mirror of
https://github.com/DrBeef/Raze.git
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c20e41d0c8
git-svn-id: https://svn.eduke32.com/eduke32@5949 1a8010ca-5511-0410-912e-c29ae57300e0
3218 lines
110 KiB
C
3218 lines
110 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#define sector_c_
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#include "duke3d.h"
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#include "input.h"
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// PRIMITIVE
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static int g_haltSoundHack = 0;
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int S_FindMusicSFX(int sectNum, int32_t *sndptr)
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{
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for (bssize_t SPRITES_OF_SECT(sectNum, spriteNum))
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{
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const int32_t snd = sprite[spriteNum].lotag;
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EDUKE32_STATIC_ASSERT(MAXSOUNDS >= 1000);
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if (PN(spriteNum) == MUSICANDSFX && (unsigned)snd < 1000) // XXX: in other places, 999
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{
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*sndptr = snd;
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return spriteNum;
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}
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}
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*sndptr = -1;
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return -1;
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}
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// this function activates a sector's MUSICANDSFX sprite
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int A_CallSound(int sectNum, int spriteNum)
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{
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if (g_haltSoundHack)
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{
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g_haltSoundHack = 0;
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return -1;
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}
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int32_t soundNum;
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int const SFXsprite = S_FindMusicSFX(sectNum, &soundNum);
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if (SFXsprite >= 0)
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{
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if (spriteNum == -1)
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spriteNum = SFXsprite;
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if (T1(SFXsprite) == 0)
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{
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if ((g_sounds[soundNum].m & SF_GLOBAL) == 0)
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{
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if (soundNum)
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{
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A_PlaySound(soundNum, spriteNum);
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if (SHT(SFXsprite) && soundNum != SHT(SFXsprite) && SHT(SFXsprite) < MAXSOUNDS)
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S_StopEnvSound(SHT(SFXsprite),T6(SFXsprite));
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T6(SFXsprite) = spriteNum;
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}
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if ((sector[SECT(SFXsprite)].lotag&0xff) != ST_22_SPLITTING_DOOR)
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T1(SFXsprite) = 1;
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}
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}
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else if (SHT(SFXsprite) < MAXSOUNDS)
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{
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if (SHT(SFXsprite))
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A_PlaySound(SHT(SFXsprite), spriteNum);
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if ((g_sounds[soundNum].m & SF_LOOP) || (SHT(SFXsprite) && SHT(SFXsprite) != soundNum))
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S_StopEnvSound(soundNum, T6(SFXsprite));
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T6(SFXsprite) = spriteNum;
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T1(SFXsprite) = 0;
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}
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return soundNum;
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}
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return -1;
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}
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int G_CheckActivatorMotion(int lotag)
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{
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int spriteNum = headspritestat[STAT_ACTIVATOR];
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while (spriteNum >= 0)
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{
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if (sprite[spriteNum].lotag == lotag)
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{
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spritetype *const pSprite = &sprite[spriteNum];
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for (bssize_t j = g_animateCnt - 1; j >= 0; j--)
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if (pSprite->sectnum == g_animateSect[j])
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return 1;
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int sectorEffector = headspritestat[STAT_EFFECTOR];
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while (sectorEffector >= 0)
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{
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if (pSprite->sectnum == sprite[sectorEffector].sectnum)
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{
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switch (sprite[sectorEffector].lotag)
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{
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case SE_11_SWINGING_DOOR:
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case SE_30_TWO_WAY_TRAIN:
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if (actor[sectorEffector].t_data[4])
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return 1;
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break;
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case SE_20_STRETCH_BRIDGE:
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case SE_31_FLOOR_RISE_FALL:
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case SE_32_CEILING_RISE_FALL:
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case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
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if (actor[sectorEffector].t_data[0])
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return 1;
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break;
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}
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}
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sectorEffector = nextspritestat[sectorEffector];
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}
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}
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spriteNum = nextspritestat[spriteNum];
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}
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return 0;
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}
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int CheckDoorTile(int tileNum)
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{
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switch (DYNAMICTILEMAP(tileNum))
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{
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case DOORTILE1__STATIC:
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case DOORTILE2__STATIC:
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case DOORTILE3__STATIC:
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case DOORTILE4__STATIC:
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case DOORTILE5__STATIC:
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case DOORTILE6__STATIC:
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case DOORTILE7__STATIC:
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case DOORTILE8__STATIC:
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case DOORTILE9__STATIC:
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case DOORTILE10__STATIC:
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case DOORTILE11__STATIC:
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case DOORTILE12__STATIC:
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case DOORTILE14__STATIC:
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case DOORTILE15__STATIC:
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case DOORTILE16__STATIC:
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case DOORTILE17__STATIC:
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case DOORTILE18__STATIC:
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case DOORTILE19__STATIC:
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case DOORTILE20__STATIC:
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case DOORTILE21__STATIC:
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case DOORTILE22__STATIC:
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case DOORTILE23__STATIC:
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return 1;
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}
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return 0;
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}
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int isanunderoperator(int lotag)
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{
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switch (lotag & 0xff)
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{
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case ST_15_WARP_ELEVATOR:
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case ST_16_PLATFORM_DOWN:
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case ST_17_PLATFORM_UP:
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case ST_18_ELEVATOR_DOWN:
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case ST_19_ELEVATOR_UP:
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case ST_22_SPLITTING_DOOR:
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case ST_26_SPLITTING_ST_DOOR:
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return 1;
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}
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return 0;
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}
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int isanearoperator(int lotag)
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{
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switch (lotag & 0xff)
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{
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case ST_9_SLIDING_ST_DOOR:
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case ST_15_WARP_ELEVATOR:
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case ST_16_PLATFORM_DOWN:
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case ST_17_PLATFORM_UP:
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case ST_18_ELEVATOR_DOWN:
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case ST_19_ELEVATOR_UP:
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case ST_20_CEILING_DOOR:
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case ST_21_FLOOR_DOOR:
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case ST_22_SPLITTING_DOOR:
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case ST_23_SWINGING_DOOR:
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case ST_25_SLIDING_DOOR:
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case ST_26_SPLITTING_ST_DOOR:
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case ST_29_TEETH_DOOR:
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return 1;
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}
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return 0;
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}
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static inline int32_t A_FP_ManhattanDist(const DukePlayer_t *pPlayer, const spritetype *pSprite)
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{
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return klabs(pPlayer->opos.x - pSprite->x)
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+ klabs(pPlayer->opos.y - pSprite->y)
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+ ((klabs(pPlayer->opos.z - pSprite->z + (28 << 8))) >> 4);
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}
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int __fastcall A_FindPlayer(const spritetype *pSprite, int32_t *dist)
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{
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if (!g_netServer && ud.multimode < 2)
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{
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DukePlayer_t *const pPlayer = g_player[myconnectindex].ps;
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if (dist)
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*dist = A_FP_ManhattanDist(pPlayer, pSprite);
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return myconnectindex;
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}
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int closestPlayer = 0;
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int32_t closestPlayerDist = INT32_MAX;
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for (bssize_t TRAVERSE_CONNECT(j))
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{
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DukePlayer_t *const pPlayer = g_player[j].ps;
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int32_t playerDist = A_FP_ManhattanDist(pPlayer, pSprite);
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if (playerDist < closestPlayerDist && sprite[pPlayer->i].extra > 0)
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{
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closestPlayer = j;
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closestPlayerDist = playerDist;
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}
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}
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if (dist)
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*dist = closestPlayerDist;
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return closestPlayer;
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}
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void G_DoSectorAnimations(void)
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{
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for (bssize_t animNum=g_animateCnt-1; animNum>=0; animNum--)
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{
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int animPos = *g_animatePtr[animNum];
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int const animVel = g_animateVel[animNum] * TICSPERFRAME;
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int const animSect = g_animateSect[animNum];
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if (animPos == g_animateGoal[animNum])
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{
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G_StopInterpolation(g_animatePtr[animNum]);
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// This fixes a bug where wall or floor sprites contained in
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// elevator sectors (ST 16-19) would jitter vertically after the
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// elevator had stopped.
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if (g_animatePtr[animNum] == §or[g_animateSect[animNum]].floorz)
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{
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for (bssize_t j=headspritesect[animSect]; j>=0; j=nextspritesect[j])
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{
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if (sprite[j].statnum != STAT_EFFECTOR)
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actor[j].bpos.z = sprite[j].z;
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}
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}
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g_animateCnt--;
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g_animatePtr[animNum] = g_animatePtr[g_animateCnt];
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g_animateGoal[animNum] = g_animateGoal[g_animateCnt];
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g_animateVel[animNum] = g_animateVel[g_animateCnt];
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g_animateSect[animNum] = g_animateSect[g_animateCnt];
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if ((sector[g_animateSect[animNum]].lotag == ST_18_ELEVATOR_DOWN || sector[g_animateSect[animNum]].lotag == ST_19_ELEVATOR_UP)
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&& (g_animatePtr[animNum] == §or[g_animateSect[animNum]].ceilingz))
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continue;
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if ((sector[animSect].lotag&0xff) != ST_22_SPLITTING_DOOR)
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A_CallSound(animSect,-1);
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continue;
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}
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animPos = (animVel > 0) ? min(animPos + animVel, g_animateGoal[animNum])
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: max(animPos + animVel, g_animateGoal[animNum]);
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if (g_animatePtr[animNum] == §or[g_animateSect[animNum]].floorz)
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{
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for (bssize_t TRAVERSE_CONNECT(playerNum))
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{
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if ((g_player[playerNum].ps->cursectnum == animSect)
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&& ((sector[animSect].floorz - g_player[playerNum].ps->pos.z) < (64 << 8))
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&& (sprite[g_player[playerNum].ps->i].owner >= 0))
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{
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g_player[playerNum].ps->pos.z += animVel;
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g_player[playerNum].ps->vel.z = 0;
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/*
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if (p == myconnectindex)
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{
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my.z += v;
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myvel.z = 0;
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}
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*/
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}
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}
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for (bssize_t j=headspritesect[animSect]; j>=0; j=nextspritesect[j])
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{
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if (sprite[j].statnum != STAT_EFFECTOR)
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{
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actor[j].bpos.z = sprite[j].z;
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sprite[j].z += animVel;
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actor[j].floorz = sector[animSect].floorz+animVel;
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}
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}
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}
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*g_animatePtr[animNum] = animPos;
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}
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}
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int GetAnimationGoal(const int32_t *animPtr)
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{
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for (bssize_t i = 0; i < g_animateCnt; i++)
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if (animPtr == g_animatePtr[i])
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return i;
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return -1;
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}
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int SetAnimation(int sectNum, int32_t *animPtr, int goalVal, int animVel)
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{
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if (g_animateCnt >= MAXANIMATES)
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return -1;
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int animNum = g_animateCnt;
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for (bssize_t i = 0; i < g_animateCnt; i++)
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{
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if (animPtr == g_animatePtr[i])
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{
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animNum = i;
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break;
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}
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}
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g_animateSect[animNum] = sectNum;
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g_animatePtr[animNum] = animPtr;
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g_animateGoal[animNum] = goalVal;
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g_animateVel[animNum] = (goalVal >= *animPtr) ? animVel : -animVel;
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if (animNum == g_animateCnt)
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g_animateCnt++;
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G_SetInterpolation(animPtr);
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return animNum;
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}
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static void G_SetupCamTile(int spriteNum, int tileNum, int smoothRatio)
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{
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vec3_t const camera = G_GetCameraPosition(spriteNum, smoothRatio);
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int const saveMirror = display_mirror;
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//if (waloff[wn] == 0) loadtile(wn);
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setviewtotile(tileNum, tilesiz[tileNum].y, tilesiz[tileNum].x);
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yax_preparedrawrooms();
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drawrooms(camera.x, camera.y, camera.z, SA(spriteNum), 100 + sprite[spriteNum].shade, SECT(spriteNum));
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yax_drawrooms(G_DoSpriteAnimations, SECT(spriteNum), 0, smoothRatio);
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display_mirror = 3;
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G_DoSpriteAnimations(camera.x, camera.y, SA(spriteNum), smoothRatio);
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display_mirror = saveMirror;
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drawmasks();
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setviewback();
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squarerotatetile(tileNum);
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invalidatetile(tileNum, -1, 255);
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}
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void G_AnimateCamSprite(int smoothRatio)
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{
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#ifdef DEBUG_VALGRIND_NO_SMC
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return;
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#endif
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if (g_curViewscreen < 0)
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return;
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int const spriteNum = g_curViewscreen;
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if (totalclock >= T1(spriteNum) + ud.camera_time)
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{
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DukePlayer_t const *const pPlayer = g_player[screenpeek].ps;
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if (pPlayer->newowner >= 0)
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OW(spriteNum) = pPlayer->newowner;
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if (OW(spriteNum) >= 0 && dist(&sprite[pPlayer->i], &sprite[spriteNum]) < VIEWSCREEN_ACTIVE_DISTANCE)
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{
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int const viewscrShift = G_GetViewscreenSizeShift((const uspritetype *)&sprite[spriteNum]);
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int const viewscrTile = TILE_VIEWSCR - viewscrShift;
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if (waloff[viewscrTile] == 0)
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allocatepermanenttile(viewscrTile, tilesiz[PN(spriteNum)].x << viewscrShift, tilesiz[PN(spriteNum)].y << viewscrShift);
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else
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walock[viewscrTile] = 255;
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G_SetupCamTile(OW(spriteNum), viewscrTile, smoothRatio);
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#ifdef POLYMER
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// Force texture update on viewscreen sprite in Polymer!
