ref: e4b1f02d15943e86a108e362320db3aca34ce5ef
dir: /Game/src/actors.c/
//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment This file is part of 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 aint32_t 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 */ //------------------------------------------------------------------------- #include "duke3d.h" #include "audiolib/fx_man.h" #include "engine.h" #include "soundefs.h" #include "sounds.h" extern int32_t numenvsnds; uint8_t actor_tog; void updateinterpolations() //Stick at beginning of domovethings { int32_t i; for(i=numinterpolations-1;i>=0;i--) oldipos[i] = *curipos[i]; } void setinterpolation(int32_t *posptr) { int32_t i; if (numinterpolations >= MAXINTERPOLATIONS) return; for(i=numinterpolations-1;i>=0;i--) if (curipos[i] == posptr) return; curipos[numinterpolations] = posptr; oldipos[numinterpolations] = *posptr; numinterpolations++; } void stopinterpolation(int32_t *posptr) { int32_t i; for(i=numinterpolations-1;i>=startofdynamicinterpolations;i--) if (curipos[i] == posptr) { numinterpolations--; oldipos[i] = oldipos[numinterpolations]; bakipos[i] = bakipos[numinterpolations]; curipos[i] = curipos[numinterpolations]; } } void dointerpolations(int32_t smoothratio) //Stick at beginning of drawscreen { int32_t i, j, odelta, ndelta; ndelta = 0; j = 0; for(i=numinterpolations-1;i>=0;i--) { bakipos[i] = *curipos[i]; odelta = ndelta; ndelta = (*curipos[i])-oldipos[i]; if (odelta != ndelta) j = mulscale16(ndelta,smoothratio); *curipos[i] = oldipos[i]+j; } } void restoreinterpolations() //Stick at end of drawscreen { int32_t i; for(i=numinterpolations-1;i>=0;i--) *curipos[i] = bakipos[i]; } int32_t ceilingspace(int16_t sectnum) { if( (sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 ) { switch(sector[sectnum].ceilingpicnum) { case MOONSKY1: case BIGORBIT1: return 1; } } return 0; } int32_t floorspace(int16_t sectnum) { if( (sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 ) { switch(sector[sectnum].floorpicnum) { case MOONSKY1: case BIGORBIT1: return 1; } } return 0; } void addammo( int16_t weapon,struct player_struct *p,int16_t amount) { p->ammo_amount[weapon] += amount; if( p->ammo_amount[weapon] > max_ammo_amount[weapon] ) p->ammo_amount[weapon] = max_ammo_amount[weapon]; } void addweapon( struct player_struct *p,int16_t weapon) { int added_new_weapon = false; if ( p->gotweapon[weapon] == 0 ) { p->gotweapon[weapon] = 1; if(weapon == SHRINKER_WEAPON) p->gotweapon[GROW_WEAPON] = 1; // FIX_00012: added "weapon autoswitch" toggle allowing to turn the autoswitch off // when picking up new weapons. The weapon sound on pickup will remain on, to not // affect the opponent's gameplay (so he can still hear you picking up new weapons) if(p->weaponautoswitch) // Anti antiswitch ordered added_new_weapon = true; } if (added_new_weapon==false || ud.playing_demo_rev == BYTEVERSION_27 || ud.playing_demo_rev == BYTEVERSION_28 || ud.playing_demo_rev == BYTEVERSION_116 || ud.playing_demo_rev == BYTEVERSION_117 ) // don't block the weapon change on 1st pick up if playing an old demo { p->random_club_frame = 0; if(p->holster_weapon == 0) { p->weapon_pos = -1; p->last_weapon = p->curr_weapon; } else { p->weapon_pos = 10; p->holster_weapon = 0; p->last_weapon = -1; } p->kickback_pic = 0; p->curr_weapon = weapon; } switch(weapon) { case KNEE_WEAPON: case TRIPBOMB_WEAPON: case HANDREMOTE_WEAPON: case HANDBOMB_WEAPON: break; case SHOTGUN_WEAPON: spritesound(SHOTGUN_COCK,p->i);break; case PISTOL_WEAPON: spritesound(INSERT_CLIP,p->i);break; default: spritesound(SELECT_WEAPON,p->i);break; } vscrn(); // FIX_00056: Refresh issue w/FPS, small Weapon and custom FTA, when screen resized down } void checkavailinven( struct player_struct *p ) { if(p->firstaid_amount > 0) p->inven_icon = 1; else if(p->steroids_amount > 0) p->inven_icon = 2; else if(p->holoduke_amount > 0) p->inven_icon = 3; else if(p->jetpack_amount > 0) p->inven_icon = 4; else if(p->heat_amount > 0) p->inven_icon = 5; else if(p->scuba_amount > 0) p->inven_icon = 6; else if(p->boot_amount > 0) p->inven_icon = 7; else p->inven_icon = 0; } void checkavailweapon( struct player_struct *p ) { short i,snum; int32 weap; if(p->wantweaponfire >= 0) { weap = p->wantweaponfire; p->wantweaponfire = -1; if(weap == p->curr_weapon) return; else if( p->gotweapon[weap] && p->ammo_amount[weap] > 0 ) { addweapon(p,weap); return; } } weap = p->curr_weapon; if( p->gotweapon[weap] && p->ammo_amount[weap] > 0 ) return; snum = sprite[p->i].yvel; for(i=0;i<10;i++) { weap = ud.wchoice[snum][i]; if (VOLUMEONE) if(weap > 6) continue; if(weap == 0) weap = 9; else weap--; if( weap == 0 || ( p->gotweapon[weap] && p->ammo_amount[weap] > 0 ) ) break; } if(i == 10) weap = 0; // Found the weapon p->last_weapon = p->curr_weapon; p->random_club_frame = 0; p->curr_weapon = weap; p->kickback_pic = 0; if(p->holster_weapon == 1) { p->holster_weapon = 0; p->weapon_pos = 10; } else p->weapon_pos = -1; } /* void checkavailweapon( struct player_struct *p ) { short i,okay,check_shoot,check_bombs; if(p->ammo_amount[p->curr_weapon] > 0) return; okay = check_shoot = check_bombs = 0; switch(p->curr_weapon) { case PISTOL_WEAPON: case CHAINGUN_WEAPON: case SHOTGUN_WEAPON: #ifndef VOLUMEONE case FREEZE_WEAPON: case DEVISTATOR_WEAPON: case SHRINKER_WEAPON: case GROW_WEAPON: #endif case RPG_WEAPON: case KNEE_WEAPON: check_shoot = 1; break; case HANDBOMB_WEAPON: case HANDREMOTE_WEAPON: #ifndef VOLUMEONE case TRIPBOMB_WEAPON: #endif check_bombs = 1; break; } CHECK_SHOOT: if(check_shoot) { for(i = p->curr_weapon+1; i < MAX_WEAPONS;i++) switch(i) { case PISTOL_WEAPON: case CHAINGUN_WEAPON: case SHOTGUN_WEAPON: #ifndef VOLUMEONE case FREEZE_WEAPON: case SHRINKER_WEAPON: case GROW_WEAPON: case DEVISTATOR_WEAPON: #endif if ( p->gotweapon[i] && p->ammo_amount[i] > 0 ) { okay = i; goto OKAY_HERE; } break; } for(i = p->curr_weapon-1; i > 0;i--) switch(i) { case PISTOL_WEAPON: case CHAINGUN_WEAPON: case SHOTGUN_WEAPON: #ifndef VOLUMEONE case FREEZE_WEAPON: case DEVISTATOR_WEAPON: case SHRINKER_WEAPON: case GROW_WEAPON: #endif if ( p->gotweapon[i] && p->ammo_amount[i] > 0 ) { okay = i; goto OKAY_HERE; } break; } if( p->gotweapon[RPG_WEAPON] && p->ammo_amount[RPG_WEAPON] > 0 ) { okay = RPG_WEAPON; goto OKAY_HERE; } if(check_bombs == 0) check_bombs = 1; else { addweapon(p,KNEE_WEAPON); return; } } if(check_bombs) { for(i = p->curr_weapon-1; i > 0;i--) switch(i) { case HANDBOMB_WEAPON: #ifndef VOLUMEONE case TRIPBOMB_WEAPON: #endif if ( p->gotweapon[i] && p->ammo_amount[i] > 0 ) { okay = i; goto OKAY_HERE; } break; } for(i = p->curr_weapon+1; i < MAX_WEAPONS;i++) switch(i) { case HANDBOMB_WEAPON: #ifdef VOLUMEONE case TRIPBOMB_WEAPON: #endif if ( p->gotweapon[i] && p->ammo_amount[i] > 0 ) { okay = i; goto OKAY_HERE; } break; } if(check_shoot == 0) { check_shoot = 1; goto CHECK_SHOOT; } else { addweapon(p,KNEE_WEAPON); return; } } OKAY_HERE: if(okay) { p->last_weapon = p->curr_weapon; p->random_club_frame = 0; p->curr_weapon = okay; p->kickback_pic = 0; if(p->holster_weapon == 1) { p->holster_weapon = 0; p->weapon_pos = 10; } else p->weapon_pos = -1; return; } } */ int32_t ifsquished(short i, short p) { sectortype *sc; uint8_t squishme; int32_t floorceildist; if(PN == APLAYER && ud.clipping) return 0; sc = §or[SECT]; floorceildist = sc->floorz - sc->ceilingz; if(sc->lotag != 23) { if(sprite[i].pal == 1) squishme = floorceildist < (32<<8) && (sc->lotag&32768) == 0; else squishme = floorceildist < (12<<8); // && (sc->lotag&32768) == 0; } else squishme = 0; if( squishme ) { FTA(10,&ps[p],0); if(badguy(&sprite[i])) sprite[i].xvel = 0; if(sprite[i].pal == 1) { hittype[i].picnum = SHOTSPARK1; hittype[i].extra = 1; return 0; } return 1; } return 0; } void hitradius( short i, int32_t r, int32_t hp1, int32_t hp2, int32_t hp3, int32_t hp4 ) { spritetype *s,*sj; walltype *wal; int32_t d, q, x1, y1; int32_t sectcnt, sectend, dasect, startwall, endwall, nextsect; short j,k,p,x,nextj,sect; uint8_t statlist[] = {0,1,6,10,12,2,5}; short *tempshort = (short *)tempbuf; s = &sprite[i]; if(s->picnum == RPG && s->xrepeat < 11) goto SKIPWALLCHECK; if(s->picnum != SHRINKSPARK) { tempshort[0] = s->sectnum; dasect = s->sectnum; sectcnt = 0; sectend = 1; do { dasect = tempshort[sectcnt++]; if(((sector[dasect].ceilingz-s->z)>>8) < r) { d = klabs(wall[sector[dasect].wallptr].x-s->x)+klabs(wall[sector[dasect].wallptr].y-s->y); if(d < r) checkhitceiling(dasect); else { d = klabs(wall[wall[wall[sector[dasect].wallptr].point2].point2].x-s->x)+klabs(wall[wall[wall[sector[dasect].wallptr].point2].point2].y-s->y); if(d < r) checkhitceiling(dasect); } } startwall = sector[dasect].wallptr; endwall = startwall+sector[dasect].wallnum; for(x=startwall,wal=&wall[startwall];x<endwall;x++,wal++) if( ( klabs(wal->x-s->x)+klabs(wal->y-s->y) ) < r) { nextsect = wal->nextsector; if (nextsect >= 0) { for(dasect=sectend-1;dasect>=0;dasect--) if (tempshort[dasect] == nextsect) break; if (dasect < 0) tempshort[sectend++] = nextsect; } x1 = (((wal->x+wall[wal->point2].x)>>1)+s->x)>>1; y1 = (((wal->y+wall[wal->point2].y)>>1)+s->y)>>1; updatesector(x1,y1,§); if( sect >= 0 && cansee(x1,y1,s->z,sect,s->x,s->y,s->z,s->sectnum ) ) checkhitwall(i,x,wal->x,wal->y,s->z,s->picnum); } } while (sectcnt < sectend); } SKIPWALLCHECK: q = -(16<<8)+(TRAND&((32<<8)-1)); for(x = 0;x<7;x++) { j = headspritestat[statlist[x]]; while(j >= 0) { nextj = nextspritestat[j]; sj = &sprite[j]; if( x == 0 || x >= 5 || AFLAMABLE(sj->picnum) ) { if( s->picnum != SHRINKSPARK || (sj->cstat&257) ) if( dist( s, sj ) < r ) { if( badguy(sj) && !cansee( sj->x, sj->y,sj->z+q, sj->sectnum, s->x, s->y, s->z+q, s->sectnum) ) goto BOLT; checkhitsprite( j, i ); } } else if( sj->extra >= 0 && sj != s && ( sj->picnum == TRIPBOMB || badguy(sj) || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL || (sj->cstat&257) || sj->picnum == DUKELYINGDEAD ) ) { if( s->picnum == SHRINKSPARK && sj->picnum != SHARK && ( j == s->owner || sj->xrepeat < 24 ) ) { j = nextj; continue; } if( s->picnum == MORTER && j == s->owner) { j = nextj; continue; } if(sj->picnum == APLAYER) sj->z -= PHEIGHT; d = dist( s, sj ); if(sj->picnum == APLAYER) sj->z += PHEIGHT; if ( d < r && cansee( sj->x, sj->y, sj->z-(8<<8), sj->sectnum, s->x, s->y, s->z-(12<<8), s->sectnum) ) { hittype[j].ang = getangle(sj->x-s->x,sj->y-s->y); if ( s->picnum == RPG && sj->extra > 0) hittype[j].picnum = RPG; else { if( s->picnum == SHRINKSPARK ) hittype[j].picnum = SHRINKSPARK; else hittype[j].picnum = RADIUSEXPLOSION; } if(s->picnum != SHRINKSPARK) { if ( d < r/3 ) { if(hp4 == hp3) hp4++; hittype[j].extra = hp3 + (TRAND%(hp4-hp3)); } else if ( d < 2*r/3 ) { if(hp3 == hp2) hp3++; hittype[j].extra = hp2 + (TRAND%(hp3-hp2)); } else if ( d < r ) { if(hp2 == hp1) hp2++; hittype[j].extra = hp1 + (TRAND%(hp2-hp1)); } if( sprite[j].picnum != TANK && sprite[j].picnum != ROTATEGUN && sprite[j].picnum != RECON && sprite[j].picnum != BOSS1 && sprite[j].picnum != BOSS2 && sprite[j].picnum != BOSS3 && sprite[j].picnum != BOSS4 ) { if(sj->xvel < 0) sj->xvel = 0; sj->xvel += (s->extra<<2); } if( sj->picnum == PODFEM1 || sj->picnum == FEM1 || sj->picnum == FEM2 || sj->picnum == FEM3 || sj->picnum == FEM4 || sj->picnum == FEM5 || sj->picnum == FEM6 || sj->picnum == FEM7 || sj->picnum == FEM8 || sj->picnum == FEM9 || sj->picnum == FEM10 || sj->picnum == STATUE || sj->picnum == STATUEFLASH || sj->picnum == SPACEMARINE || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL) checkhitsprite( j, i ); } else if(s->extra == 0) hittype[j].extra = 0; if ( sj->picnum != RADIUSEXPLOSION && s->owner >= 0 && sprite[s->owner].statnum < MAXSTATUS ) { if(sj->picnum == APLAYER) { p = sj->yvel; if(ps[p].newowner >= 0) { ps[p].newowner = -1; ps[p].posx = ps[p].oposx; ps[p].posy = ps[p].oposy; ps[p].posz = ps[p].oposz; ps[p].ang = ps[p].oang; updatesector(ps[p].posx,ps[p].posy,&ps[p].cursectnum); setpal(&ps[p]); k = headspritestat[1]; while(k >= 0) { if(sprite[k].picnum==CAMERA1) sprite[k].yvel = 0; k = nextspritestat[k]; } } } hittype[j].owner = s->owner; } } } BOLT: j = nextj; } } } int movesprite(short spritenum, int32_t xchange, int32_t ychange, int32_t zchange, uint32_t cliptype) { int32_t daz,h, oldx, oldy; short retval, dasectnum, cd; uint8_t bg; bg = badguy(&sprite[spritenum]); if(sprite[spritenum].statnum == 5 || (bg && sprite[spritenum].xrepeat < 4 ) ) { sprite[spritenum].x += (xchange*TICSPERFRAME)>>2; sprite[spritenum].y += (ychange*TICSPERFRAME)>>2; sprite[spritenum].z += (zchange*TICSPERFRAME)>>2; if(bg) setsprite(spritenum,sprite[spritenum].x,sprite[spritenum].y,sprite[spritenum].z); return 0; } dasectnum = sprite[spritenum].sectnum; daz = sprite[spritenum].z; h = ((tiles[sprite[spritenum].picnum].dim.height * sprite[spritenum].yrepeat)<<1); daz -= h; if( bg ) { oldx = sprite[spritenum].x; oldy = sprite[spritenum].y; if( sprite[spritenum].xrepeat > 60 ) retval = clipmove(&sprite[spritenum].x,&sprite[spritenum].y,&daz,&dasectnum,((xchange*TICSPERFRAME)<<11),((ychange*TICSPERFRAME)<<11),1024L,(4<<8),(4<<8),cliptype); else { if(sprite[spritenum].picnum == LIZMAN) cd = 292L; else if( (actortype[sprite[spritenum].picnum]&3) ) cd = sprite[spritenum].clipdist<<2; else cd = 192L; retval = clipmove(&sprite[spritenum].x,&sprite[spritenum].y,&daz,&dasectnum,((xchange*TICSPERFRAME)<<11),((ychange*TICSPERFRAME)<<11),cd,(4<<8),(4<<8),cliptype); } if( dasectnum < 0 || ( dasectnum >= 0 && ( ( hittype[spritenum].actorstayput >= 0 && hittype[spritenum].actorstayput != dasectnum ) || ( ( sprite[spritenum].picnum == BOSS2 ) && sprite[spritenum].pal == 0 && sector[dasectnum].lotag != 3 ) || ( ( sprite[spritenum].picnum == BOSS1 || sprite[spritenum].picnum == BOSS2 ) && sector[dasectnum].lotag == 1 ) || ( sector[dasectnum].lotag == 1 && ( sprite[spritenum].picnum == LIZMAN || ( sprite[spritenum].picnum == LIZTROOP && sprite[spritenum].zvel == 0 ) ) ) ) ) ) { sprite[spritenum].x = oldx; sprite[spritenum].y = oldy; if(sector[dasectnum].lotag == 1 && sprite[spritenum].picnum == LIZMAN) sprite[spritenum].ang = (TRAND&2047); else if( (hittype[spritenum].temp_data[0]&3) == 1 && sprite[spritenum].picnum != COMMANDER ) sprite[spritenum].ang = (TRAND&2047); setsprite(spritenum,oldx,oldy,sprite[spritenum].z); if(dasectnum < 0) dasectnum = 0; return (16384+dasectnum); } if( (retval&49152) >= 32768 && (hittype[spritenum].cgg==0) ) sprite[spritenum].ang += 768; } else { if(sprite[spritenum].statnum == 4) retval = clipmove(&sprite[spritenum].x,&sprite[spritenum].y,&daz,&dasectnum,((xchange*TICSPERFRAME)<<11),((ychange*TICSPERFRAME)<<11),8L,(4<<8),(4<<8),cliptype); else retval = clipmove(&sprite[spritenum].x,&sprite[spritenum].y,&daz,&dasectnum,((xchange*TICSPERFRAME)<<11),((ychange*TICSPERFRAME)<<11),(int32_t)(sprite[spritenum].clipdist<<2),(4<<8),(4<<8),cliptype); } if( dasectnum >= 0) if ( (dasectnum != sprite[spritenum].sectnum) ) changespritesect(spritenum,dasectnum); daz = sprite[spritenum].z + ((zchange*TICSPERFRAME)>>3); if ((daz > hittype[spritenum].ceilingz) && (daz <= hittype[spritenum].floorz)) sprite[spritenum].z = daz; else if (retval == 0) return(16384+dasectnum); return(retval); } short ssp(short i,uint32_t cliptype) //The set sprite function { spritetype *s; int32_t movetype; s = &sprite[i]; movetype = movesprite(i, (s->xvel*(sintable[(s->ang+512)&2047]))>>14, (s->xvel*(sintable[s->ang&2047]))>>14,s->zvel, cliptype); return (movetype==0); } void insertspriteq(short i) { if(spriteqamount > 0) { if(spriteq[spriteqloc] >= 0) sprite[spriteq[spriteqloc]].xrepeat = 0; spriteq[spriteqloc] = i; spriteqloc = (spriteqloc+1)%spriteqamount; } else sprite[i].xrepeat = sprite[i].yrepeat = 0; } void lotsofmoney(spritetype *s, short n) { short i ,j; for(i=n;i>0;i--) { j = EGS(s->sectnum,s->x,s->y,s->z-(TRAND%(47<<8)),MONEY,-32,8,8,TRAND&2047,0,0,0,5); sprite[j].cstat = TRAND&12; } } void lotsofmail(spritetype *s, short n) { short i ,j; for(i=n;i>0;i--) { j = EGS(s->sectnum,s->x,s->y,s->z-(TRAND%(47<<8)),MAIL,-32,8,8,TRAND&2047,0,0,0,5); sprite[j].cstat = TRAND&12; } } void lotsofpaper(spritetype *s, short n) { short i ,j; for(i=n;i>0;i--) { j = EGS(s->sectnum,s->x,s->y,s->z-(TRAND%(47<<8)),PAPER,-32,8,8,TRAND&2047,0,0,0,5); sprite[j].cstat = TRAND&12; } } void guts(spritetype *s,short gtype, short n, short p) { int32_t gutz,floorz; short i,a,j; uint8_t sx,sy; int8_t pal; if(badguy(s) && s->xrepeat < 16) sx = sy = 8; else sx = sy = 32; gutz = s->z-(8<<8); floorz = getflorzofslope(s->sectnum,s->x,s->y); if( gutz > ( floorz-(8<<8) ) ) gutz = floorz-(8<<8); if(s->picnum == COMMANDER) gutz -= (24<<8); if( badguy(s) && s->pal == 6) pal = 6; else pal = 0; for(j=0;j<n;j++) { a = TRAND&2047; i = EGS(s->sectnum,s->x+(TRAND&255)-128,s->y+(TRAND&255)-128,gutz-(TRAND&8191),gtype,-32,sx,sy,a,48+(TRAND&31),-512-(TRAND&2047),ps[p].i,5); if(PN == JIBS2) { sprite[i].xrepeat >>= 2; sprite[i].yrepeat >>= 2; } if(pal == 6) sprite[i].pal = 6; } } void gutsdir(spritetype *s,short gtype, short n, short p) { int32_t gutz,floorz; short i,a,j; uint8_t sx,sy; if(badguy(s) && s->xrepeat < 16) sx = sy = 8; else sx = sy = 32; gutz = s->z-(8<<8); floorz = getflorzofslope(s->sectnum,s->x,s->y); if( gutz > ( floorz-(8<<8) ) ) gutz = floorz-(8<<8); if(s->picnum == COMMANDER) gutz -= (24<<8); for(j=0;j<n;j++) { a = TRAND&2047; i = EGS(s->sectnum,s->x,s->y,gutz,gtype,-32,sx,sy,a,256+(TRAND&127),-512-(TRAND&2047),ps[p].i,5); } } void setsectinterpolate(short i) { int32_t j, k, startwall,endwall; startwall = sector[SECT].wallptr; endwall = startwall+sector[SECT].wallnum; for(j=startwall;j<endwall;j++) { setinterpolation(&wall[j].x); setinterpolation(&wall[j].y); k = wall[j].nextwall; if(k >= 0) { setinterpolation(&wall[k].x); setinterpolation(&wall[k].y); k = wall[k].point2; setinterpolation(&wall[k].x); setinterpolation(&wall[k].y); } } } void clearsectinterpolate(short i) { short j,startwall,endwall; startwall = sector[SECT].wallptr; endwall = startwall+sector[SECT].wallnum; for(j=startwall;j<endwall;j++) { stopinterpolation(&wall[j].x); stopinterpolation(&wall[j].y); if(wall[j].nextwall >= 0) { stopinterpolation(&wall[wall[j].nextwall].x); stopinterpolation(&wall[wall[j].nextwall].y); } } } void ms(short i) { //T1,T2 and T3 are used for all the sector moving stuff!!! short startwall,endwall,x; int32_t tx,ty,j,k; spritetype *s; s = &sprite[i]; s->x += (s->xvel*(sintable[(s->ang+512)&2047]))>>14; s->y += (s->xvel*(sintable[s->ang&2047]))>>14; j = T2; k = T3; 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 movefta(void) { int32_t x, px, py, sx, sy; short i, j, p, psect, ssect, nexti; spritetype *s; i = headspritestat[2]; while(i >= 0) { nexti = nextspritestat[i]; s = &sprite[i]; p = findplayer(s,&x); ssect = psect = s->sectnum; if(sprite[ps[p].i].extra > 0 ) { if( x < 30000 ) { hittype[i].timetosleep++; if( hittype[i].timetosleep >= (x>>8) ) { if(badguy(s)) { px = ps[p].oposx+64-(TRAND&127); py = ps[p].oposy+64-(TRAND&127); updatesector(px,py,&psect); if(psect == -1) { i = nexti; continue; } sx = s->x+64-(TRAND&127); sy = s->y+64-(TRAND&127); updatesector(px,py,&ssect); if(ssect == -1) { i = nexti; continue; } j = cansee(sx,sy,s->z-(TRAND%(52<<8)),s->sectnum,px,py,ps[p].oposz-(TRAND%(32<<8)),ps[p].cursectnum); } else j = cansee(s->x,s->y,s->z-((TRAND&31)<<8),s->sectnum,ps[p].oposx,ps[p].oposy,ps[p].oposz-((TRAND&31)<<8),ps[p].cursectnum); // j = 1; if(j) switch(s->picnum) { case RUBBERCAN: case EXPLODINGBARREL: case WOODENHORSE: case HORSEONSIDE: case CANWITHSOMETHING: case CANWITHSOMETHING2: case CANWITHSOMETHING3: case CANWITHSOMETHING4: case FIREBARREL: case FIREVASE: case NUKEBARREL: case NUKEBARRELDENTED: case NUKEBARRELLEAKED: case TRIPBOMB: if (sector[s->sectnum].ceilingstat&1) s->shade = sector[s->sectnum].ceilingshade; else s->shade = sector[s->sectnum].floorshade; hittype[i].timetosleep = 0; changespritestat(i,6); break; default: hittype[i].timetosleep = 0; check_fta_sounds(i); changespritestat(i,1); break; } else hittype[i].timetosleep = 0; } } if( badguy( s ) ) { if (sector[s->sectnum].ceilingstat&1) s->shade = sector[s->sectnum].ceilingshade; else s->shade = sector[s->sectnum].floorshade; } } i = nexti; } } short ifhitsectors(short sectnum) { short i; i = headspritestat[5]; while(i >= 0) { if( PN == EXPLOSION2 && sectnum == SECT ) return i; i = nextspritestat[i]; } return -1; } short ifhitbyweapon(short sn) { short j, p; spritetype *npc; if( hittype[sn].extra >= 0 ) { if(sprite[sn].extra >= 0 ) { npc = &sprite[sn]; if(npc->picnum == APLAYER) { if(ud.god && hittype[sn].picnum != SHRINKSPARK ) return -1; p = npc->yvel; j = hittype[sn].owner; if( j >= 0 && sprite[j].picnum == APLAYER && ud.coop == 1 && ud.ffire == 0 ) return -1; npc->extra -= hittype[sn].extra; if(j >= 0) { if(npc->extra <= 0 && hittype[sn].picnum != FREEZEBLAST) { npc->extra = 0; ps[p].wackedbyactor = j; if( sprite[hittype[sn].owner].picnum == APLAYER && p != sprite[hittype[sn].owner].yvel ) ps[p].frag_ps = sprite[j].yvel; hittype[sn].owner = ps[p].i; } } switch(hittype[sn].picnum) { case RADIUSEXPLOSION: case RPG: case HYDRENT: case HEAVYHBOMB: case SEENINE: case OOZFILTER: case EXPLODINGBARREL: ps[p].posxv += hittype[sn].extra*(sintable[(hittype[sn].ang+512)&2047])<<2; ps[p].posyv += hittype[sn].extra*(sintable[hittype[sn].ang&2047])<<2; break; default: ps[p].posxv += hittype[sn].extra*(sintable[(hittype[sn].ang+512)&2047])<<1; ps[p].posyv += hittype[sn].extra*(sintable[hittype[sn].ang&2047])<<1; break; } } else { if(hittype[sn].extra == 0 ) if( hittype[sn].picnum == SHRINKSPARK && npc->xrepeat < 24 ) return -1; npc->extra -= hittype[sn].extra; if(npc->picnum != RECON && npc->owner >= 0 && sprite[npc->owner].statnum < MAXSTATUS ) npc->owner = hittype[sn].owner; } hittype[sn].extra = -1; return hittype[sn].picnum; } } hittype[sn].extra = -1; return -1; } void movecyclers(void) { short q, j, x, t, s, *c; walltype *wal; uint8_t cshade; for(q=numcyclers-1;q>=0;q--) { c = &cyclers[q][0]; s = c[0]; t = c[3]; j = t+(sintable[c[1]&2047]>>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&2) && wal->nextwall >= 0) wall[wal->nextwall].shade = j; } sector[s].floorshade = sector[s].ceilingshade = j; } } } void movedummyplayers(void) { short i, p, nexti; i = headspritestat[13]; while(i >= 0) { nexti = nextspritestat[i]; p = sprite[OW].yvel; if( ps[p].on_crane >= 0 || sector[ps[p].cursectnum].lotag != 1 || sprite[ps[p].i].extra <= 0 ) { ps[p].dummyplayersprite = -1; KILLIT(i); } else { if(ps[p].on_ground && ps[p].on_warping_sector == 1 && sector[ps[p].cursectnum].lotag == 1 ) { CS = 257; SZ = sector[SECT].ceilingz+(27<<8); SA = ps[p].ang; if(T1 == 8) T1 = 0; else T1++; } else { if(sector[SECT].lotag != 2) SZ = sector[SECT].floorz; CS = (short) 32768; } } SX += (ps[p].posx-ps[p].oposx); SY += (ps[p].posy-ps[p].oposy); setsprite(i,SX,SY,SZ); BOLT: i = nexti; } } short otherp; void moveplayers(void) //Players { short i , nexti; int32_t otherx; spritetype *s; struct player_struct *p; i = headspritestat[10]; while(i >= 0) { nexti = nextspritestat[i]; s = &sprite[i]; p = &ps[s->yvel]; if(s->owner >= 0) { if(p->newowner >= 0 ) //Looking thru the camera { s->x = p->oposx; s->y = p->oposy; hittype[i].bposz = s->z = p->oposz+PHEIGHT; s->ang = p->oang; setsprite(i,s->x,s->y,s->z); } else { if(ud.multimode > 1) otherp = findotherplayer(s->yvel,&otherx); else { otherp = s->yvel; otherx = 0; } execute(i,s->yvel,otherx); if(ud.multimode > 1) if( sprite[ps[otherp].i].extra > 0 ) { if( s->yrepeat > 32 && sprite[ps[otherp].i].yrepeat < 32) { if( otherx < 1400 && p->knee_incs == 0 ) { p->knee_incs = 1; p->weapon_pos = -1; p->actorsqu = ps[otherp].i; } } } if(ud.god) { s->extra = max_player_health; s->cstat = 257; p->jetpack_amount = 1599; } if( s->extra > 0 ) { hittype[i].owner = i; if(ud.god == 0) if( ceilingspace(s->sectnum) || floorspace(s->sectnum) ) quickkill(p); } else { p->posx = s->x; p->posy = s->y; p->posz = s->z-(20<<8); p->newowner = -1; if( p->wackedbyactor >= 0 && sprite[p->wackedbyactor].statnum < MAXSTATUS ) { p->ang += getincangle(p->ang,getangle(sprite[p->wackedbyactor].x-p->posx,sprite[p->wackedbyactor].y-p->posy))>>1; p->ang &= 2047; } } s->ang = p->ang; } } else { if(p->holoduke_on == -1) KILLIT(i); hittype[i].bposx = s->x; hittype[i].bposy = s->y; hittype[i].bposz = s->z; s->cstat = 0; if(s->xrepeat < 42) { s->xrepeat += 4; s->cstat |= 2; } else s->xrepeat = 42; if(s->yrepeat < 36) s->yrepeat += 4; else { s->yrepeat = 36; if(sector[s->sectnum].lotag != 2) makeitfall(i); if(s->zvel == 0 && sector[s->sectnum].lotag == 1) s->z += (32<<8); } if(s->extra < 8) { s->xvel = 128; s->ang = p->ang; s->extra++; IFMOVING; } else { s->ang = 2047-p->ang; setsprite(i,s->x,s->y,s->z); } } 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; BOLT: i = nexti; } } void movefx(void) { short i, j, nexti, p; int32_t x, ht; spritetype *s; i = headspritestat[11]; while(i >= 0) { s = &sprite[i]; nexti = nextspritestat[i]; switch(s->picnum) { case RESPAWN: if(sprite[i].extra == 66) { j = spawn(i,SHT); // sprite[j].pal = sprite[i].pal; KILLIT(i); } else if(sprite[i].extra > (66-13)) sprite[i].extra++; break; case MUSICANDSFX: ht = s->hitag; if(T2 != SoundToggle) { T2 = SoundToggle; T1 = 0; } if(s->lotag >= 1000 && s->lotag < 2000) { x = ldist(&sprite[ps[screenpeek].i],s); if( x < ht && T1 == 0 ) { FX_SetReverb( s->lotag - 1000 ); T1 = 1; } if( x >= ht && T1 == 1 ) { FX_SetReverb(0); FX_SetReverbDelay(0); T1 = 0; } } else if(s->lotag < 999 && (uint32_t)sector[s->sectnum].lotag < 9 && AmbienceToggle && sector[SECT].floorz != sector[SECT].ceilingz) { if( (soundm[s->lotag]&2) ) { x = dist(&sprite[ps[screenpeek].i],s); if( x < ht && T1 == 0 && FX_VoiceAvailable(soundpr[s->lotag]-1) ) { if(numenvsnds == NumVoices) { j = headspritestat[11]; while(j >= 0) { if( PN == MUSICANDSFX && j != i && sprite[j].lotag < 999 && hittype[j].temp_data[0] == 1 && dist(&sprite[j],&sprite[ps[screenpeek].i]) > x ) { stopenvsound(sprite[j].lotag,j); break; } j = nextspritestat[j]; } if(j == -1) goto BOLT; } spritesound(s->lotag,i); T1 = 1; } if( x >= ht && T1 == 1 ) { T1 = 0; stopenvsound(s->lotag,i); } } if( (soundm[s->lotag]&16) ) { if(T5 > 0) T5--; else for(p=connecthead;p>=0;p=connectpoint2[p]) if( p == myconnectindex && ps[p].cursectnum == s->sectnum ) { j = s->lotag+((uint32_t)global_random%(s->hitag+1)); sound(j); T5 = 26*40 + (global_random%(26*40)); } } } break; } BOLT: i = nexti; } } void movefallers(void) { short i, nexti, sect, j; spritetype *s; int32_t x; i = headspritestat[12]; while(i >= 0) { nexti = nextspritestat[i]; s = &sprite[i]; sect = s->sectnum; if( T1 == 0 ) { s->z -= (16<<8); T2 = s->ang; x = s->extra; IFHIT { if( j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER ) { if(s->extra <= 0) { T1 = 1; j = headspritestat[12]; while(j >= 0) { if(sprite[j].hitag == SHT) { hittype[j].temp_data[0] = 1; sprite[j].cstat &= (65535-64); if(sprite[j].picnum == CEILINGSTEAM || sprite[j].picnum == STEAM) sprite[j].cstat |= 32768; } j = nextspritestat[j]; } } } else { hittype[i].extra = 0; s->extra = x; } } s->ang = T2; s->z += (16<<8); } else if(T1 == 1) { if(s->lotag > 0) { s->lotag-=3; if(s->lotag <= 0) { s->xvel = (32+(TRAND&63)); s->zvel = -(1024+(TRAND&1023)); } } else { if( s->xvel > 0) { s->xvel -= 