raze/source/games/sw/src/break.cpp

1045 lines
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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 "game.h"
#include "tags.h"
#include "sprite.h"
#include "sector.h"
#include "light.h"
#include "weapon.h"
#include "break.h"
BEGIN_SW_NS
2021-11-21 20:47:37 +00:00
static void DoWallBreakSpriteMatch(int match);
BREAK_INFO WallBreakInfo[] =
{
{ 60, -1, SHRAP_METAL, BF_KILL, 0 },
{ 82, -1, SHRAP_METAL, BF_KILL, 0 },
{ 1, 3593, SHRAP_METAL, 0, 0 },
//{ 13, -1, SHRAP_PAPER },
//{ 14, -1, SHRAP_PAPER },
//{ 49, -1, SHRAP_PAPER },
//{ 52, -1, SHRAP_PAPER },
//{ 99, -1, SHRAP_PAPER },
//{ 102, -1, SHRAP_PAPER },
//{ 207, -1, SHRAP_PAPER },
{ 253, 255, SHRAP_GLASS, 0, 0 },
{ 254, 255, SHRAP_GLASS, 0, 0 },
{ 282, -1, SHRAP_GLASS, 0, 0 },
{ 283, 4974, SHRAP_METAL, 0, 0 },
{ 318, 599, SHRAP_GLASS, 0, 0},
{ 486, -1, SHRAP_METAL, 0, 0 },
{ 487, 3676, SHRAP_METAL, 0, 0 },
{ 628, 3585, SHRAP_METAL, 0, 0},
{ 630, 3586, SHRAP_METAL, 0, 0},
{ 633, 608, SHRAP_GLASS, 0, 0},
{ 634, 608, SHRAP_GLASS, 0, 0 },
{ 637, 3587, SHRAP_METAL, 0, 0},
{ 640, 3588, SHRAP_METAL, 0, 0},
{ 641, 3588, SHRAP_METAL, 0, 0},
{ 665, 3588, SHRAP_METAL, 0, 0},
{ 742, 3589, SHRAP_COIN, 0, 0},
{ 743, 3590, SHRAP_COIN, 0, 0},
{ 750, 608, SHRAP_GLASS, 0, 0},
{ 2667, 608, SHRAP_GLASS, 0, 0},
{ 2769, 3681, SHRAP_GLASS, 0, 0},
{ 2676, 3591, SHRAP_GLASS, 0, 0},
{ 2677, 3592, SHRAP_GLASS, 0, 0},
{ 2687, 2727, SHRAP_GLASS, 0, 0},
{ 2688, 2728, SHRAP_GLASS, 0, 0},
//{ 2714, 3593, SHRAP_GLASS},
{ 2732, 3594, SHRAP_GLASS, 0, 0},
{ 2777, 3683, SHRAP_METAL, 0, 0},
{ 2778, 2757, SHRAP_GLASS, 0, 0},
{ 2801, 3591, SHRAP_GLASS, 0, 0},
{ 2804, 3595, SHRAP_GLASS, 0, 0},
{ 2807, 3596, SHRAP_GLASS, 0, 0},
{ 2810, 4989, SHRAP_METAL, 0, 0},
{ 4890, 4910, SHRAP_METAL, 0, 0},
{ 4891, 4911, SHRAP_METAL, 0, 0},
{ 4892, 4912, SHRAP_METAL, 0, 0},
{ 4893, 4913, SHRAP_METAL, 0, 0},
{ 4894, 4914, SHRAP_METAL, 0, 0},
{ 4895, 4915, SHRAP_METAL, 0, 0},
{ 3336, 4940, SHRAP_COIN, 0, 0},
{ 3337, 4941, SHRAP_COIN, 0, 0},
{ 4885, 4888, SHRAP_METAL, 0, 0},
{ 4887, 4889, SHRAP_COIN, 0, 0},
{ 3350, 4942, SHRAP_GLASS, 0, 0},
{ 3351, 4943, SHRAP_METAL, 0, 0},
{ 3352, 4944, SHRAP_METAL, 0, 0},
{ 3353, 4945, SHRAP_METAL, 0, 0},
{ 4896, 4898, SHRAP_METAL, 0, 0},
{ 4897, 4899, SHRAP_METAL, 0, 0},
{ 3385, 4981, SHRAP_METALMIX, 0, 0},
{ 3389, 4982, SHRAP_METALMIX, 0, 0},
{ 3393, 4984, SHRAP_METALMIX, 0, 0},
{ 3397, 4983, SHRAP_METALMIX, 0, 0},
{ 3401, 4985, SHRAP_METALMIX, 0, 0},
{ 3405, 4986, SHRAP_METALMIX, 0, 0},
{ 3409, 4988, SHRAP_METALMIX, 0, 0},
{ 3413, 4987, SHRAP_METALMIX, 0, 0},
{ 253, 255, SHRAP_METALMIX, 0, 0},
{ 283, 4974, SHRAP_METALMIX, 0, 0},
{ 299, 4975, SHRAP_METALMIX, 0, 0},
{5078, 5079, SHRAP_METALMIX, 0, 0},
{5080, 5092, SHRAP_MARBELS, 0, 0},
{5083, 5093, SHRAP_MARBELS, 0, 0},
{5086, 5094, SHRAP_MARBELS, 0, 0},
{5089, 5095, SHRAP_MARBELS, 0, 0},
{4970, 4973, SHRAP_METAL, 0, 0},
{297, 4980, SHRAP_METAL, 0, 0},
{1, 4976, SHRAP_METAL, 0, 0},
{4917, 4918, SHRAP_METAL, 0, 0},
{4902, 4903, SHRAP_METAL, 0, 0},
};
BREAK_INFO SpriteBreakInfo[] =
{
{ 60, -1, SHRAP_METAL, BF_KILL, 0},
{ 82, -1, SHRAP_METAL, BF_KILL, 0},
{ 138, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 253, 255, SHRAP_GLASS, 0, 0},
{ 254, 255, SHRAP_GLASS, 0, 0},
{ 270, -1, SHRAP_PAPER, BF_BURN, 0},
{ 271, -1, SHRAP_PAPER, BF_BURN, 0},
{ 272, -1, SHRAP_WOOD, 0, 0},
{ 274, -1, SHRAP_PAPER, BF_BURN, 0},
//{ 276, -1, SHRAP_WOOD },
//{ 277, -1, SHRAP_WOOD },
//{ 278, -1, SHRAP_WOOD },
{ 282, -1, SHRAP_GLASS, 0, 0},
{ 283, -1, SHRAP_METAL, 0, 0},
{ 297, -1, SHRAP_METAL, 0, 0},
{ 299, -1, SHRAP_METAL, 0, 0},
{ 363, -1, SHRAP_METAL, BF_KILL, 0},
{ 365, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 366, -1, SHRAP_METAL, BF_KILL,5},
{ 367, -1, SHRAP_WOOD, BF_KILL, 0},
{ 368, -1, SHRAP_GIBS, BF_KILL, 0},