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if (getrendermode() == REND_POLYMER)
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polymer_invalidatesprite(spriteNum);
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#endif
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}
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T1(spriteNum) = totalclock;
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}
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}
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void G_AnimateWalls(void)
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{
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for (bssize_t animwallNum = g_animWallCnt-1; animwallNum>=0; animwallNum--)
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{
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int const wallNum = animwall[animwallNum].wallnum;
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switch (DYNAMICTILEMAP(wall[wallNum].picnum))
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{
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case SCREENBREAK1__STATIC:
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case SCREENBREAK2__STATIC:
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case SCREENBREAK3__STATIC:
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case SCREENBREAK4__STATIC:
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case SCREENBREAK5__STATIC:
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case SCREENBREAK9__STATIC:
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case SCREENBREAK10__STATIC:
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case SCREENBREAK11__STATIC:
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case SCREENBREAK12__STATIC:
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case SCREENBREAK13__STATIC:
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case SCREENBREAK14__STATIC:
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case SCREENBREAK15__STATIC:
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case SCREENBREAK16__STATIC:
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case SCREENBREAK17__STATIC:
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case SCREENBREAK18__STATIC:
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case SCREENBREAK19__STATIC:
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if ((krand()&255) < 16)
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{
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animwall[animwallNum].tag = wall[wallNum].picnum;
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wall[wallNum].picnum = SCREENBREAK6;
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}
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continue;
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case SCREENBREAK6__STATIC:
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case SCREENBREAK7__STATIC:
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case SCREENBREAK8__STATIC:
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if (animwall[animwallNum].tag >= 0 && wall[wallNum].extra != FEMPIC2 && wall[wallNum].extra != FEMPIC3)
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wall[wallNum].picnum = animwall[animwallNum].tag;
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else
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{
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wall[wallNum].picnum++;
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if (wall[wallNum].picnum == (SCREENBREAK6+3))
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wall[wallNum].picnum = SCREENBREAK6;
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}
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continue;
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}
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if ((wall[wallNum].cstat&16) && G_GetForcefieldPicnum(wallNum)==W_FORCEFIELD)
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{
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int const wallTag = animwall[animwallNum].tag;
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if (wall[wallNum].cstat&254)
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{
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wall[wallNum].xpanning -= wallTag>>10; // sintable[(t+512)&2047]>>12;
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wall[wallNum].ypanning -= wallTag>>10; // sintable[t&2047]>>12;
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if (wall[wallNum].extra == 1)
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{
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wall[wallNum].extra = 0;
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animwall[animwallNum].tag = 0;
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}
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else animwall[animwallNum].tag += 128;
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if (animwall[animwallNum].tag < (128 << 4))
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{
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wall[wallNum].overpicnum = (animwall[animwallNum].tag & 128) ? W_FORCEFIELD : W_FORCEFIELD + 1;
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}
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else
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{
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if ((krand()&255) < 32)
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animwall[animwallNum].tag = 128<<(krand()&3);
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else wall[wallNum].overpicnum = W_FORCEFIELD+1;
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}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int G_ActivateWarpElevators(int spriteNum, int warpDir)
|
|
{
|
|
bssize_t i;
|
|
int const sectNum = sprite[spriteNum].sectnum;
|
|
|
|
for (SPRITES_OF(STAT_EFFECTOR, i))
|
|
if (SLT(i) == SE_17_WARP_ELEVATOR && SHT(i) == sprite[spriteNum].hitag)
|
|
{
|
|
if (klabs(sector[sectNum].floorz - actor[spriteNum].t_data[2]) > SP(i) ||
|
|
sector[SECT(i)].hitag == sector[sectNum].hitag - warpDir)
|
|
break;
|
|
}
|
|
|
|
if (i == -1)
|
|
return 1; // No find
|
|
|
|
A_PlaySound(warpDir ? ELEVATOR_ON : ELEVATOR_OFF, spriteNum);
|
|
|
|
for (SPRITES_OF(STAT_EFFECTOR, i))
|
|
if (SLT(i) == SE_17_WARP_ELEVATOR && SHT(i) == sprite[spriteNum].hitag)
|
|
T1(i) = T2(i) = warpDir; //Make all check warp
|
|
|
|
return 0;
|
|
}
|
|
|
|
void G_OperateSectors(int sectNum, int spriteNum)
|
|
{
|
|
int32_t j=0;
|
|
int32_t i;
|
|
sectortype *const pSector = §or[sectNum];
|
|
|
|
switch (pSector->lotag&(0xffff-49152))
|
|
{
|
|
case ST_30_ROTATE_RISE_BRIDGE:
|
|
j = sector[sectNum].hitag;
|
|
|
|
if (E_SpriteIsValid(j))
|
|
{
|
|
if (actor[j].tempang == 0 || actor[j].tempang == 256)
|
|
A_CallSound(sectNum,spriteNum);
|
|
sprite[j].extra = (sprite[j].extra == 1) ? 3 : 1;
|
|
}
|
|
break;
|
|
|
|
case ST_31_TWO_WAY_TRAIN:
|
|
j = sector[sectNum].hitag;
|
|
|
|
if (E_SpriteIsValid(j))
|
|
{
|
|
if (actor[j].t_data[4] == 0)
|
|
actor[j].t_data[4] = 1;
|
|
|
|
A_CallSound(sectNum,spriteNum);
|
|
}
|
|
break;
|
|
|
|
case ST_26_SPLITTING_ST_DOOR: //The split doors
|
|
if (GetAnimationGoal(&pSector->ceilingz) == -1) //if the door has stopped
|
|
{
|
|
g_haltSoundHack = 1;
|
|
pSector->lotag &= 0xff00;
|
|
pSector->lotag |= ST_22_SPLITTING_DOOR;
|
|
G_OperateSectors(sectNum,spriteNum);
|
|
pSector->lotag &= 0xff00;
|
|
pSector->lotag |= ST_9_SLIDING_ST_DOOR;
|
|
G_OperateSectors(sectNum,spriteNum);
|
|
pSector->lotag &= 0xff00;
|
|
pSector->lotag |= ST_26_SPLITTING_ST_DOOR;
|
|
}
|
|
return;
|
|
|
|
case ST_9_SLIDING_ST_DOOR:
|
|
{
|
|
int const startWall = pSector->wallptr;
|
|
int const endWall = startWall + pSector->wallnum - 1;
|
|
int const doorSpeed = pSector->extra >> 4;
|
|
|
|
//first find center point by averaging all points
|
|
|
|
vec2_t vect = { 0, 0 };
|
|
|
|
for (i = startWall; i <= endWall; i++)
|
|
{
|
|
vect.x += wall[i].x;
|
|
vect.y += wall[i].y;
|
|
}
|
|
|
|
vect.x = tabledivide32_noinline(vect.x, (endWall-startWall+1));
|
|
vect.y = tabledivide32_noinline(vect.y, (endWall-startWall+1));
|
|
|
|
//find any points with either same x or same y coordinate
|
|
// as center (dax, day) - should be 2 points found.
|
|
|
|
int wallfind[2] = { -1, -1 };
|
|
|
|
for (i = startWall; i <= endWall; i++)
|
|
{
|
|
if (wall[i].x == vect.x || wall[i].y == vect.y)
|
|
{
|
|
if (wallfind[0] == -1)
|
|
wallfind[0] = i;
|
|
else
|
|
wallfind[1] = i;
|
|
}
|
|
}
|
|
|
|
if (wallfind[1] == -1)
|
|
return;
|
|
|
|
for (j=0; j<2; j++)
|
|
{
|
|
int const foundWall = wallfind[j];
|
|
|
|
i = foundWall - 1;
|
|
|
|
if (i < startWall)
|
|
i = endWall;
|
|
|
|
vec2_t vect2 = { ((wall[i].x + wall[wall[foundWall].point2].x) >> 1) - wall[foundWall].x,
|
|
((wall[i].y + wall[wall[foundWall].point2].y) >> 1) - wall[foundWall].y };
|
|
|
|
if (wall[foundWall].x == vect.x && wall[foundWall].y == vect.y)
|
|
{
|
|
//find what direction door should open by averaging the
|
|
// 2 neighboring points of wallfind[0] & wallfind[1].
|
|
if (vect2.x != 0)
|
|
{
|
|
vect2.x = wall[wall[wall[foundWall].point2].point2].x;
|
|
vect2.x -= wall[wall[foundWall].point2].x;
|
|
SetAnimation(sectNum, &wall[foundWall].x, wall[foundWall].x + vect2.x, doorSpeed);
|
|
SetAnimation(sectNum, &wall[i].x, wall[i].x + vect2.x, doorSpeed);
|
|
SetAnimation(sectNum, &wall[wall[foundWall].point2].x, wall[wall[foundWall].point2].x + vect2.x, doorSpeed);
|
|
A_CallSound(sectNum, spriteNum);
|
|
}
|
|
else if (vect2.y != 0)
|
|
{
|
|
vect2.y = wall[wall[wall[foundWall].point2].point2].y;
|
|
vect2.y -= wall[wall[foundWall].point2].y;
|
|
SetAnimation(sectNum, &wall[foundWall].y, wall[foundWall].y + vect2.y, doorSpeed);
|
|
SetAnimation(sectNum, &wall[i].y, wall[i].y + vect2.y, doorSpeed);
|
|
SetAnimation(sectNum, &wall[wall[foundWall].point2].y, wall[wall[foundWall].point2].y + vect2.y, doorSpeed);
|
|
A_CallSound(sectNum, spriteNum);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (vect2.x != 0)
|
|
{
|
|
SetAnimation(sectNum, &wall[foundWall].x, vect.x, doorSpeed);
|
|
SetAnimation(sectNum, &wall[i].x, vect.x + vect2.x, doorSpeed);
|
|
SetAnimation(sectNum, &wall[wall[foundWall].point2].x, vect.x + vect2.x, doorSpeed);
|
|
A_CallSound(sectNum, spriteNum);
|
|
}
|
|
else if (vect2.y != 0)
|
|
{
|
|
SetAnimation(sectNum, &wall[foundWall].y, vect.y, doorSpeed);
|
|
SetAnimation(sectNum, &wall[i].y, vect.y + vect2.y, doorSpeed);
|
|
SetAnimation(sectNum, &wall[wall[foundWall].point2].y, vect.y + vect2.y, doorSpeed);
|
|
A_CallSound(sectNum, spriteNum);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
|
|
case ST_15_WARP_ELEVATOR://Warping elevators
|
|
|
|
if (sprite[spriteNum].picnum != APLAYER)
|
|
return;
|
|
|
|
for (SPRITES_OF_SECT(sectNum, i))
|
|
if (PN(i)==SECTOREFFECTOR && SLT(i) == SE_17_WARP_ELEVATOR)
|
|
break;
|
|
|
|
if (i < 0)
|
|
return;
|
|
|
|
if (sprite[spriteNum].sectnum == sectNum)
|
|
{
|
|
if (G_ActivateWarpElevators(i,-1))
|
|
G_ActivateWarpElevators(i,1);
|
|
else if (G_ActivateWarpElevators(i,1))
|
|
G_ActivateWarpElevators(i,-1);
|
|
}
|
|
else
|
|
{
|
|
if (pSector->floorz > SZ(i))
|
|
G_ActivateWarpElevators(i,-1);
|
|
else
|
|
G_ActivateWarpElevators(i,1);
|
|
}
|
|
|
|
return;
|
|
|
|
case ST_16_PLATFORM_DOWN:
|
|
case ST_17_PLATFORM_UP:
|
|
|
|
i = GetAnimationGoal(&pSector->floorz);
|
|
|
|
if (i == -1)
|
|
{
|
|
i = nextsectorneighborz(sectNum,pSector->floorz,1,1);
|
|
if (i == -1)
|
|
{
|
|
i = nextsectorneighborz(sectNum,pSector->floorz,1,-1);
|
|
if (i == -1) return;
|
|
j = sector[i].floorz;
|
|
SetAnimation(sectNum,&pSector->floorz,j,pSector->extra);
|
|
}
|
|
else
|
|
{
|
|
j = sector[i].floorz;
|
|
SetAnimation(sectNum,&pSector->floorz,j,pSector->extra);
|
|
}
|
|
A_CallSound(sectNum,spriteNum);
|
|
}
|
|
|
|
return;
|
|
|
|
case ST_18_ELEVATOR_DOWN:
|
|
case ST_19_ELEVATOR_UP:
|
|
|
|
i = GetAnimationGoal(&pSector->floorz);
|
|
|
|
if (i==-1)
|
|
{
|
|
i = nextsectorneighborz(sectNum, pSector->floorz, 1, -1);
|
|
|
|
if (i == -1)
|
|
i = nextsectorneighborz(sectNum, pSector->floorz, 1, 1);
|
|
|
|
if (i == -1)
|
|
return;
|
|
|
|
j = sector[i].floorz;
|
|
|
|
int const sectorExtra = pSector->extra;
|
|
int const zDiff = pSector->ceilingz - pSector->floorz;
|
|
|
|
SetAnimation(sectNum, &pSector->floorz, j, sectorExtra);
|
|
SetAnimation(sectNum, &pSector->ceilingz, j + zDiff, sectorExtra);
|
|
A_CallSound(sectNum, spriteNum);
|
|
}
|
|
return;
|
|
|
|
case ST_29_TEETH_DOOR:
|
|
|
|
for (SPRITES_OF(STAT_EFFECTOR, i))
|
|
if (SLT(i) == SE_22_TEETH_DOOR && SHT(i) == pSector->hitag)
|
|
{
|
|
sector[SECT(i)].extra = -sector[SECT(i)].extra;
|
|
|
|
T1(i) = sectNum;
|
|
T2(i) = 1;
|
|
}
|
|
|
|
A_CallSound(sectNum, spriteNum);
|
|
|
|
pSector->lotag ^= 0x8000;
|
|
|
|
if (pSector->lotag&0x8000)
|
|
{
|
|
j = nextsectorneighborz(sectNum,pSector->ceilingz,-1,-1);
|
|
if (j == -1) j = nextsectorneighborz(sectNum,pSector->ceilingz,1,1);
|
|
if (j == -1)
|
|
{
|
|
OSD_Printf("WARNING: ST29: null sector!\n");
|
|
return;
|
|
}
|
|
j = sector[j].ceilingz;
|
|
}
|
|
else
|
|
{
|
|
j = nextsectorneighborz(sectNum,pSector->ceilingz,1,1);
|
|
if (j == -1) j = nextsectorneighborz(sectNum,pSector->ceilingz,-1,-1);
|
|
if (j == -1)
|
|
{
|
|
OSD_Printf("WARNING: ST29: null sector!\n");
|
|
return;
|
|
}
|
|
j = sector[j].floorz;
|
|
}
|
|
|
|
SetAnimation(sectNum,&pSector->ceilingz,j,pSector->extra);
|
|
|
|
return;
|
|
|
|
case ST_20_CEILING_DOOR:
|
|
REDODOOR:
|
|
|
|
if (pSector->lotag&0x8000)
|
|
{
|
|
for (SPRITES_OF_SECT(sectNum, i))
|
|
if (sprite[i].statnum == STAT_EFFECTOR && SLT(i)==SE_9_DOWN_OPEN_DOOR_LIGHTS)
|
|
{
|
|
j = SZ(i);
|
|
break;
|
|
}
|
|
|
|
if (i==-1)
|
|
j = pSector->floorz;
|
|
}
|
|
else
|
|
{
|
|
j = nextsectorneighborz(sectNum,pSector->ceilingz,-1,-1);
|
|
|
|
if (j >= 0) j = sector[j].ceilingz;
|
|
else
|
|
{
|
|
pSector->lotag |= 32768;
|
|
goto REDODOOR;
|
|
}
|
|
}
|
|
|
|
pSector->lotag ^= 0x8000;
|
|
|
|
SetAnimation(sectNum,&pSector->ceilingz,j,pSector->extra);
|
|
A_CallSound(sectNum,spriteNum);
|
|
|
|
return;
|
|
|
|
case ST_21_FLOOR_DOOR:
|
|
i = GetAnimationGoal(&pSector->floorz);
|
|
if (i >= 0)
|
|
{
|
|
if (g_animateGoal[sectNum] == pSector->ceilingz)
|
|
g_animateGoal[i] = sector[nextsectorneighborz(sectNum,pSector->ceilingz,1,1)].floorz;
|
|
else g_animateGoal[i] = pSector->ceilingz;
|
|
}
|
|
else
|
|
{
|
|
if (pSector->ceilingz == pSector->floorz)
|
|
j = sector[nextsectorneighborz(sectNum,pSector->ceilingz,1,1)].floorz;
|
|
else j = pSector->ceilingz;
|
|
|
|
pSector->lotag ^= 0x8000;
|
|
|
|
if (SetAnimation(sectNum,&pSector->floorz,j,pSector->extra) >= 0)
|
|
A_CallSound(sectNum,spriteNum);
|
|
}
|
|
return;
|
|
|
|
case ST_22_SPLITTING_DOOR:
|
|
|
|
if (pSector->lotag&0x8000)
|
|
{
|
|
// WTF?
|
|
int const q = (pSector->ceilingz + pSector->floorz) >> 1;
|
|
j = SetAnimation(sectNum, &pSector->floorz, q, pSector->extra);
|
|
j = SetAnimation(sectNum, &pSector->ceilingz, q, pSector->extra);
|
|
}
|
|
else
|
|
{
|
|
int const floorNeighbor = nextsectorneighborz(sectNum, pSector->floorz, 1, 1);
|
|
int const ceilingNeighbor = nextsectorneighborz(sectNum, pSector->ceilingz, -1, -1);
|
|
|
|
if (floorNeighbor>=0 && ceilingNeighbor>=0)
|
|
{
|
|
j = SetAnimation(sectNum, &pSector->floorz, sector[floorNeighbor].floorz, pSector->extra);
|
|
j = SetAnimation(sectNum, &pSector->ceilingz, sector[ceilingNeighbor].ceilingz, pSector->extra);
|
|
}
|
|
else
|
|
{
|
|
OSD_Printf("WARNING: ST22: null sector: floor neighbor=%d, ceiling neighbor=%d!\n",
|
|
floorNeighbor, ceilingNeighbor);
|
|
pSector->lotag ^= 0x8000;
|
|
}
|
|
}
|
|
|
|
pSector->lotag ^= 0x8000;
|
|
|
|
A_CallSound(sectNum,spriteNum);
|
|
|
|
return;
|
|
|
|
case ST_23_SWINGING_DOOR: //Swingdoor
|
|
{
|
|
j = -1;
|
|
|
|
for (SPRITES_OF(STAT_EFFECTOR, i))
|
|
if (SLT(i) == SE_11_SWINGING_DOOR && SECT(i) == sectNum && !T5(i))
|
|
{
|
|
j = i;
|
|
break;
|
|
}
|
|
|
|
if (i < 0)
|
|
{
|
|
OSD_Printf("WARNING: SE23 i<0!\n");
|
|
return;
|
|
} // JBF
|
|
|
|
int const tag = sector[SECT(i)].lotag&0x8000;
|
|
|
|
if (j >= 0)
|
|
{
|
|
int soundPlayed = 0;
|
|
|
|
for (SPRITES_OF(STAT_EFFECTOR, i))
|
|
{
|
|
if (tag == (sector[SECT(i)].lotag&0x8000) && SLT(i) == SE_11_SWINGING_DOOR && sprite[j].hitag == SHT(i) && !T5(i))
|
|
{
|
|
if (sector[SECT(i)].lotag&0x8000) sector[SECT(i)].lotag &= 0x7fff;
|
|
else sector[SECT(i)].lotag |= 0x8000;
|
|
|
|
T5(i) = 1;
|
|
T4(i) = -T4(i);
|
|
|
|
if (!soundPlayed)
|
|
{
|
|
A_CallSound(sectNum, i);
|
|
soundPlayed = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
|
|
case ST_25_SLIDING_DOOR: //Subway type sliding doors
|
|
|
|
for (SPRITES_OF(STAT_EFFECTOR, j))
|
|
if (sprite[j].lotag == SE_15_SLIDING_DOOR && sprite[j].sectnum == sectNum)
|
|
break; //Found the sectoreffector.
