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https://github.com/ZDoom/Raze.git
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2201 lines
69 KiB
C++
2201 lines
69 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "names2.h"
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#include "panel.h"
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#include "misc.h"
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#include "tags.h"
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#include "break.h"
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#include "network.h"
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#include "pal.h"
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#include "ai.h"
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#include "weapon.h"
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#include "sprite.h"
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#include "sector.h"
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BEGIN_SW_NS
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ANIMATOR DoSuicide;
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ANIMATOR DoBloodSpray;
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void SpawnFlashBombOnActor(DSWActor* actor);
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ANIMATOR DoPuff, BloodSprayFall;
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extern STATE s_Puff[];
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extern STATE s_FireballFlames[];
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extern STATE s_GoreFloorSplash[];
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extern STATE s_GoreSplash[];
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extern bool GlobalSkipZrange;
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#define CHEMTICS SEC(40)
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#define GOREDrip 1562 //2430
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#define BLOODSPRAY_RATE 20
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STATE s_BloodSpray[] =
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{
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{GOREDrip + 0, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[1]},
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{GOREDrip + 1, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[2]},
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{GOREDrip + 2, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[3]},
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{GOREDrip + 3, BLOODSPRAY_RATE, BloodSprayFall, &s_BloodSpray[4]},
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{GOREDrip + 3, 100, DoSuicide, &s_BloodSpray[0]}
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};
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#define EXP_RATE 2
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STATE s_PhosphorExp[] =
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{
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{EXP + 0, EXP_RATE, NullAnimator, &s_PhosphorExp[1]},
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{EXP + 1, EXP_RATE, NullAnimator, &s_PhosphorExp[2]},
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{EXP + 2, EXP_RATE, NullAnimator, &s_PhosphorExp[3]},
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{EXP + 3, EXP_RATE, NullAnimator, &s_PhosphorExp[4]},
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{EXP + 4, EXP_RATE, NullAnimator, &s_PhosphorExp[5]},
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{EXP + 5, EXP_RATE, NullAnimator, &s_PhosphorExp[6]},
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{EXP + 6, EXP_RATE, NullAnimator, &s_PhosphorExp[7]},
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{EXP + 7, EXP_RATE, NullAnimator, &s_PhosphorExp[8]},
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{EXP + 8, EXP_RATE, NullAnimator, &s_PhosphorExp[9]},
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{EXP + 9, EXP_RATE, NullAnimator, &s_PhosphorExp[10]},
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{EXP + 10, EXP_RATE, NullAnimator, &s_PhosphorExp[11]},
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{EXP + 11, EXP_RATE, NullAnimator, &s_PhosphorExp[12]},
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{EXP + 12, EXP_RATE, NullAnimator, &s_PhosphorExp[13]},
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{EXP + 13, EXP_RATE, NullAnimator, &s_PhosphorExp[14]},
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{EXP + 14, EXP_RATE, NullAnimator, &s_PhosphorExp[15]},
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{EXP + 15, EXP_RATE, NullAnimator, &s_PhosphorExp[16]},
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{EXP + 16, EXP_RATE, NullAnimator, &s_PhosphorExp[17]},
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{EXP + 17, EXP_RATE, NullAnimator, &s_PhosphorExp[18]},
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{EXP + 18, EXP_RATE, NullAnimator, &s_PhosphorExp[19]},
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{EXP + 19, EXP_RATE, NullAnimator, &s_PhosphorExp[20]},
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{EXP + 20, 100, DoSuicide, &s_PhosphorExp[0]}
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};
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#define MUSHROOM_RATE 25
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STATE s_NukeMushroom[] =
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{
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{MUSHROOM_CLOUD + 0, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[1]},
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{MUSHROOM_CLOUD + 1, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[2]},
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{MUSHROOM_CLOUD + 2, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[3]},
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{MUSHROOM_CLOUD + 3, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[4]},
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{MUSHROOM_CLOUD + 4, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[5]},
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{MUSHROOM_CLOUD + 5, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[6]},
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{MUSHROOM_CLOUD + 6, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[7]},
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{MUSHROOM_CLOUD + 7, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[8]},
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{MUSHROOM_CLOUD + 8, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[9]},
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{MUSHROOM_CLOUD + 9, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[10]},
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{MUSHROOM_CLOUD + 10, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[11]},
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{MUSHROOM_CLOUD + 11, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[12]},
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{MUSHROOM_CLOUD + 12, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[13]},
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{MUSHROOM_CLOUD + 13, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[14]},
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{MUSHROOM_CLOUD + 14, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[15]},
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{MUSHROOM_CLOUD + 15, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[16]},
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{MUSHROOM_CLOUD + 16, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[17]},
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{MUSHROOM_CLOUD + 17, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[18]},
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{MUSHROOM_CLOUD + 18, MUSHROOM_RATE, NullAnimator, &s_NukeMushroom[19]},
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{MUSHROOM_CLOUD + 19, 100, DoSuicide, &s_NukeMushroom[0]},
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};
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ANIMATOR DoRadiationCloud;
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#define RADIATION_RATE 16
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STATE s_RadiationCloud[] =
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{
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{RADIATION_CLOUD + 0, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[1]},
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{RADIATION_CLOUD + 1, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[2]},
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{RADIATION_CLOUD + 2, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[3]},
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{RADIATION_CLOUD + 3, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[4]},
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{RADIATION_CLOUD + 4, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[5]},
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{RADIATION_CLOUD + 5, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[6]},
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{RADIATION_CLOUD + 6, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[7]},
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{RADIATION_CLOUD + 7, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[8]},
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{RADIATION_CLOUD + 8, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[9]},
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{RADIATION_CLOUD + 9, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[10]},
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{RADIATION_CLOUD + 10, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[11]},
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{RADIATION_CLOUD + 11, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[12]},
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{RADIATION_CLOUD + 12, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[13]},
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{RADIATION_CLOUD + 13, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[14]},
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{RADIATION_CLOUD + 14, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[15]},
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{RADIATION_CLOUD + 15, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[16]},
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{RADIATION_CLOUD + 16, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[17]},
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{RADIATION_CLOUD + 17, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[18]},