8; ssp(i,CLIPMASK0); } if( floorspace(s->sectnum) ) x = 0; else { if(ceilingspace(s->sectnum)) x = gc/6; else x = gc; } if( s->z < (sector[sect].floorz-FOURSLEIGHT) ) { s->zvel += x; if(s->zvel > 6144) s->zvel = 6144; s->z += s->zvel; } if( (sector[sect].floorz-s->z) < (16<<8) ) { j = 1+(TRAND&7); for(x=0;x<j;x++) RANDOMSCRAP; KILLIT(i); } } } BOLT: i = nexti; } } void movestandables(void) { short i, j, k, m, nexti, nextj, p, sect; int32_t l=0,x,*t; spritetype *s; i = headspritestat[6]; while(i >= 0) { nexti = nextspritestat[i]; t = &hittype[i].temp_data[0]; s = &sprite[i]; sect = s->sectnum; if( sect < 0 ) KILLIT(i); hittype[i].bposx = s->x; hittype[i].bposy = s->y; hittype[i].bposz = s->z; IFWITHIN(CRANE,CRANE+3) { //t[0] = state //t[1] = checking sector number if(s->xvel) getglobalz(i); if( t[0] == 0 ) //Waiting to check the sector { j = headspritesect[t[1]]; while(j>=0) { nextj = nextspritesect[j]; switch( sprite[j].statnum ) { case 1: case 2: case 6: case 10: s->ang = getangle(msx[t[4]+1]-s->x,msy[t[4]+1]-s->y); setsprite(j,msx[t[4]+1],msy[t[4]+1],sprite[j].z); t[0]++; goto BOLT; } j = nextj; } } else if(t[0]==1) { if( s->xvel < 184 ) { s->picnum = CRANE+1; s->xvel += 8; } IFMOVING; if(sect == t[1]) t[0]++; } else if(t[0]==2 || t[0]==7) { s->z += (1024+512); if(t[0]==2) { if( (sector[sect].floorz - s->z) < (64<<8) ) if(s->picnum > CRANE) s->picnum--; if( (sector[sect].floorz - s->z) < (4096+1024)) t[0]++; } if(t[0]==7) { if( (sector[sect].floorz - s->z) < (64<<8) ) { if(s->picnum > CRANE) s->picnum--; else { if(s->owner==-2) { spritesound(DUKE_GRUNT,ps[p].i); p = findplayer(s,&x); if(ps[p].on_crane == i) ps[p].on_crane = -1; } t[0]++; s->owner = -1; } } } } else if(t[0]==3) { s->picnum++; if( s->picnum == (CRANE+2) ) { p = checkcursectnums(t[1]); if(p >= 0 && ps[p].on_ground) { s->owner = -2; ps[p].on_crane = i; spritesound(DUKE_GRUNT,ps[p].i); ps[p].ang = s->ang+1024; } else { j = headspritesect[t[1]]; while(j>=0) { switch( sprite[j].statnum ) { case 1: case 6: s->owner = j; break; } j = nextspritesect[j]; } } t[0]++;//Grabbed the sprite t[2]=0; goto BOLT; } } 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 && s->picnum < (CRANE+2)) if( (sector[sect].floorz-s->z) > 8192) s->picnum++; if(s->z < msx[t[4]+2]) { t[0]++; s->xvel = 0; } else s->z -= (1024+512); } else if(t[0]==6) { if( s->xvel < 192 ) s->xvel += 8; s->ang = getangle(msx[t[4]]-s->x,msy[t[4]]-s->y); IFMOVING; if( ((s->x-msx[t[4]])*(s->x-msx[t[4]])+(s->y-msy[t[4]])*(s->y-msy[t[4]]) ) < (128*128) ) t[0]++; } else if(t[0]==9) t[0] = 0; setsprite(msy[t[4]+2],s->x,s->y,s->z-(34<<8)); if(s->owner != -1) { p = findplayer(s,&x); IFHIT { if(s->owner == -2) if(ps[p].on_crane == i) ps[p].on_crane = -1; s->owner = -1; s->picnum = CRANE; goto BOLT; } if(s->owner >= 0) { setsprite(s->owner,s->x,s->y,s->z); hittype[s->owner].bposx = s->x; hittype[s->owner].bposy = s->y; hittype[s->owner].bposz = s->z; s->zvel = 0; } else if(s->owner == -2) { ps[p].oposx = ps[p].posx = s->x-(sintable[(ps[p].ang+512)&2047]>>6); ps[p].oposy = ps[p].posy = s->y-(sintable[ps[p].ang&2047]>>6); ps[p].oposz = ps[p].posz = s->z+(2<<8); setsprite(ps[p].i,ps[p].posx,ps[p].posy,ps[p].posz); ps[p].cursectnum = sprite[ps[p].i].sectnum; } } goto BOLT; } IFWITHIN(WATERFOUNTAIN,WATERFOUNTAIN+3) { if(t[0] > 0) { if( t[0] < 20 ) { t[0]++; s->picnum++; if( s->picnum == ( WATERFOUNTAIN+3 ) ) s->picnum = WATERFOUNTAIN+1; } else { p = findplayer(s,&x); if(x > 512) { t[0] = 0; s->picnum = WATERFOUNTAIN; } else t[0] = 1; } } goto BOLT; } if( AFLAMABLE(s->picnum) ) { if(T1 == 1) { T2++; if( (T2&3) > 0) goto BOLT; if( s->picnum == TIRE && T2 == 32 ) { s->cstat = 0; j = spawn(i,BLOODPOOL); sprite[j].shade = 127; } else { if(s->shade < 64) s->shade++; else KILLIT(i); } j = s->xrepeat-(TRAND&7); if(j < 10) { KILLIT(i); } s->xrepeat = j; j = s->yrepeat-(TRAND&7); if(j < 4) { KILLIT(i); } s->yrepeat = j; } if(s->picnum == BOX) { makeitfall(i); hittype[i].ceilingz = sector[s->sectnum].ceilingz; } goto BOLT; } if(s->picnum == TRIPBOMB) { if(T3 > 0) { T3--; if(T3 == 8) { spritesound(LASERTRIP_EXPLODE,i); for(j=0;j<5;j++) RANDOMSCRAP; x = s->extra; hitradius( i, tripbombblastradius, x>>2,x>>1,x-(x>>2),x); j = spawn(i,EXPLOSION2); sprite[j].ang = s->ang; sprite[j].xvel = 348; ssp(j,CLIPMASK0); j = headspritestat[5]; while(j >= 0) { if(sprite[j].picnum == LASERLINE && s->hitag == sprite[j].hitag) sprite[j].xrepeat = sprite[j].yrepeat = 0; j = nextspritestat[j]; } KILLIT(i); } goto BOLT; } else { x = s->extra; s->extra = 1; l = s->ang; IFHIT { T3 = 16; } s->extra = x; s->ang = l; } if( T1 < 32 ) { p = findplayer(s,&x); if( x > 768 ) T1++; else if(T1 > 16) T1++; } if( T1 == 32 ) { l = s->ang; s->ang = T6; T4 = s->x;T5 = s->y; s->x += sintable[(T6+512)&2047]>>9; s->y += sintable[(T6)&2047]>>9; s->z -= (3<<8); setsprite(i,s->x,s->y,s->z); x = hitasprite(i,&m); hittype[i].lastvx = x; s->ang = l; k = 0; while(x > 0) { j = spawn(i,LASERLINE); setsprite(j,sprite[j].x,sprite[j].y,sprite[j].z); sprite[j].hitag = s->hitag; hittype[j].temp_data[1] = sprite[j].z; s->x += sintable[(T6+512)&2047]>>4; s->y += sintable[(T6)&2047]>>4; if( x < 1024 ) { sprite[j].xrepeat = x>>5; break; } x -= 1024; } T1++; s->x = T4;s->y = T5; s->z += (3<<8); setsprite(i,s->x,s->y,s->z); T4 = 0; if( m >= 0 ) { T3 = 13; spritesound(LASERTRIP_ARMING,i); } else T3 = 0; } if(T1 == 33) { T2++; T4 = s->x;T5 = s->y; s->x += sintable[(T6+512)&2047]>>9; s->y += sintable[(T6)&2047]>>9; s->z -= (3<<8); setsprite(i,s->x,s->y,s->z); x = hitasprite(i,&m); s->x = T4;s->y = T5; s->z += (3<<8); setsprite(i,s->x,s->y,s->z); if( hittype[i].lastvx != x ) { T3 = 13; spritesound(LASERTRIP_ARMING,i); } } goto BOLT; } if( s->picnum >= CRACK1 && s->picnum <= CRACK4 ) { if(s->hitag > 0) { t[0] = s->cstat; t[1] = s->ang; j = ifhitbyweapon(i); if(j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER ) { j = headspritestat[6]; while(j >= 0) { if(s->hitag == sprite[j].hitag && ( sprite[j].picnum == OOZFILTER || sprite[j].picnum == SEENINE ) ) if(sprite[j].shade != -32) sprite[j].shade = -32; j = nextspritestat[j]; } goto DETONATE; } else { s->cstat = t[0]; s->ang = t[1]; s->extra = 0; } } goto BOLT; } if( s->picnum == FIREEXT ) { j = ifhitbyweapon(i); if( j == -1 ) goto BOLT; for(k=0;k<16;k++) { j = EGS(SECT,SX,SY,SZ-(TRAND%(48<<8)),SCRAP3+(TRAND&3),-8,48,48,TRAND&2047,(TRAND&63)+64,-(TRAND&4095)-(sprite[i].zvel>>2),i,5); sprite[j].pal = 2; } spawn(i,EXPLOSION2); spritesound(PIPEBOMB_EXPLODE,i); spritesound(GLASS_HEAVYBREAK,i); if(s->hitag > 0) { j = headspritestat[6]; while(j >= 0) { if(s->hitag == sprite[j].hitag && ( sprite[j].picnum == OOZFILTER || sprite[j].picnum == SEENINE ) ) if(sprite[j].shade != -32) sprite[j].shade = -32; j = nextspritestat[j]; } x = s->extra; spawn(i,EXPLOSION2); hitradius( i, pipebombblastradius,x>>2, x-(x>>1),x-(x>>2), x); spritesound(PIPEBOMB_EXPLODE,i); goto DETONATE; } else { hitradius(i,seenineblastradius,10,15,20,25); KILLIT(i); } goto BOLT; } if(s->picnum == OOZFILTER || s->picnum == SEENINE || s->picnum == SEENINEDEAD || s->picnum == (SEENINEDEAD+1) ) { if(s->shade != -32 && s->shade != -33) { if(s->xrepeat) j = (ifhitbyweapon(i) >= 0); else j = 0; if( j || s->shade == -31 ) { if(j) s->lotag = 0; t[3] = 1; j = headspritestat[6]; while(j >= 0) { if(s->hitag == sprite[j].hitag && ( sprite[j].picnum == SEENINE || sprite[j].picnum == OOZFILTER ) ) sprite[j].shade = -32; j = nextspritestat[j]; } } } 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 ) { T3++; if(T3 == 3) { if( s->picnum == OOZFILTER ) { T3 = 0; goto DETONATE; } if( s->picnum != (SEENINEDEAD+1) ) { T3 = 0; if(s->picnum == SEENINEDEAD) s->picnum++; else if(s->picnum == SEENINE) s->picnum = SEENINEDEAD; } else goto DETONATE; } goto BOLT; } DETONATE: earthquaketime = 16; j = headspritestat[3]; while(j >= 0) { if( s->hitag == sprite[j].hitag ) { if(sprite[j].lotag == 13) { if( hittype[j].temp_data[2] == 0 ) hittype[j].temp_data[2] = 1; } else if(sprite[j].lotag == 8) hittype[j].temp_data[4] = 1; else if(sprite[j].lotag == 18) { if(hittype[j].temp_data[0] == 0) hittype[j].temp_data[0] = 1; } else if(sprite[j].lotag == 21) hittype[j].temp_data[0] = 1; } j = nextspritestat[j]; } s->z -= (32<<8); if( ( t[3] == 1 && s->xrepeat ) || s->lotag == -99 ) { x = s->extra; spawn(i,EXPLOSION2); hitradius( i,seenineblastradius,x>>2, x-(x>>1),x-(x>>2), x); spritesound(PIPEBOMB_EXPLODE,i); } if(s->xrepeat) for(x=0;x<8;x++) RANDOMSCRAP; KILLIT(i); } } goto BOLT; } if(s->picnum == MASTERSWITCH) { if(s->yvel == 1) { s->hitag--; if(s->hitag <= 0) { operatesectors(sect,i); j = headspritesect[sect]; while(j >= 0) { if(sprite[j].statnum == 3) { switch(sprite[j].lotag) { case 2: case 21: case 31: case 32: case 36: hittype[j].temp_data[0] = 1; break; case 3: hittype[j].temp_data[4] = 1; break; } } else if(sprite[j].statnum == 6) { switch(sprite[j].picnum) { case SEENINE: case OOZFILTER: sprite[j].shade = -31; break; } } j = nextspritesect[j]; } KILLIT(i); } } goto BOLT; } switch(s->picnum) { case VIEWSCREEN: case VIEWSCREEN2: if(s->xrepeat == 0) KILLIT(i); p = findplayer(s, &x); if( x < 2048 ) { if( SP == 1 ) camsprite = i; } else if( camsprite != -1 && T1 == 1) { camsprite = -1; T1 = 0; loadtile(s->picnum); } goto BOLT; case TRASH: if(s->xvel == 0) s->xvel = 1; IFMOVING { makeitfall(i); if(TRAND&1) s->zvel -= 256; if( klabs(s->xvel) < 48 ) s->xvel += (TRAND&3); } else KILLIT(i); break; case SIDEBOLT1: case SIDEBOLT1+1: case SIDEBOLT1+2: case SIDEBOLT1+3: p = findplayer(s, &x); if( x > 20480 ) goto BOLT; CLEAR_THE_BOLT2: if(t[2]) { t[2]--; goto BOLT; } if( (s->xrepeat|s->yrepeat) == 0 ) { s->xrepeat=t[0]; s->yrepeat=t[1]; } if( (TRAND&8) == 0 ) { t[0]=s->xrepeat; t[1]=s->yrepeat; t[2] = global_random&4; s->xrepeat=s->yrepeat=0; goto CLEAR_THE_BOLT2; } s->picnum++; if(l&1) s->cstat ^= 2; // l not defined here. Line is met in 2nd demo with l = 0. if( (TRAND&1) && sector[sect].floorpicnum == HURTRAIL ) spritesound(SHORT_CIRCUIT,i); if(s->picnum == SIDEBOLT1+4) s->picnum = SIDEBOLT1; goto BOLT; case BOLT1: case BOLT1+1: case BOLT1+2: case BOLT1+3: p = findplayer(s, &x); if( x > 20480 ) goto BOLT; if( t[3] == 0 ) t[3]=sector[sect].floorshade; CLEAR_THE_BOLT: if(t[2]) { t[2]--; sector[sect].floorshade = 20; sector[sect].ceilingshade = 20; goto BOLT; } if( (s->xrepeat|s->yrepeat) == 0 ) { s->xrepeat=t[0]; s->yrepeat=t[1]; } else if( (TRAND&8) == 0 ) { t[0]=s->xrepeat; t[1]=s->yrepeat; t[2] = global_random&4; s->xrepeat=s->yrepeat=0; goto CLEAR_THE_BOLT; } s->picnum++; l = global_random&7; s->xrepeat=l+8; if(l&1) s->cstat ^= 2; if( s->picnum == (BOLT1+1) && (TRAND&7) == 0 && sector[sect].floorpicnum == HURTRAIL ) spritesound(SHORT_CIRCUIT,i); if(s->picnum==BOLT1+4) s->picnum=BOLT1; if(s->picnum&1) { sector[sect].floorshade = 0; sector[sect].ceilingshade = 0; } else { sector[sect].floorshade = 20; sector[sect].ceilingshade = 20; } goto BOLT; case WATERDRIP: if( t[1] ) { t[1]--; if(t[1] == 0) s->cstat &= 32767; } else { makeitfall(i); ssp(i,CLIPMASK0); if(s->xvel > 0) s->xvel -= 2; if(s->zvel == 0) { s->cstat |= 32768; if(s->pal != 2 && s->hitag == 0) spritesound(SOMETHING_DRIPPING,i); if(sprite[s->owner].picnum != WATERDRIP) { KILLIT(i); } else { hittype[i].bposz = s->z = t[0]; t[1] = 48+(TRAND&31); } } } goto BOLT; case DOORSHOCK: j = klabs(sector[sect].ceilingz-sector[sect].floorz)>>9; s->yrepeat = j+4; s->xrepeat = 16; s->z = sector[sect].floorz; goto BOLT; case TOUCHPLATE: 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; } } goto BOLT; } if(t[5] == 1) goto BOLT; 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) { j = headspritestat[6]; while(j >= 0) { if(j != i && sprite[j].picnum == TOUCHPLATE && sprite[j].lotag == s->lotag) { hittype[j].temp_data[1] = 1; hittype[j].temp_data[3] = t[3]; } j = nextspritestat[j]; } } goto BOLT; case CANWITHSOMETHING: case CANWITHSOMETHING2: case CANWITHSOMETHING3: case CANWITHSOMETHING4: makeitfall(i); IFHIT { spritesound(VENT_BUST,i); for(j=0;j<10;j++) RANDOMSCRAP; if(s->lotag) spawn(i,s->lotag); KILLIT(i); } goto BOLT; case EXPLODINGBARREL: case WOODENHORSE: case HORSEONSIDE: case FLOORFLAME: case FIREBARREL: case FIREVASE: case NUKEBARREL: case NUKEBARRELDENTED: case NUKEBARRELLEAKED: case TOILETWATER: case RUBBERCAN: case STEAM: case CEILINGSTEAM: p = findplayer(s, &x); execute(i,p,x); goto BOLT; case WATERBUBBLEMAKER: p = findplayer(s, &x); execute(i,p,x); goto BOLT; } BOLT: i = nexti; } } void bounce(short i) { int32_t k, l, daang, dax, day, daz, xvect, yvect, zvect; short hitsect; spritetype *s = &sprite[i]; xvect = mulscale10(s->xvel,sintable[(s->ang+512)&2047]); yvect = mulscale10(s->xvel,sintable[s->ang&2047]); zvect = s->zvel; hitsect = s->sectnum; k = sector[hitsect].wallptr; l = wall[k].point2; daang = getangle(wall[l].x-wall[k].x,wall[l].y-wall[k].y); if ( s->z < (hittype[i].floorz+hittype[i].ceilingz)>>1) k = sector[hitsect].ceilingheinum; else k = sector[hitsect].floorheinum; dax = mulscale14(k,sintable[(daang)&2047]); day = mulscale14(k,sintable[(daang+1536)&2047]); daz = 4096; k = xvect*dax+yvect*day+zvect*daz; l = dax*dax+day*day+daz*daz; if ((klabs(k)>>14) < l) { k = divscale17(k,l); xvect -= mulscale16(dax,k); yvect -= mulscale16(day,k); zvect -= mulscale16(daz,k); } s->zvel = zvect; s->xvel = ksqrt(dmulscale8(xvect,xvect,yvect,yvect)); s->ang = getangle(xvect,yvect); } void moveweapons(void) { short i, j, k, nexti, p, q; int32_t dax,day,daz, x, ll; uint32_t qq; spritetype *s; i = headspritestat[4]; while(i >= 0) { nexti = nextspritestat[i]; s = &sprite[i]; if(s->sectnum < 0) KILLIT(i); hittype[i].bposx = s->x; hittype[i].bposy = s->y; hittype[i].bposz = s->z; switch(s->picnum) { case