{ 369, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 371, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 372, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 374, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 375, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 376, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 377, -1, SHRAP_STONE, BF_KILL, 0},
{ 379, -1, SHRAP_WOOD, BF_KILL, 0},
{ 380, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 385, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 386, -1, SHRAP_GIBS, BF_KILL, 0},
{ 387, -1, SHRAP_GIBS, BF_KILL, 0},
{ 388, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 391, -1, SHRAP_GIBS, BF_KILL, 0},
{ 392, -1, SHRAP_GIBS, BF_KILL, 0},
{ 393, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 394, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 395, -1, SHRAP_GIBS, BF_KILL, 0},
{ 396, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 397, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 398, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 399, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 400, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 401, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 402, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 407, -1, SHRAP_METAL, BF_KILL, 0},
{ 408, -1, SHRAP_PAPER, BF_BURN, 0},
{ 409, -1, SHRAP_PAPER, BF_BURN, 0},
{ 415, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL,5},
{ 418, -1, SHRAP_GENERIC, BF_KILL|BF_FIRE_FALL,5},
{ 422, -1, SHRAP_METAL, BF_KILL, 0},
{ 423, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 424, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 425, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 428, -1, SHRAP_METAL, BF_BURN, 0},
{ 430, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 431, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 432, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 433, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 434, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 435, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 436, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 437, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 438, -1, SHRAP_GIBS, BF_KILL, 0},
{ 441, -1, SHRAP_WOOD, BF_KILL, 0},
{ 442, -1, SHRAP_STONE, BF_KILL, 0},
{ 443, -1, SHRAP_STONE, BF_KILL|BF_FIRE_FALL, 0},
{ 453, -1, SHRAP_WOOD, BF_KILL, 0},
{ 458, -1, SHRAP_STONE, BF_KILL, 0},
{ 459, -1, SHRAP_STONE, BF_KILL, 0},
{ 460, -1, SHRAP_METAL, BF_KILL, 0},
{ 461, -1, SHRAP_METAL, BF_KILL, 0},
{ 462, -1, SHRAP_METAL, BF_KILL, 0},
{ 463, -1, SHRAP_STONE, BF_KILL, 0},
{ 467, -1, SHRAP_STONE, BF_KILL, 0},
{ 468, -1, SHRAP_WOOD, BF_KILL, 0},
{ 475, -1, SHRAP_GLASS, BF_KILL, 0},
{ 481, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 482, -1, SHRAP_WOOD, BF_KILL, 0},
{ 483, -1, SHRAP_WOOD, BF_KILL|BF_TOUGH, 0},
{ 491, -1, SHRAP_WOOD, BF_KILL, 0},
{ 492, -1, SHRAP_METAL, BF_KILL, 0},
{ 493, -1, SHRAP_METAL, BF_KILL, 0},
{ 498, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 500, -1, SHRAP_METAL, BF_KILL, 0},
{ 501, -1, SHRAP_METAL, BF_KILL, 0},
{ 504, -1, SHRAP_METAL, BF_KILL,5},
{ 505, -1, SHRAP_BLOOD, BF_KILL,5},
{ 506, -1, SHRAP_GENERIC, BF_KILL,5},
{ 507, -1, SHRAP_GLASS, BF_KILL, 0},
{ 508, -1, SHRAP_GLASS, BF_KILL, 0},
{ 509, -1, SHRAP_GLASS, BF_KILL, 0},
{ 510, -1, SHRAP_GLASS, BF_KILL, 0},
{ 511, -1, SHRAP_METAL, BF_KILL, 0},
{ 512, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL,5},
{ 516, -1, SHRAP_WOOD, BF_BURN, 0},
{ 517, -1, SHRAP_WOOD, BF_BURN, 0},
{ 518, -1, SHRAP_WOOD, BF_BURN, 0},
{ 519, -1, SHRAP_WOOD, BF_FIRE_FALL|BF_KILL,5},
{ 520, -1, SHRAP_WOOD, BF_KILL, 0},
{ 521, -1, SHRAP_WOOD, BF_KILL|BF_FIRE_FALL, 0},
{ 537, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 541, -1, SHRAP_WOOD, BF_KILL|BF_FIRE_FALL, 0},
{ 586, -1, SHRAP_METAL, BF_KILL, 0},
{ 590, -1, SHRAP_METAL, BF_KILL, 0},
{ 591, -1, SHRAP_METAL, BF_KILL, 0},
{ 593, 608, SHRAP_GLASS,BF_TOUGH, 0},
