/
sprite.cpp
6996 lines (5758 loc) · 191 KB
/
sprite.cpp
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//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "names2.h"
#include "panel.h"
#include "misc.h"
#include "tags.h"
#include "ai.h"
#include "light.h"
#include "break.h"
#include "network.h"
#include "pal.h"
#include "sounds.h"
#include "interpolate.h"
#include "interpso.h"
#include "sprite.h"
#include "weapon.h"
#include "jsector.h"
#include "misc.h"
#include "player.h"
#include "quotemgr.h"
#include "v_text.h"
#include "gamecontrol.h"
#include "gamefuncs.h"
BEGIN_SW_NS
int SetupCoolie(DSWActor*);
int SetupNinja(DSWActor*);
int SetupGoro(DSWActor*);
int SetupCoolg(DSWActor*);
int SetupEel(DSWActor*);
int SetupSumo(DSWActor*);
int SetupZilla(DSWActor*);
int SetupToiletGirl(DSWActor*);
int SetupWashGirl(DSWActor*);
int SetupCarGirl(DSWActor*);
int SetupMechanicGirl(DSWActor*);
int SetupSailorGirl(DSWActor*);
int SetupPruneGirl(DSWActor*);
int SetupTrashCan(DSWActor*);
int SetupBunny(DSWActor*);
int SetupRipper(DSWActor*);
int SetupRipper2(DSWActor*);
int SetupSerp(DSWActor*);
int SetupLava(DSWActor* actor);
int SetupSkel(DSWActor*);
int SetupHornet(DSWActor*);
int SetupSkull(DSWActor*);
int SetupBetty(DSWActor*);
int SetupPachinkoLight(DSWActor*);
int SetupPachinko1(DSWActor*);
int SetupPachinko2(DSWActor*);
int SetupPachinko3(DSWActor*);
int SetupPachinko4(DSWActor*);
int SetupGirlNinja(DSWActor*);
ANIMATOR DoVator, DoVatorAuto;
ANIMATOR DoRotator;
ANIMATOR DoSlidor;
ANIMATOR DoSpike, DoSpikeAuto;
ANIMATOR DoLavaErupt;
int DoSlidorInstantClose(DSWActor*);
void InitWeaponRocket(PLAYERp);
void InitWeaponUzi(PLAYERp);
int MoveSkip4, MoveSkip2, MoveSkip8;
int MinEnemySkill;
extern STATE s_CarryFlag[];
extern STATE s_CarryFlagNoDet[];
// beware of mess... :(
static int globhiz, globloz;
static Collision globhihit, globlohit;
short wait_active_check_offset;
int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
void SetSectorWallBits(sectortype* sect, int bit_mask, bool set_sectwall, bool set_nextwall);
int DoActorDebris(DSWActor* actor);
void ActorWarpUpdatePos(DSWActor*,sectortype* sect);
void ActorWarpType(DSWActor* sp, DSWActor* act_warp);
int MissileZrange(DSWActor*);
#define ACTIVE_CHECK_TIME (3*120)
TRACK Track[MAX_TRACKS];
SECTOR_OBJECT SectorObject[MAX_SECTOR_OBJECTS];