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{RADIATION_CLOUD + 18, RADIATION_RATE, DoRadiationCloud, &s_RadiationCloud[19]},
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{RADIATION_CLOUD + 19, 100, DoSuicide, &s_RadiationCloud[0]},
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};
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#define CHEMBOMB_FRAMES 1
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#define CHEMBOMB_R0 3038
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#define CHEMBOMB_R1 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 1)
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#define CHEMBOMB_R2 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 2)
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#define CHEMBOMB_R3 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 3)
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#define CHEMBOMB_R4 CHEMBOMB_R0 + (CHEMBOMB_FRAMES * 4)
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#define CHEMBOMB CHEMBOMB_R0
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#define CHEMBOMB_RATE 8
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ANIMATOR DoChemBomb;
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STATE s_ChemBomb[5] =
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{
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{CHEMBOMB_R0 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[1]},
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{CHEMBOMB_R1 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[2]},
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{CHEMBOMB_R2 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[3]},
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{CHEMBOMB_R3 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[4]},
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{CHEMBOMB_R4 + 0, CHEMBOMB_RATE, DoChemBomb, &s_ChemBomb[0]},
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};
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#define CALTROPS_FRAMES 1
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#define CALTROPS_R0 CALTROPS-1
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#define CALTROPS_RATE 8
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ANIMATOR DoCaltrops, DoCaltropsStick;
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STATE s_Caltrops[] =
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{
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{CALTROPS_R0 + 0, CALTROPS_RATE, DoCaltrops, &s_Caltrops[1]},
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{CALTROPS_R0 + 1, CALTROPS_RATE, DoCaltrops, &s_Caltrops[2]},
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{CALTROPS_R0 + 2, CALTROPS_RATE, DoCaltrops, &s_Caltrops[0]},
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};
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STATE s_CaltropsStick[] =
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{
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{CALTROPS_R0 + 2, CALTROPS_RATE, DoCaltropsStick, &s_CaltropsStick[0]},
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};
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//////////////////////
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//
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// CAPTURE FLAG
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//
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//////////////////////
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ANIMATOR DoFlag, DoCarryFlag, DoCarryFlagNoDet;
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#undef FLAG
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#define FLAG 2520
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#define FLAG_RATE 16
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STATE s_CarryFlag[] =
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{
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{FLAG + 0, FLAG_RATE, DoCarryFlag, &s_CarryFlag[1]},
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{FLAG + 1, FLAG_RATE, DoCarryFlag, &s_CarryFlag[2]},
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{FLAG + 2, FLAG_RATE, DoCarryFlag, &s_CarryFlag[0]}
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};
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STATE s_CarryFlagNoDet[] =
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{
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{FLAG + 0, FLAG_RATE, DoCarryFlagNoDet, &s_CarryFlagNoDet[1]},
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{FLAG + 1, FLAG_RATE, DoCarryFlagNoDet, &s_CarryFlagNoDet[2]},
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{FLAG + 2, FLAG_RATE, DoCarryFlagNoDet, &s_CarryFlagNoDet[0]}
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};
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STATE s_Flag[] =
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{
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{FLAG + 0, FLAG_RATE, DoFlag, &s_Flag[1]},
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{FLAG + 1, FLAG_RATE, DoFlag, &s_Flag[2]},
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{FLAG + 2, FLAG_RATE, DoFlag, &s_Flag[0]}
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};
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#define PHOSPHORUS_RATE 8
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ANIMATOR DoPhosphorus;
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STATE s_Phosphorus[] =
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{
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{PHOSPHORUS + 0, PHOSPHORUS_RATE, DoPhosphorus, &s_Phosphorus[1]},
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{PHOSPHORUS + 1, PHOSPHORUS_RATE, DoPhosphorus, &s_Phosphorus[0]},
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};
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ANIMATOR DoBloodSpray;
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#define CHUNK1 1685
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STATE s_BloodSprayChunk[] =
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{
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{CHUNK1 + 0, 8, DoBloodSpray, &s_BloodSprayChunk[1]},
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{CHUNK1 + 1, 8, DoBloodSpray, &s_BloodSprayChunk[2]},
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{CHUNK1 + 2, 8, DoBloodSpray, &s_BloodSprayChunk[3]},
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{CHUNK1 + 3, 8, DoBloodSpray, &s_BloodSprayChunk[4]},
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{CHUNK1 + 4, 8, DoBloodSpray, &s_BloodSprayChunk[5]},
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{CHUNK1 + 5, 8, DoBloodSpray, &s_BloodSprayChunk[0]},
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};
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ANIMATOR DoWallBloodDrip;
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#define DRIP 1566
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STATE s_BloodSprayDrip[] =
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{
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{DRIP + 0, PHOSPHORUS_RATE, DoWallBloodDrip, &s_BloodSprayDrip[1]},
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{DRIP + 1, PHOSPHORUS_RATE, DoWallBloodDrip, &s_BloodSprayDrip[2]},
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{DRIP + 2, PHOSPHORUS_RATE, DoWallBloodDrip, &s_BloodSprayDrip[0]},
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};
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/////////////////////////////////////////////////////////////////////////////////////////////
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int DoWallBloodDrip(DSWActor* actor)
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{
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// sy & sz are the ceiling and floor of the sector you are sliding down
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if (actor->user.pos.Z != actor->user.pos.Y)
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{
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// if you are between the ceiling and floor fall fast
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if (actor->spr.pos.Z > actor->user.pos.Y && actor->spr.pos.Z < actor->user.pos.Z)
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{
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actor->spr.zvel += 300;
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actor->add_int_z(actor->spr.zvel);
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}
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else
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{
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actor->spr.zvel = (300+RandomRange(2300)) >> 1;
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actor->add_int_z(actor->spr.zvel);
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}
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}
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else
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{
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actor->spr.zvel = (300+RandomRange(2300)) >> 1;
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actor->add_int_z(actor->spr.zvel);
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}
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if (actor->spr.pos.Z >= actor->user.loz)
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{
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actor->spr.pos.Z = actor->user.loz;
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SpawnFloorSplash(actor);
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KillActor(actor);
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return 0;
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}
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return 0;
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}
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void SpawnMidSplash(DSWActor* actor)
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{
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auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreSplash, actor->sector(),
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DVector3(actor->spr.pos.XY(), ActorZOfMiddle(actor)), actor->spr.angle, 0);
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actorNew->spr.shade = -12;
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actorNew->spr.xrepeat = 70-RandomRange(20);
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actorNew->spr.yrepeat = 70-RandomRange(20);
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actorNew->opos = actor->opos;
