount;
if (player->ammo_amount[weapon] > gs.max_ammo_amount[weapon])
player->ammo_amount[weapon] = gs.max_ammo_amount[weapon];
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkavailinven(struct player_struct* player)
{
if (player->firstaid_amount > 0)
player->inven_icon = ICON_FIRSTAID;
else if (player->steroids_amount > 0)
player->inven_icon = ICON_STEROIDS;
else if (player->holoduke_amount > 0)
player->inven_icon = ICON_HOLODUKE;
else if (player->jetpack_amount > 0)
player->inven_icon = ICON_JETPACK;
else if (player->heat_amount > 0)
player->inven_icon = ICON_HEATS;
else if (player->scuba_amount > 0)
player->inven_icon = ICON_SCUBA;
else if (player->boot_amount > 0)
player->inven_icon = ICON_BOOTS;
else player->inven_icon = ICON_NONE;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkavailweapon(struct player_struct* player)
{
short i, snum;
int weap;
if (player->wantweaponfire >= 0)
{
weap = player->wantweaponfire;
player->wantweaponfire = -1;
if (weap == player->curr_weapon) return;
else if (player->gotweapon[weap] && player->ammo_amount[weap] > 0)
{
fi.addweapon(player, weap);
return;
}
}
weap = player->curr_weapon;
if (player->gotweapon[weap] && player->ammo_amount[weap] > 0)
return;
snum = player->GetPlayerNum();
int max = MAX_WEAPON;
for (i = 0; i <= max; i++)
{
weap = ud.wchoice[snum][i];
if ((g_gameType & GAMEFLAG_SHAREWARE) && weap > 6) continue;
if (weap == 0) weap = max;
else weap--;
if (weap == MIN_WEAPON || (player->gotweapon[weap] && player->ammo_amount[weap] > 0))
break;
}
if (i == MAX_WEAPON) weap = MIN_WEAPON;
// Found the weapon
player->last_weapon = player->curr_weapon;
player->random_club_frame = 0;
player->curr_weapon = weap;
if (isWW2GI())
{
SetGameVarID(g_iWeaponVarID, player->curr_weapon, player->GetActor(), snum); // snum is playerindex!
if (player->curr_weapon >= 0)
{
SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[player->curr_weapon][snum], player->GetActor(), snum);
}
else
{
SetGameVarID(g_iWorksLikeVarID, -1, player->GetActor(), snum);
}
OnEvent(EVENT_CHANGEWEAPON, snum, player->GetActor(), -1);
}
player->okickback_pic = player->kickback_pic = 0;
if (player->holster_weapon == 1)
{
player->holster_weapon = 0;
player->weapon_pos = 10;
}
else player->weapon_pos = -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void clearcamera(player_struct* ps)
{
ps->newOwner = nullptr;
ps->posx = ps->oposx;
ps->posy = ps->oposy;
ps->posz = ps->oposz;
ps->angle.restore();
updatesector(ps->posx, ps->posy, &ps->cursectnum);
DukeStatIterator it(STAT_ACTOR);
while (auto k = it.Next())
{
if (k->s->picnum == TILE_CAMERA1)
k->s->yvel = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ssp(DDukeActor* const actor, unsigned int cliptype) //The set sprite function
{
Collision c;
return movesprite_ex(actor,
MulScale(actor->s->xvel, bcos(actor->s->ang), 14),
MulScale(actor->s->xvel, bsin(actor->s->ang), 14), actor->s->zvel,
cliptype, c) == kHitNone;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void insertspriteq(DDukeActor* const actor)
{
if (spriteqamount > 0)
{
if (spriteq[spriteqloc] != nullptr)
{
// Why is this not deleted here?
// Also todo: Make list size a CVAR.
spriteq[spriteqloc]->s->xrepeat = 0;
// deletesprite(spriteq[spriteqloc]);
}
spriteq[spriteqloc] = actor;
spriteqloc = (spriteqloc + 1) % spriteqamount;
}
else actor->s->xrepeat = actor->s->yrepeat = 0;
}
//---------------------------------------------------------------------------
//
// consolidation of several nearly identical functions
//
//---------------------------------------------------------------------------
void lotsofstuff(DDukeActor* actor, int n, int spawntype)
{
auto s = actor->s;
for (int i = n; i > 0; i--)
{
int r1 = krand(), r2 = krand(); // using the RANDCORRECT version from RR.
auto j = EGS(s->sectnum, s->x, s->y, s->z - (r2 % (47 << 8)), spawntype, -32, 8, 8, r1 & 2047, 0, 0, actor, 5);
j->s->cstat = krand() & 12;
}
}
//---------------------------------------------------------------------------
//
// movesector - why is this in actors.cpp?
//
//---------------------------------------------------------------------------
void ms(DDukeActor* const actor)
{
//T1,T2 and T3 are used for all the sector moving stuff!!!
short startwall, endwall, x;
int tx, ty;
auto s = actor->s;
s->x += MulScale(s->xvel, bcos(s->ang), 14);
s->y += MulScale(s->xvel, bsin(s->ang), 14);
int j = actor->temp_data[1];
int k = actor->temp_data[2];
startwall = sector[s->sectnum].wallptr;
endwall = startwall + sector[s->sectnum].wallnum;
for (x = startwall; x < endwall; x++)
{
rotatepoint(
0, 0,
msx[j], msy[j],
k & 2047, &tx, &ty);
dragpoint(x, s->x + tx, s->y + ty);
j++;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movecyclers(void)
{
short q, j, x, t, s, * c;
walltype* wal;
char cshade;
for (q = numcyclers - 1; q >= 0; q--)
{
c = &cyclers[q][0];
s = c[0];
t = c[3];
j = t + bsin(c[1], -10);
cshade = c[2];
if (j < cshade) j = cshade;
else if (j > t) j = t;
c[1] += sector[s].extra;
if (c[5])
{
wal = &wall[sector[s].wallptr];
for (x = sector[s].wallnum; x > 0; x--, wal++)
if (wal->hitag != 1)
{
wal->shade = j;
if ((wal->cstat & CSTAT_WALL_BOTTOM_SWAP) && wal->nextwall >= 0)
wall[wal->nextwall].shade = j;
}
sector[s].floorshade = sector[s].ceilingshade = j;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movedummyplayers(void)
{
int p;
DukeStatIterator iti(STAT_DUMMYPLAYER);
while (auto act = iti.Next())
{
if (!act->GetOwner()) continue;
p = act->GetOwner()->PlayerIndex();
auto spri = act->s;
if ((!isRR() && ps[p].on_crane != nullptr) || sector[ps[p].cursectnum].lotag != 1 || ps->GetActor()->s->extra <= 0)
{
ps[p].dummyplayersprite = nullptr;
deletesprite(act);
continue;
}
else
{
if (ps[p].on_ground && ps[p].on_warping_sector == 1 && sector[ps[p].cursectnum].lotag == 1)
{
spri->cstat = CSTAT_SPRITE_BLOCK_ALL;
spri->z = sector[spri->sectnum].ceilingz + (27 << 8);
spri->ang = ps[p].angle.ang.asbuild();
if (act->temp_data[0] == 8)
act->temp_data[0] = 0;
else act->temp_data[0]++;
}
else
{
if (sector[spri->sectnum].lotag != 2) spri->z = sector[spri->sectnum].floorz;
spri->cstat = (short)32768;
}
}
spri->x += (ps[p].posx - ps[p].oposx);
spri->y += (ps[p].posy - ps[p].oposy);
setsprite(act, spri->pos);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void moveplayers(void)
{
int otherx;
DukeStatIterator iti(STAT_PLAYER);
while (auto act = iti.Next())
{
int pn = act->PlayerIndex();
auto p = &ps[pn];
auto spri = act->s;
if (act->GetOwner())
{
if (p->newOwner != nullptr) //Looking thru the camera
{
spri->x = p->oposx;
spri->y = p->oposy;
spri->z = p->oposz + gs.playerheight;
spri->backupz();
spri->ang = p->angle.oang.asbuild();
setsprite(act, spri->pos);
}
else
{
if (ud.multimode > 1)
otherp = findotherplayer(pn, &otherx);
else
{
otherp = pn;
otherx = 0;
}
execute(act, pn, otherx);
if (ud.multimode > 1)
{
auto psp = ps[otherp].GetActor();
if (psp->s->extra > 0)
{
if (spri->yrepeat > 32 && psp->s->yrepeat < 32)
{
if (otherx < 1400 && p->knee_incs == 0)
{
p->knee_incs = 1;
p->weapon_pos = -1;
p->actorsqu = ps[otherp].GetActor();
}
}
}
}
if (ud.god)
{
spri->extra = gs.max_player_health;
spri->cstat = 257;
if (!isWW2GI() && !isRR())
p->jetpack_amount = 1599;
}
if (p->actorsqu != nullptr)
{
p->angle.addadjustment(getincanglebam(p->angle.ang, bvectangbam(p->actorsqu->s->x - p->posx, p->actorsqu->s->y - p->posy)).signedbuild() >> 2);
}
if (spri->extra > 0)
{
// currently alive...
act->SetHitOwner(act);
if (ud.god == 0)
if (fi.ceilingspace(spri->sectnum) || fi.floorspace(spri->sectnum))
quickkill(p);
}
else
{
p->posx = spri->x;
p->posy = spri->y;
p->posz = spri->z - (20 << 8);
p->newOwner = nullptr;
if (p->wackedbyactor != nullptr && p->wackedbyactor->s->statnum < MAXSTATUS)
{
p->angle.addadjustment(getincanglebam(p->angle.ang, bvectangbam(p->wackedbyactor->s->x - p->posx, p->wackedbyactor->s->y - p->posy)).signedbuild() >> 1);
}
}
spri->ang = p->angle.ang.asbuild();
}
}
else
{
if (p->holoduke_on == nullptr)
{
deletesprite(act);
continue;
}
spri->cstat = 0;
if (spri->xrepeat < 42)
{
spri->xrepeat += 4;
spri->cstat |= 2;
}
else spri->xrepeat = 42;
if (spri->yrepeat < 36)
spri->yrepeat += 4;
else
{
spri->yrepeat = 36;
if (sector[spri->sectnum].lotag != ST_2_UNDERWATER)
makeitfall(act);
if (spri->zvel == 0 && sector[spri->sectnum].lotag == ST_1_ABOVE_WATER)
spri->z += (32 << 8);
}
if (spri->extra < 8)
{
spri->xvel = 128;
spri->ang = p->angle.ang.asbuild();
spri->extra++;
ssp(act, CLIPMASK0);
}
else
{
spri->ang = 2047 - (p->angle.ang.asbuild());
setsprite(act, spri->pos);
}
}
if (sector[spri->sectnum].ceilingstat & 1)
spri->shade += (sector[spri->sectnum].ceilingshade - spri->shade) >> 1;
else
spri->shade += (sector[spri->sectnum].floorshade - spri->shade) >> 1;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movefx(void)
{
int p;
int x, ht;
DukeStatIterator iti(STAT_FX);
while (auto act = iti.Next())
{
auto spri = act->s;
switch (spri->picnum)
{
case RESPAWN:
if (spri->extra == 66)
{
auto j = spawn(act, spri->hitag);
if (isRRRA())
{
respawn_rrra(act, j);
}
else
{
deletesprite(act);
}
}
else if (spri->extra > (66 - 13))
spri->extra++;
break;
case MUSICANDSFX:
ht = spri->hitag;
if (act->temp_data[1] != (int)SoundEnabled())
{
act->temp_data[1] = SoundEnabled();
act->temp_data[0] = 0;
}
if (spri->lotag >= 1000 && spri->lotag < 2000)
{
x = ldist(ps[screenpeek].GetActor(), act);
if (x < ht && act->temp_data[0] == 0)
{
FX_SetReverb(spri->lotag - 1100);
act->temp_data[0] = 1;
}
if (x >= ht && act->temp_data[0] == 1)
{
FX_SetReverb(0);
FX_SetReverbDelay(0);
act->temp_data[0] = 0;
}
}
else if (spri->lotag < 999 && (unsigned)sector[spri->sectnum].lotag < ST_9_SLIDING_ST_DOOR && snd_ambience && sector[spri->sectnum].floorz != sector[spri->sectnum].ceilingz)
{
int flags = S_GetUserFlags(spri->lotag);
if (flags & SF_MSFX)
{
int x = dist(ps[screenpeek].GetActor(), act);
if (x < ht && act->temp_data[0] == 0)
{
// Start playing an ambience sound.
S_PlayActorSound(spri->lotag, act, CHAN_AUTO, CHANF_LOOP);
act->temp_data[0] = 1; // AMBIENT_SFX_PLAYING
}
else if (x >= ht && act->temp_data[0] == 1)
{
// Stop playing ambience sound because we're out of its range.