int DirArr[] = {NORTH, NE, EAST, SE, SOUTH, SW, WEST, NW, NORTH, NE, EAST, SE, SOUTH, SW, WEST, NW};
#define SCROLL_RATE 20
#define SCROLL_FIRE_RATE 20
STATE s_DebrisNinja[] =
{
{NINJA_DIE + 3, 100, DoActorDebris, &s_DebrisNinja[0]},
};
STATE s_DebrisRat[] =
{
{750, 100, DoActorDebris, &s_DebrisRat[0]},
};
STATE s_DebrisCrab[] =
{
{423, 100, DoActorDebris, &s_DebrisCrab[0]},
};
STATE s_DebrisStarFish[] =
{
{426, 100, DoActorDebris, &s_DebrisStarFish[0]},
};
ANIMATOR DoGet, DoKey, DoSpriteFade;
// temporary
#define ICON_REPAIR_KIT 1813
#define REPAIR_KIT_RATE 1100
STATE s_RepairKit[] =
{
{ICON_REPAIR_KIT + 0, REPAIR_KIT_RATE, DoGet, &s_RepairKit[0]}
};
STATE s_GoldSkelKey[] =
{
{GOLD_SKELKEY, 100, DoGet, &s_GoldSkelKey[0]}
};
STATE s_BlueKey[] =
{
{BLUE_KEY, 100, DoGet, &s_BlueKey[0]}
};
STATE s_BlueCard[] =
{
{BLUE_CARD, 100, DoGet, &s_BlueCard[0]}
};
STATE s_SilverSkelKey[] =
{
{SILVER_SKELKEY, 100, DoGet, &s_SilverSkelKey[0]}
};
STATE s_RedKey[] =
{
{RED_KEY, 100, DoGet, &s_RedKey[0]}
};
STATE s_RedCard[] =
{
{RED_CARD, 100, DoGet, &s_RedCard[0]}
};
STATE s_BronzeSkelKey[] =
{
{BRONZE_SKELKEY, 100, DoGet, &s_BronzeSkelKey[0]}
};
STATE s_GreenKey[] =
{
{GREEN_KEY, 100, DoGet, &s_GreenKey[0]}
};
STATE s_GreenCard[] =
{
{GREEN_CARD, 100, DoGet, &s_GreenCard[0]}
};
STATE s_RedSkelKey[] =
{
{RED_SKELKEY, 100, DoGet, &s_RedSkelKey[0]}
};
STATE s_YellowKey[] =
{
{YELLOW_KEY, 100, DoGet, &s_YellowKey[0]}
};
STATE s_YellowCard[] =
{
{YELLOW_CARD, 100, DoGet, &s_YellowCard[0]}
};
STATEp s_Key[] =
{
s_RedKey,
s_BlueKey,
s_GreenKey,
s_YellowKey,
s_RedCard,
s_BlueCard,
s_GreenCard,
s_YellowCard,
s_GoldSkelKey,
s_SilverSkelKey,
s_BronzeSkelKey,
s_RedSkelKey
};
#define KEY_RATE 25
#if 0
STATE s_BlueKey[] =
{
{BLUE_KEY + 0, KEY_RATE, DoKey, &s_BlueKey[0]}
};
STATE s_RedKey[] =
{
{RED_KEY + 0, KEY_RATE, DoKey, &s_RedKey[0]}
};
STATE s_GreenKey[] =
{
{GREEN_KEY + 0, KEY_RATE, DoKey, &s_GreenKey[0]}
};
STATE s_YellowKey[] =
{
{YELLOW_KEY + 0, KEY_RATE, DoKey, &s_YellowKey[0]}
};
STATEp s_Key[] =
{
s_RedKey,
s_BlueKey,
s_GreenKey,
s_YellowKey,
s_RedCard,
s_BlueCard,
s_GreenCard,
s_YellowCard,
s_GoldSkelKey,
s_SilverSkelKey,
s_BronzeSkelKey,
s_RedSkelKey
};
#endif
#if 0
STATE s_BlueKeyStatue[] =
{
{BLUE_KEY_STATUE + 0, KEY_RATE, DoSpriteFade, &s_BlueKeyStatue[0]}
};
STATE s_RedKeyStatue[] =
{
{RED_KEY_STATUE + 0, KEY_RATE, DoSpriteFade, &s_RedKeyStatue[0]}
};
STATE s_GreenKeyStatue[] =