{ 604, -1, SHRAP_METAL, BF_KILL, 0},
{ 613, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0},
{ 614, -1, SHRAP_METAL, BF_KILL, 0},
{ 615, -1, SHRAP_METAL, BF_KILL, 0},
{ 618, -1, SHRAP_GLASS, BF_KILL, 0},
{ 646, -1, SHRAP_METAL, BF_KILL, 0},
{ 647, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0},
{ 648, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0},
{ 649, -1, SHRAP_METAL, BF_KILL, 0},
{ 656, -1, SHRAP_METAL, BF_KILL, 0},
{ 657, -1, SHRAP_METAL, BF_KILL, 0},
{ 658, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0},
{ 659, -1, SHRAP_METAL, BF_KILL,5},
//{ 660, -1, SHRAP_STONE, BF_TOUGH|BF_KILL},
//{ 661, -1, SHRAP_STONE, BF_TOUGH|BF_KILL},
//{ 662, -1, SHRAP_STONE, BF_TOUGH|BF_KILL},
{ 663, -1, SHRAP_METAL, BF_KILL,10},
{ 664, -1, SHRAP_METAL, BF_KILL,5},
{ 666, -1, SHRAP_PLANT, BF_KILL, 0},
{ 670, -1, SHRAP_METAL, BF_KILL|BF_FIRE_FALL, 0},
{ 671, -1, SHRAP_GLASS, BF_KILL|BF_FIRE_FALL, 0},
{ 673, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 674, -1, SHRAP_GIBS, BF_KILL, 0},
{ 675, -1, SHRAP_GIBS, BF_KILL, 0},
{ 676, -1, SHRAP_GIBS, BF_KILL, 0},
{ 678, -1, SHRAP_GLASS, BF_KILL,5},
{ 679, -1, SHRAP_GLASS, BF_KILL,5},
{ 683, -1, SHRAP_GLASS, BF_KILL,5},
{ 684, -1, SHRAP_GLASS, BF_KILL,5},
{ 685, -1, SHRAP_GLASS, BF_KILL,5},
{ 686, -1, SHRAP_PAPER, BF_KILL,5},
{ 687, -1, SHRAP_STONE, BF_KILL|BF_TOUGH, 0},
{ 688, -1, SHRAP_STONE, BF_KILL|BF_TOUGH, 0},
{ 690, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 692, -1, SHRAP_WOOD, BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 695, -1, SHRAP_STONE, BF_KILL, 0},
{ 696, -1, SHRAP_STONE, BF_KILL, 0},
{ 697, -1, SHRAP_STONE, BF_KILL, 0},
{ 698, -1, SHRAP_STONE, BF_KILL, 0},
{ 699, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 702, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 703, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 704, -1, SHRAP_STONE, BF_TOUGH|BF_KILL, 0},
{ 706, -1, SHRAP_PLANT, BF_KILL, 0},
{ 707, -1, SHRAP_PLANT, BF_KILL, 0},
{ 710, -1, SHRAP_PLANT, BF_KILL, 0},
{ 711, -1, SHRAP_PLANT, BF_KILL, 0},
{ 714, -1, SHRAP_STONE, BF_KILL,5},
{ 721, -1, SHRAP_GIBS, BF_KILL, 0},
{ 722, -1, SHRAP_GIBS, BF_KILL, 0},
{ 723, -1, SHRAP_GIBS, BF_KILL, 0},
{ 724, -1, SHRAP_GIBS, BF_KILL, 0},
{ 725, -1, SHRAP_PLANT, BF_KILL, 0},
{ 730, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 744, -1, SHRAP_GLASS, BF_KILL,5},
{ 2563, -1, SHRAP_PAPER, BF_BURN, 0},
{ 2564, -1, SHRAP_PAPER, BF_BURN, 0},
{ 3570, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN, 0},
{ 3571, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 3572, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 3573, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 3574, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 3575, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 3576, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 3577, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 3578, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 3579, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 3580, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 3581, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN, 0},
{ 3582, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN, 0},
{ 2640, -1, SHRAP_STONE, BF_KILL,5},
{ 2641, -1, SHRAP_STONE, BF_KILL, 0},
{ 2642, -1, SHRAP_STONE, BF_KILL, 0},
{ 2680, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 2681, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 2682, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 2683, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 2684, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 2685, -1, SHRAP_GENERIC, BF_KILL, 0},
{ 2687, 2727, SHRAP_GLASS, 0, 0},
{ 2688, 2728, SHRAP_GLASS, 0, 0},
{ 2699, -1, SHRAP_WOOD, BF_KILL, 0},
{ 2709, -1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 2720, -1, SHRAP_GIBS, BF_KILL, 0},