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actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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if (RANDOM_P2(1024) < 512)
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actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
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actor->user.change.Zero();
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if (actor->user.Flags & (SPR_UNDERWATER))
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actorNew->user.Flags |= (SPR_UNDERWATER);
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}
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void SpawnFloorSplash(DSWActor* actor)
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{
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auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreFloorSplash, actor->sector(), actor->spr.pos, actor->spr.angle, 0);
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actorNew->spr.shade = -12;
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actorNew->spr.xrepeat = 70-RandomRange(20);
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actorNew->spr.yrepeat = 70-RandomRange(20);
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actorNew->opos = actor->opos;
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actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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if (RANDOM_P2(1024) < 512)
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actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
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actor->user.change.Zero();
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if (actor->user.Flags & (SPR_UNDERWATER))
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actorNew->user.Flags |= (SPR_UNDERWATER);
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}
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int DoBloodSpray(DSWActor* actor)
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{
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double cz,fz;
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if (actor->user.Flags & (SPR_UNDERWATER))
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{
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ScaleSpriteVector(actor, 50000);
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actor->user.Counter += 20; // These are STAT_SKIIP4 now, so * 2
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actor->user.addCounterToChange();
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}
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else
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{
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actor->user.Counter += 20;
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actor->user.addCounterToChange();
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}
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if (actor->spr.xvel <= 2)
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{
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// special stuff for blood worm
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actor->spr.pos.Z += actor->user.change.Z * 0.5;
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getzsofslopeptr(actor->sector(), actor->spr.pos, &cz, &fz);
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// pretend like we hit a sector
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if (actor->spr.pos.Z >= fz)
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{
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actor->spr.pos.Z = fz;
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SpawnFloorSplash(actor);
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KillActor(actor);
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return true;
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}
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}
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else
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{
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actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
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}
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MissileHitDiveArea(actor);
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{
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switch (actor->user.coll.type)
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{
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case kHitVoid:
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KillActor(actor);
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return true;
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case kHitSprite:
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{
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short wall_ang;
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auto hitActor = actor->user.coll.actor();
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if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
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{
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wall_ang = NORM_ANGLE(hitActor->int_ang());
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SpawnMidSplash(actor);
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QueueWallBlood(actor, hitActor->int_ang());
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WallBounce(actor, hitActor->spr.angle);
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ScaleSpriteVector(actor, 32000);
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}
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else
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{
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actor->user.change.X = actor->user.change.Y = 0;
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SpawnMidSplash(actor);
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QueueWallBlood(actor, hitActor->int_ang());
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KillActor(actor);
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return true;
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}
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break;
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}
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case kHitWall:
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{
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short hit_wall, nw, wall_ang;
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walltype* wph;
|
|
short wb;
|
|
|
|
wph = actor->user.coll.hitWall;
|
|
|
|
if (wph->lotag == TAG_WALL_BREAK)
|
|
{
|
|
HitBreakWall(wph, actor->spr.pos, actor->spr.angle, actor->user.ID);
|
|
actor->user.coll.setNone();
|
|
break;
|
|
}
|
|
|
|
wall_ang = NORM_ANGLE(getangle(wph->delta()) + 512);
|
|
|
|
SpawnMidSplash(actor);
|
|
auto bldActor = QueueWallBlood(actor, NORM_ANGLE(wall_ang+1024));
|
|
|
|
if (bldActor== nullptr)
|
|
{
|
|
KillActor(actor);
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
if (FAF_Sector(bldActor->sector()) || FAF_ConnectArea(bldActor->sector()))
|
|
{
|
|
KillActor(actor);
|
|
return 0;
|
|
}
|
|
|
|
actor->spr.xvel = actor->spr.yvel = 0;
|
|
actor->user.change.X = actor->user.change.Y = 0;
|
|
actor->spr.xrepeat = actor->spr.yrepeat = 70 - RandomRange(25);
|
|
actor->spr.pos.XY() = bldActor->spr.pos.XY();
|
|
|
|
// !FRANK! bit of a hack
|
|
// yvel is the hit_wall
|
|
if (bldActor->tempwall)
|
|
{
|
|
// sy & sz are the ceiling and floor of the sector you are sliding down
|
|
if (bldActor->tempwall->twoSided())
|
|
getzsofslopeptr(bldActor->tempwall->nextSector(), actor->spr.pos.X, actor->spr.pos.Y, &actor->user.pos.Y, &actor->user.pos.Z);
|
|
else
|
|
actor->user.pos.Y = actor->user.pos.Z; // ceiling and floor are equal - white wall
|
|
}
|
|
|
|
actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE);
|
|
ChangeState(actor, s_BloodSprayDrip);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case kHitSector:
|
|
{
|
|
// hit floor
|
|
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
|
|
{
|
|
if (actor->user.Flags & (SPR_UNDERWATER))
|
|
actor->user.Flags |= (SPR_BOUNCE); // no bouncing
|
|
// underwater
|
|
|
|
if (actor->user.lo_sectp && actor->sector()->hasU() && FixedToInt(actor->sector()->depth_fixed))
|
|
actor->user.Flags |= (SPR_BOUNCE); // no bouncing on
|
|
// shallow water
|
|
|
|
#if 0
|
|
if (!(actor->user.Flags & SPR_BOUNCE))
|
|
{
|
|
SpawnFloorSplash(actor);
|
|
actor->user.Flags |= (SPR_BOUNCE);
|
|
actor->user.coll.setNone();
|
|
actor->user.Counter = 0;
|
|
actor->user.zchange = -actor->user.zchange;
|
|
ScaleSpriteVector(actor, 32000); // Was 18000
|
|
actor->user.zchange /= 6;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
actor->user.change.X = actor->user.change.Y = 0;
|
|
SpawnFloorSplash(actor);
|
|
KillActor(actor);
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
// hit something above
|
|
{
|
|
actor->user.change.Z = -actor->user.change.Z;
|
|
ScaleSpriteVector(actor, 32000); // was 22000
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// if you haven't bounced or your going slow do some puffs
|
|
if (!(actor->user.Flags & (SPR_BOUNCE | SPR_UNDERWATER)))
|
|
{
|
|
|
|
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_BloodSpray, actor->sector(), actor->spr.pos, actor->spr.angle, 100);
|
|
|
|
SetOwner(actor, actorNew);
|
|
actorNew->spr.shade = -12;
|
|
actorNew->spr.xrepeat = 40-RandomRange(30);
|
|
actorNew->spr.yrepeat = 40-RandomRange(30);
|
|
actorNew->opos = actor->opos;
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
|
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
if (RANDOM_P2(1024) < 512)
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
|
|
if (RANDOM_P2(1024) < 512)
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_YFLIP);
|
|
|
|
actorNew->user.change = actor->user.change;
|
|
|
|
ScaleSpriteVector(actorNew, 20000);
|
|
|
|
if (actor->user.Flags & (SPR_UNDERWATER))
|
|
actorNew->user.Flags |= (SPR_UNDERWATER);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
int DoPhosphorus(DSWActor* actor)
|
|
{
|
|
if (actor->user.Flags & (SPR_UNDERWATER))
|
|
{
|
|
ScaleSpriteVector(actor, 50000);
|
|
|
|
actor->user.Counter += 20*2;
|
|
actor->user.addCounterToChange();
|
|
}
|
|
else
|
|
{
|
|
actor->user.Counter += 20*2;
|
|
actor->user.addCounterToChange();
|
|
}
|
|
|
|
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS*2);
|
|
|
|
MissileHitDiveArea(actor);
|
|
|
|
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
|
|
SpawnBubble(actor);
|
|
|
|
{
|
|
switch (actor->user.coll.type)
|
|
{
|
|
case kHitVoid:
|
|
KillActor(actor);
|
|
return true;
|
|
case kHitSprite:
|
|
{
|
|
short wall_ang;
|
|
|
|
auto hitActor = actor->user.coll.actor();
|
|
|
|
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