{
{GREEN_KEY_STATUE + 0, KEY_RATE, DoSpriteFade, &s_GreenKeyStatue[0]}
};
STATE s_YellowKeyStatue[] =
{
{YELLOW_KEY_STATUE + 0, KEY_RATE, DoSpriteFade, &s_YellowKeyStatue[0]}
};
STATEp s_KeyStatue[] =
{
s_RedKeyStatue,
s_BlueKeyStatue,
s_GreenKeyStatue,
s_YellowKeyStatue,
};
#endif
#define Red_COIN 2440
#define Yellow_COIN 2450
#define Green_COIN 2460
#define RED_COIN_RATE 10
#define YELLOW_COIN_RATE 8
#define GREEN_COIN_RATE 6
ANIMATOR DoCoin;
STATE s_RedCoin[] =
{
{Red_COIN + 0, RED_COIN_RATE, DoCoin, &s_RedCoin[1]},
{Red_COIN + 1, RED_COIN_RATE, DoCoin, &s_RedCoin[2]},
{Red_COIN + 2, RED_COIN_RATE, DoCoin, &s_RedCoin[3]},
{Red_COIN + 3, RED_COIN_RATE, DoCoin, &s_RedCoin[4]},
{Red_COIN + 4, RED_COIN_RATE, DoCoin, &s_RedCoin[5]},
{Red_COIN + 5, RED_COIN_RATE, DoCoin, &s_RedCoin[6]},
{Red_COIN + 6, RED_COIN_RATE, DoCoin, &s_RedCoin[7]},
{Red_COIN + 7, RED_COIN_RATE, DoCoin, &s_RedCoin[0]},
};
// !JIM! Frank, I made coins go progressively faster
STATE s_YellowCoin[] =
{
{Yellow_COIN + 0, YELLOW_COIN_RATE, DoCoin, &s_YellowCoin[1]},
{Yellow_COIN + 1, YELLOW_COIN_RATE, DoCoin, &s_YellowCoin[2]},
{Yellow_COIN + 2, YELLOW_COIN_RATE, DoCoin, &s_YellowCoin[3]},
{Yellow_COIN + 3, YELLOW_COIN_RATE, DoCoin, &s_YellowCoin[4]},
{Yellow_COIN + 4, YELLOW_COIN_RATE, DoCoin, &s_YellowCoin[5]},
{Yellow_COIN + 5, YELLOW_COIN_RATE, DoCoin, &s_YellowCoin[6]},
{Yellow_COIN + 6, YELLOW_COIN_RATE, DoCoin, &s_YellowCoin[7]},
{Yellow_COIN + 7, YELLOW_COIN_RATE, DoCoin, &s_YellowCoin[0]},
};
STATE s_GreenCoin[] =
{
{Green_COIN + 0, GREEN_COIN_RATE, DoCoin, &s_GreenCoin[1]},
{Green_COIN + 1, GREEN_COIN_RATE, DoCoin, &s_GreenCoin[2]},
{Green_COIN + 2, GREEN_COIN_RATE, DoCoin, &s_GreenCoin[3]},
{Green_COIN + 3, GREEN_COIN_RATE, DoCoin, &s_GreenCoin[4]},
{Green_COIN + 4, GREEN_COIN_RATE, DoCoin, &s_GreenCoin[5]},
{Green_COIN + 5, GREEN_COIN_RATE, DoCoin, &s_GreenCoin[6]},
{Green_COIN + 6, GREEN_COIN_RATE, DoCoin, &s_GreenCoin[7]},
{Green_COIN + 7, GREEN_COIN_RATE, DoCoin, &s_GreenCoin[0]},
};
ANIMATOR DoFireFly;
#if 0
STATE s_FireFly[] =
{
{FIRE_FLY0, 120 * 3, DoFireFly, &s_FireFly[1]},
{FIRE_FLY1, 20, DoFireFly, &s_FireFly[2]},
{FIRE_FLY2, 20, DoFireFly, &s_FireFly[3]},
{FIRE_FLY3, 20, DoFireFly, &s_FireFly[4]},
{FIRE_FLY4, 60, DoFireFly, &s_FireFly[0]},
};
#else
STATE s_FireFly[] =
{
{FIRE_FLY0, FIRE_FLY_RATE * 4, DoFireFly, &s_FireFly[0]}
};
#endif