S_StopSound(spri->lotag, act);
}
}
if ((flags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL)
{
if (act->temp_data[4] > 0) act->temp_data[4]--;
else for (p = connecthead; p >= 0; p = connectpoint2[p])
if (p == myconnectindex && ps[p].cursectnum == spri->sectnum)
{
S_PlaySound(spri->lotag + (unsigned)global_random % (spri->hitag + 1));
act->temp_data[4] = 26 * 40 + (global_random % (26 * 40));
}
}
}
break;
}
}
}
//---------------------------------------------------------------------------
//
// split out of movestandables
//
//---------------------------------------------------------------------------
void movecrane(DDukeActor *actor, int crane)
{
int* t = &actor->temp_data[0];
auto spri = actor->s;
int sect = spri->sectnum;
int x;
//t[0] = state
//t[1] = checking sector number
if (spri->xvel) getglobalz(actor);
if (t[0] == 0) //Waiting to check the sector
{
DukeSectIterator it(t[1]);
while (auto a2 = it.Next())
{
switch (a2->s->statnum)
{
case STAT_ACTOR:
case STAT_ZOMBIEACTOR:
case STAT_STANDABLE:
case STAT_PLAYER:
spri->ang = getangle(msx[t[4] + 1] - spri->x, msy[t[4] + 1] - spri->y);
setsprite(a2, msx[t[4] + 1], msy[t[4] + 1], a2->s->z);
t[0]++;
return;
}
}
}
else if (t[0] == 1)
{
if (spri->xvel < 184)
{
spri->picnum = crane + 1;
spri->xvel += 8;
}
//IFMOVING; // JBF 20040825: see my rant above about this
ssp(actor, CLIPMASK0);
if (sect == t[1])
t[0]++;
}
else if (t[0] == 2 || t[0] == 7)
{
spri->z += (1024 + 512);
if (t[0] == 2)
{
if ((sector[sect].floorz - spri->z) < (64 << 8))
if (spri->picnum > crane) spri->picnum--;
if ((sector[sect].floorz - spri->z) < (4096 + 1024))
t[0]++;
}
if (t[0] == 7)
{
if ((sector[sect].floorz - spri->z) < (64 << 8))
{
if (spri->picnum > crane) spri->picnum--;
else
{
if (actor->IsActiveCrane())
{
int p = findplayer(actor, &x);
S_PlayActorSound(isRR() ? 390 : DUKE_GRUNT, ps[p].GetActor());
if (ps[p].on_crane == actor)
ps[p].on_crane = nullptr;
}
t[0]++;
actor->SetActiveCrane(false);
}
}
}
}
else if (t[0] == 3)
{
spri->picnum++;
if (spri->picnum == (crane + 2))
{
int p = checkcursectnums(t[1]);
if (p >= 0 && ps[p].on_ground)
{
actor->SetActiveCrane(true);
ps[p].on_crane = actor;
S_PlayActorSound(isRR() ? 390 : DUKE_GRUNT, ps[p].GetActor());
ps[p].angle.settarget(spri->ang + 1024);
}
else
{
DukeSectIterator it(t[1]);
while (auto a2 = it.Next())
{
switch (a2->s->statnum)
{
case 1:
case 6:
actor->SetOwner(a2);
break;
}
}
}
t[0]++;//Grabbed the sprite
t[2] = 0;
return;
}
}
else if (t[0] == 4) //Delay before going up
{
t[2]++;
if (t[2] > 10)
t[0]++;
}
else if (t[0] == 5 || t[0] == 8)
{
if (t[0] == 8 && spri->picnum < (crane + 2))
if ((sector[sect].floorz - spri->z) > 8192)
spri->picnum++;
if (spri->z < msx[t[4] + 2])
{
t[0]++;
spri->xvel = 0;
}
else
spri->z -= (1024 + 512);
}
else if (t[0] == 6)
{
if (spri->xvel < 192)
spri->xvel += 8;
spri->ang = getangle(msx[t[4]] - spri->x, msy[t[4]] - spri->y);
ssp(actor, CLIPMASK0);
if (((spri->x - msx[t[4]]) * (spri->x - msx[t[4]]) + (spri->y - msy[t[4]]) * (spri->y - msy[t[4]])) < (128 * 128))
t[0]++;
}
else if (t[0] == 9)
t[0] = 0;
setsprite(ScriptIndexToActor(msy[t[4] + 2]), spri->x, spri->y, spri->z - (34 << 8));
auto Owner = actor->GetOwner();
if (Owner != nullptr || actor->IsActiveCrane())
{
int p = findplayer(actor, &x);
int j = fi.ifhitbyweapon(actor);
if (j >= 0)
{
if (actor->IsActiveCrane())
if (ps[p].on_crane == actor)
ps[p].on_crane = nullptr;
actor->SetActiveCrane(false);
spri->picnum = crane;
return;
}
if (Owner != nullptr)
{
setsprite(Owner, spri->pos);
Owner->s->opos = spri->pos;
spri->zvel = 0;
}
else if (actor->IsActiveCrane())
{
auto ang = ps[p].angle.ang.asbuild();
ps[p].oposx = ps[p].posx;
ps[p].oposy = ps[p].posy;
ps[p].oposz = ps[p].posz;
ps[p].posx = spri->x - bcos(ang, -6);
ps[p].posy = spri->y - bsin(ang, -6);
ps[p].posz = spri->z + (2 << 8);
setsprite(ps[p].GetActor(), ps[p].posx, ps[p].posy, ps[p].posz);
ps[p].cursectnum = ps[p].GetActor()->s->sectnum;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movefountain(DDukeActor *actor, int fountain)
{
int* t = &actor->temp_data[0];
int x;
if (t[0] > 0)
{
if (t[0] < 20)
{
t[0]++;
actor->s->picnum++;
if (actor->s->picnum == fountain + 3)
actor->s->picnum = fountain + 1;
}
else
{
findplayer(actor, &x);
if (x > 512)
{
t[0] = 0;
actor->s->picnum = fountain;
}
else t[0] = 1;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void moveflammable(DDukeActor* actor, int tire, int box, int pool)
{
auto spri = actor->s;
int j;
if (actor->temp_data[0] == 1)
{
actor->temp_data[1]++;
if ((actor->temp_data[1] & 3) > 0) return;
if (!isRR() && spri->picnum == tire && actor->temp_data[1] == 32)
{
spri->cstat = 0;
auto spawned = spawn(actor, pool);
spawned->s->shade = 127;
}
else
{
if (spri->shade < 64) spri->shade++;
else
{
deletesprite(actor);
return;
}
}
j = spri->xrepeat - (krand() & 7);
if (j < 10)
{
deletesprite(actor);
return;
}
spri->xrepeat = j;
j = spri->yrepeat - (krand() & 7);
if (j < 4)
{
deletesprite(actor);
return;
}
spri->yrepeat = j;
}
if (box >= 0 && spri->picnum == box)
{
makeitfall(actor);
actor->ceilingz = sector[spri->sectnum].ceilingz;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void detonate(DDukeActor *actor, int explosion)
{
auto spri = actor->s;
int* t = &actor->temp_data[0];
earthquaketime = 16;
DukeStatIterator itj(STAT_EFFECTOR);
while (auto effector = itj.Next())
{
auto sj = effector->s;
if (actor->s->hitag == sj->hitag)
{
if (sj->lotag == SE_13_EXPLOSIVE)
{
if (effector->temp_data[2] == 0)
effector->temp_data[2] = 1;
}
else if (sj->lotag == SE_8_UP_OPEN_DOOR_LIGHTS)
effector->temp_data[4] = 1;
else if (sj->lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL)
{
if (effector->temp_data[0] == 0)
effector->temp_data[0] = 1;
}
else if (sj->lotag == SE_21_DROP_FLOOR)
effector->temp_data[0] = 1;
}
}
spri->z -= (32 << 8);
if ((t[3] == 1 && spri->xrepeat) || spri->lotag == -99)
{
int x = spri->extra;
spawn(actor, explosion);
fi.hitradius(actor, gs.seenineblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
S_PlayActorSound(PIPEBOMB_EXPLODE, actor);
}
if (spri->xrepeat)
for (int x = 0; x < 8; x++) RANDOMSCRAP(actor);
deletesprite(actor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movemasterswitch(DDukeActor *actor, int spectype1, int spectype2)
{
auto spri = actor->s;
if (spri->yvel == 1)
{
spri->hitag--;
if (spri->hitag <= 0)
{
operatesectors(spri->sectnum, actor);
DukeSectIterator it(spri->sectnum);
while (auto effector = it.Next())
{
auto sj = effector->s;
if (sj->statnum == STAT_EFFECTOR)
{
switch (sj->lotag)
{
case SE_2_EARTHQUAKE:
case SE_21_DROP_FLOOR:
case SE_31_FLOOR_RISE_FALL:
case SE_32_CEILING_RISE_FALL:
case SE_36_PROJ_SHOOTER:
effector->temp_data[0] = 1;
break;
case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT:
effector->temp_data[4] = 1;
break;
}
}
else if (sj->statnum == STAT_STANDABLE)
{
if (sj->picnum == spectype1 || sj->picnum == spectype2) // SEENINE and OOZFILTER
{
sj->shade = -31;
}
}
}
// we cannot delete this because it may be used as a sound source.
// This originally depended on undefined behavior as the deleted sprite was still used for the sound
// with no checking if it got reused in the mean time.
spri->picnum = 0; // give it a picnum without any behavior attached, just in case
spri->cstat |= CSTAT_SPRITE_INVISIBLE|CSTAT_SPRITE_NOFIND;
changespritestat(actor->GetIndex(), STAT_REMOVED);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movetrash(DDukeActor *actor)
{
auto s = actor->s;
if (s->xvel == 0) s->xvel = 1;
if (ssp(actor, CLIPMASK0))
{
makeitfall(actor);
if (krand() & 1) s->zvel -= 256;
if (abs(s->xvel) < 48)
s->xvel += (krand() & 3);
}
else deletesprite(actor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movewaterdrip(DDukeActor *actor, int drip)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
int sect = s->sectnum;
if (t[1])
{
t[1]--;
if (t[1] == 0)
s->cstat &= 32767;
}
else
{
makeitfall(actor);
ssp(actor, CLIPMASK0);
if (s->xvel > 0) s->xvel -= 2;
if (s->zvel == 0)
{
s->cstat |= 32768;
if (s->pal != 2 && (isRR() || s->hitag == 0))
S_PlayActorSound(SOMETHING_DRIPPING, actor);
auto Owner = actor->GetOwner();
if (!Owner || Owner->s->picnum != drip)
{
deletesprite(actor);
}
else
{
s->z = t[0];
s->backupz();
t[1] = 48 + (krand() & 31);
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movedoorshock(DDukeActor* actor)
{
auto s = actor->s;
int sect = s->sectnum;
int j = abs(sector[sect].ceilingz - sector[sect].floorz) >> 9;
s->yrepeat = j + 4;
s->xrepeat = 16;
s->z = sector[sect].floorz;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movetouchplate(DDukeActor* actor, int plate)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
int sect = s->sectnum;
int x;
int p;
if (t[1] == 1 && s->hitag >= 0) //Move the sector floor
{
x = sector[sect].floorz;
if (t[3] == 1)
{
if (x >= t[2])
{
sector[sect].floorz = x;
t[1] = 0;
}
else
{
sector[sect].floorz += sector[sect].extra;
p = checkcursectnums(sect);
if (p >= 0) ps[p].posz += sector[sect].extra;
}
}
else
{
if (x <= s->z)
{
sector[sect].floorz = s->z;
t[1] = 0;
}
else
{
sector[sect].floorz -= sector[sect].extra;
p = checkcursectnums(sect);
if (p >= 0)
ps[p].posz -= sector[sect].extra;
}
}
return;
}
if (t[5] == 1) return;
p = checkcursectnums(sect);
if (p >= 0 && (ps[p].on_ground || s->ang == 512))
{
if (t[0] == 0 && !check_activator_motion(s->lotag))
{
t[0] = 1;
t[1] = 1;
t[3] = !t[3];
operatemasterswitches(s->lotag);
operateactivators(s->lotag, p);
if (s->hitag > 0)
{
s->hitag--;
if (s->hitag == 0) t[5] = 1;
}
}
}
else t[0] = 0;
if (t[1] == 1)
{
DukeStatIterator it(STAT_STANDABLE);
while (auto act2 = it.Next())
{
if (act2 != actor && act2->s->picnum == plate && act2->s->lotag == s->lotag)
{
act2->temp_data[1] = 1;
act2->temp_data[3] = t[3];
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void moveooz(DDukeActor* actor, int seenine, int seeninedead, int ooz, int explosion)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
int j;
if (s->shade != -32 && s->shade != -33)
{
if (s->xrepeat)
j = (fi.ifhitbyweapon(actor) >= 0);
else
j = 0;
if (j || s->shade == -31)
{
if (j) s->lotag = 0;
t[3] = 1;
DukeStatIterator it(STAT_STANDABLE);
while (auto act2 = it.Next())
{
auto ss = act2->s;
if (s->hitag == ss->hitag && (ss->picnum == seenine || ss->picnum == ooz))
ss->shade = -32;
}
}
}
else
{
if (s->shade == -32)
{
if (s->lotag > 0)
{
s->lotag -= 3;
if (s->lotag <= 0) s->lotag = -99;
}
else
s->shade = -33;
}
else
{
if (s->xrepeat > 0)
{
actor->temp_data[2]++;
if (actor->temp_data[2] == 3)
{
if (s->picnum == ooz)
{
actor->temp_data[2] = 0;
detonate(actor, explosion);
return;
}
if (s->picnum != (seeninedead + 1))
{
actor->temp_data[2] = 0;
if (s->picnum == seeninedead) s->picnum++;
else if (s->picnum == seenine)
s->picnum = seeninedead;
}
else
{
detonate(actor, explosion);
return;
}
}
return;
}
detonate(actor, explosion);
return;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void movecanwithsomething(DDukeActor* actor)
{
makeitfall(actor);
int j = fi.ifhitbyweapon(actor);
if (j >= 0)
{
S_PlayActorSound(VENT_BUST, actor);
for (j = 0; j < 10; j++)
RANDOMSCRAP(actor);
if (actor->s->lotag) spawn(actor, actor->s->lotag);
deletesprite(actor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void bounce(DDukeActor* actor)
{
auto s = actor->s;
int xvect = MulScale(s->xvel, bcos(s->ang), 10);
int yvect = MulScale(s->xvel, bsin(s->ang), 10);
int zvect = s->zvel;
int hitsect = s->sectnum;
int k = sector[hitsect].wallptr;
int l = wall[k].point2;
int daang = getangle(wall[l].x - wall[k].x, wall[l].y - wall[k].y);
if (s->z < (actor->floorz + actor->ceilingz) >> 1)
k = sector[hitsect].ceilingheinum;
else
k = sector[hitsect].floorheinum;
int dax = MulScale(k, bsin(daang), 14);
int day = MulScale(k, -bcos(daang), 14);
int daz = 4096;
k = xvect * dax + yvect * day + zvect * daz;
l = dax * dax + day * day + daz * daz;
if ((abs(k) >> 14) < l)
{
k = DivScale(k, l, 17);
xvect -= MulScale(dax, k, 16);
yvect -= MulScale(day, k, 16);
zvect -= MulScale(daz, k, 16);
}
s->zvel = zvect;
s->xvel = ksqrt(DMulScale(xvect, xvect, yvect, yvect, 8));
s->ang = getangle(xvect, yvect);
}
//---------------------------------------------------------------------------
//
// taken out of moveweapon
//
//---------------------------------------------------------------------------
void movetongue(DDukeActor *actor, int tongue, int jaw)
{
auto s = actor->s;
actor->temp_data[0] = bsin(actor->temp_data[1], -9);
actor->temp_data[1] += 32;
if (actor->temp_data[1] > 2047)
{
deletesprite(actor);
return;
}
auto Owner = actor->GetOwner();
if (!Owner) return;
if (Owner->s->statnum == MAXSTATUS)
if (badguy(Owner) == 0)
{
deletesprite(actor);
return;
}
s->ang = Owner->s->ang;
s->x = Owner->s->x;
s->y = Owner->s->y;
if (Owner->s->picnum == TILE_APLAYER)
s->z = Owner->s->z - (34 << 8);
for (int k = 0; k < actor->temp_data[0]; k++)
{
auto q = EGS(s->sectnum,
s->x + MulScale(k, bcos(s->ang), 9),
s->y + MulScale(k, bsin(s->ang), 9),
s->z + ((k * Sgn(s->zvel)) * abs(s->zvel / 12)), tongue, -40 + (k << 1),
8, 8, 0, 0, 0, actor, 5);
if (q)
{
q->s->cstat = 128;
q->s->pal = 8;
}
}
int k = actor->temp_data[0]; // do not depend on the above loop counter.