|
|
|
|
if (j < 0)
|
|
return;
|
|
|
|
for (SPRITES_OF(STAT_EFFECTOR, i))
|
|
if (SHT(i)==sprite[j].hitag)
|
|
{
|
|
if (SLT(i) == SE_15_SLIDING_DOOR)
|
|
{
|
|
sector[SECT(i)].lotag ^= 0x8000; // Toggle the open or close
|
|
SA(i) += 1024;
|
|
|
|
if (T5(i))
|
|
A_CallSound(SECT(i),i);
|
|
A_CallSound(SECT(i),i);
|
|
|
|
T5(i) = (sector[SECT(i)].lotag&0x8000) ? 1 : 2;
|
|
}
|
|
}
|
|
|
|
return;
|
|
|
|
case ST_27_STRETCH_BRIDGE: //Extended bridge
|
|
|
|
for (SPRITES_OF(STAT_EFFECTOR, j))
|
|
if ((sprite[j].lotag&0xff)==SE_20_STRETCH_BRIDGE && sprite[j].sectnum == sectNum) //Bridge
|
|
{
|
|
sector[sectNum].lotag ^= 0x8000;
|
|
// Highest bit now set means we're opening.
|
|
|
|
actor[j].t_data[0] = (sector[sectNum].lotag&0x8000) ? 1 : 2;
|
|
A_CallSound(sectNum,spriteNum);
|
|
break;
|
|
}
|
|
|
|
return;
|
|
|
|
case ST_28_DROP_FLOOR:
|
|
//activate the rest of them
|
|
|
|
for (SPRITES_OF_SECT(sectNum, j))
|
|
if (sprite[j].statnum==STAT_EFFECTOR && (sprite[j].lotag&0xff)==SE_21_DROP_FLOOR)
|
|
break;
|
|
|
|
if (j >= 0) // PK: The matching SE21 might have gone, see SE_21_KILLIT in actors.c
|
|
{
|
|
j = sprite[j].hitag;
|
|
|
|
for (bssize_t SPRITES_OF(STAT_EFFECTOR, l))
|
|
{
|
|
if ((sprite[l].lotag&0xff)==SE_21_DROP_FLOOR && !actor[l].t_data[0] &&
|
|
sprite[l].hitag == j)
|
|
actor[l].t_data[0] = 1;
|
|
}
|
|
|
|
A_CallSound(sectNum,spriteNum);
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
void G_OperateRespawns(int lotag)
|
|
{
|
|
for (bssize_t nextSprite, SPRITES_OF_STAT_SAFE(STAT_FX, spriteNum, nextSprite))
|
|
{
|
|
spritetype * const pSprite = &sprite[spriteNum];
|
|
|
|
if (pSprite->lotag == lotag && pSprite->picnum == RESPAWN)
|
|
{
|
|
if (!ud.monsters_off || !A_CheckEnemyTile(pSprite->hitag))
|
|
{
|
|
int const j = A_Spawn(spriteNum, TRANSPORTERSTAR);
|
|
sprite[j].z -= ZOFFSET5;
|
|
|
|
// Just a way to killit (see G_MoveFX(): RESPAWN__STATIC)
|
|
pSprite->extra = 66-12;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void G_OperateActivators(int lotag, int playerNum)
|
|
{
|
|
for (bssize_t spriteNum=g_cyclerCnt-1; spriteNum>=0; spriteNum--)
|
|
{
|
|
int16_t *const pCycler = &g_cyclers[spriteNum][0];
|
|
|
|
if (pCycler[4] == lotag)
|
|
{
|
|
pCycler[5] = !pCycler[5];
|
|
sector[pCycler[0]].floorshade = pCycler[3];
|
|
sector[pCycler[0]].ceilingshade = pCycler[3];
|
|
walltype *pWall = &wall[sector[pCycler[0]].wallptr];
|
|
|
|
for (bsize_t j = sector[pCycler[0]].wallnum; j > 0; j--, pWall++)
|
|
pWall->shade = pCycler[3];
|
|
}
|
|
}
|
|
|
|
int soundPlayed = -1;
|
|
|
|
for (bssize_t nextSprite, SPRITES_OF_STAT_SAFE(STAT_ACTIVATOR, spriteNum, nextSprite))
|
|
{
|
|
if (sprite[spriteNum].lotag == lotag)
|
|
{
|
|
if (sprite[spriteNum].picnum == ACTIVATORLOCKED)
|
|
{
|
|
sector[SECT(spriteNum)].lotag ^= 16384;
|
|
|
|
if (playerNum >= 0 && playerNum < ud.multimode)
|
|
P_DoQuote((sector[SECT(spriteNum)].lotag & 16384) ? QUOTE_LOCKED : QUOTE_UNLOCKED, g_player[playerNum].ps);
|
|
}
|
|
else
|
|
{
|
|
switch (SHT(spriteNum))
|
|
{
|
|
case 1:
|
|
if (sector[SECT(spriteNum)].floorz != sector[SECT(spriteNum)].ceilingz)
|
|
continue;
|
|
break;
|
|
case 2:
|
|
if (sector[SECT(spriteNum)].floorz == sector[SECT(spriteNum)].ceilingz)
|
|
continue;
|
|
break;
|
|
}
|
|
|
|
// ST_2_UNDERWATER
|
|
if (sector[sprite[spriteNum].sectnum].lotag < 3)
|
|
{
|
|
for (bssize_t SPRITES_OF_SECT(sprite[spriteNum].sectnum, foundSprite))
|
|
{
|
|
if (sprite[foundSprite].statnum == STAT_EFFECTOR)
|
|
{
|
|
switch (sprite[foundSprite].lotag)
|
|
{
|
|
case SE_36_PROJ_SHOOTER:
|
|
case SE_31_FLOOR_RISE_FALL:
|
|
case SE_32_CEILING_RISE_FALL:
|
|
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
|
|
actor[foundSprite].t_data[0] = 1 - actor[foundSprite].t_data[0];
|
|
A_CallSound(SECT(spriteNum), foundSprite);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (soundPlayed == -1 && (sector[SECT(spriteNum)].lotag&0xff) == ST_22_SPLITTING_DOOR)
|
|
soundPlayed = A_CallSound(SECT(spriteNum),spriteNum);
|
|
|
|
G_OperateSectors(SECT(spriteNum),spriteNum);
|
|
}
|
|
}
|
|
}
|
|
|
|
G_OperateRespawns(lotag);
|
|
}
|
|
|
|
void G_OperateMasterSwitches(int lotag)
|
|
{
|
|
for (bssize_t SPRITES_OF(STAT_STANDABLE, i))
|
|
if (PN(i) == MASTERSWITCH && SLT(i) == lotag && SP(i) == 0)
|
|
SP(i) = 1;
|
|
}
|
|
|
|
void G_OperateForceFields(int spriteNum, int wallTag)
|
|
{
|
|
for (bssize_t animwallNum = 0; animwallNum < g_animWallCnt; ++animwallNum)
|
|
{
|
|
int const wallNum = animwall[animwallNum].wallnum;
|
|
|
|
if ((wallTag == wall[wallNum].lotag || wallTag == -1)
|
|
&& (G_GetForcefieldPicnum(wallNum) == W_FORCEFIELD || (wall[wallNum].overpicnum == BIGFORCE)))
|
|
{
|
|
animwall[animwallNum].tag = 0;
|
|
|
|
if (wall[wallNum].cstat)
|
|
{
|
|
wall[wallNum].cstat = 0;
|
|
|
|
if (spriteNum >= 0 && sprite[spriteNum].picnum == SECTOREFFECTOR && sprite[spriteNum].lotag == SE_30_TWO_WAY_TRAIN)
|
|
wall[wallNum].lotag = 0;
|
|
}
|
|
else
|
|
wall[wallNum].cstat = FORCEFIELD_CSTAT;
|
|
}
|
|
}
|
|
}
|
|
|
|
// List of switches that function like dip (combination lock) switches.
|
|
#define DIPSWITCH_LIKE_CASES \
|
|
DIPSWITCH__STATIC: \
|
|
case TECHSWITCH__STATIC: \
|
|
case ALIENSWITCH__STATIC
|
|
|
|
// List of access switches.
|
|
#define ACCESSSWITCH_CASES \
|
|
ACCESSSWITCH__STATIC: \
|
|
case ACCESSSWITCH2__STATIC
|
|
|
|
// List of switches that don't fit the two preceding categories, and are not
|
|
// the MULTISWITCH. 13 cases.
|
|
#define REST_SWITCH_CASES \
|
|
DIPSWITCH2__STATIC: \
|
|
case DIPSWITCH3__STATIC: \
|
|
case FRANKENSTINESWITCH__STATIC: \
|
|
case HANDSWITCH__STATIC: \
|
|
case LIGHTSWITCH2__STATIC: \
|
|
case LIGHTSWITCH__STATIC: \
|
|
case LOCKSWITCH1__STATIC: \
|
|
case POWERSWITCH1__STATIC: \
|
|
case POWERSWITCH2__STATIC: \
|
|
case PULLSWITCH__STATIC: \
|
|
case SLOTDOOR__STATIC: \
|
|
case SPACEDOORSWITCH__STATIC: \
|
|
case SPACELIGHTSWITCH__STATIC
|
|
|
|
// Returns:
|
|
// 0: is not a dipswitch-like switch
|
|
// 1: is one, off
|
|
// 2: is one, on
|
|
static int G_IsLikeDipswitch(int switchPic)
|
|
{
|
|
for (bssize_t i=0; i<2; i++)
|
|
if (switchPic == DIPSWITCH+i || switchPic == TECHSWITCH+i || switchPic == ALIENSWITCH+i)
|
|
return 1+i;
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Get base (unpressed) tile number for switch.
|
|
static int G_GetBaseSwitch(int switchPic)
|
|
{
|
|
if (switchPic > MULTISWITCH && switchPic <= MULTISWITCH+3)
|
|
return MULTISWITCH;
|
|
|
|
return (switchPic == DIPSWITCH + 1 || switchPic == DIPSWITCH2 + 1 || switchPic == DIPSWITCH3 + 1 ||
|
|
switchPic == TECHSWITCH + 1 || switchPic == ALIENSWITCH + 1 || switchPic == PULLSWITCH + 1 ||
|
|
switchPic == HANDSWITCH + 1 || switchPic == SLOTDOOR + 1 || switchPic == SPACEDOORSWITCH + 1 ||
|
|
switchPic == SPACELIGHTSWITCH + 1 || switchPic == LIGHTSWITCH + 1 || switchPic == LIGHTSWITCH2 + 1 ||
|
|
switchPic == FRANKENSTINESWITCH + 1 || switchPic == POWERSWITCH1 + 1 || switchPic == POWERSWITCH2 + 1 ||
|
|
switchPic == LOCKSWITCH1 + 1) ?
|
|
switchPic-1 : switchPic;
|
|
}
|
|
|
|
enum { SWITCH_WALL, SWITCH_SPRITE };
|
|
|
|
int P_ActivateSwitch(int playerNum, int wallOrSprite, int switchType)
|
|
{
|
|
if (wallOrSprite < 0)
|
|
return 0;
|
|
|
|
int lotag, hitag, nSwitchPicnum, nSwitchPal;
|
|
vec3_t davector;
|
|
|
|
if (switchType == SWITCH_SPRITE) // A wall sprite
|
|
{
|
|
if (actor[wallOrSprite].lasttransport == totalclock)
|
|
return 0;
|
|
|
|
actor[wallOrSprite].lasttransport = totalclock;
|
|
|
|
if (sprite[wallOrSprite].lotag == 0)
|
|
return 0;
|
|
|
|
lotag = sprite[wallOrSprite].lotag;
|
|
hitag = sprite[wallOrSprite].hitag;
|
|
davector = *(vec3_t *)&sprite[wallOrSprite];
|
|
nSwitchPicnum = sprite[wallOrSprite].picnum;
|
|
nSwitchPal = sprite[wallOrSprite].pal;
|
|
}
|
|
else
|
|
{
|
|
if (wall[wallOrSprite].lotag == 0)
|
|
return 0;
|
|
|
|
lotag = wall[wallOrSprite].lotag;
|
|
hitag = wall[wallOrSprite].hitag;
|
|
davector = *(vec3_t *)&wall[wallOrSprite];
|
|
davector.z = g_player[playerNum].ps->pos.z;
|
|
nSwitchPicnum = wall[wallOrSprite].picnum;
|
|
nSwitchPal = wall[wallOrSprite].pal;
|
|
}
|
|
|
|
// initprintf("P_ActivateSwitch called picnum=%i switchissprite=%i\n",picnum,switchissprite);
|
|
|
|
int basePicnum = G_GetBaseSwitch(nSwitchPicnum);
|
|
int correctDips = 1;
|
|
int numDips = 0;
|
|
|
|
switch (DYNAMICTILEMAP(basePicnum))
|
|
{
|
|
case DIPSWITCH_LIKE_CASES:
|
|
break;
|
|
|
|
case ACCESSSWITCH_CASES:
|
|
if (g_player[playerNum].ps->access_incs == 0)
|
|
{
|
|
static const int32_t key_switchpal[3] = { 0, 21, 23 };
|
|
static const int32_t need_key_quote[3] = { QUOTE_NEED_BLUE_KEY, QUOTE_NEED_RED_KEY, QUOTE_NEED_YELLOW_KEY };
|
|
|
|
for (bssize_t nKeyPal = 0; nKeyPal < 3; nKeyPal++)
|
|
{
|
|
if (nSwitchPal == key_switchpal[nKeyPal])
|
|
{
|
|
if (g_player[playerNum].ps->got_access & (1 << nKeyPal))
|
|
g_player[playerNum].ps->access_incs = 1;
|
|
else
|
|
P_DoQuote(need_key_quote[nKeyPal], g_player[playerNum].ps);
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (g_player[playerNum].ps->access_incs == 1)
|
|
{
|
|
if (switchType == SWITCH_WALL)
|
|
g_player[playerNum].ps->access_wallnum = wallOrSprite;
|
|
else
|
|
g_player[playerNum].ps->access_spritenum = wallOrSprite;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
/* fall-through (XXX: intended?) */
|
|
case MULTISWITCH__STATIC:
|
|
case REST_SWITCH_CASES:
|
|
if (G_CheckActivatorMotion(lotag))
|
|
return 0;
|
|
break;
|
|
|
|
default:
|
|
if (CheckDoorTile(nSwitchPicnum) == 0)
|
|
return 0;
|
|
break;
|
|
}
|
|
|
|
for (bssize_t SPRITES_OF(STAT_DEFAULT, spriteNum))
|
|
{
|
|
if (lotag == SLT(spriteNum))
|
|
{
|
|
// Put the tile number into a variable so later switches don't
|
|
// trigger on the result of changes:
|
|
int const spritePic = PN(spriteNum);
|
|
|
|
if (spritePic >= MULTISWITCH && spritePic <= MULTISWITCH+3)
|
|
{
|
|
sprite[spriteNum].picnum++;
|
|
if (sprite[spriteNum].picnum > MULTISWITCH+3)
|
|
sprite[spriteNum].picnum = MULTISWITCH;
|
|
}
|
|
|
|
switch (DYNAMICTILEMAP(spritePic))
|
|
{
|
|
case DIPSWITCH_LIKE_CASES:
|
|
if (switchType == SWITCH_SPRITE && wallOrSprite == spriteNum)
|
|
PN(spriteNum)++;
|
|
else if (SHT(spriteNum) == 0)
|
|
correctDips++;
|
|
numDips++;
|
|
break;
|
|
|
|
case ACCESSSWITCH_CASES:
|
|
case REST_SWITCH_CASES:
|
|
sprite[spriteNum].picnum++;
|
|
break;
|
|
|
|
default:
|
|
if (spritePic <= 0) // oob safety
|
|
break;
|
|
|
|
switch (DYNAMICTILEMAP(spritePic - 1))
|
|
{
|
|
case DIPSWITCH_LIKE_CASES:
|
|
if (switchType == SWITCH_SPRITE && wallOrSprite == spriteNum)
|
|
PN(spriteNum)--;
|
|
else if (SHT(spriteNum) == 1)
|
|
correctDips++;
|
|
numDips++;
|
|
break;
|
|
|
|
case REST_SWITCH_CASES:
|
|
sprite[spriteNum].picnum--;
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (bssize_t wallNum=numwalls-1; wallNum>=0; wallNum--)
|
|
{
|
|
if (lotag == wall[wallNum].lotag)
|
|
{
|
|
if (wall[wallNum].picnum >= MULTISWITCH && wall[wallNum].picnum <= MULTISWITCH+3)
|
|
{
|
|
wall[wallNum].picnum++;
|
|
if (wall[wallNum].picnum > MULTISWITCH+3)
|
|
wall[wallNum].picnum = MULTISWITCH;
|