RADIUSEXPLOSION: case KNEE: KILLIT(i); case TONGUE: T1 = sintable[(T2)&2047]>>9; T2 += 32; if(T2 > 2047) KILLIT(i); if(sprite[s->owner].statnum == MAXSTATUS) if(badguy(&sprite[s->owner]) == 0) KILLIT(i); s->ang = sprite[s->owner].ang; s->x = sprite[s->owner].x; s->y = sprite[s->owner].y; if(sprite[s->owner].picnum == APLAYER) s->z = sprite[s->owner].z-(34<<8); for(k=0;k<T1;k++) { q = EGS(s->sectnum, s->x+((k*sintable[(s->ang+512)&2047])>>9), s->y+((k*sintable[s->ang&2047])>>9), s->z+((k*ksgn(s->zvel))*klabs(s->zvel/12)),TONGUE,-40+(k<<1), 8,8,0,0,0,i,5); sprite[q].cstat = 128; sprite[q].pal = 8; } q = EGS(s->sectnum, s->x+((k*sintable[(s->ang+512)&2047])>>9), s->y+((k*sintable[s->ang&2047])>>9), s->z+((k*ksgn(s->zvel))*klabs(s->zvel/12)),INNERJAW,-40, 32,32,0,0,0,i,5); sprite[q].cstat = 128; if( T2 > 512 && T2 < (1024) ) sprite[q].picnum = INNERJAW+1; goto BOLT; case FREEZEBLAST: if(s->yvel < 1 || s->extra < 2 || (s->xvel|s->zvel) == 0) { j = spawn(i,TRANSPORTERSTAR); sprite[j].pal = 1; sprite[j].xrepeat = 32; sprite[j].yrepeat = 32; KILLIT(i); } case SHRINKSPARK: case RPG: case FIRELASER: case SPIT: case COOLEXPLOSION1: if( s->picnum == COOLEXPLOSION1 ) if( Sound[WIERDSHOT_FLY].num == 0 ) spritesound(WIERDSHOT_FLY,i); p = -1; if(s->picnum == RPG && sector[s->sectnum].lotag == 2) { k = s->xvel>>1; ll = s->zvel>>1; } else { k = s->xvel; ll = s->zvel; } dax = s->x; day = s->y; daz = s->z; getglobalz(i); qq = CLIPMASK1; switch(s->picnum) { case RPG: if(hittype[i].picnum != BOSS2 && s->xrepeat >= 10 && sector[s->sectnum].lotag != 2) { j = spawn(i,SMALLSMOKE); sprite[j].z += (1<<8); } break; } j = movesprite(i, (k*(sintable[(s->ang+512)&2047]))>>14, (k*(sintable[s->ang&2047]))>>14,ll,qq); if(s->picnum == RPG && s->yvel >= 0) if( FindDistance2D(s->x-sprite[s->yvel].x,s->y-sprite[s->yvel].y) < 256 ) j = 49152|s->yvel; if(s->sectnum < 0) { KILLIT(i); } if( (j&49152) != 49152) if(s->picnum != FREEZEBLAST) { if(s->z < hittype[i].ceilingz) { j = 16384|(s->sectnum); s->zvel = -1; } else if( ( s->z > hittype[i].floorz && sector[s->sectnum].lotag != 1 ) || ( s->z > hittype[i].floorz+(16<<8) && sector[s->sectnum].lotag == 1 ) ) { j = 16384|(s->sectnum); if(sector[s->sectnum].lotag != 1) s->zvel = 1; } } if(s->picnum == FIRELASER) { for(k=-3;k<2;k++) { x = EGS(s->sectnum, s->x+((k*sintable[(s->ang+512)&2047])>>9), s->y+((k*sintable[s->ang&2047])>>9), s->z+((k*ksgn(s->zvel))*klabs(s->zvel/24)),FIRELASER,-40+(k<<2), s->xrepeat,s->yrepeat,0,0,0,s->owner,5); sprite[x].cstat = 128; sprite[x].pal = s->pal; } } else if(s->picnum == SPIT) if(s->zvel < 6144) s->zvel += gc-112; if( j != 0 ) { if(s->picnum == COOLEXPLOSION1) { if( (j&49152) == 49152 && sprite[j&(MAXSPRITES-1)].picnum != APLAYER) goto BOLT; s->xvel = 0; s->zvel = 0; } if( (j&49152) == 49152 ) { j &= (MAXSPRITES-1); if(s->picnum == FREEZEBLAST && sprite[j].pal == 1 ) if( badguy(&sprite[j]) || sprite[j].picnum == APLAYER ) { j = spawn(i,TRANSPORTERSTAR); sprite[j].pal = 1; sprite[j].xrepeat = 32; sprite[j].yrepeat = 32; KILLIT(i); } checkhitsprite(j,i); if(sprite[j].picnum == APLAYER) { p = sprite[j].yvel; spritesound(PISTOL_BODYHIT,j); if(s->picnum == SPIT) { ps[p].horiz += 32; ps[p].return_to_center = 8; if(ps[p].loogcnt == 0) { if(Sound[DUKE_LONGTERM_PAIN].num < 1) spritesound(DUKE_LONGTERM_PAIN,ps[p].i); j = 3+(TRAND&3); ps[p].numloogs = j; ps[p].loogcnt = 24*4; for(x=0;x < j;x++) { ps[p].loogiex[x] = TRAND%xdim; ps[p].loogiey[x] = TRAND%ydim; } } } } } else if( (j&49152) == 32768 ) { j &= (MAXWALLS-1); if(s->picnum != RPG && s->picnum != FREEZEBLAST && s->picnum != SPIT && ( wall[j].overpicnum == MIRROR || wall[j].picnum == MIRROR ) ) { 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; s->owner = i; spawn(i,TRANSPORTERSTAR); goto BOLT; } else { setsprite(i,dax,day,daz); checkhitwall(i,j,s->x,s->y,s->z,s->picnum); if(s->picnum == FREEZEBLAST) { if( wall[j].overpicnum != MIRROR && wall[j].picnum != MIRROR ) { s->extra >>= 1; s->yvel--; } 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; goto BOLT; } } } else if( (j&49152) == 16384) { setsprite(i,dax,day,daz); if(s->zvel < 0) { if( sector[s->sectnum].ceilingstat&1 ) if(sector[s->sectnum].ceilingpal == 0) KILLIT(i); checkhitceiling(s->sectnum); } if(s->picnum == FREEZEBLAST) { bounce(i); ssp(i,qq); s->extra >>= 1; if(s->xrepeat > 8) s->xrepeat -= 2; if(s->yrepeat > 8) s->yrepeat -= 2; s->yvel--; goto BOLT; } } if(s->picnum != SPIT) { if(s->picnum == RPG) { k = spawn(i,EXPLOSION2); sprite[k].x = dax; sprite[k].y = day; sprite[k].z = daz; if(s->xrepeat < 10) { sprite[k].xrepeat = 6; sprite[k].yrepeat = 6; } else if( (j&49152) == 16384) { if( s->zvel > 0) spawn(i,EXPLOSION2BOT); else { sprite[k].cstat |= 8; sprite[k].z += (48<<8); } } } else if(s->picnum == SHRINKSPARK) { spawn(i,SHRINKEREXPLOSION); spritesound(SHRINKER_HIT,i); hitradius(i,shrinkerblastradius,0,0,0,0); } else if( s->picnum != COOLEXPLOSION1 && s->picnum != FREEZEBLAST && s->picnum != FIRELASER) { k = spawn(i,EXPLOSION2); sprite[k].xrepeat = sprite[k].yrepeat = s->xrepeat>>1; if( (j&49152) == 16384) { if( s->zvel < 0) { sprite[k].cstat |= 8; sprite[k].z += (72<<8); } } } if( s->picnum == RPG ) { spritesound(RPG_EXPLODE,i); if(s->xrepeat >= 10) { x = s->extra; hitradius( i,rpgblastradius, x>>2,x>>1,x-(x>>2),x); } else { x = s->extra+(global_random&3); hitradius( i,(rpgblastradius>>1),x>>2,x>>1,x-(x>>2),x); } } } if(s->picnum != COOLEXPLOSION1) KILLIT(i); } if(s->picnum == COOLEXPLOSION1) { s->shade++; if(s->shade >= 40) KILLIT(i); } else if(s->picnum == RPG && sector[s->sectnum].lotag == 2 && s->xrepeat >= 10 && rnd(140)) spawn(i,WATERBUBBLE); goto BOLT; case SHOTSPARK1: p = findplayer(s,&x); execute(i,p,x); goto BOLT; } BOLT: i = nexti; } } void movetransports(void) { uint8_t warpspriteto; short i, j, k, l, p, sect, sectlotag, nexti, nextj; int32_t ll,onfloorz,q; i = headspritestat[9]; //Transporters while(i >= 0) { sect = SECT; sectlotag = sector[sect].lotag; nexti = nextspritestat[i]; if(OW == i) { i = nexti; continue; } onfloorz = T5; if(T1 > 0) T1--; j = headspritesect[sect]; while(j >= 0) { nextj = nextspritesect[j]; switch(sprite[j].statnum) { case 10: // Player if( sprite[j].owner != -1 ) { p = sprite[j].yvel; ps[p].on_warping_sector = 1; if( ps[p].transporter_hold == 0 && ps[p].jumping_counter == 0 ) { if(ps[p].on_ground && sectlotag == 0 && onfloorz && ps[p].jetpack_on == 0 ) { if(sprite[i].pal == 0) { spawn(i,TRANSPORTERBEAM); spritesound(TELEPORTER,i); } for(k=connecthead;k>=0;k=connectpoint2[k]) if(ps[k].cursectnum == sprite[OW].sectnum) { ps[k].frag_ps = p; sprite[ps[k].i].extra = 0; } ps[p].ang = sprite[OW].ang; if(sprite[OW].owner != OW) { T1 = 13; hittype[OW].temp_data[0] = 13; ps[p].transporter_hold = 13; } ps[p].bobposx = ps[p].oposx = ps[p].posx = sprite[OW].x; ps[p].bobposy = ps[p].oposy = ps[p].posy = sprite[OW].y; ps[p].oposz = ps[p].posz = sprite[OW].z-PHEIGHT; changespritesect(j,sprite[OW].sectnum); ps[p].cursectnum = sprite[j].sectnum; if(sprite[i].pal == 0) { k = spawn(OW,TRANSPORTERBEAM); spritesound(TELEPORTER,k); } break; } } else if( !(sectlotag == 1 && ps[p].on_ground == 1) ) break; if(onfloorz == 0 && klabs(SZ-ps[p].posz) < 6144 ) if( (ps[p].jetpack_on == 0 ) || (ps[p].jetpack_on && (sync[p].bits&1) ) || (ps[p].jetpack_on && (sync[p].bits&2) ) ) { ps[p].oposx = ps[p].posx += sprite[OW].x-SX; ps[p].oposy = ps[p].posy += sprite[OW].y-SY; if( ps[p].jetpack_on && ( (sync[p].bits&1) || ps[p].jetpack_on < 11 ) ) ps[p].posz = sprite[OW].z-6144; else ps[p].posz = sprite[OW].z+6144; ps[p].oposz = ps[p].posz; hittype[ps[p].i].bposx = ps[p].posx; hittype[ps[p].i].bposy = ps[p].posy; hittype[ps[p].i].bposz = ps[p].posz; changespritesect(j,sprite[OW].sectnum); ps[p].cursectnum = sprite[OW].sectnum; break; } k = 0; if( onfloorz && sectlotag == 1 && ps[p].on_ground && ps[p].posz > (sector[sect].floorz-(16<<8)) && ( (sync[p].bits&2) || ps[p].poszv > 2048 ) ) // if( onfloorz && sectlotag == 1 && ps[p].posz > (sector[sect].floorz-(6<<8)) ) { k = 1; if(screenpeek == p) { FX_StopAllSounds(); clearsoundlocks(); } if(sprite[ps[p].i].extra > 0) spritesound(DUKE_UNDERWATER,j); ps[p].oposz = ps[p].posz = sector[sprite[OW].sectnum].ceilingz+(7<<8); ps[p].posxv = 4096-(TRAND&8192); ps[p].posyv = 4096-(TRAND&8192); } if( onfloorz && sectlotag == 2 && ps[p].posz < (sector[sect].ceilingz+(6<<8)) ) { k = 1; // if( sprite[j].extra <= 0) break; if(screenpeek == p) { FX_StopAllSounds(); clearsoundlocks(); } spritesound(DUKE_GASP,j); ps[p].oposz = ps[p].posz = sector[sprite[OW].sectnum].floorz-(7<<8); ps[p].jumping_toggle = 1; ps[p].jumping_counter = 0; } if(k == 1) { ps[p].oposx = ps[p].posx += sprite[OW].x-SX; ps[p].oposy = ps[p].posy += sprite[OW].y-SY; if(sprite[OW].owner != OW) ps[p].transporter_hold = -2; ps[p].cursectnum = sprite[OW].sectnum; changespritesect(j,sprite[OW].sectnum); setsprite(ps[p].i,ps[p].posx,ps[p].posy,ps[p].posz+PHEIGHT); setpal(&ps[p]); if( (TRAND&255) < 32 ) spawn(j,WATERSPLASH2); if(sectlotag == 1) for(l = 0;l < 9;l++) { q = spawn(ps[p].i,WATERBUBBLE); sprite[q].z += TRAND&16383; } } } break; case 1: switch(sprite[j].picnum) { case SHARK: case COMMANDER: case OCTABRAIN: case GREENSLIME: case GREENSLIME+1: case GREENSLIME+2: case GREENSLIME+3: case GREENSLIME+4: case GREENSLIME+5: case GREENSLIME+6: case GREENSLIME+7: if(sprite[j].extra > 0) goto JBOLT; } case 4: case 5: case 12: case 13: ll = klabs(sprite[j].zvel); { warpspriteto = 0; if( ll && sectlotag == 2 && sprite[j].z < (sector[sect].ceilingz+ll) ) warpspriteto = 1; if( ll && sectlotag == 1 && sprite[j].z > (sector[sect].floorz-ll) ) warpspriteto = 1; if( sectlotag == 0 && ( onfloorz || klabs(sprite[j].z-SZ) < 4096) ) { if( sprite[OW].owner != OW && onfloorz && T1 > 0 && sprite[j].statnum != 5 ) { T1++; goto BOLT; } warpspriteto = 1; } if( warpspriteto ) switch(sprite[j].picnum) { case TRANSPORTERSTAR: case TRANSPORTERBEAM: case TRIPBOMB: case BULLETHOLE: case WATERSPLASH2: case BURNING: case BURNING2: case FIRE: case FIRE2: case TOILETWATER: case LASERLINE: goto JBOLT; case PLAYERONWATER: if(sectlotag == 2) { sprite[j].cstat &= 32767; break; } default: if(sprite[j].statnum == 5 && !(sectlotag == 1 || sectlotag == 2) ) break; case WATERBUBBLE: // if( rnd(192) && sprite[j].picnum == WATERBUBBLE) // break; if(sectlotag > 0) { k = spawn(j,WATERSPLASH2); if( sectlotag == 1 && sprite[j].statnum == 4 ) { sprite[k].xvel = sprite[j].xvel>>1; sprite[k].ang = sprite[j].ang; ssp(k,CLIPMASK0); } } switch(sectlotag) { case 0: if(onfloorz) { if( sprite[j].statnum == 4 || ( checkcursectnums(sect) == -1 && checkcursectnums(sprite[OW].sectnum) == -1 ) ) { sprite[j].x += (sprite[OW].x-SX); sprite[j].y += (sprite[OW].y-SY); sprite[j].z -= SZ - sector[sprite[OW].sectnum].floorz; sprite[j].ang = sprite[OW].ang; hittype[j].bposx = sprite[j].x; hittype[j].bposy = sprite[j].y; hittype[j].bposz = sprite[j].z; if(sprite[i].pal == 0) { k = spawn(i,TRANSPORTERBEAM); spritesound(TELEPORTER,k); k = spawn(OW,TRANSPORTERBEAM); spritesound(TELEPORTER,k); } if( sprite[OW].owner != OW ) { T1 = 13; hittype[OW].temp_data[0] = 13; } changespritesect(j,sprite[OW].sectnum); } } else { sprite[j].x += (sprite[OW].x-SX); sprite[j].y += (sprite[OW].y-SY); sprite[j].z = sprite[OW].z+4096; hittype[j].bposx = sprite[j].x; hittype[j].bposy = sprite[j].y; hittype[j].bposz = sprite[j].z; changespritesect(j,sprite[OW].sectnum); } break; case 1: sprite[j].x += (sprite[OW].x-SX); sprite[j].y += (sprite[OW].y-SY); sprite[j].z = sector[sprite[OW].sectnum].ceilingz+ll; hittype[j].bposx = sprite[j].x; hittype[j].bposy = sprite[j].y; hittype[j].bposz = sprite[j].z; changespritesect(j,sprite[OW].sectnum); break; case 2: sprite[j].x += (sprite[OW].x-SX); sprite[j].y += (sprite[OW].y-SY); sprite[j].z = sector[sprite[OW].sectnum].floorz-ll; hittype[j].bposx = sprite[j].x; hittype[j].bposy = sprite[j].y; hittype[j].bposz = sprite[j].z; changespritesect(j,sprite[OW].sectnum); break; } break; } } break; } JBOLT: j = nextj; } BOLT: i = nexti; } } void moveactors(void) { int32_t x, m, l, *t; short a, i, j, nexti, nextj, sect, p; spritetype *s; uint16_t k; i = headspritestat[1]; while(i >= 0) { nexti = nextspritestat[i]; s = &sprite[i]; sect = s->sectnum; if( s->xrepeat == 0 || sect < 0 || sect >= MAXSECTORS) KILLIT(i); t = &hittype[i].temp_data[0]; hittype[i].bposx = s->x; hittype[i].bposy = s->y; hittype[i].bposz = s->z; switch(s->picnum) { case DUCK: case TARGET: if(s->cstat&32) { t[0]++; if(t[0] > 60) { t[0] = 0; s->cstat = 128+257+16; s->extra = 1; } } else { j = ifhitbyweapon(i); if( j >= 0 ) { s->cstat = 32+128; k = 1; j = headspritestat[1]; while(j >= 0) { if( sprite[j].lotag == s->lotag && sprite[j].picnum == s->picnum ) { if( ( sprite[j].hitag && !