STATE s_IconStar[] =
{
{ICON_STAR, 100, DoGet, &s_IconStar[0]}
};
STATE s_IconUzi[] =
{
{ICON_UZI, 100, DoGet, &s_IconUzi[0]}
};
STATE s_IconLgUziAmmo[] =
{
{ICON_LG_UZI_AMMO, 100, DoGet, &s_IconLgUziAmmo[0]}
};
STATE s_IconUziFloor[] =
{
{ICON_UZIFLOOR, 100, DoGet, &s_IconUziFloor[0]}
};
STATE s_IconRocket[] =
{
{ICON_ROCKET, 100, DoGet, &s_IconRocket[0]}
};
STATE s_IconLgRocket[] =
{
{ICON_LG_ROCKET, 100, DoGet, &s_IconLgRocket[0]}
};
STATE s_IconShotgun[] =
{
{ICON_SHOTGUN, 100, DoGet, &s_IconShotgun[0]}
};
STATE s_IconLgShotshell[] =
{
{ICON_LG_SHOTSHELL, 100, DoGet, &s_IconLgShotshell[0]}
};
STATE s_IconAutoRiot[] =
{
{ICON_AUTORIOT, 100, DoGet, &s_IconAutoRiot[0]}
};
STATE s_IconGrenadeLauncher[] =
{
{ICON_GRENADE_LAUNCHER, 100, DoGet, &s_IconGrenadeLauncher[0]}
};
STATE s_IconLgGrenade[] =
{
{ICON_LG_GRENADE, 100, DoGet, &s_IconLgGrenade[0]}
};
STATE s_IconLgMine[] =
{
{ICON_LG_MINE, 100, DoGet, &s_IconLgMine[0]}
};
STATE s_IconGuardHead[] =
{
{ICON_GUARD_HEAD + 0, 15, DoGet, &s_IconGuardHead[0]},
// {ICON_GUARD_HEAD + 1, 15, DoGet, &s_IconGuardHead[2]},
// {ICON_GUARD_HEAD + 2, 15, DoGet, &s_IconGuardHead[0]}
};
#define FIREBALL_LG_AMMO_RATE 12
STATE s_IconFireballLgAmmo[] =
{
{ICON_FIREBALL_LG_AMMO + 0, FIREBALL_LG_AMMO_RATE, DoGet, &s_IconFireballLgAmmo[1]},
{ICON_FIREBALL_LG_AMMO + 1, FIREBALL_LG_AMMO_RATE, DoGet, &s_IconFireballLgAmmo[2]},
{ICON_FIREBALL_LG_AMMO + 2, FIREBALL_LG_AMMO_RATE, DoGet, &s_IconFireballLgAmmo[0]},
};
STATE s_IconHeart[] =
{
{ICON_HEART + 0, 25, DoGet, &s_IconHeart[1]},
{ICON_HEART + 1, 25, DoGet, &s_IconHeart[0]},
};
#define HEART_LG_AMMO_RATE 12
STATE s_IconHeartLgAmmo[] =
{
{ICON_HEART_LG_AMMO + 0, HEART_LG_AMMO_RATE, DoGet, &s_IconHeartLgAmmo[1]},
{ICON_HEART_LG_AMMO + 1, HEART_LG_AMMO_RATE, DoGet, &s_IconHeartLgAmmo[0]},
};
STATE s_IconMicroGun[] =
{
{ICON_MICRO_GUN, 100, DoGet, &s_IconMicroGun[0]}
};
STATE s_IconMicroBattery[] =
{
{ICON_MICRO_BATTERY, 100, DoGet, &s_IconMicroBattery[0]}
};
// !JIM! Added rail crap
STATE s_IconRailGun[] =
{
{ICON_RAIL_GUN, 100, DoGet, &s_IconRailGun[0]}
};
STATE s_IconRailAmmo[] =
{
{ICON_RAIL_AMMO, 100, DoGet, &s_IconRailAmmo[0]}
};
STATE s_IconElectro[] =
{
{ICON_ELECTRO + 0, 25, DoGet, &s_IconElectro[1]},
{ICON_ELECTRO + 1, 25, DoGet, &s_IconElectro[0]},
};
#define ICON_SPELL_RATE 8
STATE s_IconSpell[] =
{
{ICON_SPELL + 0, ICON_SPELL_RATE, DoGet, &s_IconSpell[1]},