|
}
|
|
|
|
switch (DYNAMICTILEMAP(wall[wallNum].picnum))
|
|
{
|
|
case DIPSWITCH_LIKE_CASES:
|
|
if (switchType == SWITCH_WALL && wallNum == wallOrSprite)
|
|
wall[wallNum].picnum++;
|
|
else if (wall[wallNum].hitag == 0)
|
|
correctDips++;
|
|
numDips++;
|
|
break;
|
|
|
|
case ACCESSSWITCH_CASES:
|
|
case REST_SWITCH_CASES:
|
|
wall[wallNum].picnum++;
|
|
break;
|
|
|
|
default:
|
|
if (wall[wallNum].picnum <= 0) // oob safety
|
|
break;
|
|
|
|
switch (DYNAMICTILEMAP(wall[wallNum].picnum - 1))
|
|
{
|
|
case DIPSWITCH_LIKE_CASES:
|
|
if (switchType == SWITCH_WALL && wallNum == wallOrSprite)
|
|
wall[wallNum].picnum--;
|
|
else if (wall[wallNum].hitag == 1)
|
|
correctDips++;
|
|
numDips++;
|
|
break;
|
|
|
|
case REST_SWITCH_CASES:
|
|
wall[wallNum].picnum--;
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (lotag == UINT16_MAX)
|
|
{
|
|
P_EndLevel();
|
|
return 1;
|
|
}
|
|
|
|
basePicnum = G_GetBaseSwitch(nSwitchPicnum);
|
|
|
|
switch (DYNAMICTILEMAP(basePicnum))
|
|
{
|
|
default:
|
|
if (CheckDoorTile(nSwitchPicnum) == 0)
|
|
break;
|
|
/* fall-through */
|
|
case DIPSWITCH_LIKE_CASES:
|
|
if (G_IsLikeDipswitch(nSwitchPicnum))
|
|
{
|
|
S_PlaySound3D((nSwitchPicnum == ALIENSWITCH || nSwitchPicnum == ALIENSWITCH + 1) ? ALIEN_SWITCH1 : SWITCH_ON,
|
|
(switchType == SWITCH_SPRITE) ? wallOrSprite : g_player[playerNum].ps->i, &davector);
|
|
|
|
if (numDips != correctDips)
|
|
break;
|
|
|
|
S_PlaySound3D(END_OF_LEVEL_WARN, g_player[playerNum].ps->i, &davector);
|
|
}
|
|
/* fall-through */
|
|
case ACCESSSWITCH_CASES:
|
|
case MULTISWITCH__STATIC:
|
|
case REST_SWITCH_CASES:
|
|
{
|
|
if (nSwitchPicnum >= MULTISWITCH && nSwitchPicnum <= MULTISWITCH + 3)
|
|
lotag += nSwitchPicnum - MULTISWITCH;
|
|
|
|
for (bssize_t SPRITES_OF(STAT_EFFECTOR, spriteNum))
|
|
{
|
|
if (sprite[spriteNum].hitag == lotag)
|
|
{
|
|
switch (sprite[spriteNum].lotag)
|
|
{
|
|
case SE_12_LIGHT_SWITCH:
|
|
sector[sprite[spriteNum].sectnum].floorpal = 0;
|
|
actor[spriteNum].t_data[0]++;
|
|
if (actor[spriteNum].t_data[0] == 2)
|
|
actor[spriteNum].t_data[0]++;
|
|
break;
|
|
|
|
case SE_24_CONVEYOR:
|
|
case SE_34:
|
|
case SE_25_PISTON:
|
|
actor[spriteNum].t_data[4] = !actor[spriteNum].t_data[4];
|
|
P_DoQuote(actor[spriteNum].t_data[4] ? QUOTE_DEACTIVATED : QUOTE_ACTIVATED, g_player[playerNum].ps);
|
|
break;
|
|
|
|
case SE_21_DROP_FLOOR:
|
|
P_DoQuote(QUOTE_ACTIVATED, g_player[screenpeek].ps);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
G_OperateActivators(lotag, playerNum);
|
|
G_OperateForceFields(g_player[playerNum].ps->i, lotag);
|
|
G_OperateMasterSwitches(lotag);
|
|
|
|
if (G_IsLikeDipswitch(nSwitchPicnum))
|
|
return 1;
|
|
|
|
if (!hitag && CheckDoorTile(nSwitchPicnum) == 0)
|
|
S_PlaySound3D(SWITCH_ON, (switchType == SWITCH_SPRITE) ? wallOrSprite : g_player[playerNum].ps->i, &davector);
|
|
else if (hitag)
|
|
{
|
|
if (switchType == SWITCH_SPRITE && (g_sounds[hitag].m & SF_TALK) == 0)
|
|
S_PlaySound3D(hitag, wallOrSprite, &davector);
|
|
else
|
|
A_PlaySound(hitag, g_player[playerNum].ps->i);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void G_ActivateBySector(int sectNum, int spriteNum)
|
|
{
|
|
int activatedSectors = 0;
|
|
|
|
for (bssize_t SPRITES_OF_SECT(sectNum, i))
|
|
if (PN(i) == ACTIVATOR)
|
|
{
|
|
G_OperateActivators(SLT(i),-1);
|
|
++activatedSectors;
|
|
}
|
|
|
|
if (!activatedSectors)
|
|
G_OperateSectors(sectNum, spriteNum);
|
|
}
|
|
|
|
static void G_BreakWall(int tileNum, int spriteNum, int wallNum)
|
|
{
|
|
wall[wallNum].picnum = tileNum;
|
|
A_PlaySound(VENT_BUST,spriteNum);
|
|
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
|
|
A_SpawnWallGlass(spriteNum,wallNum,10);
|
|
}
|
|
|
|
void A_DamageWall(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum)
|
|
{
|
|
int16_t sectNum = -1;
|
|
walltype *pWall = &wall[wallNum];
|
|
|
|
if (pWall->overpicnum == MIRROR && pWall->pal != 4 &&
|
|
A_CheckSpriteFlags(spriteNum, SFLAG_PROJECTILE) &&
|
|
(SpriteProjectile[spriteNum].workslike & PROJECTILE_RPG))
|
|
{
|
|
if (pWall->nextwall == -1 || wall[pWall->nextwall].pal != 4)
|
|
{
|
|
A_SpawnWallGlass(spriteNum, wallNum, 70);
|
|
pWall->cstat &= ~16;
|
|
pWall->overpicnum = MIRRORBROKE;
|
|
A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (pWall->overpicnum == MIRROR && pWall->pal != 4)
|
|
{
|
|
switch (DYNAMICTILEMAP(weaponNum))
|
|
{
|
|
case HEAVYHBOMB__STATIC:
|
|
case RADIUSEXPLOSION__STATIC:
|
|
case RPG__STATIC:
|
|
case HYDRENT__STATIC:
|
|
case SEENINE__STATIC:
|
|
case OOZFILTER__STATIC:
|
|
case EXPLODINGBARREL__STATIC:
|
|
if (pWall->nextwall == -1 || wall[pWall->nextwall].pal != 4)
|
|
{
|
|
A_SpawnWallGlass(spriteNum, wallNum, 70);
|
|
pWall->cstat &= ~16;
|
|
pWall->overpicnum = MIRRORBROKE;
|
|
A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((((pWall->cstat & 16) || pWall->overpicnum == BIGFORCE) && pWall->nextsector >= 0) &&
|
|
(sector[pWall->nextsector].floorz > vPos->z) &&
|
|
(sector[pWall->nextsector].floorz != sector[pWall->nextsector].ceilingz))
|
|
{
|
|
int const switchPic = G_GetForcefieldPicnum(wallNum);
|
|
|
|
switch (DYNAMICTILEMAP(switchPic))
|
|
{
|
|
case W_FORCEFIELD__STATIC:
|
|
pWall->extra = 1; // tell the forces to animate
|
|
/* fall-through */
|
|
case BIGFORCE__STATIC:
|
|
{
|
|
updatesector(vPos->x, vPos->y, §Num);
|
|
if (sectNum < 0)
|
|
return;
|
|
|
|
int xRepeat = 32;
|
|
int yRepeat = 32;
|
|
|
|
if (weaponNum == -1)
|
|
xRepeat = yRepeat = 8;
|
|
else if (weaponNum == CHAINGUN)
|
|
{
|
|
xRepeat = 16 + sprite[spriteNum].xrepeat;
|
|
yRepeat = 16 + sprite[spriteNum].yrepeat;
|
|
}
|
|
|
|
int const i = A_InsertSprite(sectNum, vPos->x, vPos->y, vPos->z, FORCERIPPLE, -127, xRepeat, yRepeat, 0,
|
|
0, 0, spriteNum, 5);
|
|
|
|
CS(i) |= 18 + 128;
|
|
SA(i) = getangle(pWall->x - wall[pWall->point2].x, pWall->y - wall[pWall->point2].y) - 512;
|
|
|
|
A_PlaySound(SOMETHINGHITFORCE, i);
|
|
}
|
|
return;
|
|
|
|
case FANSPRITE__STATIC:
|
|
pWall->overpicnum = FANSPRITEBROKE;
|
|
pWall->cstat &= 65535 - 65;
|
|
if (pWall->nextwall >= 0)
|
|
{
|
|
wall[pWall->nextwall].overpicnum = FANSPRITEBROKE;
|
|
wall[pWall->nextwall].cstat &= 65535 - 65;
|
|
}
|
|
A_PlaySound(VENT_BUST, spriteNum);
|
|
A_PlaySound(GLASS_BREAKING, spriteNum);
|
|
return;
|
|
|
|
case GLASS__STATIC:
|
|
updatesector(vPos->x, vPos->y, §Num);
|
|
if (sectNum < 0)
|
|
return;
|
|
pWall->overpicnum = GLASS2;
|
|
A_SpawnWallGlass(spriteNum, wallNum, 10);
|
|
pWall->cstat = 0;
|
|
|
|
if (pWall->nextwall >= 0)
|
|
wall[pWall->nextwall].cstat = 0;
|
|
|
|
{
|
|
int const i = A_InsertSprite(sectNum, vPos->x, vPos->y, vPos->z, SECTOREFFECTOR, 0, 0, 0,
|
|
g_player[0].ps->ang, 0, 0, spriteNum, 3);
|
|
SLT(i) = 128;
|
|
T2(i) = 5;
|
|
T3(i) = wallNum;
|
|
A_PlaySound(GLASS_BREAKING, i);
|
|
}
|
|
return;
|
|
|
|
case STAINGLASS1__STATIC:
|
|
updatesector(vPos->x, vPos->y, §Num);
|
|
if (sectNum < 0)
|
|
return;
|
|
A_SpawnRandomGlass(spriteNum, wallNum, 80);
|
|
pWall->cstat = 0;
|
|
if (pWall->nextwall >= 0)
|
|
wall[pWall->nextwall].cstat = 0;
|
|
A_PlaySound(VENT_BUST, spriteNum);
|
|
A_PlaySound(GLASS_BREAKING, spriteNum);
|
|
return;
|
|
}
|
|
}
|
|
|
|
switch (DYNAMICTILEMAP(pWall->picnum))
|
|
{
|
|
case COLAMACHINE__STATIC:
|
|
case VENDMACHINE__STATIC:
|
|
G_BreakWall(pWall->picnum + 2, spriteNum, wallNum);
|
|
A_PlaySound(VENT_BUST, spriteNum);
|
|
return;
|
|
|
|
case OJ__STATIC:
|
|
case FEMPIC2__STATIC:
|
|
case FEMPIC3__STATIC:
|
|
|
|
case SCREENBREAK6__STATIC:
|
|
case SCREENBREAK7__STATIC:
|
|
case SCREENBREAK8__STATIC:
|
|
|
|
case SCREENBREAK1__STATIC:
|
|
case SCREENBREAK2__STATIC:
|
|
case SCREENBREAK3__STATIC:
|
|
case SCREENBREAK4__STATIC:
|
|
case SCREENBREAK5__STATIC:
|
|
|
|
case SCREENBREAK9__STATIC:
|
|
case SCREENBREAK10__STATIC:
|
|
case SCREENBREAK11__STATIC:
|
|
case SCREENBREAK12__STATIC:
|
|
case SCREENBREAK13__STATIC:
|
|
case SCREENBREAK14__STATIC:
|
|
case SCREENBREAK15__STATIC:
|
|
case SCREENBREAK16__STATIC:
|
|
case SCREENBREAK17__STATIC:
|
|
case SCREENBREAK18__STATIC:
|
|
case SCREENBREAK19__STATIC:
|
|
case BORNTOBEWILDSCREEN__STATIC:
|
|
A_SpawnWallGlass(spriteNum, wallNum, 30);
|
|
pWall->picnum = W_SCREENBREAK + (krand() % 3);
|
|
A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
|
|
return;
|
|
|
|
case W_TECHWALL5__STATIC:
|
|
case W_TECHWALL6__STATIC:
|
|
case W_TECHWALL7__STATIC:
|
|
case W_TECHWALL8__STATIC:
|
|
case W_TECHWALL9__STATIC:
|
|
G_BreakWall(pWall->picnum + 1, spriteNum, wallNum);
|
|
return;
|
|
|
|
case W_MILKSHELF__STATIC:
|
|
G_BreakWall(W_MILKSHELFBROKE, spriteNum, wallNum);
|
|
return;
|
|
|
|
case W_TECHWALL10__STATIC:
|
|
G_BreakWall(W_HITTECHWALL10, spriteNum, wallNum);
|
|
return;
|
|
|
|
case W_TECHWALL1__STATIC:
|
|
case W_TECHWALL11__STATIC:
|
|
case W_TECHWALL12__STATIC:
|
|
case W_TECHWALL13__STATIC:
|
|
case W_TECHWALL14__STATIC:
|
|
G_BreakWall(W_HITTECHWALL1, spriteNum, wallNum);
|
|
return;
|
|
|
|
case W_TECHWALL15__STATIC:
|
|
G_BreakWall(W_HITTECHWALL15, spriteNum, wallNum);
|
|
return;
|
|
|
|
case W_TECHWALL16__STATIC:
|
|
G_BreakWall(W_HITTECHWALL16, spriteNum, wallNum);
|
|
return;
|
|
|
|
case W_TECHWALL2__STATIC:
|
|
G_BreakWall(W_HITTECHWALL2, spriteNum, wallNum);
|
|
return;
|
|
|
|
case W_TECHWALL3__STATIC:
|
|
G_BreakWall(W_HITTECHWALL3, spriteNum, wallNum);
|
|
return;
|
|
|
|
case W_TECHWALL4__STATIC:
|
|
G_BreakWall(W_HITTECHWALL4, spriteNum, wallNum);
|
|
return;
|
|
|
|
case ATM__STATIC:
|
|
pWall->picnum = ATMBROKE;
|
|
A_SpawnMultiple(spriteNum, MONEY, 1 + (krand() & 7));
|
|
A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
|
|
break;
|
|
|
|
case WALLLIGHT1__STATIC:
|
|
case WALLLIGHT2__STATIC:
|
|
case WALLLIGHT3__STATIC:
|
|
case WALLLIGHT4__STATIC:
|
|
case TECHLIGHT2__STATIC:
|
|
case TECHLIGHT4__STATIC:
|
|
{
|
|
A_PlaySound(rnd(128) ? GLASS_HEAVYBREAK : GLASS_BREAKING, spriteNum);
|
|
A_SpawnWallGlass(spriteNum, wallNum, 30);
|
|
|
|
if (pWall->picnum == WALLLIGHT1)
|
|
pWall->picnum = WALLLIGHTBUST1;
|
|
|
|
if (pWall->picnum == WALLLIGHT2)
|
|
pWall->picnum = WALLLIGHTBUST2;
|
|
|
|
if (pWall->picnum == WALLLIGHT3)
|
|
pWall->picnum = WALLLIGHTBUST3;
|
|
|
|
if (pWall->picnum == WALLLIGHT4)
|
|
pWall->picnum = WALLLIGHTBUST4;
|
|
|
|
if (pWall->picnum == TECHLIGHT2)
|
|
pWall->picnum = TECHLIGHTBUST2;
|
|
|
|
if (pWall->picnum == TECHLIGHT4)
|
|
pWall->picnum = TECHLIGHTBUST4;
|
|
|
|
if (pWall->lotag == 0)
|
|
return;
|
|
|
|
sectNum = pWall->nextsector;
|
|
|
|
if (sectNum < 0)
|
|
return;
|
|
|
|
int darkestWall = 0;
|
|
|
|
pWall = &wall[sector[sectNum].wallptr];
|
|
|
|
for (bssize_t i = sector[sectNum].wallnum; i > 0; i--, pWall++)
|
|
if (pWall->shade > darkestWall)
|
|
darkestWall = pWall->shade;
|
|
|
|
int const random = krand() & 1;
|
|
|
|
for (bssize_t SPRITES_OF(STAT_EFFECTOR, i))
|
|
if (SHT(i) == wall[wallNum].lotag && SLT(i) == SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT)
|
|
{
|
|
T3(i) = random;
|
|
T4(i) = darkestWall;
|
|
T5(i) = 1;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// NOTE: return value never examined in any of the callers.
