//------------------------------------------------------------------------- /* 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 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; } int CompareSearchBreakInfo(int *picnum, BREAK_INFO* break_info) { // will return a number less than 0 if picnum < break_info->picnum return(*picnum - break_info->picnum); } BREAK_INFO* FindWallBreakInfo(int picnum) { return(BREAK_INFO*)(bsearch(&picnum, &WallBreakInfo, SIZ(WallBreakInfo), sizeof(BREAK_INFO), (int(*)(const void*,const void*))CompareSearchBreakInfo)); } BREAK_INFO* FindSpriteBreakInfo(int picnum) { return(BREAK_INFO*)(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_INFO* SetupWallForBreak(walltype* wallp) { BREAK_INFO* 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_INFO* SetupSpriteForBreak(DSWActor* actor) { int picnum = actor->spr.picnum; BREAK_INFO* break_info; // ignore as a breakable if true 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_INFO*)(-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 ////////////////////////////////////////////// DSWActor* FindBreakSpriteMatch(int match) { SWStatIterator it(STAT_BREAKABLE); while (auto actor = it.Next()) { if (SP_TAG2(actor) == match && actor->spr.picnum == ST1) { return actor; } } return nullptr; } // // WALL // int AutoBreakWall(walltype* wallp, int hit_x, int hit_y, int hit_z, int ang, int type) { BREAK_INFO* break_info; walltype* nwp; wallp->lotag = 0; if (wallp->twoSided()) { 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); 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) { wallp->cstat &= ~(CSTAT_WALL_MASKED|CSTAT_WALL_1WAY|CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK); wallp->overpicnum = 0; if (wallp->twoSided()) { nwp = wallp->nextWall(); nwp->cstat &= ~(CSTAT_WALL_MASKED|CSTAT_WALL_1WAY|CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK); nwp->overpicnum = 0; } } else { wallp->cstat &= ~(CSTAT_WALL_BLOCK_HITSCAN|CSTAT_WALL_BLOCK); wallp->overpicnum = break_info->breaknum; if (wallp->twoSided()) { nwp = wallp->nextWall(); 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; } bool UserBreakWall(walltype* wp) { 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; bool ret = false; auto actor = FindBreakSpriteMatch(match); if (actor == nullptr) { // do it the old way and get rid of wall - assumed to be masked DoSpawnSpotsForKill(match); wp->cstat &= ~(flags); if (wp->twoSided()) wp->nextWall()->cstat &= ~(flags); // clear tags wp->hitag = wp->lotag = 0; 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; if (wp->twoSided()) wp->nextWall()->hitag = wp->nextWall()->lotag = 0; ret = false; } else if (SP_TAG8(actor) == 1) { // clear flags wp->cstat &= ~(flags); if (wp->twoSided()) wp->nextWall()->cstat &= ~(flags); // clear tags wp->hitag = wp->lotag = 0; 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 wp->cstat &= ~(block_flags); if (wp->twoSided()) wp->nextWall()->cstat &= ~(block_flags); // clear tags wp->hitag = wp->lotag = 0; if (wp->twoSided()) wp->nextWall()->hitag = wp->nextWall()->lotag = 0; ret = false; } return ret; } else { // increment picnum wp->picnum++; DoSpawnSpotsForDamage(match); } return false; } int WallBreakPosition(walltype* wp, sectortype** sectp, int *x, int *y, int *z, int *ang) { int nx,ny; int wall_ang; wall_ang = NORM_ANGLE(getangle(wp->delta())+512); *sectp = wp->sectorp(); ASSERT(*sectp); // midpoint of wall *x = (wp->wall_int_pos().X + wp->wall_int_pos().X) >> 1; *y = (wp->wall_int_pos().Y + wp->wall_int_pos().Y) >> 1; if (!wp->twoSided()) { // white wall *z = ((*sectp)->int_floorz() + (*sectp)->int_ceilingz()) >> 1; } else { auto next_sect = wp->nextSector(); // red wall ASSERT(wp->twoSided()); // floor and ceiling meet if (next_sect->int_floorz() == next_sect->int_ceilingz()) *z = ((*sectp)->int_floorz() + (*sectp)->int_ceilingz()) >> 1; else // floor is above other sector if (next_sect->int_floorz() < (*sectp)->int_floorz()) *z = (next_sect->int_floorz() + (*sectp)->int_floorz()) >> 1; else // ceiling is below other sector if (next_sect->int_ceilingz() > (*sectp)->int_ceilingz()) *z = (next_sect->int_ceilingz() + (*sectp)->int_ceilingz()) >> 1; } *ang = wall_ang; nx = MOVEx(128, wall_ang); ny = MOVEy(128, wall_ang); *x += nx; *y += ny; 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 bool HitBreakWall(walltype* wp, int hit_x, int hit_y, int hit_z, int ang, int type) { int match = wp->hitag; if (match > 0) { UserBreakWall(wp); return true; } //if (hit_x == INT32_MAX) { sectortype* sect = nullptr; WallBreakPosition(wp, §, &hit_x, &hit_y, &hit_z, &ang); } AutoBreakWall(wp, hit_x, hit_y, hit_z, ang, type); return true; } // // SPRITE // int KillBreakSprite(DSWActor* breakActor) { // Double deletion can easily happen with the break sprite code. if (breakActor->ObjectFlags & OF_EuthanizeMe) return false; // 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()) { 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 KillActor(breakActor); else SetSuicide(breakActor); } else { change_actor_stat(breakActor, STAT_SUICIDE); } return 0; } int UserBreakSprite(DSWActor* breakActor) { int match = breakActor->spr.lotag; int match_extra; auto actor = FindBreakSpriteMatch(match); 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); KillBreakSprite(breakActor); return true; } match_extra = SP_TAG6(breakActor); 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) { breakActor->spr.picnum = SP_TAG5(actor); breakActor->spr.extra &= ~(SPRX_BREAKABLE); } else // kill sprite if (SP_TAG8(actor) == 1) { // Kill sound if one is attached DeleteNoSoundOwner(breakActor); KillBreakSprite(breakActor); return true; } else if (SP_TAG8(actor) == 2) // leave it { // set to broken pic breakActor->spr.picnum = SP_TAG5(actor); // reset if (SP_TAG8(actor) == 2) { breakActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); } breakActor->spr.extra &= ~(SPRX_BREAKABLE); } } else { // increment picnum breakActor->spr.picnum++; DoSpawnSpotsForDamage(match_extra); } return false; } int AutoBreakSprite(DSWActor* breakActor, int type) { BREAK_INFO* break_info; break_info = FindSpriteBreakInfo(breakActor->spr.picnum); 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)) { breakActor->spr.extra &= ~(SPRX_BREAKABLE); breakActor->spr.cstat &= ~(CSTAT_SPRITE_BREAKABLE); } breakActor->spr.picnum = break_info->breaknum; // pass Break Info Globally SpawnShrap(breakActor, nullptr, -1, break_info); if (breakActor->spr.picnum == 3683) breakActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); } return false; } 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)) SpawnBreakFlames(breakActor); breakActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); breakActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE; // Kill sound if one is attached DeleteNoSoundOwner(breakActor); KillBreakSprite(breakActor); return true; } else { breakActor->spr.picnum = break_info->breaknum; if (breakActor->spr.picnum == 3683) breakActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); } return false; } 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 if (actor->user.Flags & (SPR_SO_ATTACHED)) return true; // does not have a STATE or FUNC to control it if (!actor->user.State) return true; // does not have a STATE or FUNC to control it if (!actor->user.ActorActionFunc) return true; return false; } int HitBreakSprite(DSWActor* breakActor, int type) { if (TEST_BOOL1(breakActor)) { if (TEST_BOOL2(breakActor)) return false; return UserBreakSprite(breakActor); } if (breakActor->hasU() && !NullActor(breakActor)) { // programmed animating type - without BOOL1 set if (breakActor->spr.lotag) DoLightingMatch(breakActor->spr.lotag, -1); SpawnShrap(breakActor, nullptr); breakActor->spr.extra &= ~SPRX_BREAKABLE; return false; } return AutoBreakSprite(breakActor, type); } void DoWallBreakMatch(int match) { sectortype* sect = nullptr; int x,y,z; int wall_ang; for(auto& wal : wall) { if (wal.hitag == match) { WallBreakPosition(&wal, §, &x, &y, &z, &wall_ang); wal.hitag = 0; // Reset the hitag AutoBreakWall(&wal, x, y, z, wall_ang, 0); } } } static void DoWallBreakSpriteMatch(int match) { SWStatIterator it(STAT_ENEMY); while (auto actor = it.Next()) { if (actor->spr.hitag == match) { KillActor(actor); } } } END_SW_NS