auto spawned = EGS(s->sectnum,
s->x + MulScale(k, bcos(s->ang), 9),
s->y + MulScale(k, bsin(s->ang), 9),
s->z + ((k * Sgn(s->zvel)) * abs(s->zvel / 12)), jaw, -40,
32, 32, 0, 0, 0, actor, 5);
if (spawned)
{
spawned->s->cstat = 128;
if (actor->temp_data[1] > 512 && actor->temp_data[1] < (1024))
spawned->s->picnum = jaw + 1;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void rpgexplode(DDukeActor *actor, int hit, const vec3_t &pos, int EXPLOSION2, int EXPLOSION2BOT, int newextra, int playsound)
{
auto s = actor->s;
auto explosion = spawn(actor, EXPLOSION2);
explosion->s->pos = pos;
if (s->xrepeat < 10)
{
explosion->s->xrepeat = 6;
explosion->s->yrepeat = 6;
}
else if (hit == kHitSector)
{
if (s->zvel > 0 && EXPLOSION2BOT >= 0)
spawn(actor, EXPLOSION2BOT);
else
{
explosion->s->cstat |= 8;
explosion->s->z += (48 << 8);
}
}
if (newextra > 0) s->extra = newextra;
S_PlayActorSound(playsound, actor);
if (s->xrepeat >= 10)
{
int x = s->extra;
fi.hitradius(actor, gs.rpgblastradius, x >> 2, x >> 1, x - (x >> 2), x);
}
else
{
int x = s->extra + (global_random & 3);
fi.hitradius(actor, (gs.rpgblastradius >> 1), x >> 2, x >> 1, x - (x >> 2), x);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool respawnmarker(DDukeActor *actor, int yellow, int green)
{
actor->temp_data[0]++;
if (actor->temp_data[0] > gs.respawnitemtime)
{
deletesprite(actor);
return false;
}
if (actor->temp_data[0] >= (gs.respawnitemtime >> 1) && actor->temp_data[0] < ((gs.respawnitemtime >> 1) + (gs.respawnitemtime >> 2)))
actor->s->picnum = yellow;
else if (actor->temp_data[0] > ((gs.respawnitemtime >> 1) + (gs.respawnitemtime >> 2)))
actor->s->picnum = green;
makeitfall(actor);
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool rat(DDukeActor* actor, bool makesound)
{
auto s = actor->s;
makeitfall(actor);
if (ssp(actor, CLIPMASK0))
{
if (makesound && (krand() & 255) == 0) S_PlayActorSound(RATTY, actor);
s->ang += (krand() & 31) - 15 + bsin(actor->temp_data[0] << 8, -11);
}
else
{
actor->temp_data[0]++;
if (actor->temp_data[0] > 1)
{
deletesprite(actor);
return false;
}
else s->ang = (krand() & 2047);
}
if (s->xvel < 128)
s->xvel += 2;
s->ang += (krand() & 3) - 6;
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
{
auto s = actor->s;
if (s->xvel)
{
DukeStatIterator it(STAT_DEFAULT);
while (auto aa = it.Next())
{
if (aa->s->picnum == pocket && ldist(aa, actor) < 52)
{
deletesprite(actor);
return false;
}
}
Collision coll;
int j = clipmove_ex(&s->x, &s->y, &s->z, &s->sectnum,
(MulScale(s->xvel, bcos(s->ang), 14) * TICSPERFRAME) << 11,
(MulScale(s->xvel, bsin(s->ang), 14) * TICSPERFRAME) << 11,
24L, (4 << 8), (4 << 8), CLIPMASK1, coll);
if (j == kHitWall)
{
j = coll.index;
int k = getangle(
wall[wall[j].point2].x - wall[j].x,
wall[wall[j].point2].y - wall[j].y);
s->ang = ((k << 1) - s->ang) & 2047;
}
else if (j == kHitSprite)
{
fi.checkhitsprite(actor, coll.actor);
}
s->xvel--;
if (s->xvel < 0) s->xvel = 0;
if (s->picnum == stripeball)
{
s->cstat = 257;
s->cstat |= 4 & s->xvel;
s->cstat |= 8 & s->xvel;
}
}
else
{
int x;
int p = findplayer(actor, &x);
if (x < 1596)
{
// if(s->pal == 12)
{
int j = getincangle(ps[p].angle.ang.asbuild(), getangle(s->x - ps[p].posx, s->y - ps[p].posy));
if (j > -64 && j < 64 && PlayerInput(p, SB_OPEN))
if (ps[p].toggle_key_flag == 1)
{
DukeStatIterator it(STAT_ACTOR);
DDukeActor *act2;
while ((act2 = it.Next()))
{
auto sa = act2->s;
if (sa->picnum == queball || sa->picnum == stripeball)
{
j = getincangle(ps[p].angle.ang.asbuild(), getangle(sa->x - ps[p].posx, sa->y - ps[p].posy));
if (j > -64 && j < 64)
{
int l;
findplayer(act2, &l);
if (x > l) break;
}
}
}
if (act2 == nullptr)
{
if (s->pal == 12)
s->xvel = 164;
else s->xvel = 140;
s->ang = ps[p].angle.ang.asbuild();
ps[p].toggle_key_flag = 2;
}
}
}
}
if (x < 512 && s->sectnum == ps[p].cursectnum)
{
s->ang = getangle(s->x - ps[p].posx, s->y - ps[p].posy);
s->xvel = 48;
}
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void forcesphere(DDukeActor* actor, int forcesphere)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
int sect = s->sectnum;
if (s->yvel == 0)
{
s->yvel = 1;
for (int l = 512; l < (2048 - 512); l += 128)
for (int j = 0; j < 2048; j += 128)
{
auto k = spawn(actor, forcesphere);
k->s->cstat = 257 + 128;
k->s->clipdist = 64;
k->s->ang = j;
k->s->zvel = bsin(l, -5);
k->s->xvel = bcos(l, -9);
k->SetOwner(actor);
}
}
if (t[3] > 0)
{
if (s->zvel < 6144)
s->zvel += 192;
s->z += s->zvel;
if (s->z > sector[sect].floorz)
s->z = sector[sect].floorz;
t[3]--;
if (t[3] == 0)
{
deletesprite(actor);
return;
}
else if (t[2] > 10)
{
DukeStatIterator it(STAT_MISC);
while (auto aa = it.Next())
{
if (aa->GetOwner() == actor && aa->s->picnum == forcesphere)
aa->temp_data[1] = 1 + (krand() & 63);
}
t[3] = 64;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int painsnd, int roamsnd, int shift, int (*getspawn)(DDukeActor* i))
{
auto s = actor->s;
int* t = &actor->temp_data[0];
int sect = s->sectnum;
int a;
getglobalz(actor);
if (sector[s->sectnum].ceilingstat & 1)
s->shade += (sector[s->sectnum].ceilingshade - s->shade) >> 1;
else s->shade += (sector[s->sectnum].floorshade - s->shade) >> 1;
if (s->z < sector[sect].ceilingz + (32 << 8))
s->z = sector[sect].ceilingz + (32 << 8);
if (ud.multimode < 2)
{
if (actor_tog == 1)
{
s->cstat = (short)32768;
return;
}
else if (actor_tog == 2) s->cstat = 257;
}
if (fi.ifhitbyweapon(actor) >= 0)
{
if (s->extra < 0 && t[0] != -1)
{
t[0] = -1;
s->extra = 0;
}
if (painsnd >= 0) S_PlayActorSound(painsnd, actor);
RANDOMSCRAP(actor);
}
if (t[0] == -1)
{
s->z += 1024;
t[2]++;
if ((t[2] & 3) == 0) spawn(actor, explosion);
getglobalz(actor);
s->ang += 96;
s->xvel = 128;
int j = ssp(actor, CLIPMASK0);
if (j != 1 || s->z > actor->floorz)
{
for (int l = 0; l < 16; l++)
RANDOMSCRAP(actor);
S_PlayActorSound(LASERTRIP_EXPLODE, actor);
int sp = getspawn(actor);
if (sp >= 0) spawn(actor, sp);
ps[myconnectindex].actors_killed++;
deletesprite(actor);
}
return;
}
else
{
if (s->z > actor->floorz - (48 << 8))
s->z = actor->floorz - (48 << 8);
}
int x;
int p = findplayer(actor, &x);
auto Owner = actor->GetOwner();
// 3 = findplayerz, 4 = shoot
if (t[0] >= 4)
{
t[2]++;
if ((t[2] & 15) == 0)
{
a = s->ang;
s->ang = actor->tempang;
if (attacksnd >= 0) S_PlayActorSound(attacksnd, actor);
fi.shoot(actor, firelaser);
s->ang = a;
}
if (t[2] > (26 * 3) || !cansee(s->x, s->y, s->z - (16 << 8), s->sectnum, ps[p].posx, ps[p].posy, ps[p].posz, ps[p].cursectnum))
{
t[0] = 0;
t[2] = 0;
}
else actor->tempang +=
getincangle(actor->tempang, getangle(ps[p].posx - s->x, ps[p].posy - s->y)) / 3;
}
else if (t[0] == 2 || t[0] == 3)
{
t[3] = 0;
if (s->xvel > 0) s->xvel -= 16;
else s->xvel = 0;
if (t[0] == 2)
{
int l = ps[p].posz - s->z;
if (abs(l) < (48 << 8)) t[0] = 3;
else s->z += Sgn(ps[p].posz - s->z) << shift; // The shift here differs between Duke and RR.
}
else
{
t[2]++;
if (t[2] > (26 * 3) || !cansee(s->x, s->y, s->z - (16 << 8), s->sectnum, ps[p].posx, ps[p].posy, ps[p].posz, ps[p].cursectnum))
{
t[0] = 1;
t[2] = 0;
}
else if ((t[2] & 15) == 0 && attacksnd >= 0)
{
S_PlayActorSound(attacksnd, actor);
fi.shoot(actor, firelaser);
}
}
s->ang += getincangle(s->ang, getangle(ps[p].posx - s->x, ps[p].posy - s->y)) >> 2;
}
if (t[0] != 2 && t[0] != 3 && Owner)
{
int l = ldist(Owner, actor);
if (l <= 1524)
{
a = s->ang;
s->xvel >>= 1;
}
else a = getangle(Owner->s->x - s->x, Owner->s->y - s->y);
if (t[0] == 1 || t[0] == 4) // Found a locator and going with it
{
l = dist(Owner, actor);
if (l <= 1524) { if (t[0] == 1) t[0] = 0; else t[0] = 5; }
else
{
// Control speed here
if (l > 1524) { if (s->xvel < 256) s->xvel += 32; }
else
{
if (s->xvel > 0) s->xvel -= 16;
else s->xvel = 0;
}
}
if (t[0] < 2) t[2]++;
if (x < 6144 && t[0] < 2 && t[2] > (26 * 4))
{
t[0] = 2 + (krand() & 2);
t[2] = 0;
actor->tempang = s->ang;
}
}
if (t[0] == 0 || t[0] == 5)
{
if (t[0] == 0)
t[0] = 1;
else t[0] = 4;
auto NewOwner = LocateTheLocator(s->hitag, -1);
if (!NewOwner)
{
s->hitag = actor->temp_data[5];
NewOwner = LocateTheLocator(s->hitag, -1);
if (!NewOwner)
{
deletesprite(actor);
return;
}
}
else s->hitag++;
actor->SetOwner(NewOwner);
}
t[3] = getincangle(s->ang, a);
s->ang += t[3] >> 3;
if (s->z < Owner->s->z)
s->z += 1024;
else s->z -= 1024;
}
if (roamsnd >= 0 && S_CheckActorSoundPlaying(actor, roamsnd) < 1)
S_PlayActorSound(roamsnd, actor);
ssp(actor, CLIPMASK0);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ooz(DDukeActor *actor)
{
getglobalz(actor);
int j = (actor->floorz - actor->ceilingz) >> 9;
if (j > 255) j = 255;
int x = 25 - (j >> 1);
if (x < 8) x = 8;
else if (x > 48) x = 48;
actor->s->yrepeat = j;
actor->s->xrepeat = x;
actor->s->z = actor->floorz;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void reactor(DDukeActor* actor, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT, int REACTORSPARK, int REACTOR2SPARK)
{
spritetype* s = actor->s;
int* t = &actor->temp_data[0];
int sect = actor->s->sectnum;
if (t[4] == 1)
{
DukeSectIterator it(sect);
while (auto act2 = it.Next())
{
auto sprj = act2->s;
if (sprj->picnum == SECTOREFFECTOR)
{
if (sprj->lotag == 1)
{
sprj->lotag = (short)65535;
sprj->hitag = (short)65535;
}
}
else if (sprj->picnum == REACTOR)
{
sprj->picnum = REACTORBURNT;
}
else if (sprj->picnum == REACTOR2)
{
sprj->picnum = REACTOR2BURNT;
}
else if (sprj->picnum == REACTORSPARK || sprj->picnum == REACTOR2SPARK)
{
sprj->cstat = (short)32768;
}
}
return;
}
if (t[1] >= 20)
{
t[4] = 1;
return;
}
int x;
int p = findplayer(actor, &x);
t[2]++;
if (t[2] == 4) t[2] = 0;
if (x < 4096)
{
if ((krand() & 255) < 16)
{
if (!S_CheckSoundPlaying(DUKE_LONGTERM_PAIN))
S_PlayActorSound(DUKE_LONGTERM_PAIN, ps[p].GetActor());
S_PlayActorSound(SHORT_CIRCUIT, actor);
ps[p].GetActor()->s->extra--;
SetPlayerPal(&ps[p], PalEntry(32, 32, 0, 0));
}
t[0] += 128;
if (t[3] == 0)
t[3] = 1;
}
else t[3] = 0;
if (t[1])
{
t[1]++;
t[4] = s->z;
s->z = sector[sect].floorz - (krand() % (sector[sect].floorz - sector[sect].ceilingz));
switch (t[1])
{
case 3:
{
//Turn on all of those flashing sectoreffector.
fi.hitradius(actor, 4096,
gs.impact_damage << 2,
gs.impact_damage << 2,
gs.impact_damage << 2,
gs.impact_damage << 2);
DukeStatIterator it(STAT_STANDABLE);
while (auto act2 = it.Next())
{
auto sj = act2->s;
if (sj->picnum == MASTERSWITCH)
if (sj->hitag == s->hitag)
if (sj->yvel == 0)
sj->yvel = 1;
}
break;
}
case 4:
case 7:
case 10:
case 15:
{
DukeSectIterator it(sect);
while (auto a2 = it.Next())
{
if (a2 != actor)
{
deletesprite(a2);
break;
}
}
break;
}
}
for (x = 0; x < 16; x++)
RANDOMSCRAP(actor);
s->z = t[4];
t[4] = 0;
}
else
{
int j = fi.ifhitbyweapon(actor);
if (j >= 0)
{
for (x = 0; x < 32; x++)
RANDOMSCRAP(actor);
if (s->extra < 0)
t[1] = 1;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void camera(DDukeActor *actor)
{
spritetype* s = actor->s;
int* t = &actor->temp_data[0];
if (t[0] == 0)
{
if (gs.camerashitable)
{
int j = fi.ifhitbyweapon(actor);
if (j >= 0)
{
t[0] = 1; // static
s->cstat = (short)32768;
for (int x = 0; x < 5; x++)
RANDOMSCRAP(actor);
return;
}
}
if (s->hitag > 0)
{
// alias our temp_data array indexes.
