duke3d/actors.c

7139 lines
234 KiB
C
Executable File

//-------------------------------------------------------------------------
/*
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
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "duke3d.h"
extern char numenvsnds,actor_tog;
// this should be a proper prototype included from a header file
void updateinterpolations() //Stick at beginning of domovethings
{
long i;
for(i=numinterpolations-1;i>=0;i--) oldipos[i] = *curipos[i];
}
void setinterpolation(long *posptr)
{
long 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(long *posptr)
{
long 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(long smoothratio) //Stick at beginning of drawscreen
{
long 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
{
long i;
for(i=numinterpolations-1;i>=0;i--) *curipos[i] = bakipos[i];
}
long ceilingspace(short sectnum)
{
if( (sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 )
{
switch(sector[sectnum].ceilingpicnum)
{
case MOONSKY1:
case BIGORBIT1:
return 1;
}
}
return 0;
}
long floorspace(short sectnum)
{
if( (sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 )
{
switch(sector[sectnum].floorpicnum)
{
case MOONSKY1:
case BIGORBIT1:
return 1;
}
}
return 0;
}
void addammo( short weapon,struct player_struct *p,short 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,short weapon)
{
if ( p->gotweapon[weapon] == 0 )
{
p->gotweapon[weapon] = 1;
if(weapon == SHRINKER_WEAPON)
p->gotweapon[GROW_WEAPON] = 1;
}
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;
}
}
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];
#ifdef VOLUMEONE
if(weap > 6) continue;
#endif
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;
}
}
*/
long ifsquished(short i, short p)
{
sectortype *sc;
char squishme;
long floorceildist;
if(PN == APLAYER && ud.clipping)
return 0;
sc = &sector[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]);
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, long r, long hp1, long hp2, long hp3, long hp4 )
{
spritetype *s,*sj;
walltype *wal;
long d, q, x1, y1;
long sectcnt, sectend, dasect, startwall, endwall, nextsect;
short j,k,p,x,nextj,sect;
char 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,&sect);
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[(int)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;
}
}
}
short movesprite(short spritenum, long xchange, long ychange, long zchange, unsigned long cliptype)
{
long daz,h, oldx, oldy;
short retval, dasectnum, a, cd;
char 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 = ((tilesizy[sprite[spritenum].picnum]*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),(long)(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,unsigned long cliptype) //The set sprite function
{
spritetype *s;
long 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)
{
long gutz,floorz;
short i,a,j;
char sx,sy;
signed char 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)
{
long gutz,floorz;
short i,a,j;
char 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)
{
long 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;
long 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)
{
long 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, k, 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;
char 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;
long 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++;
ssp(i,CLIPMASK0); //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;
long 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 && (unsigned)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+((unsigned)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;
long 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=0, j=0, k=0, m=0, nexti=0, nextj=0, nextk=0, p=0, q=0, sect=0;
long l=0l, x=0l, *t=NULL, x1=0l, y1=0l;
spritetype *s=NULL;
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;
}
ssp(i,CLIPMASK0); //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);
ssp(i,CLIPMASK0); //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;
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)
{
long 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, tempsect;
long dax,day,daz, x, l, ll, x1, y1;
unsigned long 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)
{
char warpspriteto;
short i, j, k, l, p, sect, sectlotag, nexti, nextj, nextk;
long 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)
{
long x, m, l, *t;
short a, i, j, nexti, nextj, sect, p;
spritetype *s;
unsigned short 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, k, nexti, sect, p;
long 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:
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
{
long q=0l, l=0l, m=0l, x=0l, st=0l, j=0l, *t=NULL;
short i=0, k=0, nexti=0, nextk=0, p=0, sh=0, nextj=0;
spritetype *s=NULL;
sectortype *sc=NULL;
walltype *wal=NULL;
fricxv = fricyv = 0;
i = headspritestat[3];
while(i >= 0)
{
nexti = nextspritestat[i];
s = &sprite[i];
sc = &sector[s->sectnum];
st = s->lotag;
sh = s->hitag;
t = &hittype[i].temp_data[0];
switch(st)
{
case 0:
{
long 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(tempbuf,"Could not find any locators for SE# 6 and 14 with a hitag of %ld.\n",t[3]);
gameexit(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]);
}
}
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(&sector[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]);
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
if( t[0] == 0 ) break;
if( s->ang == 1536 )
l = (long) &sc->ceilingz;
else
l = (long) &sc->floorz;
if( t[0] == 1 ) //Decide if the s->sectnum should go up or down
{
s->zvel = ksgn(s->z-*(long *)l) * (SP<<4);
t[0]++;
}
if( sc->extra == 0 )
{
*(long *)l += s->zvel;
if(klabs(*(long *)l-s->z) < 1024)
{
*(long *)l = s->z;
KILLIT(i); //All done
}
}
else sc->extra--;
break;
case 22:
if( t[1] )
{
if(getanimationgoal(&sector[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);
if( sprite[ps[p].i].extra > 0 && myconnectindex == screenpeek)
{
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((unsigned)x < (unsigned)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((long)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 = &sector[s->sectnum];
if (sc->wallnum != 4) continue;
wal = &wall[sc->wallptr+2];
alignflorslope(s->sectnum,wal->x,wal->y,sector[wal->nextsector].floorz);
}
}