{ICON_SPELL + 1, ICON_SPELL_RATE, DoGet, &s_IconSpell[2]},
{ICON_SPELL + 2, ICON_SPELL_RATE, DoGet, &s_IconSpell[3]},
{ICON_SPELL + 3, ICON_SPELL_RATE, DoGet, &s_IconSpell[4]},
{ICON_SPELL + 4, ICON_SPELL_RATE, DoGet, &s_IconSpell[5]},
{ICON_SPELL + 5, ICON_SPELL_RATE, DoGet, &s_IconSpell[6]},
{ICON_SPELL + 6, ICON_SPELL_RATE, DoGet, &s_IconSpell[7]},
{ICON_SPELL + 7, ICON_SPELL_RATE, DoGet, &s_IconSpell[8]},
{ICON_SPELL + 8, ICON_SPELL_RATE, DoGet, &s_IconSpell[9]},
{ICON_SPELL + 9, ICON_SPELL_RATE, DoGet, &s_IconSpell[10]},
{ICON_SPELL + 10, ICON_SPELL_RATE, DoGet, &s_IconSpell[11]},
{ICON_SPELL + 11, ICON_SPELL_RATE, DoGet, &s_IconSpell[12]},
{ICON_SPELL + 12, ICON_SPELL_RATE, DoGet, &s_IconSpell[13]},
{ICON_SPELL + 13, ICON_SPELL_RATE, DoGet, &s_IconSpell[14]},
{ICON_SPELL + 14, ICON_SPELL_RATE, DoGet, &s_IconSpell[15]},
{ICON_SPELL + 15, ICON_SPELL_RATE, DoGet, &s_IconSpell[0]},
};
STATE s_IconArmor[] =
{
{ICON_ARMOR + 0, 15, DoGet, &s_IconArmor[0]},
};
STATE s_IconMedkit[] =
{
{ICON_MEDKIT + 0, 15, DoGet, &s_IconMedkit[0]},
};
STATE s_IconChemBomb[] =
{
{ICON_CHEMBOMB, 15, DoGet, &s_IconChemBomb[0]},
};
STATE s_IconFlashBomb[] =
{
{ICON_FLASHBOMB, 15, DoGet, &s_IconFlashBomb[0]},
};
STATE s_IconNuke[] =
{
{ICON_NUKE, 15, DoGet, &s_IconNuke[0]},
};
STATE s_IconCaltrops[] =
{
{ICON_CALTROPS, 15, DoGet, &s_IconCaltrops[0]},
};
#define ICON_SM_MEDKIT 1802
STATE s_IconSmMedkit[] =
{
{ICON_SM_MEDKIT + 0, 15, DoGet, &s_IconSmMedkit[0]},
};
#define ICON_BOOSTER 1810
STATE s_IconBooster[] =
{
{ICON_BOOSTER + 0, 15, DoGet, &s_IconBooster[0]},
};
#define ICON_HEAT_CARD 1819
STATE s_IconHeatCard[] =
{
{ICON_HEAT_CARD + 0, 15, DoGet, &s_IconHeatCard[0]},
};
#if 0
STATE s_IconEnvironSuit[] =
{
{ICON_ENVIRON_SUIT + 0, 20, DoGet, &s_IconEnvironSuit[0]},
};
#endif
STATE s_IconCloak[] =
{
// {ICON_CLOAK + 0, 20, DoGet, &s_IconCloak[1]},
// {ICON_CLOAK + 1, 20, DoGet, &s_IconCloak[2]},
{ICON_CLOAK + 0, 20, DoGet, &s_IconCloak[0]},
};
STATE s_IconFly[] =
{
{ICON_FLY + 0, 20, DoGet, &s_IconFly[1]},
{ICON_FLY + 1, 20, DoGet, &s_IconFly[2]},
{ICON_FLY + 2, 20, DoGet, &s_IconFly[3]},
{ICON_FLY + 3, 20, DoGet, &s_IconFly[4]},
{ICON_FLY + 4, 20, DoGet, &s_IconFly[5]},
{ICON_FLY + 5, 20, DoGet, &s_IconFly[6]},
{ICON_FLY + 6, 20, DoGet, &s_IconFly[7]},
{ICON_FLY + 7, 20, DoGet, &s_IconFly[0]}
};
STATE s_IconNightVision[] =
{