auto& increment = t[1];
auto& minimum = t[2];
auto& maximum = t[3];
auto& setupflag = t[4];
// set up camera if already not.
if (setupflag != 1)
{
increment = 8;
minimum = s->ang - s->hitag - increment;
maximum = s->ang + s->hitag - increment;
setupflag = 1;
}
// update angle accordingly.
if (s->ang == minimum || s->ang == maximum)
{
increment = -increment;
s->ang += increment;
}
else if (s->ang + increment < minimum)
{
s->ang = minimum;
}
else if (s->ang + increment > maximum)
{
s->ang = maximum;
}
else
{
s->ang += increment;
}
}
}
}
//---------------------------------------------------------------------------
//
// taken out of moveexplosion
//
//---------------------------------------------------------------------------
void forcesphereexplode(DDukeActor *actor)
{
int* t = &actor->temp_data[0];
int l = actor->s->xrepeat;
if (t[1] > 0)
{
t[1]--;
if (t[1] == 0)
{
deletesprite(actor);
return;
}
}
auto Owner = actor->GetOwner();
if (!Owner) return;
if (Owner->temp_data[1] == 0)
{
if (t[0] < 64)
{
t[0]++;
l += 3;
}
}
else
if (t[0] > 64)
{
t[0]--;
l -= 3;
}
actor->s->x = Owner->s->x;
actor->s->y = Owner->s->y;
actor->s->z = Owner->s->z;
actor->s->ang += Owner->temp_data[0];
if (l > 64) l = 64;
else if (l < 1) l = 1;
actor->s->xrepeat = l;
actor->s->yrepeat = l;
actor->s->shade = (l >> 1) - 48;
for (int j = t[0]; j > 0; j--)
ssp(actor, CLIPMASK0);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void watersplash2(DDukeActor* actor)
{
int sect = actor->s->sectnum;
int* t = &actor->temp_data[0];
t[0]++;
if (t[0] == 1)
{
if (sector[sect].lotag != 1 && sector[sect].lotag != 2)
{
deletesprite(actor);
return;
}
if (!S_CheckSoundPlaying(ITEM_SPLASH))
S_PlayActorSound(ITEM_SPLASH, actor);
}
if (t[0] == 3)
{
t[0] = 0;
t[1]++;
}
if (t[1] == 5)
deletesprite(actor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void frameeffect1(DDukeActor *actor)
{
int* t = &actor->temp_data[0];
auto Owner = actor->GetOwner();
if (Owner)
{
t[0]++;
if (t[0] > 7)
{
deletesprite(actor);
return;
}
else if (t[0] > 4) actor->s->cstat |= 512 + 2;
else if (t[0] > 2) actor->s->cstat |= 2;
actor->s->xoffset = Owner->s->xoffset;
actor->s->yoffset = Owner->s->yoffset;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool money(DDukeActor* actor, int BLOODPOOL)
{
auto s = actor->s;
int sect = s->sectnum;
int* t = &actor->temp_data[0];
s->xvel = (krand() & 7) + bsin(actor->temp_data[0], -9);
actor->temp_data[0] += (krand() & 63);
if ((actor->temp_data[0] & 2047) > 512 && (actor->temp_data[0] & 2047) < 1596)
{
if (sector[sect].lotag == 2)
{
if (s->zvel < 64)
s->zvel += (gs.gravity >> 5) + (krand() & 7);
}
else
if (s->zvel < 144)
s->zvel += (gs.gravity >> 5) + (krand() & 7);
}
ssp(actor, CLIPMASK0);
if ((krand() & 3) == 0)
setsprite(actor, s->pos);
if (s->sectnum == -1)
{
deletesprite(actor);
return false;
}
int l = getflorzofslope(s->sectnum, s->x, s->y);
if (s->z > l)
{
s->z = l;
insertspriteq(actor);
s->picnum++;
DukeStatIterator it(STAT_MISC);
while (auto aa = it.Next())
{
if (aa->s->picnum == BLOODPOOL)
if (ldist(actor, aa) < 348)
{
s->pal = 2;
break;
}
}
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool floorcheck, bool zcheck1, bool zcheck2)
{
spritetype* s = actor->s;
int sect = s->sectnum;
int* t = &actor->temp_data[0];
if (s->xvel > 0) s->xvel--;
else s->xvel = 0;
if (timeout)
{
if (t[5] < 30 * 10)
t[5]++;
else
{
deletesprite(actor);
return false;
}
}
if (s->zvel > 1024 && s->zvel < 1280)
{
setsprite(actor, s->pos);
sect = s->sectnum;
}
if (callsetsprite) setsprite(actor, s->pos);
int l = getflorzofslope(sect, s->x, s->y);
int x = getceilzofslope(sect, s->x, s->y);
if (x == l || sect < 0 || sect >= MAXSECTORS)
{
deletesprite(actor);
return false;
}
if (s->z < l - (2 << 8))
{
if (t[1] < 2) t[1]++;
else if (sector[sect].lotag != 2)
{
t[1] = 0;
if (zcheck1)
{
if (t[0] > 6) t[0] = 0;
else t[0]++;
}
else
{
if (t[0] > 2)
t[0] = 0;
else t[0]++;
}
}
if (s->zvel < 6144)
{
if (sector[sect].lotag == 2)
{
if (s->zvel < 1024)
s->zvel += 48;
else s->zvel = 1024;
}
else s->zvel += gs.gravity - 50;
}
s->x += MulScale(s->xvel, bcos(s->ang), 14);
s->y += MulScale(s->xvel, bsin(s->ang), 14);
s->z += s->zvel;
if (floorcheck && s->z >= sector[s->sectnum].floorz)
{
deletesprite(actor);
return false;
}
}
else
{
if (zcheck2)
{
deletesprite(actor);
return false;
}
if (t[2] == 0)
{
if (s->sectnum == -1)
{
deletesprite(actor);
return false;
}
if ((sector[s->sectnum].floorstat & 2))
{
deletesprite(actor);
return false;
}
t[2]++;
}
l = getflorzofslope(s->sectnum, s->x, s->y);
s->z = l - (2 << 8);
s->xvel = 0;
if (s->picnum == JIBS6)
{
t[1]++;
if ((t[1] & 3) == 0 && t[0] < 7)
t[0]++;
if (t[1] > 20)
{
deletesprite(actor);
return false;
}
}
else { s->picnum = JIBS6; t[0] = 0; t[1] = 0; }
}
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool bloodpool(DDukeActor* actor, bool puke, int TIRE)
{
spritetype* s = actor->s;
int sect = s->sectnum;
int* t = &actor->temp_data[0];
if (t[0] == 0)
{
t[0] = 1;
if (sector[sect].floorstat & 2)
{
deletesprite(actor);
return false;
}
else insertspriteq(actor);
}
makeitfall(actor);
int x;
int p = findplayer(actor, &x);
s->z = actor->floorz - (FOURSLEIGHT);
if (t[2] < 32)
{
t[2]++;
if (actor->picnum == TIRE)
{
if (s->xrepeat < 64 && s->yrepeat < 64)
{
s->xrepeat += krand() & 3;
s->yrepeat += krand() & 3;
}
}
else
{
if (s->xrepeat < 32 && s->yrepeat < 32)
{
s->xrepeat += krand() & 3;
s->yrepeat += krand() & 3;
}
}
}
if (x < 844 && s->xrepeat > 6 && s->yrepeat > 6)
{
if (s->pal == 0 && (krand() & 255) < 16 && !puke)
{
if (ps[p].boot_amount > 0)
ps[p].boot_amount--;
else
{
if (!S_CheckSoundPlaying(DUKE_LONGTERM_PAIN))
S_PlayActorSound(DUKE_LONGTERM_PAIN, ps[p].GetActor());
ps[p].GetActor()->s->extra--;
SetPlayerPal(&ps[p], PalEntry(32, 16, 0, 0));
}
}
if (t[1] == 1) return false;
t[1] = 1;
if (actor->picnum == TIRE)
ps[p].footprintcount = 10;
else ps[p].footprintcount = 3;
ps[p].footprintpal = s->pal;
ps[p].footprintshade = s->shade;
if (t[2] == 32)
{
s->xrepeat -= 6;
s->yrepeat -= 6;
}
}
else t[1] = 0;
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void shell(DDukeActor* actor, bool morecheck)
{
spritetype* s = actor->s;
int sect = s->sectnum;
int* t = &actor->temp_data[0];
ssp(actor, CLIPMASK0);
if (sect < 0 || morecheck)
{
deletesprite(actor);
return;
}
if (sector[sect].lotag == 2)
{
t[1]++;
if (t[1] > 8)
{
t[1] = 0;
t[0]++;
t[0] &= 3;
}
if (s->zvel < 128) s->zvel += (gs.gravity / 13); // 8
else s->zvel -= 64;
if (s->xvel > 0)
s->xvel -= 4;
else s->xvel = 0;
}
else
{
t[1]++;
if (t[1] > 3)
{
t[1] = 0;
t[0]++;
t[0] &= 3;
}
if (s->zvel < 512) s->zvel += (gs.gravity / 3); // 52;
if (s->xvel > 0)
s->xvel--;
else
{
deletesprite(actor);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void glasspieces(DDukeActor* actor)
{
spritetype* s = actor->s;
int sect = s->sectnum;
int* t = &actor->temp_data[0];
makeitfall(actor);
if (s->zvel > 4096) s->zvel = 4096;
if (sect < 0)
{
deletesprite(actor);
return;
}
if (s->z == actor->floorz - (FOURSLEIGHT) && t[0] < 3)
{
s->zvel = -((3 - t[0]) << 8) - (krand() & 511);
if (sector[sect].lotag == 2)
s->zvel >>= 1;
s->xrepeat >>= 1;
s->yrepeat >>= 1;
if (rnd(96))
setsprite(actor, s->pos);
t[0]++;//Number of bounces
}
else if (t[0] == 3)
{
deletesprite(actor);
return;
}
if (s->xvel > 0)
{
s->xvel -= 2;
s->cstat = ((s->xvel & 3) << 2);
}
else s->xvel = 0;
ssp(actor, CLIPMASK0);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void scrap(DDukeActor* actor, int SCRAP1, int SCRAP6)
{
spritetype* s = actor->s;
int sect = s->sectnum;
int* t = &actor->temp_data[0];
if (s->xvel > 0)
s->xvel--;
else s->xvel = 0;
if (s->zvel > 1024 && s->zvel < 1280)
{
setsprite(actor, s->pos);
sect = s->sectnum;
}
if (s->z < sector[sect].floorz - (2 << 8))
{
if (t[1] < 1) t[1]++;
else
{
t[1] = 0;
if (s->picnum < SCRAP6 + 8)
{
if (t[0] > 6)
t[0] = 0;
else t[0]++;
}
else
{
if (t[0] > 2)
t[0] = 0;
else t[0]++;
}
}
if (s->zvel < 4096) s->zvel += gs.gravity - 50;
s->x += MulScale(s->xvel, bcos(s->ang), 14);
s->y += MulScale(s->xvel, bsin(s->ang), 14);
s->z += s->zvel;
}
else
{
if (s->picnum == SCRAP1 && s->yvel > 0)
{
auto spawned = spawn(actor, s->yvel);
setsprite(spawned, s->pos);
getglobalz(spawned);
spawned->s->hitag = spawned->s->lotag = 0;
}
deletesprite(actor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void gutsdir(DDukeActor* actor, short gtype, short n, short p)
{
int sx, sy;
if (badguy(actor) && actor->s->xrepeat < 16)
sx = sy = 8;
else sx = sy = 32;
int gutz = actor->s->z - (8 << 8);
int floorz = getflorzofslope(actor->s->sectnum, actor->s->x, actor->s->y);
if (gutz > (floorz - (8 << 8)))
gutz = floorz - (8 << 8);
gutz += gs.actorinfo[actor->s->picnum].gutsoffset;
for (int j = 0; j < n; j++)
{
int a = krand() & 2047;
int r1 = krand();
int r2 = krand();
// TRANSITIONAL: owned by a player???