(sprite[j].cstat&32) ) || ( !sprite[j].hitag && (sprite[j].cstat&32) ) ) { k = 0; break; } } j = nextspritestat[j]; } if(k == 1) { operateactivators(s->lotag,-1); operateforcefields(i,s->lotag); operatemasterswitches(s->lotag); } } } goto BOLT; case RESPAWNMARKERRED: case RESPAWNMARKERYELLOW: case RESPAWNMARKERGREEN: T1++; if(T1 > respawnitemtime) { KILLIT(i); } if( T1 >= (respawnitemtime>>1) && T1 < ((respawnitemtime>>1)+(respawnitemtime>>2)) ) PN = RESPAWNMARKERYELLOW; else if( T1 > ((respawnitemtime>>1)+(respawnitemtime>>2)) ) PN = RESPAWNMARKERGREEN; makeitfall(i); break; case HELECOPT: case DUKECAR: s->z += s->zvel; t[0]++; if(t[0] == 4) spritesound(WAR_AMBIENCE2,i); if( t[0] > (26*8) ) { sound(RPG_EXPLODE); for(j=0;j<32;j++) RANDOMSCRAP; earthquaketime = 16; KILLIT(i); } else if((t[0]&3) == 0) spawn(i,EXPLOSION2); ssp(i,CLIPMASK0); break; case RAT: makeitfall(i); IFMOVING { if( (TRAND&255) < 3 ) spritesound(RATTY,i); s->ang += (TRAND&31)-15+(sintable[(t[0]<<8)&2047]>>11); } else { T1++; if(T1 > 1) { KILLIT(i); } else s->ang = (TRAND&2047); } if(s->xvel < 128) s->xvel+=2; s->ang += (TRAND&3)-6; break; case QUEBALL: case STRIPEBALL: if(s->xvel) { j = headspritestat[0]; while(j >= 0) { nextj = nextspritestat[j]; if( sprite[j].picnum == POCKET && ldist(&sprite[j],s) < 52 ) KILLIT(i); j = nextj; } j = clipmove(&s->x,&s->y,&s->z,&s->sectnum, (((s->xvel*(sintable[(s->ang+512)&2047]))>>14)*TICSPERFRAME)<<11, (((s->xvel*(sintable[s->ang&2047]))>>14)*TICSPERFRAME)<<11, 24L,(4<<8),(4<<8),CLIPMASK1); if(j&49152) { if( (j&49152) == 32768 ) { j &= (MAXWALLS-1); 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&49152) == 49152 ) { j &= (MAXSPRITES-1); checkhitsprite(i,j); } } 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 { p = findplayer(s,&x); if( x < 1596) { // if(s->pal == 12) { j = getincangle(ps[p].ang,getangle(s->x-ps[p].posx,s->y-ps[p].posy)); if( j > -64 && j < 64 && (sync[p].bits&(1<<29)) ) if(ps[p].toggle_key_flag == 1) { a = headspritestat[1]; while(a >= 0) { if(sprite[a].picnum == QUEBALL || sprite[a].picnum == STRIPEBALL) { j = getincangle(ps[p].ang,getangle(sprite[a].x-ps[p].posx,sprite[a].y-ps[p].posy)); if( j > -64 && j < 64 ) { findplayer(&sprite[a],&l); if(x > l) break; } } a = nextspritestat[a]; } if(a == -1) { if(s->pal == 12) s->xvel = 164; else s->xvel = 140; s->ang = ps[p].ang; 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; } } break; case FORCESPHERE: if(s->yvel == 0) { s->yvel = 1; for(l=512;l<(2048-512);l+= 128) for(j=0;j<2048;j += 128) { k = spawn(i,FORCESPHERE); sprite[k].cstat = 257+128; sprite[k].clipdist = 64; sprite[k].ang = j; sprite[k].zvel = sintable[l&2047]>>5; sprite[k].xvel = sintable[(l+512)&2047]>>9; sprite[k].owner = i; } } 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) KILLIT(i); } else if(t[2] > 10) { j = headspritestat[5]; while(j >= 0) { if(sprite[j].owner == i && sprite[j].picnum == FORCESPHERE) hittype[j].temp_data[1] = 1+(TRAND&63); j = nextspritestat[j]; } t[3] = 64; } goto BOLT; case RECON: getglobalz(i); 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; goto BOLT; } else if(actor_tog == 2) s->cstat = 257; } IFHIT { if( s->extra < 0 && t[0] != -1 ) { t[0] = -1; s->extra = 0; } spritesound(RECO_PAIN,i); RANDOMSCRAP; } if(t[0] == -1) { s->z += 1024; t[2]++; if( (t[2]&3) == 0) spawn(i,EXPLOSION2); getglobalz(i); s->ang += 96; s->xvel = 128; j = ssp(i,CLIPMASK0); if(j != 1 || s->z > hittype[i].floorz) { for(l=0;l<16;l++) RANDOMSCRAP; spritesound(LASERTRIP_EXPLODE,i); spawn(i,PIGCOP); ps[myconnectindex].actors_killed++; KILLIT(i); } goto BOLT; } else { if( s->z > hittype[i].floorz-(48<<8) ) s->z = hittype[i].floorz-(48<<8); } p = findplayer(s,&x); j = s->owner; // 3 = findplayerz, 4 = shoot if( t[0] >= 4 ) { t[2]++; if( (t[2]&15) == 0 ) { a = s->ang; s->ang = hittype[i].tempang; spritesound(RECO_ATTACK,i); shoot(i,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 hittype[i].tempang += getincangle(hittype[i].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) { l = ps[p].posz-s->z; if( klabs(l) < (48<<8) ) t[0] = 3; else s->z += sgn(ps[p].posz-s->z)<<10; } 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 ) { spritesound(RECO_ATTACK,i); shoot(i,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 ) { l = ldist(&sprite[j],s); if(l <= 1524) { a = s->ang; s->xvel >>= 1; } else a = getangle(sprite[j].x-s->x,sprite[j].y-s->y); if(t[0] == 1 || t[0] == 4) // Found a locator and going with it { l = dist(&sprite[j],s); 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+(TRAND&2); t[2] = 0; hittype[i].tempang = s->ang; } } if(t[0] == 0 || t[0] == 5) { if(t[0] == 0) t[0] = 1; else t[0] = 4; j = s->owner = LocateTheLocator(s->hitag,-1); if(j == -1) { s->hitag = j = hittype[i].temp_data[5]; s->owner = LocateTheLocator(j,-1); j = s->owner; if(j == -1) KILLIT(i); } else s->hitag++; } t[3] = getincangle(s->ang,a); s->ang += t[3]>>3; if(s->z < sprite[j].z) s->z += 1024; else s->z -= 1024; } if(Sound[RECO_ROAM].num == 0 ) spritesound(RECO_ROAM,i); ssp(i,CLIPMASK0); goto BOLT; case OOZ: case OOZ2: getglobalz(i); j = (hittype[i].floorz-hittype[i].ceilingz)>>9; if(j > 255) j = 255; x = 25-(j>>1); if(x < 8) x = 8; else if(x > 48) x = 48; s->yrepeat = j; s->xrepeat = x; s->z = hittype[i].floorz; goto BOLT; case GREENSLIME: case GREENSLIME+1: case GREENSLIME+2: case GREENSLIME+3: case GREENSLIME+4: case GREENSLIME+5: case GREENSLIME+6: case GREENSLIME+7: // #ifndef VOLUMEONE if( ud.multimode < 2 ) { if( actor_tog == 1) { s->cstat = (short)32768; goto BOLT; } else if(actor_tog == 2) s->cstat = 257; } // #endif t[1]+=128; if(sector[sect].floorstat&1) KILLIT(i); p = findplayer(s,&x); if(x > 20480) { hittype[i].timetosleep++; if( hittype[i].timetosleep > SLEEPTIME ) { hittype[i].timetosleep = 0; changespritestat(i,2); goto BOLT; } } if(t[0] == -5) // FROZEN { t[3]++; if(t[3] > 280) { s->pal = 0; t[0] = 0; goto BOLT; } makeitfall(i); s->cstat = 257; s->picnum = GREENSLIME+2; s->extra = 1; s->pal = 1; IFHIT { if(j == FREEZEBLAST) goto BOLT; for(j=16; j >= 0 ;j--) { k = EGS(SECT,SX,SY,SZ,GLASSPIECES+(j%3),-32,36,36,TRAND&2047,32+(TRAND&63),1024-(TRAND&1023),i,5); sprite[k].pal = 1; } spritesound(GLASS_BREAKING,i); KILLIT(i); } else if(x < 1024 && ps[p].quick_kick == 0) { j = getincangle(ps[p].ang,getangle(SX-ps[p].posx,SY-ps[p].posy)); if( j > -128 && j < 128 ) ps[p].quick_kick = 14; } goto BOLT; } if(x < 1596) s->cstat = 0; else s->cstat = 257; if(t[0] == -4) //On the player { if( sprite[ps[p].i].extra < 1 ) { t[0] = 0; goto BOLT; } setsprite(i,s->x,s->y,s->z); s->ang = ps[p].ang; if( ( (sync[p].bits&4) || (ps[p].quick_kick > 0) ) && sprite[ps[p].i].extra > 0 ) if( ps[p].quick_kick > 0 || ( ps[p].curr_weapon != HANDREMOTE_WEAPON && ps[p].curr_weapon != HANDBOMB_WEAPON && ps[p].curr_weapon != TRIPBOMB_WEAPON && ps[p].ammo_amount[ps[p].curr_weapon] >= 0) ) { for(x=0;x<8;x++) { j = EGS(sect,s->x,s->y,s->z-(8<<8),SCRAP3+(TRAND&3),-8,48,48,TRAND&2047,(TRAND&63)+64,-(TRAND&4095)-(s->zvel>>2),i,5); sprite[j].pal = 6; } spritesound(SLIM_DYING,i); spritesound(SQUISHED,i); if( (TRAND&255) < 32 ) { j = spawn(i,BLOODPOOL); sprite[j].pal = 0; } ps[p].actors_killed ++; t[0] = -3; if(ps[p].somethingonplayer == i) ps[p].somethingonplayer = -1; KILLIT(i); } s->z = ps[p].posz+ps[p].pyoff-t[2]+(8<<8); s->z += (100-ps[p].horiz)<<4; if( t[2] > 512) t[2] -= 128; if( t[2] < 348) t[2] += 128; if(ps[p].newowner >= 0) { ps[p].newowner = -1; ps[p].posx = ps[p].oposx; ps[p].posy = ps[p].oposy; ps[p].posz = ps[p].oposz; ps[p].ang = ps[p].oang; updatesector(ps[p].posx,ps[p].posy,&ps[p].cursectnum); setpal(&ps[p]); j = headspritestat[1]; while(j >= 0) { if(sprite[j].picnum==CAMERA1) sprite[j].yvel = 0; j = nextspritestat[j]; } } if(t[3]>0) { short frames[] = {5,5,6,6,7,7,6,5}; s->picnum = GREENSLIME+frames[t[3]]; if( t[3] == 5 ) { sprite[ps[p].i].extra += -(5+(TRAND&3)); spritesound(SLIM_ATTACK,i); } if(t[3] < 7) t[3]++; else t[3] = 0; } else { s->picnum = GREENSLIME+5; if(rnd(32)) t[3] = 1; } s->xrepeat = 20+(sintable[t[1]&2047]>>13); s->yrepeat = 15+(sintable[t[1]&2047]>>13); s->x = ps[p].posx + (sintable[(ps[p].ang+512)&2047]>>7); s->y = ps[p].posy + (sintable[ps[p].ang&2047]>>7); goto BOLT; } else if(s->xvel < 64 && x < 768) { if(ps[p].somethingonplayer == -1) { ps[p].somethingonplayer = i; if(t[0] == 3 || t[0] == 2) //Falling downward t[2] = (12<<8); else t[2] = -(13<<8); //Climbing up duke t[0] = -4; } } IFHIT { spritesound(SLIM_DYING,i); ps[p].actors_killed ++; if(ps[p].somethingonplayer == i) ps[p].somethingonplayer = -1; if(j == FREEZEBLAST) { spritesound(SOMETHINGFROZE,i); t[0] = -5 ; t[3] = 0 ; goto BOLT; } if( (TRAND&255) < 32 ) { j = spawn(i,BLOODPOOL); sprite[j].pal = 0; } for(x=0;x<8;x++) { j = EGS(sect,s->x,s->y,s->z-(8<<8),SCRAP3+(TRAND&3),-8,48,48,TRAND&2047,(TRAND&63)+64,-(TRAND&4095)-(s->zvel>>2),i,5); sprite[j].pal = 6; } t[0] = -3; KILLIT(i); } // All weap if(t[0] == -1) //Shrinking down { makeitfall(i); s->cstat &= 65535-8; s->picnum = GREENSLIME+4; // if(s->yrepeat > 62) // guts(s,JIBS6,5,myconnectindex); if(s->xrepeat > 32) s->xrepeat -= TRAND&7; if(s->yrepeat > 16) s->yrepeat -= TRAND&7; else { s->xrepeat = 40; s->yrepeat = 16; t[5] = -1; t[0] = 0; } goto BOLT; } else if(t[0] != -2) getglobalz(i); if(t[0] == -2) //On top of somebody { makeitfall(i); sprite[t[5]].xvel = 0; l = sprite[t[5]].ang; s->z = sprite[t[5]].z; s->x = sprite[t[5]].x+(sintable[(l+512)&2047]>>11); s->y = sprite[t[5]].y+(sintable[l&2047]>>11); s->picnum = GREENSLIME+2+(global_random&1); if(s->yrepeat < 64) s->yrepeat+=2; else { if(s->xrepeat < 32) s->xrepeat += 4; else { t[0] = -1; x = ldist(s,&sprite[t[5]]); if(x < 768) sprite[t[5]].xrepeat = 0; } } goto BOLT; } //Check randomly to see of there is an actor near if(rnd(32)) { j = headspritesect[sect]; while(j>=0) { switch(sprite[j].picnum) { case LIZTROOP: case LIZMAN: case PIGCOP: case NEWBEAST: if( ldist(s,&sprite[j]) < 768 && (klabs(s->z-sprite[j].z)<8192) ) //Gulp them { t[5] = j; t[0] = -2; t[1] = 0; goto BOLT; } } j = nextspritesect[j]; } } //Moving on the ground or ceiling if(t[0] == 0 || t[0] == 2) { s->picnum = GREENSLIME; if( (TRAND&511) == 0 ) spritesound(SLIM_ROAM,i); if(t[0]==2) { s->zvel = 0; s->cstat &= (65535-8); if( (sector[sect].ceilingstat&1) || (hittype[i].ceilingz+6144) < s->z) { s->z += 2048; t[0] = 3; goto BOLT; } } else { s->cstat |= 8; makeitfall(i); } if( everyothertime&1 ) ssp(i,CLIPMASK0); if(s->xvel > 96) { s->xvel -= 2; goto BOLT; } else { if(s->xvel < 32) s->xvel += 4; s->xvel = 64 - (sintable[(t[1]+512)&2047]>>9); s->ang += getincangle(s->ang, getangle(ps[p].posx-s->x,ps[p].posy-s->y))>>3; // TJR } s->xrepeat = 36 + (sintable[(t[1]+512)&2047]>>11); s->yrepeat = 16 + (sintable[t[1]&2047]>>13); if(rnd(4) && (sector[sect].ceilingstat&1) == 0 && klabs(hittype[i].floorz-hittype[i].ceilingz) < (192<<8) ) { s->zvel = 0; t[0]++; } } if(t[0]==1) { s->picnum = GREENSLIME; if(s->yrepeat < 40) s->yrepeat+=8; if(s->xrepeat > 8) s->xrepeat-=4; if(s->zvel > -(2048+1024)) s->zvel -= 348; s->z += s->zvel; if(s->z < hittype[i].ceilingz+4096) { s->z = hittype[i].ceilingz+4096; s->xvel = 0; t[0] = 2; } } if(t[0]==3) { s->picnum = GREENSLIME+1; makeitfall(i); if(s->z > hittype[i].floorz-(8<<8)) { s->yrepeat-=4; s->xrepeat+=2; } else { if(s->yrepeat < (40-4)) s->yrepeat+=8; if(s->xrepeat > 8) s->xrepeat-=4; } if(s->z > hittype[i].floorz-2048) { s->z = hittype[i].floorz-2048; t[0] = 0; s->xvel = 0; } } goto BOLT; case BOUNCEMINE: case MORTER: j = spawn(i,FRAMEEFFECT1); hittype[j].temp_data[0] = 3; case HEAVYHBOMB: if( (s->cstat&32768) ) { t[2]--; if(t[2] <= 0) { spritesound(TELEPORTER,i); spawn(i,TRANSPORTERSTAR); s->cstat = 257; } goto BOLT; } p = findplayer(s,&x); if( x < 1220 ) s->cstat &= ~257; else s->cstat |= 257; if(t[3] == 0 ) { j = ifhitbyweapon(i); if(j >= 0) { t[3] = 1; t[4] = 0; l = 0; s->xvel = 0; goto DETONATEB; } } if( s->picnum != BOUNCEMINE ) { makeitfall(i); if( sector[sect].lotag != 1 && s->z >= hittype[i].floorz-(FOURSLEIGHT) && s->yvel < 3 ) { if( s->yvel > 0 || (s->yvel == 0 && hittype[i].floorz == sector[sect].floorz )) spritesound(PIPEBOMB_BOUNCE,i); s->zvel = -((4-s->yvel)<<8); if(sector[s->sectnum].lotag== 2) s->zvel >>= 2; s->yvel++; } if( s->z < hittype[i].ceilingz ) // && sector[sect].lotag != 2 ) { s->z = hittype[i].ceilingz+(3<<8); s->zvel = 0; } } j = movesprite(i, (s->xvel*(sintable[(s->ang+512)&2047]))>>14, (s->xvel*(sintable[s->ang&2047]))>>14, s->zvel,CLIPMASK0); if(sector[SECT].lotag == 1 && s->zvel == 0) { s->z += (32<<8); if(t[5] == 0) { t[5] = 1; spawn(i,WATERSPLASH2); } } else t[5] = 0; if(t[3] == 0 && ( s->picnum == BOUNCEMINE || s->picnum == MORTER ) && (j || x < 844) ) { t[3] = 1; t[4] = 0; l = 0; s->xvel = 0; goto DETONATEB; } if(sprite[s->owner].picnum == APLAYER) l = sprite[s->owner].yvel; else l = -1; if(s->xvel > 0) { s->xvel -= 5; if(sector[sect].lotag == 2) s->xvel -= 10; if(s->xvel < 0) s->xvel = 0; if(s->xvel&8) s->cstat ^= 4; } if( (j&49152) == 32768 ) { j &= (MAXWALLS-1); checkhitwall(i,j,s->x,s->y,s->z,s->picnum); 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; s->xvel >>= 1; } DETONATEB: if( ( l >= 0 && ps[l].hbomb_on == 0 ) || t[3] == 1) { t[4]++; if(t[4] == 2) { x = s->extra; m = 0; switch(s->picnum) { case HEAVYHBOMB: m = pipebombblastradius;break; case MORTER: m = morterblastradius;break; case BOUNCEMINE: m = bouncemineblastradius;break; } hitradius( i, m,x>>2,x>>1,x-(x>>2),x); spawn(i,EXPLOSION2); if( s->zvel == 0 ) spawn(i,EXPLOSION2BOT); spritesound(PIPEBOMB_EXPLODE,i); for(x=0;x<8;x++) RANDOMSCRAP; } if(s->yrepeat) { s->yrepeat = 0; goto BOLT; } if(t[4] > 20) { if(s->owner != i || ud.respawn_items == 0) { KILLIT(i); } else { t[2] = respawnitemtime; spawn(i,RESPAWNMARKERRED); s->cstat = (short) 32768; s->yrepeat = 9; goto BOLT; } } } else if(s->picnum == HEAVYHBOMB && x < 788 && t[0] > 7 && s->xvel == 0) if( cansee(s->x,s->y,s->z-(8<<8),s->sectnum,ps[p].posx,ps[p].posy,ps[p].posz,ps[p].cursectnum) ) if(ps[p].ammo_amount[HANDBOMB_WEAPON] < max_ammo_amount[HANDBOMB_WEAPON] ) { if(ud.coop >= 1 && s->owner == i) { for(j=0;j<ps[p].weapreccnt;j++) if(ps[p].weaprecs[j] == s->picnum) goto BOLT; if(ps[p].weapreccnt < 255) ps[p].weaprecs[ps[p].weapreccnt++] = s->picnum; } addammo(HANDBOMB_WEAPON,&ps[p],1); spritesound(DUKE_GET,ps[p].i); if( ps[p].gotweapon[HANDBOMB_WEAPON] == 0 || s->owner == ps[p].i ) addweapon(&ps[p],HANDBOMB_WEAPON); if( sprite[s->owner].picnum != APLAYER ) { ps[p].pals[0] = 0; ps[p].pals[1] = 32; ps[p].pals[2] = 0; ps[p].pals_time = 32; } if( s->owner != i || ud.respawn_items == 0 ) { if(s->owner == i && ud.coop >= 1) goto BOLT; KILLIT(i); } else { t[2] = respawnitemtime; spawn(i,RESPAWNMARKERRED); s->cstat = (short) 32768; } } if(t[0] < 8) t[0]++; goto BOLT; case REACTORBURNT: case REACTOR2BURNT: goto BOLT; case REACTOR: case REACTOR2: if( t[4] == 1 ) { j = headspritesect[sect]; while(j >= 0) { switch(sprite[j].picnum) { case SECTOREFFECTOR: if(sprite[j].lotag == 1) { sprite[j].lotag = (short) 65535; sprite[j].hitag = (short) 65535; } break; case REACTOR: sprite[j].picnum = REACTORBURNT; break; case REACTOR2: sprite[j].picnum = REACTOR2BURNT; break; case REACTORSPARK: case REACTOR2SPARK: sprite[j].cstat = (short) 32768; break; } j = nextspritesect[j]; } goto BOLT; } if(t[1] >= 20) { t[4] = 1; goto BOLT; } p = findplayer(s,&x); t[2]++; if( t[2] == 4 ) t[2]=0; if( x < 4096 ) { if( (TRAND&255) < 16 ) { if(Sound[DUKE_LONGTERM_PAIN].num < 1) spritesound(DUKE_LONGTERM_PAIN,ps[p].i); spritesound(SHORT_CIRCUIT,i); sprite[ps[p].i].extra --; ps[p].pals_time = 32; ps[p].pals[0] = 32; ps[p].pals[1] = 0; ps[p].pals[2] = 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-(TRAND%(sector[sect].floorz-sector[sect].ceilingz)); switch( t[1] ) { case 3: //Turn on all of those flashing sectoreffector. hitradius( i, 4096, impact_damage<<2, impact_damage<<2, impact_damage<<2, impact_damage<<2 ); /* j = headspritestat[3]; while(j>=0) { if( sprite[j].lotag == 3 ) hittype[j].temp_data[4]=1; else if(sprite[j].lotag == 12) { hittype[j].temp_data[4] = 1; sprite[j].lotag = 3; sprite[j].owner = 0; hittype[j].temp_data[0] = s->shade; } j = nextspritestat[j]; } */ j = headspritestat[6]; while(j >= 0) { if(sprite[j].picnum == MASTERSWITCH) if(sprite[j].hitag == s->hitag) if(sprite[j].yvel == 0) sprite[j].yvel = 1; j = nextspritestat[j]; } break; case 4: case 7: case 10: case 15: j = headspritesect[sect]; while(j >= 0) { l = nextspritesect[j]; if(j != i) { deletesprite(j); break; } j = l; } break; } for(x=0;x<16;x++) RANDOMSCRAP; s->z = t[4]; t[4] = 0; } else { IFHIT { for(x=0;x<32;x++) RANDOMSCRAP; if(s->extra < 0) t[1] = 1; } } goto BOLT; case CAMERA1: if( t[0] == 0 ) { t[1]+=8; if(camerashitable) { IFHIT { t[0] = 1; // static s->cstat = (short)32768; for(x=0;x<5;x++) RANDOMSCRAP; goto BOLT; } } if(s->hitag > 0) { if(t[1]<s->hitag) s->ang+=8; else if(t[1]<(s->hitag*3)) s->ang-=8; else if(t[1] < (s->hitag<<2) ) s->ang+=8; else { t[1]=8; s->ang+=16; } } } goto BOLT; } // #ifndef VOLOMEONE if( ud.multimode < 2 && badguy(s) ) { if( actor_tog == 1) { s->cstat = (short)32768; goto BOLT; } else if(actor_tog == 2) s->cstat = 257; } // #endif p = findplayer(s,&x); execute(i,p,x); BOLT: i = nexti; } } void moveexplosions(void) // STATNUM 5 { short i, j, nexti, sect, p; int32_t l, x, *t; spritetype *s; i = headspritestat[5]; while(i >= 0) { nexti = nextspritestat[i]; t = &hittype[i].temp_data[0]; s = &sprite[i]; sect = s->sectnum; if( sect < 0 || s->xrepeat == 0 ) KILLIT(i); hittype[i].bposx = s->x; hittype[i].bposy = s->y; hittype[i].bposz = s->z; switch(s->picnum) { case NEON1: case NEON2: case NEON3: case NEON4: case NEON5: case NEON6: if( (global_random/(s->lotag+1)&31) > 4) s->shade = -127; else s->shade = 127; goto BOLT; case BLOODSPLAT1: case BLOODSPLAT2: case BLOODSPLAT3: case BLOODSPLAT4: if( t[0] == 7*26 ) goto BOLT; s->z += 16+(TRAND&15); t[0]++; if( (t[0]%9) == 0 ) s->yrepeat++; goto BOLT; case NUKEBUTTON: case NUKEBUTTON+1: case NUKEBUTTON+2: case NUKEBUTTON+3: if(t[0]) { t[0]++; if(t[0] == 8) s->picnum = NUKEBUTTON+1; else if(t[0] == 16) { s->picnum = NUKEBUTTON+2; ps[sprite[s->owner].yvel].fist_incs = 1; } if( ps[sprite[s->owner].yvel].fist_incs == 26 ) s->picnum = NUKEBUTTON+3; } goto BOLT; case FORCESPHERE: l = s->xrepeat; if(t[1] > 0) { t[1]--; if(t[1] == 0) { KILLIT(i); } } if(hittype[s->owner].temp_data[1] == 0) { if(t[0] < 64) { t[0]++; l += 3; } } else if(t[0] > 64) { t[0]--; l -= 3; } s->x = sprite[s->owner].x; s->y = sprite[s->owner].y; s->z = sprite[s->owner].z; s->ang += hittype[s->owner].temp_data[0]; if(l > 64) l = 64; else if(l < 1) l = 1; s->xrepeat = l; s->yrepeat = l; s->shade = (l>>1)-48; for(j=t[0];j > 0;j--) ssp(i,CLIPMASK0); goto BOLT; case WATERSPLASH2: t[0]++; if(t[0] == 1 ) { if(sector[sect].lotag != 1 && sector[sect].lotag != 2) KILLIT(i); /* else { l = getflorzofslope(sect,s->x,s->y)-s->z; if( l > (16<<8) ) KILLIT(i); } else */ if(Sound[ITEM_SPLASH].num == 0) spritesound(ITEM_SPLASH,i); } if(t[0] == 3) { t[0] = 0; t[1]++; } if(t[1] == 5) deletesprite(i); goto BOLT; case FRAMEEFFECT1: case FRAMEEFFECT1_13CON: if(s->owner >= 0) { t[0]++; if( t[0] > 7 ) { KILLIT(i); } else if( t[0] > 4 ) s->cstat |= 512+2; else if( t[0] > 2 ) s->cstat |= 2; s->xoffset = sprite[s->owner].xoffset; s->yoffset = sprite[s->owner].yoffset; } goto BOLT; case INNERJAW: case INNERJAW+1: p = findplayer(s,&x); if(x < 512) { ps[p].pals_time = 32; ps[p].pals[0] = 32; ps[p].pals[1] = 0; ps[p].pals[2] = 0; sprite[ps[p].i].extra -= 4; } case FIRELASER: if(s->extra != 999) s->extra = 999; else KILLIT(i); break; case TONGUE: KILLIT(i); case MONEY+1: case MAIL+1: case PAPER+1: hittype[i].floorz = s->z = getflorzofslope(s->sectnum,s->x,s->y); break; case MONEY: case MAIL: case PAPER: s->xvel = (TRAND&7)+(sintable[T1&2047]>>9); T1 += (TRAND&63); if( (T1&2047) > 512 && (T1&2047) < 1596) { if(sector[sect].lotag == 2) { if(s->zvel < 64) s->zvel += (gc>>5)+(TRAND&7); } else if(s->zvel < 144) s->zvel += (gc>>5)+(TRAND&7); } ssp(i,CLIPMASK0); if( (TRAND&3) == 0 ) setsprite(i,s->x,s->y,s->z); if(s->sectnum == -1) KILLIT(i); l = getflorzofslope(s->sectnum,s->x,s->y); if( s->z > l ) { s->z = l; insertspriteq(i); PN ++; j = headspritestat[5]; while(j >= 0) { if(sprite[j].picnum == BLOODPOOL) if(ldist(s,&sprite[j]) < 348) { s->pal = 2; break; } j = nextspritestat[j]; } } break; case JIBS1: case JIBS2: case JIBS3: case JIBS4: case JIBS5: case JIBS6: case HEADJIB1: case ARMJIB1: case LEGJIB1: case LIZMANHEAD1: case LIZMANARM1: case LIZMANLEG1: case DUKETORSO: case DUKEGUN: case DUKELEG: if(s->xvel > 0) s->xvel--; else s->xvel = 0; if( t[5] < 30*10 ) t[5]++; else { KILLIT(i); } if(s->zvel > 1024 && s->zvel < 1280) { setsprite(i,s->x,s->y,s->z); sect = s->sectnum; } l = getflorzofslope(sect,s->x,s->y); x = getceilzofslope(sect,s->x,s->y); if(x == l || sect < 0 || sect >= MAXSECTORS) KILLIT(i); if( s->z < l-(2<<8) ) { if(t[1] < 2) t[1]++; else if(sector[sect].lotag != 2) { t[1] = 0; if( s->picnum == DUKELEG || s->picnum == DUKETORSO || s->picnum == DUKEGUN ) { 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 += gc-50; } s->x += (s->xvel*sintable[(s->ang+512)&2047])>>14; s->y += (s->xvel*sintable[s->ang&2047])>>14; s->z += s->zvel; } else { if(t[2] == 0) { if( s->sectnum == -1) { KILLIT(i); } if( (sector[s->sectnum].floorstat&2) ) { KILLIT(i); } 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) KILLIT(i); } else { s->picnum = JIBS6; t[0] = 0; t[1] = 0; } } goto BOLT; case BLOODPOOL: case PUKE: if(t[0] == 0) { t[0] = 1; if(sector[sect].floorstat&2) { KILLIT(i); } else insertspriteq(i); } makeitfall(i); p = findplayer(s,&x); s->z = hittype[i].floorz-(FOURSLEIGHT); if(t[2] < 32) { t[2]++; if(hittype[i].picnum == TIRE) { if(s->xrepeat < 64 && s->yrepeat < 64) { s->xrepeat += TRAND&3; s->yrepeat += TRAND&3; } } else { if(s->xrepeat < 32 && s->yrepeat < 32) { s->xrepeat += TRAND&3; s->yrepeat += TRAND&3; } } } if(x < 844 && s->xrepeat > 6 && s->yrepeat > 6) { if( s->pal == 0 && (TRAND&255) < 16 && s->picnum != PUKE) { if(ps[p].boot_amount > 0) ps[p].boot_amount--; else { if(Sound[DUKE_LONGTERM_PAIN].num < 1) spritesound(DUKE_LONGTERM_PAIN,ps[p].i); sprite[ps[p].i].extra --; ps[p].pals_time = 32; ps[p].pals[0] = 16; ps[p].pals[1] = 0; ps[p].pals[2] = 0; } } if(t[1] == 1) goto BOLT; t[1] = 1; if(hittype[i].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; goto BOLT; case BURNING: case BURNING2: case FECES: case WATERBUBBLE: case SMALLSMOKE: case EXPLOSION2: case SHRINKEREXPLOSION: case EXPLOSION2BOT: case BLOOD: case LASERSITE: case FORCERIPPLE: case TRANSPORTERSTAR: case TRANSPORTERBEAM: p = findplayer(s,&x); execute(i,p,x); goto BOLT; case SHELL: case SHOTGUNSHELL: ssp(i,CLIPMASK0); if(sect < 0 || ( sector[sect].floorz+(24<<8) ) < s->z ) KILLIT(i); 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 += (gc/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 += (gc/3); // 52; if(s->xvel > 0) s->xvel --; else KILLIT(i); } goto BOLT; case GLASSPIECES: case GLASSPIECES+1: case GLASSPIECES+2: makeitfall(i); if(s->zvel > 4096) s->zvel = 4096; if(sect < 0) KILLIT(i); if( s->z == hittype[i].floorz-(FOURSLEIGHT) && t[0] < 3) { s->zvel = -((3-t[0])<<8)-(TRAND&511); if(sector[sect].lotag == 2) s->zvel >>= 1; s->xrepeat >>= 1; s->yrepeat >>= 1; if( rnd(96) ) setsprite(i,s->x,s->y,s->z); t[0]++;//Number of bounces } else if( t[0] == 3 ) KILLIT(i); if(s->xvel > 0) { s->xvel -= 2; s->cstat = ((s->xvel&3)<<2); } else s->xvel = 0; ssp(i,CLIPMASK0); goto BOLT; } IFWITHIN(SCRAP6,SCRAP5+3) { if(s->xvel > 0) s->xvel--; else s->xvel = 0; if(s->zvel > 1024 && s->zvel < 1280) { setsprite(i,s->x,s->y,s->z); 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 += gc-50; s->x += (s->xvel*sintable[(s->ang+512)&2047])>>14; s->y += (s->xvel*sintable[s->ang&2047])>>14; s->z += s->zvel; } else { if(s->picnum == SCRAP1 && s->yvel > 0) { j = spawn(i,s->yvel); setsprite(j,s->x,s->y,s->z); getglobalz(j); sprite[j].hitag = sprite[j].lotag = 0; } KILLIT(i); } goto BOLT; } BOLT: i = nexti; } } void moveeffectors(void) //STATNUM 3 { int32_t q = 0, l, m, x, st, j, * t; short i, k, nexti, nextk, p, sh, nextj; spritetype *s; sectortype *sc; walltype *wal; fricxv = fricyv = 0; i = headspritestat[3]; while(i >= 0) { nexti = nextspritestat[i]; s = &sprite[i]; sc = §or[s->sectnum]; st = s->lotag; sh = s->hitag; t = &hittype[i].temp_data[0]; switch(st) { case 0: { int32_t zchange = 0; zchange = 0; j = s->owner; if( sprite[j].lotag == (short) 65535 ) KILLIT(i); q = sc->extra>>3; l = 0; if(sc->lotag == 30) { q >>= 2; if( sprite[i].extra == 1 ) { if(hittype[i].tempang < 256) { hittype[i].tempang += 4; if(hittype[i].tempang >= 256) callsound(s->sectnum,i); if(s->clipdist) l = 1; else l = -1; } else hittype[i].tempang = 256; if( sc->floorz > s->z ) //z's are touching { sc->floorz -= 512; zchange = -512; if( sc->floorz < s->z ) sc->floorz = s->z; } else if( sc->floorz < s->z ) //z's are touching { sc->floorz += 512; zchange = 512; if( sc->floorz > s->z ) sc->floorz = s->z; } } else if(sprite[i].extra == 3) { if(hittype[i].tempang > 0) { hittype[i].tempang -= 4; if(hittype[i].tempang <= 0) callsound(s->sectnum,i); if( s->clipdist ) l = -1; else l = 1; } else hittype[i].tempang = 0; if( sc->floorz > T4 ) //z's are touching { sc->floorz -= 512; zchange = -512; if( sc->floorz < T4 ) sc->floorz = T4; } else if( sc->floorz < T4 ) //z's are touching { sc->floorz += 512; zchange = 512; if( sc->floorz > T4 ) sc->floorz = T4; } } s->ang += (l*q); t[2] += (l*q); } else { if( hittype[j].temp_data[0] == 0 ) break; if( hittype[j].temp_data[0] == 2 ) KILLIT(i); if( sprite[j].ang > 1024 ) l = -1; else l = 1; if( t[3] == 0 ) t[3] = ldist(s,&sprite[j]); s->xvel = t[3]; s->x = sprite[j].x; s->y = sprite[j].y; s->ang += (l*q); t[2] += (l*q); } if( l && (sc->floorstat&64) ) { for(p=connecthead;p>=0;p=connectpoint2[p]) { if( ps[p].cursectnum == s->sectnum && ps[p].on_ground == 1) { ps[p].ang += (l*q); ps[p].ang &= 2047; ps[p].posz += zchange; rotatepoint( sprite[j].x,sprite[j].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; if(sprite[ps[p].i].extra <= 0) { sprite[ps[p].i].x = m; sprite[ps[p].i].y = x; } } } p = headspritesect[s->sectnum]; while(p >= 0) { if(sprite[p].statnum != 3 && sprite[p].statnum != 4) if( sprite[p].picnum != LASERLINE ) { if(sprite[p].picnum == APLAYER && sprite[p].owner >= 0) { p = nextspritesect[p]; continue; } sprite[p].ang += (l*q); sprite[p].ang &= 2047; sprite[p].z += zchange; rotatepoint(sprite[j].x,sprite[j].y, sprite[p].x,sprite[p].y,(q*l), &sprite[p].x,&sprite[p].y); } p = nextspritesect[p]; } } ms(i); } break; case 1: //Nothing for now used as the pivot if(s->owner == -1) //Init { s->owner = i; j = headspritestat[3]; while(j >= 0) { if( sprite[j].lotag == 19 && sprite[j].hitag == sh ) { t[0] = 0; break; } j = nextspritestat[j]; } } break; case 6: k = sc->extra; if(t[4] > 0) { t[4]--; if( t[4] >= (k-(k>>3)) ) s->xvel -= (k>>5); if( t[4] > ((k>>1)-1) && t[4] < (k-(k>>3)) ) s->xvel = 0; if( t[4] < (k>>1) ) s->xvel += (k>>5); if( t[4] < ((k>>1)-(k>>3)) ) { t[4] = 0; s->xvel = k; } } else s->xvel = k; j = headspritestat[3]; while( j >= 0) { if( (sprite[j].lotag == 14) && (sh == sprite[j].hitag) && (hittype[j].temp_data[0] == t[0]) ) { sprite[j].xvel = s->xvel; // if( t[4] == 1 ) { if(hittype[j].temp_data[5] == 0) hittype[j].temp_data[5] = dist(&sprite[j],s); x = sgn( dist(&sprite[j],s)-hittype[j].temp_data[5] ); if(sprite[j].extra) x = -x; s->xvel += x; } hittype[j].temp_data[4] = t[4]; } j = nextspritestat[j]; } x = 0; case 14: if(s->owner==-1) s->owner = LocateTheLocator((short)t[3],(short)t[0]); if(s->owner == -1) { sprintf((char *)tempbuf,"Could not find any locators for SE# 6 and 14 with a hitag of %d.