|
|
{
|
|
WallBounce(actor, hitActor->spr.angle);
|
|
ScaleSpriteVector(actor, 32000);
|
|
}
|
|
else
|
|
{
|
|
if ((hitActor->spr.extra & SPRX_BURNABLE))
|
|
{
|
|
if (!hitActor->hasU())
|
|
SpawnUser(hitActor, hitActor->spr.picnum, nullptr);
|
|
SpawnFireballExp(actor);
|
|
if (hitActor->hasU())
|
|
SpawnFireballFlames(actor, hitActor);
|
|
DoFlamesDamageTest(actor);
|
|
}
|
|
actor->user.change.X = actor->user.change.Y = 0;
|
|
KillActor(actor);
|
|
return true;
|
|
}
|
|
|
|
|
|
break;
|
|
}
|
|
|
|
case kHitWall:
|
|
{
|
|
short hit_wall, nw, wall_ang;
|
|
walltype* wph;
|
|
|
|
wph = actor->user.coll.hitWall;
|
|
|
|
if (wph->lotag == TAG_WALL_BREAK)
|
|
{
|
|
HitBreakWall(wph, actor->spr.pos, actor->spr.angle, actor->user.ID);
|
|
actor->user.coll.setNone();
|
|
break;
|
|
}
|
|
|
|
WallBounce(actor, wph->delta().Angle() + DAngle90);
|
|
ScaleSpriteVector(actor, 32000);
|
|
break;
|
|
}
|
|
|
|
case kHitSector:
|
|
{
|
|
bool did_hit_wall;
|
|
|
|
if (SlopeBounce(actor, &did_hit_wall))
|
|
{
|
|
if (did_hit_wall)
|
|
{
|
|
// hit a wall
|
|
ScaleSpriteVector(actor, 28000);
|
|
actor->user.coll.setNone();
|
|
actor->user.Counter = 0;
|
|
}
|
|
else
|
|
{
|
|
// hit a sector
|
|
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
|
|
{
|
|
// hit a floor
|
|
if (!(actor->user.Flags & SPR_BOUNCE))
|
|
{
|
|
actor->user.Flags |= (SPR_BOUNCE);
|
|
ScaleSpriteVector(actor, 32000); // was 18000
|
|
actor->user.change.Z /= 6;
|
|
actor->user.coll.setNone();
|
|
actor->user.Counter = 0;
|
|
}
|
|
else
|
|
{
|
|
actor->user.change.X = actor->user.change.Y = 0;
|
|
SpawnFireballExp(actor);
|
|
KillActor(actor);
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// hit a ceiling
|
|
ScaleSpriteVector(actor, 32000); // was 22000
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// hit floor
|
|
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
|
|
{
|
|
if (actor->user.Flags & (SPR_UNDERWATER))
|
|
actor->user.Flags |= (SPR_BOUNCE); // no bouncing
|
|
// underwater
|
|
|
|
if (actor->user.lo_sectp && actor->sector()->hasU() && FixedToInt(actor->sector()->depth_fixed))
|
|
actor->user.Flags |= (SPR_BOUNCE); // no bouncing on
|
|
// shallow water
|
|
|
|
if (!(actor->user.Flags & SPR_BOUNCE))
|
|
{
|
|
actor->user.Flags |= (SPR_BOUNCE);
|
|
actor->user.coll.setNone();
|
|
actor->user.Counter = 0;
|
|
actor->user.change.Z = -actor->user.change.Z;
|
|
ScaleSpriteVector(actor, 32000); // Was 18000
|
|
actor->user.change.Z /= 6;
|
|
}
|
|
else
|
|
{
|
|
actor->user.change.X = actor->user.change.Y = 0;
|
|
SpawnFireballExp(actor);
|
|
KillActor(actor);
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
// hit something above
|
|
{
|
|
actor->user.change.Z = -actor->user.change.Z;
|
|
ScaleSpriteVector(actor, 32000); // was 22000
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// if you haven't bounced or your going slow do some puffs
|
|
if (!(actor->user.Flags & (SPR_BOUNCE | SPR_UNDERWATER)) && !(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
|
|
{
|
|
|
|
auto actorNew = SpawnActor(STAT_SKIP4, PUFF, s_PhosphorExp, actor->sector(), actor->spr.pos, actor->spr.angle, 100);
|
|
|
|
actorNew->spr.hitag = LUMINOUS; // Always full brightness
|
|
SetOwner(actor, actorNew);
|
|
actorNew->spr.shade = -40;
|
|
actorNew->spr.xrepeat = 12 + RandomRange(10);
|
|
actorNew->spr.yrepeat = 12 + RandomRange(10);
|
|
actorNew->opos = actor->opos;
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
|
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
if (RANDOM_P2(1024) < 512)
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
|
|
if (RANDOM_P2(1024) < 512)
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_YFLIP);
|
|
|
|
actorNew->user.change = actor->user.change;
|
|
|
|
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER3; // RED
|
|
|
|
ScaleSpriteVector(actorNew, 20000);
|
|
|
|
if (actor->user.Flags & (SPR_UNDERWATER))
|
|
actorNew->user.Flags |= (SPR_UNDERWATER);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
int DoChemBomb(DSWActor* actor)
|
|
{
|
|
if (actor->user.Flags & (SPR_UNDERWATER))
|
|
{
|
|
ScaleSpriteVector(actor, 50000);
|
|
|
|
actor->user.Counter += 20;
|
|
actor->user.addCounterToChange();
|
|
}
|
|
else
|
|
{
|
|
actor->user.Counter += 20;
|
|
actor->user.addCounterToChange();
|
|
}
|
|
|
|
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
|
|
|
MissileHitDiveArea(actor);
|
|
|
|
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
|
|
SpawnBubble(actor);
|
|
|
|
{
|
|
switch (actor->user.coll.type)
|
|
{
|
|
case kHitVoid:
|
|
KillActor(actor);
|
|
return true;
|
|
case kHitSprite:
|
|
{
|
|
short wall_ang;
|
|
|
|
if (!(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
|
|
PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan);
|
|
|
|
auto hitActor = actor->user.coll.actor();
|
|
|
|
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
|
|
{
|
|
WallBounce(actor, hitActor->spr.angle);
|
|
ScaleSpriteVector(actor, 32000);
|
|
}
|
|
else
|
|
{
|
|
// Canister pops when first smoke starts out
|
|
if (actor->user.WaitTics == CHEMTICS && !(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
|
|
{
|
|
PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
|
|
PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler);
|
|
}
|
|
actor->user.change.X = actor->user.change.Y = 0;
|
|
actor->user.WaitTics -= (MISSILEMOVETICS * 2);
|
|
if (actor->user.WaitTics <= 0)
|
|
KillActor(actor);
|
|
return true;
|
|
}
|
|
|
|
|
|
break;
|
|
}
|
|
|
|
case kHitWall:
|
|
{
|
|
auto wph = actor->user.coll.hitWall;
|
|
|
|
if (wph->lotag == TAG_WALL_BREAK)
|
|
{
|
|
HitBreakWall(wph, actor->spr.pos, actor->spr.angle, actor->user.ID);
|
|
actor->user.coll.setNone();
|
|
break;
|
|
}
|
|
|
|
if (!(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
|
|
PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan);
|
|
|
|
WallBounce(actor, wph->delta().Angle() + DAngle90);
|
|
ScaleSpriteVector(actor, 32000);
|
|
break;
|
|
}
|
|
|
|
case kHitSector:
|
|
{
|
|
bool did_hit_wall;
|
|
|
|
if (SlopeBounce(actor, &did_hit_wall))
|
|
{
|
|
if (did_hit_wall)
|
|
{
|
|
// hit a wall
|
|
ScaleSpriteVector(actor, 28000);
|
|
actor->user.coll.setNone();
|
|
actor->user.Counter = 0;
|
|
}
|
|
else
|
|
{
|
|
// hit a sector
|
|
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
|
|
{
|
|
// hit a floor
|
|
if (!(actor->user.Flags & SPR_BOUNCE))
|
|
{
|
|
if (!(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
|
|
PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan);
|
|
actor->user.Flags |= (SPR_BOUNCE);
|
|
ScaleSpriteVector(actor, 32000); // was 18000
|
|
actor->user.change.Z /= 6;
|
|
actor->user.coll.setNone();
|
|
actor->user.Counter = 0;
|
|
}
|
|
else
|
|
{
|
|
// Canister pops when first smoke starts out
|
|
if (actor->user.WaitTics == CHEMTICS && !(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
|
|
{
|
|
PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
|
|
PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler);
|
|
}
|
|
SpawnRadiationCloud(actor);
|
|
actor->user.change.X = actor->user.change.Y = 0;
|
|
actor->user.WaitTics -= (MISSILEMOVETICS * 2);
|
|
if (actor->user.WaitTics <= 0)
|
|
KillActor(actor);
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// hit a ceiling
|
|
ScaleSpriteVector(actor, 32000); // was 22000
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// hit floor
|
|
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
|
|
{
|
|
if (actor->user.Flags & (SPR_UNDERWATER))
|
|
actor->user.Flags |= (SPR_BOUNCE); // no bouncing
|
|
// underwater
|
|
|
|
if (actor->user.lo_sectp && actor->sector()->hasU() && FixedToInt(actor->sector()->depth_fixed))
|
|
actor->user.Flags |= (SPR_BOUNCE); // no bouncing on
|
|
// shallow water
|
|
|
|
if (!(actor->user.Flags & SPR_BOUNCE))
|
|
{
|
|
if (!(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
|
|
PlaySound(DIGI_CHEMBOUNCE, actor, v3df_dontpan);
|
|
actor->user.Flags |= (SPR_BOUNCE);
|
|
actor->user.coll.setNone();
|
|
actor->user.Counter = 0;
|
|
actor->user.change.Z = -actor->user.change.Z;
|
|
ScaleSpriteVector(actor, 32000); // Was 18000
|
|
actor->user.change.Z /= 6;
|
|
}
|
|
else
|
|
{
|
|
// Canister pops when first smoke starts out
|
|
if (actor->user.WaitTics == CHEMTICS && !(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
|
|
{
|
|
PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
|
|
PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler);
|
|
}
|
|
SpawnRadiationCloud(actor);
|
|
actor->user.change.X = actor->user.change.Y = 0;
|
|
actor->user.WaitTics -= (MISSILEMOVETICS * 2);
|
|
if (actor->user.WaitTics <= 0)
|
|
KillActor(actor);
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
// hit something above
|
|
{
|
|
actor->user.change.Z = -actor->user.change.Z;
|
|
ScaleSpriteVector(actor, 32000); // was 22000
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if you haven't bounced or your going slow do some puffs
|
|
if (!(actor->user.Flags & (SPR_BOUNCE | SPR_UNDERWATER)) && !(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
|
|
{
|
|
auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, actor->sector(), actor->spr.pos, actor->spr.angle, 100);
|
|
|
|
SetOwner(actor, actorNew);
|
|
actorNew->spr.shade = -40;
|
|
actorNew->spr.xrepeat = 40;
|
|
actorNew->spr.yrepeat = 40;
|
|
actorNew->opos = actor->opos;
|
|
// !Frank - dont do translucent
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
|
// actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_TRANSLUCENT);
|
|
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
actorNew->user.change = actor->user.change;
|
|
|
|
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER6;
|
|
|
|
ScaleSpriteVector(actorNew, 20000);
|
|
|
|
if (actor->user.Flags & (SPR_UNDERWATER))
|
|
actorNew->user.Flags |= (SPR_UNDERWATER);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
int DoCaltropsStick(DSWActor* actor)
|
|
{
|
|
actor->user.Counter = !actor->user.Counter;
|
|
|
|
if (actor->user.Counter)
|
|
DoFlamesDamageTest(actor);
|
|
|
|
return 0;
|
|
}
|
|
|
|
int DoCaltrops(DSWActor* actor)
|
|
{
|
|
if (actor->user.Flags & (SPR_UNDERWATER))
|
|
{
|
|
ScaleSpriteVector(actor, 50000);
|
|
|
|
actor->user.Counter += 20;
|
|
actor->user.addCounterToChange();
|
|
}
|
|
else
|
|
{
|
|
actor->user.Counter += 70;
|
|
actor->user.addCounterToChange();
|
|
}
|
|
|
|
actor->user.coll = move_missile(actor, actor->user.change, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
|
|
|
MissileHitDiveArea(actor);
|
|
|
|
{
|
|
switch (actor->user.coll.type)
|
|
{
|
|
case kHitVoid:
|
|
KillActor(actor);
|
|
return true;
|
|
case kHitSprite:
|
|
{
|
|
short wall_ang;
|
|
|
|
PlaySound(DIGI_CALTROPS, actor, v3df_dontpan);
|
|
|
|
auto hitActor = actor->user.coll.actor();
|
|
|
|
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
|
|
{
|
|
WallBounce(actor, hitActor->spr.angle);
|
|