EGS(actor->s->sectnum, actor->s->x, actor->s->y, gutz, gtype, -32, sx, sy, a, 256 + (r2 & 127), -512 - (r1 & 2047), ps[p].GetActor(), 5);
}
}
//---------------------------------------------------------------------------
//
// taken out of moveeffectors
//
//---------------------------------------------------------------------------
void handle_se00(DDukeActor* actor, int LASERLINE)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
sectortype *sect = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
int zchange = 0;
auto Owner = actor->GetOwner();
if (!Owner || Owner->s->lotag == (short)65535)
{
deletesprite(actor);
return;
}
int q = sect->extra >> 3;
int l = 0;
if (sect->lotag == 30)
{
q >>= 2;
if (s->extra == 1)
{
if (actor->tempang < 256)
{
actor->tempang += 4;
if (actor->tempang >= 256)
callsound(s->sectnum, actor);
if (s->clipdist) l = 1;
else l = -1;
}
else actor->tempang = 256;
if (sect->floorz > s->z) //z's are touching
{
sect->floorz -= 512;
zchange = -512;
if (sect->floorz < s->z)
sect->floorz = s->z;
}
else if (sect->floorz < s->z) //z's are touching
{
sect->floorz += 512;
zchange = 512;
if (sect->floorz > s->z)
sect->floorz = s->z;
}
}
else if (s->extra == 3)
{
if (actor->tempang > 0)
{
actor->tempang -= 4;
if (actor->tempang <= 0)
callsound(s->sectnum, actor);
if (s->clipdist) l = -1;
else l = 1;
}
else actor->tempang = 0;
if (sect->floorz > actor->temp_data[3]) //z's are touching
{
sect->floorz -= 512;
zchange = -512;
if (sect->floorz < actor->temp_data[3])
sect->floorz = actor->temp_data[3];
}
else if (sect->floorz < actor->temp_data[3]) //z's are touching
{
sect->floorz += 512;
zchange = 512;
if (sect->floorz > actor->temp_data[3])
sect->floorz = actor->temp_data[3];
}
}
s->ang += (l * q);
t[2] += (l * q);
}
else
{
if (Owner->temp_data[0] == 0) return;
if (Owner->temp_data[0] == 2)
{
deletesprite(actor);
return;
}
if (Owner->s->ang > 1024)
l = -1;
else l = 1;
if (t[3] == 0)
t[3] = ldist(actor, Owner);
s->xvel = t[3];
s->x = Owner->s->x;
s->y = Owner->s->y;
s->ang += (l * q);
t[2] += (l * q);
}
if (l && (sect->floorstat & 64))
{
int p;
for (p = connecthead; p >= 0; p = connectpoint2[p])
{
if (ps[p].cursectnum == s->sectnum && ps[p].on_ground == 1)
{
ps[p].angle.addadjustment(l * q);
ps[p].posz += zchange;
int m, x;
rotatepoint(Owner->s->x, Owner->s->y, ps[p].posx, ps[p].posy, (q * l), &m, &x);
ps[p].bobposx += m - ps[p].posx;
ps[p].bobposy += x - ps[p].posy;
ps[p].posx = m;
ps[p].posy = x;
auto psp = ps[p].GetActor();
if (psp->s->extra <= 0)
{
psp->s->x = m;
psp->s->y = x;
}
}
}
DukeSectIterator itp(s->sectnum);
while (auto ap = itp.Next())
{
auto sprp = ap->s;
if (sprp->statnum != 3 && sprp->statnum != 4)
if (LASERLINE < 0 || sprp->picnum != LASERLINE)
{
if (sprp->picnum == TILE_APLAYER && ap->GetOwner())
{
continue;
}
sprp->ang += (l * q);
sprp->ang &= 2047;
sprp->z += zchange;
rotatepoint(Owner->s->x, Owner->s->y, ap->s->x, ap->s->y, (q* l), &ap->s->x, &ap->s->y);
}
}
}
ms(actor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se01(DDukeActor *actor)
{
int* t = &actor->temp_data[0];
int sh = actor->s->hitag;
if (actor->GetOwner() == nullptr) //Init
{
actor->SetOwner(actor);
DukeStatIterator it(STAT_EFFECTOR);
while (auto ac = it.Next())
{
if (ac->s->lotag == 19 && ac->s->hitag == sh)
{
t[0] = 0;
break;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
if (actor->GetOwner() == nullptr)
{
auto NewOwner = LocateTheLocator(t[3], t[0]);
if (NewOwner == nullptr)
{
I_Error("Could not find any locators for SE# 6 and 14 with a hitag of %d.", t[3]);
}
actor->SetOwner(NewOwner);
}
auto Owner = actor->GetOwner();
int j = ldist(Owner, actor);
if (j < 1024)
{
if (st == 6)
if (Owner->s->hitag & 1)
t[4] = sc->extra; //Slow it down
t[3]++;
auto NewOwner = LocateTheLocator(t[3], t[0]);
if (NewOwner == nullptr)
{
t[3] = 0;
NewOwner = LocateTheLocator(0, t[0]);
}
if (NewOwner) actor->SetOwner(NewOwner);
}
Owner = actor->GetOwner();
if (s->xvel)
{
int x = getangle(Owner->s->x - s->x, Owner->s->y - s->y);
int q = getincangle(s->ang, x) >> 3;
t[2] += q;
s->ang += q;
bool statstate = (!checkstat || ((sc->floorstat & 1) == 0 && (sc->ceilingstat & 1) == 0));
if (s->xvel == sc->extra)
{
if (statstate)
{
if (!S_CheckSoundPlaying(actor->lastvx))
S_PlayActorSound(actor->lastvx, actor);
}
if ((!checkstat || !statstate) && (ud.monsters_off == 0 && sc->floorpal == 0 && (sc->floorstat & 1) && rnd(8)))
{
int p = findplayer(actor, &x);
if (x < 20480)
{
j = s->ang;
s->ang = getangle(s->x - ps[p].posx, s->y - ps[p].posy);
fi.shoot(actor, RPG);
s->ang = j;
}
}
}
if (s->xvel <= 64 && statstate)
S_StopSound(actor->lastvx, actor);
if ((sc->floorz - sc->ceilingz) < (108 << 8))
{
if (ud.clipping == 0 && s->xvel >= 192)
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
auto psp = ps[p].GetActor();
if (psp->s->extra > 0)
{
short k = ps[p].cursectnum;
updatesector(ps[p].posx, ps[p].posy, &k);
if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && ps[p].cursectnum != s->sectnum))
{
ps[p].posx = s->x;
ps[p].posy = s->y;
ps[p].cursectnum = s->sectnum;
setsprite(ps[p].GetActor(), s->pos);
quickkill(&ps[p]);
}
}
}
}
int m = MulScale(s->xvel, bcos(s->ang), 14);
x = MulScale(s->xvel, bsin(s->ang), 14);
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
auto psp = ps[p].GetActor();
if (sector[ps[p].cursectnum].lotag != 2)
{
if (po[p].os == s->sectnum)
{
po[p].ox += m;
po[p].oy += x;
}
if (s->sectnum == psp->s->sectnum)
{
rotatepoint(s->x, s->y, ps[p].posx, ps[p].posy, q, &ps[p].posx, &ps[p].posy);
ps[p].posx += m;
ps[p].posy += x;
ps[p].bobposx += m;
ps[p].bobposy += x;
ps[p].angle.addadjustment(q);
if (numplayers > 1)
{
ps[p].oposx = ps[p].posx;
ps[p].oposy = ps[p].posy;
}
if (psp->s->extra <= 0)
{
psp->s->x = ps[p].posx;
psp->s->y = ps[p].posy;
}
}
}
}
DukeSectIterator it(s->sectnum);
while (auto a2 = it.Next())
{
auto sj = a2->s;
if (sj->statnum != 10 && sector[sj->sectnum].lotag != 2 && sj->picnum != SECTOREFFECTOR && sj->picnum != LOCATORS)
{
rotatepoint(s->x, s->y, sj->x, sj->y, q, &sj->x, &sj->y);
sj->x += m;
sj->y += x;
sj->ang += q;
if (numplayers > 1)
{
sj->backupvec2();
}
}
}
ms(actor);
setsprite(actor, s->pos);
if ((sc->floorz - sc->ceilingz) < (108 << 8))
{
if (ud.clipping == 0 && s->xvel >= 192)
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
if (ps[p].GetActor()->s->extra > 0)
{
short k = ps[p].cursectnum;
updatesector(ps[p].posx, ps[p].posy, &k);
if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && ps[p].cursectnum != s->sectnum))
{
ps[p].oposx = ps[p].posx = s->x;
ps[p].oposy = ps[p].posy = s->y;
ps[p].cursectnum = s->sectnum;
setsprite(ps[p].GetActor(), s->pos);
quickkill(&ps[p]);
}
}
}
auto Owner = actor->GetOwner();
if (Owner)
{
DukeSectIterator itr(Owner->s->sectnum);
while (auto a2 = itr.Next())
{
if (a2->s->statnum == 1 && badguy(a2) && a2->s->picnum != SECTOREFFECTOR && a2->s->picnum != LOCATORS)
{
short k = a2->s->sectnum;
updatesector(a2->s->x, a2->s->y, &k);
if (a2->s->extra >= 0 && k == s->sectnum)
{
gutsdir(a2, JIBS6, 72, myconnectindex);
S_PlayActorSound(SQUISHED, actor);
deletesprite(a2);
}
}
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se30(DDukeActor *actor, int JIBS6)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
auto Owner = actor->GetOwner();
if (Owner == nullptr)
{
t[3] = !t[3];
Owner = LocateTheLocator(t[3], t[0]);
actor->SetOwner(Owner);
}
else
{
if (t[4] == 1) // Starting to go
{
if (ldist(Owner, actor) < (2048 - 128))
t[4] = 2;
else
{
if (s->xvel == 0)
operateactivators(s->hitag + (!t[3]), -1);
if (s->xvel < 256)
s->xvel += 16;
}
}
if (t[4] == 2)
{
int l = FindDistance2D(Owner->s->x - s->x, Owner->s->y - s->y);
if (l <= 128)
s->xvel = 0;
if (s->xvel > 0)
s->xvel -= 16;
else
{
s->xvel = 0;
operateactivators(s->hitag + (short)t[3], -1);
actor->SetOwner(nullptr);
s->ang += 1024;
t[4] = 0;
fi.operateforcefields(actor, s->hitag);
}
}
}
if (s->xvel)
{
int l = MulScale(s->xvel, bcos(s->ang), 14);
int x = MulScale(s->xvel, bsin(s->ang), 14);
if ((sc->floorz - sc->ceilingz) < (108 << 8))
if (ud.clipping == 0)
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
auto psp = ps[p].GetActor();
if (psp->s->extra > 0)
{
short k = ps[p].cursectnum;
updatesector(ps[p].posx, ps[p].posy, &k);
if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && ps[p].cursectnum != s->sectnum))
{
ps[p].posx = s->x;
ps[p].posy = s->y;
ps[p].cursectnum = s->sectnum;
setsprite(ps[p].GetActor(), s->pos);
quickkill(&ps[p]);
}
}
}
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
auto psp = ps[p].GetActor();
if (psp->s->sectnum == s->sectnum)
{
ps[p].posx += l;
ps[p].posy += x;
if (numplayers > 1)
{
ps[p].oposx = ps[p].posx;
ps[p].oposy = ps[p].posy;
}
ps[p].bobposx += l;
ps[p].bobposy += x;
}
if (po[p].os == s->sectnum)
{
po[p].ox += l;
po[p].oy += x;
}
}
DukeSectIterator its(s->sectnum);
while (auto a2 = its.Next())
{
auto spa2 = a2->s;
if (spa2->picnum != SECTOREFFECTOR && spa2->picnum != LOCATORS)
{
spa2->x += l;
spa2->y += x;
if (numplayers > 1)
{
spa2->backupvec2();
}
}
}
ms(actor);
setsprite(actor, s->pos);
if ((sc->floorz - sc->ceilingz) < (108 << 8))
{
if (ud.clipping == 0)
for (int p = connecthead; p >= 0; p = connectpoint2[p])
if (ps[p].GetActor()->s->extra > 0)
{
short k = ps[p].cursectnum;
updatesector(ps[p].posx, ps[p].posy, &k);
if ((k == -1 && ud.clipping == 0) || (k == s->sectnum && ps[p].cursectnum != s->sectnum))
{
ps[p].posx = s->x;
ps[p].posy = s->y;
ps[p].oposx = ps[p].posx;
ps[p].oposy = ps[p].posy;
ps[p].cursectnum = s->sectnum;
setsprite(ps[p].GetActor(), s->pos);
quickkill(&ps[p]);
}
}
if (Owner)
{
DukeSectIterator it(Owner->s->sectnum);
while (auto a2 = it.Next())
{
if (a2->s->statnum == 1 && badguy(a2) && a2->s->picnum != SECTOREFFECTOR && a2->s->picnum != LOCATORS)
{
// if(a2->s.sectnum != s->sectnum)
{
short k = a2->s->sectnum;
updatesector(a2->s->x, a2->s->y, &k);
if (a2->s->extra >= 0 && k == s->sectnum)
{
gutsdir(a2, JIBS6, 24, myconnectindex);
S_PlayActorSound(SQUISHED, a2);
deletesprite(a2);
}
}
}
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se02(DDukeActor *actor)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
if (t[4] > 0 && t[0] == 0)
{
if (t[4] < sh)
t[4]++;
else t[0] = 1;
}
if (t[0] > 0)
{
t[0]++;
s->xvel = 3;
if (t[0] > 96)
{
t[0] = -1; //Stop the quake
t[4] = -1;
deletesprite(actor);
return;
}
else
{
if ((t[0] & 31) == 8)
{
earthquaketime = 48;
S_PlayActorSound(EARTHQUAKE, ps[screenpeek].GetActor());
}
if (abs(sc->floorheinum - t[5]) < 8)
sc->floorheinum = t[5];
else sc->floorheinum += (Sgn(t[5] - sc->floorheinum) << 4);
}
int m = MulScale(s->xvel, bcos(s->ang), 14);
int x = MulScale(s->xvel, bsin(s->ang), 14);
for (int p = connecthead; p >= 0; p = connectpoint2[p])
if (ps[p].cursectnum == s->sectnum && ps[p].on_ground)
{
ps[p].posx += m;
ps[p].posy += x;
ps[p].bobposx += m;
ps[p].bobposy += x;
}
DukeSectIterator it(s->sectnum);
while (auto a2 = it.Next())
{
auto sj = a2->s;
if (sj->picnum != SECTOREFFECTOR)
{
sj->x += m;
sj->y += x;
setsprite(a2, sj->pos);
}
}
ms(actor);
setsprite(actor, s->pos);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se03(DDukeActor *actor)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
if (t[4] == 0) return;
int x, p = findplayer(actor, &x);
int palvals = actor->palvals;
// if(t[5] > 0) { t[5]--; break; }
if ((global_random / (sh + 1) & 31) < 4 && !t[2])
{
// t[5] = 4+(global_random&7);
sc->ceilingpal = palvals >> 8;
sc->floorpal = palvals & 0xff;
t[0] = s->shade + (global_random & 15);
}
else
{
// t[5] = 4+(global_random&3);
sc->ceilingpal = s->pal;
sc->floorpal = s->pal;
t[0] = t[3];
}
sc->ceilingshade = t[0];
sc->floorshade = t[0];
auto wal = &wall[sc->wallptr];
for (x = sc->wallnum; x > 0; x--, wal++)
{
if (wal->hitag != 1)
{
wal->shade = t[0];
if ((wal->cstat & 2) && wal->nextwall >= 0)
{
wall[wal->nextwall].shade = wal->shade;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se04(DDukeActor *actor)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
int j;
int palvals = actor->palvals;
if ((global_random / (sh + 1) & 31) < 4)
{
t[1] = s->shade + (global_random & 15);//Got really bright
t[0] = s->shade + (global_random & 15);
sc->ceilingpal = palvals >> 8;
sc->floorpal = palvals & 0xff;
j = 1;
}
else
{
t[1] = t[2];
t[0] = t[3];
sc->ceilingpal = s->pal;
sc->floorpal = s->pal;
j = 0;
}
sc->floorshade = t[1];
sc->ceilingshade = t[1];
auto wal = &wall[sc->wallptr];
for (int x = sc->wallnum; x > 0; x--, wal++)
{
if (j) wal->pal = (palvals & 0xff);
else wal->pal = s->pal;
if (wal->hitag != 1)
{
wal->shade = t[0];
if ((wal->cstat & 2) && wal->nextwall >= 0)
wall[wal->nextwall].shade = wal->shade;
}
}
DukeSectIterator it(s->sectnum);
while (auto a2 = it.Next())
{
auto sj = a2->s;
if (sj->cstat & 16)
{
if (sc->ceilingstat & 1)
sj->shade = sc->ceilingshade;
else sj->shade = sc->floorshade;
}
}
if (t[4])
deletesprite(actor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se05(DDukeActor* actor, int FIRELASER)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
int j, l, m;
int x, p = findplayer(actor, &x);
if (x < 8192)
{
j = s->ang;
s->ang = getangle(s->x - ps[p].posx, s->y - ps[p].posy);
fi.shoot(actor, FIRELASER);
s->ang = j;
}
auto Owner = actor->GetOwner();
if (Owner == nullptr) //Start search
{
t[4] = 0;
l = 0x7fffffff;
while (1) //Find the shortest dist
{
auto NewOwner = LocateTheLocator(t[4], -1); //t[0] hold sectnum
if (NewOwner == nullptr) break;
m = ldist(ps[p].GetActor(), NewOwner);
if (l > m)
{
Owner = NewOwner;
l = m;
}
t[4]++;
}
actor->SetOwner(Owner);
if (!Owner) return; // Undefined case - was not checked.