\n",t[3]); gameexit((char *)tempbuf); } j = ldist(&sprite[s->owner],s); if( j < 1024L ) { if(st==6) if(sprite[s->owner].hitag&1) t[4]=sc->extra; //Slow it down t[3]++; s->owner = LocateTheLocator(t[3],t[0]); if(s->owner==-1) { t[3]=0; s->owner = LocateTheLocator(0,t[0]); } } if(s->xvel) { x = getangle(sprite[s->owner].x-s->x,sprite[s->owner].y-s->y); q = getincangle(s->ang,x)>>3; t[2] += q; s->ang += q; if(s->xvel == sc->extra ) { if( (sc->floorstat&1) == 0 && (sc->ceilingstat&1) == 0 ) { if( Sound[hittype[i].lastvx].num == 0 ) spritesound(hittype[i].lastvx,i); } else if( ud.monsters_off == 0 && sc->floorpal == 0 && (sc->floorstat&1) && rnd(8) ) { p = findplayer(s,&x); if(x < 20480) { j = s->ang; s->ang = getangle(s->x-ps[p].posx,s->y-ps[p].posy); shoot(i,RPG); s->ang = j; } } } if(s->xvel <= 64 && (sc->floorstat&1) == 0 && (sc->ceilingstat&1) == 0 ) stopsound(hittype[i].lastvx); if( (sc->floorz-sc->ceilingz) < (108<<8) ) { if(ud.clipping == 0 && s->xvel >= 192) for(p=connecthead;p>=0;p=connectpoint2[p]) if(sprite[ps[p].i].extra > 0) { 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].i,s->x,s->y,s->z); quickkill(&ps[p]); } } } m = (s->xvel*sintable[(s->ang+512)&2047])>>14; x = (s->xvel*sintable[s->ang&2047])>>14; for(p = connecthead;p >= 0;p=connectpoint2[p]) if(sector[ps[p].cursectnum].lotag != 2) { if(po[p].os == s->sectnum) { po[p].ox += m; po[p].oy += x; } if(s->sectnum == sprite[ps[p].i].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].ang += q; if(numplayers > 1) { ps[p].oposx = ps[p].posx; ps[p].oposy = ps[p].posy; } if( sprite[ps[p].i].extra <= 0 ) { sprite[ps[p].i].x = ps[p].posx; sprite[ps[p].i].y = ps[p].posy; } } } j = headspritesect[s->sectnum]; while(j >= 0) { if (sprite[j].statnum != 10 && sector[sprite[j].sectnum].lotag != 2 && sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS ) { rotatepoint(s->x,s->y, sprite[j].x,sprite[j].y,q, &sprite[j].x,&sprite[j].y); sprite[j].x+= m; sprite[j].y+= x; sprite[j].ang+=q; if(numplayers > 1) { hittype[j].bposx = sprite[j].x; hittype[j].bposy = sprite[j].y; } } j = nextspritesect[j]; } ms(i); setsprite(i,s->x,s->y,s->z); if( (sc->floorz-sc->ceilingz) < (108<<8) ) { if(ud.clipping == 0 && s->xvel >= 192) for(p=connecthead;p>=0;p=connectpoint2[p]) if(sprite[ps[p].i].extra > 0) { 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].i,s->x,s->y,s->z); quickkill(&ps[p]); } } j = headspritesect[sprite[OW].sectnum]; while(j >= 0) { l = nextspritesect[j]; if (sprite[j].statnum == 1 && badguy(&sprite[j]) && sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS ) { k = sprite[j].sectnum; updatesector(sprite[j].x,sprite[j].y,&k); if( sprite[j].extra >= 0 && k == s->sectnum ) { gutsdir(&sprite[j],JIBS6,72,myconnectindex); spritesound(SQUISHED,i); deletesprite(j); } } j = l; } } } break; case 30: if(s->owner == -1) { t[3] = !t[3]; s->owner = LocateTheLocator(t[3],t[0]); } else { if(t[4] == 1) // Starting to go { if( ldist( &sprite[s->owner],s ) < (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) { l = FindDistance2D(sprite[s->owner].x-s->x,sprite[s->owner].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); s->owner = -1; s->ang += 1024; t[4] = 0; operateforcefields(i,s->hitag); j = headspritesect[s->sectnum]; while(j >= 0) { if(sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS ) { hittype[j].bposx = sprite[j].x; hittype[j].bposy = sprite[j].y; } j = nextspritesect[j]; } } } } if(s->xvel) { l = (s->xvel*sintable[(s->ang+512)&2047])>>14; x = (s->xvel*sintable[s->ang&2047])>>14; if( (sc->floorz-sc->ceilingz) < (108<<8) ) if(ud.clipping == 0) for(p=connecthead;p>=0;p=connectpoint2[p]) if(sprite[ps[p].i].extra > 0) { 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].i,s->x,s->y,s->z); quickkill(&ps[p]); } } for(p = connecthead;p >= 0;p = connectpoint2[p]) { if( sprite[ps[p].i].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; } } j = headspritesect[s->sectnum]; while(j >= 0) { if(sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS ) { if(numplayers < 2) { hittype[j].bposx = sprite[j].x; hittype[j].bposy = sprite[j].y; } sprite[j].x += l; sprite[j].y += x; if(numplayers > 1) { hittype[j].bposx = sprite[j].x; hittype[j].bposy = sprite[j].y; } } j = nextspritesect[j]; } ms(i); setsprite(i,s->x,s->y,s->z); if( (sc->floorz-sc->ceilingz) < (108<<8) ) { if(ud.clipping == 0) for(p=connecthead;p>=0;p=connectpoint2[p]) if(sprite[ps[p].i].extra > 0) { 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].i,s->x,s->y,s->z); quickkill(&ps[p]); } } j = headspritesect[sprite[OW].sectnum]; while(j >= 0) { l = nextspritesect[j]; if (sprite[j].statnum == 1 && badguy(&sprite[j]) && sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS ) { // if(sprite[j].sectnum != s->sectnum) { k = sprite[j].sectnum; updatesector(sprite[j].x,sprite[j].y,&k); if( sprite[j].extra >= 0 && k == s->sectnum ) { gutsdir(&sprite[j],JIBS6,24,myconnectindex); spritesound(SQUISHED,j); deletesprite(j); } } } j = l; } } } break; case 2://Quakes 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; KILLIT(i); } else { if( (t[0]&31) == 8 ) { earthquaketime = 48; spritesound(EARTHQUAKE,ps[screenpeek].i); } if( klabs( sc->floorheinum-t[5] ) < 8 ) sc->floorheinum = t[5]; else sc->floorheinum += ( sgn(t[5]-sc->floorheinum)<<4 ); } m = (s->xvel*sintable[(s->ang+512)&2047])>>14; x = (s->xvel*sintable[s->ang&2047])>>14; for(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; } j = headspritesect[s->sectnum]; while(j >= 0) { nextj = nextspritesect[j]; if (sprite[j].picnum != SECTOREFFECTOR) { sprite[j].x+=m; sprite[j].y+=x; setsprite(j,sprite[j].x,sprite[j].y,sprite[j].z); } j = nextj; } ms(i); setsprite(i,s->x,s->y,s->z); } break; //Flashing sector lights after reactor EXPLOSION2 case 3: if( t[4] == 0 ) break; p = findplayer(s,&x); // if(t[5] > 0) { t[5]--; break; } if( (global_random/(sh+1)&31) < 4 && !t[2]) { // t[5] = 4+(global_random&7); sc->ceilingpal = s->owner>>8; sc->floorpal = s->owner&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]; 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; } } } break; case 4: 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 = s->owner>>8; sc->floorpal = s->owner&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]; wal = &wall[sc->wallptr]; for(x=sc->wallnum;x > 0; x--,wal++) { if(j) wal->pal = (s->owner&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; } } j = headspritesect[SECT]; while(j >= 0) { if(sprite[j].cstat&16) { if (sc->ceilingstat&1) sprite[j].shade = sc->ceilingshade; else sprite[j].shade = sc->floorshade; } j = nextspritesect[j]; } if(t[4]) KILLIT(i); break; //BOSS case 5: p = findplayer(s,&x); if(x < 8192) { j = s->ang; s->ang = getangle(s->x-ps[p].posx,s->y-ps[p].posy); shoot(i,FIRELASER); s->ang = j; } if(s->owner==-1) //Start search { t[4]=0; l = 0x7fffffff; while(1) //Find the shortest dist { s->owner = LocateTheLocator((short)t[4],-1); //t[0] hold sectnum if(s->owner==-1) break; m = ldist(&sprite[ps[p].i],&sprite[s->owner]); if(l > m) { q = s->owner; l = m; } t[4]++; } s->owner = q; s->zvel = ksgn(sprite[q].z-s->z)<<4; } if(ldist(&sprite[s->owner],s) < 1024) { short ta; ta = s->ang; s->ang = getangle(ps[p].posx-s->x,ps[p].posy-s->y); s->ang = ta; s->owner = -1; goto BOLT; } else s->xvel=256; x = getangle(sprite[s->owner].x-s->x,sprite[s->owner].y-s->y); 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; } IFHIT { t[3]++; if(t[3] == 5) { s->zvel += 1024; FTA(7,&ps[myconnectindex],0); } } s->z += s->zvel; sc->ceilingz += s->zvel; sector[t[0]].ceilingz += s->zvel; ms(i); setsprite(i,s->x,s->y,s->z); break; case 8: case 9: // work only if its moving j = -1; if(hittype[i].temp_data[4]) { hittype[i].temp_data[4]++; if( hittype[i].temp_data[4] > 8 ) KILLIT(i); j = 1; } else j = getanimationgoal(&sc->ceilingz); if( j >= 0 ) { short sn; if( (sc->lotag&0x8000) || hittype[i].temp_data[4] ) x = -t[3]; else x = t[3]; if ( st == 9 ) x = -x; j = headspritestat[3]; while(j >= 0) { if( ((sprite[j].lotag) == st ) && (sprite[j].hitag) == sh ) { sn = sprite[j].sectnum; m = sprite[j].shade; wal = &wall[sector[sn].wallptr]; for(l=sector[sn].wallnum;l>0;l--,wal++) { if( wal->hitag != 1 ) { wal->shade+=x; if(wal->shade < m) wal->shade = m; else if(wal->shade > hittype[j].temp_data[2]) wal->shade = hittype[j].temp_data[2]; if(wal->nextwall >= 0) if(wall[wal->nextwall].hitag != 1) wall[wal->nextwall].shade = wal->shade; } } sector[sn].floorshade += x; sector[sn].ceilingshade += x; if(sector[sn].floorshade < m) sector[sn].floorshade = m; else if(sector[sn].floorshade > hittype[j].temp_data[0]) sector[sn].floorshade = hittype[j].temp_data[0]; if(sector[sn].ceilingshade < m) sector[sn].ceilingshade = m; else if(sector[sn].ceilingshade > hittype[j].temp_data[1]) sector[sn].ceilingshade = hittype[j].temp_data[1]; } j = nextspritestat[j]; } } break; case 10: if( (sc->lotag&0xff) == 27 || ( sc->floorz > sc->ceilingz && (sc->lotag&0xff) != 23 ) || sc->lotag == (short) 32791 ) { j = 1; if( (sc->lotag&0xff) != 27) for(p=connecthead;p>=0;p=connectpoint2[p]) if( sc->lotag != 30 && sc->lotag != 31 && sc->lotag != 0 ) if(s->sectnum == sprite[ps[p].i].sectnum) j = 0; if(j == 1) { if(t[0] > sh ) switch(sector[s->sectnum].lotag) { case 20: case 21: case 22: case 26: if( getanimationgoal(§or[s->sectnum].ceilingz) >= 0 ) break; default: activatebysector(s->sectnum,i); t[0] = 0; break; } else t[0]++; } } else t[0]=0; break; case 11: //Swingdoor if( t[5] > 0) { t[5]--; break; } if( t[4] ) { short startwall,endwall; startwall = sc->wallptr; endwall = startwall+sc->wallnum; for(j=startwall;j<endwall;j++) { k = headspritestat[1]; while(k >= 0) { if( sprite[k].extra > 0 && badguy(&sprite[k]) && clipinsidebox(sprite[k].x,sprite[k].y,j,256L) == 1 ) goto BOLT; k = nextspritestat[k]; } k = headspritestat[10]; while(k >= 0) { if( sprite[k].owner >= 0 && clipinsidebox(sprite[k].x,sprite[k].y,j,144L) == 1 ) { t[5] = 8; // Delay k = (SP>>3)*t[3]; t[2]-=k; t[4]-=k; ms(i); setsprite(i,s->x,s->y,s->z); goto BOLT; } k = nextspritestat[k]; } } k = (SP>>3)*t[3]; t[2]+=k; t[4]+=k; ms(i); setsprite(i,s->x,s->y,s->z); if(t[4] <= -511 || t[4] >= 512) { t[4] = 0; t[2] &= 0xffffff00; ms(i); setsprite(i,s->x,s->y,s->z); break; } } break; case 12: if( t[0] == 3 || t[3] == 1 ) //Lights going off { sc->floorpal = 0; sc->ceilingpal = 0; wal = &wall[sc->wallptr]; for(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; j = headspritesect[SECT]; while(j >= 0) { if(sprite[j].cstat&16) { if (sc->ceilingstat&1) sprite[j].shade = sc->ceilingshade; else sprite[j].shade = sc->floorshade; } j = nextspritesect[j]; } if(t[3] == 1) KILLIT(i); } if( t[0] == 1 ) //Lights flickering on { if( sc->floorshade > s->shade ) { sc->floorpal = s->pal; sc->ceilingpal = s->pal; sc->floorshade -= 2; sc->ceilingshade -= 2; wal = &wall[sc->wallptr]; for(j=sc->wallnum;j>0;j--,wal++) if(wal->hitag != 1) { wal->pal = s->pal; wal->shade -= 2; } } else t[0] = 2; j = headspritesect[SECT]; while(j >= 0) { if(sprite[j].cstat&16) { if (sc->ceilingstat&1) sprite[j].shade = sc->ceilingshade; else sprite[j].shade = sc->floorshade; } j = nextspritesect[j]; } } break; case 13: if( t[2] ) { j = (SP<<5)|1; if( s->ang == 512 ) { if( s->owner ) { if( klabs(t[0]-sc->ceilingz) >= j ) sc->ceilingz += sgn(t[0]-sc->ceilingz)*j; else sc->ceilingz = t[0]; } else { if( klabs(t[1]-sc->floorz) >= j ) sc->floorz += sgn(t[1]-sc->floorz)*j; else sc->floorz = t[1]; } } else { if( klabs(t[1]-sc->floorz) >= j ) sc->floorz += sgn(t[1]-sc->floorz)*j; else sc->floorz = t[1]; if( klabs(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) { 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) KILLIT(i); } if( t[2] == 4 && s->ang != 512) for(x=0;x<7;x++) RANDOMSCRAP; break; case 15: if(t[4]) { s->xvel = 16; if(t[4] == 1) //Opening { if( t[3] >= (SP>>3) ) { t[4] = 0; //Turn off the sliders callsound(s->sectnum,i); break; } t[3]++; } else if(t[4] == 2) { if(t[3]<1) { t[4] = 0; callsound(s->sectnum,i); break; } t[3]--; } ms(i); setsprite(i,s->x,s->y,s->z); } break; case 16: //Reactor 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..... j = headspritesect[s->sectnum]; while(j >= 0) { if(sprite[j].picnum == REACTOR || sprite[j].picnum == REACTOR2) break; j = nextspritesect[j]; } if(j == -1) { KILLIT(i); } else s->shade=1; } if(s->shade) sc->ceilingz+=1024; else sc->ceilingz-=512; ms(i); setsprite(i,s->x,s->y,s->z); break; case 17: q = t[0]*(SP<<2); sc->ceilingz += q; sc->floorz += q; j = headspritesect[s->sectnum]; while(j >= 0) { if(sprite[j].statnum == 10 && sprite[j].owner >= 0) { p = sprite[j].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( sprite[j].statnum != 3 ) { hittype[j].bposz = sprite[j].z; sprite[j].z += q; } hittype[j].floorz = sc->floorz; hittype[j].ceilingz = sc->ceilingz; j = nextspritesect[j]; } if( t[0] ) if(t[0]) //If in motion { if( klabs(sc->floorz-t[2]) <= SP) { activatewarpelevators(i,0); break; } if(t[0]==-1) { if( sc->floorz > t[3] ) break; } else if( sc->ceilingz < t[4] ) break; if( t[1] == 0 ) break; t[1] = 0; j = headspritestat[3]; while(j >= 0) { if( i != j && (sprite[j].lotag) == 17) if( (sc->hitag-t[0]) == (sector[sprite[j].sectnum].hitag) && sh == (sprite[j].hitag)) break; j = nextspritestat[j]; } if(j == -1) break; k = headspritesect[s->sectnum]; while(k >= 0) { nextk = nextspritesect[k]; if(sprite[k].statnum == 10 && sprite[k].owner >= 0) { p = sprite[k].yvel; ps[p].posx += sprite[j].x-s->x; ps[p].posy += sprite[j].y-s->y; ps[p].posz = sector[sprite[j].sectnum].floorz-(sc->floorz-ps[p].posz); hittype[k].floorz = sector[sprite[j].sectnum].floorz; hittype[k].ceilingz = sector[sprite[j].