ScaleSpriteVector(actor, 10000);
|
|
}
|
|
else
|
|
{
|
|
// fall to the ground
|
|
actor->user.change.X = actor->user.change.Y = 0;
|
|
}
|
|
|
|
|
|
break;
|
|
}
|
|
|
|
case kHitWall:
|
|
{
|
|
auto wph = actor->user.coll.hitWall;
|
|
|
|
if (wph->lotag == TAG_WALL_BREAK)
|
|
{
|
|
HitBreakWall(wph, actor->spr.pos, actor->spr.angle, actor->user.ID);
|
|
actor->user.coll.setNone();
|
|
break;
|
|
}
|
|
|
|
PlaySound(DIGI_CALTROPS, actor, v3df_dontpan);
|
|
|
|
WallBounce(actor, wph->delta().Angle() + DAngle90);
|
|
ScaleSpriteVector(actor, 1000);
|
|
break;
|
|
}
|
|
|
|
case kHitSector:
|
|
{
|
|
bool did_hit_wall;
|
|
|
|
if (SlopeBounce(actor, &did_hit_wall))
|
|
{
|
|
if (did_hit_wall)
|
|
{
|
|
// hit a wall
|
|
ScaleSpriteVector(actor, 1000);
|
|
actor->user.coll.setNone();
|
|
actor->user.Counter = 0;
|
|
}
|
|
else
|
|
{
|
|
// hit a sector
|
|
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
|
|
{
|
|
// hit a floor
|
|
if (!(actor->user.Flags & SPR_BOUNCE))
|
|
{
|
|
PlaySound(DIGI_CALTROPS, actor, v3df_dontpan);
|
|
actor->user.Flags |= (SPR_BOUNCE);
|
|
ScaleSpriteVector(actor, 1000); // was 18000
|
|
actor->user.coll.setNone();
|
|
actor->user.Counter = 0;
|
|
}
|
|
else
|
|
{
|
|
actor->user.change.X = actor->user.change.Y = 0;
|
|
actor->spr.extra |= (SPRX_BREAKABLE);
|
|
actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
|
|
ChangeState(actor, s_CaltropsStick);
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// hit a ceiling
|
|
ScaleSpriteVector(actor, 1000); // was 22000
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// hit floor
|
|
if (actor->spr.pos.Z > ((actor->user.hiz + actor->user.loz) * 0.5))
|
|
{
|
|
if (actor->user.Flags & (SPR_UNDERWATER))
|
|
actor->user.Flags |= (SPR_BOUNCE); // no bouncing
|
|
// underwater
|
|
|
|
if (actor->user.lo_sectp && actor->sector()->hasU() && FixedToInt(actor->sector()->depth_fixed))
|
|
actor->user.Flags |= (SPR_BOUNCE); // no bouncing on
|
|
// shallow water
|
|
|
|
if (!(actor->user.Flags & SPR_BOUNCE))
|
|
{
|
|
PlaySound(DIGI_CALTROPS, actor, v3df_dontpan);
|
|
actor->user.Flags |= (SPR_BOUNCE);
|
|
actor->user.coll.setNone();
|
|
actor->user.Counter = 0;
|
|
actor->user.change.Z = -actor->user.change.Z;
|
|
ScaleSpriteVector(actor, 1000); // Was 18000
|
|
}
|
|
else
|
|
{
|
|
actor->user.change.X = actor->user.change.Y = 0;
|
|
actor->spr.extra |= (SPRX_BREAKABLE);
|
|
actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
|
|
ChangeState(actor, s_CaltropsStick);
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
// hit something above
|
|
{
|
|
actor->user.change.Z = -actor->user.change.Z;
|
|
ScaleSpriteVector(actor, 1000); // was 22000
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
return false;
|
|
}
|
|
|
|
/////////////////////////////
|
|
//
|
|
// Deadly green gas clouds
|
|
//
|
|
/////////////////////////////
|
|
|
|
int SpawnRadiationCloud(DSWActor* actor)
|
|
{
|
|
if (!MoveSkip4)
|
|
return false;
|
|
|
|
// This basically works like a MoveSkip8, if one existed
|
|
// actor->user.Counter2 = !actor->user.Counter2;
|
|
if (actor->user.ID == MUSHROOM_CLOUD || actor->user.ID == 3121)
|
|
{
|
|
if ((actor->user.Counter2++) > 16)
|
|
actor->user.Counter2 = 0;
|
|
if (actor->user.Counter2)
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if ((actor->user.Counter2++) > 2)
|
|
actor->user.Counter2 = 0;
|
|
if (actor->user.Counter2)
|
|
return false;
|
|
}
|
|
|
|
if (actor->user.Flags & (SPR_UNDERWATER))
|
|
return -1;
|
|
|
|
auto actorNew = SpawnActor(STAT_MISSILE, RADIATION_CLOUD, s_RadiationCloud, actor->sector(),
|
|
actor->spr.pos.plusZ(-RANDOM_P2F(8, 8)), actor->spr.angle, 0);
|
|
|
|
SetOwner(GetOwner(actor), actorNew);
|
|
actorNew->user.WaitTics = 1 * 120;
|
|
actorNew->spr.shade = -40;
|
|
actorNew->spr.xrepeat = 32;
|
|
actorNew->spr.yrepeat = 32;
|
|
actorNew->spr.clipdist = actor->spr.clipdist;
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
|
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER6;
|
|
// Won't take floor palettes
|
|
actorNew->spr.hitag = SECTFU_DONT_COPY_PALETTE;
|
|
|
|
if (RANDOM_P2(1024) < 512)
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
|
|
//if (RANDOM_P2(1024) < 512)
|
|
//actorNew->spr.cstat |= (CSTAT_SPRITE_YFLIP);
|
|
|
|
actorNew->spr.angle = RANDOM_ANGLE();
|
|
actorNew->spr.xvel = RANDOM_P2(32);
|
|
|
|
actorNew->user.Counter = 0;
|
|
actorNew->user.Counter2 = 0;
|
|
|
|
if (actor->user.ID == MUSHROOM_CLOUD || actor->user.ID == 3121)
|
|
{
|
|
actorNew->user.Radius = 2000;
|
|
actorNew->user.change.XY() = MOVExy(actorNew->spr.xvel >> 2, actorNew->spr.angle);
|
|
actorNew->spr.zvel = Z(1) + RANDOM_P2(Z(2));
|
|
}
|
|
else
|
|
{
|
|
UpdateChangeXY(actorNew);
|
|
actorNew->spr.zvel = Z(4) + RANDOM_P2(Z(4));
|
|
actorNew->user.Radius = 4000;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
int DoRadiationCloud(DSWActor* actor)
|
|
{
|
|
actor->spr.pos.XY() += actor->user.change;
|
|
actor->add_int_z(-actor->spr.zvel);
|
|
|
|
if (actor->user.ID)
|
|
{
|
|
DoFlamesDamageTest(actor);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//////////////////////////////////////////////
|
|
//
|
|
// Inventory Chemical Bombs
|
|
//
|
|
//////////////////////////////////////////////
|
|
int PlayerInitChemBomb(PLAYER* pp)
|
|
{
|
|
DSWActor* plActor = pp->actor;
|
|
int nx, ny, nz;
|
|
short oclipdist;
|
|
|
|
|
|
PlaySound(DIGI_THROW, pp, v3df_dontpan | v3df_doppler);
|
|
|
|
if (!pp->insector())
|
|
return 0;
|
|
|
|
nx = pp->int_ppos().X;
|
|
ny = pp->int_ppos().Y;
|
|
nz = pp->int_ppos().Z + pp->bob_z + Z(8);
|
|
|
|
// Spawn a shot
|
|
// Inserting and setting up variables
|
|
auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, pp->cursector,
|
|
nx, ny, nz, pp->angle.ang.Buildang(), CHEMBOMB_VELOCITY);
|
|
|
|
// don't throw it as far if crawling
|
|
if (pp->Flags & (PF_CRAWLING))
|
|
{
|
|
actorNew->spr.xvel -= (actorNew->spr.xvel >> 2);
|
|
}
|
|
|
|
// actorNew->user.RotNum = 5;
|
|
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
|
|
|
|
SetOwner(pp->actor, actorNew);
|
|
actorNew->spr.yrepeat = 32;
|
|
actorNew->spr.xrepeat = 32;
|
|
actorNew->spr.shade = -15;
|
|
actorNew->user.WeaponNum = plActor->user.WeaponNum;
|
|
actorNew->user.Radius = 200;
|
|
actorNew->user.ceiling_dist = (3);
|
|
actorNew->user.floor_dist = (3);
|
|
actorNew->user.Counter = 0;
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK);
|
|
|
|
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
|
|
actorNew->user.Flags |= (SPR_UNDERWATER);
|
|
|
|
actorNew->spr.zvel = -pp->horizon.horiz.asq16() >> 9;
|
|
|
|
oclipdist = plActor->spr.clipdist;
|
|
plActor->spr.clipdist = 0;
|
|
actorNew->spr.clipdist = 0;
|
|
|
|
MissileSetPos(actorNew, DoChemBomb, 1000);
|
|
|
|
plActor->spr.clipdist = uint8_t(oclipdist);
|
|
actorNew->spr.clipdist = 80L >> 2;
|
|
|
|
UpdateChange(actorNew, 0.5);
|
|
|
|
// adjust xvel according to player velocity
|
|
actorNew->user.add_int_change_x(pp->vect.X >> 14);
|
|
actorNew->user.add_int_change_y(pp->vect.Y >> 14);
|
|
|
|
// Smoke will come out for this many seconds
|
|
actorNew->user.WaitTics = CHEMTICS;
|
|
|
|
return 0;
|
|
}
|
|
|
|
int InitSpriteChemBomb(DSWActor* actor)
|
|
{
|
|
PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler);
|
|
|
|
// Spawn a shot
|
|
// Inserting and setting up variables
|
|
auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, actor->sector(),
|
|
actor->spr.pos, actor->spr.angle, CHEMBOMB_VELOCITY);
|
|
|
|
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
|
|
|
|
SetOwner(actor, actorNew);
|
|
actorNew->spr.yrepeat = 32;
|
|
actorNew->spr.xrepeat = 32;
|
|
actorNew->spr.shade = -15;
|
|
actorNew->user.WeaponNum = actor->user.WeaponNum;
|
|
actorNew->user.Radius = 200;
|
|
actorNew->user.ceiling_dist = 3;
|
|
actorNew->user.floor_dist = 3;
|
|
actorNew->user.Counter = 0;
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK);
|
|
|
|
actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
|
|
|
|
actorNew->spr.clipdist = 80L >> 2;
|
|
|
|
UpdateChange(actorNew, 0.5);
|
|
|
|
// Smoke will come out for this many seconds
|
|
actorNew->user.WaitTics = CHEMTICS;
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
int InitChemBomb(DSWActor* actor)
|
|
{
|
|
// Spawn a shot
|
|
// Inserting and setting up variables
|
|
auto actorNew = SpawnActor(STAT_MISSILE, MUSHROOM_CLOUD, s_ChemBomb, actor->sector(), actor->spr.pos, actor->spr.angle, CHEMBOMB_VELOCITY);
|
|
|
|
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
|
|
|
|
SetOwner(GetOwner(actor), actorNew);
|
|
actorNew->spr.yrepeat = 32;
|
|
actorNew->spr.xrepeat = 32;
|
|
actorNew->spr.shade = -15;
|
|
actorNew->user.Radius = 200;
|
|
actorNew->user.ceiling_dist = (3);
|
|
actorNew->user.floor_dist = (3);
|
|
actorNew->user.Counter = 0;
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE); // Make nuke radiation
|
|
// invis.
|
|
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
|
|
|
|
if (SpriteInUnderwaterArea(actorNew))
|
|
actorNew->user.Flags |= (SPR_UNDERWATER);
|
|
|
|
actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
|
|
actorNew->spr.clipdist = 0;
|
|
|
|
if (actor->user.ID == MUSHROOM_CLOUD || actor->user.ID == 3121 || actor->user.ID == SUMO_RUN_R0) // 3121 == GRENADE_EXP
|
|
{
|
|
actor->user.change.Zero();
|
|
actorNew->spr.xvel = actorNew->spr.yvel = actorNew->spr.zvel = 0;
|
|
// Smoke will come out for this many seconds
|
|
actorNew->user.WaitTics = 40*120;
|
|
}
|
|
else
|
|
{
|
|
UpdateChange(actorNew, 0.5);
|
|
// Smoke will come out for this many seconds
|
|
actorNew->user.WaitTics = 3*120;
|
|
}
|
|
|
|
|
|
return 0;
|
|
}
|
|
|
|
//////////////////////////////////////////////
|
|
//
|
|
// Inventory Flash Bombs
|
|
//
|
|
//////////////////////////////////////////////
|
|
|
|
int PlayerInitFlashBomb(PLAYER* pp)
|
|
{
|
|
unsigned int stat;
|
|
int dist, tx, ty, tmin;
|
|
short damage;
|
|
DSWActor* actor = pp->actor;
|
|
|
|
PlaySound(DIGI_GASPOP, pp, v3df_dontpan | v3df_doppler);
|
|
|
|
// Set it just a little to let player know what he just did
|
|
SetFadeAmt(pp, -30, 1); // White flash
|
|
|
|
for (stat = 0; stat < SIZ(StatDamageList); stat++)
|
|
{
|
|
SWStatIterator it(StatDamageList[stat]);
|
|
while (auto itActor = it.Next())
|
|
{
|
|
if (itActor == pp->actor)
|
|
break;
|
|
|
|
DISTANCE(itActor->spr.pos, actor->spr.pos, dist, tx, ty, tmin);
|
|
if (dist > 16384) // Flash radius
|
|
continue;
|
|
|
|
if (!(actor->spr.cstat & CSTAT_SPRITE_BLOCK))
|
|
continue;
|
|
|
|
if (!FAFcansee(itActor->spr.pos, itActor->sector(), actor->spr.pos.plusZ(-ActorSizeZ(actor)), actor->sector()))
|
|
continue;
|
|
|
|
damage = GetDamage(itActor, pp->actor, DMG_FLASHBOMB);
|
|
|
|
if (itActor->user.sop_parent)
|
|
{
|
|
break;
|
|
}
|
|
else if (itActor->user.PlayerP)
|
|
{
|
|
// if(itActor->user.PlayerP->NightVision)
|
|
// {
|
|
// SetFadeAmt(itActor->user.PlayerP, -200, 1); // Got him with night vision on!