{ICON_NIGHT_VISION + 0, 20, DoGet, &s_IconNightVision[0]},
};
STATE s_IconFlag[] =
{
{ICON_FLAG + 0, 32, DoGet, &s_IconFlag[1]},
{ICON_FLAG + 1, 32, DoGet, &s_IconFlag[2]},
{ICON_FLAG + 2, 32, DoGet, &s_IconFlag[0]}
};
void SetOwner(DSWActor* ownr, DSWActor* child, bool flag)
{
SPRITEp cp = &child->s();
if (flag && ownr != nullptr && ownr->hasU())
{
SET(ownr->u()->Flags2, SPR2_CHILDREN);
}
cp->owner = ownr? ownr->GetSpriteIndex() : -1;
}
DSWActor* GetOwner(DSWActor* child)
{
if (!child || child->s().owner < 0) return nullptr;
return &swActors[child->s().owner];
}
void ClearOwner(DSWActor* child)
{
if (child) child->s().owner = -1;
}
void SetAttach(DSWActor* ownr, DSWActor* child)
{
if (child && child->hasU() && ownr->hasU())
{
USERp cu = child->u();
SET(ownr->u()->Flags2, SPR2_CHILDREN);
cu->attachActor = ownr;
}
}
void KillActor(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
int i;
unsigned stat;
short statnum,sectnum;
//extern short Zombies;
ASSERT(!Prediction);
ASSERT(sp->statnum < MAXSTATUS);
//////////////////////////////////////////////
// Check sounds list to kill attached sounds
DeleteNoSoundOwner(actor);
DeleteNoFollowSoundOwner(actor);
//////////////////////////////////////////////
if (u)
{
PLAYERp pp;
short pnum;
// doing a MissileSetPos - don't allow killing
if (TEST(u->Flags, SPR_SET_POS_DONT_KILL))
return;
// for attached sprites that are getable make sure they don't have
// any Anims attached
AnimDelete(ANIM_Userz, 0, actor);
AnimDelete(ANIM_Spritez, 0, actor);
StopInterpolation(actor->GetSpriteIndex(), Interp_Sprite_Z);
//if (TEST(u->Flags2, SPR2_DONT_TARGET_OWNER))
// Zombies--;
// adjust sprites attached to sector objects
if (TEST(u->Flags, SPR_SO_ATTACHED))
{
SECTOR_OBJECTp sop;
short sn, FoundSpriteNdx = -1;
for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
{
for (sn = 0; sop->so_actors[sn] != nullptr; sn++)
{
if (sop->so_actors[sn] == actor)
{
FoundSpriteNdx = sn;
}
}
if (FoundSpriteNdx >= 0)
{
// back up sn so it points to the last valid sprite num
sn--;
ASSERT(sop->so_actors[sn] != nullptr);
so_stopspriteinterpolation(sop, actor);
// replace the one to be deleted with the last ndx
sop->so_actors[FoundSpriteNdx] = sop->so_actors[sn];
// the last ndx is not -1
sop->so_actors[sn] = nullptr;
break;
}
}
ASSERT(FoundSpriteNdx >= 0);
}
// if a player is dead and watching this sprite
// reset it.