|
|
int Sect_DamageCeilingOrFloor(int damageFloor, int const sectNum)
|
|
{
|
|
// NOTE: pass RETURN in the dist argument, too.
|
|
int const RETURN_in = damageFloor ? 131072 + sectNum : 65536 + sectNum;
|
|
int32_t const returnValue =
|
|
VM_OnEventWithBoth(EVENT_DAMAGEHPLANE, g_player[screenpeek].ps->i, screenpeek, RETURN_in, RETURN_in);
|
|
|
|
if (returnValue < 0)
|
|
return 0;
|
|
|
|
if (damageFloor)
|
|
return 0;
|
|
|
|
int16_t * const pPicnum = §or[sectNum].ceilingpicnum;
|
|
|
|
if (returnValue == (1<<20))
|
|
{
|
|
// Execute the hard-coded stuff without changing picnum (expected to
|
|
// have been done by the event).
|
|
goto GLASSBREAK_CODE;
|
|
}
|
|
|
|
switch (DYNAMICTILEMAP(*pPicnum))
|
|
{
|
|
case WALLLIGHT1__STATIC: *pPicnum = WALLLIGHTBUST1; goto GLASSBREAK_CODE;
|
|
case WALLLIGHT2__STATIC: *pPicnum = WALLLIGHTBUST2; goto GLASSBREAK_CODE;
|
|
case WALLLIGHT3__STATIC: *pPicnum = WALLLIGHTBUST3; goto GLASSBREAK_CODE;
|
|
case WALLLIGHT4__STATIC: *pPicnum = WALLLIGHTBUST4; goto GLASSBREAK_CODE;
|
|
case TECHLIGHT2__STATIC: *pPicnum = TECHLIGHTBUST2; goto GLASSBREAK_CODE;
|
|
case TECHLIGHT4__STATIC: *pPicnum = TECHLIGHTBUST4;
|
|
|
|
GLASSBREAK_CODE:
|
|
A_SpawnCeilingGlass(g_player[myconnectindex].ps->i, sectNum, 10);
|
|
A_PlaySound(GLASS_BREAKING, g_player[screenpeek].ps->i);
|
|
|
|
if (sector[sectNum].hitag == 0)
|
|
{
|
|
for (bssize_t SPRITES_OF_SECT(sectNum, i))
|
|
{
|
|
if (PN(i) == SECTOREFFECTOR && SLT(i) == SE_12_LIGHT_SWITCH)
|
|
{
|
|
for (bssize_t SPRITES_OF(STAT_EFFECTOR, j))
|
|
if (sprite[j].hitag == SHT(i))
|
|
actor[j].t_data[3] = 1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
int j = krand() & 1;
|
|
|
|
for (bssize_t SPRITES_OF(STAT_EFFECTOR, i))
|
|
{
|
|
if (SHT(i) == sector[sectNum].hitag && SLT(i) == SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT)
|
|
{
|
|
T3(i) = j;
|
|
T5(i) = 1;
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// hard coded props... :(
|
|
void A_DamageObject(int32_t spriteNum, int32_t damageSrc)
|
|
{
|
|
int32_t isRPG=0;
|
|
spritetype *pSprite;
|
|
|
|
if (g_netClient)
|
|
{
|
|
return;
|
|
}
|
|
|
|
spriteNum &= (MAXSPRITES-1);
|
|
|
|
if (A_CheckSpriteFlags(damageSrc,SFLAG_PROJECTILE))
|
|
if (SpriteProjectile[damageSrc].workslike & PROJECTILE_RPG)
|
|
isRPG = 1;
|
|
|
|
switch (DYNAMICTILEMAP(PN(spriteNum)))
|
|
{
|
|
case OCEANSPRITE1__STATIC:
|
|
case OCEANSPRITE2__STATIC:
|
|
case OCEANSPRITE3__STATIC:
|
|
case OCEANSPRITE4__STATIC:
|
|
case OCEANSPRITE5__STATIC:
|
|
A_Spawn(spriteNum,SMALLSMOKE);
|
|
A_DeleteSprite(spriteNum);
|
|
break;
|
|
|
|
case QUEBALL__STATIC:
|
|
case STRIPEBALL__STATIC:
|
|
if (sprite[damageSrc].picnum == QUEBALL || sprite[damageSrc].picnum == STRIPEBALL)
|
|
{
|
|
sprite[damageSrc].xvel = (sprite[spriteNum].xvel>>1)+(sprite[spriteNum].xvel>>2);
|
|
sprite[damageSrc].ang -= (SA(spriteNum)<<1)+1024;
|
|
SA(spriteNum) = getangle(SX(spriteNum)-sprite[damageSrc].x,SY(spriteNum)-sprite[damageSrc].y)-512;
|
|
if (S_CheckSoundPlaying(spriteNum,POOLBALLHIT) < 2)
|
|
A_PlaySound(POOLBALLHIT,spriteNum);
|
|
}
|
|
else
|
|
{
|
|
if (krand()&3)
|
|
{
|
|
sprite[spriteNum].xvel = 164;
|
|
sprite[spriteNum].ang = sprite[damageSrc].ang;
|
|
}
|
|
else
|
|
{
|
|
A_SpawnWallGlass(spriteNum,-1,3);
|
|
A_DeleteSprite(spriteNum);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TREE1__STATIC:
|
|
case TREE2__STATIC:
|
|
case TIRE__STATIC:
|
|
case CONE__STATIC:
|
|
case BOX__STATIC:
|
|
{
|
|
if (isRPG == 1)
|
|
if (T1(spriteNum) == 0)
|
|
{
|
|
CS(spriteNum) &= ~257;
|
|
T1(spriteNum) = 1;
|
|
A_Spawn(spriteNum,BURNING);
|
|
}
|
|
switch (DYNAMICTILEMAP(sprite[damageSrc].picnum))
|
|
{
|
|
case RADIUSEXPLOSION__STATIC:
|
|
case RPG__STATIC:
|
|
case FIRELASER__STATIC:
|
|
case HYDRENT__STATIC:
|
|
case HEAVYHBOMB__STATIC:
|
|
if (T1(spriteNum) == 0)
|
|
{
|
|
CS(spriteNum) &= ~257;
|
|
T1(spriteNum) = 1;
|
|
A_Spawn(spriteNum,BURNING);
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case CACTUS__STATIC:
|
|
{
|
|
if (isRPG == 1)
|
|
for (bssize_t k=64; k>0; k--)
|
|
{
|
|
int newSprite =
|
|
A_InsertSprite(SECT(spriteNum), SX(spriteNum), SY(spriteNum), SZ(spriteNum) - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48,
|
|
krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[spriteNum].zvel >> 2), spriteNum, 5);
|
|
sprite[newSprite].pal = 8;
|
|
}
|
|
// case CACTUSBROKE:
|
|
switch (DYNAMICTILEMAP(sprite[damageSrc].picnum))
|
|
{
|
|
case RADIUSEXPLOSION__STATIC:
|
|
case RPG__STATIC:
|
|
case FIRELASER__STATIC:
|
|
case HYDRENT__STATIC:
|
|
case HEAVYHBOMB__STATIC:
|
|
for (bssize_t k=64; k>0; k--)
|
|
{
|
|
int newSprite =
|
|
A_InsertSprite(SECT(spriteNum), SX(spriteNum), SY(spriteNum), SZ(spriteNum) - (krand() % (48 << 8)), SCRAP3 + (krand() & 3), -8, 48, 48,
|
|
krand() & 2047, (krand() & 63) + 64, -(krand() & 4095) - (sprite[spriteNum].zvel >> 2), spriteNum, 5);
|
|
sprite[newSprite].pal = 8;
|
|
}
|
|
|
|
if (PN(spriteNum) == CACTUS)
|
|
PN(spriteNum) = CACTUSBROKE;
|
|
CS(spriteNum) &= ~257;
|
|
// else A_DeleteSprite(i);
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case HANGLIGHT__STATIC:
|
|
case GENERICPOLE2__STATIC:
|
|
for (bssize_t k=6; k>0; k--)
|
|
A_InsertSprite(SECT(spriteNum),SX(spriteNum),SY(spriteNum),SZ(spriteNum)-ZOFFSET3,SCRAP1+(krand()&15),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[spriteNum].zvel>>2),spriteNum,5);
|
|
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
|
|
A_DeleteSprite(spriteNum);
|
|
break;
|
|
|
|
case FANSPRITE__STATIC:
|
|
PN(spriteNum) = FANSPRITEBROKE;
|
|
CS(spriteNum) &= (65535-257);
|
|
if (sector[SECT(spriteNum)].floorpicnum == FANSHADOW)
|
|
sector[SECT(spriteNum)].floorpicnum = FANSHADOWBROKE;
|
|
|
|
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
|
|
pSprite = &sprite[spriteNum];
|
|
for (bssize_t j=16; j>0; j--)
|
|
RANDOMSCRAP(pSprite, spriteNum);
|
|
|
|
break;
|
|
|
|
case WATERFOUNTAIN__STATIC:
|
|
// case WATERFOUNTAIN+1:
|
|
// case WATERFOUNTAIN+2:
|
|
PN(spriteNum) = WATERFOUNTAINBROKE;
|
|
A_Spawn(spriteNum,TOILETWATER);
|
|
break;
|
|
|
|
case SATELITE__STATIC:
|
|
case FUELPOD__STATIC:
|
|
case SOLARPANNEL__STATIC:
|
|
case ANTENNA__STATIC:
|
|
if (sprite[damageSrc].extra != G_DefaultActorHealth(SHOTSPARK1))
|
|
{
|
|
for (bssize_t j=15; j>0; j--)
|
|
A_InsertSprite(SECT(spriteNum),SX(spriteNum),SY(spriteNum),sector[SECT(spriteNum)].floorz-ZOFFSET4-(j<<9),SCRAP1+(krand()&15),-8,64,64,
|
|
krand()&2047,(krand()&127)+64,-(krand()&511)-256,spriteNum,5);
|
|
A_Spawn(spriteNum,EXPLOSION2);
|
|
A_DeleteSprite(spriteNum);
|
|
}
|
|
break;
|
|
|
|
case BOTTLE1__STATIC:
|
|
case BOTTLE2__STATIC:
|
|
case BOTTLE3__STATIC:
|
|
case BOTTLE4__STATIC:
|
|
case BOTTLE5__STATIC:
|
|
case BOTTLE6__STATIC:
|
|
case BOTTLE8__STATIC:
|
|
case BOTTLE10__STATIC:
|
|
case BOTTLE11__STATIC:
|
|
case BOTTLE12__STATIC:
|
|
case BOTTLE13__STATIC:
|
|
case BOTTLE14__STATIC:
|
|
case BOTTLE15__STATIC:
|
|
case BOTTLE16__STATIC:
|
|
case BOTTLE17__STATIC:
|
|
case BOTTLE18__STATIC:
|
|
case BOTTLE19__STATIC:
|
|
case WATERFOUNTAINBROKE__STATIC:
|
|
case DOMELITE__STATIC:
|
|
case SUSHIPLATE1__STATIC:
|
|
case SUSHIPLATE2__STATIC:
|
|
case SUSHIPLATE3__STATIC:
|
|
case SUSHIPLATE4__STATIC:
|
|
case SUSHIPLATE5__STATIC:
|
|
case WAITTOBESEATED__STATIC:
|
|
case VASE__STATIC:
|
|
case STATUEFLASH__STATIC:
|
|
case STATUE__STATIC:
|
|
if (PN(spriteNum) == BOTTLE10)
|
|
A_SpawnMultiple(spriteNum, MONEY, 4+(krand()&3));
|
|
else if (PN(spriteNum) == STATUE || PN(spriteNum) == STATUEFLASH)
|
|
{
|
|
A_SpawnRandomGlass(spriteNum,-1,40);
|
|
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
|
|
}
|
|
else if (PN(spriteNum) == VASE)
|
|
A_SpawnWallGlass(spriteNum,-1,40);
|
|
|
|
A_PlaySound(GLASS_BREAKING,spriteNum);
|
|
SA(spriteNum) = krand()&2047;
|
|
A_SpawnWallGlass(spriteNum,-1,8);
|
|
A_DeleteSprite(spriteNum);
|
|
break;
|
|
|
|
case FETUS__STATIC:
|
|
PN(spriteNum) = FETUSBROKE;
|
|
A_PlaySound(GLASS_BREAKING,spriteNum);
|
|
A_SpawnWallGlass(spriteNum,-1,10);
|
|
break;
|
|
|
|
case FETUSBROKE__STATIC:
|
|
for (bssize_t j=48; j>0; j--)
|
|
{
|
|
A_Shoot(spriteNum,BLOODSPLAT1);
|
|
SA(spriteNum) += 333;
|
|
}
|
|
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
|
|
A_PlaySound(SQUISHED,spriteNum);
|
|
/* fall-through */
|
|
case BOTTLE7__STATIC:
|
|
A_PlaySound(GLASS_BREAKING,spriteNum);
|
|
A_SpawnWallGlass(spriteNum,-1,10);
|
|
A_DeleteSprite(spriteNum);
|
|
break;
|
|
|
|
case HYDROPLANT__STATIC:
|
|
PN(spriteNum) = BROKEHYDROPLANT;
|
|
A_PlaySound(GLASS_BREAKING,spriteNum);
|
|
A_SpawnWallGlass(spriteNum,-1,10);
|
|
break;
|
|
|
|
case FORCESPHERE__STATIC:
|
|
sprite[spriteNum].xrepeat = 0;
|
|
actor[OW(spriteNum)].t_data[0] = 32;
|
|
actor[OW(spriteNum)].t_data[1] = !actor[OW(spriteNum)].t_data[1];
|
|
actor[OW(spriteNum)].t_data[2] ++;
|
|
A_Spawn(spriteNum,EXPLOSION2);
|
|
break;
|
|
|
|
case BROKEHYDROPLANT__STATIC:
|
|
A_PlaySound(GLASS_BREAKING,spriteNum);
|
|
A_SpawnWallGlass(spriteNum,-1,5);
|
|
A_DeleteSprite(spriteNum);
|
|
break;
|
|
|
|
case TOILET__STATIC:
|
|
PN(spriteNum) = TOILETBROKE;
|
|
CS(spriteNum) |= (krand()&1)<<2;
|
|
CS(spriteNum) &= ~257;
|
|
A_Spawn(spriteNum,TOILETWATER);
|
|
A_PlaySound(GLASS_BREAKING,spriteNum);
|
|
break;
|
|
|
|
case STALL__STATIC:
|
|
PN(spriteNum) = STALLBROKE;
|
|
CS(spriteNum) |= (krand()&1)<<2;
|
|
CS(spriteNum) &= ~257;
|
|
A_Spawn(spriteNum,TOILETWATER);
|
|
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
|
|
break;
|
|
|
|
case HYDRENT__STATIC:
|
|
PN(spriteNum) = BROKEFIREHYDRENT;
|
|
A_Spawn(spriteNum,TOILETWATER);
|
|
|
|
// for(k=0;k<5;k++)
|
|
// {
|
|
// j = A_InsertSprite(SECT,SX,SY,SZ-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
|
|
// sprite[j].pal = 2;
|
|
// }
|
|
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
|
|
break;
|
|
|
|
case GRATE1__STATIC:
|
|
PN(spriteNum) = BGRATE1;
|
|
CS(spriteNum) &= (65535-256-1);
|
|
A_PlaySound(VENT_BUST,spriteNum);
|
|
break;
|
|
|
|
case CIRCLEPANNEL__STATIC:
|
|
PN(spriteNum) = CIRCLEPANNELBROKE;
|
|
CS(spriteNum) &= (65535-256-1);
|
|
A_PlaySound(VENT_BUST,spriteNum);
|
|
break;
|
|
|
|
case PANNEL1__STATIC:
|
|
case PANNEL2__STATIC:
|
|
PN(spriteNum) = BPANNEL1;
|
|
CS(spriteNum) &= (65535-256-1);
|
|
A_PlaySound(VENT_BUST,spriteNum);
|
|
break;
|
|
|
|
case PANNEL3__STATIC:
|
|
PN(spriteNum) = BPANNEL3;
|
|
CS(spriteNum) &= (65535-256-1);
|
|
A_PlaySound(VENT_BUST,spriteNum);
|
|
break;
|
|
|
|
case PIPE1__STATIC:
|
|
case PIPE2__STATIC:
|
|
case PIPE3__STATIC:
|
|
case PIPE4__STATIC:
|
|
case PIPE5__STATIC:
|
|
case PIPE6__STATIC:
|
|
{
|
|
switch (DYNAMICTILEMAP(PN(spriteNum)))
|
|
{
|
|
case PIPE1__STATIC:
|
|
PN(spriteNum)=PIPE1B;
|
|
break;
|
|
case PIPE2__STATIC:
|
|
PN(spriteNum)=PIPE2B;
|
|
break;
|
|
