//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2017-2019 - Nuke.YKT Copyright (C) 2020 - Christoph Oelckers 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. This file is a combination of code from the following sources: - EDuke 2 by Matt Saettler - JFDuke by Jonathon Fowler (jf@jonof.id.au), - DukeGDX and RedneckGDX by Alexander Makarov-[M210] (m210-2007@mail.ru) - Redneck Rampage reconstructed source by Nuke.YKT Note: Most of this code follows DukeGDX and RedneckGDX because for Java it had to undo all the macro hackery that make the Duke source extremely hard to read. The other code bases were mainly used to add missing feature support (e.g. WW2GI) and verify correctness. */ //------------------------------------------------------------------------- #include "ns.h" #include "global.h" #include "names.h" BEGIN_DUKE_NS //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool ceilingspace(int sectnum) { if ((sector[sectnum].ceilingstat & 1) && sector[sectnum].ceilingpal == 0) { switch (sector[sectnum].ceilingpicnum) { case MOONSKY1: case BIGORBIT1: return true; } } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool floorspace(int sectnum) { if ((sector[sectnum].floorstat & 1) && sector[sectnum].ceilingpal == 0) { switch (sector[sectnum].floorpicnum) { case MOONSKY1: case BIGORBIT1: return true; } } return false; } 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]) { p->gotweapon.Set(weapon); if (weapon == SHRINKER_WEAPON) p->gotweapon.Set(GROW_WEAPON); } 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; #ifdef EDUKE if (p->curr_weapon != weapon) { short snum; snum = sprite[p->i].yvel; SetGameVarID(g_iWeaponVarID, weapon, p->i, snum); if (p->curr_weapon >= 0) { SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[weapon][snum], p->i, snum); } else { SetGameVarID(g_iWorksLikeVarID, -1, p->i, snum); } SetGameVarID(g_iReturnVarID, 0, -1, snum); OnEvent(EVENT_CHANGEWEAPON, p->i, snum, -1); if (GetGameVarID(g_iReturnVarID, -1, snum) == 0) { p->curr_weapon = weapon; } } #else p->curr_weapon = weapon; #endif 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; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool ifsquished(int i, int p) { bool squishme = false; if (sprite[i].picnum == TILE_APLAYER && ud.clipping) return false; auto &sc = sector[sprite[i].sectnum]; int floorceildist = sc.floorz - sc.ceilingz; if (sc.lotag != ST_23_SWINGING_DOOR) { if (sprite[i].pal == 1) squishme = floorceildist < (32 << 8) && (sc.lotag & 32768) == 0; else squishme = floorceildist < (12 << 8); } if (squishme) { FTA(QUOTE_SQUISHED, ps[p]); if (badguy(&sprite[i])) sprite[i].xvel = 0; if (sprite[i].pal == 1) { hittype[i].picnum = SHOTSPARK1; hittype[i].extra = 1; return false; } return true; } return false; } END_DUKE_NS