{ 2721, -1, SHRAP_GIBS, BF_KILL, 0},
{ 2722, -1, SHRAP_GIBS, BF_KILL, 0},
{ 2723, -1, SHRAP_GIBS, BF_KILL, 0},
{ 2724, -1, SHRAP_GIBS, BF_KILL, 0},
{ 2725, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 2726, -1, SHRAP_BLOOD, BF_KILL, 0},
{ 2719, -1, SHRAP_GLASS, BF_KILL, 0},
{ 2750, -1, SHRAP_WOOD, BF_KILL, 0},
{ 2676, 3591, SHRAP_GLASS, 0, 0},
{ 2769, 3681, SHRAP_GLASS, 0, 0},
{ 2777, 3683, SHRAP_METAL, BF_TOUGH, 0},
{ 2778, 2757, SHRAP_GLASS, 0, 0},
{ 3448, 3451, SHRAP_METAL, BF_TOUGH|BF_KILL, 0},
{ 3449, -1, SHRAP_PAPER, BF_KILL, 0},
{ 3497, -1, SHRAP_GENERIC, BF_KILL|BF_TOUGH, 0},
{ 3551, -1, SHRAP_METAL, BF_KILL, 0},
{ 3552, -1, SHRAP_METAL, BF_KILL, 0},
{ 3553, -1, SHRAP_METAL, BF_KILL, 0},
{ 3554, -1, SHRAP_METAL, BF_KILL, 0},
{ 3555, -1, SHRAP_METAL, BF_KILL, 0},
{ 3556, -1, SHRAP_METAL, BF_KILL, 0},
{ 3557, -1, SHRAP_METAL, BF_KILL, 0},
{ 3558, -1, SHRAP_WOOD, BF_KILL, 0},
{ 3568, -1, SHRAP_WOOD, BF_BURN, 0},
{ 4994, -1, SHRAP_METAL, BF_KILL, 0},
{ 4995, -1, SHRAP_METAL, BF_KILL, 0},
{ 5010, -1, SHRAP_WOOD, BF_TOUGH|BF_BURN|BF_OVERRIDE_BLOCK, 0},
{ 5017, -1, SHRAP_PAPER, BF_KILL, 0},
{ 5018, -1, SHRAP_PAPER, BF_KILL, 0},
{ 5019, -1, SHRAP_PAPER, BF_KILL, 0},
{ 5060, -1, SHRAP_METAL, BF_KILL, 0},
{ 5061, -1, SHRAP_METAL, BF_KILL, 0},
{ 5073, -1, SHRAP_GIBS, BF_KILL, 0},
// Evil ninja Hari-Kari - can gib
{ 4218, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
// old ninja dead frames
{ 1133, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 1134, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
// dead actors
{ 811, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 1440, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 1512, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 1643, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 1680, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 4219+7, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 4236, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, // Evil Ninja cut in half
{ 4421, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, // Dead Big Ripper
{ 4312, -1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0}, // Dead Coolie Ghost
{ 766, -1, SHRAP_COIN,BF_KILL, 0},
{ 767, -1, SHRAP_COIN,BF_KILL, 0},
{ 2700, -1, SHRAP_PAPER,BF_KILL, 0},
{ 2701, -1, SHRAP_PAPER,BF_KILL, 0},
{ 2702, -1, SHRAP_PAPER,BF_KILL, 0},
{ 2703, -1, SHRAP_PAPER,BF_KILL, 0},
{ 2704, -1, SHRAP_PAPER,BF_KILL, 0},
{ 2705, -1, SHRAP_PAPER,BF_KILL, 0},
{ 2218, -1, SHRAP_METAL,BF_KILL, 0}, // Caltrops are breakable
{ 689, -1, SHRAP_METAL,BF_TOUGH|BF_KILL, 0},
//{ 2540, -1, SHRAP_METAL,BF_TOUGH|BF_KILL},
{ 3354, -1, SHRAP_METAL,BF_KILL, 0},
{ 3357, -1, SHRAP_PAPER,BF_KILL, 0},
{ 4886, -1, SHRAP_GLASS,BF_KILL, 0},
{ 646, 708, SHRAP_METAL,BF_TOUGH|BF_KILL, 0},
{ 708, -1, SHRAP_METAL,BF_TOUGH|BF_KILL, 0},
{ 656, -1, SHRAP_METAL,BF_KILL, 0},
{ 663, -1, SHRAP_METAL,BF_KILL, 0},
{ 664, -1, SHRAP_METAL,BF_KILL, 0},
{ 691, -1, SHRAP_METAL,BF_KILL, 0},
{ 5021,-1, SHRAP_GIBS, BF_KILL, 0},
{ 712, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0},
{ 713, -1, SHRAP_LARGE_EXPLOSION, BF_KILL, 0},
{ 693, -1, SHRAP_WOODMIX, BF_KILL|BF_TOUGH, 0},
{ 5041,-1, SHRAP_GIBS, BF_KILL, 0},
{ 5042,5077,SHRAP_GIBS, BF_TOUGH|BF_KILL, 0},
{ 5077,-1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 3356,3358,SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 3358,-1, SHRAP_WOOD, BF_TOUGH|BF_KILL, 0},
{ 900, -1, SHRAP_GIBS, BF_KILL, 0},
{ 901, -1, SHRAP_GIBS, BF_KILL, 0},
{ 902, -1, SHRAP_GIBS, BF_KILL, 0},
{ 915, -1, SHRAP_GIBS, BF_KILL, 0},
{ 916, -1, SHRAP_GIBS, BF_KILL, 0},
{ 917, -1, SHRAP_GIBS, BF_KILL, 0},
{ 930, -1, SHRAP_GIBS, BF_KILL, 0},
{ 931, -1, SHRAP_GIBS, BF_KILL, 0},
{ 932, -1, SHRAP_GIBS, BF_KILL, 0},
{ 1670,-1, SHRAP_GIBS, BF_KILL, 0},
{ 2219,-1, SHRAP_METAL,BF_KILL|BF_TOUGH, 0},
{ 4768,-1, SHRAP_GLASS,BF_KILL, 0},
{ 4792,-1, SHRAP_GLASS,BF_KILL, 0},
{ 4816,-1, SHRAP_GLASS,BF_KILL, 0},