case PIPE3__STATIC:
|
|
PN(spriteNum)=PIPE3B;
|
|
break;
|
|
case PIPE4__STATIC:
|
|
PN(spriteNum)=PIPE4B;
|
|
break;
|
|
case PIPE5__STATIC:
|
|
PN(spriteNum)=PIPE5B;
|
|
break;
|
|
case PIPE6__STATIC:
|
|
PN(spriteNum)=PIPE6B;
|
|
break;
|
|
}
|
|
|
|
int newSprite = A_Spawn(spriteNum, STEAM);
|
|
sprite[newSprite].z = sector[SECT(spriteNum)].floorz-ZOFFSET5;
|
|
break;
|
|
}
|
|
|
|
case MONK__STATIC:
|
|
case LUKE__STATIC:
|
|
case INDY__STATIC:
|
|
case JURYGUY__STATIC:
|
|
A_PlaySound(SLT(spriteNum),spriteNum);
|
|
A_Spawn(spriteNum,SHT(spriteNum));
|
|
/* fall-through */
|
|
case SPACEMARINE__STATIC:
|
|
sprite[spriteNum].extra -= sprite[damageSrc].extra;
|
|
if (sprite[spriteNum].extra > 0) break;
|
|
SA(spriteNum) = krand()&2047;
|
|
A_Shoot(spriteNum,BLOODSPLAT1);
|
|
SA(spriteNum) = krand()&2047;
|
|
A_Shoot(spriteNum,BLOODSPLAT2);
|
|
SA(spriteNum) = krand()&2047;
|
|
A_Shoot(spriteNum,BLOODSPLAT3);
|
|
SA(spriteNum) = krand()&2047;
|
|
A_Shoot(spriteNum,BLOODSPLAT4);
|
|
SA(spriteNum) = krand()&2047;
|
|
A_Shoot(spriteNum,BLOODSPLAT1);
|
|
SA(spriteNum) = krand()&2047;
|
|
A_Shoot(spriteNum,BLOODSPLAT2);
|
|
SA(spriteNum) = krand()&2047;
|
|
A_Shoot(spriteNum,BLOODSPLAT3);
|
|
SA(spriteNum) = krand()&2047;
|
|
A_Shoot(spriteNum,BLOODSPLAT4);
|
|
A_DoGuts(spriteNum,JIBS1,1);
|
|
A_DoGuts(spriteNum,JIBS2,2);
|
|
A_DoGuts(spriteNum,JIBS3,3);
|
|
A_DoGuts(spriteNum,JIBS4,4);
|
|
A_DoGuts(spriteNum,JIBS5,1);
|
|
A_DoGuts(spriteNum,JIBS3,6);
|
|
S_PlaySound(SQUISHED);
|
|
A_DeleteSprite(spriteNum);
|
|
break;
|
|
|
|
case CHAIR1__STATIC:
|
|
case CHAIR2__STATIC:
|
|
PN(spriteNum) = BROKENCHAIR;
|
|
CS(spriteNum) = 0;
|
|
break;
|
|
|
|
case CHAIR3__STATIC:
|
|
case MOVIECAMERA__STATIC:
|
|
case SCALE__STATIC:
|
|
case VACUUM__STATIC:
|
|
case CAMERALIGHT__STATIC:
|
|
case IVUNIT__STATIC:
|
|
case POT1__STATIC:
|
|
case POT2__STATIC:
|
|
case POT3__STATIC:
|
|
case TRIPODCAMERA__STATIC:
|
|
A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
|
|
pSprite = &sprite[spriteNum];
|
|
for (bssize_t j=16; j>0; j--)
|
|
RANDOMSCRAP(pSprite, spriteNum);
|
|
A_DeleteSprite(spriteNum);
|
|
break;
|
|
|
|
case PLAYERONWATER__STATIC:
|
|
spriteNum = OW(spriteNum);
|
|
/* fall-through */
|
|
default:
|
|
if ((sprite[spriteNum].cstat&16) && SHT(spriteNum) == 0 && SLT(spriteNum) == 0 && sprite[spriteNum].statnum == STAT_DEFAULT)
|
|
break;
|
|
|
|
if ((sprite[damageSrc].picnum == FREEZEBLAST || sprite[damageSrc].owner != spriteNum) && sprite[spriteNum].statnum != STAT_PROJECTILE)
|
|
{
|
|
if (A_CheckEnemySprite(&sprite[spriteNum]) == 1)
|
|
{
|
|
if (sprite[damageSrc].picnum == RPG)
|
|
sprite[damageSrc].extra <<= 1;
|
|
|
|
if ((PN(spriteNum) != DRONE) && (PN(spriteNum) != ROTATEGUN) && (PN(spriteNum) != COMMANDER) && (PN(spriteNum) < GREENSLIME || PN(spriteNum) > GREENSLIME+7))
|
|
if (sprite[damageSrc].picnum != FREEZEBLAST)
|
|
if (!A_CheckSpriteFlags(spriteNum, SFLAG_BADGUY) || A_CheckSpriteFlags(spriteNum, SFLAG_HURTSPAWNBLOOD))
|
|
{
|
|
int const newSprite = A_Spawn(damageSrc, JIBS6);
|
|
sprite[newSprite].z += ZOFFSET6;
|
|
if (sprite[damageSrc].pal == 6)
|
|
sprite[newSprite].pal = 6;
|
|
sprite[newSprite].xvel = 16;
|
|
sprite[newSprite].xrepeat = sprite[newSprite].yrepeat = 24;
|
|
sprite[newSprite].ang += 32 - (krand() & 63);
|
|
}
|
|
|
|
int const damageOwner = sprite[damageSrc].owner;
|
|
|
|
if (damageOwner >= 0 && sprite[damageOwner].picnum == APLAYER && PN(spriteNum) != ROTATEGUN && PN(spriteNum) != DRONE)
|
|
if (g_player[P_Get(damageOwner)].ps->curr_weapon == SHOTGUN_WEAPON)
|
|
if (!A_CheckSpriteFlags(spriteNum, SFLAG_BADGUY) || A_CheckSpriteFlags(spriteNum, SFLAG_HURTSPAWNBLOOD))
|
|
{
|
|
A_Shoot(spriteNum, BLOODSPLAT3);
|
|
A_Shoot(spriteNum, BLOODSPLAT1);
|
|
A_Shoot(spriteNum, BLOODSPLAT2);
|
|
A_Shoot(spriteNum, BLOODSPLAT4);
|
|
}
|
|
|
|
if (!A_CheckSpriteFlags(spriteNum, SFLAG_NODAMAGEPUSH))
|
|
{
|
|
if (sprite[spriteNum].extra > 0)
|
|
{
|
|
if ((sprite[spriteNum].cstat & 48) == 0)
|
|
SA(spriteNum) = (sprite[damageSrc].ang + 1024) & 2047;
|
|
sprite[spriteNum].xvel = -(sprite[damageSrc].extra << 2);
|
|
int16_t sectNum = SECT(spriteNum);
|
|
pushmove((vec3_t *)&sprite[spriteNum], §Num, 128L, (4L << 8), (4L << 8), CLIPMASK0);
|
|
if (sectNum != SECT(spriteNum) && (unsigned)sectNum < MAXSECTORS)
|
|
changespritesect(spriteNum, sectNum);
|
|
}
|
|
}
|
|
|
|
if (sprite[spriteNum].statnum == STAT_ZOMBIEACTOR)
|
|
{
|
|
changespritestat(spriteNum, STAT_ACTOR);
|
|
actor[spriteNum].timetosleep = SLEEPTIME;
|
|
}
|
|
|
|
if ((sprite[spriteNum].xrepeat < 24 || PN(spriteNum) == SHARK) && sprite[damageSrc].picnum == SHRINKSPARK)
|
|
return;
|
|
}
|
|
|
|
if (sprite[spriteNum].statnum != STAT_ZOMBIEACTOR)
|
|
{
|
|
if (sprite[damageSrc].picnum == FREEZEBLAST && ((PN(spriteNum) == APLAYER && sprite[spriteNum].pal == 1) || (g_freezerSelfDamage == 0 && sprite[damageSrc].owner == spriteNum)))
|
|
return;
|
|
|
|
actor[spriteNum].picnum = sprite[damageSrc].picnum;
|
|
actor[spriteNum].extra += sprite[damageSrc].extra;
|
|
actor[spriteNum].ang = sprite[damageSrc].ang;
|
|
actor[spriteNum].owner = sprite[damageSrc].owner;
|
|
}
|
|
|
|
if (sprite[spriteNum].statnum == STAT_PLAYER)
|
|
{
|
|
DukePlayer_t *ps = g_player[P_Get(spriteNum)].ps;
|
|
|
|
if (ps->newowner >= 0)
|
|
G_ClearCameraView(ps);
|
|
|
|
if (sprite[spriteNum].xrepeat < 24 && sprite[damageSrc].picnum == SHRINKSPARK)
|
|
return;
|
|
|
|
if (sprite[actor[spriteNum].owner].picnum != APLAYER)
|
|
if (ud.player_skill >= 3)
|
|
sprite[damageSrc].extra += (sprite[damageSrc].extra>>1);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
void G_AlignWarpElevators(void)
|
|
{
|
|
for (bssize_t SPRITES_OF(STAT_EFFECTOR, i))
|
|
{
|
|
if (SLT(i) == SE_17_WARP_ELEVATOR && SS(i) > 16)
|
|
{
|
|
for (bssize_t SPRITES_OF(STAT_EFFECTOR, j))
|
|
{
|
|
if (i != j && sprite[j].lotag == SE_17_WARP_ELEVATOR && SHT(i) == sprite[j].hitag)
|
|
{
|
|
sector[sprite[j].sectnum].floorz = sector[SECT(i)].floorz;
|
|
sector[sprite[j].sectnum].ceilingz = sector[SECT(i)].ceilingz;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static int P_CheckDetonatorSpecialCase(DukePlayer_t *const pPlayer, int weaponNum)
|
|
{
|
|
if (weaponNum == HANDBOMB_WEAPON && pPlayer->ammo_amount[HANDBOMB_WEAPON] == 0)
|
|
{
|
|
int spriteNum = headspritestat[STAT_ACTOR];
|
|
|
|
while (spriteNum >= 0)
|
|
{
|
|
if (sprite[spriteNum].picnum == HEAVYHBOMB && sprite[spriteNum].owner == pPlayer->i)
|
|
return 1;
|
|
|
|
spriteNum = nextspritestat[spriteNum];
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void P_HandleSharedKeys(int playerNum)
|
|
{
|
|
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
|
|
|
|
if (pPlayer->cheat_phase == 1) return;
|
|
|
|
uint32_t playerBits = g_player[playerNum].inputBits->bits, weaponNum;
|
|
|
|
// 1<<0 = jump
|
|
// 1<<1 = crouch
|
|
// 1<<2 = fire
|
|
// 1<<3 = aim up
|
|
// 1<<4 = aim down
|
|
// 1<<5 = run
|
|
// 1<<6 = look left
|
|
// 1<<7 = look right
|
|
// 15<<8 = !weapon selection (bits 8-11)
|
|
// 1<<12 = !steroids
|
|
// 1<<13 = look up
|
|
// 1<<14 = look down
|
|
// 1<<15 = !nightvis
|
|
// 1<<16 = !medkit
|
|
// 1<<17 = (multiflag==1) ? changes meaning of bits 18 and 19
|
|
// 1<<18 = centre view
|
|
// 1<<19 = !holster weapon
|
|
// 1<<20 = !inventory left
|
|
// 1<<21 = !pause
|
|
// 1<<22 = !quick kick
|
|
// 1<<23 = aim mode
|
|
// 1<<24 = !holoduke
|
|
// 1<<25 = !jetpack
|
|
// 1<<26 = g_gameQuit
|
|
// 1<<27 = !inventory right
|
|
// 1<<28 = !turn around
|
|
// 1<<29 = !open
|
|
// 1<<30 = !inventory
|
|
// 1<<31 = !escape
|
|
|
|
int const aimMode = pPlayer->aim_mode;
|
|
|
|
pPlayer->aim_mode = (playerBits>>SK_AIMMODE)&1;
|
|
if (pPlayer->aim_mode < aimMode)
|
|
pPlayer->return_to_center = 9;
|
|
|
|
if (TEST_SYNC_KEY(playerBits, SK_QUICK_KICK) && pPlayer->quick_kick == 0)
|
|
if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != KNEE_WEAPON || pPlayer->kickback_pic == 0)
|
|
{
|
|
if (VM_OnEvent(EVENT_QUICKKICK,g_player[playerNum].ps->i,playerNum) == 0)
|
|
{
|
|
pPlayer->quick_kick = 14;
|
|
if (pPlayer->fta == 0 || pPlayer->ftq == 80)
|
|
P_DoQuote(QUOTE_MIGHTY_FOOT,pPlayer);
|
|
}
|
|
}
|
|
|
|
weaponNum = playerBits & ((15u<<SK_WEAPON_BITS)|BIT(SK_STEROIDS)|BIT(SK_NIGHTVISION)|BIT(SK_MEDKIT)|BIT(SK_QUICK_KICK)| \
|
|
BIT(SK_HOLSTER)|BIT(SK_INV_LEFT)|BIT(SK_PAUSE)|BIT(SK_HOLODUKE)|BIT(SK_JETPACK)|BIT(SK_INV_RIGHT)| \
|
|
BIT(SK_TURNAROUND)|BIT(SK_OPEN)|BIT(SK_INVENTORY)|BIT(SK_ESCAPE));
|
|
playerBits = weaponNum & ~pPlayer->interface_toggle_flag;
|
|
pPlayer->interface_toggle_flag |= playerBits | ((playerBits&0xf00)?0xf00:0);
|
|
pPlayer->interface_toggle_flag &= weaponNum | ((weaponNum&0xf00)?0xf00:0);
|
|
|
|
if (playerBits && TEST_SYNC_KEY(playerBits, SK_MULTIFLAG) == 0)
|
|
{
|
|
if (TEST_SYNC_KEY(playerBits, SK_PAUSE))
|
|
{
|
|
KB_ClearKeyDown(sc_Pause);
|
|
if (ud.pause_on)
|
|
ud.pause_on = 0;
|
|
else ud.pause_on = 1+SHIFTS_IS_PRESSED;
|
|
if (ud.pause_on)
|
|
{
|
|
S_PauseMusic(1);
|
|
S_PauseSounds(1);
|
|
}
|
|
else
|
|
{
|
|
if (ud.config.MusicToggle) S_PauseMusic(0);
|
|
|
|
S_PauseSounds(0);
|
|
|
|
pub = NUMPAGES;
|
|
pus = NUMPAGES;
|
|
}
|
|
}
|
|
|
|
if (ud.pause_on) return;
|
|
|
|
if (sprite[pPlayer->i].extra <= 0) return; // if dead...
|
|
|
|
if (TEST_SYNC_KEY(playerBits, SK_INVENTORY) && pPlayer->newowner == -1) // inventory button generates event for selected item
|
|
{
|
|
if (VM_OnEvent(EVENT_INVENTORY,g_player[playerNum].ps->i,playerNum) == 0)
|
|
{
|
|
switch (pPlayer->inven_icon)
|
|
{
|
|
case ICON_JETPACK: playerBits |= BIT(SK_JETPACK); break;
|
|
case ICON_HOLODUKE: playerBits |= BIT(SK_HOLODUKE); break;
|
|
case ICON_HEATS: playerBits |= BIT(SK_NIGHTVISION); break;
|
|
case ICON_FIRSTAID: playerBits |= BIT(SK_MEDKIT); break;
|
|
case ICON_STEROIDS: playerBits |= BIT(SK_STEROIDS); break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (TEST_SYNC_KEY(playerBits, SK_NIGHTVISION))
|
|
{
|
|
if (VM_OnEvent(EVENT_USENIGHTVISION,g_player[playerNum].ps->i,playerNum) == 0
|
|
&& pPlayer->inv_amount[GET_HEATS] > 0)
|
|
{
|
|
pPlayer->heat_on = !pPlayer->heat_on;
|
|
P_UpdateScreenPal(pPlayer);
|
|
pPlayer->inven_icon = ICON_HEATS;
|
|
A_PlaySound(NITEVISION_ONOFF,pPlayer->i);
|
|
P_DoQuote(QUOTE_NVG_OFF-!!pPlayer->heat_on,pPlayer);
|
|
}
|
|
}
|
|
|
|
if (TEST_SYNC_KEY(playerBits, SK_STEROIDS))
|
|
{
|
|
if (VM_OnEvent(EVENT_USESTEROIDS,g_player[playerNum].ps->i,playerNum) == 0)
|
|
{
|
|
if (pPlayer->inv_amount[GET_STEROIDS] == 400)
|
|
{
|
|
pPlayer->inv_amount[GET_STEROIDS]--;
|
|
A_PlaySound(DUKE_TAKEPILLS,pPlayer->i);
|
|
P_DoQuote(QUOTE_USED_STEROIDS,pPlayer);
|
|
}
|
|
if (pPlayer->inv_amount[GET_STEROIDS] > 0)
|
|
pPlayer->inven_icon = ICON_STEROIDS;
|
|
}
|
|
return; // is there significance to returning?