s->zvel = Sgn(Owner->s->z - s->z) << 4;
}
if (ldist(Owner, actor) < 1024)
{
short ta;
ta = s->ang;
s->ang = getangle(ps[p].posx - s->x, ps[p].posy - s->y);
s->ang = ta;
actor->SetOwner(nullptr);
return;
}
else s->xvel = 256;
x = getangle(Owner->s->x - s->x, Owner->s->y - s->y);
int q = getincangle(s->ang, x) >> 3;
s->ang += q;
if (rnd(32))
{
t[2] += q;
sc->ceilingshade = 127;
}
else
{
t[2] +=
getincangle(t[2] + 512, getangle(ps[p].posx - s->x, ps[p].posy - s->y)) >> 2;
sc->ceilingshade = 0;
}
j = fi.ifhitbyweapon(actor);
if (j >= 0)
{
t[3]++;
if (t[3] == 5)
{
s->zvel += 1024;
FTA(7, &ps[myconnectindex]);
}
}
s->z += s->zvel;
sc->ceilingz += s->zvel;
sector[t[0]].ceilingz += s->zvel;
ms(actor);
setsprite(actor, s->pos);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se08(DDukeActor *actor, bool checkhitag1)
{
// work only if its moving
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
int x, j = -1;
if (actor->temp_data[4])
{
actor->temp_data[4]++;
if (actor->temp_data[4] > 8)
{
deletesprite(actor);
return;
}
j = 1;
}
else j = getanimationgoal(anim_ceilingz, s->sectnum);
if (j >= 0)
{
short sn;
if ((sc->lotag & 0x8000) || actor->temp_data[4])
x = -t[3];
else
x = t[3];
if (st == 9) x = -x;
DukeStatIterator it(STAT_EFFECTOR);
while (auto ac = it.Next())
{
if (((ac->s->lotag) == st) && (ac->s->hitag) == sh)
{
sn = ac->s->sectnum;
auto sect = &sector[sn];
int m = ac->s->shade;
auto wal = &wall[sect->wallptr];
for (int l = sect->wallnum; l > 0; l--, wal++)
{
if (wal->hitag != 1)
{
wal->shade += x;
if (wal->shade < m)
wal->shade = m;
else if (wal->shade > ac->temp_data[2])
wal->shade = ac->temp_data[2];
if (wal->nextwall >= 0)
if (wall[wal->nextwall].hitag != 1)
wall[wal->nextwall].shade = wal->shade;
}
}
sect->floorshade += x;
sect->ceilingshade += x;
if (sect->floorshade < m)
sect->floorshade = m;
else if (sect->floorshade > ac->temp_data[0])
sect->floorshade = ac->temp_data[0];
if (sect->ceilingshade < m)
sect->ceilingshade = m;
else if (sect->ceilingshade > ac->temp_data[1])
sect->ceilingshade = ac->temp_data[1];
if (checkhitag1 && sect->hitag == 1)
sect->ceilingshade = ac->temp_data[1];
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se10(DDukeActor* actor, const int* specialtags)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
if ((sc->lotag & 0xff) == 27 || (sc->floorz > sc->ceilingz && (sc->lotag & 0xff) != 23) || sc->lotag == (short)32791)
{
int j = 1;
if ((sc->lotag & 0xff) != 27)
for (int p = connecthead; p >= 0; p = connectpoint2[p])
if (sc->lotag != 30 && sc->lotag != 31 && sc->lotag != 0)
if (s->sectnum == ps[p].GetActor()->s->sectnum)
j = 0;
if (j == 1)
{
if (t[0] > sh)
{
if (specialtags) for (int i = 0; specialtags[i]; i++)
{
if (sector[s->sectnum].lotag == specialtags[i] && getanimationgoal(anim_ceilingz, s->sectnum) >= 0)
{
return;
}
}
fi.activatebysector(s->sectnum, actor);
t[0] = 0;
}
else t[0]++;
}
}
else t[0] = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se11(DDukeActor *actor)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
if (t[5] > 0)
{
t[5]--;
return;
}
if (t[4])
{
int startwall, endwall;
startwall = sc->wallptr;
endwall = startwall + sc->wallnum;
DukeStatIterator it(STAT_ACTOR);
for (int j = startwall; j < endwall; j++)
{
while (auto ac = it.Next())
{
auto sk = ac->s;
if (sk->extra > 0 && badguy(ac) && clipinsidebox(sk->x, sk->y, j, 256L) == 1)
return;
}
}
int k = (s->yvel >> 3) * t[3];
t[2] += k;
t[4] += k;
ms(actor);
setsprite(actor, s->pos);
for (int j = startwall; j < endwall; j++)
{
it.Reset(STAT_PLAYER);
while (auto ac = it.Next())
{
auto sk = ac->s;
if (ac->GetOwner() && clipinsidebox(sk->x, sk->y, j, 144L) == 1)
{
t[5] = 8; // Delay
t[2] -= k;
t[4] -= k;
ms(actor);
setsprite(actor, s->pos);
return;
}
}
}
if (t[4] <= -511 || t[4] >= 512)
{
t[4] = 0;
t[2] &= 0xffffff00;
ms(actor);
setsprite(actor, s->pos);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se12(DDukeActor *actor, int planeonly)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
if (t[0] == 3 || t[3] == 1) //Lights going off
{
sc->floorpal = 0;
sc->ceilingpal = 0;
auto wal = &wall[sc->wallptr];
for (int j = sc->wallnum; j > 0; j--, wal++)
if (wal->hitag != 1)
{
wal->shade = t[1];
wal->pal = 0;
}
sc->floorshade = t[1];
sc->ceilingshade = t[2];
t[0] = 0;
DukeSectIterator it(s->sectnum);
while (auto a2 = it.Next())
{
if (a2->s->cstat & 16)
{
if (sc->ceilingstat & 1)
a2->s->shade = sc->ceilingshade;
else a2->s->shade = sc->floorshade;
}
}
if (t[3] == 1)
{
deletesprite(actor);
return;
}
}
if (t[0] == 1) //Lights flickering on
{
// planeonly 1 is RRRA SE47, planeonly 2 is SE48
int compshade = planeonly == 2 ? sc->ceilingshade : sc->floorshade;
if (compshade > s->shade)
{
if (planeonly != 2) sc->floorpal = s->pal;
if (planeonly != 1) sc->ceilingpal = s->pal;
if (planeonly != 2) sc->floorshade -= 2;
if (planeonly != 1) sc->ceilingshade -= 2;
auto wal = &wall[sc->wallptr];
for (int j = sc->wallnum; j > 0; j--, wal++)
if (wal->hitag != 1)
{
wal->pal = s->pal;
wal->shade -= 2;
}
}
else t[0] = 2;
DukeSectIterator it(s->sectnum);
while (auto a2 = it.Next())
{
if (a2->s->cstat & 16)
{
if (sc->ceilingstat & 1)
a2->s->shade = sc->ceilingshade;
else a2->s->shade = sc->floorshade;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se13(DDukeActor* actor)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
if (t[2])
{
int j = (s->yvel << 5) | 1;
if (s->ang == 512)
{
if (actor->spriteextra)
{
if (abs(t[0] - sc->ceilingz) >= j)
sc->ceilingz += Sgn(t[0] - sc->ceilingz) * j;
else sc->ceilingz = t[0];
}
else
{
if (abs(t[1] - sc->floorz) >= j)
sc->floorz += Sgn(t[1] - sc->floorz) * j;
else sc->floorz = t[1];
}
}
else
{
if (abs(t[1] - sc->floorz) >= j)
sc->floorz += Sgn(t[1] - sc->floorz) * j;
else sc->floorz = t[1];
if (abs(t[0] - sc->ceilingz) >= j)
sc->ceilingz += Sgn(t[0] - sc->ceilingz) * j;
sc->ceilingz = t[0];
}
if (t[3] == 1)
{
//Change the shades
t[3]++;
sc->ceilingstat ^= 1;
if (s->ang == 512)
{
auto wal = &wall[sc->wallptr];
for (j = sc->wallnum; j > 0; j--, wal++)
wal->shade = s->shade;
sc->floorshade = s->shade;
if (ps[0].one_parallax_sectnum >= 0)
{
sc->ceilingpicnum = sector[ps[0].one_parallax_sectnum].ceilingpicnum;
sc->ceilingshade = sector[ps[0].one_parallax_sectnum].ceilingshade;
}
}
}
t[2]++;
if (t[2] > 256)
{
deletesprite(actor);
return;
}
}
if (t[2] == 4 && s->ang != 512)
for (int x = 0; x < 7; x++) RANDOMSCRAP(actor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se15(DDukeActor* actor)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
if (t[4])
{
s->xvel = 16;
if (t[4] == 1) //Opening
{
if (t[3] >= (s->yvel >> 3))
{
t[4] = 0; //Turn off the sliders
callsound(s->sectnum, actor);
return;
}
t[3]++;
}
else if (t[4] == 2)
{
if (t[3] < 1)
{
t[4] = 0;
callsound(s->sectnum, actor);
return;
}
t[3]--;
}
ms(actor);
setsprite(actor, s->pos);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se16(DDukeActor* actor, int REACTOR, int REACTOR2)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
t[2] += 32;
if (sc->floorz < sc->ceilingz) s->shade = 0;
else if (sc->ceilingz < t[3])
{
//The following code check to see if
//there is any other sprites in the sector.
//If there isn't, then kill this sectoreffector
//itself.....
DukeSectIterator it(s->sectnum);
DDukeActor* a2;
while ((a2 = it.Next()))
{
if (a2->s->picnum == REACTOR || a2->s->picnum == REACTOR2)
return;
}
if (a2 == nullptr)
{
deletesprite(actor);
return;
}
else s->shade = 1;
}
if (s->shade) sc->ceilingz += 1024;
else sc->ceilingz -= 512;
ms(actor);
setsprite(actor, s->pos);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se17(DDukeActor* actor)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
int q = t[0] * (s->yvel << 2);
sc->ceilingz += q;
sc->floorz += q;
DukeSectIterator it(s->sectnum);
while (auto act1 = it.Next())
{
if (act1->s->statnum == STAT_PLAYER && act1->GetOwner())
{
int p = act1->s->yvel;
if (numplayers < 2) ps[p].oposz = ps[p].posz;
ps[p].posz += q;
ps[p].truefz += q;
ps[p].truecz += q;
if (numplayers > 1) ps[p].oposz = ps[p].posz;
}
if (act1->s->statnum != STAT_EFFECTOR)
{
act1->s->backupz();
act1->s->z += q;
}
act1->floorz = sc->floorz;
act1->ceilingz = sc->ceilingz;
}
if (t[0]) //If in motion
{
if (abs(sc->floorz - t[2]) <= s->yvel)
{
activatewarpelevators(actor, 0);
return;
}
if (t[0] == -1)
{
if (sc->floorz > t[3])
return;
}
else if (sc->ceilingz < t[4]) return;
if (t[1] == 0) return;
t[1] = 0;
DDukeActor* act2;
DukeStatIterator it(STAT_EFFECTOR);
while ((act2 = it.Next()))
{
if (actor != act2 && (act2->s->lotag) == 17)
if ((sc->hitag - t[0]) == (sector[act2->s->sectnum].hitag) && sh == (act2->s->hitag))
break;
}
if (act2 == nullptr) return;
auto spr2 = act2->s;
DukeSectIterator its(s->sectnum);
while (auto act3 = its.Next())
{
auto spr3 = act3->s;
if (spr3->statnum == STAT_PLAYER && act3->GetOwner())
{
int p = spr3->yvel;
ps[p].posx += spr2->x - s->x;
ps[p].posy += spr2->y - s->y;
ps[p].posz = sector[spr2->sectnum].floorz - (sc->floorz - ps[p].posz);
act3->floorz = sector[spr2->sectnum].floorz;
act3->ceilingz = sector[spr2->sectnum].ceilingz;
ps[p].bobposx = ps[p].oposx = ps[p].posx;
ps[p].bobposy = ps[p].oposy = ps[p].posy;
ps[p].oposz = ps[p].posz;
ps[p].truefz = act3->floorz;
ps[p].truecz = act3->ceilingz;
ps[p].bobcounter = 0;
changespritesect(act3, spr2->sectnum);
ps[p].cursectnum = spr2->sectnum;
}
else if (spr3->statnum != STAT_EFFECTOR)
{
spr3->x += spr2->x - s->x;
spr3->y += spr2->y - s->y;
spr3->z = sector[spr2->sectnum].floorz - (sc->floorz - spr3->z);
spr3->backupz();
changespritesect(act3, spr2->sectnum);
setsprite(act3, spr3->pos);
act3->floorz = sector[spr2->sectnum].floorz;
act3->ceilingz = sector[spr2->sectnum].ceilingz;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se18(DDukeActor *actor, bool morecheck)
{
int* t = &actor->temp_data[0];
auto sc = &sector[actor->s->sectnum];
int st = actor->s->lotag;
int sh = actor->s->hitag;
if (t[0])
{
if (actor->s->pal)
{
if (actor->s->ang == 512)
{
sc->ceilingz -= sc->extra;
if (sc->ceilingz <= t[1])
{
sc->ceilingz = t[1];
deletesprite(actor);
return;
}
}
else
{
sc->floorz += sc->extra;
if (morecheck)
{
DukeSectIterator it(actor->s->sectnum);
while (auto a2 = it.Next())
{
if (a2->s->picnum == TILE_APLAYER && a2->GetOwner())
if (ps[a2->PlayerIndex()].on_ground == 1) ps[a2->PlayerIndex()].posz += sc->extra;
if (a2->s->zvel == 0 && a2->s->statnum != STAT_EFFECTOR && a2->s->statnum != STAT_PROJECTILE)
{
a2->s->z += sc->extra;
a2->floorz = sc->floorz;
}
}
}
if (sc->floorz >= t[1])
{
sc->floorz = t[1];
deletesprite(actor);
return;
}
}
}
else
{
if (actor->s->ang == 512)
{
sc->ceilingz += sc->extra;
if (sc->ceilingz >= actor->s->z)
{
sc->ceilingz = actor->s->z;
deletesprite(actor);
return;
}
}
else
{
sc->floorz -= sc->extra;
if (morecheck)
{
DukeSectIterator it(actor->s->sectnum);
while (auto a2 = it.Next())
{
if (a2->s->picnum == TILE_APLAYER && a2->GetOwner())
if (ps[a2->PlayerIndex()].on_ground == 1) ps[a2->PlayerIndex()].posz -= sc->extra;