{ 4840,-1, SHRAP_GLASS,BF_KILL, 0},
{ 4584,-1, SHRAP_GIBS, BF_KILL, 0},
{ 5062,-1, SHRAP_WOOD, BF_KILL|BF_TOUGH, 0},
{ 5063,4947,SHRAP_PAPERMIX, BF_KILL|BF_TOUGH|BF_LEAVE_BREAK, 0},
{ 4947,-1, SHRAP_PAPERMIX, BF_KILL|BF_TOUGH, 0},
{ 1160,-1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
{ 5104,-1, SHRAP_GIBS, BF_KILL, 0},
{ 3795,-1, SHRAP_GIBS, BF_KILL, 0},
{ 470,-1, SHRAP_GIBS, BF_KILL, 0},
{ 5205,-1, SHRAP_GIBS, BF_KILL|BF_TOUGH, 0},
//{ 969,-1, SHRAP_GIBS, BF_KILL|BF_TOUGH},
//{ 1277,-1, SHRAP_GIBS, BF_KILL|BF_TOUGH},
};
//////////////////////////////////////////////
// SORT & SEARCH SUPPORT
//////////////////////////////////////////////
static int CompareBreakInfo(void const * a, void const * b)
{
auto break_info1 = (BREAK_INFO const *)a;
auto break_info2 = (BREAK_INFO const *)b;
// will return a number less than 0 if break_info1 < break_info2
return break_info1->picnum - break_info2->picnum;
}
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int CompareSearchBreakInfo(int *picnum, BREAK_INFOp break_info)
{
// will return a number less than 0 if picnum < break_info->picnum
return(*picnum - break_info->picnum);
}
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BREAK_INFOp FindWallBreakInfo(int picnum)
{
return(BREAK_INFOp)(bsearch(&picnum, &WallBreakInfo, SIZ(WallBreakInfo), sizeof(BREAK_INFO), (int(*)(const void*,const void*))CompareSearchBreakInfo));
}
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BREAK_INFOp FindSpriteBreakInfo(int picnum)
{
return(BREAK_INFOp)(bsearch(&picnum, &SpriteBreakInfo, SIZ(SpriteBreakInfo), sizeof(BREAK_INFO), (int(*)(const void*,const void*))CompareSearchBreakInfo));
}
//////////////////////////////////////////////
// SETUP
//////////////////////////////////////////////
void SortBreakInfo(void)
{
qsort(&SpriteBreakInfo, SIZ(SpriteBreakInfo), sizeof(BREAK_INFO), CompareBreakInfo);
qsort(&WallBreakInfo, SIZ(WallBreakInfo), sizeof(BREAK_INFO), CompareBreakInfo);
}
BREAK_INFOp SetupWallForBreak(WALLp wallp)
{
BREAK_INFOp break_info;
break_info = FindWallBreakInfo(wallp->picnum);
if (break_info)
{
wallp->lotag = TAG_WALL_BREAK;
wallp->extra |= (WALLFX_DONT_STICK);
}
if (wallp->overpicnum > 0 && (wallp->cstat & CSTAT_WALL_MASKED))
{
break_info = FindWallBreakInfo(wallp->overpicnum);
if (break_info)
{
wallp->lotag = TAG_WALL_BREAK;
wallp->extra |= (WALLFX_DONT_STICK);
}
}
return break_info;
}
BREAK_INFOp SetupSpriteForBreak(DSWActor* actor)
{
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int picnum = actor->spr.picnum;
BREAK_INFOp break_info;
// ignore as a breakable if true
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if (actor->spr.lotag == TAG_SPRITE_HIT_MATCH)
return nullptr;
break_info = FindSpriteBreakInfo(picnum);
if (break_info)
{
// use certain sprites own blocking for determination
if ((break_info->flags & BF_OVERRIDE_BLOCK))
{
// if not blocking then skip this code
if (!(actor->spr.cstat & CSTAT_SPRITE_BLOCK))
{
return (BREAK_INFOp)(-1);
}
}
if ((break_info->flags & BF_BURN))
actor->spr.extra |= (SPRX_BURNABLE);
else
actor->spr.extra |= (SPRX_BREAKABLE);
actor->spr.clipdist = ActorSizeX(actor);
actor->spr.cstat |= (CSTAT_SPRITE_BREAKABLE);
}
return break_info;
}
//////////////////////////////////////////////
// ACTIVATE
//////////////////////////////////////////////
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DSWActor* FindBreakSpriteMatch(int match)
{
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SWStatIterator it(STAT_BREAKABLE);
while (auto actor = it.Next())
{
if (SP_TAG2(actor) == match && actor->spr.picnum == ST1)
{
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return actor;
}
}
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return nullptr;
}
//
// WALL
//
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int AutoBreakWall(WALLp wallp, int hit_x, int hit_y, int hit_z, int ang, int type)
{
BREAK_INFOp break_info;