|
|
}
|
|
if (pPlayer->refresh_inventory)
|
|
playerBits |= BIT(SK_INV_LEFT); // emulate move left...
|
|
|
|
if (pPlayer->newowner == -1 && (TEST_SYNC_KEY(playerBits, SK_INV_LEFT) || TEST_SYNC_KEY(playerBits, SK_INV_RIGHT)))
|
|
{
|
|
pPlayer->invdisptime = GAMETICSPERSEC*2;
|
|
|
|
int const inventoryRight = !!(TEST_SYNC_KEY(playerBits, SK_INV_RIGHT));
|
|
|
|
if (pPlayer->refresh_inventory) pPlayer->refresh_inventory = 0;
|
|
int32_t inventoryIcon = pPlayer->inven_icon;
|
|
|
|
int i = 0;
|
|
|
|
CHECKINV1:
|
|
if (i < 9)
|
|
{
|
|
i++;
|
|
|
|
switch (inventoryIcon)
|
|
{
|
|
case ICON_JETPACK:
|
|
case ICON_SCUBA:
|
|
case ICON_STEROIDS:
|
|
case ICON_HOLODUKE:
|
|
case ICON_HEATS:
|
|
if (pPlayer->inv_amount[icon_to_inv[inventoryIcon]] > 0 && i > 1)
|
|
break;
|
|
if (inventoryRight)
|
|
inventoryIcon++;
|
|
else
|
|
inventoryIcon--;
|
|
goto CHECKINV1;
|
|
case ICON_NONE:
|
|
case ICON_FIRSTAID:
|
|
if (pPlayer->inv_amount[GET_FIRSTAID] > 0 && i > 1)
|
|
break;
|
|
inventoryIcon = inventoryRight ? 2 : 7;
|
|
goto CHECKINV1;
|
|
case ICON_BOOTS:
|
|
if (pPlayer->inv_amount[GET_BOOTS] > 0 && i > 1)
|
|
break;
|
|
inventoryIcon = inventoryRight ? 1 : 6;
|
|
goto CHECKINV1;
|
|
}
|
|
}
|
|
else inventoryIcon = 0;
|
|
|
|
if (TEST_SYNC_KEY(playerBits, SK_INV_LEFT)) // Inventory_Left
|
|
{
|
|
/*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/
|
|
inventoryIcon = VM_OnEventWithReturn(EVENT_INVENTORYLEFT,g_player[playerNum].ps->i,playerNum, inventoryIcon);
|
|
}
|
|
else if (TEST_SYNC_KEY(playerBits, SK_INV_RIGHT)) // Inventory_Right
|
|
{
|
|
/*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/
|
|
inventoryIcon = VM_OnEventWithReturn(EVENT_INVENTORYRIGHT,g_player[playerNum].ps->i,playerNum, inventoryIcon);
|
|
}
|
|
|
|
if (inventoryIcon >= 1)
|
|
{
|
|
pPlayer->inven_icon = inventoryIcon;
|
|
|
|
if (inventoryIcon || pPlayer->inv_amount[GET_FIRSTAID])
|
|
{
|
|
static const int32_t i[8] = { QUOTE_MEDKIT, QUOTE_STEROIDS, QUOTE_HOLODUKE,
|
|
QUOTE_JETPACK, QUOTE_NVG, QUOTE_SCUBA, QUOTE_BOOTS, 0 };
|
|
if (inventoryIcon>=1 && inventoryIcon<=9)
|
|
P_DoQuote(i[inventoryIcon-1], pPlayer);
|
|
}
|
|
}
|
|
}
|
|
|
|
weaponNum = ((playerBits&(15<<SK_WEAPON_BITS))>>SK_WEAPON_BITS) - 1;
|
|
|
|
switch ((int32_t)weaponNum)
|
|
{
|
|
case -1:
|
|
break;
|
|
default:
|
|
weaponNum = VM_OnEventWithReturn(EVENT_WEAPKEY1+weaponNum,pPlayer->i,playerNum, weaponNum);
|
|
break;
|
|
case 10:
|
|
weaponNum = VM_OnEventWithReturn(EVENT_PREVIOUSWEAPON,pPlayer->i,playerNum, weaponNum);
|
|
break;
|
|
case 11:
|
|
weaponNum = VM_OnEventWithReturn(EVENT_NEXTWEAPON,pPlayer->i,playerNum, weaponNum);
|
|
break;
|
|
}
|
|
|
|
// NOTE: it is assumed that the above events return either -1 or a
|
|
// valid weapon index. Presumably, neither other negative numbers nor
|
|
// positive ones >= MAX_WEAPONS are allowed. However, the code below is
|
|
// a bit inconsistent in checking "j".
|
|
|
|
if (pPlayer->reloading == 1)
|
|
weaponNum = -1;
|
|
else if ((uint32_t)weaponNum < MAX_WEAPONS && pPlayer->kickback_pic == 1 && pPlayer->weapon_pos == 1)
|
|
{
|
|
pPlayer->wantweaponfire = weaponNum;
|
|
pPlayer->kickback_pic = 0;
|
|
}
|
|
|
|
if ((int32_t)weaponNum != -1 && pPlayer->last_pissed_time <= (GAMETICSPERSEC * 218) && pPlayer->show_empty_weapon == 0 &&
|
|
pPlayer->kickback_pic == 0 && pPlayer->quick_kick == 0 && sprite[pPlayer->i].xrepeat > 32 && pPlayer->access_incs == 0 &&
|
|
pPlayer->knee_incs == 0)
|
|
{
|
|
// if( ( p->weapon_pos == 0 || ( p->holster_weapon && p->weapon_pos == WEAPON_POS_LOWER ) ))
|
|
{
|
|
if (weaponNum == 10 || weaponNum == 11)
|
|
{
|
|
int currentWeapon = pPlayer->curr_weapon;
|
|
|
|
weaponNum = (weaponNum == 10 ? -1 : 1); // JBF: prev (-1) or next (1) weapon choice
|
|
int i = currentWeapon;
|
|
|
|
while ((currentWeapon >= 0 && currentWeapon < 11) || (PLUTOPAK && currentWeapon == GROW_WEAPON))
|
|
{
|
|
// this accounts for the expander when handling next/previous
|
|
|
|
switch (currentWeapon)
|
|
{
|
|
case DEVISTATOR_WEAPON:
|
|
if ((int32_t) weaponNum == -1)
|
|
{
|
|
if (PLUTOPAK)
|
|
currentWeapon = GROW_WEAPON;
|
|
else
|
|
currentWeapon--;
|
|
}
|
|
else
|
|
currentWeapon++;
|
|
break;
|
|
|
|
case GROW_WEAPON:
|
|
currentWeapon = ((int32_t) weaponNum == -1) ? SHRINKER_WEAPON : DEVISTATOR_WEAPON;
|
|
break;
|
|
|
|
case SHRINKER_WEAPON:
|
|
if ((int32_t)weaponNum == 1)
|
|
{
|
|
if (PLUTOPAK)
|
|
currentWeapon = GROW_WEAPON;
|
|
else
|
|
currentWeapon++;
|
|
}
|
|
else
|
|
currentWeapon--;
|
|
break;
|
|
|
|
case HANDREMOTE_WEAPON:
|
|
i = currentWeapon = HANDBOMB_WEAPON;
|
|
default:
|
|
currentWeapon += weaponNum;
|
|
break;
|
|
}
|
|
|
|
if (currentWeapon == -1) currentWeapon = FREEZE_WEAPON;
|
|
else if (currentWeapon == 10) currentWeapon = KNEE_WEAPON;
|
|
|
|
if (((pPlayer->gotweapon & (1<<currentWeapon)) && pPlayer->ammo_amount[currentWeapon] > 0) || P_CheckDetonatorSpecialCase(pPlayer, currentWeapon))
|
|
{
|
|
weaponNum = currentWeapon;
|
|
break;
|
|
}
|
|
|
|
if (i == currentWeapon) // absolutely no weapons, so use foot
|
|
{
|
|
weaponNum = KNEE_WEAPON;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (weaponNum == SHRINKER_WEAPON)
|
|
pPlayer->subweapon &= ~(1 << GROW_WEAPON);
|
|
else if (weaponNum == GROW_WEAPON)
|
|
pPlayer->subweapon |= (1<<GROW_WEAPON);
|
|
}
|
|
|
|
P_SetWeaponGamevars(playerNum, pPlayer);
|
|
|
|
weaponNum = VM_OnEventWithReturn(EVENT_SELECTWEAPON,pPlayer->i,playerNum, weaponNum);
|
|
|
|
// XXX: any signifcance to "<= MAX_WEAPONS" instead of "<"?
|
|
if ((int32_t)weaponNum != -1 && weaponNum <= MAX_WEAPONS)
|
|
{
|
|
if (P_CheckDetonatorSpecialCase(pPlayer, weaponNum))
|
|
{
|
|
pPlayer->gotweapon |= (1<<HANDBOMB_WEAPON);
|
|
weaponNum = HANDREMOTE_WEAPON;
|
|
}
|
|
|
|
if (weaponNum == SHRINKER_WEAPON && PLUTOPAK) // JBF 20040116: so we don't select the grower with v1.3d
|
|
{
|
|
if (screenpeek == playerNum) pus = NUMPAGES;
|
|
|
|
if (pPlayer->curr_weapon != GROW_WEAPON && pPlayer->curr_weapon != SHRINKER_WEAPON)
|
|
{
|
|
if (pPlayer->ammo_amount[GROW_WEAPON] > 0)
|
|
{
|
|
if ((pPlayer->subweapon&(1<<GROW_WEAPON)) == (1<<GROW_WEAPON))
|
|
weaponNum = GROW_WEAPON;
|
|
else if (pPlayer->ammo_amount[SHRINKER_WEAPON] == 0)
|
|
{
|
|
weaponNum = GROW_WEAPON;
|
|
pPlayer->subweapon |= (1<<GROW_WEAPON);
|
|
}
|
|
}
|
|
else if (pPlayer->ammo_amount[SHRINKER_WEAPON] > 0)
|
|
pPlayer->subweapon &= ~(1<<GROW_WEAPON);
|
|
}
|
|
else if (pPlayer->curr_weapon == SHRINKER_WEAPON)
|
|
{
|
|
pPlayer->subweapon |= (1<<GROW_WEAPON);
|
|
weaponNum = GROW_WEAPON;
|
|
}
|
|
else
|
|
pPlayer->subweapon &= ~(1<<GROW_WEAPON);
|
|
}
|
|
|
|
if (pPlayer->holster_weapon)
|
|
{
|
|
playerBits |= BIT(SK_HOLSTER);
|
|
pPlayer->weapon_pos = WEAPON_POS_LOWER;
|
|
}
|
|
else if ((uint32_t)weaponNum < MAX_WEAPONS && (pPlayer->gotweapon & (1<<weaponNum)) && (uint32_t)pPlayer->curr_weapon != weaponNum)
|
|
switch (weaponNum)
|
|
{
|
|
case PISTOL_WEAPON:
|
|
case SHOTGUN_WEAPON:
|
|
case CHAINGUN_WEAPON:
|
|
case RPG_WEAPON:
|
|
case DEVISTATOR_WEAPON:
|
|
case FREEZE_WEAPON:
|
|
case GROW_WEAPON:
|
|
case SHRINKER_WEAPON:
|
|
if (pPlayer->ammo_amount[weaponNum] == 0 && pPlayer->show_empty_weapon == 0)
|
|
{
|
|
pPlayer->last_full_weapon = pPlayer->curr_weapon;
|
|
pPlayer->show_empty_weapon = 32;
|
|
}
|
|
case KNEE_WEAPON:
|
|
case HANDREMOTE_WEAPON:
|
|
P_AddWeapon(pPlayer, weaponNum, 1);
|
|
break;
|
|
case HANDBOMB_WEAPON:
|
|
case TRIPBOMB_WEAPON:
|
|
if (pPlayer->ammo_amount[weaponNum] > 0 && (pPlayer->gotweapon & (1<<weaponNum)))
|
|
P_AddWeapon(pPlayer, weaponNum, 1);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (TEST_SYNC_KEY(playerBits, SK_HOLODUKE) && (pPlayer->newowner == -1 || pPlayer->holoduke_on != -1))
|
|
{
|
|
if (pPlayer->holoduke_on == -1)
|
|
{
|
|
if (VM_OnEvent(EVENT_HOLODUKEON,g_player[playerNum].ps->i,playerNum) == 0)
|
|
{
|
|
if (pPlayer->inv_amount[GET_HOLODUKE] > 0)
|
|
{
|
|
pPlayer->inven_icon = ICON_HOLODUKE;
|
|
|
|
if (pPlayer->cursectnum > -1)
|
|
{
|
|
int const i = A_InsertSprite(pPlayer->cursectnum, pPlayer->pos.x, pPlayer->pos.y,
|
|
pPlayer->pos.z+(30<<8), APLAYER, -64, 0, 0, pPlayer->ang, 0, 0, -1, 10);
|
|
pPlayer->holoduke_on = i;
|
|
T4(i) = T5(i) = 0;
|
|
sprite[i].yvel = playerNum;
|
|
sprite[i].extra = 0;
|
|
P_DoQuote(QUOTE_HOLODUKE_ON,pPlayer);
|
|
A_PlaySound(TELEPORTER,pPlayer->holoduke_on);
|
|
}
|
|
}
|
|
else P_DoQuote(QUOTE_HOLODUKE_NOT_FOUND,pPlayer);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (VM_OnEvent(EVENT_HOLODUKEOFF,g_player[playerNum].ps->i,playerNum) == 0)
|
|
{
|
|
A_PlaySound(TELEPORTER,pPlayer->holoduke_on);
|
|
pPlayer->holoduke_on = -1;
|
|
P_DoQuote(QUOTE_HOLODUKE_OFF,pPlayer);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (TEST_SYNC_KEY(playerBits, SK_MEDKIT))
|
|
{
|
|
if (VM_OnEvent(EVENT_USEMEDKIT,g_player[playerNum].ps->i,playerNum) == 0)
|
|
{
|
|
if (pPlayer->inv_amount[GET_FIRSTAID] > 0 && sprite[pPlayer->i].extra < pPlayer->max_player_health)
|
|
{
|
|
int healthDiff = pPlayer->max_player_health-sprite[pPlayer->i].extra;
|
|
|
|
if (pPlayer->inv_amount[GET_FIRSTAID] > healthDiff)
|
|
{
|
|
pPlayer->inv_amount[GET_FIRSTAID] -= healthDiff;
|
|
sprite[pPlayer->i].extra = pPlayer->max_player_health;
|
|
pPlayer->inven_icon = ICON_FIRSTAID;
|
|
}
|
|
else
|
|
{
|
|
sprite[pPlayer->i].extra += pPlayer->inv_amount[GET_FIRSTAID];
|
|
pPlayer->inv_amount[GET_FIRSTAID] = 0;
|
|
P_SelectNextInvItem(pPlayer);
|
|
}
|
|
A_PlaySound(DUKE_USEMEDKIT,pPlayer->i);
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((pPlayer->newowner == -1 || pPlayer->jetpack_on) && TEST_SYNC_KEY(playerBits, SK_JETPACK))
|
|
{
|
|
if (VM_OnEvent(EVENT_USEJETPACK,g_player[playerNum].ps->i,playerNum) == 0)
|
|
{
|
|
if (pPlayer->inv_amount[GET_JETPACK] > 0)
|
|
{
|
|
pPlayer->jetpack_on = !pPlayer->jetpack_on;
|
|
if (pPlayer->jetpack_on)
|
|
{
|
|
pPlayer->inven_icon = ICON_JETPACK;
|
|
if (pPlayer->scream_voice > FX_Ok)
|
|
{
|
|
FX_StopSound(pPlayer->scream_voice);
|
|
pPlayer->scream_voice = -1;
|
|
}
|
|
|
|
A_PlaySound(DUKE_JETPACK_ON,pPlayer->i);
|
|
|
|
P_DoQuote(QUOTE_JETPACK_ON,pPlayer);
|
|
}
|
|
else
|
|
{
|
|
pPlayer->hard_landing = 0;
|
|
pPlayer->vel.z = 0;
|
|
A_PlaySound(DUKE_JETPACK_OFF,pPlayer->i);
|
|
S_StopEnvSound(DUKE_JETPACK_IDLE,pPlayer->i);
|
|
S_StopEnvSound(DUKE_JETPACK_ON,pPlayer->i);
|
|
P_DoQuote(QUOTE_JETPACK_OFF,pPlayer);
|
|
}
|
|
}
|
|
else P_DoQuote(QUOTE_JETPACK_NOT_FOUND,pPlayer);
|
|
}
|
|
}
|
|
|
|
if (TEST_SYNC_KEY(playerBits, SK_TURNAROUND) && pPlayer->one_eighty_count == 0)
|
|
if (VM_OnEvent(EVENT_TURNAROUND,pPlayer->i,playerNum) == 0)
|
|
pPlayer->one_eighty_count = -1024;
|
|
}
|
|
}
|
|
|
|
int A_CheckHitSprite(int spriteNum, int16_t *hitSprite)
|
|
{
|
|
hitdata_t hitData;
|
|
int32_t zOffset = 0;
|
|
|
|
if (A_CheckEnemySprite(&sprite[spriteNum]))
|
|
zOffset = (42 << 8);
|
|