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 = hittype[k].floorz; ps[p].truecz = hittype[k].ceilingz; ps[p].bobcounter = 0; changespritesect(k,sprite[j].sectnum); ps[p].cursectnum = sprite[j].sectnum; } else if( sprite[k].statnum != 3 ) { sprite[k].x += sprite[j].x-s->x; sprite[k].y += sprite[j].y-s->y; sprite[k].z = sector[sprite[j].sectnum].floorz- (sc->floorz-sprite[k].z); hittype[k].bposx = sprite[k].x; hittype[k].bposy = sprite[k].y; hittype[k].bposz = sprite[k].z; changespritesect(k,sprite[j].sectnum); setsprite(k,sprite[k].x,sprite[k].y,sprite[k].z); hittype[k].floorz = sector[sprite[j].sectnum].floorz; hittype[k].ceilingz = sector[sprite[j].sectnum].ceilingz; } k = nextk; } } break; case 18: if(t[0]) { if(s->pal) { if(s->ang == 512) { sc->ceilingz -= sc->extra; if(sc->ceilingz <= t[1]) { sc->ceilingz = t[1]; KILLIT(i); } } else { sc->floorz += sc->extra; j = headspritesect[s->sectnum]; while(j >= 0) { if(sprite[j].picnum == APLAYER && sprite[j].owner >= 0) if( ps[sprite[j].yvel].on_ground == 1 ) ps[sprite[j].yvel].posz += sc->extra; if( sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4) { hittype[j].bposz = sprite[j].z += sc->extra; hittype[j].floorz = sc->floorz; } j = nextspritesect[j]; } if(sc->floorz >= t[1]) { sc->floorz = t[1]; KILLIT(i); } } } else { if(s->ang == 512) { sc->ceilingz += sc->extra; if(sc->ceilingz >= s->z) { sc->ceilingz = s->z; KILLIT(i); } } else { sc->floorz -= sc->extra; j = headspritesect[s->sectnum]; while(j >= 0) { if(sprite[j].picnum == APLAYER && sprite[j].owner >= 0) if( ps[sprite[j].yvel].on_ground == 1 ) ps[sprite[j].yvel].posz -= sc->extra; if( sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4) { hittype[j].bposz = sprite[j].z -= sc->extra; hittype[j].floorz = sc->floorz; } j = nextspritesect[j]; } if(sc->floorz <= s->z) { sc->floorz = s->z; KILLIT(i); } } } t[2]++; if(t[2] >= s->hitag) { t[2] = 0; t[0] = 0; } } break; case 19: //Battlestar galactia shields 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 += SP; else { sc->ceilingz = sc->floorz; j = headspritestat[3]; while(j >= 0) { if(sprite[j].lotag == 0 && sprite[j].hitag==sh) { q = sprite[sprite[j].owner].sectnum; sector[sprite[j].sectnum].floorpal = sector[sprite[j].sectnum].ceilingpal = sector[q].floorpal; sector[sprite[j].sectnum].floorshade = sector[sprite[j].sectnum].ceilingshade = sector[q].floorshade; hittype[sprite[j].owner].temp_data[0] = 2; } j = nextspritestat[j]; } KILLIT(i); } } else //Not hit yet { IFHITSECT { FTA(8,&ps[myconnectindex],0); l = headspritestat[3]; while(l >= 0) { x = sprite[l].lotag&0x7fff; switch( x ) { case 0: if(sprite[l].hitag == sh) { q = sprite[l].sectnum; sector[q].floorshade = sector[q].ceilingshade = sprite[sprite[l].owner].shade; sector[q].floorpal = sector[q].ceilingpal = sprite[sprite[l].owner].pal; } break; case 1: case 12: // case 18: case 19: if( sh == sprite[l].hitag ) if( hittype[l].temp_data[0] == 0 ) { hittype[l].temp_data[0] = 1; //Shut them all on sprite[l].owner = i; } break; } l = nextspritestat[l]; } } } break; case 20: //Extend-o-bridge if( t[0] == 0 ) break; if( t[0] == 1 ) s->xvel = 8; else s->xvel = -8; if( s->xvel ) //Moving { x = (s->xvel*sintable[(s->ang+512)&2047])>>14; l = (s->xvel*sintable[s->ang&2047])>>14; t[3] += s->xvel; s->x += x; s->y += l; if( t[3] <= 0 || (t[3]>>6) >= (SP>>6) ) { s->x -= x; s->y -= l; t[0] = 0; callsound(s->sectnum,i); break; } j = headspritesect[s->sectnum]; while(j >= 0) { nextj = nextspritesect[j]; if( sprite[j].statnum != 3 && sprite[j].zvel == 0) { sprite[j].x += x; sprite[j].y += l; setsprite(j,sprite[j].x,sprite[j].y,sprite[j].z); if( sector[sprite[j].sectnum].floorstat&2 ) if(sprite[j].statnum == 2) makeitfall(j); } j = nextj; } 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(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].i,ps[p].posx,ps[p].posy,ps[p].posz+PHEIGHT); } sc->floorxpanning-=x>>3; sc->floorypanning-=l>>3; sc->ceilingxpanning-=x>>3; sc->ceilingypanning-=l>>3; } break; case 21: // Cascading effect { int32_t *lp; if (t[0] == 0) break; 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 = ksgn(s->z - *lp) * (SP << 4); t[0]++; } if (sc->extra == 0) { *lp += s->zvel; if (klabs(*lp - s->z) < 1024) { *lp = s->z; KILLIT(i); //All done } } else sc->extra--; break; } case 22: if( t[1] ) { if(getanimationgoal(§or[t[0]].ceilingz) >= 0) sc->ceilingz += sc->extra*9; else t[1] = 0; } break; case 24: case 34: if(t[4]) break; x = (SP*sintable[(s->ang+512)&2047])>>18; l = (SP*sintable[s->ang&2047])>>18; k = 0; j = headspritesect[s->sectnum]; while(j >= 0) { nextj = nextspritesect[j]; if(sprite[j].zvel >= 0) switch(sprite[j].statnum) { case 5: switch(sprite[j].picnum) { case BLOODPOOL: case PUKE: case FOOTPRINTS: case FOOTPRINTS2: case FOOTPRINTS3: case FOOTPRINTS4: case BULLETHOLE: case BLOODSPLAT1: case BLOODSPLAT2: case BLOODSPLAT3: case BLOODSPLAT4: sprite[j].xrepeat = sprite[j].yrepeat = 0; j = nextj; continue; case LASERLINE: j = nextj; continue; } case 6: if(sprite[j].picnum == TRIPBOMB) break; case 1: case 0: if( sprite[j].picnum == BOLT1 || sprite[j].picnum == BOLT1+1 || sprite[j].picnum == BOLT1+2 || sprite[j].picnum == BOLT1+3 || sprite[j].picnum == SIDEBOLT1 || sprite[j].picnum == SIDEBOLT1+1 || sprite[j].picnum == SIDEBOLT1+2 || sprite[j].picnum == SIDEBOLT1+3 || wallswitchcheck(j) ) break; if( !(sprite[j].picnum >= CRANE && sprite[j].picnum <= (CRANE+3))) { if( sprite[j].z > (hittype[j].floorz-(16<<8)) ) { hittype[j].bposx = sprite[j].x; hittype[j].bposy = sprite[j].y; sprite[j].x += x>>2; sprite[j].y += l>>2; setsprite(j,sprite[j].x,sprite[j].y,sprite[j].z); if( sector[sprite[j].sectnum].floorstat&2 ) if(sprite[j].statnum == 2) makeitfall(j); } } break; } j = nextj; } p = myconnectindex; if(ps[p].cursectnum == s->sectnum && ps[p].on_ground) if( klabs(ps[p].posz-ps[p].truefz) < PHEIGHT+(9<<8) ) { fricxv += x<<3; fricyv += l<<3; } sc->floorxpanning += SP>>7; break; case 35: if(sc->ceilingz > s->z) for(j = 0;j < 8;j++) { s->ang += TRAND&511; k = spawn(i,SMALLSMOKE); sprite[k].xvel = 96+(TRAND&127); ssp(k,CLIPMASK0); setsprite(k,sprite[k].x,sprite[k].y,sprite[k].z); if( rnd(16) ) spawn(i,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; } break; case 25: //PISTONS if( t[4] == 0 ) break; if(sc->floorz <= sc->ceilingz) s->shade = 0; else if( sc->ceilingz <= t[3]) s->shade = 1; if(s->shade) { sc->ceilingz += SP<<4; if(sc->ceilingz > sc->floorz) sc->ceilingz = sc->floorz; } else { sc->ceilingz -= SP<<4; if(sc->ceilingz < t[3]) sc->ceilingz = t[3]; } break; case 26: s->xvel = 32; l = (s->xvel*sintable[(s->ang+512)&2047])>>14; x = (s->xvel*sintable[s->ang&2047])>>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; j = headspritesect[s->sectnum]; while( j >= 0 ) { nextj = nextspritesect[j]; if(sprite[j].statnum != 3 && sprite[j].statnum != 10) { hittype[j].bposx = sprite[j].x; hittype[j].bposy = sprite[j].y; sprite[j].x += l; sprite[j].y += x; sprite[j].z += s->zvel; setsprite(j,sprite[j].x,sprite[j].y,sprite[j].z); } j = nextj; } p = myconnectindex; if(sprite[ps[p].i].sectnum == s->sectnum && ps[p].on_ground) { fricxv += l<<5; fricyv += x<<5; } for(p = connecthead;p >= 0;p = connectpoint2[p]) if(sprite[ps[p].i].sectnum == s->sectnum && ps[p].on_ground) ps[p].posz += s->zvel; ms(i); setsprite(i,s->x,s->y,s->z); break; case 27: if(ud.recstat == 0) break; hittype[i].tempang = s->ang; p = findplayer(s,&x); // FIX_00013: 3rd person camera view during demo playback can now be // turned off (no need to use hacked no-camera maps anymore) if( /*sprite[ps[p].i].extra > 0 && myconnectindex == screenpeek */ 0) // xduke remove camera view for the 1st player (notice myconnectindex is == 1 when replaying, dosent matter who recorded) { if( t[0] < 0 ) { ud.camerasprite = i; t[0]++; } else if(ud.recstat == 2 && ps[p].newowner == -1) { if(cansee(s->x,s->y,s->z,SECT,ps[p].posx,ps[p].posy,ps[p].posz,ps[p].cursectnum)) { if(x < (uint32_t)sh) { ud.camerasprite = i; t[0] = 999; s->ang += getincangle(s->ang,getangle(ps[p].posx-s->x,ps[p].posy-s->y))>>3; SP = 100+((s->z-ps[p].posz)/257); } else if(t[0] == 999) { if(ud.camerasprite == i) t[0] = 0; else t[0] = -10; ud.camerasprite = i; } } else { s->ang = getangle(ps[p].posx-s->x,ps[p].posy-s->y); if(t[0] == 999) { if(ud.camerasprite == i) t[0] = 0; else t[0] = -20; ud.camerasprite = i; } } } } break; case 28: if(t[5] > 0) { t[5]--; break; } if(T1 == 0) { p = findplayer(s,&x); if( x > 15500 ) break; T1 = 1; T2 = 64 + (TRAND&511); T3 = 0; } else { T3++; if(T3 > T2) { T1 = 0; ps[screenpeek].visibility = ud.const_visibility; break; } else if( T3 == (T2>>1) ) spritesound(THUNDER,i); else if(T3 == (T2>>3) ) spritesound(LIGHTNING_SLAP,i); else if( T3 == (T2>>2) ) { j = headspritestat[0]; while(j >= 0) { if( sprite[j].picnum == NATURALLIGHTNING && sprite[j].hitag == s->hitag) sprite[j].cstat |= 32768; j = nextspritestat[j]; } } else if(T3 > (T2>>3) && T3 < (T2>>2) ) { if( cansee(s->x,s->y,s->z,s->sectnum,ps[screenpeek].posx,ps[screenpeek].posy,ps[screenpeek].posz,ps[screenpeek].cursectnum ) ) j = 1; else j = 0; if( rnd(192) && (T3&1) ) { if(j) ps[screenpeek].visibility = 0; } else if(j) ps[screenpeek].visibility = ud.const_visibility; j = headspritestat[0]; while(j >= 0) { if( sprite[j].picnum == NATURALLIGHTNING && sprite[j].hitag == s->hitag) { if ( rnd(32) && (T3&1) ) { sprite[j].cstat &= 32767; spawn(j,SMALLSMOKE); p = findplayer(s,&x); x = ldist(&sprite[ps[p].i], &sprite[j]); if( x < 768 ) { if(Sound[DUKE_LONGTERM_PAIN].num < 1) spritesound(DUKE_LONGTERM_PAIN,ps[p].i); spritesound(SHORT_CIRCUIT,ps[p].i); sprite[ps[p].i].extra -= 8+(TRAND&7); ps[p].pals_time = 32; ps[p].pals[0] = 16; ps[p].pals[1] = 0; ps[p].pals[2] = 0; } break; } else sprite[j].cstat |= 32768; } j = nextspritestat[j]; } } } break; case 29: s->hitag += 64; l = mulscale12((int32_t)s->yvel,sintable[s->hitag&2047]); sc->floorz = s->z + l; break; case 31: // True Drop Floor if(t[0] == 1) { // Choose dir if(t[3] > 0) { t[3]--; break; } if(t[2] == 1) // Retract { if(SA != 1536) { if( klabs( sc->floorz - s->z ) < SP ) { sc->floorz = s->z; t[2] = 0; t[0] = 0; t[3] = s->hitag; callsound(s->sectnum,i); } else { l = sgn(s->z-sc->floorz)*SP; sc->floorz += l; j = headspritesect[s->sectnum]; while(j >= 0) { if(sprite[j].picnum == APLAYER && sprite[j].owner >= 0) if( ps[sprite[j].yvel].on_ground == 1 ) ps[sprite[j].yvel].posz += l; if( sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4) { hittype[j].bposz = sprite[j].z += l; hittype[j].floorz = sc->floorz; } j = nextspritesect[j]; } } } else { if( klabs( sc->floorz - t[1] ) < SP ) { sc->floorz = t[1]; callsound(s->sectnum,i); t[2] = 0; t[0] = 0; t[3] = s->hitag; } else { l = sgn(t[1]-sc->floorz)*SP; sc->floorz += l; j = headspritesect[s->sectnum]; while(j >= 0) { if(sprite[j].picnum == APLAYER && sprite[j].owner >= 0) if( ps[sprite[j].yvel].on_ground == 1 ) ps[sprite[j].yvel].posz += l; if( sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4 ) { hittype[j].bposz = sprite[j].z += l; hittype[j].floorz = sc->floorz; } j = nextspritesect[j]; } } } break; } if( (s->ang&2047) == 1536) { if( klabs( s->z-sc->floorz ) < SP ) { callsound(s->sectnum,i); t[0] = 0; t[2] = 1; t[3] = s->hitag; } else { l = sgn(s->z-sc->floorz)*SP; sc->floorz += l; j = headspritesect[s->sectnum]; while(j >= 0) { if(sprite[j].picnum == APLAYER && sprite[j].owner >= 0) if( ps[sprite[j].yvel].on_ground == 1 ) ps[sprite[j].yvel].posz += l; if( sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4 ) { hittype[j].bposz = sprite[j].z += l; hittype[j].floorz = sc->floorz; } j = nextspritesect[j]; } } } else { if( klabs( sc->floorz-t[1] ) < SP ) { t[0] = 0; callsound(s->sectnum,i); t[2] = 1; t[3] = s->hitag; } else { l = sgn(s->z-t[1])*SP; sc->floorz -= l; j = headspritesect[s->sectnum]; while(j >= 0) { if(sprite[j].picnum == APLAYER && sprite[j].owner >= 0) if( ps[sprite[j].yvel].on_ground == 1 ) ps[sprite[j].yvel].posz -= l; if(sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4 ) { hittype[j].bposz = sprite[j].z -= l; hittype[j].floorz = sc->floorz; } j = nextspritesect[j]; } } } } break; case 32: // True Drop Ceiling if(t[0] == 1) { // Choose dir if(t[2] == 1) // Retract { if(SA != 1536) { if( klabs( sc->ceilingz - s->z ) < (SP<<1) ) { sc->ceilingz = s->z; callsound(s->sectnum,i); t[2] = 0; t[0] = 0; } else sc->ceilingz += sgn(s->z-sc->ceilingz)*SP; } else { if( klabs( sc->ceilingz - t[1] ) < (SP<<1) ) { sc->ceilingz = t[1]; callsound(s->sectnum,i); t[2] = 0; t[0] = 0; } else sc->ceilingz += sgn(t[1]-sc->ceilingz)*SP; } break; } if( (s->ang&2047) == 1536) { if( klabs(sc->ceilingz-s->z ) < (SP<<1) ) { t[0] = 0; t[2] = !t[2]; callsound(s->sectnum,i); sc->ceilingz = s->z; } else sc->ceilingz += sgn(s->z-sc->ceilingz)*SP; } else { if( klabs(sc->ceilingz-t[1] ) < (SP<<1) ) { t[0] = 0; t[2] = !t[2]; callsound(s->sectnum,i); } else sc->ceilingz -= sgn(s->z-t[1])*SP; } } break; case 33: if( earthquaketime > 0 && (TRAND&7) == 0 ) RANDOMSCRAP; break; case 36: if( t[0] ) { if( t[0] == 1 ) shoot(i,sc->extra); else if( t[0] == 26*5 ) t[0] = 0; t[0]++; } break; case 128: //SE to control glass breakage 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 break; 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); KILLIT(i); } break; case 130: if(t[0] > 80) { KILLIT(i); } else t[0]++; x = sc->floorz-sc->ceilingz; if( rnd(64) ) { k = spawn(i,EXPLOSION2); sprite[k].xrepeat = sprite[k].yrepeat = 2+(TRAND&7); sprite[k].z = sc->floorz-(TRAND%x); sprite[k].ang += 256-(TRAND%511); sprite[k].xvel = TRAND&127; ssp(k,CLIPMASK0); } break; case 131: if(t[0] > 40) { KILLIT(i); } else t[0]++; x = sc->floorz-sc->ceilingz; if( rnd(32) ) { k = spawn(i,EXPLOSION2); sprite[k].xrepeat = sprite[k].yrepeat = 2+(TRAND&3); sprite[k].z = sc->floorz-(TRAND%x); sprite[k].ang += 256-(TRAND%511); sprite[k].xvel = TRAND&127; ssp(k,CLIPMASK0); } break; } BOLT: i = nexti; } //Sloped sin-wave floors! for(i=headspritestat[3];i>=0;i=nextspritestat[i]) { s = &sprite[i]; if (s->lotag != 29) continue; sc = §or[s->sectnum]; if (sc->wallnum != 4) continue; wal = &wall[sc->wallptr+2]; alignflorslope(s->sectnum,wal->x,wal->y,sector[wal->nextsector].floorz); } }