WALLp nwp;
wallp->lotag = 0;
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if (wallp->twoSided())
{
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nwp = wallp->nextWall();
// get rid of both sides
// only break ONE of the walls
if (nwp->lotag == TAG_WALL_BREAK &&
nwp->overpicnum > 0 &&
(nwp->cstat & CSTAT_WALL_MASKED))
{
nwp->lotag = 0;
}
}
if (wallp->overpicnum > 0 && (wallp->cstat & CSTAT_WALL_MASKED))
break_info = FindWallBreakInfo(wallp->overpicnum);
else
break_info = FindWallBreakInfo(wallp->picnum);
if (!break_info)
{
return false;
}
// Check to see if it should break with current weapon type
if (!CheckBreakToughness(break_info, type)) return false;
if (hit_x != INT32_MAX)
{
vec3_t hit_pos = { hit_x, hit_y, hit_z };
// need correct location for spawning shrap
auto breakActor = insertActor(0, STAT_DEFAULT);
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breakActor->spr.cstat = 0;
breakActor->spr.extra = 0;
breakActor->spr.ang = ang;
breakActor->spr.picnum = ST1;
breakActor->spr.xrepeat = breakActor->spr.yrepeat = 64;
SetActorZ(breakActor, &hit_pos);
SpawnShrap(breakActor, nullptr, -1, break_info);
KillActor(breakActor);
}
// change the wall
if (wallp->overpicnum > 0 && (wallp->cstat & CSTAT_WALL_MASKED))
{
if (break_info->breaknum == -1)
{
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wallp->cstat &= ~(CSTAT_WALL_MASKED|CSTAT_WALL_1WAY|CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
wallp->overpicnum = 0;
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if (wallp->twoSided())
{
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nwp = wallp->nextWall();
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nwp->cstat &= ~(CSTAT_WALL_MASKED|CSTAT_WALL_1WAY|CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
nwp->overpicnum = 0;
}
}
else
{
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wallp->cstat &= ~(CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
wallp->overpicnum = break_info->breaknum;
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if (wallp->twoSided())
{
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nwp = wallp->nextWall();
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nwp->cstat &= ~(CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK);
nwp->overpicnum = break_info->breaknum;
}
}
}
else
{
if (break_info->breaknum == -1)
wallp->picnum = 594; // temporary break pic
else
{
wallp->picnum = break_info->breaknum;
if ((int16_t)wallp->hitag < 0)
DoWallBreakSpriteMatch(wallp->hitag);
}
}
return true;
}
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bool UserBreakWall(WALLp wp)
{
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int match = wp->hitag;
const auto block_flags = CSTAT_WALL_BLOCK|CSTAT_WALL_BLOCK_HITSCAN;
const auto type_flags = CSTAT_WALL_TRANSLUCENT|CSTAT_WALL_MASKED|CSTAT_WALL_1WAY;
const auto flags = block_flags|type_flags;
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bool ret = false;
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auto actor = FindBreakSpriteMatch(match);
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if (actor == nullptr)
{
// do it the old way and get rid of wall - assumed to be masked
DoSpawnSpotsForKill(match);
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wp->cstat &= ~(flags);
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if (wp->twoSided())
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wp->nextWall()->cstat &= ~(flags);
// clear tags
wp->hitag = wp->lotag = 0;
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if (wp->twoSided())
wp->nextWall()->hitag = wp->nextWall()->lotag = 0;
return true;
}
if (wp->picnum == SP_TAG5(actor))
return true;
// make it BROKEN
if (SP_TAG7(actor) <= 1)
{
DoSpawnSpotsForKill(match);
DoLightingMatch(match, -1);
if (SP_TAG8(actor) == 0)
{
wp->picnum = SP_TAG5(actor);
// clear tags
wp->hitag = wp->lotag = 0;