else if (PN(spriteNum) == APLAYER)
|
|
zOffset = (39 << 8);
|
|
|
|
SZ(spriteNum) -= zOffset;
|
|
hitscan((const vec3_t *)&sprite[spriteNum], SECT(spriteNum), sintable[(SA(spriteNum) + 512) & 2047],
|
|
sintable[SA(spriteNum) & 2047], 0, &hitData, CLIPMASK1);
|
|
SZ(spriteNum) += zOffset;
|
|
|
|
if (hitSprite)
|
|
*hitSprite = hitData.sprite;
|
|
|
|
if (hitData.wall >= 0 && (wall[hitData.wall].cstat&16) && A_CheckEnemySprite( &sprite[spriteNum]))
|
|
return 1<<30;
|
|
|
|
return FindDistance2D(hitData.pos.x-SX(spriteNum),hitData.pos.y-SY(spriteNum));
|
|
}
|
|
|
|
static int P_FindWall(DukePlayer_t *pPlayer, int *hitWall)
|
|
{
|
|
hitdata_t hitData;
|
|
|
|
hitscan((const vec3_t *)pPlayer, pPlayer->cursectnum, sintable[(pPlayer->ang + 512) & 2047],
|
|
sintable[pPlayer->ang & 2047], 0, &hitData, CLIPMASK0);
|
|
|
|
*hitWall = hitData.wall;
|
|
|
|
if (hitData.wall < 0)
|
|
return INT32_MAX;
|
|
|
|
return FindDistance2D(hitData.pos.x - pPlayer->pos.x, hitData.pos.y - pPlayer->pos.y);
|
|
}
|
|
|
|
// returns 1 if sprite i should not be considered by neartag
|
|
static int our_neartag_blacklist(int spriteNum)
|
|
{
|
|
return sprite[spriteNum].picnum >= SECTOREFFECTOR__STATIC && sprite[spriteNum].picnum <= GPSPEED__STATIC;
|
|
}
|
|
|
|
static void G_ClearCameras(DukePlayer_t *p)
|
|
{
|
|
G_ClearCameraView(p);
|
|
|
|
if (I_EscapeTrigger())
|
|
I_EscapeTriggerClear();
|
|
}
|
|
|
|
void P_CheckSectors(int playerNum)
|
|
{
|
|
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
|
|
|
|
if (pPlayer->cursectnum > -1)
|
|
{
|
|
sectortype *const pSector = §or[pPlayer->cursectnum];
|
|
switch (pSector->lotag)
|
|
{
|
|
case 32767:
|
|
pSector->lotag = 0;
|
|
P_DoQuote(QUOTE_FOUND_SECRET, pPlayer);
|
|
pPlayer->secret_rooms++;
|
|
return;
|
|
|
|
case UINT16_MAX:
|
|
pSector->lotag = 0;
|
|
P_EndLevel();
|
|
return;
|
|
|
|
case UINT16_MAX-1:
|
|
pSector->lotag = 0;
|
|
pPlayer->timebeforeexit = GAMETICSPERSEC * 8;
|
|
pPlayer->customexitsound = pSector->hitag;
|
|
return;
|
|
|
|
default:
|
|
if (pSector->lotag >= 10000 && pSector->lotag < 16383)
|
|
{
|
|
if (playerNum == screenpeek || (g_gametypeFlags[ud.coop] & GAMETYPE_COOPSOUND))
|
|
A_PlaySound(pSector->lotag - 10000, pPlayer->i);
|
|
pSector->lotag = 0;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
//After this point the the player effects the map with space
|
|
|
|
if (pPlayer->gm &MODE_TYPE || sprite[pPlayer->i].extra <= 0)
|
|
return;
|
|
|
|
if (TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_OPEN))
|
|
{
|
|
if (VM_OnEvent(EVENT_USE, pPlayer->i, playerNum) != 0)
|
|
g_player[playerNum].inputBits->bits &= ~BIT(SK_OPEN);
|
|
}
|
|
|
|
if (ud.cashman && TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_OPEN))
|
|
A_SpawnMultiple(pPlayer->i, MONEY, 2);
|
|
|
|
if (pPlayer->newowner >= 0)
|
|
{
|
|
if (klabs(g_player[playerNum].inputBits->svel) > 768 || klabs(g_player[playerNum].inputBits->fvel) > 768)
|
|
{
|
|
G_ClearCameras(pPlayer);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_OPEN) && !TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_ESCAPE))
|
|
pPlayer->toggle_key_flag = 0;
|
|
else if (!pPlayer->toggle_key_flag)
|
|
{
|
|
int foundWall;
|
|
|
|
int16_t nearSector, nearWall, nearSprite;
|
|
int32_t nearDist;
|
|
|
|
if (TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_ESCAPE))
|
|
{
|
|
if (pPlayer->newowner >= 0)
|
|
G_ClearCameras(pPlayer);
|
|
return;
|
|
}
|
|
|
|
nearSprite = -1;
|
|
pPlayer->toggle_key_flag = 1;
|
|
foundWall = -1;
|
|
|
|
int wallDist = P_FindWall(pPlayer, &foundWall);
|
|
|
|
if (foundWall >= 0 && wallDist < 1280 && wall[foundWall].overpicnum == MIRROR)
|
|
if (wall[foundWall].lotag > 0 && !A_CheckSoundPlaying(pPlayer->i,wall[foundWall].lotag) && playerNum == screenpeek)
|
|
{
|
|
A_PlaySound(wall[foundWall].lotag,pPlayer->i);
|
|
return;
|
|
}
|
|
|
|
if (foundWall >= 0 && (wall[foundWall].cstat&16))
|
|
if (wall[foundWall].lotag)
|
|
return;
|
|
|
|
if (pPlayer->newowner >= 0)
|
|
neartag(pPlayer->opos.x, pPlayer->opos.y, pPlayer->opos.z, sprite[pPlayer->i].sectnum, pPlayer->oang, &nearSector,
|
|
&nearWall, &nearSprite, &nearDist, 1280, 1, our_neartag_blacklist);
|
|
else
|
|
{
|
|
neartag(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z, sprite[pPlayer->i].sectnum, pPlayer->oang, &nearSector,
|
|
&nearWall, &nearSprite, &nearDist, 1280, 1, our_neartag_blacklist);
|
|
if (nearSprite == -1 && nearWall == -1 && nearSector == -1)
|
|
neartag(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z+ZOFFSET3, sprite[pPlayer->i].sectnum, pPlayer->oang, &nearSector,
|
|
&nearWall, &nearSprite, &nearDist, 1280, 1, our_neartag_blacklist);
|
|
if (nearSprite == -1 && nearWall == -1 && nearSector == -1)
|
|
neartag(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z+ZOFFSET2, sprite[pPlayer->i].sectnum, pPlayer->oang, &nearSector,
|
|
&nearWall, &nearSprite, &nearDist, 1280, 1, our_neartag_blacklist);
|
|
if (nearSprite == -1 && nearWall == -1 && nearSector == -1)
|
|
{
|
|
neartag(pPlayer->pos.x, pPlayer->pos.y, pPlayer->pos.z+ZOFFSET2, sprite[pPlayer->i].sectnum, pPlayer->oang, &nearSector,
|
|
&nearWall, &nearSprite, &nearDist, 1280, 3, our_neartag_blacklist);
|
|
if (nearSprite >= 0)
|
|
{
|
|
switch (DYNAMICTILEMAP(sprite[nearSprite].picnum))
|
|
{
|
|
case FEM1__STATIC:
|
|
case FEM2__STATIC:
|
|
case FEM3__STATIC:
|
|
case FEM4__STATIC:
|
|
case FEM5__STATIC:
|
|
case FEM6__STATIC:
|
|
case FEM7__STATIC:
|
|
case FEM8__STATIC:
|
|
case FEM9__STATIC:
|
|
case FEM10__STATIC:
|
|
case PODFEM1__STATIC:
|
|
case NAKED1__STATIC:
|
|
case STATUE__STATIC:
|
|
case TOUGHGAL__STATIC: return;
|
|
}
|
|
}
|
|
|
|
nearSprite = -1;
|
|
nearWall = -1;
|
|
nearSector = -1;
|
|
}
|
|
}
|
|
|
|
if (pPlayer->newowner == -1 && nearSprite == -1 && nearSector == -1 && nearWall == -1)
|
|
{
|
|
if (isanunderoperator(sector[sprite[pPlayer->i].sectnum].lotag))
|
|
nearSector = sprite[pPlayer->i].sectnum;
|
|
}
|
|
|
|
if (nearSector >= 0 && (sector[nearSector].lotag&16384))
|
|
return;
|
|
|
|
if (nearSprite == -1 && nearWall == -1)
|
|
{
|
|
if (pPlayer->cursectnum >= 0 && sector[pPlayer->cursectnum].lotag == 2)
|
|
{
|
|
if (A_CheckHitSprite(pPlayer->i, &nearSprite) > 1280)
|
|
nearSprite = -1;
|
|
}
|
|
}
|
|
|
|
if (nearSprite >= 0)
|
|
{
|
|
if (P_ActivateSwitch(playerNum, nearSprite, 1))
|
|
return;
|
|
|
|
switch (DYNAMICTILEMAP(sprite[nearSprite].picnum))
|
|
{
|
|
case TOILET__STATIC:
|
|
case STALL__STATIC:
|
|
if (pPlayer->last_pissed_time == 0)
|
|
{
|
|
if (ud.lockout == 0)
|
|
A_PlaySound(DUKE_URINATE, pPlayer->i);
|
|
|
|
pPlayer->last_pissed_time = GAMETICSPERSEC * 220;
|
|
pPlayer->transporter_hold = 29 * 2;
|
|
|
|
if (pPlayer->holster_weapon == 0)
|
|
{
|
|
pPlayer->holster_weapon = 1;
|
|
pPlayer->weapon_pos = -1;
|
|
}
|
|
|
|
if (sprite[pPlayer->i].extra <= (pPlayer->max_player_health - (pPlayer->max_player_health / 10)))
|
|
{
|
|
sprite[pPlayer->i].extra += pPlayer->max_player_health / 10;
|
|
pPlayer->last_extra = sprite[pPlayer->i].extra;
|
|
}
|
|
else if (sprite[pPlayer->i].extra < pPlayer->max_player_health)
|
|
sprite[pPlayer->i].extra = pPlayer->max_player_health;
|
|
}
|
|
else if (!A_CheckSoundPlaying(nearSprite,FLUSH_TOILET))
|
|
A_PlaySound(FLUSH_TOILET,nearSprite);
|
|
return;
|
|
|
|
case NUKEBUTTON__STATIC:
|
|
{
|
|
int wallNum;
|
|
|
|
P_FindWall(pPlayer, &wallNum);
|
|
|
|
if (wallNum >= 0 && wall[wallNum].overpicnum == 0)
|
|
{
|
|
if (actor[nearSprite].t_data[0] == 0)
|
|
{
|
|
if (ud.noexits && (g_netServer || ud.multimode > 1))
|
|
{
|
|
// NUKEBUTTON frags the player
|
|
actor[pPlayer->i].picnum = NUKEBUTTON;
|
|
actor[pPlayer->i].extra = 250;
|
|
}
|
|
else
|
|
{
|
|
actor[nearSprite].t_data[0] = 1;
|
|
sprite[nearSprite].owner = pPlayer->i;
|
|
ud.secretlevel =
|
|
(pPlayer->buttonpalette = sprite[nearSprite].pal) ? sprite[nearSprite].lotag : 0;
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
case WATERFOUNTAIN__STATIC:
|
|
if (actor[nearSprite].t_data[0] != 1)
|
|
{
|
|
actor[nearSprite].t_data[0] = 1;
|
|
sprite[nearSprite].owner = pPlayer->i;
|
|
|
|
if (sprite[pPlayer->i].extra < pPlayer->max_player_health)
|
|
{
|
|
sprite[pPlayer->i].extra++;
|
|
A_PlaySound(DUKE_DRINKING,pPlayer->i);
|
|
}
|
|
}
|
|
return;
|
|
|
|
case PLUG__STATIC:
|
|
A_PlaySound(SHORT_CIRCUIT, pPlayer->i);
|
|
sprite[pPlayer->i].extra -= 2+(krand()&3);
|
|
|
|
P_PalFrom(pPlayer, 32, 48,48,64);
|
|
break;
|
|
|
|
case VIEWSCREEN__STATIC:
|
|
case VIEWSCREEN2__STATIC:
|
|
// Try to find a camera sprite for the viewscreen.
|
|
for (bssize_t SPRITES_OF(STAT_ACTOR, spriteNum))
|
|
{
|
|
if (PN(spriteNum) == CAMERA1 && SP(spriteNum) == 0 && sprite[nearSprite].hitag == SLT(spriteNum))
|
|
{
|
|
sprite[spriteNum].yvel = 1; // Using this camera
|
|
A_PlaySound(MONITOR_ACTIVE, pPlayer->i);
|
|
sprite[nearSprite].owner = spriteNum;
|
|
sprite[nearSprite].yvel = 1; // VIEWSCREEN_YVEL
|
|
g_curViewscreen = nearSprite;
|
|
|
|
int const playerSectnum = pPlayer->cursectnum;
|
|
pPlayer->cursectnum = SECT(spriteNum);
|
|
pPlayer->cursectnum = playerSectnum;
|
|
pPlayer->newowner = spriteNum;
|
|
|
|
P_UpdateScreenPal(pPlayer);
|
|
P_UpdatePosWhenViewingCam(pPlayer);
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
G_ClearCameras(pPlayer);
|
|
return;
|
|
} // switch
|
|
}
|
|
|
|
if (TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_OPEN) == 0)
|
|
return;
|
|
|
|
if (pPlayer->newowner >= 0)
|
|
{
|
|
G_ClearCameras(pPlayer);
|
|
return;
|
|
}
|
|
|
|
if (nearWall == -1 && nearSector == -1 && nearSprite == -1)
|
|
{
|
|
if (klabs(A_GetHitscanRange(pPlayer->i)) < 512)
|
|
{
|
|
A_PlaySound(((krand()&255) < 16) ? DUKE_SEARCH2 : DUKE_SEARCH, pPlayer->i);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (nearWall >= 0)
|
|
{
|
|
if (wall[nearWall].lotag > 0 && CheckDoorTile(wall[nearWall].picnum))
|
|
{
|
|
if (foundWall == nearWall || foundWall == -1)
|
|
P_ActivateSwitch(playerNum,nearWall,0);
|
|
return;
|
|
}
|
|
else if (pPlayer->newowner >= 0)
|
|
{
|
|
G_ClearCameras(pPlayer);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (nearSector >= 0 && (sector[nearSector].lotag&16384) == 0 &&
|
|
isanearoperator(sector[nearSector].lotag))
|
|
{
|
|
for (bssize_t SPRITES_OF_SECT(nearSector, spriteNum))
|
|
{
|
|
if (PN(spriteNum) == ACTIVATOR || PN(spriteNum) == MASTERSWITCH)
|
|
return;
|
|
}
|
|
|
|
G_OperateSectors(nearSector,pPlayer->i);
|
|
}
|
|
else if ((sector[sprite[pPlayer->i].sectnum].lotag&16384) == 0)
|
|
{
|
|
if (isanunderoperator(sector[sprite[pPlayer->i].sectnum].lotag))
|
|
{
|
|
for (bssize_t SPRITES_OF_SECT(sprite[pPlayer->i].sectnum, spriteNum))
|
|
{
|
|
if (PN(spriteNum) == ACTIVATOR || PN(spriteNum) == MASTERSWITCH)
|
|
return;
|
|
}
|
|
|
|
G_OperateSectors(sprite[pPlayer->i].sectnum,pPlayer->i);
|
|
}
|
|
else P_ActivateSwitch(playerNum,nearWall,0);
|
|
}
|
|
}
|
|
}
|
|
|