if (a2->s->zvel == 0 && a2->s->statnum != STAT_EFFECTOR && a2->s->statnum != STAT_PROJECTILE)
{
a2->s->z -= sc->extra;
a2->floorz = sc->floorz;
}
}
}
if (sc->floorz <= actor->s->z)
{
sc->floorz = actor->s->z;
deletesprite(actor);
return;
}
}
}
t[2]++;
if (t[2] >= actor->s->hitag)
{
t[2] = 0;
t[0] = 0;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se19(DDukeActor *actor, int BIGFORCE)
{
int* t = &actor->temp_data[0];
auto sc = &sector[actor->s->sectnum];
int st = actor->s->lotag;
int sh = actor->s->hitag;
int j, x, q;
if (t[0])
{
if (t[0] == 1)
{
t[0]++;
x = sc->wallptr;
q = x + sc->wallnum;
for (j = x; j < q; j++)
if (wall[j].overpicnum == BIGFORCE)
{
wall[j].cstat &= (128 + 32 + 8 + 4 + 2);
wall[j].overpicnum = 0;
if (wall[j].nextwall >= 0)
{
wall[wall[j].nextwall].overpicnum = 0;
wall[wall[j].nextwall].cstat &= (128 + 32 + 8 + 4 + 2);
}
}
}
if (sc->ceilingz < sc->floorz)
sc->ceilingz += actor->s->yvel;
else
{
sc->ceilingz = sc->floorz;
DukeStatIterator it(STAT_EFFECTOR);
while (auto a2 = it.Next())
{
auto a2Owner = a2->GetOwner();
if (a2->s->lotag == 0 && a2->s->hitag == sh && a2Owner)
{
q = a2Owner->s->sectnum;
sector[a2->s->sectnum].floorpal = sector[a2->s->sectnum].ceilingpal = sector[q].floorpal;
sector[a2->s->sectnum].floorshade = sector[a2->s->sectnum].ceilingshade = sector[q].floorshade;
a2Owner->temp_data[0] = 2;
}
}
deletesprite(actor);
return;
}
}
else //Not hit yet
{
auto hitter = fi.ifhitsectors(actor->s->sectnum);
if (hitter)
{
FTA(8, &ps[myconnectindex]);
DukeStatIterator it(STAT_EFFECTOR);
while (auto ac = it.Next())
{
x = ac->s->lotag & 0x7fff;
switch (x)
{
case 0:
if (ac->s->hitag == sh && ac->GetOwner())
{
q = ac->s->sectnum;
sector[q].floorshade = sector[q].ceilingshade = ac->GetOwner()->s->shade;
sector[q].floorpal = sector[q].ceilingpal = ac->GetOwner()->s->pal;
}
break;
case 1:
case 12:
//case 18:
case 19:
if (sh == ac->s->hitag)
if (ac->temp_data[0] == 0)
{
ac->temp_data[0] = 1; //Shut them all on
ac->SetOwner(actor);
}
break;
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se20(DDukeActor* actor)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
if (t[0] == 0) return;
if (t[0] == 1) s->xvel = 8;
else s->xvel = -8;
if (s->xvel) //Moving
{
int x = MulScale(s->xvel, bcos(s->ang), 14);
int l = MulScale(s->xvel, bsin(s->ang), 14);
t[3] += s->xvel;
s->x += x;
s->y += l;
if (t[3] <= 0 || (t[3] >> 6) >= (s->yvel >> 6))
{
s->x -= x;
s->y -= l;
t[0] = 0;
callsound(s->sectnum, actor);
return;
}
DukeSectIterator it(s->sectnum);
while (auto a2 = it.Next())
{
if (a2->s->statnum != 3 && a2->s->zvel == 0)
{
a2->s->x += x;
a2->s->y += l;
setsprite(a2, a2->s->pos);
if (sector[a2->s->sectnum].floorstat & 2)
if (a2->s->statnum == 2)
makeitfall(a2);
}
}
dragpoint((short)t[1], wall[t[1]].x + x, wall[t[1]].y + l);
dragpoint((short)t[2], wall[t[2]].x + x, wall[t[2]].y + l);
for (int p = connecthead; p >= 0; p = connectpoint2[p])
if (ps[p].cursectnum == s->sectnum && ps[p].on_ground)
{
ps[p].posx += x;
ps[p].posy += l;
ps[p].oposx = ps[p].posx;
ps[p].oposy = ps[p].posy;
setsprite(ps[p].GetActor(), ps[p].posx, ps[p].posy, ps[p].posz + gs.playerheight);
}
sc->addfloorxpan(-x / 8.f);
sc->addfloorypan(-l / 8.f);
sc->addceilingxpan(-x / 8.f);
sc->addceilingypan(-l / 8.f);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se21(DDukeActor* actor)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
int* lp;
if (t[0] == 0) return;
if (s->ang == 1536)
lp = &sc->ceilingz;
else
lp = &sc->floorz;
if (t[0] == 1) //Decide if the s->sectnum should go up or down
{
s->zvel = Sgn(s->z - *lp) * (s->yvel << 4);
t[0]++;
}
if (sc->extra == 0)
{
*lp += s->zvel;
if (abs(*lp - s->z) < 1024)
{
*lp = s->z;
deletesprite(actor);
}
}
else sc->extra--;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se22(DDukeActor* actor)
{
int* t = &actor->temp_data[0];
auto sc = &sector[actor->s->sectnum];
if (t[1])
{
if (getanimationgoal(anim_ceilingz, t[0]) >= 0)
sc->ceilingz += sc->extra * 9;
else t[1] = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se26(DDukeActor* actor)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
int x, l;
s->xvel = 32;
l = MulScale(s->xvel, bcos(s->ang), 14);
x = MulScale(s->xvel, bsin(s->ang), 14);
s->shade++;
if (s->shade > 7)
{
s->x = t[3];
s->y = t[4];
sc->floorz -= ((s->zvel * s->shade) - s->zvel);
s->shade = 0;
}
else
sc->floorz += s->zvel;
DukeSectIterator it(s->sectnum);
while (auto a2 = it.Next())
{
if (a2->s->statnum != 3 && a2->s->statnum != 10)
{
a2->s->x += l;
a2->s->y += x;
a2->s->z += s->zvel;
setsprite(a2, a2->s->pos);
}
}
for (int p = connecthead; p >= 0; p = connectpoint2[p])
if (ps[p].GetActor()->s->sectnum == s->sectnum && ps[p].on_ground)
{
ps[p].fric.x += l << 5;
ps[p].fric.y += x << 5;
ps[p].posz += s->zvel;
}
ms(actor);
setsprite(actor, s->pos);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se27(DDukeActor* actor)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
int st = s->lotag;
int sh = s->hitag;
int x, p;
if (ud.recstat == 0) return;
actor->tempang = s->ang;
p = findplayer(actor, &x);
if (ps[p].GetActor()->s->extra > 0 && myconnectindex == screenpeek)
{
if (t[0] < 0)
{
ud.cameraactor = actor;
t[0]++;
}
else if (ud.recstat == 2 && ps[p].newOwner == nullptr)
{
if (cansee(s->x, s->y, s->z, s->sectnum, ps[p].posx, ps[p].posy, ps[p].posz, ps[p].cursectnum))
{
if (x < (unsigned)sh)
{
ud.cameraactor = actor;
t[0] = 999;
s->ang += getincangle(s->ang, getangle(ps[p].posx - s->x, ps[p].posy - s->y)) >> 3;
s->yvel = 100 + ((s->z - ps[p].posz) / 257);
}
else if (t[0] == 999)
{
if (ud.cameraactor == actor)
t[0] = 0;
else t[0] = -10;
ud.cameraactor = actor;
}
}
else
{
s->ang = getangle(ps[p].posx - s->x, ps[p].posy - s->y);
if (t[0] == 999)
{
if (ud.cameraactor == actor)
t[0] = 0;
else t[0] = -20;
ud.cameraactor = actor;
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se24(DDukeActor *actor, int16_t *list1, int16_t *list2, bool scroll, int TRIPBOMB, int LASERLINE, int CRANE, int shift)
{
int* t = &actor->temp_data[0];
auto testlist = [](int16_t* list, int val) { for (int i = 0; list[i] > 0; i++) if (list[i] == val) return true; return false; };
if (t[4]) return;
int x = MulScale(actor->s->yvel, bcos(actor->s->ang), 18);
int l = MulScale(actor->s->yvel, bsin(actor->s->ang), 18);
DukeSectIterator it(actor->s->sectnum);
while (auto a2 = it.Next())
{
auto s2 = a2->s;
if (s2->zvel >= 0)
{
switch (s2->statnum)
{
case 5:
if (testlist(list1, s2->picnum))
{
s2->xrepeat = s2->yrepeat = 0;
continue;
}
if (s2->picnum == LASERLINE)
{
continue;
}
//[[fallthrough]]
case 6:
if (s2->picnum == TRIPBOMB) break;
//[[fallthrough]]
case 1:
case 0:
if (testlist(list2, s2->picnum) ||
wallswitchcheck(a2))
break;
if (!(s2->picnum >= CRANE && s2->picnum <= (CRANE + 3)))
{
if (s2->z > (a2->floorz - (16 << 8)))
{
s2->x += x >> shift;
s2->y += l >> shift;
setsprite(a2, s2->pos);
if (sector[s2->sectnum].floorstat & 2)
if (s2->statnum == 2)
makeitfall(a2);
}
}
break;
}
}
}
for (auto p = connecthead; p >= 0; p = connectpoint2[p])
{
if (ps[p].cursectnum == actor->s->sectnum && ps[p].on_ground)
{
if (abs(ps[p].pos.z - ps[p].truefz) < gs.playerheight + (9 << 8))
{
ps[p].fric.x += x << 3;
ps[p].fric.y += l << 3;
}
}
}
if (scroll) sector[actor->s->sectnum].addfloorxpan(actor->s->yvel / 128.f);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se25(DDukeActor* actor, int t_index, int snd1, int snd2)
{
int* t = &actor->temp_data[0];
auto sec = &sector[actor->s->sectnum];
if (sec->floorz <= sec->ceilingz)
actor->s->shade = 0;
else if (sec->ceilingz <= t[t_index])
actor->s->shade = 1;
if (actor->s->shade)
{
sec->ceilingz += actor->s->yvel << 4;
if (sec->ceilingz > sec->floorz)
{
sec->ceilingz = sec->floorz;
if (pistonsound && snd1 >= 0)
S_PlayActorSound(snd1, actor);
}
}
else
{
sec->ceilingz -= actor->s->yvel << 4;
if (sec->ceilingz < t[t_index])
{
sec->ceilingz = t[t_index];
if (pistonsound && snd2 >= 0)
S_PlayActorSound(snd2, actor);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se32(DDukeActor *actor)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
if (t[0] == 1)
{
// Choose dir
if (t[2] == 1) // Retract
{
if (s->ang != 1536)
{
if (abs(sc->ceilingz - s->z) < (s->yvel << 1))
{
sc->ceilingz = s->z;
callsound(s->sectnum, actor);
t[2] = 0;
t[0] = 0;
}
else sc->ceilingz += Sgn(s->z - sc->ceilingz) * s->yvel;
}
else
{
if (abs(sc->ceilingz - t[1]) < (s->yvel << 1))
{
sc->ceilingz = t[1];
callsound(s->sectnum, actor);
t[2] = 0;
t[0] = 0;
}
else sc->ceilingz += Sgn(t[1] - sc->ceilingz) * s->yvel;
}
return;
}
if ((s->ang & 2047) == 1536)
{
if (abs(sc->ceilingz - s->z) < (s->yvel << 1))
{
t[0] = 0;
t[2] = !t[2];
callsound(s->sectnum, actor);
sc->ceilingz = s->z;
}
else sc->ceilingz += Sgn(s->z - sc->ceilingz) * s->yvel;
}
else
{
if (abs(sc->ceilingz - t[1]) < (s->yvel << 1))
{
t[0] = 0;
t[2] = !t[2];
callsound(s->sectnum, actor);
}
else sc->ceilingz -= Sgn(s->z - t[1]) * s->yvel;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se35(DDukeActor *actor, int SMALLSMOKE, int EXPLOSION2)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sc = &sector[s->sectnum];
if (sc->ceilingz > s->z)
for (int j = 0; j < 8; j++)
{
s->ang += krand() & 511;
auto spawned = spawn(actor, SMALLSMOKE);
spawned->s->xvel = 96 + (krand() & 127);
ssp(spawned, CLIPMASK0);
setsprite(spawned, spawned->s->pos);
if (rnd(16))
spawn(actor, EXPLOSION2);
}
switch (t[0])
{
case 0:
sc->ceilingz += s->yvel;
if (sc->ceilingz > sc->floorz)
sc->floorz = sc->ceilingz;
if (sc->ceilingz > s->z + (32 << 8))
t[0]++;
break;
case 1:
sc->ceilingz -= (s->yvel << 2);
if (sc->ceilingz < t[4])
{
sc->ceilingz = t[4];
t[0] = 0;
}
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se128(DDukeActor *actor)
{
int* t = &actor->temp_data[0];
auto sc = &sector[actor->s->sectnum];
auto wal = &wall[t[2]];
if (wal->cstat | 32)
{
wal->cstat &= (255 - 32);
wal->cstat |= 16;
if (wal->nextwall >= 0)
{
wall[wal->nextwall].cstat &= (255 - 32);
wall[wal->nextwall].cstat |= 16;
}
}
else return;
wal->overpicnum++;
if (wal->nextwall >= 0)
wall[wal->nextwall].overpicnum++;
if (t[0] < t[1]) t[0]++;
else
{
wal->cstat &= (128 + 32 + 8 + 4 + 2);
if (wal->nextwall >= 0)
wall[wal->nextwall].cstat &= (128 + 32 + 8 + 4 + 2);
deletesprite(actor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se130(DDukeActor *actor, int countmax, int EXPLOSION2)
{
int* t = &actor->temp_data[0];
auto sc = &sector[actor->s->sectnum];
if (t[0] > countmax)
{
deletesprite(actor);
return;
}
else t[0]++;
int x = sc->floorz - sc->ceilingz;
if (rnd(64))
{
auto k = spawn(actor, EXPLOSION2);
k->s->xrepeat = k->s->yrepeat = 2 + (krand() & 7);
k->s->z = sc->floorz - (krand() % x);
k->s->ang += 256 - (krand() % 511);
k->s->xvel = krand() & 127;
ssp(k, CLIPMASK0);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void handle_se31(DDukeActor* actor, bool choosedir)
{
auto s = actor->s;
int* t = &actor->temp_data[0];
auto sec = &sector[s->sectnum];