|
|
// PlayerUpdateHealth(itActor->user.PlayerP, -15); // Hurt eyes
|
|
// }else
|
|
if (damage < -70)
|
|
{
|
|
int choosesnd = 0;
|
|
|
|
choosesnd = RandomRange(MAX_PAIN);
|
|
|
|
PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
|
}
|
|
SetFadeAmt(itActor->user.PlayerP, damage, 1); // White flash
|
|
}
|
|
else
|
|
{
|
|
ActorPain(itActor);
|
|
SpawnFlashBombOnActor(itActor);
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int InitFlashBomb(DSWActor* actor)
|
|
{
|
|
int i;
|
|
unsigned int stat;
|
|
int dist, tx, ty, tmin;
|
|
short damage;
|
|
PLAYER* pp = Player + screenpeek;
|
|
|
|
PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
|
|
|
|
for (stat = 0; stat < SIZ(StatDamageList); stat++)
|
|
{
|
|
SWStatIterator it(StatDamageList[stat]);
|
|
while (auto itActor = it.Next())
|
|
{
|
|
DISTANCE(itActor->spr.pos, actor->spr.pos, dist, tx, ty, tmin);
|
|
if (dist > 16384) // Flash radius
|
|
continue;
|
|
|
|
if (!(actor->spr.cstat & CSTAT_SPRITE_BLOCK))
|
|
continue;
|
|
|
|
if (!FAFcansee(itActor->spr.pos, itActor->sector(), actor->spr.pos.plusZ(-ActorSizeZ(actor)), actor->sector()))
|
|
continue;
|
|
|
|
damage = GetDamage(itActor, actor, DMG_FLASHBOMB);
|
|
|
|
if (itActor->user.sop_parent)
|
|
{
|
|
break;
|
|
}
|
|
else if (itActor->user.PlayerP)
|
|
{
|
|
if (damage < -70)
|
|
{
|
|
int choosesnd = 0;
|
|
|
|
choosesnd = RandomRange(MAX_PAIN);
|
|
|
|
PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
|
}
|
|
SetFadeAmt(itActor->user.PlayerP, damage, 1); // White flash
|
|
}
|
|
else
|
|
{
|
|
if (itActor != actor)
|
|
{
|
|
ActorPain(itActor);
|
|
SpawnFlashBombOnActor(itActor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
// This is a sneaky function to make actors look blinded by flashbomb while using flaming code
|
|
void SpawnFlashBombOnActor(DSWActor* actor)
|
|
{
|
|
if (!actor->hasU()) return;
|
|
|
|
// Forget about burnable sprites
|
|
if ((actor->spr.extra & SPRX_BURNABLE))
|
|
return;
|
|
|
|
if (actor != nullptr)
|
|
{
|
|
DSWActor* flameActor = actor->user.flameActor;
|
|
if (flameActor != nullptr)
|
|
{
|
|
double sizez = ActorSizeZ(actor) * 1.25;
|
|
|
|
if (flameActor->user.Counter >= GetRepeatFromHeight(flameActor, sizez))
|
|
{
|
|
// keep flame only slightly bigger than the enemy itself
|
|
flameActor->user.Counter = GetRepeatFromHeight(flameActor, sizez) * 2;
|
|
}
|
|
else
|
|
{
|
|
// increase max size
|
|
flameActor->user.Counter += GetRepeatFromHeight(flameActor, 8) * 2;
|
|
}
|
|
|
|
// Counter is max size
|
|
if (flameActor->user.Counter >= 230)
|
|
{
|
|
// this is far too big
|
|
flameActor->user.Counter = 230;
|
|
}
|
|
|
|
if (flameActor->user.WaitTics < 2 * 120)
|
|
flameActor->user.WaitTics = 2 * 120; // allow it to grow again
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_FLAMES, s_FireballFlames, actor->sector(),
|
|
actor->spr.pos, actor->spr.angle, 0);
|
|
|
|
if (actor != nullptr)
|
|
actor->user.flameActor = actorNew;
|
|
|
|
actorNew->spr.xrepeat = 16;
|
|
actorNew->spr.yrepeat = 16;
|
|
|
|
if (actor->user.flameActor != nullptr)
|
|
{
|
|
actorNew->user.Counter = GetRepeatFromHeight(actorNew, ActorSizeZ(actor) * 0.5) * 4;
|
|
}
|
|
else
|
|
actorNew->user.Counter = 0; // max flame size
|
|
|
|
actorNew->spr.shade = -40;
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
|
|
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
actorNew->user.Radius = 200;
|
|
|
|
if (actor->user.flameActor != nullptr)
|
|
{
|
|
SetAttach(actor, actorNew);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
//////////////////////////////////////////////
|
|
//
|
|
// Inventory Caltrops
|
|
//
|
|
//////////////////////////////////////////////
|
|
|
|
int PlayerInitCaltrops(PLAYER* pp)
|
|
{
|
|
DSWActor* plActor = pp->actor;
|
|
int nx, ny, nz;
|
|
short oclipdist;
|
|
|
|
PlaySound(DIGI_THROW, pp, v3df_dontpan | v3df_doppler);
|
|
|
|
if (!pp->insector())
|
|
return 0;
|
|
|
|
nx = pp->int_ppos().X;
|
|
ny = pp->int_ppos().Y;
|
|
nz = pp->int_ppos().Z + pp->bob_z + Z(8);
|
|
|
|
auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector,
|
|
nx, ny, nz, pp->angle.ang.Buildang(), (CHEMBOMB_VELOCITY + RandomRange(CHEMBOMB_VELOCITY)) / 2);
|
|
|
|
// don't throw it as far if crawling
|
|
if (pp->Flags & (PF_CRAWLING))
|
|
{
|
|
actorNew->spr.xvel -= (actorNew->spr.xvel >> 2);
|
|
}
|
|
|
|
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
|
|
|
|
SetOwner(pp->actor, actorNew);
|
|
actorNew->spr.yrepeat = 64;
|
|
actorNew->spr.xrepeat = 64;
|
|
actorNew->spr.shade = -15;
|
|
actorNew->user.WeaponNum = plActor->user.WeaponNum;
|
|
actorNew->user.Radius = 200;
|
|
actorNew->user.ceiling_dist = (3);
|
|
actorNew->user.floor_dist = (3);
|
|
actorNew->user.Counter = 0;
|
|
// spawnedActor->spr.cstat |= (CSTAT_SPRITE_BLOCK);
|
|
|
|
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
|
|
actorNew->user.Flags |= (SPR_UNDERWATER);
|
|
|
|
// They go out at different angles
|
|
// spawnedActor->spr.ang = NORM_ANGLE(pp->angle.ang.Buildang() + (RandomRange(50) - 25));
|
|
|
|
actorNew->spr.zvel = -pp->horizon.horiz.asq16() >> 9;
|
|
|
|
oclipdist = plActor->spr.clipdist;
|
|
plActor->spr.clipdist = 0;
|
|
actorNew->spr.clipdist = 0;
|
|
|
|
MissileSetPos(actorNew, DoCaltrops, 1000);
|
|
|
|
plActor->spr.clipdist = uint8_t(oclipdist);
|
|
actorNew->spr.clipdist = 80L >> 2;
|
|
|
|
UpdateChange(actorNew, 0.5);
|
|
|
|
// adjust xvel according to player velocity
|
|
actorNew->user.add_int_change_x(pp->vect.X >> 14);
|
|
actorNew->user.add_int_change_y(pp->vect.Y >> 14);
|
|
|
|
SetupSpriteForBreak(actorNew); // Put Caltrops in the break queue
|
|
return 0;
|
|
}
|
|
|
|
int InitCaltrops(DSWActor* actor)
|
|
{
|
|
PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler);
|
|
|
|
// Spawn a shot
|
|
// Inserting and setting up variables
|
|
auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, actor->sector(),
|
|
actor->spr.pos, actor->spr.angle, CHEMBOMB_VELOCITY / 2);
|
|
|
|
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
|
|
|
|
SetOwner(actor, actorNew);
|
|
actorNew->spr.yrepeat = 64;
|
|
actorNew->spr.xrepeat = 64;
|
|
actorNew->spr.shade = -15;
|
|
// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
|
|
actorNew->spr.clipdist = actor->spr.clipdist;
|
|
actorNew->user.WeaponNum = actor->user.WeaponNum;
|
|
actorNew->user.Radius = 200;
|
|
actorNew->user.ceiling_dist = (3);
|
|
actorNew->user.floor_dist = (3);
|
|
actorNew->user.Counter = 0;
|
|
|
|
actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
|
|
|
|
// spawnedActor->spr.clipdist = 80L>>2;
|
|
|
|
UpdateChange(actorNew, 0.5);
|
|
|
|
SetupSpriteForBreak(actorNew); // Put Caltrops in the break queue
|
|
return 0;
|
|
}
|
|
|
|
int InitPhosphorus(DSWActor* actor)
|
|
{
|
|
PlaySound(DIGI_FIREBALL1, actor, v3df_follow);
|
|
|
|
// Spawn a shot
|
|
// Inserting and setting up variables
|
|