TRAVERSE_CONNECT(pnum)
{
pp = Player + pnum;
if (pp->KillerActor != nullptr)
{
if (pp->KillerActor == actor)
{
pp->KillerActor = nullptr;;
}
}
}
// if on a track and died reset the track to non-occupied
if (sp->statnum == STAT_ENEMY)
{
if (u->track != -1)
{
if (Track[u->track].flags)
RESET(Track[u->track].flags, TF_TRACK_OCCUPIED);
}
}
// if missile is heading for the sprite, the missile need to know
// that it is already dead
if (TEST(sp->extra, SPRX_PLAYER_OR_ENEMY))
{
USERp mu;
static short MissileStats[] = {STAT_MISSILE, STAT_MISSILE_SKIP4};
for (stat = 0; stat < SIZ(MissileStats); stat++)
{
SWStatIterator it(MissileStats[stat]);
while (auto actor = it.Next())
{
if (!actor->hasU()) continue;
mu = actor->u();
if (mu->WpnGoalActor == actor)
{
mu->WpnGoalActor = nullptr;
}
}
}
}
// much faster
if (TEST(u->Flags2, SPR2_CHILDREN))
//if (TEST(sp->extra, SPRX_CHILDREN))
{
// check for children and alert them that the Owner is dead
// don't bother th check if you've never had children
for (stat = 0; stat < STAT_DONT_DRAW; stat++)
{
SWStatIterator it(stat);
while (auto itActor = it.Next())
{
if (GetOwner(itActor) == actor)
{
ClearOwner(itActor);
}
if (itActor->hasU() && itActor->u()->attachActor == actor)
{
itActor->u()->attachActor = nullptr;
}
}
}
}
if (sp->statnum == STAT_ENEMY)
{
SWStatIterator it(STAT_ENEMY);
while (auto itActor = it.Next())
{
if (itActor->hasU() && itActor->u()->targetActor == actor)
{
DoActorPickClosePlayer(itActor);
}
}
}
if (u->flameActor != nullptr)
{
SetSuicide(u->flameActor);
}
actor->clearUser();
}
FVector3 pos = GetSoundPos(&actor->s().pos);
soundEngine->RelinkSound(SOURCE_Actor, &actor->s(), nullptr, &pos);
deletesprite(actor->GetSpriteIndex());
// shred your garbage - but not statnum and sectnum, which the backend needs to manage the sprite.
sp->clear();
sp->statnum = MAXSTATUS;
sp->sectnum = MAXSECTORS;
// Kill references in all users - slow but unavoidable if we don't want the game to crash on stale pointers.
SWSpriteIterator it;
while (auto actor = it.Next())
{
if (actor->hasU())
{
auto u = actor->u();
if (u->highActor == actor) u->highActor = nullptr;
if (u->lowActor == actor) u->lowActor = nullptr;
if (u->targetActor == actor) u->targetActor = nullptr;
}
}
}
void ChangeState(DSWActor* actor, STATEp statep)
{
if (!actor->hasU())
return;
USERp u = actor->u();
u->Tics = 0;
u->State = u->StateStart = statep;
// Just in case
PicAnimOff(u->State->Pic);
}
void change_actor_stat(DSWActor* actor, int stat, bool quick)
{
changespritestat(actor->GetSpriteIndex(), stat);
if (actor->hasU() && !quick)
{
USERp u = actor->u();
RESET(u->Flags, SPR_SKIP2|SPR_SKIP4);
if (stat >= STAT_SKIP4_START && stat <= STAT_SKIP4_END)
SET(u->Flags, SPR_SKIP4);
if (stat >= STAT_SKIP2_START && stat <= STAT_SKIP2_END)
SET(u->Flags, SPR_SKIP2);
switch (stat)
{
//case STAT_DEAD_ACTOR:
//case STAT_ITEM:
//case STAT_SKIP4:
#if 0
case STAT_PLAYER0:
case STAT_PLAYER1:
case STAT_PLAYER2:
case STAT_PLAYER3:
case STAT_PLAYER4:
case STAT_PLAYER5:
case STAT_PLAYER6:
case STAT_PLAYER7:
#endif
case STAT_ENEMY_SKIP4:
case STAT_ENEMY:
// for enemys - create offsets so all enemys don't call FAFcansee at once
wait_active_check_offset += ACTORMOVETICS*3;
if (wait_active_check_offset > ACTIVE_CHECK_TIME)
wait_active_check_offset = 0;
u->wait_active_check = wait_active_check_offset;
// don't do a break here
SET(u->Flags, SPR_SHADOW);
break;
}
}
}
USERp SpawnUser(DSWActor* actor, short id, STATEp state)
{
SPRITEp sp = &actor->s();
USERp u;
ASSERT(!Prediction);
actor->clearUser(); // make sure to delete old, stale content first!