if (t[0] == 1)
{
// Choose dir
if (choosedir && t[3] > 0)
{
t[3]--;
return;
}
if (t[2] == 1) // Retract
{
if (s->ang != 1536)
{
if (abs(sec->floorz - s->z) < s->yvel)
{
sec->floorz = s->z;
t[2] = 0;
t[0] = 0;
if (choosedir) t[3] = s->hitag;
callsound(s->sectnum, actor);
}
else
{
int l = Sgn(s->z - sec->floorz) * s->yvel;
sec->floorz += l;
DukeSectIterator it(s->sectnum);
while (auto a2 = it.Next())
{
if (a2->s->picnum == TILE_APLAYER && a2->GetOwner())
if (ps[a2->PlayerIndex()].on_ground == 1)
ps[a2->PlayerIndex()].posz += l;
if (a2->s->zvel == 0 && a2->s->statnum != STAT_EFFECTOR && (!choosedir || a2->s->statnum != STAT_PROJECTILE))
{
a2->s->z += l;
a2->floorz = sec->floorz;
}
}
}
}
else
{
if (abs(sec->floorz - t[1]) < s->yvel)
{
sec->floorz = t[1];
callsound(s->sectnum, actor);
t[2] = 0;
t[0] = 0;
if (choosedir) t[3] = s->hitag;
}
else
{
int l = Sgn(t[1] - sec->floorz) * s->yvel;
sec->floorz += l;
DukeSectIterator it(s->sectnum);
while (auto a2 = it.Next())
{
if (a2->s->picnum == TILE_APLAYER && a2->GetOwner())
if (ps[a2->PlayerIndex()].on_ground == 1)
ps[a2->PlayerIndex()].posz += l;
if (a2->s->zvel == 0 && a2->s->statnum != STAT_EFFECTOR && (!choosedir || a2->s->statnum != STAT_PROJECTILE))
{
a2->s->z += l;
a2->floorz = sec->floorz;
}
}
}
}
return;
}
if ((s->ang & 2047) == 1536)
{
if (abs(s->z - sec->floorz) < s->yvel)
{
callsound(s->sectnum, actor);
t[0] = 0;
t[2] = 1;
if (choosedir) t[3] = s->hitag;
}
else
{
int l = Sgn(s->z - sec->floorz) * s->yvel;
sec->floorz += l;
DukeSectIterator it(s->sectnum);
while (auto a2 = it.Next())
{
if (a2->s->picnum == TILE_APLAYER && a2->GetOwner())
if (ps[a2->PlayerIndex()].on_ground == 1)
ps[a2->PlayerIndex()].posz += l;
if (a2->s->zvel == 0 && a2->s->statnum != STAT_EFFECTOR && (!choosedir || a2->s->statnum != STAT_PROJECTILE))
{
a2->s->z += l;
a2->floorz = sec->floorz;
}
}
}
}
else
{
if (abs(sec->floorz - t[1]) < s->yvel)
{
t[0] = 0;
callsound(s->sectnum, actor);
t[2] = 1;
t[3] = s->hitag;
}
else
{
int l = Sgn(s->z - t[1]) * s->yvel;
sec->floorz -= l;
DukeSectIterator it(s->sectnum);
while (auto a2 = it.Next())
{
if (a2->s->picnum ==TILE_APLAYER && a2->GetOwner())
if (ps[a2->PlayerIndex()].on_ground == 1)
ps[a2->PlayerIndex()].posz -= l;
if (a2->s->zvel == 0 && a2->s->statnum != STAT_EFFECTOR && (!choosedir || a2->s->statnum != STAT_PROJECTILE))
{
a2->s->z -= l;
a2->floorz = sec->floorz;
}
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void getglobalz(DDukeActor* actor)
{
auto s = actor->s;
int zr;
Collision hz, lz;
if( s->statnum == STAT_PLAYER || s->statnum == STAT_STANDABLE || s->statnum == STAT_ZOMBIEACTOR || s->statnum == STAT_ACTOR || s->statnum == STAT_PROJECTILE)
{
if(s->statnum == STAT_PROJECTILE)
zr = 4;
else zr = 127;
getzrange_ex(s->x, s->y, s->z - (FOURSLEIGHT), s->sectnum, &actor->ceilingz, hz, &actor->floorz, lz, zr, CLIPMASK0);
if( lz.type == kHitSprite && (lz.actor->s->cstat&48) == 0 )
{
if( badguy(lz.actor) && lz.actor->s->pal != 1)
{
if( s->statnum != STAT_PROJECTILE)
{
actor->aflags |= SFLAG_NOFLOORSHADOW;
//actor->dispicnum = -4; // No shadows on actors
s->xvel = -256;
ssp(actor, CLIPMASK0);
}
}
else if(lz.actor->s->picnum == TILE_APLAYER && badguy(actor) )
{
actor->aflags |= SFLAG_NOFLOORSHADOW;
//actor->dispicnum = -4; // No shadows on actors
s->xvel = -256;
ssp(actor, CLIPMASK0);
}
else if(s->statnum == STAT_PROJECTILE && lz.actor->s->picnum == TILE_APLAYER && actor->GetOwner() == actor)
{
actor->ceilingz = sector[s->sectnum].ceilingz;
actor->floorz = sector[s->sectnum].floorz;
}
}
}
else
{
actor->ceilingz = sector[s->sectnum].ceilingz;
actor->floorz = sector[s->sectnum].floorz;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void makeitfall(DDukeActor* actor)
{
auto s = actor->s;
int c;
if( fi.floorspace(s->sectnum) )
c = 0;
else
{
if( fi.ceilingspace(s->sectnum) || sector[s->sectnum].lotag == ST_2_UNDERWATER)
c = gs.gravity/6;
else c = gs.gravity;
}
if (isRRRA())
{
c = adjustfall(actor, c); // this accesses sprite indices and cannot be in shared code. Should be done better.
}
if ((s->statnum == STAT_ACTOR || s->statnum == STAT_PLAYER || s->statnum == STAT_ZOMBIEACTOR || s->statnum == STAT_STANDABLE))
{
Collision c;
getzrange_ex(s->x, s->y, s->z - (FOURSLEIGHT), s->sectnum, &actor->ceilingz, c, &actor->floorz, c, 127, CLIPMASK0);
}
else
{
actor->ceilingz = sector[s->sectnum].ceilingz;
actor->floorz = sector[s->sectnum].floorz;
}
if( s->z < actor->floorz-(FOURSLEIGHT) )
{
if( sector[s->sectnum].lotag == 2 && s->zvel > 3122 )
s->zvel = 3144;
if(s->zvel < 6144)
s->zvel += c;
else s->zvel = 6144;
s->z += s->zvel;
}
if( s->z >= actor->floorz-(FOURSLEIGHT) )
{
s->z = actor->floorz - FOURSLEIGHT;
s->zvel = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int dodge(DDukeActor* actor)
{
auto s = actor->s;
int bx, by, mx, my, bxvect, byvect, d;
mx = s->x;
my = s->y;
DukeStatIterator it(STAT_PROJECTILE);
while (auto ac = it.Next())
{
auto si = ac->s;
if (ac->GetOwner() == ac || si->sectnum != s->sectnum)
continue;
bx = si->x - mx;
by = si->y - my;
bxvect = bcos(si->ang);
byvect = bsin(si->ang);
if (bcos(s->ang) * bx + bsin(s->ang) * by >= 0)
if (bxvect * bx + byvect * by < 0)
{
d = bxvect * by - byvect * bx;
if (abs(d) < 65536 * 64)
{
s->ang -= 512 + (krand() & 1024);
return 1;
}
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int furthestangle(DDukeActor *actor, int angs)
{
auto s = actor->s;
short j, hitsect, hitwall, furthest_angle, angincs;
int hx, hy, hz, d, greatestd;
DDukeActor* dd;
greatestd = -(1 << 30);
angincs = 2048 / angs;
if (s->picnum != TILE_APLAYER)
if ((actor->temp_data[0] & 63) > 2) return(s->ang + 1024);
for (j = s->ang; j < (2048 + s->ang); j += angincs)
{
hitscan(s->x, s->y, s->z - (8 << 8), s->sectnum, bcos(j), bsin(j), 0, &hitsect, &hitwall, &dd, &hx, &hy, &hz, CLIPMASK1);
d = abs(hx - s->x) + abs(hy - s->y);
if (d > greatestd)
{
greatestd = d;
furthest_angle = j;
}
}
return (furthest_angle & 2047);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int furthestcanseepoint(DDukeActor *actor, DDukeActor* tosee, int* dax, int* day)
{
auto s = actor->s;
short j, hitsect, hitwall, angincs;
int hx, hy, hz, d, da;//, d, cd, ca,tempx,tempy,cx,cy;
DDukeActor* dd;
if ((actor->temp_data[0] & 63)) return -1;
if (ud.multimode < 2 && ud.player_skill < 3)
angincs = 2048 / 2;
else angincs = 2048 / (1 + (krand() & 1));
auto ts = tosee->s;
for (j = ts->ang; j < (2048 + ts->ang); j += (angincs - (krand() & 511)))
{
hitscan(ts->x, ts->y, ts->z - (16 << 8), ts->sectnum, bcos(j), bsin(j), 16384 - (krand() & 32767),
&hitsect, &hitwall, &dd, &hx, &hy, &hz, CLIPMASK1);
d = abs(hx - ts->x) + abs(hy - ts->y);
da = abs(hx - s->x) + abs(hy - s->y);
if (d < da)
if (cansee(hx, hy, hz, hitsect, s->x, s->y, s->z - (16 << 8), s->sectnum))
{
*dax = hx;
*day = hy;
return hitsect;
}
}
return -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void alterang(int ang, DDukeActor* actor, int playernum)
{
auto s = actor->s;
short aang, angdif, goalang, j;
int ticselapsed;
int* t = actor->temp_data;
auto moveptr = &ScriptCode[t[1]];
ticselapsed = (t[0]) & 31;
aang = s->ang;
s->xvel += (*moveptr - s->xvel) / 5;
if (s->zvel < 648) s->zvel += ((*(moveptr + 1) << 4) - s->zvel) / 5;
if (isRRRA() && (ang & windang))
s->ang = WindDir;
else if (ang & seekplayer)
{
auto holoduke = !isRR()? ps[playernum].holoduke_on : nullptr;
// NOTE: looks like 'Owner' is set to target sprite ID...
if (holoduke && cansee(holoduke->s->x, holoduke->s->y, holoduke->s->z, holoduke->s->sectnum, s->x, s->y, s->z, s->sectnum))
actor->SetOwner(holoduke);
else actor->SetOwner(ps[playernum].GetActor());
auto Owner = actor->GetOwner();
if (Owner->s->picnum == TILE_APLAYER)
goalang = getangle(actor->lastvx - s->x, actor->lastvy - s->y);
else
goalang = getangle(Owner->s->x - s->x, Owner->s->y - s->y);
if (s->xvel && s->picnum != TILE_DRONE)
{
angdif = getincangle(aang, goalang);
if (ticselapsed < 2)
{
if (abs(angdif) < 256)
{
j = 128 - (krand() & 256);
s->ang += j;
if (hits(actor) < 844)
s->ang -= j;
}
}
else if (ticselapsed > 18 && ticselapsed < 26) // choose
{
if (abs(angdif >> 2) < 128) s->ang = goalang;
else s->ang += angdif >> 2;
}
}
else s->ang = goalang;
}
if (ticselapsed < 1)
{
j = 2;
if (ang & furthestdir)
{
goalang = furthestangle(actor, j);
s->ang = goalang;
actor->SetOwner(ps[playernum].GetActor());
}
if (ang & fleeenemy)
{
goalang = furthestangle(actor, j);
s->ang = goalang; // += angdif; // = getincangle(aang,goalang)>>1;
}
}
}
//---------------------------------------------------------------------------
//
// the indirections here are to keep this core function free of game references
//
//---------------------------------------------------------------------------
void fall_common(DDukeActor *actor, int playernum, int JIBS6, int DRONE, int BLOODPOOL, int SHOTSPARK1, int squished, int thud, int(*fallspecial)(DDukeActor*, int))
{
auto s = actor->s;
s->xoffset = 0;
s->yoffset = 0;
// if(!gotz)
{
int c;
int sphit = fallspecial? fallspecial(actor, playernum) : 0;
if (fi.floorspace(s->sectnum))
c = 0;
else
{
if (fi.ceilingspace(s->sectnum) || sector[s->sectnum].lotag == 2)
c = gs.gravity / 6;
else c = gs.gravity;
}
if (actor->cgg <= 0 || (sector[s->sectnum].floorstat & 2))
{
getglobalz(actor);
actor->cgg = 6;
}
else actor->cgg--;
if (s->z < (actor->floorz - FOURSLEIGHT))
{
s->zvel += c;
s->z += s->zvel;
if (s->zvel > 6144) s->zvel = 6144;
}
else
{
s->z = actor->floorz - FOURSLEIGHT;
if (badguy(actor) || (s->picnum == TILE_APLAYER && actor->GetOwner()))
{
if (s->zvel > 3084 && s->extra <= 1)
{
if (s->pal != 1 && s->picnum != DRONE)
{
if (s->picnum == TILE_APLAYER && s->extra > 0)
goto SKIPJIBS;
if (sphit)
{
fi.guts(actor, JIBS6, 5, playernum);
S_PlayActorSound(squished, actor);
}
else
{
fi.guts(actor, JIBS6, 15, playernum);
S_PlayActorSound(squished, actor);
spawn(actor, BLOODPOOL);
}
}
SKIPJIBS:
actor->picnum = SHOTSPARK1;
actor->extra = 1;
s->zvel = 0;
}
else if (s->zvel > 2048 && sector[s->sectnum].lotag != 1)
{
short j = s->sectnum;
int x = s->x, y = s->y, z = s->z;
pushmove(&x, &y, &z, &j, 128, (4 << 8), (4 << 8), CLIPMASK0);
setspritepos(actor->GetIndex(), x, y, z); // wrap this for safety. The renderer may need processing of the new position.
if (j != s->sectnum && j >= 0 && j < MAXSECTORS)
changespritesect(actor, j);
S_PlayActorSound(thud, actor);
}
}
if (sector[s->sectnum].lotag == 1)
s->z += gs.actorinfo[s->picnum].falladjustz;
else s->zvel = 0;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DDukeActor *LocateTheLocator(int n, int sectnum)
{
DukeStatIterator it(STAT_LOCATOR);
while (auto ac = it.Next())
{
if ((sectnum == -1 || sectnum == ac->s->sectnum) && n == ac->s->lotag)
return ac;
}
return nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void recordoldspritepos()
{
for (int statNum = 0; statNum < MAXSTATUS; statNum++)
{
DukeStatIterator it(statNum);
while (auto ac = it.Next())
{
ac->s->backuploc();
}
}
}
END_DUKE_NS