auto actorNew = SpawnActor(STAT_SKIP4, FIREBALL1, s_Phosphorus, actor->sector(),
|
|
actor->spr.pos, RANDOM_ANGLE(), CHEMBOMB_VELOCITY/3);
|
|
|
|
actorNew->spr.hitag = LUMINOUS; // Always full brightness
|
|
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
|
|
// !Frank - don't do translucent
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
|
// actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_YCENTER);
|
|
actorNew->spr.shade = -128;
|
|
|
|
actorNew->spr.yrepeat = 64;
|
|
actorNew->spr.xrepeat = 64;
|
|
actorNew->spr.shade = -15;
|
|
// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
|
|
if (actor->spr.clipdist > 0)
|
|
actorNew->spr.clipdist = actor->spr.clipdist-1;
|
|
else
|
|
actorNew->spr.clipdist = actor->spr.clipdist;
|
|
actorNew->user.WeaponNum = actor->user.WeaponNum;
|
|
actorNew->user.Radius = 600;
|
|
actorNew->user.ceiling_dist = (3);
|
|
actorNew->user.floor_dist = (3);
|
|
actorNew->user.Counter = 0;
|
|
|
|
actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
|
|
|
|
UpdateChange(actorNew, 0.5);
|
|
|
|
return 0;
|
|
}
|
|
|
|
int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
|
|
{
|
|
short cnt, vel, rnd;
|
|
|
|
|
|
if (dogib)
|
|
cnt = RandomRange(3)+1;
|
|
else
|
|
cnt = 1;
|
|
|
|
//if(dogib)
|
|
// {
|
|
rnd = RandomRange(1000);
|
|
if (rnd > 650)
|
|
PlaySound(DIGI_GIBS1, actor, v3df_none);
|
|
else if (rnd > 350)
|
|
PlaySound(DIGI_GIBS2, actor, v3df_none);
|
|
else
|
|
PlaySound(DIGI_GIBS3, actor, v3df_none);
|
|
// }
|
|
|
|
vel = velocity;
|
|
DAngle ang = actor->spr.angle;
|
|
for (int i=0; i<cnt; i++)
|
|
{
|
|
|
|
if (velocity == -1)
|
|
vel = 105+RandomRange(320);
|
|
else if (velocity == -2)
|
|
vel = 105+RandomRange(100);
|
|
|
|
if (dogib)
|
|
ang = ang + DAngle90 + DAngle::fromBuild(RandomRange(200));
|
|
else
|
|
ang = ang + DAngle180 + DAngle45 - DAngle::fromBuild(RandomRange(256));
|
|
|
|
// Spawn a shot
|
|
auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_BloodSprayChunk, actor->sector(),
|
|
ActorVectOfTop(actor).plusZ(- 20/256.), ang, vel*2);
|
|
|
|
actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
|
|
if (dogib)
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
|
else
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
|
|
actorNew->spr.shade = -12;
|
|
|
|
SetOwner(actor, actorNew);
|
|
actorNew->spr.yrepeat = 64-RandomRange(35);
|
|
actorNew->spr.xrepeat = 64-RandomRange(35);
|
|
actorNew->spr.shade = -15;
|
|
actorNew->spr.clipdist = actor->spr.clipdist;
|
|
actorNew->user.WeaponNum = actor->user.WeaponNum;
|
|
actorNew->user.Radius = 600;
|
|
actorNew->user.ceiling_dist = (3);
|
|
actorNew->user.floor_dist = (3);
|
|
actorNew->user.Counter = 0;
|
|
|
|
actorNew->spr.zvel = short((-10 - RandomRange(50)) * HORIZ_MULT);
|
|
|
|
UpdateChange(actorNew, 0.5);
|
|
|
|
if (!GlobalSkipZrange)
|
|
DoActorZrange(actorNew);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int BloodSprayFall(DSWActor* actor)
|
|
{
|
|
actor->spr.pos.Z += 5.86;
|
|
return 0;
|
|
}
|
|
|
|
////////////////// DEATHFLAG! ////////////////////////////////////////////////////////////////
|
|
// Rules: Run to an enemy flag, run over it an it will stick to you.
|
|
// The goal is to run the enemy's flag back to your startpoint.
|
|
// If an enemy flag touches a friendly start sector, then the opposing team explodes and
|
|
// your team wins and the level restarts.
|
|
// Once you pick up a flag, you have 30 seconds to score, otherwise, the flag detonates
|
|
// an explosion, killing you and anyone in the vicinity, and you don't score.
|
|
//////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Update the scoreboard for team color that just scored.
|
|
void DoFlagScore(int16_t pal)
|
|
{
|
|
SWStatIterator it(STAT_DEFAULT);
|
|
while (auto actor = it.Next())
|
|
{
|
|
if (actor->spr.picnum < 1900 || actor->spr.picnum > 1999)
|
|
continue;
|
|
|
|
if (actor->spr.pal == pal)
|
|
actor->spr.picnum++; // Increment the counter
|
|
|
|
if (actor->spr.picnum > 1999)
|
|
actor->spr.picnum = 1900; // Roll it over if you must
|
|
|
|
}
|
|
}
|
|
|
|
DSWActor* DoFlagRangeTest(DSWActor* actor, int range)
|
|
{
|
|
unsigned int stat;
|
|
int dist, tx, ty;
|
|
int tmin;
|
|
|
|
for (stat = 0; stat < SIZ(StatDamageList); stat++)
|
|
{
|
|
SWStatIterator it(StatDamageList[stat]);
|
|
while (auto itActor = it.Next())
|
|
{
|
|
DISTANCE(itActor->spr.pos, actor->spr.pos, dist, tx, ty, tmin);
|
|
if (dist > range)
|
|
continue;
|
|
|
|
if (actor == itActor)
|
|
continue;
|
|
|
|
if (!(itActor->spr.cstat & CSTAT_SPRITE_BLOCK))
|
|
continue;
|
|
|
|
if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
|
|
continue;
|
|
|
|
if (!FAFcansee(itActor->spr.pos, itActor->sector(), actor->spr.pos, actor->sector()))
|
|
continue;
|
|
|
|
dist = FindDistance3D(actor->int_pos() - itActor->int_pos());
|
|
if (dist > range)
|
|
continue;
|
|
|
|
return itActor;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
int DoCarryFlag(DSWActor* actor)
|
|
{
|
|
const int FLAG_DETONATE_STATE = 99;
|
|
DSWActor* fown = actor->user.flagOwnerActor;
|
|
if (!fown) return 0;
|
|
|
|
DSWActor* attached = actor->user.attachActor;
|
|
|
|
// if no Owner then die
|
|
if (attached != nullptr)
|
|
{
|
|
DVector3 pos(attached->spr.pos.XY(), ActorZOfMiddle(attached));
|
|
SetActorZ(actor, pos);
|
|
actor->spr.angle = attached->spr.angle + DAngle270;
|
|
}
|
|
|
|
// not activated yet
|
|
if (!(actor->user.Flags & SPR_ACTIVE))
|
|
{
|
|
if ((actor->user.WaitTics -= (MISSILEMOVETICS * 2)) > 0)
|
|
return false;
|
|
|
|
// activate it
|
|
actor->user.WaitTics = SEC(30); // You have 30 seconds to get it to
|
|
// scorebox
|
|
actor->user.Counter2 = 0;
|
|
actor->user.Flags |= (SPR_ACTIVE);
|
|
}
|
|
|
|
// limit the number of times DoFlagRangeTest is called
|
|
actor->user.Counter++;
|
|
if (actor->user.Counter > 1)
|
|
actor->user.Counter = 0;
|
|
|
|
if (!actor->user.Counter)
|
|
{
|
|
// not already in detonate state
|
|
if (actor->user.Counter2 < FLAG_DETONATE_STATE)
|
|
{
|
|
if (!attached->hasU() || attached->user.Health <= 0)
|
|
{
|
|
actor->user.Counter2 = FLAG_DETONATE_STATE;
|
|
actor->user.WaitTics = SEC(1) / 2;
|
|
}
|
|
// if in score box, score.
|
|
if (attached->sector()->hitag == 9000 && attached->sector()->lotag == attached->spr.pal
|
|
&& attached->spr.pal != actor->spr.pal)
|
|
{
|
|
if (fown != nullptr)
|
|
{
|
|
if (fown->spr.lotag) // Trigger everything if there is a lotag
|
|
DoMatchEverything(nullptr, fown->spr.lotag, 1);
|
|
}
|
|
if (!TEST_BOOL1(fown))
|
|
{
|
|
PlaySound(DIGI_BIGITEM, actor->user.attachActor, v3df_none);
|
|
DoFlagScore(attached->spr.pal);
|
|
if (SP_TAG5(fown) > 0)
|
|
{
|
|
fown->user.filler++;
|
|
if (fown->user.filler >= SP_TAG5(fown))
|
|
{
|
|
fown->user.filler = 0;
|
|
DoMatchEverything(nullptr, SP_TAG6(fown), 1);
|
|
}
|
|
}
|
|
}
|
|
SetSuicide(actor); // Kill the flag, you scored!