actor->allocUser();
u = actor->u();
PRODUCTION_ASSERT(u != nullptr);
// be careful State can be nullptr
u->State = u->StateStart = state;
change_actor_stat(actor, sp->statnum);
u->ID = id;
u->Health = 100;
u->WpnGoalActor = nullptr;
u->attachActor = nullptr;
u->track = -1;
u->targetActor = Player[0].Actor();
u->Radius = 220;
u->Sibling = -1;
u->WaitTics = 0;
u->OverlapZ = Z(4);
u->bounce = 0;
u->motion_blur_num = 0;
u->motion_blur_dist = 256;
sp->backuppos();
u->oz = sp->oz;
u->active_range = MIN_ACTIVE_RANGE;
// default
// based on clipmove z of 48 pixels off the floor
u->floor_dist = Z(48) - Z(28);
u->ceiling_dist = Z(8);
// Problem with sprites spawned really close to white sector walls
// cant do a getzrange there
// Just put in some valid starting values
u->loz = sp->sector()->floorz;
u->hiz = sp->sector()->ceilingz;
u->lowActor = nullptr;
u->highActor = nullptr;
u->lo_sectp = sp->sector();
u->hi_sectp = sp->sector();
return u;
}
DSWActor* SpawnActor(int stat, int id, STATEp state, sectortype* sect, int x, int y, int z, int init_ang, int vel)
{
SPRITEp sp;
USERp u;
if (sect == nullptr)
return nullptr;
ASSERT(!Prediction);
auto spawnedActor = InsertActor(sect, stat);
sp = &spawnedActor->s();
sp->pal = 0;
sp->x = x;
sp->y = y;
sp->z = z;
sp->cstat = 0;
u = SpawnUser(spawnedActor, id, state);
// be careful State can be nullptr
if (u->State)
{
sp->picnum = u->State->Pic;
PicAnimOff(sp->picnum);
}
sp->shade = 0;
sp->xrepeat = 64;
sp->yrepeat = 64;
sp->ang = NORM_ANGLE(init_ang);
sp->xvel = vel;
sp->zvel = 0;
sp->lotag = 0L;
sp->hitag = 0L;
sp->extra = 0;
sp->xoffset = 0;
sp->yoffset = 0;
sp->clipdist = 0;
return spawnedActor;
}
void PicAnimOff(short picnum)
{
short anim_type = TEST(picanm[picnum].sf, PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT;
ASSERT(picnum >= 0 && picnum < MAXTILES);
if (!anim_type)
return;
RESET(picanm[picnum].sf, PICANM_ANIMTYPE_MASK);
}
bool IconSpawn(SPRITEp sp)
{
// if multi item and not a modem game
if (TEST(sp->extra, SPRX_MULTI_ITEM))
{
if (numplayers <= 1 || gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
return false;
}
sp->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN | CSTAT_SPRITE_ONE_SIDED | CSTAT_SPRITE_ALIGNMENT_FLOOR);
return true;
}
bool ActorTestSpawn(DSWActor* actor)
{
auto sp = &actor->s();
if (sp->statnum == STAT_DEFAULT && sp->lotag == TAG_SPAWN_ACTOR)
{
auto actorNew = InsertActor(sp->sector(), STAT_DEFAULT);
int t = actorNew->s().time; // must be preserved!
actorNew->s() = *sp;
actorNew->s().time = t;
change_actor_stat(actorNew, STAT_SPAWN_TRIGGER);
RESET(actorNew->s().cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
return false;
}