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if (wp->twoSided())
wp->nextWall()->hitag = wp->nextWall()->lotag = 0;
ret = false;
}
else if (SP_TAG8(actor) == 1)
{
// clear flags
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wp->cstat &= ~(flags);
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if (wp->twoSided())
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wp->nextWall()->cstat &= ~(flags);
// clear tags
wp->hitag = wp->lotag = 0;
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if (wp->twoSided())
wp->nextWall()->hitag = wp->nextWall()->lotag = 0;
ret = true;
}
else if (SP_TAG8(actor) == 2)
{
// set to broken pic
wp->picnum = SP_TAG5(actor);
// clear flags
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wp->cstat &= ~(block_flags);
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if (wp->twoSided())
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wp->nextWall()->cstat &= ~(block_flags);
// clear tags
wp->hitag = wp->lotag = 0;
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if (wp->twoSided())
wp->nextWall()->hitag = wp->nextWall()->lotag = 0;
ret = false;
}
return ret;
}
else
{
// increment picnum
wp->picnum++;
DoSpawnSpotsForDamage(match);
}
return false;
}
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int WallBreakPosition(walltype* wp, sectortype** sectp, int *x, int *y, int *z, int *ang)
{
int nx,ny;
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int wall_ang;
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wall_ang = NORM_ANGLE(getangle(wp->delta())+512);
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*sectp = wp->sectorp();
ASSERT(*sectp);
// midpoint of wall
*x = (wp->pos.X + wp->pos.X) >> 1;
*y = (wp->pos.Y + wp->pos.Y) >> 1;
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if (!wp->twoSided())
{
// white wall
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*z = ((*sectp)->floorz + (*sectp)->ceilingz) >> 1;
}
else
{
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auto next_sect = wp->nextSector();
// red wall
ASSERT(wp->twoSided());
// floor and ceiling meet
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if (next_sect->floorz == next_sect->ceilingz)
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*z = ((*sectp)->floorz + (*sectp)->ceilingz) >> 1;
else
// floor is above other sector
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if (next_sect->floorz < (*sectp)->floorz)
*z = (next_sect->floorz + (*sectp)->floorz) >> 1;
else
// ceiling is below other sector
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if (next_sect->ceilingz > (*sectp)->ceilingz)
*z = (next_sect->ceilingz + (*sectp)->ceilingz) >> 1;
}
*ang = wall_ang;
nx = MOVEx(128, wall_ang);
ny = MOVEy(128, wall_ang);
*x += nx;
*y += ny;
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updatesectorz(*x,*y,*z,sectp);
if (*sectp == nullptr)
{
*x = INT32_MAX; // don't spawn shrap, just change wall
return false;
}
return true;
}
// If the tough parameter is not set, then it can't break tough walls and sprites
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bool HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, int ang, int type)
{
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int match = wp->hitag;
if (match > 0)
{
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UserBreakWall(wp);
return true;
}
//if (hit_x == INT32_MAX)
{
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sectortype* sect = nullptr;
WallBreakPosition(wp, &sect, &hit_x, &hit_y, &hit_z, &ang);
}
AutoBreakWall(wp, hit_x, hit_y, hit_z, ang, type);
return true;
}
//
// SPRITE
//
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int KillBreakSprite(DSWActor* breakActor)
{
// Does not actually kill the sprite so it will be valid for the rest
// of the loop traversal.
// IMPORTANT: Do not change the statnum if possible so that NEXTI in
// SpriteControl loop traversals will maintain integrity.