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Time's up! Move directly to detonate state
|
|
actor->user.Counter2 = FLAG_DETONATE_STATE;
|
|
actor->user.WaitTics = SEC(1) / 2;
|
|
}
|
|
|
|
}
|
|
|
|
actor->user.WaitTics -= (MISSILEMOVETICS * 2);
|
|
|
|
switch (actor->user.Counter2)
|
|
{
|
|
case 0:
|
|
if (actor->user.WaitTics < SEC(30))
|
|
{
|
|
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
|
|
actor->user.Counter2++;
|
|
}
|
|
break;
|
|
case 1:
|
|
if (actor->user.WaitTics < SEC(20))
|
|
{
|
|
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
|
|
actor->user.Counter2++;
|
|
}
|
|
break;
|
|
case 2:
|
|
if (actor->user.WaitTics < SEC(10))
|
|
{
|
|
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
|
|
actor->user.Counter2++;
|
|
}
|
|
break;
|
|
case 3:
|
|
if (actor->user.WaitTics < SEC(5))
|
|
{
|
|
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
|
|
actor->user.Counter2++;
|
|
}
|
|
break;
|
|
case 4:
|
|
if (actor->user.WaitTics < SEC(4))
|
|
{
|
|
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
|
|
actor->user.Counter2++;
|
|
}
|
|
break;
|
|
case 5:
|
|
if (actor->user.WaitTics < SEC(3))
|
|
{
|
|
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
|
|
actor->user.Counter2++;
|
|
}
|
|
break;
|
|
case 6:
|
|
if (actor->user.WaitTics < SEC(2))
|
|
{
|
|
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
|
|
actor->user.Counter2 = FLAG_DETONATE_STATE;
|
|
}
|
|
break;
|
|
case FLAG_DETONATE_STATE:
|
|
// start frantic beeping
|
|
PlaySound(DIGI_MINEBEEP, actor, v3df_dontpan);
|
|
actor->user.Counter2++;
|
|
break;
|
|
case FLAG_DETONATE_STATE + 1:
|
|
SpawnGrenadeExp(actor);
|
|
SetSuicide(actor);
|
|
return false;
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
int DoCarryFlagNoDet(DSWActor* actor)
|
|
{
|
|
DSWActor* attached = actor->user.attachActor;
|
|
DSWActor* fown = actor->user.flagOwnerActor;
|
|
if (!fown) return 0;
|
|
|
|
|
|
if (actor->user.flagOwnerActor != nullptr)
|
|
fown->user.WaitTics = 30 * 120; // Keep setting respawn tics so it won't respawn
|
|
|
|
// if no Owner then die
|
|
if (attached != nullptr)
|
|
{
|
|
SetActorZ(actor, DVector3(attached->spr.pos.XY(), ActorZOfMiddle(attached)));
|
|
actor->spr.angle = attached->spr.angle + DAngle270;
|
|
actor->spr.pos.Z = attached->spr.pos.Z - (ActorSizeZ(attached) * 0.5);
|
|
}
|
|
|
|
if (!attached->hasU() || attached->user.Health <= 0)
|
|
{
|
|
if (actor->user.flagOwnerActor != nullptr)
|
|
fown->user.WaitTics = 0; // Tell it to respawn
|
|
SetSuicide(actor);
|
|
return false;
|
|
}
|
|
|
|
// if in score box, score.
|
|
if (attached->sector()->hitag == 9000 && attached->sector()->lotag == attached->spr.pal
|
|
&& attached->spr.pal != actor->spr.pal)
|
|
{
|
|
if (actor->user.flagOwnerActor != nullptr)
|
|
{
|
|
if (fown->spr.lotag) // Trigger everything if there is a lotag
|
|
DoMatchEverything(nullptr, fown->spr.lotag, 1);
|
|
fown->user.WaitTics = 0; // Tell it to respawn
|
|
}
|
|
if (!TEST_BOOL1(fown))
|
|
{
|
|
PlaySound(DIGI_BIGITEM, actor->user.attachActor, v3df_none);
|
|
DoFlagScore(attached->spr.pal);
|
|
if (SP_TAG5(fown) > 0)
|
|
{
|
|
fown->user.filler++;
|
|
if (fown->user.filler >= SP_TAG5(fown))
|
|
{
|
|
fown->user.filler = 0;
|
|
DoMatchEverything(nullptr, SP_TAG6(fown), 1);
|
|
}
|
|
}
|
|
}
|
|
SetSuicide(actor); // Kill the flag, you scored!
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
int SetCarryFlag(DSWActor* actor)
|
|
{
|
|
// stuck
|
|
actor->user.Flags |= (SPR_BOUNCE);
|
|
// not yet active for 1 sec
|
|
|
|
actor->spr.cstat |= (CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
actor->user.Counter = 0;
|
|
change_actor_stat(actor, STAT_ITEM);
|
|
if (actor->spr.hitag == 1)
|
|
ChangeState(actor, s_CarryFlagNoDet);
|
|
else
|
|
ChangeState(actor, s_CarryFlag);
|
|
|
|
return false;
|
|
}
|
|
|
|
int DoFlag(DSWActor* actor)
|
|
{
|
|
auto hitActor = DoFlagRangeTest(actor, 1000);
|
|
|
|
if (hitActor)
|
|
{
|
|
SetCarryFlag(actor);
|
|
|
|
// check to see if sprite is player or enemy
|
|
if ((hitActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
|
|
{
|
|
// attach weapon to sprite
|
|
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
SetAttach(hitActor, actor);
|
|
actor->user.pos.Z = hitActor->spr.pos.Z - ActorSizeZ(hitActor) * 0.5;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
int SpawnShell(DSWActor* actor, int ShellNum)
|
|
{
|
|
short id=0,velocity=0;
|
|
STATE* p=nullptr;
|
|
extern STATE s_UziShellShrap[];
|
|
extern STATE s_ShotgunShellShrap[];
|
|
|
|
switch (ShellNum)
|
|
{
|
|
case -2:
|
|
case -3:
|
|
id = UZI_SHELL;
|
|
p = s_UziShellShrap;
|
|
velocity = 1500 + RandomRange(1000);
|
|
break;
|
|
case -4:
|
|
id = SHOT_SHELL;
|
|
p = s_ShotgunShellShrap;
|
|
velocity = 2000 + RandomRange(1000);
|
|
break;
|
|
}
|
|
|
|
auto actorNew = SpawnActor(STAT_SKIP4, id, p, actor->sector(), ActorVectOfMiddle(actor), actor->spr.angle, 64);
|
|
|
|
actorNew->spr.zvel = -(velocity);
|
|
|
|
if (actor->user.PlayerP)
|
|
{
|
|
actorNew->add_int_z(int(-actor->user.PlayerP->horizon.horiz.asbuildf() * HORIZ_MULT * (1. / 3.)));
|
|
}
|
|
|
|
switch (actorNew->user.ID)
|
|
{
|
|
case UZI_SHELL:
|
|
actorNew->spr.pos.Z -= 13;
|
|
|
|
if (ShellNum == -3)
|
|
{
|
|
actorNew->spr.angle = actor->spr.angle;
|
|
HelpMissileLateral(actorNew,2500);
|
|
actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() - 512));
|
|
HelpMissileLateral(actorNew,1000); // Was 1500
|
|
actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() + 712));
|
|
}
|
|
else
|
|
{
|
|
actorNew->spr.angle = actor->spr.angle;
|
|
HelpMissileLateral(actorNew,2500);
|
|
actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() + 512));
|
|
HelpMissileLateral(actorNew,1500);
|
|
actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() - 128));
|
|
}
|
|
actorNew->add_int_ang((RANDOM_P2(128<<5)>>5) - (128 / 2));
|
|
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang()));
|
|
|
|
// Set the shell number
|
|
actorNew->user.ShellNum = ShellCount;
|
|
actorNew->spr.yrepeat = actorNew->spr.xrepeat = 13;
|
|
break;
|
|
case SHOT_SHELL:
|
|
actorNew->spr.pos.Z -= 13;
|
|
actorNew->spr.angle = actor->spr.angle;
|
|
HelpMissileLateral(actorNew,2500);
|
|
actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() + 512));
|
|
HelpMissileLateral(actorNew,1300);
|
|
actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() - 128 - 64));
|
|
actorNew->add_int_ang((RANDOM_P2(128<<5)>>5) - (128 / 2));
|
|
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang()));
|
|
|
|
// Set the shell number
|
|
actorNew->user.ShellNum = ShellCount;
|
|
actorNew->spr.yrepeat = actorNew->spr.xrepeat = 18;
|
|
break;
|
|
}
|
|
|
|
SetOwner(actor, actorNew);
|
|
actorNew->spr.shade = -15;
|
|
actorNew->user.ceiling_dist = (1);
|
|
actorNew->user.floor_dist = (1);
|
|
actorNew->user.Counter = 0;
|
|
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
|
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
actorNew->user.Flags &= ~(SPR_BOUNCE|SPR_UNDERWATER); // Make em' bounce
|
|
|
|
UpdateChange(actorNew);
|
|
|
|
actorNew->user.jump_speed = 200;
|
|
actorNew->user.jump_speed += RandomRange(400);
|
|
actorNew->user.jump_speed = -actorNew->user.jump_speed;
|
|
|
|
DoBeginJump(actorNew);
|
|
actorNew->user.jump_grav = ACTOR_GRAVITY;
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
#include "saveable.h"
|
|
|
|
static saveable_data saveable_jweapon_data[] =
|
|
{
|
|
SAVE_DATA(s_BloodSpray),
|
|
SAVE_DATA(s_PhosphorExp),
|
|
SAVE_DATA(s_NukeMushroom),
|
|
SAVE_DATA(s_RadiationCloud),
|
|
SAVE_DATA(s_ChemBomb),
|
|
SAVE_DATA(s_Caltrops),
|
|
SAVE_DATA(s_CaltropsStick),
|
|
SAVE_DATA(s_CarryFlag),
|
|
SAVE_DATA(s_CarryFlagNoDet),
|
|
SAVE_DATA(s_Flag),
|
|
SAVE_DATA(s_Phosphorus),
|
|
SAVE_DATA(s_BloodSprayChunk),
|
|
SAVE_DATA(s_BloodSprayDrip),
|
|
};
|
|
|
|
saveable_module saveable_jweapon =
|
|
{
|
|
// code
|
|
nullptr,0,
|
|
|
|
// data
|
|
saveable_jweapon_data,
|
|
SIZ(saveable_jweapon_data)
|
|
};
|
|
END_SW_NS
|