raze/source/games/duke/src/sectors.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
This file is part of Enhanced 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
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "sounds_common.h"
// PRIMITIVE
BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
// game dependent dispatchers
//
//---------------------------------------------------------------------------
bool isadoorwall_d(int dapic);
bool isadoorwall_r(int dapic);
bool isadoorwall(int dapic)
{
return isRR() ? isadoorwall_r(dapic) : isadoorwall_d(dapic);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool haltsoundhack;
int callsound(int sn, int whatsprite)
{
if (!isRRRA() && haltsoundhack)
{
haltsoundhack = 0;
return -1;
}
int i = headspritesect[sn];
while (i >= 0)
{
if (sprite[i].picnum == MUSICANDSFX && sprite[i].lotag < 1000)
{
if (whatsprite == -1) whatsprite = i;
int snum = sprite[i].lotag;
auto flags = S_GetUserFlags(snum);
if (hittype[i].temp_data[0] == 0)
{
if ((flags & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL)
{
if (snum)
{
if (sprite[i].hitag && snum != sprite[i].hitag)
S_StopEnvSound(sprite[i].hitag, hittype[i].temp_data[5]); // changed to only stop the sound on the same actor, not all of them.
spritesound(snum, whatsprite);
hittype[i].temp_data[5] = whatsprite;
}
if ((sector[sprite[i].sectnum].lotag & 0xff) != ST_22_SPLITTING_DOOR)
hittype[i].temp_data[0] = 1;
}
}
else if (S_IsSoundValid(sprite[i].hitag))
{
if ((flags & SF_LOOP) || (sprite[i].hitag && sprite[i].hitag != sprite[i].lotag))
S_StopEnvSound(sprite[i].lotag, hittype[i].temp_data[5]); // changed to only stop the sound on the same actor, not all of them.
if (sprite[i].hitag) spritesound(sprite[i].hitag, whatsprite);
hittype[i].temp_data[0] = 0;
hittype[i].temp_data[5] = whatsprite;
}
return sprite[i].lotag;
}
i = nextspritesect[i];
}
return -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int check_activator_motion(int lotag)
{
int i, j;
spritetype* s;
i = headspritestat[STAT_ACTIVATOR];
while (i >= 0)
{
if (sprite[i].lotag == lotag)
{
s = &sprite[i];
for (j = animatecnt - 1; j >= 0; j--)
if (s->sectnum == animatesect[j])
return(1);
j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if (s->sectnum == sprite[j].sectnum)
switch (sprite[j].lotag)
{
case SE_11_SWINGING_DOOR:
case SE_30_TWO_WAY_TRAIN:
if (hittype[j].temp_data[4])
return(1);
break;
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
if (isRRRA()) break;
case SE_20_STRETCH_BRIDGE:
case SE_31_FLOOR_RISE_FALL:
case SE_32_CEILING_RISE_FALL:
if (hittype[j].temp_data[0])
return(1);
break;
}
j = nextspritestat[j];
}
}
i = nextspritestat[i];
}
return(0);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool isanunderoperator(int lotag)
{
switch (lotag & 0xff)
{
case ST_15_WARP_ELEVATOR:
case ST_16_PLATFORM_DOWN:
case ST_17_PLATFORM_UP:
case ST_18_ELEVATOR_DOWN:
case ST_19_ELEVATOR_UP:
case ST_26_SPLITTING_ST_DOOR:
return true;
case ST_22_SPLITTING_DOOR:
return !isRR();
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool isanearoperator(int lotag)
{
switch (lotag & 0xff)
{
case ST_9_SLIDING_ST_DOOR:
case ST_15_WARP_ELEVATOR:
case ST_16_PLATFORM_DOWN:
case ST_17_PLATFORM_UP:
case ST_18_ELEVATOR_DOWN:
case ST_19_ELEVATOR_UP:
case ST_20_CEILING_DOOR:
case ST_21_FLOOR_DOOR:
case ST_22_SPLITTING_DOOR:
case ST_23_SWINGING_DOOR:
case ST_25_SLIDING_DOOR:
case ST_26_SPLITTING_ST_DOOR:
case ST_29_TEETH_DOOR:
return true;
case 41:
return isRR();
}
return false;
}
END_DUKE_NS