SpriteQueueDelete(breakActor);
if (breakActor->hasU())
{
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if (breakActor->spr.statnum == STAT_DEFAULT)
// special case allow kill of sprites on STAT_DEFAULT list
// a few things have users and are not StateControlled
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KillActor(breakActor);
else
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SetSuicide(breakActor);
}
else
{
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change_actor_stat(breakActor, STAT_SUICIDE);
}
return 0;
}
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int UserBreakSprite(DSWActor* breakActor)
{
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int match = breakActor->spr.lotag;
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int match_extra;
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auto actor = FindBreakSpriteMatch(match);
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if (actor == nullptr)
{
// even if you didn't find a matching ST1 go ahead and kill it and match everything
// its better than forcing everyone to have a ST1
DoMatchEverything(nullptr, match, -1);
// Kill sound if one is attached
DeleteNoSoundOwner(breakActor);
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KillBreakSprite(breakActor);
return true;
}
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match_extra = SP_TAG6(breakActor);
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if (breakActor->spr.picnum == SP_TAG5(actor))
return true;
// make it BROKEN
if (SP_TAG7(actor) <= 1)
{
DoMatchEverything(nullptr, match_extra, -1);
//DoSpawnSpotsForKill(match_extra);
DoLightingMatch(match_extra, 0);
if (SP_TAG8(actor) == 0)
{
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breakActor->spr.picnum = SP_TAG5(actor);
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breakActor->spr.extra &= ~(SPRX_BREAKABLE);
}
else
// kill sprite
if (SP_TAG8(actor) == 1)
{
// Kill sound if one is attached
DeleteNoSoundOwner(breakActor);
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KillBreakSprite(breakActor);
return true;
}
else if (SP_TAG8(actor) == 2)
// leave it
{
// set to broken pic
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breakActor->spr.picnum = SP_TAG5(actor);
// reset
if (SP_TAG8(actor) == 2)
{
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breakActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
}
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breakActor->spr.extra &= ~(SPRX_BREAKABLE);
}
}
else
{
// increment picnum
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breakActor->spr.picnum++;
DoSpawnSpotsForDamage(match_extra);
}
return false;
}
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int AutoBreakSprite(DSWActor* breakActor, int type)
{
BREAK_INFOp break_info;
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break_info = FindSpriteBreakInfo(breakActor->spr.picnum);
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if ((int16_t)breakActor->spr.hitag < 0)
DoWallBreakMatch(breakActor->spr.hitag);
if (!break_info)
{
return false;
}
// Check to see if it should break with current weapon type
if (!CheckBreakToughness(break_info, type))
{
if (break_info->breaknum != -1)
{
if (!(break_info->flags & BF_LEAVE_BREAK))
{
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breakActor->spr.extra &= ~(SPRX_BREAKABLE);
breakActor->spr.cstat &= ~(CSTAT_SPRITE_BREAKABLE);
}
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breakActor->spr.picnum = break_info->breaknum;
// pass Break Info Globally
SpawnShrap(breakActor, nullptr, -1, break_info);
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if (breakActor->spr.picnum == 3683)
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breakActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
}
return false;
}
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breakActor->spr.extra &= ~(SPRX_BREAKABLE);
breakActor->spr.cstat &= ~(CSTAT_SPRITE_BREAKABLE);
// pass Break Info Globally
SpawnShrap(breakActor, nullptr, -1, break_info);
// kill it or change the pic
if ((break_info->flags & BF_KILL) || break_info->breaknum == -1)
{
if ((break_info->flags & BF_FIRE_FALL))
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SpawnBreakFlames(breakActor);
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breakActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
breakActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
// Kill sound if one is attached
DeleteNoSoundOwner(breakActor);
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KillBreakSprite(breakActor);
return true;
}
else
{
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breakActor->spr.picnum = break_info->breaknum;
if (breakActor->spr.picnum == 3683)
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breakActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
}
return false;
}
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bool NullActor(DSWActor* actor)
{
// a Null Actor is defined as an actor that has no real controlling programming attached
// check to see if attached to SO
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if (actor->user.Flags & (SPR_SO_ATTACHED))
return true;
// does not have a STATE or FUNC to control it
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if (!actor->user.State)
return true;
// does not have a STATE or FUNC to control it
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if (!actor->user.ActorActionFunc)
return true;
return false;
}
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int HitBreakSprite(DSWActor* breakActor, int type)
{
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if (TEST_BOOL1(breakActor))
{
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if (TEST_BOOL2(breakActor))
return false;
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return UserBreakSprite(breakActor);
}
if (breakActor->hasU() && !NullActor(breakActor))
{
// programmed animating type - without BOOL1 set
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if (breakActor->spr.lotag)
DoLightingMatch(breakActor->spr.lotag, -1);
SpawnShrap(breakActor, nullptr);
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breakActor->spr.extra &= ~SPRX_BREAKABLE;
return false;
}
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return AutoBreakSprite(breakActor, type);
}
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void DoWallBreakMatch(int match)
{
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sectortype* sect = nullptr;
int x,y,z;
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int wall_ang;
for(auto& wal : wall)
{
if (wal.hitag == match)
{
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WallBreakPosition(&wal, &sect, &x, &y, &z, &wall_ang);
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wal.hitag = 0; // Reset the hitag
AutoBreakWall(&wal, x, y, z, wall_ang, 0);
}
}
}
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static void DoWallBreakSpriteMatch(int match)
{
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SWStatIterator it(STAT_ENEMY);
while (auto actor = it.Next())
{
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if (actor->spr.hitag == match)
{
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KillActor(actor);
}
}
}
END_SW_NS